The Multiverse Roleplay
All entries under this heading relate specifically to The Multiverse play-by-post game as found on Roleplaygateway.com. The rules for citing examples on the Roleplay page do not apply here; you may list any characters you want, but for the sake of coherence, let's try to limit it to our three most influential/iconic characters. OCs would be preferred.
"Ask me how I am."
Written by: Tearen_Wover
- A Load of Bull: Played very straight. Not only is Damionell a classic Minotaur, he goes out of his way to be the most prototypical minotaur possible.
- Angrish: When Damionell is raging he tends to roar incoherent strings of words, usually a mix between English and Greek.
- Attack! Attack! Attack!: Subverted. Despite relying on his rage to fuel his might, Damionell is a tactical genius in hand to hand combat.
- BFS: Seeing as he's over nine feet tall, any weapon Damionell wields is going to be quite a bit larger than usual.
- Bruiser with a Soft Center : Damionell will naturally feel protective towards things that are legitimately helpless. If they're simply weak, they're possible targets.
- Chaotic Neutral: Damionell is the epitome of this, at least when he's abroad.
- Cultured Warrior: Despite having a tenuous grasp on the English language, Damionell is quite learned in his native culture and traditions. He plays several instruments and is also known to craft small charms and trinkets.
- Drop the Hammer: Damionell's primary weapon is his prized Maul of Minos, a giant hammer almost as long as he is tall. It weighs approximately four tons and is actually a rather versatile tool on top of being a face-liquidator.
- Foreign-Language Tirade: Usually precedes a berserk incident.
- Guns Are Worthless: In his opinion anyway. Has a more favorable view of bows, spears and other martial ranged weapons. Also somewhat applies to Damionell himself: most guns designed to injure humans have a reduced effect on his massive bulk, and that's only after they get through his solid metal armor.
- Lightning Bruiser: Opponents are often caught off guard by how fast Damionell can move, let alone maneuver. By the time they adapt to this, they're usually already losing.
- Morality Pet: Damionell befriended a tiny gypsy girl named Thumbelina one evening and he's been quite protective of her ever since. She's usually able to discourage Damionell to 'not' murder everyone in sight.
- Taking You with Me: When he starts to lose a fight, he'll go for broke.
- The Berserker: Oh yes. The scary thing is that Damionell is actually rather lucid when he rages, allowing him to maintain his tactical edge even while going berserk.
- He can get pushed over that edge into an Unstoppable Rage, at the expense of the ability to recognize friend from foe.
- Unsatisfiable Customer: Damionell has a bad reputation for trashing bars because they can never give him enough to drink. After the place is knocked down, he still pays, though.
- Verbal Tic: When Damionell is talking to someone else, he refers to them by their species name, followed by 'thing', Such as 'human-thing' or 'bird-thing'. If he's friends with someone, he'll replace their name with their species. If someone is very important to him, he'll just use their normal name.
- Your Soul Is Mine: This happened to Damionell after he lost a fight with Mammon. The demon lord offered to let Damionell live in exchange for his soul. Seeing as Damionell had no concept of the ' soul ', he felt it was a pretty good deal. So far it's gone pretty well.
"You call yourself a Mage? Well, I, sir am a 'Wizard'. Keep your fireballs; I'll be busy redefining fire."
Written by: Tearen_Wover
- Addictive Magic: Evoked. While Grey's magic in and of itself has no addicting qualities, the wizard himself is mentally addicted to enhancing his body with enchantments.
- Ambiguously Bi: Grey has been known to demonstrate higher than vested interest in the lives of some of his male associates. He also is known for dryly flirting with a certain sorceress. He also has a love of communal bathing, gardening, and antiquing. Grey never talks directly about this sort of thing though, so it's still up in the air.
- Anti-Magic: This is Grey's specialty as an Abjurer. He takes quite a bit of glee in disabling other magic users.
- Authority Equals Asskicking: At least in the court that Grey is the member of. Seeing as he's the king's Number Two, Grey is quite the asskicker indeed.
- Badass Longcoat: He swears it's simply for practical reasons.
- Combat Pragmatist: Big time. Grey dislikes flashy, ornate magic and prefers functional, versatile spells. Shape Earth and Minor Creation are some of his signature spells. He views combat less as 'vanquish the enemy' and more as 'solve the problem'.
- Grumpy Bear: This is Grey's default setting, but he loosens up around certain friends.
- Hand Cannon: Grey's sidearm is a modified .50 caliber Desert Eagle.
- Lawful Neutral: Grey has his benevolent and selfish moments, but he always follows the rules. Part of this stems from the discipline he needs, part of it comes from his employer.
- Magical Incantation: Grey's magic requires this to function, and is a weakness that, for some reason, opponents fail to capitalize on.
- Magic Is Mental: At least the version of Magic that Grey practices. It requires hours of meditation and preparation. Part of the reason he needs a Spell Book.
- Magitek: Arguably his sidearm, which has swappable enchantments. Otherwise if functions like a normal gun.
- Squishy Wizard: Zig zagged. On one hand, Grey is no slouch in a straight fight, and is quite proficient with his longsword and sidearm. On the other hand, he's well over 50 and not in the best of health.
- StealthHiBye: Grey is a huge fan of these, if only because it saves him the trouble of having to deal with social pleasantries.
- Sword and Gun: Subverted. While he owns one of each, Grey knows better than to try and make that work in a practical fight.
- The Dragon: For Suzerain Tyretlethen, who is, ironically, an actual dragon. Grey is the dragon king's primary agent and ambassador.
- Vancian Magic: Grey's arcane style operates this way for the most part, but smaller magical effects don't require specific formulas to accomplish.
- Wizard Classic: Zig zagged. On one hand, he is male, old, and has many wizardly habits. On the other hand, while he does own a robe and hat, he hates wearing them, and has a sword instead of a staff.
"Cast off your shackles. You know what you are inside."
Written by: Tearen_Wover
Nealaphh has gone through three distinct phases as it's developed as a character. This section is for overarching tropes that apply to the character in general. Tropes for its different phases are below.
- Alien Geometries: In phase 3. Nealaphh can distort its crystalline form into any physical shape, even those that can't normally exist in the 3rd dimension.
- Eldritch Abomination: Nealaphh has gone through many different forms and interpretations, but none of them have been anywhere close to earthly, let alone not-unsettling.
- Evil Mentor: Nealaphh becomes this to most people that become servants of Nyarlathotep, but it spends more time mentoring Ilyana Maric than anyone else.
- Neutral Evil: Nealaphh may follow its master without question, but everything else is fair game. Although it's not always apparent, its motives are almost always self-serving.
- The Dragon: To Nyarlathotep. Nealaphh is Nyarlathotep's head 'priest', and is the Outer God's primary method of contact between him and his Enigmas. It's also astoundingly powerful to boot, and will not hesitate to eat stars in order to fulfill its role.
- The Nth Doctor: Nealaphh has gone through three distinct character phases, as its character has developed.
- In phase one, Nealaphh was a Shapeshifter who's default form was an empty brown walking cloak with yellow eyes.
- Its second phase was basically an android who had a black hole inside of it and could perform incredible medical feats, though its memory of its former self was erased.
- Phase 3 Nealaphh has regained its previous memories and now is in the form of a black glass crystal which can distort space and time, as well as its own shape.
- Wave Motion Gun: Nealaphh has been capable of this in all of his incarnations, but it's only ever used it once in phase one.
- Demonic Possession: Evoked. Nealaphh's true true form was really that of a travelling consciousness that had control over a specific portion of matter. Meaning that if you killed or destroyed his physical form, he could just rebuild it.
- Hunter of His Own Kind: Evoked. Nealaphh's primary task was to hunt down immortal beings and destroy them. Nealaphh, being a roaming spirit, was technically immortal too, but since his real self existed in the Spirit World, it didn't count.
- Magic Staff: Nealaphh had a habit of cresting these to go with its Grim Reaper look, but they weren't actually magical.
- No Conservation of Energy: Subverted. Nealaphh's only limit on his Shapeshifting was that he could not arbitrarily increase his total mass. To gain mass, he first had to consume an equivalent amount of energy to convert into matter. Likewise, he could shed mass and convert it back into energy for any sort of effect. This is the source of his original Wave Motion Gun.
- No Face Under the Mask: Nealaphh's original base form resembled and animated brown cloak with nothing but darkness on the inside and two round yellow eyes.
- One to Million to One: Nealaphh loved doing this to either startle or frighten potential prey. Sometimes it did it just for fun.
- Smug Snake: Phase one Nealaphh had a habit of being a chiding, snarky pest due to a sense of superiority over most other characters.
- Soul-Cutting Blade: Any weapon that Nealaphh made with his mass would be able to turn ethereal and cut through someone's essence, cutting the life out of their body. Used mostly to shut down immortal characters.
- The Imp: Back in phase one, when his writer was less developed, Nealaphh had a habit of intentionally provoking strife and conflict for no other reason than it was fun.
- Voluntary Shapeshifting: Comes with all the subtropes implied. Nealaphh is the most powerful kind of Shapeshifter in that it can even become inorganic matter.
- Brain Uploading: Nealaphh could do this for other sentient creatures, essentially storing an exact copy of their mind in its mental storage. If need be, it could then also insert the mind-copy into another body.
- Glowing Mechanical Eyes: Compound glowing eyes at that. It freaked a lot of people out.
- Healing Hands: By holding the back of someone's head, Nealaphh could use its nanoprobes to reprogram someone's body to stop producing cancerous cells or similar conditions.
- Made of Explodium: Sort of. While the materials that Nealaphh was made of were actually quite durable, they had to be that way to contain the black hole inside its chest. If there was ever a breach, much of the surrounding area would implode.
- Nano Machines: Invoked. While the manner in which Nealaphh conducted scans and repairs to people's body indeed was on a microscopic scale, the devices were actually tiny wires extending from his fingers, not individual machines.
- Nigh-Invulnerability: With a body made out of the core of a neutron star you would be too.
- No Name Given: Initially, phase two Nealaphh didn't have a name, though it was eventually given the name Zachariah.
- Organic Technology: Nealaphh's body in this phase was made out of materials that would normally be considered inorganic, but the manner in which they were assembled worked like a living body.
- Spock Speak: Phase Two Nealaphh had a habit of being loquaciously precise in everything it said. Mostly just confused other characters.
- Swiss Army Appendage: Though normally concealed beneath its skin, phase two had a large array of surgical and scientific tools built into its body.
- Animate Inanimate Object: In this phase, Nealaphh has been tasked with overseeing the management of Nucleus, VARI Atech's transdimensional homeworld. This means that its body is a crystal made of Unitmatter, with no intrinsically living parts.
- Assimilation Plot: This is Nealaphh's goal for VARI Atech. It wants to use their system for extracting someone's mind to unite as much of the Multiverse as it can inside Nucleus.
- Genius Loci: Essentially, Nealaphh becomes this when he merges with Nucleus, a planet made entirely out of a variety of Unobtanium that can change shape via mental command. Nucleus itself could be considered a Mind Hive Genius Loci.
- Psychic Powers: Nealaphh always had these to an extent, but in phase three they got boosted to Comic Book/Jean Grey levels.
- Soul Jar: This is, essentially what Nealaphh's body is in phase three.
- Space Master: Nealaphh's primary power in this phase is the ability to bend space to almost unlimited extent. Being the Eldritch Abomination it is, Nealaphh uses this to terrifying effect.
- Time Master: Sort of. Nealaphh doesn't have the sort of control over time as it does with space, but it can stop time indefinitely if it wants. The Multiverse being what it is, it doesn't have as large an impact as you might think.
Written by Claw
- Above Good and Evil: With actions raging from employing the homeless into jobs they could never hope for to betraying his closest ally it should be pretty clear The Scribe has thrown morality aside.
- A Chat with Satan: Practically every conversation with the guy has a chance of ending up like this.
- Affably Evil: Though debatable how evil he is, The Scribe is always polite and well spoken.
- Adorable Evil Minions: See Midgra
- A God I Am Not: Often accredited to be a divine being though he has never claimed to be one himself.
- All According to Plan: Written word for word as one of his effects in the RPGW Card Game.
- All-Powerful Bystander: Completely averted, The Scribe has absolutely no problem in doing the dirty work himself.
- Ambiguous Gender: Whilst always referred to as male The Scribe would exist closer to agender than anywhere else on the gender spectrum.
- Always a Bigger Fish: Essentially acts like this in a number of stories he features.
- Ambition Is Evil: Played with, most people who work for The Scribe are doing so out of selfish means and for immoral reasons.
- Amulet of Concentrated Awesome: Has a habit of handing these out.
- Animate Dead: Actually one of his many powers, though it is very much not necromancy.
- Animal Eyes: His eyes are slitted like that of a cats.
- Antiquated Linguistics: Tends to speak as though he would fit right into a historical drama.
- Apologetic Attacker: He gives a seemingly genuine one every now and then.
- Artifact of Doom: Also tends to hand these out.
- Astonishingly Appropriate Appearance: Considering one of his many names is The Masked Man, it isn't surprising this applies.
- Bad Powers, Bad People: Hardly surprising that his main underlings are generally people somewhere on the villain scale with powers to match.
- Badass Long Robe: The Scribe is always wearing black robes to this effect.
- Bag of Holding: His pockets seem capable of holding entire bowls of soup as well as other items.
- Big Bad: Fits this role to a fault.
- Black Magic: Most magic around The Scribe seems to work like this.
- Black and Gray Morality: Whether The Scribe is evil or not depends on how you view him.
- Breaking the Fourth Wall: His ability to see into every and all dimensions allows him to make references to real life events.
- Bullet Catch: Though with a very large boulder hurtling towards him rather than a bullet.
- Card Games: He's in one!
- Charm Person: One has to wonder, is he really so persuasive or is he making you think he is?
- Circular Reasoning: Rather literally, The Scribe exists simply because he exists.
- Comically Small Bribe: Often uses something as common as food as a bribe. It works.
- Cool Mask: Well yes, he is The Masked Man for a reason.