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There and Back Again: A Fantasy Crossover Game (Interest Check/Signup Thread)

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JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#26: Feb 6th 2019 at 9:12:05 PM

  • Name: Matilda Wormwood
  • Franchise: Matilda by Roald Dahl
  • Age: 6 (and a half!)
  • Race: Human
  • Appearance:
    • Here she is on the book cover.
    • However, in this setting, she'd be wearing a plain brown dress under an apron and a small black cloak, along with woolen socks and leather shoes. Matilda also has a backpack on her back with supplies in it.
  • Alignment: Chaotic Good
  • Class: Esper
  • Personality: Matilda is a brave little girl to be wandering so far from home in order to save a little pony from certain death. She is intelligent (due to reading many, many books), but doesn't lord it over people. Matilda also tries to help out as best as she can when she encounters difficult situations. For such a small girl, Matilda is amazingly sensible and thoughtful. She also occasionally falls into prankish moods, but it will always be directed at stuffy and overbearing adults.
  • Skills:
    • Book-Smarts: Matilda has read a great deal of books pertaining to the world of adults, and one of them is bound to pertain difficult situations (if encountered). However, sometimes she doesn't know how to utilize that knowledge properly, and may need some adult help. That's where the rest of the party comes in. This has also given her the ability to calculate great sums in her head very quickly.
  • Powers and Abilities:
    • Psychokinesis: Matilda has practiced with her telekinesis enough so that she can manipulate relatively medium-sized objects with remarkable precision (enough to write on a blackboard with chalk). The effects dissipate the further away the objects are from Matilda, however. Larger objects can be pushed or dragged quite clumsily, and some can't even be picked up. It uses Matilda's own strength to move things, so overuse of this ability will cause exhaustion. When Matilda is overly emotionally disturbed, she may cause a powerful blast of telekinetic force, though she will be left unconscious afterwards. She hasn't learned to trigger the blast on command yet.
  • Equipment:
    • As her father was going to poison and then sell him, Matilda saved Biscuit, a dun Shetland pony, by running away from home. She also stole his tack and saddle when she left, and now he is her faithful mount.
    • In her backpack, Matilda carries several changes of clothes, some food, a canteen, a compass, and a map that she copied from an atlas (she couldn't bear to tear it out, you see). There's also a sketch of Miss Honey and a wooden comb.
    • In addition to her supplies in her backpack, Matilda carries a small knife in one of her apron pockets (to defend her honor and do other useful things) and has a sturdy walking stick that's only a bit taller than she is.
  • Background:
    • Matilda is a girl from a small village in the United Settlements of Atlantis. Her family is...dysfunctional to say the least. Her mother and father are both twits with their arses up their heads (who can be seen at theaters the whole day long) and her brother is the dull-witted favorite. Her father sells horses, but he poisons them before he sells them (so they will die and make the buyer return to him for a new one).
    • She was shipped off to a boarding academy called Crunchem Hall after she annoyed her parents with one too many pranks. There, she contended with the tyrannical headmistress, Miss Trunchbull, made a friend in a teacher named Miss Honey, and discovered her psychic powers for the first time.
    • She concocted a plan to save the students of Crunchem Hall, and used her powers to simulate a haunting by Miss Honey's father (whom Miss Trunchbull had screwed over royally and perhaps killed) which scared her off. Matilda would have been adopted and settled down with Miss Honey—if not for one thing.
    • She learned that her family were planning to move to Guam (a place in Kumari Kandam) in order to escape the law, which had caught on to her father's shady dealings. Her father was going to poison and sell one last pony named Biscuit in order to earn some pocket money.
    • Matilda bid a tearful farewell to Miss Honey, packed some supplies, and promptly saved Biscuit by stealing him away in the middle of the night. She is now without anywhere to go, since she is now considered a "horse-thief" in the eyes of the law (with a small bounty to match). At least two good things came out of this: Biscuit was saved, and her family was forced to move to Guam without extra pocket money.
  • Additional Notes:
    • Matilda is about as strong as you would expect a six-and-a-half year old girl to be. Therefore, she's going to need some protection from her party-mates.

Edited by JumpingFruit on Feb 7th 2019 at 9:12:57 AM

I wear the skin of the Elder Things, having come unto my own.
LizardOfAus Since: Feb, 2010
#27: Feb 7th 2019 at 3:04:32 AM

Fergrard and Fruit: Accepted, please beam me your Discord handles if you've got em

Chariot: See, I would like to let you in, but I'm a little resistant about the whole, y'know, frigging Mushroom Kingdom space program. I'm sorry, but you're gonna have to justify including it in a fantasy setting before I can let you in.

Other than that, we are LIVE, ladies and gentlemen. Everyone currently accepted, go right on through.

Skooter910 Since: Apr, 2016 Relationship Status: Browsing the selection
#28: Feb 7th 2019 at 4:50:50 AM

  • Name: Shoto Todoroki
  • Franchise: My Hero Academia
  • Age: 15
  • Race: Half-elf
  • Appearance: How fortunate I am that he already has a fantasy look. Also, when affected by his curse, he looks like this.
  • Alignment: Lawful Good
  • Class: Mage, specifically a fire and ice elemental mage.
  • Personality: Aloof is the first word most people would use to describe Shoto; he is the exact opposite of wearing your heart on your sleeve. Whatever he's feeling, it's like pulling teeth to get a clear idea of. This is mostly because he has absolutely no idea how to express himself. He has plenty of emotions bubbling under the surface, but unless he's pushed to extremes, voicing what he thinks is rather intimidating. Instead, he projects the image he was raised to show, that of someone who is too strong for friends or compassion or anything of the sort. It doesn't help that strong emotions can trigger his curse to activate.

Underneath that is a very shy, sensitive boy who just truly has no idea how to relate to other people due to his upbringing. Deep down, he wants nothing more than to be the kind of hero he grew up hearing stories about from his mother, and who would love to help those in need if he could.

When his emotions boil over too much, Shoto's curse can take over, and he loses his sense of self. His animal instincts completely take over, and he does whatever he was feeling most at the time. Usually, that means going into a murderous rampage against whoever pissed him off.

  • Skills:
    • Intense Training: Shoto's father trained him nonstop practically from birth, so he is physically in peak condition. His stamina is impressive and he can take a hit relatively well, particularly for a mage.
  • Powers and Abilities:
    • Ice Magic: The half of his powers that Shoto is much more comfortable using. With great speed, Shoto can freeze anything he wants. He's adept enough at using this side that he can control how completely he freezes his opponent, such as only getting their ankles, or freezing them up to their neck. However, if he makes too much ice at once, he can also freeze himself. Basically, if he runs out of mana, he ends up with hypothermia and frostbite.
    • Fire Magic: The half of his powers Shoto refuses to use. He can generate fire that he could (with more training) sculpt and form as he wishes. The temperature can range from nonlethal to deadly. Due to Shoto's unwillingness to use this half, he has almost no control over it. Also, same thing with his ice, if he uses too much, his body can't handle it and he gets burned.
  • Equipment:
    • Horse: An unnamed, white horse that Shoto stole from home. Its breeding and training were top of the line.
    • Satchel Full of Gold: When Shoto ran, he grabbed as much gold as he could and shoved it into a bag. Essentially, he filled a bag with pennies for his life as a fugitive.
    • Steel Sword: A simple sword that Shoto has decent knowledge of how to use.
  • Background: Hailing from the country of Musutafu in Meropis, Shoto was born to satisfy his father's pride. The government of Musutafu was comprised of a council of powerful mages who were decided upon by the rest of the country. Powerful and kind mages were given more privileges and land to control.

Enji Todoroki was powerful, and was given the providence of Endeavor. His talent at using fire magic was practically unparalleled within the country. Yet, no matter how strong he was, he couldn't seem to outclass his rival, the powerful, but more importantly, kind All Might. Believing this to simply be a matter of not having strong enough magic, Enji decided that he would never be able to defeat All Might on his own, so he settled for the next best thing, defeating his legacy.

So, Enji searched Hyperborea for a suitable wife; one with strong enough ice magic to create a child who would have the power of both parents, and thus be an unstoppable weapon to destroy All Might, even posthumously. Eventually, he found an elf woman named Rei who was perfect. He proceeded to woo and then marry Rei, bringing her back to Musutafu. She bore him three children before they reached Shoto, who was exactly what Enji was hoping to create.

For most of Shoto's life, he only knew pain. His training was brutal, even when he was only a child. His mother tried desperately to protect him, but whenever she objected, he would simply knock her away. This was the status quo, until Rei couldn't handle it anymore.

The constant abuse both on herself and Shoto slowly drove her mad. When the six-year-old heard her tearfully tell her mother over a magic mirror that she couldn't stand to look at Shoto due to the resemblance he bore to his father, hearing his voice calling out to her was enough to make her snap.

What really happened, Shoto didn't know for a long time. He remembered the words of a spell being screamed, and pain suddenly bursting around his left eye, but he was more focused on the burn than anything else until he eventually passed out. When he woke up, his father coldly informed him that Rei had been sent away for damaging his finest weapon.

Without the only person who showed him any kindness (his older sister, Fuyumi, tried, but she could only do so much), Shoto was trapped in his castle, barely seeing anyone other than his father, who continued to train him mercilessly for years upon years. He didn't even find out that one of his brothers had simply disappeared until a few years after the fact. Shoto had pretty much resigned himself to following in his father's footsteps no matter what, but he eventually found that that wasn't an option. When Enji revealed that he had found a husband for Fuyumi whose magic would allow her to bear a strong child, Shoto's fury at the idea of letting his sister become his mother changed everything.

The curse his mother placed on him as a child finally reared its head, and Shoto attacked Enji. Due to the surprise, he managed to damage him badly before knocking him out. Confused and more than a little terrified of retribution, Shoto immediately packed a bag (with money), stole a horse, and escaped. Desperate to find someone to remove his curse, he ran from Musutafu entirely, knowing he was little more than a fugitive back home.

  • Additional Notes: Due to his magic, Shoto usually runs about two degrees colder than average on his right, and two degrees hotter on his left.


  • Name: Frost Elf
  • Territories: The mountains of Hyperborea
  • Biology: Like most elves, they have distinctive long ears and large eyes. Unique to these elves are their snowy white hair, as well as their extremities always being slightly blue as if they were in the freezing cold, even if they've been sitting next to the fire for hours.

Frost elves naturally run much colder than most other races, and they do not feel comfortable around anything that might make them warm, such as a cozy fire. The warmer the environment, the weaker a frost elf's constitution. In the freezing cold, trying to hit one would feel like hitting ice, but even in a home that would be comfortable to the average human, they can be very easily overpowered physically.

They have an affinity for various forms of magic relating to the cold, from controlling or summoning ice and snow to simply adjusting the temperature. This helps them prepare food, as eating anything warm causes them indigestion; so they instead freeze everything they eat solid before a meal instead of cooking.

  • Culture: The frost elves are a nomadic people, never staying in one area for long. They also don't believe in shelter. Instead, when night falls, most of the tribe will create beds out of snow and sleep beneath the stars as a few guards stay awake and create snowstorms around the tribe to deter predators, or other races.

While not hostile to any other intelligent races, these elves are rather skittish, particularly when meeting in a place most races would find comfortable. If people of other races prove friendly enough, then they can find the frost elves amicable, if somewhat reserved.

Different frost elf tribes rarely interact, but when they do, it is said that the celebrations thrown are a sight to see. They dance, sing and hunt as if they were always one tribe for a time, until they go their separate ways again. During these celebrations, some frost elves will switch tribes, which is seen as a way of unifying their people.

  • Short History: The story of the frost elves began with a small village of elves living near Hyperborea. The land they held was fertile and very sought after. While which race exactly has been lost to time, the elves were threatened away from their home, and had to move closer and closer to Hyperborea as a bustling city was placed on top of where they lived.

As generations passed, the elves had to move closer and closer to the mountains, finding survival techniques that they would pass onto their children, leaving each generation more comfortable in the freezing climate than the last.

Eventually, the elves were no longer comfortable in the homes of their ancestors, preferring the bitter cold of their mountains. After that, they disappeared, keeping to themselves to the point that most other races forgot of their existence.

Edited by Skooter910 on Nov 3rd 2019 at 9:49:06 AM

I say that aloud too sometimes, just: "man, no life."
ScorpioRat from Houston, Texas Since: Jan, 2013 Relationship Status: Forming Voltron
#29: Feb 7th 2019 at 6:29:34 AM

  • Name: Naruto Uzumaki
  • Franchise: Naruto
  • Age: 15, though his race can live for a very long time and change their appearance
  • Race: Fox Spirit
  • Appearance: [1]
[2] Fox form is the same height as his human one.

And when he's very pissed off... [3]

  • Alignment: Chaotic Good
  • Class: Monk/Sorcerer
  • Personality: Naruto is brash and headstrong, charging into any situation he feels like without much forethought. He's overconfident is his skills and this often gets him into trouble, but his lack of patience and difficulties reading a situation hide someone who is intensely lonely. While most spirits would have a stranger take on morality, growing up with humans gave him more normal values, and he's much less bloodthirsty and moody as a result. He values friends and the thought of stabbing them in the in the back never crosses his mind. His greatest desire is to become a ninja worthy of respect and praise, and he sympathizes with people who are also lonely and neglected. It takes a while to gain Naruto's admiration but it’s near impossible to lose it afterward. It's difficult to really piss him off, but being needlessly cruel or seriously injuring someone he values is enough to make him want to kill in return.
  • Skills:
    • Ninja training/Martial arts: Naruto was trained to subdue and even kill people in hand to hand combat, along with learning to hide in plain sight and striking with hidden weapons. He can move quickly and quietly when he wants to.
    • Ninja tools: Naruto can use a variety of knives, thrown shuriken, wire traps, lock picks, caltrops, and various smoke or flash bombs to great effect.
    • Trickery: Naruto's good at setting traps and slight of hand tricks, along with lying and generally manipulating people with his words
  • Powers and Abilities:
    • Ninja Magic: Naruto has learned a few spells from his teachers in the village that use his naturally generating life energy to cast.
      • Transformation: He can take on the form of a regular object, an animal or another person within size reasons (nothing 20 feet tall or anything like that). He can only hold the form by concentrating, and hitting him breaks it.
      • Wall and Water Walking: At the cost of slowly draining his magic reserves, he can walk up walls and on ceilings by sticking his hands and feet to them with magic. With some more difficulty, he can even stand and move on top of water.
      • Shadow Clones: By splitting his energy up, he can create doppelgangers of himself that function like normal people, casting spells and fighting until they are struck and dispelled. Anything these clones learn is transferred back to him when they are destroyed. He can create up to 20 clones at once normally.
      • Rasengan: This technique creates a powerful, compressed ball of spiralling magic in the palm of his hand. Once it leaves his hand, it destabilizes and explodes, but he can slam it into people to do quite a bit of damage to them, or use it to destroy walls or other physical barriers. It takes about half a minute to properly charge, however.
    • Fox Magic: These abilities are all inherent to Naruto's heritage. His hearing and sense of smell are like a beasts in strength, and he is physically more durable than a human is, able to lose quite a bit more blood before collapsing. He has a slow healing factor that mostly handles minor wounds, but can be intensified to recover from serious injuries if he’s stabilized and left alone. He can generate and control magic fire, which is an intense red in color. His fox form is physically stronger than a human, capable of subduing a regular person with just his tails. He can use this magic to supercharge his normal spells, increasing their power and effect, though doing this more than a few times a day is very draining.
  • Equipment:
    • Weapons Pouch and Holster: This is attached to his belt and leg, and holds most of the tools he carries around.
    • Kunai Knives
    • Throwing Shuriken
    • Lockpicks and an iron file
    • Smoke Bombs: These small spheres can be hidden in a hand and dropped to create a thick smoke cloud to give cover or make a fast escape.
    • Paper Tags: These special slips of paper are magically infused to explode on a set timer once primed, and they can stick to surfaces. They have enough force to cause severe injury if they’re stuck to a person, or can just be used to blow up objects. Naruto only has a few of these though.
    • Sealing Scroll: This particular scroll is magic infused, and using it in tandem with his own magic lets Naruto take on his fox form.
    • Rations: Just some easily preserved food he keeps in his pouch. Can keep him alive for a few days.
*Background: Naruto was born in the eastern half of the vast continent of Meropis, on a spirit occupied mountain near a hidden village of ninja. His father was a powerful, twisted fox demon that nearly destroyed the village shortly after Naruto was born. His rampage was stopped by 9 powerful warriors that banded together to seal him away. 8 of them died in the raging battle, while the 9th warrior became Chief of the ninja village and took Naruto in out of pity. Using a spell to take a human guise, Naruto grew up among the villagers and was taught to fight and use magic alongside the other ninja students. He wasn't the studying type, but he did get a grasp on the more practical subjects rather fast. With his reputation as the son of a monster, it was difficult to make friends until he was almost a teenager, though he was quick to bond with his ninja comrades one they went on missions together. He has an interesting reputation within the village as the most unexpected ninja to fight, coming up with very outside the box ideas and new techniques in battle. He eventually grew curious about his past, mostly about where his father came from and who his mother was. This drove Naruto to temporarily leave his home behind in search of answers. This quest eventually brought him to the shores of the United Settlements of Atlantis, where he acts as muscle for hire to fund his travels.
  • Additional Notes: Naruto's fox spirit powers are very emotionally controlled, and intense anger/grief will make him seem more demonic. His intense fire will engulf his entire body to form the rough shape of a monsterous nine-tailed fox, and his speech and mental state deteriorates. If he dips too far into his strength reserves, he may even lash out at his companions in a blind rage.

Edited by ScorpioRat on Feb 7th 2019 at 8:34:01 AM

Chariot King of Anime Since: Jul, 2014
King of Anime
#30: Feb 7th 2019 at 6:57:32 AM

See, I would like to let you in, but I'm a little resistant about the whole, y'know, frigging Mushroom Kingdom space program. I'm sorry, but you're gonna have to justify including it in a fantasy setting before I can let you in.

I don't think a space program is too out there when we have robots running around in 2B and 9S. That said, I've changed it up so that instead of a space program they were astronomers who lost their funding instead, since astronomy isn't too out there.

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#31: Feb 7th 2019 at 8:42:19 AM

  • Added a bit about Matilda's mental math abilities. Nothing too long, just a short sentence.
  • Also added a sketch of Miss Honey and a wooden comb to Matilda's inventory. For characterization purposes.

Edited by JumpingFruit on Feb 7th 2019 at 9:14:55 AM

I wear the skin of the Elder Things, having come unto my own.
Spottedleaf The Ice Queen Since: Aug, 2018 Relationship Status: Buried in snow, waiting for spring
The Ice Queen
#32: Feb 7th 2019 at 10:29:52 AM

  • Added a bit more about Caitlin's past and her reputation as the villainous "Killer Frost". Feel free to milk this for drama or conflict by having someone recognize her if you so desire.

Locoman Since: Nov, 2010
#33: Feb 7th 2019 at 1:14:43 PM

  • Name: Finn the Human
  • Franchise: Adventure Time
  • Age: 15
  • Race: Human
  • Appearance: What time is it?
  • Alignment: Lawful Good
  • Class: Fighter
  • Personality: Brave, selfless, and dedicated to doing the right thing – no matter the circumstances – it's no surprise that Finn rose to prominence on a remote island continent, slaying monsters, crawling dungeons, and righting injustices, no matter what shape or size. However, this dedication to doing the right thing can also lead him to make poor decisions, while also making him unwilling to bend the rules – even if it might help in the long run.
Skills: A self-made adventurer from an early age, Finn has above-average strength and stamina for a human of his age. In combat, Finn is a skilled swordsman, having wielded several unique swords over the course of his career as an adventurer.
  • Equipment: Finn travels light, though it's rare for him to go anywhere without his trusty Demon Blood sword, a supernaturally-endowed sword gifted to him by his father Joshua, and possessing strength and durability beyond any normal weapon.

  • Name: Jake the Dog
  • Franchise: Adventure Time
  • Age: 28 in magical dog years
  • Race: Dog
  • Appearance: Adventure Time!
  • Alignment: Chaotic Neutral
  • Class: Fighter
  • Personality: The laid back yang to Finn's yin, Jake the Dog is a laid-back canine who imparts his adoptive brother with (occasionally dubious) wisdom while providing him with both moral and magical support on adventures, using his shapeshifting body to great effect. Though he's a former criminal, Jake has seen the error of his ways – though he's willing to use many of the tricks he's learned from his time on the other side of the law to help fight evil.
  • Skills: A hand-to-hand fighter, Jake fights mostly by contorting himself into useful shapes, and can even squeeze himself through locked doors or tight crevices. In addition, he's a skilled musician, playing the viola, and something of a self-professed gourmet chef, who enjoys cooking.
  • Powers and abilities: Part dog, part… something else, Jake inherited a version of his biological father's shapeshifting powers, giving him the ability to change himself into almost any shape or size imaginable. There are some limits, however; he can't alter his density without altering his mass, he can't duplicate any of his facial features, he can't change colours, and he can't change the properties of his shapeshifted form (meaning that he can't turn into things like metal or fire, only mimic their appearance.)
  • Equipment: N/A
  • Background: Girded by treacherous whirlpools and deadly islands, the tiny, little-explored island of Ooo lies far away from the rest of the world: built atop the crumbling ruins of a forgotten, ancient civilization, Ooo is a strange and isolated land of wild magic, populated by strange creatures and civilizations evolved to take advantage of abundant supplies of said magic. Few have ever heard of the place, and none had ever set foot on its shores except for one boy: Finn, who somehow washed up on the island's shores as an infant. Growing up with a family of talking dogs, Finn grew up on tales of his adoptive father's heroism, learning to fight evil in all shapes and sizes as he grew up. After years of adventuring, however, Finn's curiosity about his origins got the better of him, and after learning from a mystical source that his father was still alive, Finn—having recently conquered his fear of the ocean – set out to find him, taking Jake along with him on the ultimate adventure.

Edited by Locoman on Feb 7th 2019 at 4:17:21 AM

LizardOfAus Since: Feb, 2010
#34: Feb 7th 2019 at 2:16:32 PM

My goodness, they're all coming out of the woodwork now, aren't they? I should really impose some kind of a limit on player amounts, but we'll see how many o' you goons stick around first. Accepted.

Chariot: I get what you're saying, but sentient automatons is one thing. Riding on rockets into space, meanwhile, isn't something that's really at home in heroic fantasy works, outside the first Ultima game. Besides, it would raise questions about how aware Atlantis is of this, and how much they would want to control and capitalise on it. Anyhow, seen your adjustments. Still says 'spacecraft' by the power moons selection, but I'm willing to overlook that for now. Accepted.

TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#35: Feb 7th 2019 at 6:49:38 PM

Hope you don't mind me throwing my hat into the ring!

  • Name: Peter J. Parklan, aka "The Man-Spider" (or whichever variant of 'Man' and 'Spider' you like!)
  • Franchise: Spider Man
  • Age: 23
  • Race: Spiderling - a humand/arakid hybrid (see below)
  • Appearance: The half-man, half-myth, half-legend himself. And here's his unmasked face.
  • Alignment: Chaotic Good
  • Class: More of a Rogue, but a bit of a Fighter. He can hold his own in a fight, but he's much more effective being sneaky with it.
  • Personality: Peter is a man with a hard moral code. He does right when it has to be done, helps wherever help is needed, and never acts in malice. Even if his methods aren't quite law-friendly, everything Peter does is for the good of those around him, often times to his own detriment. Obviously, such generosity would need a soul of immense kindness and passion, and Peter is lacking in neither; he lives to help the world. He holds a rather blasé attitude in regards to his crime-fighting, often cracking jokes during serious moments, though he still takes his job seriously. A little fun at the expense of the bad guy never hurt, right?
  • Skills:
    • Hand-to-Hand Prowess: Peter is pretty adept at fighting with his fists and feet and, well, anything that involves unarmed combat. He knows how to throw a punch and how to dodge one.
    • Tinkering: A curious and hands-on guy by nature, Peter cultivated an interest in inventing. He's pretty good with machinery, especially tiny ones, and he was a decent knowledge of alchemy.
  • Powers and Abilities: All of Peter's supernatural powers come from having Arakid blood in him. As such, he shares some of the creature's attributes...
    • Enhanced Physicality: Peter is stronger, tougher, and faster than the ordinary human. He still has his limits and is prone to exhaustion (eventually), but for the most part he's able to perform beyond his regular capabilities.
    • Wall Crawling: Growing all along Peter's body is a series of tiny hairs (different from regular hair) mostly on his hands and feet. These hairs are sharp and numerous enough to allow Peter to cling to surfaces and objects. They're also retractable, so he won't go scratching up any shaken hands.
    • Premonition (Spider Sense): An odd trait with the spider-like beasts Peter derives his powers from is that they have an uncanny sense about their surroundings. His subconscious flares up in warning if he is in any immediate danger, letting him react to sudden threats quicker than his normal reactions would allow. His Premonitions aren't foolproof, and knowing of incoming danger doesn't always translate to being able to avoid it.
  • Equipment:
    • Web Shooters: A pair of hand-crafted gauntlets that Peter made himself during a frenzied state of inspirationnote . To make a long story short, the Web Shooters are capable of, well, shooting webs. To be precise, each gauntlet is capable to firing a special web-based fluid for Peter to utilize. The actual webbing is incredibly tough to tear and can retain its strength for an hour at most. That said, the webbing is susceptible to being sliced, cut, and piercing, and can be weakened by fire/acid/something of that nature.
    • Twin Daggers: While Peter is incredibly good with his fists, sometimes you need an extra edge in battle. Peter, being the pragmatic sort, carries a pair of long jagged knives. Nothing special, just some blades.
    • Toolbelt: He never leaves home without it! An ordinary toolbelt with loops and pouches, holding several small tools for on-the-fly repairs. He also stores small vials of his web fluid in it, too.
  • Background: Peter was born in the south-eastern city of New Oak, to a family of blacksmiths and metal workers. He lived a happy childhood under their care, learning the trades at such a young age and being raised with care and compassion. Unfortunately, disaster struck; one fateful night, New Oak was attacked by a group of Arakids - bizarre spider-like creatures that mirrored the more common Werewolf. Peter's family was one of the casualties in the attack. The young boy's home was ransacked and torn apart, with himself as the sole survivor, untouched besides a nasty bite from the Arakid that killed his mother and father. He was taken in by his Great Aunt, May Parklan, and the doctors of New Oak tried their best to keep the Arakid's bite from spreading. The only good thing to happen that night was that Peter was saved and he was able to live a regular life with his Great Aunt May. In the years following the loss of his family, Peter slowly grew into a talented young man who tried to follow in his late parents' footsteps by giving back to his city. For most of his teenage years, he lived a peaceful life, helping others where he could even if he didn't quite have the knack for smithing. But then something weird happened.
    • Around the time he was 20 years of age, Peter began to develop a few odd traits. It seemed that the cure for the Arakid bite didn't actually stop the transformation, but merely repressed it, and now it was manifesting in unique, conveniently beneficial ways. When he realized the potential of being a not-quite Spiderling, Peter quickly got to work using the power for good. After several relatively poor attempts to fight the rampant crime of New Oak, Peter managed to hit his stride by donning a proper costume, and was soon whispered around the city as "That Spider Guy" and "Arakid Person!" Needless to say, despite his best efforts, the people of New Oak were a little hesitant to trust an apparent monster, no matter how many thieves and murderers he stopped.
    • Still, Peter worked as New Oak's unwanted protector for the better part of a year, and near the end a few citizens warmed up to the "Friendly Man-Spider". However, Peter's life was a series of unfortunate happenings, so the little reputation he managed to gain was soon squashed. Another Arakid invasion took place and, while Peter was able to stop the attack before it got as bad as the one before it, still left many people dead - including his own Great Aunt May. Feeling betray by the Man-Spider, calling him a spy and a traitor, New Oak chased Peter away, leaving him without a family or a home. He's been traveling the U.S.A. ever since then, helping out where he can and making a bit of a widespread name of himself. There's never any shortage of problems in Foteingi, after all.

Uncandescent One Brunch Man Since: Jul, 2010 Relationship Status: Coming soon to theaters
One Brunch Man
#36: Feb 7th 2019 at 11:25:23 PM

  • Name: Akane Shinjo

  • Franchise: SSSS.Gridman

  • Age: ~16

  • Race: Human

  • Appearance: “I’ll make a perfect world… …no matter the cost.”

  • Alignment: Neutral Evil, but pretty good at hiding it, usually passing herself off as Lawful or Neutral Good by not getting into the nitty-gritty of her belief system.

  • Class: Summoner – creator, conjuror, and controller of massive beasts with a plethora of powers for a variety of situations.

  • Personality: To most, Akane is a kind, courteous young woman, gently demure and occasionally flirtatious, seemingly making her best effort to help her comrades and fellow man alike. But in private, with other members of her religion, or with those that she trusts above all else, Akane is a deeply resentful, spiteful, and borderline sadistic individual, that uses anger and aggression to mask her terror at being all alone in a world that doesn’t care about her or her needs. Latching onto the teachings of her dark god, she has devoted herself to the cause of ironing out the world’s pesky imperfections and flaws, and has absolutely no moral qualms about using her creations to torture, maim, or even kill people and things that she deems to be personally offensive to her vision of a true perfect world.

  • Skills:

    • Carving: Akane is a skilled and enthusiastic carver of clay and other materials, serving as her hobby when she has free time, her trade when she needs extra money, and her vector for bringing her creations to life.

    • Monster Lore: Akane is also incredibly well-versed to an almost fanatical degree about the tales and folklore of monsters that roam the land—now or in the past, fact or fiction, in this country or far away. These two traits do well to serve her in her main specialty, which is…

  • Powers and Abilities:

    • Instance, Abreaction!: Akane is a priestess of the god Alexis Carab, which bestows her with the ability to bring her clay creations to mammoth, terrifying life. While Akane can make these creations anywhere, they only become active after they are blessed at one of Alexis Carab’s shrines, churches, or temples, and she can only have one blessed figurine at a time.note  The creatures, which are known as Kaiju, can shrink back down to their natural clay carving state as according to her will, but can also revert back if enough damage has been taken, at which point the carvings themselves can be destroyed to remove the Kaiju for good. The powers they end up with depend a great deal on her intent, and allegedly to the amount and intensity of her hatred upon making them, and she usually doesn’t lack enough to find out either way.

  • Equipment:

    • Ghoulgilas: The very first Kaiju that Akane ever created, and thus holds a special sentimental value to her. Ghoulgilas is a hulking, reptilian monster standing roughly ten feet tall, with a long neck, stubby arms, and razor-sharp teeth. Beyond the immense strength contained in its neck that allows it to headbutt, impale with one of its horns, or provide leverage to its bite to great effect, its primary ability is to be able to shoot a barrage of offensive fireballs. These fireballs vary in intensity, size, trajectory, and projectile speed, but can fire in quick succession, usually explode on contact, and can be subject to trick-shots with Akane’s guidance. Ghoulgilas is completely beholden to Akane’s commands, and has absolutely no will of its own, with the exception that if Akane is incapacitated or threatened, it will generally work off of the spirit of the last given command or move to protect her, respectively. As it is merely an extension of Akane’s will, it is roughly as “smart” as Akane would be in these instances, or at the very least generally capable of doing what she would have most likely wanted it to do in those circumstances. It does, however, have a structural weakness at the base of its neck, as exhibited by a light flaking due to her amateur abilities when first making it, which can be taken advantage of by anyone who can slip past the monster’s defenses. If Akane is rendered unconscious or otherwise sufficiently injured, it will then lose its link to her, and return to its default state.

    • Helper Kaiju: Also at Akane's disposal are two, much smaller Kaiju, with little to no combat aptitude and not coming up to higher than her knee. In exchange, they each have a special ability that Akane makes use of, both to make her way in the world, and to better shape it to her will:
      • Rikka: The Helper Kaiju named Rikka is the Healer of the two, capable of spewing a mist that surrounds a single individual in a cocoon-like formation. Provided that Rikka maintains its position and isn't interrupted in spewing this fog, it will gradually heal the injuries of those within, with smaller wounds taking up to a few minutes and larger or even life-threatening wounds taking a proportionate amount of hours. Rikka cannot heal anything in this way that the body would not be able to heal on its own, such as missing limbs or eyes, and has a very limited effect on poisons or diseases, at best prolonging the target's life via temporarily stopping the spread of symptoms rather than dealing with the root cause. Rikka is made out of stone rather than clay, and thus is slightly more durable than its size and frame would suggest, but it is still very vulnerable to anything that would normally be able to damage or destroy such a material.
      • Utsumi: The Helper Kaiju named Utsumi is the Fixer of the two, capable of spewing a mist meant to surround any given broken object and the raw materials needed to fix it. Enough fog will be emitted to form an opaque cloud around both, at which point Utsumi will walk into the cloud and remain inside proportionate to the extent of the damage. Through this method, Utsumi is able to repair things without the need for tools or adhesives, though it lacks the creativity or initiative to build something wholesale out of just raw materials and nothing else. Anything larger than two or three times its own size would only be able to be fixed in a specific area, or one section at a time, and anything with more than half of its mass missing entirely is generally a lost cause. Utsumi is also made out of the same stone as Rikka, and is subject to the same durability standards.

    • Retractable Ceremonial Blade: A special blade that she uses to craft her Kaiju. Any blade would do in a pinch, but much like Ghoulgilas himself, it holds special sentimental value to her due to it being what set her on her current journey.

    • Magical Tablet: An artifact provided by her church that she can use to keep a remote eye on her Kaiju, which shows the events going on in the monster’s general vicinity if not directly through the eyes of the beast itself. She can also use it to direct her Kaiju when she’s not in earshot, but as this connection is magical rather than audial, she can’t communicate verbally with other people this way.

  • Background:

    • Once upon a time, Akane lived a normal life in the Meropis city of Tsutsuji-dai, though she had something of a difficulty making friends due to her strange hobbies and obsessions. As she grew up, she quickly found herself pushing up against a mounting depression, unsure and unable to empirically determine if any of the people around her actually liked her, a concept that threatened to swallow her whole—until, one day, instead, she heard the faintly-buzzing voice calling to her from afar.

    • The being introduced itself as Alexis Carab, and Akane’s eyes had widened. She’d heard the stories, of course, and worship of the god Alexis Carab wasn’t exactly unheard of. His teachings were even fairly simple: do your best to make the world around you as perfect as possible. But she’d also heard the other rumors, that the higher echelons of Alexis Carab’s teachings encouraged wanton selfishness and violent rearranging of the world around them to suit their needs. But the voice was polite, eloquent, compassionate, caring, and promised her something that she’d never even realized she was lacking: agency in her own life. She spent the whole night carving a new monster creation, as she had done hundreds of times before. But this time, just as the sun broke over the far horizon, Akane made the trek to the local Alexis Carab shrine, placed her creation on the alter, and prayed. Before long, she felt a stirring in her throat, a new presence behind her eyes, and a voice swelling up past her lips.

    • “Instance, Abreaction!”

    • Akane had started slow, at first, using her new Kaiju she dubbed Ghoulgilas to accomplish the things she never could on her own. She incinerated trash off city streets. Warded off predators that hunted the livestock. Even used its power to stave off the worst of natural disasters by backfiring underbrush and redirecting flooding waters. But then, as Alexis kept intermittently whispering in her ear, her attentions turned to peacetime threats. The thugs who stole from local shops. Gone. The murderer who tried to flee town. Taken care of. The bullies who pushed her into the ground, took her materials, and smashed her latest creations into the mud from whence they came.

    • Unrecognizable ashes, by daybreak.

    • It was only when she began destroying dilapidated downtown buildings that she found to be an eyesore that the authorities began to catch on. She was quickly taken in by the church, shuffled off to another province, and eventually ferried across the sea, with her pursuers mostly evaded and lessons learned about sporting a lighter touch. Just before she made landfall, Alexis Carab came to her one final time, in a dream, and implored her to carry his teachings and her vision of a perfect world across the USA, from one coast to the next, until all was as it should be.

    • “Of course,” she said dreamily, and as she opened her eyes, the lens on her glasses inexplicably cracked.

    • Now a wandering priestess for the church, Akane moves from town to town, with the stern protections of Ghoulgilas and the no-doubt watchful eye of Alexis Carab on her back. So far, she has managed to flee ahead of every report of mysterious fires, missing people, and monstrous beasts glimpsed in alleyways at night. Leaving them all just that, much, more, perfect~.

  • Additional Notes: I’m planning on switching out her Kaiju for others from the show every once in a while as the situation and her mood dictate, so I’ll run those by you for GM approval when it comes up. Also I super-duper promise she won’t just try to murder everyone and everything that slightly bugs her. tongue

Edited by Uncandescent on Feb 10th 2019 at 10:18:02 AM

If I had that kind of power, I'd have dropped a meteor on your house ages ago~
LizardOfAus Since: Feb, 2010
#37: Feb 8th 2019 at 6:28:27 AM

Oh, all right, you two can come in. Seriously gonna have to work out some cast herding at this rate. Accepted.

MasterOfAntics Deliverer of Chaos from Cardassia Prime Since: Sep, 2013 Relationship Status: I'm just a poor boy, nobody loves me
Deliverer of Chaos
#38: Feb 8th 2019 at 10:17:49 PM

  • Name: Corat Damar

  • Franchise: Star Trek: Deep Space Nine

  • Age: 44

  • Race: Cardassian

  • Appearance: I call on Cardassians everywhere....!

  • Alignment: Chaotic Good, formerly Lawful Neutral (with maybe even a few shades of Lawful Evil).

  • Class: Ranger

  • Personality: Damar is normally a fairly unassuming man, but is also quite charismatic. Under the right circumstances, such as when enraged, focused, or drunk, he drops the facade of being, well, unassuming, and either gives passionate speeches (enraged or focused), or becomes quite giddy (drunk). He is also quite the patriot, doing whatever he feels is best for the Cardassian people - and, to a lesser extent, the Cardassian state.

  • Skills: Leadership: Being a former Legate (equivalent of General or Admiral) in the Cardassian Army, Damar has acquired quite a few leadership skills... but these only really came to shine after he and troops loyal to him went rogue after a particularly nasty regime change in Cardassian lands. Now, he's trying to liberate his people from the tyrants welcomed in by his former friend, Skrain Dukat.

Engineering: Damar spent much of his military career as a combat engineer, designing fortresses and weapons to be used by the Cardassian Army. As such, he knows his way around machines - both conventional and magitek.

  • Equipment: Enchanted Flintlock: A flintlock pistol that, instead of firing bullets, fires a "magic missile" (as in the D&D spell) every time its trigger is pulled.

Far-Speaker: Another "Magitek" device, this one lets him stay in contact with his allies no matter the distance between them.

  • Background: Corat Damar was once a Legate of the Cardassian Second Order. "Once" being the key word, as he grew increasingly disillusioned with his former friend Skrain Dukat's mad plans to restore what he saw as Cardassia's past glory by making pacts with... beings who one really shouldn't make pacts with. Not only were Dukat's plans mad, but the Cardassians have since LOST territory since the pact was made. As such, Damar resigned in disgust from the Second Order, and, grabbing soldiers that were loyal to him, started a resistance movement in an attempt to liberate the Cardassian people. So far though, he's had little success, but that could change. One of his worst fears is that the leaders of the regime will find his wife and son, and execute them in an attempt to lure him out. He's sent them into hiding in Atlantis, but even this might not be enough to save them...

  • Race Template

  • Name: Cardassians

  • Territories: The lands between Atlantis and Lemuria, known as the "Cardassian Lands".

  • Biology: Cardassians are a humanoid race - and on average, only a few inches/centimeters taller than humans, native to the subtropical regions in the north of Lemuria. Lying somewhere between reptiles and mammals on the evolutionary tree, they possess traits of both. Like mammals, they have hair, and their females both give birth to live young and produce milk for their newborns. Like reptiles, they have scales (albeit only on certain areas of their bodies) and prefer hot climates to cold ones - "room temperature" for a Cardassian is around 90 degrees Fahrenheit/32 degrees Celsius. Cardassians also have far better night-vision than most other races, and are immune to the substance trilithium resin (known to be toxic to every other sentient race). The Cardassian liver is also three times as efficient at processing alcohol as the human liver, leading to their booze to have.... quite a kick. On average, Cardassians live up to 120 years. They also tend to possess photographic memories.

  • Culture: The Cardassians are a heavily militarized people, and considering the role the Central Command (the military honchos) play in the government, this is hardly surprising. They also place great importance on family, to the point that it's common to find three or four generations living under the same roof, and abandoning one's children is seen as the most shameful act one can commit in Cardassian society. This emphasis on family is so great, that orphans have no legal status in Cardassian society (though they can gain it via adoption or joining the military). Cardassians love to talk, as they see this as a way to show off their knowledge on various subjects, as well as to try and get their enemies to say something incriminating. This is one reason why Cardassians also tend to be paranoid, as saying the wrong word could land one in very hot water very quickly. Their education system is widely regarded as being one of the best in the world ("education is power" is a common Cardassian saying). Their legal system, on the other hand, is a complete joke. Anyone put on "trial" in a Cardassian court, will quickly learn that the phrase "Kangaroo Court" doesn't even begin to describe what goes on in them. While in theory, the Cardassians are ruled by the civilian Detapa Council, in reality the Central Command (the military) and the Obsidian Order (the secret police) constantly jockey for power, and the Detapa Council is largely impotent. Or at least, that's how it was, before Dukat's pact, leaving Dukat the de facto emperor (even if he chose to keep the rank of "Gul" - the equivalent of an Army Colonel or Navy Captain). When it comes to religion, Cardassians have two gods - Oralius, the Goddess of Wisdom, and Galor, the God of Strength. It is perhaps fitting then, that Cardassian society is in many ways divided in a similar way - men dominate the military, while women dominate academia.

  • Short History: The Cardassians weren't always like this. Centuries ago, they were widely revered as a peaceful and spiritual people. The problems began five hundred years ago, when disease and famine rampaged through Cardassian lands. Bodies went un-buried in the streets, and people starved by the millions. In the middle of this crisis, the military took over, instituted martial law, and established the current power structure. Repressive and bloody the system may be, but it manages to keep the people from going hungry.

Edited by MasterOfAntics on Jul 7th 2020 at 7:02:53 AM

Blue-collar mad scientist, at your service!
Oceanstuck Dark Sun, what choices have I...? from see handle Since: Feb, 2017 Relationship Status: watch?v=dQw4w9WgXcQ
Dark Sun, what choices have I...?
#39: Feb 9th 2019 at 1:37:16 AM

Hi, I hope I'm not being a hassle by dumping this when you seem to be flooded with sheets.

  • Name: Tavros Nitram
  • Franchise: Homestuck
  • Age: 13
  • Race: Troll
  • Appearance: don't ask me to retrieve his arms, because they're there, they just don't show up in this art style when not in active use
  • Alignment: Neutral Good
  • Class: Page; at their peak they are comparable to a high-level cleric, however their powers tend to have a fairly high skill floor that takes quite some time to reach. In lieu of magical prowess, Tavros tends to fight with a lance and occasionally commune with wildlife for help.
  • Personality: A generally pleasant and well-meaning dude, though at times awkward or unintentionally abrasive. That's not to say he's incapable of disliking people or being deliberately mean-spirited, but this doesn't typically cross a line into outright malice. He likes the idea of being carefree and optimistic, but is often unsure of himself and uncomfortable confronting his problems. He likes animals, a little more than people even, as well as children's tales, card games, and what is commonly referred to in his hometown as slam poetry.
  • Skills: A decent enough fighter with the lance.
  • Powers and Abilities
    • cOMMUNE:He is able to communicate with and control animals and other nonsapient creatures that lack a resistance to the ability. Sapient beings that are bonded with nonsapient species may be able to feel psychic influence but generally cannot be controlled outright.
    • The Windy Thing: For some time, Tavros has been attempting to teach himself wind magic. At present his ability is...lackluster, as one might expect from being self-taught, with him just barely managing sustained flight for a few minutes at a time, but is hoping to expand his limits.
  • Equipment: An ordinary lance, some snacks for any passing animals, and a large book on wind magic authored by someone with the initials RL.
  • Background: Like many trolls, Tavros was hatched in a typical brooding cavern in a typical Alternian subgrub, and after pupating was adopted by a fairy bull lusus he dubbed Tinkerbull. From a young age, he showed an interest in whimsical adventure stories, with his favorite being a children's story titled Pupa Pan about...well, you can probably guess. Allured by these sorts of stories, he developed a hobby of larping through which he came to befriend a number of neighbors his age. One of these, a fab-looking troll named Kanaya with a mysterious teacher from out of town, gifted him a tome about wind magic that, while quite verbose and above his reading level, he held onto in the hopes that he could learn the most alluring (in his young mind) magical skill of all: flight. His desire to learn this particular skill was amplified by matters of convenience following an incident involving a particularly assholish member of their rp group that made his legs useless and left bad blood among the group, such that he ended up bowing out of flarp entirely.
    Despite initial unease about leaving home, he currently, with the encouragement (and borrowed money) of a few friends, finds himself in the unfamiliar nation of Atlantis looking for someone to help with honing these skills, but inconveniently will probably find something quite unlike what he's looking for.
  • Additional Notes: In writing, he tends to use reverse caps, lIKE THIS, and end sentences with commas instead of periods. Accompanying him is his lusus Tinkerbull, who has no particular abilities other than being annoying, flying, and momming him.

  • Name: Trolls
  • Territories: Can be found in small numbers across all the known continents, but a slight majority are concentrated in a medium-sized territory bordering Machimos that is referred to as Alternia.
  • Biology: Besides the gray skin and gradiented orange horns, the most notable trait of the troll race is the varying pigmentation of their blood, divided roughly into 12 common shades. Trolls with blood pigment closer to the IR end of the color spectrum are more common and tend to be born with psychic powers, while those closer to the UV end tend to be more physically durable and have a natural lifespan much longer than that of a human (the violet and fuchsia castes can also breathe underwater).note  All trolls, however, have a symbiotic relationship with animalistic creatures called lusii (singular: lusus), who bond with newly-pupated trolls and act as a caretaker in youth and companion for life. Trolls of any caste can also learn magic distinct from their inherited abilities, though not all necessarily have the resources to do so.
    They also have an unusual reproductive method, which consists of 'intermingling' with two different partners and the subsequent submission of genetic information to a special lusus known as a mother grub. (As all material submitted by a community is used in any one brood, lineage is difficult to trace, though trollkind nonetheless has a concept and reverence of ancestors who share very similar traits to oneself.) Trolls hatch in a small grub form, which eventually pupates and emerges in the more common humanoid form; following this point, their development is roughly the same as that of a human at the same age.
  • Culture: The values of troll communities depend largely on where they live, though in Alternia specifically a common emphasis is placed on martial achievement and force. Also common among trolls is a caste system where blood colors closer to the violet end of the color spectrum are given power over colors closer to the red end, though some settlements abroad emphasize this less, especially in areas where trolls are relatively uninvolved in government anyway.
    In addition to the standard eros recognized by other species, trolls regard tension between rivals as a form of romance (it is debated among troll scholars whether other species experience the same), along with Morality Pet dynamics and what can essentially be called 'cockblocking for the greater good'.
  • Short History: A species which spread throughout the known world in times unremembered by man, troll, elf, etc., though a bit of troll folklore describes an ancient Alternian colonial power with settlements across the known world, before a catastrophe involving hubris and a giant squid thing drastically reduced their numbers and in turn collapsed the nation. In more recent times, though certainly not the superpower of myth, Alternia remains notable, in no small part from a troubled military alliance with the Meropian states, strained enough to receive whispers of renegotiation.

Edited by Oceanstuck on Nov 30th 2019 at 4:14:58 AM

i guess you can watch me shitpost i guess
LizardOfAus Since: Feb, 2010
#40: Feb 9th 2019 at 4:26:43 AM

All right, I've decided to Accept both of you in. Expect your tickets into the chatroom shortly.

That being said, this game is starting to burst at the seams as is (and to think I was worried it wouldn't get much attention) so a warning to anyone else who might come bounding in: The new player cap is at twenty people, until further notice. If anyone else wants to jump on, it'll be first come, first served- unless I find sufficient fault that keeps me from excluding a new entrant, in which case the next in line will be accepted, no ifs, ands or buts. You have been warned.

Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#41: Mar 7th 2019 at 10:59:16 PM

  • Name: Mollymauk Tealeaf
  • Franchise: CriticalRole
  • Age: "Buy me a fine wine first, dear."
  • Race: Demonspawn
  • Appearance: Often compared to a peacock.
  • Alignment: Chaotic Chaotic.
  • Class: Blood Mage
  • Personality: You know that guy, that guy, who's always wearing the flashiest costumes, has no shame at all, is extremely confident, lies with a shit-eating grin on his face, and will often do something 'just for the kick of it'- but who's also capable of somehow dispensing wise sayings that are quite applicable to your situation but might be as full of shit as his disguises? That's Molly.
  • Skills:
    • Circus Freak: come one come all to watch the man who can juggle, play cards, perform 'magical' tricks, balance himself on almost anything, balance almost anything on himself and also do quite a few flips and skips.
    • Sleight of Hand: he can also make your cards disappear, if you catch my meaning.
    • Fortune Telling: we don't know if he's actually telling any kind of fortune, but he has the cards and the knowledge required for the job.
  • Powers and Abilities:
    • Swordsmanship: Molly is quite able with bladed weapons, though he prefers to always use his two decorated Scimitars, always at hand when the situation calls for it.
    • Bloodmagic: by using his blood, Molly is capable of performing some magical feats, such as cursing someone with bad luck or a disease, enhancing the strength of his or other people's weapons and making himself or others faster. It does require him to injure himself, which is why he seems to have a lot of scars.
    • Demonspawn: as a result of his heritage, Molly is also capable of magically charming or terrifying others (usually weak-minded fools), as well as seeing in the dark much better than your usual human.
  • Equipment: two decorated Scimitars, a deck of fortune telling cards, a bedazzled pouch containing incense and assorted dusts (some of which can be snorted), and his clothes- which are gaudy as hell and bear many symbols, like his own body.
  • Background: Mollymauk is a Demonspawn, which in the land of Foteinigi means his ancestors were some pretty mean demons who liked to make slaves out of humans. However, through time (and that wonderful little thing called love), the demons began disappearing, but the children they had with humans continued to roam around the land. Unfortunately, there's not a lot of them around said land, considering they still look like the monsters you hear about in fairy tales. Which is why Molly has lived most of his life as a wandering fool, going from town to town and performing tricks (or occasionally helping people), seeking adventure, chaos, but most of all, fun.
  • Additional Notes: Likes the ladies and the gentlemen. Doesn't like glaives for some reason.

Edited by Stratofarius on Mar 8th 2019 at 8:24:30 AM

LizardOfAus Since: Feb, 2010
#42: Mar 8th 2019 at 3:07:33 AM

All righty. Still feels a bit like cheating, letting someone in who's literally playing a D&D character, but I guess Critical Role is at a professional enough level to count as a show. Accepted.

StephanReiken Since: May, 2010
#43: Mar 11th 2019 at 11:43:48 AM

I have an idea if you'll take me to add Usalia to the roster. Wererabbit from the fallen nation Toto Bunny.

My big question is, just how much integration could I do? I've already imagined that as the Koopa Troop is in the world and the USA would be the ideal climate for Toto Bunny, they would be a suitable stand-in for The Lost.

The backstory for Toto Bunny goes that it was taken over and enslaved by a hostile force bent on galactic domination. So here I would like to say that Toto Bunny was conquered by Bowser, and Usalia is the princess smuggled out of the conquered kingdom and spared from the tyranny of Bowser that seeks the strength to retake her kingdom and avenge her parents.

She would also have been cursed by Kamek to eat Curry daily or go berserk and die. Basically just substituting in Bowser and his minions for The Lost.

Edited by StephanReiken on Mar 11th 2019 at 4:59:21 AM

LizardOfAus Since: Feb, 2010
#44: Mar 11th 2019 at 3:13:25 PM

That could be acceptable. Feel free to ask me any questions about the currently established setting and lore, and I'm sure we can work something out for integration's sake.

On an unrelated note, I've elected to do some spring cleaning of the character roster. It seems we've had a few silent dropouts, so I've removed four names from the list. Upside: there's now a grand total of five slots available, so any who are interested, come on by!

StephanReiken Since: May, 2010
#45: Mar 11th 2019 at 5:59:29 PM

Name: Usalia

Franchise: Disgaea 5: Alliance of Vengeance

Age: 808 (Appearance around 12 and is 12 in Rabbit Years)

Race: Wererabbit (Demon)

Appearance: Here

Alignment: Lawful Good

Class: Fighter/Ninja Princess

Personality: Usalia is a young girl with the weight of a country on her back forced to take on responsibilities greater than her shoulders should have to bear. She worries constantly, but always tries to put her best face out. Her mind often wanders to solving the social and economic problems facing the world, and to her desire to eat more curry. She is kind and understanding, and will put others before herself sometimes to her own detriment even as she insists that she is by definition evil, as a type of demon.

Skills:

  • Acrobat - Usalia easily performs complex, high accuracy movements.
  • Cooking - She does not cook terribly well, but has learned enough to create a basic curry needed to temporarily abate her curse.
Powers and Abilities:
  • Wererabbit (Demon) - Though young, as a Wererabbit Usalia possesses incredible jumping skills and her body is unusually durable comparable to someone wearing a full suit of high-quality armor. Though she might not pack a great punch, she tries to make up for it with rapid-fire attacks.
  • Ninja Bunny Skills - Usalia was a sheltered princess and as such her ninja training is far from complete. However, she picked up on a few ninja techniques that interested her. All are far more complicated than a novice should actually possess.
    • Ninja Rabbit Technique: Object Materialization - After long practice and an intimate knowledge of an object, Usalia can at will materialize some basic objects with a small puff of white smoke and rainbow stars on use. These are temporary objects that disappear in a puff of smoke and rainbow stars when she stops concentrating on them. The ones she knows are listed in Equipment.
    • Ninja Rabbit Technique: Growth Magic - Usalia pulls out her inscribed scroll to use as a catalyst and formed a hand sign with one hand. Doing this, she channels her magical power into an object or person causing it to grow to twice its size, taking 30 seconds to do so, for 3 minutes with a corresponding increase in the target's mass and physical strength. Once the growth is complete she does not need to focus to maintain it and can act normally, however this is not a cheap magic and cannot be repeatedly cast. This doesn't work on people or objects that weigh more than 250kg.
    • Ninja Rabbit Technique: Magichange Transformation - Usalia forms a handsign and transforms her body into a weapon that fits onto another's hand like a glove. Equipped with Usalia, the user is granted her exceptional speed and defense while her own new body has hardened, ready to be used as a weapon. This transformation expires after 3 minutes and like her other major technique, is not a cheap magic to cast.
  • Curse, Murmur of Rage - Usalia bears a curse that slowly erodes at control of herself causing her to becoming more and more angry until she loses her mind and goes berserk. In this berserk state, she is far stronger than she would be normally and attacks anything that moves around her. She spits hot blasts of energy that explode on impact and claws at anything that has her attention. This quickly exhausts her and she collapses, at which point she is moments away from death as she expends the remainder of her life energy.
    • Usalia has learned to control this very well, only appearing more and more agitated and less patient until the berserk overtakes her. Consuming curry will reverse the curse temporarily. Consuming it twice a day will maintain her sanity, while consuming carrots will quickly accelerate her curse. Should she go berserk, she needs to be force fed curry or die.

Equipment:

  • Growth Magic Scroll - Inscribed with complex patterns, this scroll is required to perform her growth magic and would be difficult to replicate requiring special materials if she lost it.
  • Curry Spoon - Summoned, Usalia summons numerous spoons at will and throws them as other ninja would throw kunai knives, often 3 in each hand to throw at a time. They are not sharp but she repeatedly throws them as long as her stamina holds out.
  • Wooden Mallet - Summoned, Usalia creates a weighted wooden mallet, a traditional cooking utensil called a 'kine', in her hands to repeatedly bash enemies with.

Background: Usalia was once the princess of a kingdom called Toto Bunny. She lived happily and spoiled by her parents for many years. However this came to an abrupt end when an evil demon called Majorita descended upon the kingdom and invaded. She came with an army of the undead and overwhelmed the kingdom with her incredible power and troops. While she made several allusions to which nation she worked for, it was unclear exactly which country supported her endeavor as she threw her troops at the kingdom and raised the fallen Toto Bunny soldiers to prevent losses from her own force. She soon conquered the kingdom as it was clear they were unable to stop her, and so Majorita started to rule Toto Bunny. However the rabbit people were fiercely loyal to the kingdom and Majorita found it difficult to maintain order. To solve this issue, Majorita cursed Usalia and told the king and queen that if they could force the kingdom to obey for 100 days, she would lift the curse. The curse would kill Usalia unless she followed the strict requirements. It forced her to do the thing she liked the least, while doing what she liked the most would accelerate the curse. Usalia hated spicy foods, like curry, while she loved eating carrots.

During this time, Usalia hated being fed curry while her favorite food was denied. She whined, threw tantrums, and did everything else you would expect of a spoiled brat being forced to do something she did not like. However, after 100 days Majorita just laughed and killed the king and queen, their usefulness at an end. Realizing the hopelessness of the situation, the rabbits hatched a plan and smuggled Usalia out of the kingdom in hopes that she could seek out a cure for the curse and escape the tyranny.

Usalia despaired at her parents' demise. She was forced into maturity very quickly as she blamed herself for her own actions. Her last words to them were a refusal to eat curry. By that time, her parents had managed to cook up the sweetest curry they could, it was barely spicy at all and tasted so good, but in her spoiled bratish ways she turned her nose up to it because she hated being forced to do something. Usalia swore that one day she would avenge them, and retake Toto Bunny. But now, she isn't sure on how to actually do that and wanders the land in search of answers.

Additional Notes: Majorita should have raised the fallen king and queen as undead.


Name: Rabbits and Wererabbits (Demon)

Territories: None, conquered

Biology: Most demon rabbits are basically rabbits that stand upright and as tall as normal humans when you include the ears, making them otherwise rather short with somewhat overly long arms. Technically they are considered a type of demon though their generally fiercely loyal nature makes them seem like most other races. Rarely, a rabbit will be born with much more humanoid features only retaining the ears. Wererabbits tend to have other notable differences such as greater physical or mental capabilities but are otherwise functionally the same. This is a long-lived race, not achieving full maturity until around 1300-1400 years of age.

Culture: Rabbits used to maintain a friendly nation with unusually strong agricultural skills that traded their excessive produce. Honor, loyalty, and integrity are paramount within rabbit culture and most have some formal ninja training. Unfortunately having been conquered and without a firm homeland some rabbits have fled to the ends of the Earth.

Short History: Rabbits used to have the nation Toto Bunny which has been recently conquered. Though fiercely loyal, doing what they might to the bitter end, as they are long-lived, it is difficult to break their centuries of loyalty to the crown of Toto Bunny. The lie that Majorita would continue to spare their princess if they obey is one of the few rays of light the remnants have, that their actions might help her.

Edited by StephanReiken on Nov 3rd 2019 at 8:29:56 AM

LizardOfAus Since: Feb, 2010
#46: Mar 12th 2019 at 3:01:55 AM

But that aside, I don't see much reason not to include this little bunny princess. Accepted.

Dezmo WOAH Since: Jan, 2011
WOAH
#47: Mar 25th 2019 at 5:41:05 PM

  • Name: Rayman
  • Franchise: Well, Rayman, obviously
  • Age: Rayman is old (like, potentially centuries old), but doesn't age much. Mentally he's about in his late teens.
  • Race: Rayfolk
  • Appearance: The Limbless Wonder himself!
  • Alignment: Rayman tends to be Neutral Good.
  • Class: Rayman is primarily a fighter, though he has some magical powers that he can use.
  • Personality: Rayman is a brave, heroic soul, always ready to kick butt and lend a helping (disembodied) hand to those in need. He can be somewhat childish, and prone to goofing around, showing off, getting into the occasional brawl, and overindulging in both food and nap. But when evil rears its head and there's a job to do, Rayman dedicates himself to getting it done-and help as many people as he can along the way. He'll often go out of his way to help others, no matter how big or small the problem. Being a child of the fae and forest, he can be a bit unruly and wild at times, and being in more civilized lands is probably going to throw him for bit of a loop. But Rayman is determined to overcome all challenges-in his own, goofy way.
  • Skills:
    • Fighting Prowess: Rayman is an experienced brawler, able to clash fists with the best of ‘em. He’s pretty strong for a guy with no actual arms, and his limbless nature means he can throw his fists around like projectiles.
    • Acrobatic Skill: Rayman is also incredibly quick and agile, able to leap and flip about like an expert acrobat.
  • Powers and Abilities:
    • Light: Rayman can summon magical light from his hands, which he can then throw as projectiles to harm any creatures of darkness or other such demons.
    • Hairlycopter: Rayman's hair is actually prehensile, and he's able to spin it around at such speeds that he can use it to slow his descent and, when the wind currents are strong enough, even fly.
    • Rain Dance: Taught to him by the Glutes, a race of froglike folk, this magical dance summons a small raincloud that rains magical water. The water makes plants grow at an extremely accelerated pace.
    • Shrinking: Rayman can shrink in size, becoming as small as a mouse, in order to fit through small spaces.
    • The Power of the Leptys: Granted to him by a powerful spirit of the night called the Leptys, this power allows Rayman to... make a really ridiculous face. A face so ridiculous and silly, in fact, that it often inspires feelings of pure hilarity and positivity in those who witness it and can overcome the power of spells and magic that boost negative emotions.
  • Equipment: Rayman brings with him a magic suitcase capable of shrinking to a convenient fun size for easy carrying (he keeps it in his hood). In said suitcase are: A lute, a small pouch of gems, some photographs of him and his friends, and some Lums.
  • Background: Long ago, the Dreaming God Polokus the Bubble Dreamer, tired of the squabbling and politics of his fellow gods, retreated to a secluded land off of what is now the United Settlements of Atlantis with his friend Clark the Giant. There, Polokus (an artist at heart) dreamt into existence several odd beings and creatures to inhabit this land-the wise fae, the fabulous Teensies, the silly Glutes, and all manner of intelligent anima and other odd beings-while Clark carved the land into a place these creatures could live and frolic. Polokus then hid this idyllic land, now know as 'The Glade of Dreams', away from the rest of the world. The Glade shaped, peopled, and hidden away, Polokus (a true hedonist at heart) settled down to live and revel amongst his beloved creations.
  • All was well, until a mysterious being calling himself Mr. Dark cast a dark spell on Polokus while he was in his rejuvenating God-Sleep, trapping him in a terrible nightmare. From this Nightmare sprung forth a hideous demon called Jano, who created more foul and wild demons that soon overran the Glade of Dreams. The wise Fae, harnessing rays of moonlight to weave together raw and wild magic found throughout the glade in the form of the tranquil Lums, hoped to create a hero capable of fighting off the demons and rousing Polokus from his troubled sleep. The hero they created was Rayman, who proceeded to do just that with gusto and aplomb. Since then, Rayman has guarded the Glade from any who would dare attack it-be it Mr. Dark, the infamous Captain Razorbeard and his ruthless crew, or any manner of Monsters or Demons.
  • Recently though, the Glade has found itself in a new kind of trouble. The Snoring Tree, the source of the Dream Forest that covers most of the Glade of Dreams as well as Polokus's home, is dying, and the forest along with it. The cause? A mysterious magic illness from outside the Glade of Dreams. To find the cure and save the tree, Rayman has decided to venture outside of the Glade to the outside world. Gaining passage to the USA with the friendly Captain, one of the few people from the outside world to know of the Glade's existence, Rayman is about to embark on an adventure unlike any he's had before.

It's been a while since I've been in a Forum RP. Looking forward to getting back in the swing of things.

Edited by Dezmo on Mar 25th 2019 at 5:55:36 AM

LizardOfAus Since: Feb, 2010
#48: Mar 26th 2019 at 4:43:43 AM

Well, this'll be interesting to fit into the worldbuilding.

But no real headaches beyond that, so...accepted.

Routeferret amazing glazing Since: Dec, 2016 Relationship Status: Oh my word! I'm gay!
amazing glazing
#49: Mar 30th 2019 at 6:39:54 AM

Will work on a signup later.

i think i’m in love (probably just hungry)
Routeferret amazing glazing Since: Dec, 2016 Relationship Status: Oh my word! I'm gay!
amazing glazing
#50: Apr 3rd 2019 at 12:34:07 PM

  • Name: Raoul
  • Franchise: A Monster in Paris
  • Age: 22 (actually 131, all will be explained soon).
  • Race: Human
  • Appearance: Yeah, here he is! Sometimes he might wear a straw coat.
  • Alignment: Chaotic Neutral
  • Class: Cleric
  • Skills:
    • Streetwise: Raoul is able to come up with solutions to problems very quickly.
    • Scientific Smarts: Raoul has devoted a large portion of his life to science, usually involving chemicals.
  • ' Powers and Abilities:
    • Telekinesis: Raoul is currently learning to use telekinesis. He can levitate most small objects with his mind, and some medium sized objects too, so it shows he's getting somewhere.
  • Equipment: Raoul keeps objects mainly related to surviving in the wild or in rough environments. In particular;
    • A first aid kit
    • A camera: From his friend Emile. He keeps it strapped on his back rather than in his bag though.
    • A photograph: The photograph depicts him, a close friend called Emile, his girlfriend, and a giant mutant flea dressed up as a human (don't ask. once again, all will be explained soon).
  • Background:
    • Raoul comes from 1910, during the Great Flooding of Paris. One day, he picked up his friend Emile so they could buy a new projector belt for a local cinema. Following this, Emile follows Raoul on a delivery to the Botanical Gardens. Raoul starts to mess around with two potions, the "Atomize-A-Tune" (which gives people who use it a great singing voice) and the "Super Fertilizer". However, both potions are accidentally used on a flea, causing it to grow to 8 feet tall.
    • Raoul and Emile don't actually realise that they created a monster until later on. Raoul ends up bumping into his girlfriend, frenemie and opera singer, Lucille. Lucille then starts teasing him, and says that Raoul can't come to her performances without a medal of honor. Raoul then goes to Emille, and it turns out they managed to get a picture of the monster. The mayor's assistant Pate then enters, and brings them to the mayor. However, the mayor gains interest in the creature, and he gives both Raoul and Emile the Medal of Honor.
    • Raoul then attends Lucille's performance, where Lucille is singing with a rather large guest. However, it turns out that the guest was the monster that Raoul and Emille caught a picture of. To avoid any suspicion, Raoul, Emille, and Lucille feign the monster's death, only for Pate to uncover the lie. The monster is chased to the Eiffel Tower by the mayor, and the three follow him. The mayor apparently kills the monster himself, and is arrested for premeditated murder (in Pate's words, the monster had more humanity than the mayor in that situation). It turns out the monster didn't die, but it just turned back to normal size. Raoul then makes a potion to turn the monster back to human size permanently.
    • Later on about a year later, a professor manages to invent time travel and needs test subjects. Raoul takes up the offer, knowing he may not be able to return back to his time. Raoul now roams USA looking for adventure.

Edited by Routeferret on Apr 3rd 2019 at 8:34:47 PM

i think i’m in love (probably just hungry)

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