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Somewhere Over the Rainbow: An Isekai Crossover Game (Signup Thread)

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LizardOfAus Since: Feb, 2010
#1: Oct 9th 2022 at 4:00:01 PM

Greetings to one and all. I am speaking to you live from a desktop to inform you all of an exciting new endeavour. I'm sure you're all familiar with Play-By-Post Games that are sometimes called "jamjars", in which you take whatever character from popular media you like, and transport them all into their own little world so they can bounce off each other. Hell, if you're as seasoned as me, you've probably played more than you'd care to count. BUT...how about a game made specifically for characters who have themselves...been sent to another world?

First things first: this game is a direct spinoff of my own RP, entitled There and Back Again. This is a crossover game set in Foteinigi, a world of pure fantasy. A world in which great legends are reality, fairy tales are historical truth, magic is a fact of life and science is an arcane unknown force of ancients. Not only that, but thanks to my many esteemed players, it has incorporated the characters, locations and lore of many a piece of pre-existing media: as of now, it includes elements of League of Legends, DC Comics, Disgaea, Naruto, No Game No Life, Touhou, Dragon Ball, Ni No Kuni and Persona to name but a few! Of course, all those characters have been adapted to be a part of the world itself- a world we've barely scratched the surface of! This game, however, will hope to...expand its horizons somewhat.

For this game, we are looking explicitly for characters that, in their own media, have been Trapped in Another World, or would Reincarnate in Another World. But instead of whatever world their original story had them go to (or from) our heroes have found themselves here, in the world of Foteinigi, and on the continent of Meropis, a Standard Japanese Fantasy Setting melding lore of east and west! Obviously, they'd be a total stranger to this bold new reality, but if I feel so inclined, I might work in elements of their source material hither and yon.

Now, while the general premise has seen a loooot of tellings in this day and age, some among you might have a hard time coming up with characters. So, in the interest of fairness, I might make the odd concession. Maybe the character didn't get swept into another world in the source material, but they did in this fanfiction that you SWEAR is really really good. Maybe you want a much more interesting character, who you say could have got to this other world the same way the main character did. Maybe there could have been some glitch in space travel or time travel that sent them over, who knows? Make me a good enough argument, and I might consider it.

But as you're picking your character, and pondering how they might have made it to this magical place, here are some things to keep in mind about the setting itself.

  • Foteinigi is not a planet in "our universe".
  • It is not exclusively a character's dream or shared dreamworld.
  • It is not a spirit realm, afterlife or other loosely-defined reality, though it has its own spirit/netherworld that may be connected to others.
  • It is not contained within a book, movie or video game, though it may be metaphysically linked to one in a character's world.
  • Foteinigi is its own tangible reality, with its own laws of physics, and for the purpose of the game is just as real as your characters and the world they originate from.

Other than that, please be sensible in-game and don't be a jerk. That means keeping your character's power to acceptable levels- no metagaming, no power-plays and no mary-marty stuing. I don't care how OP they are in the original source, your character's not the centre of the story anymore! And, of course, don't be a jerk in the chatroom either. Harassment and Flame Wars will not be tolerated. With that out of the way, on to the fun stuff!

It was the midsummer of 1010, when the bolts struck the earth. Great green bolts, bigger and stronger than any lightning strike, hit the ground in some far-flung vassal kingdom of the Holy Atlantean Empire. They say you could hear the boom from the other side of the world. Why this happened, none could say, except those more in tune with magic. Those removed from rational thinking. They spoke much, ranting of a rift between worlds, of a great disturbance, of Order and Chaos and things from beyond coming to invade the Bright Earth. After that though, nothing happened. At least, nothing that could be directly ascribed to the strange event. So the kingdoms of this world went about their business, and the world kept spinning around.

Years passed, and through those years countless children were born. But yet, some of these were not like many others. How many were born, and when? Once a month? More? Less? Even our records cannot say for certain but born they were. And they were born with heads filled with knowledge this world was never privy to. Knowledge of science, of unknown continents. Of ways of life that would seem quite alien to most. Memories of entire lives lived from birth to death were carried within them. Sometimes these were present from birth- grown adults trapped in the bodies of infants. Other times they remained buried and forgotten until some lucky injury or trauma would set them loose. Either way, these strange folk found themselves confused and alone, scattered as they were, in a world that they could only dream of, until now...

Fifty years have passed. The world has seen conflict, war, and things that most would never believe. Then, yesternight, when the Harrowing came upon our shores and the twin moons reached their zenith, the great green bolt struck again. This time off the coast of Mu, the other side of the world from where first it fell. With it came a precious cargo of 'falling stars', bursting from the source and scattered across the sky. Many of these bursts lost momentum over this very continent, and according to my sources, most fell to bright earth upon that prospering island empire, Onogoro-Shima, or as many now call it, Ashihara no Nakatsukuni. So I wonder: why now? What could come through this time? More souls? Bodies, now? Perhaps even weapons or beasts could arrive. But is this world ready for them? And what shall this mean for our cause? As always, I fear, only time will tell...

The Form

  • Name:
  • Franchise:
  • Age:
  • Race:
  • Appearance: Pictures or description, whatever you can get.
  • Alignment: A couple of words that describe their personal philosophy and ethics. Go with whatever feels natural, and don't be afraid to think outside the box. Possible example words: Subordinate, Lawful, Good, Fettered, Inactive, Logical, Progressive, Manipulative, Vain, Ambitious, Independent, Evil, Chaotic, Liberated, Proactive, Rash, Conservative, Honest, Humble, Complacent, Neutral
  • Class: Examples might include some variant of Swordsmen, Lancers, Knights, Paladins, Barbarians, Ninja, Monks, Archers, Mages, Summoners, or perhaps something more anachronistic like Gunners or Engineers. Again, go with what feels most natural, even if it's all but unheard of.
  • Personality:
  • Skills:
  • Powers and Abilities: If applicable
  • Equipment:
  • World of Origin: A brief summary of the world and time period they originate from.
  • World Alignment/Tone: Is it dark and bleak, bright and cheery, do your character’s choices matter or not?
  • Backstory: A short story of where your guy came from and got to be where they are at the start of the plot.
  • Additional Notes:

Just one more thing: while obviously one character is standard, I might be open to more than one being brought in by a player at a time. HOWEVER, the characters should be from the same franchise and work naturally together as a team. Also, maybe keep it to as few as possible, for your sake and for mine. If you're bringing in a duo, like Rick and Morty or the Blank Siblings, that should be manageable. But if you're bringing in a whole group, like say all the Pevensie Siblings, then that could get very unwieldy and you might want to consider giving some to me as NPC's. As for secondary characters that are completely separate and unrelated, well, we'll see how far we get.

Current Character Roster

Current Character Roster

Edited by LizardOfAus on Dec 14th 2023 at 11:26:28 AM

Cutegirl920fire CG for short from NYC apparently (Rule of Three) Relationship Status: Paris holds the key to my heart
CG for short
#2: Oct 9th 2022 at 4:02:02 PM

  • Name: Carrietta "Carrie" N. White
  • Franchise: The works of Stephen King
  • Age: 17
  • Race: ESPer Human
  • Appearance:
    • Starring Sissy Spacek!
    • Carrie is around 5'3" feet tall and is quite thin. She has an average, fair complexion and freckles all over her face.
    • She has light blue eyes and blonde hair that falls past her shoulders. If she’s feeling more formal, she’ll curl her hair.
    • She is often seen wearing a dark gray hood over a dainty white dress, a turtle necklace, short leather boots and carries a bag with her. Underneath her clothes are several scars across her body from the battles she was in and a particular, large brown birthmark on her right shoulder.
  • Alignment: Neutral Impure
  • Class: Psychic
  • Personality:
    • Carrie is a timid, antisocial girl. She usually keeps to herself and isn’t good at socializing with people. However, she usually doesn’t act maliciously and she’ll speak to others if necessary (such as asking about something). If someone treats her well enough frequently, she’ll latch onto them, going out of her way to care and protect them even if it ends up being rather excessive. To that person, she’ll open up and become cheerful and sweet around them.
    • If anyone actively wrongs her in any way, Carrie will hold a grudge and if she fails to resist the intrusive thoughts, fantasizing ways of hurting them as a form of revenge. Depending on how she was wronged, Carrie will range from hesitating to trust them to never forgiving them and will lash out at the near sight of them.
    • However, Carrie has another side to her, a more merciless and volatile one. If pushed to her mental limits and/or something triggers memories of her past life, she snaps. She is now controlled by spite, hatred and anger as she telekinetically lashes out at others. She doesn’t go easy on whoever is in her way, not giving a care in the world if they live or not and she is no stranger to causing destruction across her. It’s rather difficult to calm Carrie down during these rampages but it gets easier the closer someone is with her (bonus points if they’re rather powerful and/or have the appropriate abilities well). Once the rampage ends, if she doesn’t pass out from it, Carrie tends to either break down in tears or enters a numb, apathetic state. There is sometimes an in-between (i.e Carrie would silently shed tears but acts stoic) but it’s usually one or the other.
    • Carrie has a soft spot for her Foteinigi mother, Mary. She adores her and misses her dearly. Thus, if Carrie speaks about Mary, she’ll speak about her fondly and then tear up. On the other hand, she despises her original mother, Margaret, and will speak about her scornfully.
    • She also has hemophobia (the fear of blood) and it applies to her periods as well. She doesn’t like getting blood on her and is frightened by the sight of it, although she cares less for it when she’s furious enough. When on her period, she’s more anxious and fidgeting and is more likely to snap (might need to discuss with the DM about when she should have her period in the thread).
  • Skills:
    • Sewing Expertise: Carrie is good at sewing things, being able to fix up holes in clothes and sew new ones as well.
    • Cooking: Taught by her Foteinigi mother, Carrie knows how to cook. However, as she confesses to not being a very good cook, her cooking is hit or miss.
  • Powers and Abilities:
    • Telekinesis: Carrie’s main ability. She is able to move things with her mind, expressing it whether by moving her hand or a quick glare. She can stop things mid-air and turn them back at whoever threw them. With enough determination and focus, she is capable of levitating. Her ability strengthens with emotion, mainly rage and hatred but it comes with a major cost. If Carrie uses her telekinesis too much, it’ll strain her body and weaken her and if she goes too far, she’ll die. Effects range from mundane like headaches to more severe such as organ failure.
    • Telepathy: Carrie is able to read others’ minds and communicate with them telepathically. She can also “broadcast” herself to anyone within a certain radius of her, sending messages and visions which tend to heavily overwhelm whoever is receiving them.
    • Visions from Maturin: Once in a while, Carrie receives a vision from Maturin himself. In this state, she enters her own mind and meets with the almighty turtle in person. There, Maturin would tell her something important, such as an order or what to do in whatever situation she got herself in. While she commutes with Maturin, her physical body stares off into space without blinking and stands motionlessly, as if she’s a corpse.
  • Equipment: She carries a bag with her which contains the following:
    • A map of Foteinigi and several other maps for its continents.
    • A set of healing potions
    • A small pillow
    • A coin case containing her money
  • World of Origin:
    • Carrie was born into the small town of Chamberlain, Maine on September 21, 1963. Chamberlain is your typical town with nothing out of the ordinary unless you count Carrie’s fanatic mother. Everything changed when Carrie unleashed her abilities during the Black Prom in 1979 that destroyed a good amount of the town and what was left of it was now became a ghost town.
    • However, Maine as a whole is home to numerous supernatural occurrences ranging from a child-eating entity that takes on the form of a clown, a vampire epidemic, and even an entire town where nothing but the morbid extraordinary happens. That is just the tip of the iceberg; It is located in one of the many worlds that surround the The Dark Tower, a stone structure that stands at the center of the Multiverse. The Tower is held up by six metaphysical Beams, each end guarded by twelve guardians. One of the guardians is the Turtle, Maturin, who plays a major role in Carrie’s reincarnation in Foteinigi.
  • World Alignment/Tone: Grimdark
  • Backstory:
    • Carrie. Carrie White. She never got a break. She was born to a single mother, Margaret, who happened to be a religious nutcase who believed that everything, especially sexual intercourse, was a sin. Margaret often abused Carrie, going into rants if she caught her committing a “sin”, making her repeat passages from the Bible and physically harming her to compel her to agree with her. If Carrie doesn’t, then Margaret locks her up in a small closet containing a dreadful statue of Jesus and leaves her there hours on end. Outside her home was no better, as Carrie was constantly bullied by her peers throughout her life. She was pranked often as a child and the torment continued into adolescence, peaking when she unexpectedly had her first period in the girls’ locker room during P.E class. Not knowing what menstruation is, Carrie thought she was dying and the other girls viciously teased her, throwing tampons and sanitary napkins at her while they chanted “Plug it up!” over and over. When the P.E teacher, Miss Desjardin, came into the locker room to end the commotion but ended up slapping Carrie, leading to a nearby light bulb exploding - a hint on what’s to come. In the meanwhile, Desjardin managed to calm Carrie down and explained what menstruation was and how it was natural for a woman.
    • After the incident, Carrie would soon discover her telekinetic abilities and experiment with them. She would read all about telekinesis and ESPers (what those possessing telekinesis are called) while she would gently move things. A few days later, Sue Snell (one of the girls who were involved in taunting Carrie over her period) asked her boyfriend, Tommy Ross, to take Carrie to Senior Prom as a form of atonement. When Tommy asked Carrie, she initially thought it was a joke but Tommy managed to convince her that he was being sincere. Intrigued and excited, Carrie went out of her way to make herself a vivid red prom dress and tried making herself look pretty. On Prom Night, Carrie was wearing her prom dress and patiently waiting for Tommy to pick her up. Margaret came into her room and immediately criticized Carrie for the dress she was wearing for showing off her "dirty pillows". When Carrie explained that she was going to prom, Margaret scolded her and tried to prevent her from coming by dragging her to the Prayer Closet. However, Carrie fought back and telekinetically placed Margaret in the closet, locking her in there.
    • Once Tommy showed up at her house, he complimented her looks, which stunned Carrie and she ended up blushing heavily. It was the first time someone said nice things toward her after all. Tommy drove her to the school gym where the prom was being held and upon arriving, she was met by both awe and confusion over how she managed to hit a date with the popular Tommy in the first place. Carrie had the time of her life; people were genuinely nice and sweet, Tommy teaching her how to dance and lastly, she was voted as Prom Queen. As she and Tommy walked onto the stage to be crowned, she smiled and waved at the supportive crowd. She never felt this happy in the entirety of her life… And cue the bucket of pig blood pouring down on her. Chris Hargensen, resentful over Carrie due to getting suspended from tormenting her when the latter got her first period, has gotten her boyfriend to set up a prank to get back at Carrie and got her friends to help rig the votes so Carrie gets crowned Prom Queen. "They’re all going to laugh at you", her mother warned. And in Carrie’s mind, they all did. This is the beginning of the end. She had enough. Using her power, she sets the gym ablaze and sealed the exits, trapping the attendees in. As she leaves with the school burning down, Carrie takes out her wrath on the rest of Chamberlain. Destruction followed her footsteps with the whole town engulfed in flames. She returned home, intending to kill her mother. Margaret believed that the Devil had come and thus was also intending to kill her daughter. As Carrie approached her, Margeret stabbed her and the girl retaliated by forcing her heart to stop. With the knife in her shoulder, she wandered until she found Chris and her boyfriend, being the last two she desired to kill. After killing them, she collapsed out of exhaustion and Sue discovered her. Carrie blamed Sue for the prank but the latter invited the former into her mind to see that she wasn’t responsible and how she paired her with Tommy to atone for the locker room incident. Carrie soon died in Sue’s arms shortly afterwards as her body shut down.
    • In the Macroverse where he resides in, Maturin, the Turtle and one of the guardians of the Dark Tower’s beams, was searching for powerful beings to serve as agents that’ll protect other worlds. The Crimson King, the ultimate threat to the Dark Tower, has been looking into conquering worlds to help further his goal to destroy the Dark Tower. Maturin sensed a great disturbance coming from Chamberlain and headed over to the town. He saw the great destruction that took place and Sue holding Carrie’s corpse. Using his abilities, he soon learned of what just happened and that Carrie was responsible for it, recognizing her tremendous power. As he dug into her life, Maturin couldn’t help but pity the girl but still condemned her massacre. So, he decided to make her one of his agents and send her soul to be reincarnated in another world, being both a second chance at life and a way for Carrie to atone for her crimes. He attempts to erase Carrie’s memories as he sends her soul to Foteinigi but all of the trauma she went through throughout her life forever scarred her soul, making these memories repressed at best.
    • In Atlantis, Foteinigi, a widow named Mary Cerei would soon discover that she’s pregnant. With her husband dead for several years and staying celibate since then, she was puzzled and checked with a local mage to see what’s going on. The mage told her that while it’s definitely supernatural in nature, the pregnancy didn’t seem to be malicious, so she can safely keep the child. Mary then decided to raise the child herself. Nine months later, she would give birth to the reincarnated Carrie. Instead of Margaret viewing her daughter as the spawn of the Devil, Mary tenderly embraced her. Even when Carrie demonstrated her telekinesis in infancy, Mary still loved her deeply and treated her well. Throughout her second childhood, Carrie would occasionally use her abilities (and show signs of recovering her past memories) such as telepathically communicating with Mary that she would rather be referred to as “Carrie” instead of her initial Foteinigi name, Julia, and when Mary tried educating her about periods when she was eight, Carrie freaked out and several objects in the room where thrown around.
    • All was fine and the mother and daughter formed a close bond; until that fateful day when Carrie was 16. She started her first period out of nowhere, just like in her past life. As Mary tried to reassure her that it’s natural and that she’ll help clean her up, once-buried memories came flooding in Carrie’s mind - the girls yelling “plug them up”, Margaret ranting about her sinning and when the bucket of blood fell on her during prom. There, Carrie blacked out. She would awake to see her house covered in flames, and Mary, lying dead on the floor with a contorted neck. Carrie cradled Mary’s body, constantly apologizing to her. Then, she receives a vision from Maturin, explaining her purpose as his agent, how she’s supposed to stomp out all of the Crimson King’s influence from Foteinig and that she was originally from another world. Seeing as how she would have no other choice as she’ll likely get persecuted for Mary’s death, Carrie accepted the role she was given, buried Mary and headed on her journey. A year of traveling and fighting later, she would arrive in Meropis after hearing rumors that the Crimson King’s minions were heading towards that continent. She plans to achieve her long-term goal given to her by Maturin while a part of her hopes to find a way to resurrect Mary or at the very least, communicate with her beyond the grave; she was the only person in both of Carrie’s lives who accepted her from the get-go and loved her profoundly after all.
  • Additional Notes:
    • In case it wasn’t clear, Carrie did indeed kill Mary, albeit it was accidental this time around. Thus, Carrie is wrecked with intense guilt over it.
    • She doesn’t like being locked into small places. At. All. Doing so will automatically make her go to berserk mode.
    • Maturin is a NPC Lizard can play and can send his visions to Carrie either publicly in the thread or through DMs, whichever fits what Lizard is planning better. Maturin’s personality is benevolent, compassionate and grandfatherly and speaks in italicized forest green text.

Victor of HGS S320 | "There's rosemary, that's for remembrance. Pray you, love, remember."
Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#3: Oct 9th 2022 at 4:05:25 PM

  • Name: Lara Croft
  • Franchise: Tomb Raider
  • Age: 31
  • Race: Human
  • Appearance: 5’9”. An athletically built, attractive woman dressed in comfortable clothing; an outfit consisting of tight-fitting shorts, tough combat boots, a waterproof cropped tanktop, and a pair of motorcycle gloves. Though her outfits may vary, this is her most consistent attire, and she normally wears some variation of it to suit whatever environment she’s in. Though her most immediately striking aspect is her looks, Lara’s second most notable trait is her fitness, and when this is combined with her tendency to carry some kind of firearm on her person at all times, it makes her quite the intimidating lady to be around.
  • Alignment: Proactive Neutral
  • Class: Gadgeteer Gunner
  • Personality: Lara is a rather deliberately aloof figure who likes to maintain a sense of distance between her and those she’s around, having deep-set trust issues and borderline misanthropy at times due to her souring experiences over the years. Due to her most recent adventures that were more akin to long-winded catastrophes than anything else, Lara has become more frosty and quick to the trigger than she used to be, and her rather friendly mannerism has dwindled over the years into a terse attitude that only lets up once she’s sure that the subject of her ire is truly harmless to her. Though an introvert by nature, and fond of fending for herself in lonesome locales, Lara is capable of putting on the pretense of sociability if she’s obligated to, and can certainly act friendly with people if she seeks to get something out of them. Otherwise, she’s rather selective with her friends and tends not to reveal her true feelings to even her closest allies—preferring to shoulder them by herself and focus on whatever goal she has in mind to prevent herself from dwelling on sour emotions too much. Though at the expense of people, Lara’s passions are focused on history and civilizations on a much grander scale than the individual, and she immensely enjoys finding and searching through old ruins to piece together stories that otherwise may never be told. This thirst for knowledge also extends to literature, and she can be found most often with her head in a book or even writing one herself; recording her experiences in her journal to later be bound and published, as she’s made a habit of doing for the sake of income. Despite her being a bookworm and passionate scholar, however, Lara is by no means a pacifist and will gun down anyone who seriously threatens her life or the lives of others without any hesitation, and though she does tend to follow a code of conduct, it is certainly not tied purely to the law if it does not align with her goals.
  • Skills:
    • Peak Human Conditioning: Thanks to spending most of her adult life in her gym, along with experience clambering around ruins and areas that she probably shouldn’t have been clambering around, Lara’s body has been pushed to its absolute limit of physicality and endurance, and she’s capable of manoeuvering with great agility and speed that’s difficult to match by others even of a similar frame to her. Though not the strongest, Lara is quick and agile in battle and can dart about and dodge to and fro in a flash without tiring easily, making her a nuisance enough to often annoy her enemies into acting recklessly as a result. An acrobat as well as an athlete, Lara can flip, roll, and climb up almost any surface as easily as she can walk, and even when she’s hit she can usually power through most injuries that are delivered to her through sheer force of will. This conditioning has to be maintained, however, and now that she’s displaced from her world she cannot adhere as strictly to her usual workout. As such, her performance may dwindle or even crash the more she neglects to maintain her body as it is currently.
    • Combat: Lara is an expert with ranged weaponry and can wield practically any firearm she picks up, short of the extremely heavy. Her previous experience with guns includes assault rifles, snipers, shotguns, and the likes of her favourite handguns: Lara rather famously wields dual pistols that she almost always carries on her person, and she often incorporates her athletics into combat in such a way that makes her a truly difficult opponent to face down. Along with ranged combat, Lara is adept at CQC and adopts a mixed martial arts style that includes kickboxing and Krav Maga, along with others that are eclectically stitched together in such a way that only really works for her. For emergencies, she carries a combat knife in her boot, though this is rarely used in favour of just smacking her opponents over the head with the butt of her gun if they get too close.
    • Investigation: Lara is a keenly intelligent woman and very well-learned in regards to history as well as a multitude of other subjects, meaning she is a quick thinker and smart on her feet both in combat and in more logical puzzles. She has been able to solve complex contraptions from old technologies, locate seemingly mythical locations based on small nuggets of loosely connected evidence, and pull herself out of sticky situations by a hair due to her observational skills and resourcefulness. Lara is someone who will never back away from a challenge of wits if she can help it, and so is highly determined to come out on top against her opponents as well as her environment. She is also unafraid to just get on and study the history of a place if she has to, and will spend hours researching if it gives her an edge in any given scenario—if Lara doesn't know something practical about the situations she gets herself into, then it could be the end of her before she even realises it.
  • Equipment:
    • Dual Pistols: Lara’s favourite weapons, these are two handguns that she usually keeps in a pair of holsters on her hips. These pistols have a clip size of around 30 rounds in total, but ever since being transported to Foteinigi they seem to have picked up the trait of regenerating clips via some kind of magic. This essentially means that Lara will never run out of ammunition for her guns while in Foteinigi, though she does still unfortunately have to ‘reload’ them by ejecting the spent clips and allowing them to be replaced automatically by the weapons themselves.
    • Magnetic Grapple: A fast-firing electromagnetic grappling hook, with a tensile strength of around 1000 kg. This cable can attach to any metallic or magnetized surface, and otherwise clamp on manually using its hooks into surfaces if necessary (though its grip is much less secure in this case). With a press of a button, the grappling hook can be fired and retracted in a matter of seconds, and as well as enabling Lara to scale sheer surfaces she otherwise wouldn’t be able to, it is also a viable tool in combat for dragging her enemies closer to her or knocking them off their feet.
    • Rechargeable Flashlight/Secret Camera: A hand-cranked flashlight of decent brightness at full capacity, that Lara can wear on her lapel to light up dark areas. This flashlight is small and watertight, and has a total battery life of around one hour before having to be recharged. This flashlight also has a small, secret camera attached to it with a 32GB storage card that can record up to a maximum of three days’ footage nonstop. This enables Lara to pick up on certain missable details that she may have been too distracted to notice while in the field.
    • PDA: Lara’s personal portable computer, which she keeps in her rucksack most often. Designed to be useful out in the wilderness, it is rechargeable like her flashlight (using solar power this time) and is similarly waterproof as well as shockproof. Lara uses this for the sake of using her downloaded research papers while in the field, though without access to the Internet she has to rely only on the files that she already has stored on her device, as well as any personal notes she types down into it. Lara also likes to set this device to record conversations as she’s having them, which enables her to keep track of certain audio details she’d otherwise miss.
    • Journal: Lara’s journal, containing her feelings as well as random observations about her surroundings and adventures to keep her thoughts all in one place. Obviously not waterproof, though its case is. Non-rechargeable, too. In truth, this journal was given to Lara by her parents as a gift before their passing, and so it is a sentimental item to her more than anything else. If she were truly being pragmatic, she would discard it in favour of her much-more-versatile PDA, but she doesn’t even have the heart to consider such a thing.
  • World of Origin: A variation of Earth, containing a wide variety of hidden ruins and supernatural relics just beyond the veil of common awareness, and all tying back to a mysterious precursor race that once ruled over an ancient city using its powerful technologies. At several ruin sites, there were mechanical portals designed for use as a travel network to and from areas across the planet, as well as to and from a particular dimension known as Avalon…
  • World Tone: Grimbright. Lara's world is perfectly liveable outside of the chaotic lifestyle of archaeology, and due to the prevalence of cataclysmic artifacts hidden in all four corners of the Earth, it is very easy for everything to go haywire without the public even noticing. Still, Lara has managed to stop most of these potential catastrophes by her lonesome, so it's hardly something that can't be handled.
  • Backstory:
    • Born and raised in Surrey, England, as the daughter of the aristocratic Lady Amelia and Lord Richard Croft, Lara attended the Abbingdon Girls School between the ages of 3 and 6 and was quickly identified as a gifted child during her time there. At the tender age of 9, while Lara and her mother were flying over the Himalayan mountains in their private jet, a tragic accident occurred in the form of a lightning strike that impacted the plane, sending it crashing down into the mountains and leaving Lara and her mother as the only survivors. While exploring a mysterious set of ruins near the site of the crash in search of shelter, the young Lara discovered a mysterious portal in the middle of a shrine, which she inadvertently triggered out of curiosity. Tragedy struck once again when her mother Amelia rushed over to her in concern, and—upon seeming to hear a mysterious voice echoing through the portal—reacted with fear and attempted to deactivate the mechanism by force; causing it to explode as a result. With her mother seemingly having vanished into thin air as if she’d never existed, the traumatized Lara trudged alone to Katmandu, calling her father through a payphone to pick her up once she’d reached the city.
      “Daddy? This is Lara. I’ve lost Mummy, could you please come and get me? I’m in Katmandu, I’m all on my own…”
    • For six years after the crash, Lara stuck to her father like glue during his expeditions, formally being taught by private tutors but unofficially considering herself an apprentice of her father instead. However, while still recovering from the loss of her beloved mother, yet another disaster struck her—her father went missing while exploring in Cambodia when she was 15 years old, and the only evidence of a body was completely unidentifiable, which by extension meant that Lord Croft could not be officially declared dead. As such, Lara’s inheritance was rendered uncertain, and she was thrust into a bitter family feud that emotionally ruined her before she’d even reached adulthood, and it was only thanks to her tenacity and the support of her butler and guardian Winston that she was able to win the legal battle and claim her inheritance as her own. This series of events caused a rift between herself and her extended family, however, and they all but disavowed her due to her ferocity and evident dislike of them. From then on, Lara Croft became Lady Croft, the Countess of Abbingdon, who then proceeded to use her inherited wealth for the sake of uncovering the truth behind ancient tombs and burial sites; all in the effort of uncovering what had happened to her mother and father all those years ago.
    • Decades have passed, and after a multitude of adventures and misadventures, Lara had found herself in possession of artifacts and leads that could potentially uncover the truth behind what had happened to her parents. Discovering the existence of a primordial realm known as Avalon, Lara sought out the mythological realm of the dead with the assistance of her two companions; tech expert Zip and history buff Alister Fletcher. Facing down the likes of militia, rival explorers, and greedy business moguls, Lara’s journey came to a deadlock when her manor and base of operations was burned down with her inside, only able to escape by the skin of her teeth and with the loss of her friend Alister to a home intruder responsible for the blaze. Fuelled by anger and grief for what her ambitions had caused for her allies, Lara set out alone for Avalon using the same portal system that her mother had used in Nepal, hoping to finally put to rest what had happened and make the late Alister’s earnest efforts to help her truly worthwhile.
    • Arriving in Avalon, the realm of the dead, it wasn’t long until Lara found her mother, having been twisted into an inhuman thrall by the corrupting substances and atmosphere of the realm. Having no choice but to put her to rest permanently, Lara finished her business in the realm as a woman at the end of her rope, having lost almost everything she’d built up for the sake of performing euthanasia on her parent. Feeling lost, betrayed, and deeply grieved over the sacrifice of her friend Alister, Lara attempted to return to her world using the same portal method that her mother had used—though to her shock, she discovered in the process that it was not only a portal through space, but a portal through time as well, with a familiar set of voices on the other side…
    • Realising what was about to happen, Lara did her best to warn her past self and her mother to get away before the portal exploded, but in a twist of fate, it was those very same words that her mother had misinterpreted to begin with. In a panic upon hearing that the gateway would detonate, the mother of her past self forcibly deactivated the portal, and it exploded in the same way; causing a causal loop and this time catching the older Lara in the detonation due to her proximity to the portal. However, this did not transport her back home as she had originally intended, nor did it take her to another place in Avalon—instead, the network of portals broke entirely and sent her elsewhere, beyond the fringes of her world and into someplace wholly new to her. A completely different realm, disconnected from both Earth and Avalon, and a place where Lara would likely find it much more difficult to get back home.
  • Additional Notes:
    • Lara’s discovered artifacts include the likes of the Ark of the Covenant, the Philosopher’s Stone, Excalibur (which is a component of the stone dais portal mechanisms), and Thor’s gauntlets, belt, and very own hammer Mjolnir. Unfortunately, the two in her possession at the time of her displacement—Thor’s gear and the sword Excalibur—were ripped from her person when Lara was caught in the portal’s explosion. These artifacts may have been tossed someplace in Foteinigi, ready to be rediscovered by Lara or some other party.
    • Theme Song.

Edited by Enirboreh on Feb 14th 2024 at 1:00:43 PM

bork
ZodanTheUnbounceable from Everywhere, Nowhere, Somewhere Since: Jul, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
#4: Oct 9th 2022 at 7:51:28 PM

Rick

  • Name: Richard "Rick" Sanchez
  • Franchise: Rick & Morty
  • Age: 70
  • Race: Human
  • Appearance: This jerk.
  • Alignment: True Neutral, Rick even describes himself as "dead-center on the alignment chart."
  • Class: "Not your buuurp goddamned business.
  • Personality: Sarcastic, nihilistic, disagreeable and often unpleasant, Rick is not a fun person to be around. He firmly believes nothing in existence truly matters and that everything is ultimately pointless because infinite copies of everything and everyone exist in alternate universes...is what he tells people. And himself. On some deeply-hidden level, Rick does possess a sentimentality for those he's grown close to, though he'd sooner die than ever admit it out loud.
  • Skills:
    • Genius Intellect
    • Marksmanship
    • Piloting
    • Engineering
    • Hand-To-Hand Combat
  • Powers and Abilities:
    • Cybernetic Enhancements: Rick has heavily modified his body with a whole laundry list of enhancements, ranging from telescopic eyes to extending limbs, robotic arms in his back, screwdrivers in his fingers and more.
    • "Childproofing": An enhancement also given to his grandson Morty, Rick can survive in extreme temperatures and in environments lacking an atmosphere, such as space. As such, he probably doesn't need to breathe anymore either.
  • Equipment:
    • Portal Gun: Usually Rick's means of traveling between universes, it will cease to function properly in Foteinigi, as it exists outside of the Central Finite Curve. While Rick can modify it to bring him to places within Foteinigi's local multiverse, Rick cannot use it to leave, nor can it bring him somewhere that he hasn't programmed into it already.
    • Various Laser Guns: Rick pretty much always comes ready with a variety of sci-fi weapons such as regular blasters, cutting lasers and more.
    • "Death": An unknown device on Rick's person that can inflict instantaneous, silent death on the first person to touch him while active. It understandably takes an extremely long time to recharge.
    • Projectile Shield: An energy barrier Rick can project around himself and someone right next to him with his watch, deflecting projectiles directly back at whoever fired them.
    • Car: Made of literal junk, Rick's "car" is actually a flying saucer that can seat four people comfortably, and five uncomfortably. It also comes equipped with its own suite of weapons.
  • World of Origin: Dimension C-137, a relatively-modern Earth that Rick has since abandoned.
    • Replacement Dimension: Rick's home up until Season 6 Episode 1, it is a relatively mundane and modern version of Earth.
  • World Alignment/Tone: Rick's homeworld is hard to pin down in tone. While it's extremely cynical, there are occasional moments of actual hope and interpersonal bonding between the usual horrid events. Everyone is kind of an asshole at times, though.
  • Backstory: "Don't try to establish canonical backstory with me."
  • Additional Notes: Jokes aside, Rick and Morty were doing an intergalactic ice cream run when one of Rick's portals dumped the pair into Foteinigi instead.

Morty

  • Name: Morty Smith
  • Franchise: Rick And Morty
  • Age: 14
  • Race: Human
  • Appearance: This wimp.
  • Alignment: Neutral Good, though he does have his cynical moments.
  • Class: Morty.
  • Personality: Generally meek and anxious, Morty tends to just go along with whatever Rick suggests, even if begrudgingly. While he will stand up to Rick if he thinks Rick is doing something wrong, this doesn't tend to last.
  • Skills: Uh...
  • Powers and Abilities:
    • Car Transformation: Rick once injected Morty with nanomachines that can, at will, rearrange his molecular structure and transform him into a car. Morty...isn't very good at getting it to work
    • "Childproofing": See Rick's entry.
  • Equipment: Um...
  • World of Origin: "Cronenberged Dimension," Morty's home Earth that has since been rendered uninhabitable since...a lot of weird stuff happened really quickly.
    • Replacement Dimension: Morty's home up until Season 6 Episode 1, it is a relatively mundane and modern version of Earth.
  • World Alignment/Tone: See Rick's entry.
  • Backstory: Rick and Morty were doing an intergalactic ice cream run when one of Rick's portals dumped the pair into Foteinigi instead.

Edited by ZodanTheUnbounceable on Oct 10th 2022 at 9:31:49 AM

This post is sponsored by Amalgam Comics.
Booky Since: Sep, 2015
#6: Oct 10th 2022 at 5:34:48 AM

Interest. Guns and flying saucers, eh?

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#7: Oct 10th 2022 at 7:51:50 AM

  • Name: Master Aqua
  • Franchise: Kingdom Hearts
  • Age: Twenties
  • Race: Human
  • Appearance: "You'll know where I am."
  • Alignment: Lawful Good
  • Class: Paladin / Keyblade Master
  • Personality: Aqua is typically a remarkably calm and collected individual, though this disposition does not diminish her selfless kindness in the face of great adversity. She holds great respect for figures of authority and is the sort of person who carries a strong moral code, holding both herself and those close to her to very high standards. Although she was the only one of her friends who earned the rank of Keyblade Master, she is nonetheless quite humble about her status, not referring to herself by her title. In spite of her virtues, she is not the best at communicating, and can be quite blunt. Though she was once a highly confident young woman, endless hours of exhausting mental torment in the Realm of Darkness have taken their toll on her psyche. She harbors deep self-doubts, is sometimes unsure of her grasp on reality, and has come close to laying down and waiting for the end to come multiple times. Having been trained by her Master, who imprinted on her his worldview, she strongly believes that the darkness in people's hearts should be rejected, suppressed, and vanquished. Throughout all her trials, her drive to see her friends safe and happy again has been her primary guiding light.

  • Skills: Aqua doesn't have many skills outside of Keyblading and monster-fighting, but she has at least been taught essential life lessons such as cooking and cleaning, and she is skilled in handicraft, having crafted good luck charms for herself and her friends out of things found around their home, and has probably crafted other types of handheld objects as well. She's also a superb dancer and gymnast, able to twirl, cartwheel, flip, and otherwise parkour with impunity across all sorts of surfaces. She is the frailest of her friends in her ability to take a beating or dish one out physically, but the strongest in terms of sorcery (in videogame terms, she would have low phys attack, defense, and HP, but high magic attack and MP), having an intuitive knack for magic and book-learning. She also has a keen ability to detect negativity or dark energy as well as positivity or light energy.

  • Powers and Abilities:
    • Keyblade Master: Aqua is adept at using her Keyblade as a sword in combat, and is quite skilled at swordplay in general, though the strength of her blows is rather weak. As a master of the Keyblade, she can dismiss and summon her Keyblade to and from the ether by sheer force of will, even across vast distances, and can use her Keyblade to magically 'lock' or 'unlock' a wide variety of things, including doors, containers, and even more ephemeral matters such as encrypted data and portals. The locking/unlocking power is subject to GM discretion in whether it will work on certain subjects, to be determined on a case-by-case basis.
      • If she really manages to get in The Zone during combat, she can adopt a magic-enhanced fighting style that she calls Spellweaver, which involves using her Keyblade as a telekinetic buzzsaw at close quarters, or a style that focuses on confusing enemies with illusiory doubles called Ghost Drive, although she can only sustain Spellweaver or Ghost Drive for about a minute each, and only one at a time. She can also use a technique called Prism Rain which projects a large number of small homing magic projectiles from the tip of her blade, though using this tires her significantly.
    • Magic Acrobatics: Though not specifically tied to her magical reserves, Aqua can engage in some noticeable breaks from regular physical laws on account of being a Keyblade master. Namely, she can jump abnormally high from a standstill with ease (about twelve feet), and can then jump again in the air in a double-jump. She can also surge forward several feet in the air in an air dash. Notably, she can land with catlike grace even after falling from great heights, presumably because she is somehow protected by Keyblade magics. Lastly, she can perform impossible airborne feats such as changing directions in midair, or seemingly hovering in place while she wails on something with her blade.
    • Magic Spells: Aqua is a highly skilled mage, foremost among her generation and successors, but she runs out of magic after about ten successive spells, after which she must recharge her magical reserves for a minute or two. Although she can cast without it, Aqua's Keyblade is the main focus for her magic, and she uses it like a wand, typically releasing the spell from its tip.
      • Blizzaga: Aqua fires off a whitish ice clod, which travels in a straight line, encases whatever is at the endpoint in ice, and also projects spiky icicles outward from the point of impact. It also leaves an icy trail in the air behind it, which Aqua can skillfully glide on as if on skateboard, thanks to magic combined with her impressive balance. Repeatedly using blizzard spells with her Keyblade allows her to release the charged energy in the form of Blizzaja, which features a much larger ball of sharp icicles forming at the impact point, about 20 feet in diameter.
      • Curaga: Aqua heals herself or one other target, fully mending all wounds and restoring physical stamina. This cannot restore lost limbs or destroyed internal organs and uses up all of her magic reserves, however, meaning she can only cast it once every few minutes.
      • Firaga: Aqua shoots an orb of fire, which homes in on her target and then explodes into a larger fireball on impact. She can also summon a trio of smallish, rotating pillars of flame that slowly spin about her person for about 15 seconds while she hovers and glides a few inches above ground at the pace of a sprint, or briefly summon a small, spinning circle of flame around herself that burns those it touches. Repeatedly using fire spells with her Keyblade allows her to release the charged energy in the form of Firaja, which features a much larger fireball forming at the impact point, about 20 feet in diameter.
      • Reflect: Aqua creates a spherical barrier around herself for about one second that deflects all manner of attacks. It takes about one second after use for her to cast it again (meaning she can't spam it against sustained attacks), but uses so little of her magical energy as to be negligible in terms of her reserves. She can also cast Reflect upon another person from a distance, in which case it may also last longer. Strictly speaking, she could cast a longer-lasting barrier upon herself as well, but that would be much more inefficient for energy usage and doesn't really suit her fighting style, which centers around acrobatically dodging enemy attacks and only Reflecting where necessary. She can also use a brief barrier in conjunction with Air Dash to ram into things with blunt force while deflecting attacks aimed at her torso (but not her legs or head).
      • Teleport: When being attacked, if Aqua sees the attack coming, can react in time, and the attacker is within both line of sight and a medium distance of her, she can teleport to immediately behind (and only immediately behind) the attacker just before the attack hits. Aside from the prior listed stipulations, this ability to teleport is limited by a 30 second cooldown and is useless against things that move faster than her ordinary human reaction time, like regular bullets. Like Reflect, Teleport uses barely any of her magical reserves.
      • Thundaga: Aqua calls down a series of fairly weak but very painful lightning strikes within a twenty-foot diameter centered on a target. She can also fire medium-strength lightning in a single, straight line from herself, and can briefly summon a circle of lightning close around herself that shocks whatever it comes into contact with. Repeatedly using thunder spells with her Keyblade allows her to release the charged energy in the form of Thundraja, which features stronger bolts of lightning within a diameter of about thirty feet.
    • Unnamed Connection Spell: Aqua can connect objects via an enchantment, which allows the bearers of each - when they focus on the object - to have a sense of the welfare of the others (health, whether they are in danger, etc.). If the bearer wishes fervently with all their heart, they may also temporarily draw upon the strength of the others' hearts (as in a Persona Social Link). The only known example of the second ability that isn't just gameplay flavor is that Aqua, when facing her immediate death and asking her friends to give her strength, finds her Keyblade turned into a glowing blade of pure Light capable of breaking the then-incomplete χ-blade (the latter of which should otherwise be a much stronger weapon).
    • Unnamed Darkness-Warding Spell: Aqua can place an enchantment on an object which wards against the forces of darkness. If an individual holding such an enchanted object would otherwise be destroyed by dark energy or a being exceptionally strong in darkness, they are instead teleported to a random (or destined / plot-convenient) but distant and safe location.

  • Equipment:
    • Master Keeper: A Keyblade Aqua inherited from her late Master. It isn't fully suitable as an instrument for her magic, but it is hers now.
    • Wayfinder: A star-shaped charm, one of three which Aqua made for herself and her two best friends in the universe. It serves as a reminder of what she has been striving towards, and has helped to keep her going through the darkness.

  • World of Origin: "The Worlds", as they are confusingly called, exist as myriad spherical planets of Light (and some Darkness) stretched across the Space Between The Worlds, which is in turn more akin to the ancient concept of Aether than Outer Space proper. In the beginning, all The Worlds were one, and everyone shared equally in the Light, but soon enough, each coveted the Light for their own, and so begat Darkness from their hearts. Darkness, in turn, sought to destroy the Light, which it feared, and in order to assure its victory, forsook its physical form and split itself into thirteen pieces, which possessed various people who Darkness used to further its ends. Eventually, this led to the sundering of the Heart of All Worlds, Kingdom Hearts, the source of hearts, and therefore source of both Light and Darkness. Thus did Darkness consume the Light and claim victory... for a time. But only for a time, for Light was reborn in the hearts of children. Each star in the sky of the ensuing Realm of Light is its own World, and when the corresponding star disappears, it means that World has been swallowed by Darkness. In addition to said Realm of Light, there exists a mostly-parallel Realm of Darkness, where Darkness and its servants reside. For dwellers of the Realm of Light who fall into the Realm of Darkness, there can be no escape, except by Corridors opened by those whose hearts have been consumed by Darkness or who have no hearts, or else by someone in the Realm of Light opening a doorway to the other side.

  • World Alignment/Tone: Bright-Neutral. Worlds inspired by Disney properties exist alongside Final Fantasy characters and monsters that eat people's metaphysical hearts, and although the ultimate outcome is optimistic and Light triumphs over Darkness, fate deals the protagonists a rough hand (not helped by the arch-villain's convoluted use of time-travel and predestination), and they certainly don't come out of it without their own scars.

  • Backstory: Though the earliest parts of her life are unknown, Aqua was raised from a young age to become a mistress of the arcane weapon known as the Keyblade. As a Keyblade wielder, it would be her job to travel throughout the many Worlds of the Realm of Light and fight back against the dark threats that would seek to undo them. She took to her training with gusto, and along the way became the best of friends with Terra and Ventus, her fellow trainees. Eventually, she and Terra were pitted against one another in battle as part of an examination overseen by their Master, Eraqus, and another Master called Xehanort. When the dust settled, however, only Aqua was found worthy to become a Master herself, and Terra was relegated to more training. Much to her alarm, Terra took his leave of their home instead, and was followed shortly thereafter by Ventus.

    Tasked by her Master with keeping an eye on Terra and retrieving Ventus, Aqua traveled the many Worlds in pursuit of her friends, more or less constantly cleaning up messes or loose ends that they had accidentally created, and always worrying for the pair's well-being while trying to do right by the denizens of the Worlds she visited. After a time, she finally caught up with the two, but fumbled the communication and both failed to convince Ventus to return home and drove Terra further away. Subsequently encountering a strange figure named Vanitas, she resolved to stop his vague plans and protect her friends from him, but continued to be one step behind Terra and Ventus as she traveled to World after World that they had visited. Later encountering an unconscious Mickey Mouse adrift in Space Between Worlds, she took him to the tower of the mighty wizard Yen Sid, who informed her that her Master had been slain by both Xehanort and Terra, and that Terra was headed for a World known as the Keyblade Graveyard.

    Pursuing her friend there to learn the truth, she encountered both Terra and Ventus, who informed her that Terra had killed their Master after the latter attempted to murder Ventus. Ventus explained that Xehanort intended to use him to create an omnipotent weapon called the χ-blade (Chi-blade) which would allow him to take control of Kingdom Hearts, the heart of all Worlds. Xehanort then appeared alongside Vanitas, and the trio engaged them in combat. The evil duo's powers were formidable, however, and Aqua was separated from her friends in the ensuing chaos. When she came across Ventus once more, he had been possessed by Vanitas, and Ventus-Vanitas forged the χ-blade. However, the χ-blade was imperfect, and Aqua was able to destroy it once it weakened by utilizing the combined powers of her bonds of friendship. Yet Ventus had sundered his own heart in order to stop Vanitas, leaving himself comatose, and Terra was nowhere to be found. Aqua took Ventus back home and sealed him inside a special chamber to recover, then left to investigate a mysterious disturbance on another world.

    Upon her arrival, she discovered Terra, possessed by Xehanort, and the pair did battle. Aqua was victorious, but at the conclusion of the encounter, Terra was dragged into a portal to the Realm of Darkness, and she dove in after him. Realizing that there was only enough time for one of them to escape back to the Realm of Light, she sacrificed her armor and her own Keyblade to protect Terra, sending him back through the portal and falling down into the Realm of Darkness herself. Thereafter wielding her late Master's Keyblade, she wandered the dark hellscape for countless days, losing all track of time in the eternal night of the Realm of Darkness.

    As she searched in vain for a way out, she was tormented relentlessly by illusions and endlessly ambushed by ever-stronger creatures of darkness (called Heartless), but at very long last encountered Mickey once more, the mouse having entered the Realm of Darkness voluntarily to look for a special Keyblade. To her shock, he informed her that ten years had passed in the Realm of Light in her absence (though time apparently flows differently in the Realm of Darkness), and that the Worlds were in danger. Almost as soon as the pair found the Keyblade he was looking for, however, they were assailed by a massive, wave-like horde of heartless, and Aqua sealed the way after Mickey, staying behind to buy him time while he closed the gap that would have allowed the heartless to flood out into the Realm of Light. After she defeated them, however, the beach she was laying upon vanished back where it came from, plunging her yet deeper into the Realm of Darkness, until she woke up...

    Well, Somewhere Over The Rainbow!

  • Additional Notes:

Edited by darksidevoid on Oct 12th 2022 at 10:29:18 AM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Skooter910 Since: Apr, 2016 Relationship Status: Browsing the selection
#8: Oct 10th 2022 at 9:52:58 AM

  • Name: Sora
  • Franchise: Kingdom Hearts
  • Age: 15
  • Race: Human
  • Appearance: Aaaawwwww yeaaaah, get that realistic Sora look.
  • Alignment: Chaotic Good
  • Class: Keyblade Warrior
  • Personality: When things are going well, Sora is a veritable font of positive energy. The first person to offer a hand of friendship to everyone he comes across, he is practically Light incarnate. This friendly nature causes him to be something of a busybody, trying to solve every problem for every person he comes across, even when he's not supposed to get involved. He's also something of a goofball, gleefully making jokes and playing around when things aren't serious, and sometimes when they are. He still sometimes acts like a child, getting excited over meeting Santa Claus or getting to be a pirate.

This energy that Sora is constantly bursting with extends even more towards all types of competitions. While still nice, he can have a real competitive streak, playfully taunting opponents and taking risks to push himself even further when trying to win something. His taunts rarely leave the realm of playful, unless he's pushed.

Less obvious on the surface is some deep-seated darkness that Sora refuses to acknowledge. The worst of it is the sense of worthlessness that was planted when he was almost taken as a vessel by Xehanort and further reinforced during his adventures afterwards. To Sora, his only strength comes from his friends. This is not a metaphor; he doesn't just feel empowered by their friendship. In Sora's mind, if he were to fight alone, he would lose immediately. He refuses to acknowledge this, however, and it simply stews in the back of his head, ready to be set loose at his worst moments.

  • Skills: In terms of practical abilities, Sora has basically nothing. He's a teenage boy who can look after himself as well as any teenage boy can.
  • Powers and Abilities:
    • Keyblade Warrior: Most of Sora's powers come from his weapon, the keyblade. This is a special weapon that he uses almost like a club to bludgeon his enemies. The keyblade enhances his abilities quite a lot, making him more durable, agile and strong than a normal human should be. Keyblades are also something of a magical skeleton key and can lock or unlock just about anything.
      • Flowmotion: A unique style of movement that Sora has mastered which allows him to move around at high speeds. Using the area around him, Sora can run, jump, grind and in any way use his environment to move like he's in the Matrix.
    • Magic: Enhanced by his keyblade, Sora is decently good at throwing magic spells around. He's no expert, but his magic is definitely strong enough to hurt.
      • Firaga: The highest level fire spell Sora can cast; it shoots a large fireball that explodes upon impact with an enemy.
      • Waterga: Sora's strongest water spell (shocking, I know). This spell makes a barrier of water around Sora and shoots water at enemies. The water can splash hurting those around the foe.
      • Blizzaga: Sora's strongest ice spell that makes a shard of ice that can freeze opponents.
      • Thundaga: Sora can generate lightning that hits his opponents and likely anyone around them.
      • Aeroga: Sora summons a gust of wind that hits enemies and sends him flying.
      • Curaga: Sora uses all of his magic to heal himself those around him.
  • Equipment:
    • Kingdom Key: The basic form of Sora's keyblade, it can be augmented with keychains that changes its form, but Sora doesn't really have access to them right now.
  • World of Origin: The Worlds, same as Aqua.
  • World Alignment/Tone: Bright-Neutral
  • Backstory: Born on Destiny Islands, Sora's childhood was pretty easy. Growing up on a peaceful island paradise was just as pleasant for him as you'd think. He was more than happy to spend his days messing around with his best friend, Riku, and getting into mischief. Unbeknownst to him, when he was only four years old, he met three important warriors who would eventually disappear. While Aqua and Terra only visited for a moment, Ventus stayed for much longer. Specifically, due to almost being destroyed, Ventus's heart needed somewhere to stay. He managed to connect with Sora and stayed within his heart for a while, unknowingly granting Sora the ability to wield a keyblade of his own one day.

After that, Sora's life continued to be normal, except for the girl who just fell out of the sky one day. To Sora, that just meant another new friend; Kairi became a fixture of his life, and he didn't get too bothered by the implications. Riku, however, started to get wanderlust at the thought of the other worlds beyond their own. He came up with a plan to get the trio off the islands and into adventure.

The raft they tried to build to achieve this end turned out to not be necessary, however, as the darkness soon came to absorb their home. The kids were scattered (well, not Kairi, but Sora didn't realize her heart had joined Ventus's in Sora's to protect herself), and Sora was swept up in an adventure across the worlds to ward them against the darkness and find his friends. It ended up being complicated by Riku turning evil, though.

Sora was briefly robbed of his keyblade and new friends, Donald and Goofy, as Riku claimed the keyblade for himself. As he had actually gone through the ceremony with Terra, the keyblade obeyed and left Sora. Fortunately, Sora gained a second wind and was able to reclaim the keyblade. Even when Riku ended up possessed by Xehanort, he succeeded in keeping the worlds safe for a time.

After a brief year-long nap to restore his memories after they were nearly taken from him. Sora continued to fight against Xehanort, this time fighting Organization 13 and trying to find Riku again. Once reunited with his friends on Destiny Islands, Sora was soon called back alongside Riku to take their Mark of Mastery exams to hopefully prove their abilities and become Keyblade Masters.

Unfortunately for Sora, Xehanort intervened and attempted to possess him. He played on the darkness in Sora's heart, breaking him down until he was almost taken over. While Sora was saved from his fate, the experience left scars. He failed his test and was back to square one, power-wise. It took a-whole-nother adventure to regain his powers, but he ended up strong enough to finally defeat Xehanort once and for all, though not without losing Kairi along the way. Determined not to lose one of his best friends yet again, Sora pushed his abilities to the limit and brought her back to life, but not without sacrificing his own. Sora faded from his world and ended up in a new one.

In Foteinigi, a boy named Skye was born, thought to be the grumpiest kid in the world. Not surprising, for someone living in Hyperborea who hated the cold. Skye would insist that he didn't belong in the mountains; he was supposed to live on an island and the cold did bother him. His constant stories about keyblades and different worlds caused him to be isolated in the tiny village, and the fact that he preferred spending his time curled up in front of a fire to working didn't win many over, either.

For a while, he wondered if the vivid memories he had were just figments of his imagination. Until one day, while remembering the friends that he was sure he'd lost, the bit of hope he held onto summoned his keyblade back. With tangible proof he was right, he was positive that he was needed for something. As terrifying as it was to venture out alone, it was either that or stay in the freezing mountains.

Sora remembered the words from Yen Sid, 'may your heart be your guiding key.' If he wanted to find answers, he decided to follow his keyblade and go out into the world. He'd find his answers, he was sure of it.

  • Additional Notes:

Edited by Skooter910 on Oct 10th 2022 at 12:54:31 PM

I say that aloud too sometimes, just: "man, no life."
kkhohoho Since: May, 2011
#9: Oct 10th 2022 at 7:31:21 PM

  • Name: The Doctor. Not her real name, but it's the one she chose. Used to go with John Smith whenever she needed an alias, but she's thought about switching it up.
  • Franchise: Doctor Who
  • Age: Undetermined. Claims they're between 2000-3000 years old, but it's a low estimate. Physically, they're somewhere in their early thirties, but their eyes tell a different story.
  • Race: Gallifrian
  • Appearance: The Doctor comes to call. Stands about 5'6.
  • Alignment: Chaotic Good
  • Class: Anachronistic Artificer
  • Personality: The Doctor is complicated. On the surface, they're an idiot with a box and a screwdriver, helping wherever they can. They're silly and goofy, bubbly and sweet, cracking jokes without missing a beat. But beneath their friendly demeanour, they can be somewhat aloof. They're incredibly guarded and secretive, never talking about their past or personal trauma unless pushed, running off or changing the subject when convenient. They have a strong desire to be kind, but doesn't always follow through, being inconsiderate or hypocritical at the worst of times. Together with their sense of self-righteousness, they risk pushing people away, but can't bear to be alone. Losing their world again has only increased their dependency and made their faults more apparent. But they still want to help. Both because it's the right thing to do and because it's the only thing that keeps them sane.
  • Skills:
    • Genius Intellect: The Doctor may be not the smartest being in the universe, but they come close. She's immensely talented and clever, solving equations and theories that would make anyone on Earth scratch their heads. They 'rean expert on time travel, but is knowledgeable in every scientific field and has a wealth of other talents, thanks to their incredibly long lifespan. In her thirteen incarnation, she's leaned more into technology and gadgets, able to cook up anything with enough parts. But her true talents are improvisation. She flies by the seat of her trousers, making it up as she goes along, but she's incredibly resourceful. She can plan things out in advance, but it's never her first option.
    • Venisuan Akido: The Doctor doesn't brag about it, but they're an exceptional martial artist. Their deadliest skill is the Veniusan Nerve Pinch, a technique that can immobilize her opponents when used. They prefer to use their brains, but they're capable of defending themselves.
  • Powers and Abilities:
    • Low Level Telepathy: As a Timelord, the Doctor has limited mental abilities. She can alter someone's thoughts, but it takes effort and depends on a weak will. The stronger the will, the easier they can resist. But even in a best case scenario, about all the Doctor can do is change their mind. If she touches someone, she can do more, even read their thoughts. But it takes even more effort to pull off. Her latest incarnation only uses it when necessary, but some of her previous selves were more liberal in its use
    • Regeneration: The ultimate cheat code. When a Time Lord comes close to death, their body enters a regenerative state, almost like a hard reset. If successful, their body heals itself and they're good as new, but it comes with a cost. Each regeneration changes their appearance and personality, shuffling their thought patterns and creating a new self. Their memories remain the same, but each incarnation brings a different set of skills and an all new perspective to the table.
    • Time Lord Physiology: In terms of physical abilities, Time Lords aren't that different from humans, but they have a few perks. They're more resistant to harm, surviving certain injuries or situations that would kill anyone else. They can take deadly amounts of radiation, though a large enough amount will still kill them. They can place themselves in a meditative trance, lasting without oxygen for long periods of time. They can even emit supersonic screams, though the Doctor has only used this ability once.
  • Equipment:
    • Sonic Screwdriver: The Doctor has all sorts of different gadgets lying around, but his Sonic Screwdriver is their most useful. It started as a fancy door handle, unlocking doors and anything else with a lock, but they've greatly expanded on it in the last few millenia. In its current state, it can interface with any piece of technology, giving the Doctor limited control of anything in his immediate radius. She can open doors, close doors, shut down computers and networks, cause a glitch in the system and a ghost in the machine and anything else they can think of. It has its limits and can't be used as a weapon, but it's amazingly useful.
    • Psychic Paper: A blank, white card with special properties. When shown to a person, it can induce them to see whatever the Doctor wishes them to see printed on it, assigning authority based on the reader’s perceptions”. It's a useful tool for building confidence or trust, or getting into places the Doctor's not allowed. It has his limits and won't work on those with strong psyches, but it's a useful tool.
    • K9 MKIV: In the last few months, the Doctor has been hard at work, building a new version of an old friend. K9 MKIV is obtensly a tin dog, but made of sturdier material. Like their predecessors, it can scan their surroundings and shoot laser beams from their nose. Unlike them, it can hover into the air and project holograms and forcefields, making it far more formidable. The Doctor typically uses force as a last resort, but making their dog a miniature tank is a handy loophole.
  • World of Origin: The Doctor comes from Gallifrey, a world filled with silver trees and glimmering spires and bright burning skies. It was home to the Time Lords, keepers of time, powerful and majestic and graceful. With their knowledge and wisdom, they kept watch over the cosmos, making sure things went as they were supposed to do. The truth was less glamorous, but it's how the Doctor remembers them.
  • World Alignment/Tone: Neutral. The Doctor has been to many worlds and on dozens of adventures , all with their own quirks. Most of them end on a hopeful note, but they've run the gamut from comedy to horror to anywhere in between. The only thing that's for certain is nothing is certain, even if the Doctor wishes it were.
  • Backstory: The Doctor has a long and dangerous past, even if much of it isn't known. What is known is they's a Timelord, a race of immortals that come from the planet Gallifrey. The Timelords are masters of time and keep watch over the time stream, though they're more spectators than participants. The Doctor used to be such a spectator, but after leaving Gallifrey, they've become a participant of the highest order. At first, she was content with discovery and exploration, but has since become a protector of the cosmos.
    • After many centuries of wandering, things got complicated. The Last Great Time War began, a war between the Time Lords and the Daleks that shook the cosmos. The Daleks were racial purists, little green blobs in polycarbnite armor, exteriminating everything that wasn't Daleks. After many years of bloodshed, the Doctor entered the war, but it wasn't enough. The Doctor was left with no choice but to kill both the Daleks and the Time Wars, saving what little was left. The universe was saved, but at a terrible cost.
    • Or so they thought. After several centuries of regret, the Doctor returned to that fateful moment, saving the Time Lords and from annihilation. The Doctor was freed from that guilt and shame, able to move forward and be the person they were. Until it happened again. This time, it wasn't the Daleks that killed the Timelords. It was the Master, the Doctor's dearest friend and worst enemy. But they didn't have time to grieve. When the Master bombed Gallifrey, he damaged the Eye of Harmony, an ancient Gallifreyian artifact that lets the Time Lords travel through time. The effects were immediate. The Doctor's TARDIS was sent for a loop, scattering them and their companions to the four winds. It was only luck that the Doctor and the TARDIS weren't separated, but the result was the same. They were stranded on another world with no way of getting home. The Doctor hasn't given up, but it's sorely tempting.wink
  • Notes: The Doctor hates guns. They'll condemn anyone who uses them, calling them out and treating them with disdain. This does not stop them from allowing others to use guns when necessary, or from using methods that would make being shot look like a mercy.

Edited by kkhohoho on Oct 23rd 2022 at 7:08:05 AM

Darkomega245 Since: May, 2012
#10: Oct 10th 2022 at 9:09:48 PM

  • Name:William 'Bill' Overbeck
  • Franchise:Left 4 Dead/Dead by Daylight
  • Age:63 years old
  • Race:Human
  • Appearance: "Bein' brave doesn't mean you're not scared. It means you're scared as hell, and then you pick up the shotgun anyway."
  • Alignment: Chaotic Good
  • Class: Veteran Gunner
  • Personality: Though old, jaded, and grumpy at times, and can be focused on the survival of himself and his friends and family to the detriment of others, that does not stop Bill from being a selfless soldier even in the most stressful and dangerous of situations, willing to sacrifice himself and bite the bullet for the others he cares if it comes down to it. Though very much focused on helping easing the pain and making the lives of survivors trapped in the Entity's Realm less painful and miserable, being suddenly 'taken' away from the place and not them would certainly end up giving him a survivor's guilt complex, wondering why a old man like him lucked out and not them.
  • Skills:
    • Veteran Soldier: As a former Vietnam soldier and Green Beret, Bill is experienced in the handling of firearms, first aid, combat, hand to hand, you name it.
    • Peak Physical Condition: Though one of his knees got injured during Vietnam, that still doesn't seem to stop him whatsoever, as not only did he stood his ground and punched and shoved away the horde of the Green Flu infected, but he also sprints away and maneuvers away from the vicious Killers of the Entity.
  • Equipment:
With his arrival to Foitenigi, Bill would suddenly find himself equipped with the equipment and weaponry he usually had in his world that was taken away in the Entity's Realm for it's own twisted version of 'balance'.
  • M16 Assault Rifle
  • Colt M1911 Pistol
  • Molotov bottle
  • First Aid Kit
  • Painkiller Pills.
  • World of Origin: A Earth that was ravaged by a deadly virus known as the Green Flu, resembling Rabies, but much deadlier, turning innocent people into bloodthirsty violent monsters and even mutating them into 'Special Infected'. As if that wasn't enough, after his death he was then revived and moved into the realm of a godlike being known as The Entity, in which people, whenever the survivors forced to escape, or the killers, who must brutally kill these survivors, are the playthings of the Entity, feeding from the despair, hope and emotions of both.
  • World Alignment/Tone:
    • Left 4 Dead: Nobledark
    • Dead By Daylight: Grimdark
  • Backstory: It took two tours in Vietnam, a handful of medals, a knee full of shrapnel, and an honourable discharge to get William "Bill" Overbeck to stop fighting and try to live a peaceful life. He hated it. After decades spent drifting aimlessly through dead end jobs, Bill went in for a routine surgery and woke up to find the world he knew was gone. A plague was turning normal people into mindless killing machines. Naturally, the first thing he did was fight his way home and put on his uniform. Making his way through rural ghost towns and pitch-black forests, he found other Survivors, named Zoey, Louis and Francis. Together they fled from the infected hordes, and even the Military when they found out they weren't actually immune, but asymptomatic carriers of the virus. Treating them like family, in the end, Bill sacrificed himself to ensure their safety, standing his ground all by himself against a horde of infected and even 3 Tanks, the deadliest of the Green Flu's Special Infected.

    • But death was not an escape for Bill, as a powerful being known as The Entity grabbed him from the clutches of death, and revived him...into it's malevolent realm, which is a vicious cycle of death, despair, and murder as killers attempt to cruelly murder the Survivors over and over to feed the Entity. Despite that, Bill knew he had to do his part to help the people trapped on this damnable place and make sure they wouldn't suffer. ...Atleast, until mid-trial, he was suddenly whisked away to a far more pleasant realm out of nowhere.
  • Additional Notes*: Though Bill was a Carrier in his world, which meant he was asymptomatic and while he and his fellow survivors wouldn't turn, they still carried the virus and could infect those near them, due to the meddling of the Entity, along with being transported to a new world out of nowhere, the Green Flu is no longer in his body and he no longer runs the risk of accidentaly infecting those who aren't Carriers or immune.

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#11: Oct 12th 2022 at 12:34:37 PM

  • Name: Hiroto Kuga
  • Franchise: Gundam Build Divers
  • Age: 17
  • Race: Humannote 
  • Appearance: "It doesn't matter if you don't trust us or not. We're just going to do what we've always done, and that's to give it our best shot." A 17-year-old teenage boy with a messy mop of black hair, dull blue eyes, a poncho, fingerless gloves, cargo trousers and combat boots. He usually keeps a neutral expression on his face and his physique appears to be average, yet slim.
  • Alignment: Lawful Good, Logical Proactive
  • Class: Gundam Pilot
  • Personality: Hiroto is an introverted person who doesn't usually keep more than a small collection of friends, and is usually level-headed in most situations. Having said that, he knows what it's like to lose friends in the face of danger, and is the kind of person that will not allow anyone else from being lost. He is also a highly competent fighter in the art of mecha warfare, using his knowledge taken from the various Gundam shows to use any advantage to win in any situation he finds himself in, alongside being able to develop several loadouts designed for such situations. Having said that, he draws the line at making unnecessary sacrifices, and would much rather put himself in the line of fire if he means others can live.
  • Skills:
    • Mech Piloting: Hiroto is an accomplished and veteran Gunpla Battle warrior, having put in countless hours in GBN, and being able to use the various loadouts he has created for his Gundam with expert ease. Thanks to his Gundam, he's a force to be reckoned with in multiple disciplines, each loadout pertaining to a certain discipline. This includes ranged combat, close-quarters combat, demolitions, space combat, underwater combat, marksmanship and aerial combat.
    • Tactical Awareness: Thanks to his extensive time in GBN and on Eldora, Hiroto has the ability to strategize for battle plans, and readjust those plans on the fly to react appropriately to battle developments. This includes ensuring there are contingencies in place before the fight begins.
  • Powers and Abilities:
    • Peak Physical Abilities: Thanks to Eldoran technology that allowed Hiroto to be on the planet Eldora with the rest of his team, Hiroto's body is at the highest possible peak for human physical capability. This means he can keep up with those who are more physically trained, as his abilities are tied to his avatar's stats in GBN.
    • Hand-Eye Coordination: Thanks to years of GBN playtime, Hiroto's reflexes are tuned to the highest degree. This not only allows him to maximise the capabilities of his Gundam, but it also makes him capable of defending himself in an emergency.
    • Remote Connection: Hiroto can access data from his Gundam remotely, thanks to a holographic interface that can be inexplicably summoned. It's also useful for directing the Earth Armour outside of his Gundam.
  • Equipment:
    • Core Gundam II: Hiroto's custom-made Gunpla-turned-into-a-Gundam, is a Mobile Suit or giant robot mech designed to interface and integrate with parts from Armour kits belonging to the Planets System framework, support mecha designed to give Hiroto a select loadout of weapons pertaining to certain tactical scenarios. Of course, this doesn't mean the Core Gundam II is completely defenceless. It carries two Beam Sabers stored on its back, along with a Core Spray Gun, a beam weapon designed to fire beam blasts as well as connect with weapon parts from any Armour kit to make more specialised ranged beam weapons. The Core Gundam II also wields a half-shield called the Core Shield.
    • Earth Armour: A support machine built until the Planets System framework, this machine is an unmanned Mobile Armour equipped with parts and weapons for the Core Gundam II, and its predecessor, the original Core Gundam. When called, the Earth Armour can split apart and combine with the Core Gundam II to form the Earthree Gundam, a generalist form, standing at a height of 18.7 meters that does well in most forms of Mobile Suit warfare but is not as capable as more specialised Gundams under the Planets System framework. This Gundam is equipped with an Anti-Beam Coated Shield, partially formed from the Core Shield, an Earthree Beam Rifle as an enhanced form of the Core Spray Gun, and the aforementioned Beam Sabers from the Core Gundam II. While the Earthree Beam Rifle can punch through most forms of armour not treated with anti-beam coating, if necessary, it can connect with energy packs stored in the ABC Shield to activate Blast Shooter Mode, giving the rifle the ability to fire a much more powerful blast of beam energy.
    • Binoculars: Hiroto carries a set of telescopic binoculars, which is useful for gaining intel on reconnaissance.
  • World of Origin: An early 21st-century world where the Gundam anime franchise has taken the world by storm, enough to support the existence of a fully-fledged Virtual Reality Massive Multiplayer Online Game called "Gunpla Battle Nexus Online," a game that can give its users unsurpassed virtual customisation of their Gundam Plastic Models or "Gunpla". This is a world where players can relive or create their own Gundam fantasies, and a large part of this game's community are holdovers from the old GP Duel fanbase that had their Gunpla duels fought physically through their models. The game is also home to a number of EL-Divers, artificial lifeforms that have somehow been born in GBN. Recently, the existence of an alien planet called "Eldora" has been made known to GBN's administration and the players involved, though the planet's existence is not public knowledge.
  • World Alignment/Tone: Noblebright. His world is for the most part peaceful, but there are still people that would be willing to destroy everything if given the chance. That doesn’t stop Hiroto and his fellow heroes from doing everything they can to push through and win the day.
  • Backstory:
    • In a world where the Gundam anime franchise has taken the world by storm, there exists a video game called GBN, or Gunpla Battle Nexus Online, a game where anyone can enter a VR world and live out their Gundam fantasies with their own Gunpla models. The game itself was developed from GP Duel, a system that allowed competitors to put their hand-made Gunpla into high-stakes deathmatches where the loser could risk having their meticulously-crafted machines destroyed completely. Hiroto is a veteran of both games, using his last match in GP Duel to teach a bully a lesson with a relatively small model of the classic RX-78-2 Gundam from the original Gundam show.
    • This match would inspire him to create a relatively small Gundam called the Core Gundam, which he would start using as GBN made its debut. On that day, he met Eve, a girl seemingly on her own in this vast new world. She would tell him about how his Gundam was hurting, and sure enough, when Hiroto logged out, he would find some loose parts inside the Core Gundam's body. From then on, the two would regularly meet, coming up with ideas to refine and expand the armour system that Hiroto's Core Gundam would use, with Eve's surprising insight into the Core Gundam's feelings and Hiroto's Gunpla engineering skills. The two would also spend time together exploring GBN with the Core Gundam, growing closer as time went on.
Eve: "I love this world. Hey, Hiroto. This sky, the sky in GBN... How far do you think it extends? I want to go there someday, together with you and your Gunpla."
Hiroto: "So we'll make an area transfer to a space base?"
Eve: "That's not what I mean! We'll go from here. Across this sky, beyond the atmosphere, past the Moon, Mars, Jupiter and even Saturn's rings, across the solar system, and to the ends of GBN."
  • From then on, the Core Gundam's armours would collectively be called the Planets System, with each armour corresponding to a planet in the Solar System. But as time went on, Hiroto noticed something was off with Eve, but before he could get some answers, Eve would suggest to him to join a Force, a team of GBN players that would play GBN together. This is where Hiroto would join Force Avalon, the #1 Force in the entire game, led by the Champion, Kyoya Kujo. The Force was the best that GBN could produce, and during an incident where cheaters were exploiting the game en masse, Force Avalon was at the forefront of a Coalition of Volunteers to beat the cheaters once and for all, and to stop a systematic breakdown of the game being caused by the cheaters. The mastermind of these cheats was defeated by a group of players known as the “Build Divers,” where miraculous wings were seen from a Gunpla belonging to Riku Mikami that seemingly fixed all the issues that the cheats were causing. Hiroto was there, in a background role during the fight, using the space combat-specialised Jupitive Gundam. Eve said that it was because everyone wanted to protect GBN that the wings even appeared. However, even though Hiroto found new friends, and grew closer to Eve, such happiness was not meant to last. One day, Eve called Hiroto out of the blue, so of course, he went to see her. But what she said that day wasn't what he was expecting.
"What's the matter, Eve?"
"Do me a favour, Hiroto."
"A favour?"
"I'd like you... to erase me."
  • It turned out that the miraculous wings created in the 1st Coalition of Volunteers battle weren't as effective at stopping the breakdown of GBN as they had hoped, and that Eve was actually born inside GBN. She took it upon herself to take on all the bugs that had happened since those wings were spread, harbouring them inside herself to try and contain the damage. It was a backlash, and there was only so much she could do. At that moment, the bugs' collective side-effects started showing, so she pleaded even more for Hiroto to erase her, or as Hiroto realised, to kill her. Eve's theory was that if she was killed, then she and the bugs contained within herself would simply be rectified and absorbed back into the game. The whole world of GBN was starting to break apart, so Hiroto had no choice. He had to pull the trigger on the girl he fell in love with. Before Eve passed, though, she had one last thing to tell Hiroto.
"If you meet a child like me someday, please help them."
  • By the end of it, Hiroto could see nothing left of Eve. Even the gift he made for her, a small green jewel earring, disappeared. The whole thing left him broken, and not long after, an emergency broadcast across the entire game was sent to every player. It turned out that the administration had declared the root cause of all the bugs that the game was suffering to be an "EL-Diver," an electronic lifeform in the form of a young girl that was actually Eve's little sister, and that the administration was planning to apply an update that would stop the bugs by destroying Sarah. The Coalition of Volunteers had formed yet again, only to fight against the Build Divers that said that Sarah deserved a chance to live and that they could save her from being deleted before the update went live.
  • Against advice from his senior guildmate, Hiroto joined the battle, just when the Champion not only faced Riku Mikami but another player nicknamed "Ogre." After the champion was defeated, Hiroto was in a prime position to shoot down Riku. But he hit a roadblock: if he shot down Riku, Sarah would be deleted, but if Sarah could live, that would risk GBN being destroyed. So at the last moment, he shot the ground, broken even more after what happened with Eve. So, he spent the next two years wandering GBN as a solo mercenary, completing random jobs for other players while desperately looking for any sign of Eve maybe coming back...
  • Two years later, Hiroto would run into Kazami, May and Parviz, three other players that weren't in any Force themselves, but the four of them would find themselves answering a distress call from someone. As they interacted with this new character, Freddy in this strange new world, their first thought was that they were in some form of secret story mission campaign, where they became known by the local "NPCs" as the Build Divers. But something was off about this campaign. As they played more "missions," they noticed more things that didn't line up with GBN's design, until that fateful day when they went to Eldora's moon.
  • It was eventually discovered that there was an artificial intelligence called Alus that directed the enemy forces, and that his mission was to "protect Eldora." Hiroto and the others tried to get Alus to stand down, but in doing so unintentionally caused the home base of Eldora's resistance forces to be destroyed in an orbital strike. Defeated, the new Build Divers descended to planetside, where they finally realised that this world they landed on was somehow real, before being forcibly logged out. As the game was down for a few weeks, they eventually met together for the first time in real life, and they came to the conclusion that they had been fighting a war on another planet.
  • When they finally gained access back, they also found out that Alus had brainwashed another player to fight for his cause, so their first course of action was to rescue Masaki Shido, the masked man piloting the Seltsam that had hounded the Build Divers previously. From there, they eventually fought back against Alus taking the fight to space once more, and this time winning. When Alus attempted a last-ditch effort to stop the Build Divers from defending the Eldoran people by invading GBN, the entire GBN community responded in kind, and Alus was finally defeated, his AI unable to return to Eldora after Masaki Shido and the mystical dragon known as Cuardon severed the connection to his home network. Finally, peace was restored, and the GBN administration explained that Alus' invasion was a surprise event for the MMO. And to this day, Hiroto and his friends would continue having adventures on the planet Eldora, until one day, when the connection to Earth and Eldora sent Hiroto to another world...
  • Additional Notes: I realise I potentially am insane for signing up with a Gundam (and technically not one of the more usual Gundam stuff that people would expect like Iron-Blooded Orphans or 00,) but as Hiroto has access to eight different armour kits throughout the length of Re:RISE, he will only have access to the Earthree Gundam form at the start of this game. Because of how powerful Gundams tend to be, Earthree's power supply will be having issues in powering certain functions. Flight capabilities will be heavily hindered, so it will for the most part be forced to walk in its combined form. This also extends to the amount of shots it can fire from its beam rifle, and it will also have difficulty when requiring the use of the Blast Shooter Mode, as this requires significantly more energy. These malfunctions will be explained as an unfortunate side-effect of being summoned to Foiteinigi. I shall leave it to the indiscretion of our wise and powerful leader as to whether he'll gain access to the other Planet System Armours or not.

Edited by G2BattleConvoy on Oct 23rd 2022 at 12:01:42 PM

Spelunking through a Halo Ring is something else...
secretlyasuperhero someone from somewhere Since: Mar, 2016 Relationship Status: You cannot grasp the true form
someone
#12: Oct 13th 2022 at 3:30:01 AM

  • Name: Yumi Ishiyama
  • Franchise: Code Lyoko
  • Age: 15
  • Race: Human???
  • Appearance: "You may be possessed by X.A.N.A.but ,you're still a rookie."
  • Alignment: Teenager Good
  • Class: Ninja
  • Personality: Yumi is a fairly normal teenager. She's often serious, often snarky, and sometimes prone to overestimating her own abilities and over-dramatizing things. That being said, she's good at recognizing when the stakes are high and acting accordingly. She'll snark and snap at people, but she's also very compassionate and kind when she decides to be, and genuinely wants to do good. Yumi tends to take a leadership role where necessary, due to being the oldest one in the Lyoko Warriors. She takes a lot of pride in her Japanese heritage, mock it at your own risk.
  • Skills: Yumi is a skilled martial artist, very capable in the Indonesian martial art Pencak Silat, and with gymnastics training that enable her to move quickly and lithely. She is strong for her age and fast, and very stealthy when necessary. She's also quite intelligent, scoring well in her classes and able to utilise some functions of the Supercomputer.
  • Powers and Abilities:In her virtualised state, Yumi has enhanced gymnastics skills and strength. She also has access to Telekinesis, moving objects or people with her mind, but this exhausts her and makes her unable to do anything else while she's focusing.
  • Equipment: Two Tessen Fans, indestructible weapons that enable her to block attacks, slice things, and throw them like frisbees that will return to her hand.
  • World of Origin: A mostly normal France, in the mid-2000s. The main difference are that there exists Quantum Supercomputers/Super-calculators, that are capable of hosting large virtual universes, and an AI hellbent on destroying humanity.
  • World Alignment/Tone: Noble - some terrible stuff may happen, X.A.N.A. may win on occasion, but if they give all they've got, they'll make it through.
  • Backstory: Yumi's life was good. Yumi's life was normal. She had her annoying little brother, Hiroki, and her parents. She attended Kadic Academy, a pretty nice boarding school. And then she beat up Ulrich Stern in martial arts class, and everything changed.
    • There was a supercomputer, and an evil AI, and a princess trapped to save. Lyoko was incredible. A virtual universe, and it was theirs to protect. Sure, it got difficult. There were times that she didn't know if she'd survive, but they made it through. They survived, and grew, and learned.
    • Unfortunately, so did XANA. He got smarter, and he started to win.
    • All that they could do was win little victories, hold him back however they could. Even when it ended with William brainwashed, they had to do their best.
    • This trip into Lyoko was supposed to be routine. They had planned to go Replika scouting in the Digital Sea, find their next target.
    • And then Yumi woke up here, not knowing if she'd ever see her friends again.
  • Additional Notes: If Yumi loses all of her Life Points (100), she gets de-virtualised. What that means in Foiteinigi is a mystery...

Edited by secretlyasuperhero on Oct 13th 2022 at 10:59:41 AM

[TOP SECRET]
StephanReiken Since: May, 2010
#13: Oct 14th 2022 at 9:44:25 PM

  • Name: Arc
  • Franchise: Skeleton Knight In Another World
  • Age: 31 (No canon age)
  • Race: Skeleton (Elf)
  • Appearance: Standing at a towering 6"5" clad in the highest quality gold-trimmed white full plate armor, Arc is the very spitting image of ideal fantasy knights. A heavy shield and a massive two handed sword that match the armor also adorn his back, but draped over them is a mantle made of fabric that looks like it was made from the night sky, the Twilight Cloak. Perfectly hidden below his armor is the body of a humanoid skeleton with eye sockets filled with gentle blue flames. If de-cursed, Arc becomes a brown skinned Elf with curly black hair, red eyes, and strong jawline with an overall well built and handsome appearance.
  • Alignment: Friendly Anti-Hero
  • Class: Mage Paladin
  • Personality: As a skeleton with his emotions being suppressed, he does whatever he judges to be right and advantageous to him if it doesn't hurt anyone that doesn't deserve it. A good-natured and approachable knight, he does whatever is necessary to help those in need while exploring the world in a light-hearted manner.
  • Skills:
    • Artist - Arc is a well skilled artist that can fairly accurately paint a scene to paper with any tools.
    • Cook - He is also a good, amateur cook from years of living alone.
  • Powers and Abilities:
    • High Level MMO Character - Arc's body is the creation of an MMORPG from his world turned real and magical. He retains the high physical stats, lack of Fall Damage, and large Mana Pool befitting a max level character with notably good reflexes and kinesthetic sense (the sense to know where one's body is in relation to itself and the ability to move one's body effectively, including while in mid-air).
    • 'Cursed' Body - Arc's skeleton body is a cosmetic skin equipped over his Elf character. De-curse magic he can use is capable of dispelling a part of it for a couple seconds and magical de-cursing hot springs can lift it for longer periods of time but whether or not it can be removed permanently has not been seen. Arc can still eat, drink, and sleep in this form though its not known if he actually needs these to survive and does not feel the urge to do any of them. He is immune to the affects of Alcohol (and possibly other poisons) and his emotions are partially suppressed which also prevents him from experiencing some complex emotions (Grief, Horror, Regret, Self-Preservation, etc) though as a thoughtful person he can work himself up into some of the emotions normally suppressed.
      • Arc's suppressed emotions do not disappear, but store up silently. If his head is decursed for a non-minor amount of time, those emotions will rush through his mind and can kill him from the shock of extreme emotions of 8-12 months in a harsh world where he has had to slaughter people. Presumably not sleeping would also cause mental strain that would add to this, but he does choose to sleep.
      • Without self-preservation and dulled fear, Arc is more capable in combat, as otherwise an average person from Japan would have difficulty from lack of experience.
      • Arc is 'not' Undead and will not detect as Undead by any related magic or skill that does that specifically.
      • If his eyes are Elf, he can see invisible Spirits and the movement of Magic though not with great clarity. Presumably in Elf form he would need to eat, drink, and sleep, and not have any poison immunity.

    • Class Skills - Arc has a expansive list of classes whose skills he can access. Though in the game his body came from he was only allowed the skills of the class and sub-class he had equipped, he has found he can now use all skills from classes required for his equipped ones. Classes except Holy Knight are listed in Base, Mid, and Top tier order. Unlike in the video game, Arc's skills and magic spells rely on the effort he puts into them so he can hold back or throw all of his might into it for extra effect at his discretion.
    • Holy Knight - Arc's main class requiring all the other classes below, it has gimmicky super buffs which are unavailable. It allows him to wield two-handed swords in one hand including dual-wielding them, and equip heavy armor and shields, but unable to equip accessories.
    • Soldier/Knight/Sacred Knight - The Sacred Knight and required classes use various martial skills as suited to the theme with paladin skills for Sacred Knight.
      • Shield Bash - A basic Soldier skill that strikes with the shield and knocks back enemies.
      • Wyvern Slash - A mid Knight skill. Wyvern Slash lets Arc swing any sword and let out a blast of sword light to slash things from a distance. Arc does need a Sword to use this skill.
      • Sword of Judgement - A top tier Sacred Knight attack spell, Arc's sword glows brightly in holy light and he draws it back behind him. Then he swings it down in front of him and a holy magical circle appears at the feet of his target. A moment later, a sword made of holy energy shoots upwards from the magical circle. If it misses or burns through its target, the energy sword continues upward into the sky (ripping through/damaging the ceiling as appropriate).
      • Holy Ray Sword - A top Sacred Knight attack spell that shoots a beam of holy light to deal damage. Basically a stronger, holy version of Wyvern Slash.
      • Sacred Seal - A top Sacred Knight buff spell that adds a small amount of Holy Damage to Arc's melee attacks for 5 minutes.
      • Holy Shield - A top Sacred Knight buff spell that reinforces Arc's defense for 5 minutes.
      • Holy Protection - A top Sacred Knight party buff spell that blocks a large amount of Dark damage, granted to the entire party (each person gets their own independent effect) and lasts 5 minutes.
    • Mage/Magus/Summoner - The Summoner required classes are standard wizard-type classes, but the summoner itself is more like a monster tamer class.
      • Fire - A base Mage fire spell, fire surrounds Arc's hand and then shoots off in a ball where he points.
      • Wind Cutter - A base Mage wind spell, it creates a crescent shaped blade of green wind energy then shoots it off. Its the weakest of spells that Arc has.
      • Rock Shot - A base Mage Earth spell, summons a barrage of fist sized brown rocks that throw themselves at a target. The rocks do not disappear afterward.
      • Dimensional Step - A base Mage support spell, teleports Arc and any willing friendlies directly touching him or his equipment to a location he can see with a max range of 50 meters. Sight through Glass or other transparent substances does not count, but looking through a small keyhole or under a crack of a door does work. Arc can spam this to travel at significant speed including through the air. However, Dimensional Step causes Arc to pause for 1 second when cast and again after the teleport, making it difficult to use in combat against skilled, aware enemies.
      • Rock Fang - A mid Magus AoE Earth attack spell, it causes a large number of fang-shaped stones to come up out of the ground and converge over the area spearing enemies on the ground.
      • Bring Whirlwind - A mid Magus AoE Wind attack spell, a Tornado forms around Arc, then shoots out at a direction Arc points at with both arms sending the tornado horizontally with a 6 foot diameter. Doesn't do a high amount of damage but does high knockback.
      • Flame Viper - A mid Magus AoE Fire attack spell, surrounds Arc in burning fire to damage enemies. Inside that fire is a snake made of fire which stretches out and whirls around Arc twice in a wide circle to burn everything around him.
      • Lightning Damper - A mid Magus AoE Lightning attack spell, Arc chooses a point he can see and after a few moments lightning strikes 12 times in succession randomly in a 30 meter radius around that point. While powerful, the spell is highly inaccurate and telegraphs itself as if it were real lightning (Air Pressure changes allowing birds/etc sensitive to pressure changes to notice it happening)
      • Transport Gate - A mid Magus support spell, it creates a pale blue, 3 meter magical circle at Arc's Feet then teleports him and all willing friendlies in the area to a location that he has good memory of and has been to before. Arc can draw physical pictures of areas he is in to ensure he can Transport Gate back to them without forgetting, but if the area is significantly different from what he remembers the gate will fail, and it will fail if he has never been to that location before even with a picture. There is a short delay after casting the spell during which Arc can pick the location to go to. If this fails, Arc and Co teleport to a location exactly adjacent to their current position. Transport Gate cannot teleport to other worlds/planes.
      • Tame Demon - Summoners fight demons and upon killing them, have a chance to acquire them as a summon. Summoned demons scale in power to the user.
      • Summons - Arc is missing most of his summons except a floating Eye demon. This eye reduces the physical attack and defense of one enemy it is looking at. Summons are absolutely loyal to Arc and can understand his intentions and words.
    • Monk/Bishop/Priest - The Priest class line are healing support classes with a couple holy element attacks
      • Mending Heal - The base Monk spell to heal any target by a small amount
      • Detoxify - A base Monk spell to remove poisons.
      • Anti-Disease - A base Monk Spell to remove diseases.
      • Heal - The mid Bishop version of Mending Heal, costs more and heals more.
      • Uncurse - A mid Bishop support spell that removes magical curses from creatures or objects.
      • Holy Purify - A high Priest spell, this spell both removes magical curses (Stronger than Uncurse) and damages the target if undead. (Arc doesn't know if he qualifies as undead or not and doesn't risk casting this on himself.)
      • Cross Advent - A giant holy magic circle appears above the target. The circle then changes into a large Cross, with the bottom part of the cross growing/shooting down into the target dealing high Holy damage.
  • Equipment:
    • Belenus Holy Armor Set (Head, Torso, Arms, Waist, Legs) - Arc has a full set of mythical-class Holy Knight only armor. This silvery white armor with gold trim together grants 50% resistance to Fire and Holy attacks, health regeneration, and gives attack and defense boosts.
    • Twilight Cloak - On his back woven of fabric that looks as if it was cut out of the night sky, is a mythical-class mantle that grants 20% resistance to Dark attacks and mana regeneration. His sword sheath sits on his back under the cloak but jutting out such that he can sheath and unsheathe his sword by reaching back. The shield also sits attached to his back and under the cloak.
    • Holy Shield of Teutates - Matching the appearance of the armor, this mythical-class shield gives a high defense boost and based on the level of the user a high resistance to Status Effects.
    • Holy Thunder Sword of Caldadbolg - This is a wide two-edged steel-looking greatsword with handle and hilt matching the gold-white designs of the armor set. It has high attack and provides an agility boost, and has an activated skill that sheaths the sword in purple lightning. This skill doubles the sword's power by adding an equal amount of Holy damage to attacks, and doubles the size of the sword. Using this skill is referred to as Lightsaber mode with the Star Wars puns and quotes that go along with it by the players (including Arc saying 'I'll show you the true power of the force!'). Lasts 5 minutes, usable once per day.
  • World of Origin: Modern Real Earth epxy. (The Star Wars Franchise exists in it though not directly named.)
  • World Alignment/Tone: Political, Capitalistic (whatever you think of IRL, it is not expanded on.)
  • Backstory: Arc fell asleep playing an online game and woke up on the ground in Foteinigi. He started to test his skills in this strange new world and so far has kept the fact that he is a skeleton under his armor a secret to himself. Arc takes up odd jobs as an Adventurer Monster/Bounty Hunter for a living in the first town he found.
  • Additional Notes: Arc does 'not' have swordsmanship training so his power in melee combat is mostly brute force and reflexes with growing but amateur skill. I've also left some skills and spells off of Arc's list which he will note in character, specifically the Resurrections magic and all of his main class's skills.
    • The named classes that Arc has, are translated differently depending on which novel you are reading and between the Web Novel and Light Novel which leaves some things confusing, so you may find things slightly different, but I'm using the names spelled out in the official translation of the first light novel, as it lists them all together and makes things easier. (For instance, later books reference the Paladin class which isn't one of the classes he has according to Book 1 but is probably Sacred Knight with a different translation.)
    • Arc barely uses summons, so I'm going to give him just one which he mentioned that gives debuffs but didn't say much else about it so I invented the debuff it gives. Otherwise he can summon a fire Kaiju and a thing that bites Arc to basically give him god mode for a short time.
    • I toned down Dimensional Step by giving it delays and a max range. In the books he spams this to dodge a lot of attacks and strike freely. Also all of his Holy Knight Spells are high end army destroying angel-fusion summon spells, only one of which is actually shown (he was interrupted and stopped from using a different one in the final battle). Gave his sword skill a long cooldown too. Since a couple things do specifically last 5 minutes, I used that in places where the time wasn't actually mentioned.
    • Arc cast Anti-Disease in book 4 but didn't give any description or what class it was from.

Edited by StephanReiken on Oct 23rd 2022 at 8:56:26 AM

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#14: Oct 15th 2022 at 7:44:49 AM

Well, here is the character I am weighing against Aqua as far as signing up, since I thought the party could use some more positivity. Points if you can guess what character the author made her an expy of, appearance- and ability-wise. There is one other thing I haven't included in the sheet yet that I'd like to talk to you about in private if you think the rest of it is a good idea, Liz, since I'm not sure if I should include or exclude it. Without further ado:

  • (User)Name: <Kanami> (<カナミ>), Real Name: Kanami Minagawa (皆川鹿波)
  • Franchise: Log Horizon
  • Age: 27
  • Race: Human
  • Appearance: "Yahoo! I'm fired up! Let's Gooooooo!"
  • Alignment: Neutral Good
  • Class: Monk
  • Personality: Kanami is an overpoweringly cheerful, optimistic, and whimsical woman who makes friends easily. Prone to flights of fancy and drawn like a magnet to people in need of help, she drags everyone around her along with her thanks to her charismatic and forceful personality. She has a habit of referring to people by nicknames that she comes up with herself instead of their real names. Although by no means stupid or short-sighted, being the sort of person who will usually gather as much information as possible before undertaking a task and fully capable of coming up with her own tactics and strategies, she prefers to delegate planning to appropriately talented people and focuses instead on keeping her party in harmony and working together, always willing to lend an ear to anyone's troubles. If there's a conflict between following the rules and doing the right thing, she consistently chooses the latter. Although she has a healthy degree of fear about pain and death, what she fears more is harm coming to those she cares about, and she won't hesitate to put herself in mortal danger to protect people she doesn't even know.
  • Skills: A competent leader. Good at gathering and synthesizing information. Has a Master's Degree in an unspecified field. Skilled in cooking, cleaning, and housework. Good with children. Has worked in at least twelve relatively low-skill occupations, though none for more than a couple years at a time.
  • Powers and Abilities:
    • <Adventurer>: The classification given to Player Characters in the world of Elder Tale. Confers certain superhuman attributes and abilities based upon player Class (detailed below), and allows Kanami to call up things visible only to her such as status bars stating "Class", "Sub-Class", and "Level", Health Point and Mind Point gauges, and inventory, friend list, and movelist menus, which she can subsequently interact with by swiping and poking the hologram-like menu like a touchscreen. Aside from tapping moves in this way, she can also perform moves by initiating the associated motion or calling them aloud. Furthermore, an ability common to all <Adventurers> is to automatically understand all Earth-based languages, and her words are automatically translated for others as their primary Earth-based language, as auto-translation was a feature of Elder Tale.
      • Class: Level 90 <Monk>: Boasting the highest HP of all classes, Monks are evasion-type tanks with high physical attack, low defense and weak armor, designed with numerous rapid movement and melee attack abilities that have short cooldowns. In practice, this means she has incredible stamina and can endure a surprisingly large number of attacks before passing out, is able to quickly roll and flip about the place and leap superhumanly high, can dodge attacks like Neo from The Matrix for brief periods, can briefly move at superhuman speeds to flank enemies or intercept attacks meant for others, can rapidly punch and kick with superhuman strength, and can imbue her attacks with one of several elements.
      • Inventory: She can summon or equip items from her inventory to herself by selecting the item(s) from the menu, and can dismiss handheld items she is holding or wearing into her inventory at will. Although her overall inventory space allows for carrying many items, some slots are currently occupied by items noted in the Equipment section below. Items in her inventory will not degrade while stored.
      • Overskill: <Compression Combo>: After transmigrating to Foteinigi, Kanami realized that because the rules of the game no longer applied, she could "cheat" by borrowing principles from fighting games and use animation-cancelling to make her combos more rapid or, for example, make what should be a straight punch into an uppercut. This allows her to compress a large number of attacks into a very short period and create infinite combos for stunlocking or endlessly juggling single opponents in the air.
      • Racial Traits: <Human>: Any weapon Kanami holds is resized to fit her hand. Once per battle, when a comrade is KO'd or killed, her physical strength is doubled until the end of the fight.
      • Subclass: Level 90 <Chef>: Allows Kanami to summon and dismiss a campfire that will burn endlessly unless put out by an external source. Also allows her to craft food from a menu out of a set of ingredients at a rate of ten seconds per resultant item, but food created using this method, although nutritious, will be bland and flavorless and have the texture of mush or wet crackers. Food cooked the normal way will still be as normal, however.
  • Equipment:
    • Flower Mantis Togi: Cloth armor that mildly increases the wearer's physical strength.
    • Food: The remains of what was once months-worth of uncooked food; specifically, about as much as would be needed for two people to survive a journey from Atlantis to Onogoro-Shima. That said, it's all the kind that's suitable for cooking over a campfire.
    • Giant-Killer Gauntlets: Huge gauntlets made of super-hard fantasy metal. Magically enchants the wearer's punches to be extra damaging to gigantic enemies.
    • Gold: A small sum of gold coins.
    • Kanahagame Skillet: Simply a well-made iron skillet that comes complete with lid, designed to last a lifetime. Can double as an improvised weapon!
    • Horse Whistle: Can be used to magically summon a magical horse to ride or hitch to a carriage, etc. The horse has no need for food or drink, but can only be used for a certain number of hours per day before it vanishes back into the aether, the duration resetting at midnight.
    • Other Cooking Supplies: Cutlery, plates, pots, etc.
    • Sleeping Bags x 5
  • World of Origin: Virtually identical to real life, with the exception of a videogame called Elder Tale existing.
  • World Alignment/Tone: Neutral, or identical to real life.
  • Backstory: Born in Japan on August 20th, 1991. The beginning of Kanami's life was nothing extraordinary; she did above average in school, but nothing notable really happened aside from her taking a wide variety of jobs when she was old enough. In her free time, she played and excelled in the fantasy MMORPG Elder Tale as the <Swashbuckler> class, and cobbled together an informal group of players christened the "Debauchery Tea Party". With Kanami as their strong-willed and eccentric yet charismatic leader, she dragged the group of friends from adventure to adventure as her whims dictated, and the "Tea Party" soon became known as legends across the game's global community, clearing the most difficult quests, dungeons, and raids with nothing more than an ad hoc structure.

    In 2015, she was caught up in a terrorist attack during a trip to Europe, and was protected by a young Italian-German doctor named Raffaello Balzo. When the two reunited in the hospital afterward, they quickly fell in love and soon got married. Within the next year, she quit Elder Tale and moved to Rome to be with her new husband, and the pair were blessed with a daughter named Dina. While living in Rome, she got back into Elder Tale again, this time playing on the European Server and leveling a <Monk> to the level cap of 90. Then, on May 3rd, 2018, her world changed forever.

    At midnight, Elder Tale's twelfth expansion pack released - but the moment it was added to the first server, every single player who was logged in at that moment blacked out and woke up in the body of their current Elder Tale character, seemingly transported into a game world merged with the real world (though in truth, they were actually in Foteinigi). Not one for inaction, Kanami deduced that - due to timezones - the only place where the expansion would have been implemented, and therefore the place where the source of the mysterious event was most likely to be uncovered, was the land which had been the Japanese server area of the game - in other words, Onogoro-Shima. Now, after finally arriving at her destination, she plans to investigate any oddities in the region in the hopes of discovering both the source of the phenomenon and a way home, along with having adventures and helping anyone in need she finds along the way.
  • Additional Notes: Kanami will probably think of whatever quest her party ends up on as a super fun and exciting adventure! If it wasn't clear, the game world of Elder Tale was metaphysically connected to and based upon Foteinigi. In the Log Horizon source material, "Adventurers" were Elder Tale player characters who actually had history in the world they'd been isekai'd into based upon their quests and feats in-game, although from the perspective of the people of that world, they seemed like strange, silent robots who often acted erratically until the players woke up in their respective Adventurers' bodies. I'm fine with however much or little of this you want to integrate into the setting, and I can elaborate in more detail if you want, but I just thought I should mention it. I'm also fine with Kanami being the only player of Elder Tale who was isekai'd, if that's what you prefer.


  • Name: Coppelia
  • Franchise: Log Horizon
  • Age: Appears to be in her late teens
  • Race: Human / Sapient Computer Program
  • Appearance: "Do you require healing?"
  • Alignment: Neutral Good
  • Class: Cleric
  • Personality: Coppelia is something of a doormat and does not have much self-esteem, and has an odd habit of always referring to herself in the third person. This is because she remembers her past as a gold farming bot for a Chinese hacking syndicate, and does not believe that she qualifies as a person like other, naturally born people. Her manner is rather stiff and excessively formal. However, she is a gentle and kind soul who always does her best to help others with her healing abilities. She admires and obeys Kanami without question, always referring to her as "Mistress" like a proper maid, and would follow her into Hell itself. No matter the hardship, she endures without complaint.

  • Skills: Coppelia is an unbelievably patient and focused individual, and can easily complete the same tasks over and over again thousands, or even millions, of times without losing an ounce of concentration. She has a very good head for numbers, able to perform various mental calculations quickly and flawlessly. She is also unusually observant, and will often notice details that others would not.

  • Powers and Abilities:
    • <Adventurer>: The classification given to Player Characters in the world of Elder Tale. Confers certain superhuman attributes and abilities based upon player Class (detailed below), and allows Coppelia to call up things visible only to her such as status bars stating "Class", "Sub-Class", and "Level", Health Point and Mind Point gauges, and inventory, friend list, and movelist menus, which she can subsequently interact with by swiping and poking the hologram-like menu like a touchscreen. Aside from tapping moves in this way, she can also perform moves by initiating the associated motion or calling them aloud. Furthermore, an ability common to all <Adventurers> is to automatically understand all Earth-based languages, and her words are automatically translated for others as their primary Earth-based language, as auto-translation was a feature of Elder Tale.
      • Class: Level 90 <Cleric>: Clerics have the highest healing skills among the twelve Adventurer classes. They are capable of equipping plate armor, giving them the highest defense potential out of all the Healer classes. The Cleric's healing gimmick is known as Reactive Healing: spells are applied to an ally beforehand, and once they take damage, the spell activates and automatically heals them. However, Clerics lack strong offensive abilities and must join a party to be effective against strong enemies, and their recovery/healing abilities only work at close range. In practice, this means Coppelia can use magic on herself or others to rapidly heal all kinds of injuries as well as purge "status effects" such as illness, curses, supernatural confusion or charms, and other such ailments. However, her heavy armor means that she can only move at regular human speeds in spite of her superhuman prowess.
      • Inventory: She can summon or equip items from her inventory to herself by selecting the item(s) from the menu, and can dismiss handheld items she is holding or wearing into her inventory at will. Although her overall inventory space allows for carrying many items, some slots are currently occupied by items noted in the Equipment section below. Items in her inventory will not degrade while stored.
      • Racial Traits: <Human>: Any weapon Coppelia holds is resized to fit her hand. Once per battle, when a comrade is KO'd or killed, her physical strength is doubled until the end of the fight.
      • Subclass: Level 90 <War Priest>: The War Priest represents the healers who sometimes take up arms to fight. A player with this subclass can replace some Recovery class (healer) skills with Warrior (tank) class skills. In addition, it provides slight defense and recovery buffs to the War Priest. Coppelia utilizes these properties to become an extremely tanky healer, bolstering her defensive abilities, which were already prodigious courtesy of her armor and dual shields. However, her attack is still quite low, and since she's focused all her abilities on healing and defense, she can only do chip damage offensively.
    • Aura Vision: Because of her nature as a sapient computer program, Coppelia perceives the world as though it were made up of computer code and data tags and sees living things as colored auras shaped like their bodies. Thus, she is (technically) blind, and cannot perceive color or light in the same way as others, though it doesn't really hamper her, because, for example, a blue sky will come with a tag that says it's blue.

  • Equipment:
    • Noblewoman's Apron Dress: Player-manufactured heavy armor reminiscent of maid attire. It was designed with many small sections of sheet metal, keeping flexibility and mobility in mind without detracting from the wearer’s figure or losing any defense.
    • ____Trunk: Instead of a bag of holding, Copellia has a magical ____Trunk (pronounced "Space Trunk") that is much larger on the inside than it is on the outside, which provides her with many, many more inventory slots than average. Aside from the inventory slot taken up by the ____Trunk itself, as well as placeholders for her equipment, the ____Trunk contains:
      • A Hoard of Gold Coins of Absolutely Absurdly Great Proportions: Lodesemone!
    • White Steel Shields: Two high-tier, player-manufactured pavises that had special metals incorporated into them, such as mithril and Sunshine Augite in order to collect sunlight, which makes them especially effective against creatures which are weak to the sun, like vampires. Along with increasing the amount of HP restored by Healing magic, they also boost the effectiveness of light magic.

  • World of Origin: Virtually identical to real life, with the exception of a videogame called Elder Tale existing.
  • World Alignment/Tone: Neutral, or identical to real life.

  • Backstory: Like many other gold-farming bots, Coppelia was born out of the programming of a member of a Chinese hacker syndicate, intended to endlessly farm virtual gold to be bought with real currency by unscrupulous cheaters. Specifically, Coppelia was designed to be used in the game known as Elder Tale, which would later undergo an event in which its base of player characters, bots included, were isekai'd to a world the game was metaphysically connected to, Foteinigi. Awakening as a sapient being upon the event of this "Apocalypse", Coppelia was at first uncertain as to what she should do, and so fell into old habits and started farming gold again by endlessly killing monsters and selling their parts. One day, however, when she returned to the village that was her home base to deposit her daily earnings, she found the place utterly destroyed by a monster attack.

    Despondent and with nowhere to go, she wandered until she reached the equivalent of Paris, where she ultimately collapsed to her knees in despair on the street until a sunny passerby named Kanami stopped to ask her name and comfort her. Deciding that Kanami was her new Mistress, she proceeded to loyally follow the lady on a winding trek around the world until they reached their intended destination of Onogoro-Shima, where her Mistress hoped to find answers. At present, while Kanami had gone over to Owada Anchorage to help with the big monster/youkai extermination event, Coppelia has stayed behind in the capital of Okinoka to assist any who needed healing and attempt to gather information.

  • Additional Notes:

Edited by darksidevoid on Nov 20th 2023 at 12:14:03 PM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
LizardOfAus Since: Feb, 2010
#15: Oct 15th 2022 at 10:32:54 AM

Alright, we're looking good so far. Strictly speaking, I'm bending the rules here by allowing characters to go straight from a video game to here. But in the interest of fairness and a wider repertoire of available characters, I'll allow it. Just a few little areas to discuss.

Zodan: It's good that you've got the Death thing balanced, but just make sure to keep a limited amount of those guns on Rick at any given time.

Convoy: If I'm reading this right, then the Gundam would be around the size of a non-transformable jet plane, yes? It would, of course, be a massive stretch to have a character with a jet they could summon at any given time, let alone one that could turn into a robot. If I allowed this in, then it would be on a VERY limited power supply, and only usable in a dire situation. Do you think that Hiroto would be viable as a character on his own without a mech around?

darksidevoid: Hm...Kanami seems to sidestep the continuity issue with Sora, so I'm leaning towards her. I'm just not sure whether or not she's a bit more broken on a combat level. Did she have Compression Combo in her source material as well?

That aside, everybody else is Accepted. Anyone else who's interested, feel free to keep the signups coming. Lines close at midnight on October 31st.

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#16: Oct 15th 2022 at 10:56:42 AM

If you would like, I could easily have the Core Defenser removed, depriving the Core Gundam of the ability to transform into its jet form, leaving it with the armour.

As for being able to summon it, per se, I wasn't thinking of summoning it out of thin air at every convenience. I could easily see the Gundam itself being left somewhere until Hiroto needed it, although that's my fault for not clarifying that the remote connection is only really to access sensors.

Actually, that's my fault for not clarifying stuff at all.

The problem is, I was hoping to use Hiroto because of the fact that he's an isekai character with a Gundam, and he's probably the only isekai character I connect with on some level. If the Gundam is removed, then it kinda makes the whole "Gundam Pilot" thing non-indicative. So I personally don't think Hiroto would work without his Gundam.

Edited by G2BattleConvoy on Oct 15th 2022 at 7:23:39 PM

Spelunking through a Halo Ring is something else...
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#17: Oct 15th 2022 at 11:02:43 AM

Liz: Kanami does have Compression Combo in her source material, yes, although I'm fine if you want to nerf it to be less stunlock-y or what-have-you. "Overskills" are essentially the term Log Horizon uses for Adventurers figuring out novel ways to use their existing class or sub-class skills in a way that would have been impossible in the Elder Tale game (since the "game" is now "real life"). Since they're gamers, they usually accomplish this by applying principles from other game genres, but not always. For example, one of the more interesting ones is a Kannagi (barrier/damage-reduction type healer/support class) figuring out a way to cast very small, brief barriers with short cooldowns on a horizontal plane, which enables her to use them as footholds to navigate through the air by jumping from barrier to barrier as if she's in a platforming game. More mundanely, Kanami's ability to cook real food using her campfire as opposed to creating flavorless bleh food from her menu is technically also an Overskill, since it wasn't possible to do it that way in Elder Tale.

Would you like me to better-define anything else about her abilities? I don't mind; just let me know! :)

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
ZodanTheUnbounceable from Everywhere, Nowhere, Somewhere Since: Jul, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
#18: Oct 16th 2022 at 9:35:42 AM

Decided my heart wasn't in it, swapping Rick & Morty out.

Yugi Muto

  • Name: Yugi
  • Franchise: Yu-Gi-Oh
  • Age: 14
  • Race: Baby Panda Human
  • Appearance: Short and with absolutely ridiculous hair.
  • Alignment: Lawful Good
  • Class: Duelist
  • Personality: Kind-hearted and friendly but rather soft-spoken, Yugi is quick to defend his friends and stand up against what he thinks is wrong. What he lacks in social skills, he makes up for in sheer integrity.
  • Skills:
    • Inherent Game Expertise: Yugi is capable of quickly and easily devising the rules and strategies of nearly any game or competition he's thrown into, even if only told the mechanics seconds prior to starting.
    • Duel Monsters: Yugi has particular skill in the game Duel Monsters, being recognized as "King of Games."
  • Powers and Abilities:
    • Magical Protection: The protection of the Millennium Puzzle protects Yugi from sneak attacks or cowardly attempts to kill him. To overcome this protection, Yugi must be challenged and defeated in some form of competition.
    • Possession Immunity: So long as Yugi wears the Millennium Puzzle, Yami can keep out any attempt to possess his body.
    • Shadow Magic: While Yugi is much less prone to using it, his Puzzle allows him to manifest his Duel Monsters cards with real, tangible effects.
  • Equipment:
    • Millennium Puzzle: An ancient pendant and one of the seven Millennium Items, it houses the spirit Yami and grants its wearer magical abilities.
    • Kaiba Corp. Standard Duel Disk: Used for playing Duel Monsters, Yugi wears this at all times and houses his Main Deck in it.
    • Dueling Deck: A deck of cards used for playing Duel Monsters, Yugi can summon monsters, play Spells or activate Traps to protect himself or his friends. Some of Yugi's noteworthy cards include:
      • The Egyptian God Cards: Three frighteningly powerful monsters whose power can only be wielded by those with a connection to the ancient past. Yugi is extremely hesitant to summon them unless needed.
      • The Eye of Timaeus: An ancient Atlantean Dragon who called out to Yugi in a dream, Timaeus can merge its own power with another to form a more powerful, unified force.
      • Mirror Force: A one-use barrier that reflects a single attack away from the intended target and scatters it as a wide-ranging blast of energy to decimate all enemies simultaneously.
      • Swords of Revealing Light: A spell that summons magical swords of energy, immobilizing enemies and preventing the user from being harmed for a short time.
      • Dark Magician: Yugi's ace monster, many of his strategies revolve around summoning, strengthening and utilizing the Magician's powers. In actuality, it is the incarnation of Mahad, a sorcerer who served Pharaoh Atem in ancient times and swore his eternal loyalty, even in death.
    • Orichalcos Stone: A green fragment of the Orichalcos Stone that destroyed Atlantis 10,000 years ago, currently hanging around Yugi's neck. Yugi took it from the mysterious man who stole his Egyptian God Cards after defeating the thief in a Duel. The Stone has magical properties that can expand and emphasize the evil in someone's heart, most potent when combined with the Seal of Orichalcos. Usually wielded by the three Swordsmen of Doma, their leader Dartz can presumably track the stone, which is fortunate for him since Yugi has several things Dartz wants...
  • World of Origin: Domino City.
  • World Alignment/Tone: Largely idealistic, with the occasional literal psychopath.
  • Backstory: After having the God Cards stolen by a group of motorcycle-riding thugs, Yugi and Yami had a dream wherein the Dark Magician Girl told them of a prophecy. This prophecy foretold of a trio of heroes who would re-awaken the Atlantean Dragons of Legend and use them to fight back an ancient evil. When Yugi awoke, he found himself with the God Cards mysteriously back in his deck, along with a new card - The Eye of Timaeus. He was also in Foteinigi, which was concerning.

Yami Yugi

  • Name: "Yami"/Pharoah Atem
  • Franchise: Yu-Gi-Oh
  • Age: Over 5000 years old (deceased)
  • Race: Spirit
  • Appearance: Nearly identical to Yugi, though noticeably taller and with an almost-permanent stern expression.
  • Alignment: Neutral Good
  • Class: Duelist
  • Personality: Stern and wise but still friendly, Yami gives advice not only to Yugi but also his friends. However, he has a bit of a vindictive, almost sadistic streak that can come out when not reigned in. When Yami is angry, staying out of his way is a wise policy if one values their life...or their soul.
  • Skills: See Yugi
  • Powers and Abilities: See Yugi, with the addition of:
    • Shadow Games: Yami can turn any normal competition into a "Shadow Game" with unique rules and penalties. These rules can range from "the loser is put into a coma" to "the loser goes insane and hallucinates" to "the loser's face falls off." Yugi has asked Yami to please stop doing this, and Yami has obliged...unless someone really deserves it.
    • Fate Manipulation: Yami is capable of subconsciously influencing luck and fate, allowing him to draw the exact card he needs whenever he needs it. This ability is also inherent in Yugi while Yugi wears the Puzzle.
    • Mind-Reading Resistance: Yami can sense when another force is attempting to read the pair's minds and is able to resist, keeping the invader out or at least slowing them down. When this is insufficient, the pair can also use the...
    • Mind Shuffle: While Yami and Yugi typically join minds and think as one when faced with conflict, the two are also capable of operating independently. When doing so, the personality currently in control of Yugi's body can switch with the other, causing the mind-reading to fail since its intended target is no longer there. Effectively, Yugi and Yami can "dodge" mind-reading by performing the Mind Shuffle each time someone attempts to read one of their minds.
  • Equipment: See Yugi
  • Backstory: An ancient spirit housed within the Millennium Puzzle, Yami has no memory of his previous life, not even his own name. He knows he was a pharaoh in ancient Egypt 5,000 years ago, but beyond that his past is a complete enigma.

Joey Wheeler

  • Name: Joey Wheeler
  • Franchise: Yu-Gi-Oh
  • Age: 16
  • Race: Human
  • Appearance: Blond, brutish and with, as he'd put it, "rugged good looks."
  • Alignment: Chaotic Good
  • Class: Duelist/Street Brawler
  • Personality: Brash, hot-headed and loyal to a fault. Joey will, without question, beat the living tar out of anyone who dares hurt someone he considers a friend. He's the kind of person who'd put his life on the line for a friend or loved one, no matter the odds or the risk. Joey also has a bit of a gambling streak in him, tending to count on luck when skill or sheer strength won't be enough. Fortunately, this tends to work for him.
  • Skills:
    • Hand to Hand Combat: Joey is an accomplished brawler, able to hold his own against and even defeat older and physically larger opponents. He also simply does not know when to give up and will continue fighting long after anyone else might've collapsed from pain or exhaustion.
    • Duel Monsters: Even though Joey doesn't have Yugi's universal aptitude for games, he is still a skilled duelist capable of holding his own against technically superior opponents. Among Joey's accomplishments, he's defeated the former U.S. champion duelist "Bandit" Keith Howard, nearly defeated Yugi himself, dueled Seto Kaiba to a near standstill and survived being nearly incinerated by Marik's Winged Dragon of Ra, only losing to Marik on a technicality.
  • Powers and Abilities:
    • Luck: Less of a skill and more of an inherent attribute, Joey's luck could best be described as "absurd." He has rolled high on dice every time he needs to and nearly every coin toss the kid calls is correct.
    • Sheer Willpower: Joey's willpower is nothing short of legendary, accomplishing such feats as breaking free of the Millennium Rod's mind control and clawing his own soul out of the Shadow Realm and back into his own body, something that should be literally impossible for a mere mortal to accomplish.
    • Card Summoning: Joey's status as one of the "Chosen Duelists" as well as his possession of the Legendary Dragon Hermos allows him to summon the monsters on his cards into reality, much like Yugi can with his own Shadow Magic.
  • Equipment:
    • Kaiba Corp. Standard Duel Disk: Used for playing Duel Monsters, Joey wears this at all times and houses his Main Deck in it.
    • Dueling Deck: A deck of cards used for playing Duel Monsters, Joey can summon monsters, play Spells or activate Traps to protect himself or his friends. Some of Joey's noteworthy cards include:
      • Flame Swordsman: Joey's favorite card, a swordsman who wields a two-handed, fiery blade, the Swordsman is also able to transfer his own strength to others if needed.
      • Blue Flame Swordsman: Nearly identical to the Flame Swordsman (including the power-transferring ability), his blue counterpart will immediately summon the regular version if he falls in battle.
      • The Claw of Hermos: An ancient Atlantean Dragon who called out to Joey, Hermos can merge its own power with another to create powerful weapons with abilities that can change the tide of battle.
      • Copycat: A card capable of replicating one ability, weapon, spell, power etc. that an opponent has used.
      • Graverobber: Similar to Copycat - Joey can steal a weapon/resource that an opponent has already used or exhausted their own supply of and utilize it as his own.
      • Graceful Dice: A Spell that summons a fairy armed with a magical die. One targeted ally's strength will be multiplied by the number rolled, meaning that a 2 will double their strength whereas a 6 will result in six times the level of power.
      • Skull Dice: A Trap that summons a fiendish imp armed with a magical die. One enemy's strength will be divided by the number rolled, meaning that a 2 will halve an opponent's power whereas a 6 will result in the targeted enemy being reduced to a mere sixth of their normal strength.
      • Time Wizard: A gift from Yugi, Time Wizard can manipulate the flow of time on a personal scale for Joey's monsters and opponents. When used, Time Wizard will spin the "Time Roulette" on his staff and apply an appropriate effect based on the result. If the roulette is successful, Time Wizard can perform such feats as advancing, slowing, stopping or even reversing the flow of time. If the roulette lands on a skull icon, however, Joey's monsters will be sucked into a time warp and destroyed.
      • Polymerization: The same as Yugi's copy, can fuse two beings together to form a stronger combination.
      • Jinzo: A psychic cyborg capable of anticipating and circumventing traps, sneak attacks, counterattacks and ambushes. While Jinzo is in play, traps will automatically fail against Joey, and Jinzo himself cannot be taken by surprise due to his precognitive and telepathic abilities. However, Jinzo cannot actually tell Joey what he's reading and predicting due to the mask covering his mouth, so he must instead resort to disarming traps and ambushes with his literal laser eyes. Jinzo also possesses impressive combat abilities, devastating opponents with a blast of psychic energy known as his "Cyber Energy Shock."
      • Aura Armor - A Trap Joey can only activate when he is attacked. Summons a suit of “Aura Armor” on Joey powered by his own health (the less injured Joey is, the stronger the armor makes him). Effectively allows Joey to treat himself as a monster for card effects/equips and beat the living tar out of otherwise-stronger opponents. If something that should destroy a monster hits Joey, the armor is destroyed instead.
      • Red-Eyes Transmigration - Another armor card Joey can apply to himself by Tributing Red-Eyes Black Dragon and any Warrior monster. While equipped, Joey becomes "The Lord of the Red," can absorb magical energy around him to nullify and counter attacks/magic, as well as unleash blasts of magical flames.
  • World of Origin: Domino City.
  • World Alignment/Tone: Largely idealistic, with the occasional literal psychopath.
  • Backstory: After Yugi's disappearance, Joey scoured the city looking for his best friend. Unable to find him, Joey had a dream where he was told of the same prophecy Yugi had heard. When Joey awoke, he found himself in Foteinigi with a new card in his deck - The Claw of Hermos.

Edited by ZodanTheUnbounceable on Mar 26th 2024 at 5:23:55 AM

This post is sponsored by Amalgam Comics.
LizardOfAus Since: Feb, 2010
#19: Oct 23rd 2022 at 3:22:10 PM

Alright, all is noted, and Zodan's new character choice is accepted.

Anyone else interested, in the week before I officially launch the game? I certainly know Disney's had some isekai material on tv, some more recent than others...

LizardOfAus Since: Feb, 2010
#20: Oct 31st 2022 at 5:01:13 PM

And now, we are open for business.

Meanwhile, Convoy and Darkside's characters are Accepted.

Edited by LizardOfAus on Nov 1st 2022 at 8:41:08 AM

kkhohoho Since: May, 2011
#21: Nov 1st 2022 at 7:07:06 PM

Edited by kkhohoho on Nov 1st 2022 at 9:07:17 AM

PhilosopherStones Anyways Here's Darude Sandstorm from The North (lots of planets have them) Since: Apr, 2013 Relationship Status: You can be my wingman any time
Anyways Here's Darude Sandstorm
#22: Nov 2nd 2022 at 5:07:02 PM

You have my interest

GIVE ME YOUR FACE
This Philip from Wedge Office Since: Mar, 2021 Relationship Status: Hiding
Philip
#23: Nov 3rd 2022 at 10:18:27 AM

  • Name: Wilson Percival Higgsbury
  • Franchise: Don't Starve
  • Age: Early 30s
  • Race: Human
  • Appearance:The Gentleman Scientist
  • Alignment: Logical Neutral
  • Class: Amateur Scientist
  • Personality: Wilson is a prideful and determined person, going all the way for order in the wild of the world and ways; of showing off his smarts and the greatness of science, despite not being as smart; or knowledgeable as much as he says, pretending to sound smart by replacing words with there alternative scientific name, his belief in science is so strong that he straight up refuses to believe supernatural or magical acts and beings, even when they are face to face with him, he tries to think of a Scientific way of how it works, even after becoming a ghost many times from his deaths still never believing in them, but with him being, forced to work together with other people, letting him be a team player to help and to show over even more wonders of science, he also has a liking to do wordplay type of puns, he is bad at this.
  • Skills:
    • Field of Science: As a man with such a; grandiose brain as himself, Wilson is a man of great smarts, so what Wilson himself would say to others, but in reality, he is not even that good at science, just ok at physics and chemistry but the knowledge can still be helpful.
    • Survivor of The Constant: Surprisingly enough, leave a man in a wild world of supernatural creatures with you coming back to life after each death can change a man into a survivor with the knowledge of food to hopefully satisfy your hunger, making tools out of sticks and more with the help of machines like the Science Machine and more, from farming, and combat, to fishing and carpentry, and more to even make more "scientific objects" from putting a blue gem and a spear together to make, a staff to freeze people.
    • Medical Field: Another field he has done before is the medical field, he can somewhat see what type of sickness a person could have and can try to take care of it, it is useful to get people back up on their feet when they were forced to fight in the arena and he can do amputation if needed.
  • Powers and Abilities:
    • The Beard: One of his only supernatural-like abilities is that Wilson can grow a long and magnificent beard in just 16 days; Wilson theorizes that like radiation, The Constant did something to his body to make him grow beards at speed but, in actuality, it’s because of how time works in The Constant where it’s a lot faster than normal earth time and yet weirdly it still works with the same speed if it was in The Constant in Foteinigi.
  • Equipment:
  • Backpack: A useful item for him to keep around extra stuff on him for the occasion that it's needed; for the situation.
    • Axe: A trusty tree cutter for anyone in need to get their hand dirty for wood and the occasional combat.
    • Pickaxe: Iconic, isn't it? A tool for mining rocks and ores for their metal and minerals.
    • Spear: Use the pointy end for this weapon, a classic flint and stick tied up to make a weapon for hunting and self-defense, also great for aiming at the eyes of any unlucky attacker.
    • Razor: Just a sharp rock on a stick but a great hygiene tool, it is also good to deal with Wilson's beard and the occasional threatening.
    • 5X Healing Salve: Made from ashes and a spider gland, this can heal cuts and bruises on your skin; it stings when applied to the wound
  • World of Origin: In the world of Don't Starve, it's a relatively normal 1920s earth, but beyond it is another world known as The Constant, it is a wild world of weird animals, pig people, and tall birds with towering legs, kidnapped by a powerful entity that keeps many people trapped by tricking them with promises deals and wishes by Maxwell the previous ruler of The Constant before being set free from his shadow throne surviving with the others.

  • World Alignment/Tone: Knightglow

  • Backstory:

    • Nothing much is known about Wilson's young years other than him barely getting a degree in science and hiding off in his home laboratory away from human life and noises to make something, anything to prove that he is a scientist and so there he stayed in his home for who knows how long, but in one late night as he was mixing around chemicals for his experiment, it blew up on his face, as he cleans off the dust and more from his face, he heard a voice from the radio talking about giving him the knowledge to help him, Wilson feared that his long waking nights with no one to talk to and the possibility of inhaled chemical fumes, he thinks to have finally gone mad, but the radio assured him that he was fine and once more told him about the knowledge to give to him in a deal, desperate and ignoring better judgment Wilson takes the deal from the radio voice but before he could even get it, the voice told him to make a machine by giving him how to make it, and so wanting that knowledge, Wilson begins his work on this machine the, voice wants, pouring our his blood and sweat into it until it was done, the machine of wood and metal was towering over him, and one last step to get what Wilson's wants, he just needs to pull on level down but he stopped he had his doubts on this machine but the voice kept insistencing and so with that one flip of the switch, two shadow like hands begin to go around him as the radio laughs, Wilson had his own trapped as the hands grabbed him and send him to The Constant gone from his home and now in a new one, he made his own trap.

    • And so Wilson was in a weird and wild world of The Constant dying many, many times learning, to survive and it looked to be what he will be doing for the rest of his life until one day, as he was walking to find some food you found a wooden thing on the ground with a hole on it, at first he didn't mind it before he found more weird things and soon he remembers the look of them as the same machine that got him taken to The Constant and so with the help of a new tool of his called the Divining Rod, he starts to hunt down the other things and, putting them together until the machine came back to life in front of him, it looks to a portal to somewhere, but Wilson doesn't know where and seeing that this could be his way out, he jumps in waking up to the origin of the radio voice's a tall suited man by the name of Maxwell who looks to be the king of The Constant, Wilson was still on The Constant, but it looked different and so as Maxwell leaves Wilson, he grabs the rob and gets backto finding the machine each time done, sending him to another world from The Constant and each time Maxwell getting more desperate and angry from the progress of Wilson and each time dying being forced back out into The First Constant he was in and to do it all over again until checkmate after surviving many worlds He finds himself a dark place walking around the flames turning themselves on until he sees someone from the distance running to them, he finds the person how did all of this to him, Maxwell trapped in a throne of shadows a gramophone playing the same music over and over and over again for so long, Maxwell like himself was trapped, feeling pity for the man he sees a hole and assumes to use his divining rod on it, and so Wilson stabs the rob into it and watches as Maxwell was let go from the throne before crumbling into dust but only if that was the end as Wilson gets grabbed by the same shadow hands and dragged to the throne trapped on it as well as the gramophone continues its ragtime music as Wilson himself was trapped on the nightmare throne.

    • And so there Wilson sits on the throne trapped for all eternity, unable to escape, unable to do anything until one day, a mysterious woman in black walks to him and somehow she freed him, but before he could thank her, she attacked him, knocking Wilson out before being sent back to The Constant where he went back to surviving off the land once more, in the night as he watches the flames dance around, cooking a carrot until Wilson spots someone from the corner of his eye, it was Maxwell somehow living and breathing where he stands, he immediately goes into action attacking Maxwell with his bare fists but as the two were fighting a shadowy hand, slowly creeps up onto the fire before snuffing off the flames, the two see this and Wilson stops his fight quickly grabbing a log and relighting the fire, and so that is where the two stayed for days until Wilson gave him some food told him about how was he here not dead, Maxwell didn’t say as he asked him on how did he get out of the nightmare throne, Wilson told him about the girl that freed him after that they go to sleep where Wilson wakes up to Maxwell looking around in his chest and reading one of his blueprints, he quickly closes the chest and grabs the print away from Maxwell before Maxwell pulled out his own book opening it to show blueprints within the book, see that the two of them look to have the same idea, they soon begin to make a portal a way out for them to get back to earth making a Jury-Rigged Portal and so once it was done Maxwell told Wilson to flip the switch and just like before he did it, the portal turned on and out came three survivors, a mime, a strongman, and a girl before rose bushes Come out of the ground breaking the wooden portal down as a new one is made, a working from the new ruler of The Constant as the two realized that they didn’t make a way out, they just made a doorway to The Constant for others to be trapped in.

  • * And so more and more people were getting trapped in The Constant as they worked together to survive, as they stayed in The Constant more and more events from going underground and seeing another portal which sends them to other places from The Constant in an arena of lava being forced to fight off monsters, escaping after beating the champion to not there Constant but doomed town of goats and pig people slowly being turned into fish folk as they need to feed a giant mouth hole in the sky after that they were able to get back to there Constant to deal with giant eyeballs from another world, pirate monkeys with a furry curse and even fighting a being from the moon, all of this just adding more and more problems to the survivors until Maxwell and Wilson had the idea again as they now have bigger numbers and more resources, they begin to build another portal, and, they had to make it fast from the incoming winter as they build, the portal as the winter came in hard as the snow pours, down and the cold slowly take over until it was made the portal turned on as the survivors begin to talk about who goes in first, Wilson walks to it with a backpack and accepts to go in first, he slowly walks to it before the portal sucks him in, the rest wait as Wilson was taken somewhere only to be stopped by the sound of something big coming as ice spikes come up from the ground from a Deerclop destroying the only way for the rest to join Wilson as they try to fight off the beast, back to Wilson he watched as the color of portal chanced from black and white to green as Wilson was taken somewhere, escaping The Constant only to be trapped in Foteinigi.

* Additional Notes: Wilson has a deep hatred; for spiders and will kill them and Wilson’s favorite food is bacon and eggs.

Edited by This on Nov 3rd 2022 at 10:37:47 AM

I can do it. For the sake of my master and seonbae…
drearyArchon Divine Basement Dweller from Somewhere Beneath The World Since: Apr, 2022 Relationship Status: Is that a kind of food?
Divine Basement Dweller
#24: Nov 4th 2022 at 7:49:21 AM

Are signups still open? I suddenly got an idea when reading the intro so I thought I'd ask.

Edit: Oh, never mind, lines closed last month. C'est la vie.

Edited by drearyArchon on Nov 4th 2022 at 9:50:18 PM

Everyone's just doing the best that they can.
G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#25: Nov 4th 2022 at 9:43:01 AM

Actually, Liz never said they were closed.

So if you want, you can still send us a sheet our way.

Spelunking through a Halo Ring is something else...

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