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Laicuss333 Since: Jul, 2016
#826: Sep 5th 2017 at 11:19:16 AM

Edited the post to include nerfs.

Meanken Since: May, 2013
#827: Sep 5th 2017 at 12:49:37 PM

Alright, then you are accepted. I'll be dropping an intro post shortly for you, and then you can post.

ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#828: Sep 20th 2017 at 6:06:36 PM

Name: Holly Summers

Age: ???

Appearance: Academics like to fantasize too you know.

Personality: Holly is calm and collected as well as polite and even playful. Rarely would you find her with out a soft smile on her lips. She gives off an air of not having a care in the world. Even when dooming her opponent to death or a with a live grenade between her teeth, she can't help but give off a friendly smile. She is an academic of sorts and something of a poet. A soldier and a philosopher. Despite working closely with the LB Army, she doesn't share their spartan military ways, and is more then happy to enjoy the finer things in life. She speaks with a light Swedish accent in manner befitting a dreamer.

Powers: Holly is an explosives expert, wielding grenades, mines, and missiles with great skill. She has a good throwing arm and knows how to get a grenade where she needs it (though to be fair, hitting a 1.5 meter wide hole, even from 50 or so feet, isn't exactly the most difficult of feats). This throwing skill translates over to her throwing knives which she is able to throw in fans of five. Despite only having one leg, Holly is a very mobile person. She can run like a gazelle, and while nothing super human, she would do well for herself in track and field. Thanks to her robotic leg, Holly can also do something of a rocket jump by using her mines. She uses this fact to her advantage in battle, placing a mine right under an opponent, detonating it herself, and flipping backwards from the blast while the enemy is engulfed in the explosion. While melee is a weak point, she is skilled enough with her shovel and combat knife that she isn't helpless in it either. Finally, Holly is a self proclaimed academic who is more then willing to use her mind for her own tactical advantage.

Equipment: Holly actually carries quite the inventory with her, where she keeps it on her bikini is an absolute mystery (She does seem to have some sort of hyperspace arsenal as apparent with her missiles. Simply Holly has access to her arsenal of weapons, how will simply be explained away as top secret).

Her main shtick is her ability to fire off macross missile massacres. She fires about nine laser guided missiles per volley. (An attempt to pre-balance this and set some hard rules. While she spams this move alot, the attack does have a cool down period so people have time to deal with one volley and have a break before worrying about the next wave. The missiles fire outward and upward from behind her before zeroing on a target. This fire pattern means she needs room for this attack. Especially indoors, she is more likely to blow her self up then the enemy. While supposed to be homing, they of course won't be in game. After their initial course correction after coming from behind Holly, they will simply be dumbfire missiles. Each missile offers a medium explosion for decent sized cluster of explosions in total. However these are video game missiles which grants some leeway as far as damage is concern. In general explosions tend to be pretty forgiving in fiction ("Agghhh, explosive blast knocked me backwards")).

Other explosive devices include Mk 2 grenades and M15 mines (I want to change a few things for aesthetics, preference, and balance. First, for some reason despite obviously using the good ol' pineapples, in game Holly's grenades act as high explosives releasing large towering explosions. I would like them to act like the Mk 2, shrapnel based anti personal grenades. Based on the size and circular pressure plate design, I think the mines are supposed to be M15 AT mines. I want them to act much as they do in game though, releasing a towering high explosive charge upward from the mine. The upward direction of the force of the blast at least gives some credit to how Holly is using them to rocket jump, it also gives some others some lee way since its area of effect is maybe a meter in diameter from the top of the mine while leaving others out side that area unscathed. I would like to expand her inventory, flash bangs, WP grenanes, smoke grenanes, claymores, the like, but that is all something she will have to acquire in game, probably through other chucks. I figured it was worth a heads up in case that could prove problematic down the line).

She also has her robotic leg, throwing knives, a combat knife, and one sturdy shovel.

Backstory: Holly comes from the old UAA set up. As a result, much of her history is kept top secret. What is known is that she was born in Sweden and was a successful model before losing her leg. Afterward she became an assassin and worked very closely with he LB army During this time she gained their loyalty, they would die for her. She eventually met her end after her duel with the Crownless King. Despite her efforts, Travis won the match through perseverance (the guy took four point blank grenades and three mines and kept going). To her dismay, at the point of victory, the Crownless King hesitated. He could not kill a woman. There was a way about these things however, an assassin must die when they lose. Taking it upon herself, she finished the match for him.

edited 21st Sep '17 12:45:41 PM by ImmortalNeet

How do you kill that which has no life?
GameGuruGG Vampire Hunter from Castlevania (Before Recorded History)
Vampire Hunter
#829: Sep 27th 2017 at 11:28:53 PM

Because Mean had requested it, here is an addition for my Castlevania sign-up.

  • Recurring Cast
    • Name: Elizabeth Bartley
    • Backstory: Originally the regal countess Elizabeth Bathory, she is the niece of Dracula. In 1421, she was tried and killed for being a vampire. However, she was inadvertently revived by an amateur witch almost 500 years later. The revived Bathory had one goal in mind... The revival of her dear uncle. Soon after learning of the tangled alliances between nations in the early 20th century, she came up with a way to set off the powder keg. As such, Bathory, now taking on the alias of Elizabeth Bartley, had the Archduke of Austria assassinated knowing that it would start a War to End All Wars... The war that would later be known as World War I. In 1917, she attempted to stop heroes John Morris and Eric Lecarde from thwarting the resurrection of the Count. Her plan, however, ultimately failed, as she, and later Dracula himself, were slain by the two vampire hunters. She was brought to Battleworld by Dracula's second wish.
    • Powers: As not only a vampire, but a niece of Dracula, Elizabeth Bartley can summon simple balls of hellfire and teleport with the latter of which being limited in use by a cooldown period. In addition, she can also turn other humans into vampires by drinking their blood. Bartley can also transform into a Medusa form, which can be described as a green-scaled snakewoman with hair made of snakes and with a large snake tail replacing her legs. In this form, she can breath hellfire and spit out balls of hellfire from her mouth, use the snake tail to attack opponents, and has sharp claws that can damage opponents.

    • Name: Lisa Țepeș
    • Backstory: Count Dracula's second wife and the mother of Alucard, Lisa was burned as a witch and because of this, Dracula began his war against humanity. She was brought to Battleworld by Dracula's first wish.
    • Power: Because of certain events on Battleworld, Lisa has become a mutant. Her mutation has pretty much unlocked her latent holy power which allows her to heal others. No regenerating limbs or resurrecting the dead, as per usual with this sort of power, of course. Lisa also can't just spam this power as it would use up her 'magic' like Sypha with her elemental spells. It also requires her to touch the person she's healing which will make her vulnerable to attack. She also has innate regenerative abilities as well, but they also function by the same rules minus needing to touch herself. She is also a very skilled doctor for the 15th Century.

    • Name: "Doppelganger"
    • Backstory: The last remaining lieutenant of Dracula's from 1476 other than Death and Carmilla, it is a doppelganger who serves Dracula loyally.
    • Power: As a doppelganger, it can take the form of any humanoid being and use his or her powers in a weakened state as they are neither real nor as strong as the original. It is never seen in its true form.

edited 27th Sep '17 11:30:16 PM by GameGuruGG

Wizard Needs Food Badly
Makaioh Since: Jan, 2015
#830: Oct 4th 2017 at 12:16:34 PM

And coming in with another Chunk signup. Sorry for the trouble.

Main Character

  • Name: Fujimaru Ritsuka
  • Age: Late Teens
  • Appearance: "Let's do our best."
  • Personality: A naturally hardworking and eager young woman that loves to snark at the circumstances of her journey and comrades. Once a regular modern day girl, she has now seen so much weird events unfurl that it's hard to actually shock her anymore for the most part, with her reactions usually tending to point out the absurdity of the circumstances surrounding her. A really eager beaver that just wants to form bonds with the various Servants under her pact, some might say that she's a bit too ditzy and friendly at times but that's also her good point. When she gets serious, things tend to go bugnuts since she can provide an outsider's perspective to a fight and think of out-of-the-box maneuvers to help swing a situation for her Servants.
  • Powers: Ritsuka is a third-rate Magus through and through. Her understanding of Magecraft is so weak that she can't even perform the most basics of spells such as Reinforcement on herself, and she is an average human otherwise besides the little spark of magecraft that she possesses along the slightly above average physical condition she has in general. Despite this shortcoming though, she is an absurdly good Master due to the fact she has an almost universal ability to form bonds with her Servants in general (and the fact that she can cheat to sustain all the various Servants by drawing upon the magical energy of Chaldea to act as a substitute outside of temporary battle boosts).
    • The only Magecraft she knows are buffs that can temporarily empower her Servants or nondamaging debuffs towards her enemies. Also on hand are Command Seals, of which she has three that can affect the Servants to forcibly calm them down from a Berserker range, teleport them to her side despite the great distance separating them, or even empower their Noble Phantasm to hit harder. Once used, they fade away one by one though unlike regular Command Seals they renew themselves daily. Ritsuka can also surprisingly use them on herself so that she could temporarily fistfight things she normally shouldn't be able to harm like Servants or monsters though this isn't a good idea since her martial prowess is pretty low.
  • Equipment: Ritsuka's equipment in general consists entirely of her Mystic Codes, clothes equipped with certain functions that help boost a specific parameter or perform a Magecraft to help her team of servants out. Each Mystic Code has three abilities each, with the ability being akin to bullets that are to be fired to work and the reloading phase will come in an hour later, meaning that there's only three times that Ritsuka can help her Servants per combat encounter in general. For the purposes of this hp, her Mystic Code pretty much allows her to power up a single attack of a single Servant greatly, regenerate a moderate amount of health, or turning Servants intangible for a single second.
  • Backstory:An ordinary Japanese citizen who was forcibly recruited in Chaldea by some less than savory ways, Ritsuka became the only Master candidate to survive a surprise betrayal from Leff Laynor, a man once thought to be stalwart ally of the Chaldea organization as a whole due to sheer luck. Now saddled with the responsibilities of the only Master in proper working condition to go about into the past and fix Singularities, Ritsuka went on to form bonds with various historical and mythological figures so as to combat the threat of the Beasts themselves.

Supporting Cast

  • Name: Mash Kyrielight
  • Age: 16
  • Appearance: "Senior, wake up."
  • Personality: Mash can be described as logical and melancholic in general, due to the fact she was created as an artificial human solely for the act of attempting a perfect union of Servant and living human body. Being one of the few known successful cases dubbed as a Demi-Servant, the girl looks at things in a calm and appraising manner due to the fact that her life was never in her own hands... until a certain point. Nowadays she's much more happy with life though her way of expressing emotions is subdued in general. Still, it's rather easy to fluster the girl if you know what buttons to press. Loyal and self-sacrificing, Mash is a good girl at heart though she hates slackers and mischief that makes her worry.
  • Powers: Mashu is a product of Chaldea's genetic engineering, a designer baby crafted to be born with a particularly strong set of Magic Circuits so as to become a suitable vessel for a Heroic Spirit. She is somewhat enduring as a regular human despite her thin frame, though ultimately still fragile with human limitations. By manifesting her Demi-Servant abilities though, she becomes Servant tier strong though using it too long puts a strain on her body, with her Class as the unorthodox Shielder. Like the name suggests, her skillset focuses on her being a sturdy tank, her flesh as hard as rock in Servant form and her bones as dense as steel due to the high Endurance rank of A. Coupled with her shield and her abilities that focus on boosting her own inherent defenses (and also her allies' defenses as well), she is a good person to have at defensive battles in general though the downside is her attacking capabilities are not all that good for a Servant (it's at C which is middling at best) and her speed is below average for a Servant.
  • Equipment: Her Noble Phantasm is Lord Camelot: Fortress of Distant Utopia, a large shield that is crafted from the Round Table itself and stupidly hard to break in the vein of Captain America's shield. When deployed, it crafts a barrier around herself and her allies that can reflect any weak attack that hits it or drastically weaken the power behind more powerful blows. For the purposes of the rp, its duration limit is ten seconds and it can only guard in the direction that she is holding it towards. Due to it being so large and heavy even for a Servant, Mash can only really shield bash her enemies or slice at them with the bladed edged in broad strikes, making possible avenues of offense rather limited but also making it incredibly easy to defend due to sheer coverage and her having to simply shift and rotate to keep people in front of her.
  • Backstory: In the year 2000, Mash was created from artificial fertilization and genetic editing. She is actually a Designer Baby, a magus genetically engineered under the orders of Chaldea's late director, ‎Marisbury Animusphere, to be a prime vessel for a Heroic Spirit's soul. The project aimed to control the powers of Heroic Spirits by binding them to a compatible mortal vessel in order to produce Demi-Servants. In 2010, Chaldea perform their second Heroic Spirit summoning.[3][4] While the project succeed in summoning and binding a spirit to Mash, the spirit failed to awaken.[3] Galahad decried Chaldea's brutal experiments, but remained in the world to keep his host alive.
    • Living a rather sterile and controlled life, Mash met up with her eventual Master upon their orientation period and the two hit it off, the girl finding the human qualities displayed by Ritsuka to be rather refreshing compared to the droll and cold attitudes of the Chaldea staff (besides Romani and Leo but they're cuckoo). It was through their adventures that an inseperable bond was formed between Master and Servant, her being the first to swear loyalty to Ritsuka and the most loyal of all the Servants to make the contract and also one of their most favored friend. Nowadays she hustles around in an effort to keep her Senior safe from harm and fights on the battlefield as their Shield.

  • Name: Leonardo Da Vinci
  • Age: 67
  • Appearance: The Troll-na Lisa herself.
  • Personality: While extremely intelligent, Da Vinci is also humble and kind to those around her, though she is more than willing to boast of her greatness when reasonably allowed. She is able handle grave matters with a gentle, but understanding attitude. To put it shortly, she's somewhat of a Team Mom with a playful and teasing personality that can sometimes get too carried away with her jokes and experiments.
    • However, she is not without her eccentricities. She has a penchant for eavesdropping on others when she walks in on something interesting. There is also her habit of putting on a pair of glasses when activating her Noble Phantasm. Da Vinci possesses a great affection for birds and subjects related to them. For example, when creating a vehicle to cross the deserts in Jerusalem, she adds a multitudes of the wings designs found on many of her previous inventions and dubbed the vehicle the Ornithricopter. She also keeps a beautifully crafted mechanical bird perked on her shoulders at all times.
  • Powers: Da Vinci is a Servant of the Caster class, something that is possible due to her having been a powerful Magus while still alive while still being the epitome of the Renaissance Man that history noted her past self to be. As such, due to the fact she is in this Class, she lacks the overall power physical parameters that the other ones are known for but makes up for this with a high amount of Mana and Magecraft tricks, preferring to fight away at range by shooting off magically reinforced plasma beams from her Saint Quartz staff (about as strong as a Battletech plasma gun but not nearly as accurate due to it being fired from a staff with someone with average accuracy).
    • She's still strong enough to be able to do things like walk around with a power fist like it's nothing and lift twice her own weight with a bit of effort while feasibly being able to tank a regular knife no problem. There's also the power to siphon magic energy from people she's made an agreement with if she's physically touching them and the ability to sense mana in general.
    • The bread and butter of a Caster Class Servant would be their inherent skills, Item Creation and Territory Creation. With a Territory Creation of A Rank, Da Vinci can craft a Workshop that is above other Workshops, i.e. a Temple. Simply put, by putting time and effort into hunkering down in a certain location, Da Vinci can turn the area of a large sized house into her territory, letting her modify the surroundings to be more accommodating to herself to perform her mysteries. In this case, it turns into an artistic workshop where she can design and test her experiments in ease Due to the nature of Territory Creation, there can only be one manifested at a time and it can only reach its true potential with the passing of time.
      • This basically means she can craft her clockpunk inventions such as oversized crossbows or a robotic bird made out of clock gears faster than normal with the Item Creation skill. Her territory can also be installed with various traps such as automatic dart walls or pitfalls to mess around with invaders and has enough mystical power to prevent more magically inclined entities such as spirits or elementals from simply phasing through the barriers. Sufficient enough force is viable to crack through the outer defenses but depending on how much days Leo spends on reinforcing it, it'd be much harder to crack. Her workshop in general is based in the Chaldea HQ and thus unmovable.
    • Her Personal Skills consist of Natural Born Genius, Pioneer of the Stars, and Golden Rule (Body). Natural Born Genius is basically her having an intellect along the lines of Tony Stark or Rick Sanchez, able to understand many laws of science that have yet to be discovered and generally being intelligent enough to understand how certain higher tiered technology works with the minimum amount of time spent on researching and reverse engineering. It also lets her familiarize herself with new crafts much easier than regular people and her learning curve is pretty high. Pioneer of the Stars is basically the instinct of an explorer that allows them to plan optimal paths for their journey. Golden Rule (Body) just means that she has a goddess-like body and thus might be turning some heads with an almost unnatural charm though it's able to be resisted by people, especially those that don't find the specific body type/gender/appearance attractive. In short, it's just a sexy body that might catch quite a few people's attention, especially those who are on the 'extra thicc' bandwagon.
    • The Servant's trump card, their Noble Phantasm... the crystallized legend that made them famous. In this case, Da Vinci's Noble Phantasm goes by the name of Uomo Universale: Renaissance Man. It can only be described as 'Da Vinci scans a target with her glasses and then chucks a giant mana bomb their way that'll then provide a powerful explosion on contact, having the range of a rocket launcher and the explosive radius to match though the power of the explosion's force is much more strong than a mere missile.
      • She also has a version where she takes in light through the Saint Quartz and then fires off either a powerful beam of plasma or smaller but still highly damaging lasers that zoop around for an Ao E attack. She can only really use Uomo Universale sparingly due to its high mana cost so it'll often be hours before she can perform another blast unless she gets a supply of extra magical energy from somewhere.
  • Equipment: Da Vinci carries around two particular items on her at all times, her Saint Quartz Staff and her clockpunk power gauntlet. The former is the standard magical staff Mystic Code that makes it easier for her to channel magecraft through, allowing her to do more with less overall mana and effort expended, generally used either to shoot plasma/mana bolts or to engulf the head in a Reinforced field to be used as an impromptu but powerful bludgeon. It's also pretty sturdy and can tank being hit from sledgehammers without being dented.
    • Her even more sturdy gauntlet Mystic Code meanwhile allows for a more personal approach, letting her have a vise-like grip as well as punch through inches of specially reinforced glass or crater concrete rather easily. It has hidden compartments that can shoot out a myriad of things such as a flamethrower as well a liquid nitrogen dispenser, and if push comes to shove, turn into a giant metal arm that can fire off its enlarged fist (as big as a grown man's torso) via powerful rocket thrusters. Said rocket fist even has a 'come back and reattach' feature. Another special feature is the ability to enlarge it into a giant metal arm with a large piston at the end that powers a giant metal power fist in the same principle as a pile bunker.
    • She also has a pair of magecraft enhanced spectacles Mystic Code that has a variety of features- namely seeing in multiple spectrum such as infrared or night vision, showing off various measurements through numbers, and gauging an enemy's overall power level much like a Dragonball Saiyan scanner. It also houses a powerful computer inside that lets her interact with other computers and can emit a hologram of stuff. The clockwork bird perched on her shoulders can be used to scout out stuff and relay information back by sharing its vision with is creator and can also act as loudspeakers or a phone to let her talk through it.
  • Backstory: The third Heroic Spirit summoned by Chaldea. A Servant summoned when the Heroic Spirit summoning system FATE was still incomplete. It has been said that she was about to depart soon due to the system's instability, but she became interested upon learning Chaldea's circumstances and chose to take up residence in Chaldea due to Romani Akiman's persuasion. Da Vinci-chan then manufactured a duplicate puppet of herself and is remaining in the present age by insisting that it is her Master. Nowadays she mans the shops and sometimes heads out via Leyshifts to restore history to its rightful axis.

  • Name: Oda Nobunaga
  • Age: 47
  • Appearance: "Bow before the Demon King of the Sixth Heaven! UHAHAHAHA!"
  • Personality: Haughty and self-confident, she possesses a flexible way of thinking that loves new things and is not bound by conservatism and common sense. She is a direct person that will say whether or not she hates or like the being/object in question, acting accordingly with her sense of self (unless she's embarrassed in which case she'll be a lot more tsundere). Has a love affair with the concept of "new" and thus enjoys the future while spurning 'tradition'.
  • Powers: Nobunaga has the standard Servant above human physical parameters as well as the ability to hit insubstantial spiritual beings such as ghosts due to being a super ghost herself. Her stats are slightly above average with her highest ones being Mana, Luck, and Endurance at B and the rest at C rank, meaning she's built to be enduring to some extent and a bit speedy.
    • Her class skills are Magic Resistance B which allows her to substantially reduce the power of magical abilities levied against her and Independent Action B which allows her to remain in the world of the living even after being cut off from a source of magic for two days, though on the proviso they don't use any Noble Phantasms and fight as sparingly as possible. Her personal skills are Strategy B which means she's good at moving around armies and planning military campaigns, Charisma B which can boost morale of the mass by either actions or words,
    • As Nobunaga, she has two unique Personal Skills which she can use to great effect. Demon King which lets her change her overall appearance however she wishes as long as she keeps an overall human form of pureblooded Japanese descent as well as affect an aura that evokes hellish imagery due to her infamous reputation. Tenka Fubu- Innovation meanwhile does more damage against beings possessing Divinity or Mystery that rises the more powerful one's divine nature or mystery is. An example would be she'd do more damage against supernatural creatures or human beings associated with mystical legends such as King Arthur and do normal damage against "normal" humans such as regular cowboys or sailors with mundane legends.
    • Three Thousand Worlds: Three Lines Formation- The myth of her using three lines of matchlocks in her battles against cavalry, and thus does extra damage against vehicles/people known for their vehicle operating skills as well as the aforementioned Divine and Mystery from above. It's basically the ability to summon a lot of guns (she has three thousand) but due to limitations the most she can summon is 30 at a time (all of whom are single shot muskets). The guns themselves fire projectiles that depend on the target, with regular but still powerful to mundane beings getting musket balls while those with Mystery, Divinity, and Riding getting shot with powerful red energy beams. Every gun can only fire once upon being summoned though they can be replaced instantly with those she has in stock by tossing away the discarded weapons.
    • Papiyas, Demon King of the Sixth Heavens- Nobunaga's Noble Phantasm which turns a sizeable fiery aura around her into what is essentially a scorching and burning ruined temple ground that follows Nobunaga around. The affected area is around thirty feet with her as the center and those with great Divinity or Mystery would find it rather easier to be damaged in this place as well as pretty heated up. Those with low or no such parameters would feel it being rather hot but nothing. Wastes a lot of Prana so it's meant to be a sure-kill move.
    • She can also change her Class from Archer to Berserker, which gets rid of all long ranged option to make her a powerful and wild close ranged combatant. In this form, her physical appearance is taller and older looking and her close combat skills skyrocket at the cost not having range for the most part besides riffing loudly, shooting flames at people, or shooting flaming skulls like Hadokens. Mad Enhancement makes her able to disregard the feeling of pain to a certain extent and fight without too much detriments even while wounded. If Berserker Nobu fights in a place that is lit on fire, she gains a slight power boost to her physical attributes. Her Noble Phantasm as a Berserker allows her to summon a giant black skeleton as a Stand that punches things real good, dealing stupid amounts of damage to people with Mystery, Divinity, or Riding. It's also on fire.
  • '''Equipment:"' Her main weapons are a katana and the 3000 matchlocks she can summon a fraction of from her 3000 worlds Noble Phantasm (at most 3 at a time without invoking her Noble Phantasm's name). Being of the Archer class, she likes hitting from range with her arquebus. When she changes her Class into Berserker at Chaldea, she loses her guns and her sword turns into a weird giant axe guitar that can be used as a hyper-oscillating vibro-weapon.
  • Backstory: The soldier of fortune from the Warring States Period, she was called the "Big Fool of Owari" in her childhood due to her highly eccentric and nonstandard behavior. She made a name for herself in the world upon defeating Imagawa Yoshimoto in the Battle of Okehazama. Responsible for the de facto downfall of the Muromachi Shogunate, Nobunaga had great influence during the closure of a the long, turbulent war period lasting since the Ōnin War.
    • One of the first to assimilate western inventions and tactical concepts into the art of war, she wielded both a technological and economic advantage against her foes, with efforts focused on the control and development important hubs of industry and a the establishment of policies emphasizing the promotion of results and individual merit.
    • Between 1560 and 1583, she eliminated many formidable enemies one after the other and even had the unification of the country within reach. Her campaign ended in Kyoto, at the temple of Honnō-ji, thanks to the insurrection of Akechi Mitsuhide and she committed seppuku in the blaze so as to not let her body be besmirched by her enemies.... before being summoned once more as a Servant. Now she's content to go around trolling people and enjoying modern day comforts.

  • Name: Astolfo
  • Age: Early Twenties(?)
  • Appearance: "I'll leave the planning to you, for there is not much people with as little common sense as I, Astolfo!"
  • Personality: A bit hyperactive, too curious for his own good and sometimes completely lacking in common sense, this is what one would describe when talking about Astolfo. He's a man who very much likes to live in the present, who at times pretty much eschews going with the flow and prefers to do his own thing, not thinking much of what his action might bring. He's also unbelievably optimistic and naive, seeing all that is well in the world and thinks that one should strive to enjoy life as much as they can. Despite, or rather because of this, he still has his pride as one of the Twelve Paladins of Charlemagne and thus, tries to strive as an ideal Paladin whenever possible.
    • Due to his nature, he's prone to making hard decisions that usually require some thoughts on the spot, following the course of action he deems most fit, regardless of consequences. He does as he pleases without regret, and would stubbornly follow through whatever it is that he put his mind to all the way. He's also quite a blabbermouth and, if given half a chance, could talk on and on and on without stopping, much to everyone's chagrin. Hence, one shouldn't entrust him with secrets, as he possess the tendency to accidentally talk about it or sometimes, tend to forget about important details mid-conversation.
  • Powers: Being a Servant/Heroic Spirit, Astolfo possesses physical abilities far, far beyond that of a normal human. Being a Rider, he possesses an innate Riding skill, allowing him to skillfully ride mounts, from regular animal mounts to Phatasmal Beasts(imagine magical fantasy creatures like dragons and griffins) to even modern-day vehicles as well as Independent Action . His physical capabilities being above average than that of a typical veteran soldier and, due to being the Rider Class, he also possesses exceptional agility, capable of keeping his pace with a speeding car. Still, for a Servant, he's considered second to third rate due to most stats besides Agility, Luck, and Noble Phantasm being in the D/C range.
    • In addition to Class skills, he also possess his own set of Personal Skills, that being Monstrous Strength and Evaporation of Sanity(Rank D), the former allowing him to increase his strength temporarily for a single moment and the latter, denoting the disappearance of one's reasoning. For Astolfo, this means that he's more prone to chattering secrets that he wasn't supposed to reveal and tends to be forgetful about important things. In other words, do not rely him to think things through and definitely do not rely on him to keep very important information hidden or remember them much.
    • However, his main ability comes not from his physical abilities, which at his peak is still considered average for a Servant, nor in his innate nature as the Servant of the Rider Class, but rather, it comes from his abundance of Noble Phantasms, the conceptual manifestation of the Heroic Spirit's legend, making him more versatile than most Servants. His Noble Phantasms include:
  • Equipment:
    • La Black Luna◊, Magic Flute That Calls Panic: A horn granted to Astolfo by the good witch Logistilla to drive away a flock of harpies. The horn itself is hung on the belt on his hip but when activated at will, it increases its size and encircles Astolfo's body. When used, it emits a magical sound equivalent to that of a roar of a dragon, the cry of a giant bird and the neighing of a divine horse in front of him, capable of temporarily stunning and impeding one's sense of hearing to those that are affected by it.
    • Trap of Argalia, Down with a Touch!: A shining, ornate lance that Astolfo 'borrowed' from Argalia, in which he used(read:abused) it to win jousting matches time and time again. It is a Noble Phantasm which, when activated and upon being struck by it, it forces those it hits to "fall". Against Servants like himself, this causes the lower parts of their leg to forcefully revert back to spiritual form, effectively making them legless for a time. Against others, it'd be nerfed down to a momentary stun effect of a few seconds.
    • Casseur de Logistille, Destruction Declaration: A passive Noble Phantasm in the shape of a thick magic-binding book, given to him by the same witch that gave him La Black Luna. So long as he have this on his person, the effect is active. Grants Astolfo high-ranked Magic Resistance where modern-age magi can't bypass them. However, due to his shift into the Battleworld and the differing systems of magic in place within, the effect is no longer as effective as it can be. Provides Astolfo moderate resistance against magic and any curse/debuff of any magical origin has no effect on him.
    • Hippogriff, Otherwordly Phantom Horse: The favoured mount of Astolfo. Being a crossbreed of a griffin and horse, it is a phantasmal beast that Astolfo could summon at will and ride on. However, not only does it serve as a transport, it also serves as his ultimate Noble Phantasm. Upon invoking the Noble Phantasm 'Hippogriff', his mount would charge at his foes with tremendous speed causing great damage to anyone who's caught in his way with the power of a high speed wrecking ball on contact. Its true effect is the ability to turn intangible for a single second. Because of the sheer amount of Mana needed to perform this however, Astolfo would only be able to invoke this Noble Phantasm at least once a day (or unless someone provides him with additional mana to compensate for that, and even then, it'll have to be a very significant amount).
    • Beyond the Noble Phantasms, his clothes and chainmail that he has in his possession, he also carried around a slender steel sword with him. While it doesn't possess any special abilities like a Noble Phantasm normally would, its quality is said to be incomparable to that wielded by common-place rank-and-file soldiers and it's sharp enough to puncture through two inches of steel plating with sufficient enough force behind it.
  • Backstory: Astolfo was one of the Twelve Paladins of Charlemage and among them, is said to be the most handsome, eternally optimistic and completely lacking in sense. As an adventurer, he had forged various legends to himself, some of which is more ridiculous than the last, and had acquired just as much artifacts throughout it all. That being said, he is not without his own set of failures, though whether he regards it as such is another matter altogether. To the Paladin lacking in sense, such matters doesn't concern him. Having been summoned to Chaldea to be one of various shining stars of humanity to combat the threat to mankind's existence, the youth now puts his best efforts into fighting the good fight and going around being a nuisance to others.

  • Name: Okita Souji
  • Age: 23
  • Appearance: "Sakura Saber, at the ready."
  • Personality: Okita Souji can be both a cool-headed manslayer or a silly woman that likes spoiling children. A ditzy genius type character in general that enjoys ribbing her close friend Oda Nobunaga and vice versa, the two of them are an inseparable pair that bring out the best and worst in each other due to their weird dynamics. Has a guilt complex about not being able to fight the good fight due to her illness and thus is very stubborn when she gets going.
  • Powers: Although she is a Saber-class Servant, both of her class skills are very poor. Her Magic Resistance is very low due to her existing in the Bakumatsu era where magic is an uncommon practice when the mystery is thin. Her Riding skill is limited due to the Shinsengumi have only rode on horses. In addition, Okita has been cursed by a Weak Constitution skill, it is a weakness struck by the nature of frail health. In her case, it is the result of tuberculosis illness in her lifetime. The skill nature is similar to Innocent Monster curse where the people of future generations perspective effects the existence of Heroic Spirit. She is accompanied by the risk of sudden status drop at anytime of every action. The probability of risk is not high but when it is invoked in combat, it is immense. She basically spits out mouthfuls of blood randomly if she's unlucky and it's rather painful.
    • Still, despite her frail health, she has her good points. Her Agility rank is incredibly high at A and coupled with the Reduced Earth skill, she can basically run super fast in straight lines instantly (highway speeds) to make up for her very Endurance, Mana, and Luck. Her strength is middling at C. Being a genius swordswoman, her skill with the blade is top tier and she could make up for raw power with incredible technique. Her fighting style is focused on thrusts, with her Skill Lightless, Three Stage Thrust being sublimated as a Noble Phantasm by the FATE system. To activate it, she needs to assume a certain posture and turn the blade sideways with the tip leveled towards the opponent's eye, after which she'll glide forward to thrust out with her sword. The true ability of Lightless is the ability to thrust simultaneously three times at any space within the reach of her blade when the skill is activated, essentially triple attacking at a single moment.
    • Besides her swordsmanship, she's a master at using hidden weapons to kill her foes when they're not paying particular close attention, much like an Assassin would (which is why she could also qualify for this class even). With her long sleeved outfit and her expertise on hiding utensils on her person without it showing, she's good at pulling things out and going to town.
  • Equipment: Okita carries her well-crafted katanas Kojiki Kiyomitsu at her hip, the blade being as sharp as Astolfo's own sword despite not being her Noble Phantasms. By equipping her Coat of Oaths Noble Phantasm, her sword is replaced by Kiku-Ichimonji Norimune an identical and even sharper katana and her parameters raise by one rank so she can actually assume a modicum of a Saber's standard statline though it drains more Mana and it'll disappear in about a minute. Her last Noble Phantasm is her Flag of Sincerity, the Shinsengumi's flag that can summon a dozen low leveled Nameless Servants who were her Shinsengumi comrades in life. Their base abilities are only as strong as an average well trained man's and they're armed with regular but still rather sharp katanas.
  • Backstory: Hailed as a genius even among the master swordsmen among the Shinsengumi, Okita Souji is a popular Japanese figure who spearheaded the dreaded yet honorable black ops unit in defense of the shogunate. Still, her life ended with tragedy as her tuberculosis killed her at a young age, preventing her from being able to fight along with the rest of the unit to the very end. Nowadays she just idles away her time by trading snarks with Oda Nobunaga.

  • Name: Kintoki
  • Age: Late Twenties to Early Thirties
  • Appearance: "All Is Golden!"
  • Personality: Kintoki is wild and arrogant, but firm and righteous. As he is particularly kind to mothers and children, he is a hero to all children. His mentality is that of an average grade schooler. Being summoned in the modern age, he quickly adopted popular habits. He likes flashy things and loves shiny things; he absolutely adores gold. He says "gold" and "golden" a lot about everything. He is very bad at love, which is his biggest weak point.
  • Powers: Kintoki is a powerful Servant, especially due to the fact he's one of the few lucid Berserkers out there. With a strength at A+, Endurance and Agility at B, and everything else at C, he's an above average Servant in that he's a literal Lightning Bruiser. His physical abilities are about Goro levels save that he's also fast, but his attacking patterns are pretty easy to read since he's not really good at finer techniques. He also has no armor of any kind so while he can take the pain, it also means he takes more damage if he doesn't bother to dodge, which he doesn't as much as the more fragile Servants due to being a musclehead.
    • His Skills are pretty weird though since he has Animal Dialogue which lets him be Dr. Doolittle, Natural Body which means his body will always be muscular no matter how much he doesn't exercise or eat, and is extremely resistant to lightning and thunder attacks due to his low rank Divinity. With Mad Enhancement at its lowest Rank, Kintoki is lucid unless he gets hit by a powerful enough attack, which will trigger a strong mentality to rip and tear. If he doesn't suppress this urge fast enough, he'll literally turn red. For the purposes of this rp, he won't get a power boost but he'll certainly be a lot more ferocious and merciless. Even in this state though he can tell friend from foe. His Noble Phantasm is Golden Spark, which channels three cartridges out of the fifteen available ones into his axe at once to create a detonating lightning impact that smashes into the surrounding area with high voltage and the crack of thunder.
    • Kintoki can class shift into the Rider Class if he wants to, which raises his speed in exchange for losing his Golden Eater axe and Mad Enhancement for a gold plated low rider motorcycle that he can summon, aptly named Golden Bear. It's also his transformed bear mount in the shape of a motorcycle. His motorcycle is ridiculously fast, being able to reach speeds of 140 mph at the drop of a hat. Naturally this means that he can't turn all that good but that's compensated for the fact that he can use it to drive up vertical surfaces and do sick wheelies with tires that can become buzzsaws.
  • Equipment: He carries around the Golden Eater masakiri axe, a weapon of a Thunder Deity, with a weight of two hundred pounds for this game. The thing can generate lightning and thunder, acting as a taser if merciful as well as ridiculous melee weapon in general due to its weight and sturdiness.
    • As a Rider, he uses a pair of sturdy brass knuckles to batter his opponents Jojo style. Despite it lacking the overall reach and power of his axe, it's still a damn terrifying thing to get punched by with his overall strength. His Noble Phantasm in this form is Golden Drive- Good Night: Night Wolf Deadly Nine which turns his Golden Bear into an more dangerous form, where the tires become the drums of a Thunder God and electricity overflows with every revolution. Now being able to reach a speed of two hundred mph, the guy can crash his motorcycle into stuff at high velocity and blast away regular cars with its momentum alone, achieving the strength of Astolfo's hippogriff's charge attack but with electricity running rampant as well (though the motorcycle can't actually fly, it can have ridiculous hang time due to its nitro boosters).
  • Backstory: There are many legends about him, but no historical records to support them. He is the son of Raijin as a red dragon, and his mother is a cannibal mountain witch living on Mount Ashigara. Kintoki was raised with the strength of a monster, fighting and killing beasts in the mountain. Eventually, his mother, an ogress, was vanquished by Usui Sadamitsu, but Kintoki, taken to Minamoto no Yorimitsu, was taught the way of man, and became his retainer. He participated in many hunts for demons as one of the Four Heavenly Kings of Yorimitsu. He is famous for the episode of the battle against Shuten-douji on Ooe-yama, where he disguised himself as mountain priest, drugged Shuten-douji's alcohol and struck him down. In that episode, he fell in love with the demon Shuten-douji disguised as a beautiful girl, and then had to carry this burden for the rest of his life. Nowadays he goes around being golden.

  • Chaldea Security Organization

  • Name of the World: Fate Grand Order
  • Description: The Order for the Preservation of the Human Order, Finis Chaldea is a secret agency founded with the purpose of preventing the "certain extinction" of the human race.
  • Contents/Locations: Chaldea's architecture is built 6000 meters above sea level with basement workshops in the snowy mountains of an undisclosed alpine tundra. Chaldea is being protected by CHALDEAS' magnetic field. It is a combination of observatory, laboratory, and military outpost that is rather spacious and deeper than one would think, fixed with all the trimmings such as warehouse, hundreds of hotel-like bedrooms, meeting halls, kitchens, bathrooms, Japanese bathing areas, etc that a large organization building would need. Besides the building itself, the rest of the Chunk is basically a snowy mountain where temperatures can get as low as 60 degrees below zero.
Specialties: It's a magical place covered in a Bounded Field that blunts regular outside attacks in general and situated atop multiple ley lines that help power its special devices. It's also home to various Servants, superpowered ghost freaks which are as destructive as small mechas by their lonesome. Chaldea has five projects in operation at the moment, they are:
  • LAPLACE- The Phenomenon Recording Cyber-Daemon "LAPLACE" was completed in 1950 A.D. Named after Pierre-Simon Laplace's thought experiment (wherein a hypothetical omniscient being, sometimes referred to as a demon, would be capable of accurately predicting the future), the Cyber-Daemon LAPLACE is one of several safeguard measures set in place to preserve a Master's spiritual integrity and safety during Rayshift. Laplace was Chaldea's third invention. It is a magical device used to monitor the past. Chaldea sees the possible future through CHALDEAS, at the same time, LAPLACE collects records of the past. Its function is collecting history outside of public knowledge, or events that were quietly buried away. In Battleworld, it can't predict the future nor can it see past events of Battleworld but it still retains information of past events of its own world.
  • CHALDEAS- The Global Environment Model "CHALDEAS" was completed in 1990 A.D. Utilizing the soul of the World as a foundation and basis, the system manifests in miniature a perfectly accurate replica of the planetary body of Earth, permitting a representation of the World's status both in past and future eras. However, detailed observation of specific time-space locales is impossible without the assistance of SHIVA. Although it was already built in 1990, the reality is that CHALDEAS was incomplete. It was built and established as a model of the Earth to convince the sponsors, but it was far from its original function. Although the theory is complete, CHALDEAS lacked the crucial "fuel" for operation. In order to make CHALDEAS spin, they need the output of a power plant that is able to supply an entire country for about half a year. Even with the combination of an oil platform Seraphix and a French nuclear reactor wasn't able to keep it running. It's a body of high density Spiritrons and a territory of another dimension. It is the same as the sun and black hole. If it is touched directly by humans, they will be decomposed to the molecular level and disappear. Most of the insane amount of energy is utilized by the super computer to keep it running and the rest is to power the place's magic defenses or provide mana for the Servants.
  • SHIVA- SHIVA is a mechanism designed to permit the detailed observation of information represented within CHALDEAS' planetary projection, similar in concept to an environmental observation satellite placed in Earth orbit.[4] In lieu of a closed-circuit camera system, SHIVA also serves as an integral component to Chaldeas' security, outputting to monitors any occurrences within the research facility's environs in real-time. The system, however, is ultimately accurate only for the observation of the Common Era; for eras further in the past, accuracy rapidly declines, and mana and electricity demands climb to unmanageable levels. In Battleworld, it acts as the ability to observe things like a spy satellite would, though it's limited to Chaldea's borders to be nerfed. It can view the entire Chunk from any perspective though, in contrast with regular satellites and with perfect clarity.
  • FATE- The Guardian Heroic Spirit Summoning System "FATE" was completed in 2004 A.D. It allows for members of Chaldea who are considered "provisional Masters" to summon Heroic Spirits as Servants. A system patterned after the Heroic Spirit summoning ritual utilized in the Grail Wars of Fuyuki City, which enacts summoning per agreement of purpose between Master and Servant. Marisbury used this data as the basis for creating the summoning ritual. It is basically the place where Servants are summoned though for Battleworld, it'll be inactive outside of the Cure using his wish granting powers to summon a new one.
  • TRISMEGISTUS- The Spiritron Calculation Engine was completed in 2015 A.D. TRISMEGISTUS is a computer that serves as oversight in the implementation of Rayshift and it assists alongside LAPLACE in the real-time analysis of phenomenon observed via SHIVA.[8] The computer operates on Pseudo-Spiritrons quantum computing mainframe and the central Pseudo-Spiritrons calculation engine was provided by Atlas Academy to Marisbury as a matter of assistance in the realization of the Evocation・Invocation System (召喚・喚起システム, Shoukan・Kanki Shisutemu?) that serves as the core of the Rayshift technology. Basically it can teleport people that go inside of specially prepared Coffins into the past, though Battleworld nixed that for obvious reasons. It now serves as a teleportation hub that can transport people to the very edges of other chunks that any Chaldean member has personally visited as opposed to controlled points.
  • Population: It has a rather small population due to Leff Laynor's betrayal. 47 potential Masters are in cryofreeze due to their life threatening injuries and besides Ritsuka and the half a dozen Servants hanging around, only 19 staff members are still alive and active. The numbers can swell temporarily though if certain Servants create solid ghost mooks or mechanical drones with their abilities.

edited 4th Oct '17 1:20:41 PM by Makaioh

Meanken Since: May, 2013
#831: Oct 4th 2017 at 1:36:24 PM

Alright, after our discussions, I am accepting this signup.

edited 4th Oct '17 7:46:43 PM by Meanken

nman Since: Mar, 2010
#832: Oct 5th 2017 at 10:45:12 PM

    open/close all folders 

Main Character

    Yomi 
  • Name: Yomi, the Dungeon Lord
  • Age: Thousands of years
  • Appearance: Like so.
  • Personality: A very calm and mellow spirit, Yomi isn't prone to outbursts of emotion and isn't easily fazed. She likes music, fashion, reading, looking at the stars, gardens, the beach, tea, and fine art. She likes peaceful solutions and doesn't like killing people needlessly, but is definitely okay with killing folks as soon as they reject that first (or second) chance she gives them.
  • Powers:
    • Monster Physiology: Yomi, as an ancient fox spirit, is a monster. She is a magical type monster, so she has a strong resistance to magical and non-physical elements compared to a normal monster, and has lots of magical energy. While she is certainly much stronger and durable than your average human, she's not going to be tossing around motorcycles or shrugging off rockets or anything like that.
      • All monsters share a set of characteristics common to their species. For starters, they are several times stronger and more durable than your average human, and have increased resistances to different elements depending on their type. Each monster also has magical armor, which has the property of being as protective as a full set of steel armor even if it looks like normal clothing. Monsters also don't grow old, so they stay young adults forever. They require sleep, but can stay awake for days or even weeks at a time without getting tired. Finally, monsters have a very quick recovery rate, allowing them to recover from minor wounds in the middle of a fight, and heal completely over the course of a few minutes outside of a fight.
    • Magic: Yomi has a wide array of offensive spells at her disposal. She can shoot out blasts of magical energy to hit people, or imbue it with the five elements (Poison, Air, Fire, Ice, and Shock) or with divine energy. She can also focus to recover her health quicker than normal instead of attacking. She knows the unlock spell, which can pick just about any door that an expert lockpick can open.
    • Well-Read: Yomi has done a lot of studying. She knows how to do advanced mathematics, and all sorts of things about nature, magic, architecture, interior design, and how to read lengthy magical contracts. That said, she - like Ceri - doesn't know a thing about modern technology and thinks that the AI on the spaceship is a lady talking through a wall.
  • Equipment:
    • Kimono: Like all monster armor, it is magically enchanted to be about as protective as a full suit of steel armor. She has other outfits in her closet as well, which all have the same level of protection.
    • Warp Gem: A gem that enables Yomi and her party to teleport back to the town of Sakura. It requires an indeterminate amount of time spent focusing on it, which prevents it from being used mid-fight.
    • Healing Potion: A single-use potion that magically heals the user to full health. Like the Warp Gem, it requires an indeterminate amount of time spent focusing on it to use, which prevents it from being used mid-fight.
    • Mending Tonic: A single-use tonic that magically repairs a set of personal armor, even magical or technological. Like the Warp Gem and Healing Potion, it requires an indeterminate amount of time spent focusing on it to use, which prevents it from being used mid-fight.
    • Umbrella: A technological marvel, it keeps the sun out of the user's eyes in the day, and shields them from the droplets of rain during a storm - all while using no electricity, nor any sort of internal combustion engine.
    • Key Card: A strange rectangular object, it allows Yomi to enter the spaceship in town and access every room in it. Except the engine room. Something about being "too dangerous for her to destroy".
    • Cork: A cork for a bottle - or vial.
  • Backstory: Long ago Yomi was a fox spirit who ran a dungeon, until she got imprisoned in a magical seal for hundreds of years. Eventually the wandering adventurer, Ceri, accidentally released her from her seal. It turned out that in the time since she had been sealed away, mankind had gone from archaic living into a full-blown civilization, while her dungeon lay forgotten to man as a new dungeon lord stole control of it. After a quick fight where she defeated and bound Ceri to a magical contract, the two of them started a campaign to reclaim her dungeon from the new dungeon lord. After a lengthy amount of time together, they took back her dungeon and she released Ceri from her contract.

Supporting Cast

    Ceri 
  • Name: Ceri
  • Age: Mid/late 20's
  • Appearance: Sword not pictured.
  • Personality: Ceri is known to be brave. She seems to be a bit of a loner and when not in the dungeon she enjoys spending time by herself. She lives for adventures and likes to expand her already-vast knowledge about the kinds of traps and dangers one can find in a dungeon. Somewhat the opposite of Yomi, she can be explosive with her emotional outbursts, she gets embarrassed when it comes to lewd things, she is quick to get angry at people who bother her, and she typically likes to hit things with her sword first, ask questions later. Thinks pandas are the cutest things ever.
  • Powers:
    • Superhuman: Despite being human, Ceri is on the level of a monster physically. She is incredibly strong, so much so that she can throw enemies around with great ease, her sword slashes are strong enough to shatter boulders, and she can take several hits like that from someone else before being defeated.
    • Swordfighting: Ceri is a highly experienced swordfighter, and she can even smack down arrows and magical energy bolts with her sword.
    • Elemental Strikes: She is not a magician and can't cast spells (besides one that isn't going to be in this RP), but she has developed magical talent that she can channel into her weapon in the form of magically-enhanced attacks. She can imbue her attacks with one of the elemental types of the world of Sakura (Poison, Air, Fire, Ice, and Shock), or divine energy.
    • The Astral Blade: An attack she can only use very sparingly because it uses up a lot of her energy, she delivers a rapid series of strikes imbued with divine energy.
  • Equipment:
    • Sword: It's a sword. It can survive being slammed into monsters and architecture all day without breaking, but otherwise has nothing noteworthy about it.
    • Armor: She has multiple sets of armor, which, like Yomi's Kimono, is about on-par with a set of steel armor due to magic.
    • A Healing Potion and a Mending Tonic.
  • Backstory: At a young age, Ceri joined an adventurer's guild to avoid being set up in an arranged marriage by her parents. She learned how to fight and survive from the guildmaster, Maeve, one of the most powerful heroes in the land and her own personal idol. After developing into a fine adventurer in her own right, with only Maeve more powerful than her, her skills plateaued as she believed she had nothing left to learn. Then one day, she released a certain fox spirit from a seal and came to understand there was a whole lot she didn't know when the fox spirit bound her to a contract to work for her. In order to make her powerful enough to fight monsters, Yomi lent a fraction of her magical power to Ceri to strengthen her. During their time adventuring together, Ceri continued to improve her skills and train herself up, defeating more and more powerful monsters and having them join their cause as they made further headway into the dungeon with their band of allies. As time grew on, Ceri grew to resent how weak she was on her own, and how she needed Yomi's power to be useful. Eventually, Yomi revealed that she had been lying the whole time, and never actually gave Ceri anything beyond some advice every now and then - she had done everything with her own power and ability.

And then, after a grueling campaign to reclaim Yomi's dungeon from the new dungeon lord, Ceri was freed from her contract.

Being an adventurer at heart, Ceri couldn't stay, and claimed she had to leave on her next great adventure... but first she helped to quell the last bits of resistance in the dungeon. And then stopped an alien invasion. And helped defeat a chaos god that felt like attacking. And she keeps coming up with more reasons to stay and help Yomi out with running the dungeon/town instead of leaving.

    Hiriko 
  • Name: Hiriko
  • Age: Probably late 20's at the very least.
  • Appearance: Picture
  • Personality: A determined alien invader who wants what is best for her people. She was willing to invade other worlds to find a home for them, and was perfectly content with a peaceful solution.
  • Powers:
    • (Slightly) Superhuman: Due to lacking magic and reliance on modern technology, Hiriko is not as strong or tough as most monsters on her own, but is still a physical match for an athletic human.
    • Knows how to use the Titan Weapon System, and is the only person the AI will let operate it.
  • Equipment:
    • Titan Weapon System: The single most powerful personal weapon system designed by her civilization, it is the ideal anti-infantry armament. It serves as a suit of power armor, the metal protecting the user's most vital parts while an energy shielding system protects the rest of the body just as well as the metal armor. It can shoot ball-lightning, large cannon-like physical shots, has a missile launcher, and enhances the user's strength tremendously so that they can wield a sword with power and grace. It has wings with jet boosters in the legs to allow for flight, and is controlled with the assistance of an AI, named "AI".
    • Sword: A space-age weapon... which is basically just a sword that doesn't break under the force of the TWS swinging it.
    • Pistol: A simple ammunition-based pistol on par with a modern 9mm pistol, it is housed in the TWS and used as a backup weapon if the TWS is rendered inoperable.
  • Backstory: The leader of the monsters on the spaceship. They landed outside the Sakura Dungeon expecting to be easily able to overwhelm the primitive inhabitants of the world, but were defeated by Yomi, Ceri, and the magic of their world. Yomi spared her life, and allowed the spaceship and its inhabitants to continue to reside where it landed, making the town their new home.
    Maeve 
  • Name: Maeve (Maeve of the Human Cities)
  • Age: Most likely in her late 30's, at the very least
  • Appearance: Sword and cat included.
  • Personality: Fierce, strong, boisterous, and loud, Maeve carries herself like a legendary hero - mostly due to the fact that she is one. Has a very close relationship with Ryuuou. She is slow to trust, due to being part of the messy politics between guilds. Two of her favorite nuggets of wisdom are "A proper hero doesn't give up if one little thing goes wrong" and "Don't be the first to drink from an empty chalice." She is closest to Ceri, and is akin to a surrogate mother to the younger knight. She is very protective of her, willing to jump in to protect her against anything
  • Powers:
    • Superhuman: Much like Ceri, Maeve is absurdly strong and durable for a human. Physically she is slightly better than Ceri with her strength, endurance, and speed, but lacking in magical aptitude or magical energy.
    • Swordfighting: Maeve is the greatest human swordswoman in the world, even more so than Ceri. She knows all of the sword techniques Ceri does, but with enough skill that she can use her massive sword with agility and finesse just as easily as she can deliver devastating brutal strikes with it. With her preferred blade being so wide and massive, she utilizes it defensively to have the ultimate guard against magic, melee, and projectile attacks, or offensively to strike with a reach no normal sword can match.
    • Holy Strike: Unlike Ceri, Maeve is only capable of using a single elemental strike with her sword, allowing her blade to have holy elemental power coursing through it.
    • Watchful Eye: Maeve has highly honed observatory skills, being able to see through all but the most powerful of magical illusions.
  • Equipment:
    • Sword: Maeve's sword is sharp, very durable, and most notably enormous. The blade itself is nearly as tall as she is, and the grip is at least a foot long, requiring her to carry it at an angle on her back.
    • Armor: A magic set of armor much like those belonging to monsters and Ceri, it provides protection as if she were covered head-to-toe in heavy plate armor while still being being light, flexible, and non-constricting.
    • Cat: Just a normal cat. It's nice to have something fluffy and friendly hanging around on long trips.
    • A Healing Potion, a Mending Tonic, and a Warp Crystal. However, her healing potion tastes like burnt kidney beans.
    • Autocrossbow: A crossbow she got in Vector. It can shoot seven bolts without reloading.
  • Backstory: Maeve was born a peasant, but had the heart of an adventurer, which led to her becoming one of the greatest heroes of humanity. Maeve always has her eyes focused on her next goal, rather than dwelling on past glory, and thus doesn't tend to tell people her tale, but it has the usual aspects - A peasant rising through the ranks, soon beating massive creatures, saving villages, preventing the destruction of entire kingdoms. The usual. Eventually she became the Guild Master of the Adventurer Guild, taking on quests and defending the land. It was during this time when a young girl named Ceri joined the guild.

Ceri was just a peasant girl from some farmlands no one ever visited, and her parents had sent her to the guild to become a knight. If the girl didn't learn how to succeed as an adventurer, her parents had an arranged marriage they could fall back on, which served as a motivational factor for the young girl. Maeve practically raised the girl herself, teaching her how to hold and use a blade, and how to be a proper adventurer, which resulted in Ceri becoming an adventurer of little note. Time went on, and Maeve continued to run the guild, until one day Ceri returned after being gone for several months, a strange companion in tow. The two explained that they were simply clearing out a dungeon and that Ceri was definitely alive so she wouldn't have to worry. Maeve saw through the stranger's magical disguise, though, and saw she was a monster, which caused her to head back with the two. When she had a moment alone with the monster, she fought it but was ultimately defeated. Ceri returned and explained that the monster, Yomi, was trying to reclaim the dungeon and harbored no ill will. Maeve agreed to stay with them and help clear out the dungeon, as she knew she still had the potential to become stronger but was unable to truly do so while stuck back in the city and running the guild.

    Ryuuou 
  • Name: Ryuuou
  • Age: Old, very old, quite possibly older than Yomi. Over one thousand years, at the very least.
  • Appearance: Like so. And then here she is with her servants.
  • Personality: Ryuuou are known for being powerful and fickle, but easily bored, and this one is no exception. She will only do things if she thinks they would be fun. She has no burning desire for destruction, nor the urge to be cruel or lash out. She appreciates the finer things in life and enjoys whatever pleasures she can find, including the thrill of battle against those who are a worthy combatant. She really likes sweet treates and drinks, especially dango/mochi-like desserts.
  • Powers:
    • Monster: General monster physiology as explained in Yomi's sheet.
      • Dragon: Not just any sort of monster, Ryuuou is a dragon monster, one of the oldest and most powerful types. While most monsters tend to excel in either physical or magical strength, or else some blend of both, Ryuuou is powerful both physically and magically. She breathes fire, capable of sending out a natural (non-magical) fire blast attack from her mouth. She can punch hard enough to shatter boulders and can strike out with her hands and feet as if they were claws, just as sharp as any sword (or her tail).
    • Magic: She has access to the holy (Astral), wind, lightning, and fire elements, being able to fire magical blasts of those energy types (though as noted when using her breath attack it is not magical). Those same elements can also be imbued into her melee strikes. She can manipulate wind well enough to conjure a gale to hit people as well.
    • Serenity: Ryuuou is so fearless that even magical effects that would induce fear or panic do not affect her.
    • Elemental Skin: When it comes to elemental damage, Ryuuou's general durability is only bolstered by moderate resistance against elemental damage. However, after withstanding an attack of an elemental type, she automatically gains a high degree of resistance to all subsequent attacks using that same element. If she is struck by a different elemental attack type, she loses that first resistance boost and gains a resistance boost to the new type instead.
  • Equipment: Just her armor, which has the same properties as every other monster's armor, and then the standard loadout of a Healing Potion, a Mending Tonic, and a Warp Crystal.
    • Noiseblaster: An item from Vector. She got it because she thought it would be funny to see how humans react to getting air-horned.
  • Backstory: An ancient monster from a powerful lineage of dragons, she hails from the same homeland as Yomi. As with most powerful monster species, there aren't that many of them left, as over time they fight each other and reduce their numbers. Ryuuou is the last of her particular lineage of ryuuou, having survived and defeated them until no others remained. Eventually she came to a new dungeon, along with two of her servants. However, another dragon, Vesta, who was the current dungeon lord, cast a powerful spell that stole away part of her soul and bound Ryuuou to one of the throne rooms in the dungeon. Trapped, they stayed there for countless years until Yomi returned alongside Ceri, and the two restored the dragon's soul, freeing her. As thanks, she agreed to assist in recovering the dungeon and getting revenge on the current dungeon lord... so long as she could keep the throne room in the dungeon for her own personal use, of course.

When Yomi and Ceri visited Ryuuou on one of their many trips to the dungeon, one of their new companions, Maeve, caught her eye. Ryuuou offered to show Maeve the secrets of ancient swordsmanship should she remain with her. Agreeing, she and Ryuuou grew very close, and the dragon taught the human in the ways of ancient swordsmanship.

Minor/Other/Maybe I'll use them more if people like them I guess I dunno

     Emma and Ella 
  • Name: Emma and Ella, the Reaper Twins
  • Age: Unknown. Possibly thousands of years, but they come from a place that doesn't tend to have the same number of dimensions as our universe so time sometimes works differently there.
  • Appearance: Emma with the axe and Ella with the scythe
  • Personality: Ella is more timid and softspoken than her sister, while Emma is much more assertive, seeming to be the more outspoken of the two.
  • Powers: They have physical abilities roughly on-par with Maeve and Ceri, but lack any sort of ability to imbue their weapons with the standard elemental powers, only limited to Holy/Astral enhancement of their weapon, and can use the Astral Blade attack Ceri has.
    • Berserk: Both Emma and Ella are able to go berserk, which lets them hit significantly harder but move considerably slower (roughly a third stronger and a third slower)
    • S-Field: The power of the Stealth-Field, it just means they're a bit better at dodging magical or physical projectiles than your average monsters, having a decent chance to avoid getting hit.
    • Abyssal: Emma and Ella are Reapers, so they are not exactly monsters.
  • Equipment: Each has a Healing Potion, a Mending Tonic, a Warp Crystal, and monster magic armor. Emma has a big axe, and Ella has a big scythe.
  • Backstory: Anyone who makes a deal with abyssal powers and breaks the terms of their contract has a debt left unpaid. The reapers of the abyss are the ones who collect on their debt. Ella and Emma are two such reapers, but somewhere along the way they stopped really caring about their jobs, and eventually found themselves forced to work for Vesta, the then-Dungeon Lord. Eventually, Yomi and Ceri freed them, and they were more than glad to help kick her ass out of the throne.

Also while they are "twins" they are not actually sisters, as monsters are not born into families like humans are, but instead are just born from the land without any parents.

     Izanami 
  • Name: Izanami
  • Age: Quite possibly as old as the universe itself.
  • Appearance: With her power sealed away.
  • Personality: A lover of chaos. She is really cocky and self-righteous.
  • Powers: General magical monster physiology. While not really one to fight by hand and not as physically strong as a warrior monster, she is still much stronger than your usual mage.
    • Magics: She can send out magical attacks of fire, lightning, ice, and air elements.
    • Ether Burst: She can send out an explosive blast of holy energy, exploding much like a holy missile blast.
    • D-Shield: Strong magic resistance, it makes magical attacks harder to actually hit her.
    • Entropy: She is the embodiment of entropy in this world, so while she is not exactly a monster she functions very similarly to them.
  • Equipment: A Healing Potion, a Mending Tonic, a Warp Crystal, and monster magic armor.
  • Backstory: A great calamity which has plagued this world since the beginning of time, even the gods themselves cannot stop the passage of Izanami... except then some Fox Mikos sealed her away in a room. Eventually the seals started to diminish in power so the Mikos got Yomi, Ceri, and friends to kick her ass when she broke out. After being defeated, Yomi spared her life, making her agree to a magical contract where she lost a good amount of her power and agreed to not try to do anything bad to the dungeon - or bring around the end of the world. Now she just sort of hangs around the dungeon without a purpose.
     Chika 
  • Name: Chika
  • Age: Like Hiriko, she's definitely gotta be at least 25ish. And no more than a thousand.
  • Appearance: Definitely not escaping from prison here.
  • Personality: An outlaw who likes stealing and blowing things up, Chika will do anything she has to in order to save her own skin.
  • Powers: Standard warrior monster physiology.
    • S-Field: She's a bit better at dodging magical or physical projectiles than your average monster, having a decent chance to avoid getting hit.
    • Sneaking around
    • Stealing spaceships and assorted things
  • Equipment: A Healing Potion, a Mending Tonic, a Warp Crystal, and monster magic space armor.
    • Sword: A sword made using space-age technology, it has advanced vacuum machinery in it, allowing it to "cut" the air and send a ranged gust of cutting wind at someone.
    • Missile Launcher: A foldable missile launcher strapped to her lower back, it can shoot out explosive missiles at things.
  • Backstory: A space-criminal wanted in several solar systems, Chika was caught by Hiriko and was locked up in the space ship when it came to Sakura Dungeon. She was freed by Yomi and Ceri under the condition that she help them defeat Hiriko.
     Captain Bonny 
  • Name: Captain Bonny of the Star Seeker
  • Age: Old, but no more than a thousandish
  • Appearance: Ahoy!
  • Personality: Being a pirate she is naturally greedy as her eyes light up with the prospect of gold coins and jewels.
  • Powers: She has the standard warrior monster physiology, with a little bit of elemental stuff thrown in.
    • Tornado Slash: She can imbue her weapon with the air element for extra damage.
    • Ice Element: She can use the ice/water element not just to enhance her weapon, but to also conjure blasts of ice or water to send flying at someone.
    • Piracy: Bonny is a one-monster crew, able to sail her pirate ship without a crew. She can navigate the high seas, plunder booty, and escape from jail cells.
  • Equipment: A Healing Potion, a Mending Tonic, a Warp Crystal, and monster magic armor.
    • Cutlass
    • She also sails around in a big old-timey pirate ship called the Star Seeker. It has no crew because her old crew attempted a mutiny so she decided to sail alone, at least for the time being. While most sailors would say that their only lady is the sea, Bonny would say her lady is the Star Seeker.
  • Backstory: Bonny was born some time after Queen Isis and the ancient human empires, and laments that she was born in the wrong era. She sailed the oceans, living a life of piracy on the high seas. She was caught several times and tortured for her crimes but always came out on top. At some point her crew attempted a mutiny, resulting in her deciding to sail alone. Eventually when fighting off a giant kraken on the shore of Sakura Dungeon
    The Kraken 
There's like a big kraken off of the coast of Sakura Dungeon that sometimes attacks ships. That's about all I know about it.

Chunk

    Sakura Dungeon 
  • Name of the World: The Sakura Dungeon
  • Description: Usually referred to as "Town" or "The Town" by people, but for convenience in this RP can be called "The Town of Sakura" or "Sakura". Just a simple medieval town... with a massive multi-level dungeon inhabited by legions of monsters situated right below it.
  • Contents/Locations: The overall geography consists of the modestly-sized town of the Sakura dungeon surrounded by a few different features. There are grassy plains and a large bamboo forest, as well as a river that runs through the town and a beach a short distance away. There are pretty much all of the things you'd expect in a medieval town.
    • The Town: Just a simple old-timey town. With a gigantic monster dungeon directly below it.
    • The Baths: A Japanese-style bathhouse.
    • The Gardens: Spacious and peaceful gardens with plenty of places to sit.
    • The Arena: The walls of the arena are magically enchanted to contains any damage and destruction caused by its occupants, making it a convenient place for people to spar at full power without collateral damage.
    • The Inn: The main inn of the town, it has plenty of rooms for guests, and has Yomi and Ceri's rooms. Visitors can get something to eat and drink, and there's usually some sort of fun thing going on. It is run by a human-looking monster named Isabella. There is a special room that is very large and serves as the destination for people who use a Warp Gem or Warp Stone. Ideally. If someone doesn't use the stone right they'll probably wind up in the main room of the inn and have to deal with a very irate innkeeper.
    • The Shop: The main store of the town, it sells armor, weapons, potions, tonics, and other miscellaneous items, as well as buying things. It also sells Warp Stones, which are like single-use versions of Yomi's Warp Gem. It is run by a human-looking monster named Charlotte.
    • Whitewood Shrine: A Japanese-styled shrine with two wolf statues out front.
    • The Dungeon: The dungeon is a giant underground complex made up of many different floors. There are 27 main floors, as well as a few hidden areas. It has many locations inside of it, almost serving like a giant underground city. Each floor has its own aesthetic feel to it: The first two floors are a warren-like system of caves, followed by half a dozen castle-like floors before it goes back to being underground caves. Then there are half a dozen floors with a Japanese theme, half a dozen with an Egyptian theme, and then the bottom three floors have a hellish theme because they used to be located near a portal to the abyss. There is an observatory, two libraries, multiple throne rooms, a bee hive, baths, a (former and closed) portal to hell the abyss, shrines, a small room that contains a big desert area and oasis compressed into it, at least one forest grove with a waterfall, . There are many teleporters set up throughout the dungeon that allow visitors to travel between floors, or return to the inn.
    • (A) Dungeon: Independent of the dungeon, there is also a dungeon in the town, which serves the role of a prison. It has multiple cells that are physically and magically reinforced against many forms of escape, even preventing people from talking to their gods via divine magic or using a portal spell. When occupied, it usually has multiple guards assigned to it.
    • The Spaceship: A spaceship (from space) that landed on the Sakura Dungeon. It has three large levels and is home to an army of foxgirls from another world. It's been turned into a residency for the inhabitants so it can't fly anymore. It also has its own prison room.
  • Specialties:
    • Element and Types: All attacks types in the world of Sakura Dungeon are categorized as one of three categories: Melee, Ranged, or Magic. Each attack is also considered to belong to one of the following "elements": Physical, Poison, Air, Fire, Ice, and Shock. There is also the "Astral" element, which encompasses all holy magic. All monsters have different combinations of attacks and resistances for these elements.
  • Population: The dungeon is populated by a type of creature known as monsters. For the most part, monsters seem to resemble your typical human, but with cosmetic differences. Some of the girls might be animal types (foxes, bunnies, cats, etc) and have horns or wolf ears or bee wings. Warrior types and some mages look just like normal human women, except they tend to carry their weapon of choice around (large hammers, a spear, or a wand). Some are more elemental, and just have things like mud or sand coating them. And then some have demonic traits like bat wings or goat horns. Each monster as a baseline is as strong as a well-trained human athlete and skilled at using some form of attack, so that even the weakest monster is a potential threat to your typical band of greenhorn adventurers. Some monsters specialize in weapons and are much stronger, while others specialize in spells and are powerful mages, and still others do a blend of both. The monsters at the upper levels of the dungeon tend to be weaker and the ones at the bottom levels are much stronger. Each monster also has varying elemental resistances to the elements and physical attacks. All told, the population is somewhere in the vicinity of 10-15,000 total monsters in the area.
    • There are also a handful of monsters who populate the three levels of the spaceship, no more than 500ish. They are all fox-type monsters, don't have magic, and have guns/swords/missile launchers that accomplish the same sort of physical/elemental attacks someone could do with a spell.

Edited by nman on May 27th 2019 at 1:26:50 AM

Meanken Since: May, 2013
Boomer75 Since: Aug, 2017
#834: Oct 6th 2017 at 5:59:34 PM

So, I tossed around a few ideas to myself, mostly a Planeptune Chunk or a Hope's Peak Chunk, but decided against both and went with a chunkless for Hope's Peak Academy's Class 77-B, from Danganronpa 2 & Danganronpa 3 (the anime).

Yes, this high school class can function better as a team than the trained military group responsible for their world's order. Somehow.


Main Character
  • Name: Chisa Yukizome
  • Age: Young Adult, 20-21
  • Appearance: (Former) Ultimate Housekeeper and Class 77-B's Homeroom Teacher
  • Personality: Chisa is a very hardworking individual, and is extremely cheery and brave, though this isn't necessarily always a good thing. She can come off as quite dense or absorbed in what she is doing, often to the point of forgetting what she was doing in the first place. She possesses a strong sense of right and wrong. As a teacher, she takes to her duties with passion, and is able to adjust herself to fit her students wavelengths. She has a strong belief in bonds, taking advantage of your youth, and that talent isn't everything. She'll go great lengths to protect those she cares about, but this also trumps her common sense. She likes cleaning, laundry, and cooking, and dislikes cockroaches.
  • Powers:
    • Athleticism: For being a housekeeper, Chisa is surprisingly strong and quick on her feet. Some feats include being able to carry roughly 400 pounds, and being able to move and react rather quickly (In the anime, it was outright flash-stepping, but that seems a little too overpowered, so I changed it to her being in top physical condition in this regard).
    • Knife Skills: Another strange thing for her talent, Chisa is quite adapt with knives. While she's by no means the best in this regard, this in combination with Athleticism means she can actually keep pace in a fight, despite the lack of a particular specialty to it.
    • Ultimate Housekeeper: Chisa's talent. She can clean a place spotless, whip up a mean cup of tea, do the laundry and generally can get and keep a house spotless and in high maintenance faster than you can ask her to be your mom. And teach you and keep up a smile all the while. She's an Ultimate for a reason.
    • Infiltration: One last talent you wouldn't expect of her, She's actually quite skilled as a spy, being adapt at sneaking around unnoticed and gaining, and making sure others don't gain, information. There is actually in-universe justification for this.
  • Equipment:
    • Knives: Chisa has two knives to do combat with. Well, less knives, and more mini-katanas as pictured. I don't know what they're actually called. Besides that, there normal "knives". Nothing to crazy about them.
    • Cleaning Kit: The supplies necessary to clean places. a mop, cloth, soap, bucket, sponge, vacuum, lint roller, and toilet brush. Nothing special, and the soap is nontoxic.
  • Backstory: Chisa is a graduate of Hope's Peak Academy, a school for talented students that are the "Ultimate" in a given field, Chisa being the former Ultimate Housekeeper. She ended up as the homeroom teacher to Class 77-B after graduating with a recommendation by her childhood friend, Kyosuke Munakata, In order to be his eyes on the ground while he worked on an international campus, to keep tabs on whats going on at home. It is there she meets her students, including the five that made the trip to Battleworld with her, where she got them to bond together and become on of the few classes in Hope's Peak to consistently be together, as Hope's Peak does not have a mandatory attendance policy. As such, she is well loved by her students, and she loves them in return.

Other Teammates
  • Name: Sonia Nevermind
  • Age: High School, around 17
  • Appearance: Ultimate Princess; Casual Atire; and Formal Attire.
  • Personality: Polite, Gentle, Kind, and Cheerful, Naive, and having a desire to be somewhat normal, Sonia initially comes of as a traditional princess. As well, she cares deeply for her friends. However, she can be quite assertive, and curses and shouts if upset. She also has quite the interest in the occult and serial killers, as well as being a horror enthusiast. Can be quite pragmatic, and tends to remain rather calm and composed. She can come off as odd, due to her country's practices, but is quite knowledgeable in military equipment, tactics, and practices. She believes her life belongs to her country, not that she wants to die herself. She likes the Occult and Japan, and dislikes Sour Plums.
  • Powers:
    • Military Training: Despite her formal demeanor, Sonia has quite a vast knowlege of military expertise from Elementary School in Novoselic. This gives her knowledge in Military Tactics and Firearms (though not to the point of being an expert, but she knows at least how to use them), as well as the knowledge to drive a tank (of course, this is all presuming that they are at least similar to her world, and not overly fantastic in nature).
    • Ultimate Princess: Sonia's talent. Being the Princess of the small European Country of Novoselic, she received education in Leadership, Foreign Languages (30 of them, not that it matters much due to the Translator Microbes), Economics, International Law, and Diagnostic Medicine (Basically being able to tell what's wrong with a person health-wise). This also left her sheltered quite sheltered.
  • Equipment:
    • None of note.
  • Backstory: Sonia was born as the Princess of Novoselic, and is generally loved by her people. She lived a comfortable life there, but she had no friends of her status and thus was quite lonely. She eventually was invited to Japan to attend Hope's Peak Academy as the Ultimate Princess, which she jumped at to see the culture. She was assigned to Class 77-B, where she inspired Chisa to search for the other students, eventually forming a bond with them.

  • Name: Chiaki Nanami
  • Age: High School, Around 17-18
  • Appearance: Ultimate Gamer and Class 77-B's Class Representative; Alternate Outfit, with Hood Up
  • Personality: Chiaki is a girl that is calm and quiet. In fact, she's incredibly sleepy. As in would sleep standing up in a conversation. Multiple times. Besides this, she has a passion for gaming, often getting absorbed when she does so and ignores literally everything around her (to the point she forgets to breathe, yes really), and is much more talkative when the subject comes up. She refers to game a lot, actually. However, she does not exactly have a lot of pride in her talent, thinking it as a detriment more than anything else. A lot of her beliefs were influenced by Chisa, including being protective of her classmates and encouraging them to bond, that talent is not the only thing to life, and its things like memories and bonds that builds hope. She can also be quite industrious, and quite a good organizer. Quite obviously, she likes games, and does not like alarm clocks.
  • Powers:
    • Ultimate Gamer: Chiaki's Talent. She's a gamer that can instantly grasp and be good at almost every kind of video game, with the exception of dating simulators. While some of this can become a I Know Mortal Kombat situation (mainly on the strategic and reaction front), it doesn't necessarily translate into survival and combat skills. It also makes her vastly knowledgeable when it comes to games. It's not as if she always wins at them, but she harbors a love for them that exceeds the need to win or lose.
  • Equipment:
    • Nantendo Game Girl Advanced: Chiaki's handheld game system of choice, which she can often be seen playing. Most of the time, it's a space shooter named Gale Omega, which she has scored 999,990 points on.
  • Backstory: Chiaki had (and this is a rarity for the group) a somewhat normal childhood. Eventually she was selected by Hope's Peak as the Ultimate Gamer, which she accepted and was placed in class 77-B. She was found by Chisa near the start of her hunt for students, and was picked up and went along with them, which she bonded with the rest of the class. However, she went one step further with this and was encouraged by the class to be the class representative. She was hesitant at first, but then accepted the position.

  • Name: Mikan Tsumiki
  • Age: High School, Around 17
  • Appearance: Ultimate Nurse; Casual Outfit
  • Personality: Mikan has extremely low self esteem. This is beyond the usual constantly apologetic low esteem, and to the level of letting people do anything to her, easily intimidated, and barely able to hold a conversation without breaking into tears. She is extremely self-conscious and clumsy, usually finding herself in embarrassing positions. Some of this is intentionally exaggerated by her, as she would rather people notice her by her making a fool of herself and bully her than not being noticed at all, as if they're ignoring her. She has a fascination with the medical field, especially using syringes, and is always willing to give out medical advice and shots to those who want it (as well as those who don't). Can get attached to those who treat her kindly. She can read faces well, but tends to overthink them and immediately thinks the worst. She does have a subtle sadistic side, enjoying the rare moments of power she has over others, and is a fan of horror movies for how helpless the victims are. She also can give off a stalkerish vibe to some people. In the same vein, she can have outbursts when she is nervous about something. She enjoys the smell of bathrooms and rubbing alcohol, and does not like oversized things.
  • Powers:
    • Ultimate Nurse: Mikan's talent. Mikan is renowned for her ability to treat people from the verge of death back to health. This translates to being able to identify and treat most known forms of diseases, poisons, and wounds, besides those that are incurable or alien to a normal human being. She does not possess healing magic, though, so she needs to help the old fashion way, and have the adequate supplies on hand. She can also give medical advice, and can give autopsies, including the corpse's state, details of injuries, cause of death, and the time of death. She's no miracle worker, but she's pretty darn close.
    • Face Reader: Mikan is good at reading faces, able to tell (with some accuracy) what they're feeling or thinking, or to see if someone is sick or hurt. That said, she usually misinterprets most things as them not liking her or boring them.
  • Equipment:
    • First Aid Kit: A kit Mikan caries for emergencies, composed of (at the start) a 40 ft. roll of bandages, three syringes, two droppers, A large canister (16 oz.), a medium canister (8 oz.) and two small canisters (4 oz.), all currently empty, as well as disinfectant wipes.
  • Backstory: Mikan as a child was constantly bullied and abused by her peers and her family in every way imaginable, from being beat up to people burning her with cigarettes and forcing her to take on their debts to having her hair cut, and being used as a dart board, to give just a small sampling. She didn't have anything in the way of friends, so she had to learn to patch herself up at a young age, eventually discovering her talent for nursing. As she realized that she the holds lives of her patients in her hands as a nurse, and thus can have control of something for once in her life, she threw herself into the field, eventually being scouted for Hope's Peak Academy, becoming enrolled in Class 77-B, being one of the students that went to class, and helped Chisa find the other students, forming a bond with them as her first friends.

  • Name: Akane Owari
  • Age: High School, Around 17
  • Appearance: Ultimate Gymnast; Casual Outfit
  • Personality: Akane has quite a fiery personality, and is rather hot-headed, always willing to go for a good scrap, or some good eats. Her mood often shifts, and she thinks a punch to the face is always an adequate solution, having respect for those with power. She is a lover of food, and can eat quite a lot of it, almost to the point that it's compulsive. As she claims, "If you don't eat, you die". She's not the most intelligent of the group, being quite gullible, not getting complex words, and resorting to violence as a first solution. She also doesn't quite "get" the concept of sexual harassment, experiences in her past making her think it's quite normal, and can often be quite forgetful of names and personalities. She tries to present herself as strong and carefree to avoid being weak, and has an interest in the world around her. She's also quite protective of people, especially small, hungry things, and is afraid of ghosts. She likes Fighting and Meat, and dislikes Working Hard.
  • Powers:
    • Ultimate Gymnast: Akane's talent. With incredible strength (She could easily break someone's bones with her hits), Endurance (She can take quite a beating before going down), agility (She's been known to run up entire walls), and build, Akane is quite the experienced parkourist. This, in combination with her ability to think up Gymnastic moves on the fly (she hates training and routines), is how she utilizes her talent. She is quite the acrobatic fighter, though her lack of using her head gets her in trouble sometimes.
    • Intuition: Akane is one of those people that get gut feelings about something being good and bad and goes with them. She doesn't know quite what they are, but she follows them anyways.
    • Enhanced Smell: Akane has a sharp sense of smell, being able to smell blood, unpleasant scents, and of course food much earlier than her companions.
    • Heat Resistance: Akane can resist heat longer than her companions, though not to the level of, say, a servant. She's still human.
  • Equipment:
    • None of Note
  • Backstory: Akane was born in a poor area, with a high mortality rate. Often starving, Akane learned to value food more than anything, and was beat up quite a few times. She learned to rely on herself. She also lived with Seven Siblings, with Unemployed parents, which "changed" every now and then, adding more siblings. Taking responsibility for the siblings, Akane worked several part-time jobs, even stealing food for the siblings as a waitress. She was also harassed a lot, both by people at her job and her Stepmother's Lovers, becoming skilled at parkour in the process. Eventually, an old Gymnastics teacher who, while he harassed her, mentioned taking up Gymnastics. She did so, and was quite good at it, earning money for her siblings and her to move out. She eventually was scouted by Hope's Peak as the Ultimate Gymnast, and joined Class 77-B, being found by Chisa on her hunt, and bonding with the rest of the class.

  • Name: Peko Pekoyama
  • Age: High School, About 17
  • Appearance: Ultimate Swordswoman; Alternate Outfit
  • Personality: Peko is serious and no nonsense, and shows little emotion, rarely smiling. However, she's actually quite respectful of those in authority and isn't one to police people. She's also not antisocial, willing to attend events and stay around others, though she loses track of time when training. She likes animals, especially pandas, but they tend to be scared of her. She is quite loyal to her guardee, Fuyuhiko Kuzuryu, the Ultimate Yakuza, who did not make the trip to Battleworld, as his family took her in. She sees herself more as his tool than as a human being, and likely has a crush on him.
  • Powers:
    • Ultimate Swordswoman: Peko's Talent. She's extremely skilled with the sword, allowing her to keep pace with even the older and more "experienced" fighters. She can also use her weapons defensibly, and as a tool, not just for combat. She's also quite a resourceful fighter, using the environment to her advantage. She's probably the best fighter out of the group.
  • Equipment:
    • Shinai/Katana: Peko constantly carries on her back a black bag with lacing, which can be opened up to bring out a Shinai (bamboo sword), which is Peko's perfered weapon of choice. However, should the need arise, or the Shinai breaks, inside of it is a Katana, which is as powerful as a normal katana, albeit one wielded by the someone titled the Ultimate Swordswoman.
  • Backstory: As a child, Peko was abandoned by her parents, and was taken in by a powerful gang. This happened to be the Kuzuryuu Yakuza family, of which Ultimate Yakuza Fuyuhiko Kuzuryuu is the heir of. She was raised alongside the heir to the family, trained to be a bodyguard and hitman for them. She even protected the heir from their family's infighting. They ended up kidnapped, but escaped to the mountains, where they got lost, but her skills with a sword saved their lives. She also protected them after they got in a fight with the king of monkeys at a zoo. Her skills with the sword were enough to beat grown men in Kendo, earning her the attention of Hope's Peak, where she became the Ultimate Swordswoman. Asked by the heir to not disclose their relationship, and act as if they didn't know each other, she was enrolled in Class 77-B, where Chisa eventually found her and she bonded with the class.

That's it, feel free to tell me to adjust everything. This party's just about to get crazy... I think.

edited 6th Oct '17 6:20:16 PM by Boomer75

Meanken Since: May, 2013
Meanken Since: May, 2013
#836: Oct 20th 2017 at 2:04:47 AM

Well, it's been over two years since I actually made a signup for anything I myself add, but this is the first time I'm adding a new chunk, so I feel a signup is in order, as much for my own reference as so players have an idea what to expect.

  • Main Character
    • Name: Vayne Carudas Solidor
    • Age: 27
    • Appearance: Showing off his fancy robes
    • Personality On the surface, Vayne comes off as an intelligent, well educated man, skilled in public speaking, administration, and military command alike. Those who know him better, however, know him to be a ruthless and manipulative politician, obsessed with gaining and securing power at all costs, even to the point of having ordered the execution of his two older brothers. Yet he is no fool, he understands the value of when to keep an enemy alive or when someone better serves him as a tool then a corpse. He also holds a soft spot for his remaining younger brother.
    • Powers:
      • Bare handed fighting: Rather then use any form of actual weapon, if forced into a confrontation, Vayne will use his own two fists as weapons.
      • Magic enhanced fists: Vayne can also enhance his punches with magic for a short period (About 5 seconds, enough for one good combo), increasing the damage they do and enabling him to shoot shockwaves at enemies.
      • Mach Wave: Vayne can use magic to launch a short range non-elemental magic attack in a line in front of him, causing the very ground to rupture as magic energy shoots out of the ground to damage any in its path.
    • Equipment: No major equipment of note
    • Backstory: Vayne is the third son of the Emperor of Arcadia and part of the ruling family, House Solidor. Having killed his two older brothers for suspected treason at his fathers request, he is next in line to take the throne. The mastermind of a number of plots to undermine his enemies and expand the Empire, Vayne is well respected among the military, and works closely with the head of Draklor Labortories, Doctor Cid.

  • Supporting Cast
    • Name: Cidolfus Demen Bunansa
    • Age: 58
    • Appearance: Just a wee bit insane
    • Personality: Outwardly, the infamous Doctor Cid is insane. Often, he will be seen talking to himself, gesturing wildly to thin air, ranting, and otherwise not exactly portraying a sane mindset. Yet he is fully cognitive of his actions, simply not caring what others think of him. He is unarguably the greatest mind in the Empire, having been single handily responsible for much of their technological advancements that had allowed them to maintain their military dominance. Yet ever since returning from a trip 6 years ago, he has discarded all sense of morality in pursuit of ever greater power.
    • Powers:: None
    • Equipment:
      • Rooks: Tiny robots, of which he has 4, which he can deploy to assist him in battle. Each has a different support spell built in, one increasing his physical resistance, one increasing his magical resistance, one which casts a regeneration spell that slowly heals his wounds, and one which casts powerful healing magics which provide more direct healing. None of them are particularly strong, and have no outward defenses.
      • Twin Guns: A pair of guns specifically build by Doctor Cid. These guns fire a single shot each, after which he needs to take a moment before he fires another shot.
      • S-27 Tokamak: A special attack where he fuses his two guns into one and charges up his weapon, unleashing a vicious blast of energy in front of him that will deal massive damage to whatever it strikes. This move requires several seconds to charge, and cannot be repeated too soon due to the massive heat buildup.
    • Backstory: A longtime member of the Draklor Labortories, 6 years ago, Cid ventured into a series of ruins long said to be a "holy land" on an expedition. There, he made a discovery that would change the course of his life as he discovered an being known as an Occuria, beings of godlike power who had secretly manipulated the history of the world to their own ends by bestowing power on those who they choose to empower. This being, known as Venat, objected to this control, and seeking to break their hold over mankind, accompanied Cid back to Archades, advising him and assisting him with his research, with the final aim of breaking the chains of the gods and putting history back in the hands of mankind.

    • Name: Venat
    • Age: Unknown
    • Appearance: Good thing it doesen't need arms
    • Personality: Typically a silent observer to Doctor Cid, Venat is hidden from view much of the time, its very existence known only to Doctor Cid and Vayne. Where most of its kind view mankind as a tool at best, Venat cares for those it works with, treating them as equals and allowing them free will to make their own decisions.
    • Powers: Sadly for Venat, much of its powers have been stripped on entering the Battleworld. About the only thing it can still do is remain hidden from view, and even this power will not work outside of its native chunk. Inside said chunk, those with the proper abilities to detect magic might be able to pick up on its presence, even if they do not know exactly what it is.
    • Equipment It doesn't even have arms. How do you think it's going to use equipment?
    • Backstory: See Doctor Cid's profile

    • Name: Gabranth
    • Age: 36
    • Appearance:The loyal hound
    • Personality: A ruthless and unrelenting warrior, Gabranth is a man who has long since discarded his honor, believing it lost long ago due to his failure to protect his homeland.. Yet he still remains loyal to Archades and its current Emperor, willingly agreeing to spy on his older son while serving as the bodyguard of his younger son.
    • Powers:
      • Innocence: Gabranth can enhance his blades with magic, enabling him to launch long range shockwaves with his slashes, dealing major damage to anyone hit.
      • Guilt: Gabranth stabs in front of him with his blade before slashing, creating a large explosion in front of him
    • Equipment
      • Dual Blades: Gabranth wields a set of two large blades in battle, which he can connect together to form one large blade with swords on both ends.
      • Judge Magister's Armor: A set of custom made armor that affords him excellent protection in battle, enabling him to withstand a lot of punishment before he goes down.
    • Backstory: As a child, Gabranth's homeland was invaded by the Empire. While his brother fled to another country to fight the empire as part of their army, Gabranth took their sick mother and moved to Archadia. She died shortly after this. Placing blame on his brother for abandoning them, Gabranth joined the Archadian military, swiftly climbing the ranks until he was assigned the honor of the position of Judge Magister, the effective head of the Archadian Military. In recognition of his absolute loyalty, the Emperor has assigned him the dual tasks of spying on Vayne and reporting his movements, while guarding his younger son.

    • Name: Larsa Ferrinas Solidor
    • Age: 12
    • Appearance: Might look a little too much like a girl
    • Personality: In contrast to many in the Empire, Larsa is an idealistic young boy. Detesting war on principle, yet powerless to do anything about it, he makes a point to keep informed about the state of the world. In social interactions, he acts far older then his age, generally remaining polite and respectful to whoever he is talking to, no matter who they might be.
    • Powers:
      • Magic: Larsa prosesses a number of magic spells, mostly ones that can heal individual targets or small groups. He also has a water elemental spell.
    • Equipment
      • Rapier: His primary weapon in battle, this weapon prosesses no special qualties to speak of.
      • Potions: He also caries a number of healing potions, which he may use on allies when casting a spell would take too long.
    • Backstory: The youngest son of the Emperor, Larsa is kept out of most political affairs due to his age. However, he still makes efforts to remain aware of the goings ons within and without the empire.

  • Chunk
    • Name of the World:Archadia
    • Description: Easily the most technologicly advanced city on its world, Archades is the capital of the Archadian Empire, and the seat of its power. The city is multi-tiered, with many areas being all but inaccessible on foot, a convenient way to keep undesirables out of particular areas. Built on a rigid class system, those who fall out of favor or lose their power are pushed out to "Old Arcades", the slums on the outskirts of the city, where they must work their way back up or abandon all hope.
    • Contents/Locations:
      • Shopping District: A large area where all manner of things can be found for sale. Among the many shops includes shops that sell magic spells, shops that sell Technicks (Think guides that instruct you on how to preform specific combat moves), Arms and Armor, and items.
      • Aerodrome: The "Airport" of the chunk, where passenger airships come to pick up and drop off passengers. With the transition to Battleworld, this area will be under lockdown as the military assumes control of it to maintain their remaining fleet.
      • Imperial Palace: The home of House Solidor, and where the Emperor resides.
      • Senate Hall: Where the Imperial Senate meets to debate on issues.
      • Military Headquarters: Where the military is based, as well as the elite Judges.
      • Draklor Laboratory: The main research and development lab, headed by Doctor Cid
      • Sochen Cave Palace: A series of underground tunnels underneath Archadia's slums, this area is infested with monsters. Entry is ill advised unless you do not value your life.
    • Specialties: The main thing to note is the presence of what is called "Mist", a mysterious yellowish type gas that powers the magic of this universe. Typically invisible unless there is heavy saturation in an area. but can be detected by anyone with the proper skillset or equipment.
    • Population:
      • Citizens: The bulk of the people of the city are humans, with scattered representatives of other species here and there. Those in the main city are generally well off, and not afraid to wave this in your face. Generally haughty and proud, the higher up you go, the more of a dick the people generally are. In the slums of Old Archades, there are two types of people, those who seek to work their way up to the main city, and those who have already surrendered to their fate and spend their days wasting away.
      • Milltary: Like any empire worth their salt, Archades has a very rigid and well trained military. On the field, they will use a varity of arms, such as swordsmen, hoplites which use heavy armor and arms to break enemy lines, mages for ranges support, trained attack dogs and other specialists when needed.
      • Fleet: Formally, their considerable fleet was a major part of their arsenal, but much of their force was left behind when they were moved to Battleworld. They currently have a garrison of fighters, tiny one man ships which are the equivalent of airplanes, about 10 light cruisers, designed with light armor and speed in mind and the rough equivalent of, erm, cruisers, 3 Cruisers (Not to be confused with real life cruisers), heavier ships with lots of armor and cannons, the rough equivalent of battleships, and lastly, 2 Heavy Carrier classes, designed to transport ships and men and serve as a wall to protect other ships, the rough equivalent of Frigates or Aircraft Carriers.
      • Judges: A group of elite knights who have been empowered with the ability to serve as "Judge, Jury, Executioner" by the Empire, a necessary response to a rapidly growing territory causing problems with swiftness in enforcing the laws of the empire. The most elite among them serve as commanders in the military, and are among the most respected individuals in the Empire.
      • Senate: A governing body which once actively ruled Archadia, they have lost most of their power ever since the country turned into an empire. While they are still around in name, their power is now at best symbolic.

edited 20th Oct '17 8:50:03 AM by Meanken

nman Since: Mar, 2010
#837: Oct 26th 2017 at 9:47:57 PM

Now that I have a better handle on this game and think I can talk more without stretching myself thin, I'd like to add these people to my chunk's supporting characters.


  • Name: Maeve (Maeve of the Human Cities)
  • Age: Most likely in her late 30's, at the very least
  • Appearance: Sword and cat included.
  • Personality: Fierce, strong, boisterous, and loud, Maeve carries herself like a legendary hero - mostly due to the fact that she is one. Has a very close relationship with Ryuuou. She is slow to trust, due to being part of the messy politics between guilds. Two of her favorite nuggets of wisdom are "A proper hero doesn't give up if one little thing goes wrong" and "Don't be the first to drink from an empty chalice." She is closest to Ceri, and is akin to a surrogate mother to the younger knight. She is very protective of her, willing to jump in to protect her against anything
  • Powers:
    • Superhuman: Much like Ceri, Maeve is absurdly strong and durable for a human. Physically she is slightly better than Ceri with her strength, endurance, and speed, but lacking in magical aptitude or magical energy.
    • Swordfighting: Maeve is the greatest human swordswoman in the world, even more so than Ceri. She knows all of the sword techniques Ceri does, but with enough skill that she can use her massive sword with agility and finesse just as easily as she can deliver devastating brutal strikes with it. With her preferred blade being so wide and massive, she utilizes it defensively to have the ultimate guard against magic, melee, and projectile attacks, or offensively to strike with a reach no normal sword can match.
    • Holy Strike: Unlike Ceri, Maeve is only capable of using a single elemental strike with her sword, allowing her blade to have holy elemental power coursing through it.
    • Watchful Eye: Maeve has highly honed observatory skills, being able to see through all but the most powerful of magical illusions.
  • Equipment:
    • Sword: Maeve's sword is sharp, very durable, and most notably enormous. The blade itself is nearly as tall as she is, and the grip is at least a foot long, requiring her to carry it at an angle on her back.
    • Armor: A magic set of armor much like those belonging to monsters and Ceri, it provides protection as if she were covered head-to-toe in heavy plate armor while still being being light, flexible, and non-constricting.
    • Cat: Just a normal cat. It's nice to have something fluffy and friendly hanging around on long trips.
    • A Healing Potion, a Mending Tonic, and a Warp Crystal. However, her healing potion tastes like burnt kidney beans.
  • Backstory: Maeve was born a peasant, but had the heart of an adventurer, which led to her becoming one of the greatest heroes of humanity. Maeve always has her eyes focused on her next goal, rather than dwelling on past glory, and thus doesn't tend to tell people her tale, but it has the usual aspects - A peasant rising through the ranks, soon beating massive creatures, saving villages, preventing the destruction of entire kingdoms. The usual. Eventually she became the Guild Master of the Adventurer Guild, taking on quests and defending the land. It was during this time when a young girl named Ceri joined the guild.

Ceri was just a peasant girl from some farmlands no one ever visited, and her parents had sent her to the guild to become a knight. If the girl didn't learn how to succeed as an adventurer, her parents had an arranged marriage they could fall back on, which served as a motivational factor for the young girl. Maeve practically raised the girl herself, teaching her how to hold and use a blade, and how to be a proper adventurer, which resulted in Ceri becoming an adventurer of little note. Time went on, and Maeve continued to run the guild, until one day Ceri returned after being gone for several months, a strange companion in tow. The two explained that they were simply clearing out a dungeon and that Ceri was definitely alive so she wouldn't have to worry. Maeve saw through the stranger's magical disguise, though, and saw she was a monster, which caused her to head back with the two. When she had a moment alone with the monster, she fought it but was ultimately defeated. Ceri returned and explained that the monster, Yomi, was trying to reclaim the dungeon and harbored no ill will. Maeve agreed to stay with them and help clear out the dungeon, as she knew she still had the potential to become stronger but was unable to truly do so while stuck back in the city and running the guild.


  • Name: Ryuuou
  • Age: Old, very old, quite possibly older than Yomi. Over one thousand years, at the very least.
  • Appearance: Like so.
  • Personality: Ryuuou are known for being powerful and fickle, but easily bored, and this one is no exception. She will only do things if she thinks they would be fun. She has no burning desire for destruction, nor the urge to be cruel or lash out. She appreciates the finer things in life and enjoys whatever pleasures she can find, including the thrill of battle against those who are a worthy combatant. She really likes sweet treates and drinks, especially dango/mochi-like desserts.
  • Powers:
    • Monster: General monster physiology as explained in Yomi's sheet.
      • Dragon: Not just any sort of monster, Ryuuou is a dragon monster, one of the oldest and most powerful types. While most monsters tend to excel in either physical or magical strength, or else some blend of both, Ryuuou is powerful both physically and magically. She breathes fire, capable of sending out a natural (non-magical) fire blast attack from her mouth. She can punch hard enough to shatter boulders and can strike out with her hands and feet as if they were claws, just as sharp as any sword (or her tail).
    • Magic: She has access to the holy (Astral), wind, lightning, and fire elements, being able to fire magical blasts of those energy types (though as noted when using her breath attack it is not magical). Those same elements can also be imbued into her melee strikes. She can manipulate wind well enough to conjure a gale to hit people as well.
    • Serenity: Ryuuou is so fearless that even magical effects that would induce fear or panic do not affect her.
    • Elemental Skin: When it comes to elemental damage, Ryuuou's general durability is only bolstered by moderate resistance against elemental damage. However, after withstanding an attack of an elemental type, she automatically gains a high degree of resistance to all subsequent attacks using that same element. If she is struck by a different elemental attack type, she loses that first resistance boost and gains a resistance boost to the new type instead.
  • Equipment: Just her armor, which has the same properties as every other monster's armor, and then the standard loadout of a Healing Potion, a Mending Tonic, and a Warp Crystal.
  • Backstory: An ancient monster from a powerful lineage of dragons, she hails from the same homeland as Yomi. As with most powerful monster species, there aren't that many of them left, as over time they fight each other and reduce their numbers. Ryuuou is the last of her particular lineage of ryuuou, having survived and defeated them until no others remained. Eventually she came to a new dungeon, along with two of her servants. However, another dragon, Vesta, who was the current dungeon lord, cast a powerful spell that stole away part of her soul and bound Ryuuou to one of the throne rooms in the dungeon. Trapped, they stayed there for countless years until Yomi returned alongside Ceri, and the two restored the dragon's soul, freeing her. As thanks, she agreed to assist in recovering the dungeon and getting revenge on the current dungeon lord... so long as she could keep the throne room in the dungeon for her own personal use, of course.

When Yomi and Ceri visited Ryuuou on one of their many trips to the dungeon, one of their new companions, Maeve, caught her eye. Ryuuou offered to show Maeve the secrets of ancient swordsmanship should she remain with her. Agreeing, she and Ryuuou grew very close, and the dragon taught the human in the ways of ancient swordsmanship.

Meanken Since: May, 2013
Darkomega245 Glory to Arachnos from Rogue Isles Since: May, 2012 Relationship Status: Get out of here, STALKER
Glory to Arachnos
#839: Nov 8th 2017 at 7:25:14 AM

Resubmitting the signup while also adding Delta Squad's Mandalorian sergeant for some good old abusive fun.


  • Main Character
  • Name:RC-1138 "Boss"
  • Age: 10(Physically 20).
  • Appearance:"Alone against all these droids...heh, they don't stand a chance"
  • Personality:RC-1138—nicknamed "Boss" for his role as the leader of Delta Squad—was an incredibly gifted soldier. Scoring higher than most of his clone commando compatriots during his training on Kamino at a young age, Boss impressed his Mandalorian training sergeant, Walon Vau, with his prowess. Though a natural leader, Boss was relatively taciturn and often when he did speak, it was usually to issue an order to his squad. Boss had earned the respect and loyalty of his Delta Squad comrades, and did his best to repay their faith in him with strong, effective leadership. He cared a great deal for his squadmates, like most other clone commandos, viewed his team as brothers
  • Powers:None.
  • Equipment:
    • Katarn Commando Armor:Katarn-class commando armor was armor used by clone commandos during the Clone Wars, it grants good protection against shrapnel, impact and damage in general while coming with a built-in deflector shield which absorbs some damage for the user, after the shields are down or took some damage, it takes 10 seconds for it to recover it's full strenght if the clone hasnt taken any damage. It also comes with a built in retractable Knuckle-vibroblade in the left arm.
    • DC-17m Blaster Rifle:a powerful, rapid-firing assault rifle. Drawing its power from side-loaded power pack clips, the DC-17m blaster could fire a maximum of sixty shots before requiring a reload.
    • DC-15s side arm blaster:Blas Tech's DC-15s side arm was a blaster pistol that fired charged plasma bolts. While not as powerful as a DC-17m rifle, the DC-15s was handy in close-quarters combat, or when conserving ammo was necessary.
    • Bacta Injector: A device carried by Clone Commandos, is it used on fellow teammates if they were to suffer a incapacitating injury, it injects a supply of bacta into them after 5 seconds of it charging, readying them back for combat.
    • Rappelling Gear: Each member of the squad carries gear in their backpacks for rappelling, which is normally used by them for descending over high heights without harm to themselves.
  • Backstory:Boss is the leader of the Delta Squad, he along with the other 3 commandos of Delta Squad carried out demanding missions for the Grand Army of the Republic during the Clone Wars, fighting against the CIS.

  • Other Teammates
  • Name:RC-1262 "Scorch"
  • Age: 10(Physically 20).
  • Appearance:"If we're all clones, why am I the only one with a sense of humor?"
  • Personality:Scorch was Delta Squad's lighthearted wise-cracker, and could often be counted on to crack a joke or poke fun at the situations the squad encountered. At the same time, he was also a competent soldier who served as Delta Squad's explosives technician, a job which he was excellent at, and one he thoroughly enjoyed. He spends much of his time verbally sparring with fellow squad member Sev, playfully maintaining a brotherly relationship of back-and-forth teasing and friendly rivalry.
  • Powers:None.
  • Equipment:
    • Katarn Commando Armor:Katarn-class commando armor was armor used by clone commandos during the Clone Wars, it grants good protection against shrapnel, impact and damage in general while coming with a built-in deflector shield which absorbs some damage for the user, after the shields are down or took some damage, it takes 10 seconds for it to recover it's full strenght if the clone hasnt taken any damage. It also comes with a built in retractable Knuckle-vibro blade in the left arm.
    • DC-17m Blaster Rifle:a powerful, rapid-firing assault rifle. Drawing its power from side-loaded power pack clips, the DC-17m blaster could fire a maximum of sixty shots before requiring a reload.
      • Anti-armor Attachment: A third configuration for the DC-17m was made possible by an attachment that transformed the rifle into an anti-armor grenade launcher. The launcher was loaded, one at a time, with dumb-fire grenades that could be launched several feet away from the user, and detonated on impact with any hard surface. Though the grenades were especially effective against heavily armored targets, the wide blast radius of the explosion made them good for damaging or destroying small enemy formations.
    • Detonation packs: Scorch carries with him Explosive packages which can be attached to a surface, and then has to be armed by the commando for 10 seconds, it either can be used to ambush enemys by detonating the bomb, or opening sealed doors or removing debris blocking the way.
    • Bacta Injector: A device carried by Clone Commandos, is it used on fellow teammates if they were to suffer a incapacitating injury, it injects a supply of bacta into them after 5 seconds of it charging, readying them back for combat.
    • Rappelling Gear: Each member of the squad carries gear in their backpacks for rappelling, which is normally used by them for descending over high heights without harm to themselves.
  • Backstory: Scorch is the Demolitionist expert of Delta Squad, he along with the other 3 commandos of Delta Squad carried out demanding missions for the Grand Army of the Republic during the Clone Wars, fighting against the CIS.

  • Name:RC-1140 "Fixer"
  • Age: 10(Physically 20).
  • Appearance:"Watch the master at work"
  • Personality:Fixer was the acknowledged second-in-command of Delta Squad, a position he attained due to his reliable nature. A soldier who believed in doing his job by the book, Fixer was gruff and preferred calling his squadmates by their numerical designations while in combat, rather than by their acquired nicknames, His own nickname was a product of Fixer's expertise with technology, and his exceptional skill as a slicer, a talent which he was proud of and enjoyed putting to use. Fixer was usually quiet, keeping his opinions to himself unless called for, and often took it upon himself to curtail the playful teasing of his squadmates Sev and Scorch.
  • Powers:None.
  • Equipment:
    • Katarn Commando Armor:Katarn-class commando armor was armor used by clone commandos during the Clone Wars, it grants good protection against shrapnel, impact and blaster-fire in general while coming with a built-in deflector shield which absorbs some damage for the user, after the shields are down or took some damage, it takes 10 seconds for it to recover it's full strenght if the clone hasnt taken any damage. It also comes with a built in retractable Knuckle-vibroblade in the left arm.
    • DC-17m Blaster Rifle:a powerful, rapid-firing assault rifle. Drawing its power from side-loaded power pack clips, the DC-17m blaster could fire a maximum of sixty shots before requiring a reload.
    • Bacta Injector: A device carried by Clone Commandos, is it used on fellow teammates if they were to suffer a incapacitating injury, it injects a supply of bacta into them after 5 seconds of it charging, readying them back for combat.
    • Rappelling Gear: Each member of the squad carries gear in their backpacks for rappelling, which is normally used by them for descending over high heights without harm to themselves.
  • Backstory: Fixer is the second in command and expert slicer of Delta Squad, he along with the other 3 commandos of Delta Squad carried out demanding missions for the Grand Army of the Republic during the Clone Wars, fighting against the CIS.

  • Name:RC-1207 "Sev"
  • Age: 10(Physically 20).
  • Appearance:"Hold on to your guts, boss, while I rip out theirs."
  • Personality: Sev possesses a grim sense of humor, and a powerful drive to succeed, believing that any failure of his would be letting down his training sergeant, Walon Vau, and disappointing him. Sev often shows a outward personality of aggressive strength that led the rest of Delta Squad to tease that Sev was a bit of a psychopath, even joking that his cloning tank had been spiked during gestation. He also has a intense hatred of Geonosians.
  • Powers: None.
  • Equipment:
    • Katarn Commando Armor: Katarn Commando Armor:Katarn-class commando armor was armor used by clone commandos during the Clone Wars, it grants good protection against shrapnel, impact and damage in general while coming with a built-in deflector shield which absorbs some damage for the user, after the shields are down or took some damage, it takes 10 seconds for it to recover it's full strenght if the clone hasnt taken any damage. It also comes with a built in retractable Knuckle-vibroblade in the left arm.
    • DC-17m Blaster Rifle: A powerful, rapid-firing assault rifle. Drawing its power from side-loaded power pack clips, the DC-17m blaster could fire a maximum of sixty shots before requiring a reload.
      • Sniper Rifle attachment: The second attachment for the DC-17m allowed the blaster to convert into a long-range sniper rifle with a electromagnetic targeting scope.
    • Bacta Injector: A device carried by Clone Commandos, is it used on fellow teammates if they were to suffer a incapacitating injury, it injects a supply of bacta into them after 5 seconds of it charging, readying them back for combat.
    • Rappelling Gear: Each member of the squad carries gear in their backpacks for rappelling, which is normally used by them for descending over high heights without harm to themselves.
  • Backstory:Sev is the Sniper of Delta Squad, he along with the other 3 commandos of Delta Squad carried out demanding missions for the Grand Army of the Republic during the Clone Wars, fighting against the CIS.

  • Name: Walon Vau
  • Age: Early 50's
  • Appearance:"You can't breed soldiers with flash-learning and simulation. They must come face to face with death itself."
  • Personality: Vau was rarely shown to be openly emotional. While he would show some sympathy, he did not allow this to affect his training of the clone commandos. Though he never directly stated that he loved the clones he trained, he showed signs that he did care for them. Generally, Vau cared little for those around him. He was shown to have a patrician's charm around those who he worked with, but generally kept conversations brief. He was shown to be comfortable and speak easily with Skirata—indicating that the two had a mutual trust.
He left little to no impression in the Force much to the surprise of Jedi Etain Tur-Mukan and Arligan Zey
  • Powers: None.
  • Equipment:
    • Dual WESTAR-35 blaster pistols
    • WESTAR-M5 blaster rifle
    • Mandalorian Armour: Made of Duraplast steel, not only does it give good protection to the wearer, but it also comes equipped with a jetpack in the back to fly in the air, and a flamethrower in the right wrist of the armor, very useful against multiple enemy's.
  • Backstory:Walon Vau was a Human male who became a Mandalorian. Born on Irmenu as heir to the title of Count of Gesl, he was exiled from his homeworld after a love affair with the princess of a neighboring province fell afoul of the Imperius priesthood. He joined the Mandalorians soon afterwards, and became one of the mercenaries recruited by Jango Fett to join the ranks of the Cuy'val Dar and train the Clone Army.

-Spider Lizard Noises-
Meanken Since: May, 2013
#840: Nov 8th 2017 at 7:44:11 AM

All still fine.

Reaccepted

There's no need to wait for me, post whenever you are ready, and don't forget to rejoin us in Discord.

Boomer75 Since: Aug, 2017
#841: Nov 20th 2017 at 3:07:43 PM

Alright, I'm dropping Class 77-B (kinda) for the one chunk I always wanted, but never thought I would get: Hope's Peak Academy from Danganronpa, specifically the one from the bonus mode Ultimate Talent Development Plan from Danganronpa V3: Killing Harmony.

For those uninitiated, is similar to Fate/Grand Order, in that it's a official crossover AU of a vast majority of the series (1, 2, 3 Future Arc, and V3), and is much more optimistic and upbeat than the main series. You can call this the "Non-Despair" or "Everyone Lives" AU, even if that last one is going to be called into question.

Oh, and before we go on, I should warn about unmarked spoilers for Danganronpa 1, 2, Another, and 3 in the sign-up.

Let's Give it Everything We've Got! It's Sign-Up Time!


Main Character
  • Name: Monokuma
  • Age: That's a bit of a Personal Question, isn't it? (Unknown, but fairly recent)
  • Appearance: Headmaster and Trial Student of Hope's Peak Academy. Yes, really.
  • Personality: Monokuma is about as two-faced as his color scheme would indicate. On one hand, he has an active interest in his students growth, and can be polite, innocent, and occasionally helpful at times, and can rarely give an actual good piece of advice. However, most of the time, he's very childish and immature, constantly cracking jokes, puns, and generally clearly not taking the situation the students are in all that seriously, and tries to avoid the blame for issues, whenever he's innocent or not. He's also rather narcissistic and impatient, and can get violent if pushed. However, he has a lot of pride in being the headmaster, taking comments against the school as an insult, and claims to want to keep the place "clean"... despite making claims to the exact opposite. He likes fish and honey, and dislikes red foods.
  • Powers:
    • Fighting Prowess: Despite being a stuffed bear, he is surprisingly strong and agile, on par with a human at peak physical condition (as he can go toe-to-toe with the Ultimate Fighter, Sakura Oogami, who herself is probably one if not the best fighter of the chunk). He doesn't exactly have superhuman strength and speed, just enough that he's definitely a better fighter than 95% of the chunk's cast, and wouldn't go down like a chump if it came down to a fight.
    • Autonomy: Despite being Junko's "Pet", Monokuma has the ability to function independently as an AI, thus allowing him to act on his own, even to Junko's chagrin. Junko can control him if need be, though, but it's rare. It's impossible to tell the difference from Monokuma, as Monokuma's Personality was made by Junko, and she can replicate it to a tee. He also can be affected by EM Ps, hacks, or the like.
  • Equipment:
    • Claws: Two claws, made for slashing, about as sharp as your usual sword, and about a foot in length. Monokuma's main combat weapon, if he doesn't have anything else on hand.
    • Internal Bomb: A bomb located inside Monokuma, about as powerful as a C4. Needless to say, using it kills him, so he'll be trying to avoid that.
  • Backstory: Monokuma was designed one day by Junko Enoshima, likely in one of her frequent fits of boredom sometime before she entered Hope's Peak. She submitted it to the Towa Cooperation, a company specializing in robotics, who produced it under the assumption that it was meant for search and rescue. Eventually, it was created, and came to school with Junko, started calling himself the headmaster (though his claim was very dubious), and wanting to see the students grow personally, became a Trial (Tuition-Free) Student there as well (I mean... he's a stuffed animal, would you ask him to pay tuition?), where he proceeded to be a general nuisance to just about everyone. Now with Jin Kirigiri, the actual headmaster, not coming to Battleworld, now has a chance to flex those muscles, in more ways then one.
Supporting Cast

    open/close all folders 

    Class 78 
  • Name: Junko Enoshima
  • Age: 17-19
  • Appearance: Ultimate Fashionista, Ultimate Analyst, and maybe Ultimate Despair, though the title is kinda moot this time around. Arguably the true "Main" Character
  • Personality: Junko is a girl that is often bored. So bored, in fact, that she changes how she presents herself around all the time to try to alleviate it, from Cutesy to Vulgar to Regal to Gloomy to Mysterious and Aloof to Analytical and back again (usually with accompanying visual changes too). Not that if she really needs to she can't stick with a personality for a while (Monokuma's being the most glaring example), she just usually doesn't want to. Her one thing that keeps her from being completely apathetic is her love for Despair, both of herself and others. It's one of her few consistencies, the other notable one being her ability and willingness to commit amoral actions, and manipulate people and circumstances. Unlike what you may be familiar with, however, for the Despair of being soaked in Hope, Despair's polar opposite, she chooses to play nice with Hope's Peak rather than doing some lucrative plan to coat the world in despair, coming off more as a slightly disturbing but otherwise inconsequential student rather than a crazy mastermind of the apocalypse, and is actually quite fond of her class and her sister, Mukuro, despite what Junko's abuses would indicate (though that may not be a good thing, especially for Mukuro). It's also not like Battleworld isn't going to help feed her despair addiction a bit.
  • Powers:
    • Ultimate Analyst: Junko's true talent, where her Ultimate Fashionista Talent comes from, and Danganronpa's One Talent to Rule Them All (Besides, perhaps, the concept talents like Ultimate Hope or Ultimate Despair). This is going to fun to balance. A talent that normally would lead to in-universe equivalent of "metagaming" in cannon, Junko possess the ability to quickly scan the situation around her, and make plans very quickly. To avoid the amount of sheer brokenness this could be in an RP format, This will not extend to being able to read people (both fighting and personality-wise) at a mere glance with no sign of them doing a thing, or instantly learning how to do or defend against something. She can still rather quickly catch on subtitles and nuances they do end up presenting in their fighting style or how they carry themselves, but she'll still be vulnerable to something she didn't expect (Supernatural Powers being the most notable) and is still capable of being tricked if your a good enough trickster (basically, it's something that should be noted, but not meant to actually metagame). It's also the reason for her boredom with everything besides Despair, an "Unknown".
    • Appearance Change: Junko can quickly change how her hair is done up, and throw accessories on her to give off a certain look, almost instantly. See the personalities for specifics. This is not the same as a disguise ability, as all are unmistakably Junko.
  • Equipment:
    • Monokuma Controller/Cell: She's the one that controls Monokuma, though she lets him off the leash frequently, via her cell phone. Unlike from Monokuma's side, its easy to tell when she's controlling him, seeing as she is talking into a phone and controlling his every move via the phone. She tends to hide away when she does it, and the signal is traceable (it would be despairing if she was caught). It's also a Cell Phone, which can do cell phone things.
  • Backstory: Junko grew up in tough conditions alongside Mukuro Ikusaba, her twin sister and the Ultimate Solider, even being homeless at one point. It was at an early age that Junko realized she could analyze the world around her, which helped at home, but made her easily bored, and thus clung onto despair, the one emotion that made her feel something other than apathy thanks to it's unpredictable nature. She used her talent to analyze fashion trends, and used it to kickstart a successful modeling career. This led her to be admitted to Hope's Peak as the Ultimate Fashionista, though the higher ups were more interested in her analytical prowess than her fashion prowess.

  • Name: Kyoko Kirigiri
  • Age: 17-19
  • Appearance: Ultimate Detective. Make All The Jokes About Her Interactions With Corpses You Want, She Gets Results. Under her gloves, her hands are terribly burnt.
  • Personality: Your typical stoic and mysterious heroine, she possess a calm demeanor and hides her feelings, and is generally unfazed by much. She tends to keep to herself and not work with people if she can avoid it. Not to say she disregards emotions, she knows that that's invaluable to solving a case, but she tries to keep them down. However, there are moments where she does show she has feelings, mostly if people keep secrets from her or anything about the headmaster, her father, is mentioned, where she loses her cool and.or lets her emotions get the best of her. She likes her braids and dislikes Goya and Coriander.
  • Powers:
    • Ultimate Detective: Kyoko's Talent. The latest in the long line of the Kirigiri family of detectives, and officially registered at age 13 as detective #919 in the DSC (The big detective agency in Danganronpa), she is an expert at the detective process, being able to analyze clues (Though she admits herself she isn't physic, and has to actually investigate). She's also seen enough death to be able to tell when a death is coming (aka she can tell when a death flag is being raised, again not meant to be a metagaming thing), and has an odd knack for finding the sympathetic points in a crime.
  • Equipment:
    • Gloves: Normally I wouldn't put something like this down, but I fell I should note Kyoko's gloves were specially tailored to her hands to not get in the way of her detective work despite the horrible burns. Thus, if someone tried to put them on, they would not fit quite right.
  • Backstory: Kyoko was born into a long, illustrious line of Detectives that worked in the shadows, to a man named Jin Kirigiri and his wife. The wife died, and Jin abandoned Kirigiri to become the headmaster of Hope's Peak, leaving her to her grandfather to raise her from a young age. The two became close, Kyoko being taught the ways of a detective, but always wanted to meet Jin... so she can sever ties with him personally. So, she became more public than what the Kirigi's would traditionally do, and was scouted as the Ultimate Detective. In the process, for a person she loved, she made a fatal mistake, and her hands got horribly burnt as a result, thus the gloves and the her lone wolf nature.

    Class 77-B 
  • Name: Mahiru Koizumi
  • Age: 17-19
  • Appearance: Ultimate Photographer. She's Covered Wars (or at Least Likely Will).
  • Personality: Probably the least eccentric of her class, Mahiru is an optimistic and sensible girl, and comes off as confident, though she has self-esteem issues, believing her talent to be stupid compared to her classmates. Possessing a traditional view of gender roles, she has high expectations of men, quick to be abrasive towards them, but is more tolerant and friendly to girls, stemming off her admiration for her mother and her contempt (but still love, unlike Kyoko) for her father. She also usually uses females for pictures, getting bored with males for similar reasons, and specializes in taking pictures of smiles.. She's helpful, but also will complain and scold while she does so, coming off as nagging mom in the process. She likes Traveling Alone (Which isn't going to come back to bite her at all), and dislikes Bad-mannered people and Selfies, and generic praise like "Awesome","Amazing", "Good", and so on, for her work or otherwise.
  • Powers:
    • Ultimate Photographer: Mahiru's Talent. Famous for taking pictures of people, Mahiru is a photographer that has receive numerous awards and allocations. Her favorite thing to take is a picture of smiling people. Her dream, in fact, is to visit other countries and take pictures of people smiling from different backgrounds. Despite her specialty, she's willing to snap just about anything, as she believes photos depict the truth, and it's a photographer's job to keep taking them.
  • Equipment:
    • Camera: Her talent would be kinda useless without it. It's a normal, albeit large and professional, digital camera, with a day's worth of charge per day, presuming it's constantly on, constantly carried at her hip.
  • Backstory: Mahiru was born into an odd childhood, Her mother being a war photographer and her father being very neglectful in raising her, causing her to have to do all the housework. She admired her mother, and wanted to become the Ultimate Photographer because of her, and shaping her ideas of gender roles. Eventually, she received overwhelming praise for her pictures, despite people wanting her to take pictures besides of people's smiles, and was admitted to Hope's Peak Academy as the Ultimate Photographer.

    "Class 79" 
  • Name: Kokichi Oma
  • Age: High School (Range Unknown, on the Younger Side)
  • Appearance: Ultimate Supreme Leader. He's a Liar, You Know
  • Personality: People who just meet Kokichi may mistake him to be a child, constantly joking around, playing games, and coming off as innocent, but that can't be further from the truth. Kokichi wears two things on his selves, presuming he doesn't outright tell you. One, that he is an evil mastermind, and two, that he is a liar. Indeed, both descriptions are apt. Kokichi's Intelligent, not afraid to say anything, uses his looks, which he knows are cute, to his advantage, and is perfectly willing to manipulate people into doing his bidding through pathos, deceit, and even banking on his own reputation (poor or otherwise) to get a conclusion that he wants, all while looking as innocent and childish as his appearance suggest. He's also a compulsive liar, so much so that it's hard to pick out when something he says is actually truth or just another lie. Deep down, though, the kid does not like to see people suffer, and wants the best for people, he just has a... interestingly contradictory and very backhand way of going about it (mostly via his lies), which tends to earn him more enemies than friends. Like Junko, he's also easily bored, but not to the point of becoming apathetic. He does not like killing, as well as when people are hypocritical or can't follow directions. He likes carbonated beverages and dislikes pigs feet.
  • Powers:
    • Ultimate Supreme Leader: Kokichi's Talent. He claims to run an organization of over 10,000 members over the globe. Whenever this is true or not, what is true is that this makes him rather sly. In addition to what was discussed in personality, he happens to be able to easily spot lies (like Junko, this isn't something to metagame, but if you give a bit of a sign, he'll probably be able to tell), though he's just as likely to run with them as he is to point them out. He also is great at planing in the long term, but can't quickly adjust plans like Junko. He tries to substitute this by being Crazy-Prepared, but that can only do so much.
    • Lockpicking: Strangely enough, Kokichi can pick a traditional tumbler lock quite well. You can call him a "master of unlocking".
  • Equipment:
    • Lockpick: A lockpick. It might come in handy if Kokichi, master of unlocking, takes it with him.
  • Backstory: Much of Kokichi's life is locked behind his lies. What we do know of him is that he likely does not have much of a family, and that he runs some sort of secret organization, one he claims to have 10,000+ members across the globe, in positions where he can call whatever shots he wants with the world as his playground. Regardless of the validity of these claims, he did do enough of something for Hope's Peak to scout him out as the Ultimate Supreme Leader.

  • Name: Kirumi Tojo
  • Age: High School (Range Unknown, on the Older Side)
  • Appearance: Ultimate Maid. She's Not Your Mom, No Matter How Much She Acts Like One.
  • Personality: Polite, Formal, Intelligent, Level-headed... Kirumi comes of as a serious and professional person. Her creed as a maid is "Selfless Devotion", possessing a strong sense of duty and a willingness to do almost everything, unless it's impossible, sexual, or given by a corrupt person or corrupt in nature. She's a Maid, not a Slave. As well, she shows concern for people's well-being, willing to dispense advice, and protect people if need be, causing some to regard her as a mom, despite her disliking the comparison. However, she may not be a slave, but she lacks a concept of doing things for herself, even having a conversation with her is a request, and she believes her opinion holds no weight. She likes cleaning and dislikes taking time off.
  • Powers:
    • Ultimate Maid: Kirumi's Talent. A girl that, with the aforementioned exemptions of the requesting being Corrupt, Sexual, or Impossible, will do anything asked of her, and do a good job to boot. She's talented at various sports, cooking, cleaning, possesses medical knowledge (though not to the point of a surgeon), and possesses incredible strength and intellect (While she's perhaps not on the level of any of the fighting talent Ultimates, and I can't give any specifics on how exactly she fights, she has been rumored to be a bodyguard for heads of state, which count for something). She also clearly can play the political game, seeing as she was asked to run a country and destroy a country at some point, though she turned both of these down.
  • Equipment: None of Note
  • Backstory: Kirumi started being a Maid part-time, and gained a reputation for perfect work. She became very popular, and eventually was recruited to serve as a maid for the heads of state people thought she was a bodyguard to, and did so well she had to turn down a job to run a country afterwards. Obviously, Hope's Peak requested her for education there as fast as they could.

    Other (Staff, Teachers, Reserve Corps, Unaffiliated, etc.) 
  • Name: Hajime Hinata
  • Age: 17-19
  • Appearance: Reserve Corps Student. Doing his Best to Endure.
  • Personality: First things first, Hajime's a realist. He's skeptical and tends to be a worrywart when thrust into an odd situation, though often understandably so. Logical and intelligent, he dislikes not being able to understand something or someone, and is often serious, though not to the point he doesn't joke around or go with eccentric plans on the occasion. He can be snarky and blunt, though more frank and honest rather than sarcastic or mean. However, he can be a bit submissive at times, mostly with bossy girls, and when under pressure or tired, he can be short-tempered. Usually, though, he's kind, thoughtful, and tolerant, always willing to listen to and give advice, though with a complex for his lack of talent. He's also romantically inexperienced, never having thought about it before. He likes Kusamochi and dislikes Sakuramochi.
  • Powers:
    • Athleticism: While by no means exceptional in any regard, Hajime has a surprising amount of muscle for his appearance (it's been told to him that he looks thinner with a shirt on), as he has done some exercise. He's not going to outperform anyone beyond normal in a fight, but he's not just a twig either.
    • Counseling: Hajime seems to be the kind of person people can be relaxed around, and he will listen to your problems, give advice, and/or take your advice. This isn't an "ability" in the traditional sense, just something I think I should note/something to fill the power list
  • Equipment: None of Note
  • Backstory: Hajime was a normal boy, but one that admired Hope's Peak, in the way one admires a celebrity or a superhero, and always dreamed of attending, despite his lack of an exceptional talent. Needing money, Hope's Peak decided to create the Reserve Corps program, where talent-less people can pay and take an entrance exam to get in to the campus, and use the name of the school to propel themselves to success, with a way to maybe be promoted to the Main Ultimate Course. Hajime, seeing the chance to finally achieve his dream, joined the Reserve Corps, and set his sights on making it to the Main Course. While he has not been fully successful yet, he did bond with one Chiaki Nanami, and has since gotten closer to her class 77-B, some starting to regard him as a part of the class.

  • Name: Koichi Kizakura
  • Age: Early 30's
  • Appearance: Hope's Peak Talent Scout and Former Homeroom Teacher of Class 77-B. Resemblance to Any Celebrities Living or Dead are Coincidental.
  • Personality: Koichi is a relaxed, passive, and whimsical man, who prefers to stay out of conflicts rather than get involved. He's carefree man, and also one who has a severe drinking problem, rarely without a flask to drink from, and as likely to be encounter sober as he is drunk. However, he's a man who's loyal to the school, as well as Headmaster Jin Kirigiri, and he possess sharp intuition, a quick wit, and reliability when it comes down to it, as well as being very observant and intelligent in general. He likes Bourbon Whisky and dislikes Non-Alcoholic Beer.
  • Powers:
    • Scouting: Koichi has the ability to sense a person's potential, and thus he's trusted to recruit new students into Hope's Peak Academy.
    • Intuition: Very much like Akane, he tends to be accurate with his hunches. Again, not meant to meta, just something to note.
  • Equipment:
    • Flask: A flask that can carry liquids. If it doesn't have alcohol in it, it's likely because he finished it already.
  • Backstory: Kokichi worked at Hope's Peak Academy as talent scout, responsible for identifying High Schoolers with talent worth of attending it. He was the official Homeroom Teacher of Class 77-B, but due to being to drunk most of the time, that responsibility was pushed to Chisa Yukizome, who was the assistant teacher. Despite this, he did become friends with Headmaster Jin, even before he became headmaster, and has also seen his daughter, Kyoko, grow up to become the Ultimate Detective she is today.


Chunk
  • Name of the World: Hope's Peak Academy
  • Description: A School Campus from the heart of Japan. Very similar to modern day life, the place gives off a vibe of prestige and optimism, fitting of the school of those that will become leaders in their field. At the same point, it can almost seem too perfect, as if there is something missing that should be there. It is diamond shape, and the size of 4 regular high school/college campuses.
  • Contents/Locations:
    • Old School Building (North): the main building of Hope's Peak is known for, which is where most of the School's time is spent once on Battleworld. It can be divided into the following floors. Note the windows are like normal windows, unlike in the pictures, and it is not as Monokuma-fied (though that is subject to change):
      • 1st: Entrance Hall, School Store, A/V Room,Trophy Hall that leads into the Gym, Cafeteria, Dorms, Storage Room (Contains Cleaning Supplies), Trash Room (with Incinerator and dump to basement), Laundry, Bathhouse (With locker room beforehand), Classrooms.
      • 2nd: Library (Large, Filled with Books, Tables, and Chairs), that leads into Archives (With documents of rumors, incidents, serial killers, etc.), Changing Rooms (both Men and Women's, each with a poster and gym equipment as well) that lead into a Pool, Classrooms. There is a secret room in the men's bathroom that has confidential documents of the academy itself.
      • 3rd: Rec Room, Art Room, Storage Room, Physics Lab (w/ air purifer and another Storage Room), Classrooms.
      • 4th: Music Room, Staff Room, Headmaster's Office, Chem Lab (Containing various chemicals and equipment, including poisons), Data Processing which connects to the room that controls the mascots and is usually locked, Classrooms.
      • 5th: Dojo, Bio Lab (cold, desolate place with Microscopes and general biology equipment, which can double as a makeshift morgue, if needed), Greenhouse (Filled with various plants), Classrooms.
      • Basement: Currently unused room, accessible via elevator, that will likely be converted into a Trial Room a la Danganronpa proper for court justice purposes. Separate, a Garbage Area, quite spacious and filled with garbage, accessible via garbage chutes, and a set of stairs leading to a door, leading to a ladder in the 1F Trash Room.
    • New School Building (East): A tall, tower-like building that contains normal classrooms and facilities for Ultimate Students nowadays.
    • Science Building (East): A square, light green building, with multiple stories. Contains scientific equipment (especially that of neuroscience) and a medical trolley.
    • Faculty Buildings (East): A Set of buildings for faculty members, containing both Meeting Room 13 (which can house up to 300 people) and the Steering Committee Room (where the Steering Committee usually discusses the schools future, as wells a projects and the drawing for the Ultimate Lucky Student, but will likely be used now by the faculty there, as the Steering Committee didn't make the trip). Usually, these aren't allowed to be accessed by students.
    • Other Buildings (East): There are also Literature, Physics, Art, Health, and Language. Much like the Science building, but for each type of class. There is also a creatively normal Track and Field.
    • Main Course Dorms (South): The Living Area for the Ultimate Students, it contains their dorms, a simple, two-story affair, as well as shops like a Convince Store, Bookstore, and other shops.
    • Reserve Corps Buildings (West): Where the students of the talent-less Reserve Corps stay and attend classes. It is of noticeably lesser quality, and more of a gloomy place than the rest of the Academy.
  • Specialties: Nothing besides the students bring to the table.
  • Population:
    • Main Course/Ultimate Students: Three Classes, containing 15-16 students each, from the main course of Hope's Peak Academy. They all possess a talent that they are extraordinarily skilled at or possess. Despite the numbering, they're part of the same year. The three classes are divided below, and a warning is given for those that have some sort of ability, but not OP enough to need their own sign-up yet for whatever reason. If they aren't on the list, presume I didn't feel like I needed to single them out. I may have to add some in the future.
      • Class 78: Makoto Naegi (Ultimate Lucky Student, who has bouts of good/bad luck, mostly for shenanigans sake), Mukuro Ikusaba (Ultimate Soilder, who'd get a sign-up if she wasn't disguising herself as Junko at the moment. I'll give it if it needs to come up), Sakura Oogami (Ultimate Fighter, which says it all), Toko Fukawa (Who isn't anything to note yet, but she has a murderous split personality in Genocide Jack, and the two will get a sheet when they come up).
      • Class 77-B: Nagito Komeadea (Ultimate Lucky Student, who's luck fluctuates between two extremes), Akane Owari (Ultimate Gymnast, decent fighter), Nekomaru Nidai (Ultimate Team Manager, same as Akane), Ibuki Mioda (Ultimate Musician, Great Sense of Hearing), Peko Pekoyama (Ultimate Swordswoman, says it all), and the Ultimate Imposter (A person with no name who is able to mimic someone's voice, general appearance a'la cosplay, and somewhat their characterization, but is quite fat and wouldn't fool anyone if you saw the original and imposter side by side).
      • Class 79: Kaede Akamatsu (Ultimate Pianist, also acute sense of hearing), Tenko Chibarsa (Ultimate Akido Master, says it all), Gonta Gekohara (Ultimate Entomologist, Strong for his Talent), Two students that shall not be named now for the sake of spoilers, one bridge I'll probably never cross and another I'll make a sign-up for when the time comes, and Ryoma Hoshi (Ultimate Tennis Pro, who normally is relatively harmless, but has used a metal ball and Raquet to take down the mafia, and went to jail for it.)
    • Reserve Corps: The "rank and fodder" of Hope's Peak, around a good thousand, who were talent-less and have a more traditional school experience. Looked down upon by most of the school, though few, such as Hajime, have gotten close enough to the main course that Class 77-B considers him a classmate (perhaps except Komaeda).
    • Future Foundation: An organization of Hope's Peak, Usually Teachers, Faculty, and Graduates, responsible for helping the students in means of support and/or security, as well as help out with managing the school itself, its members ranging from former headmasters to boxers to pharmacists to confectioners. In terms of combat, they're the most capable on the chunk.
    • Mascots: A bunch of Stuffed Animals that run around Hope's Peak. Nobody knows why. Monokuma is part of it, along with a Teacher named Usami/Monokuma's "sister" Monomi, as well as Monokuma's "Children", the Monokubs, from left to right Monodam, Monosuke, Monotaro, Monophanie, and Monokid. They're meant to assist the students, even if sometimes they're "help" can be questionable. Within the chunk, and only within the chunk, they can spontaneously appear in front of someone if asked or if they have something to say.

Phew, that was quite a lot. As always, willing to change anything that's needed.

Edited by Boomer75 on Oct 9th 2018 at 12:40:03 PM

Meanken Since: May, 2013
#842: Nov 20th 2017 at 8:10:27 PM

Alright, this chunk is accepted

CathariSarad Since: Jan, 2014
#843: Dec 20th 2017 at 3:37:04 PM

Okay, here is the signup thing. There's probably a lot that needs changing and stuff, but here it is.


Main Character

  • Name: David Xanatos
  • Age: The show never really states his age, though possibly mid-30s.
  • Appearance: This is him.
  • Personality:
    • David Xanatos is ruthless, opportunistic, and cunning. He has employed a variety of schemes to improve his own personal power such as awakening the gargoyles and creating robots based on them. He has no qualms about pursuing a variety of questionable deeds, though he crosses the line at senseless slaughter.
    • In spite of this, he maintains a relatively calm demeanor, able too keep up a healthy public appearance despite his past imprisonment. He also is willing to work and cooperate with those who have been his enemies. He is also not someone who holds a grudge or demonstrates reckless cruelty.
    • He is also known to show compassion to those he sees as his family (though he initially calls this love a weakness).
    • He seems to fear growing old and dying, as shown through his attempt to achieve immortality.
    • Probably one of his biggest traits is his ability to see (or plan for) positives even in situations that might outwardly seem like an apparent loss to him. In many of his schemes and skirmishes, he tends to use the knowledge and experience gained from them to improve his assets, and many of his plans have a secondary undercurrent.
  • Powers:
    • Xanatos is skilled with martial arts, and he is shown to be wearing a black belt.
    • Xanatos is skilled in the construction and repair of machinery and robotics, and he is sometimes seen repairing his own robots. He is also implied to have designed a number of the tech used for his various robots and machinery.
  • Equipment/Assets: Most of Xanatos's power comes from his wealth and assets, of which he has many. He owns Xanatos Enterprises, which has the subsidiary companies of Gen-U-Tech, Scarab Robotics, and Xanatos construction. From this base, he employs a variety of assets against his adversaries.
    • Particle/Laser weapons: Xanatos has developed weapons that fire short particle beams or bursts, illuminated by lasers. These weapons are capable of blasting apart rock or stone, and they are a mainstay in many of Xanatos's weapon systems. He also has a number of these weapons in hidden compartments around his home in Castle Wyvern.
    • Radio Transmitter: A small round metal chip with a scarab logo which Xanatos or anyone with the chip can slip onto other people. While intact, the transmitter can signal its location (assuming no jamming or interference) to a computer in Xanatos's headquarters or other devices attuned to its signal, though it does not necessarily relay its altitude.
    • Steel Clan Robots:
      • A series of robots modeled after Goliath. They are capable of flight using thrusters and wings, and they have particle/laser cannons built into their right forearm. They are potentially as strong as gargoyles, and they have some degree of damage resistance, being able to plunge through loose brick without too much damage. The Steel Clan robots are commanded either through some computer at Xanatos's headquarters or through the HUD in Xanatos's battle suit, and they may respond to his verbal commands.
      • If someone touches or grabs hold of them, they are capable of letting an electric charge/current course through their hull, potentially shocking whoever does this.
    • Coyote Robots: Xanatos has also designed a series of robots that bear an artificial intelligence based on himself. Most of these models have been destroyed at the time of Manhattan's uplifting, but he and Owen could build new versions of Coyote based on previous models or using new technology, which would function as elite mooks (If one does get built, I will probably make specs listing what its capabilities are).
    • Battle Suit: Xanatos has a red suit of battle armor that is similar in appearance to his Steel Clan gargoyle robots. Said suit has laser weaponry and flight capabilities like that of his robots, and it can blunt/resist damage (from strong foes like Gargoyles and small caliber bullets). The suit's HUD has target tracking capabilities, and can assess the condition of other robots of his.
    • Back Up Armor: A suit of armor Xanatos has in the event his normal battle suit is damaged or is in repair. It doesn't have the wings or particle weapons of its more advanced counterpart, but it has an in-built thruster and claw gauntlets that allow Xanatos to bend metal. The suit has a large metal plating that covers his chest. He can wear this armor under other outfits, such as a giant trench coat.
    • Xanatos also owns a personal, unarmed helicopter, which is stationed on the helipad of his company headquarters.
  • Backstory:
    • David Xanatos is a man who retroactively created his own wealth. During some shenanigans with a time-travelling artifact, he aided some members of the Illuminati in the distant past, gave them a coin he received in that time period, and then told them to give it to him in the distant future, when it would have value.
    • David Xanatos learned about Castle Wyvern and its clan of gargoyles through the still-living Demona and the Grimorum Arcanorum. To undo their curse and employ the gargoyles as his own hit squad, he had the castle and its gargoyles transported from Scotland to the top of his company headquarters. Once they reawakened, he convinced them to steal data disks from the Cyberbiotics corporation, which he used to create a line of robotic gargoyles. After some convincing by Demona, he decided to test these robots against the gargoyles themselves, but this encounter ended badly. Ultimately, he was spared during the fight and sent to prison. During and after his imprisonment, Xanatos conducted various schemes to test and improve the capabilities of his assets (namely his robots, a battle armor suit, and his action hero group, "The Pack"), frequently skirmishing with the gargoyles in the process.
    • He would eventually become engaged and married to the lead member of The Pack, Fox/Janine Renard. This marriage would eventually to the birth of their infant son, Alexander Fox Xanatos, though this led him in conflict with the powerful Lord Oberon.


Supporting Characters

Owen Burnett/Puck

  • Name: Owen Burnett/Puck
  • Age: Not stated, but probably ancient.
  • Appearance: As Owen. As Puck.
  • Personality:
    • Puck does many things for his own amusement. His decision to become Owen Burnett was largely for his amusement, and when he had wish granting capabilities, he would often try to twist their words so that the results might subvert their wishes or otherwise annoy them (though this is only shown with Demona). He is also the type of person who tends to look for loopholes in things.
    • As Owen Burnett, Puck takes on a more straight-laced, serious persona, though he can be snarky at times. However, he is very loyal towards Xanatos, willing to offer himself to test the properties of a risky magical artifact or helping to aid Xanatos powerful threats.
  • Powers:
    • After dipping his left hand and forearm in a brew/potion designed to achieve immortality, they have turned to solid stone. Owen/Puck's left hand will remain stone, and curled into a fist while he is in his human form, though as Puck, it returns to a more natural state.
    • Owen is proficient in martial arts, and he can hold his own and occasionally beat Xanatos.
    • Owen is skilled with repairing machines, and though it takes time, he regularly repairs Xanatos's suit and robots. He is technologically adept in other ways, as he had likely designed the force field defense system used in Oberon’s assault on the Eyrie building, and had arranged for laser anti-air cannons to be installed in the castle's turrets.
    • Puck, in his trickster form, is capable of wielding sorcery, though he doesn't have access to all of it in Battleworld. While he can potentially switch between his trickster and human form easily, his conditions with Oberon mean he cannot access this form unless he is protecting or training baby Alexander. In this form, Puck is capable of freely flying and floating through the air. However, as a Child of Oberon, he is vulnerable to iron while in this form, nor can he magically manipulate it.
    • Magic Used:
      • Statue Making and Manipulation: Puck is capable of magically creating statues based on individuals (within roughly human size) he has seen. He can do this by forming them from stone or wood (such as a pile of rubble or a small tree/bush), or summoning a small portal and having them appear out of it. Although clunky and stiff, Puck's creations can move via his thoughts, in order to move or strike somebody. Puck is also capable of having his statue creations fire projectiles of the same material with which they're made. Although not stated within the series itself, these creations cannot travel very far from him, and he has only been able to create a few of them at a time.
      • Transformation: Puck is capable of taking on the appearance of anyone he has seen or is familiar with, within human-ish size. When changing appearances, his form becomes eclipsed with a bluish light, which then changes itself until it fits the form of whoever he is changing into. He is also capable of mimicking their voices.
      • Suggestion: Puck is capable of a limited form of suggestion. When he touches someone, he can let out a puff of small sparkles, which may waft over the person's face. If disguised as someone the person would not ordinarily find suspicious, and Puck has done or said something that might be construed as odd or suspicious, the magic from this spell may suppress these thoughts for mooks only, via player consent, such that their suspicions are quelled.
      • Sleep powder: From his hand, Puck can create a small puff of bluish smoke or dust, which will attempt to puff over whichever person this spell had been aimed at within touching distance. The person may gradually become drowsy or sleepy, though this effect will not work for all individuals.
  • Equipment: As a human, Owen carries on his person a pistol, a wristwatch, a black handheld calendar/datebook, and an old-styled, flip-open phone with an adjustable antenna.
  • Backstory:
    • Puck was one of the Children of Oberon, a magical race of beings that includes tricksters and other supernatural creatures that aren't gargoyles. He one day saw Queen Titania, under the alias of Anastasia Renard, living with a man named Halcyon Renard, and was intrigued as to why a powerful being such as her would live life with mortal humans. Thus, he assumed the identity of Owen Burnett, based on the stiff and wooden Preston Vogel, and lived under Renard's employ. However, he soon found Titania and Halcyon to be boring, and was more intrigued by the personalities their daughter Janine Renard and her boyfriend David Xanatos.
    • Unable to resist himself, Puck appeared one day as his trickster persona. He offered Xanatos a choice between a single wish or a lifetime of service as Owen Burnett. Xanatos chose the latter, and since then, Puck as Owen Burnett has been working with Xanatos as his right-hand man and assistant.
    • Ever since the battle with Lord Oberon, Puck has been assigned to act as the guardian of Alexander Xanatos by training him in the ways of magic.

Fox

  • Name: Fox/Janine Renard
  • Age: Late 20s-30s (age not given).
  • Appearance: This is her.
  • Personality: Fox is wily, cunning, ambitious, and adventurous. Although she could have easily asked for the inheritance from her father, she chose instead to attempt to steal it from him because it would be more fun. She is something of a natural leader, freely giving orders to the rest of the members of The Pack while being respected in return. She is also well read, and is potentially as cunning as David Xanatos. However, she does seem genuinely loving of her husband and her newborn child, Alexander.
  • Powers:
    • Fox is proficient in martial arts, and she has some degree of skill with firearms. She is also capable of feats of acrobatics, able to spring herself over someone's shoulder and springing herself from a backflip and handstand.
    • Fox also has latent magical energies due to her fey heritage. From her hands, she is capable of channeling a green ray or blast of force towards someone her hands are oriented towards, potentially throwing them back. However, she was only able to tap into this magic when Lord Oberon was threatening to take her child, though it may be possible to tap into this ability were she to focus on developing her magical ability.
    • Fox is also a capable helicopter pilot.
  • Equipment: Her Pack outfit carried a gun, and she had a grappling hook + rope which she could throw to help her scale buildings. She has also been known to use a glider in conjunction with a suit-worn plunger grappling cable, which allows her to hook onto and pull herself towards large surfaces. Among her wardrobe, she possesses her original Pack outfit, a ninja/infiltrator outfit which can help disguise her features, and more conventional outfits. She has also been known to use an acid balloon/grenade, which can tear through metal surfaces.
  • Backstory: Fox is the daughter of the powerful Halcyon Renard and Anastasia Renard, though she chose to abandon her inheritance to pursue a more adventurous life. She would join and lead The Pack, an action TV group created by David Xanatos, which was founded in part to act as a potential mercenary team. When they acquired photos of the gargoyles, she and her team lured two of them in and attempted to hunt them for sport, though due to Fox taking a model hostage, some of their members had been arrested. When Fox eventually got out of jail, she would become engaged and married to David Xanatos. Their marriage has mostly been pleasant, and they would eventually come to have the baby Alexander Fox Xanatos. During this occasion, she discovered that her mother was actually the fey Titania, who wished to take Alexander away so that he may be trained in magic. During the massive assault on her home that followed, she was able to channel a beam of powerful fey energy upon Lord Oberon, who had been Titania's husband. Goliath, who had helped Xanatos in this conflict, was able to convince Lord Oberon and Titania to let Fox and David Xanatos keep their child, while letting Puck train him. Since then, she, David Xanatos, and Owen/Puck would continue to raise Alexander.

Derek Maza/Talon

  • Name: Derek Maza/Talon
  • Age: Mid-20s (age not given)
  • Appearance: Current Appearance Former Appearance
  • Personality: Derek can be stubborn and quick to make judgements that aren't necessarily correct. He is very quick to trust Xanatos despite his sister's warnings and mistakenly believes Goliath and the gargoyles are his enemies, and it takes him a while to realize he is wrong. However, he has shown general kindness to others. He had attempted to make his newfound home The Labyrinth into a general refuge, and insisted on not assuming sole leadership for the mutants. At first, he was ashamed for his mutant appearance, hiding from his family, but over time he grew to accept it.
  • Powers:
    • As a gargoyle-like mutant, Derek/Talon is capable of flight, though unlike gargoyles, he may flap his wings to achieve this in addition to flying on air currents. Additionally, he has gargoyle-like strength, able to easily bend metal.
    • Due to his eel hybridization, Talon is capable of coursing his body with electricity. He is capable of shocking those that touch him, or firing bolts/channeling beams of electricity from his hands.
    • Derek/Talon is also a capable helicopter pilot.
  • Equipment: Nothing significant.
  • Backstory: Derek Maza had originally been on the 23rd precinct police force, when David Xanatos recognized his talents and decided to hire him as his personal bodyguard and helicopter pilot. Although his sister Elisa warned him about Xanatos's scheming nature, Derek chose to stay on with his new job. During an "accident" when Xanatos was investigating his subordinate Dr. Sevarius, Derek was shot with a mutagenic formula while protecting Xanatos. This caused him to transform into a panther/eel/gargoyle-like creature. Due to the Manhattan gargoyles destroying the potential cure Dr. Sevarius was working on, he and three other mutants continued to work with Xanatos in hopes one would be developed. Eventually, he would come to realize Dr. Sevarius and Xanatos were in cahoots. He and his fellow mutants would then live on in the abandoned underground Cyberbiotics facility. Since that time, he has had to deal with a coup by his fellow mutant, Fang, and has taken in a number of gargoyle clones, who had once been subservient to the evil Thailog but now consider Talon their master.

Demona

  • Name: Demona/Dominique Destine
  • Age: 1000+ years old
  • Appearance: Normal Appearance. Her human appearance.
  • Personality: Demona's primary characteristic is her hatred for humanity in general, and has single-mindedly worked toward destroying them throughout most of her existence. Despite this, she is capable of working with them on occasion so as to further her own goals, though she may lash out at them. She is extremely vengeful, and she is very quick to blame others for problems she may have caused or contributed to. She does, however, seem to care for those she considers her kin, though has multiple times tried to persuade the other gargoyles towards her views.
  • Powers:
    • As a gargoyle, Demona has enhanced strength, able to bend and tear through metal. She is also capable of gliding on air currents to achieve a form of soft flight. Her injuries suffered as a gargoyle may also heal when she transforms back into one after a day cycle has passed.
    • Due to the curse inflicted upon her by Puck, Demona transforms into a human during the day. When night comes, she transforms back into her normal gargoyle form. She retains the same day-night cycle as her original world, when other gargoyle’s transformations are reversed.
    • Due to her pact with Macbeth and the Weird Sisters, she has conditional immortality. She will not age nor will she suffer non-special sicknesses. However, because of Battleworld's properties, she will die even if someone other than Macbeth kills her, seeing as the conditions of the pact in her native verse would make her overpowered. She will die if she personally kills Macbeth, though Macbeth dying by someone else's hands won't necessarily kill her.
    • Demona is trained in the ways of sorcery. Although she cannot cast spells on her own, she can easily familiarize herself with how to use various magical artifacts. She can cast spells from spell tomes if she understands their language and mechanics and it doesn't have world/species specific requirements to cast. With this, she is also familiar with Latin.
  • Equipment:
    • Demona often carries with her various forms of laser/blaster weaponry, which may or may not be concealed in her office.
    • Demona has in her possession two artifacts, The Medici Tablet and the Praying Gargoyle. The first is a roughly pinkish tablet with the Fulfillment spell written on it. Because the spell involves a vague form of granting wishes, it likely would not function within the Battleworld. The second artifact is a small gargoyle-like statue said to "protect the Gargoyle race from harm." If the Praying Gargoyle is used in conjunction with some sort of offensive, widespread, harmful incantation or effect (such as an engineered disease), it may protect gargoyles in general from that effect.
  • Backstory:
    • Demona, originally Goliath's lover, had witnessed the destruction of her clan at Castle Wyvern, and had discovered that its remaining members (Goliath, Hudson, Brooklyn, Lexington, Broadway, and Bronx) would turn to stone at night. For a time, she would live and steal off the Scottish countryside, raising her own roost from what eggs she had found. She would later meet and join up with a man named Macbeth, making a pact with him and the three witchlike Weird Sisters. When overhearing Macbeth considering getting rid of her clan of gargoyles, she turned against Macbeth and joined the English who were attacking Scotland. While in battle, the two of them realized that they could not be killed until one slew the other, and so the two of them parted ways.
    • Demona would work through the ages to enact her plan to destroy the humans, being assailed by a clan of Hunters which she had inadvertently created. While amassing wealth and resources, she would run into David Xanatos, who would help bring back her old clan. However, she found that her former lover, Goliath, was too friendly with the humans, and the gargoyles in general did not completely share her views.
    • During one of her attempts to destroy humanity, she had been cursed by the trickster Puck to become a human during the day. Sometime after this, she had also used a spell to temporarily petrify Manhattan's population, which would cause Xanatos to team up with the other gargoyles against her.
    • After some manipulations by the Weird Sisters, she and Macbeth wound up in Paris. There she met Thailog, a clone of Goliath that Xanatos and Dr. Sevarius had created, and would fall in love with him. The two of them founded the Nightstone Unlimited company, and Demona schemed to acquire Macbeth's wealth under the alias of Dominique Destine. When back in New York, she would also conspire with Thailog to create a series of dim-witted gargoyle clones, though she turned against him. Currently, she is planning to engineer a super-virus with Dr. Sevarius, though Manhattan's entry into the Battleworld will likely hinder these plans.

Goliath

  • Name: Goliath
  • Age: Somewhere between 50-60 years in human years (not counting time spent under the stone curse).
  • Appearance: This is him.
  • Personality: Goliath takes the role of Gargoyles as protectors seriously, protecting people regardless of whether they are ungrateful. While he has a very strong sense of justice and morality, he can also be quite vengeful and ferociously angry against those who have wronged his clan. He can also at times be stubborn. Goliath is also a capable leader, and he is the most well read of the Gargoyles in the Manhattan clan.
  • Powers:
    • As a gargoyle, he has enhanced strength, able to bend and tear through metal with his claws, and he is also a fierce fighter. He can also use his claws to scale the sides of buildings.
    • Gargoyles also have slightly greater durability than humans, though they are otherwise harmed by the same things humans are harmed by.
    • Like other gargoyles, he is capable of gliding on air currents, which acts as a form of flight. He can glide and maneuver potentially higher than his original height, though he cannot hover.
    • Due to the influence of the Battleworld, Goliath's natural day-night cycle has been reversed. When night comes, he will turn to stone, which acts as a form of sleep. When daytime comes, he will awaken and burst out of his stone form. Any injuries Goliath sustained before turning to stone will be healed or removed. However, while they are in their stone form, they are immobile and capable of being destroyed. Things like artificial or magical night/day will not affect this process.
  • Backstory:
    • Goliath had been the leader of the Castle Wyvern gargoyles in 10th century Scotland. One day, the guard captain betrayed the castle to the Vikings, who destroyed most of Goliath's clan. Goliath and the clan's remaining members chased after the Vikings, though during the fight a sorcerer known as the Magus cursed the rest of his clan to stone. Seeing this sad fate, Goliath asked that the Magus turn him to stone as well.
    • A thousand years later, Goliath and his clan were awakened through Xanatos's efforts, though the man had other schemes in mind for them. After retrieving a set of disks for him, Xanatos turned against Goliath, though Goliath and his clan won the fight. He was about to kill Xanatos, but Elisa Maza, who he had befriended, convinced him otherwise. Even though Xanatos was sent to prison, Goliath and his clan would have to relocate to the clock tower in which they now live.
    • Continuing his duties as a gargoyle, Goliath and his clan would make it their duty to protect Manhattan and its people, frequently clashing with figures like Xanatos, Macbeth, Demona, and The Pack. For a time, he would leave Manhattan with Elisa and Bronx to go to the island of Avalon, where he met a clan of gargoyles from the eggs he thought had been lost. After battling with a man known as the Archmage and uniting with his daughter Angela, Goliath, Elisa, and Bronx would travel the world using the magical Ark of Avalon. Eventually, they would find their way back into Manhattan. There, Goliath and his clan would aid Xanatos in defending Xanatos and his family against the powerful Lord Oberon. Once things had settled, Goliath would return to his role as leader of the Manhattan Clan and work to defend the city at night.

Elisa Maza

  • Name: Elisa Maza
  • Age: 29
  • Appearance: This is her.
  • Personality: Elisa is a tough, quick-witted cop, who, despite her partnership with the gargoyles, is capable of holding her own. She is not one to trust outward appearances, and she can be accepting towards those who demonstrate their goodness. She consistently (and rightfully) suspicious towards Xanatos, even when others believe his intentions might be honest, though despite this, she won't go outside the law to bring him down. Additionally, she is capable of taking on a more brash or thuggish persona, whenever she needs to go undercover.
  • Powers: Being a normal human, Elisa has no special powers. She is, however, trained in firearms, and she has some fighting skill. Although not as strong as gargoyles, she was able to throw a javelin/spear into one of Xanatos's more durable Coyote robots. As an occasional undercover cop, she is also somewhat skilled in wearing disguises. She is also skilled at escaping out of restraints such as handcuffs.
  • Equipment: Elisa tends to carry a police badge and handgun with her. She also has a variety of outfits to change into for undercover operations, and has a blonde wig for this purpose. She also has a cat named Cagney.
  • Backstory: Elisa Maza is a detective who discovered the gargoyles while investigating Xanatos Enterprises and would quickly befriend them. She invited the gargoyles to live in the clock tower above the police headquarters, and helped make a new home for them. Ever since then, she has worked with the gargoyles, who in turn helped her deal with the various troubles in Manhattan. Eventually, she would accompany Goliath and the dog-like gargoyle Bronx to the island of Avalon, where they would be united with its inhabitants and the gargoyle clan there. The three of them, along with Goliath's biological daughter Angela, would travel the world on the Ark of Avalon to set right whatever wrongs they may have encountered. Eventually, they would find their way back to Manhattan, and Elisa would continue her time in the city's police force.


Chunk

  • Name of the World: (Southern) Manhattan
  • Description: Manhattan is New York City's most densely populated borough, though not all of its landmass and people had been transported. While fantastic things such as gargoyles and magic lurk in the background, the city as a whole has remained largely uninformed of the existence of these things. Autonomous robots, particle laser weaponry, various forms of hovercraft, mutants, and other sorts of products of mad science are also an occasional occurrence through the arms of the city's powerful corporations, but otherwise technology has remained as it had been in the 1990s, such as through thick televisions and primitive phones, and a conspicuous lack of internet.
  • Contents/Locations:
    • Clock Tower Building/Police Station: The headquarters of the 23rd precinct police forces. A room with a hidden ladder leads up to the Clock tower itself, where the Manhattan gargoyles reside. There is also a library next door.
    • Cyberbiotics Tower: A research facility near the Statue of Liberty.
    • Eyrie Building/Xanatos Headquarters: New York City's tallest building and the main headquarters for Xanatos Enterprises, situated within southern Manhattan. The main part of the building contains a large lobby, office space, a helipad, and a garden-like atrium.
    • Gen-U-Tech Building: A building for conducting biological research and experimentation.
    • Golden Cup Building: A building containing a robotics and particle/laser research facility. It also contains schematics for government defense stuff in a computer stored in a vault.
    • The Labyrinth: An underground laboratory that has been abandoned by Cyberbiotics. It has since become the residence of the gargoyle mutants, clones, and homeless people. It has a number of leftover research facilities and cells for storing prisoners.
    • Nightstone Unlimited Building: An office space that serves as the headquarters for the Nightstone’s New York Branch. It contains equipment for biological experiments and cloning.
    • Pack Media Studios: The filming set/warehouse for The Pack, when they weren't outed as criminals. It contains a drop-down hangar that can hold/hide a small airship/hovercraft, though the ship lent to The Pack isn't necessarily present in the chunk. Though some of its broadcasting equipment has been destroyed, it has been known to override most channels that broadcast from/within Manhattan.
    • The Statue of Liberty: A prominent statue in the waters outside Manhattan.
    • Other Locations: A bank, the city's subway, New York University, the Empire State Building, a Harbor, a Health Club, Manhattan General Hospital, The Museum of Modern Art, Time's Square, and the World Trade Center.
  • Specialties: None
  • Population: Most of Manhattan's population is comprised of ordinary civilians of various walks of life, however, there are a few notable factions and groups within its boundaries.
    • Xanatos Enterprises: Xanatos's overarching company, whose headquarters are in the Eyrie building. Comprises of Gen-U-Tech, Scarab Robotics, and Xanatos Construction. It employs a number of security personnel at its main headquarters.
    • Cyberbiotics Corporation: A rival corporation to Xanatos Enterprises, run by the elderly Halcyon Renard. It seems to specialize in robotics.
    • Nightstone Unlimited: A company founded by Thailog (who is absent) and Demona, which has dabbled in cloning and biological research.
    • Manhattan Police Forces: Self-explanatory
    • The Manhattan Gargoyle Clan: Gargoyles who reside a clock tower above the police headquarters. They are generally strong, able to bend and tear through metal, and they are capable of gliding on air currents. Due to the Battleworld's influence, they will turn to stone at night and awaken out of their shells during the day, recovering injuries from the previous days. Things like artificial or magical night/day will not affect this process.
    • Underground Mutants: Former humans who had been mutated into gargoyle-like creatures by Dr. Sevarius. They are capable of flight, strength, and are capable of generating electricity, either channeling it through their bodies or focusing it into a ray-like blast from their hands. They have mostly taken refuge in Cyberbiotics's old underground facility, where a number of homeless people have also taken refuge.
    • The Illuminati: A secret society with members in Manhattan.

edited 20th Dec '17 5:04:47 PM by CathariSarad

Meanken Since: May, 2013
nman Since: Mar, 2010
#845: Dec 23rd 2017 at 6:33:11 PM

Main Character

Claymores in General:

  • Miria, Clare, Teresa, Helen and Deneve are Claymores - women who are half-human, half-monster-hybrids with enhanced physical traits and special abilities, nicknamed Silver-Eyed Witches by the humans. This is accomplished by implanting flesh from a Yoma - the Claymore setting's equivalent of a demon - into their bodies. Claymores are all women, as men who undergo the process are unable to control their mind and tend to turn into powerful Yoma known as awakened beings. On Battleworld Yomas and Demons are probably the same category of things.
  • Muscle and Hustle: Claymores possess physical strength, speed, senses, and reflexes far greater than that of an average human being, allowing them to wield their exceedingly heavy claymore swords as both single-handed and two-handed weapons with ease and grace. They can jump a few dozen meters up to the top of a church steeple, hold their sword behind themselves and to the side and other odd angles with nearly as much strength as they can in front, engage in extremely fast-paced and coordinated sword fights, or do all sorts of acrobatic maneuvers. While they are much stronger than a human, they can't throw cars around (perhaps a motorcycle). While they are much faster, they can't keep pace with a car (perhaps a horse).
  • Resilience and Recovery: Claymores possess vast regenerative capabilities and resilience, allowing them to survive injuries like evisceration or multiple stabs to the torso which are fatal if sustained by a human. They can continue to fight through the pain and injury and blood loss of being severely wounded, only being forced to stop if something inhibits their ability to do so, such as muscle tendons being slashed. Any wound that does not outright kill them usually heals over completely within hours. Lost limbs are not regenerated, though if the severed limb is placed back in the right place, it will re-attach itself after several minutes of focus. They do not require much sleep, rest, or food, being able to operate for over 70 hours without sleeping, regardless of being in cold or hot environments, and only needing a very small amount of food once every few days. Their bodies render chemicals useless, but they can elect to 'turn off' this effect to a limited degree if they wish to get drunk from alcohol. They also no longer age, staying forever young once they reach adult age.
  • Claymore Appearance: Claymores have lost some pigmentation in their bodies, causing them to be rather pale. Their hair is also pale, being lightly-colored compared to a normal human's hair. A Claymore's eyes are the only visible characteristic that undoubtedly sets her apart from regular humans, as the irises are silver in color.
    • Stigma: The method of implanting Yoma flesh into a Claymore involves making an incision from just below her neck all the way down between her breasts and past her belly button all the way to the base of the stomach. This incision is incapable of ever truly closing, so the skin on either side is held together by numerous thick and strong staples. This hideous deformation frightens most people who see it, even when stapled up instead of exposed, and most men (or anyone else who would otherwise be attracted to women) tend to be revolted and disgusted by seeing it. Because of this, Claymores tend to wear something over their entire center torso.
  • Swordsmanship: Claymores have extensive martial training and can perform sword attacks that may seem unnatural or abnormal to most people due to their strength, speed, and agility. They can swing their sword one-handed with enough force to cut through an armored knight, parry a blow behind her back, and catch fans of thrown knives in midair. They are no strangers to hand-to-hand techniques as well, but they are obviously far less effective at killing Yoma with their bare hands when compared to using their swords. Despite all their powers, the creatures they hunt tend to be monstrously more powerful than them, so they have lots of experience and understanding with how to square off against something incomprehensibly more capable than themselves, how to run away, or as is more often the case, how to continue fighting even when they know they'll more than likely lose. If their legs are cut off they will use their arms and sword to throw themselves like a pole vaulter, if their arms are cut off they can still bite down on the hilt of their sword to keep on fighting to some extent.
  • Techniques: Claymores tend to have one or two special techniques that are unique to them. In Miria's case, she (and Clare, Teresa, and Helen) is what is known as an offensive type Claymore, so her special techniques are more focused on attacking. Those techniques tend to be the basis for a Claymore's title or nickname.
  • Yoki Detection: Aside from their physical prowess, perhaps the most well-known ability possessed by Claymores is their ability to detect the presence of Yoma, even those in human form. This is achieved through the sensing of Yoki, or Yoma energy. The stronger a Yoma (or more accurately, the stronger the energy they emit) the further away they can detect them. Each Yoma (or Claymore) has a unique signature so they can tell the difference between released energy they detect. If a Yoma is hiding their presence, Claymores still have enhanced senses they can rely on to detect them manually, but it's a poor fallback option in comparison.
  • Yoki Concealment: The Claymores have trained to conceal their Yoki completely, not releasing any of it unless they wish to (or need to). Because of this they are unable to be detected by anything that senses magic in people.
  • Yoki Release: Claymores can use their Yoki to gain strength, speed, and toughness, allowing them to temporarily bypass their normal physical limits. At a 10% release of their energy, their eyes shift to gold and become cat-like; at 30%, the face distorts also gaining sharp teeth; at 50%, the body distorts, it appears more muscular and the color changes; at 80%, the body is nearly awakened and looks more animalistic, and the Claymore is in tremendous danger of losing themselves if they do not revert shortly.
    • As Claymores who have partially awakened, they are skilled at approaching this limit briefly, or using lower percentages without risk. At 10%, they gain a decent boost to power without using much of their Yoki, and at 80% several times as powerful as they normally are and drain much more of their energy. The more Yoki they use, the quicker they become exhausted, testing even a Claymore's supernatural stamina. Increasing their energy release decreases how long it can be used, with the 10% form being usable for extended periods of time but the 80% lasting a few minutes at most. Presumably the Cure has prevented them from going beyond 80% (except for Clare and Teresa), both to avoid them becoming too powerful, and also to avoid having to deal some bullshit with them temporarily turning into massive DBZ demon xenomorph dinosaur Thundercat motherfuckers.
  • Claymore Sword: The giant sword that a Claymore carries has but one purpose - to slay Yoma. It's heavy because it's so long. The inscription near the handguard serves as a mark to identify each Claymore warrior. The hilt is sharpened so that it can be used to attack things as well. Each Claymore's sword is slightly different in length, with the hilt about a foot in length, and the blade itself is 9 inches shorter than the Claymore's height. It's made out of some strange exotic metal meant to endure fighting dragons and ultra demons which makes it never go dull and never break.
  • Claymore Armor: A Claymore wears armor that is very sparse to avoid inhibiting movement and has a few big components in important places. They have steel spaulders to protect their shoulders, which are linked together with metal plating to protect their shoulder blades and slightly cover the collarbone. Their skirt-like faulds protect the hips, shin-high, slightly heeled metal sabatons on the feet and shins, and large vambraces over the wrists and back of the hand. They wear a white unitard to cover all of their skin below the neck, and a short gray cape. The marks at the base of the neckline on the outfits match the inscriptions on the swords.

Miria

  • Name: Miria - Phantom Miria, Captain Miria, Former #6 of the 127th Generation
  • Age: 50+
  • Appearance: Like this and you can see a better view of her sword here. 175 cm (approx. 5 ft 8.89 inches)
  • Personality: With her talents in planning strategies and her tolerance for others, Miria is an outstanding leader. This is contrary to the Organization's aims and Miria takes personally the deaths of those under her command, as she cares for the lives of Claymores knowing that they are victims of the Organization. She will go to great lengths in order to protect them, including disobeying the Organization's rules and orders. She has a rather cautious demeanor. Instead of acting on a whim or making hasty conclusions, she often makes careful deductions before coming to a final decision. She is not one to take sides in arguments within her own unit. She isn't one for making belittling or condescending remarks towards other Claymores - God knows she would have really let Helen have it otherwise.
  • Powers:
    • Leadership and Teamwork: Miria is a skilled leader and tends to excel when working in groups.
    • Phantom Mirage: Miria is very fast compared to the other Claymores, moving like a blur compared to them. This technique allows Miria to briefly move at even greater speeds, thereby leaving after-images to confuse opponents as she dashes in for an attack or away in a dodge. She actually has three variants of the same technique. The "New Mirage", which she relies on the most, does not use any Yoki energy and relies on the base speed of her body. She then has the original version, which does use Yoki, is less precise but faster. Then finally she has the Awakened Phantom, which uses even more Yoki than the original, but lets her move even faster at the expense of pretty much only being able to move in straight lines.
  • Equipment: Claymore armor and sword. She doesn't use her own, sword, though. She uses the sword of a dead Claymore who was very close to her, named Tabitha. That means instead of her own symbol, her sword has this one.
  • Backstory:For as long as anyone can remember, there has always been the Organization. Responsible for the creation of Claymores, it was the only entity in the land capable of saving humanity from the Yoma that threaten them. Miria was one such Claymore, serving loyally and obtaining the single-digit rank of #6 among the Claymores. Well, not that loyally. After causing just a little too much trouble and asking one too many questions, Miria found herself stuck an an assignment to kill a powerful awakened being, alongside three other Claymores: Deneve, #15; Helen, #22; and Clare, #47. Despite the suicidal odds, Miria leads the team and they eventually slay the awakened being to everyone's surprise. Believing that the Organization is trying to kill them due to being "half-awakened" - Claymores who were able to reach the point of awakening but still retain their humanity - and they swore an oath to work together and eventually end the Organization.

After a brutal battle in the northern lands that nearly killed off half of their generation of Claymore, Helen and six other Claymores managed to survive and spent seven years in hiding, training how to hide their Yoki, strengthening themselves, and spying on the Organization. During this time Miria discovered that the land they lived on was not the only place in the world, but rather just a relatively small island continent. The Organization was actually the representation of a nation that was part of a much larger continent who was always at war with a race of dragons. The land they lived on was simply a laboratory for the Organization, who created Yoma, Claymores, Awakened Beings, Abyssal Ones, Abyss Feeders, and other monstrosities as weapons research for ways to kill their dragon foes. And they did it by implanting them with the flesh of their demonic dragon enemies. Armed with this knowledge, she knew she and the other Claymores had to bring about an end to the Organization.

So they did.

Supporting Characters

  • Name: Helen - Snake-Arms Helen, Drill Sword Helen, Former #22 of the 135th Generation
  • Age: 40+
  • Appearance: [1] 175cm (5ft 8.89in).
  • Personality: Helen is bold, overbearing, and brash. However, she is also optimistic, cheerful and tries to enjoy life as much as she possibly can. Despite Claymores not really needing much food or usually enjoying it, she loves eating and will try her best to eat at least a few times a day. Her favorite food is apples. She is headstrong and often acts before she thinks, and can also be somewhat of a bully who likes to poke fun at people's touchy sides. She is quick to judge, and one has to work hard to change her first impression. Tends to nickname people.
  • Powers:
    • Snake Arms: Helen is able to elasticize her body. This gives her the ability to stretch her arms and legs several dozen meters. It is not the traditional "rubber" one associates with stretching powers, as she can hold her arm out and keep it "hardened" the whole length. That way she can still keep on holding her sword and moving her wrist at a distance, or else do strange zig-zag patterns that let her wrap her sword around a large monster and stab at its back while standing in front of it.
    • Drill Sword: A technique that requires twisting one's arm many times and then stabbing forwards - much like the drill the technique is named after - and having it strike at the target in question deeper and deeper with each rotation. Due to her Snake Arms Helen can achieve a maximum of 55 rotations. Because of this, at full power it is perhaps one of the most devastating attacks any Claymore is capable of, hitting its target with tremendous penetrating force. An alternative strike involves holding the sword perpendicular to the arm so that it chops like a propeller as it spins.
  • Equipment: Claymore Armor and Sword. Her armor has been slightly modified with 'extenders' on the arms and legs, which lets her use her limb extension without ripping her clothes apart, as it stretches with her.
  • Backstory: Helen was one of the many orphans who was put into the Organization to become Claymores. At some point early in their careers, Helen and Deneve met and became good friends. Both also reached a point where they nearly awakened. This, combined with their personalities, eventually led them to be assigned a to the same suicide mission Miria and Clare were. After they survived it, they continued to fight until having to lay low for seven years, traveling together while trying to stay out of trouble. After reuniting with the other 5 surviving Claymores, they joined up on Miria's quest to destroy the organization and Clare's revenge against the awakened being Priscilla. With most of the bad people in life now dead, she and Deneve walked off into the sunset back to her hometown.

  • Name:Deneve - Regenerator Deneve, Deneve of the Twin Swords, Former #15 of the 135th Generation
  • Age: 40+
  • Appearance: Here 175cm (5 ft 8.89 in)
  • Personality: Deneve is Helen's foil: calm and logical, often telling Helen not to be so rash. She has a great deal of pride, and if not reminded to chill out she can be a perfectionist who does not settle for anything less for herself or others. Deneve is not afraid to take risks, though before meeting Helen she would fight suicidally, and still sometimes has to be held back by her in battle. After that, the two were practically inseparable. She is kind of like a big sister to Clare.
  • Powers:
    • Partially-Awakened Defensive Type: Unlike the other 3 (or 4) Claymores here, Deneve is not an offensive type, but a defensive type. Defensive types are Claymores born from a strong sense of survival, and Deneve is the most powerful defensive type to ever exist. She can endure even more punishment and survive attacks that would normally outright kill most other Claymores, even other defensive types. Her regeneration is much faster and more powerful than a normal Claymore's as well, letting her regenerate flesh wounds in moments, and regrow a limb in a short period of time (like maybe an hour or two on Battleworld).
    • Twin Swords: A fighting style that uses two swords instead of the usual one, Deneve can use her dual Claymores with expert skill.
  • Equipment: Claymore armor and two swords. Her second sword has this symbol on it.
  • Backstory: When Deneve was a child, a monstrous being known as a Yoma killed her parents, and her elder sister hid her under a bed. Since her dead parents were on the bed in question, Deneve's scent was hidden and she survived. Because of this, she didn't have the burning hatred of Yoma that offensive Claymores have, but rather a strong desire to survive, which caused her to become a defensive-type. Due to being a woman of very few words she only really became close to Helen for a long period of time, eventually also befriending Miria and Clare, and also going into hiding for seven years. After that, when she tagged along with Helen trying to go back to the other woman's hometown, the two of them saved a Claymore named Dietrich from being killed by an awakened being. Dietrich forced Helen and Deneve to kidnap her so they went on adventures for a short while, found Clare after she had turned herself into a statue and hauled her back to the holy city of Rabona for safekeeping, and then returned to Miria so they could help her when they found out their leader had gone on a one-woman assault on the entire Organization.

  • Name: Teresa - Teresa of the Faint Smile, Former #1 of the 77th Generation
  • Age: 60+
  • Appearance: Here Stands at 180 cm (5 ft 10.86 in).
  • Personality: Kind of a bitch. But when a young Clare did not give up following her, she opened up her heart, and her formerly cold personality changed as she became very attached to the young girl. They grew a bond like a motherly, daughter bond and lived together from then onwards until Teresa's death by Priscilla. Despite her warm side, she still possesses that killing edge personality when needed.
  • Powers:
    • Dead: The one teeny tiny issue Teresa suffers from is that she is dead. Almost. Unlike most Claymores who just have a chunk of Yoma flesh buried in their heart, Clare has part of Teresa's severed head embedded into her chest. Teresa's spirit manages to live on in that tiny chunk, hiding deep in the background most of the time. Only when Clare is extremely weakened and loses control, triggering an awakening, does Teresa even start to seem alive again. As it turns out, unlike other Claymores who might lose control of themselves as they awaken into horrifying monsters - Clare just awakens into Teresa. The two effectively "switch" bodies, with Clare residing inside of Teresa when this occurs. When Teresa uses up her energy, she reverts back into Clare and goes dormant once again.
    • The Faint Smile: Teresa is incredibly strong, with her base strength matching what the other Claymores can only accomplish by maximizing the use of their Yoki. She has acute Yoki detection abilities, so that she can detect the most minute changes in the Yoki flow of both Yoma and Claymores alike, making her able to react instantly even when fighting powerful Yoma and Claymores. Because of this, she was named for the faint smiles that graced her face as she effortlessly slaughtered her enemies.
    • Awakened Form: Unlike the other Claymores, Teresa is able to Awaken, and she doesn't turn into a horrific monster when she awakens. She just gets wings. When in this form she can use the offensive techniques of the other Claymores, barring physical limitations (such as Helen's arms).
  • Equipment: N/A
  • Backstory: Teresa is the greatest Claymore to have ever lived. Going up the ranks in the Organization quickly, she became the #1 Claymore and held that position for quite some time. Things were pretty much set for Teresa, all things considered. Then one day, after slaying some Yoma in a city, a girl who had been kept as a pet by one of the Yoma followed her. The girl didn't speak, didn't really express any emotions, and wouldn't stop following her. Unfortunately, the cardinal rule of Claymores in the Organization is that they cannot kill or even harm a human, so she couldn't just force the kid to leave. So she just kept on doing her Claymore thing while the brat tagged along. Over time, they grew closer, the kid started to actually use words every now and then, and Teresa even gave the girl the name Clare - named after the twin goddess Teresa and Clare.

Getting to a city overflowing with Yoma, Teresa slew all the monsters and then left Clare in the care of a very grateful village so that she could grow up to live a good life. But a few hours after Teresa left, she saw smoke rising from the city. A group of outlaws had decided to raid the village, as the Yoma who were scaring them off were no longer alive. Racing back to the town, Teresa saw that the bandits had killed nearly every man and captured the women in the village, and one of them was dragging off Clare for unsavory purposes. But the Organization's rules were clear, she could not kill humans, she could not do anything more than standby and watch without being marked for death.

She drove her sword through every last bandit.

Teresa took Clare and didn't look back, defeating the forces the Organization sent after them. But when one Claymore, Priscilla, awakened, she managed to kill Teresa when she was distracted....

  • Name: Clare, Former #47 of the 150th Generation
  • Age: 30+
  • Appearance: Link 170 cm (5 ft 6.92in).
  • Personality: Although she may look composed on the surface, her emotions can break out very easily. Her burning passion is one of the reasons why she wasn't able to master her sword techniques quickly, as it required a great deal of patience and focus. Because she often lets her emotions get the better of her, Clare will tend to ignore all warnings, rushing into any situation, regardless of danger, and risks her life to save others. She can also be rather blunt when need be.
  • Powers:
    • Windcutter: The Windcutter is a lightning-fast sword technique Clare uses to strike rapidly at an opponent. She can slash at superhuman speed with great force and damage, enabling her to even fight against opponents who use techniques that rely on incredible speed, such as Miria's Phantom Mirage, and would otherwise be extremely difficult for her to hit.
    • Quicksword: Clare's right arm is not actually her own, but rather one she obtained as a "parting gift" from the Claymore Ilena. Ilena was the #2 to Teresa's #1, and this arm allows Clare to use Ilena's signature Quicksword technique with it. Using a large release of Yoki, she partially awakens her right arm to supercharge her muscles and make them much faster than normal, letting her strike with tremendous speed. This is less accurate than the Windcutter but far more powerful - and uses much more energy.
    • Rafaela's Gift: Clare absorbed the powers and memories of a Claymore named Rafaela, which granted her incredible extrasensory perception, enhancing her senses to the point where even with her eyes closed her other senses can let her 'see' well enough to fight.
  • Equipment: Claymore Armor and Sword
  • Backstory: When Teresa of the Faint Smile was killed by Priscilla, Clare's life became about one thing only. Revenge. Taking Teresa's severed head to the organization, she demanded they implant her with it and spent years training as a Claymore. She went on many adventures and hunts, and spent an extended amount of time trapped in a statue. When Miria and the others finished defeating the organization, they managed to swing by and pull her out of the statue. Then she eventually found Priscilla and engaged in one final battle with her.

And lost.

Before she could be killed, though, something stirred in Clare. She awakened. Instead of a monster, she awoke into Teresa, who handily defeated Priscilla and the other nearby awakened beings, had a few conversations with Clare's friends, talked to Clare in their minds, then reverted back and went dormant once again.

  • Name: Raki
  • Age: 22ish (probably?)
  • Appearance: Like so. He is roughly six and a half feet tall.
  • Personality: Raki is easily trusting, accidentally becoming friends with two of the most powerful awakened beings to ever exist because he thought they were just nice people who lived in the woods. He is capable of forming strong attachments with people, as shown by that one time he was living with some nice people who lived in the woods who turned out to be two of the most powerful awakened beings to ever exist. Raki is also very protective over those people he loves, like Clare, and desires to become stronger to be able to protect them. He has tremendous willpower and bravery, so that despite being a simple human he can still face off against the worst monsters in existence without trembling.
  • Powers:
    • Human: Raki is a human. Not a Claymore, not a half-demon, not a superhuman - nothing. Just a human male. He has extensive physical training which puts him near the peak of human fitness - not in the sense that Ozymandias or some versions of Captain America are 'peak' humans using a loose and very theoretical limit, though. He is strong and fast and coordinated at the more practical limits of modern professional athletes, gymnasts, or weightlifters.
    • Swordfighting: Raki has a decent understanding of the fighting style used by Claymores. Due to being only a human his own techniques are a far cry from the real thing, but still very competent by human standards.
    • Cooking: As a boy, he was in charge of cooking in his uncle's house before the Yoma struck, and then for seven years when he lived with Isley and Priscilla he did a great deal of cooking as well, so he is pretty good at it.
  • Equipment:
    • Broadsword: His sword is very big, like a zweihander or claymore. Unlike the claymore of a Claymore, though, it is made out of plain old steel.
    • Armor: A set of normal steel armor.
  • Backstory: When he was a kid, Raki's parents were killed by a Yoma, so he and his brother Zaki were sent to live with his Uncle. He first met Clare a few years after that when she came to his village to hunt down a Yoma. Fascinated with her, Raki was the only one who was not afraid of her and tried in vain to engage her in friendly conversation. When he returned home, he found that his relatives were slain and discovered that Zaki was the Yoma. He tried unsuccessfully to attack the Yoma and was about to be eaten himself when Clare intervened. He tagged along with her, traveling with her for some time until she had to go off to the North with the other Clamores.

After being separated from Clare, he found some nice people who lived in the woods called Isley and Priscilla, with Isley sort of being like a father to him and Priscilla like his little sister. Over the next seven years Isley taught him all forms of skills with the sword, and Priscilla did normal girl things and never ate anybody. As it turns out, Isley was the awakened being Isley, the White Silver King of the North, and Priscilla was the awakened being, Priscilla the One-Horned Monster.

He went looking for Clare a little after that. After a few incidents involving getting stabbed a bunch and having to stab a bunch of people, he eventually found her.

edited 24th Dec '17 10:29:32 AM by nman

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#846: Dec 30th 2017 at 7:44:50 AM

  • Name: Bondrewd the Novel, Lord of Dawn
  • Age: Sounds and looks to be a man in his late thirties.
  • Appearance: "My, my, my, my, my. How wonderful... how truly wonderful!"
  • Personality: Bondrewd is a warm, kindhearted, and humble man who is nevertheless utterly relentless in his pursuit of scientific knowledge to an extent that beggars both belief and description. Possessing an undeniable charisma and personal magnetism that could even compel both man and child alike to follow him into the very depths of the Abyss itself, he is simultaneously eloquent in consideration of weighty topics and unceasingly polite and affable to absolutely everyone he comes across, up to and including toward a group of perpetrators in the immediate aftermath of their complete annihilation of his base of operations, his research, his home, and the entirety of his life's work. Although "genius" may be too light of a word to describe the individual who single-handedly revolutionized mankind's understanding of a practically unknowable eldritch expanse purely through his own ingenuity and force of personality, it is worth noting that he is a very outside-the-box thinker who loves to try new approaches to solving problems, and that he is very far from binding himself with the scruples widely known as "common sense" and "ethics".
  • Powers: Although the vast majority of what could be called Bondrewd's "powers" are actually derived from his equipment, he has also made extensive modifications to his own body as a means of surviving and thriving through the rigors of life in the Abyss. What lays beneath his mask and armor isn't pleasing to look at (trust me), but in exchange, he has gained a degree of superhuman strength (able to crush rocks the size of human heads with little effort) and endurance (lung capacity, muscular endurance, can go long periods without food or drink), perfect vision in all but the most absolute darkness, and a gigantic, prehensile lizard tail. He also harbors an enormous trove of scientific knowledge in more or less every field of the physical sciences, and maintains exceptionally sharp mental acuity and analytical skills, honed by decades of fighting ever-evolving abominations in the harshest conditions possible.
  • Equipment:
    • Canopy Unto Dawn: A custom-made full body armor specialized for the Lord of Dawn's battle and delving use, Canopy Unto Dawn is a complex assembly made with artifacts and bio-fibers, hiding a multitude of built-in weapons (that is, the rest of the Equipment section). As a pseudo-alive yet non-sentient armor connected in some ways to his own body, it is also self-repairing to a certain extent, such that it can regenerate from mild damages practically overnight, but he can never entirely remove it from his person. Furthermore, it is largely self-cleaning, insulated, and resistant to the likes of cold, heat (including fire), acid, and most forms of piercing and slashing. The plate-like armor on his lizard-esque tail is also a part of Canopy Unto Dawn.
    • Far-Caress, Touching The Moon: An artifact capable of manipulating countless, incredibly tough and elastic tendrils. Strictly speaking, it's not exactly an artifact, but a native creature of the Abyss, enclosed within a cylinder, considered an artifact simply because it cannot be collected outside of the Abyss. It's highly unwieldy in unfamiliar hands, but Bondrewd used myriad experiments and years of practice to grasp the essence of this artifact and dramatically increased its effectiveness. It can essentially be thought of as a combination webshooter and ink-black combat tentacles attached to and extending from a fixed spot on the outward side of his right wrist.
    • Gangway, Ascending to the Morningstar: Produced from a re-purposed artifact (the "Stairway of Light") and transformed into Bondrewd's iconic mask, Gangway releases a laser-like band of light to strike at the target upon being invoked, hot enough to quickly melt steel. It has the capability to hone in and strike the object where the user strongly focuses on, to strike at multiple targets, and even to bend around obstacles to locations where rays cannot be reflected. Being a laser, it can be intercepted and even reflected by others with the appropriate material. Some property of the artifact prevents it from damaging anything that the user doesn't focus on, so it won't visit any destruction upon the things it hits other than the focused target(s) while it's being reflected or zigzagging.
    • Shaker, Curse-Needle: An artifact that shoots darts cut from another artifact, the Curse Steel. The Curse Steel is an artifact capable of inducing the burden of the Curse of the Abyss in those who touch it for as long as they remain in contact with the Steel. The shooters are concealed in the underside of Bondrewd's wrists, but can pop outward to fire in the direction of his hands. This is mainly used against human opponents, and it won't do anything against the likes of robots, who lack true nervous systems. Moreover, as there is no location in Battleworld containing the Curse, the darts are just really sharp things that hurt a lot due to pointiness and the force of the shot itself.
    • Sparagmos, Origin-Guiding Light: Another reprocessed artifact, it generates a mysterious blade of light, so hot that things it hits used to simply disintegrate on contact, even the bodies of otherwise immortal creatures within his home universe, but after coming to Battleworld, it now functions the same way as a lightsaber in destructive terms. It can only work for short durations of time and makes a lot of heat, so it must let out steam and cool down between uses. Bondrewd effectively has two of these, each concealed in and firing backward from his elbows.
  • Backstory:
    IN A WORLD very different from our own, the small island country of Orth is home to a single natural landmark: The Abyss, unquestionably a world wonder, a kilometers-wide hole in the ground which stretches downward far in excess of anything able to be produced by human ability, upon the outer edge of which the city-state has been built. Inevitably, the entire culture, economy, and existence of Orth revolve around and are drawn into the Abyss, with adventurous souls known as Delvers plumbing its secrets. Delvers are ranked based on their accomplishments and expertise and are identified by the color of the whistles they carry on their persons, the most prestigious and successful among them holding the elite title of White Whistle along with the title of Lord. And awaiting Delvers within the Abyss are all manner of stunning, otherworldly landscapes, all manner of wondrous ancient artifacts, and all manner of horrifying monsters, human or otherwise.

    Into such a world was Bondrewd born. The history of his life before he encountered the Abyss and became a Delver is unknown, deliberately obscured by the hand of the man himself, and frankly, unimportant. What is important is that he rapidly made a great name for himself as an exceedingly skilled explorer, adventurer, and researcher, secured a mountain of funding for his scientific endeavors within the great chasm, and then almost as rapidly destroyed much of his reputation by engaging in secret experimentation on living human subjects, the effects of Abyss-related research in said experiments being horrific, to say the least. The fact that he was shunned as a monster in human skin didn't dissuade Bondrewd, however. To the contrary, he continued to gather Delver followers, and even managed to do the impossible, setting up a forward operating base deep within the Abyss itself, far beyond the reach or means of any actual law or enforcement authority. Luckily for him, the leadership of Orth cared nothing for things like ethics in their distribution of titles, and he had undeniably earned the title of White Whistle.

    From there, he continued his research via selling Abyss artifacts and acquiring necessary materials through black market channels, and the governments of the world begrudgingly came to accept his existence thanks to the undeniable fruits of knowledge and innovation that his research brought regarding the Abyss and even humanity itself — not to mention that truly stopping him was a Herculean task. Every single search-and-destroy team that was sent after the Lord of Dawn vanished without a trace into the deepest layers of the world's darkest pit, and Bondrewd continued to stare unflinchingly into the Abyss...

edited 16th Apr '18 3:58:58 PM by darksidevoid

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
wikkit Since: Sep, 2009
#847: Jan 20th 2018 at 2:24:09 AM

i take it back, let me in

  • Name: The Unmovable Lord, Ozen the Immovable
  • Age: Appears as if she's somewhere before middle-age, but not a young adult. Kind of hard to tell for most people.
  • Appearance: Like this, and like this in very slightly more color. The way her body is shaped is very malleable, for lack of a better word, as she seems to go from upright to a hunchback, and then to a living mass of shadow and back again with little warning. Her face similarly goes from mostly normal to creepypasta and every point in-between rather often when she wants to be spooky, or when she's showing strong emotion. Her eyes are actually purely black, in either shape. Over six-and-a-half feet tall.
  • Personality: A very harsh person. Though she ultimately has good intentions with (most of) her actions, she isn't particularly kind to anyone. As her role in life often puts her in the position of mentor to people younger than her, Ozen has to deal with those inexperienced with the world of the Abyss often. However, the issue is that she doesn't treat them kindly at all. Ozen's tact was lost many years ago, and she both speaks cruelly and doesn't bother to hide her opinion of others. Though one could probably say that being that brutal in her actions helps those who need to acclimate to the Abyss, she still goes a little overboard. She unashamedly loves inflicting pain on others in combat, and easily gets lost in the thrill of it...though, at least she doesn't try to injure those who she doesn't believe deserves it. Most of the time. At the same time, on top of all of these flaws, she is willing to work with anyone in training them to become a truly great Delver, and what she does isn't for her own benefit but the benefit of her community. Doesn't like lying to children.
  • Backstory: Somewhere, sometime in some world, there's a really really deep hole. The Abyss. Tens of thousands of meters deep, the dangers it presents to all life are innumerable, and ultimately unknowable. The further down one travels, the more inhospitable the wildlife becomes, the more reality seems to bend in on itself, and the harder it is to return. To travel upward in the Abyss, even so much as climbing up a flight of stairs for the uninitiated, is to subject one's self to the ever present Curse. Ranging from lightheadedness, to bleeding from every orifice, to a permanent change in form, to instant death, just that alone makes one wonder why anyone would ever go down there. Even if one survives, those who go down too often or too deep end up changed anyway, so why the fuss? The answer is, of course, wealth and progress! The Abyss is littered with strange artifacts, even the most mundane of which exhibit otherworldly properties capable of doing almost anything imaginable. In pursuit of bringing them back up to Orth, the city settled around the Abyss, the brave men and woman who call themselves Delvers will inevitably die for the betterment of everyone else.
    • And among those Delvers are the oldest, most experienced and bravest of them all, the White Whistles, living legends and the foremost word on the dangers of their trade. There are only five alive today, and Ozen herself is one of them. One of the few able to easily make the trip back and forth between the surface and the point of no return some 13000~ meters down, she has taken a role mentoring many others, including one of her colleagues in the White Whistles Lyza the Annihilator. Though her personality and cruelty often have left her scorned by the rest of the Delvers...at least she isn't as poorly regarded as some of them coughBondrewdcough.
  • Equipment:
    • Thousand-Men Pins: Embedded deep within her skin are 120 metallic pins, each an artifact of its own, which are said to give the strength of a thousand men. Hence the name. She seems strong enough to raise a scaffold with 30 men on it, hold a ten-meter tall boulder without being crushed, and finger-flick a loli across the room, but whether or not she's actually a literal one-woman army is a little bit of an exaggeration. Just a smidge. This also extends to durability, as she can ignore many attacks easily, though more magical effects can ignore her inbuilt durability. On top of that, she is very surefooted. She's not called the Immovable for nothing.
    • Delving Armor: A suit of armor that will be kept about her pad chunkless room. Able to be donned very quickly, it's very tough and very good at keeping the rain out of your eyes, but otherwise mundane.
    • White Whistle: Because color coding, each delver is assigned a properly colored whistle, and the White Whistles' are things which are truly unique in and of themselves. By blowing on them, certain features of artifacts can be activated with their strange tones...but considering artifacts aren't a thing in this world, it's mostly just a nice-looking whistle.
  • Powers/Skills:
    • Curse: After one becomes acquainted with the Abyss well enough, things begin to change. At this point, Ozen hasn't been truly human in a long time. This accounts for her seemingly unaging state, along with her strangely changing body.
    • Slipknot: Since her job entirely revolves around spelunking, you'd imagine she'd be quite good at it by now, yes? Ascending and descending surfaces, with or without equipment, is something that comes second-hand to her. Truly, her real power is that she can climb anything.
    • Girl Scout Matriarch: In addition, with the unforgiving nature of the Abyss being as it is, she is very skilled at surviving in any number of hostile environments with little supplies. Considering the majority of Battleworld is urbanized or at least heavily settled, and those parts that aren't tend to have little of note in them, this could be more useful elsewhere. Think of the camping trips, though~

edited 20th Jan '18 10:19:27 PM by wikkit

TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#848: Mar 7th 2018 at 10:58:17 PM

Here we goes.

  • Main Character
    • Name: Peter Quill, aka Star-Lord
    • Age: 37
    • Appearance: The guy who saved the galaxy. Twice!
    • Personality: Being raised by an interstellar band of criminals who kidnapped him immediately after his mother died of cancer, and eventually running away from said group to live his own life of crime and infamy as a galactic rogue, Peter is...complicated. Despite living most of his life away from Earth, he's stuck in his childhood, spouting completely irrelevant pop-culture and acting childish on occasion. He'll lie, cheat, and swindle his way out of whatever predicament he gets himself into (though he makes it a point to not kill unless he needs to), and is very much okay pursuing illegal and immoral activities for his personal gain. That being said, Peter is a good person at heart. He shoots for a sort of Robin Hood archetype - the dashing outlaw who's romantic and daring and does all for the good of the people - and he sometimes succeeds. Helping save the entire galaxy from destruction (twice) helped smoothed his edges a little, making him compassionate and willing to put his life on the line to help others.
    • Abilities:
      • Acrobatics: Peter has amazing dexterity, athleticism, reflexes, and speed (for a human). He's able to leap chasms a few feet long, and pull off some crazy sick parkour.
      • Marksmanship: Peter's a good shot. A really good shot. Not much else to it.
    • Equipment:
      • Quad Blasters: A pair of double-barreled blasters that Peter uses as his main weapon. They have two triggers - one for each barrel - each producing a different effect. The top barrel fires bolts of Plasma Energy, which pack a mean wallop, lethal to most things that aren't physically strong or armored. The bottom barrel fires arcs of Lightning, which are non-lethal, and instead act as a powerful shock with the potential to knockout weak foes. Both triggers can be pulled at the same time, combining the effects of both barrels in one powerful blast.
      • Jet Boots: Jets on his boots. Activated via a button on his leg, the Jets can propel Peter in any direction of his choice, capable of traveling several feet and with a slight hover (pesky gravity). They don't give him sustained flight, however, acting more like a boosted jump.
      • Zune Music Player: An MP 3 player with over 300 songs downloaded, mostly 70's/80's music. Peter is very fond of it.
    • Backstory: When Peter was a kid, his mom died of cancer, leaving him alone in the world. 1 minute after his mom died, a huge spaceship came and took him away from Earth. The ship was a Ravager vessel, piloted by Yondu, who took the kid in and raised him as his own. Peter eventually left the Ravagers and went to forge his own path as a criminal. This was side-tracked as he got arrested later on in life. This arrest led him to meet a group of fellow criminals that would become the Guardians of the Galaxy - only they had to Guard the Galaxy first. Which they did, after escaping their prison and running afoul of prominent terrorist Ronan, who planned to become super powerful and destroy an entire planet. They stopped that and became the GOTG.
      • Comfortable in their slightly-ambiguous morality of being heroes, Peter and the Guardians ran into the god-like being that was Peter's father, Ego. Ego took the Guardians to the planet that was himself, and put up a friendly facade to convince Peter into becoming his partner in his ultimate plan: to destroy the galaxy. Only just managing to keep his wits (due to him being slightly hypnotized at the moment), Peter managed to kill his dad, rendering himself a normal human and saving the galaxy again. All in a day's work, right?

  • Other Teammates
    • Name: Gamora
    • Age: 25 (Zehoberei years)
    • Appearance: The deadliest woman in the whole galaxy.
    • Personality: Gamora has major daddy issues. Life under Ronan was less than pleasant, to put it lightly, and as such Gamora has grown to be extremely cold and ruthless. She only cared about herself, and nothing else. Since she's become a Guardian, however, she has mellowed out considerably. While she still has her borderline sociopathic traits, Gamora has learned to love, to care, and to be kinder. She's a long way from being rid of her upbringing, but she's getting there.
    • Powers/Abilities:
      • Zehoberei Physiology: As a Zehoberei, Gamora has many natural capabilities. She's physically stronger, faster, and more durable than the average human (and similar species), able to lift entire people and resist most attacks, even those that would normally be lethal.
      • Master Assassin: Doing Ronan's dirty work for him, Gamora has learned many ways to fight, kill, and slaughter. She's deadly with any known weapon, and with great reflexes and expert combat skills, she's a force to be reckoned with in a head-to-head fight.
    • Equipment:
      • Godlsayer: Gamora's weapon of choice. A retractable sword, Godslayer is sharp enough to cut through metal. It has a unique energy core that makes the blade lighter and easier to wield, and has a detachable knife put in the hilt.
      • Cybernetic Implants: Gamora, through Ronan's handiwork, has many cybernetics within her. These implants have enhanced her natural physiology, making her even sturdier than the typical Zehoberei, as well as giving her enhanced stamina and vision.
    • Backstory: Gamora is the last of her kind, her entire race slaughtered by the warlord Thanos. Instead of killing her too, however, Thanos took her in as his own daughter, along with a fellow victim, Nebula. He would often pit the two against each other to test their mettle, seeing how well his trainer and conditioning went. The loser of their battles was cut open and reconfigured with machinery to improve them. Gamora fought hard against her adopted sister, subjecting Nebula to the torture that she wanted to avoid. One fateful day, Thanos lent Gamora and Nebula to Ronan, to use them in his quest for the all-powerful Orb. Gamora managed to break away from Ronan, looking to sell the Orb for herself and break free from Thanos' control. She found that Star-Lord had already gotten it, and fought him for its possession, inevitably landing her in a high-security prison with Star-Lord himself. This led to the start of the GOTG, of which she was a part of, and finally murdered her 'father'. Now, she is a Guardian, protecting the galaxy from impossible threats with her team - starting to see them as her friends, too.

    • Name: Drax the Destroyer
    • Age: Ehh, something about alien years
    • Appearance: He does not dance.
    • Personality: You look at Drax, and you get a basic grip on his personality: he's brutal, serious, blood-thirsty. His preferred response to a conflict is to stab it to death with whatever he has on hand (in the event he has nothing to stab with, beatings will suffice). Despite his aggressive personality, though, Drax is not a savage. He's actually quite calm and eloquent, able to think strategically even when he doesn't fully understand the situation. Drax has a great sense of humor, though like the rest of his kind, he takes everything said at a literal face value and can be overly honest to the point of being rude. Couple that with a loose grasp on what is and isn't socially acceptable, and Drax is liable to step on a few toes without meaning to. Drax also holds a great sense of honor and loyalty and does not allow others to slight his friends.
    • Powers/Abilities:
      • The Big 3: Strength, Agility, and Durability. Drax has the whole lot, even more so than Gamora. He can punch through solid stone, tank many hits that would seriously harm a weaker being, and sprint and jump with surprising speed. Strong enough blows are still capable of causing massive trauma, as well as knocking him unconscious like any other thing.
      • Healing Factor: Drax's species has the ability to naturally heal their wounds. The more severe, the longer it takes for him to fully heal - small cuts can take a few minutes, while worse injuries would take much longer, along with needing direct care.
      • Fighting Skills: He knows how to fight good.
    • Equipment:
      • Dual Knives: A simple pair of twin knives that Drax carries with him. They aren't anything special; just a couple of sharp, painful knives.
    • Backstory: Drax comes from a race of primitive warriors, living a peaceful life with his wonderful wife and daughter. Until Ronan came, slaughtering his village under orders of Thanos. Among the victims was Drax's wife and daughter, Hovat and Kamaria. Drax, seeking vengeance, rampaged throughout the galaxy, killing and mauling whatever got in his way. He was eventually arrested by the Nova Corp. and taken to the prison where he would eventually meet up with the rest of the future Guardians. After a failed attempt on Ronan's life in Knowhere, Drax and the others finally confronted Ronan and put an end to both his plan and his life. Now, Drax has his eyes set on the Ronan's superior, Thanos, eager to kill him as well.

    • Name: Subject 89P13, aka Rocket
    • Age: Let's say, 5?
    • Appearance: One of a kind.
    • Personality: Rocket is pretty abrasive. He's definitely the most rude and immoral of the Guardians, being exceedingly selfish, sarcastic, and cynical. He doesn't hide how much he hates things, frequently acting out against anyone and anything that angers him. He loves to mess with people, causing chaos and destruction alike for his own amusement. Like his teammates, Rocket has been slowing growing out of his aggressive habits, and while he's gotten fond of both the Guardians and the galaxy, he hasn't fully embraced life as a hero yet.
  • Abilities:
    • Enhanced Agility/Durability/Strength: All the experiments and augmentations performed on him has beefed the raccoon up. That said, it beefed him up in comparison of his tiny rodent-like body; he can take and give more damage than your average small animal can, but is still notably squishy.
    • Marksmanship: Rocket is a great shot, with excellent precision and reflexes.
    • Engineering: Rocket is quite the handy raccoon. He's got a mind for technology and weaponry, able to both repair and create any sort of machine from whatever he can get his mitts on. Like a small, furry Mac Guyver.
    • Equipment:
      • Laser Cannon: A big-ass gun that shoots lasers, of course. It's simple, effective, and at least as big as Rocket himself - just the way he likes it.
      • Aero-Rigs: To aid the Guardians, Rocket created a series of special devices similar to a jetpack. The Aero-Rigs start out as thick disks that, when attached to someone's back, expands into a sort of vest. The Aero-Rigs are capable of sustained flight and allow their wearer quick and smooth movement through the air.
    • Backstory: Rocket started out as an ordinary raccoon that was kidnapped by alien scientists. The scientist performed traumatizing and intense experiments on Rocket, granting him his intelligence, among his other enhanced features. After years of being a guinea pig, Rocket escaped. He quickly become a bounty hunter, eager to bring in whoever he's pointed towards for that sweet, sweet cash. He lived on the south side of the law for a while, eventually partnering up with the tree-being known as Groot, until the pair discovered a large bounty on Star-Lord's head. And you know the rest: they get arrested, form an alliance in prison, escape, save the galaxy, and all that jazz.

    • Name: Groot
    • Age: Groot-aged
    • Appearance: He is Groot.
    • Personality: Groot can be a bit hard to pin down, as he doesn't say much. Groot is kind, warm, and gentle, possessing a childlike naivety that usually makes problems for those around him. He's pretty simple-minded and not quite able to make complex decisions on his own, but tends to be good when following orders...when he listens to them all the way through, that is. Groot can fly into a frenzied rage when something threatens the team, and is willing to die to protect his fellow Guardians.
    • Powers:
      • Tree Body: Groot is a type of plant person, and has all the abilities that come with it. He's tough, strong, and is able to manipulate his body to form all sorts of things, from shields to sharp tendrils. Basically, his entire body is a weapon. Groot can also create other plant-life from himself, such as flowers and luminescent spores.
      • Regeneration: When his body is damaged, Groot is able to naturally regenerate. Whether it be holes in his chest or a whole limb, the missing matter grows back on its own, usually in a short amount of time. Groot is even able to regrow a full body on death - all he needs is a piece of him to be planted, and soon a new Groot will grow.
    • Backstory: Groot is originally from Planet X. Not much of his past is known, only that at some point, he became the partner of Rocket Raccoon, and helped him with his crimes. Despite only being able to say "I" and "Am" and "Groot" - in that order - he and Rocket grew to be inseparable. As such, he went to prison with Rocket, and all that happened, you already heard this part 4 times over. During the battle against Ronan later on, Groot formed a protective shield around his friends, protecting them from being killed in a ship crash. Groot was entirely destroyed. Luckily, Rocket salvaged a lone twig, and soon Groot regrew into the adorable bundle of sticks known as Baby Groot, who, well, helped a little during their time against Ego. Now he is fully grown and is back to his old, Grooty self.

    • Name: Mantis
    • Age: Uhhh, let's go with at least 30?
    • Appearance: Ugly, in a cute way.
    • Personality: Out of all the Guardians, Mantis is perhaps the most moral, on account of not having done anything illegal yet. Having been isolated on Ego all by herself, she lacks any knowledge of the outside world, knowing even less than Drax does. She is caring and honest, always willing to lend a hand or an ear when needed.
    • Powers:
      • Empathy: Mantis is an Empath, able to feel and manipulate the emotions of others. By touching someone else, Mantis can sense their inner feelings, even if the person is hiding them well. Her Empathy can also allow her to feel the same emotions herself, ie feeling someone's humor or despair, if she so wants. Mantis can changed a person's feelings as well - turning the sad to content, the angry to mellow, and the vengeful to frightened. Along with that, Mantis can use her Empathy to force someone to sleep, though the more unwilling they are of it, the more energy she must exert for it to work.
      • Durability: It's almost a requirement to be an alien. Even though Mantis is physically weak, she can take hits as well as the other Guardians, being able to land on her feet from a high fall, for instance.
    • Backstory: Mantis was orphaned as a larva, picked up by a Celestial known as Ego. Ego raised Mantis to serve him, acting as a method to sleep during the night. Mantis knew no other life outside of being Ego's servant, and turned a blind eye to his malicious scheme. It wasn't until the arrival of Ego's son, Peter, as well as the Guardians of the Galaxy, did Mantis make contact with another person. She found an interesting friend in Drax, whose blunt honesty and genuine friendliness endeared her to the Guardians, leading her to reveal Ego's plot: to assimilate the entire galaxy into copies of himself. Ego soon turned on the Guardians, and a massive fight broke out between them and the living planet. Mantis was able to help out by forcing the entirety of Ego asleep, giving the Guardians time to attack. Once Ego was destroyed, Mantis was accepted by the Guardians as one of their own, making her the sixth true member of the team.

edited 8th Mar '18 7:21:32 AM by TruthHurts22

LizardOfAus Toa of Anarchy from an Island Kingdom Since: Feb, 2010 Relationship Status: Non-Canon
Toa of Anarchy
#849: Mar 8th 2018 at 12:51:54 AM

Didn't Thanos adopt Gamora and Nebula?

TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#850: Mar 8th 2018 at 7:10:49 AM

Oh yeah, you're right. I'll fix it later.


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