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ScorpioRat from Houston, Texas Since: Jan, 2013 Relationship Status: Forming Voltron
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#27: May 11th 2014 at 8:47:34 PM

  • Name: Misery
  • Franchise/Universe: Cave Story
  • Appearance: Prepare yourself!
  • Age: Several centuries
  • Personality: If her name hasn't tipped you off, Misery is not a happy person. Due to a bad idea that came back to bite her, she has a strong dislike for both her family and humans (which she isn't) in general. She looks down upon others, perhaps due to her experience, and can be cruel at times, but she means good at heart.
  • Skills: Generally good at scheming and ordering around lackeys. Also very intelligent, due to her age.
  • Abilities: Misery is a witch of considerable ability. She fights exclusively with her magic.
    • Levitation: She rarely walks, instead preferring to leisurely float above the ground.
    • Teleportation: Misery can, after a second's pause, teleport herself to anywhere within her line of sight. She can teleport longer distances (up to several miles), and she can teleport others with her, but these abilities require deep concentration, and are impractical in combat.
    • Black Orbs: Shadowy spheres that Misery summons. She can use them as shields or projectiles, and she can turn them into black lightning bolts that shoot straight downward. In addition, she can transform them into bats to attack the enemy.
    • Stone Blocks: A simple attack in which Misery conjures a heavy block of stone above someone's head, then drops it in order to crush them.
  • Items: Her scepter, for spellcasting.
  • Bio: Originally from a floating island, Misery was cursed to be a slave to whoever came into possesion of a dark artifact called the Demon Crown. After four cruel masters, Misery was finally freed when a robot boy defeated the Crown's creator, her own insane uncle (incidentally, she had forced her uncle to create the crown in the first place), destroying it once and for all. She stumbled upon the colosseum by accident - wanting to escape the island she had so long been confined to, she teleported without a destination in mind beyond 'Not Here' - and decided that it would be a good way to grow stronger and to make sure her mother never found her again.
  • Stats:
    • Strength: 2
    • Magic: 5
    • Speed: 4
    • IQ: 3

edited 11th May '14 8:47:43 PM by kagescorpionakki

What is so amusing about this? Why do you take lives? How can you forget?
ScorpioRat from Houston, Texas Since: Jan, 2013 Relationship Status: Forming Voltron
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#29: May 14th 2014 at 3:38:49 PM

On second thought, I might drop out of this. See how life fairs and all.

FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#30: May 18th 2014 at 5:53:58 PM

I hope this hasn't been waiting on me; I got caught up in a number of other things, finding it hard to find for either of my previous choices a point in their stories where A: I could justify them actually staying at the coliseum and not immediately trying to leave and B: I liked who they were as a character at that point/wanted to play them.

Last night as I was going to bed though, I finally thought of another character whom I could play that fits both of those categories. Just need to get the sheet typed up; give me a bit.

EDIT: Actually I need to run out somewhere right now, so make that a while.

edited 18th May '14 6:12:03 PM by FirockFinion

You are reading this.
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#31: May 18th 2014 at 8:44:48 PM

Alright, here we go.

  • Name: Barnette Orangello.

  • Franchise/Universe: Vandread.

  • Appearance: This is the only picture I could find of her full outfit, but in the RP specifically she's going to have a few additions. (Also, second is a much better image of her actual face, being not tiny.)

  • Age: Mid-late twenties. (Couldn't find any indication of her age; had to guess from her appearance.)

  • Personality: Outside of combat, Barnette is generally friendly and kind, though moreso to women than men. In combat, she becomes focused and determined; used to fighting alongside others, she focuses on the safety of her comrades over the mission, willing to even step in and pull an ally back rather than see them fly off into an unwinnable situation. She loves her antique guns.

  • Skills: Barnette's top skill is as an ace starfighter pilot, but in personal combat she's no slouch either, being very well practiced in the use and maintenance of antique weapons and replicas thereof. (From her perspective timeline anyway; they're actually 20th and 21st century firearms, AKA the ones we know.) She's also a good cook.

  • Abilities: Not really.

  • Items: A .45 semi auto pistol, fully automatic Calico pistol, a Steyr AUG assault rifle, and a Franchi SPAS-12 shotgun.

  • Bio: Barnette grew up on Mejale, one of many worlds colonized by Humans that since lost contact with most of the others. Specifically, Mejale was colonized only by women, and only had contact with another planet in the same system, Tarak, which was colonized only by men; the two planets became locked in a cold war and treated each other as different species. Mejale's population lives in glamorous biodomes, but various circumstances on Mejale caused one of the domes to explode, and what population evacuated were put in mostly dire straights. This set the stage right for a pirate band to form out of the more desperate members of the populous, which Barnette joined.

Fast forward to a raid on Tarak ships that went wrong when an ancient, mysterious, and possibly alien power source being used on one of the Tarak ships decides to teleport itself partway across the galaxy along with the women's pirate ship, and then fused them together into one ship. At least the men's ship was evacuated before the teleport... Well, mostly; three men got brought along too. Thus began an almost year long adventure to travel back home, being accosted by unknown aliens the whole way and forcing the men and women to work together in order to survive.

Discovery of the aliens' intent to assault their respective home worlds eventually led to a massive confrontation against them at the edge of Mejale and Taraks' system at the end of the pirate's journey. With the victory against the aliens, the cold war between the two planets effectively ended, and the pirates along with the three formerly-captive Men, being the only people from their societies to have actual experience interacting with the opposite gender, were given the task of running a neutral station between the two planets; there they would instruct anyone interested in meeting with the opposite gender on how to properly do so.

Fast forward a few months, when the discovery of some kind of portal in the system leading to a strange coliseum gets around. With nothing around to fight anymore, and seeing an opportunity to use some of her antiques, Barnette sought out this portal, looking to have some fun.

  • Stats:
    • Strength: 3
    • Magic: 1
    • Speed: 4 (Though her reflexes specifically are more like 5.)
    • IQ: 3

edited 18th May '14 8:47:58 PM by FirockFinion

You are reading this.
Luke_Prowler Da biggest Warboss 'ere from a Space Hulk, somewhere Since: Apr, 2009 Relationship Status: Healthy, deeply-felt respect for this here Shotgun
Da biggest Warboss 'ere
#32: May 19th 2014 at 1:30:06 AM

Time to get stuck in! Waagh!

  • Name: Kaptain Bluddflagg, Freeboota Warboss
  • Franchise/Universe: Warhammer 40000
  • Appearance: WAAAGH!
  • Age: Unknown, but has likely been around for a few decades
  • Personality: Loud and always spoiling for a fight, like a right and proppa Ork. He enjoys the simple things in life: a good scrap, lots of loot, and plenty of eat and drink. If you can look over his large presence and bluntness, he can easily take you in as one of the boyz.
    • ...If you're also an Ork. Unfortunately, to a human (or anyone else for that matter) he is far more dangerous. Violent and belligerent, he will fight anyone for any reason for war is in his very nature. He bullies and intimidates anyone he considers weaker than himself to get his way, and is liable to steal anything that he can carry. Behind that thick skull of his is a very cunning and devious mind that is constantly thinking of the next big fight or loot to take. Consider yourself warned
  • Skills:
    • A mastery of melee combat. Like all orks he lacks finesse but makes up in pure ferocity and and offensive power. He is also half decent at shooting, for an Ork (which is normally terrible)
    • His overwhelming strength allows for a many feats, such as smashing through cover, and knocking over enemies with a stomp of his boot
    • He is actually an accomplished general of his freebootas, and can lead them into battle with some cunning (although most Ork tactics just involves flooding the enemy with mass numbers)
    • He is actually has a good eye for treasure, although it might vary from what we humans think of treasure.
  • Abilities: While there are a number of strange phenomena associated to the gestalt psychic field all Orks generate, it's only has major effects in large number. On his own, this does nothing for Bluddflagg.
  • Items:
    • Kaptain's Kutlery: A large Ork choppa that is the Kaptain's favorite weapon for cutting up his enemies. Like all Ork things, it is brutal and deadly
    • A Kustom Shoota. Lots of dakka, poor accuracy. Better to just fire a wave of bullets into the general direction of the enemy than try to aim (not that Bluddflagg ever does)
    • 'Eavy Armor, thick slabs of metal attached to the warboss which adds to his already tough hide. Careful: Spikes
  • Bio: A raider active in Subsector Aurelia, he would often plunder the ships of the system's minor noble and whatever happened to look good, as well as occasionally working as a mercenary for said nobles. However, during events of Retribution his krooza was shot down and was offered a deal by Inquisitor Adrastia to kill the corrupt space marine chapter master Kyros. Negotiations broke down when Bluddflagg wanted the inquisitor's hat, but would then find that the inquisitor was the one who had his ship shot down and seek revenge against her (and decided to stomp the chapter master anyway).

After going through Space Marines, Imperial Guard, Eldar, other Orks, Chaos, and Tyranids all across the system, escaping a planet being destroyed via orbital bombardment, and fighting through a chaos incursion, Bluddflagg would eventually see to the destruction of Kyros, find and mug the inquisitor and take her hat, and find himself a new ship. He would then decided to take a small vacation from the, and had his new krooza set to this place he knows...

  • Stats:
    • Strength: 5
    • Magic/Mana/Chi: 1 (2 in a Waaagh!)
    • Speed: 3
    • IQ: 2

edited 19th May '14 1:37:06 AM by Luke_Prowler

Sometimes I even amaze myself. Currently: Nice and sneaky like
ScorpioRat from Houston, Texas Since: Jan, 2013 Relationship Status: Forming Voltron
#33: May 19th 2014 at 3:06:32 PM

@Luke and Firock: Both are accepted. And since we have around 7 characters now, I'll try and get this thing going with a discussion thread.

[1]

InfiniteParagon The Warrior Monk of Coeurl from Texas Since: Feb, 2011 Relationship Status: They can't hide forever. We've got satellites.
The Warrior Monk of Coeurl
#34: May 19th 2014 at 4:01:45 PM

So I mention but gloss over the whole Fateless One thing in this - it's something believed more by people around my character than the character herself so in similar fashion to the character if she were in an RP, I shall set that issue aside indefinitely. Just know that it really has no bearing on the character's abilities.


  • Name: She formally identifies herself as Queen Sagrell of the House of Ballads. Prior to her appointment she identified herself by the name Niah, although this is not her real name either. Regardless of name, she bears one title universally - the Fateless One.
  • Franchise/Universe: Kingdoms Of Amalur Reckoning, as the games main (and customizable) protagonist.
  • Appearance: Because the PC is custom made I could only find something that looks close to Sagrell - this image being it. Rather than the lip-piercing, she has two earrings about where the lobe would be on her right ear; Rather than the dark band tattoo across her face, she has a white tattoo of a flower on the left side of her face that emerges vertically from the hairline. Her eyes are green and both her hair and lips are a shade or two darker and redder.
  • Age: 26.
  • Personality: In traditional Dokkalfar fashion, somewhat unbeknownst to her, Sagrell does everything for her own benefit and in the pursuit of her own agenda, this being to settle upon an identity with which she can live as. The major one she hides behind now is Queen Sagrell of the House of Ballads, which while unfortunately establishing her as far more noble than she wants to be also carries a level of fame that she has become secretly seduced by in part, influencing her personality in turn as she seeks to rediscover it - she may seem judgemental, more than a bit of a jerk and a bit of a flirt (as is Dokkalfar custom, although perhaps more so) but is also oddly humble with a sense of justice. This is admittedly an imperfect sense as the identity that is closer to the truth but even more of a mask to help make ends meet is Niah, a rogue type which is always seeking an opportunity and seems to have a subconscious addiction to power. These two identities clash, creating the best representation of the Fateless One as a whole - a woman who knows right from wrong but never does things entirely in the right manner unless there's a benefit for her, whether it be cash, loot or answers.
  • Skills:
    • Very persuasive, no matter the method of persuasion.
    • Sagrell is a skilled lockpick, somewhat less skilled of a thief and just an extremely lucky dispeller (dispellers traditionally deal with removing protective wards from chests and doors but can also dispel certain types of magical control if they're practiced enough. Sagrell isn't.) She's also a very skilled enchanter and merchant.
    • Proficient with magic staves, weapons elemental in nature on principle which tend do deal magical damage of the corresponding element in an area within the medium range of the user.
    • Newly-minted master of Faeblades, which are in essence two curved blades attached to a small plate held by the user at a grip located on the underside. They're slashing weapons designed to operate in almost continuous rotation of the body, allowing the wielder to deal multiple strikes on a single enemy or multiple enemies if they so choose.
  • Abilities:
    • Partly by preference and partly by Dokkalfar tradition, Sagrell is a user of both Finesse and Sorcery, making her what's known as a Shadowcaster of about Adept skill level. The primary focus can swing either way, depending on if you prefer fast weaponry or magic as your primary tool of offense - Sagrell prefers the former, resulting in her magic being used as a supportive (but deadly) type:
      • Envenomed Edge is a sustained spell which lowers Sagrell's mana levels until the spell is ended, gifting Sagrell with a constant poison effect as long as it is active - Shadowcasters who prefer weaponry over spells often focus on poison enchanted weaponry and abilities to maximize effects like this.
      • Lunge is an ability spell which manifests as a supernatural lunge from Sagrel's current position towards the target - if the opponent is close enough Sagrell will go through the target, delivering a swift palm strike to the enemy from behind to stun them.
      • Mark of Flame is a support spell which summons a gust of hot wind in front of Sagrell. Should an enemy be caught in this wind, they are marked with a magical ward which, upon the expenditure of additional mana by Sagrell, explodes. It isn't an immediately fatal injury, instead dealing large fire damage to the target (rather than, y'know, making their whole ribcage go boom or something). The mark will stay untill Sagrell detonates it - speaking of that, if Sagrell cannot recover enough mana to detonate the mark then it is effectively useless as a combat measure.
      • Shadow Flare is a ranged ability move which begins by spewing a cloud of dark smoke in front of Sagrell to briefly stun the enemy. Much like Mark of Flame, if Sagrell has enough mana to do so she can follow this up by summoning several magical daggers to launch forward like a shotgun blast - this attack is particularly strong if the opponent does not have particularly strong armor to defend with.
      • Not really a spell/ability but something of particular note is that Sagrell's dash is a magically assisted teleport forward through whatever stands in her way - should the thing she passes through be living, she poisons it immediately, although in the interest of fairness it's not a strong poison, just a problem when paired with the other poisoning items Sagrell carries.
  • Items:
    • The House of Ballads Set, consisting of elegant green mage robes which Sagrell wears in a casual environment.
    • The Trollhide Set, a strong light armor variant Sagrell wears while dungeon crawling and travelling. The gloves in particular are called the Silkfarmer Gloves, which grant Sagrell higher poison damage and resistance.
    • A pair of Azurite Faeblades enchanted to posion and to stun a little more than normal.
    • The Staff of the Flame which is simply a nice fire staff.
    • Substituting for a shield is Sagrell's Silver Talisman which acts as a force field the size of a shield (Sagrell must block for it to materialize) except magical in nature - it blocks against elemental effects more than physical attacks. It's enchanted to provide more armor to Sagrell and to increase her mana.
  • Bio:
    • Died
    • Revived by the Well of Souls, a Gnomish project designed to recreate bodies of the recently deceased from animals, capture the soul of said recently deceased and place it in the new body. Before Niah could get any answers, the Well was raided by the evil Tuatha and Niah (given the name by a man she rescued there) was one of the only ones to escape.
    • Made a living as a freelance adventurer
    • Eventually stumbled upon the House of Ballands, a guild of lore warrior Fae (nature elves, different from mortal Dokkalfar and Ljosalfar) who exist to preserve the tales of old. In the world of Amalur, myth can become reality if you recreate the conditions and so these warriors play the part of the hero in the Telling, preserving these stories for all eternity. Except when Niah arrived, the story of Sir Sagrell had changed - Sagrell had lost! She and a group of Fae set out to gain the name of Sir Sagrell - Niah was the only survivor of that ordeal and so, after taking her new name and stopping the plans of the Maid of Windemere, thus saving the Telling (although it is forever changed due to these events), Queen Sagrell of the House of Ballads was crowned!
    • She recieved word in her travels of the Arena and felt it a fun way to spend her coin and to amass more fame, so she journeyed to the port city of Rathir and set sail!
  • Stats: Assuming 1 is worst, 5 is best and 3 is average...
    • Strength: 2
    • Magic: 4 (2 if you mean the actual power of the magic as while Sagrell's a skilled caster, her spells are only deadly if used right.)
    • Speed: 5
    • IQ: 4

edited 19th May '14 4:08:53 PM by InfiniteParagon

"You lost, Dio. You lost for one simple reason - you were using charcoal." - Hank Hill
ScorpioRat from Houston, Texas Since: Jan, 2013 Relationship Status: Forming Voltron
#35: May 19th 2014 at 4:28:24 PM

Accepted. And yes, 1 is bad and 5 is excellent in the rating system.

goodisgood BWAH-HA-HA! from from a high horse Since: May, 2011 Relationship Status: All is for my lord
BWAH-HA-HA!
#36: May 19th 2014 at 8:58:10 PM

Hey guys, I've been noticing a frightening lack of AMERICA in this thread.

  • Name: Steve Rogers otherwise known as Captain America
  • Franchise: Marvel Universe
  • Apperance: Quintessential Cap'
  • Age: 29
  • Personality: Even before he received the Super Soldier serum that allowed him to change the world, Captain America was by all means a good man. Even despite the fact that he was so frail and sickly he risked never seeing a battlefield, he was unflinchingly courageous, and an ever-present annoyance to those who'd use their power to exploit and terrorize the weak. Whether that was a neighborhood bully, or an organization that made the Nazi party look timid in comparison, didn't matter. As one might perceive from a man who goes around socking nationalists in the jaw, he's a patriot to the core, but he's far from mindless government pawn that people sometime see him as. His experience with the intrigues of government and secretive organizations like S.H.I.E.L.D has left him deeply skeptical of their commitment to American principles (or any principles whatsoever). At his worst, he's extraordinarily blunt and overbearing, sometimes overlooking more subtle and diplomatic resolutions to problems, especially if his ideals are involved. He'll stick his heels in the mud, until everything around him has blown away, for better or worse. Overall, he's one of the better results of a weaker man being given the power to change the world.
  • Skills: Due to the effects of the Super Soldier Serum, Captain America reached the absolute peak in nearly every aspect of human physical and mental ability. His speed, strength, reflexes, learning aptitude, agility, are at positively olympic.
    • Miltiary Operator:He is well-versed in all Armed force disciplines including intelligence gathering, escape arts, assassination, demolition, survival tactics, hunting, swimming, mountaineering, march/drill skills, map making and reading, decoding cipher and other secret code messages, reading and making wood craft signs and other secret code languages, disguising, interrogation, explosives, communication systems, and the use of military vehicles
    • Martial Arts: In-between his training with the military and his time spent under private instructors Captain America is one of the finer martial artists in his universe. He appears to favor American Kickboxing, Muay Thai, Jujitsu, Karate, and Tae Kwon Do, though his expertise extends to arts like Wing Chun, Savate, Eskrima, Ninjitsu, and Northern Shaolin. As far as weapons go, you can always expect to see the Captain with his trademark Shield. It's unique Adamantium-Vibranium Alloy allows him throw the shield off of multiple surfaces (or assailants) with pinpoint accuracy, having it return to his hand after it's trip. He incorporates it into his martial arts flawlessly, it's near indestructibility and impressive weight making a fight against the Captain an unpleasant experience, even for a metahuman.
    • Multi Lingual: Hard to operate internationally without this one.
    • Indomitable Will: Rogers is a very strong-willed person. He is able to overcome most forms of temptation and resist the effects of extreme pain, drugs and toxins to a great extent. Rogers accepts his own mortality, and refuses to rob any sentient creature of its freedom. Only accomplished telepaths can hope to subvert his willpower, and they'll likely get a beating for their trouble.
    • Expert Marksman: He can throw most projectile weaponry with great aim and is well-versed in the use of firearms, thrown explosives and artillery. If he does carry a weapon, which he sometimes prefers not not to, it'll likely be a semi-automatic pistol.
    • Master Tactician and Strategist: Rogers is an accomplished strategist. He had been widely considered one of, if not the greatest, tacticians on the planet, both on and off the battlefield. He is able to formulate battle strategies and his brilliant tactical sense allows him to alter any strategy to fit the changing need of the situation.
    • Skilled motorcyclist: Even in the thick of battle, he's a petrol-head, through and through.
    • Painter: He took this up before his time in the military, and likes to practice in his free time.
  • Items: An item for every occasion.
    • Uniform: As Captain America he wears a water and fire retardant costume, which is made of Kevlar, nomex and light weight titanium. The costume also offers a medium level of resistance to electric shocks and force impacts i.e., falls from 30 meters height and The suit cannot be pierced by normal conventional sharp edged materials like sharp wood, glass, iron, copper and aluminum. The suit also gives some resistance to high temperatures. He carries a voice-operated, wireless communicator in his left ear, which has its frequencies blocked making it highly difficult to trace its call.
    • Utility Belt: Rogers wears a utility belt containing mission-specific equipment such as a first aid kit (containing tweezers, antiseptic gel coated band aids, bone and muscle pain reliever spray cans and antidotes for some toxins.), military cable, pick locks, grenades, and several other materials.
    • Captain America's Shield: A concave disk 2.5 feet in diameter, weighing 12 pounds. It is made of a unique Vibranium-steel alloy that has never been duplicated. The Shield was cast by American metallurgist Dr. Myron Mac Lain, who was contracted by the U.S. government to create an impenetrable substance to use for tanks during World War II. During his experiments, Mac Lain combined Vibranium with a steel alloy he was working with and created the disc-shaped shield. Mac Lain was never able to duplicate the process due to his inability to identify a still unknown catalyst that played a role in the metal bonding (an experiment to recreate the process resulted in the creation of Adamantium). The shield was awarded to Captain America by the government several months after the beginning of his career.
    • Sidearm: A standard issue Colt 1911, a classic.
    • Motorcycle:Look upon it's treads and despair.
  • Bio: Steven was born to Irish-Catholic immigrants in 1920 and raised in the most desperate times Depression era America. Not all that much is known about his childhood in the Lower East side of Manhattan, but it was in this time that instilled his courage, tenacity, and extreme empathy for the oppressed. It's no surprise that he was completely horrified and disgusted by the actions of the expanding Nazi party and affiliated Axis powers when news of them had hit the states; at that very moment, he set himself on joining the fight against them. However, due to his fragility at the time, he was rejected. It was only when his empassioned pleas had caught the ear of a General Chester Phillips that he was given any consideration. In-between is unimpressive figure and his sheer fighting spirit, Steve had come to reveal himself as a perfect candidate for the military's Super Soldier program, which if succeeded in it's efforts, would turn Steve into a match for entire squads of soldiers. It was a complete success; the man we know as Captain America was born. Despite the exemplary talents he'd develop as a soldier and a leader, he'd face some of the greatest challenges the world had to offer during the War, the most dire of these from the dastardly leader of the H.Y.D.R.A, known infamously as Red Skull. It was in the thwarting of the Skull's most insidious plot that Captain America ended up being frozen deep into the Antarctic. He wouldn't be recovered until what the sliding timeline considers to be the modern day, where he would resume his fight for freedom and safety of the world as one of the founding members of the Avengers. At the request of a shadowy, but not externally malicious organization known as S.H.I.E.L.D, the Captain has been sent to investigate the goings on of this Coliseum.
  • Stats:
    • Strength: 4
    • Magic: 1
    • Speed: 4
    • IQ: 3

edited 19th May '14 10:14:06 PM by goodisgood

To the law and for the good of man. All I need to live by.
ScorpioRat from Houston, Texas Since: Jan, 2013 Relationship Status: Forming Voltron
#37: May 20th 2014 at 3:15:18 AM

Yay, Captain America! Accepted.

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