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ANGRY_DEMON_NOISES [HELLISH DUBSTEP INTENCIFIES] from The dark continent Since: Apr, 2018 Relationship Status: You cannot grasp the true form
[HELLISH DUBSTEP INTENCIFIES]
#877: Jun 5th 2018 at 8:48:48 PM

Okay.

There is a point where we needed to stop and we have clearly passed it...but let's keep going and see what happens
ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#878: Jun 9th 2018 at 12:20:53 AM

Sorry, been distracted and playing the game. The sign up is not complete yet but I want to see if its viable as a chunk before continuing and maybe get a head start on balancing, as you can see from the length of just the power and equipment alone. Its not even an action series, which actually may feed into the problem as they don't have to set a hard consistency with combat. When you can use "because magic" as a legitimate excuse to do anything, that's a bit of a problem. So this was an attempt to give it all definition and rules to make everything feel a bit more concrete and less fluid.

Other things to consider is that Luna Nova will be practicing a fierce closed door policy from the get go, which is kind of counter productive to what a Chunk should be doing. In fact they will probably not be engaging in Battleworld politics a whole lot. They are a private school and stout traditionalist, they have zero interest in letting random people walk around their premises, let alone the dangers that place students in. I was actually just going to sign up as a chunkless, but several of the side characters seem like they would be a blast to play.

The basic set up will be Akko and friends do the whole battleworld adventure thing, Diana and Chariot will try to support them but are also torn with responsibilities of trying to keep the chunk safe and running, and Croix is Luna Nova's contribution to conflict instigation. The rest of the students and teachers I will mostly be goofing off with as they try to find purpose on Battleworld through mundane use of magic.

Students, with the permission/supervision of teachers will travel to other chunks and try to carry out odd jobs in a vain attempt at remaining relevant, even as they shy away from danger, combat, and greater politics. This will run from Diana trying to create a white witch corps that serve like a red cross, going into combat zones to heal the wounded, to Wangari trying sell her papers, to just the plain silly like witch cooks or pet translators.

There is also population. Luna Nova will consist of 71 students, 8 Teachers, 12 goblins, a troll, a Minotaur, and a cyclops (and possibly monsters). While the low population count helps with balance some since everyone has access to magic, the problem comes with the fact that every student and teacher has a face, name, and personality. They will still basically function as mooks and npcs, but with consistent character traits, filling the same roles people like the Soul Sisters or Mask de Uh did for Santa Destroy.

Also, may have went too much on the links, but they have nice gallery over there at the wiki. While I tried to avoid spoilers, there is still quite a number below, some on principle of simply who characters are and the such.

  • Main Character

    • Name: Atsuko "Akko" Kagari
    • Age: 16
    • Appearance: I'm going to be a great witch, just like Shiney Chariot.
    • Personality: An excitable, impulsive, reckless, optimistic, energetic, and short-tempered girl. Akko tends to wear her heart on her sleeve and can come of mercurial as a result. She follows her heart no matter the situation, but being a teenage girl, that can be both pure and fickle. She tends to chase after her dream with full force and utter optimism, so when she hits an inevitably road block, she can't help but express her frustration openly.

    • Sometimes that singular focus on her dream can give her a tunnel vision and have her be unwittingly insensitive to those around her. In fact Akko's general impulsiveness and recklessness can cause all sorts of problems for herself and those around her. Akko is none the less a kind and caring girl who won't hesitate to help someone in need. Nor would she allow others to suffer for her own happiness. She encourages everyone to chase after their dreams and that earnest passion in which she chases after her own has inspired many others to do the same.

    • Powers: Usually being a witch means powerful magics, not so much with Akko. Akko is a witch who seems to lack a natural talent for magic, having trouble casting many of the spells required for the curriculum. They often go spectacularly awry, going out of control, blowing up, or not working at all. She is unable to even ride a broom. However this does not mean she is without some talent. She is able to cast some of the more basic spells and through hard work and study she has been able to learn others.
      • Her bread and butter spell however is Metamorphie Faciesse, the transformation spell. While considered an easy spell by other witches, Akko struggled to learn this spell and it has been a staple of her's since. The basic ability of the spell is to change one animal or object into another animal or object. Akko usually uses this to allow her to take a variety of animal forms. Usual forms include a mouse, small bird, dumbo-esque floating elephant, penguin, tortoise, a monkey with rabbit ears, pink hippo, or fish...thing.

      • (Here is some pre-balancing since this spell has ridiculous utility. Any animal form not listed above we can go with a trial by trial bases. I would like to keep it open though just in case a fun idea comes up, like transforming into a cat to hang out with Morgana and Mao. Also it should be noted that unlike Beast Boy, Akko won't be using these to turn into predators to attack people. This is probably both to a limited pool of reference when it comes to animals and because she is a teenage girl. Mauling people with your mouth and hands is both disgusting and horrifying. The spell won't work on other people, so no baleful polymorph.)

      • It also can apparently be used to replicate another persons appearance, if the game can be believed. To do this requires an object of importance to the one being replicated, or at least something they use frequently. However, Akko as temperamental as she is, is not a great actor (admittedly I actually only want to add this feature to make horrible impersonations of other characters).

      • As stated above, the spell can also be used to cause object to change into other objects. The object probably has to be of similar size and the resulted object can't be too complex (So no turning a a pen into a car or a book into a computer). She can't also change an object actively being used by another person and attempts to change a signature item fails (So no turning a sword someone is wielding into pool noodle or changing Excalibur into a wiffle bat). The spell has a limited range of say 20 feet and has to be recited, giving a couple seconds for an opponent to counter act. That said, with those restrictions I do plan on having fun with the spell. Turning rockets into plushies mid flight and people going for their side arm only to pull out a banana.)

      • Akko is also quite athletic. Fueled with endless enthusiasm and determination, she is capable of completing amazing physical feats through sheer will and plain dumb luck (or in other words, she's Trigger character and is prone to rule of cool and funny). The type who can chase down a flying broom by running after it while pushing a cannon, jump into said cannon, fire her self out of cannon to snatch the broom mid flight and chain her self to it, or run along a single railing in high heels and fence with a bee. Due to her endless determination, Akko also isn't one to let a few injuries deter her, as the number of scars from trying to learn to fly shows. As a result, Akko is tough as nails and one would find it hard to keep her down.
    • Equipment: Standard witch wand, broom, Ley Line Router, and uniform. Shiny Chariot collectible cards, an Alcor plush, other such Shiny Chariot merchandise. She also has a little sail and propeller powered broom gifted to her from Constanze. It is has the power of a tricycle, but it allows the otherwise flightless Akko the ability to fly. Also like Constanze own broom, it is not reliant on magic for flight.
      • While not really a possession, Akko has earned the respect of a legendary sentient broom, Shooting Star. Because the broom flies it self, acting closer to a mount then a traditional broom, its another way Akko can fly. Along with being sentient and sustaining its own magical supply, Shooting star is known for its incredible speeds, stating to be able to cross the entire globe within a single day. However, it should go without saying, that traveling at mach speed at extremes heights with nothing but a broom handle to hold onto is incredibly dangerous. Doubly so since Shooting star is something of free spirit and will actually try buck any one who attempts to ride it like a wild bronco. Perhaps because Akko inadvertently freed it from its restrains, or because of her absolute tenacity while riding the thing, it seems to have taken enough of a liking to help the girl out. (I'd appreciate it if I was able to keep the ridiculous speed, if nothing more then for the idea of characters clinging on for dear life. Its balanced out by not having any weapons, nor can the rider do anything but hold on when traveling at such speeds. Shooting Star, since its free, will actually spend its time just wandering Battleworld's skies, possibly even interacting with other characters.)
      • Akko's prize possession is the powerful wand Claiomh Solais, more commonly known as the Shiny Rod. By unlocking the seven words, the wielder can break the seal on the Grand Triskellion and is granted access to the world altering magic. (While magic capable of changing the entire world probably is a no go, I'd appreciate it if it was kept ambiguous if it would work in Battleworld with the understanding that it won't come up. Particularly in game as it will probably be used as a goal for some characters. Something to drive them forward but not actually obtain.) The Shiny Rod also works like a portable Sorcerer stone in some some ways, both being able to store and emit the magic fields that allow witches to cast spells. It also amplifies the magic of its wielder based on their emotions, though considering its current owner is Akko, that's not saying much. Perhaps appropriate for its wielder, the Shiny rod is capable of assuming multiple forms.
      • Shiny Arc: Noctu Orfei Aude Fraetor .The Shiny Rod takes the form of a bow capable of firing an enchanted arrow capable of downing a dragon. The mana fused arrow seems to overload its target with mana causing it to explode into light or alternatively pacifying the target, like putting a titan to sleep with pleasant dreams. It seems to be able to outright pierce through lesser targets and leave something of a shock wave in its flight trajectory. (It will be balanced out by it taking just about all of its user's energy to fire (Its basically an EX attack and something of her signature finisher). So not only is it a single shot attack, but the user will need some time to cool down and recover their magic before attempting to fire again. Its also still a projectile so can still be dodged and the such). On top of being used as an attack, the Shiny arc's arrow can be used open portals allowing for long distance travel.

      • Shiney Ax: Phaidoari Afairynghor. The shiney rod takes the form of a magical ax. Taking a note from the game, Akko can use this Ax to perform a ground attack for AOE, creating a creater at impact and blowing back those caught in its radius.

      • Shiny Grappling Hook (?): Arae Aryrha. The Shiney Rod takes the form of a giant grappling hook, which can restrain and hold a target. Also apprently a diffrent transformation spell that Chariot used, but Akko will stick to Metamorphie Faciesse from above.

      • Shiny Sprinker: Mayenab Dysheebudo. The Shiney Rod takes the form of a sprinkler. While not sounding very useful, it is able to mix potions on the spot as well as give them an AOE, and when your friend is an alchemist that opens up a number of uses. Also fun in summer.

      • Shiny Balai: Sybilladura Lelladybura. The Shiny Rod takes the form of a high speed, high performance broom. Useless in the hands of Akko, a more talented friend can take advantage of it, and there is room for two.

    • Backstory: A witch from Japan. Ever since she was little, Akko had admired the witch Shiny Chariot. She collected her merchandise, watched her perform live, and even after she had become unpopular, Akko still remembered the magic in her heart as she watched with utter wonder at Chariot's beautiful and graceful spell casting. It was for this reason that Akko had decided to become a witch herself. While she had done plenty of training by herself, it was with great joy that she learned she had been accepted into the prestigious Luna Nova Academy, the same school Shiny Chariot herself had entered into. Akko would actually be able to make her dream a reality.

      • Reality was bit different from her dream though. Stuffy old traditions, studying, mean teachers, studying, snooty classmates, and even more boring studying! This was nothing like the laughter and joy Chariot brought to the stage! Perhaps the biggest eye opener was her own complete ineptitude in the art of witchcraft. No matter how hard she tried, nothing ever seemed to go how she wanted it to. But if at first you don't succeed, try and try again, and if you fail the first one hundred times you just got to try a hundred more!

      • It wasn't all bad though, she had made lots of friends and has had lots of interesting experiences. She even has gone on a number of adventures, and while scary, they were kind of fun too, especially with her friends watching her back. While nothing will stop her from chasing her dream, these people and memories are something completely irreplaceable.

      • She also has a special quest to find the Seven Words of Arcturus. During her first day of school, thanks to a little detour that totally wasn't her fault, she ended up in the Arcturus Forest where the Shiny Rod had shown itself to her. While initially keeping it in hopes of giving it back to Shiny Chariot herself, Akko has since learned that the Shiny Rod is an artifact of great importance. It is some sort of key to opening the way to world altering magic, but to do so one must first recite the Seven Words of Arcturus. It all sounds really important and complicated and stuff, and she may not completely get the gravity of such an under taking. To Akko, finding the seven words is about traversing the same path Chariot did years before in hopes of getting closer to her, perhaps even meeting her so she can finally tell her thank you. Part of red team.

  • Supporting Cast

    • Name: Lotte Jansson
    • Age: 16
    • Appearance: I used to get laughed at by the other witches, you know? But when I sang a magical song, the faerie spirits would create a rainbow for me.
    • Personality: A shy, timid, cautious, but kind hearted girl. Lotte isn't one to care too much for danger or all the excitement she and her friends get into. A nice quiet day with a good book sounds much more soothing doesn't it? Still, she goes along with the adventures if nothing more then to support her friends. That can be said about much of her out look. While Lotte herself doesn't care for too much for attention and a simple mundane dream suits her fine, she wants to see others succeed in their grand dreams and will help them to achieve it.

      • When it comes to Nightfall though, Lotte tends to switch gears. The unusually reserved girl becomes much more passionate and willing to take risks. Like any huge fan, she can bore and confuse you over the most minute details and their meanings. Even out side of Nightfall, Lotte can sometime show a hidden resolve, like when it comes to the well being and honor of her close friends.

    • Powers: Access to the basic spells below. Lotte's specialty is her ability to speak with spirits, like those found in nature or those who reside in objects. She is able to call them forth from hiding and ask for their assistance (Turuto Estida). With a song passed down in her family, she is also able to pacify and soothe them, putting them to sleep. (While I may try this on spirits from other chunks, we can leave effects variable depending on how all involved feel is best as being able to insta ko a character if they just so happen to be a spirit would be kinda op)

      • What this exactly entails is variable, as it depends on what spirits are available and what they are capable of. At it most basic, it allows her to gleam information from spirits, like asking a tree spirit for directions or a spirit in a relic for its lore. Other uses is asking them to do menial tasks such as repairing the shoe in the example above, lighting the way, powering magic items and the such. Even when no other spirits are around, Lotte always has the small spirit in her lantern to help her. (In game she summons spirits as part of her melee animation, however its kind of hard to translate that to Battleworld. I may try to imitate it some though, like summoning a spirit from the ground to trip/knock up a character.)

      • Lotte also seems able to use healing magic (if the game and fan art is to be believed at least). On battleworld this will function similar to a Lay on Hands type spell. With the help of her spirit, Lotte performs an on touch magic that heals flesh and mends bones. The healing is fairly fast, allowing it be used to heal in combat and get people back on their feet. On the other hand, it is not fast enough to undo damage as it is happening, so the two will have to step out and heal before heading back into the fray. The spell is also something of an equivalent of first aid, on the spot treatment to save people but not covering the full treatment. Things like complications from blood loss, infections, special ailments such as poisons, etc are not covered.

      • Perhaps related, Lotte seems able to control plants to some extent (Foraen Mugrowna). This will almost be exclusively be used to use vines to bind targets, but I want to keep interpretation open in case something like an opportunity for magical flower arrangements pops up. Also there needs to some soil to for the vines to sprout from to use the spell (or alternatively, and probably more accurate, she can only use the spell on what is already available).

      • Thanks to a certain incident, Lotte also learned to use a spell that allows one to enter another's dream. For Battleworld, the magic bat will used solely as a way of putting enemies to sleep via a bonk to the head.

    • Equipment: Standard witch wand, broom, hand broom attachment for wand, Ley Line Router, and uniform. A skull shaped pale which houses a little spirit. A crystal ball which she uses uses to connect to the internet. The entire Night Fall series!

    • Backstory: A witch from Finland. Lotte comes from a small witch family on her mother's side. Her family owns a small magic item store, or perhaps more accurately a store that just so happens to also include a magic item section. Lotte hopes to continue running the shop and had come to Luna Nova to get officially licensed.

      • Growing up as witch, she was often teased by the other kids. As a result, much of her friends as a child were the spirits she could talk to. She would also often find solace in books, especially the Night Fall series. Perhaps for this reason, Lotte is not one to seek attention or make her presence stand out.

      • On the first day of school, Lotte happened by a pitiful looking witch who couldn't fly on a broom. Unable to leave the poor thing there, she offered her a ride. What followed were numerous adventures, with perhaps much more excitement then the Finnish girl cares for. But even so, Lotte is happy she did so and is thankful for the friends she has made as a result. Part of red team.


  • Name: Sucy Manbavaran
  • Age: 16
  • Appearance: But seeing you suffer brings me so much joy.
  • Personality: Creepy, mysterious, aloof, Sucy is an eccentric even among witches. She finds fascination with the strange and macabre, and has something of an obsession with mushrooms and poisons. She can be slightly sadistic and is something of a deadpan snarker. While she can appear apathetic and indifferent to most things, deep down Sucy holds her friends close to her heart and cares for their well being. That won't stop her from running experiments or playing pranks on them though.
  • Powers: Access to the basic spells below. Sucy's specialty is in alchemy, especially potions that make use of poisons, mushrooms, or poisonous mushrooms. She quite knowledgeable on different ingredients and their properties. She has also grown a certain poison immunity due to constant exposure. Due to the exotic and magical nature of the ingredients she uses, these potions can take on some unique properties. Some of these potions include...

    • Acidic potions: Admittedly it won't work like that in Battleworld. Here it will be vials of a powerful acid. While melting through metal and stone and such, we can have it take a longer time to dissolve flesh and bone. Give some one hit with this time to try to get it off or receive treatment. Has no effect on glass and signature weapons or the such can be immune due to magic (We can say that items with such a strong connection to its weilder houses a strong spirit that protects it degradation).

    • Poison potions: This potion will function as a type of tear gas like purple cloud, irritating eyes and skin. Targets affected with the poison are left feeling severely nauseous. The poison will be non-lethal on Battleworld and target can recover from the poison with simple bedrest and time. Those wishing to recover sooner can do so through antidotes or other such medication. As a gas, there are counter measures such as gas masks and being inorganic.

    • Flamable Powder: A very thin powder that can lingers in the air like a cloud. When lit, the cloud erupts into a fiery blaze. Think Roy Mustang, but unlike him Sucy has to lay the powder out first. The powder is a purple hazy color and can be seen, giving an opponent a heads up and time to react. While Sucy can use her magic to help set up the powder and ignite it, the powder can also be manipulated others allowing for some counter play. Admittedly might be a gas, but some how I feel like powder is easier to understand then instantly vaporizing liquids.

    • Pyro Booster potion: A highly volatile liquid that when lit expels a sudden burst of energy via fire. Can be used to speed boost a broom. Admittedly, I can think of lots of other fun uses for this. A liquid that must be coated then lit.

    • Explosive potions: Magic can often go awry. Mixing the wrong ingredients can lead to explosive results, but sometimes that's exactly what you want. Despite the power of the explosion, on battleworld these will function primarily non-lethally (we can hand wave it as because there is no shrapnel or the such and just ignore the glass container). This will cause massive knockback, leaving lots of smoke, and creating a loud and blinding flash. In essence, working like a strong flashbang/smoke grenade with lots of knock back to it. May use it for demolition purposes as well.

    • Petrification potion: Apparently she can concoct a potion that with a single drop petrify a spider. If brought into the game the pertrification is non-lethal and temporary, lasting an hour or two but can be undone with the proper magic or potion. For added fun the petrified person while completely immobilized, is indestructible during this time frame. So along with being used to incapacitate foes, there could be some clever uses such as emergency saves for allies or other such ideas (annoyingly it works like this in the game. Many a times has the screen been wiped except that one mook who survives because he was petrified during the attack.) The potion is a liquid that quickly evaporates into gas. Those affected are given some seconds to realize what is happening to them and react, like getting out of the affected area.

    • Puppet Potion: Used to animate lifeless objects and control them like a puppet. Used to play pranks on Akko, Sucy has shown more practical uses such as animating a ropes to form a cage and trap a target. While probably more an accident, Lucy was able to raise the dead via a skeleton. On Battleworld it will function as this spell. The potion is a liquid that has to be sprinkled on the desired object. Control has a time limit of lets say 5 minutes.

    • Frog Leg Potion: A potion that tranforms a broom, allowing it an alternate mode of transportation where it hops around instead of flying.

    • Plant growth Potion: A potion used to to greatly accelerate flora growth. Primarily used to help grow new ingredients. There can be some clever uses for this spell however, such as letting foliage quickly grow over, inconveniencing an opponent via an obstacle or finding that they are tangled within roots and weeds. This can also grow some spectacularly sized mushrooms. While not particularly dangerous, these mushrooms can be used as platforms, obstructions, cover, and the such.

    • Remedies: Poisons can be used to heal as well harm, and Sucy is skilled enough alchemist to take advantage of both these traits. Anti-toxins, anti-bacteria, curse lifting, Sucy has access to a number healing potions and ointments. Which is good when your friend is as injury prone as Akko. To help differentiate Sucy's brand of healing from the others, Sucy's ofcourse comes through potions and ointments instead of direct magic. On top of that, Sucy's medication will focus on curing ailments such as poison, pertrification, the like. Her more standard healing, while able to bring a person back to normal, is slower and happens over time, like a poison.

  • Equipment: Standard witch wand, broom, hand broom attachment for wand, Ley Line Router and uniform. As an alchemist she has access to her alchemist equipment; bunsen burners, beakers, ingredients, the works. Breakable containers and leather straps that help in throwing potions. Also a gas mask to help not breath in all the noxious fumes with the ingredients she works with.

    • Taking a note from the game, the leather strap and potion can then be used as an improvised flail. While capable with it, melee isn't her forte. Another note from the game, Sucy also carries around a spray paint can that can be loaded with her potions for direct spray on action. With a decent range of about five feet, its perfect for spraying a poisonous cloud at those who get close. (May also try to use it with a flammable substance to make a mini-flamethrower. We can say the acid potion eats through the internal mechanism, the flamable powder is an incompatible substance, the pertrification potion evaporating too fast when exposed to air, making all those unusable to be distributed with this method. Any of the others we can play by ear.)

    • She also has quite the selection of mushrooms, some who display fantastic properties outside of being great ingredients. This includes one growing like an umbrella, allowing it to be used as a make shift parachute, one that grows into a soft pillow like shield, a parasitic one capable of moving on its own, attaching to a host and leaving them hungry, one that looks like a Sucy if she was a five inch tall mushroom, ones with variable tastes such as extremely spicy or bitter, and of course poisonous ones. (All poisons can be non-lethal, but unsavory none the less)

  • Backstory: A witch from the Philippines (or at least some Southeast Asian Island). A mysterious witch, Sucy isn't one to divulge her secret. Even if she had her mind laid bare for all to see, one would still probably have more questions then answers from the experience. (There were two LWA manga series, each went into Sucy's background and each gave a different answer. One gave a large eccentric family of poison specialist, the other made her an orphan adopted by a a witch along with many other children. The latter seems more official and I will probably use that as a default, but until it comes up I think I will just leave it up in the air.)

    • She attended Luna Nova with the ulterior motive of taking a number of rare poisons and mushrooms then dropping out to pursue new ingredients and experiments else where. A chance meeting with an annoying girl changed her mind however. The two became friends, despite one of them perhaps making an attempt on the other's life. She now continues to attend school mostly because messing with Akko can be so much fun. Part of red team.


  • Name: Diana Cavendish
  • Age: 16
  • Appearance: I am the heiress of the long-standing House of Cavendish, and it is my duty to protect it.
  • Personality: Diana displays the composure and etiquette of someone befitting her status. As with all things, she is exemplary of how a witch should act. Responsible, mature, discplined, intelligent, cultured, and respectful. She is beloved by both the student body and teachers alike.

    • While the air of pride about her can make her come off condescending, especially since she is not one to shy away from chastising her fellow students, she is not one to look down on people and truly does want to see them do better. While in general she can come off aloof, she is actually a deeply caring and compassionate individual, true to the Cavendish name.

    • She is a selfless girl, but that can sometimes come at the cost of denying her true feelings and acting in a manner appropriate to the situation. While on the surface she can come off perfect, she none the less holds insecurities and doubts as much as anyone else. While kind, she can have a sharp tongue and a sarcastic dry wit. Might be just a teensy bit tsundere.

  • Powers: Despite her young age, Diana is shaping up to be one of the most talented witches to ever grace the halls of Luna Nova, even able to show her teachers a thing or two. This excellence shows in her spell casting. If there is a spell in Luna Nova, chances are not only does Diana know it, but she can cast it better.

    • For example, her Extermination spell turns a magic missile closer to a magic missile. She can cast on the spot object restoration, Scrylla, Yera Retoure (actually apparently a time delaying spell followed by a rewind spell, but it will used exclusively for on the spot restoration as shown). She is also much more adept at telekinesis (as much fun as it would be to do death by chairs, telekinesis is one of those abilities that need hard limits to it. So lets say the same 20 foot range and other restrictions from below, but this time able to operate as if using four hands, each with the strength of a single arm.). Taking a note from the game, her wand melee is also better, flashing with visible light with each slash and extending its range. It allows her to use her wand like a magic rapier with the fencing skills to match.

    • Her skills on a broom is second only to Amanda, though she gets higher marks since the latter is usually too busy showing off. Her own flight skill gear toward speed and control, as opposed to Amanda who has a full array of tricks. Taking another note from the game, Diana can unleash mana in an Energy Propulsion spell. While no substitute for good broom, it does giver some short range mobility options.

    • There is also a number of advanced spells that either due to their complexity or their connection to House Cavendish, only someone like Diana can cast. This includes a curse lifting spell (Ennor Fiendennor), which...lifts curses (we can play this entirely by ear, with it either having partial, no, or full effect depending how everyone involved feels is best). A Statue Animation spell,Ansolew Airo, which...animate statues. This spell will work much like Sucy's puppet potion but only on statues.

    • Shuryal Muryuelle. Creature of the holy mane, absorb the light of the stars and rise from this gushing spring. Tiphillie Lirullianae. Diana can use summon magic to call forth a Unicorn, the symbol of House Cavendish. The spell also creates a spring of water which is used a a medium for the summoning.

    • Taking a note from the game, Diana can cast Stormbringer. This spell allows her to summon forth seven energy orbs about the size of a basket ball. These orbs then fly forth, seeking out its target. It uses lazy homing, so despte zeroing on targets, they can still be dodged with the right timing. On top of that the projectiles are fairly slow and can actually be out ran.

    • Perhaps the strongest offensive spell in Diana's arsenal, Diana is able to summon forth a whole host of magical weapons and have it rain down on her foes, Gate of Babylon style. It's a variation of this spell. A spell passed down in the Cavendish family to protect against those with evil hearts. While powerful, this spell will come with some drawbacks for balance. First it has a long incantation, Come, my indestructible guardians! In the name of Cavendish! Brandish your swords and strike down those of evil heart! Fineltina la Serana!, and during this incantation Diana will have to stand still, concentrating on the cast. Second it costs alot of mana, which also means cooldown. Third it requires room to cast, those swords have to occupy some space. Lastly, while numerous, they all are still projectiles.

    • The Cavendish Family specializes in healing magic, making Diana an excellent healer. Diana's form of healing is the full deal. If Lotte is like a paramedic and Sucy is like a pharmacist, then Diana is like a physician. While her medical knowledge and magic ability greatly expand her options to heal a target, she is still treating a patient. Rather then just waving a wand at them and suddenly they are healed, she is doing things like using telekinesis to carefully remove a bullet, closing the wound by mending the flesh, stimulating the white blood cells via magic, etc. Like Lotte she heals fast enough to be useful in combat, but follows much the same restrictions. Unlike Lotte who has a spirit to help her, Diana expends mana for all the spells she uses to heal.

    • Diana is defined by the excellence in all she does. While this is great for a rival character, I feel a character is more defined through their limitations. So first, as something of the quintessential witch, Diana also feels the draw backs of the limitation of magic much more then the other characters. While other characters have options outside of casting spells (Akko, Amanda, and Jasminka all are exceptionally athletic, Lotte, Sucy, and Constanze has spirits, potions, and inventions respectively) Diana without access to mana is basically an average girl, albeit quite intelligent.

    • In a less concrete drawback, Diana also has her share of character flaws that can limit her effectiveness, most notably her pride. Stubborn and rigid in her ways, Diana is less likely to compromise for an easier solution, opting always to do things proper. This extends to always trying to shoulder everything herself. She is likely to try tackle a problem all by herself rather then seek aid.
  • Equipment: Standard witch wand, broom, hand broom attachment for wand, Ley Line Router, and uniform. A teddy bear, and that one ultra rare Chariot card.

  • Backstory: A witch from England. Cavendish is a noble name belonging to one of the Olde Nine Witches, Beatrix the Affectionate . It is a name of tradition that can be traced to the 6th century. The family has earned great respect in the magic world, not only for the capabilities of the blood line, but for the compassion they have shown through out the centuries. In times of war they have run hospitals, healing all in need, whether they be friend or foe. Affection is the family motto. It is a name that Diana could not be prouder to be part of.

    • However things are not well in with the Cavendish family in the modern era. They too suffer under the decline of magic. But more then that, a series of tragedies has made it difficult for them. With the death of Bernadette Cavendish, the head of the family passed along to Daryl, her sister, who shows no respect to their linage and now squanders the family's resources to near bankruptcy. On top of that, the young Diana shows little aptitude for magic, and it is questionable whether she would be able to make a witch at all.

    • It was perhaps because of these difficulties that Diana is now the woman she is. She had to become someone who could overcome such obstacles. By working ten times as hard to get twice the results of everyone else, Diana through perseverance and study has become the prodigy that she is today. A child who once was unable to cast a single spell, to a witch many consider as the future of witchcraft. But to do this she required focus, and that came at the cost putting aside childish things earlier then most.

    • Currently attending Luna Nova out of the whims of a younger her, Diana is beloved and relied on by both the students and the teachers. While it seems there is not a whole lot to learn that she does not already know or which can be better studied in her own time, she is happy to assist others as best she can. In particular there is a certain loud mouth student always talking about Shiny Chariot and neglecting her studies. A problem child that Diana seems to taken an interest in, perhaps because she reminds Diana of herself, or perhaps because a part of her is charmed by a certain magic the girl possess. A magic Diana had put away long ago. Part of blue team.


  • Name: Amanda O'Neill
  • Age: 16
  • Appearance: Considering the two of us are both rebels, I think we'll be friends
  • Personality: A rebel, an individualist, and something of a tomboy, Amanda does what ever she feels like with little concern for anything else. She is primarily motivated by what sounds fun at the time doesn't care about the future or consequences of her actions. As a result, she can come off a bit selfish and short sighted. None the less, Amanda is a fiercely loyal friend who wouldn't hesitate to risk life and limb for them. She tends to be unmotivated with things that don't interest her and will only put in the bare minimum amount of effort. But if there is fun to be had, you can expect her to approach it with the utmost enthusiasm. She is also a slight kleptomaniac and may take something not hers just for the thrill of it.

  • Powers: Amanda can cast the universal spells below. If the game is to be believed, Amanda tends to favor fire magic. However, Amanda isn't exactly the most studious witch either. As a result she will favor simpler spells and rely more on her natural talents. Something of a thief, Amanda has a number of skills associated with the trade. Most notably, Amanda is very acrobatic and something of a dancer to boot. Even without the aid of magic, Amanda can easily somersault over the heads of opponents and many will find it difficult to keep up with her foot work. On top of that, Amanda knows slight of hand and has enough street smarts to know a charlatan when she sees one.

    • Her greatest skill is her ability with the broom. Speed and performance combined with her agility and acrobatics, Amanda is the best flyer. The only thing marring her performance is her insistence on showing off. If an opponent found it difficult to keep up with her on the ground, they will find it ever more so in the air.

    • Amanda is one of the more melee favoring characters. While usually lacking the refinement proper training, natural ability and good instincts helped by magic makes her a great fighter with a number of disciplines to choose from.

    • Taking a note from the game, Amanda is capable of using flame enhanced hand to hand fighting style. The informal style focuses on strikes and takes advantage of lighting quick jabs with her fist and strong spinning kicks with her legs. With a strong aerial game, Amanda can perform moves akin to a spinning bird kick, lightning fast repeating kicks (she seems to have taken notes form Chun Li), and rising flip kicks a la a flash kick (and Guile). Coupled with body enhancing magic and her natural agility, Amanda can hold her own with just her fists. Even so the attacks, even magic enhanced, are still just punches and kicks, just a bit stronger and on fire.

    • Amanda has also shown to be capable with the sword. While lacking the refinement of proper training, Amanda can still hold her own with clashing blades thanks to good instincts and great foot work. She is also able to fuse a weapon with her wand creating a stronger magically enhanced version.

    • As already demonstrated through her flying and dancing, Amanda knows how to handle a broom. This skill can be used offensively when you can magically set your broom on fire! I'll be admittedly using this to imitate a number of the flame magic she can cast in the game. I mean who needs to cast a fire ball when instead you can smack your foes in the face with a flaming broom! There is probably some magic being used in the background to make this work, explaining why Amanda isn't hurt by the fire herself or why the broom doesn't just break. Since I will be using this slightly free form, this spell will work by storing flaming energy withing the bristles and releasing it via flaming trails or bursts of fire. We can have it need to build up energy first via kinetic motion, a la spinning.

    • This directly transfers over to her special in the game, Flame Rondo. By taking advantage of her flying skills and flaming broom Amanda is capable of creating a flaming tornado! She flies in a spin with enough force to create a tornado around herself, the flame from her broom feeding into the strong winds to create the effect. The size will be roughly a ten feet width and twenty feet tall and will move with Amanda as she spins within its center. However, stopping the tornado sends the flames spiraling out on tangents, giving the move some great AOE.

    • This will be balanced out by the fact that spell will come with some limitations. The spell requires alot of room to perform. Amanda first needs enough room to pick up enough speed on her broom, then needs to have enough free space to maintain her spinning. This also means that there is a need for a set up before before the action. While destructive, the spell lacks control. Amanda is just letting loose a destructive force, she can't really fine point what is hit with flames. This makes friendly fire a problem or if she is trying to hit something specific. Finally this action is both physically and magically exhausting, leaving Amanda needing some time to get her barings back and recover some mana before she can be effective again after attempting this maneuver.

    • Amanda knows floating magic, which creates a magic platform beneath the casters feet, allowing them to step mid-air. This allows her to double jump and the like, adding to her mobility.

    • Finally, a relatively simple spell, Amanda can cause a flower to suddenly sprout on a surface. Slonhon Deance. While harmless, a clever mind can find interesting uses for the spell.

  • Equipment: Standard witch wand, broom, hand broom attachment for wand, Ley Line Router, and uniform.

  • Backstory: An Irish-American Witch. Past? Future? Who cares about that stuff! All that matters is the here and now, or at least that's what this rebellious witch believes. Coming to this dumb school wasn't her idea, and actually getting kicked out might be something of a goal for her. The only reason she keeps attending is to hang out with her friends.

    • Amanda and her coven is considered a group of misfits. She in particular for her general disregard for authority and her habit of taking things that are not hers. A real rebel without a cause. Maybe that's why she gets along so well with Akko and company, just a bunch of trouble makers making trouble and having fun all the while.

    • She first met Akko during a broom race, and the while that little jerk had the audacity to steal a broom Amanda herself had stolen for the race, the two have become good friends since. Bonding over their shared distaste for that uppity Diana certainly helped. But then again Akko herself is an endless source of entertainment. Amanda doubts she will get bored as long as that Chariot fan girl is around.

    • Its possible that Amanda's grandmother was a great fortune teller who's predictions had earned her family great wealth and allowed their business empire to thrive. But with her grandmother's passing, her relatives scrambled to find a replacement, earning Amanda a ticket to Luna Nova. Amanda isn't exactly thrilled at the idea of being used by her family like some tool and actively seeks to get expelled just to screw their plans. But then, this whole story might just be some BS Amanda made up to get a reaction out of people. (Unconfirmed lore from the creator.) Part of green team.


  • Name: Constanze Amalie von Braunschbank-Albrechtsberger
  • Age: 16
  • Appearance: ...
  • Personality: Silent and stoic, Constanze can come off grumpy and anti social. While it is true that she enjoys her privacy and has little patients for those who interfere with her projects, Constanze is still a kind and friendly enough girl. She just expresses it through her own unemotional and detached way. While she comes off as serious and focused individual, she is also something a geek, with a love for movies, video games, and mecha.
  • Powers: While a talented witch, Constanze true calling is in engineering. By combining her magical knowledge with mechanical know how she is able to create a number of inventions to suit her purposes. She is shown to be able to create rudimentary solutions on the spot and already has an impressive inventory of gadgets listed below. Any new inventions from being on Battleworld we can play by ear.

    • She is shown to be adept at alchemy (the using magic to change the properties of an object alchemy as opposed to precursor to chemistry alchemy). This will be used to help acquire parts she needs.

    • Despite her short stature, Constanze is a little badass. She knows how to effectively use her inventions which include guns and other such weapons. Coupled with stoicism and competency in the face of danger, Constaze is a witch who knows how to fight. Must be all those video games and movies she watches.

  • Equipment: Much of Constaze gear has been upgraded with inventions of her own design. While her wand remains the same, many inventions are created to be fitted with the wand. This includes a remote which the wand can be fitted to like an antennae. Constaze uses this device to do all her spell casting. Her uniform also has goggles to protect her eyes. Like other witches, she has a Ley Line Router.

    • Constanze's broom is cusom built and seems to use a combustion engine. It has good speed and has the benefit of not relying on magic to fly.

    • Accompanying Constanze is Stanbot, a small all purpose robot with a variety of uses. Along with helping with menial tasks, Stanbot also serves as the mouth piece to the mute Constanze. it is able to transform into a number of mundane tools including a computer, video game console, and food processor. In her underground workshop she has quite a number of these, but when out and about she only brings one. They seem to have their own, albeit limited, intelligence.

    • They also transform to create Constanze weapon of choice, a gun which itself has quite a number of configurations to it. its standard mode is a magical pump action shot gun that uses the wand as a fore end and to presumably power the blasts. It fires the equivalent of magical solid slugs, but appears to be able to fire magical buck shot as well. Taking a note from the game, it is also apparently is able to fire a large piercing charged laser about a foot in width, but this requires a good cool down between shots. Given they are magical, damage is variable with both the ability to destroy or stun depending on magical output being used. It is capable of taking down robotic wryvens as a frame of reference however. Other forms include turning into an RPG and tuning into a sub machine gun. She may also just straight up own an MP 5 K.

    • Now the big one, Stanship. In preparation for the Ghost Hunt, Constanze created a magical airship armed with a number of weapons. These weapons include forward facing machine guns, and five broadside cannons on either side of the ship. While magical in nature, they function much like their real counter parts, complete with same drawbacks. The bowsprit of the ship is sturdy enough to be used for ramming and the ship also features a net for capturing large amount of prey. If the Grand Charion game is to be believed, Stanship also features a forward facing charged laser and volleys of four lock on missiles. The charge laser will take time to charge and will more or less function like a forward facing cannon, just with more focus on laser. The lock on missiles can only lock onto opponents with a large enough heat signature, ie only opponents who can handle the missiles. Admittedly I primarily want to bring them in to use them as anti-anti-air-missile-missiles, intercepting other missiles midflight and detonating them to blow them both up. In terms of mobility, due to the magic rockets and flight capabilities it has decent speed and maneuverability, but will function basically as a sea ship that so happens to be in the air rather then a modern aerial vehicle.

    • Then there is its second form. Burning soul, become magic power. Seven shining stars of justice. Believing is our magic! Magic Knight Grand Charion is here! Using Metamor-Formation, Stanship becomes the super robot Grand Charion. As a super robot it is melee focused, using punches, kicks, and of course a devastating drill. Its decently mobile on its feet and fairly durable too, as what one can expect from a super robot. According to the game, it apparently can fire out an energy blast by posing. If this function is brought in, it will function identical to the charge laser of Stanship. We can hand wave size so that it keeps to the 20 foot rule despite transforming from Stanship.

    • As powerful as this ship/mech is, it comes with drawbacks as well. Both forms require alot of mana to function, requiring the Shiny Rod as a power source as well as Constanze to pilot it. Effectively this means that two of the main cast is required to make use of Stanship/Grand Charion. Also, unless you count brooms/roombas and perhaps a regular car owned by teacher, this is Luna Nova's only vehicle.

  • Backstory: A witch from Germany. Its not like Constanze would tell you her backstory even if she could talk. A private individual, Constanze prefers to work alone. Even from a young age the grumpy girl had a fascination with machinery. A fascination which has only grown with time. Not even attending a school that actively frowns on technology has deterred her from constantly tinkering and creating.

    • She is considered a trouble maker for the creation and smuggling of technological devices on school premises. The students all know that if there is something you need, whether it be a blu-ray, speakers, or whatever modern comfort your heart desires, Constanze is the girl to talk to. Just don't let anyone catch you with it.

    • Despite coming off a bit antisocial, she gets along well with her friends. She and Sucy are even movie buddies who watch old classical monster flicks together. While dealing with someone like Akko can be difficult for someone like Constanze, the two are close none the less. Especially after working together for the Wildhunt and bonding over the universal truth that mecha are awesome!

    • Its possible due to an illness as a child, Constanze needed her soul removed from her body and stored into an object she can keep close to her. It was due to this that she is unable to speak herself and must use Stanbot to speak on her behalf. Whether this is true or not, she is not saying. (Unconfirmed lore from the creator.) Part of green team.


  • Name: Jasminka Antonenko
  • Age: 16
  • Appearance: Want some?
  • Personality: Jasminka is a big soft sweet heart. Its rare to find her puffy cheeks not dimpled with a smile. While not particularly talkative, she always shows her support for her friends. She appears nonchalant no matter the situation, and even in the middle of combat one can find her snacking.
  • Powers: Jasminka is a competent witch and can cast the universal spells below. Her extermination spell acts differently however. Instead she lobs a large orb in an arc that explodes on impact. While this grants a little AOE and alot of knock back, it trades in direct damage, range, and accuracy.

    • Jasminka is incredibly physically strong as well as durable, even with out the aid of magic. In melee Jasminka uses slaps and pushes. While lacking damage, they are more then capable of sending someone flying across the room. With the help of magic, Jasminka is capable of out right tanking damage. This will be done through the Magic Barrier below (as ridiculous amount of health is hard to translate over), however she is much more capable with it then other witches.

    • It appears the source of Jasmika's inhuman strength and endurance can be traced to a Hunger Spirit that lives with her stomach. While parasitic in nature, forcing the girl to eat the vast amounts of food she does, it does seem to boost her psychical attributes. However, not feeding the spirit or feeding the spirit something it does not like will cause it to posses its host the next time they sleep, turning them into a ten foot tall blob like monster with tentacles that try to devour everything until its sated. The tentacles are strong enough to lift a human and it is faster then its round body suggests, however it only has animalistic intelligence and will attack any and all without consideration for allegiance. Those devoured will find the experience non-lethal and be expelled from the monsters body as it sleeps, but other wise find them selves incapacitated while in the belly of the beast.

    • Jasminka seems to be able to use a spell to inflate, greatly increasing her weight and durability and the cost of being immobile. It effectively turns her into a wrecking ball, and is usually used by dropping on top of enemies.

    • Jasminka actual talent is in cooking. By using cooking magic (Bouden Dariard), she can bring out new flavors and enhance dishes. So much so, that if the game is to be believed, that it can even heal its consumer. To again make this different from the other heals, Jasminka's food doesn't actually heal. Instead they will work effectively as pain killers and mood enhancers ("Happy Flavor!"), making the consumer feel better, but not actually healing them. It does allow someone to get to an end of a fight without thinking about their wounds though. While nigh instantaneous, allowing it to be used in combat, the food does have to actually be eaten.

  • Equipment: Standard witch wand, broom, hand broom attachment for wand, Ley Line Router and uniform. Also lots and lots of snacks

  • Backstory: A witch from Russia. Jasminka is the third problem child of team green. She is considered a disruption due to constantly eating in class as well as a tendency to abstain from class activity in order to continue snacking. The blame can't be laid squarely on her shoulders however, as an incident as a child left her with a Hunger Spirit living inside her. Besides, have you tried these snacks? They are so fluffy and tasty.

    • Like Lotte, Jasminka is not one to bring a lot of attention to herself and instead supports her friends by lending them a strong arm and a yummy snack. She often follows on adventure rather then leads them, but perhaps that's because she would be perfectly content just eating the day away. She is good friends with everyone, and she and Akko have gone on more then one secret venture into the kitchen after hours to get a midnight snack.


  • Name: Ursula Callistis/ Chariot du Nord
  • Age: ??? (She's a teacher)
  • Appearance: I had a dream ever since I was a child. It was to become a witch who could make everyone smile. Never forget, a believing heart is your magic.
  • Personality: Ursula comes off timid, shy, cautious, and bit clumsy. She doesn't really bring alot of attention to herself, unless its because she is making a blunder of some sort. Even so, she is a warm, caring, patient, and compassionate woman. Like a second mom.

    • As chariot, she was much more cheerful and bright. She had a passion about her that was inspiring. A smile that was contagious. But it seems these days that radiating light has faded to a glimmer. The same smile now tainted with a hint of sorrow and regret.

    • However should there ever be a demand for action, especially in the protection of others, Chariot is the first to act. Displaying confidence and competence that would surprise someone who has only known the meek teacher, Chariot acts in a manner befitting a hero.
  • Powers: Despite her reputation among the magical community, Chariot is a brilliant witch. In her youth she would cast amazing and visually stunning spells. Since leaving that life behind she has largely stopped. Her spells nowadays are more functional, though lacking flair. As a teacher, she has a strong grasp on witchcraft. She teaches magical Astrology, which is used to predict the future. While an outright impossibility here, it does give her a certain sixth sense, especially about when a student is in danger.

    • In combat, in stark contrast to the meek personality she emits, Chariot is an outright action heroine. Using body enhancing magic, she is able to achieve super human strength and agility (we can probably use Dante as frame of reference, as he also seems less defined by strength and speed but more on the ability to do cool action scenes. In terms of contrast to the rest of the cast, she will sit in a middle ground. Amanda is quicker and Jasminka stronger, but she doesn't share their short comings and is a good jack of stats.)

    • Chariot's Extermination spell packs more punch, though lacks Diana's explosive edge. Her magical barrier is also quite strong (though not as strong as Jasminka's), it also has the benefit of being able reflect attacks. Chariot also shows exceptional telekenetic magic, being able to wield large objects. (I'm going to balance this out by having her lose finesse with the spell. So while another witch may have the fine point dexterity to say unlock a door from the other side of the door, Chariot can only brute force wield large objects. We can also set a minimum size requirement for the object, further limiting the use of her telekinesis to basically only large objects.).

    • Chariot can use a limited floating spell like Amanda, but hers allow her to run on walls rather then step in the air. She can also cast slow fall on other individuals.

    • She is able to produce an energy blade to increase her melee effectiveness (basically she has a magic light saber). She can also create a magical hook and thread.
  • Equipment: Witch wand, Ley Line router, glasses and broom. She also has an aged bird familiar named Alcor

  • Backstory: A witch from France. Even from a young age, Chariot knew she wanted to use magic to entertain people. To make people smile and laugh, there was no higher calling for the girl. She attended the prestigious Luna Nova to hone her spellcraft. While she would often mess up and made many mistakes, she none the less had a natural knack for witchcraft.

    • She became close friends with another student, a messy haired girl in glasses by the name Croix. The two probably couldn't be more different from one another, but Croix was someone Chariot could always rely on. More then that, she was someone that inspired Chariot and made her want to be better.

    • The two one day ventured into the forbidden Arcturus Forest. Croix had sought the Claiomh Solais, but in a turn of events it chose Chariot as it's wielder and outright denied Croix. Distraught at taking something so precious from her friend, Chariot apologized in tears. She didn't want this thing, not if it cost them their friendship. But Croix forgave Chariot and their friendship seemed to survive. With the guidance of Professor Woodward, Chariot set out on unlocking the seven words. She successfully unlocked six, but the seventh seemed to ever allude her.

    • Making no progress, she focused on her other goal and began performing magic for audiances. They were a hit, and people began to take notice. Soon she was an international sensation. Young girls across the globe were enchanted by Shiny Chariot and her dazzling displays of magic.

    • These shows were controversial in the magic community. Many saw them as baseless, overly flashy shows that misrepresented the witch community to the world at large while contributing nothing substantial. Others found it distasteful to parade such ancient traditions and practices as nothing more then children entertainment. Regardless, as long as she was making people smile, Chariot was happy.

    • But then people started to stop smiling. Ever fickle, people began to demand more then what Chariot could provide for them. Luckily, her good friend Croix knew how to help her. The details of what happened exactly are hazy, but the after math was clear. The star Shiny Chariot had suddenly disappeared never to do a show again, the Claiomh Solais was gone, and two friends were now enemies.

    • Soon after Chariot's disappearance, a new teacher began working in Luna Nova. A meek, timid woman by the name Ursula, a far cry from the bright and cheery Chariot. While she did not bring alot of attention to herself, the new teacher seemed content in helping out her students. One day, Ursula received a premonition that students had entered the dangerous Arturus forest and rushed to their aid. What she found was three new witches, one of them clutching the lost Claiomh Solais as its new wielder.

    • Since then, Ursula has personally tutored Akko and shows a concern for her that delves deeper then a teacher's responsibility to her students. She truly wants to see Akko succeed, perhaps more then she wants anything in this life. It is with her guidance that Akko seeks the seven words. Ursula wants to protect Akko anyway she can, especially now that Croix has re-entered the picture. Now it seems there is a brave new world filled with danger, and knowing Akko, Ursula has her work cut out for her.


  • Name: Croix Meridies
  • Age: ??? (She's a teacher)
  • Appearance: You can convert strong human emotions into powerful magical energy.
  • Personality: Stylish, charismatic, confident, yet laid back, Croix is that cool teacher. She's intelligent, forward thinking and accepting of new ideas, even patient with those who criticize her methods. She appears rather friendly, the type that talks with her students, not down at them like so many other teachers do. Its no wonder she is a hit younger people of Luna Nova.

    • Underneath the facade though, Croix is selfish, ambitious, and has little regard for any one else. She is single minded on her goals and is willing to go to extremes to accomplish them. She can be manipulative, ruthless, and shows no remorse for her actions. While not particularly sadistic, she is pretty petty, and may carry out acts of vengeance even if they don't further her goals.

    • Deep down, Croix perhaps isn't so much as evil as she is just frustrated and narrow sighted. Her goal is not to cause suffering, though her extreme methods result in it anyway. While she can come off callous, her conscience can still come through like a reflex action. In either persona, she tends to come off as cool and in control, however when things don't go her way she tends to break down.

  • Powers: Croix is an exceptionally intelligent witch. However, like Constanze, Croix is more geared to magitech then straight spell casting. A pioneer in the field of Magitronics Croix has invented a number of devices in an attempt to modernize the magic world including the magic router which has become standard through out Luna Nova. Any new inventions we can play by ear, but with the Noir Fuel Spirit Devices, chances are she doesn't need to.

    • Croix does very little direct combat herself, instead relying on her inventions to fight on her behalf and powerful barrier magic for protection. Infact, an opponent would find that Croix puts up very little fight alone. However, an opponent would have to fight their way though all her inventions and actually penetrate her magic barriers to find that out, and Croix is savvy enough to not to allow her self to placed in such compromising posistion.

    • Some of her more traditional uses of magic includes an amnesia spell (we can play this one by ear) and a statue animation spell. However unlike Diana's puppet magic, Croix is able to maintain a number of these animated statues and have them work independently, adding to her minion pool. This is probably possible though Magitronics allowing her to power and control them through subsidiary systems and the like.
  • Equipment: Like Constanze, Croix's equipment is all customized, starting with her unorthodox manner of dress which does away with the witch look altogether. Does come with a spiffy looking cape and goggles should she need. She doesn't carry around a wand, instead using all her magic through Magitronics which she controls through smart phone and tablet like devices. Also a Ley Line Router

    • Croix doesn't use a broom, instead embracing the future. Behold, magic roombas! Or sorcery units as they are called. These small floating circular robots are numerous and hold many different function, serving as something of Croix basic minions. First off, Croix uses them as a type of floating platform which she uses to fly in stead of the traditional broom (while better at omni directional movement, I think I will have them have a slower forward speed). They are sturdy enough to carry a human and numerous together can carry even heavier objects. They have a rudimentary AI that allows them to carry out Croix's orders independently from her direct input. This of course allows them to clean floors all on their own.

    • They serve as Croix's primary method of attack and are equipped with a number features for combat. They are sturdy and quick enough to be used to bludgeon enemies. In range they use semi automatic lasers or fully automatic machine guns. If all else fails, each unit is equipped with a self destruct mechanism allowing each to be used as a guided explosive device. A character should have no trouble dealing with of these individually, but Croix uses them to attack in mass.

    • Perhaps the most important role of the Sorcery Units is as a housing unit for the Noir Fuel Spirit Devices. These floating 1 inch cubes are the product of Croix's research into finding an alternative fuel to for magic, in this case emotions. It is able to store energy given off from strong emotions, finding negative emotions like anger to be particularly potent. It does this by merely being in the vicinity of the ones emitting such emotions.

    • However it has a number of options for bringing about those emotions. The cubes are capable of possessing objects, fusing with them and physically changing them, for instance possessing an armor set. This can be used to create an agent of chaos to wreak hovoc, then absorb the strong emotions form the conflict. The cubes can also posses electronic hardware, allowing Croix to easily hack it.

    • On top of that, the cubes can combine together to create monsters. They can take a vast array of different designs, seemingly only limited by the imagination and number of cubes available. Despite the appearance they take, they are still actually several Noir Fuel Spirit Devices working in unison. As a result these constructs have a very unique and fluid physiology that is able to change on the fly. So cutting one of these monster in half actually only destroys the few cubes along the slice, meanwhile both half may instead just take new forms and continue the fight (Hint: use AOE attacks. One wants to take out the most cubes as possible instead of trying to attack organs that don't exist)

    • The Noir Fuel Spirit Devices are balanced by number. Their numbers determine the size and number of creatures they can make, which it in it self can be limited by usual Battleworld rules. While numerous, each cubes is easily destroyed, allowing one to easily whittle down their numbers in a fight. Each form taken by the cubes have the same black and red design, allowing a savvy player know what they are up against no matter the form they take. Their primary purpose is data collection and absorbing emotional energy. So rather then fight to the last cube, they are prone to retreating in order to store gathered energy, usually after a form taken takes a "lethal" strike. Being powered by emotions themselves, the Noir Fuel Spirit Devices, and their subsequent forms, are more powerful if their opponent is exhibiting strong emotions. Like wise, if an opponent is in control of their emotions, like monk, the cubes are much less effective.

    • Finally, there is her trump card, the Noir Rod. This giant rod is Croix trying to replicate the Claiomh Solais in an attempt at bypassing the seal of nine old witches and claiming the world altering magic herself. Like the Shiny Rod, though perhaps closer to Noir Fuel Spirit Devices, the Noir Rod is capable of taking a number of forms. Powering this device and acquiring the right frequency to bypass the seal is the primary objective of the Noir Fuel Spirit Devices. (Due to the story importance of the Noir Rod, Croix isn't going to be using it (though the airship might be a good way of making her seem ominous without actually doing anything). I did want to include it though as it provides character motivation. On top of that, should for what ever reason Croix is forced into a final confrontation, if feels like there should be a boss fight. Basically if Croix is about to lose, might as well try to make the last fight seem as epic as possible before she gets defeated).

  • Backstory: A witch from Italy. Croix was a witch who excelled in magic. As a youth she was a prodigy and earned many recognitions for her ability. That suited her, for it was Croix deepest desire to become the greatest witch to have ever existed. To do this she would have to obtain the World Altering Magic, and with it, she could restore the fading world of magic.

    • As a youth, she was a bit bookish, a far cry from the stylish and charismatic woman she would become later in life. Still, she made a close friend during her years at Luna Nova. A cheerful and happy girl prone to making blunders, a red head by the name Chariot. There was a charm to the girl that captivated Croix. There was something in that girl that shined brighter then any spell she could cast. "A believing heart is your magic", its what Croix told the girl, and Chariot seemed to take it to heart.

    • The two ventured into the Arcturus Forest together to seek the Claiomh Solais. While they were successful, the Claiomh Solais had chosen Chariot as it's sole wielder. It made no sense, of the two witches Croix was the more talented. She was the one that deserved the Claiomh Solais, not Chariot! But the rod had made its choice, backed with the blessing Woodward. As Chariot apologize to her in tears, there was nothing Croix could do but forgive her and accept things as they were.

    • So she supported her friend and watched her. Watched as Chariot neglected her duties of finding the seven words so she can put on these stupid shows. Watched as she renamed Claiomh Solais into the Shiny Rod, like it was some silly children's toy. Watched as Chariot's gained fame while the magic world continued to slowly die. If the rod had chosen Croix they would be living in a new golden age of magic by now! But it didn't, and that was the problem wasn't it. Useless traditions that proceed to suffocate the magic world. She could not accept this. The future belongs to those who seize it. If destiny will not choose Croix, then she would just make her own destiny.

    • She took a new approach to magic, a scientific approach. She developed a number of new systems that now have become standard in Luna Nova, but to do so, she first had to experiment. With her dear friend Chariot in need of help to continue performing her shows, and Croix in need of raw data, she could kill two birds with one stone. The details are top secret, but it seemed Chariot didn't have the stomach to help enact real change, and Claiomh Solais finally realized that Chariot was not a worthy wielder and disappeared.

    • Croix continued her research, but the world altering magic has always remained her goal. With the Claiomh Solais reappearing after all this time, Croix has reappeared with it. It seems it has chosen another inferior witch as wielder. But it doesn't matter, Croix will break seal herself, and the Shiny Rod may provide her with the last missing pieces on how to do it.

  • Chunk

    • Name of the World: Luna Nova

    • Description: Welcome to Luna Nova Magical Academy, an all girls school of witchcraft. Located in West England at the St Michael Alignment, Luna Nova was founded in the 5th century by the Nine Olde Witches and has a long and prestigious history of tradition. A legacy that now seems threatened in the modern world. Faced with financial troubles and the general decline of magic, many see witchcraft as obsolete in the face of technology. None the less the school continues to function and teaches a new generation of witches to be the future of magic world.

    • Contents/Locations:
      • The main building: This primary building houses much of the facilities used by the school, including the classes, dorms, library, lab, cafeteria, auditorium, and faculty offices.
      • Classrooms: The basic classroom set up.
      • Lab: The class room set up to teach alchemy.
      • Library: The library set up. There is an urban legend about a ghost who haunts here.
      • Cafeteria: The cafeteria set up. It also features 2nd floor balconies for socializing. The small stage can magically project images like a TV, allowing students to enjoy certain sanctioned viewings such as the Wild Hunt. There is an urban legend about a chair that is always wet, spooky.
      • Auditorium: For announcements and other such events that require the whole school gathered.
      • Student Guidance office: Office of Anne Finnelan, students are sent here to be scolded.
      • Headmistress office: Office of Miranda Holbrooke. Features statues that depict the Nine Olde Witches' unique hats.
      • Regular dorm: The dorm for a normal coven of witches.
      • Deluxe dorm: Dorms reserved for the more prestigious students.
      • Central Courtyard: The courtyard located in the middle of the main building.
      • The botanical garden: Located in its own smaller separate building, the botanical garden houses the Jennifer Memorial tree. Students are allowed to tend their own gardens here.
      • Luna Nova Archives: Something of a reliquary, this building houses many artifacts for witches to deem wisdom from by speaking with the spirits housed within. Only those with special permission may enter.
      • The northern campus: This building is in disrepair and completely off limits. A gigantic bear is said to live here.
      • The observation tower: The smaller of Luna Nova's two independent towers. Used as part of broom flying training.
      • The New Moon Tower: Luna Nova's largest tower. This building houses both the Sorcerer's stone and where Croix has set up her lab. A monster filled labyrinth is said to exist beneath the building and dungeon crawling may or may not be part of the school's curriculum.
      • Sports field: Luna Nova's out door field for playing games.
      • Luna Nova's Ley Line Terminal: These terminals allow witches to travel through ley lines, making journeys much easier. With no other ley line terminals in Battleworld, there is no where this terminal connects to.
      • Arcturus Forest: A forbidden forest that surrounds the outer reaches of the Luna Nova Academy.

    • Specialties: Luna Nova is a place of magic. Situated on top of a magical ley line that once made the roots of the great world tree Yggdrasil, it is by channeling these magical energies that witches can perform spells. But to gain access to the ley line's energy, witches need a powerful artifact known as the Sorcerer Stone which can absorb such energy from deep in the earth, store it, then emit for use. Housed in the tallest tower, the Sorcerer Stone provides magical energy across the entire chunk, allowing witches to use magic freely. However this comes with an obvious drawback, as there is a limited range in which witches can perform spells.

      • This problem is alleviated some with the magic stones that can be inserted into wands and brooms. These stones act as a magical battery of sorts, retaining stored magical energy and allowing it to be used outside the Sorcerer's stone range. However these are only short term solutions. While great for using smaller end magic like broom flying, heavier spell casting eats away at the magical battery life rather quickly. (May have some of them bring more then one of these magic stones with them, allowing them to reload in sorts).

      • The presence of Croix and her Magitronic inventions have also greatly aided in this problem. All students and faculty now carry a Ley Line Router. These small devices automatically connect to nearby ley lines allowing a witch to channel such magic even outside the Sorcerer's Stone's range. However the emitted magic field from these devices are quite small, meaning a witch needs to have this on her person to be able to make use of it. (On Battleworld, these will work by allowing Witches to regenerate magic based on the location and strength of the magic located there. Heavy fantasy locations or other places where magic is numerous will basically allow a witch to cast spells as if she was at Luna Nova. Non-magical places not so much. Due to witches connection with nature, particularly trees, a forested or other such natural area may still provide magic energy, even in a non magical chunk. This is however at a slower rate. Finally, emotions can be used as a magic fuel, but unlike Croix's Noir Fuel Spirit Devices, the Ley Line Routers aren't built for this and can't effectively collect energy from them. However strong emotions in mass can be used to help power magic, especially if those emotions are being directed at that witch specifically.

      • She has also developed the Sorcery Solution System. These devices are used to maximize the efficiency of magic use and store excess energy from the Sorcerer Stone. On Battleworld they will more or less function like mini Sorcerer Stones for use in other chunks.

    • Universal Spells: These are spells that every witch knows or at least can learn. Some may also known limited versions of spells cast by the cast. While lower end spells can be cast with simple force of will, many require an incantation to be recited.

      • Boom Flying Spell: Tia Freyre. The classic, this spell allows witches to fly on brooms. While most probably operate at the speed of a moped, more skilled flyers can work their broom like a high performance motorcycle. Taking a note from the OVA, some witches also carry a hand broom attachment for their wand, allowing them minor levitation and slow fall for when a broom in unavailable or inconvenient.

      • Extermination Spell: Murowa. Your run of the mill magical projectile meant to harm or destroy targets. Damage if variable based on how much energy is put into the spell and talent of the witch, so we can play it by ear. The spell also has elemental variations including fire, lightning, and if the games are to be believed, a rock and ice version too. While damage type changes, they will all function basically the same way. As a projectile, especially a relatively slow and easy to see magical one, they can be dodged, block, etc.

      • Wand Melee: While not really a spell, thanks to magic, wands can be given a cutting edge, allowing them to be used for melee. While more physically capable characters can take advantage of this, its not really a go to for most witches.

      • Magical Barrier: A magical barrier that shields against attacks. I'm going to have this work like a Mana Shield, absorbing the attacks at the cost of mana, making the spell a double edge sword. While it can protect the caster, it can also quickly deplete their mana pool leaving them absolutely defenseless and unable to cast spells.

      • Telekinesis Magic: A spell that allows a witch to manipulate an object from a distance (Telekinesis in general tends to lend it self to abuse, so here is an attempt to pre-balance. Range of 20 feet, the spell only allows the caster to manipulate an object as if they were using a single hand with the strength of a single arm. The spell can also only effect inanimate objects, so no force chocking or the like.)

      • Illumination spell: For when a witch needs a night light in a dark place. Can be made brighter and bigger with mana.

      • Clothes Transformation Spell: Metamorphie Vestesse. A spell that allows one to instantly change their clothes and even change their hair style.

      • Repair spell: Sosomme Tidiare. A spell that repairs objects. A witch can repair larger items using the enhanced version of the spell Sosomme Tiextrilla.

      • Magic Megaphone: A spell that amplifies one's voice just like a megaphone.

      • Animal Linguistics: Witches can learn the languages of animals, including birds and fish. Usually learned to talk with familiars.

      • Teleportation Spell: Vera Gurasare. A spell that allows a witch to teleport a predetermined position. This will be used exclusively as a recall spell that allows witches to get back to Luna Nova, so you don't have to worry about them blinking in combat.

    • Population:

    • Luna Nova Teaching Staff:

      • Miranda Holbrooke: The 44th headmistress of Luna Nova. Holbrook is kind, patient, and has a tendency to rattle on about some inconsequential subject just for the sake of conversation. She is like that grandmother who is always all smiles and bakes cookies when ever she is visited. As the headmistress, Holbrooke has a firmer grasp on spell casting then the average student.

      • Anne Finnelan: The magic linguistics teacher and the woman in charge of student discipline. A staunch traditionalist, Finnelan can come off stubbornly old fashion and rigid in her ways. She is resistant to adopt new ideas or technology. She can come off unfriendly and mean as she has high demands of how a student should act and little patience for those who do deviate from what she sees as proper behavior. As a magic professor, Finnelan has a firmer grasp on spell casting then the average student.

      • Samantha Badcock: The magic numerology teacher and assistant principal. She is from England. Perhaps due to Luna Nova's financial situation, Badcock is something of a stingy and fussy person who overly stresses about spending. Like Finnelan, she can come off as unfriendly. Badcock is something of a closet geek, secretly being a huge Night Fall fan, second only to Lotte. She goes online by Great Ben 810 and at least online she and Lotte are close friends who bond over their shared interest. Despite being a professor, Badcock's magic ability is probably only average, distracted as she can be.

      • Lukić: The pharmacology, alchemy and jurisprudence teacher. Lukic perhaps fits the traditional preconception of a witch more then anyone else. A cackling old crone over a glowing cauldron. Because of this, she is considered weird and creepy by the student body, and is of course Sucy's favorite teacher. Lukic specializes in alchemy.

      • Nelson: The broom flight instructor. She is an American from Brooklyn. Perhaps because of both her origin and her occupation, she can come off a little rough around the edges. While she can be strict and constantly pushes students to try to improve, she is also understanding and cares for her students. Is constantly on Amanda's case for unsafe flying. She specializes in flying.

      • Pisces: Bloop, bloop, bloop. Pisces is the philosophy teacher. She is a kind, understanding, intelligent and open minded individual. As the philosophy teacher, she is capable of holding in depth conversations on a variety of subjects such as altruistic intent across species, that is assuming you know how to speak fish. Specializes in deep philosophical ideas and swimming.

      • Ursula Callistis: See above.

      • Croix Meridies: See Above

    • Luna Nova Student Body: Entire student body (minus the 8 students at the end of the list). Entire student body 2. Covens 1-6, Covens 7-8 & 12-15, Covens 16-21. Each student is organized into a color coded coven of three.

      • 1. Bice: A student from England. A sleepy girl who seems rather care free. Seem to have a tiny baby dragon. Specializes in napping.
      • 1. Erika: (A student who unfortunately wasn't expanded upon. If she comes up though I will probably play her as a girly girl who idolizes Diana.)
      • 1. Bridget: (A student who unfortunately wasn't expanded upon. If she comes up though I will probably play her as an average girl)
      • 2. Michelle: (A student who unfortunately wasn't expanded upon. If she comes up though I will probably play her as an average girl)
      • 2. Teodora: (A student who unfortunately wasn't expanded upon. If she comes up though I will probably play her as a generally bored and unimpressed girl)
      • 2. Rina: (A student who unfortunately wasn't expanded upon. If she comes up though I will probably play her as a tomboy)
      • 3. Alice: A fan of Diana
      • 3. Priscilla: A witch from Spain. Slightly reserved, especially when compared to some of the more outgoing girls. Priscilla is quite the curious one, especially when it comes to rumors, and is host of gossip. Specializes in rumors and gossip.
      • 3. Eliza: (A student who unfortunately wasn't expanded upon. If she comes up though I will probably play her as one of the more formal girls)
      • 4. Maria: A witch from Spain. Maria has low self esteem and feels like she is talentless, which isn't helped by being somewhat forgetful and oblivious. She is part of the Amanda fan club. Specializes in alchemy/synthesis/enchanting.
      • 4. Katya: A witch from Russia. One of the more formal girls. She and Carmen constantly fight, but spends a lot of time with Hilda. Has deep respect and possibly even a crush of Ursula. Specializes in astrology (while she can't read the future either, and as student her readings aren't completely accurate, she may be able to deem certain insights.)
      • 4. Carmen: A witch from Peru. One of the fewer students that don't come from a rich or prestigious family. Prideful and loves a challenge, her idea of remedying something she finds too bitter is to eat something even more bitter to hide the taste. Fights constantly with Katya, but gets along with Hilda. Somewhat specializes in flying.
      • 5. Katharina: A witch from the Netherlands. Katharina comes from a prestigious family in a small, some what isolated village. She is pumped and ready for a romance filled adolescence, but instead got stuck in an all girls school with no boys. Has atrocious sense of fashion.
      • 5. Shao-Yi: A witch from China, particularly from the coast (Hong kong? Shanghai maybe?). Friendly, studious, and supportive of her friends and others, even when she shouldn't be. Likes shiny things. Has a deep crush on Professor Pices.
      • 5. Katie: A witch from England. Compared to some of the more out there girls, Katie can be considered one of the normal girls. She is something of a straight man to their antics, especially since she is not one to shy away from a retort or comment on her friends more ridiculous ideas. Likes physical activity and working up a sweat.
      • 6. Mary: A witch from England. Mary is a huge cinema fan and has a large dvd collection despite Luna Nova rules. Her interests are not solely on the finished products, but on cinematography, audio/visual production, editing, the whole process. Specializes in movie trivia.
      • 6. Blair: A witch from Italy. Another girl hoping for a romance filled youth but is stuck in an all girls school. Is a huge Andrew fan. Specializes in chasing boys.
      • 6. Avery: A witch from Canada. Like Hannah and Barbara, Avery can come off snobbish and rude. She is one to mock and make fun of others for their short comings. Avery's dream is to one day be a famous singer, something which she is actually quite sensitive about so she practices where no one can hear her. Specializes in singing.
      • 7. Henrietta: A witch from England. Henrietta loves interior designing. Its too bad that Luna Nova has rules against that. She also has an interest in gardening, especially flowers. She and Ester are close. Specializes in decorating.
      • 7. Aisha: (A student who unfortunately wasn't expanded upon. If she comes up though, she seems to come from the Middle East. I will probably play her as a religious and well mannered girl.)
      • 7. Ester: A witch from Spain. Ester is an absolute loves mysteries and "whodunnit"s. She is liable to recreate a fake murder scene for her own entertainment, much to her friend Henrietta's dismay. Specializes in doing a Sherlock Holmes impression.
      • 8. Abigail: A witch from Germany. Abigail is a monster enthusiast. The more dangerous and mythic the cooler they are. Specializes in monster trivia.
      • 8. Rita: A witch from Brazil (despite looking like the Wendy mascot). Rita is fascinated by elemental magic, particularly fire. When she was young, a witch wielding flame magic saved her life, and since then she has sought to emulate her. Specializes in flame magic.
      • 8. Rachel: A witch from England. A voracious reader and something of a book worm, Rachel studies all sorts of subjects in her spare time just out of curiosity and the love of reading. Specializes in general magic trivia.
      • 9. Hannah England: One of the other two girls in Diana's coven. Hannah can come off snobbish and rude. She is one to mock and make fun of others for their short comings, especially Akko, but even Barbara seems afraid of what her friend would say if she came out as a Night Fall fan. While the two of them can come off like sycophants, they both do truly care about Diana. She and Barbara are really, really close, and its very rare to find one without the other. She did once have a crush on a cute boy though, which instantly stopped when she found it was actually Amanda. Seems to favor lightning magic, but is a coward and will instead try to stick to Diana for protection.
      • 9. Barbara Parker: One of the other two girls in Diana's coven. Barbara can come off snobbish and rude. She is one to mock and make fun of others for their short comings, especially Akko. An avid fan of the Night Fall series, she and Lotte would actually be pretty good friends if circumstances were different. While the two rely heavily on Diana, they do wish Diana would rely on them more as well and generally feel bad for not being able to help their friend more then they can. She and Hannah are really, really close and can often be found holding hands. Seems to favor fire magic, but is also a coward and will try to stick to Diana for safety.
      • 9. Diana Cavendish: See above.
      • 10. Lotte Jansson: See above.
      • 10. Atsuko Kagari: See above.
      • 10. Sucy Manbavaran: See above.
      • 11. Amanda O'Neill: See above.
      • 11. Constanze Amalie von Braunschbank-Albrechtsberger: See above.
      • 11. Jasminka Antonenko: See above.

      • 12. Rajani: A witch from India. She is twins sisters with Rashimi. The two of them can come off quite formal, almost monotone in speech, but can be quite mischievous and playful as well. The two sisters bicker a lot, but both absolutely adore Sóla. They seem to be Hindu and practice Yoga as well. Specializes in healing (or actually its supposed to be advanced synthesis, but synthesis is treated like alchemy based enchanting and I'm not sure how they use that to keep Sóla's condition under control, so I figured this would be easier)
      • 12. Sóla: A witch from Iceland. The shortest girl in the school and can come off as shy and uncondfident, though with a strong desire to improve. These traits can make her seem child like in nature, and even the twins seem to describe her as being like a baby bird, not that they would have it any other way. The twins dote over and take care of the girl, something which she grateful for but feels guilty she can't pay them back. Sóla has a condition that makes her liable to spontaneously combust, a condition which is kept under control by the twin's intervention.
      • 12. Rashmi: A witch from India. She is twins sisters with Rajani. The two of them can come off quite formal, almost monotone in speech, but can be quite mischievous and playful as well. The two sisters bicker a lot, but both absolutely adore Sóla. They seem to be Hindu and practice Yoga as well. Specializes in healing.
      • 13. Hilda: A witch from Germany. Hilda is the type that seems to be part of every social group, that friend that everyone has. She particularly hangs out with Carmen and Katya and plays peace keeper between the two. Because of this, people often forget she is in the same coven as Aileen and Bianca. Specializes in being a buddy.
      • 13. Aileen: A witch from England. She and Bianca are very close and its rare to see them apart. This might be because Aileen likes to eat as much as Bianca likes to cook. Specializes in tasting and can accurately tell you the ingredients of any dish she just ate.
      • 13. Bianca: A witch from Italy. A studious sort, Bianca's passion is in cooking and seeks to become a great chef. She and Aileen are very close and she will often use her to taste out any new dishes she is making. Specializes in cooking.
      • 14. Daisy: A witch from England. Something of a genki girly girl. Daisy tends to be really passionate about her interests, but those interests can often change. This leads to her often adopting new passions while abandoning old ones.
      • 14. Rosie: A witch from England. A good friend of Daisy, though she can find trying to keep up with her friend to be exhausting. She is part of the Amanda fan club and easily finds her more attractive then any boy.
      • 14. Heather: A witch from America, and she acts like it. She can be strangely prideful. Is rubbish at remembering people's names.
      • 15. Molly McIntyre: A witch from England. A mysterious witch with a ghost like aura. A bit on the introverted side and slightly shy, Molly is one to watch more then join in. Still these wallflower tendencies does allow her to make observations about others that many may over look. She can come off as if she knows many more secrets then she lets on and can come off as all the more mysterious for it. Specializes in transparency magic (was considering just leaving this magic alone since it doesn't play a big role in the anime or game, but do kinda want it for Molly and to a lesser extent Mari. So to pre-balance, this spell allows its caster to become transparent, like a ghost in a photo. While one can see through them, they can still make out the out line of their features and spot them with a good eye. However this does allow the caster to easily hide from those not actively looking for them or in the dark.)
      • 15. Elsa: A witch from Germany. Elsa is a pretty simple girl and tends not to be overly complicated. I mean, if potatoes taste good, what does it matter if you eat it for every meal. She wishes to one day become a teacher at Luna Nova. Trying to keep track of Molly can be frustrating though.
      • 15. Amelia: A witch from England. She wants absolutely nothing to do with Akko and company, as things always go wrong when they are around. She is good friends Elsa and shares in her frustration in trying to watch over Molly.
      • 16. Elfriede: A young witch whose maiden heart burns with passion for her husbando, Arthur. An avid Night Fall reader and a romantic at heart. She is close friends with the rest of her coven, and though the three may bicker a lot, there is no need to make up because they know they are always friends. Specializes in fantasizing, day dreaming, fan fic writing, and shipping.
      • 16. Sarah Bernhardt: With her long red hair and towering over her fellow students as the second tallest girl in the school, Sarah stands out in a crowd. She is laid back and friendly. She hates studying, especially in professor Occult class, but loves running. Is close friends with the rest of coven, but can be oddly competitive with Elfriende over the stupidest things, like the title of Spice Queen. Specializes in being able to get things off the top shelf.
      • 16. Chloé: A French witch. Chloé comes from a prestigious and famous line of witches and does well in her grades, so why does no one see that she is better then D Iana!? One of the few witches not to sing praise for the Cavendish prodigy. She holds a strong rivalry with Diana, though no one else would consider it that, not even Diana who is unaware that yet another witch is seeking to claim a rivalry with her. Is close friends with the rest of her coven, but sometime feels more like she is her friends' keeper, especially with how care free the two tend to be.
      • 17. Isabelle: A witch from England. Isabelle has been described as being like a mother and big sister rolled into one. A warm and caring individual who always seems to be trying to take care of others, especially Gaëlle. She is something of a magic language scholar and seeks to major in the field. Specializes in magical languages.
      • 17. Gaëlle: A witch from Germany. An unsociable and unfriendly student who spends all her time studying. While having practically perfect grades, Gaëlle is one who concerns herself with grades over actual talent. Specializes in the theory of magic and studying.
      • 17. Islay: (A student who unfortunately wasn't expanded upon. If she comes up though, her name (or at least this translation of it) suggests she may come from Scotland. I will probably play her as an adventurous type.)
      • 18. Dorotea: (A student who unfortunately wasn't expanded upon. If she comes up though, I will probably play her as a laid back type.)
      • 18. Irene: A witch from Italy. In the same height category as Constanze, Irene is one of the shortest girls in the school. She really tries to give it her all and is the type to keep pushing her self, even when it would be to her benefit to take a break.
      • 18. Eleanor: (A student who unfortunately wasn't expanded upon. If she comes up though, I will probably play her as a average type.)
      • 19. Nina: (A student who unfortunately wasn't expanded upon. If she comes up though, I will probably play her as a timid type.)
      • 19. Francine: (A student who unfortunately wasn't expanded upon. If she comes up though, I will probably play her as an unsociable studious type.)
      • 19. Verochka: As the tallest girl in school, Verochka towers over everyone else. She is a Magistema practitioner, a combat technique that blends martial arts and magic. While her confidence in her skills can seem over inflated, she is none the less skilled in the technique and hopes to one day join the MMMA (mixed magical martial arts). She is part of the Amanda fan club. Specializes in Magistema (in terms of game play, this basically means she is a witch who knows MMA and will probably favor body enhancing magic.)
      • 20. Wangari: A witch from Kenya. Wangari is head of the school paper, the LNNN (Luna Nova News Network). She is extremely energetic and chases down stories with utter enthusiasm. Definitely one to seek those attention garbing head lines and has a habit of embellishing a story. This extends to her live reports, which makes her more suited as a ring side announcer then an unbiased reporter. Specializes in telling you the news that matter, as it happens, in such detail that you swear that you attended such a historic event yourself!
      • 20. Joanna: SCOOP!. The photographer of the LNNN who uses an enchanted camera. Enthusiastic in her work, Joanna can be found constantly taking pictures for the off chance that a scoop erupts. While energetic, she is socially awkward and may have trouble dealing with people not through context of her lens. She tends to be oblivious to social norms and has no consideration for people's privacy, personal space, or preference. Specializes in photography.
      • 20. Kimberly: The writer for the LNNN. Kimberly tends to be quiet and always seems to have the same gloomy expression. If you can get her to talk though, you would find she is a bit weird. Speaking in a heavily cryptic way, Kimberly can make ordering breakfast sound like a prophecy for the end of days. Maybe that's why she writes for the LNNN. Specializes in writing.
      • 21. Alma: A witch from Austria. She and her coven is a tight knit group of friends, but they tend to be unfriendly to everyone else. Of the three Alma is probably the friendliest, but also tend to prattle on endlessly.
      • 21. Julietta: A witch from England. She and her coven is a tight knit group of friends, but they tend to be unfriendly to everyone else.
      • 21. Teresa: A witch from England. She and her coven is a tight knit group of friends, but they tend to be unfriendly to everyone else. Teresa comes from a very rich family and has a tendency to flaunt her wealth and status.
      • 22. Jeanne: The red head with the blue eyes, Jeanne is something of a knight LAR Per. She is friendly and cheerful girl who is enthusiastic about the ideas of knights, heroes, and their powerful equipment. For that end she has taken up enchanting and synthesis magic so she can turn her school uniform and wand into armor and a sword fit for a hero. She can be a bit zealous in this little hobby of hers and always seeks ways to better her equipment, despite the whole thing being against school rules. She and Shiki are close friends and take care of one another. Specializes in enchanting and synthesis magic, but uses that to create equipment that enhances her sub par combat skills into something resembling a mediocre knight.
      • 22. Shiki: A witch from Japan. A fairly laid back girl, but other wise has her act together better then most. She is definitely not a morning person though and can be an absolute zombie until lunch, usually needing Jeanne to be her keerper until she finally wakes up. She and Jeanne are close friends and she tries to keep the other girl out of trouble as best she can.
      • 22. Verde Shidariza: A girl with an impressive set of hair drills, as she should, as Verde seeks to be a magical hair stylist. A genki girl who loves styling hair. She is fairly friendly but can be inconsiderate may style someone else hair on a whim without permission. Specializes in magical hair styling, especially curling.
      • 23. Catherine:A prissy girl who can be a bit sheltered. Catherine is a girl who likes everything in order. The type who schedules out her entire future to the minute and counts the calories and nutrients of every meal she eats. A nice girl but she can be quite fussy. Gets along well with the rest of her coven.
      • 23. Lin-Lin: The short Chinese girl. Lin Lin can accurately summed up as an anime Chinese girl. Odango, check. Knows martial arts, check. Has a pet panda back at home, check. Overly confident and boisterous, check. She is claimed as coming from the mountains and is probably meant to come off like a country bumpkin as opposed to Shao Yi. Specializes in being overly Chinese, and Tai Chi.
      • 23. Zizi Delevingne: The short haired blonde. Zizi is the granddaughter of a really rich man, not that she cares much for that life. She would much rather just spend time hanging out with her pals then dealing with all that luxury crap. She is the type to make humorous observations and likes messing with Catherine, making her slightly mischievous.
      • Marianne "Mari": The ninja weeb. Marianne is a European girl who has made it her goal in life to become a ninja despite never actually having been to Japan. For this purpose, Marianne has taken to styling her self in a more Japanese manner, fashioning her magic to appear as ninjitsu, and even going by Mari since it sounds a bit more Japanese. Mari's training has really paid off and one would be forgiven if they actually assumed that Mari was a ninja with her skills. Even so, she's still a weeb and may give her self away by making a misconception about how Japanese life is actually like. She tends to be cool and aloof, just like a ninja should be, and its unclear what coven she actually belongs to. Specializes in being a ninja. (She functions basically as a ninja and all that entails, but accomplishes it all through magic.)
      • Balsa McVinegar: The red head with the messy hair and long nose. Among the students, Barsa probably looks the most like traditional witch, kind of like a certain teacher. Balsa is quite timid and is easily startled. She spends most her time alone and its not exactly clear what coven she is part of.

    • Luna Nova Maintenance Staff: Luna Nova is maintained by a host of magical creatures. They tend to be collectively refered to as faeries, much in the same way youkai is a blanket term for any unnatural creature in Japan. These creatures require magic to live and can only function within areas with magical fields like Luna Nova. Removing them from those magic fields put them in a deep sleep they can't wake from until magic is restored. They speak in their own incomprehensible language, but those who can speak to spirits like Lotte can understand them.
      • 12 Goblins: Once renowned for attacking humans, the modern world does not have enough magic for them to live freely and now they work for the school as the primary care takers. The most numerous of the bunch, they handle everything from cleaning to cooking and the like. They are also only group of care takers who have been shown to be able to learn human speech. In particular, a younger cook who is fan of the wild hunts, an older janitor who speaks in a respectful tone, and a friendly if clumsy goblin who currently holds the title of Laundry King.
      • 8 Sprites: Small winged faeries, their flight abilities allow them to reach those hard to reach areas.
      • 8 Puffballs: Furry little creatures, their bodies make for a natural sponge to clean.
      • 2 Kangaroo-Rabbits: A pair of groundskeepers.
      • 1 Ibis: A large intelligent bird, it concerns it self primarily with deliveries.
      • 1 Gnome: A gardner.
      • 1 Troll: One of the three big workers, they absolutely tower over a normal human being, easily being two to three times their height. While their massive size grants them the strength to match, they are far from the fearsome monsters of times past. They take care much of the heavy lifting, construction, maintenance, and such.
      • 1 Minotaur: One of the three big workers, they absolutely tower over a normal human being, easily being two to three times their height. While their massive size grants them the strength to match, they are far from the fearsome monsters of times past. They take care much of the heavy lifting, construction, maintenance, and such.
      • 1 Cyclops: One of the three big workers, they absolutely tower over a normal human being, easily being two to three times their height. While their massive size grants them the strength to match, they are far from the fearsome monsters of times past. They take care much of the heavy lifting, construction, maintenance, and such.

Edited by ImmortalNeet on Nov 16th 2020 at 3:38:39 AM

How do you kill that which has no life?
Meanken Since: May, 2013
#879: Jun 9th 2018 at 12:32:01 PM

Well I'm not going to give a full review as the sheet is in progress but random notes.

The object transformation is gonna need a hard look. Might need a "No weapons" restriction on it. I'm unfortunately not a fan of transforming sidearms into bananas or missiles into plushies.

I am tentatively willing to allow the brooms speed thing, but don't abuse it. I know you're generally ok with that but needs to be said.

I am willing to ignore the world altering wand with the understanding that this thing is never ever ever ever ever ever allowed to be unlocked and The Cure will likely laugh in her face if she asks for it.

I'm iffy on the Shiny Arc but willing to allow it. Less so with the even more powerful versions.

I don't think I can allow an insta sleep bat, that's gonna have to be nerfed (Refering to Lotte's thingy here)

Can't allow a petrifaction potion or anything with that sort of disabling effect, regardless of the lethality levels involved

Telekenesis, in addition to your stated limits, cannot be used on living people or other such characters outside of a dodgable/resistable Force Pull/Push style attack.

Er........flaming tornado might be a bit much at least in the sizes you state. Where normally I would say a size nerf is in order, the method this is used in makes that somewhat problmatic. I'm willing to hear suggestions but I don't think I can accept it as it is now.

I'm always cautious about airships. Once again I must stress, do not, and I repeat, do not abuse it or I'm gonna be very angry.

Same for the robot.

No Amnesia spell, that steps on the Mental Effects ban.

The magic cube thing, vulnerable to EM Ps, electricity, other such methods of screwing up electronics?

I, once again, am willing to allow the rod thing. As for the boss fight thing, we'll have to see. Not something I generally allow but it'll depend and possibly never even come up.

ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#880: Jun 19th 2018 at 4:00:59 PM

For the object transformation, we can clarify and expand "signature items" to more or less mean weapons used by characters, the exception maybe being if they are trying to pick up a weapon off the ground during combat. Plus the no currently wielding rule should protect alot of other characters from being screwed in combat. As for rockets, especially in video games, they tend to fit in a special category that basically says "dodge me". This grants a fun alternative to dealing with them, especially since the same maneuver otherwise would be attacking and blowing them up mid air, but that is not nearly as cute. As problematic as negating a form of attack is, there are alternatives. Hit scan weapons like ballistics or even arrows are too fast to be cast on, and I don't think there are any characters that rely solely on rockets for attacks as that would already put them at a disadvantage due to the limitations of that weapon. But even then, it simply becomes a contest of Akko's ability to cast the spell vs their ability to fire off rockets.

Cool.

Cool.

The Shiny Balista fits squarely into an awesome but impractical territory being a siege weapon. Sure its powerful, but trying to use it against another character is like trying to use a sledge hammer to kill a cockroach. If you hit, that's over kill, but all you are going to accomplish is tiring yourself out and wrecking your flooring in the process. But, I don't really need it, so if its out its out. I just liked the idea of magical girls using magical siege weapons.

Lotte's bat is more able to knock you out with out the character having to worry about their skull getting cracked. But for batteworld we can characterize it as basically attacking a chacter's stamina without actually causing physical damage. So the more/harder/where she hits, the sleepier the target gets until nap time. Though, look at the girl. If your butt is being handed to you in melee by Lotte, you kind of deserve to get knocked out.

Hmm, I kinda like the idea of petrification though due to its double edge tendency. What if we say a need to stay a full 10 sec within an effected area for it to take effect. That's a full 1/6th of a fighting game match and should give plenty of time for another character to react. On top of that we can reduce effected time to 5 min. Over all a small amount of time but an eternity in the middle of fight. If not, oh well.

There is already a limit on that in the Universal Spells senction.

The flaming tornado is probably seems more problematic then it really is. While a 20 foot height is tall, for most characters that sit under 6 feet, the top 14 feet don't effect them. Sure it makes it difficult to try to jump over the tornado (but then why would you try to?) or if you are flying low you can get hit, but neither of those cases seem game breaking. Now if something is 20 foot tall, the height adds alot more surface area to cause damage, but in that case, the one being hit is already 20 feet tall, so what's the problem there? The 10 foot width is more or less average for a spinning attack. You give say two feet or so for an outstretched arm and maybe a 3 foot sword (which is admittedly big in real life, but pretty average in fiction), and you already meet your 5 foot radius which gives the same 10 foot width. There is also the cone size of the tornado which gives a little leeway room, especially toward the ground.

Cool.

Cool.

I don't need it. I figured I would throw it in in case we can ease some story telling with it should it come up ("Um, Bond, you realize you are a spy right? Its kind of impossible for you to do your job if you already let everyone know your secret.")

EM Ps I want to say yes. As more modern technology, they probably won't all fry with an electric attack. On the other hand, there is nothing stopping someone from using an electric attack on them as they would any other type of attack.

Cool.

How do you kill that which has no life?
ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#881: Jul 3rd 2018 at 3:32:34 PM

So, done. Did add a bit to Jasminka where apparently she can turn into a monster. Its apparently in the manga. The creator did seem to mention it before, but it was widely thought to be a joke until it was made cannon. That's why you have all the other unconfirmed lore added in back stories, just in case. There is also the previous post addressing some of your balance notes. So let me know what needs to be done.

How do you kill that which has no life?
Meanken Since: May, 2013
#882: Jul 3rd 2018 at 3:38:48 PM

Righto. Unfortunately, I am currently not able to review the sheet, some things have come up I need to deal with, but I will give it an actual, full review on Thursday.

Meanken Since: May, 2013
#883: Jul 5th 2018 at 2:53:24 PM

Ok. Going to start by addressing the remaining things in your last reply to me, and then I'll address anything else I note.

Object Transformation-After consideration, this is fine as it is.

Shiny Balista-Sorry, gonna have to remove it.

Lotte Bat-Ok, that is fine.

Petrification-Ok. I will allow it with those limitations. Don't go abusing it.

Flame Tornado-Ok. After deep consideration, I will allow this with a VERY heavy "Do not abuse". Paticularly in congested populated areas, my fear is this move could end up setting whole blocks on fire. Don't let me see that happen unless you agree with the other player in advance.

EMP thing-Alright, all good then.

Ok. So, having rechecked the sheet and found nothing else to concern me, you are accepted. I'll slot you in tommorow when I post. Also, need to know where you'd like to be on our map. You can have the old slot of Santa Destroy if you'd like, that is going to be removed, I just have not gotten to it yet.

ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#884: Jul 5th 2018 at 4:42:34 PM

Hmm, do want to make sure I border area 11. Kind of apprehensive about sharing one with Outworld, Zi-Jin Cheng, and Castlevania though as Luna Nova isn't exactly the take all comers like Santa Destroy was. Not sure I want to be lobbed in a corner like Hope Peak either though. Yeah, We can use Santa Destroy's spot unless I can come up with somewhere better.

How do you kill that which has no life?
Meanken Since: May, 2013
#885: Jul 5th 2018 at 4:45:21 PM

Sounds good. Pop into the discord if you have time, people have been missing you, sure they've love to talk to ya about the chunk and all.

tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#886: Jul 5th 2018 at 7:01:44 PM

Just in time for me to resign on with the Wizards too. I'm super hype for having both of our groups in the same game at once, there's so much potential there. Get in the chat already! XD

Also I too know the headache that is trying to sign up with a group of characters who sometimes have 'it's magic' as an excuse to use in a broad power base, trust me. tongue

Edited by tvtropesnoob on Jul 5th 2018 at 7:03:33 AM

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
Emperor_Ing The Senate from Lunar Area 32 Since: Jun, 2018 Relationship Status: Crazy Cat Lady
The Senate
#887: Jul 9th 2018 at 6:44:16 PM

Assuming signups are still going...

Main Character: Emperor Ing

Age: Approx. 50

Appearance: A strange-looking crowned beast; see image for more.

Personality: Regal and tyrannical. He punishes failure greatly and will not tolerate it. He is incredibly aggressive towards light-based entities and believes dark ones should serve him. He obeys only Phaaze itself.

Powers: Can generate beams of light, forcibly possess other beings, and commands the entire legion of Ing.

Equipment: None. All weapons are natural.

Backstory: Created upon the impact of a Leviathan with Aether. It has waged war on the native Luminoth and created the Ing Horde to help it with this.

Support

Name: Quadraxis

Age: 93; the Ing controlling it is 45.

Appearance: The sinister sentinel of Sanctuary.

Personality: A paranoid, violent robot. It sees all that are not Ing as potential threats. Should one attempt to climb it, it will attack. Should one do anything that could be interpreted as aggressive, Quadraxis can and will attempt to destroy the one performing said action.

Powers: Can create shockwaves and tornadoes, summon smaller versions of itself as backup, and fire beams of pure light from its eyes.

Equipment: The Light Of Aether, located in its head. It grants this Ing superior firepower and is a symbol of rank and power.

Backstory: Quadraxis was a Luminoth object before being possessed by the Ing Horde and stealing the Light Of Aether from the fortress it once guarded. It serves directly under Emperor Ing.

Support 2

Name: Chykka

Age: 49.2 (Unlike Quadraxis, it is an Ing and not a creature possessed by one).

Appearance: A deadly, demonic dragonfly.

Personality: Chykka is pretty much the opposite of Quadraxis; short of attempted murder or the theft of its Light, Chykka will not even try to harm other beings. In fact, she has been known to hold polite conversations even during a battle, and doesn’t seek revenge unless the target still has the Light Of Aether.

Powers: Summoning smaller versions of herself, high-speed ramming attacks, immunity to poison, creation of Dark Water (a form of corrosive liquid).

Equipment: The Light Of Aether, held in her tail compartment.

Backstory: Chykka was created by Emperor Ing as the Emperor’s direct servant. She guards the Light Of Aether taken from Torvus.

Support 3

Name: Amorbis, Amorbis, and Amorbis.

Age: 49.2, 49.205, 49.207.

Appearance: A trio of terrible tunnelers.

Personality: The three Amorbis are generally similar in personality, though they often argue over who’s doing what and who’s going to attack first. They are all incredibly subservient, and enforce the will of Emperor Ing with more force than is probably required. Defiance of their ruler’s will is as bad as an actual crime to the Amorbis. They attack when shot at, stabbed, or the Emperor Ing is defied.

Powers: A combined laser attack, tunneling through the ground, spontaneous generation of head armor.

Equipment: The Light Of Aether, held in the sphere they guard.

Backstory: Amorbis, similarly to Chykka, was created to guard the Light Of Aether taken from Agon. They are the Emperor’s direct servants and,if need be, his guards.

Others:

Several of these and these. The first group have diminished versions of the Emperor’s power and no command over anything except for direct possession. The second can phase through solid matter and attack with tentacles.

Chunk

Name: Aether

Locations: A massive temple, a desolate desert, a watery, overgrown bog with a water filtering facility below it, and a technological fortress. Emperor Ing lives in the dark version of the temple.

Specialties: It is split into two worlds: a Light and Dark. The Dark is where the Ing live. The light is the realm of the Luminoth. The different worlds are accessible through portals; the Ing can create a portal anywhere. The air of the Dark is toxic to all but Phazon entities such as the Ing and Dark Samus. Should one arrive on Aether, they will start in the Light World. Should all fragments of the Light Of Aether be taken from one world, it will cease to exist. The Light World has only one fragment left, which the Ing keep in the Light to access the rest of the world.

Population: Fifty Luminoth remain, all of which are in stasis. Of the Ing, there are about 500, all of which were directly created by the Emperor. They require a host if they are to go to the Light World, and a large amount of Phazon the Emperor generates, but nothing else. The Emperor, Chykka, Amorbis, and Quadraxis do not need hosts.

Edited by Emperor_Ing on Jul 9th 2018 at 10:42:17 AM

How unfortunate that you are attempting to deceive me.
Meanken Since: May, 2013
#888: Jul 9th 2018 at 8:29:24 PM

Ok, so let me be frank. I walked in here ready to be very annoyed and flatly tell you "no" because I thought this was going to be a copy/paste of that signup you had in AGOG a day or two ago. But I can see it is not. So let me take the time to explain my issue, which isen't the signup itself (Has some problematic elements but I could probably iron those out).

This game can be very demanding, and posts here often get very, very long. I can clearly see, both from your signup and a check of your posting history that you are new to these kinds of R Ps. And this is not a game I would recommend as your first RP, not with a chunk signup.

Let me give a pointer or two here. The kind of character you're trying to use is not one that really works in R Ps. Your standard "Destroy the world/galaxy/universe" type villain does not open itself up to a lot of meaningful interactions in games, and attempting to signup as a character who is anywhere near that kind of powerlevel sets off nothing but red flags in any experened R Per's head.

I would advise that you pick a different character the next time you try to signup for one of these games, one considerably less powerful then your current one, and one that has an actual personality beyond "Is evil and wants to destroy things". If in doubt, look at what characters have been accepted and ask yourself "Could my character easily defeat a majority of these characters without serious effort?" If so, you probably want to rethink your choice.

Darkomega245 Since: May, 2012
#889: Aug 30th 2018 at 11:45:12 AM

AHHHHHHHHHHHHHHHHHHHHHH, AFTER TEN THOUSAND YEARS IM FREE. ITS TIME TIME TO CONQUER BATTLEWORLD.

Yeah. Im back for reals.


  • Main Character
  • Name: Strelok
  • Age: 33 Years old.
  • Appearance: Without his SEVA suit screen helmet and with his screen helmet equipped
  • Personality: A man who is trying to remember who he is, Strelok memories are slowly coming back. He often is stoic and calm, though he can be sarcastic. He often prefers to keep quiet but will speak when its necesarry. He will often help fellow stalkers in need and aid others. His experience of the Zone make him somewhat paranoic of dangers and threats nearby.
  • Powers:None.
  • Equipment:
    • SEVA Suit: Created by one of Kiev's defence research institutes, the SEVA suit represents the pinnacle of personal protection technology available for neutral stalkers. Combining a lightweight bulletproof vest, closed cycle breathing system, and an integrated anomalous field suppression device, the SEVA suit will allow a stalker to last more than just a few days in the Zone. Stalkers usually use it to protect themselves from anomalous areas.
    • Walker P 9 M: An excellent Western pistol known for its reliability, high capacity magazine and good accuracy, as well as being among the most ergonomic handguns in its class. One of the most widely used pistols in the Zone, both among professionals and rookies who can afford it.
    • AK-74: This weapon, designed in 1974, signaled the adoption of small caliber and low impulse rounds by Warsaw Pact countries. A descendant of the most popular assault rifle in the world, the AKM-74/2 has an even bigger muzzle brake, resulting in a reduction of what was already manageable recoil. This facilitates better accuracy and groupings, especially when fired in fast single shots or bursts. As before, the rifle is very simple and reliable.
  • Backstory: One of the most experienced and capable stalkers in the Zone, Strelok and his associates are some of the few people that managed to reach the Chernobyl Nuclear Power Plant and live to tell the tale. During one of his attempts to reach the center of the Zone, Strelok was hit by a blowout and was turned into an unwitting agent of the C-conciousness, his memory wiped excluding from his knowledge of the Zone. Having survived the crash of a Death truck, Strelok was rescued by an anonymous stalker and Sidorovich. With little memory left, Strelok, dubbed as the Marked One as a reference to his S.T.A.L.K.E.R. tattoo, is only left with a PDA entry reading "Kill Strelok". With no other choice, the Marked One, unaware of his true identity, begins to search for Strelok within the Zone. The Marked One follows the information from contact to contact, tracing Strelok's past movements and learning more about his supposed assassination target; the more he learns about him, the more he recovers scattered memories. Eventually, he found one of his friends of the group, Doctor, who reminded him who he is and the truth of the center of the Zone...but just as that happened, he and the Zone were taken to the Battleworld.
  • Supporting Cast
  • Name: Major Alexander Degtyarev
  • Age: 30
  • Appearance: Here. Full body armor
  • Personality: Despite being a member of the Military, he seems to be one of the very few members of the Ukranian Military to not fall into the clutches of corruption that has plagued the other officers and soldiers within the military. He is polite, calm and affable with the people he meets and doesn't abuse his position of power and treats his men with respect. While he prefers solving things peacefully instead of preferring to shoot first and ask questions later, he is not afraid of fighting when its necessary. He treats Stalkers with respect, something that is barely even seen from the members of the Ukranian Military in the Zone.
  • Powers: None.
  • Equipment:
    • SKAT-9M Military armored suit: This Skat-9M bulletproof military suit is designed for assault operations in areas of anomalous activity. It includes a PSZ-12p heavy military bulletproof suit, an integrated compensation suit and a Sphere-12M helmet. It provides perfect protection from bullets and splinters and it doesn't decrease the soldier's mobility. It has a balanced system of anomaly protection.
    • AN-94:A modern assault rifle developed as a replacement for the ageing AK-74 . The main difference is its high speed 2-round burst firing mode, which allows two bullets to be fired at exactly the same spot on a target up to 100 meters away. This significantly increases the likelihood of hitting the target in comparison to the 1 round firing mode, which considerably improves kill potential, stopping power and armor piercing capability.
    • Beretta 92:enjoy the reputation of a relatively reliable, albeit somewhat cumbersome weapon, around the world. In service with armed forces and police across the ocean, as well as various military and law enforcement organizations worldwide. The pistol is equally popular with members of the underworld, thanks to its powerful round and magazine capacity.
  • Backstory: An agent for the Security Service of Ukraine, he served some misions as a undercover stalker in the Zone, giving him an good amount of experience and knowledge of the Zone. He was stationed in the Cordon Military outpost right as the Zone was taken to the Battleworld.
  • Name: Professor Kruglov
  • Age: Unknown, possibly 32
  • Appearance:Here.
  • Personality: Kruglov is a man who enjoys studying and researching the Zone, feeling like its his passion and that great things could happen to the world if they keep researching the secrets of the Zone. Though he considers himself a third-rate fighter and he does not have much combat experience, he surprisingly can keep his cool in the field of combat and is actually decent with guns, something that surprised Strelok. He is polite and kind, and he would gladly help other friends in need.
  • Powers: None
  • Equipment:
    • SSP-99M Suit:High quality modified SSP-99 suit. It provides increased body protection from bullet and splinter damage. It is designed for the guards working with scientific expeditions. It provides good protection from radiation and biological anomalies. It is resistant to chemically aggressive environments and other effects dangerous to the body.
    • Walker P 9 M: An excellent Western pistol known for its reliability, high capacity magazine and good accuracy, as well as being among the most ergonomic handguns in its class. One of the most widely used pistols in the Zone, both among professionals and rookies who can afford it.
    • Enfield L 85 A 1:This rifle's considerable number of drawbacks caused most of these weapons to be modernized, with the retired stock making its way to the Zone via the black market. The rifle's main advantages are its built-in 4x scope, high single-shot accuracy and reliable upgrade technology. When the weapon is fired in bursts, its accuracy decreases significantly and the rifle's basic internal mechanisms become somewhat unreliable.
  • Backstory: Possessing a doctorate in biology, the Professor's main area of interest is new species of mutant animals. He finds and studies them, their behaviour and physiology. His study results are sent to researchers outside the Zone. He is friends with Strelok thanks to the Stalker saving his life from a group of mercenaries wanting to kill him and take some secret research he had. He was investigating the research with another Professor right until the Zone was taken to the Battleworld.
  • Name: Charon/Scar
  • Age: 55
  • Appearance:Here. without his. helmet
  • Personality: A brutal, fanatical believer of the Wish Granter, Charon believes in that the Zone and its children (The Mutants) should not be tresspassed by the non-believers and that they deserved a slow, painful death from them if they dare enter the Zone. There are still shreds that Scar is somewhere in there, espite speaking in a monotone voice he sometimes shows a dry sense of humor and is sarcastic to his enemies.
  • Powers:
    • Superhuman: Charon has an unusual affinity with the Zone as he is not only able to survive blowouts, emissions energize his nervous system, giving him extraordinary reflexes and strength, being able to move and react faster, is physically stronger and durable than a normal human. Though he is able to survive blowouts in the Zone, expect him to be knocked out for some hours after it ends.
  • Equipment:
    • Exoskeleton: This armour is the product of advanced military research, initially meant for use by the Ukrainian Military for hazardous missions into the Zone. Due to the sheer cost of a single unit, however, as well as the numerous technical problems and design flaws, the Exoskeleton never reached mass production, but limited numbers continue to be manufactured in underground factories and make their way into the Zone. They were however not designed for the Zone, nor the Zone's hazards, rendering it a less reliable type of protection against anomalies and radiation. The Exoskeleton boasts the best bulletproof protection of any armour in the Zone, as well as the most protection from explosives. The exoskeleton itself is a battery-powered external frame with synthetic muscle fibers and servomotors, this greatly increases the wearer physical strenght, this, combined with Charons superhuman strenght, makes him a dangerous threat in close combat.
    • VSS Vintorez: A special military sniper rifle purpose-built for silent, flashless sniping during special operations where early detection of the shooter may be critical. The Vintar BC provides high armor-piercing capability and stopping power, as well as being equipped with an integrated sniper and optical scope. Highly rated by many stalkers despite its small magazine.
    • SPAS-12: This special purpose smoothbore automatic shotgun was designed in the second half of the 20th century and comes with pump-action and self-cocking firing modes. Used as an all-purpose weapon by the police and assault troops. Notable for its reliability and tactical flexibility. Despite its large weight, complex mechanism and considerable cost it is in demand in the Zone due to its effectiveness against mutants.
  • Backstory: A former mercenary who was brainwashed by the Monolith when he, along with the Clear Sky faction, was attempting to stop Strelok to enter the center of the zone, now turned into the commander of the Monolith forces. There are still shreds of the former man he once was, but its so buried inside by the brainwashing that it seems that it will never come out. With the fact the Zone was taken to the Battleworld, who knows what he and his Monolith soldiers will do when they realize the Zone is surrounded by infidels and non-believers.
  • Chunk
  • Name of the World: The Zone of Alienation
  • Description: The Zone of Alienation, or simply "The Zone," is the 60 km wide area of exclusion that was set up around the Chernobyl NPP following the 1986 disaster and extended by the second Chernobyl disaster in 2006. The Zone of Alienation stretches between the borders of Ukraine and Belarus, and is kept protected by the Ukrainian authorities. Due to the radical decrease in human presence and activity, wildlife has flourished in the Zone and the area is often described as having been "reclaimed by nature". Following the 2006 disaster, animals and plants have been grotesquely mutated and deadly anomalies abound.
Supposedly, the area is kept under lockdown by the military. However, the prospect of lucrative looting and treasure hunting has led a large number of opportunists known as Stalkers to jump fence into The Zone itself. These people are either operating for themselves, or in factions. Among the more notable groups are Duty, Freedom, Bandits, Monolith and the Ecologists. Research is constantly ongoing to find out the nature and origin of The Zone, as well as a means to counter it. There are many different beliefs concerning the truth of, and reasonable response to, The Zone. For example, Duty members are attempting to "fight the Zone" while Freedom believes that the entire area is a gift to mankind and should be shared equally by all of humanity.
  • Contents/Locations:
    • The Cordon: It's the outermost edge of the Zone, guarded by the Military and therefore quieter than most other areas. Stalkers often refer to the Cordon as the Zone's antechamber. Most rookies stay at the Rookie village north of the actual military cordon outpost until they have enough gear and experience to head deeper into the Zone. Bandits are sometimes often seen, trying to take advantage of unexperienced rookie Stalkers to rob them and kill them.

    • The Garbage: Described as a "vast machinery graveyard", the Garbage was in fact the main dumping ground for ruined machines and vehicles, as well as irradiated junk from after the 1986 disaster. Because of this, the area is dominated by huge, heavily irradiated piles of discarded objects among which useful items or the occasional artifact can be found. Loners and Bandits are always trying to lay claim to the best loot, most often leading to fighting and bloodshed. Notable sites within the Garbage area include an old train hangar, a fenced-in scrapyard, and a ruined office building.

    • Agropom Research Institute: A large, abandoned compound, the Agroprom is an empty shell, most of its equipment either looted or destroyed. However, its reinforced walls and general good shape of its structures make it a prime candidate for a forward military outpost in the Zone. The Institute is also known for its vast network of underground tunnels and facilities, filled with anomalies and lost archives. The combination of military presence, unresolved mysteries and anomalies make it somewhat of a legend among stalkers.

    • The Dark Valley: Always gloomy, always misty and always rainy. Stalkers venturing into the Dark Valley are likely to find valuable artifacts, instant death, or both. A place frequented by some of the most experienced old-timers, this dark, forbidding place, filled with rusting wrecks and crumbling buildings was once a major agricultural research area. In addition to a farmstead and a factory, this place houses the Lab X-18, a secret laboratory located underneath the Dark Valley that conducted multiple experiments and which many mutants inhabit it. Later, Stalkers began venturing into the laboratory for any treasures that may remain there. Few survived, many died from shock or were killed by the anomalies or the beasts inside there. This place is also a base for a group of bandits, who, if you have the money, can make business with you...or have some Cheeki Breeki Iv damke fun.

    • Rostok: Mainly it is an urban/industrial area located north of the Garbage, east of the Wild Territory and south of the Army Warehouses. It is notable for housing the 100 Rads Bar, the Duty headquarters and the Arena. Due to the heavy presence of Duty personnel, the Rostok area is almost completely secure with only a small pack of dogs threatening the peace and quiet. Experienced stalkers often spend time in Rostok, drinking at the bar or betting on fights in the arena.

    • Wild Territory:The Wild Territory used to be the site of a rather large manufacturing plant, currently in ruins. Many Stalkers met their death there, as the place is swarming with all sorts of monsters. The beasts are literally streaming over there from the entire Zone. It is said that something of great importance is hidden at this site, so there are always plenty of daredevils willing to try their luck. Many Mercenaries are often found in this place, trying to take advantage of the Ecologists.

    • Yantar: The legendary lake in the sector of the same name dried up a long time ago, leaving a shallow swamp in its place. The place is morbid and sodden with death. Great danger signs await any adventurous soul foolish enough to get near it. Anyone who dares to go too far goes insane. Zombified Stalkers and Snorks roam in the marshes waiting to attack victims. This place is the headquarters of the Ecologists. Their bunker was air-dropped into the swamp under heavy protection of the Ukrainian military and they began studying the Zone and its inhabitants.

    • Army Warehouses: A deserted army base next to a dilapidated hamlet and a small marsh. The village is an eerie place literally swarming with mutants - the bloodsuckers alone are legion. Stalkers do their best to keep away from it, even if it means going extra kilometers around it. The anarchists from the Freedom faction have settled down in the army base and made it their headquarters, as well as picking up the duty to maintain and defend the Barrier. The Barrier is a strategic outpost in the Army Warehouses that acts as the zone's main line of defense against the Monolith. The outpost is built at the mouth of the canyon that leads into the Red Forest and is the most direct route to Chernobyl NPP. It acts as a funnel for constantly attacking Monolith and mutants.

    • The Red Forest: The Red Forest is a woodlands area north of the Army Warehouses. It got its nickname from the 1986 Chernobyl disaster which killed all the trees and turned their needles a bright red colour. The Red Forest is dominated by the Monolith faction which has set up outposts on most of the road to the Brain Scorcher. The forest area is occupied by snorks, psy dogs, Zombified Stalkers, blind dogs and bloodsuckers.
    • Pripyat: The ghost town of Chernobyl and the main headquarters of the Monolith forces. It is the main road to the Chernobyl NPP, but if someone were to disable the Brain Scorcher, it is expected to expect heavy resistance from the Monolith faction, mutants and a large amounts of anomalies in there.

    • The Chernobyl Nuclear Power Plant :The site of the world-famous nuclear power plant. This is the heart of the Zone. Many Monolith stalkers will do everything they can to stop any intruder from reaching their god, the Wish Granter, which is located in the sarcophagus and will grant the wish of any Stalker who reaches it...but in reality, however, it is much more sinister. The Wish Granter is an illusion created by the C-Consciousness to protect its secret. The wish itself is an illusion or a violent trick, usually ending with the death of the wisher or them suffering a horrible fate. The C-Consciousness are a group of scientist who are currently in pods inside the NPP, controlling the anomalies and mutants in the Zone and attempting to make sure they don't go breach the outside world. One with enough effort and breaching multiple defenses and many Monolith Stalkers defending them can find them.

  • Specialties:
    • Radiation:It can be found all over the Zone thanks to the Chernobyl nuclear disaster of 1986. In the outside areas, radiation tends to be dominant in wide, open spaces and on piles of scrap. For this reason, many stalkers wear gear that protects them from radiation.
    • Anomalies:After the second Chernobyl disaster, the Zone was littered with spots where the laws of nature and physics had been corrupted. These small oddities are called anomalies. They are hazardous, often deadly, towards human beings and other creatures. Most anomalies produce visible air or light distortions, so their extent can be determined by throwing anything that is made of metal, like bolts, to trigger them. There are multiple type of anomalies, for example there are gravity based anomalies like the Springboard anomaly, which emits a powerful shockwave to any living being that approaches its radius, fire base anomalies like the burner, which shoots out a tall pillar of flame in the air, burning everything in its vicinity. While these dangerous elements of anomalies are something that would make anomalies something to avoid at all costs, we shall see something that makes them desirable for all stalkers.
    • Artifacts: Artifacts are items that have been changed by the conditions in the Zone. Most artifacts have strange and useful characteristics. For example, when kept close to the body, some artifacts create a protective field that increases its user's resilience to damage. Others may increase the user's stamina or protect against fire. Others may increase the rate their user heals faster than a normal person. Others emit a field that increase the users resistace to bullets. Artifacts are also valuable scientific study material and outside corporations would pay a hefty price to obtain one of these artifacts from the zone. Artifacts are formed from anomalies, meaning that many stalkers often go to anomalies to go artifact hunting.
    • Blowouts: An emission or blowout is a sudden and powerful release of excess noosphere energy from the center of the Zone. When the C-Consciousness learned how to control the energy of the noosphere, with control came a price - the energy was so immense that they had to periodically release the excess, lest they be overwhelmed by it. Such a release became known to the inhabitants of the Zone as a blowout or emission. noosphere energy floats from the center of the Zone to the outskirts in a circular pattern, affecting the minds and bodies of the living. Any living being currently in the Zone must go to cover immediately before the blowout happens, otherwise a slow and painful death should be expected. Blowouts can only happen once a day for and it can only happen in the Zone for balance reasons.

  • Population: The human population consists of Stalkers, a term for any person illegally residing in The Zone. The total of Humans in the zone are of 1000. There are multiple faction of Stalkers in the Zone, each with thieir different ideology.
    • Loners: Loners represent the stalkers who haven't joined any faction and operate in the Zone by themselves and the most common Stalker one will find in the zone. Their main rival faction are Bandits, who have a history of preying on stalkers to extort them.
    • Bandits: AH NUUU CHEEKI BREEKI IV DAMKE. Ahem. Being serious now, Bandits are a group of mostly ex-criminals who came in the Zone either to escape a crime, trade weapons or make money. Bandits are ruthless and generally hostile to anyone not in their gang. Although the Zone gangs frequently fight among themselves, the criminal element still poses a serious problem for normal stalkers.
    • Ukranian Military:The Ukrainian government maintains the Zone's perimeter with internal troops from the State Security Service. The internal troops are tasked with providing and maintaining security along the borders of the Zone, in order to prevent unauthorized incursions by stalkers, and by extension, distribution of artifacts to the outside world without government supervision. They are in practice however, one of the most corrupt groups operating within the Zone; security personnel frequently shoot at stalkers for sport, engage in extortion, and accept bribes in exchange for ignoring smuggling operations.
    • Freedom: Freedom is a clan of stalkers who fight for free access to the Zone, and their views are somewhat libertarian, believing nobody can own the Zone and seeing it both as a scientific marvel and as a free life inside the Zone's borders. Because of their ideals they constantly find themselves in conflict with the Military and their long time nemesis, Duty. They view Duty as no more than a clan of jarheads who see nothing, hear nothing, and only know how to pull a trigger, as instead of finding a way to co-exist with the Zone, they attempt to destroy it, whereby the Zone retaliates with mutant attacks, anomalies, radiation hazards and blowouts. In contrast to the regimented, highly disciplined atmosphere of Duty, the members of Freedom have a much more relaxed, informal attitude. They appear to have a more casual command structure, often referring to each other as "bro", with a number of members shown making regular recreational use of alcohol and marijuana.
    • Duty: a paramilitary clan of stalkers operating in the Zone with members living according to a code. They, along with Freedom, are also one of the most powerful stalker clans in the Zone. were originally Ukrainian Military troops and Special Forces units sent into the Zone and left to die there after being nearly killed by the Zone's mutants and anomalies. Other members are ordinary stalkers who have seen enough of the Zone's horrors, and have decided to do something about it. Duty sees the Zone as an ulcer in the world that must be purged at all costs, as they believe that if left unchecked, mutants will soon break out of the Zone and attack the outside world. They achieve this by killing all of the Zone's manifestations, namely Mutants, in the process bringing them into conflict with factions such as Freedom, who believe the Zone is something beneficial. Duty also fights against other factions such as the Bandits, who extort Stalkers for personal gain. With superior equipment and fervently dedicated members, they fully intend to achieve their goal.
    • Ecologists: The Ecologists are government-funded researchers operating into the Zone. Operating under orders from the Ukrainian government, the Ecologists are a group focusing on researching the Zone, in order to properly harness its potential for the good of mankind. Their base of operations is a sturdy bunker at Lake Yantar, filled with scientific apparatuses and a steady supply of weapons and ammunition. The Ukranian Military are under orders to aid them and protect them in their studies, but many stalkers, either Loners, Mercenaries, Freedom, or Duty aid them in their work and researches, rewarded in turn for this.
    • Mercenaries:A group of private military contractors operating within the Zone, though their exact base of operations and their client(s) are kept highly secret. Having seen combat outside of the Zone, the mercs are capable of dealing with virtually any kind of armed resistance using careful tactics, military precision, and excellent equipment. However, their only drawback is that they lack the extensive knowledge of the Zone that many Stalkers have. Mercenaries often charge their clients large amounts of money or anything of the same value (artifacts for example). They are usually hired by wealthy and powerful corporations to retrieve artifacts and other unique objects in the Zone. Because mercenaries have no established code of ethics to abide to, each mercenary group's sense of morality could be quite different from another. Thus, mercenary groups are ultimately unpredictable as there are those who are civilized enough to negotiate and reach a mutual understanding while there are also those who will simply kill anyone that gets in their way or witness their brutality, it is this bit of unpredictability than has earned all mercenaries the distrust of most stalkers as they fear that they might get a bullet in the head than a mutual understanding when talking to mercenaries.
    • Monolith: A religious cult that is hostile to all but their own, the Monolithians believe in the power of the Wish Granter, rumored to be an alien artifact hidden in the center of the Zone. Members of this faction devote their lives to protecting the secret of the Great Crystal, ensuring that no one ever reaches the center of the Zone. the Monolith faction is considered to be the most powerful faction in the Zone by far, easily as numerous as the armies of Duty and Freedom, with advanced technology that not even the Military possesses. Their army is large enough to be military theater sized as they regularly launch raids from the center of the Zone, attacking the Freedom Barrier with forces consisting of occasionally 20 men, a relatively expensive strategy in the sparsely populated Zone. A typical Monolithian is a former stalker brainwashed by one of the psychic emitters throughout the Zone (namely the Brain Scorcher) into serving the will of the C-Consciousness, unflinchingly loyal and ready to sacrifice himself at a moment's notice. This extreme loyalty is achieved by creating intense religious fanaticism in the mind of the stalker, directed towards the Monolith.
  • Mutants:Mutants are animals or humans who have been warped by the Zone, changing both their physical appearance and behavior, usually making them more aggressive. The Mutant population of the Zone is estimated to be 800. There are different kind of mutants in the zone:
    • Rodent: The Rodent is a quadrupedal animal reaching up to 40cm at the shoulder. They have large claws that can scratch big marks into Stalkers. Having frail and bony bodies, any weapon will do in disposing of them. Almost all hair has fallen out and only tightly wrapped skin can be seen. Rodents are more mobile, aggressive, and ravenous than the normal desert animal. They live mainly in basements and destroyed buildings while feeding on everything they can get their teeth in, from plants to careless stalkers.
    • Blind dogs: Several generations of the dog species have lived and died since the catastrophe. Each was more affected by the Zone than the previous one. Rapid mutation lead to a vast improvement in previously peripheral abilities, frequently at the expense of primary ones. The most notable biological change was the loss of sight, paired with an uncanny development of smell. As it turned out, blind pups survived in the Zone as well as normal ones, if not better. As a result, the common dog quickly became extinct in the Zone, giving way to a new breed that of blind dogs. The animals instinctively identify and avoid anomalies, radiation, and other invisible dangers that plague the Zone. Like their wild ancestors, the wolves, blind dogs hunt in packs. An encounter with a large group of these animals can be dangerous even to an experienced and well-armed stalker.
    • Boar: A large animal which can reach 1.5 meters at the shoulder. The boar's ability to survive and aggression surpassess all of its relatives living outside the area, and resembles that of most mutants. While less touched by mutation physically, as compared to other mutants, the Boars of the Zone have developed serious taste for human flesh, and far-superior intelligence.
    • Flesh: A horribly mutated pig, Like many other living creatures, domestic pigs in The Zone underwent serious mutations following the second Chernobyl disaster, affecting genes responsible for their metabolism. This eventually caused the animal's phenotype to change significantly.
    • Pseudodog:Pseudodogs are a relatively common type of mutant descended from wolf, bear, and human DNA strains, while only resembling dogs visually. Unlike their relative the Blind dog, which is clearly a side effect of random mutations, Pseudodogs are thought to possess experimental breeding history, with their possible origins tracking back to way before the second disaster. Pseudodogs are often seen together with Blind dogs, though the former are faster, stronger, and more aggressive than their blind relatives. Pseudodogs are viciously territorial and will not hesitate to attack intruders. They fight by lunging at a victim and then use their teeth to wound and incapacitate. In addition, they can throw their victim several meters into the air. A pseudodog is a serious threat, even to a well-armed Stalker.
    • Snork: The Snork is a horrifically mutated human soldier or Stalker, still wearing tattered remains of his uniform, boots and a GP-4 gas mask with cracked eyepieces, and a flailing hose. Exposure to radiation and anomalies in the wake of the second Chernobyl disaster has destroyed the human mind, leaving a feral, vicious beast psyche and a twisted body in its place, creating a dangerous predator. On the downside, the snork has poor eyesight (his field of vision is obstructed by the gas mask, and is hindered even more by the cracked lenses), but a brilliant sense of smell (his nose is the filter hose for the gas mask), which it uses to locate its prey. When not attacking, it slowly crawls on all fours across the ground, its spine unable to support its weight when standing upright However, when attacking, it is surprisingly fast, thanks to mutated tendons in its feet. A snork can make long leaps to reach its target, and attack them with an incredibly fast series of kicks with their army boot-clad feet.
    • Bloodsucker: The Bloodsucker is a semi-legendary creature, often used by Stalkers as a symbol of both the dangers and corruption of the Zone. This status has been achieved thanks to the species relative rarity, as well as the fact that few humans who encounter Bloodsuckers survive to tell of it. Perhaps the most peculiar thing about Bloodsuckers is their optic camouflage, which allows them to temporarily become almost invisible to the naked eye. However, Bloodsuckers are at their weakest when cloaked. Bloodsuckers will often engage their camouflage upon discovering prey, and then become visible again when they are close enough to attack. Bloodsuckers will usually bite into the corpse to drain it of blood, which is what gave them their name.
    • Controller: The secret service's genetic experiments on criminals generated a new type of mutant. A rare mutant seen near to the center of the Zone, it bears a superficial resemblance to a humanoid with a disproportionately large head. Despite their appearance, they are highly intelligent and use psychic abilities. The Controller's main ability is to launch a psychic bolt that deals high telepathy/psionic-based damage to a person from a great distance. In addition, Controllers seem to generate a small psy-field that affects the mind of a person to aim and causes anyone close by to slowly lose their mind.
    • Burer: Burers are stocky, almost dwarf-like monsters that tend to stick to underground sections, avoiding light at all costs. They can use telekinesis to throw objects to any target, can project a shield in front of it to protect it from projectiles like bullets, and even pull weapons out of a persons hand. They are durable and a threat to even experienced stalkers.
    • Chimera:Chimera is a hairless cat/dog-like creature, close to the size of an adult lion, with two heads and a broad tail. Chimeras are extremely strong and they're able to turn a car over alone. They are the most deadly mutant encountered, jumping incredible distances and doing extreme damage. Though physically weaker than the Pseudogiant, the Chimera is considered deadlier due to its extremely fast speeds and aggressiveness.
    • Pseudogiant:One of the rarest and most fearsome mutants, it has developed incredible strength, inhuman resilience, and a grotesque form which heavily deviates from human-based mutations. Pseudogiants are incredibly tough enemies which can withstand large amounts of damage before being killed, and are very dangerous to unprepared stalkers due to their ability to deal a large amount of damage when it attacks.

Edited by Darkomega245 on Nov 20th 2018 at 9:47:44 AM

Meanken Since: May, 2013
#890: Aug 30th 2018 at 2:02:55 PM

Ok so, the characters, they're fine. No issues. Where the problem may come in is the chunk itself. I've not actually played any of these games myself, but I've heard enough about them to be somewhat wary here. Long story short, my stance on mental powers is clear. Anything that seriously screws with people's heads, causes random insanity, illusions, that sort of thing, is taking a very very hard nerf. I'm not going to demand it be removed entirely, but you're going to need consent before any other PC gets any of the mental stuff done to them. And naturally, it would need to be resistible or otherwise beatable in some way. Other then that, don't go mad with the things without consulting me first. And make sure your various mutants/nutjob factions don't go moving into other areas without player approval.

Also you should be aware, I won't be allowing any new players to join until day 5, which I am aiming to get to as quickly as possible. Within the next month or two. Feel free to rejoin us on Discord if you are able to do so.

Darkomega245 Since: May, 2012
#891: Aug 31st 2018 at 12:08:50 PM

While the game has multiple ways to counter the psychic effects, such as suits resistant to it, artifacts, and drugs that help with that, for balance sake, it might be best to handwave that the Cure disabled the Brain Scorcher, and have the power of psychic anomalies and the Controller turned down a big notch, not affecting P Cs that badly.

Other than that, Im fine with all of this.

Edited by Darkomega245 on Aug 31st 2018 at 12:14:32 PM

Meanken Since: May, 2013
#892: Aug 31st 2018 at 12:51:40 PM

Sounds good. You are accepted

Imca (Veteran)
#893: Sep 1st 2018 at 8:55:25 PM

Okay I will admit I had a bit of a hard time Judging the right amount of stuff for a "chunk" to contain that would be usable so if any thing is too much let me know and I can bring it down sorry.

Main Character

Name: Kawakaze

  • Age: Kawakaze appears to be in her early 20s, though as an artificial life form that is not really tied to when she was born.
  • Appearance: Soft and fuzzy under a steely exterior
  • Personality: Kawakaze is at first glance cold and kind of rough, believing there is no morals or beauty to be had in war... the task of which she was created for. The reality is though that this is a shell that she uses to protect herself, deep down inside her she longs for the ability to "dream".
  • Powers: As a Kanmusu Kawakaze is an artificial being who has several differences over a normal person
    • Inbuilt armor: At the cost of being unable to heal any thing other then minor injuries on her own. Kawakze's armour is on the lighter end of the spectrum, she relies on her agility and speed and the extra armor would just slow her down.
    • Aquatic Agility: On the water Kawakaze has a speed of 34 knots with her full kit. Without the kit she is considerably slower, though still and excellent swimmer. And on land though she is no faster then a normal person. She is however still quite agile however as she is built for agility.
  • Equipment: Equipment listed on the ships sheets is at 1:10th scale, but retains its proper name. EX;410mm means that it is only 41mm when equipped on them or the size of a grenade, 127 is 12.7 or no bigger then a normal .50 caliber.
    • Combat Rigging Shiratsuyu-Class: A set of mentally controlled weapons, as well as additional aquatic maneuvering equipment that attaches to the girls on there backs... all further mentioned equipment is part of this rigging and without it they are just normal girls. Due to its complexity, it is attached before a mission in a specialized facility, but it can be removed much easier.
    • Twin 127mm (Type 3): A pair of high velocity 12.7mm rifles, these function as Kawakaze's secondary armament. 300 rounds of ammunition are carried.
    • 533mm Quintuple Homing Torpedo Mount: Acquired through a tech trade with Iron Blood, Kawakaze's primary weapon are these 53.3mm homing torpedoes... However they are unable to function on land and are likely going to be one of the first things to get swapped out upon entry to battle world. Kawakaze carries one reload for each tube.
  • Backstory: Kawakaze is the right hand of the Flag Ship of the Sakura Empire, Nagato. Having functioned as her personal bodyguard for years... she doesn't really have too much of her own story instead standing by Nagato's side and watching over here... however she now functioning as the hand that explores outside of the empire.

Supporting Cast

Name: Jintsuu

  • Age: Jintsuu appears to be in her mid 20s, though as an artificial life form that is not really tied to when she was born.
  • Appearance: Jintsuu is an elegantly dressed fox, with mid length blue hair worn up that is never really seen without at least one of her fans out.
  • Personality: While on the surface she seems like a fairly normal girl, the reality of the mater is that Jintsuu is the brains of the group. Cool headed, Cautious, and Calculating the actions Jintsuu takes can sometimes be mistaken for cowardice. Truthfully however, she is just fully aware of the situation that the empire is in.
  • Powers:As a Kanmusu Jintsuu is an artificial being who has several differences over a normal person
    • Inbuilt armor: At the cost of being unable to heal any thing other then minor injuries on her own. Jintsuu's armour lies in the middle of the spectrum, enough to take a couple hits, but not enough for her to rely on it. As the tactician she needs the protection, but she isn't a front liner.
    • Aquatic Agility: On the water Jintsuu has a speed of 35 knots with her full kit. Without the kit she is considerably slower, though still and excellent swimmer. And on land though she is no faster then a normal person.
  • Equipment: Equipment listed on the ships sheets is at 1:10th scale, but retains its proper name. EX;410mm means that it is only 41mm when equipped on them or the size of a grenade, 127 is 12.7 or no bigger then a normal .50 caliber.
    • Combat Rigging Sendai-Class: A set of mentally controlled weapons, as well as additional aquatic maneuvering equipment that attaches to the girls on there backs... all further mentioned equipment is part of this rigging and without it they are just normal girls. Due to its complexity, it is attached before a mission in a specialized facility, but it can be removed much easier.
    • Triple 155mm (3rd Year Type): These 15.5mm rifles fire medium velocity bursting rounds and function as Jintsuu's secondary armament. The have a relatively low rate of fire and a small ammo capacity of 180 rounds.
    • 610mm Quadruple Torpedo Mount: Jintsuu's primary weapon are these 61mm torpedo tubes, again they are unable to function on land and are probably going to undergo replacement for something that will.
  • Backstory: Jintsuu is one of the Sakura Empire's finest tacticians. She is well known around the empire, although not all of it is positive. When she was ordered to help land troops on the Solomon Islands at Guadalcanal... determining that complying with such an order with a slow convoy was suicidal for both her and the troops she refused. This action caused a large stain on her honor within the eyes of some, but to those who are able to see the big picture it cemented her role as a tactician.

Name: Ise

  • Age: Ise appears to be in her mid 20s, though as an artificial Life Forms that is not really tied to when she was born.
  • Appearance: Ise is a brown and white fox that normally wears her hair in an up-do, while she only has one tail, its behavior while summoning planes can make it appear like there is more.
  • Personality: Fun loving and friendly, Ise is probably the most amiable of the group. Over all Ise is a fairly proud and energetic girl who gets along with most, especially if beer and food are involved. However, she is not the smartest woman and thinks more with her stomach then her head.
  • Powers: As a Kanmusu Ise is an artificial being who has several differences over a normal person
    • Inbuilt armor: At the cost of being unable to heal any thing other then minor injuries on her own. Ise's armour is quite heavy, enough that she can withstand some small arms fire and approach at close range. Ise is the brawler of the group, and despite her planes and guns allowing her some ranged capability her main job is to get in close and hold every one else up in melee.... this comes at a cost though, Ise's power source means that she eats... a lot.
    • Aquatic Agility: On the water Ise has a speed of 25 knots with her full kit. Without the kit she is considerably slower, though still and excellent swimmer. And on land though she is no faster then a normal person.
    • As an aviation battleship Ise is able to launch some float planes. Although they take the same formnote  they are no where near as effective as one of the carriers focused more on scouting and harassment then any kind of attack... That is Ise's job as a brawler not theirs.
  • Equipment: Equipment listed on the ships sheets is at 1:10th scale, but retains its proper name. EX;410mm means that it is only 41mm when equipped on them or the size of a grenade, 127 is 12.7 or no bigger then a normal .50 caliber.
    • Combat Rigging Ise-Class: A set of mentally controlled weapons, as well as additional aquatic maneuvering equipment that attaches to the girls on there backs... all further mentioned equipment is part of this rigging and without it they are just normal girls. Due to its complexity, it is attached before a mission in a specialized facility, but it can be removed much easier.
    • Twin 410mm (3rd Year Type): Ise's primary weapons are her set of 4 twin mounted 41mm rifles that function more as a hybrid between artillery and grenade launchers then a normal gun... They come equipped with two ammo types and come with 32 rounds of each. The first is the Type 1 Armor Piercing Shell, this long range ammunition type travels at a high velocity and at a long range, but is not terribly accurate especially since they rely on the Sakura Empire's rather poor fire control system. The second is the Type 3 Sanshikidan... Also called the "Confetti Cannon" or "Fireworks Gun" is a shell packed with 1,200 tiny incendiary tubes, it bursts in flight and is meant for downing flying objects with the cloud of fire it produces, Ise however prefers using it as a shotgun. This round possesses zero armor penetration capability, and is honestly more flashy then effective although it stands a good chance of catching things on fire. These guns also take over half a minute to reload or to change ammunition types.
    • Aichi M6A Seiran: Ise possess 11 Spirit Type M6A Seiran float planes, they are relatively slow with there floats attached and posses only a single payload mount for some kind of small explosive. They are honestly intended more for reconnaissance and scouting then attack.
    • Yokosuka D4Y Suisei: Ise also possesses 11 Spirit Type D4Y Suisei bombers, although much faster and with better capacity then the Seiran they were only intended for use to replace the lost aircraft of other carriers since Ise is incapable or recovering them on water.... On land however she can just pick them up as they land next to her like she does the Seirans.
  • Backstory: Designed as an improvement over the Empire's first homegrown battleships, Ise has served.... without distinction. There really just hasn't been that much for her or her sister Hyuuga to do, they were born as battleships into a world that was now starting to be dominated by carriers. When given the option to undergo conversion to a "Aviation Battleship" to try and find a new use for her, Ise signed up without second thought.... though in reality this was because she misunderstood and thought they were going to convert her into a battleship that could fly.

Name: Ayanami

  • Age: Ayanami appears to be in her early 20s, though as an artificial life form that is not really tied to when she was born.
  • Appearance: Ayanami is a small girl with long white hair in a pony tail, who unlike most of the Sakura Fleet is not a kemomimi. Instead she has the more traditional look for there artificial natureear blades
  • Personality: Quite and Distant Ayanami doesn't really socialize too much, nor does she have that many have many interests. She does however but tend to fixate on things. Gaming and music are her recent hobbies. Like most of the girls however this fades in combat where she is as the "Demon of the Solomons" for a reason.
  • Powers: As a Kanmusu Ayanami is an artificial being who has several differences over a normal person
    • Inbuilt armor: At the cost of being unable to heal any thing other then minor injuries on her own. Ayanami's armor is on the lighter end of the spectrum, she relies on her agility and speed and the extra armor would just slow her down.
    • Aquatic Agility: On the water Ayanami has a speed of 38 knots with her full kit. Without the kit she is considerably slower, though still and excellent swimmer. And on land though she is no faster then a normal person. She is however still quite agile however as she is built for agility.
    • Demon Dance: In combat Ayanami flows with power entering a kind of "Demon Mode" that grants her superb reactions and endurance... though as a destroyer she still lacks behind the other girls in the later department relying mostly on her speed to get things done.
  • Equipment: Equipment listed on the ships sheets is at 1:10th scale, but retains its proper name. EX;410mm means that it is only 41mm when equipped on them or the size of a grenade, 127 is 12.7 or no bigger then a normal .50 caliber.
    • Combat Rigging Fubuki-Class: A set of mentally controlled weapons, as well as additional aquatic maneuvering equipment that attaches to the girls on there backs... all further mentioned equipment is part of this rigging and without it they are just normal girls. Due to its complexity, it is attached before a mission in a specialized facility, but it can be removed much easier.
    • Twin 127mm (Type 3): A pair of high velocity 12.7mm rifles, these function as Ayanami's secondary armament. 300 rounds of ammunition are carried.
    • 533mm Quintuple Homing Torpedo Mount: Acquired through a tech trade with Iron Blood, Ayanami's primary weapon are these 53.3mm homing torpedoes... However they are unable to function on land and are likely going to be one of the first things to get swapped out upon entry to battle world. Ayanami carries one reload for each tube.
  • Backstory: Ayanami is one of the Sakura Empire's finest destroyers, known across the empire as "The Demon of The Solomons" for the action during the Solomon Islands where she sunk 2 destroyers, mortally wounded a cruiser, and engaged a battleship before she was taken down. Due to having sunk during this incident, and having been remade.... she does not have any memories of this "previous life", save for constant nightmares about being alone, and a desire to always be near the other girls.

Name: Nagato

  • Age: Although incredibly short Nagato appears to be in her late teens, though as an artificial life form that is not really tied to when she was born.
  • Appearance: Despite her small and diminutive stature, Nagato functions as the official leader of her people. As such she is dressed in incredibly ornate clothes with pieces of them that even some how manage to hover off of her adding to the regality of her appearance.
  • Personality: Nagato has a very regal personality, with a sense of authority to how she carriers herself that is backed by a very outdated pattern of speech. The reality of the situation though is that this is all an external veneer under which she is a relatively normal girl crushed by the stress of the job that has been forced upon her.
  • Powers: As a Kanmusu Nagato is an artificial being who has several differences over a normal person
    • Inbuilt armor: At the cost of being unable to heal any thing other then minor injuries on her own. Nagato's armour is on the heavy end of the spectrum, she is a battleship after all... However she avoids fighting in the first place since her job is to lead her people not to fight.
    • Aquatic Agility: On the water Nagato has a speed of 27 knots with her full kit. Without the kit she is considerably slower, though still and excellent swimmer. And on land though she is no faster then a normal person.
  • Equipment: Equipment listed on the ships sheets is at 1:10th scale, but retains its proper name. EX;410mm means that it is only 41mm when equipped on them or the size of a grenade, 127 is 12.7 or no bigger then a normal .50 caliber.
    • Combat Rigging Nagato-Class: A set of mentally controlled weapons, as well as additional aquatic maneuvering equipment that attaches to the girls on there backs... all further mentioned equipment is part of this rigging and without it they are just normal girls. Due to its complexity, it is attached before a mission in a specialized facility, but it can be removed much easier.
    • Twin 410mm (3rd Year Type): Nagato's primary weapons are her set of 4 twin mounted 41mm rifles that function more as a hybrid between artillery and grenade launchers then a normal gun... They come equipped with two ammo types and come with 32 rounds of each. The first is the Type 1 Armor Piercing Shell, this long range ammunition type travels at a high velocity and at a long range, but is not terribly accurate especially since they rely on the Sakura Empire's rather poor fire control system. The second is the Type 3 Sanshikidan... Also called the "Confetti Cannon" or "Fireworks Gun" is a shell packed with 1,200 tiny incendiary tubes, it bursts in flight and is meant for downing flying objects with the cloud of fire it produce. These guns also take over half a minute to reload or to change ammunition types.
    • Triple 155mm (3rd Year Type): These 15.5mm rifles fire medium velocity bursting rounds and function as Nagato's secondary armament. The have a relatively low rate of fire and a small ammo capacity of 180 rounds... there primary function is for when something is too close for her 410's to engage.
  • Backstory: 10 years ago Nagato was crowned Flag Ship of the Sakura Empire, the worlds top Super Battleship at the time of her construction... and a role honestly more akin to an Empress or Spiritual leader then the naval leader the title would imply. Coached in how to be a "Divine Fox" by the sirens themselfs 3 lines weigh heavily upon her, "Remember, do not lightly interact with the commoners, doing this would taint your godliness... Remember, do not lightly smile, your dignity must be maintained to the public... Remember, the only ones you can believe in, are us, your creators." influencing every aspect of her actions.

Name: U-47

  • Age: U-47 appears to be in her early 20s, though as an artificial life form that is not really tied to when she was born.
  • Appearance: With mid length black hair, an all black ensemble, and distinctly... human features, U-47 looks different from the other girls
  • Personality: Quite and distant... which seems to be something of a theme with the smaller girls, although U-47 takes it farther then the others. She prefers to be alone, work on her own, and in general keep her distance. Its not that she minds being around others, she just doesn't like socializing or talking.
  • Powers: As a Kanmusu U-47 is an artificial being who has several differences over a normal person
    • Inbuilt armor: At the cost of being unable to heal any thing other then minor injuries on her own. U-47's armor is on the lighter end of the spectrum, she operates mostly with stealth, as such extra armor is redundant.
    • Aquatic Agility: On the water U-47 has a speed of 18 knots while surfaced with her full kit, 8 knots while submerged. Without the kit she is considerably slower, though still and excellent swimmer. And on land though she is no faster then a normal person. As a submarine she is also able to hold her breath for over an hour, and for a day and a half with her full rig.
  • Equipment: Equipment listed on the ships sheets is at 1:10th scale, but retains its proper name. EX;410mm means that it is only 41mm when equipped on them or the size of a grenade, 127 is 12.7 or no bigger then a normal .50 caliber.
    • Combat Rigging Type VII-B: Taking the form of a mechanical shark this is a set of mentally controlled weapons, as well as additional aquatic maneuvering equipment that U-47 rides on... all further mentioned equipment is part of this rigging and without it she is just a normal girl. Due to reduced complexity of submarine equipment mounting it can be mounted and dismounted with ease, but is still stored and maintained in the same facility as other riggings.
    • Type 95 Oxygen Torpedo Tubes: Acquired through a tech trade with the Sakura Empire U-47's primary weapon is these 53.3mm high velocity torpedoes of which she carries 4 tubes for, and 14 torpedo's total... As with other torpedoes they posses little use on land other then spinning around and being funny to watch.
    • Twin 100mm (Type 98) : Also acquired through a tech trade with the Sakura Empire U-47's primary surface armament are these pair of 10mm high velocity rifles, these are also the only ones she is capable of using on land. 200 rounds of ammunition.
  • Backstory: If you were to think U-47 didn't look like the other members of the Sakura Empire, you would be correct. The reality is that U-47 is one of Ironblood's Type VII-B submarines who happened to be in the Sakura Empire as part of a tech exchange when it was lifted from its world. U-47 is a renowned assassin, having pulled off actions like sinking HMS Royal Oak.... behind the enemy defensive line, at Scapa Flow and then making it back out without detection, something which she has had no issue repeating with regularity.

Name: Kaga

  • Age: Kaga appears to be in her late 20s, though as an artificial life form that is not really tied to when she was born.
  • Appearance: Kaga is a white kitsune with short hair and blue trim on her clothes. She can be seen here with her sister Akagi
  • Personality: Kaga loves conflict, any chance to demonstrate her strength is seen as a plus to her. This pairs with social Darwinist approach to relationships. Despite this Kaga is over all cold and calculating, reaming calm even as she tears her enemies to bits.
  • Powers: As a Kanmusu Kaga is an artificial being who has several differences over a normal person
    • Inbuilt armor: At the cost of being unable to heal any thing other then minor injuries on her own. Kaga's armour is less then the two battleships, but still quite high she was built on a battleships hull, and retains some of there durability... However all the bulk means she is by far the most sluggish of the ship girls.
    • Aquatic Agility: On the water Kaga has a speed of 28 knots with her full kit. Without the kit she is considerably slower, though still and excellent swimmer. And on land though she is no faster then a normal person... and is in fact rather un-agile
    • As a carrier Kaga's main utility is to summon her planes to carry out her actions. While dormant they take the form of plane shaped pieces of paper. Once activated they take the shape of blue translucent, wispy, spirit-esque planes that eventually solidify.
  • Equipment: Equipment listed on the ships sheets is at 1:10th scale, but retains its proper name. EX;410mm means that it is only 41mm when equipped on them or the size of a grenade, 127 is 12.7 or no bigger then a normal .50 caliber.
    • Combat Rigging Kaga-Class: A set of mentally controlled weapons, as well as additional aquatic maneuvering equipment that attaches to the girls on there backs... all further mentioned equipment is part of this rigging and without it they are just normal girls. Due to its complexity, it is attached before a mission in a specialized facility, but it can be removed much easier.
    • The Ikkousen are currently without aircraft however rendering there combat potential nil.
  • Backstory: The Ikkousen consists of both Kaga and Akagi, inseparable sisters with nearly identical backstories. Both of them were laid down as a battleship, and then converted to a carrier. Both of them fought the Eastern Radiance as a pair... and Both of them now function as the real leaders of the Sakura Empire, the ones to speak for Nagato while they manipulate her in the back ground. It is impossible to mention the actions of one without mentioning the actions of the other.

Name: Akagi

  • Age: Akagi appears to be in her late 20s, though as an artificial life form that is not really tied to when she was born.
  • Appearance: Akagi is the one in black and red from the previous picture.
  • Personality: Where as her sister is calm and collected, Akagi is the opposite energetic and much less stable, she is the red oni to her sister's blue oni.
  • Powers: As a Kanmusu Akagi is an artificial being who has several differences over a normal person
    • Inbuilt armor: At the cost of being unable to heal any thing other then minor injuries on her own. Akagi was built on a battle cruiser hull and thus her armor is on the low end of heavy, or the upper end of medium.... She has less then Kaga but more then Jintsuu... As a result she is faster then Kaga but still quite sluggish.
    • Aquatic Agility: On the water Akagi has a speed of 31 knots with her full kit. Without the kit she is considerably slower, though still and excellent swimmer. And on land though she is no faster then a normal person... and is in fact rather un-agile
    • As a carrier Akagi's main utility is to summon her planes to carry out her actions. While dormant they take the form of plane shaped pieces of paper. Once activated they take the shape of red translucent, wispy, spirit-esque planes.
    • Combat Rigging Akagi-Class: A set of mentally controlled weapons, as well as additional aquatic maneuvering equipment that attaches to the girls on there backs... all further mentioned equipment is part of this rigging and without it they are just normal girls. Due to its complexity, it is attached before a mission in a specialized facility, but it can be removed much easier.
    • The Ikkousen are currently without aircraft however rendering there combat potential nil.
  • Backstory: The Ikkousen consists of both Kaga and Akagi, inseparable sisters with nearly identical backstories. Both of them were laid down as a battleship, and then converted to a carrier. Both of them fought the Eastern Radiance as a pair... and Both of them now function as the real leaders of the Sakura Empire, the ones to speak for Nagato while they manipulate her in the back ground. It is impossible to mention the actions of one without mentioning the actions of the other.

Chunk

  • Name of the World: Sakura Empire
  • Description: The Sakura Empire consists of a small group of islands (even the city itself is filled with waterways) filled the titular blooming trees which other then in the winter are some how always in bloom.. The buildings that lie within are all of the traditional Japanese style and over all it has a very bright and pink aesthetic that looks over all like this or like this when you get into the denser parts.
  • Contents/Locations: The Sakura Empire has a few notable locations that all reside on there own "island"
    • Divine Tree: The Divine Tree is the spiritual center of the Sakura Empire. A massive tree that is always in bloom it resides not far from the Royal Palace, upon its own island Although there is a long walkway to it, surrounded by temples the tree is large enough to be seen through the empire.
    • Royal Palace: The Royal Palace is a large building from within which the empire is ruled, past its guarded entrance lies the large... open main hall/throne room from which the residential district can be seen.
    • Residential District: The residential district is where most of the nations population resides, split across multiple closely packed islands you can find every thing from large colorful skyscrapers to more traditional single family homes. It is to be noted that the peoples of the Sakura Empire are.... resilient, and even without working factories they manage to produce small amounts of ammunition and materials within there homes.
    • Industrial District: The industrial district is the island upon which lies the foundries for the myriad of companies that make up the Sakura Empires industrial base. Although it should be noted that at this time, the factories are silent... Low on Raw Materials, and Fuel there is nothing to run production on, leading to the large buildings just remaining dormant... accumulating flower petals and snow.
    • Armory: The Armory resides not too far from the royal Palace, it is where all the ground based equipment of the empire resides ranging from plenty of Arisaka Bolt Action rifles, to some Type 92 heavy machine guns, and even 4 Type 95 Ha-Go and a pair of Type 97 Chi-Ha tanks like every thing else in the empire though.... the contents of the armour lie dormant, with barely enough ammunition for the guns, and not enough fuel to run the tanks for any significant amount of time... It awaits an influx of new materials. It should also be noted that the equipment that resides within was generally considered to be under powered even for WWII.
    • Dock Yard: The dockyard is where the production type ships of the empire are stored, also known as what most people would think of when they think of a ship in the first place. Having been brought here without the majority of there fleet this consists of 3 Fubuuki Class destroyers, and an Unryuu class carrier.... which much like the Ikkousen lacks planes, rendering it little more then a gigantic floating warehouse... while all of the ships present lack fuel and ammunition.... something of a running theme here.
    • Dry Dock: The Dry-dock is where new ships are made, and new Kanmusu are born.... but without steel it remains empty, no keels being laid down, no ships in any stage of construction, it is motionless and barren.
    • Commerce District: The commerce district consists of a multitude of open air shops and even some bigger shops and stores... its kinda pretty much what you would expect from the commerce area of a decently sized city to be honest... If you want it and it could be found in 1942 you could probably find it here.... although at a fairly steep price given the rationing that is currently going on.
  • Specialties: The Sakura Empire comes from a timeline that has been tampered with by the Sirens, this doesn't really seem to have changed much other then how tech has evolved within the chunk. There is also a spiritual connection to the great tree within it, that gives Nagato the ability to communicate with the dead... provided they died within the Empire.
  • Population: The population of the Sakura Empire is non-human, instead consisting mostly of humanoids with fox like features known as Kitsune. While there are some members of the population that have horns instead of vulpine traits or even appear to be human these are not normal "citizens" and are instead Kanmusu artificial beings created using technology gifted by the sirens and taking the form of an personified version of naval vessels. As for numbers, the city itself is the Sakura Empire's capital the equivalent of lifting a chunk of Tokyo from 1942 so it is fairly dense even if spread out by the water... at least for the kitsune, the "Kannusu" are maybe 1-2 dozen.

Edited by Imca on Sep 1st 2018 at 9:00:21 AM

Meanken Since: May, 2013
nman Since: Mar, 2010
#895: Sep 22nd 2018 at 12:40:52 AM

Due to a variety of factors, I would like to retire the Claymores when Day 4 ends, and bring these people in on Day 5.


Chunkless: Erza Scarlet and the Fairies


Main Character

  • Name: Erza "Titania" Scarlet
  • Age: 22ish (The exact ages for all of these characters is a little murky because all their official ages are given for the start of the series, and even excluding a seven-year frozen timeskip, and then another three months they all sort of jumped ahead in time, there's been at least three years of in-story time progression, but it's not clear how much more)
  • Appearance: Like this. Most of the time. She changes appearance... a lot. Her hair tends to cover her right eye in many of her appearances. If you can see both of her eyes, someone is probably gonna die.
  • Personality:A commanding presence. Erza can come off as a bit of a hardass. A very, very large bit. But at the same time, she has a whole host of quirks. Can be very suspicious of furries, especially those in rabbit outfits. She can be completely obsessed by sweets and desserts, and her favorite food is a tie between cheesecake and soufflé. She enjoys drawing, and also likes designing new armor sets... not that I'm implying she's actually good at it.
  • Powers: Erza is a mage, which means that when using her powers, she gives off a magical presence that other mages can detect, and she can detect magical energy being used by other mages. (As are the other members of Fairy Tail, to avoid repeating this seven more times.)
    • Requip: The Knight: Requip is a type of spatial magic and Erza's signature form of magic, over which she possesses great mastery. It is a type of magic that allows her to swap weapons, armor, clothes, and equipment at will. When not in use, all of the items are safely stored in her own personal pocket dimension. She is noted for her ability to requip extremely fast and is the only sword mage known to be capable of requipping weapons and armor while fighting. She can requip them on her person, or nearby.
      • If Erza is hit by some sort of anti-magic effect, her currently-equipped armor and clothing do not disappear - they are real items, and her requip magic is simply summoning/unsummoning them.
      • She doesn't need to be in physical contact with an item she summoned to return it, being able to unsummon her things at range.
      • Her hairstyle, makeup, etc. can also change while requipping.
      • She can mix-and-match, using one armor set while using the weapons of other armor sets.
      • While she can store a large quantity of armor and weapon sets, it seems like armors that are much larger than her don't "fit" in her arsenal.
      • She can summon all of the armor sets and other items listed in the equipment section, with one exception.
    • Sword Magic: Erza can use magic swords (or spears, or martial weapons in general), and if she obtains a shiny new magic weapon, she can get a feel for how it's used quickly. It's not like any chump can pick up a magic weapon and use them, after all, as her own armors and weapons require a degree of understanding or training to actually use them.
    • Telekinesis: Erza has telekinesis, but only for weapons, armor, and things that are mostly weaponlike (pickaxes, woodaxes, shovels, tridents, etc). She can remotely control multiple at once as if she were swinging them around herself, floating them around and striking with them. She doesn't seem to be able to control weapons that are 'equipped', as she can't just rip them out of people's hands, but this also doesn't seem to apply to weapons she herself summoned as they have some sort of 'ownership' property.
      • Superhuman: Without the benefits of her armors or weapons, Erza is still strong enough to lift several times her own weight in one hand, dent metal with her punches, jump a few dozen meters, tough enough to take a bevy of punches from someone as strong as her, agile enough to do all sorts of acrobatics like twirling handstands or flips, runs fast enough to keep pace with a horse for a period of time, and has enough endurance to fight long and hard before tiring. Even when severely injured, such as having numerous stab wounds and a broken foot, she can still keep on fighting. Her pain tolerance is so high (getting tortured is turning into a hobby of hers) that she can still continue to fight even when experiencing the pain of a hundred deaths.
    • Fighting: Erza can fight with all sorts of melee weapons and bows, but her two primary focuses are her swords and her body. She can drive her sword with enough force to slice through sheet metal, moves fast enough with it to deflect projectiles, and can do quirky things like holding her sword in awkward positions - she can even hold swords with her feet to fight, or else throw them at people. Even when blind, deaf, and unable to utilize her sense of touch, she can still instinctively deetect her foe enough to continue to fight them.
      • Riding: She can ride a deer, apparently. I didn't know where to put this.
    • Iron Stomach: Erza can eat a lot. She has the stomach capacity to eat 48 cakes in one sitting. Real cakes, not just tiny pieces of bread people call cakes. Like full-on, 30-slice bakery cakes.
    • Lots of Magic Energy: Erza can use her requip magic easily thanks in part to having an immense amount of magical energy to power it. Any mage or someone who can sense magical energy can detect that Erza has an absolutely tremendous reservoir of magical energy, and that her magic uses.
    • Artificial Eye: Her right eye is a magical prosthetic. It is immune to direct manipulation from vision-based magic, and can see through most illusions.
    • Atrocious Handwriting: Erza's handwriting (and drawing skills) are incredibly bad. Maybe due to the a natural lack of talent, or maybe due to spending her formative years as a slave digging up rocks - whatever the reason, it ain't pretty. Her penmanship could truly make a calligrapher cry, and her art could make a critic weep. When it comes to being the worst, Erza is the best.
  • Equipment:
    • Armor Sets: Erza is reported to have over 200 swords and armor sets, but because we haven't seen all of them, they'll just be considered generic/normal weapons or standard armor with no bonus magical effects, plus various cosmetic differences. Only the armor and weapons listed below are special (And some of them aren't actually special). Some of her armor sets/weapons can only work in tandem, or don't allow themselves to be mixed up with others, and are noted when it's the case. Also, she can't gain the benefit of multiple sets of armor by wearing them half-and-half, or wearing one over the other, or anything like that.
    • Light Armors: These "armors" are not the most protective, with many offering little to no protection, but usually offer some sort of greater offensive ability. Some might have hard vambraces, leggings, or pauldrons for protecting from hits, but for the most part most of her body is unprotected.
      • Black Bunny Suit: A black bunny outfit.
      • Celestial Armor: This armor lets her use Heavenly Body Magic, which allows one to manipulate the heavens... or in this case, it just lets her shoot chunks of magical energy as if they were meteorites. They can either originate from her body, or from somewhere up above and rain down towards the ground. No 'meteorites' larger than a typical van, of course.
      • Clear Heart Clothing: This armor offers no protection at all - because it's not armor. It offers absolutely no defensive power. That's because it comes with the sword, Demon Blade Crimson Sakura. This sword is Erza's most powerful weapon, a magical weapon that the user can channel power into and grant them increased power and brute force with, and strikes fast enough and adeptly enough to let her challenge even the most agile of foes, but that power cannot be used if the wielder is equipped with any armor (or defensive charms, shields, protection auras, etc). It can cut through things using Standard Battleworld Lightsaber Rulesâ„¢. In theory she can use this sword with any non-enhanced clothing she has, but she will usually only equip it with this outfit. It also has a pair of gold-hilted katana that can be used for less offensive power, but they don't do anything special.
      • Cowgirl Outfit: An outfit that makes her look like a cowgirl. Not a girl who looks like a cow, mind you, but a female cowboy.
      • Casino Outfit: A red bunny outfit, which also comes with a pool cue, or a pair of billy clubs.
      • Fairywoman Outfit: This is a spandex superhero outfit with cat ears and a tail that Erza bought when she wanted to go LARPing around town as a superhero. And then beat the shit out of a tree. And some other superhero LARPers. And some middle-aged men. Yeah, I know, it's weird.
      • Flight Armor: Despite the name, this doesn't let her fly. It also isn't much when it comes to armor, either. However, it lets Erza move remarkably fast, faster than a cheetah on steroids. Not so fast that she's a blue or imperceptible or anything like that.
      • Morning Star Armor: When equipped with this armor, Erza has the ability to utilize her twin swords and unleash energy blasts. By concentrating Magic Power through both weapons, Erza combines the energy-charged swords together and sends forth a blast of energy, reminiscent of lightning. It also grants Erza the ability to emit bright light from herself, intense enough to act like a lighthouse in a sandstorm.
      • Robe of Yūen: This outfit is really stretchy. When dealing with someone specialized in strangling people with their own clothing, this outfit makes it impossible for them to do so. It has a Bisentō (polearm).
      • Sea Empress Armor: This armor nullifies water attacks. It can withstand and deflect water-based attacks. It lets her manipulate - not create - water. It comes with a big Crystal Sword that can also slice through water without any resistance, or alternatively it has the Sea Empress Sword that is made out of water and lets it cut through things that are weak to water, like sand.
      • Seduction Armor: This isn't exactly armor per se. It's a maid outfit (or at least, part of one) that Erza bought for "personal use". She doesn't tend to wear it. She doesn't talk about it. She doesn't tell people about it. It has a sword that goes with it for some reason, because of course Erza would still have a sword when wearing a maid outfit.
      • Strawberry Armor: Erza possesses a unique "armor", shaped like a giant strawberry. This "armor" secretes a powerful strawberry scent that could possibly lure animals towards her.
      • Wind God Armor: This armor reduces the damage from wind attacks. It comes with the Wind God Sword, which lets use wind magic to send out heavy blasts of wind, but the effect is reduced (halved) when used without the robes, as the robes seem to amplify wind magic while wearing them.
      • Wingblade Armor: This armor is identical in effect to the Heaven's Wheel Armor. The main difference is that it is not actually armored at all, instead it comes equipped with wings made of swords that can act as a shield, and can dance around as easily as if she had multiple hands.
    • Medium Armors: These armors offer a blend of protection and maneuverability. While the armor itself can protect her from sword strikes, arrows, and even bullets to some degree, they don't cover much of her body and leave large parts of herself exposed.
      • Black Wing Armor: This armor lets Erza fly, and increases her offensive capabilities. She's twice as agile and strong while wearing it.
      • Flame Empress Armor: This armor can protect Erza from flame-based damage, for very powerful attacks it can reduce the effects by up to half. It has a sword that alternates between "on fire" and "very hot", and either shoots fireballs or slashes with flames.
      • Heart Kreuz Armor: Erza's standard armor, she wears it practically all the time, and unless otherwise specified, it's almost always safe to assume she's wearing it. It also has a longsword with 'Heart Kreuz' engraved on it.
      • Heart Kreuz Armor (Alternate): A different-appearing version of her standard armor.
      • Heaven's Wheel Armor: This armor lets Erza fly, and assists her in being able to requip and manipulate swords. Instead of only a handful, when wearing this armor Erza can summon dozens of swords easily, raining down swords at targets.
      • Lightning Empress Armor: This armor resists lightning, greatly decreasing how much damage electrical-based attacks can do to her. It comes with the Spear of Lightning, which lets her shoot a blast of lightning at someone, or multiple blasts of lightning, or hold it steady in front of her to generate a powerful lightning barrier a few meters in diameter that can protect her and people near her from any lightning attack.
      • Nakagami Armor: One of Erza's most powerful armors, this fucker drains energy like nobody's business. A normal mage would probably just die trying to put this shit on. Erza, though, can keep it running for one, possibly even two minutes. Wearing it dispels opposing magic and magic effects, protecting her completely from being harmed by magic - and only magic. Swords, technology, high-velocity potatoes and things like that still hit her like normal. It also has a pretty sharp sword that follows Standard Battleworld Lightsaber Rulesâ„¢, and is also restricted to only being used with this armor.
      • Purgatory Armor: One of Erza's most powerful armors, but the exact effects are unknown. At the very least it can fly, and increases her strength enough that she can swing the gigantic mace that comes with it effortlessly and clobber things. Also, it comes with a gigantic mace.
      • Samurai Armor: This is just samurai armor with a katana, but has no added magical effects.
    • Heavy Armors: These armors are the most bulky and brutal hunks of metal that Erza has, and offer near head-to-toe protection instead of just vital points like her medium armors do, but also reduce her agility to varying degrees.
      • Adamantine Armor: This armor is super durable, greatly restricting Erza's mobility but likewise making it possible for her to endure truly devastating blows. It also has a small degree of flight, letting Erza 'fly' by taking long leaps, or hovering pretty slowly. It has two bladed shields that when joined and braced down in place, it creates an enormous magical barrier Erza can use to shield the area behind her from powerful barrages. These shields require the armor to work.
      • Armadura Fairy: One of Erza's most powerful armors, it doubles her natural strength. It also lets her channel energy blasts into her weapons, sending them out light a bolt of green lightning.
      • Farewell Fairy Tail Armor: This armor doesn't have any special properties, being reserved for ceremonial purposes. It has a banner she can wave around.
      • Giant Armor: This armor gives Erza the strength of a giant, letting her do things like throw logs and boulders. If there are no logs or boulders, it has a really big spear she can throw.
      • Piercing Armor: This armor has a large jousting lance. It's really good for charging straight-ahead with the lance, and protecting her upper body while bumrushing ahead.
    • Other Weapons and Stuff: She also has a few weapons and items that don't seem to be associated with a particular armor set.
      • Compact Communication Lacrima: This is like a cellphone/walkie-talkie, but it is powered by the user's own magical power. It does not appear to have games on it. (Everyone else in Fairy Tail also has one of these - except the cats, because of reasons.)
      • Compass: It's a compass. She can use it to tell which direction is north, and by using a logical process, can also determine east, west, and south, or any other compination of directions.
      • Bow and Arrow(s): Literally just a bow with arrows.
      • Holy Hammer: This is a big hammer. It's 'holy' so it can lay down a little extra hurt to things that are weak to holy magic, but otherwise it just hurts as much as getting smashed in the face from a giant hammer would normally hurt.
      • Pad and Paper: For writing stuff down. Or drawing.
      • Steed: This is a horse, but a magical steel golem of some kind instead of a flesh-and-blood horse.
  • Backstory: Born after spending four centuries gestating in the womb of a dragon, Erza was (almost) immediately abandoned into the small countryside town of Rosemary Village. Said village was promptly razed and burned by the dark magic cultists of Zeref, who conscripted Erza as one of the countless child slaves forced to toil at rebuilding the Tower of Heaven so they could resurrect their dead leader. Several years later, after being caught during an escape attempt and blamed as the mastermind, Erza was tortured relentlessly until she was a hair's-breadth away from death and had her right eye gouged out, alll as an incentive for her to not organize a slave revolt. Using the immense brainpower her eleven-year-old mind could utilize, she organized a slave revolt, only managing to barely survive by awakening her latent magical potential and shish kebabing a few hundred guards with tools lying around the build site.
    After escaping she went to the city of Magnolia in the land of Fiore, joined the Fairy Tail mage's guild, had an artificial eye implanted to replace the one she had lost, and was promoted to S-rank mage at the age of 15. She served as one of - if not the - most powerful mages in the guild, even temporarily taking charge when the guild's master was out of commission. At some point, her and the most powerful members of the guild got trapped in time for seven years while the world moved on without them, then they had to return and find their place in the world again. She eventually met her mother, finding out the truth of her birth, but then fought her, because that's how these things tend to go.

Supporting Characters

  • Name: Mirajane "The Demon" Strauss
  • Age: 22
  • Appearance: The nicest person you'll ever meet. Really!
  • Personality: Her attitude is so sickly sweet, she can be described as a real Pollyanna type. But sometimes that mask slips, even just a sliver, and lets out the devil within.
  • Powers:
    • Waitressing: Mira is a peerless waitress, bartender, and cook, with years of experience.
    • Administration: Mira also has a knack for administration and logistics, and managing a guild hall.
    • Strong Heart: She has a strong resistance to being stuck in a Lotus-Eater Machine sort of deal, and can't be contained by ones that try to torture her with grief, sadness, rage, and the like.
    • Music: Mirajane can play the guitar, and sing.
    • Transformation: Mirajane can morph her physical form, changing her body, clothes, and accessories to look however she wants. (It should be noted that if she gives herself a gold necklace or diamond earrings or something, they just look that way, but she can't really sell them)
      • Animal Transformation: She can also turn into animals, such as a koi, a fox, and a bird. These are mostly cosmetic, meant to be used for cutesy reasons, not for fighting. But can breathe in water as a fish, or fly around as a bird, though.
    • Demon Factor: Mira is part demon, possessing the soul "particles" of demonkind, with her powers (and former attitude) being the reason she earned nicknames like "Demon" and "She-Devil".
      • Poison Immunity: As a result of this, she is immune to poison, and may even find the taste of lethal toxins as enjoyable as candy.
    • Take Over: Satan Soul: This particular form of magic allows Mira to Take Over the powers and forms of different demons. These forms give the user a variety of different abilities such as flight, enhanced speed, strength, reflexes etc. Mira can 'absorb' the power out of a demon, gaining a new form she can transform into that has all of that particular demon's powers, and her appearance changes to resemble it. Obviously PCs would be immune to this effect. This sort of resonance makes her able to heal demons to a limited degree as well, and while the specifics are unknown, it's most likely that she transfers some of her magical energy into them as lifeforce.
      • Satan Soul: The 'default', and most commonly used form that Mirajane employs. She sprouts wings that let her fly, and her physical parameters become the same superhuman baseline that Erza has, but so brutally strong and tough that she could throw, for example, an SUV at someone, or survive having an SUV thrown at her. It also gives her access to a good range of magical abilities. She can use Darkness Magic, which is a bunch of different spells with fancy names that can be summed up as letting her shoot powerful beams (or balls) of dark energy. Darkness magic also lets her create these large, dark arms that can snake out from her and punch things with colossal fists. She can electrify herself so that she can zap people with extra lightning damage when she punches them, and can exert her magic to control (but not manifest) nearby water. The wings do not necessarily have to be in position when she transforms, and usually she doesn't start with them until she feels the need to sprout them.
      • Satan Soul: Demon God Halphas: An alternate Satan Soul, it is almost the same as the standard Satan Soul, but lacks the dark/water/lightning effects. Instead, this is much faster, letting her move swiftly. It also has the "Cosmic Beam" ability, which is basically the same as her shooting out a blast of dark magic - except it's cosmic instead of dark, in case someone reacts differently to that kind of magic.
      • Satan Soul: Sitri: Another alternate form, it is similar to her base form, but without the magic attacks. Instead, she's on fire, and can shoot fire.
      • Satan Soul: Mirajane Seilah This form is also similar to her standard Satan Soul or Sitri form, but lacks all of the magic attacks. It has access to a powerful curse, known as Macro. Macro allows her to order anything in existence. Obviously the Cure will want to limit that. So it's restricted to letting her command the other members of Fairy Tail, or commanding the dead to rise again. The animated dead are a bit weaker than the living creature they spawned from. Mira needs to be in this form to use Macro, but once someone is controlled by it, they'll obey her even outside of it. Also, Macro is considered a 'curse' rather than 'magic', meaning that things that dispel magic have no use on it, while things that exorcise curses are effective.
      • Satan Soul: Mirajane Alegria The most powerful Satan Soul that Mirajane has, she can only keep this up for an extremely short period of time. It's like her base form except without magic, instead she can smash into something with the veritable force of a truck. But she can really only lay down one, possibly two hits in a fight like that before having to revert back.
  • Equipment:
    • Light Pen: This is a really nice pen. It can be any color and also has a magical enchantment that lets it write on just about anything, even the air, so she could write a message that "floats", kind of like skywriting.
    • Compact Communication Lacrima
  • Backstory: Mirajane's parents were killed when she was young, leaving her in charge of her younger brother and sister. One day a demon attacked the church in their town, and Mira somehow managed to defeat it, causing her armor to take on a demonic appearance. Believing her to be possessed, she and her siblings were run out of town by the angry villagers. They found themselves at the Fairy Tail guild, learning that Mirajane wasn't possessed by a demon, but instead had a form of Take Over magic that cause her to take on the traits of demons. With training, she quickly became a terrifyingly powerful mage, complete with an edgy teenager persona that made everyone call her a demon. She became an S-Rank mage at the age of 16 - one year after her rival, Erza Scarlet - and the second-youngest to do so - once again, second only to Erza Scarlet. But one day she was on a mission with her siblings, with her brother losing control of his own powers and her sister seemingly killed as a result, Mirajane was devastated. Broken to the point of no longer having the will to use her magic, she reinvented her personality and become an utterly cheerful and upbeat young woman.

For the next couple of years she kept on serving the guild as its heart, taking on all sorts of administrative duties, tending bar, organizing all sorts of festivities, and generally being a source of wisdom to people. Then one day, a few guild members decided to have a sort of coup, and one such mage, by the name of Freed, chose to start clobbering the shit out of her little brother when he was defenseless. Overcome by the grief of losing her sister and the guilt of not being able to protect her brother, she managed to once again utilize her Satan Soul and beat the bejesus out of Freed, holding back at the last second to avoid killing him.

Also it turned out her sister wasn't dead, she was just living in an alternate dimension for a couple of years. So that was pretty cool.


  • Name: Happy
  • Age: 9 (Which is like 20 in cat years)
  • Appearance: Just a happy lil' kitty.
  • Personality: Happy is a bit of a fun-loving, happy goofball, but also a sarcastic bastard. He can't resist his chance to crack jokes like calling Lucy heavy, calling Natsu a coward, flirting with Carla, or cracking jokes, saying nothing but nice things to Erza because he's terrified of her and when he inevitably does tease her, she kicks him into the horizon. His catchphrase is "aye sir" or "aye" which he seems to say all the goddamned time. Broiled mackerel is his favorite kind of not-raw fish.
  • Powers:
    • Exceed Physiology: You probably though Happy was a cat, didn't you? Well he's an Exceed. Which is basically a cat... except different. They have a lifespan of hundreds of years, know how to speak like people, can walk bipedally, can use his paws well enough to press buttons and hold onto gems, and is almost as strong as your average human. Exceeds do exhibit a moderade amount of superhuman durability, as they can be thrown through walls, punched into the ground, or kicked by a particularly irate knight without getting killed.
      • Flight: As part of being an exceed, Happy can sprout wings to fly. He can carry one (human) person's worth of weight and still fly without too much difficulty, but isn't strong enough to carry two people. Maybe two children, though. If he caught two people who were falling, he could slow their descent a decent amount. He knows one magic spell that he can use to go much faster for a short period of time.
    • Transformation Magic: Happy is able to use transformation magic to turn into a human form. Well... the head at least. His head turns human... and looks just like Lucy. Sort of. It looks more like if a third grader drew Lucy's face.
  • Equipment:
    • Pouch: A little pouch he stores stuff in. It could hold like a fish and a big fistful of jewels. It's really more like a handkerchief tied around his back.
  • Backstory: Happy hatched out of an egg, and his owner/friend Natsu named him Happy, because he was so happy.

  • Name: Lucy Heartfilia
  • Age: 20
  • Appearance: Like so.
  • Personality: Lucy's a spunky, determined, adventurous person. Despite exuding a certain amount of vanity, she is a clever, kind, and genuinely caring person. Lucy is passionate for literature and wrote her own novel. Lucy is very kind to her Celestial Spirits and refuses to utilize them as shields or think of them as such. She fights alongside her Spirits and treats them as friends. Despite technically being the owner of the Spirits, she refuses to be addressed as such and instead prefers to be called their friend. Although in most cases she is cowardly and easily frightened, she has no problems with fighting and would happily stand up to danger, even if she ends up getting hurt, for her friends and guild. And she really likes making money, because she decided to rent a place that costs a fortune.
  • Powers:
    • Endurance: While without the use of her magic she's mostly just your typical fit young anime woman, she has a significant degree of durability that lets her not die from getting smacked around a bit.
    • Lucy Kick: Lucy has pretty decent hand-to-hand skills, and can kick something surprisingly hard for a girl her size. (Maybe she's heavier than she looks.)
    • Whip Skills: She is a preeeetty good whip-wielder.
    • Celestial Magic: Lucy's magic involves forming contracts with spiritual beings, referred to as Celestial Spirits, and then summoning help from them in a process known as opening the gate and keeping them present in the real world by supplying them with her magical energy. She carries a set of gold and silver keys that are used to open the gates of individual spirits. She's almost like a wizard meets pokemon trainer in this regard. She is skilled enough to have two spirits summoned at a time. If someone steals her keys, she can't summon her spirits. However, because she has a magical contract with her spirits, they can't be summoned by someone else if they steal her key. Due to her strong bond with her spirits, she doesn't actually have to "summon" her spirits to summon them, as they can elect to summon themselves if they detect she's in danger. Or just want to hang out.
      • Golden Keys: These are the most powerful type of celestial spirit, called Zodiac Spirits. They have considerable powers (well... at least some of them).
      • Silver Keys: Compared to the Zodiac spirits, the spirits that come from silver keys are very weak and have little use in a fight, serving more like tools (or even pets).
      • Star Dress: As an alternative to summoning a Zodiac Spirit, Lucy can instead open the gate in her own heart, letting her take on the powers, and some traits, of the golden key spirit in question. This takes the place of a 'normal' gold key summon when counting towards her magical drain. It does not prevent her from summoning the same spirit she has the Star Dress form of at the same time, but it does count as having two summons simultaneously.
  • Equipment:
    • Key Pouch: Lucy stores all her keys in a pouch on her hip.
    • Gold Keys:
      • Gate of the Water Bearer Key: This key is a little different from Lucy's others, because it's broken. It is incapable of summoning the spirit associated with it. However, Lucy can still use the Star Dress from it. It lets her use general water manipulation - not creation - magic skills, sending blasts or waves at people. It looks like this.
      • Gate of the Golden Bull Key: Summons the Golden Bull, Taurus. He is an eight-foot-tall cow-man with the strength of an ox (that is, probably enough strength to lift an ox over his head in either hand), with enhanced reflexes, and a giant-ass axe. It's also unclear exactly how tough he is, but he can take a few serious hits without crumpling up. He can also strike his axe hard enough into the ground, generating a shockwave upon contact, which moves in a straight line towards the target, splitting the ground and blasting rocks into the air. And Star Dress form.
      • Gate of the Giant Crab Key: Summons the Giant Crab, Cancer. Cancer is much faster than your typical person. He dual-wields a pair of hand scissors that can cut hair very efficiently, and can even cut through your typical sword. He also has superhuman hairstyling powers, even being able to grow a full head of hair on a person (and style it) in a matter of seconds. As if that wasn't cool enough on its own, he also shampoos and conditions. And Star Dress form.
      • Gate of the Maiden Key: Summons the Maiden, Virgo. She is a maid with metal shackles and chains hanging off her wrists. Virgo exhibits great prowess in Earth Magic, with her form of Earth Magic revolving around the creation of holes, and letting her practically swim through the earth as if it were water while carrying passengers. She is strong enough to send people flying with a punch, and has the ability to change her physical appearance to that of a large, ugly gorilla-like woman. She is able to extend the length of the chains around her wrists and to move them around as she wishes. The chains can be used in an offensive way by elongating them and using them as a whip. And of course, she can carry Lucy's spare attire (and whip). And Star Dress form.
      • Gate of the Archer Key: Summons the Archer, Sagittarius. He is a man in a horse costume, with a bow and a quiver. He is a very good archer with superhuman hand-eye coordination and reflexes, able to shoot multiple arrows at once, shoot in rapid succession, and even shoot a sniper rifle bullet out of the air while doing a flip. And Star Dress form.
      • Gate of the Lion Key: Summons the Lion, Loke. Loke is a very handsome man in a business suit. He is also Lucy's most powerful servant. He is as strong and durable as several men, has the reflexes of a master martial artist, and most importantly, he has a type of magic called Regulus. Regulus lets him attack by shooting out magical blasts of light, and lets him increase his strikes by imbuing them with the added effect of the aforementioned magical blasts. And Star Dress form.
      • Gate of the Twins Key: Summons the Twins, Gemini. These little gremlins can use transformation magic to look like anyone they want. They normally gain those people's abilities, but presumably the Cure made this cosmetic only. And Star Dress form.
      • Gate of the Ram Key: Summons the Ram, Aries. Aries can generate incredibly large quantities of wool. It is very fluffy and comfortable. It's not just all fun and games, though. No! It has all sorts of combat applications. If she generates a cloud of wool, it could obscure vision for a group of people. Or if she summons a really fluffy giant pile of wool, it can let someone land safely from a high drop. Because it's real, 100% authentic wool, it can aggravate the allergies in someone, or possibly even trigger a hayfever episode. And Star Dress form.
      • Gate of the Scorpion Key: Summons the Scorpion, Scorpio. Scorpio is known for employing sand magic as his primary means of combat. He is shown casting such magic through the use of his scorpion-like stinger, using it to produce sand which is focused to assault opponents at mid-to-long range. Scorpio is shown to be able to shape large amounts of sand in various ways, such as a tornado or beam. And Star Dress form.
      • Gate of the Goat Key: Summons the Goat, Capricorn. He is a goat-man in a suit. He is strong enough to carry a heavy person in either hand, and a very skilled martial artist, letting him go toe-to-toe with karate masters and the like. He also can't stop giving Lucy diet advice because she's a bit on the heavy side. And Star Dress form.
    • Silver Keys:
      • Gate of the Southern Cross Key: Summons the Southern Cross, Crux. He is a floating metal cross man who can scan the nearby area for people who have been in contact with Celestial Spirits (like Lucy's) and Celestial Mages (like Lucy).
      • Gate of the Clock Key: Summons the Clock, Horologium. He is a walking, talking clock-man. Horologium wields defense magic that allows him to keep people safe within his soundproof clock body and narrate for those inside him. He can be used in both non-combative and combative situations. Lucy uses him as shelter and transport when traveling in snowy and muddy areas. In combat, he can protect the person inside him, even from a dangerous environment such as lava with his hard, wooden body (which seems to be more like steel in effect). However, Horologium does not have combative moves. This Magic is powerful enough to protect himself and anyone inside of himself someone from being affect by any sort of space-time manipulation, such as being forcibly teleported or put into a pocket dimension. He is also on a time limit of some sort, as he will transport back to the Celestial Spirit World once the time is up, leaving his occupant behind, regardless of any danger he or she may be in. This time limit seems to decrease inversely proportionally to the danger, as he can go on a long hike in the cold, but can only protect someone from lava for a few minutes. He can force himself to be summoned in a heartbeat, protecting Lucy and friends from sudden threats. He's only big enough for one person to sit in comfortably, or two people to be crammed in like sardines (plus a cat).
      • Gate of the Lyre Key: Summons the Lyre, Lyra. Lyre is a young woman who can play her harp very well.
      • Gate of the Canis Minor Key: Summons the Canis Minor, Nikora (Plue). He's basically a pet, equivalent to a dog, but much smarter. And a snow-creature.
      • Gate of the Compass Key: Summons the The Compass, Pyxis. He's a cute bird who knows which direction is which. Unlike inferior compasses, Pyxis always knows which way is north, instead of being a slave to magnetic fields.
    • Light Pen: The same type of pen Mirajane has.
    • Fleuve d'étoiles: A whip. It is magical, so that even though it's normally just a hilt, a magical line of flexible water extends out of it when used, letting it function like a normal whip. It uses very little magical power, so Lucy can still use it even when critically low on her magical power.
    • Windreader Glasses: These glasses let Lucy read very fast. She could finish a large book in a matter of minutes with it.
    • Compact Communication Lacrima
    • Sorcerer's Weekly: A popular magazine with the latest news on magic, and some high-quality photo spreads.
  • Backstory: After inheriting her mother's Celestial Spirit keys, Lucy ran away from home because her dad was an asshole, and she dreamed of eventually joining a mage guild. She read Sorcerer's Weekly religiously, fawning over the photos and articles... definitely just the articles... and wanting to join the most famous guild of all - Fairy Tail. Then one day she bumped into two members of the guild, Natsu and Happy, who helped her fulfill her dream of joining the Fairy Tail guild. She met all sorts of interesting people, and more importantly, went on quests for money, because rent isn't free. Or cheap. She has rather high standards of living. During various gaps in time she spent a year as an underwear model/reporter (she really likes to focus on the latter), and another year finally finishing her novel, even winning an award for it. But ultimately, Fairy Tail is her home, and she always returned to it no matter what.

  • Name: Juvia Lockser
  • Age: 20
  • Appearance: Picture.
  • Personality: Juvia is polite, but incredibly neurotic, something that culminates on a massive romantic fixation she has on Gray, to the point that she irrationally views Lucy (and sometimes the other women... and men) in the guild as romantic rivals. She can sometimes she acts completely irrationally out of fear and paranoia. She tends to speak about herself in the third-person, and can often be found talking to herself. Despite this she is fiercely loyal to the people she considers her friends.
  • Powers:
    • Water Magic: Juvia can cast spells involving water magic. She can even generate water if none is to be found nearby. She can create barriers or shoot water at people, and they come in all manner of shapes and sizes, such as bubbles, blasts, cyclones, waves, whips, columns, domes, and such. She can also fire off water that's been sharpened so much, it's the equivalent of throwing knives - or wielding it as a blade.
    • Water Body: As an extension of her water magic, Juvia's body can be turned into water. She always has this activated without thinking, though not if unconscious. This causes attacks to phase through her as if going through water. It can save her from several minor attacks (punches, kicks, smaller bullets, stabs from normal weapons, etc) or a serious attack (superpowered punches or kicks, a sniper bullet, a stab from an energy sword, a stab from a normal sword used by someone with super strength, etc.) before requiring several seconds to recover its power - almost like the typical energy shields found in Halo or Mass Effect. A powerful attack can overwhelm this and 'break through', with her water body only reducing the damage partially, equivalent to what it could normally stop. She can breathe underwater as well.
      • Sierra: She can turn into a boiling cloud of water for short periods of time and rush towards a target like a raging bull.
    • Rain: It can rain near Juvia. She doesn't control this power, instead the rain just comes out on its own depending on her mood, mostly when sad or upset. It can rain in a pretty large area around her.
  • Equipment:
    • Compact Communication Lacrima
  • Backstory: Juvia spent her childhood shunned by the other children for constantly making it rain around her. She grew incredibly depressed and frustrated, eventually joining the evil guild Phantom Lord and becoming one of its S-Class mages. However, during an attack on Fairy Tail, she was defeated and eventually wound up joining Fairy Tail. She also developed a massive crush on resident Ice Make Mage, Gray Fullbuster, which may have somewhat influenced her decision to join. Over the years, though, she grew close to the other mages as well, thinking of them as family.

  • Name: Wendy Marvell
  • Age: 15
  • Appearance: She's the one who isn't a cat.
  • Personality: Has a tendency to be very emotional and cry a lot. She really dislikes sour plums, even being scared of them to some extent. Loves desserts, especially Jell-O (or whatever it's called in fantasy worlds), to the point that she's joined Erza on a few sweets-collecting missions.
  • Powers:
    • Sky Dragon Slayer Magic: Wendy is the Sky Dragon Slayer, which means that she has the ability to manipulate air. Her magic also allows her to heal people with the gravest of injuries, even those caused by a dragon. Her proficiency in healing allows her to use even just a kiss to heal other people and she can counteract other magic. Her magic also has support spells, which can increase attack power and speed, to both herself and her others. Her Magic also allows her to sense air currents, which can be used to predict the weather.
      • Air Magic: Wendy can manipulate air. This has applications like letting her send magical blasts of air at people with varying intensity, all the way up to blowing people away with stinging wind.
      • Sky Dragon Roar:When using this attack, Wendy breathes a hurricane-like blast at her target. It's a very powerful blast of wind that could send even knock back a heavy man in armor.
      • Dragon Force: Wendy can temporarily boost her power for a short period of time by activating the Dragon Force. This changes her hair to pink and lengthens it, and gives her increased strength, speed, and endurance, so that she can actually hurt someone with her punches and kicks, hitting them hard enough that even someone in a suit of armor could be injured by her strikes.
      • Air-Eating: She can 'eat' air, letting her suck in a big breath of air to eat up things like twisters and air-element attacks. If she eats the air from someone else's attack, she can recover the energy from the air that way to top off her magical reserves.
    • Healing: Wendy is capable of manipulating clean air to perform various feats, such as draining poison from an infected victim, cure motion sickness, and the like. By using a lot of energy, she can even revive people that are in a near-death state. It can restore the body internally and externally including a patient's fatigue and body stress. However, it takes a small amount of time to work so it cannot provide any serious healing in combat, and cannot be used to heal Wendy's own injuries. While it takes a while for someone to experience the full effect of healing, she isn't required to channel energy the whole time, as she can just cast the spell with a touch and let it work its magic on its own. While it can heal pretty much any injury, it can't do things like restore lost limbs, or remove tumors. Her healing powers are somewhat diminished in areas with heavy pollution.
    • Dispelling Magic: She can dispel the effects of magic on someone, such as if they're being affected by magical poisoning, or have a magical spell binding them.
    • Enchantment: Some of the spells in Wendy's possession are enchantments, which allow her to attach her magic power to someone or something (including herself) to boost their natural parameters. She can boost someone's strength or speed, magical damage, the damage by a specific weapon, or their endurance and defense, by a decent amount for a short period of time. She can target up to two people with this, and the boost, while noticeable, is not massive. It's hard to say a specific quantity, but something in the ballpark of a 25% increase in the target's natural aptitude.
    • Singing: She's pretty good at singing, doing it semi-professionally for nearly a year. Well that and her natural air magic thing probably doesn't hurt.
    • Nose and Ears: Wendy has strong senses of smell and hearing. She could remember a person's smell and then identify them later, or track them like a dog. She can hear a whisper across a large room. Perhaps as a result of these enhanced senses, she is terribly, hopelessly overcome with motion sickness when on a vehicle.
  • Equipment:
    • Compact Communication Lacrima
  • Backstory: Wendy was an orphan wandering the streets until she was taken in by the sky dragon, Grandeeney. Grandeeney raised Wendy as her own daughter, bestowing her with her own dragon power, and sometimes getting help teaching her things like reading and writing from her human friend, Anna Heartfilia. Then one day Grandeeney sealed herself off inside of Wendy and made her go through a magical gate that thrust her forward four hundred years into the future and made her forget many of her memories. She was taken in by a guild called Cait Shelter, who raised her in a loving environment for several years. When she was 12, with the help of Fairy Tail, they destroyed the magical superweapon Nirvana. And that's when Wendy found out that everyone she had ever known and loved was actually just a ghost who was sticking around until they could destroy Nirvana. Except Carla, of course. Saddened by all this, the two of them joined Fairy Tail. When Fairy Tail was temporarily disbanded, she spent a year as part of another guild, Lamia Scale, living with a Sky Goddess and being part of a singing duo. Also Erza's mom possessed her body one time, but she got better.

  • Name: Carla
  • Age: 9 (Which is like 20 in cat years)
  • Appearance: Imagine she's got this expression 99% of the time. And an alternative outfit or two.
  • Personality: Her demeanor is probably best-described as "bossy middle-aged lady". Carla is very strict and serious most of the time, and cares about Wendy like a mother. She has a fondness for Darjeeling Tea and does not like tomcats. Coincidentally, her nickname for Happy is "Tomcat".
  • Powers: Literally the same powers and abilities as Happy, with one minor exception.
    • Transformation Magic: Unlike Happy and his ability to turn into some hideous deformed freak, Carla can transform into a form that is almost completely human in appearance, like a teenage girl, but with cat ears and a cat tail.
  • Equipment: Nothing, really.
  • Backstory: Carla hatched and first became friends with Wendy. The two have always been practically inseparable.

  • Name: Cana Alberona
  • Age: 21
  • Appearance: Like this. Although she usually looks more like this. She's a hair over 5'8".
  • Personality: Cana is a very strong-willed person. Despite her drinking and somewhat laid-back attitude, Cana is one of the more serious members of the guild: she hardly ever goofs off (except when she's drinking). When things get serious, she is very focused on the situation at hand. Her hobbies include drinking in the guild hall all day and lamenting about being single. She tends to refer to whatever barrel she's drinking out of as her current boyfriend. She is extremely loyal to the guild and its members, regardless of how new they are or what their background may be.
  • Powers:
    • Drinking: Cana can drink. A lot. Not in the sense that your 350-pound friend from college could drink a handle of vodka by himself. In the sense that she can consume several dozen barrels of alcohol in a short amount of time and still stay standing. While it is possible for her to get so drunk she passes out, it requires a truly staggering amount of alcohol. She is a functioning alcoholic too, as she can get flushed, or even tipsy, without having a negative effect on her abilities.
    • Fitness: Cana is a reasonably fit girl from an anime series in most regards. Her one superhuman trait is that she has freakish strength, enough to lift up full barrels of alcohol without much effort.
    • Spell Card Magic: Cana uses magic by channeling her power into her spell card deck. These cards build up a spell by having her channel magic in specific combinations. She doesn't physically use these cards in combat, though. Instead she casts spells by pulling a card (or cards) made of energy that has the properties of the "card spell". Then depending on the type of spell she either uses the card as-is, or throws it at a target. She could also set them down somewhere, and then remotely trigger them.
      • She can alter or combine the effects to a certain extent. The elements she uses in her cards are sharpness, blunt force, fire, water, lightning, or explosion. The spells listed below are all the ones she's been seen creating, so she can modify one of them, such as one that throws sharp cards at someone, with a lightning element.
      • Spells that target a specific person can be created like this - such as making a spell for calling a specific person.
    • Spell Card Spells:
      • Shuriken Cards: Cana is capable of throwing cards as projectiles at her enemies. These thrown cards seem to possess cutting power, being shown piercing targets as if they were shuriken. Cana tends to throw several of them at the same time, likely to strike a larger area or to increase the chance to hit.
      • Cards Volley: An enhanced ranged attack, in which Cana throws several cards at once at her target in an arched formation. They can hit the ground with enough strength to shatter it, lifting up a cloud of debris, possessing great blunt power.
      • Cards Wardrobe: By having a large amount of her cards float around her and hide her upper body from sight, Cana was shown capable of changing outfits in mere moments.
      • Sexy Lady Card / Woman Wall: She throws a card portraying a curvaceous woman in a skimpy bikini at her target. This will prompt said woman, among others, to come to life from the card, all sporting similar curves and attires. These women will then surround the target and proceed to hug them. Opponents who are either attracted by beautiful women or shy when confronted with them are likely to be frozen in place, becoming unable to react properly. She can summon dozens of women this way, enough for them to create a living wall by stacking themselves one on the other's shoulders, surrounding the target and multiplying the primary seduction effect. While this might be ineffective as a serious form of defense, someone not willing to hurt women might be seriously hindered by it.
      • The Prayer's Fountain: A single card spell, Cana places a card on the ground, summoning forth several beams of water from it, which strike in all directions.
      • Sleep Card: Another single card spell, Cana pulls out a card portraying a cartoonish, sleeping ram, together with the word "Sleep", and activates it with her Magic. It can be used to help someone sleep.
      • Help Card: A card adorned by a cartoonish drawing of a distressed person, plus the word "Help" on the top and their name on the lower part. The card visibly shines if the holder finds themself in danger and, if need be, a prominent arrow can appear from the card, pointing in their direction, and thus allowing Cana to pinpoint their location.
      • Call Card: A Magic Card bearing a stylized picture of a specific person, which will allow its bearer to communicate with said person.
      • Card Dimension: Cana uses her cards to trap others in another dimension inside the cards themselves and can free them at will whenever she sees fit. They are still able to communicate with the world, and can easily break out, so it's more for transportation.
      • Thunderbolt's Fate: One of Cana's multiple card spells, she places three of her cards together in her hand. Those cards interact with each other, striking multiple opponents around her with massive bolts of lightning.
      • Summoned Lightning: A multiple card spell, Cana combines three of her cards in her hand, after which green lightning bolts are fired towards her opponent in an arched trajectory. This spell can be used as a trap-oriented version, in which several cards are left on the ground in a circular formation. Everyone who steps foot inside said formation will be electrocuted by green lightning.
      • Explosion Cards: Cana's multiple, long distance card spell. She has several unnamed cards seemingly float before her in a curved line. This formation prompts a burst of flames to appear, which is sent flying in her target's direction.
      • Wind Edge: Cana's multiple, long distance card spell. She pulls out two cards and combines them in one hand, and with the other one, when she waves it in the direction of the spell, it activates. This action generates an ascending air blast from the ground several meters away from her, which can strike multiple opponents at the same time.
      • Sun's Strength: Cana's multiple, long distance card spell. She throws a few of the same, unnamed Magic Cards, each with a flame-like drawing on each of them. These cards, after being thrown, change into flame covered bullets which explode upon contact.
      • Icicle: Cana's multiple, long distance card spell. She uses three unnamed cards, combines them in her hand, and waves them at her opponent. This creates multiple ice bullets that closely resemble icicles, which both hit and freeze the target.
  • Equipment:
    • Spell Card Deck: A deck of cards used as the basis for her magic.
    • Compact Communication Lacrima
    • Liquor: She usually has a bottle or two of some potent brew tucked away in a pocket or something.
  • Backstory: Cana's mother died when she was very young, and she learned that her father was a man known as Gildarts - one of the strongest Wizards in the world, and a member of Fairy Tail. But when she went to Fairy Tail searching for him, she lost the nerve to reveal her identity to him, and joined the guild instead. Between him going away on missions for weeks, or possibly even months at a time, and her own reservations, she continued to not tell him. She trained as a mage for several years throughout this whole time, learning how to use her spell cards and becoming one of the most powerful members of Fairy Tail, and developing a drinking habit. A serious drinking habit. Despite her skills, she never got to progress to the rank of S-Class mage, always managing to lose out on the trials. She did, eventually, manage to reveal the truth and grow close to her father.

She's also spent a lot of her spare time drinking.


Day 5 wish:
  • Name: Mavis Vermillion
  • Age: Roughly 113 (120 if you include being frozen in time for 7 years) total. 24ish on Battleworld due to not having black magic fuckery messing with her anymore.
  • Appearance: Like so
  • Personality: Mavis is pretty nice and kind person. She cares about her friends, is nice to animals, and is pretty protective. She's very upbeat and cheery so it's rare to see her without a smile on her face, and it takes a lot to get her down. She has a bit of a careless, whimsical streak, doing goofy things that might otherwise result in embarrassment or misfortune, which seems to tie into her somewhat competitive nature where she's willing to cheat do somewhat mischievous things to win. She has a habit of going around barefoot all the time.
  • Powers:
    • Wizard: She's also a wizard like the rest of Fairy Tail. She has a deceptively large amount of magical energy inside of her for someone that looks rather... not-ripped.
      • Magical Knowledge: Mavis has a lot of experience and knowledge relating to magic, and is really good at understanding magical systems and wards and those sorts of things, almost like magical forensics or analysis. This includes knowing about    black magic   . But since it kind of ruined her life and cursed her, she's being wished into Battleworld "decursified". So even though she can't use it anymore, she can still do a good job of Sherlocking her way through identifying if something is cursed.
      • Illusions: Mavis is an illusionist Michael. She can make anything she wants manifest as an illusion. Her illusions can look and sound exactly like something real, even when observed under close scrutiny they still look impossibly life-like and detailed; they even go so far as to emulate small things like the way fur blows in the breeze or how a person's stomach rises and falls when they breathe; she can 'pre-program' them to go about some sort of routing to further the illusion. Despite this realism, they are completely intangible and unable to interact physically with the real world (unless making sound and light counts "interacting") so someone can just stick a hand through them to see that they're fake. A wolf the size of a house, a big bright fire, a small army of knights, weird birds, other people, herself - anything she can think of, she can make a hologram of it up to the size of a small house. She can also make an illusion in a way that only certain people will see it, and be invisible to others. Her ability has a pretty long range, but if she can't see where she's trying to summon an illusion, it can be very difficult to guess exactly where it's going to be.
      • Fairy Glitter: An offensive spell that isn't black magic. It requires fully concentrating for a good 15-20 seconds at the minimum, which calls down a column of light in an orbital strike, raining down on a target like a magical artillery shell. Because it doesn't seem to work beyond a couple dozen yards, and requires charging up for a considerable period of time, it's more like a bunker buster/safe cracker than the sort of thing you could use in a fight. It's especially useful for destroying magically hardened materials, such as a crystal, as it can damage ethereal bodies that could otherwise resist magic.
      • Telepathy: She can send a mental message to someone relatively nearby, or let them send a message to her.
    • Master Strategist: Mavis is very smart. I probably won't do a good job at portraying this. She knows math and tactics and history and all sorts of nerdy stuff. Her memory is very good and may or may not be photographic, as it's at the very least detailed enough that she can create a perfect illusion of someone from memory, and remember the intricacies of someone's fighting style from a brief study.
  • Equipment: Probably just her dress, but she's undoubtedly going to grab a compact communication lacrima and light pen from the Guild Hall as soon as she possibly can.
  • Backstory: Mavis was orphaned very early on, and forced to work for the Red Lizard Guild to pay off the debts her parents had accrued. The guy in charge of the guild was a real dick, who didn't even let Mavis keep her boots, resulting in a lifelong habit of going barefoot. She slept in a pile of hay in the stables, teaching herself advanced math and reading skills by moonlight. When she was around six years old, the Blue Skull guild stormed the island and killed everyone they found, leaving everyone for dead. By chance, Mavis and a schoolmate (or, she would have been, if Mavis had been allowed to go to school), Zera, managed to survive. They spent seven years together on the island, with Mavis - who had always been fond of books - keeping busy by intensely studying every book on magic that had been left behind on the island. Eventually three guys landed on the island and gave them a boat ride back to civilization, they all formed a wizard guild together, and Mavis learned that she had been manifesting Zera as a figment of her imagination given life by her illusionary powers. So, you know, a lot of stuff to unpack. Then she learned Black Magic, cursed herself into being 13 forever, fought a war or two, had a kid, and then got her body encased in a giant crystal for a century and lived on as an astral projection. And then died.

Edited by nman on Sep 20th 2019 at 11:46:20 AM

Meanken Since: May, 2013
#896: Sep 22nd 2018 at 5:17:19 AM

Ok time for the review of this unusually large ass chunkless sign up.

  • Erza
    • Usual rules for projectile deflection are in effect. Single target only, must be facing them, anything above single shot pistol style fire is going to have limited effectiveness, that is, some bullets are still going to get through
    • Celestial Armor-The blasts should be no bigger then the size of your typical van. No blowing up buildings in a single blast or anything nuts.
    • Flight Armor-Gonna have to be nerfed. Super speed is one of those annoying, easily abused powers. She should not be running so fast that she is only a blur or no one can see her or any such thing, and if she's running at the new theroretical max speed, turning should be, at the very least, a serious pain in the ass. No juking every attack just be running past it. You get the idea.
    • Armadura Fairy-Ok she's already pretty strong, so tripleing that is a little much. Willing to accept a nerf to double.
    • Extremely Cumbersome Heavy Armor-Ok at this point you're more at the point of a small mech rather then armor, and on top of everything else, I feel like that's a bit much for one person. Unless you can make a really good case for it, I'm gonna ask this be removed.
  • Lucy
    • Gate of the clock key-While perhaps self explanatory, as the Common Room is technically part of The Cure's personal pocket dimension, it should be stated that the effect reguarding those will not work on that
  • Juvia
    • Water Body-This is, to be blunt, a problem. Frankly I'm not sure why you thought I would be ok with this, as you were pretty good with pre-nerfing a lot of the other problmatic powers. A power that causes any attack to ghost through her that she always has on? Really? No I don't really care if it only lasts for a few attacks, that doesn't solve the issue. You're gonna have to remove the "Auto on" part, and this is only going to work on one attack at a time along with a strict time limit of 5 seconds per activation, with a significant period before it can be used again.

Edited by Meanken on Sep 22nd 2018 at 5:17:28 AM

nman Since: Mar, 2010
#897: Sep 22nd 2018 at 10:10:43 AM

Understood, done, done, done, removed, done, and reworked!

ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#899: Sep 26th 2018 at 4:55:15 AM

Sill a work in progress (I want to add a whole lot more Abnormalities), but I wanted to check how the concept it self tests before continuing. The idea is to play this as an atypical chunk. It won't be engaging in the usual chunk politics and such, but instead work as a disposable PVE like event just in time for Halloween. It gets straight to the action and doesn't relent until players finally escape. If done right it should hopefully have a frantic boss rush feel to it. To do this though, abnormalities aren't being balanced like characters, they are being balanced as obstacles for the players to over come. It should come to no surprise that I have zero intention of killing other people's characters, even in a horror scenario like this. In fact a part of the reason for the somewhat large cast of characters is because its from that pool in which the horrific deaths and dwindling numbers will be pulled. Despite the unusual idea for the chunk, I think it has potential for some memorable moments and as an outlet for characters to go full action/horror with out having to pull punches on account for other players. I am sure there are a number of conditions for trying to run a chunk in this manner if it gets the go ahead, and we can set the ground rules.

Basically, the chunk should feel like the second half of the Cabin in the Woods movie, or perhaps more accurately, this trailer, but with the player characters there in the middle of it.

Oh, and for those interested in the game, beware spoilers as a big part of the game is simply researching what these creatures are.

Main Character

Supporting Cast

Name: Malkuth

  • Age: ??? (Artificial being, appears as a young woman)
  • Appearance: Where are my manners! My name is Malkuth! I am in charge of the Control Team!
  • Personality: Cheerful, enthusiastic, and impatient. She always puts in her best effort and aims for the best results.
  • Powers: None, average fighting ability.
  • Equipment: Heaven, a powerful flesh covered spear created from an eldrich abomination.
  • Backstory: Malkuth is a Sephirah, an incredibly human like AI used to manage the facility. Malkuth is the manager of the Control Team.

Name: Yesod

  • Age: ??? (Artificial being, appears as a young man)
  • Appearance: I am Yesod, the Sephirah of the Information Team.
  • Personality: Strict and uncaring, logical; he constantly wears concealing clothing so that no skin is showing.
  • Powers: None, average fighting ability.
  • Equipment: A Sword Sharpened by Tears, a magical rapier taken from the The Knight of Despair.
  • Backstory: Yesod is a Sephirah, an incredibly human like AI used to manage the facility. Yesod is the manager of the Information Team.

Name: Netzach

  • Age: ??? (Artificial being, appears as a young man)
  • Appearance: That's right, I will tell you straight. I don't like my job.
  • Personality: Pessimistic and lazy. Wishes he would be replaced and feels helpless over the deaths of employees.
  • Powers: None, less then average fighting ability.
  • Equipment: The Smile, a heavy hammer created from an eldritch abomination. Its mouth has an insatiable hunger and will try to devour anything it can.
  • Backstory: Netzach is a Sephirah, an incredibly human like AI used to manage the facility. Netzach is the manager of the Security Team.

Name: Hod

  • Age: ??? (Artificial being, appears as a young woman)
  • Appearance: Well, I am not perfect, but I won't disappoint you!
  • Personality: Optimistic and helpful, and tries to help everyone. She wants to be respected.
  • Powers:None, less then average fighting ability.
  • Equipment: Reverberation, a cross bow created from Alriune. The bolts have dull tips. When struck, the bolt causes a sudden growth of flowers and an effect much like the abnormality it was created from. In terms of Battleworld, its basically a nonlethal crossbow that causes flower covered vine entanglement and a tranquilizer effect (the tranquilizer effect can take some time or multiple hits as need be)
  • Backstory: Hod is a Sephirah, an incredibly human like AI used to manage the facility. Hod is the manager of the Training Team.

Name: Tiphereth

  • Age: ??? (Artificial being, appears as children)
  • Appearance: Of course, can't you see? We're twins.
  • Personality: The female one acts collected and up-front, getting straight to the point. The male one acts upbeat and is almost always positive.
  • Powers: None, less then average fighting ability.
  • Equipment: Solemn Vow, a pair of magical pistols. Each twin will weild one. For the purpose of Battleworld, one pistol will fire white magic while the other fires black magic.
  • Backstory: Tiphereth is a pair Sephirahs, incredibly human like AI used to manage the facility. Together they manage the largest section of the facility, Central Command.

Name: Gebura

  • Age: ??? (Artificial being, appears as a young woman)
  • Appearance: But this...isn't this too nice to the abnormalities?
  • Personality: Rigorous and sometimes rude; tries to suppress abnormalities with as much force as possible. She dislikes cowards.
  • Powers: Gerura, along with Binah, are the strongest warriors of the corporation. Their abilities approach something super human.
  • Equipment: Mimicry, a large powerful sword crafted from an eldrich abomination. It is alive and can change its size, being able to double in size for some attacks. She also possess Gold Rush, a powerful gantlet taken from the King of Greed. While strong, using them reverts its user to a more primal state, effectively turning them into a berserker.
  • Backstory: Gebura is a Sephirah, an incredibly human like AI used to manage the facility. Gebura is the manager of the Disciplinary Team.

Name: Chesed

  • Age: ??? (Artificial being, appears as a young man)
  • Appearance: I can't start my day without a cup of coffee in the morning.
  • Personality: Sleepy and mature, needs his coffee. He cares for his employees.
  • Powers: None, average fighting ability.
  • Equipment: Magic Bullet, an attempt to recreate Der Freischütz's weapon. While they were unable to reproduce his powers, it is none the less a powerful magical gun. It will function basically as a magical rail gun, but as expected of a musket, it has a long reload time.
  • Backstory: Chesed is a Sephirah, an incredibly human like AI used to manage the facility. Chesed is the manager of the Welfare Team.

Name: Hokma

  • Age: ??? (Artificial being, appears as a older gentlemen)
  • Appearance: In the under layers, everything sinks
  • Personality: Calm and collected. He considers the death of employees as a cycle.
  • Powers: None, average fighting ability.
  • Equipment: Da Capo, a powerful magical scythe created from studying The Silent Orchestra. It is devoid of making any sound what so ever, but the wielder hears soft music that no one else can.
  • Backstory: Hokma is a Sephirah, an incredibly human like AI used to manage the facility. Hokma is the manager of the Record Team.

Name: Binah

  • Age: ??? (Artificial being, appears as a young woman)
  • Appearance: Did you have fun while I was locked up here?
  • Personality: Calm and without emotion. She has sadistic inclinations.
  • Powers: Binah, along with Gebura, are the strongest warriors of the corporation. Their abilities are something super human. Twilight also gives her the ability to blink teleport, which of course will have a cooldown.
  • Equipment: Twilight, a powerful magical sword made from the feathers of the Apocalypse Bird.
  • Backstory: Binah is a Sephirah, an incredibly human like AI used to manage the facility. Binah is the manager of the Extraction Team.

Name: Myo

  • Age: ??? (Appears as a young woman)
  • Appearance: The Rabbit came to graze the grass.
  • Personality: A professional soldier through and through.
  • Powers: None, but as a black ops soldiers, she and her team are among the best of the best when it comes to modern warfare. Her group consists of 36 black op soldier, much like her self.
  • Equipment: Myo and her team are equipped with the best modern warfare equipment available. Their suits are sealed to avoid contagions and feature a number of sensory equipment to help them track abnormalities (probably something like Night vision, infrared, and some interdimensional tracking vision). They use advanced automatic weapons, with various ammo to take advantage of abnormality weaknesses, and energy blades. I may also have them use grenades to round out that modern warfare feel.
  • Backstory: Myo and Rabbit Team are not actually a part of the corporation. They are paramilitary group contracted out to come in and clean house whenever a parts of the facility become over run. A stipulation of that contract though is that when called in, they kill everything in the mission area not part Rabbit Team, no exceptions.

Chunk Name of the World: Facility X-394 Description: Welcome to the Facility X-394. This massive underground research facility is committed to easing the desperate energy crisis of the world above through any means necessary. While the world descends ever further into chaos and horror, Facility X-394 stands as a beacon in which civilization may continue to flourish thanks to energy we are able to produce. To achieve this goal, X-394 houses a large assortment of abnormalities. Monsters, demons, other worldly beings, cursed objects, cosmic horrors, and so on. Our facility is equipped to harvest the supernatural energy given off by such entities, assuming an agent can properly coax them into the proper state of mind.

  • You may have no doubt noticed a high mortality rate among employees as well as work place incidents involving the abnormalities. Such is to be expected when one works with the things we do here in the facility. But sacrifice is necessary. So do your job, listen to your manager, and remember face the fear, build the future.

Contents/Locations: The chunk is an underground research facility. It is divided into nine different departments, each ran by a Sephirah. If it comes up, the area above the facility is a city, but completely empty on Battleworld. The nine departments, while all housing abnormalities, each have different function and can have wildly differing architecture. Admittedly though, much of the time will be spent in monster filled halls and elevator shafts with main rooms serving as set pieces.

  • Control Team Department: The highest part of the facility.It appears, like much of the upper levels, as what one would expect of research facility. Has a light yellow interior design.

  • Information Team Department: The central area of the upper levels. It also is where the lower levels and the upper levels connect. It appears, like much of the upper levels, as what one would expect of research facility. Has a light purple interior design.

  • Security Team Department: The west wing of the upper levels. It appears, like much of the upper levels, as what one would expect of research facility. Has a green interior design.

  • Training Team Department: The east wing of the upper levels. While it too has much of a research facility vibe, it seems to also have taken inspiration from Aztec design. Has an orange interior design.
  • Central Command Team Department: The central part of the facility. It is the largest area of the facility with the single largest room, being several stories high. Here architecture really starts to diverge. It features a grand design with artistic murals, more suited for a theater or private manor then a research facility. Has a yellow interior design.

  • Disciplinary Team Department: The east wing of the central levels. It appears to have a dark industrial design to it. Lowly lit. Has a red interior design.

  • Welfare Team Department: The west wing of the central levels. It appears to have an almost cave like design to it. Has a blue interior design.

  • Record Team Department: The west wing of the lower levels. It features cobble stone streets with towers made of smoke and clocks everywhere. One has to wonder if they are still in a facility at the lower levels. Has a white design.

  • Extraction Team Department: The east wing of the lower levels. It is pitch black, with only the glowing markings of obelisk laden walls to provide any light. One has to wonder if they are still in a facility at the lower levels. Has a black design.

Specialties: The meat of the chunk. Facility X-394 houses countless horrors which will be unleashed upon the players. Hypothetically this chunk should feel closer to PvE then Pv P. Odds should feel ridiculously stacked against the player with a feeling of hopelessness, even if player victory is an inevitability. To facilitate that, many of the abnormalities will be balanced with that in mind. Think boss fights in a video game, while presented as being much stronger then the player, they are designed to be defeated. In fact if done right, the chunk should feel like a frantic boss rush. Because I am playing this as a non standard chunk, perhaps closer to an event then a classic chunk, there will probably be a number of caveats associated with it that will be discussed.

  • Another thing to note is that mind effecting abilities is a common thing in this chunk, with sanity being a separate health bar. For battleworld many of these types of damage will change to simply magic or some similar damage type. Given the nature of some of these abnormalities, they can cause audio and visual hallucinations, mostly to give atmosphere to an encounter. Mind control will have no effect on players, but will be in full effect for the chunks residents. Abnormalities will also give off auras. So a player may find that the area around an abnormality has a feeling of crippling sorrow or deep primal fear, even if the abnormality can't force the player to feel that particular way (again, mostly to set up atmosphere).

  • Many abnormalities have no loyalties or reasoning ability, with many fighting among themselves in their big murder spree. Players can use this to their advantage, or if nothing else it can give them some slack whenever they need it.

  • Abnormalities are ranked according to danger level. From most dangerous to least, ALEPH, WAW, HE, TETH, and ZAYIN. Generally, HE and below can probably be soloed by a player while WAW and above should require team ups, though there are exceptions. On general, the abnormalities tend to be quite durable. Size is also a bit hard to determine with the chibi art style, so I will playing sizes by ear.

    • Fairy Festival: ZAYN. Tiny cute chubby little green fairies with four arms. Cheerful and friendly, they will happily follow employees around and even heal their woulds with their magic. Despite their friendly demeanor, they are actually carnivorous. Their desire to keep a target in good health is because they see it as a future meal. However if they see another abnormality eyeing their prey, they will instantly turn on their mark like piranhas. Seeking to gobble up the human themselves before another predator has a chance to steal their prey from under them. They start eating with the soft spots of the eyes.

    • One Sin and Hundreds of Good Deeds: ZAYIN. A floating skull and cross. Despite its appearance, it is actually a quite harmless and is actual beneficial. It heals the body and souls of those who come to it confessing their sins. The only danger it poses are to those who are unable to face their own sins.

    • Fragment of the Universe: TETH. An alien being that appears as if a child's drawing has come to life. Its form is not physical, but something surreal. It does not seek harm to humans, and has in fact come to share its knowledge. But the human mind is physically incapable of handling information it relays. Its method of communication could only vaguely be described as singing. Players won't have to worry about losing their minds, with the sensation instead being something along the lines of a sonic attack with live threatening headaches.

    • Void Dream: TETH. A floating sleeping sheep with eyes growing out of its wool. It seek to give pleasant dreams to all. Something which is good until some come to seek sleep like addicts or refuse to wake up ever again, choosing the dream over reality. When escaped from its containment chamber, it gently floated around firing glittering bolts of lights that put those hit to sleep. It even summons forth cloud beds to ease the effected into slumber. If attacked, it changed its form to a rooster like creature. In this form it lets out sonic screeches, while damaging to the waked, is devastating to the mind of the sleeping who are suddenly pulled from their dream land. For battle world, the bolts are slow and can be dodged. Those hit can also be waked normally with no trouble, so long as woken gently.

    • Little Helper: HE. A small cute little robot originally meant for house work. A programming error however caused it to take its cleaning protocol a bit too aggressively. While not the most durable abnormality by any means, it is quite quick and armed with more knives then a house hold robot really should be.

    • Schadenfreude: HE. A strange safe like entity with an eye peering out from the inside. While usually content at remaining dormant, if agitated it will grow four legs, as well as two arms that end in circular saws, and go berserk. Because of the metal casing of its body, its extremely durable and its murder instruments can prove quite deadly. Schadenfreude reacts entirely to being watched. If not actively being watched it will freeze in place until it feels a gaze upon it once again. While players can use this to their advantage, if ignored Schadenfreude will then stalk the players, constantly watching them instead.

    • Red Shoes: HE. A pair of pretty red shoes. While having no conscious of their own, it does have an enchanting effect on women, compelling them to put on the red shoes themselves and driving them mad. Those with the Red Shoes on find that it is impossible to take off and that the shoes will not let them ever stop dancing. But then the possessed employee is probably too busy killing their peers with an axe to realize or care. While Red Shoes will have no effect on players, they can expect to fight possesed employees, or at least see severed feet dancing in the halls.

    • Scarecrow Searching for Wisdom: HE. An animated scarecrow that eats the brains of its victims. It attacks using the bladed farming instruments it has for hands and a tentacle like tongue/external stomach witch it uses to envelope a victims head and suck out their brains. It will always target the smarter of those present in hopes of gaining their intelligence. (It will be paired with the Warm-Hearted Woodsman for a wizard of oz encounter)

    • Warm-Hearted Woodsman:HE. A large animated metal golem like creature. It butchers victims in search of a heart to fill the void in its chest. Its massive metal body makes it quite durable and it carves up victims using a giant axe then stuffing them into its chest. It will always target the kinder of those present in hopes of gaining their heart. (It will be paired with the Scarecrow Searching for Wisdom for a wizard of oz encounter)

    • Der Freischütz: HE. A hunter who sold his soul to the Devil for a rifle that never misses, and in the end became a demon himself. In truth the rifle can miss its target (especially on Battleworld) but he is gifted with a number of abilities that allow him to make impossible shots. Along with being able to use clairvoyance see his target, uses portals to open up pathways for his magic bullet to traverse. This allows him to roughly shoot anywhere from anywhere. These portals also allows the bullet to bypass any obstacles in its way and has the penetrative power of a rail gun. For Battleworld, the obvious blue portals gives a heads up that a bullet is coming, giving players time to dodge. The musket also takes time to reload. Der Freischütz is something of a mercenary, and his services can even be employed by the characters should they be willing to part with their soul for a single magic bullet. He will serve as a wild card of sorts, helping should an encounter prove too difficult or attacking a player to make an encounter more troublesome. Should the players try to fight him, there will probably be fun with portals and angles. But as with any fight against a sniper, the bulk of difficulty is merely getting to him.

    • Little Red Riding Hooded Mercenary: WAW. A red hooded monster hunter, the blood lust and ferocity in which she engages in her work makes her completely indistinguishable from those she hunts. While she can be employed by the corporation to hunt rogue abnormalities, and has been many times in the past, her complete lack of concern for collateral damage makes her just as dangerous as the rampaging monsters. This is especially true if she ever catches sight of the beast that mutilated her, the Big Bad Wolf. When ever the two encounter, both go completely berserk and lose all reasoning other then the desire to rip each others throats out. In terms of combat, she basically moves like demonic ninja with Bloodborne weapons. She is armed with a melee weapon that changes from a sickle to an axe as well as flint lock pistols. She is also faster, stronger, and more durable then any human ought to be. While she and the wolf will be completely transfixed on each other, their fight will spill in onto the players and put them into danger. If attacked, she will defend herself. If the players try to help her against the wolf, she will turn on them for honing in on her prey and compromising her revenge. If the players kill the wolf, she will hunt them with all her unresolved anger from being denied vengeance. If she manages to kill the wolf her self, she is one of the few abnormalities willing to help the players, but by then she would probably have burned that bridge by offhandedly trying to kill the players for being in her way. (Supposedly that set of teeth is a mask. I kinda like the Tarkatan dentures though and may just roll with that instead. Though her real face is kinda cool too. I may run with one or the other, depending on whether I want her to be a total monster or show some humanity.)

    • Big and Might be Bad Wolf: WAW. A giant monster wolf from legend. The wolf is capable of human speech, having something of a silver tongue (it can also take a cute unassuming appearance, but that aspect probably won't be making an appearance on Battleworld). It has an intense rivalry with Riding Hood, and the two will fight bitterly at every opportunity. In terms of combat it acts much like one can expect from a giant wolf. It is incredibly quick, durable, and fast to use its teeth and claws to rend opponents. It also has a supernatural ability to temporarily assume a smoke like form. While great for fleeing and avoiding attacks, it can't attack in the form either and it requires a cooldown. Should the players attack it, it will defend itself. If the players choose to help it by attack or killing Riding Hood, it will be appreciative and will even encourage the player to do so. It should come to little surprise that it will then try to gobble up the players once its rival is out of the picture.

    • Big Bird: WAW. A massive black bird with a round bulbous body and countless piercing yellow eyes that are always on the watch. Unlike most birds, it has no wings, but two arms that it uses to hold its lantern. Big Bird is one of the birds of Black Forest. It brings a part of its home with it when ever it escapes, causing the whole section it is in to fall under the darkness of the forest. Big Bird is not malicious in intentions. It had heard that a massive monster resides within the darkness of the Black Forest and took it upon it self to become a sentry on watch for its where about. When it comes across a poor wander lost within the darkness, it seeks to save them from ever having to encounter that monster. But with its simple mind, the only way it could think to do that was to kill them it self. In its innocence, doesn't quite understand the true gravity of its actions, or even the concept death. It simply know that because of it, the wander will never encounter the monster, so it surmises it must have saved them. While slow and lumbering, it is none the less incredibly durable. Its toothed beak is more then powerful enough to decapitate a human. The lantern it carries also has a enchanting effect, being a sole light withing the darkness of the forest (won't effect P Cs).

    • Alriune: WAW. A doll that once wished for life, becoming the creature known as Alriune. Once loved and cherished for its soulful eyes, the doll wished for life. But it was abandoned in a dark forest all alone, where crows pecked out its eyes. Achieving its initial desire, the creature known as Alriune wished only to return to that unthinking perfect state of a doll. A sentiment it shares for all life, for nothing should have to suffer the curse of sentience. It attacks with vines and flowers. The flowers seem to have tranquilizing effect on its victims, putting them at ease as it kills thought and puts them into a brain dead vegetative state. For P Cs, the tranquilizing process will take some time and they can recover from the process, though they will feel like getting taken off a really heavy sedative. Residents will suffer a peaceful death. We can play it off as being an effect of the aroma of the flowers, and thus standard gas attack rules apply (gas masks, non organics, etc). Alriune is durable as appropriate for its size, and can also teleport (Long cool down). It reacts to strong emotions, and is passive to those with no feelings like her.

    • The Little Prince: WAW. A giant ghastly looking mushroom. While immobile, it constantly releases spores into the air that have an hallucinogenic effect. Those effected begin seeing lights, the mushroom takes a much friendlier appearance, and people have even reported hearing the mushroom talk to them. Those with weaker minds come to seek the mushrooms company. This is very much a deliberate effect, as staying with in its domain for too long allow its spores to infect the entranced, mutating and transforming them into large cumbersome monsters. These servants then protect the Little Prince's domain as it spreads, even releasing clouds of spores it self upon death. While the player won't have to worry about mind control or being turned into a mutant themselves, the spores will still cause light hallucinations for effect. Much of the fight will be against the large lumbering mutated servants. Slow, but durable, it attacks primarily with its horn or trying to crush prey with its massive fore arms. On Battleworld, the prince will keep multiple servants.

    • Dream of a Black Swan: WAW. Dream of a Black Swan is unique in that it is not the actual threat that has been captured, but her six brothers. They are all victims of a strange fog that enveloped their home and caused mass mutations among the population. Most merely died as they coughed up their liquefied insides. The brothers while surviving, were left incredibly fragile. Their mental state seemed to also have suffered, doing nothing but blinking and staring blankly at nothing in their containment room. Should she sense her brothers in danger, the Black Swan will come to protect them, or punish whoever dared to hurt them. A large mutant bird with the merged face of a girl in its mouth and carrying a strange umbrella. Black Swan attacks with the strength of its large size, using its umbrella as a weapon. Its most unique feature is that the umbrella while opened can be used as a shield that reflects attacks back, making attacking her a dangerous. The players will be given the chance to interact with the brothers which will dictate how the Black Swan will react to them. But given their complete lack of survival ability and being fragile enough that a sturdy hand shake can rip off an arm, chances are that even if they try to protect them, the players will still end up hurting the brothers earning the Black Swans wrath.

    • Express Train to Hell: WAW. A demonic ticket attendant. Harmless itself, it does bring with it it an infernal train that plows straight through people and drags their souls back with it to hell. On Battleworld this will function as another wild card element. At any time a portal from hell can open up and a train can barrel down the hall toward the players. Players will be given the opportunity to derail the thing and it will move slow enough that they should have plenty of time to dodge, with its signalling a horn to announce its arrival.

    • NEW Fiery Bird: WAW. A large legendary bird once coveted by hunters. It usually takes an unimpressive form, barely indicative of its past glory. But once excited, in can call forth the energy to once more burn brightly and take flight. It produces enough heat to turn any room into a deadly oven that melts the eyes and chars the skin, albeit slowly. The old bird wants to be chased and feel once more like it did in its past glory. If ignored, it will actually become dormant and passive once again after a short while. Unlike many abnormalities where the weapon is constructed by the facility, Fiery Bird weapon comes straight from the abnormality it self. Its coveted feathers can be collected and used like magical throwing knives.

    • NEW The Burrowing Heaven: WAW. A fleshy tree covered in eyes. Its branches spread out like wings. The creature remains perfectly still while being watched, but it is capable of such rapid movement that blinking is all the time it needs to end your life. It will impale victims with it's spike like branches and rip them apart, proudly displaying it's new fruit. Its fairly durable despite this spindly appearance. Because of its behavior, it can quickly go from harmless to extremely dangerous to back to harmless. (Couldn't have scp knock off without a SCP 173 knock off.)

    • NEW Melting Love: ALEPH. A pink slime creature. It usally takes form of a vaguely humanoid female, however it takes a much more monstrous appearance when angered. As a slime creature its incredibly resistant to physical attacks, as its body is malleable and can absorb physical components into its body to add mass. As a result, energy and magical attacks are much more effective. Even then though, the creature is still incredibly resilient being an ALEPH and a slime creature.
      • What makes this Abnormality particularly dangerous is its ability to spread like a disease. Only a small bit of slime is needed to get on a victims skin for in to get into its blood stream. Once inside, it will reproduce until it reaches critical mass, causing the victim to melt from the inside out and become a slime creature them self, albeit smaller and weaker then Melting Love. Player characters are immune to this, though they may be unknown carriers that show no symptoms. In these cases the slime hitch hikers will simply wait until there is another source of mass to absorb, such as an npc, and attack and infect them instead.
      • Melting Love also is an abnormality that tends to be quite affectionate towards a single target, dubbed the Slime Heart. This target is also infected with Melting Love's slime, though show no negative side effects. Instead the Slime Heart will actually be healed and protected by the slime. In addition, all slime creatures will not attack the Slime Heart. However the Slime heart can and will infect others who get close to them, and should they anger Melting Love be turned into a slime creature themselves (or in the case players, find themselves being attacked the old fashioned way).

    • NEW Blue Star: ALEPH. A strange god like entity consisting of a blue crystal heart surrounded by a mass of legs. Everything about it remains a mystery, probably because interacting with it is so dangerous. Employees tend to become enthralled by it, even going so far as to throw themselves willing into it. As a result a cult has sprang up around the entity, worshiping it. Even among those who pass psych tests can still be part of this cult. The abnormality it self attacks using using large aoe pulses and absorbing people into its center. For Battleworld this will translate to basically force pushes and acting like black hole. Players sucked into the center won't have to worry about dying, instead being stuck in its mass as they under go a cosmic mind trip until freed. As an Aleph, it is incredibly durable. Players will also have to face Blue Star cultists, agents who will try to kill the players for Blue Star ("We will meet again as stars.")

    • NEW The Silent Orchestra: ALEPH. A musically inclined mannequin with light reality warping powers. Its master piece, The Apocalypse. Capable of teleportation, it will suddenly appear where it will give its performance and trap its audience with it using magical curtains. It will then begin a two minute piece consisting of four movements. The first two parts enthrall then drive the audience insane (players immune). The third is a high pitch sonic attack that can debilitate or kill weaker people. The fourth movement gives a slight respite before moving into the grand finale which kills everyone and causes their heads to explode (needless to say, no matter what, it will never reach the finale). During its performance, it will alter the space around it. Notes will take physical shape, its orchestra will form along with a stage, its music will pass through walls with no concern of science, not even time itself can dare to disturb its performance. This ability also makes it incredibly hard to kill (in game, it can only be hurt by a single damage type during each movement, in Battlewolrd it will mostly be a powerful magic shield). While a foregone conclusion, it should make for a colorful encounter with a bit of tension with its time limit.

    • Nothing There: ALEPH. A shape shifting abomination. It has never revealed its true form, or perhaps more accurately it never had one. It often becomes perfect copies of its latest victims, taking their form and pretending to be them. It can mimic human noises, but only has the loosest grasp on language and will thus just echo things its heard ("Help me."). This is one of the biggest tells that someone might actually be this thing when it can copy everything else perfectly. While having no set form, it does tend to settle into certain body structures. The first being a four legged beast that is a mess of body parts. It tends to be animalistic in this form, and usually uses it to hunt weaker prey. The second is a vaguely humanoid form standing around ten feet tall. It adopts this form when it is actually looking to fight. This form takes full advantage of its shape shifting capabilities, forming a mace like appendage of bone and meat or even forming blades out of its flesh. It is also able to fire out pieces of bones from its hand with the power of a rail gun. It is ridiculously durable and capable of regenerating itself. Because of all these factors, it is one of the most feared abnormalities and one of the most dangerous when in comes to direct combat. In terms of Battleworld, it will function along the lines Resident Evil's Nemesis mixed with John Carpetner's Thing, an implacable monster that will prey upon paranoia and disguise itself. It can take alot of punishment and will be tanking alot of hits before it goes down. The process can be helped along by slowing its regeneration process (fire, freezing, etc), but I am interested to see what players come up with to kill an seemingly unkillable monster (If nothing else though, the old fashion just kill it enough times works).

    • The Mountain of Smiling Bodies: ALEPH. A black mass of gaping maws and eerie faces. The Mountain of Smiling Faces is unique in that it was not brought to the facility, but formed within its walls. Death is a constant reality here. After a particularly bad outbreak that left countless dead, the bodies of victims were not properly disposed of. They began to rot, then fuse, until they became the creature here. It seems to have no intelligence, only an insatiable hunger. It seeks out corpses and consumes them, adding to its mass until it grows extra bodies like conjoined twins. This process also allows it to heal its wounds. It is incredibly durable and can take alot punishment. It attacks primarily with its massive maws in attempt to eat its prey, though will also use its large form to bludgeon enemies to death. It can spit up caustic acid (for players, this can hurt alot, but not life threatening and can be washed off to avoid further damage). It also lets out fearsome roars which can be disorienting and break the minds of those with lesser wills.

  • Ordeals are also abnormalities. Unlike the others listed, they are not contained and studied by the corporation. Instead they are supernatural elements that seem to assault the facility constantly. This distinction means that they can come in larger numbers and in some cases sizes that would not fit within the containment cells.

    • Ordeal code indigo: Used in the case of human elements invading the facility.

      • Sweepers: HE. The worst of the worst humanity has to offer and perhaps the greatest example of how bad things have become on the surface. Mutated cannibalistic marauder who inflict the worse horrors upon their fellow man. They travel in packs and use hooks to kill then eat their prey. While slightly stronger and more durable then an average human, they are mooks.

    • Ordeal code red: Used in case of demonic clowns invading the facility. One of the main abilities of this ordeal is that they split apart into lesser version upon death. This will admittedly be used sparsely to avoid padding, or perhaps simply by letting the player have fun killing the spawns as a free action. Its a little bit of IT meets the Thing.

      • Cheers for the Start: TETH. Small impish jesters. Not particularly dangerous them selves, but their mischievous nature can wreak havoc and cause problems. They can teleport, with decent cooldown. Squishy but numerous mooks that will try to throw the player curve balls by tricking them.

      • Chorus of Saliva: TETH. A three headed clown abomination that attacks using its gaping maws. A meatier melee focused mook.

      • Struggle of the Peak: WAW. The strongest of the clowns with a large body of sewn flesh. It will take advantage of its round body to roll around in an attempt to steam roll prey, dealing more knock back then actual damage. When not rolling, it will attack using weapons in its multiple sewn on arms, most notably a large tenderizing hammer and cleaver. As appropriate for its size, it is quite durable.

    • Ordeal code green: Used in case of robotic invasion. This ordeal is populated by derelict machines that have risen to kill all humans. While built for murder and fairly durable, they also tend to be slow and suffer from glitches due to lacking maintenance.

      • Doubt: TETH. A human sized robot that attacks with the large spikes they have for arms. Their hatred for human is such that they will take their time overkilling their victims. Melee focued mooks.

      • Process of Understanding: TETH. Large robots the size of small mechs. It attacks using an auto cannon and circular saw. Its large size and armor also makes it quite durable. Its effectiveness is compromised however by being prone to glitches, overheating, targeting errors, etc. Elite mooks.

      • Last Helix: ALEPH. The dooms day weapon of the ordeal of green. It is a massive laser cannon capable of piercing the entirety of the facility. The path of the beam moves slowly along set paths, almost like a clock. Because of this, Last Helix is admittedly closer to an environmental hazard then an actual fight, with defenders providing the confrontation as they all avoid the deadly beam. It will show up at the climax of the chunk to destroy the facility itself while the players are still trapped inside.

    • Ordeal code amber: used in case of invasion from subterranean rock work creatures. Slow and melee focused, these creatures will try to overwhelm through numbers or size. They can burrow into the ground or through walls.

      • Complete Food: TETH. Small rock worms about the size of a human laying down. Slow, but are capable of leaping for small bursts of speed. While easy to kill individually, they tend to come in swarms. Mooky mooks.

      • Food Chain: WAW. Larger rock worms. Slow, but durable as expected of its size. Elite mook.

      • Eternal Meal: ALEPH. The apex predator of the rock worms, it is gigantic in size. It attacks by trying devour things in its massive maw. Incredibly durable as expected from a giant beast. Despite the humongous size, its nothing the players shouldn't be able to handle. They merely have to avoid its giant bite which is heavily telegraphed, and even then we can play it off as them being swallowed whole and the can enjoy trying to kill the beast from within. In the mean time they can enjoy pulling out all their heaviest attack to try kill the giant thing. It will show up at the climax of the chunk to destroy the facility itself while the players are still trapped inside.

Population: The corporation regularly employs two types of employees. The first are clerks, the ones responsible for providing the maintenance that keeps the facility running. Armed with a pistol and a baton for their protection. Being basically civilians, they tend to die in droves whenever an abnormality escapes.

  • The second are agents, the ones actually tasked with dealing with the abnormalities and suppressing them should one escape. Armed with weapons and armor created from studying the abnormalities, it is the only way humans like them can even hope to stand against the horrors housed in the facility. For the purpose of battleworld, high level agents will be regulated to the Sephirahs in order to give them character. All others will be treated as mooks.

Edited by ImmortalNeet on Dec 3rd 2018 at 2:23:41 AM

How do you kill that which has no life?
Meanken Since: May, 2013
#900: Sep 26th 2018 at 8:00:29 AM

This all looks good. I would ask that as you add new things, please mark them accordingly so I can track what I have and have not reviewed.


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