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A Game of Gods Season 3: Terminus

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There is a legend spoken across a myriad of worlds, a tale of a tower between worlds. Called the Tower of War by some, the Devouring Tower by others and the Tower of Gods by most. The story goes that at a time of great conflict and crisis, a great Tower appeared. A construct of jet black metal, it stretched into the skies to a height where none could see the top. And at the base of the Tower, a black and gold gate unlocked.

Here, the stories diverge. Some tell of a band of heroes emerging, bringing an end to dictators and those who would let conflict rage. Others tell of demons and evil beings spilling out from the Tower and covering the world in an eternal darkness. And others say that those who dared to enter never returned.

But all tales agree on one point. After a period, sometimes days, sometimes years, the Tower vanished, leaving behind a world forever marked by its arrival and legends in its wake. And the fate of those whom the Tower had swallowed was left in the hands of the Gods.

Greetings traveller, and welcome to the Tower. You have been chosen to climb its steps of black stone and seek the top where the Ruler awaits. Me? I am but a blind locksmith, forever cursed to lead those who would climb the Tower and explain how to proceed. At the top of this Tower awaits your reward should you succeed. Riches beyond your imagination, knowledge that surpasses that of the greatest thinkers, weapons that would pluck the sun out of the sky and treasures of technology that would make anyone a king of their world. And, should you wish to, a way home, just how you left.

Oh, do I sense hostility? Rebellion? Righteous anger, directed towards the Ruler for taking you from your home? Oh yes, you would not be the first. Certainly, the one responsible for your being here also awaits at the top. Would you like to strike them down? Take revenge for your treatment? Or take on the mantle of Ruler of the Tower yourself?

Yes, yes! For such is the nature of the Tower! At the top, your heart’s greatest desires! But to win, you must play the games that the gods dictate!

Ah, now you are listening? You wish to know how to play? Very well. You will climb the Tower one floor at a time. Each floor have the stairs to the next floor, locked. But each floor also has a black and gold gate that leads to a different world, locations unimaginable or locales familiar. From that world, a world embroiled in chaos and strife, you must locate the key that will grant you passage to the next floor. Will it be the crown of a king? The last coin of a beggar? The song of an animal? I will be able to tell you what it is, but you must find it by yourselves. And then you return here, and you can progress to the next floor.

A simple idea, but a difficult task. Travel the myriad of worlds that this Tower connects to, recover the keys and climb! Ascend towards the heavens, towards the reward that awaits above!

Climb!


Sign-Ups are currently CLOSED, but will reopen at a later time.

  • Signup Sheet:
  • Name:
  • Age:
  • Appearance: (Links are fine.)
  • Universe: (The work of media they come from.)
  • Personality:
  • Backstory:
  • Powers/Abilities/Equipment: (Any racial traits beyond normal human should go here too.)
  • Why have they been picked to climb the Tower?: (All the Climbers have been chosen by the Ruler to climb the Tower, with the potential to reach the top. What does your character bring to the team? Your acceptance to the game won’t be based on this question.)



Rules

First of all, please respect the forum rules and the RP subsection rules.

One character per player, please. We’d also like to keep powerlevels at a reasonable standard, but anything can be nerfed. Even if you think your character is too powerful, send them our way and we’ll discuss it. Rule of thumb, though: if your character can cause or fix natural disasters single-handedly in a short length of time, expect some nerfs.

Please keep to general R Ping etiquette. No ghosting (simply ignoring any attacks sent your character’s way); no autohitting (whether your character’s attack lands is up to the other player, not you); no taking control of other people’s characters, etc. Of course, these being etiquette and not laws, you can make breaches if they’re discussed with the other player beforehand.

The only real rule is that GM rulings are final, and must be obeyed, though if you have objections these rulings can be politely discussed. The GMs for Season 3 are Meanken, Makaioh and Lemurian.


Roleplaying Thread
The Discussion Thread
Challenge Suggestion Document

edited 2nd Aug '17 4:06:52 AM by Lemurian

Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#351: Jul 12th 2017 at 10:08:43 AM

Alright, there are just a couple problems with The Judge. First of all, I'm gonna have to ask you to classify these attacks in some manner, so that it's possible to consider resistances and attributes. I understand that the source material is being unhelpful, but then I just have to ask you to decide on something. Is it magic or psychokinesis, are they ranged attacks or melee attacks? Second, some of the Sclerosises aren't gonna fly, I'm afraid. Untypical can't blind an opponent outright and the whole-body paralysis you're describing for Immediate is a no-go. Also what I mentioned when it comes to classifying the attacks factors in here, as I need to know the victims' possibilities for resisting the status effects.

But if we can work something out with this, they should be good otherwise. smile

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
Yomegami Since: Jan, 2011
#352: Jul 13th 2017 at 3:08:34 PM

The Competences are pretty much spells (at the very least, in-game they consume MP and run off the magic stat), so I'm going to say they can be considered magic even if they're not that in name.

Likewise, it can be assumed they're ranged attacks. For the Aneurysms I'm thinking the same thing that applies to their power level/effort to use also applies to the range (e.g. each tier only has half the range of the one before it), so that Conniving Aneurysm has a fairly long range while Aneurysm Rupture has a fairly short one. The Scelerosises will have a reasonably short range, maybe a little longer than that of Aneurysm Rupture, since their secondary effects can be pretty powerful.

All of them have the exact same animation in-game (a crosshair appearing over the target, followed by a brief blood splatter). So I'm going to say targeting here should act something like that; e.g. the crosshair appears on the target, but once the Judge commits to the attack the crosshair stays where it is and the target can move out of the way.

I was going to base the effects of the attacks off what aneurysms and sclerosis actually are, but...just looking at their definitions, I'm not actually sure how they'd work if I went that route. For the sake of making it easy, I'm going to say they're like a generic magic spell coupled with a strong physical hit.

For Untypical and Immediate Scelerosis, I'm thinking the Judge would have to land those attacks multiple times for the blindness/immobility to take full effect. The initial hit would make the target have slightly more difficulty seeing/moving, with the Judge having to land 4-5 of them to actually make them fully blind/immobile. This would be coupled with the aforementioned short range and also the fact that not even the full effects would last forever as I initially mentioned (Palsy, the "can't move" status effect, only lasts for three turns in game). For the sake of consistency, I'd likely apply this to the other two as well.

I'm not sure how to differentiate Untypical's and Immediate's respective mobility decreases in this case (in-game, the former reduces Speed while the later inflicts the "Can't Move" status effect).

Icon by Civvi the Civilian!
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#353: Jul 17th 2017 at 1:32:00 PM

Alright, that all sounds good. smile The Judge is accepted! Please edit in the limitations, and I'll add him to the list.

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
Yomegami Since: Jan, 2011
#354: Jul 17th 2017 at 1:58:24 PM

Edits applied.

I decided to make it so that full-strength effects from the Scelerosis (e.g. the effects that result from the Judge landing the attacks 4-5 times) last for thirty seconds; if that's too long I can reduce it.

Icon by Civvi the Civilian!
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#355: Jul 28th 2017 at 9:35:33 PM

Is uh, this still open? I might join up.

Katarsus Annoyed Mode: ON Since: Sep, 2014 Relationship Status: One True Dodecahedron
Annoyed Mode: ON
#356: Aug 1st 2017 at 8:01:49 PM

  • Name: Mimori Togo
  • Age: 14
  • Appearance: Normal Hero Mode
  • Universe: Yuki Yuna is a Hero
  • Personality: Mimori Togo is a mature and intelligent girl. She is very knowledgeable in history and extremely patriotic as well, to the point where she won't eat non-Japanese meals. Deep down she is pessimistic and can have dark thoughts when left alone for too long, but at times she can also be rather silly. She prefers to be called by her last name, likes telling horror stories, and is in love with her best friend.
  • Backstory: Togo is a second-year student at Sanshu Middle School, and member of the Hero Club, alongside her best friend Yuna Yuki, the sisters Fu and Itsuki Inubozaki, and the recently arrived Karin Miyoshi. The duties of their club are two: one, assist people throughout the city that require help; and two, fight the monsters called Vertex as Heroes selected by the Shinju, the God Tree that protects humanity.
  • Powers/Abilities/Equipment:
    • Mundane Skills: Togo is quite intelligent, good with computers and programming overall, and is also a very capable cook. Despite not having legs, and she is very physically fit and even knows how to swim.
    • Hero Transformation: Togo can use a special app in her cellphone to enter Hero Mode, a transformation that grants her a series of abilities, but in order to transform she needs to have a sound resolve and clear state of mind. When in Hero Mode she gains access to are the following:
      • A magic sniper rifle for long range combat.
      • Two magic reverse grip pistols for close range combat.
      • A magic rifle for middle range combat.
      • An alternate means of locomotion in the form of four tentacle ribbons.
      • Great agility, as well as the ability to jump over great distances (with tentacle ribbons, legs are still useless).
    • Fairies: Three small creatures that are meant to protect their Hero from all harm, and can act independently from her. They can form a magic shield that can withstand some damage without harming Togo, but it can be broken and it needs time to recharge once it is shattered. It is important to note that the fairies can act even while Togo is not in Hero Mode.
  • Why have they been picked to climb the Tower?: Because Togo is a girl that was able to overcome disability for the greater good in many ways. She is a very resourceful character with an unique world view, and she may blend well with other members of the group. Also, it's about time some incentive to install some goddamn ramps in that tower was given. Chaika spent like fifteen minutes trying to drag her coffin up the stairs the last time I was in this game.

Let me know if I need to clarify anything. It was getting kind of late when I finished writing this down, so there may be a thing or two that may be a bit poorly explained. Also, I took the liberty to remove some of the most unbalanced things.

Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#357: Aug 2nd 2017 at 4:05:41 AM

@Truth Hurts 22: Heya, sorry for missing your post. Yes, Sign-Ups are currently open even though a Challenge is in progress, but just be aware that your character will be dropped kinda in the middle of it.

@Katarsus: Mimori Togo is accepted, and will be added to the character list shortly. smile

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#358: Aug 16th 2017 at 11:58:41 PM

I kinda forgot I was going to try and sign up for this. Well, "forgot" - I started working on the sign-up then stopped because there was so much to write, THEN forgot. Anyways.

  • Name: Unknown. Goes by "(The) Analander" (ana-lander)
  • Age: Late 20's
  • Appearance: The champion of Analand, mid-swing.
  • Universe: Sorcery!
  • Personality: The Analander is a man on a quest. When he has a goal in mind, he lets nothing stand in the way of achieving it. He tends to take matters into his own hands, becoming very aggressive and forward when it comes to major roadblocks. He's a very blunt man, always saying what's on his mind with little regard for how it comes out. He is also quite stingy with his respect - he values power, might, and intelligence above all, and anything lacking will be hard-pressed to be on his good side. That said, the Analander is a friendly and helpful fellow, always willing to lend an ear or a hand if he is able to, even to those he may detest. The Analander is a pragmatic sort, never with a plan but always taking action.
  • Backstory:
    • A faithful servant of the King of Analand, this lad was sent on a perilous quest across the untrodden Ancient World to High Xamen - the Archmage has stolen the Crown of Kings, a powerful artifact that brings utter control to its wearer! Armed with his sword and spellbook, the Analander made his way towards the Archmage's lair in Mampang Fortress. The Analander traveled through the tainted Shamutanti Hills and faced off against the fearsome assassin, Flanker, whom he mercifully spared; trekked into Kharé, Cityport of Thieves, saving it from an immense Goblin uprising; and crossed the cursed Baklands, a feat few have done. He gained many allies, enemies, and items along his way, though not everything was fun adventure; in order to make it through the Baklands - a barren realm that was once thrived - the Analander made use of special beacons that pulled the past into the present, turning back time for select parts of the plains. In doing so, unfortunately, he discovered the terrible truth: he was the one that blighted the Baklands! Those beacons tore the past out of time, ravaging the ages-old Baklands wherever the light shone. Now the dreaded Anull-land, he trudged his way into Mampang, eager to slay the Archmage and reclaim the Crown of Kings.
    • There were a few complications when he arrived, however. All throughout his travels he has been given the discreet aid of Libra, the goddess of fate, who allowed him to subconsciously catch snippets of the future his choices held, helping him to avoid numerous deaths. He didn't know of her help until it was taken away, blocked by the magical barrier of Mampang. The Analander did not have to worry about death, though the reason is not as fortunate as you would think: his use of the beacons in the Baklands, thereby dooming it, drew the attention of a renown sorcerer who had vanished mysteriously. This sorcerer cursed the Analander for his actions, the ZED curse, rooting him to that place in time, forever. Whenever he were to die, the Analander would be thrust back through time, right to the point he was cursed. And thus, the Analander's quest was failed. He tried, failed, tried, failed, over and over to no avail, always one step behind in Mampang. Once, he even turned away from the entire quest, wanting nothing more than to live outside of the constant loop of death, only to return to the very moment when he died of simple old age. Now, he is a desperate and weakened mess, wanting nothing more than to return with the crown and be free of his curse.
  • Powers/Abilities:
    • Fighting!: Trained by Analand's finest, the Analander is an adept fighter, able to match against the best the world has to offer, with or without weapon. His preference is the sword, but he has used other weapons in the past.
    • Sorcery!: The Analander is a powerful sorcerer, a person who is able to weave the light of the stars into a wide array of spells. While some spells need a special [component] to function, any and all magic he does drains from his overall stamina. So the more spells he uses, the weaker he'll become, and vice-verse - the weaker he is from fighting, the less spells he can do. In order to cast a spell, the Analander needs both of his hands to be free so he can gather the necessary starlight in them to craft said spell. It is impossible for him to use his magic if his hands are full, bound, or otherwise inaccessible.
    • First off, here are the Six Most Useful Spells; six spells that are very powerful and have many uses, yet are the most tiring to cast:
      • ZAP: Creates a blast of lightning which shoots from the caster’s hand. Requires a lot of concentration to use.
      • HOT: Creates a fireball, which can be thrown by the caster towards a target. The fireball will cause severe burns on impact, but will then quickly extinguish.
      • FOF: This spell creates a physical barrier around the caster's body, keeping out any and all intruders and other harsh elements. Is a bit ineffective defensively.
      • WAL: The caster summons a tall invisible wall in front of them. It blocks creatures, missiles, or other material objects. It is still a wall, though, and can be easily stepped around or broken through with enough force.
      • LAW: Allows the caster to control the wills of non-sentient creatures (insects, animals, incredibly stupid creatures) for a short time.
      • dUM: When cast on a creature holding an object, this spell will cause said creature to become unusually clumsy, causing it to drop whatever they are holding.
    • Outside of the Six Most Useful Spells are a plethora of other, more specialized spells. These each require a small amount of stamina to be used:
      • BIG: This spell causes the caster to grow to three times their normal size. To be used with caution in enclosed spaces. Lasts 3 minutes.
      • WOK [1 gold piece]: When cast on a gold piece placed on the wrist, this spell transforms it into an invisible metal shield. The coin is lost afterwards.
      • DOP: A simple spell to open doors and locks. The spell works on the physical lock, so it must be actually locked, one way or another, for DOP to work. The spell won't open magically sealed doors and other such oddities.
      • RAZ [beeswax]: By rubbing a quantity of beeswax on a bladed weapon and casting the spell, the blade will become razor sharp.
      • GOB [goblin teeth]: When cast, the caster throws a Goblin tooth on the ground, turning it into a fully-fledged Goblin, who can be ordered to fight an enemy or perform any number of tasks. Lasts 5 minutes.
      • YOB [giant tooth]: Much like the GOB spell, the caster can summon a giant from a single tooth. Said giant will follow a given task, and will poof from existence upon completing it. Lasts 5 minutes.
      • gUm [vial of glue]: Casting this spell on a vial of glue will cause the glue to become incredibly sticking, being able to stick creatures and other larger objects to floors, walls, and other such surfaces.
      • dOC [blimberry juice]: When case on a portion of Blimberry Juice, this spell will allow the medicinal potion to heal any creature who drinks it from disease or wounds.
      • DUD: Using this spell, the caster can form an illusion of treasure. Coins, jewels, and money of any kind can be made, and will appear real up until the caster leaves the area, causing the illusion to disappear.
      • POp [pebbles]: Calls for great mental concentration, this spell must be cast on small pebbles, which will then explode when thrown. These explosions produce great force as well as a loud bang.
      • fAL: When cast, it makes the caster’s body as light as a feather. The caster will float down through the air and land gently on the ground.
      • FOG: May only be cast in a closed room with no windows. Once cast, the room turns pitch black in the eyes of all but the caster, even though torches and candles may still be burning. Therefore, nearby creatures will be temporarily blinded.
      • NIF [nose plugs]: This spell fills the air around the caster with an unbearable and debilitating stench. The nose plugs aren't really needed to cast, but would you seriously do something like that without them?
      • NIP [yellow powder]: The caster must cast this spell on his or her own body. The caster will then become exceedingly quick and may run, speak, think or fight at three times the normal speed. However, this spell requires the caster to sniff yellow powder before casting.
      • HUF [galehorn]: By casting this spell and blowing into a Galehorn, the caster will summon a powerful wind from the horn up to 10 feet in front of him. This wind is capable of blowing over man-sized creatures, knocking objects off ledges, etc.
      • SUN [sun jewel]: Once cast the jewel will glow, either dazzlingly bright or light enough to act as a touch.
      • RAp & YAP [green-haired wig]: Casting this spell while wearing a green-haired wig will allow the user to speak and understand a different language/talk to animals, respectively.
  • Equipment:
    • Weapons:
      • Assassin Sword - A long, thin, slightly-curved sword typically used by an assassin, with a black handle and sheath. Given to him by his ally, Flanker.
      • Broadsword - A simple sword, too worn and dull to be of much fighting use. Keeps it for sentimental reasons.
      • Silver Chain - A short chain made out of silver. Its magic is weak, simply allowing it to ensnare and constrict around its target when thrown.
    • Magical Items:
      • 4 quantities of Beeswax
      • 1 pouch of Sand
      • 2 Vials of Glue
      • Nose Plugs
      • 6 Pebbles
      • 5 vials of Blimberry Juice - Can also be used as a meal, if needed.
      • 3 Goblins' Teeth
      • 1 Giants' Tooth
      • Green-haired Wig
      • Sun Jewel
      • Galehorn
      • Yellow Powder
    • Miscellaneous:
      • Spellbook
      • 82 Gold Pieces
      • 2 Rations of food
      • Tinderbox
      • Swindlestones - A bag full of 8 dice, each with numbers 1 - 4 on them.
      • Rope Ladder - A simple rope ladder, of course.
  • Why have they been picked to climb the Tower?: Weary and worn and unable to reach his goal that is mere feet away, the Analander is sure to see the Tower through and return to their home, perhaps with the means to finish his quest. His diverse set of skills and powers should see things smoother, as well.

edited 31st Aug '17 6:59:59 PM by TruthHurts22

nman Since: Mar, 2010
#359: Aug 28th 2017 at 10:58:44 PM

Since I'm gonna need to axe Lusamine sooner rather than later, here's another signup:


  • Name: Knight Industries Three Thousand - KITT (Technically K.I.T.T. but writing that out will get old fast)
  • Age: 1
  • Appearance: Normal "civilian" appearance. Attack Mode and Attack Mode front view.
  • Universe: Knight Rider
  • Personality: KITT's governing doctrine is the preservation of human life. This does not mean he cannot kill anyone, as he is more than willing to slam into vehicles and run them off the road. While based on the personality of the original Knight Industries Two Thousand - and in some ways could be considered the same KITT - and he shares many of the same characteristics, there are a few core parts of his personality programming that are different now as a result of this drive for saving humanity. However, he is only willing and able to take a life when dealing with an active threat to his occupants or innocents. KITT seems to have a bit of an ego due to knowing just how much better he is than normal cars, and somewhat prideful. Despite his somewhat monotonous speech he seems to have a good deal of sass.
  • Backstory:
    • The Knight 3000 is an evolution of Dr. Charles Graiman's programming and software that he began developing in the 1970's for Wilton Knight and Knight Industries. Over the decades, Graiman advanced and refined the technology. The greatest leap in the advancement of the technology that would become KITT came around the turn of the 21st century when the NSA had Graiman develop K.A.R.R. - the Knight Auto-Cybernetic Roving Robotic-Exoskeleton. After the K.A.R.R. Program failed, the NSA told Graiman to try and build a new A.I. unit with the hope that it would correct the problems with K.A.R.R.
    • Graiman began to build a new A.I., with only the FBI's knowledge. Graiman added his and his daughter Sarah Graiman's nano-technology to replace his previous creations', the Knight 2000 and the first incarnation of K.A.R.R.'s nearly indestructible Molecularly Bonded Shell. Graiman decided to build the new A.I. and technology into a Ford vehicle, specifically the 2008 Shelby Mustang GT 500 KR. Graiman christened the car the Knight Industries Three Thousand, after his previous success, the Knight Industries Two Thousand.
    • Graiman built in all the features that he could conceive of that would allow this car to be the ultimate super-car; a super-car that clung to the basic programming that he had written into the previous KITT and had lacked writing into K.A.R.R. (which lead to its downfall): the preservation of human life. This directive would be KITT's governing doctrine, and would lead to many safely completed missions and a better world.
    • He was against returning KITT and the refinements made in its programming to the NSA to finish the K.A.R.R. Program and correct the flaws in K.A.R.R.'s defective A.I. Graiman left many of the system's in KITT unchecked and untested so as to not mark the project as complete, therefore not allowing the NSA to take KITT. But KITT was operational and ready to perform basic duties when called upon for them. But until that time, KITT sat in Graiman's lab, next to parts left over from the development of its previous counterparts... laying dormant until he would be called upon to be a hero once more....
  • Powers/Abilities/Equipment:
    • Car: While it may be surprising, KITT is not actually a human. He is a car.
    • Nanotech Skin: KITT's body is not actually normal steel, aluminum, and rubber, but rather a series of nanomachines that create the car's outer shell in a set of two outer "skins". This shell is tough enough for KITT to ram into an SUV without damaging itself, resist bullets, electrical, and fire damage, drive off of buildings and bridges without crumpling, and the nanomachines are able to morph themselves to rapidly regenerate damage to the shell, though damage from simultaneous or high-powered attacks can overwhelm it. KITT is energy-efficient and has a solar powered system, so he can recharge his batteries during the day after a long night of driving without having to refuel. He is also capable of functioning submerged, maintaining life support and system integrity while underwater, though he can't exactly use his tires to drive more than at a crawling speed if fully underwater.
    • Transformations: KITT can utilize his nanotech to quickly shift his form into that of many different vehicles. Due to the inherent superiority of cars manufactured by the Ford Motor Company, KITT only transforms into other Fords. They can be different shapes and colors, but always a Ford. He can transform into a pickup truck, convertible, sedan, van, coupe, or other Ford vehicle (excluding big-rigs). Presumably if, God forbid, it were ever required, he could turn into a minivan. These forms are not as fast as attack mode, though some might have better off-road performance (like the truck) or blend into a city better, but generally have better performance than the model they resemble. It takes about five seconds to transform from one mode to another, and can be done while moving or standing still.
    • Attack Mode: KITT's optimal driving mode, this resembles its normal Mustang appearance, but with lots of added trimmings on the outside. Internally, the back seats are shifted away, meaning only two people can be seated. It has significantly improved handling and performance over the standard Mustang mode, and can reach a top speed of 377 MPH on long highway stretches.
    • Weapons KITT is equipped with a set of weapons that, as the name indicates, can only be fully used when he is transformed into attack mode. He has a pair of gatling-gun turrets that pop out on both sides of the front hood, and a pair of tubes that shoot micro-sized guided missiles. He can, however, use a single one of his gun turrets in other modes. There's also a very small short-range laser on his front that can be used to shoot out locks on gate doors immediately in front of him. There is an EMP Weapon onboard as well which can temporarily disable nearby electronics (10 feet).
      • Turbo Boost: A quartet of rockets mounted under the chassis, these let KITT provide a sudden burst of acceleration that lets him jump nearly two dozen meters high, even from a standstill, rapidly accelerate forwards, or do a flip or keep him balance while "skiing" on two wheels. It is a burst, rather than continuous, so it takes a few seconds before it can be used again.
    • Navigation System: As a highly-advanced fully-autonomous car, KITT has sensors embedded all around himself to let him see the road using conventional vision, as well as non-conventional vision modes like thermal or radar. He employs a variety of short- and long-range communications systems, as well as the ability to communicate with a satellite if available. He has copious amounts of processing power and storage, with a database comparable to the Library of Congress that serves as an encyclopedia, and a fully-loaded music selection. If KITT turns off his main system for any reason, pretty much every feature that differentiates him from a normal Mustang is inoperable.
    • Misc: KITT can fill the car's cabin with tear gas to incapacitate a would-be thief, deploy anti-missile flares from the rear bumper, has a Bio-Matrix Scanner that can let it detect the health status of its occupants or people nearby (about on-par wtih what an MRI or X-Ray can determine, plus generic lifesign information, blood alcohol content, and temperature), can project data to the windshield or chassis (mostly just the hood) as though they were large screens, has an extra processor that can replace his main one if damaged, a printer used for documents and incoming faxes, a 3D printer that can print tiny objects like keys, high-end speakers, a fingerprint scanner, and a grappling hook that shoots out of his front, and a parachute. And a centralized touch-screen interface. The glove box has a first aid kit and two 9-mm pistols with extra magazines.
      • Fingerprint Overlay Printer: A device accessible via the glove box that allows KITT to scan fingerprints from an inserted object and overlay them onto another person's hand.
      • Earwigs: A small earpiece that can be printed in KITT's 3D printer, the earwig is a communications device that fits easily in the wearer's ears and lets them hear KITT remotely, and lets KITT hear what the microphone in the earwig picks up.
  • Why have they been picked to climb the Tower?: Because every hero needs a sweet-ass ride that sounds like Val Kilmer. He is also very useful for building up teamwork as it forces people to spend a short amount of time in a car together while they go from point A to point B.

edited 30th Aug '17 1:00:12 PM by nman

Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#360: Aug 30th 2017 at 1:46:04 AM

@Truth Hurts 22: The Analander looks great, just a couple of things. smile First, I'm afraid WAL can't be completely impervious; it will have to be able to be broken down with sufficient force over time. Second, what is considered "Intelligent" for the use of LAW? Where do you draw the line? Finally, I'm gonna need an approximate max duration of BIG, GOB and YOB and an approximate max range of the HUF.

@nman: The only thing I require from KITT ia an approximate max range on the EMP, and it's good to go.

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#361: Aug 30th 2017 at 7:30:06 AM

I'm fine with WAL not being impervious, kinda hadn't really thought about that.

For LAW, hmm. I'm not too sure how to word it, but I was thinking anything that can make conscious choices is "intelligent". So non-sentient animals, insects, that kind of thing would be affected by LAW but humans and any creature that can think for itself wouldn't.

BIG would last 3 minutes, YOB & GOB both would last 5 (of course, can be done sooner if they complete whatever task they have), and the range on HUF can be...10 feet?

edited 30th Aug '17 8:38:10 AM by TruthHurts22

nman Since: Mar, 2010
#362: Aug 30th 2017 at 8:02:45 AM

Like maybe ten feet if that sounds good? Also I realize I forgot to include his parachute, is that ok?

edited 30th Aug '17 8:06:44 AM by nman

Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#363: Aug 30th 2017 at 12:37:56 PM

@Truth Hurts 22: Alright, so no taking control of dogs or similar? In which case, just edit in the limits and the Analander is accepted. smile

@nman: Yeah, that's fine. KITT is accepted.

Your characters will be added to the character list shortly. If it's alright with both of you, your characters can have arrived together with The Judge and Togo here. Feel free to ask the guides whatever questions necessary.

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
nman Since: Mar, 2010
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#365: Aug 30th 2017 at 1:39:31 PM

Well in the game LAW controlled any creature that wasn't sentient, but I figured that might be a bit much for the roleplay. Let's say tamed/domestic animals are ok but wild/feral ones can be controlled, in that regard?

Meanken Since: May, 2013
#366: Sep 2nd 2017 at 1:59:25 AM

I have spoken to Lem, and he has agreed to allow me to take one of the characters from the current challenge and move them to a full character once it is over. Hence, for signup consideration, this character will be replacing Gaige, who shall remain until this current challenge ends.

  • Name:Goro Majima
  • Age:46
  • Appearence:He's got a great shit eating grin
  • Universe: The Yakuza Series
  • Personality
    • What on the surface appears to be a wild and unpredictable madman, befitting his title of the "Mad Dog of Shimano", Goro Majima is a deeply complex individual. At his core, Majima remains cool and collected in any given situation. Strangers, particularly women and children, he treats with the utmost respect. Yet, he will not hesitate to brutally beat his own men for seemingly trifling matters However, he maintains a natural charisma and talent for business and leadership that ensures those same men remain loyal to him practically to the death.
    • In a world where changing values have caused the Yakuza to value money over wealth, Majima is one of the few who maintain the old ways of the Yakuza. Despite his many successes having granted him no small degree of power and personal wealth in the Tojo clan, Majima places far more value on personal, physical power over wealth. This has led him to adopt his own personal code of honor, where he seeks out worthy foes to challenge to grow stronger. Those who place value only on material goods without the power to back it up, or those who exploit the clearly inferior or innocent, earn only his sworn, as he believes only worthy challenges make one stronger.
  • Backstory
    • Little is known of Majima's early history, even among his closest peers, and he rarely speaks of his past in any detail. What is known is at some point in the late 80s, Majima emerged in Kamurocho, swiftly making a name for himself as the "Mad Dog of Shimano". Finding a personal rival in the form of Kiyru Kazuma, Goro spend considerable time challenging his rival in many ways.
    • Eventually, events within the Tojo Clan led Majima to take his personal forces, the Majima Family, and leave the Tojo Clan, establishing itself as a legitimate construction company. Later, he would be convinced to rejoin, and he swiftly became one of the most powerful men in Kamurocho. Yet, he was not satisfied. Few men remained who were on his level, opportunities to challenge his longtime rival grew thin as he left the city behind, and he craved more. Then, tales of strange men rumored to have stranger powers reached his ears, and he was intrigued. Little did he suspect that he might soon be joining them on a more permanent basis...
  • Powers/Abilties
    • Hand to hand combat skill: Over his many years of fighting, Majima has created for himself a number of fighting styles which he uses.
      • Mad Dog:His most famous style, the Mad Dog style, makes extensive use of a Tanto (Basically a small dagger) to slash and stab at foes. He maintains a high level of agility in this style, making extensive use of seemingly random jumps, kicks, jukes and other moves to throw his opponent off balance and force them on the defensive. Despite the seemingly high risk of killing someone with such a style, Majima has never actually been seen killing a man with this form of combat.
      • Thug:Majima's basic hand to hand style when he elects not to use his knife, this is a balanced form of combat focused around using dirty tricks to gain the upper hand. Eye pokes, throwing dirt, kicking enemies in the shins and balls, nothing is off limits to the Mad Dog.
      • Breaker: A form of combat focused around, of all things, break dancing. In this form, Majima almost never uses his hands, focusing on swift kicks which look very much like dance moves, augmented by him dropping on the floor or doing a handstand and turning himself into a whiling twister of feet and pain.
      • Slugger: A form of combat focused around the use of a baseball bat, a favored pastime of Majima's, this form of combat forgoes his usual swiftness in return for sheer power. While he is far from the strongest of men with his lean build, his hardened steel bat will still pack quite the wallop if it hits.
    • Agility: As one may notice from the past section, Majima usually relies on his speed in combat, preferring to confuse his opponent and cause them to miss attacks, only to counter with a vicious series of attacks of his own. and his lean figure and thin, loose clothing enable him to possess some truly impressive speeds. His own personal training ensures he is also able to preform all manner of acrobatics.
    • Weapon skill:In addition to knives and a bat, Majima also knows how to use nunchaku, swords, tonfa, Kali Sticks, and an assortment of other weapons, although he cannot wield them with the same proficiency as his primary weapons.
    • Heat Mode:After taking severe damage, Majima can enter a state of highened awareness, shown by a purple, flame like aura spreading around him. In this state, Majima's already impressive speed increases further, causing him to attain near superhuman levels of speed, although he of course won't be able to duck out of the way of all attacks and will generally still be slow enough to see and react to, so long as one acts quickly.
    • Shadow Clones: Majima can create up to a total of 3 shadowy dopplegangers. When he preforms this move, he is also cloaked in a shadow like state. Each shadow seemingly acts independently, and can all deal damage if attacks connect. However, each shadow falls in a single hit. Should Majima himself be struck while shadows are still active, they will all instantly vanish. There is a subtle difference between the shadows themselves and Majima that keen eyed opponents might be able to see, Majima himself still visibly has his shirt on, while the shadows are clearly shirtless. (Note-I have 0 problems if you'd prefer I drop this power, I plan to have him use it in an upcoming fight during the challenge but I can very easily just never have him display it after that if you don't want to approve this power)
  • Equipment:
    • Demonfire Dagger:Majima's primary weapon, the same dagger that once took his eye. It is otherwise unremarkable.
    • Steel Baseball Bat:A baseball bat that Majima uses with his Slugger style. Despite its size, Majima is somehow able to carry it in his pockets without any trouble.
  • Why have they been picked to climb the Tower?:We've got a bunch of stiff necked dudes in this group, someone here needs to lighten up the party, and Goro's someone more complex and multi-dimensioned then Gaige

edited 2nd Sep '17 7:27:55 AM by Meanken

Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#367: Sep 6th 2017 at 9:59:06 AM

Goro Majima is accepted, shadow clones and all. smile

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
LatverianBadger Calamity is a housewife from gacha hell Since: Jan, 2012 Relationship Status: I'm just a poor boy, nobody loves me
Calamity is a housewife
#368: Sep 12th 2017 at 10:30:07 PM

Somehow, I just know I'm gonna regret this.


  • Name: Kazuto 'Kirito' Kirigaya
  • Age: 16+
  • Appearance: "I can't just sit back and watch someone die. I'd rather die alongside them than do nothing."
  • Universe: Sword Art Online
  • Personality: Kirito was never one for social interaction. He tends to keep his feelings to himself, and when with strangers, presents a slightly cocky persona to hide any and all signs of awkwardness. His ineptitude in this matter may cause him to unintentionally come off as rude to some. However, when he does make a genuine connection with someone, he shows his hero complex when he constantly goes out of his way to help or protect them. Perhaps it's because of this that he tends to attract the opposite sex so much, which just ups his awkwardness tenfold whenever it happens.
  • Backstory:
    • In the year 2022, virtual reality technology has advanced so far that one can enter literal virtual worlds, leaving their bodies unconscious in the real world. The first game to take advantage of this technology, an MMORPG by the name of Sword Art Online, developed by Akihiko Kayaba, is released first to ten thousand lucky players in Japan. On launch day, however, tragedy struck when Kayaba revealed that he had no intention of letting anyone leave the game. The log out feature had been removed from the players' pause menus, and if they died in game, the Nervegear VR consoles attached to their heads would release microwaves that would fry their brains, killing them instantly. The same would happen if the console was forcibly removed from their heads. He only gave the players one way out; to clear all one hundred floors worth of dungeons of SAO one by one, and beat the final boss at the end of the one hundredth floor. Only then would they be allowed to leave.
    • One player, Kirito, rather than join a guild like others did, started grinding solo, out of a mixture of processing his shock, his preference for solitude and determination to survive. He proceeds to become one of the most fearsome solo players of the game, going on many an adventure and making a name for himself as the Black Swordsman.
    • It was at the beginning of the death game that he met Asuna. At first, they didn't see eye to eye and argued, but being constantly pushed by fate into adventures with each other caused them to lighten up. Eventually, Kirito finally learned what it was like to love someone, and the two hooked up, even marrying in-game.
    • On the seventy-fifth floor, Kirito deduces Akihiko Kayaba's in-game identity, and confronts him in an effort to free the players of the death game. It takes him and Asuna sacrificing their health bars, but they accomplish it and beat the game.
    • Kirito wakes up in a hospital in the real world, Nervegear still stuck to his head and his body severely atrophied. After recovering enough to walk, he immediately left in search of Asuna, and found her in a more well-to-do hospital, alive but somehow still unconscious and presumably, lost in the virtual world. From then on, he visits her every day, praying for her awakening. It is then that he is brought into the tower, oddly enough, with the equipment and weapons he had from Sword Art Online.
  • Powers:
    • Reaction time: Kirito has a reaction speed that is unnatural even for most gamers. This benefits his fighting style, which involves bursts of speed as he goes on the offensive, and is especially useful for when he needs to switch to the defensive. However...
    • Just a kid from Kawagoe: Despite being given his SAO items and weapons, he's no longer in a game, and has the body of his real, scrawny teenager self. He doesn't get a health bar, and takes damage like a human being in the real world. While he's used to his sword technique from the virtual world, his body initially may not be able to keep up with his own skill, unless he goes through some serious training.
  • Abilities:
    • Unconventional Swordsman: Contrary to how a swordsman in the real world fights, Kirito likes holding the sword behind him in stance to pre-prepare his swings. He is an overly offensive fighter, bumrushing his opponent and relying on his reaction time to save him when things go south. While he adopted this style from playing SAO, he did go through some basic kendo training in his youth, which he can use to supplement his sword fighting.
    • Computer know-how: For someone so young, Kirito has some serious IT skills. He built his own computer at the age of twelve, and has even hacked into a national registry to discover that he was adopted.
    • Avid Fisher: Give him some down-time, a fishing rod and a body of water with aquatic life and this is what he'll be doing.
  • Equipment:
    • Elucidator and Dark Repulser: His bread and butter combination of swords from his time in SAO. They're longswords that Kirito liked to use in combination via his Dual Wielding skill. In real life, with a real body and no system assist, that's gonna be a lot harder to do.
    • Blackwyrm Coat: His signature black long coat and the source of his title. It's handy in a nighttime environment for sneaking.
    • The Heart of the Relic: His miniscule breastplate, wrapped over his coat. It's really light, which helps his speedy fighting style, while providing only minimal protection to the right side of his chest.
    • Healing Potion: A health item from SAO somehow reappropriated for the real world. It is one-time use rather than working on a cooldown, and heals the drinker's injuries over a five minute period, though not completely.
  • Why have they been picked to climb the Tower?: While starting off limited by his real world body, once he's trained himself and readjusted to his virtual world sword skills, Kirito is a formidable fighter, as well as a source of morality and compassion.

edited 15th Sep '17 8:41:25 AM by LatverianBadger

"Shake the dust." - Anis Mojgani
OG-Sama Mancunian Candidate Since: Jan, 2015 Relationship Status: I get a feeling so complicated...
Mancunian Candidate
#369: Sep 14th 2017 at 12:35:33 PM

I am as flighty as I am criminally indecisive, so I'm porting her over like the big hero I am.

  • Name: Asuka Langley Soryu
  • Age: Fourteen and change. Born December 4th 2001; died 31st December 2015.
  • Appearance: Basically. Sharp chin, pointed nose, prominent ears. Tall for her age, bit of a beanpole. In terms of physical differences, in this instance that left eye is a mess of scar tissue and cataracts. There's also a thin but otherwise neat line of scar tissue running up the length of her right arm and a mess of bite marks on her abdomen, along with assorted stab wounds pretty much everywhere. Girl got it rough.
  • Universe: Neon Genesis Evangelion. Welcome back to 2003, fuckers.
  • Backstory:
    • Asuka was born in December of 2001, just short of two years after a combination of catastrophic natural disaster and ensuing civil and international war wiped out just shy of half the population of Earth. Born intro triple citizenship by way of a German-American father and a half German half-Japanese mother, the latter a scientist working for the organisation unintentionally responsible for the state of the world, she was nonetheless raised in Germany.
    • When Asuka was four years old, in the name of science her mother Kyoko took part in a limited-activation experiment involving Evangelion Unit 2, a clone of the entity which almost ended the world. Although she survived, Kyoko came back with about half mind and was quickly admitted to a mental institution - Asuka's father burned all possible bridges with his daughter by responding to this turn of events with a badly-timed and highly audible affair with one of the doctors responsible for Kyoko's care. Asuka lived with her grandmother during this time, visiting her mother often.
    • Kyoko's mental state continued to deteriorate over the course of the six months, until she eventually began recognising a doll as her daughter and lost the ability to recognise Asuka altogether. This culminated in an attempted double murder-suicide in which she hung herself and the doll with ropes made out of her own bedsheets. Because the doctor was busy fucking her father, Asuka was fortunate enough to walk in on this first-hand. Her father had remarried before the funeral.
    • Asuka grew up and in the process was chosen as the pilot of Unit 2, and then the events of NGE happened. Since everyone knows the basic premise of NGE and everyone who gives even the remotest fuck about the exact events of NGE already knows that they are, I'll just give you a handy little rundown of how those relate to Asuka and this AU:
      • Starts off as the best-trained and highest achieving pilot. Attempts to pursue a romantic relationship with Shinji Ikari, another pilot involved in the programme, but this files due to Shinji's inability to understand or reciprocate her feelings. They wind up on uncertain but generally friendly terms, with Shinji's permitted distance changing depending on Asuka's mood and Shinji being too riddled with self-doubt to push any closer than he thinks she'll let him.
      • As the situation deteriorates and Asuka starts to understand exactly what it is she's piloting, the stress catches up to her and her ability to pilot begins to leave her, leading to a vicious cycle of frustration and failure. Following a particularly vicious mental attack by one of the monsters of the week, this eventually culminates in complete emotional and mental breakdown and attempted suicide, in turn leading to a short coma.
      • Asuka wakes up as the Evangelion project is being liquidated by the local illuminati, and is the first and only member of the cast to work out the Big Secret - Evangelions contain the soul of the pilot's mother, in this case Kyoko's, and she'd been there the whole time. High on the resolution of some mummy issues, Asuka takes Unit 2 and proceeds to kick ass kinds of ass. In this particular AU, Shinji gets there in time to help her. They both push back for as long as they can and then die horrible, horrible deaths.
      • With those loose ends tied up, the local illuminati initiate Instrumentality, which is a too-vaue-and-complicated-to-effectively-explain process that essentially involves removing the souls of the entire human population and jamming them all together so nobody will ever have to be alone and everyone can understand everyone else, aaaaw. In canon, Shinji winds up being gifted the overseeing of this process, which he immediately rejects due to being too scared of intimacy to ever go through with it. Without him the result would probably be about the same due to the next candidate being chronically indecisive - Instrumentality goes through almost as intended, but those souls joined in bondage have the ability to return to the human world. Asuka, along with however many others, chooses to. Shinji, for whatever reason, does not.
    • I promise this is all less retarded-sounding in the actual show.
    • Also she was in Renaissance but nothing particularly noteworthy went down in character terms.
  • Personality: So the shortest possible way of putting this is that Asuka's a crazy bitch in the way of damaged goods with stunted emotional development, while also being dangerously intelligent. The long version is boring and pseudo-psychological, but you gotta read it anyway. Fuck you.
    • The basest level of Asuka's issues stem from all the Fun Things concerning her mother up in the backstory section. Essentially she suffers from crippling issues of self-worth and associated depressed, for which she overcompensates by attempting to construct a strong, uncaring, and occasionally warrior-like personality and self-image based around her (often very poor) understanding of which traits and behaviours constitute adulthood - child Asuka was weak and worthless, so by nature adult Asuka won't be. Although the underlying mummy issue behind all this was or less sorted out over the course of the show, the traits and issues of identity built on it were not due to effectively being problems all of their own.
    • Like I said, Asuka's a smart cookie, almost to the point of being a prodigy. This led to a long pattern of habitual overachievement which became tantamount to propping up her self-esteem and vital to her self-image, leading in turn to returning depression and frustration on the occasions she's incapable of living up to own expectations. Because of the ease with which she passed through childhood, the standards by which she judges herself are often ludicrously high, which in times of self-doubt can make her very easily shaken by minor setbacks failures. In order to disguise this weakness she generally responds with anger, which is where the entire tsundere archetype came from.
    • Similarly, she exhibits a reluctance to let herself get too close to others emotionally, a self-defence mechanism motivated by both a fear of rejected and a reluctance to let go of the idea that she's the only person she can count on. In a pinch and when surrounded by people she doesn't trust, Asuka has a bad habit of rushing ahead and trying to solve issues on her own. When forming friendships or other relationships, she has a similarly bad habit of hiding or disguising her interest and leaving it to the other party to initiate, a 'safe' scenario in which rejection cannot take place. Alternatively she'll attempt to get there first with pre-emptive rejection, for identical reasons.
    • As you probably noticed, Asuka also displays a number of symptoms of PTSD concerning her early childhood experiences, for which feelings of rejection and helplessness seem to be primary triggers. Although this particular one doesn't exhibit the pop culture panicky fight-or-flight response, throughout the course of the show she also suffered numerous traumatic incidents during combat that would, although the triggers for these would be much more specific. In particular, attempting to use any kind of intrusive telepathy on the poor girl is going to make her extremely not fun to be around. Or be.
    • Most of these are dependent on her mood, being not really issues at all when she's in good spirits and aggravated severely in times of depression - her main issue isn't so much being miserable all the time as it is being maladapted and badly equipped to deal with periods of low mood or challenges to her self-image. As you can see from back-story she'll be entering the RP at an exceptionally low ebb, so expect all these to be exacerbated for a short while before she adjusts.
  • Powers/Abilities/Equipment:
    • Marksmanship Training: Asuka possesses basic marksmanship knowledge and could probably puzzle out how to operate the majority of non-esoteric firearms. However, there's nothing to suggest she possesses (or has any reason to possess) any knowledge of disassembly or maintenance.
    • Close-Combat Training: Including knife fighting, various pole-arm techniques, and a smattering of hand-to-hand joint locks and strikes. However, being an Eva pilot, the majority of this training is designed for use in a body weighing several hundred tonnes and possessing enough strength to lift more than triple its own body weight - Asuka is a fourteen year old girl who probably doesn't weigh more than a hundred pounds or so, making their applicability extremely limited. Still, she knows how to fight, even if she's not at expert at it in her own body.
    • The Fun Eye: Being functionally blind in her left eye and having not yet adapted, Asuka has difficulty with depth perception and has a large blind spot around her lefthand side. Also it's fucking gross.
    • Nerve Damage: Asuka suffered severe nerve damage in her right arm, leading to recurring pain, numbness, tingling, and severely limited mobility with that hand. Weak grip and an inability to fully extend her fingers, worsening along with the pain in inclement weather.
    • Being A Fourteen Year Old: Although reasonably athletic, Asuka is in all other respects an ordinary fourteen year old girl and as such outclassed in every possible physical attribute by the adult world.
    • Plugsuit: That red thing she's wearing in the picture. Thin and not particularly insulating, with no particular armoured qualities. Has a built-in defibrillator, but there's no longer a command unit able to activate it. Likely to be ditched at the earliest possible convenience on account of being useless.
  • In What World Is Putting This Idiot In The Tower A Good Idea: She's too fucked up to live and too German to die. Just put her in position and watch the fireworks fly, baby.

edited 14th Sep '17 12:36:35 PM by OG-Sama

Boomer75 Since: Aug, 2017
#370: Sep 19th 2017 at 8:14:41 PM

Hm... Tower Climbs... I think she's the only one that hasn't done one in canon. First Terminus character, but not the one people probably expect. I'm having trouble with that one, but this one was a bit easier.

  • Name: Uzume Tennobushi/Orange Heart
  • Age: Undefined amount of old, But not as old as one might expect.
  • Appearance: Her as Uzume, and Her as Orange Heart
  • Universe: Neptunia (Specifically, Zerodimension from Megadimension Neptunia VII)
  • Personality:
    • As Uzume, she is confident and gruff, as well as extremely blunt. A girl who tries to be cool to be seen as useful. Despite this, or because of this, she is dutious and kind of heart, has a very positive outlook on life, and is very loyal to her friends, willing to put her own life on the line for them. However, she is prone to daydreaming, causing her to slip into valley-girl fantasy tangents of what she would like to happen. She, of course, immediately denies this. Nicknamer, usually with the first syllable and "-sy" at the end, and is a lover of animals of all kinds. As you may have guessed, especially after reading Orange Heart's Personality, the daydreaming side of her is her actual personality, with the cool facade being something she's built up for herself to deal with being the last of her kind in her dimension.
    • As Orange Heart, she is much more cutesy than her "human" self, wanting everything to be okay. She comes off as sweet, cheerful, and innocent, but is no less ready to fight when needed. She calls her enemies "doggies", and can come off as detached to the situation at hand. Goes full-on Valley Girl in this mode. This is a rare case of the Human personality changing from the CPU one, as opposed to the other way around.
  • Backstory:
    • Orange Heart, aka Uzume, was the a Console Patron Unit of Planeptune, responsible for running a nation and to make sure their citizens are happy. To this end, she was well loved, personally giving people consoles (Video Games being a large part of the economy) by hand. However, she allow had the power to turn dreams into reality, which went out of her control, causing those who didn't know her to fear her. She decides to seal herself in order to protect the people from anymore harm, coming to see herself as a monster. While her original self grew to be corrupted with hatred, her good conscious split off, becoming the Uzume that we know today.
    • Uzume, with no memories of her past, wakes up in a world where humanity has been mostly wiped out by giant beings known as Dark CPUs, being replaced by monsters. Uzume, as the last remaining CPU of the "Zerodimension", as it is dubbed, decides to do her best to try to protect the remaining people left, and maybe be rid of the Dark CPUs for good. While this normally would lead to the events of her home game, she is instead called to climb a tower in order to seek the ruler, and maybe a way to save everyone back home...
  • Powers/Abilities/Equipment:
    • Powers:
      • Hard Drive Divinity: The signature power of the CPUs, the power to consume energy to shift between their human form (Uzume) and their CPU form (Orange Heart), granting her stronger attacks and the ability of flight (while there is not a speed limit in cannon, max flight speed for the RP will be 45 mph), as well as a personality shift. Or personality revert in her case. This requires energy to initiate, and being hurt enough to lose focus, falling unconscious or sleeping, or being infected with sickness will revert her back forcibly, the latter causing her to not be able to shift back even if she has enough energy. She can turn back into a human at any time by her own choice.
      • Share Field (Orange Heart): Uzume, in her CPU form, can use her buckler to create a platform, roughly the size of a traincar, to fight on or use as, well, a platform. Only one can be created at a time, and it must be within Eyesight of Uzume. While Uzume can revert back to human and still keep it up, if she is knocked out, the platform collapses. She needs sufficient energy to do this, and she has to be in CPU Form.
      • Lasers: Uzume can use some of her energy to produce up to two circles to the sides of her, which charge for 3 seconds and then fire orange lasers with roughly the power of a railgun. This requires sufficient energy, and is mostly used during her Special Dream Combo.
      • Heal: Uzume has the ability to heal minor wounds to one person. This requires energy, and she is by no means a healing-based character, so it's meant for times where she/the group is in a pinch more than anything else.
      • Strength: Uzume is very strong and hardy, able to punch harder than the normal girl her age (More comparable to something like Street Fighter in terms of power: she's not going to be lifting cars anytime soon), and is able to take more hits than expected (Not enough to, say, cause a crashing car to be more hurt than her in a collision, but moreso that it takes more than a few blows to take her out).
    • Abilites:
      • Noise and Fisticuffs: Uzume as a fighter relies on her fists and Megaphone. Her moves beyond simple punches in this style include Dream Roar, a kick and jump off an enemy to an attack with her megaphone, Dream Smash Fist, a punch enhanced with energy to act like a drill, Dream Combo, a barrage of punches ending with a final powerful punch reminiscent of Jojo, and Special Dream Combo, where a barge of blows from the megaphone leads to a fist barrage, leading to her to use two Share Fields for lasers, finishing off with a punch should she have enough energy left over. Uzume relies on her Megaphone for basic attacks, unless those are not available, then she uses her fists, as does Orange Heart.
      • Daydream Projection: This is more for backstory, but she had the power to make her daydreams a reality back in her world. It does not work here, because the ability would be way too broken with no way to balance it, even if it would lead to some funny shenanigans.
    • Equipment:
      • Megaphone: Uzume's weapon of choice, beyond her fists, is her Megaphone, which she (or someone else) can yell into while active to have the megaphone amplify them and essentially shoot the powerful vibrations from the noise in their direction, hurting enemies as if they were punched. The "Ammo Limit" of it is the user's lungs, and louder noises lead to more power. It can also be used as a regular Megaphone.
      • Visual Radio/Buckler: Uzume has a VMU-like Wristwatch, which, besides being a basic watch, can be used to communicate over or listen to the radio, as well as make video calls to those that have the capability, and can be upgrade by those with technical knowhow. As Orange Heart, this is traded in for a small shield attached to her wrist, that can be used for defense, as well as activate her Share Field Power.
  • Why have they been picked to climb the Tower?: Uzume, even without her daydream or illusion powers, is quite the capable fighter, has a strong sense of duty, optimism, and has a use for the rewards the tower can give. She's also quirky enough to have her niche in the group, and selfless enough to ensure their success, even over hers.

Well, that's it. Once again, I'll fix anything that needs fixing.

edited 31st Oct '17 5:37:12 AM by Boomer75

ScorpioRat from Houston, Texas Since: Jan, 2013 Relationship Status: Forming Voltron
#371: Oct 16th 2017 at 8:51:40 PM

Signup Sheet

  • Name: Samus Aran

  • Age: Mid-20s

  • Appearance:

    • In suit: [1] Out of suit: [2]

  • Universe: Metroid

  • Personality: Samus is someone that's used to being and doing things alone most of the time, and doesn't speak much beyond what she thinks is necessary. She likes independence and is confident in herself but can work with a team without complaint in the name of effectiveness, though she doesn't like being handed direct orders, especially when they go against her own gut instincts. Samus appears stoic and logical after her traumatic childhood and years of physical training and fighting as a bounty hunter, but her emotions are definitely not gone, and events and situations that remind her of certain sore points in her past make her more defensive and aggressive. She has a deep desire for revenge on the monsters that killed her parents, but that anger is tempered by a sense of justice, empathy, and an obligation to protect innocents and fight for the sake of peace. She bonds with animals faster than she trusts people in general, and is willing to spare a life if there's no threat to her.

Samus isn't the kind of person to brag or show off her achievements, focusing more on doing what's right or needs to be done than gaining any credit for it, though she has no issue with being paid for jobs. She's pragmatic and likes to use strategy in fights, but is also fine with using brute force or taking drastic measures to ensure that she wins. Her stubbornness and determination makes her extremely hard to take down or change her mind on what she believes in, and she will not give in until she is physically or mentally unable to continue on.

  • Backstory: Samus was born on one of Earth's mining colonies, K-2L, a backwater planet that was part of the Galactic Federation. She was around the age of 4 when the colony was raided by Space Pirates, led by a ruthless creature known as Ridley. They attacked and destroyed the colony, killing nearly all of K-2L's inhabitants to steal the material they'd been mining. Ridley ended up personally murdering Samus's mother as she tried to protect her child. Her father died fending off the Space Pirates' ship. The Chozo picked up on their distress signal too late to drive the Space Pirates off, and instead took Samus from the colony's ruins and back to their own planet, Zebes. Seeing great potential within her as the "Protector of the Galaxy" when they finally went extinct, the Chozo injected her with their own DNA to raise her chances of survival in their harsher world. They raised Samus as one of their own and taught her to fight with biotech based power suit technology.

By the time she was a teenager, Samus was enough of a skilled warrior to leave Zebes and enter the Federation Academy. She briefly joined the police force as an elite officer, but left after one too many disagreements with her superior, Adam Malkovich. She disappeared from their radar for a few years, and reemerged as a famous bounty hunter, working with the Galactic Federation as she hunts down Space Pirates.

Samus went on various missions, both Galactic Federation funded and not. Over the years, she's hunted down and exterminated the out of control Metroid population along with destroying the Space Pirate base and Mother Brain, solved the infectious Phazon Crisis after learning to harness the energy's power and destroying the planet it originated from, and fought and killed Ridley multiple times. Most recently, she fought and defeated Mother Brain and her four generals to stop their second Metroid cloning project, though the final battle triggered an explosion strong enough to destroy all of Zebes.

  • Powers/Abilities/Equipment:
    • Altered DNA- Samus is partially Chozo, and this genetic splicing along with her years of combat training makes her physically more sturdy than the average human. She can tolerate harsher environments, like acid rain and more extreme temperatures, and can fall from greater heights without risking death. She can also run faster and jump further than a normal athlete at their peak, though she can't move at the speed of a car or jump higher than a building without mechanical assistance. Combined with her power suit's augmentations, her physical strikes are strong enough to stun and knock back opponents that are twice her size if she catches them off guard.
    • Sharpshooter- She's skilled with most guns and projectile weapons, and has very precise aim.
    • Powersuit- Samus's Chozo armor is capable of equipping various upgrades and extra shielding. It comes with a computer visor for scanning objects or interfacing with computers, and a basic breathing system for underwater, space, and toxic environments. The power suit is integrated with her body and mind and can be assembled and disassembled in a flash, though can't be removed against her will unless it takes too much damage. When her shielding becomes too weak, the suit will break down and turn back into energy, requiring some time or extra energy tanks to reform again.
It currently has the Varia and Gravity suit upgrades, allowing Samus to withstand magma level high temperatures without losing her shielding and walk unhindered in underwater or zero gravity settings. Direct flames and acidic liquids will still cause damage, however. It also has the Screw Attack upgrade, allowing her to temporarily charge the suit with painful energy while somersaulting in the air to do damage on contact.

  • Arm Cannon-The weapon built into the power suit's arm. It can fire a variety of switchable ammo, but has a basic Power Beam attack that shoots weak, but rapid energy blasts that can only go about 10 meters before fading. Other ammo types are:
    • Charge Beam- A stronger, but slower projectile upgrade to the Power Beam that can be used after a few seconds of charging her arm cannon up, and has a range of 40 meters.
    • Ice Beam- A concentrated blast of cryo-energy that is slower to fire, but can freeze organisms and objects that come in contact with it. The range is about 10 meters.
    • Plasma Beam-A laser of superheated energy that pierces through multiple things in its path. The range is about 40 meters.
    • Spazer Beam- An upgrade that stacks with the Power Beam to fire a shot that splits into three projectiles. This can also be used with the Charge Beam.
    • Grapple Beam- Creates a beam of energy from her arm cannon that can connect to surfaces and edges of things like a grappling hook and be used to swing across gaps or hang in place. It can also be used to whip enemies for minor damage and is about 10 feet long.
    • Missiles- Long range explosive Missiles that do about the same amount of damage as a Charge Beam, but can be fired faster. These have limited ammo of about and must be refilled. Super Missiles have three times the power to them, but Samus has less of these than Missiles. Shooting a frozen enemy with a missile of any kind increases the damage to them.
  • Morph Ball Mode[3]- Samus can convert her suit into a metal sphere that's a little less than half her usual height. She can't fire any of her beam weapons like this, but she can see where she's going and set up to 3 energy Bombs at a time as she rolls around. Her roll speed is a little slower than her top running speed, but she's harder to hit and fits in smaller spaces. The explosions are only about as damaging as her Power Beam, but can break weak sections of walls. The Spring Ball upgrade lets her make small jumps while rolling.
  • Hi-Jump Boots- This doubles her normal jump distance to around 6 times her normal height, about 10 meters.
  • Zero Suit- This jumpsuit is what Samus wears under her Power Suit, also made by the Chozo. She has much less defensive capabilities, but is more quiet and agile without the bulky armor slowing her down.
  • Paralyzer Pistol- A weak gun that does even less damage than her Power beam, but can charge up and fire shots that stun enemies for a few seconds.

  • Why have they been picked to climb the Tower?: Samus is extremely useful in combat and at keeping a level head in tough situations, but isn't selfish enough to not help the rest of the team out. She wants to see whatever prize there is at the top go to good use, even if she doesn't end up using it herself.

Boomer75 Since: Aug, 2017
#372: Oct 18th 2017 at 5:04:41 PM

Might as well fling this one on here too, so you can take on both at once.


Spoiler Warning for Danganronpa: Trigger Happy Havoc/ Danganronpa: The Animation, as well as Danganronpa IF. I don't think anyone wants half the sheet to be spoiler tagged, so... here we we go.
  • Name: Mukuro Ikusaba (alias Junko Enoshima)
  • Age: Around 19
  • Appearance: Her as Herself, and Her as "Junko". Also her with "Junko's" Outfit, Wigless, for those who want it.
  • Universe: Danganronpa IF (Offical What-if of Danganronpa: Trigger Happy Havoc.)
  • Personality:
    • As "Junko": She has no filter. Charismatic and willing to try new things, she can be air-headed and hot-tempered. She comes off as the traditional high school queen archetype, being talkative and carefree, to the annoyance of people around her, and easily panics. Dislikes being sexualized. Bringing her into a fashion situation would make it painfully clear she has no talent as a fashionista, and her mannerisms are quite odd for a somewhat normal high-school fashion girl. Of course, this is due to not being Junko. Or particularly normal for that matter.
    • As Mukuro: She's... a little confused about herself after everything. She has no idea what she's supposed to feel or where to go from there. What she does know is that there is someone she wishes to protect, and wants to fulfill her sister's wish and give her true despair, as she believes she's the one person who truly understands her. To this end, she seeks to help others, to counteract her sister's attempts to bring people despair, and thus bring her sister despair. This is easier said than done, as she is not one to get attached to people, coming off as stoic and aloof, with a lack of social skills. She's also quite ruthless in a fight, but is no sadist, unlike her sister, and isn't one to plan fights through. She's also quite afraid of certain social scenarios, mostly abandonment. She likes her sister, army knives, rations, and mystery stories, but dislikes make-up.
  • Backstory:
    • Mukuro, as well as her twin sister, the real Junko Enoshima, were born homeless and in a rough environment. To say Junko was abusive to her was putting it lightly. She always had an interest in the military, and won a survival game tournament in elementary school (This is Danganronpa, just go with it), eventually writing for military magazines. Before entering middle school, she mysteriously vanished on a trip to Europe...
    • ... Only to come back three years later to her sister. During that time, she joined Fenrir, a PMC/Mercenary Group who engage in direct combat, receiving training from them. She herself was never wounded on the battlefield, cementing her status as the Ultimate Solider. Once back, Junko proposed the idea of coating the world in despair with the Biggest, Most Awful, Most Tragic Event in Human History, otherwise known as the Tragedy. Thus formed the Despair Sisters, the "heads" (Though that should probably only apply to Junko) of Ultimate Despair. The two then attended Hope's Peak Academy, a school for the gifted, under Class #78, Mukuro as the Ultimate Solider and Junko as the Ultimate Fashionista. They eventually succeed in pulling off the Tragedy, reducing the world to a apocalyptic state but That's a long, spoiler-filed story that won't be recounted here.
    • It was at this time that Mukuro met Makoto Naegi, her class's Ultimate Lucky Student (A student chosen via lottery to attend), and she developed a crush on him when he was the first person to smile at her. She was too shy, though, so she just watched him from down the hall. Or from behind a pole, or something of the equivalent. This caused her to have some misgivings about Junko's plan for her class, but she went along with it anyways. She pretended to be Junko when the later was testing a mind-wiping serum to use on Class 78.
    • Eventually, the big day arrived, and Junko started her plan, to have Class 78 participate in a Mutual Killing Game, one of those Battle Royal high school students killing each other stories, but with trials a la Ace Attorney rather than an outright bloodbath. Mukuro slipped into the now-amnesiac class, posing as Junko. The game started...
    • ...And was almost immediately derailed, as Makoto just so happened to find the "Escape Button" in a Gacha Machine, with a 0.00000001% (Or something similar) chance of obtaining it. Rather than being a escape button, it caused him to slowly get back his memories. Why is this important? Well, the original (though not known by Mukuro) plan Junko had was, when "Junko" attacked Monokuma to break a rule, instead of being fake dead, she was actually going to get killed, because Despair. However, because Makoto remembered Mukuro, he jumped in the way of the spears meant to impale her, and thus she survived, as well as Makoto because Luck. This lead to a bunch of shenanigans, Mukuro and Junko being exposed as the ones who trapped the students here, treating Naegi, getting into an argument with her sister, Junko saying she loves Mukuro (translation:I'm officially abandoning you), Mukuro nearly falling to despair, resolving to make everyone happy for the sake of bringing Junko into despair, fighting a lot of Monokumas (Evil Robot Bears), getting a Redemption Arc, and winning Junko's final challenge by running past a hall of exploding Monokumas in under 15 seconds with a little help from her class. The class ended up escaping the building and into the now-ruined world, where Mukuro remains under her "Junko" guise, in order to understand her sister and take responsibility for everything she helped cause. It is in this form that she is whisked away to the tower, where her newfound convictions will be put to the test. Maybe.
  • Powers/Abilities/Equipment:
    • Powers:
      • Battle Trance: If this was an RPG, consider this her Limit Break. When pushed to an edge, Mukuro focuses only on her current situation, the fight at hand, and nothing else. To make another RPG comparison, this function's like a certain Matador's Red Capote: Maximizing her speed and agility to nigh-superhuman levels (note the "nigh", she's not The Flash nor Untouchable even in this). Obviously, once she's safe, she leaves this.
    • Abilites:
      • Ultimate Solider: Mukuro's Talent. Mukuro is highly proficient at any (with the obvious caveat of being from a mostly modern earth) kind of firearm or melee weapon (Kinves being her preferred choice, both stabbing and throwing), as well as hand-to-hand combat. She is exceptionally skilled in combat, quite agile and strong, able to hold her own even in midair. You just don't go three years in a Mercenary group with no wounds without some skill. However, this talent transitions into combat only. Negotiations... are not her strong suit (This is the girl that, when her and Makoto were accused of being terrorists, she said he wasn't a terrorist, maybe forgetting a little something there). She's also not one for making plans, rather taking orders (which she does quite well), and left to her own devices she just goes the most straightforward path, which isn't always the best or most morally upstanding. She also knows basic battlefield medical procedures (basically patching people up with and without limited supplies).
      • Singing: Of all the hidden talents she could possess, you'd probably not expect her to be able to sing. Despite this, she's actually quite good. If you want a (Japanese) sample, here you go (Recommended/Side Videos may contain spoilers for all of DR, not the video itself).
    • Equipment:
      • Combat Knife: A combat knife. It's... a combat knife. Kinda hard to carry an arsenal around as "Junko", and there isn't much in the way of Military Tech in Hope's Peak, so she'll work with what she's got.
      • Blond Wig: A blond wig, twintails, used to complete her disguise as Junko Enoshima. Ignore the other changes from online to real life, those pictures are photochopped anyways.
      • Foundation: Although she dislikes make-up, covering that Fenrir tattoo on the back of her hand may be a good idea to stay in disguise, thus she has some foundation to cover that.
  • Why have they been picked to climb the Tower?: I think possessing the title of Ultimate Solider can speak volumes of her talent. Besides, her desire to bring her sister despair and assist her crush by bringing hope would mean she'd be a surprisingly good team player, and be quite driven. She's basically a Metal Gear character outside of Metal Gear. Long as there isn't a morality check (Something she would likely fail hard), she'd be good to go.

Alright, that be that. I am willing to work on anything that needs adjustment or explanation.

edited 31st Oct '17 6:44:47 AM by Boomer75

Meanken Since: May, 2013
#373: Oct 30th 2017 at 11:31:09 PM

ATTENTION

For the forseeable future, the other G Ms, me and Makaioh, will be dual reviewing signups in our absent Term GM's stead. With that said.

Kazuto, Asuka, Samus, and Mukuro are all Accepted

For Uzume, we'd like to limit her platform creation power to one platform at a time. if you accept this, you too will be Accepted

We'll get on handling an opening post for you all within the next couple of days or so.

Boomer75 Since: Aug, 2017
#374: Oct 31st 2017 at 5:37:40 AM

Alright, edited for Uzume.

Also added a note about Mukuro knowing basic battlefield medicine, just so if it comes up it wouldn't come off as New Powers as the Plot Demands

edited 31st Oct '17 6:46:13 AM by Boomer75

DoctorThunder Since: Sep, 2010
#375: Nov 10th 2017 at 9:39:40 AM

After procrastinating for thousands of years, I have awoken from my slumber to sign up with a second character.

  • Name: Neferpitou
  • Age: A few months
  • Appearance: Somehow qualifies as an ant.
  • Hunter X Hunter
  • Personality: Clever and calculating, efficient and capricious, curious and very intelligent. Neferpitou is as much a cat as she is a person, and even then she's only just becoming the latter. She's cold and cunning while fighting, and she enjoys doing so, but due to the circumstances leading up to her death, she's begun to develop empathy to a degree previously unheard of in her species. Because she's accustomed to happily serving as an unquestioningly loyal tool for her king, she has no idea how how to properly deal with feelings like regret and doubt yet. She's quite sociable and a frighteningly quick learner, but she's not used to having the freedom to make her own long-term choices. She also enjoys cat puns.
  • Backstory: Pitou is one of the three royal guards of the most powerful Chimera Ant hive to ever be born. Chimera Ants are an insect which have the capability of taking on the genetic traits and characteristics of organisms their queen injests. Essentially, the next generation will be born with those traits, and as a result, become much more powerful than an insect has any right to be. Because of this, the species is culled regularly, and are usually contained to a small area in a far-off country where they can't really do any damage. And then, because the Hunter Organization is really good at dealing with problems, they allowed a Chimera Ant queen to wash up on the shore of a different country, then sent some d-list hunters after them, causing them to be killed and eaten, and turning the ants into shonen villains. After a few weeks of that happening, the queen gave birth to the royal guards. Their task was to protect her until she could birth the Chimera Ant king, who would in turn devour her, then rule over them with even more impressive shonen nonsense powers. The royal guard would then serve the king in his quest for the spreading of new hives and, eventually, world conquest. At the time of her birth, Pitou was already one of the most powerful people in the world, and her natural aptitude for nen allowed her to very quickly develop some very powerful abilities on top of that. To make a long story very short, things didn't go as planned, the king started developing empathy, the other two royal guards didn't like that and started sabotaging things, and Pitou wound up getting her face caved in by a man with absurdly large anime hair.
  • Powers:
    • She's purrty strong: For the few months she was alive, Pitou established herself to be strong enough to match and even surpass the other strongest characters in the setting. In short bursts, she can leap incredibly long distances very quickly, and is plenty fast otherwise. She's strong enough to easily rip human limbs off with one hand, her claws can tear through bone without issue, and her punches are strong enough to dent steel. Only slightly less impressive is her durability. She's been hit with enough force to break down a stone wall, and she came out of it with just a bruise, and she's even been punched hard enough to be sent flying more than a kilometer away through the air, and this wasn't enough to take her out either. That said, these two instances were specifically blunt force trauma which had to go through her protective nen aura, which is what the aura specializes in blocking. It's established that even low-caliber bullets can essentially blow right through this aura, and any impressive firearm is a death sentence if they don't dodge.
    • Meow I see: Pitou is extremely intelligent, particularly when it comes to the recollection of information. Because she knew her hive lacked medical staff, she taught herself both general and brain surgery over the course of a couple days. Pitou also has fantastic instincts and heightened senses, as is fitting for a cat fueled by shonen nonsense.
    • Nen: Nen is your traditional shonen aura power, but it's used for a lot of different things. Pitou uses it to sense the area around her to scan for life forms, shield herself, amplify her attacks, see through illusions, or conceal her presence. Note that all of the things I've mentioned her being able to do are things she can do with her nen aura. She's significantly more powerful than a regular human even without it, but she needs her aura to do any if the crazy things I mentioned before. In addition to general use nen powers, nen users typically develop nen abilities which are unique to them, and definitely aren't Stands from Jojo, honest. Pitou has two of these:
      • Dr. Blythe: Pitou summons this. It's an all-purpose surgery toolkit, and it can heal others much more quickly than usual. Pitou has used it to heal her own broken arm in under a minute, and saved the life of someone whose intestines were outside of their body in under an hour. It can't fight, and neither can she while it's out, because while it doesn't actually require much upkeep of her aura to use, it does require that she dedicate all of her aura to use. Pitou is also connected to it by her tail, and because Dr. Blythe can't move, Pitou cannot stray more than twenty meters from it while it's out.
    • Terpsichora: Pitou instead summons this. While active, Terpsichora controls Pitou's every move, essentially allowing her to forego traditional strategy and fight purely by her instincts. Terpsichora is stated to have a reaction time of on tenth of a second, meaning that while Pitou is not getting any faster or stronger during this time, her reflexes are much better, and because she is being used as a puppet, she will not react to pain in the way she usually might, making her much more dangerous. It previously was able to control huge numbers of people at a time from miles away, but due to that being hilariously overpowered, it's not going to do that here. Terpsichora also used to activate automatically when Pitou died, and grow stronger after her death, but that's also not going to happen here. She doesn't really need more power.
  • Why is this weird cat here? Because she's powerful and a good tram player. She also died right at the start of what could have been some great character development for her, and I'd like to take that to where I think it would realistically go.

edited 13th Nov '17 7:51:03 AM by DoctorThunder


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