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Sathzur Since: Oct, 2014
#26: Jan 5th 2021 at 4:25:37 AM

  • Name: Shinano
  • Appearance: Shinano is a 6' 3" tall kitsune woman with nine tails, her ears, hair and tails are all silver in color. Her kimono's obi is secured with a brooch bearing the crest of her homeland. On her right floats a trio of swords attached to a steel plate. She has five mini-moons floating behind her, each displaying a different phase. Her flight deck takes the form of a scroll with ethereal blue flames along most of its length.
  • Setting: AzurLane
  • Personality: Shinano is quite friendly and will try her best to help those she considers a friend in whatever they need her help with doing. She seeks many experiences as she has had little chance to do so back in her homeworld. She often slips into a light sleep even when accompanying others, and when awakened apologises to whoever happens to wake her from her naps.
  • Powers/Abilities:
    • Aircraft carrier: Shinano being the physical manifestation of a WWII aircraft carrier is able to launch planes appropriate to that era from her flight deck. When they are first launched they are a hundredth of the size of a plane, but once they are clear of her and her allies they rapidly grow in size until they are full-sized.
    • Dreamwaker's Bow: Shinano is able to fire off a special barrage of butterfly-shaped projectiles that although do little damage to any enemy hit by them but it covers a large area. At first two butterflies sweep from either side of her and when they converge they multiply into five columns and as they move forward they form a v-formation.
    • Hope's Tempest: When she launches her Saiun scout plane from her flight deck she is able to make any enemy less able to hit her allies and also more susceptible to harm from her allies.
    • Ageless: Shinano by her very nature as a KAN-SEN does not age and has always looked the way she does today.
    • Enhanced Strength: When she has her rigging equipped her physical strength is five times greater than a human's.
    • Water Walking: Shinano is able to 'skate' on the surface of the water with ease.
    • Nonhuman Physiology: She is able to ingest fuel oil with no ill effects to her. When her rigging is manifested she is near impervious to small arms fire, which would at most bruise her skin. She is also able to disguise herself by making her tails and fox ears disappear, but if she becomes impaired in some way they will reappear even if this would cause her trouble.
  • Backstory: Shinano had spent a long time asleep and only awoke shortly after a ritual to summon new ships was interrupted by the Sirens and a mysterious being resembling a Sakura Empire cruiser. Shortly after her awakening, she was to head back to her homeland from the Diadem of Light which had been her resting place. Partway to her destination, she fell back to sleep and began to dream of an upcoming event where her fleet was attacked by the powerful humanoid Siren Tester and managing to sink Shinano before she could reach her destination, right as the final blow was about to land she shifted to another timeline where she had awoken earlier, and the mysterious assailant managed to defeat all the defenders before she was brought to her knees by Mikasa and Akagi who had used a Black Cube to give herself great power, Akagi overwhelmed by the power turned on Shinano forcing her to shift once more to a world where the fleets of the world were taking on a strange enemy unknown to Shinano, and seemingly the origin of the assailant.
    Once again she sank and once more she awoke in a new world where she was unsure whether she was a ship or a human in form, and once more her fate was the same: she sank and awoke in another world. This world was unlike all the others she had seen, it seemed to be at peace, it was in this world that she was shown the start of her path to changing her fate by someone she had thought lost long ago. Due to her prophetic dream, Shinano was able to maneuver her escorts into the best positions for them to do the maximum amount of damage to the ambushing Siren fleet and chase off Tester.
    Years later she was summoned by the Commander of Azur Lane as the Sirens had made a resurgence after humanity and the KAN-SEN managed to push them back. She recognized the place that she had arrived at as the same one she had seen long ago shortly before she had been attacked by Tester. and was where she was given the resolve to reshape her fate.
    Shinano arrived upon the ship when she was ambushed by a Siren fleet and while fighting them was forced to begin retreating and got sent through a portal that sprang into existence too quickly for her to avoid it. Her transit through the portal was traumatic enough that she fell unconscious and thus was unable to see where she was dumped for a few days. When she awoke she found herself on the outskirts of a strange city, and from somewhere close she could hear screams of terrified people. Launching her planes she found the group of people who were being harassed by monstrous catlike creatures. Knowing that they would not last long against the beasts she tasked her dive-bombers with the task of driving them off. This was Shinano's first meeting with the Draughtsmen.
  • Role In The City: Shinano occasionally helps the Draughtsmen by using her scout plane to scout ahead of any group she's accompanying so that anything trying to ambush them will have a harder time of doing so.
  • Other Things Of Note:

Edited by Sathzur on Jan 21st 2021 at 1:22:03 AM

SullenFrog (Elder Troper) Relationship Status: I wanna know about these strangers like me
#27: Jan 5th 2021 at 5:00:28 PM

Made some slight edits to Everett's profile, with troy's permission.

The Danse Macabre Codex
kkhohoho Since: May, 2011
#28: Jan 5th 2021 at 5:03:56 PM

  • Name: Setsuna Kagura
  • Age: 20
  • Setting: Original
  • Appearance: Half oni with issues. Stands about eight feet tall. Usually wears something more fashionable than the tiger skin, but she keeps it around as combat gear or whenever she's relaxing in Kohana Park.
  • Personality: Setsuna is bubbly, sweet, and somewhat reserved and demure. She adores cute things, has a developed sense of fashion, and wants to be more outgoing and do more with herself. But most of the time, she can’t bring herself to do it. A lot of this is due to fallout from her abuse. She’s ridiculously apologetic, partly because that’s how she was conditioned. She often catches herself saying ‘sorry’ or asking others for approval, even if she doesn’t need to. But buried underneath everything else, she has a ferocious temper. Stemming both from her abuse and her nature as part oni, she’s tried her best to bottle it up and everything that comes with it. With the anger comes a love of fighting, brawling, even killing. An unchecked aggression and confidence that threatens to overtake everything else whenever it comes out, no matter how much she holds it in. Just thinking about her dad or the abuse she suffered can bring it out, but as long as she’s pushed, it can come through like a river bursting through the floodgates. The angrier she gets or the longer it lasts, the harder it is to control, and she risks becoming a raging, hulking brute. Just like her father.
    • She also has a hatred of abuse. Anyone abusing or bullying others for any reason causes her to become vehemently angry and violent. In part because it reminds her of her father. And becoming her father is the last thing she wants. If it’s bad enough, it can bring out her oni side in full. Which only makes her anger and self hatred even stronger. Ultimately, it's a vicious cycle. And only the Gods know where it will end
  • Powers or Abilities:
    • Half-Oni:Setsuna is very strong and durable, if not as much as a full Oni. She used to be even weaker before her full oni self awakened. She’s also a skilled fighter and survivalist, having been trained by her mother and father in combat.
    • Magic Club:During one of her raids with the Draugstmen, she picked up a magic spiked club, capable of erecting a defense barrier and firing explosive blasts of energy if need be.
    • Raging Demon: But her most powerful ability is one she only discovered recently. While she’s by default a half-oni, she can temporarily become a full oni, becoming much stronger, faster, and more durable than she normally is. The catch is that doing so brings her one step closer to becoming a full oni permanently. Each time she uses it, her base form becomes stronger and more powerful, but she gains more oni traits. Physically and mentally. Most of the time she can bring it out voluntary, but if she becomes angry or desperate enough, it can happen whether she wants it to or not. Which is a problem. Because she’s not sure if being an oni is what she wants. Or if she’ll be able to hold onto the other parts of herself if she does.
  • Backstory: Born in a world trapped in the age of myth and legends, Setsuna was born to a human father and oni mother. The girl’s mother loved her dearly, trying to raise her in the traditions of her people while teaching her that her appearance was nothing to be ashamed of. But the other oni in her tribe. told a different story. The other children mocked her. The adults shunned her. Even her mother's husband suspected that she was not his, berating and abusing her for the slightest offence. Or for doing anything not ‘oni’. But this was easier said than done. While the girl was feisty and aggressive, she wasn’t as naturally brutish or impulsive as other oni. She was different from them, both in appearance and attitude. Try as she might not to be.
    • After years of trying and failing to fit in and live up to their standards, Setsuna couldn’t take it anymore. About to be on the receiving end of another of her father’s assaults, she struck him back. Instead of feeling triumphant, she was horrified. Not just that she had struck her father. But that she felt happy about it. Almost giddy. There was a part of her within that was still oni. Still revelling in violence and aggression. And... she didn't mind that so much. and that was what scared her.
    • She couldn’t take it any more. She ran out of the house, away from the village. She wasn’t sure where she wanted to go, other than anywhere but there. Unfortunately, she had the bad luck of running into a group of humans. Carrying thick clubs and bows and arrows, they had been out on the hunt. But with Setsuna, they had a very different sort of prey. She tried to fight them off. Even though she wasn’t as strong as other Oni, she was more than a match for your average human. And had there been no unpleasant interruptions, she probably could have got off scot-free. Until one of them struck her in the back. That was the tipping point. Howling to the heavens, everything came out at once. Her muscles bulged, her stubby horns extended to a tremendous length, and her skin grew a bright red. Fangs jutted out of her mouth, and her belly bulged with sheer mass. And for the first time in her life, she felt truly happy about herself. And of everything that was oni. Cackling, she slaughtered the villagers, stronger than she’d ever been and revelling in it.
    • It was only minutes later, after the danger that was over, that she realised what was happening to her. And she was horrified. So much so that she reverted back to her half-oni, half-human form. Mostly. Instead of pink, her skin was a light red. Her horns had grown taller and were now slightly sharp. And while her body had always been toned, she was now showing a noticeable amount of muscle. And — the scariest thing — she was once again… happy. Part of her was mortified at having massacred those hunters. But there was another part of her that enjoyed it. Immensely. So much so that she couldn’t deny it. Terrified, she ran away in a daze, not sure where she was running from or running to...
    • ...until she opened a 'forbidden scroll' (probably a Leak) found on one of the hunters and landed smackdab in the middle of the City. Unsure of where to go or what to do, she was taken in by the old kindly owners of a clothing store until she got her bearings. It was there that she discovered her love for fashion and cute fluffy animals, and learned to take it easy without lashing out at everyone. Sensing her interest, the owners taught her everything they knew. In a couple months, they retired and gave her the shop, and she soon became one of the more respected fashionistas in the city.
  • Role in The City: Sitting in right outside Konohana Park, Setsuna's has gained a reputation as a modest if incredibly fashionable little store, selling everything from stylish suits and dresses, to practical leather armor, to even cute little dolls and plushies. She also does some work for the Draughtsmen on the side, mostly as a Doorman, but her shop takes top priority.
  • Other Things of Note: Setsuna enjoys action films, raunchy flicks eating, hunting, brawling, and getting herself plastered. She also adores cute clothes and fluffy animals. Aside from being adorable, they always manage to calm her down, no matter how pissed off or angry she gets.
    • When she's nor running her shop or working with the guild, she's probably relaxing in Kohana or one of Amatersu's other parks. Putting on her tiger skin and laying down in the grass, it makes her feel at home. But she doesn't care for the other parts of town run by the Diet. Growing up in a self-run village in the boonies, she's always had a thing against authority, preferring to live as she chooses with as few boundaries as possible. And living on Ameratsu's turf lets her do just that.
    • Primary role in Guild is probably Doorman.

Edited by kkhohoho on Jan 13th 2021 at 1:24:54 PM

troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#29: Jan 5th 2021 at 6:38:34 PM

@Sathzur: Okay, so I'm having a bit of trouble understanding the concepts in this sheet. When you say Shinano can launch a Saiun scout plane, do you mean that she rides in one, or that she fires one, and if so, what scale are the planes? What scale is Shinano? The Dreamwaker ability is going to have to be axed, as it doesn't fit the rest of the setting, and I need to know how much stronger she is than a regular human. Thanks!

@kkhohoho: Sheet looks good, Setsuna is accepted. Discord invite sent in PMs.

Edited by troydenite on Jan 6th 2021 at 3:38:42 AM

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
kaalban Schrodinger's Human from everywhere and nowhere Since: Aug, 2015 Relationship Status: YOU'RE TEARING ME APART LISA
Schrodinger's Human
#30: Jan 5th 2021 at 6:53:08 PM

  • Name: Elerin

  • Appearance: At their purest form, Elerin is a malleable and liquid-like lifeform. In terms of color, their body is black with tinges of flame-like, pulsating red. But, most of the time, they take on a form of a very androgynous person with red eyes and a face that is so perfect that it is uncomfortable to look at. Their attire changes frequently.

  • Setting: Original

  • Powers/Abilities:

    • Shapeshifting: The greatest ability Elerin has in store is the ability to shape into various objects and individuals. The material that they were created with help them shape their form into anything they desire. However, the caveat is that they cannot shape into something that has bigger mass than themselves (like a whole building, for example).

      • Weapon Formation: One of the applications of this power is changing their parts of the body into any kind of weapon, whether it be a sword, halberd or even a gun. However, for a gun, their mass is essentially the ammo, so they need to replenish it well enough for it to be any use.

      • Conversion: Elerin is able to eat anything and convert it to their own mass. However, there is a limit to how much mass they can store, and it will never be more than twice their actual size (which is the size of a average humanoid).

      • Multiplication: They can also divide themselves into smaller pieces. These pieces can also shapeshift. However, these pieces cannot transform into something bigger than they are, and Elerin can not divide into two individuals, as that requires too much mass.

    • Fiery Nature: The material that Elerin was created with is fiery in nature. It means that they can burn objects with touch if they are in a state of overload (which means pretty much heating up. However, they cannot control the flames to, say, create flame balls. And it means that they are weak to water when in overload (note: normally, it's not weak to fire).

  • Backstory: In their universe, Elerin used to be a certain individual. What kind of sentient they were has no meaning. What mattered was that Elerin was reborn as a new being, as a living weapon, designed only for combat. Accepting their new purpose without question at first, Elerin suffered through countless warfares and battles... only to grow tired and disillusioned.

    • As such, Elerin decided to wipe their memory, to essentially erase their current identity for a fresh start, and escape the clutches of their creators. However during their escape after the erasure of their memories, Elerin came across a rift and escaped through there. Then, they found themselves in the City. And so would start their fresh start, even if the habits as a creature of war remained.

  • Personality: As Elerin had their memories and identity wiped twice (once outside of their will, once voluntarily), they do not necessarily have a set "personality" to speak of. Their likes and dislikes, opinion on the surroundings, general attitude... If it does even exist, then it is unstable. As such, in order to become a full, independent individual, Elerin focuses on their surrounding and people. What kind of individual they will become... well, who knows?

    • That said, there are few remains from their previous identity. One is their comfort with combat. They will not seek it feverishly like a bloodthirsty monster, but they do find it to be in their element. It is a tendency that Elerin feels discomfort with. Another is their fascination with tools of various kinds. They may not know the intricacies of machinery and engineering, they are nonetheless interested in playing with them.

  • Role in the City: As a way to get as much influence as they possibly can, Elerin established themselves as a form of a mercenary/hired gun. Basically, for now, they will take any job that requires an application of force. May sometimes help the Draughtsmen.

  • Other Things of Note: Elerin is mostly a blank slate at the start of the RP. As such, they will change heavily depending on the circumstances and characters surrounding them. Possibilities are open, and Elerin shall welcome it, whatever it may be.

Edited by kaalban on Jan 9th 2021 at 6:35:03 PM

Everything that lives is designed to end.
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#31: Jan 5th 2021 at 7:34:11 PM

  • Name: Bondrewd the Novel, Lord of Dawn

  • Appearance: "My, my, my, my, my! How wonderful... how truly wonderful!"

  • Setting: Made in Abyss

  • Personality: Bondrewd is a warm, kindhearted, and humble man who is nevertheless utterly relentless in his pursuit of scientific knowledge to an extent that beggars both belief and description. Possessing an undeniable charisma and personal magnetism that could even compel both man and child alike to follow him into the very depths of the Abyss itself, he is simultaneously eloquent in consideration of weighty topics and unceasingly polite and affable to absolutely everyone he comes across, and would even be so toward a group of perpetrators if they had completely annihilated his base of operations, his research, his home, and the entirety of his life's work. Although "genius" may be too light of a word to describe the individual who single-handedly revolutionized mankind's understanding of a practically unknowable eldritch expanse called the Abyss purely through his own ingenuity and force of personality, it is worth noting that he is a very outside-the-box thinker who loves to try new approaches to solving problems, and that he is very far from binding himself with the scruples widely known as "common sense" and "ethics". That said, since he is no longer on a time limit to find a method for overcoming a 2000-year cataclysm, he no longer sees a need to perform heinously evil experiments, though he may reconsider if circumstances change.

  • Powers/Abilities: Although the vast majority of what could be called Bondrewd's "powers" are actually derived from his equipment, he has also made extensive modifications to his own body as a means of surviving and thriving through the rigors of life in the Abyss. What lays beneath his mask and armor isn't pleasing to look at (trust me), but in exchange, he has gained a degree of superhuman strength (able to crush rocks the size of human heads with little effort) and endurance (lung capacity, muscular endurance, can go long periods without food or drink), perfect vision in all but the most absolute darkness, and a gigantic, prehensile lizard tail. He also harbors an enormous trove of scientific knowledge in more or less every field of the physical sciences, and maintains exceptionally sharp mental acuity and analytical skills, honed by decades of fighting ever-evolving abominations in the harshest conditions possible. Lastly, he is skilled in mapmaking, first-aid, and exploration, and is well-acclimated to working in the Incoherence.
    • Canopy Unto Dawn: A custom-made full body armor specialized for the Lord of Dawn's battle and delving use, Canopy Unto Dawn is a complex assembly made with artifacts and bio-fibers, hiding several built-in weapons (that is, the below). As a pseudo-alive yet non-sentient armor connected in some ways to his own body, it is also self-repairing to a certain extent, such that it can regenerate from mild damages practically overnight, but he can never entirely remove it from his person. Furthermore, it is largely self-cleaning, insulated, and resistant to the likes of acid and average piercing and slashing. The plate-like armor on his lizard-esque tail is also a part of Canopy Unto Dawn.
    • Far-Caress, Touching The Moon: An artifact capable of manipulating numerous, incredibly tough and elastic tendrils. Strictly speaking, it's not exactly an artifact, but a native creature of the Abyss, enclosed within a cylinder, considered an artifact simply because it cannot be collected outside of the Abyss. It's highly unwieldy in unfamiliar hands, but Bondrewd used myriad experiments and years of practice to grasp the essence of this artifact and dramatically increased its effectiveness. It can essentially be thought of as a combination webshooter and ink-black combat tentacles attached to and extending from a fixed spot on the outward side of his right wrist.
    • Gangway, Ascending to the Morningstar: Produced from a re-purposed artifact (the "Stairway of Light") and transformed into Bondrewd's iconic mask, Gangway releases a laser-like band of light to strike at the target upon being invoked, hot enough to melt steel. It has the capability to hone in and strike the object where the user strongly focuses on, to strike at multiple targets, and even to bend around obstacles to locations where rays cannot be reflected. Being a laser-like beam, it can be intercepted and even reflected by others with the appropriate material. Some property of the artifact prevents it from damaging anything that the user doesn't focus on, so it won't visit any destruction upon the things it hits other than the focused target(s) while it's being reflected or zigzagging.
    • Shaker, Curse-Needle: An artifact that shoots darts cut from another artifact, the Curse Steel. The Curse Steel is an artifact capable of inducing the burden of the Curse of the Abyss' Third Layer (extreme nausea) in those who touch it for as long as they remain in bodily (skin or internal) contact with the Steel. The shooters are concealed in the underside of Bondrewd's wrists, but can pop outward to fire in the direction of his hands. This is mainly used against opponents with nervous systems, and it won't do anything more than be sharp and pointy against the likes of robots, who lack such.
    • Sparagmos, Origin-Guiding Light: Another reprocessed artifact, it generates a mysterious blade of light, that after coming to the Ship generally functions the same way as a lightsaber in destructive terms. It can only work for short durations of time and makes a lot of heat, so it must let out steam and cool down between uses. Bondrewd has two of these, each concealed in and firing backward from his elbows.

  • Backstory: IN A WORLD very different from our own, the small island country of Orth is home to a single natural landmark: The Abyss, unquestionably a world wonder, a kilometers-wide hole in the ground which stretches downward far in excess of anything able to be produced by human ability, upon the outer edge of which the city-state has been built. Inevitably, the entire culture, economy, and existence of Orth revolve around and are drawn into the Abyss, with adventurous souls known as Delvers plumbing its secrets. Delvers are ranked based on their accomplishments and expertise and are identified by the color of the whistles they carry on their persons, the most prestigious and successful among them holding the elite title of White Whistle along with the title of Lord. And awaiting Delvers within the Abyss are all manner of stunning, otherworldly landscapes, all manner of wondrous ancient artifacts, and all manner of horrifying monsters, human or otherwise.

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

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

    At least until one day, when he noticed a strage crack in reality in his home and ventured through it. He found himself in the midst of an Incoherent Room, and was soon followed without permission by his daughter, Prushka. Eventually, the pair mapped out the Room they had discovered, and, being unable to return to their home, ventured onward, where they ran across the outskirts of Concordia. They immediately joined up with the Draughtsmen's Guild, and although their maps weren't accepted as qualification for Mastership because there hadn't been an accompanying Master from the Guild, Bondrewd took and passed the exam almost immediately afterward, and was followed by Prushka, who took her Mastery exam just a few weeks ago, though it had to be postponed in favor of rescuing a young man named Leonardo Watch from the Room she was to be mapping. Now father and daughter make a living exploring, studying, and bringing order to the Incoherence that surrounds the City.

  • Role In The City: Master Draughtsman, and able to serve in any of the Guild's roles. Ship Scientist.

  • Other Things Of Note: Doesn't perform experiments, dissections, or vivisections upon sapient creatures unless for a specific and compelling purpose.


  • Name: Prushka

  • Appearance: "Papa said that to keep on going forward is the hardest thing to do."

  • Setting: Made in Abyss

  • Personality: Prushka is a cheerful and amiable young woman who loves her father very much. She is incredibly devoted to him, and would do anything to help him, holding him in a higher regard than anyone else. Having lived the majority of her life in the Fifth Layer of the Abyss, she has developed a strong curiosity for exploring and was always fascinated by tales of others travels through the Abyss, so it is no surprise that she took to being a Draughtswoman like a fish to water. She is adventurous and quite brave, and used to go on her own adventures through the Fifth Layer behind her father's back. She is also very honest, and places a great value on her friendships. She is surprisingly talkative given her upbringing and easily forms relationships with other people, showing no signs of insecurity or shyness despite originally being raised only in the company of adults. Due to her past and the influence of her father, she has developed an amazing mental fortitude and is very obstinate, to the point of being willing to challenge the dangers of the Abyss and Incoherence on the regular just to learn more about them.

  • Powers/Abilities: Although she has no superhuman attributes, Prushka bounces back from physical and mental trauma unusually quickly and has a high tolerance for it, perhaps due to being born and raised in the Abyss. Her mind is especially keen, she is exceptionally observant, and she is well on her way to absorbing all the scientific knowledge that she has learned from her Papa and others over the years. Lastly, she is skilled in mapmaking, first-aid, and exploration, and is well-acclimated to working in the Incoherence.

  • Backstory: Prushka is the daughter of an "Umbra Hand", the subordinates of the legendary Delver Bondrewd in their original world. As a toddler, Prushka was caught in an accident while being transported through the Fifth Layer of the Abyss. She survived but was subjected to the Curse of the Fifth Layer and as a result, she suffered severe physical and mental trauma. One of Bondrewd's subordinates attempted to heal her, but to no avail. He considered the possibility of simply killing her - as she was currently of no use and was only suffering - until Bondrewd himself approached her. The White Whistle hugged her and declared that she would be his daughter, giving her the name Prushka.

    Some time passed during which Prushka's mind remained just as unstable, and she hid alone in dark areas between walls. Often, she would have panic attacks and display fits of hysteria. One day, Bondrewd gifted her a small creature called a Meinastoirim. The previously frantic Prushka slowly started apporaching the strange animal with a dubious curiosity, and started showing signs of affection with it, naming it Meinya. Overjoyed with the first signs of recovery in his new daughter, Bondrewd declared that the day would be her birthday, signifying a new start for her.

    After some time, Prushka saw notable improvements and behaved almost like a regular girl. One day when playing with Meinya, she accidentally climbed some stairs and was hit by the Curse of the Fifth Layer, resulting in her receiving grievous wounds. Despite the horrible experience, Prushka's mind was able to recover much more quickly than before, though her hair ended up permanently curled. She spent the following years in Idofront, her and Bondrewd's home and forward operating base at the bottom of the Fifth Layer, collaborating in science and research with anyone she could, and occasionally venturing outside with Bondrewd, carrying out explorations through the Fifth layer together.

    At least until one day, when her father noticed a strage crack in reality in his home and ventured through it. Because he did not return after a number of days, Prushka worried for him and secretly followed him through the rift. She found herself in the midst of an Incoherent Room, and soon found her father happily trying to make sense of the strange and wonderous place he had discovered. Eventually, the pair mapped out the Room, and, being unable to return to their home, ventured onward, where they ran across the outskirts of Concordia. They immediately joined up with the Draughtsmen's Guild, and although their maps weren't accepted as qualification for Mastership because there hadn't been an accompanying Master from the Guild, Bondrewd took and passed the exam almost immediately afterward, and was followed in his career path by Prushka, who took her Mastery exam just a few weeks ago, though it had to be postponed due to the discovery and rescue of a young man named Leonardo Watch from the Room she was to be mapping. Now father and daughter make a living exploring, studying, and bringing order to the Incoherence that surrounds the City.

  • Role In The City: Draughtswoman Heuronaut, Cartographer, and Doorwoman (medic). Ship Scientist.

  • Other Things Of Note: Brought her pet, Meinya, with her to the Ship, and takes her with her on expeditions. Other than being a cute, fuzzy, and friendly animal, Meinya has good jumping strength and is capable of flight, has pliant, flexible bones that can undergo a great deal of stress, and has an unusual and strong smell that can somehow easily be followed even if one is deprived of one's senses.

Edited by darksidevoid on Jan 9th 2021 at 1:16:13 PM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Sathzur Since: Oct, 2014
#32: Jan 5th 2021 at 9:17:33 PM

@troydenite removed the Dreamwaker ability, and added a bit more details about her as requested.

Makaioh Since: Jan, 2015
#33: Jan 5th 2021 at 11:38:39 PM

  • Name: Emiya Shirou
  • Appearance: Seibah
  • Setting: Nasuverse (AU)
  • Powers/Abilities: A third rate Magus whose spells relies around crafting and reinforcing objects, but especially 'swords'. Due to such hyper-specialization in the craft as well as lack of magic talent, he's somewhat not all that good as a spellcaster though he is among one of the best craftsmen out there, especially as a swordsmith. For whatever reason he's also stupidly good at fighting too despite being a 'humble forger'. Because he is a regular human that managed to ingrain a fraction of a long-dead Heroic Spirit into himself, his physical capabilities are just a bit higher than peak Olympian athlete levels though he can subsequently provide a temporary physical boost to himself via Reinforcement magic to be able to crush rocks and dent steel.
    • Territory Creation (A Rank): Anywhere he goes, he can set up a 'workshop' if he settles into place for a long enough period of time (usually an hour at the minimum) that allows him to begin work at crafting items out of materials at hand. Humble farm implements are good enough to till even the most rocky and barren of fields while swords are sharp enough to cleave through men in a single swing. Shirou can use Projection to materialize weapons out of his magic power, usually in the form of Japanese swords and sometimes a blacksmith hammer. Even casual ad-hoc materializations have the power to go through plate mail with ease and he can even telekinetically fling them as fast as arrows upon creation for when range is needed.
    • Appreciation of Swords (A Rank): Familiarity and instinct that allows him to take a single glance at tools to determine their worth, purpose, strengths, weaknesses, and means to craft them. If he physically grasps them, then he can figure out to wield them proficiently and even unleash special attacks associated with either the weapons or their previous owners at 80 percent of their original strength.
    • Contemporary Ill Omen (B Rank): Conceptual shenanigans and the history that stems from the historical figure in question that Shirou is using the powers of makes it so that he deals additional damage against "Kings" and "Administrators". If chopping a regular man with a sword results in a damage rating of 1, then those who are at the very top of the totem pole will receive a 1.5 rating.
    • Sword Trial (B Rank): Shirou can draw out all the potential of a weapon, allowing it to deal the maximum amount of damage possible at the expense of shattering the blade after a single attack.
    • Eye of Karma (A Rank): Improves both static and dynamic visual acuity meaning he has very good vision that allows him to react quickly in fights with opponents stronger and faster than himself.
    • Myoujingiri Muramasa: The finest katana crafted personally by his hand below the level of Divinity, it is sharp enough to cut through rock and steel plate and can even cause great damage to even gods if it manages to pierce through their defenses. Conversely because it is so sharp, unskilled wielders can just as easily lop off their own limbs with the blade because it is as light as a feather.
  • Backstory: Once upon a time, there was a great fire in the small city of Fuyuki that burnt a great deal of places and people with Shirou being the only survivor of such a place. Adopted by a certain man named Emiya Kiritsugu, father and son would then traverse the world to solve cases in order to be "Heroes". Unfortunately they would never find what it is they were looking for even if they did gain yet another family member that went by the name of Miyu.
    • The boy would grow up to become a young man who lived a somewhat regular life before such idyllic peace was ripped up thrice. The first came from the death of his adoptive father. The second came when his supposed friend backstabbed him and stole away his sister. The third and final one came from being forced to participate in a Holy Grail War.
    • Eventually emerging as the victor and much hardened both from the experiences he went through as well as the ideals that were now seared into his very soul from utilizing the power and history of someone that mere flesh could not accept, the young man would make a Wish upon the Completed Grail to be able to 'find happiness'... which promptly yanked him into the City proper. Easily becoming a Master due to the fact he possessed the very desirable ability to craft tools and weapons of uncommon make, the jaded young man continued his work as a blacksmith so as to support himself and his sister.
  • Role In The City: Blacksmith
  • Other Things Of Note: He tends to talk like an old man with a country accent every now and then.

Edited by Makaioh on Jan 5th 2021 at 11:41:38 AM

HilarityEnsues Since: Sep, 2009
#34: Jan 6th 2021 at 1:57:38 AM

  • Name: Helena
  • Appearance: Here. She’s 8 feet tall.
  • Setting: Original
  • Personality:
    • Helena grew up in a rather violent world where each day could easily be your last, which made her long for the power to protect the people around her. So much so that she eventually cast aside her human form to do so. Her newfound strength hasn't given her a god complex like it has for many who seek such power, though it has given her a bit of a hero complex at times. This power she sought out is something she believes she must put to use the best way she can, as often as she can.
    • Said desire to protect people means she isn't afraid to sometimes use lethal force in cases where such brutal methods are the only means of protecting her friends, though she certainly doesn't relish doing so. Still, this does cause an odd internal conflict between her duties as a medic devoted to saving lives and a powerful warrior who sometimes must take them, which is a duality she's still working out. She keeps an affable but strictly professional relationship with her patients. She generally tries to temper her words with kindness, but she can be blunt if the situation calls for it.
    • She can be more lighthearted when she's not in a stressful situation, being able to laugh and joke around with the best of them. Sometimes she even enjoys a good brawl - particularly if she's had a few drinks. Doesn't stop her from apologizing profusely for whatever injuries she inflicts afterwards, though. Lastly, she's quite empathetic, with a strong willingness to hear out and help with whatever struggles people may be going through when possible.
  • Powers/Abilities:
    • Angel: Helena is very strong and durable because of her angelic nature. She’s able to take gunshots from most firearms without suffering serious injury. She also doesn’t age, and is immune to poison/disease.
    • Flight: She’s got wings for a reason. They can retract when needed.
    • Holy Fire: Helena can launch white hot balls/jets of flame that have a range of about 30 feet. These are particularly strong against demons and the undead, but they’ll also burn anything else just the same.
    • Healing: A rather potent healing ability that can restore a person back to tip top shape from just about any non-outright lethal injury. Something like a cut or minor wound can be healed instantly, and even a severed limb can be regrown in roughly a week of regular healing.
    • Blessing: Helena confers a moderate boost of physical strength and durability to her allies.
    • In addition to having magical healing powers, Helena is a talented doctor and can perform traditional medical work.
    • Beeg Sword: A very large greatsword. She can heat it up with her holy fire to give it that extra kick.
  • Backstory:
    • Helena was originally born an ordinary human in a post-apocalyptic world. The planet had been torn apart by war, and the remaining people were trying to rebuild society back from the ashes. Helena worked as a doctor within her particular settlement, doing her best to help a hospital overrun with patients in dire need of care afloat. Things became more complicated when supernatural creatures started appearing from the woodwork and causing a great deal of trouble for humankind. With them being much stronger than humans and humanity being in a weakened state already, they began conquering human settlements with relative ease.
    • Helena managed to escape her settlement unscathed during one such invasion, regrettably having to leave her compatriots behind. She began incessantly looking for a way to combat these supernatural threats, finding no such thing for quite some time. Eventually though, through craftily staying under the radar and taking a deep dive into occultism, she learned the origin of these so called “Supernaturals”. With a bit of ingenuity, she’d be able to gain their power for herself.
    • She debated it in her head for a while, but eventually she ended up performing a ritual that would allow her to become something superhuman. After performing all the necessary steps, she found herself transformed into a powerful angelic being. These creatures were nothing more than magically altered humans, and now she had become one herself. She vowed to use her newfound strength to help those who were being trampled underfoot by the strong. Unfortunately, that would be the last time she’d see her people, as she was soon sucked into Concordia through a crack in space.
  • Role In The City: Ship Medic and hired muscle for the Draughtsmen.
  • Other Things Of Note: Despite being an angel, Helena cares little for gods or religion in general. The fact she was born a human and turned into one later probably has something to do with that.

Edited by HilarityEnsues on Jan 9th 2021 at 3:41:47 PM

ExcuseMyIngles from Argentina Since: Mar, 2017 Relationship Status: It's not my fault I'm not popular!
#35: Jan 6th 2021 at 8:18:49 AM

Name: Marima Dola

Appearance: Captain Dola, for you.

Setting: Castle in the Sky

  • Powers/Abilities:
    • Advanced Swordsmanship

    • Piloting Expertise: Be it a truck, a train or a glider, it is very likely, sooner than later, that Marima will find a way to maneuver and pilot the vehicle. Hide your hoverboards. Not to be confused by an actual understanding of advanced engineering and the functioning of those machines.

    • Synthetic Fireflies: Made out of aetherium crystals and discarded nanobots, they emit a faint blue light in near total darkness. They're small, slow and make the depths of the city a beautiful place. They also stick to whatever stands in their way and burst on fire, leaving said things (or people) greatly damaged. Some expeditions have tried disposing of all lights to see these coming, with varying degrees of success on both evading the bugs and on the actual expedition.

    • Sense of Direction: Having hid in lots of different places around the city, sometimes for months at a time, she has a very good understanding of the layout of the City, it's different routes and of the safest spots of the Incoherence.

    • Noise-Cancelling Boots: For all of your stealthy needs. Doesn't work on wet surfaces.

    • Underground Connections: The bigger the City, the higher the chance wannabe criminals will try their luck at riches. Marima is, at least to some extent, aware of their exploits, usual locations and general demeanor. Most of them will give her the time of day.

  • Backstory:
    • Growing up on the bowels of the rising City, Marima's met many people who didn't have the abilities, sense or resources to lead a respectable life on it, and realised the potential of a down-low economy that would not only give them enough to go by, but enough to live out off. She only needed to steal a thing or two from the Draughtsmen themselves every now and then. Ragtag teams of mercenaries and urchins followed her orders suit, and, even if she'd rather work alone, gave her the unofficial title of 'Captain'. She doesn't mind it one bit.
    • It is common knowledge that the only reasons she chose the low life are money, amusement and a rebellious spirit, but, deep down, she believes the Draughtmen's expeditions are a fool's errand, and that fighting the Incoherence is too dangerous and risky to ever be worth it, hence her specifical modus operandi of messing with them.

Role in the City: Pirate, thief and general nuisance, is known for ambushing Draughtmen's expeditions and setting up a reliable black market of questionable bits and pieces.

  • Other Things of Note:
    • A younger, non-mother-of-ten version of the Captain than in the film, but apart from that, some brand new gadgets and an actual first name, the character's the same.

    • Even if she does find her job amusing and has a knack for fighting, Marima doesn't enjoy senseless bloodshed or the loss of life. An ambush where no one gets harmed and she successfully gets a couple goods to sell would be a perfect day's work. If only it were the norm.

In a mission
TheGeekArtist08 Hello? Hello, hello? from Hurricane, Utah (no not really) Since: Feb, 2020 Relationship Status: Married to the job
Hello? Hello, hello?
#36: Jan 7th 2021 at 3:59:45 AM

  • Name: Rebel Cookienote 
  • Appearance: Here's a design I came up with, and here's the canon design. He wears an outfit based on Hong Gil Dong'snote ; A [possibly modified?] blue hanbok, traditional Korean shoes, a do-rag, and a straw hat.
  • Setting: Cookie Run
  • Personality:
    • Flabbergasted with the world surrounding him, he tends to ask a lot about stuff in the world. His curiosity can come off as naive, which even he admits might be true.
    • He's mostly level-headed, and is able to find logical solutions to problems. While he can still do somewhat well in pressure, oftentimes, he found himself foaming at the mouth when stating said solution.
  • Powers/Abilities: Elemental Powers; He can control fire, water, and wind, as well as summoning the first and last elements mentioned.
  • Backstory: Back in the old days of the Joseon Dynasty, he lived as a noble thief, stealing from the rich and giving it to the poor. However, when asked about this, he often says that he didn't really do that for a living. Instead, he travels around, looking for an adventure. One day, while adventuring, he suddenly fell unconscious. When he woke up, he's in a familiar, yet unfamiliar place. After some shenanigans, he realised he's been teleported to the present day. Trying to avoid unnecessary attention, he decided to settle in what's used to be his old house.
  • Role In The City: He occasionally volunteers for jobs here and there. When he's not volunteering, he explores the area to get a grasp of the present day. He travels with the Draughtsmen sometimes, but otherwise isn't really close to them.
  • Other Things Of Note: Around his early 20s; Might talk in blue text if text colours are allowed.

Edited by TheGeekArtist08 on Jan 9th 2021 at 10:09:11 PM

artsy geek | any pronouns | "well, if you're hearing this, then chances are you've made a very poor career choice."
troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#37: Jan 7th 2021 at 2:27:42 PM

@Sathzur: Given that literally firing planes on tap might be slightly overwhelming, I'm going to do what other Azur Lane RPs do and limit the planes to the size of a camera drone, meaning that they fire small but very lethal bullets. Is that fine with you?

@kaalban: Elerin looks fine; accepted.

@darksidevoid: Bondrewd and Prushka are accepted.

@Makaioh: Emiya is accepted.

@HilarityEnsues: Helena is accepted. PM incoming.

@ExcuseMyIngles: Dola is accepted. PM incoming.

@TheGeekArtist08: While your powers aren't terribly problematic, I would like some definition as to their scope - what scale of elemental power can he use?

Edited by troydenite on Jan 7th 2021 at 11:28:00 PM

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
Sathzur Since: Oct, 2014
TheGeekArtist08 Hello? Hello, hello? from Hurricane, Utah (no not really) Since: Feb, 2020 Relationship Status: Married to the job
Hello? Hello, hello?
#39: Jan 7th 2021 at 3:36:38 PM

@Troy

I suppose it's not too powerful. I'd say it might be powerful enough to hurt someone, but not powerful enough to hurt them badly or outright kill them in one shot.

artsy geek | any pronouns | "well, if you're hearing this, then chances are you've made a very poor career choice."
troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#40: Jan 8th 2021 at 4:43:08 AM

@Sathzur: Alright, that's fine by me. Shinano is accepted; invite incoming.

@TheGeekArtist08: Thanks for clarifying! Rebel Cookie is accepted. Invite incoming.

I forgot, but here's my own GMPC.

  • Name: Violet Evergarden
  • Appearance: "What does 'love' mean?"
  • Setting: Violet Evergarden, specifically the TV anime.
  • Powers/Abilities:
    • Child Soldier: For some inexplicable reason, Violet is a combat prodigy, and has a natural killing instinct that makes her a terrifying force in war. She is skilled in knife-fighting, can employ close-quarters locks and holds, and is trained in the use of WWI-analogue bolt-action infantry rifles and hand grenades. Her greatest asset is her footspeed, which she uses to weave in and out of enemy groups with ease, and she possesses strength far beyond her dainty size.
    • Mechanical Arms: Upon the loss of both her arms from above the elbow, Violet was fitted with metal prosthetics that she hides under rough gloves. They give her enough digital dexterity to operate a typewriter, but not enough to crack eggs with any hope of success. They are also useful as bludgeons, and can withstand several bullets before breaking.
  • Backstory: Nameless and homeless, Violet was discovered as a child by naval officer Dietfried Bougainvillea, who discovered her gift for killing when she slew several of his men before they could outrage her. Not wishing to deal with the child himself, Dietfried passed her on to his brother Gilbert, an infantry major, to be used as a human weapon. The major, taking pity on her, taught her how to read and write and named her Violet, in the hopes that she would grow up to be as beautiful as the flower. Unfortunately, war came before Gilbert's hopes could be fulfilled, and Violet lost both her arms and the major who she had looked up to. When she came to, she was in an alleyway, bleeding, in a strange city called Concordia...
  • Role In The City: Fitted with advanced prosthetics by the workmen of the City, Violet works as an Auto Memory Doll, writing notes, letters, and correspondence with her salvaged typewriter. The profession is one that she vaguely recalls from her adopted country, even though it seems to not exist elsewhere, for whatever reason. As few people seem to have need of her services, she has been reduced to a street typist, banging out whatever anyone might need for a mark or two. She still seeks to understand the last words that the Major spoke to her, although if she closes her eyes, she has some trouble remembering his face. It was so long ago.
  • Other Things Of Note: there's no way a society with prosthetics better than ours still uses typewriters c'mon

Edited by troydenite on Jan 8th 2021 at 10:59:27 PM

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
Uncandescent One Brunch Man Since: Jul, 2010 Relationship Status: Coming soon to theaters
One Brunch Man
#41: Jan 8th 2021 at 12:12:22 PM

Name: Jester Lavorre

Age: Twenty-something

Appearance: Sunshine, lollypops and rainbows~.

Setting: Critical Role, specifically Season 2

Personality: A consummate troublemaker from day and age one, Jester’s penchant for light-hearted mischief was so great that it attracted and inspired a deity that prided himself as the embodiment of such. But between the childish recklessness, pampered naivete, and an all-consuming love of pastries, is a lonely young woman who’s only ever had one true friend in her entire life, and yearns for the connections that her sheltered upbringing has denied her.

Powers/Abilities:

  • Being A Tiefling: Jester is a tiefling, the offspring of distant ancestors who made deals with demonic ancestors for untold wealth or power. As a result, she retains several demonic characteristics, including:

    • Darkvision: Thanks to Jester’s infernal heritage, she has superior vision in dark and dim conditions. She can see in dim light within 60 feet of her as if it were bright light, and in darkness as if it were dim light. However, she can’t discern color in darkness, only shades of gray.

    • Cold Resistence: Due to a quirk of parentage, Jester eschews the typical tiefling fire resistence for frost resistance instead, granting her an increased capacity for cold weather and cold-based attacks. This does not make her immune, however, and cold enough conditions or strikes will still be able to deal sizable amounts of damage.

  • Cleric Of The Traveler: Since a young age, Jester has been a faithful devotee of a mysterious cloaked figure known only as The Traveler, who grants her all manner of boons in the realm of trickery and deceit. These skills include:

    • Blessing of the Trickster: By placing her hand on either herself or another individual, Jester is able to make that person less able to be noticed; while the exact mechanism of this ability is unclear, those affected are rendered less noticeable overall in a crowded environment, less noisy in a quiet space, and harder to make out from a distance. Those affected are not invisible, however, and can reveal themselves with no issue and may be noticed if they make too much of a scene of themselves. This blessing only lasts for an hour, but there is no limit to the amount of times that Jester can use this ability, save that any new use of the blessing negates any existing Blessing of the Trickster currently in place.

    • Turn Undead: By holding her sacred holy symbol out in front of her and muttering a prayer, Jester is able to make those who have died and come back to life within 30 feet of her unable to come any closer to her person, to the point where they must then flee from her for the next minute or until they come to harm. An undead of sufficient strength or intelligence has a chance to resist this effect, but if they are ensnared by it, they cannot willingly enter any space within 30 feet of Jester’s location, and it cannot perform any kind of action save for running away to the best of its ability. If an undead is unable to flee in this manner due to physical limitations, then they must take a defensive position, only able to attempt to dodge incoming attacks in lieu of attacking themselves.

    • Invoke Duplicity: By focusing her divine energies on her holy symbol, Jester can create a perfect, albeit illusory duplicate of herself, that is able to follow her mental commands as long as it stays within 120 feet of her. This duplicate cannot create noise or move without Jester’s direction, but it is able to cast any spells that Jester knows from its location as though Jester herself was casting them, even though Jester is unable to see through her duplicate’s senses. This duplicate only lasts for ten minutes or until Jester loses her focus on maintaining it, and can only be used roughly once per hour.

    • Cantrips: Jester has the ability to cast a certain amount of spells an unlimited amount of times per day, with a delay of approximately six seconds between each casting. These spells include:

      • Sacred Flame: By focusing on a target within 60 feet of Jester’s location that she can see, she can utilize a combination of words and gestures to make a small ball of glowing flame-like light appear over that target’s head, which then quickly descends directly on top of them. This flame is incapable of setting things alight, but otherwise does damage very similar to that of being engulfed by an open flame, though it can be dodged if the target is quick enough on their feet. If the target has a weakness to holy attacks or energies, the damage is amplified.

      • Toll The Dead: By focusing on a target within 60 feet of Jester’s location that she can see, she can utilize a combination of words and gestures to make that creature hear the mournful ringing of a faraway church bell, suddenly making them vividly aware of their own mortality. This manifests in the sudden materialization of a moderately-sized wound or cut on a random part of their body, or if they are already wounded, making the existing wound bigger. A creature that does not fear its own passing, however, can brush off this effect, and take no damage.

      • Spare The Dying: By touching a creature on the verge of death and muttering an incantation paired with gestures, Jester is able to stop the creature from bleeding out or otherwise losing its life’s energy, removing the immediate threat of death but not restoring the creature’s vitality, flesh, or consciousness. Anything that isn’t living in the conventional sense is unaffected.

      • Thamaturgy: By using the general mystical energies afforded to her by her deity’s patronage, Jester can mutter an incantation to make a minor miracle happen anywhere within 30 feet of her that she can see. These effects include making her voice three times as loud, causing nearby flames to either flicker, brighten, dim, or change color, cause harmless tremors in the nearby ground, cause an unlocked door or window to either fly open or slam shut, change the appearance of her eyes, or suddenly generate a sound that Jester has heard or can imagine to any point within that 30 foot range. All of these effects only last for 60 seconds at most, though she can have three of the longer-lasting effects active at one time.

    • 1st Level Spells: These are abilities that have more power or effects than other spells in Jester’s repertoire, but as a result take more time or energy to cast. Jester can only use these spells a limited amount of times per day, but this limit increases as she grows in skill and technique. These spells include:

      • Charm Person: By focusing on a target within 30 feet of Jester’s location that she can see, she can utilize a combination of words and gestures to make that person’s opinion of her improve dramatically. Whatever their relationship was before, the target will view Jester as a friendly acquaintance, and will be willing to do things within reason to accommodate that relationship and opinion of her. If Jester or any of her allies were in combat with the target before the spell was cast, they are very likely to be able to shake off the effects, and even in a neutral setting there is a chance that the target may be able to catch on to what Jester is attempting and break through the compulsion. This spell lasts for an hour, or until Jester or someone allied with Jester does harm to the target, and after the spell has ended the target will have a vivid realization that everything that they did while under the spell’s effect was unnatural, and most likely caused by Jester herself.

      • Disguise Self: By performing a combination of words and gestures, Jester is able to make herself look like someone else—provided that person is either 1 foot shorter or taller than Jester herself, and has the same basic arrangement of limbs. Other than these restrictions, the extent of the disguise is largely up to Jester’s imagination, though any article of clothing or alteration of her body’s shape will reveal itself as false when anyone or thing attempts to interact with it, as these facets are present only as visual illusions. This effect lasts for 1 hour, or until Jester consciously dispels it.

      • Bless: With a combination of words, gestures, and an offering of holy water towards up to three targets within 30 feet of her, Jester is able to subtly improve their ability to either land strikes, or avoid blows. This may take the form of divine intervention, such as a slight wind or loose earth pushing odds in their favor, or as a sudden invigoration that makes the target see and think clearer for a limited amount of time. This spell lasts for 1 minute, or until Jester’s focus on maintaining the spell lapses.

      • Command: By focusing her energies on a target within 60 feet of her, Jester can speak a one-word command that the target is then compelled to follow, provided the command doesn’t directly harm the target. This command must be done immediately, and cannot be held in check until a later date, and if the target is unable to fulfill the command immediately, the spell has no effect. A target can resist the effect with a strong enough force of will, and is entirely unaffected if the target is either undead or cannot understand the language being used to command it.

      • Create Or Destroy Water: By concentrating her energies on a space within 30 feet of her, Jester can use a combination of words, gestures, and material components (water or sand, respectively) to either create or destroy up to 10 gallons of water. The water can be created through either rainfall or by appearing directly into an open container, and water can likewise be destroyed whether it is in liquid or gaseous form.

      • Cure Wounds: While touching a target that is conventionally alive, Jester is able to use a combination of words and gestures to restore a moderate amount of vitality to the target, or else close medium-sized wounds.

      • Detect Evil And Good: Through the use of a combination of words and gestures, Jester is able to expand her awareness to the surrounding area in such a way that she can detect the presence of anything that might be classified as an aberration, celestial, elemental, fey, fiend, or undead anywhere within 30 feet of her. As well, while using this spell Jester can also tell if an area has been magically rendered either holy or unholy. The awareness granted by this spell can go through most barriers, but it can be blocked by either 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. This spell lasts for up to 10 minutes, or until Jester’s concentration on maintaining it lapses.

      • Detect Magic: Through the use of a combination of words and gestures, Jester is able to expand her awareness to the surrounding area in such a way that she can detect the presence of anything that might be classified as magical within 30 feet of her. By focusing in on a magical aura in particular, Jester is able to see what type of magic it is, if it is similar enough to her own world’s magic for the spell to recognize. The awareness granted by this spell can go through most barriers, but it can be blocked by either 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. This spell lasts for up to 10 minutes, or until Jester’s concentration on maintaining it lapses.

      • Guiding Bolt: Through the use of a combination of words and gestures, Jester is able to fire off a blast of searing, flame-like energy at a target, provided that they are within 120 feet of her. The blast hits with concussive force enough to rend flesh and shatter stone, and while it is incapable of setting anything on fire, the attack is particularly damaging to those who are vulnerable to holy attacks. After the attack lands, it leaves a “slipstream” of sorts in its wake, directing any attacks that come directly after it and “guiding” them to the target to aid in making contact. Once one such strike has landed through this assistance, or enough time has passed, the “slipstream” effect dissipates.

      • Healing Word: By quickly speaking a divine incantation centered on a target within 60 feet of her, Jester is able to restore a small amount of vitality and close relatively minor wounds as long as the target is conventionally alive.

      • Inflict Wounds: Through a combination of words and gestures, Jester is able to imbue her touch with a decaying, necrotic energy that can be unleashed once it comes into contact with a target. On contact, the target experiences a litany of internal and external decay, usually expressed by a vicious wound suddenly erupting onto the creature’s flesh from the inside out on the point of contact.

      • Sanctuary: Through a quick combination of words, gestures, and the flashing of a small mirror towards a target within 30 feet of her, Jester is able to protect them from harm. When the target comes under attack, the one attacking the target will find themselves seized with the urge to leave the target in peace or else attack another target altogether, although someone or something with enough strength of will may be able to fight through this compulsion. This spell ends after 1 minute, or if the target makes any move to hurt another being.

Backstory:

  • Born to Marion Lavorre, the legendary Ruby of the Sea and beloved courtesan known all throughout the Menagerie Coast, Jester lead a sheltered life as her existence was kept quiet from the public at large to avoid scandal and intrigue. Still, Jester was loved, and for the most part had a happy childhood—aided in no small part by a mysterious figure who one day answered her lonely cries for a companion, a hooded being known only as The Traveler.

  • As Jester got older and her mystical talents increased, her sheltered nature and love of magically-induced pranks combined to invite tragedy when she posed as her mother long enough to expose one of Marion’s clients, a powerful lord, to great embarrassment. With the lord calling for her execution and the city’s guard hot on her heels, Jester was all but pushed out of the door by her mother in a tearful goodbye, promising her little sapphire that one day she would be able to return when the heat died down.

  • With some basic equipment, a satchel full of gold, and the ever-present blessings of The Traveler about her, Jester began to make her way on a new adventure—though after she passed through a strange archway in the middle of the night, she found herself straying just a bit further than she thought she would…

Role In The City:

  • By day, she is innocent Jester Lavorre, reluctant cleric, who hangs out around whatever passes for the city’s Healer’s Guild, treating physical wounds with magic and any other kind of wound with doughnuts. Every once in a while she'll hand anyone who seems willing a pamphlet about a super neat and great fellow called The Traveller, who arrived in this city by crossing a great distance and with enough belief and prayer, may be able to do so again, leading his flock out of this physics-congested nightmare. But by night...

  • ...she's still Jester. But whenever the stress of this new existence starts to get to her, she handles it the best way she knows how: defacing the religious monuments, sites, and shrines of other gods, because her god thinks it's really funny and those other posers need to be taken down a peg, anyway. This, understandably, has not made her night-time escapades the most popular in the city as a whole, and when Jester feels like the fuzz might be closing in on her true identity, she has a habit of attaching herself to a Draughtsman expedition as a cleric (natch) long enough for the heat to die down.

Other Things Of Note:

  • Ever since Jester found her way into the city, select other members of the city’s populace have found themselves approached by a mysterious cloaked figure, offering them power and companionship provided they throw a little chaos into the mix of the city’s day-to-day. For those who accept, they may find themselves with a few new, mysterious abilities to aid with that chaos…

  • In D&D terms, Jester is currently Level 2, or from just before the show actually starts. Technically, she would normally have access to the entire Cleric spell list, but for the sake of both balance and sanity I’m only including things that she has actually used in the main campaign. Normally, she would only be able to cast these spells a specific number of times per day, but as I’m not entirely sure how days are going to work in this environment, I’m planning on keeping those limitations a little bit more fast and loose, depending. She also comes into this world with her starting equipment, including a shield, studded leather armor, and a simple sickle for a weapon, and can speak the languages Common and Infernal from her home world. Despite her appearance, is kind of buff.

  • Jester is an avid and talented sketchbook artist, and will often stop whatever she’s doing to sketch an interesting scene, or else a highly-stylized, possibly-profane version of said scene. These abilities also come in handy when it comes to defacing religious landmarks, especially since she has recently been turned on to the most marvelous invention known as spray paint.

Edited by Uncandescent on Jan 15th 2021 at 11:38:01 AM

If I had that kind of power, I'd have dropped a meteor on your house ages ago~
WackyPancake from My computer. Since: May, 2011
#42: Jan 8th 2021 at 12:24:40 PM

  • Name: Gruntilda "Grunty" Winkybunion
  • Appearance: "Grunty's here to have some fun! If you cross her, better run! Ahahaha!"
  • Setting: Banjo-Kazooie
  • Powers/Abilities:
    • Offensive spells: Her favorite! Her go-to attack is to cast fireballs and energy missiles. Some of them are even able to home onto a target. When these are charged up, they are powerful enough to blow up a hut and seriously harm someone. But that takes a while to do, and it's hard to hit moving targets with it.
    • Defensive spells: The best offense is a good defense, or so they say. She's able to cast a magical shield around herself. Although it can take a beating, it is not impenetrable, and will demanifest after enough blows.
    • Clairvoyancy: Mirror, mirror, on the wall... In order to do this she needs her cauldron, Dingpot, and she needs to cook a special brew that will reflect what she wants to see.
    • Other spells: Grunty has been known to be able to cast other spells, such as magical door sealing, powerful curses, and even save file erasure. However, these were all contained inside her sentient spellbook, Cheato, which she needed to consult in order to cast them. Because Cheato eventually betrayed her and the aging old hag has a somewhat-poor memory, she mostly no longer has access to them. She might find an occasional Cheato page strewn around, but don't count on it.
    • Flying: Her broom is capable of flight. She herself isn't, though.
    • Resilience: She's not particularly physically strong, but she's definitely hard to kill. In the past, she has been reduced to a skeleton, and later on to just a skull, while somehow still being alive. Of course, such damage to the body comes with huge drawbacks nonetheless. She's currently in her initial green-skinned form. How she regained it is unknown, but it apparently involved a lot of plastic surgery.
  • Backstory: Gruntilda is your average neighborhood witch. Green, fat, ugly, disgusting, vain, and can really hold a grudge. Native to the small settlement of Spiral Mountain (located "somewhere over there", per her own words), she was eventually forced to abandon her home due to severe neighborly troubles with a certain bear and bird, eventually setting up shop in the city of Concordia. Grunty has done some pretty awful things in her time, up to and including child kidnapping, murder by drill-tank, and reckless zombification of a ruling monarch; but luckily for Concordia's inhabitants, that's all in the past. It's not that her character has improved, mind you. Quite the opposite, in fact. But she has gotten so tired of chasing that pair of mangy animals around, she just no longer has any energy in her for elaborate nefarious deeds. Grunty considers herself retired, at least for a long while, and even though many consider being stuck in Concordia to be a curse, she appears to relish this opportunity to relax without her nemeses around.
  • Role In The City: Grunty has been busy building a lair for herself, in imitation to the one she had back at Spiral Mountain. The interior is still under construction, so watch your head if you venture in. Even though she's mostly retired, she still offers her magical services to those who dare ask. She can brew potions, cast spells, and see the future in her cauldron Dingpot. For a price. What she may ask in return changes with her mood. It can range from simply a few coins, to taking her out for dinner if you're a handsome man.
  • Other Things Of Note: Grunty usually speaks entirely in rhyme, although she is able to stop if she so wishes. She has a bizarre fondness for quizzes, and enjoys questioning people about useless trivia even in completely inappropriate situations.

Edited by WackyPancake on Jan 8th 2021 at 9:29:52 PM

"I like girls, but now, it's about justice."
troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#43: Jan 8th 2021 at 2:38:13 PM

@Uncandescent: Looks good to me, Jester is accepted.

@WackyPancake: PM sent; do let me know when you've gotten around to reading it.

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
Oni-Lord Since: May, 2010
#44: Jan 8th 2021 at 10:35:02 PM

  • Name: Dr. Johanna Faust
  • Appearance: This nice lady
  • Setting: Frau Faust
  • Personality: Johanna is pretty much defined by her endless curiosity for the world around her. She will try to understand everything she can and is constantly bouncing questions around in her head. As such, shes a pretty big fan of books. Johanna tends to be a fairly practical persona, of the 'needs of the many' sort, but will try her best to find a way to get the most good out of bad decisions. Shes also pretty selfless whenever theres someone in need right in front of her. She does her best to help however she can, in spite of her cynical front. She is also absolutely terrible at taking care of herself, prone to not eating or sleeping for long periods of time. Don't be surprised if you find her passed out somewhere.
  • Powers/Abilities:
    • Scholar of Magic: Faust has learned much over her lives and as such has a good degree of magical skill. She can do simple things like create illusions and levitate hand-held objects with ease. Her real skill with magic leans more towards shadow-based spells and blood magic. She can generate weaponry of shadow as well as fire it off in times of combat. She can also use her own blood to manipulate and alter anything it lands on, such as creating spikes of earth.
    • Alchemical Acumen: Alchemy might be her true calling and where most of her skills lie. With the correct components, she can create a multitude of potions from poisons to healing tinctures. From a glance she can diagnose and illness and recall immediately what is required to cure it. Her skill is great enough that she managed to create life in the past in the form of her homonculus daughter.
    • Curse of a Demon: After her first death, Mephisto placed a curse upon her soul that is a bit of a mixed bag. On one hand, Faust never truly dies as she will just reincarnate, but she will be a baby if that happens so that hopefully won't happen. The curse also gives her a degree of accelerated regeneration. Lacerations, bruises, and even some broken bones will mend in a short amount of time. The draw back is that this regeneration will also cause her to shrink little by little until she ceases to be, and any sufficient damage can still outright kill her. Finally, this curse places a sort of demonic taint upon her soul. Anything sufficiently divine will burn her, and she can not enter consecrated ground unless she is invited.
  • Backstory:
    • We all know the tale at this point. Once upon a time a man of great intellect sold his soul to a demon for all of the world's knowledge. The man spent his life learning everything he could get his hands on, consuming books like a starved beast eats. When the day came, the demon snapped his neck and took his soul. At least, in so far as the tale goes. Mephistopheles had other plans for the good Dr. Faust though.
    • Due to the curse placed upon his soul when he died, Dr. Faust did not pass on and instead reincarnated soon after. He found that he would reincarnate every time he died, forced to live out life after life for over a century. Now he found himself born as Johanna Faust, and made a deal with Mephisto all over again. While traveling, she discovered that the church had managed to capture Mephisto and split him into pieces, keeping him scattered all across the country. Through guile and cunning, she mas managed to reassemble his torso, right arm, and left leg. Her quest to finally assemble the prick and kick his ass was stopped how ever when she found herself in Concordia.
  • Role In The City: Scholar, Researcher, and all around authority on things mystical and magical. Faust has turned her boundless curiosity towards understanding not only the mechanisms of the Ship, but also towards any artifacts that get discovered by the Draughtsmen. She has managed to earn herself a position of relative popularity compared to others in her field due to her casual air and approachability.
  • Other Things Of Note: Who knew my figures of Germanic lore could be this cute?


  • Name: Mephistopheles
  • Appearance: Yes, the big headless thing
  • Setting: Frau Faust
  • Personality: Its pretty difficult to get a feel for someone's personality without a head. Judging from his actions though, Mephisto is fickle and standoffish with pretty much anyone thats not Faust. With Faust hes inconsistent. Sometimes he will just ignore her even in danger, and other times he will be gentle and close with her.
  • Powers/Abilities:
    • Demonic Might: Being about 3/5ths the body of a infamous agent of hell, Mephisto can pack quite the punch. Her as an abnormally long arm for his body side then end in a massive fist with claw-tipped fingers. Even with one leg he can move quickly and use his lanky body to tank a few hits for his charge.
    • Shadowy Servant: Mephisto seems to be an expert at vanishing while no one is looking at him. You can blink and he will be gone, only to reappear behind Faust with barely any movement. He seems to mainly stick around Faust though, even when he is unseen. He will remain hidden until she needs him and appear to save her, which he knows infuriates her.
  • Backstory: The demon in the classical story of Faust, and still just as mysterious in his true motivations. Hes the one that killed the man in question, but then placed a curse of immortality upon his soul rather than take it like their deal stated. He treats everything like a game and used to have the smuggest of smiles. At least until the church captured him. He was charged with the sin of granting immortality to a dead soul and for his crime was split into pieces and scattered across the land, guarded by the forces of the catholic church. Luckily, Faust in her new body has managed to assemble a few of his pieces, which now follow her around where ever she goes. Even in another world entirely, the two of them are tied together intrinsically.
  • Role In The City: Faust's flippant guardian. He seems to just slip away whenever he feels. He will come to her aid when she is in danger, sometimes. The demon is hardly consistent and seems to retain his mocking behavior even without a head.
  • Other Things Of Note: Dudes tall as hell man.

Edited by Oni-Lord on Jan 9th 2021 at 8:35:32 AM

troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#45: Jan 9th 2021 at 6:57:15 PM

@Oni-Lord: Looks fine to me; accepted.

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#46: Jan 10th 2021 at 7:26:26 PM

  • Name: Kayné Ainsel (1), Sun-harrowed of the Northern Wastes (2)
    • (1) A placeholder name, since incorporating the name of your hometown into your own is a taboo in wastelander culture if it no longer exists.
    • (2) A title of prestige and seniority amongst wastelanders, gained from passing through the dangerous Northern Wastes and being "touched by the sun."
  • Appearance: She's beauty, she's grace, and she'll shoot you in the face! Less jokingly, Kayne favors modest dresses with dark, subdued colors and very few embellishments. There are several streaks of white in her hair and light reflects off of her eyes oddly. She is a fairly short and stocky woman with various scars covering her whole body. Her mechanical left arm is covered with a thick leather glove, and her eyes often seem unfocused and flick around restlessly. Her right leg is also replaced with a mechanical prosthesis that would be more suitable for an anthropomorphic cat than an actual human being.
    • She wears outfits akin to this and this when she's out in Zone 7.
  • Personality: Kayne appears distant and cold at first, but upon closer inspection, she's actually a very eccentric character. She tends to lapse into technical terms when something piques her interest and has a habit of flapping her hands about whenever she speaks. She has her cynical moments, but even so, she remains dedicated to helping people. Since her participation in the overthrow of the Coalition States, she's become prone to glassily staring off into space and supceptible to panic attacks, but she tries not to let this get her down and cheerfully continue with her work.
  • Setting: Rifts (Homebrewed + Original)
  • Abilities:
    • Powers:
      • Unclaimed Undivinity: As she fired the final shot that ended the life of not-god Emperor Prozek, all his purloined faith burst out of him and returned to their rightful places of belonging: to the Old Gods. This was, however, enough to generate enough fame for her in order to ignite a spark of faith that accidentally clung to her, the nearest person to the late Emperor after his death, which would have propelled her into semi-divinity herself, if not for her fervent ignorance of it and desire to not be like her enemy. This does, however, grant her some immunities in several areas.
        • Firstly, Kayne cannot be cursed or blessed by anyone or anything. A cursed lance that creates unhealable wounds will harm her, but she will continue to heal normally. A blessed grove of trees that gives whoever enters it accelerated healing will have no effect on Kayne, either. Things that have scientific explanations, but are believed to be "cursed/blessed" will likewise have no effect on Kayne, until a rational explanation is made known. Only she is allowed to alter her own fate.
        • Secondly, Kayne's psyche cannot be forcibly altered by outside forces, and her body cannot be forcibly transformed into something that she does not recognize as her own. She will always remain "herself," for better or worse, as an ordinary human being. As long as she has a sense of self-identity, she will always recover from the most disfiguring of wounds and heal back into something that she can live with, if she doesn't die in the process. Only she is allowed to alter herself.
        • Thirdly, Kayne is immune to being erased from reality due to a reality-quake or a hatch suddenly collapsing, for better or for worse. At the most, she will be gone for a few seconds, then the universe will spit her back out where she disappeared, no worse for wear. She postulates that it is because her world frequently had rifts of a similar nature, and that her body has somehow adapted itself to it, but this is in fact a rule of her not-divinity. Kayne will live and die as an ordinary human, and if she was erased, this wouldn't be able to happen, and so she keeps coming back.
      • Sun-seared Sight: Kayne's eyes always appear to be reflecting a distant sun in her irises, no matter in which direction she is looking. This was the result of journeying through the dangerous and unpredictable Northern Wastes in her home world, which infused some sunlight into her eyes in the process. After she recovered from her temporary blindness, she found that she was extremely far-sighted, requiring her to wear glasses nearly all the time. However, she could see through all illusions, light concealment, and things previously hidden from her by the passage of time. At night, she could see almost perfectly in the darkness, without the trouble that she encountered in the light. The sun sees all and knows all.
    • Equipment:
      • Clockwork Arm: The entirety of Kayne's left forearm is a mechanical prosthetic, and she usually covers it up with a thick leather glove. It enhances what remains of her left arm, making it several times stronger than before. It looks like this.
      • Mechanical Leg: Almost all of Kayne's right leg is missing, a casualty of the revolution that she participated in. As prosthetics made for humans became scarce, she fashioned one for herself out of one meant for beastfolk instead, and has not seen fit to replace it ever since. It causes her to lurch and limp when walking normally, but gives her alarming alacrity when she sprints. If she is deprived of all her weaponry, few would expect her leg to house retractable claws, clumsy though it may be to use them. It's painted black with silver highlights to match her arm (without the cutaway).
      • Shielder Drive: On Kayne's other arm is a wrist-mounted device that can generate hexagonal shields made of a glowing bluish energy. It is naturally charged by the kinetic energy imparted upon it by attacks and by Kayne's movements. It cannot withstand automatic weapon fire for more than a few seconds or the equivalent of a bazooka attack before activating its failsafe and shutting itself off to prevent itself from overcharging. If such a thing happens, it needs a minute or two to process the energy that it has received before being available for use once more. The shields have to be manually programmed into shapes to intercept attacks, and Kayne is fortunate enough to be able to do it just by gesturing using the arm that the device is equipped on, but they cannot exceed the size of Kayne herself. Also, her attacks cannot pass through the shields either, so she must either shoot around their sides, leave one hand free to move them out of the way, or dispel them entirely to engage in offense.
      • Miscellaneous: Kayne owns two plasma pistols that she wields as a pair and an ion rifle for heavy-duty blasting. Her vibro-knife is just an uncannily sharp blade, but what it lacks in reach is supplemented readily enough by her trusty billhook. In addition to her weaponry, she also owns several toolboxes which she also stores useful scraps in. She greatly treasures her writing supplies as well, and has a typewriter of her own, even though she prefers to write things by hand.
    • Skills:
      • Technological Genius: Kayne shows a particular knack for assembling devices and improvising building materials when none are available. During her adventures, she experimented until she found how to make devices that could absorb magic and store it for later use, inventing her own brand of magic. However, she cannot add any additional effects to the spells and must use them as they were originally intended. Prolonged periods of study enable Kayne to distill them into "infusions," magic in a liquid form which she can recreate via brewing ingredients in a cauldron. Additionally, she is a reasonably competent hacker. Occasionally, she is asked to appraise artifacts found by the Draughtsmen because of her skills.
      • Wandering Scholar: As a wandering scholar, Kayne is well-versed in many areas of study and speaks multiple languages. She seems to have been gifted with a natural aptitude for learning, as well as a persistent thirst for knowledge. Her small hoard of books attests to this. Even if she has no formal schooling, she works hard, and that is serviceable enough.
      • Gun Expert: Kayne knows a lot about guns. She is mostly accustomed to using her energy rifle and plasma pistols, but she knows in theory how older guns work. Even though some have tried to force her to give up the secret of high-tech guns that never seem to run out of energy, those attempts have all failed. Incidentally, having a mechanical arm makes for some very steady aim...
      • Survivalist: Having lived in the wastelands and contended with the Coalition States for an extended period of time, Kayne has become an expert at surviving harsh conditions. This has also given her some degree of medical expertise, but don't expect her to work miracles. She has a habit of putting a vibro-knife in her left boot.
  • Backstory:
    • Kayne was the product of an experiment to clone a viable human which could also produce viable offspring in an attempt to stave off what her creators feared would be the extinction of humanity due to radiation destroying many wasteland dwellers' ability to have children. Unfortunately, a mistake was made when choosing one of her gene donors, and Kayne ended up barren herself. Unwilling to dispose of her, the inhabitants of the wasteland shanty town that she was born in stepped in to collectively raise her. She met Moko when he was unceremoniously dropped onto her doorstep, and the two have been inseparable ever since.
    • However, the arrival of Moko created an energy signature that attracted Coalition State forces, who were deeply invested in the extermination of extradimensional beings, lest they pose any threat to their state. Coming upon Kayne's shanty town filled with dimensional beings and those who wished to shelter them, they razed it to the ground as their protocol dictated. Kayne was the only survivor, though she lost an arm in the process. Eventually, after making her own way in the wastelands for a few years, her only help being her talking hat, she joined up with a ragtag group of mercenaries to seek a better fortune for herself. There she found a place to belong, until her party discovered a nefarious scheme belonging to the Emperor of the Coalition States, Karl Prozek by sheer happenstance.
    • By banning literature to encourage ignorance of the outside world and encouraging his citizens to worship him as humanity's savior, the Emperor planned to ascend to godhood himself, usurping the position of the Old Gods and forcibly remaking the world in his image, despite how many other benign extradimensional beings he would harm in the process. Initially, Kayne's party decided not to do anything, but through a series of encounters with the Coalition State's forces, it quickly became personal.
    • Working with the Alliance of Wandering Scholars, the party worked to recover the true names of the Old Gods, who had all but been scrubbed out of the annals of history, and lacked the faith to exert any real power in order to restore the world. The party's quest took many years, as they had to deal with things like extradimensional monsters and complicated politics along the way. Eventually, however, after restoring enough of the Old Gods' names, it was time to take enough faith from Emperor Prozek to complete the process.
    • Fighting through a technological fortress with the rest of their friends and allies, the party finally reached the Emperor's inner sanctum. Then the Emperor revealed his new suit of power armor, and so the final battle unfolded. Kayne was incapacitated early on in the fight, which allowed her to slip under the Emperor's notice. However, she woke up in the middle of the fight, and noticing a chink in the Emperor's armor, laboriously raised a plasma pistol with a broken arm and shot at it, dealing the fatal blow that would end the whole conflict.
    • Years after the Coalition War, Kayne and the rest of the veterans who had participated in it would feel a growing disconnect between themselves and their shining new society. What use was knowing how to manufacture guns in peacetime? What use was wanderlust in a new world that engendered a sedentary lifestyle? Thus Kayne set off for one last adventure, leaving the world in the care of better men, and tried to return to the Mausoleum, only to land in Concordia. Surely she'll come to meet many new and old friends on the pilgrimage to self-absolution...
  • (Formal) Roles In The City:
    • Kayne immediately joined the Draughtsmen upon arriving in the city, and like a certain other scientist, also achieved the rank of Master Draughtswoman on her first try. She is able to serve well as two of the four roles—Cartographer and Doorwoman—and perform the other two in limited capacities. She is a Canary when sent forth to test hatches for stability, and a Heuronaut when small areas around a scouting party needs to be stabilized—indeed, her unique worldview allows her to manifest a small, mobile area of Coherence around a scouting party, but prevents her from stabilizing anything permanently.
    • In addition to her position as a Master Draughtsman, Kayne also dabbles in ship-science, living in the 7th Zone as to have better access to the Incoherence for research purposes. She publishes papers irregularly, the most well-known of which proposes a semi-accurate way to predict reality-quakes (they may be related to the negative emotions of the people living in the 7th Zone, as it's confirmed that perception shapes the Incoherence). Another more infamous paper suggests sending some members of the Diet to live in the 7th Zone, as it might make the city fix up the area for the sake of the Diet members' comfort rather than out of concern for any poor people living there, and thereby prevent reality-quakes that way.
  • Other Things Of Note:
    • Despite looking like a respectable citizen, it is a somewhat open secret that Kayne is involved in the black market. She chose not to join the Mechanics or Engineering Guilds due to the cuts of pay they demanded of their members, as well as the fact that she would not be allowed to even own the heavily regulated tools of her trade. It was insulting to her that everything she made would be branded by the guild, as if her work was not truly her own. Thus, to overcome the lack of proper tools to manufacture and repair things, she made her own machinery and equipment from scratch, bolted and chained them to a solid surface in an abandoned workshop in the 7th Zone, and lets people use them for free. Since the guilds didn't expect anyone to be able to build their own equipment from scratch, it is not illegal to do so. Even if making forgeries of things that the guilds sell is illegal, Kayne is not directly involved in the process and does not make any money from it, so what she's doing is also technically legal. This was all done out of sheer spite.
    • Kayne is known to be a back-alley doctor and provide kitbashed prosthetic limbs (with the requisite repairs) to people who otherwise cannot afford proper medical care. She has built up a reputation for being a relatively safe practitioner to call upon, but her availability is limited by her work contracts with the Draughtsmen. Kayne often finds herself overworked and needing the attention of a real doctor, but she does her best to push through the exhaustion to help people and alleviate their suffering. She also carries around some candy in her pockets to give to any children, patients, and people who directly ask to have some.
    • People are oftentimes very confused about how to view Kayne, owing to her both giving lip service and then criticizing the Diet, often in the same breath. She also hasn't been very tight-lipped about her adventures in the Mausoleum and the revolution in her home world. Another thing that is contradictory about her is that she professes to not be religious, but is often found around town cleaning up the various statues of the gods from vandalism. Because of these reasons, she is mostly regarded as an eccentric but well-meaning citizen.
    • Kayne is a 38-year-old female Human Variant (as she is technically a clone) and has lived in Concordia for 8 years with Moko.
    Kayne's Language List 
  • "New" English/Scavenger's Slang
  • Old English
  • Greek
  • Latin
  • Old Norse
  • Irish Gaelic
NOTE: Kayne cannot go into technical terms in any language other than "New" English.

  • Name: Moloch "Moko" Kothys
  • Appearance: Quite a respectable fellow, but this is his true form. He is about a head taller than Kayne, and carries himself with an air of respectability at all times. He will never be seen out in public without a proper suit and tie, and is prone to carrying a cane around. However, he has a very kind and approachable demeanor that belies the somewhat detached front he puts up. He has some very sharp teeth in that mouth of his. When Kayne is wearing him, it's very hard to dislodge him unless you pull very hard.
  • Personality: Moko acts like a quintessential British gentleman, and speaks like one too. Since recovering his memories of his past, he is determined to not become enslaved like he once was, and professes that he is deeply indebted to Kayne, even though she insists that he owes her nothing. Despite his habitual fretting, he cares about Kayne deeply and, like her, becomes furious upon witnessing injustices.
  • Setting: Rifts (Homebrewed + Original)
  • Abilities:
    • Powers:
      • Magical Construct Body: By concentrating his magical power, Moko can manifest a construct in the shape of a human body which he can use to interact with the world more easily when he is not being worn. This construct is strong enough to bend steel and withstand bullets without flinching, but if it is sufficiently harmed, then it may poof into nothingness, leaving Moko as nothing more than a talking top hat once more.
        • However, he can channel brief bursts of magic into his legs to increase his speed should he need to, and summon forth blasts of searing hellfire from his hands, though it will be heavily telegraphed by his chanting. The blasts are about as damaging as Kayne's ion rifle, but are very hot and can create blazes that are harder to put out than normal ones. If he needs to alter his body to enter a bigger and stronger "infernal battle-form," replete with monstrous features and bat-like wings, then he needs a full minute of uninterrupted meditation before he can shape his construct body into the desired form. Harming his real hat-body is the easiest way to take him down.
      • Dimensional Pocket: Moko has a dimensional pocket about the size of a small trunk inside of him. It is only accessible by the person who Moko considers his "wearer" i.e. Kayne. Otherwise, if someone flips him over, all they will see is the inside of a normal top hat. Kayne often uses this pocket to store things that she doesn't want authorities to find.
      • Comsumption Regeneration: Should Moko be damaged in any way, he can regenerate lost or damaged parts by eating cloth and other materials used to make hats. If a place is sufficiently saturated with magic, he can accelerate his regeneration by absorbing the ambient magic.
      • Clothing Chameleon: Moko can disguise himself as a regular top hat by closing his eye and mouth, rendering them as small slits that look as if they were stitched shut from the inside. He must also wrap his arms around himself to make them look like a hatband.
      • Visual Telepathy: Moko can communicate telepathically with sentient creatures, regardless of their language, as long as he can see them. However, he can only communicate with one person at a time. Despite this power's weakness, it may still come in handy.
      • Detection Immunity: Moko makes his wearer immune to psychic/magic detection and tracking powers. Obviously, this applies to him as well. Mundane tracking methods will still work, however. Anything with a power level higher than his will be able to overcome the psychic and magical shielding.
  • Backstory:
    • Moloch Kothys was indeed nothing more than a piece of sentient clothing back in his home world, considered a servant to his wearer. His creators were devils, or perhaps demons, but their exact breed is hard to determine. Moko spent several years after his creation doing nothing but what he was told, and being bought and sold in clothing markets when he inevitably failed to live up to his wearers' expectations. Eventually, a rift swept him up, and he landed at Kayne's doorstep, claiming that he lost his memory in order to not be tossed out immediately, as his owners claimed that all items made by their hands were inherently cursed and hated by humans, so they were only suited for their current masters.
    • However, as Kayne eventually embarked on her quest, he grew comfortable with the idea of confessing his origins to her, and she listened without rejecting his friendship. From there, their bond only grew stronger, as they were the only person the other had as a constant in their lives. When Kayne was temporarily incapacitated in the final battle of the Coalition War, he was beside himself with worry, but she survived nevertheless. After the war, he devoted himself to the study of magic, and eventually gave up some of his powers in order to be able to manifest a human-shaped construct. With this, he swore to follow Kayne forevermore, eventually arriving in Concordia with her.
  • Role In The City:
    • Moko is Kayne's enthusiastic helpmeet, even if he doesn't understand half the things she talks about sometimes. He also has to keep her from burning herself out, which is something that is more easily said than done. When Kayne is not home, he takes care of the house chores and ensures that she has something pleasant to come back to, even if they have very little. Indeed, he's ignorant to the fact that he's in love with her, and simply stands by, happy that she's happy and too occupied with other things to confess his love for her.
    • He also runs a coffee shop in the more respectable parts of Concordia, and has a reputation of impeccable service and unflappability. He was made to be the ultimate servant, after all. He picks up on some pretty interesting gossip while working, which he sometimes shares with Kayne and sometimes keeps to himself. His income is enough to supplement Kayne's wages a little, but he is content and loves his work.
  • Other Things Of Note: Moko has an indeterminate true age, but his magical construct body appears as a man in his prime, only a little bit older than Kayne. His gender is also indeterminate due to him being a sentient top hat, but he identifies as male. He has lived in Concordia for 8 years with Kayne.

Edited by JumpingFruit on Mar 23rd 2023 at 10:25:20 AM

I wear the skin of the Elder Things, having come unto my own.
OG-Sama Mancunian Candidate Since: Jan, 2015 Relationship Status: I get a feeling so complicated...
Mancunian Candidate
#47: Jan 11th 2021 at 1:33:29 PM

  • Name: Jengbish
  • Appearance: A giant of a man clad in burgundy-lacquered plate, adorned all around with bronze and fetishes and trophies. Weather-worn and shot through intermittently with scar tissue - missing his left eye and both his arms, replaced by a patch and augmetics respectively. His remaining eye is a mess of cataracts and milky-white. Wears his head mostly-shaved with the rest bound up in a topnot, like a sort of slim cue, with a drooping moustache and neatly-trimmed beard. Salt-and-pepper hair. His whole face creases up whenever he smiles.
  • Setting: Warhammer 40,000 (original character donut steal)
  • Powers/Abilities/Equipment: He's a space marine, the Chaos kind, and a former librarian at that. He has more organs than you've had hot meals and a power section that reads like the sweatiest kind of respect thread. You know the drill.
    • M 6″: Jengbish can combat-jog along at a comfortable 15 mph for somewhere in the ballpark of 20 hours before tiring, aided by an absurdly long stride, hyper-oxygenated blood (lots of it), an additional lung, a pre-order bonus DLC heart, and a balanced breakfast. In short sprints he can manage between 60-70mph. This makes a stompstompstomp sound.
    • WS 2+: Jengbish is a master swordsman and hand-to-hand combatant with a career of over six centuries, and in battle combines inhuman speed and strength with advantages in weight and reach insurmountable to almost any mortal opponent. In close combat he's armed with his augmetic fists, which are made of adamantium, and a Wraithbone force-sword taken from an unlucky Elder Corsair. A force-sword is like a power weapon, lightsaber, or vibrosword except you're effectively channelling chi into it instead of badly-defined science - as it happens, he can also do this to his dumb metal fists, kung fu style with kung fu results. Both of these require concentration, naturally, and the technique will not work on objects without such a deeply personal connection and specialised construction. He also carries his standard-issue foot-and-a-half-long combat knife, mono-edged and self-sharpening, for use in emergencies or when a five-foot dao might somehow be considered impractical.
    • BS 2+: He's also an expert marksman, because of course he is. His armour contains recoil-management systems which spread the impulse from firing evenly across his body, relieving him of the need to brace for recoil or use more than one hand. However, most firearms available within Concordia simply are not built for the rigours he subjects them to in combat and rarely survive longer than one engagement. He has to pry to trigger-guard off to even fire them, in fact. They also look comically tiny in his hands.
      • Jengbish also carries a master-crafted plasma pistol, but it ran dry long ago. Concordia lacks the industrial capacity to manufacture the high-purity hydrogen it requires to function, and Jengbish lacks the technical knowledge to either assist them or assess safe substitutes. Details on capability if it ever becomes relevant.
    • S 4: In combination with the artificial musculature of his power armour, Jengbish possesses grossly enhanced muscle mass and density, and enjoys a considerable advantage in leverage. He can strike a man's chest into pulp without much in the way of effort, pulping bones and crushing skulls in his augmetic grasp. His ability to lift objects is limited by basic physics, so no Platinum Games shenanigans here.
    • T 4: Jengbish has thick, dense bones strengthened by ceramics to rival steel, a ribcage fused into a lorica segmentata, protective musculature, redundant organs, and a semi-rigid layer of fibrous nerve-bundles directly under his skin which allow him to interface with his powered armour but double as something like a thin layer of kevar. Even if stark naked, an unarmed human being would be physically incapable of bringing him serious harm. He's also very mildly radiation resistant due to strange and myserious things done to his melanin.
    • W 4: Thanks to specialised platelets secreted by a golfball-sized organ in his crowded chest cavity, Jengbish forms scar tissue within seconds - spilled blood clots before it hits the ground and only the most grievous of injuries can cause him serious blood loss. However, this also all-but ensures poison coating a weapon will enter his bloodstream should it break his skin. His third lung makes him capable of breathing underwater and in low-oxygen environments, though he will be at reduced capacity and still requires some kind of oxygen be present not to aspyxiate. He also has an extra kidney which filters poisons and a crop in his throat that stores and attempts to denature any food too nasty even for his constitution to handle. Additionally his saliva contains a potent acidic enzyme to let him chomp on plants which would really rather he did not.
    • A 4: Jengbish hits like truck, but he also hits you about as fast as one. A lifetime of training has also robbed him utterly of hesitation - if you need to hit you, you are hit. Probably permanently.
    • Sv 3+: In the thick ceramite plating of his armour, Jengbish can shrug most projectile weapons short of heavy-caliber tankfuckers and high powered energy weapons, but a hail of gunfire is inevitably going to hit something important and he left his helmet in another universe so it's probably not the best idea to wade through it indefinitely. It also recycles his pee into drinking water and feeds him delicious amino-porridge, boasts radiation and thermal resistances nullified almost completely by his decision not to wear his helmet, and comes with a full suit of medicinal injectors which ran dry more than a century ago. The radio still works though.
    • Sv 4++: Jengbish is also the lucky owner of a gravitic energy field, a little-understood relic of the Dark Age of Technology. If he's lucky this will slap aside incoming projectiles (or sufficiently-fast melee attacks) with a flash of lightning and a peel of thunder, and if he's unlucky it will do absolutely fucking nothing because nobody actually knows how they work and hasn't a clue in hell about how to properly calibrate them. About fifty-fifty honestly seems about right here, so I'll be rolling those saves of when they come up.
    • Deny the Witch: Jengbish is weighed down with so many trophies and fetishes and suffused so utterly with purifying incense as to function, essentially, as one big stompy dream-catcher. Physical magic (fireballs and such) will still affect him the same way they would anyone else, but curses and ill portents are lost somewhere in the mess of skulls and and horsehair tassels never to be seen again.
  • Backstory: Once upon a time there were a bunch of fascists, except golden, and one of the less-regarded backwaters of their empire was Mongolia, except space, and also a little bit fascist. Jengbish (space Mongolian) did a lot of killing for the fascists (golden) until eventually he couldn't help but notice they'd robbed him of his ability to father children, carved up his body until it was unrecognisable, and burned him in the fires of their endless, pointless wars until there was almost nothing at all left. Additionally, they were fascists and about half of what they did was the cultural genocide of subalterns. This, he came to realise, speaking strictly as a subaltern, was something of a raw deal. So after a polite debate with his Mongolian friends he left the fascists (golden) and auto-balanced himself onto the opposing team, Chaos (absolutely based). Then plot happened and along with some of his space Mongolian Chaos buddies he wound up in Concordia:
    • Jengbish and three of the most trusted members of his Keshig were among the very first to find their way out of the coherence, and with the other Founders built the bloody foundations on which Concordia rests. Never particularly interested in ruling, Jengbish had a minor rule in establishing the highly-militarised police force and pivotal role in the formation of the Draughtsman's guild, but harboured no ambitions of controlling. Instead he and his fellows pushed out to the frontier, where they belonged, dying one-by-one over the long years until he was all that was left.
  • Personality: A libertine philosopher-warlord with an indirect kill-count in the middle billions. A mercurial romantic whose real angers are ice-cold and whose limitless capacity for violence is in essential tension with a worldview placing utmost primacy on the inexpressibly vast plurality of man. Knows keenly that logic was born from illogic, whose original holdings must have been unimaginable, and that there is more beneath the Arch of Heaven than ten thousand lifetimes could behold. Harbours vague notions of having once had a mother, a father long-subsumed below the impressions of infinitely greater men. Knows that he is still a human being. Knows that there is only one war that truly matters.
    • Lowkey racist.
    • Tosses a mean tsuivan.
  • Role In The City: Legendary founder. Master Draughtsman and distant genetic ancestor of the military. Participated enthusiastically in the absurd violence which marked the Concordia's founding, a relic of ugly times with attendant ugly rumours circulating amongst those with long enough memories. A living piece of an inconvenient history. Technically, as a matter of courtesy, there remains a seat for him on the Diet. It has never been filled.
  • Other Things Of Note:
    • Memery aside, there is a condition in 40K called the Transhuman Dread, referring to the intense feelings of intimidation and unease mortals experience in the presence of Astartes. Within that setting it's primarily culturally contingent and stems from a combination of religious awe and the perceived redundancy of mortal man, but there's still a physical component; put bluntly, he's almost eight feet tall, weighs somewhere in the ballpark of 500kg in his armour, and he moves like snakebite. He is, inadvertently, more than a little intimidating to people who don't happen to be gods or even larger than he is, and has a well-established history of successful violence within Conc*rdia. This is, naturally, entirely optional.
    • He is physically incapable of stealth, due to a combination of servo-whirs and stompstompstomp. He's also not crossing any rickety jungle rope bridges any time soon.
    • Does not have any librarian powers beyond moving chi into his fists and sword and the ones he's using to see despite having exactly 0 working eyes. He exists in an extremely precarious position with regards to the Warp and has drawn from heterodox internally-focused traditions of his homeworld to compensate. No force lightning of any kind, though in a pinch he could still receive or transmit the odd message if for some reason radios stop working and another psychic wants to act as one.
    • His dick don't work but that's okay because he has backup nuts in his chest and neck.

Edited by OG-Sama on Jul 11th 2022 at 4:48:42 PM

troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#48: Jan 11th 2021 at 1:56:37 PM

Both your characters look fine; accepted.

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#49: Jan 11th 2021 at 2:15:23 PM

  • Name: He's had many, many names over the many, many centuries he's existed. But for some reason, he's always partial to 'Greed.'
  • Appearance: Don't call him gaudy.
  • Setting: Fullmetal Alchemist
  • Powers/Abilities:
    • Immortality: What makes Greed a good mob boss, apart from his keen business sense and the fact most of his followers genuinely like him? Probably the fact that he's immortal. Greed has had his head blown off, his lower half dissolved, and he once got in a rather gory tiff with a woman who literally disintegrated him after a bad one night stand. But no matter what happens to him, he still comes back without a scratch, his entire body regenerating in the snap of a finger. Except Greed doesn't like to flaunt this feature as much as other people might. It's almost as if he knows his immortality is not 100% foolproof... and that if you kill him enough times, he won't be able to come back.
    • Ultimate Shield: What Greed does like to flaunt, however, is his Ultimate Shield. By merely thinking about it, he can convert his skin into a hard graphene that doesn't affect his movement. There's a reason why people call this the ultimate shield, and it's not just because he covers his face. Once Greed puts this on, almost nothing is getting through it. Plus, he can coat specific parts of his body with it, such as his fingernails, turning them into lethal razors. But there's a downside. While he's essentially invulnerable under his shield, he can't put his shield up and regenerate at the same time. Plus, if you're someone who's smart enough- like a pesky alchemist- you might be able to alter the materials that make up his shield, opening up his defenses. Oh, that might be why Greed hates smart people.
    • He's Just Not Human, Y'all: Apart from all of that, Greed's homunculus physiology grants him a few extra perks. He's naturally super strong, super fast, super hot (hello ladies, and men, and everyone, really), has limitless energy, can see better than most humans can, can work harder than most humans can, doesn't need to eat, drink or breathe (though he enjoys doing all three), and he's immune to most toxins. Some would say that a downside to this is that since he's not human, he can't have kids. But Greed definitely thinks that it's his greatest power.
  • Backstory:
    • One hundred and forty three years ago, some nasty sludge poured through a leak. Those around it believed it to be nothing more than leftovers, or worse, the liquified remains of some poor bastard. The sludge, which had an odd crimson red coloring, traveled through the crevices and pipes of the ships for at least twenty more years.
    • One day, a particularly unlucky Draughtsman had encountered an angry looking beastie, whose many claws tore through their armor, leaving an exposed injury. In a stroke of luck, the sludge dripped onto the Draughtsman's injury that very moment, causing him to suddenly drop down and convulse, screaming in pain. When his body stopped moving, his fellow Draughstmen believed him dead. But when they returned after the end of the battle to recover their comrade's body, it had disappeared.
    • Turns out, that sludge was not a sludge, but rather a being all in itself. Somewhere, in a different universe, this being- an artificial human commonly known as a 'homunculus'- had been subjected to a searing end, submerged into a pit of lava. His liquid remains were meant to be consumed, but they managed to fall into a random leak, finding its way onto the ship. When the creature's liquid form touched the man's injury, it began a process that converted him into a fully artificial creature, taking over his body and claiming it as his own.
    • The homunculus, lacking all previous knowledge of how he died or what the hell he was even doing here, got to work on satisfying its most ardent desire: to be the owner of everything and everyone- after all, his name was Greed (or so that's what he thought) He began finding strays and outcasts who had managed to slip thru the hands of society, offering them a place to stay in exchange for their undying loyalty. As the decades passed on, the creature's wealth and stature began to grow exponentially.
    • What began as a simple protection racket, evolved into a powerful mob that rules over the sixth zone. Greed's group, informally known as the Horde, operates in a rather unique way. Since the marks have no intrinsic value, Greed sees no need for them. Instead, the Horde operates solely on favor. Anyone in the Ship may freely approach Greed's mob and ask for a favor, any favor. They could ask for a book, or for construction equipment, or for someone to disappear. Greed will do it, but that person will now owe them a favor of equal value. And he always collects.
    • That is how Greed has managed to get a sizable hold on just about every kind of illegal or legal substance or product in the Ship. His mob also operates in a similar manner: he technically only has somewhere around fifty 'members,' but Greed's monopoly over favors means that at any point, a hundred people might soon be called to work for him. This (and the fact that he is one of the most reliable and cheapest sources of just about anything on the Ship) has made him almost untouchable. You might get a group together to kill him, only to find out that all your friends owe him favors, and now you have seven knives on your back. Greed has, in a way, become an essential part of the Ship's economy. But he's not done. Not until the entire damn place belongs to him.
  • Role In The City: Apart from being an antagonist to any general do-gooders (because do-gooders have a tendency to not like slightly amoral mob bosses with ambitions to take over the ship), Greed is a very strong force within the Ship's criminal underworld. He also represents the alluring taste of anarchy, since he managed to become the guy that can 'get anything for anyone' without the need of some stupid Diet or Guild. Why go through all that trouble, why work so hard, when Greed can get it for you for free? All he wants is a favor. How bad can it be?
  • Other Things Of Note: Greed is incapable of keeping it in his pants. I'm sorry. He also absolutely has a Room dedicated to just making drugs. Including weed. His most popular drug is this weird residue that builds up around some of the ship's systems... they say that if you snort it, it gives you a non-euclidian high, whatever that means.

Edited by Stratofarius on Jan 11th 2021 at 2:26:18 AM

Billy5545 An eagle from The sky Since: Nov, 2017
An eagle
#50: Jan 12th 2021 at 5:51:55 AM

This looks interesting. Just curious, but is Spongebob Squarepants still allowed within the setting or not? I'm thinking of going with him, Amiya, Giorno Giovanna, or Reimu Hakurei as first character.

Just an eagle. (Feel free to PM me if you want to talk to me).

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