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Yomegami Since: Jan, 2011
#1: Feb 20th 2016 at 11:25:06 PM

Interest Check/Planning ~ Main ~ Discussion

THIS RP HAS BEEN DISCONTINUED. SIGNUPS ARE CLOSED.


In the central control room of the Agency, Director Celeste sat observing a series of screens with a serious look on her face. Each screen before her showed a separate world across the multiverse, each of these worlds covered with black blips that indicated a daemonic presence.

She knew that her mission, to capture the daemons, was going to be monumental before she founded her agency. She hadn’t expected her task to be this monumental. She was well versed in dimensional travel herself, but she was but one woman who didn’t have the time to go to each of these before the daemons destroyed them. Furthermore, the agency was still rather understaffed. What was she to do?

Suddenly, a smirk spread across her face. She knew what she was going to do. She may not have been familiar with these worlds...but she bet there were plenty of people out there who were. Why not take them and get them to help her with this dirty work?

And so she turned to the control panel. With a few flicks of the switches, she began to set her plan into motion….


Welcome to To Save the Worlds, a Crossover RP that inverts the usual course. Instead of a bunch of characters coming together to meet in an original setting, this thread is based around a bunch of characters going to canon settings.

The story here, if it wasn’t clear from the introduction, is that a inter-dimensional monitoring agency, run by a woman named Celeste, has picked up readings of an aggressive race of emotional embodiments known as daemons from many different worlds across the multiverse. Celeste doesn’t have enough time to go to each of these worlds individually to capture the daemons, but if she does nothing than the daemons’ mere existence will destroy the worlds. So instead, she has decided to recruit all sorts of characters from across the multiverse to hunt down and capture these daemons.

Her method of “recruitment” just so happens to involve kidnapping. Hey, it’s less effort than advertising, and she won’t keep anyone who really doesn’t want to help her for long.

This game will consist of roughly 10 “chapters” or so, each one based around a specific canon work. Since I hardly have the most wide-reaching knowledge of most kinds of media, I’ve decided that what worlds show up in the game will be up to the players. Nominate what world you want to see, and if it gets enough support it may just become part of the game!

The first chapter, as decided by me, will be focused on Popstar. After that, it's up to you to decide.

     Rules and Guidelines 
  • This should go without saying, but please join only if you’re interested in the concept. I want everyone else to have fun; don’t force yourself to join just because you think the RP needs more players.
  • This should also go without saying, but all forum rules and general roleplaying rules apply.
  • All characters will be allowed, with some exceptions:
    • Both OCs and canon characters are allowed. The definition of OC in this case is “character you created yourself,” it doesn’t necessarily have to be a character created for a pre-existing universe.
    • The character has to qualify as a character; no random red shirts or nonsentient blobs.
    • No real life/religious characters. That’s a can of worms that shouldn’t be opened.
    • In regards to power levels: If you pick two characters at random and have them fight each other, each character should have an equal shot at winning based on powers alone.
    • Extraordinarily powerful characters, defined here as “anyone over Super Weight 3”, are not allowed without ridiculous nerfing.
    • Any power capable of dealing an unavoidable hit is disallowed, as is anything that renders a character completely immune to common forms of attack.
    • Really big characters will need to be shrunk so that they fit in an average-sized room. Likewise, really small characters will need to be sized up a bit so that the other characters can interact with them easily.
    • You are allowed to use a villainous character, but it may not be the best of ideas to do so. If your character is constantly making a nuisance of themselves, Celeste’s patience with them will rapidly run out and possibly condemn them to a less-than-pleasant fate.
  • There is a limit of one character per person, with two exceptions:
    • Duos/trios where the characters complete each other. If you opt for this route, I will expect you to write for the duo/trio in this manner rather than a loophole to write more than one character. Groups of more than three people are disallowed period.
    • The other exception is where the second character cannot be called a character in the conventional sense of the word (e.g. Powerup Mounts).
  • All characters start out in the Agency’s lobby. Likewise, if your character dies, they will respawn in the Agency’s lobby.
  • It can be assumed Translator Microbes are in effect, letting characters understand each other even if they speak completely different languages.
  • The process for deciding what world becomes the focus of a chapter will be decided as such:
    • The players will nominate and discuss what worlds they would like to see.
    • I’ll then assemble a slate of around 3-5 of the options with the most support.
    • The players will vote for one of the worlds on this slate. The winner will then become the focus of the next chapter, and the player most familiar with that world will act as its mini-GM.
    • Only canon worlds can be nominated (defined here as “a setting you yourself did not create,” to avoid loopholes).

Sign-up Sheet

  • Source (Optional): If this character wasn’t created specifically for this RP, where did they come from?
  • Name: Self-explanatory.
  • Age, Gender, and Species: All self-explanatory; lumping them all together as they’re pretty similar.
  • Appearance: Text descriptions of pictures; either or works.
  • Personality: Who is this character and how can they be expected to act?
  • Backstory (Optional): What was this character’s life like up to this point?
  • Abilities/Skills/Powers: What is this character capable of doing?
    • Be very thorough here; vagueness just opens up the door for unwanted Ass Pulls.
  • Other: Anything else the GM should know?


Active Character Directory

If you don’t post in the main RP for around two weeks or so, I’ll assume you've dropped out and remove your character from this list. It doesn’t mean that you’re forever disbarred from the RP; if you decide to become active again I’ll happily let you back in with either the same character or a different one. However, if you keep vanishing and wanting to rejoin repeatedly, chances are very high that I’ll refuse you entry at some point.

edited 30th Apr '16 11:49:44 PM by Yomegami

Icon by Civvi the Civilian!
svenorzokarkoff Since: Apr, 2013
#2: Feb 21st 2016 at 1:14:09 AM

Name: Jack Osbourne

Gender, Age, Species: Male, 18, Human.

Origin: Jojo's Bizarre Adventure: Stone Ocean.

Appearance: Here. However, Jack wears a bone-white jacket instead of the vest.

Personality: Jack is a down-to-earth person and while fairly good-natured, he also has a nasty temper that has gotten him into several street fights. Jack also tends to be quite blunt when speaking, which can make him come off as rude or tactless at times. Although he isn't an easy person to befriend, Jack is loyal and fiercely protective to those who have gained his trust.

Abilities:

  • Motörhead: Jack's Stand (a manifestation of psychic power that protects its user). It appears as a tall, steel-grey mechanical humanoid. It appears to wear a helmet that resembles a visored motorcycle helmet. On its chest is an image of 2 engine pistons forming a ‘V'.

    • Motörhead has the ability to generate and direct multiple forms of energy, although Jack is currently only able to generate thermal/heat energy and electric energy. Jack is also able to power or charge machines and devices by transferring energy into them, but must keep contact with the target to do so. Aside from its primary ability, Motörhead has considerable strength and durability, making it suited close combat. In a fight Motörhead can fire off small thunderbolts as a mid-range attack, or heat up its exterior to inflict additional damage.

    • Limitations: Motörhead has a limited range, and is unable to travel further than 5m from Jack. Another primary weakness of Stands is that because it is a part of his soul any serious injuries inflicted on Motörhead will be reflected on Jack; if the Stand is killed, the user dies as well.

  • Jack is a fairly skilled brawler and is in good physical shape.

Other: Normally Stands are not visible to non-stand users, but for the sake of convenience, the other characters will be able to see Motörhead due to it being a different dimension.

edited 22nd Feb '16 8:39:45 AM by svenorzokarkoff

NitrousThunder Yeeeeah! Uh-huh! Wiz Khalifa Knows What It Is! from the Wild Side Since: Jun, 2012 Relationship Status: If the gov't can read my mind, they know I'm thinking of you
Yeeeeah! Uh-huh! Wiz Khalifa Knows What It Is!
#3: Feb 21st 2016 at 2:15:50 AM

  • Name: Anita Moreno (Cursebreaker VI)
  • Age, Gender, and Species: 16-year-old human female
  • Source: The Guild of Friendship RP
  • Appearance:
    • Normal: Anita is Puerto Rican, and definitely not what would be considered "white Hispanic." Her hair is black with teal tips and goes down to her mid-back everywhere except for the right side of her head, where her hair is shaved to about the length of a buzzcut. On any given day, she's most likely wearing a throwback basketball jersey—the flashier, the better—along with baggy jeans, Timberlands or Jordans, and a snapback. The only jewelry she wears is a simple leather necklace with La Zafa, her transformation trinket, on it.
    • Transformed: When transformed into Cursebreaker form, her outfit resembles that of Neo from The Matrix, but with white instead of black as the primary color and the addition of a white Panama hat. The coat has several designs etched onto it, including the word Revocaré in red serif letters down the right sleeve, a pair of gold wings on the back, and the words Vaya con Dios in gold cursive below those wings.
  • Personality: Anita is your classic New Yorker; she takes no crap from anybody and curses enough to offend even a hardened member of the military. She's raw and honest about her feelings in every situation, and doesn't take kindly to being condescended to or treated poorly. In fact, a particularly bad first impression can get her to pop the offending person in the mouth. But if you treat her with respect, she'll do the same, and once someone earns her trust, she'll do anything to help them out. In battle, she trash talks like nobody's business, an art honed over a childhood filled with streetball and rounds of the Dirty Dozens. The better she knows her opponent, the more specific and cutting she gets.
  • Backstory: Anita Moreno comes from a line of female holy warriors that started in Puerto Rico with the legendary Genevieve and has continued unbroken since then. Their task is to generally fight against forces of darkness, but their specialty is in breaking curses—and for this family, it's an absolute necessity thanks to a little something called fukú. Genevieve's father, through some bad actions—what exactly they were has been lost in time—brought one on his entire family and their descendants, dooming them to misfortune and death. La Zafa, a gift from Heaven given to Genevieve when she prayed for three days for a way to save her family, has long been the family's only defense against the fukú and the creatures it draws to them. The curse follows the family wherever they go, as Anita's mother discovered when she moved to New York in an attempt to outrun the curse.
    • On her fifteenth birthday, Anita officially received La Zafa from her mother, beginning her time as Cursebreaker. As it turned out, her New York edge made her more than capable of dealing with demons, but her first real test came when she finally tracked down Malcornus, the demon who placed the fukú on her family. He led her into another dimension filled with other magical girls like Anita, and though things were disorienting for her at first, she managed to track him down and kill him, thereby ending the fukú.
    • Upon saying her goodbyes to the Guild of Friendship, she returned to her home dimension, but to her surprise, nobody from Heaven came down to take La Zafa back. Anita thinks it's because her destiny is to resume the family business in her own world. She's about to find out she's completely wrong.
  • Abilities/Skills/Powers:
    • Anita transforms using an elaborately-adorned silver cross called La Zafa. It's been in her family for generations, passed from mother to daughter at age 15 in order to provide the power for battle with the supernatural. These powers include Super-Strength, Super-Speed, Super-Toughness, and a low-key form of Healing Hands that can stabilize a person enough to survive mortal injury, but not undo a major injury entirely.
    • To finish off her opponents, Anita employs Angelito, a holy sword that can easily be concealed in her coat. She can either attack with Sword Beams of divine light or come in up close with the sword itself.
  • Other: I'm going to leave things that happened in Guild of Friendship past where that RP ended in Broad Strokes territory. Really, all that matters for the sake of this RP is that she finds Malcornus, takes him down by herself, and then goes home.

edited 21st Feb '16 2:16:13 AM by NitrousThunder

Just pretend I wrote something witty here, okay?
whizzerd Transcender of Gender from Scotland Since: Oct, 2010 Relationship Status: I'm just high on the world
Transcender of Gender
#4: Feb 21st 2016 at 5:24:36 AM

Been playing a lot of OC's lately so wanted to try my hand at a canon character. Hope it's alright!

  • Name: Sheik
  • Source: The Legend of Zelda series, specifically Ocarina of Time (though I'll be taking her combat skills from Super Smash Bros.)
  • Age, Gender, and Species: Late teens, Female (see Other), Sheikah (basically a human with red eyes and pointed ears).
  • Appearance: Here.
  • Personality: Sheik is a stoic but kind-hearted individual, fighting to protect people against the forces of darkness. While normally cool-headed she does have a bad habit of rushing into dangerous situations if lives are at stake, without concern for her own safety. She's also secretive, deflecting any questions about herself, but nevertheless is courteous to anyone who strikes up a conversation (just don't get her talking about the passage of time- she has a rather artsy opinion of it).
  • Backstory:
    • A mysterious youth from the shadowy tribe of Sheikahs, Sheik appeared in Hyrule one day after it had been taken over by the Gerudo King Ganondorf. Nobody knows who she really is or where she came from, and Sheik isn't about to offer up any answers either. The only thing she makes clear is that she's staunchly against Ganondorf's reign, and holds out hope that Link, the Hero of Time, will reappear one day to take down the evil king.
    • In actuality Sheik is the princess of Hyrule, disguised so that she may spy on Ganondorf while remaining under his radar. For the purposes of this RP she'll have been in her Sheik disguise for five years; six years after Ganondorf first took over, and one year before Adult Link enters the story.
  • Abilities/Skills/Powers:
    • Sheikah Training: Sheik is basically LoZ's version of a stereotypical ninja, possessing great agility and acrobatic skills beyond that of a normal human. It's nigh impossible to creep up on her, and even harder to detect her when she's doing her own sneaking.
    • Fighting: Sheik excels in close combat with both her fists and feet; her attacks aren't super strong, but are quick enough that the damage easily piles up. She favours a hit-and-run combo-ing style reminiscent of capoeira, placing her somewhere between a Fragile Speedster and Lightning Bruiser.
    • Teleportation: Sheik can perform short-range teleportation similar to a Smoke Out; she'll throw down a smoke bomb, vanish, and reappear up to fifteen feet away in any direction. The bomb damages anyone in Sheik's immediate vicinity when she teleports.
    • Transformation Perks: Due to the magical nature of her disguise Sheik never finds the need to change clothes or wash up. Any wear-and-tear will simply be vanished away over time, though this doesn't apply to bruises or other injuries.
    • Equipment: Deku Nuts (they cause a blinding flash when thrown that can stun an enemy for a few seconds), needles and kunai (can be thrown from long-distance, but deal minimal damage), grenades (explosion is about ten feet maximum), and a chain (extends to about eight feet).
    • Also in Sheik's possession is a handheld harp, with which she's able to perform Magic Music. She has five songs, each of which produce a different elemental effect:
      • Prelude of Light: A wave of light energy bursts from Sheik, travelling five feet before dissipating.
      • Bolero of Fire: Summons a small meteor to crash down onto the opponent.
      • Serenade of Water: Summons a small water tornado that can travel twenty feet before dissipating.
      • Nocturne of Shadow: A circle of shadows will draw in nearby enemies and keep them trapped for up to five seconds.
      • Song of Storms: Thunderclouds will surround Sheik and zap any enemy who comes near before dissipating (essentially an offensive shield that'll take one or two hits).
  • Other:
    • Sheik might reveal that she's Zelda at some point, but she won't ever transform back into her; I'd be playing solely as Sheik.
    • Since Sheik's gender is kind of a mess I'll say for this RP that she identifies as female, but won't go out of her way to point it out or correct anyone who sees her as male.

edited 25th Feb '16 5:40:35 PM by whizzerd

they/them || "Forgive me, regent of queer amphibians" - Lt.BGob
Yomegami Since: Jan, 2011
#5: Feb 21st 2016 at 1:18:14 PM

Not seeing anything to object to here, so all three characters submitted so far are accepted.

Icon by Civvi the Civilian!
TooManyIdeas Into Oblivion from Twilight Town Since: Oct, 2013 Relationship Status: Abstaining
Into Oblivion
#6: Feb 21st 2016 at 2:42:04 PM

Decided against the XCOM idea, going to be using a prototype character from an original work I'm in the planning stages on. Granted, so far the work is pretty much XCOM WITH DEMONS. tongue Note that said 'demons' are distinct from the RP's daemons—in fact, they are far less impressive, relying on More than Mind Control to get things done.

  • Name: Alexandra Walker
  • Age, Gender, and Species: 25/F/Human
  • Appearance: Alexandra is a Caucasian woman with long, black curly hair and blue eyes. She's not exactly supermodel thin...but it should be made clear that it's obviously muscle, not fat, that gives her her size. She's also tall for a woman—around 5'7". She constantly has a look on her face that says, "I can kick your ass if you mess with me." All in all, the most intimidating 20-something you'll ever meet. Her preferred choice of clothing is black sweatpants paired with a black sweater...with a kevlar vest underneath it.
  • Personality: Alexandra means "defender of Mankind." She does her best to live up to this name. She gives money to beggars, comforts people crying in public and so on. And just when the bad guys think she's too soft to resist whatever they have in store for her, she hands them their asses on a silver platter. Unfortunately, she suffers from Chronic Hero Syndrome, and when not putting on the role of a saint, she has a rather negative outlook on the world. She can also be pretty sarcastic. Her hobbies include reading, writing and playing old video games.
  • Backstory (Optional): Alexandra was born in her world's 2008, in a small town in Ohio, to a mother who had only just become old enough to legally have sex nine months before. Wanting Alex to avoid making the same mistakes she did, her mother taught her to be kind and compassionate toward all living beings...but also to know when someone needs a nice punch in the face. And when a demon-controlled US government started infringing on American freedom in 2027, people got punched in the face by her. Of course, she didn't think it was actually demons until a poltergeist killed her mother. After that, she signed up for LIFE, a resistance movement devoted to driving every demon away from the human plane of existence. She has fought many battles with supernatural creatures since. In other words, she's just the kind of person Celeste needs...
  • Abilities/Skills/Powers: Technically, both magic and psionics exist in her world, but she has little knowledge of magic besides exorcism rituals that would be useless on daemons and she came up negative on psionic testing. To make up for this, she knows both karate and judo, can do Le Parkour and is a crack shot with an assault rifle.
  • Other Quote: "The world is a cruel, horrible place where good people don't belong. That's why you need to be a good person."

please call me "XionKuriyama" or some variation, thanks! | What is the good deed that you can do right now?
Blaze_Vortex The Unlurking Sentinel from The Youtube Comment Section Since: Oct, 2015 Relationship Status: In denial
The Unlurking Sentinel
#7: Feb 21st 2016 at 3:45:05 PM

EDITED

Name: Stannum Epherai

Age, Gender, and Species: Male, 17, Human

Appearance: He is a somewhat short, skinny guy with long, black hair and solid black eyes adapted to cave light. I assume that Celeste gives him shades. His skin is pale white from the lack of sun. He's shirtless, but he wears a black cloak with black trousers and shoes. He has a red armband known as the Purgatal on his right arm with odd demonic sigils shaped like chains.

Personality: Though somewhat grim, and not one for many words, Stannum wants those around him to have good lives. However, he's always found fate bringing despair to his doorstep. Because of this, he's wanted to get back at whoever controls fate and Redalm, and he is never very fond of large organizations. If you told him a conspiracy theory, he'd likely believe it. Hates being called "Stan".

Backstory: Stannum was born in a coal town, where his parents were killed in a terrorist shootout. He soon was adopted by Dark Elves, who somehow exist and are living in caves. It was discovered that he had the ability to wield the Purgatal, an ancient Dark Elven device that imbues incredible dexterity, as well as giving him power over demonic curses in the form of throwing knives.

Soon after however, a spare bomb discarded by a terrorist organization explodes, and many of the Dark Elves believed that it was created by fellow Dark Elves. Stannum recognized it having belonged to the same organization that killed his parents, Redalm. He would then recieve painful Empowering rituals which would grant him more of the Purgatal's power, so that he could end the conflict. On his 17th birthday, also the day in which he would recieve his second to last Empowering, the caves he lived in collapsed, after a freak disaster Stannum believes was a terrorist attack by Redalm. Stannum only escaped by being kidnapped by Celeste.

Abilities/Skills/Powers: He wields a light axe and stolen rapier, which Stannum is surprisingly deft at dual-wielding. He has incredible speed and accuracy gained from Dark Elven rituals. From the Purgatal, he can summon a selection of cursed knives known as Curses of Purgatal. Wherever they're thrown (for the purpose of the RP, mostly dæmons) has to suffer a Curse on that body part (or in the case of a being that fits in a cubic meter, the entire being). The Curses he posesses are shown:

  • Bind of Purgatal: Whichever body part the Bind is thrown is paralyzed until said Bind is removed or dislodged. Stannum has three of them.
  • Chains of Purgatal: Whichever body part the Chain is thrown is pulled to the nearest surface (most often the ground). Stannum has one of them.
  • Fire of Purgatal: Whichever body part the Fire is thrown feels a great burning there, potentially causing actual burns. Stannum has two of them.

Curses weaken Dæmons, allowing them to be captured more easily, but this weakening happens only if the Curse is still lodged in the Dæmon (dislodging is actually fairly easy). Curses return to Purgatal when the Dæmon is sealed.

Other: When Curses are summoned but not in use, they hang off of the Purgatal. Stannum can create new Curses between chapters from objects found in the various worlds, but can only have 4 of them summoned at a time.

edited 2nd Mar '16 7:44:24 PM by Blaze_Vortex

Fun Fact: I came up with the "Unlurking Sentinel" name because I was intending to stop being a Lurker. I don't think it worked.
Kkutwar The Prince of Foolish Relevations from A Place Beneath both Good & Evil Since: Feb, 2013 Relationship Status: What is this thing you call love?
The Prince of Foolish Relevations
#8: Feb 21st 2016 at 5:21:36 PM

  • Name: Samson Cresting, the Disappearing Frost
  • Age, Gender, and Species: Twenty, Male, Homunculus
  • Appearance: Possessed of icy blue hair and golden eyes, this clean shaven five foot nine man always keeps his blue & gold clothes along with his appearance maintained.
  • Personality: Samson Cresting is, in short, a fun loving grandiose young man who can't seem to stay still. If he's not attempting a joke, then he's indulging some casual usage of his abilities. He also easily talks if intrigued, even approaching people or things that grab his interest. Yet, once you get past his odd usage of some words, once you pierce the persona he wears- You find a very serious young man, firmly rigid in his beliefs, who doesn't approve of injustice. Though he refuses to truthfully answer about his past, what greatly stands out about his true nature is how he detests the way Good and Evil is regularly used.
  • Backstory: "Its a secret to everyone, but if you wanna know so bad... See, I was made in a magic lab, full of magical things, all of which magically weren't supposed to survive. Hilariously enough, I did, but that's just because I was too much magic for them. Surprisingly, giving someone cyrokinetic, teleportative, omni-dashing abilities along with energy projection ends badly for people. Weird right? But hey, I survived so that's really all that matters. They were total meeks anyways... So yeah, that's all there is, totally not hiding so much about my past I refuse to tell strangers."
  • Abilities/Skills/Powers:
    • Cyromancy: Samson Cresting is capable of generating and manipulating ice, though admittedly the more complex it is the harder/longer it takes. Other than that, his cyrokinetic (and overall) stunts are heavily Kingdom Hearts/inFamous/Tales based, so too many specific applications for me to reasonably list.
    • Omnidirectional Dashing: The sword Samson carries around all the time is actually enchanted, allowing him to suddenly dash in any direction. However Samson himself can't react fast enough while doing so, thus he can't make fine turns or account for sudden outside factors. Though while he won't splat given the numerous required abilities, those only apply when he's dashing.
    • Teleportation: With the gold ring he's always wearing, Samson is able to teleport anywhere in a fifteen radius... As long as the space is open. Thus he can't displace mass or telefrag anyone. Nonetheless, having become highly skilled with it, Samson is able to reposition himself mid-teleport. Thus, comboing it with Omnidirectional Dashing to perform a mid-air roundhouse kick for example. Still, Samson can't see what's happening mid-teleport, so he frequently performs much smaller jumps.
    • Energy Projection: The jacket he's always wearing, made of non-elemental magic energy, is capable of generating and firing blasts. Though Samson has greatly honed his skill with it, the blasts will always have some momentum and can't change elements. Nonetheless, he has developed multiple variations of the normal bolt, such as a slow moving wall or a shower of needles.
    • Homunculus Physiology: Samson Cresting is, for the most part, similar to a standard human. However, as a being created from magic, Samson doesn't age or grow like a human. Being a twentyish blue hair male is his default, thus he'll gradually revert back to it if forcibly changed. Similarly, it is his default to lack any body hair other than the fixed mop on his head. Still, whilst Samson is immune to non-magical illnesses, being an entity made of magic means he can be affected in a way no normal person can be. Finally, though he'll eventually regenerate any damage done, it progresses at the same speed as a human's healing factor.

  • Other: His backstory really is a lot more complex than he 'described', and he doesn't advertise the fact his sword/ring/jacket are the actual sources for those powers (with the jacket having self-repairing abilities). So basically, take away his gear and he becomes dramatically weakened. However, they're not considered items to Samson, so stealing them will make him freak out. Though speaking of, Samson will gleefully pick up and keep any shinnies that he can use.

Oh, and here's two separate lists of tricks from two different incarnations if you need some idea of what he's capable of.

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    Samson Tricks 
Aqua Blades: Focusing water into a thin blade, he can launch these forward with great speed or wield them. However they're performed by outstretching his arm(s), and to aim them has to move his arms to point at a target. ◦Aquatic Spheres: Condenses water into a small floating sphere which he can control, but can't walk around with it. In addition, the more spheres he has active the harder it becomes to control them all (his max is seven, and by then they all have to follow the same command). ◦Glacial Thrusters: Emits blasts of ice from his hands to aid with his mobility, such as performing quicker stops or limited gliding through the air. Its also useful for augmenting his jumps. ◦Hydro Bomb: A large sphere of condensed water, it'll burst with great force whenever something touches it. However the creation range is short, and it'll only hold together for a few minutes before simply collapsing. ◦Hydro Pillars: Cause water to form pillar/spike like constructs in the direction he swings his arms, and typically has enough force to make someone move. However the longer they get, the skinnier they have to be. ◦Icicle Conversion: Can turn water into ice relatively easy, though this is mainly done in conjecture with his water spells. Outside sources of water takes a while to turn into thick ice, let alone completely. ◦Icicle Slide: Can cause the ground beneath him to freeze, though it's only a thin layer that doesn't affect anything beneath. ◦Roaring Waves: Spell that has him launching forth condensed blasts of water, it comes in three forms: Small (a single blast), Medium (a wider blast that can hit two people), Large (a giant wave that can launch three people). However this is also one of his most consuming spells, with him quickly unable to continue after using two Large waves. Dasher Line: One simple high-speed six foot dash thrust with his sword held out, Freeze Charging can create Blizzard Line (which leaves a trail of ice crystals which will explode) or Frost Cloak (rushing forward coated in an icy aura). This can also change into Dasher Assault, which involves rapidly teleporting away from the target to strike one or more times. (10/15/20 Mana) ◾ Dashing Arrow: Condensing some energy, Samson fires a quick small blast meant more for interrupting actions than causing damage. Channeling Ice Magic transforms it into Piercer Ice, a rapid shot meant to puncture. Dashing Arrow/Piercer Ice can also be rapidly fired, becoming Dashing Barrage/Piercer Spread instead. (5/10 Mana per shot) ◾ Dirty Punch: Condensing some energy from his gauntlet, Samson launches a solid hitting grey fist. Channeling his Ice Magic into the spell transforms it into Frost Hold, an outstretched ice hand gripping onto the target. (5/10 Mana) ◾ Droning Wall: A slow moving barrier, it is meant to block attacks and push away solids. Freeze Charging turns it into Freezer Field, chilling anything it touches or passes through. (10/15 Mana) ◾ Drop Crater: Charging up a huge sphere, it'll punch away and crush through solids upon hitting it, being more effective on rigid stationary objects than people. Freeze Charging it produces Blizzard Crusher, which will also explode into multiple ice shards upon impact. (30/40 Mana) ◾ Explosive Trigger: Any ice spell can be detonated, allowing for moves to be canceled out or an attempted recover for a missed attack. (5 Mana to trigger) ◾ Howling Wolf: Shooting forth a three foot wolf head, it is meant to push away and break targets with its force. Freeze Charging it creates Glacier Wolf, which has the additional effect of chilling targets. (20/30 Mana) ◾ Glacier Impact: Samson's Ultimate Ice Spell, he uses all his natural mana to form a large ice boulder in the air to drop. (40 Mana) ◾ Ice Blade: Forming a small ice spike, it gets launched forwards at rapid speeds. (10 Mana) ◾ Icicle Bomb: Small spheres of ice that can be remotely detonated, more useful for disrupting someone's movements or

destroying small objects from the inside. (5 Mana a piece)

• Icicle Impact: Moving up into the air, Samson pulls out his sword and comes crashing down blade first. Upon making impact, ice spikes go up on his sides. (40 Mana) • Icicle Mine: One fragile square of ice, it'll explode into a frenzy of ice shards at whatever first touches it. (20 Mana) • Move Cancel: Can cancel out his movement by teleporting. • Teleporter Reposition: Can rearrange his position mid-teleport, though he can't actually sense anything during a teleport. • Trickster Shot: Dashing with his sword held and teleporting behind a target to temporarily confuse/worry them, Samson quickly fires a Dirty Punch at their back. (25 Mana, varies on distance traveled)

Not all he can do and I copy-pasted that information, but it should give you a starting idea for what his original techniques (read: Not moves I jack from Kingdom Hearts, inFamous, and Tales) can be.

edited 25th Feb '16 7:22:40 PM by Kkutwar

"The Omniverse is the collection of all possibilities, and all possibilities must eventually come to pass."
SpartyMcFly Military Grade Shitposter from Not where he should be Since: Nov, 2010 Relationship Status: Get out of here, STALKER
Military Grade Shitposter
#9: Feb 21st 2016 at 5:42:00 PM

So my character might be a bit much, so I am definitely willing to propose nerfs as they are needed. Personally I can go without Nova, but I'm not sure of the intended power scale of this roleplay and most of the problems are probably gonna be with versatility. Either way, here's my character.

  • Name: Amanda Shepard
  • Age/Gender/Species: 29, female, human (technically)
  • Source: Mass Effect
  • Appearance: Like this. Usually wears a helmet in battle.
  • Personality: Amanda is hardened. She's seen a lot of fights and won and lost her fair share of 'em all; outside of combat she is remarkably calm and lassez-faire, knowing that there are things that matter far more than just small talk. Just like anyone else you can piss her off if you know how; she also possesses a silver tongue of some type. While she recognizes that being good doesn't mean being soft, Shepard is an optimist through and through who believes that you can secure a greater future so long as you fight for it - she's lived that dream herself. Amanda is quite empathic, and is often capable of talking her enemies down and ending a fight without violence - though not as often as she'd like.
  • Backstory: Shepard's life was spent aboard a variety of different space stations. Her parents were both military, and they never stayed in one place for long; hence, she never did either. Following in their footsteps, she enlisted in the Alliance military when she was of age. Three years into her service she was on Elysium when the Skyllian Blitz hit its peak - alone, with backup several hours out, she faced off against an army of batarian slavers, and held the line by the skin of her bones until help could arrive - upon which she repulsed the attack near-single-handedly. Entering "N School", she became N7 designated - human special forces - and was placed in command of the Normandy SR-2, a prototype stealth frigate, on her fateful shakedown run. The rest is history - fighting the Reapers, omnicidal million-year-old machine gods, Shepard routinely led multispecies crews of individuals of various skill levels and forged them into the most effective fighting force the galaxy has ever seen. When the RP begins, Shepard has destroyed the Reapers - but at the cost of her own life, a massive chunk of the galaxy, and many of her friends. And as it turns out, her war is far from over.
  • Abilities/Skills/Powers: Shepard can generate her own personal "kinetic barrier" at all times; it will stop most fast-moving attacks but is ineffective against slow attacks, and completely unable to block energy-based strikes. Trained as a Vanguard, she has several other biotic abilities, chief among them Charge, where she lightens her own mass and catapults herself into a target, causing massive impact damage. She generally follows this up with a Nova, sacrificing her personal barrier to blast an area-of-effect force wall at anyone surrounding her Charge's target. Her other abilities include Lift (making a target temporarily weightless), Throw (hitting a target with what amounts to a ball of force), and Warp (sending a shearing field of gravity at a target; it's very effective at destroying armor). As an aside, she is also capable of biotically "punching" someone with significantly great force.
  • Equipment: Shepard carries some firearms with her, as she isn't capable of using Space Magic all of the time. Her weapons include a chargeable shotgun for close quarters, a rapid-fire, but inaccurate submachine gun as a backup, and a very hard-hitting, but slow firing magnum that is in need of frequent reloads. Her firearms shoot at relativistic velocities - it will be extremely difficult to dodge or block a well-placed shot. In addition, Shepard's armor allows her to survive in a large variety of conditions (though there are limits), and also acts as armor - taking the force of physical impacts, and ablating away to try and stop energy weapon damage. Shepard also has a stock of medi-gel - able to staunch wounds, it's no panacea and it is in finite supply. Finally, Shepard carries an omni-tool for use as a personal computer - though it has none of the hacking and offensive combat programs of other military-grade omnis.

edited 26th Feb '16 3:51:26 PM by SpartyMcFly

"Seven is here too, dressed like the concept of choosing clothes that look nice together was an arcane secret far beyond their grasp."
VPhantom Man on a Mission Since: Apr, 2009
Man on a Mission
#10: Feb 21st 2016 at 6:23:28 PM

Darn... This took me more than I expected... But, hopefully you'll all like it, because it's a rather different flavor to what you'd usually expect.

As can see, I'd like to play a duo of characters on this occasion... Though, I don't plan for them to stick together that often, as I'd prefer for them to divide their strengths to help in two places at a time. smile


  • Source: Disgaea
  • Name: Abigail
  • Age, Gender, and Species: 16 years (when she died) / Female / Prinny
  • Appearance: A purple prinny with a peculiar single strand of hair which sticks up. She wears a makeshift red-cape made of out the remains of a seemly larger piece of fabric, and a customized standard-issue prinny's hip-pack.
  • Personality: A bubbly and energetic prinny with delusions of grandeur. She firmly believes she has the heart of a hero, (...Whatever that means) and she'll do anything to showcase her awesomeness. Unfortunately, she's nowhere as strong, skillful nor clever as she believes she is, which often leads her to “try to bite more than she can chew”. That said, her pluckiness, diligence and kindness are genuine, and she'll do anything and everything she can in order to accomplish her mission, while helping as many people as possible.
  • Backstory: A regular prinny working at the service of a certain Overlord, whose name I do not care to recall, Abigail has been working for a long time already in order to try to save enough money so she can reincarnate into something decent. Due to a nasty combination of bad luck and ill-timed clumsiness, she hasn't made much progress so far. In order to try to alleviate this, she has taken mission (no one else wanted) related to Deamon's research and subjugation in alternate realities.
  • Abilities/Skills/Powers:
    • Prinny Physiology: All the rules and caveats related to prinnies apply to her... Except she doesn't explode if thrown (due to her cape) and she wields a blaster pistol instead of dual knifes.
    • Hammerspace: Her hip-pack has nigh-unlimited storage space, and she can easily stash and retrieve pretty large objects that shouldn't logically be able to fit there. Unfortunately, she can't reliably extract specific things out of it without rummaging through lots of useless tosh...
    • Super-Speed: Downplayed. She isn't a Barry Allen, but she's faster than your average prinny because she has invested quite a few points on her speed stat... Quite helpful when it comes the time to use Joestar's Secret Technique!
    • Random Weapon!: While she isn't particularly strong nor skillful, even by Prinny standards, she can produce all kind of absurd and unexpected weapons out of her hip-pack. They can be helpful, harmful to her allies, helpful to the enemy, or just completely useless. Not even she knows what she'll get when rummaging in there!
    • “And the kitchen sink, too!”: This “special technique” consists in throwing, in rapid succession, random garbage she found inside her hip-pack, in the hopes something useful hits the enemy.
    • Prinny Bomb!: Little clockwork prinnies which, once activated, fly around seeking “enemies” to explode over them. They have the bad tendency of locking unto allies from time to time.
    • Banana Bomb!!: A bomb in the shape of a banana which bounces when thrown. It fragments into more bananas once it explodes, which also have a chance of fragmenting into more bananas! An unpredictable weapon with a high-chance of friendly fire.
    • THE Biggest Friggin' Bomb, BIATCH!!!1: A massive explosive produced out of hammer space! No one knows how powerful the explosion will ever be; it can range anywhere from nuclear-bomb to a complete d00d... Erh, I mean DUD!
  • Equipment:
  • Other:
    • I think it would be nice to implement a dice-roll system to determine what kind of random weapon she produces out her hip-pack at any given time.
    • As you might have noticed, she's a serious case of Born Unlucky.
    • She also has a bad case of the Sweet Tooth, as is easily distracted when sweet treats are around.


  • Source: Disgaea
  • Name: Dr. Emma Bremach
  • Age, Gender, and Species: 23 years (when she died) / Female / Prinny
  • Appearance: A yellow-orangish prinny. She wears a blue neckerchief and a pair of goggles.
  • Personality: A consummated Mad Scientist... Erh, I mean, Mad Engineer Cloudcuckoolander. There's nothing she enjoys more than designing, building, testing and improving all kind of machines and weapons. She has little patience when it comes to “organics”, and she'd prefer to be left alone with her work if the option is given. That said, and despite her deficient social skills, she does have a soft spot for the people that manage to earn her friendship, and for whom she'd do almost anything... As long as she doesn't get distracted, or the task at hand is too tiresome.
  • Backstory: She doesn't like talking about her past... All it's known about her is that she likes machines, and that she's friends with Abigail, for some odd reason. Therefor, when her friend volunteered to deal with the Daemon situation, she decided to follow her to make sure she doesn't do something dangerous.
  • Abilities/Skills/Powers:
    • Prinny Physiology: All the rules and caveats related to prinnies apply to her... Except she wields a big wrench instead of dual knives.
    • Gadgeteer Genius: While she's really, really, REALLY weak, even by prinny standards, her intellect and technological prowess allow her to craft, design, repair and improve powerful machines ands weapons. She's the kind of person capable of building a Powered Armor Suit... In a cave! With a box of scraps!
  • Equipment:
    • Big Wrench: An oversized wrench she uses to tamper with machines, as well as to deal Dope Slaps to those that deserve it.
    • Kubrick Mk. IV: One of her favorite inventions, and one which compensates for her lack of battle prowess, the Kubrick is a mini-tank specially designed for prinnies.note  It's equipped with gatling-cannons, micro missiles, and a powerful artillery cannon. It also has a transformation function which allows it to become a Mini-Mecha when the time is right for some Good Old Fisticuffs.
  • Other:
    • Kubrick looks a lot like Bonaparte from Dominion Tank Police, or the eponymous Metal Slug... In fact, its Mini-Mecha form looks a lot like the Slug Gunner from Metal Slug 5.
    • She's the one that build Abigail's Beam Magnum replica. It usually works just fine... But Abigail's bad luck makes it go haywire at times. All her other inventions aren't as unreliable.

edited 21st Feb '16 6:59:48 PM by VPhantom

"It's better to burn out... THAN TO FADE AWAY!"
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#11: Feb 21st 2016 at 6:31:10 PM

  • Name: Sun Setsuko
  • Source: Mythology Reborn RP originally, though I've since altered her slightly for a different story idea working on
  • Age, Gender, and Species: 8, Female, Monkey (more specifically, she's some bizarre crossbreed of a golden snub-nose and a japanese macaque)
  • Appearance: Cannot actually do a flaming shoryuken, but a girl can dream. (Also she has a long prehensile tail but it isn't visible in the picture.)
  • Personality: A bubbly, happy-go-lucky monkey girl. She finds the silver lining in every cloud, and never gives up. This is largely due to her love of meditation and yoga, which compliment her naturally upbeat and low-stress personality. Setsuko is not the brightest and doesn't always understand human customs, however, and due to being a monkey has no nudity taboo, often making people uncomfortable and getting things wrong. She doesn't let this get her down, though. She encourages others to be upbeat and confident as well - seeing other people happy makes her happy - but is not always the best at this. Often she'll try to say something profound only to get the saying completely wrong.
  • Backstory (Optional): Once the exotic pet of an elderly museum curator, until a group of thugs came one day demanding something from her owner. With his dying breath, her beloved owner handed her the object the thugs were after, a supposedly magic stone, and told her to get rid of it. She swallowed it. Power awoke within her as the stone resonated, marking her as the reincarnation and heir of Sun Wukong, the monkey king. With her newfound strength and intelligence, she went out into the world , where she met a man in spandex and discovered her calling - being a Superhero! Since then, she's been fighting crime and stuff. She hopes one day to join Heroes United for Justice (which she calls HUG even though she's been corrected on this several times), the world's premiere Superhero organization.
  • Abilities/Skills/Powers:
    • Victorious Fighting Buddha: Setsuko inheirited the superhuman physique of her forebear, giving her Super Speed, Strength, and Toughness. She also learns martial arts very quickly, though as her only teachers thus far have been Bruce Lee movies and anime she mostly just does fancy-looking punches and kicks while shouting.
    • Ruyi Jingu Bang: The perfectly compliant staff. A red pole with gold bands on both ends, so heavy that super strength is required to even use it, which is entirely obedient to Setsuko. She has not yet discovered it's true power, so for now all it can do is extend and retract on command. It can reach a maximum length of about 5m.
    • 72 Transformations: Despite the name, in truth the Monkey King could transform into anything imaginable. Setsuko, however, can only manage primates. Any human form she takes will also have at least one monkey-like characteristic, such as fur or a tail. Setsuko can also duplicate herself with this ability, but the clones are dispelled with one hit and she can only manage up to five at once.
    • Monkey Queen: All primates (except humans) recognize Setsuko as Sun Wukong reborn, and their new Queen. They will not attack her or her allies, and may even help her if possible. Nonhuman primates with intelligence comparable to humans can resist this effect, however.
  • Other: Depending on how you want to play it Setsuko may improve over the course of the RP, since this is her near the beginning of her story and she still has a ways to go before she reaches the power level of the original Sun Wukong. Of course she can also stay static as Sun Wukong is actually pretty OP and I wouldn't want her to outclass the other characters.

edited 23rd Feb '16 12:07:33 AM by kagescorpionakki

What is so amusing about this? Why do you take lives? How can you forget?
Yomegami Since: Jan, 2011
#12: Feb 21st 2016 at 6:57:16 PM

Again, I'm not seeing anything overly objectionable to any of these, so they're all accepted.

The general power level is likely going to be all over the place (who I'm planning to be the first boss probably wouldn't stand a chance even if the PCs lacked all their fancy skills, while later bosses are going to be tough even with them; this isn't going into whatever bosses the mini-G Ms decide to throw in), so for now I'm thinking Shepard's fine as she is. If I see anything objectionable pop up over the course of the RP I'll say so.

As for the prinnies, it's up to you to use dice rolls if you want them. I'm not going to implement an RNG because it's needlessly complex for a Play-by-post game, and the games that require messing around with numbers aren't the ones I'm interested in.

Icon by Civvi the Civilian!
Daydre That's just how it is on this bitch of an earth from the trash Since: Jun, 2014 Relationship Status: Gone fishin'
That's just how it is on this bitch of an earth
#13: Feb 21st 2016 at 7:31:31 PM

I'll have a sheet here later, I was busy today >_<

off the shits
CathariSarad Since: Jan, 2014
#14: Feb 21st 2016 at 8:09:20 PM

Working on sheet. Will probably post it later tonight or tomorrow.

CathariSarad Since: Jan, 2014
#15: Feb 21st 2016 at 10:56:36 PM

Double post.

Okay, finished my character concept. Character might be a bit jokey, and he might be kinda evil and broken and stuff, but lets see how this goes.


  • Name: Pomo-tan
  • Age, Gender, and Species: 11, Male, Floating alien Hamster/Badger/Gerbil/Furball thing
  • Appearance: Pomo-tan is a roundish hamster-like creature with a badger-like fur pattern. Roughly 2.5 feet tall, Pomo-tan’s head is only slightly smaller than the rest of his body, and even though his pudgy arms and legs don’t appear to stretch very far beyond his body, he seems to have no trouble grabbing hold of things with both hands or lifting things that would seem too heavy for his size. Both his eyes and nose are small and black, to give off an almost innocent appearance. Pomo-tan also has a round, white cotton tail that seems to be attached to him via a wire-like appendage. On top of all this, Pomo-tan wears a boy scout’s uniform, including a sash with all the badges he’s collected over the years. He also wears a brownish-tan, feathered fedora/trilby, along with a backpack. Pomo-tan’s voice is also fairly light and high-pitched, emphasizing his cute furball status.
  • Personality: Pomo-tan always maintains a sunny, positive disposition, even in situations that otherwise wouldn’t warrant it, and he always tries to ensure other people in his squad stay positive and happy too. Due to his lifelong dream and boy scout training, Pomo-tan’s motto is to “always be prepared for anything,” which is part of the reason why he keeps a bunch of tools and hardware in his backpack. As a boy scout, Pomo-tan also values honesty and integrity, even though he doesn’t actually know what these words mean. Pomo-tan rarely shows any emotions other than happiness and cheeriness, however, he rarely forgets any slights that have been done to him. Whenever Pomo-tan feels like he has been wronged in some way, he plans meticulously to ensure that all of his perceived adversaries are punished for their transgressions, all while maintaining a cheery façade. Pomo-tan also has a highly selective memory, meaning he can easily forget things when they aren’t convenient to remember, making him a somewhat effective liar so long as he can maintain some semblance of consistency. He also tends to have flashbacks from time to time, but they never really bother him.
  • Backstory:
    • Ever since he was two years old, Pomo-tan’s life goal was to become a member of the U.S. Navy Seals. Once he was old enough to speak basic English instead of garble in baby talk, Pomo-tan joined the Boy Scouts of America, where he acquired most of his basic skills and training. However, because he was some sort of strange, cutesy, floating, hamster thing instead of a normal human, almost everyone in his troop called him a “freak,” including the scout master. Pomo-tan didn’t like being called a freak, so he murdered everyone in his scout troop one by one, including the scout master.
    • Pomo-tan has been on the run ever since. Traversing through the vast American wilderness, Pomo-tan has had to evade constant harassment by local law enforcement along with the “men in black suits.” In spite of the significant bounty on his head, Pomo-tan has largely emerged unscathed, partly due to the amount of military and experimental equipment he has amassed over the years. After many run-ins with the National Guard and special forces, Pomo-tan has managed to establish relative peace and tranquility, occasionally raiding nearby U.S. military installations. While Pomo-tan doesn’t know what he is, where he came from, or how he managed to get stuff like his backpack or explosive lawn gnomes, he still lives at peace with himself, continuing on the proud tradition of the Boy Scout way and pursuing his dream of becoming a U.S. Navy Seal.
  • Abilities/Skills/Powers: Despite Pomo-tan’s distinctly non-human appearance, most of Pomo-tan’s effectiveness comes from the equipment he carries.
    • Pomo-tan’s backpack can carry a potentially limitless number of objects, effectively functioning as a hyperspace arsenal.
      • Even though Pomo-tan frequently reaches into the top flap during battle, Pomo-tan does not actually need to reach into his backpack to acquire anything that’s stored in there; instead, Pomo-tan can make any item or set of items (such as a gun with bullets) stored in his backpack appear in his arms as if it came out of nowhere. Similarly, Pomo-tan can store items or sets of items into his backpack in the same manner. Anything that Pomo-tan can carry with his arms can be stored in his backpack. Pomo-tan can retrieve items and sets of items from his backpack by simply thinking of what item he wishes to use and making a slight hand/arm motion to make it look like he’s retrieving his weapon from somewhere else.
      • Due to the resources he’s amassed over the years, Pomo-tan has a large variety of equipment. Some of Pomo-tan’s more conventional items include the following: a swiss army knife, a handheld crossbow, pistols, rope, flags, lighters, basic silverware, sticks, thermometers, sniper rifles, submachine guns, shotguns, various cooking utensils, pepper spray, matches, suntan lotion, scissors, rubbing alcohol, bandages, first aid kits, pepper spray, cigarettes, bug spray, soup cans, gas masks, trail mix, sketching materials and school supplies, blow-darts, duct tape, binoculars, night vision goggles, cheap walkie-talkie devices (only have a 30-40 feet range), batteries, rulers, hand-drills, grenades, flashlights, bullets, sewing equipment, and other mundane tools. (Pomo-tan also has an arbitrary amount of each of these items, such that he will rarely be in danger of actually running out of these items)
      • If someone other than Pomo-tan or a similar creature tries to open his backpack, they will find that the top flap appears to be sewn into the pack itself, and they will find that the binds holding this flap in place are fairly tough. The backpack itself is fairly resilient and resistant to wear, damage and cutting. While bullets and other weapons can puncture through the backpack, the stitching will repair itself after some time (roughly half an hour or so, depending on the extent of the damage). However, if the backpack is forcibly cut open, the inside will appear to be empty.
      • So long as the backpack remains on Pomo-tan’s person and is mostly intact, Pomo-tan can access all of his conventional items. However, if this is not the case, Pomo-tan is limited to using whatever he has out, along with his other special equipment.
    • Pomo-tan also has his own personal cloaking device. However, due to some kink in the design process, it only seems to work when Pomo-tan isn’t moving. Pomo-tan’s cloaking device also extends to his clothing, backpack, and other items he’s currently carrying with him.
    • Pomo-tan also possesses a seemingly unlimited arsenal of highly explosive lawn gnomes.
      • Pomo-tan’s exploding lawn gnomes can either use conventional explosives, mustard gas, tear gas, flash bangs, pepper spray, or any other sort of noxious gas.
      • Pomo-tan’s lawn gnomes typically explode when someone other than Pomo-tan comes near it (around 1-3 feet), though Pomo-tan can reprogram his lawn gnomes so that they don’t explode around a certain group of people or things (namely his allies). They might also explode if something shoots at them or if something hits them with enough force, even if they’re otherwise not supposed to explode.
      • All of Pomo-tan’s lawn gnomes come with personal anti-gravity devices, allowing Pomo-tan to leave them hovering above the ground. Pomo-tan can also push, swing, or throw his lawn gnomes and send them gliding through the air. Pomo-tan’s lawn gnomes are unaffected by air resistance or other non-conservative forces, meaning they can glide through the air endlessly until they hit something.
      • Furthermore, Pomo-tan can secure his lawn gnomes onto many surfaces, including grass, dirt, metal, or solid stone. When a lawn gnome is secured to a surface in this manner, it is said to be “Grounded.” Gnomes can explode while they are grounded. Lawn gnomes that are Grounded typically remain upright from the surface they are mounted on unless something that doesn’t detonate it pushes it over.
      • All of Pomo-tan’s lawn gnomes have in-built cloaking devices. However, this device only activates after a lawn gnome has been deployed in the Grounded state. Grounded lawn gnomes do not necessarily cloak the objects they are attached to, but if they are attached to something like a wheel or tread robot, the lawn gnomes may cloak this object set as well, provided that it fits within a 2-3 feet radius. If a lawn gnome is moved or ungrounded, the cloaking function deactivates.
      • All of Pomo-tan’s lawn gnomes also have built in cameras. In addition to the equipment described above, Pomo-tan possesses a tablet-like device, which he can use to access the gnomes’ camera function. However, Pomo-tan can only access these cameras for gnomes that are in the Grounded state, and he can only access these cameras one at a time. When the camera for a given gnome is accessed, someone using the tablet can press a set of touch-screen arrows to cause the given gnome’s head to rotate horizontally, thus turning the camera. A gnome’s cloaking feature remains active while a gnome’s head is rotating, though it might make a slight whirring noise. Furthermore, one can use the tablet to detonate the explosives for a given Grounded lawn gnome. Alternatively, one can also use the tablet to detonate a specific set of Grounded lawn gnomes, provided that one has the time to set up these control groups.
      • Like his backpack, Pomo-tan can seemingly conjure up lawn gnomes out of nowhere, though he can only pull one out every few seconds or so.
    • Despite his small size, Pomo-tan can lift almost anything an above-average human can lift.
    • As his standard medium of movement, Pomo-tan regularly floats through the air. He can ascend and descend to any height, so long as there is nothing barring his way, and he can also traverse laterally. Pomo-tan typically floats at height of around 2-3 feet off the ground. Pomo-tan’s movements are fairly slow, as he more or less drifts like a balloon, though he can use stuff like weapon recoil to make himself go faster.
    • Due to his strange physiology, Pomo-tan can eat many mushrooms that are otherwise poisonous or lethal to humans or other creatures.

edited 21st Feb '16 10:57:18 PM by CathariSarad

Yomegami Since: Jan, 2011
#16: Feb 22nd 2016 at 11:18:03 AM

Nothing to object to here (and a lot to like), so Pomo-tan is accepted.

I'll probably get to posting the discussion thread soon-ish, and the RP will start roughly a week after that.

Icon by Civvi the Civilian!
Hashil Since: Aug, 2010
#17: Feb 22nd 2016 at 2:18:16 PM

There a limit to how many characters can join?

Yomegami Since: Jan, 2011
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#19: Feb 22nd 2016 at 5:52:05 PM

Hey, I actually have a character in mind this time!

BUT turns out I can't write tonight. Will do so tomorrow.

JustaUsername from Melbourne, Australia Since: Jul, 2009
#20: Feb 22nd 2016 at 8:19:57 PM

Okay finally finished the profiles of Irwin Astrum and Ribbon, hopefully they're acceptable.


  • Source: Hunters & Djinn, a Space Opera Mon story I hopefully will actually write one day
  • Name: Irwin Astrum
  • Age, Gender, and Species: 24, Male, Human (Hunter subspecies)
  • Appearance: A somewhat chubby man of above average height with olive skin and red eyes. Irwin’s hair is black and curly, with it not reaching past his neck and with a full but short beard complimenting it. His choice of clothing is an unusually heavy leather jacket alongside a t-shirt and jeans thick enough to stand by themselves, both articles like this as they are essentially fashionable armour. Irwin also wears a pair of fingerless gloves and military boots, even when off duty. He does have a belt which he is willing to not wear off-duty though, one which holsters a stun ray and a bayonet. Inside Irwin’s jacket is what appears to be a ribbon badge with the circular part looking like a sun symbol, this is what connects Irwin to Ribbon and where she stays during stasis.
  • Personality: A true Emotional Bruiser. Despite his looks, Irwin is deep down a caring person who can be a bit silly, although when he wants to be sarcastic, he is very blunt with his snarkiness. Irwin also harbors a love for the field of biology, taking notes in both the creatures that lurk on his planet and the Djinn that are suddenly appearing. When not hunting, training or being curious about life science, he likes to watch comedy shows and movies or play video games of the adventure and RPG genre. Despite this, Irwin tends to be better at thinking quickly than slowly, with his own ideas tending to be improvised and leaving the plans to people like Ribbon. Irwin can be scary when he wants to be, especially if a Berserk Button is pressed like pointlessly harming life or seeing a Monster Clown (Irwin does not like the reputation of Non Ironic Clowns being tattered)
  • Backstory: Irwin hails from a planet in the middle of a feudal space empire, a planet for unknown reason is willingly outside controlled by one not linked to the empire, one who puts themselves and their servants under divine guise. The inhabitants lay unaware of the civilizations that lurk in space, though they are given “divine” gifts when the planet’s owner feels the need to. The people of this planet are the native humans and the “Hunters” who were put there by an unknown ancient civilization. The wildlife on this planet tends to be more dangerous than most, resulting in the need of hunters to prevent dangerous creatures getting close to civilization or protecting those travelling between settlements.
    • Irwin wanted to be one of these hunters from a young age, likely influenced from his famous aunt Mary Astrum. This desire made him do something reckless, with him sneaking off into the wilds taking his little sister Azaria with him, something that he’ll regret for the rest of his life as the two were took by surprise from a giant creature with them separated and only Irwin ever found. Irwin took his sister’s disappearance of Azaria hard, not showing any signs of recovery until his aunt gave him a ribbon badge, one that contained Ribbon. The two became fast friends, it was almost like Irwin gained another sister. Irwin’s dream to become a hunter eventually continued, with Ribbon supporting him with his dream, particularly in keeping him focused on studying.
    • Eventually, Irwin’s dream of a hunter became true, with him being under the watchful eye of his aunt Mary alongside another new hunter Yue Holt. He showed to be an effective hunter along with showing good teamwork with his fellow hunters and djinn. However, the sight of something caused Irwin’s reckless side to resurface, one time when he was only with Ribbon, he saw the very same creature that separated him from Azaria near a cave. Despite the djinn’s warnings, Irwin not get over his desire for revenge and attacked the beast. The fight did not go well for him and it might have been the end of his story if his aunt didn’t rush into help, but taking down the beast caused her to be mortally wounded. Worse, the creature was actually the parent of a child and the energy Mary had left made it clear it would die a slow and cruel death if left alone. Irwin had only one choice left, ending the poor thing’s life. It would look like Mary’s last moments but something came out of him, a powerful force that removed all of his aunt’s injuries, though using this power also wounded him to the point of needing a hospital stay when the group was found by Yue.
    • The events shook Irwin in a way he didn’t feel since he lost his sister. Yue, angry at Irwin, decided to call him out for his actions during his stay at the hospital. Soon after his enraged colleague left the room, Irwin vulnerable guilt-ridden mind caused him to teleport himself and Ribbon to a place created by it, a comforting place of isolation that could have easily swallowed up the man forever if his trusty rat companion wasn’t taken along for the ride, giving him the will to retreat from the place. His return was a few days after he disappeared. There were some questions about Irwin’s strange abilities suddenly surfacing but his mental recovery was prioritized. He took some time off from being a hunter and started to focus on analysing and studying living things, first as an attempt of redemption but eventually more because he enjoyed the field of biology. He did return as a hunter returning with his old team (Yue felt a bit awkward at first since he regrated what he said to Irwin but later the two got over it, acting like nothing happened) but his choice of mission changed, preferring missions with more non-lethal aims like capturing stray wildlife. One day, creatures similar to Ribbon started to appear in his world, the Djinn. The influx of these creatures started to become the main field of work for Irwin’s group, though he had little issue as he was curious about what these strange creatures were like.
  • Abilities/Skills/Powers: Irwin has a range of abilities, whether from being a trained hunter, of the hunter subspecies and few abilities Irwin does not understand the origin of himself.
    • The Arts: While they would classify as supernatural in most universes, most of The Arts are just a natural part of the universe expected for an average person to use for their occupation.
      • Somatics, Art of the Body: The most stand out ability for Irwin would be his Super-Toughness, as in the muscle and fat in his body would take the blow of a shotgun fired point blank, leaving only a minor flesh wound. Attacks that take Irwin by surprise tend to do more damage than ones he is ready for, as the hunter can reinforce his body for it. This toughness is account of body manipulation, allowing him to stop bleeding and keep infection at bay. If he starts bleeding, it’s a good sign that Irwin is critically wounded. The resilence doesn’t only apply to wounds, it takes much more poisons and other chemicals to effect this man (which also makes it very hard for him to get drunk). Irwin also has Super-Strength, not to the extent of his durability but enough that he can go around in his heavy clothes carrying his heavy power hammer with little exhaustion. While Irwin is fast, his agility does not catch up with his speed and going too fast is likely to cause Irwin to crash into an obstacle.
      • Psionics, Art of the Mind: The emotional Irwin taps into the power of emotions, generating an aura that reduces fear and makes people and creatures feel safer, an aura that gives one fear, specifically towards Irwin and an aura that makes one ignore the hunter’s presence. These auras are more like suggestions and if one notices Irwin’s aura, they can overcome the effects with a little willpower. They also have no effect on daemons as they are creatures of pure emotion. The hunter can also sense emotions in others, which can be good for lie detecting, detect life energy, though this trait doesn’t pick up the undead, robots or things too alien like the deamons, and basically become a telepathic server, capable of connecting mental messages towards anyone who willingly telekinetically connects to. The telepathy can handle a maximum of 10 people and they can only be a maximum of 100 metres away from Irwin (328 feet)
      • Artificing, Art of the Tools: The hunter’s marksmanship abilities depend on how much time Irwin is allowed to focus on his shot, as he is a terrible point shooter but a brilliant sharp shooter. Because of this, Irwin tends to resort to melee combat in the heat of battle, a field he is all round better in. His abilities with tools aren’t just mundane either, with him being able to reinforce them allowing them to be stronger and more durable with the bonus of having things like wear and rust disappear.
      • Magic, Art of the Soul: The true supernatural ability of Irwin, and the one with the steepest cost. With his will to protect life from cruelty, this magic is defensive in nature capable of creating powerful barriers or heal a dying person to the point of perfect health. Using this ability tends to wound Irwin in unpredictable ways, wounds that won’t be able to be healed by technology or magic for 24 hours and as a result Irwin doesn’t use it unless he feels he really needs to.
    • Mental Realm Access: A pocket dimension created by Irwin’s mind, the state of which is dependent on the user. For nature loving Irwin, it is a grand forest with a variety of flora and fauna, with a field of grass with numerous flowers, being quite the garden for the house in this field. This house is both a decent place to relax and a storage room for Irwin. With a bit of focus and a few seconds, Irwin can put things (including himself), with doing so easier to do the smaller the object is. To transport something living in the mental realm, the subject has to be willing or unconscious. This place actually has some medical uses, as just being here can slowly heal one’s wounds, slowly remove one’s sickness and stabilize those who were in risk of dying. Electronics even get charged in here too! It should be noted, if Irwin dies, this place goes with him along with whatever is inside it.
    • Subspecies Abilities: Hunters have senses sharper than that of an average human, with a sharper sense of smell, a wider hearing range, being able to see infrared and ultraviolet light and have better dark vision. They also can innately sense if something is a magical being like djinni and/or shapeshifter. They also have slow regenerative abilities, able to regrow a lost finger in about a week and full limb taking months to regrow. This regeneration makes cybernetics impractical, as the body would eventually destroy them in an accidental attempt of repair.
  • Equipment: An extra field I added, because Irwin has a few weapons. The electrical ones can be recharged with Irwin’s energy, though just getting a compatible battery would be less draining.
    • Stun Ray Handgun: Like the name implies, it’s designed for non-lethal uses, with power settings varying to taking down things as small as a mouse to as big as a horse. If one goes too high a power on the wrong target though, it can end up lethal. And the size estimates are based on how tough the average target that size would be, not things tougher than usual.
    • Bayonet: Just a typical combat knife that can be used as a weapon and a tool. But sometimes the simple items are the most useful.
    • Stun Baton: A metal club that can surround itself with an energy similar to Irwin’s Handgun, though will slowly drain its battery doing so.
    • Power Hammer: The most powerful weapon in Irwin’s arsenal (yes, even more powerful than a railgun). A two-handed Warhammer that has machinery inside it that allows the user to deal extra damage. It is definitely on the heavy side, a bit too much for the average person to carry let alone swing though Irwin’s strength makes this a non-issue.
    • Portable Railgun: Irwin’s ranged weapon of choice, it basically is a sniper rifle though packs more of a punch than any firearm would. The power can give the possibility of One-Hit Polykill from long range, though the bullet usually stops at the second target. It is unable to fire semi-automatically but with how Irwin is at ranged combat, this is not that much of an issue. It is heavy but not to the extent of Irwin’s power hammer.
    • Compound Bow: Magnetic weapons are loud, bows aren’t. When Irwin needs to be quiet and attack from a range, this is his go to weapon.
    • Buckler: Another mundane item. Good for blocking melee attacks and punching things!
  • Other: For some reason, people from Irwin’s universe don’t age, so hearing that aging effects people just like it does to other animals would come as a surprise to him. Whatever is stopping Irwin from aging, also makes him immune to Rapid Aging.
    How Irwin’s magic will hurt him is probably going to be me rolling a d20 sided die. Getting a 1 would be a terrible wound, something with pain so intense it would knock Irwin out. 2-10 would be a major wound and make physical actions noticeably harder. 11-19 would be a minor wound, noticeable but nothing too bad unless Irwin is terribly hurt. 20 would mean there would be no cost for the magic.

  • Source Hunters & Djinn, same as Irwin
  • Name: Ribbon
  • Age, Gender, and Species: Unknown, Female, Djinni (or Jinni Rat as Irwin likes to call her)
  • Appearance: Takes the appearance of a rat with red eyes, with mostly white fur although pink around the belly area, along with poofy pink hair on the top of her head like her belly and poofy white fur at the end of her tail. Like her name implies, she wears a yellow ribbon around her neck.
  • Personality: The calmer of the duo (although with emotional Irwin that’s not a hard task) and possibly the brains of it too. Ribbon is a deep thinker, which is very helpful as it gives her the strategic ability Irwin lacks but also sometimes gives her anxiety, like the occasional pondering of her unknown past or whether she is pulling as much weight as Irwin. She can also sometimes think too deeply, needing Irwin to snap her back to reality. This djinni has a clear love of art, loving to see works of all fields, what mindset the creator had when developing them and using her light powers to generate images in her spare time. Outside art, she has a fondness of the mystery genre along with strategy video games (though not against Irwin as he’s too easy an opponent). Despite her cute appearance, Ribbon prefers being seen as a lady rather than a girl, correcting those who use that label.
  • Backstory: Ribbon does not know what her life was like before Irwin’s Aunt unleashed her from the ribbon badge she one day found and after that, Irwin and Ribbon’s story pretty much became shared.
  • Abilities/Skills/Powers: Ribbon is the magic to Irwin’s might. Unlike Irwin, she can use magic without the risk of hurting herself though overuse can tire the rat out.
    • Light Manipulation: The majority of Ribbon’s magic is linked to light energy, and she’s quite versatile of what she can do with light.
      • Energy Attacks: Frickin' Laser Beams ahoy! Ribbons attacks tend to be either a rapid fire of light energy or a charged up projectile of light. The longer she charges up her attack, the more powerful it will be. Since the light projectile is visible when charging up, this comes with a drawback of making the attack more visible and thus, giving the target the potential to dodge or if they’re fast enough (and can get past Irwin), rush up and attack Ribbon before the hit lands. Ribbon can charge it twice at fast if she puts her pure concentration on it, though this causes her to be unable notice anything about her surroundings unless she slows down or stops the charging.
      • Holograms: How Ribbon expresses her artistic side, with the bonus of being decent illusions. The amount of concentration needed increases with the size and complexity of the hologram. For example, a human that doesn’t fall into uncanny valley would take all her concentration, while something simple but taking the size of a small room would take the same amount. Since holograms only trick the sight, someone suspicious with a good sense of hearing or smell could catch that it is an illusion.
      • Hard Light: Turning light into something solid for Ribbon is a bit tricky, with her being able to only create one simple shape at a time with a high amount of concentration for what she created to continue existing. These shapes aren’t very tough either, usually only good for blocking one attack.
    • Information Gathering: The mind leaves imprints of information where it goes unknowingly, information that Ribbon is able to pick up on. The more recent this information is, the easier it will be to pick up and the better detail she can get it. The information picked up can be both from people and creatures with more complex though processes like mammals or birds, but things too simplistic or alien like the thoughts of insects or daemons will not be picked up on.
    • Other Abilities: Though most comfortable riding on Irwin’s shoulder or on a surface, Ribbon is capable of floating in mid-air. She can also has colour vision well beyond the range of anything in the animal kingdom, capable of seeing x-rays and radio waves. If needing to heal or recover energy, Ribbon can rest inside Irwin’s ribbon badge to slowly recover. There is an unbreakable telepathic link between the hunter and the djinn, even while Ribbon while resting in the ribbon badge. Although not really an ability, it should be noted that Ribbon is nowhere near the physical abilities of Irwin, being strong as you’d expect for the typical rat, so it’s best to leave the hard labour to the hunter.
  • Other: Ribbon can’t stray too far from Irwin’s Ribbon Badge (about 10 metres). Going beyond that range will cause her to quickly lose energy, being able to stay active for 5 minutes. When it runs out, she’s instantly teleported back to the badge to gain her energy back.
    The badge that holds Ribbon is very tough, possibly tougher than Irwin. Though, it isn't going to be a valuable Pocket Protector though (with how thin it is), as if an attack breaches Irwin's jacket, as that attack would slide on it and either be stopped by Irwin's shirt or reach his flesh.

edited 24th Feb '16 10:58:47 PM by JustaUsername

Some people say I'm lazy. It's hard to disagree.
Yomegami Since: Jan, 2011
#21: Feb 22nd 2016 at 10:12:34 PM

Nothing objectionable I can see here, so Irwin and Ribbon are accepted.

Discussion thread will hopefully be up tomorrow; would try to do it tonight, but I have to get up somewhat early tomorrow.

Icon by Civvi the Civilian!
Hashil Since: Aug, 2010
#22: Feb 23rd 2016 at 2:08:34 AM

  • Source (Optional): Ivalice Alliance

  • Name: Minna Goldschmidt

  • Age, Gender, and Species:18, Female, moogle (Ivalician Flavor).

  • Appearance: One of these things. She’s wearing a sleeveless tunic and baggy, grey pants. When she’s fighting, she typically wears a grey cross helm with slots for her ears and the big, red colored pom-pom looking thing on her head.

  • Personality: Minna tries her best to keep an air of dignity and grace about her when she’s doing business, but she isn't especially good at it and tends to slip. Deep down she's mostly just a goofball not especially fond of fighting much of anything, and vastly prefers to talk it out over a cup of tea if it can at all be helped. Unless you’re genuinely a dick.

  • Backstory (Optional): Minna's blind. She was born that way, and has gotten by well enough on account of her above average hearing and sense of smell, and a little help from an overzealous engineer father ensuring she'd never be looked down on or coddled for it. For her part, she liked gardening and dreamed of opening a flower ship since she was a little girl, but Dad was having none of that. A friend of the family practiced the strange and dangerous martial art of the Dark Knight, warriors who fought with eye obscuring cross helms and trained to hone their senses to the point that they didn't need to see. Cool as that was, the small girl wasn’t especially fond of turning in her walking stick for a sword that was longer than she was tall - for one, it wasn’t great for her social life, and for another, the sword had a funny tendency to suck the life out of her even when she didn’t will it too (to get used to it, her teacher told her, you’ll learn to rise above it, her teacher insisted) - so she came to secretly resent her dad, and to a lesser extent, the crazy old lizard that was training her.
    • But it all worked out in the end. Not so well that she stayed at home when her training was done or, in fact, even kept contact with her family, but enough that she managed a respectable mastery over her weapon and the abilities she channeled through it, and wound up opening that flower shop with the money she made bounty and monster hunting. Or would of opened it, had she not been snatched away to another universe on opening day.

  • Abilities/Skills/Powers: As a Dark Knight, Minna can manipulate and create weaponized (and mundane, for the purposes of concealing herself or others) darkness in a small area that varies in size with how she's going about it - a burst of damaging, claw-like darkness directly around her can't be much further out than 20 feet, but a long range, short lived blast of the stuff can stretch as far as 50. Like your typical magic knight, she can also enhance her otherwise mundane sword slashes with shadow, increasing their cutting power and range. All of the above can be further enhanced by sacrificing some of her own vitality temporarily, making her more vulnerable to enemy attacks and tiring her rapidly, while powering up her abilities to such an extreme that a fair amount of those enemies are too busy being incapacitated to capitalize.
    • She can also use most of her abilities defensively - shields made of darkness, claws that protect people within range, etc, though using them in this way takes up even more focus and concentration than it would otherwise and typically renders her immobile so that she can channel the effort properly, and can rarely be maintained for long without great strain, particularly if a foe strikes at any of them repeatedly. In most cases, these abilities need to originate from her person or sword, but if there’s enough natural or conjured shadow around her, she can make use of it to cause her attacks to originate from any of these points within a range of about 100 feet.
    • Minna is a swordswoman, utilizing a weapon larger than she is when sheathed which doubles as a walking cane. For parrying and defending against attacks, her weapon sheathed is typically enough to stop mundane claws, bites, or other non-enhanced physical attacks, provided she can react to them in time and isn't otherwise distracted.

edited 26th Feb '16 1:12:03 PM by Hashil

Ominae Since: Jul, 2010
#23: Feb 23rd 2016 at 3:07:40 AM

I might join in...

Depending on what sources I'll use. If I can't use anything canon, I'll look at something from my short stories.

TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#24: Feb 23rd 2016 at 7:10:34 PM

God I'm so mad I was halfway done with the sign-up, power went out, now I'm posting from my phone.

God. Tomorrow.

ShoutmonZ I mean it when I say I'm an RPG nut from Somewhere on Earth Since: Oct, 2015 Relationship Status: All is for my lord
I mean it when I say I'm an RPG nut
#25: Feb 23rd 2016 at 10:03:09 PM

So... I wanted to do a duo badly aaaand I might've gotten carried away? I feel like I made some parts convoluted or something... But anyways, here they are!


  • Name: Zeta York
  • Age, Gender, and Species: A 31 year old female (artificially created and enhanced) human
  • Appearance: 5'8'' with a coltish build, she has red eyes and light brown skin. Her blonde hair reaches inbetween her shoulder blades and her teeth, which is seen quite often because she gives toothy smiles, are bright white. At the top of her chest is a blue metal piece in the shape of a Y glows on and off. She wears a black shirt and grey pants. Over that she wears a trenchcoat, also dark red, as well as her boots. She has a white belt, where her cutlass and gun, which vaguely looks like an AMT AutoMag V, are kept, hanging from her left. Her gun has yellow tron lines that glow when she fires it. She wears her wedding ring on her left hand.
  • Personality: Zeta is first and foremost a Blood Knight. She's always eager for a fight and often smiles while doing one. She has a liking to explosions, so much to the point that she occasionally forgets that she shouldn't be admiring the explosions made by enemies. Despite this, she's rather friendly outside the battlefield and won't purposely start fights. Well, most of the time. Before, she was a lot more Ax-Crazy and reckless but she's gotten to be more normal and kind thanks to her husband, thought she's still more easygoing than him. Speaking of which, she's very protective of him, and she won't hesitate to make it clear to you to not harm him. Thankfully, her husband usually keeps her from hurting the offender badly if they're an ally. Oh, and she has a tendency to make jokes, sometimes good ones, sometimes groan inducing ones.
  • Backstory: Zeta likes to describe her past as "a cheesy love story".
    • She comes from a world where monarchies still existed and technology is somewhat more advanced than ours, powered by magic. In short, magiteck. She (along with many others) was created as a Super-Soldier for the kingdom of Aether in their war that she cared little on why it stared against the kingdom of Tron. Specifically, she was created as special forces, mostly sent to take down mecha suits. The supersoldiers were a bit outcasted among the army for their artificially births and almost inhuman taste for battle. But even among her kin, she was an outcast, as even by their standards, she was very unhinged. She didn't care, she just wanted to fight.
    • Then, a little while after their lastest medic was killed, their were assigned their new medic, Cecil Nohtingham, and he ended up working closely with Zeta as she was the one who got injured mkre often from her recklessness. It was odd for her as unlike the other medics, who just waited until they got back, he insisted on helping them on the battlefield, even when they already had combat medics with them. Not only that, he actually fought during fight, if somewhat poorly. She liked his stubborness and so personally helped him with becoming more helpful in the battlefield. He was also the first person who showed her genuine kindness and things got better for her. She became more how she is now and made some friends within the troop. She became good friends with Cecil as the war went on and they eventually fell in love.
    • She had a feeling he was hiding something though. Other than the obvious armor and mouthguard he tried to keep on at all times, he was more elegant than most. She knew he was trying to hide it from the rest, but she knew he was at least someone from the upper classes. You can imagine her surprise when she and her troop found out not only was she right, but he was a prince of Aether, Cecil York. Her troop did their best, but the news spread like wildfire and then hell broke loose when their relationship was found out, many at outrage for the prince falling in love with her.
    • He was ordered to be sent back to the castle but just as that happened, he was nearly killed by Tron assassins, if she hadn't taken the shot instead. Cecil's magic couldn't heal heart injuries. So in desperation, he took his necklace, infused his life force into it and embedded it in her chest. She now lives thanks to him. She and Cecil faint and are taken to the castle to their infirmary. Apparently, that was the last draw for Cecil's father as he pulled out everything he could to finish the war once and for all. Over the next two years, Zeta and Cecil recovered from the incident and were got used to being able to feel each other's pain. By the end of two years, the war with Tron was finally over.
    • They were wed soon after that and, from what she did to save Cecil's life, the marriage was accepted rather well, even from Cecil's parents. The pair then lived rather quietly over the next few years, with Zeta occasionally training guards for the castle. As happy as she was to live with Cecil peacefully, and that the war was finally done, she still wished she could do some actual battles than just spar with inexperienced guards. Fortunately for her, she'll get her chance.
  • Abilities/Skills/Powers:
    • Super-Soldier enhancements: In this case, Super-Speed (and its Required Secondary Power), and Super-Reflexes. She can run up to 100mph and at least dodge a bullet. Blades and bullets still have the same effect on her as any other person, despite being able to withstand the speeds she can reach. Her attire is enchanted so that it doesn't burn up or tear up from said speed.
    • Swordsmanship: She is skilled in wielding her cutlass, which is enchanted to withstand a lot more than it's supposed to, able to stay firm under a maximum of 50 tons before it starts to bend then break.
    • Marksmanship: Her aim with her gun is average, though it's somewhat alleviated by the fact that the gun powered by mana and fires about fist-sized energy shots colored light green. She can't shoot it more than ten at a time before she gets too tired.
    • Synchronization & Can't Live Without You: She is kept alive by her husband's life force imbedded in the Y on the top of her chest. She now feels any pain he feels (though in the form of getting more tired) and since a part of his life force is with her, if she dies, he'll soon follow, and vice versa. Said Synchronization has made both aware whenever the other is near or far.
  • Other: N/A

  • Name: Cecil York
  • Age, Gender, and Species: A 34 year old male human
  • Appearance: 5'10'' with a medium build, he has tan skin and blue eyes. His black hair is short and somewhat spiky. He wears a simple yellow t-shirt, plain grey pants, white belt and shoes, and a purple jacket. Around his neck is a yellow necklace with a blue Y dangling from it. He carries a brown satchel which has bandages and basic pain relievers, as well as a few small books. He wears his wedding ring on his riht hand.
  • Personality: A kind and friendly fellow, Cecil very much prefers peaceful and non-violent solutions to problems but he won't hesitate to help however he can, even if it means fighting. Raised as a prince, he's courteous and elegant. Despite that, he can be stubborn, especially when it comes to helping others. He often ends up becoming reckless when a life is on the line. Part of this comes from being around his wife. Speaking of which, he is equally protective of her as she is of him and if there's one thing that will make him angry every single time is hurting his wife. He cares for her deeply, even when her jokes and behavior can be horrible at times.
  • Backstory:
    • Cecil comes from a world where monarchies still existed and technology is somewhat more advanced than ours, powered by magic. In short, magiteck. He's the second son of King Cepheus of the kingdom of Aether. Aether had been at war with the kingdom of Tron. The two kingdoms never really got along well and years ago, they would've united the kingdom in marriage if something didn't ruin it in the form of Tron patriots killing the eldest Aehter prince of that time. Cecil wasn't really sure if that was true though, as that story was told to his father when he was just a boy so didn't really like that their kingdoms were fighting over something that happened years ago.
    • But he still wanted to help to at least try to end it sooner since past peace talks only ever ended with someone blowing up the place. But he was the youngest of four children and they wouldn't send him, even when he was of age, to fight. That, and he rarely ever fought in his life, only ever learning healing magic and so were worried that he couldn't handle himself on the battlefield. He still wanted to go and so, with the help of his friend, Kenton, he was able to get into the army as a medic and received some armor from him so he wouldn't be recognizable.
    • He wasn't worried at all when he was assigned to one of the many troops of special forces well...specialized in taking down Tron's most powerful forces, the mecha suits, the supersoldiers. There, he met a woman named Zeta, who was the most reckless (and rather powerful) of the bunch. He ended up working with her often because one, said recklessness and two, because he also wanted to be on the battlefield, she helped and trained him in surviving in one. He was almost always worried of her killing herself from her recklessness and would berate her while he healed her, but he meant what he said, he cared for her, and the two soon became friends. Things got better for her, as he noticed she was less scary and had made a few friends with the rest of the troop. He got closer to her over time and they eventually fell in love.
    • He did his best to hide his identity, and when the troop found out, they did their best to hide it too, but the news spread like wildfire and then hell broke loose when his relationship with Zeta was found out, many at outrage for the prince falling in love with her. He was ordered to be sent back to the castle but just as that happened, he was nearly killed by Tron assassins, if Zeta hadn't taken the shot instead. Cecil's magic couldn't heal heart injuries. So in desperation, he took his necklace, infused his life force into it and embedded it in her chest. She now lives thanks to him. Cecil faints from the exertion and he and Zeta are taken to the castle to their infirmary. Apparently, that was the last draw for his father as he pulled out everything he could to finish the war once and for all. Over the next two years, Zeta and Cecil recovered from the incident and were got used to being able to feel each other's pain. By the end of two years, the war with Tron was finally over.
    • They were wed soon after that and, from what she did to save Cecil's life, the marriage was accepted rather well, even from his parents. The pair then lived rather quietly over the next few years, with Zeta occasionally training guards for the castle. He was happy he was living peacefully with her but he noticed that his wife was craving for an actual fight. Her warrior spirit hasn't left her. He was thinking of perhaps going on a journey with her to see other lands, and maybe encounter other warriors on the way. Fortunately, or maybe unfortunately, they would get a better to reason to fight again.
  • Abilities/Skills/Powers: Physically, he's no different from any other human. The only difference between him and normal people is his large mana pool, making him able to do rather strong magic or use less powerful ones more often. Thanks to that, he's a capable mage that specializes in healing and defense.
    • Healing Hands: His main method to heal others, able to easily heal most non-lethal wounds in seconds, though the more serious the injury, the longer it takes to heal it. Though there are HealingShivs in his world he could use for long distance healing he...prefers to not look intimidating, or cause confusion. His magic can't heal heart or brain damage. He can apply the healing to himself, but, obviously, only on places his hands can reach.
    • Barrier Warrior: He can create barriers using magic, which can stop most attacks, including energy and elemental based ones. It's more likely to break from bullets and attacks that can wipe out hundreds at a time. He can shape them for both defensive and offensive use, but he can only make them in simple polygons, though that doesn't mean mucn since he can sharpen the edges. He is limited to being able to only make one barrier at a time and has to constantly keep it up, so he can't put one over an ally then put one on another. If he needs to protect several people, it has be a large barrier. He can make a wall-barrier at a maximum of 100 feet long and 50 feet tall. They usually look like orange glass and are, for convience sake, are made of Hard Light.
    • Synchronization & Can't Live Without You: Because of how he saved Zeta, he now feels any pain she feels (though in the form of getting more tired) and since a part of his life force is with her, if she dies, he'll soon follow. Said Synchronization has made both aware whenever the other is near or far.
  • Other: N/A

edited 24th Feb '16 3:00:34 AM by ShoutmonZ

"You said you had a dream... That dream... Make it come true! ... If anyone can, it's you!" - N (shortened) Oh, and I'm a girl.

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