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A Game of Gods Season 3: Terminus

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There is a legend spoken across a myriad of worlds, a tale of a tower between worlds. Called the Tower of War by some, the Devouring Tower by others and the Tower of Gods by most. The story goes that at a time of great conflict and crisis, a great Tower appeared. A construct of jet black metal, it stretched into the skies to a height where none could see the top. And at the base of the Tower, a black and gold gate unlocked.

Here, the stories diverge. Some tell of a band of heroes emerging, bringing an end to dictators and those who would let conflict rage. Others tell of demons and evil beings spilling out from the Tower and covering the world in an eternal darkness. And others say that those who dared to enter never returned.

But all tales agree on one point. After a period, sometimes days, sometimes years, the Tower vanished, leaving behind a world forever marked by its arrival and legends in its wake. And the fate of those whom the Tower had swallowed was left in the hands of the Gods.

Greetings traveller, and welcome to the Tower. You have been chosen to climb its steps of black stone and seek the top where the Ruler awaits. Me? I am but a blind locksmith, forever cursed to lead those who would climb the Tower and explain how to proceed. At the top of this Tower awaits your reward should you succeed. Riches beyond your imagination, knowledge that surpasses that of the greatest thinkers, weapons that would pluck the sun out of the sky and treasures of technology that would make anyone a king of their world. And, should you wish to, a way home, just how you left.

Oh, do I sense hostility? Rebellion? Righteous anger, directed towards the Ruler for taking you from your home? Oh yes, you would not be the first. Certainly, the one responsible for your being here also awaits at the top. Would you like to strike them down? Take revenge for your treatment? Or take on the mantle of Ruler of the Tower yourself?

Yes, yes! For such is the nature of the Tower! At the top, your heart’s greatest desires! But to win, you must play the games that the gods dictate!

Ah, now you are listening? You wish to know how to play? Very well. You will climb the Tower one floor at a time. Each floor have the stairs to the next floor, locked. But each floor also has a black and gold gate that leads to a different world, locations unimaginable or locales familiar. From that world, a world embroiled in chaos and strife, you must locate the key that will grant you passage to the next floor. Will it be the crown of a king? The last coin of a beggar? The song of an animal? I will be able to tell you what it is, but you must find it by yourselves. And then you return here, and you can progress to the next floor.

A simple idea, but a difficult task. Travel the myriad of worlds that this Tower connects to, recover the keys and climb! Ascend towards the heavens, towards the reward that awaits above!

Climb!


Sign-Ups are currently CLOSED, but will reopen at a later time.

  • Signup Sheet:
  • Name:
  • Age:
  • Appearance: (Links are fine.)
  • Universe: (The work of media they come from.)
  • Personality:
  • Backstory:
  • Powers/Abilities/Equipment: (Any racial traits beyond normal human should go here too.)
  • Why have they been picked to climb the Tower?: (All the Climbers have been chosen by the Ruler to climb the Tower, with the potential to reach the top. What does your character bring to the team? Your acceptance to the game won’t be based on this question.)



Rules

First of all, please respect the forum rules and the RP subsection rules.

One character per player, please. We’d also like to keep powerlevels at a reasonable standard, but anything can be nerfed. Even if you think your character is too powerful, send them our way and we’ll discuss it. Rule of thumb, though: if your character can cause or fix natural disasters single-handedly in a short length of time, expect some nerfs.

Please keep to general R Ping etiquette. No ghosting (simply ignoring any attacks sent your character’s way); no autohitting (whether your character’s attack lands is up to the other player, not you); no taking control of other people’s characters, etc. Of course, these being etiquette and not laws, you can make breaches if they’re discussed with the other player beforehand.

The only real rule is that GM rulings are final, and must be obeyed, though if you have objections these rulings can be politely discussed. The GMs for Season 3 are Meanken, Makaioh and Lemurian.


Roleplaying Thread
The Discussion Thread
Challenge Suggestion Document

edited 2nd Aug '17 4:06:52 AM by Lemurian

RhymeAndTreason Witchcraft! from a wonderful killing chamber Since: Jun, 2014 Relationship Status: Sinking with my ship
Witchcraft!
#101: Jun 19th 2016 at 8:50:15 PM

I mean, judging by their avatar, I'm assuming Aigis or Labrys.

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#102: Jun 19th 2016 at 8:57:44 PM

Oh, no, that's just sort of a connection to a different RP I'm in, in which I play as the crew from Persona 3.

I was going to be all subtle and mysterious about it until I finished writing the signup, buuuuuuut if you want to know, it's KOS-MOS I'm thinking of. I imagine some of the players here might be familiar with her from other large crossover RPs, in fact, even if they haven't seen her source material.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#103: Jun 19th 2016 at 9:48:47 PM

After much soul searching, I've decided to go with a different character.

This is Samus from right after Super Metroid, namely because I don't like how the Fusion suit looks, and because Super Metroid is canonically the best Metroid game tongue.

  • Name: Samus Aran
  • Age: Somewhere around late 20s to early 30s
  • Appearance: Armored up / Casual wear
  • Universe: Metroid
  • Personality: A woman of few words, though whether from being antisocial or simply due to her melancholic nature is unclear. She's accustomed to taking on missions alone, and isn't bothered by a lack of human contact, which is to be expected of someone not raised by humans. Nonetheless, she does have military experience and is able to work in a team as well, though isn't one for taking orders (her past CO Adam Malkovich being an obvious exception). Has a soft spot for birds and birdlike creatures of all kinds, but will not hesitate to blast them if need be.
  • Backstory: A young girl from an asteroid colony. One day, her home was attacked by the Space Pirates, and the dragon-like pirate lord Ridley killed her parents before her eyes and left her for dead. She was found by the Chozo, bird people of great intelligence, who wanted the universe to know peace. They trained her, altered her DNA, and created her Power Suit that would make her a legend. Samus Aran went on to join the Galactic Federation military, but eventually she went her own way to become a bounty hunter. Her first solo mission saw her singlehandledy free her homeworld of Zebes from the control of the pirate commander Mother Brain. She later defeated Metroid Prime, even after it became her own dark clone, and freed the universe of the terror of Phazon. She exterminated nearly every Metroid in the universe, except for the last which imprinted upon her. After trudging back through the depths of Zebes to save her Baby Metroid, she fought Mother Brain again, this time killing her, but Baby died in the process. Having lost the only thing she could have called family, she wandered lost through the universe.
  • Powers/Abilities/Equipment:
    • Physical Abilities: Samus is downright Olympian in terms of physical fitness, due both to being naturally athletic and due to having her DNA modified by the Chozo. She's also as flexible as a contortionist, if not more so.
    • Power Suit: Samus' trademark suit of armor. Enhances her strength to superhuman levels, easily enough to flip over the alien monsters she fights on a regular basis, and is highly durable, possessing energy shields powered by the suits internal Energy Tanks, of which Samus has 20. Samus acquired two upgrades that further increase the suits durability: the Varia Suit, which enables her to survive extreme heat and cold to the point that she can ignore cryogenic freezing chambers and being dunked in lava, and the Gravity Suit, which alters Gravity to reduce water resistance, allowing her to move normally underwater. It contains a variety of weapons as well.
      • Morph Ball: Thanks to her incredible flexibility, Samus can curl into a ball and roll around. In this form she can lay small bombs, useful for blasting debris in small spaces, and Power Bombs, which unleash a vaporizing heat wave over a large area, the total blast radius being about 4 meters. She also has the ability to jump while in the Morph Ball, thanks to her Jump Ball upgrade.
      • Power Beam: An energy weapon that serves as Samus main armament, firing small energy blasts to strike at foes. It can be charged up for a few seconds for a more powerful blast. Samus has acquired three beam upgrades that improve it's power and add to its effects: Wave Beam (allows the beam to pass through most solid matter), Ice Beam (freezes things solid), Plasma Beam (pierces through enemies, greatly increasing damage)
      • Grapple Beam and X-Ray Visor: Tertiary upgrades that add extra functionality. The grapple beam is a grappling hook of blue energy that can be used to swing from ceilings or stick to walls, and can also be used to grab foes at a distance and fling them around or pull them to Samus. The X-Ray Visor can see through walls, but Samus must be standing still for it to function properly, and it has a maximum range of about 2-3 meters.
      • Missiles: Samus's arm cannon also contains a missile launcher which fires small anti-personnel missiles. They aren't particularly large, but she can fire them pretty fast. She also possesses Super Missiles, which fire more slowly and hit around three times as hard as normal missiles.
      • Mobility Upgrades: Several abilities Samus acquired are useful for moving around fast. The Hi-Jump Boots enable Samus to jump around ten to fifteen feet high with ease, and the Space Jump enables Samus to jump in mid-air, keeping her airborne indefinitely. She has the Screw Attack, a powerful spin attack that essentially turns her into a buzzsaw made of plasma, and finally the Speed Booster allows her to travel at super speed after a few seconds of running, though it's so fast that she can't really turn. By crouching in the middle of a speed boost, Samus can redirect her speed, flying off in a direction of her choice. This technique, called the Shinespark, can be used as a powerful crash attack, but it greatly depletes her suits energy.
  • Why have they been picked to climb the Tower?: A powerful warrior is always useful on the battlefield, especially one with good ranged firepower. Though perhaps it was more for her own benefit then others – being around people that aren't Federation soldiers may put her more in touch with her own humanity.

edited 20th Jun '16 8:48:59 PM by kagescorpionakki

What is so amusing about this? Why do you take lives? How can you forget?
tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#104: Jun 19th 2016 at 11:09:17 PM

—Remember playing Samus super good in S2—

—cri—

Ah well, her time came and gone, time for a new generation to pass.

edited 19th Jun '16 11:09:30 PM by tvtropesnoob

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
biomechtraveler Since: Apr, 2011
#105: Jun 20th 2016 at 3:14:32 AM

non-vet Samus meeting vet Sayaka is going to be a bit awkward

Uncandescent One Brunch Man Since: Jul, 2010 Relationship Status: Coming soon to theaters
One Brunch Man
#106: Jun 20th 2016 at 7:40:47 AM

Alright, here's Loader Bot. Let me know what you think.

Name: Loader Bot

Age: Not very long

Appearance: I will name my firstborn… Loader Bot.

Universe: Tales From the Borderlands

Personality: Loader Bot is the best. Loader Bot doesn’t have very many opinions, having had a lifespan that could be measured in days or weeks. But he’s pretty good at protecting, decent at fighting, and sublime at contemplating the search for meaning in a meaningless world. As a result, he will rarely talk unless directly addressed, and is content with following Rhys’s orders to the point where he has issues with literality and initiative. Just about the only thing he'll do on his own is move to protect Rhys—he is, however, poised to grow out of this, with time and experience. Assuming they don’t all die first.

Backstory: Coming off a storied career as a hat rack, Loader Bot was summoned from Helios to bail out Rhys and Vaughn after a run-in with some bandits. Since then, Loader Bot’s been hanging about in the background, swooping in to save them whenever things go pear-shaped. Which, as it happens, is a lot.

Powers/Abilities/Equipment:

  • Being A Loader Bot: Loader Bot is fast enough to catch a car, and strong enough to throw it. Loader Bot is even faster when flying, which is something he can achieve due to thrusters in his feet. Loader Bot is also fairly durable, able to shrug off small-caliber rounds, and able to survive one or two rocket blasts. Prolonged fire will take its toll, however, especially if it is focused on his more vulnerable joints. Upon losing a limb, Loader Bot will still be able to function, remaining cognizant and relatively free from distress right up until his central processing unit—stored behind his glowing red eye—is destroyed. Loader Bot is also able to curl back up into the cube-like shape in which it first arrived in, useful for when he wants to wrap himself around something or needs to fall from a great height. Finally, Loader Bot came standard with an array of weapons such as a Gatling gun and missile launcher, but has since lost them in the heat of battle. If he ever manages to find compatible weaponry, he may be able to reattach it.

Why have they been picked to climb the Tower?: Somebody has to save Rhys’s skinny butt.

If I had that kind of power, I'd have dropped a meteor on your house ages ago~
Anura from England (Ten years in the joint) Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
#107: Jun 20th 2016 at 8:23:33 AM

  • Name: Jeyrr Stenn (the Warrior of Light, Hydaelyn’s Champion, the Eikon Slayer)
  • Age: Most likely in his 20's.
  • Appearance: Great power comes in small packages, or something...
  • Universe: Final Fantasy XIV
  • Personality:
    • Quiet is probably the first word that comes to mind when one first meets Jeyrr. He's not one to use words when he can just smile or frown, and his stoic nods are almost as legendary as he is. But although he can be hard to fathom, there are sources that show some of what is going on under that stoic mask: first and foremost, Jeyrr is an adventurer. Whatever his reasons for taking up the profession he's a natural fit for it, enjoying the constant travel from place to place, willing and able to accomplish a variety of tasks great and small for the promise of reward, and enjoying the many challenges thrown his way.
    • Indeed, he's so natural an adventurer that there's some part of him that resents having become a hero, being unable to travel anywhere without being recognized by a dozen people and beseeched for aid, for considerably less reward than when he was less well known. Things got even worse after the deaths of some of his companions, and his mask is starting to show cracks from the pressure. His remaining bonds are the only thing that keeps him in place and fighting; without them he would likely fall back on his adventurous nature and simply drift on.
    • That said, he's not exactly hard to bond with. Though he doesn't talk much he is a very good listener, and despite his lingering resentment for having to be everyone's hero he can't really help himself from being exactly that at the first sob story he hears. Sometimes that promise of a great challenge can be reward enough, and seeing the people he rescues tearfully reuniting with those who thought them lost brings a smile to his face. Whatever reservations he may have about it, he is a natural hero.
  • Backstory: From the moment he arrived in Limsa Lominsa from an unknown home, Jeyrr has risen from strength to strength, and from the talk of the town to a living legend known across the continent. Under the protection of a mysterious and rare power known as the Echo, Jeyrr has defeated numerous Primals called forth by Eorzea's beast tribes, prevented an invasion by The Empire, and ended the 1000-year Dragonsong War by slaying the great wyrm Nidhogg. But with the Empire gearing up for round three and some of his friends going off to aid the resistance in the Imperial-controlled city-state of Ala Mhigo, and the servants of the dark god Zodiark still pulling the strings at every turn, the great hero's work is far from done.
  • Powers/Abilities/Equipment:
    • Class - Arcanist: Jeyrr practises Arcanima, a form of Geometric Magic, shaping spells according to formulae written in his grimoire. The style is versatile and focused on the application of tactics and support rather than raw power. Unless otherwise stated, all spells have a cast time of about 2.5 seconds, during which Jeyrr can't move or be hit without interrupting the spell. As such, although he has a few means of movement he functions best as a "turret" of sorts, choosing one location to stand in for the fight and trusting his allies and summoned creatures to keep the heat away from him. Non-spell abilities do not have this limitation. All his attacking spells have a maximum range of 25 yards, healing spells have the slightly longer range of 30 yards. Yes, this game uses Imperial measurements, you might want to have a converter handy while reading this.
    • Arcanist Spells:
      • Summon: The signature spell of the class. This spell takes longer to cast than most at six seconds and consumes a hefty chunk of mana, so Jeyrr prefers to already have something summoned before the fight even starts. He also cannot summon more than one aetherial entity at a time. Though he has better options available when attuned to a Job Crystal, if Jeyrr finds himself without them for some reason he will still be able to call forth Carbuncle, a complex living spell that manifests as a small fox-like creature with a gem embedded in it's forehead. Jeyrr can call upon:
        • Emerald Carbuncle: A caster-type pet with the abilities Gust (weak, spammable air attack), Backdraft (weaker air attack that knocks a close target away) and Downburst (a weak air attack that affects every enemy in a 5-yard area).
        • Topaz Carbuncle: A tank-type pet with the abilities Gouge (weak physical attack which nonetheless grabs the target's attention), Shining Topaz (a Gouge that affects everything with 4 yards of Carbuncle) and Curl (reduces damage taken by Carbuncle for 20 seconds)
      • Sustain: A 1-second spell that reinforces the structure of Jeyrr's summoned creature, healing it considerably. It can't be used on anything but Jeyrr's current summon.
      • Ruin: Jeyrr's basic attack spell, a non-elemental blast of energy that causes minimal damage, but consumes minimal mana and can still be effective when deployed repeatedly.
      • Ruin 2: Consumes more mana and doesn't actually do more damage than the basic Ruin, but it has no cast time and can therefore be used while moving, and has the additional effect of causing a bright flash on impact that may temporarily blind the target.
      • Bio: Another instant-cast spell, this poisons the target, doing considerable damage slowly over the course of 18 seconds.
      • Bio 2: An upgraded version of Bio, lasting 30 seconds and doing more damage, though it isn't instant-cast. This can be used at the same time as the regular Bio.
      • Miasma: Another poisoning spell, between the two Bios in terms of power and duration (24 seconds) and also making healing magic less effective on the target and slowing their movement speed. This stacks with both Bios; these three spells form the bulk of Jeyrr's ability to do damage, and work on things like robots even though it makes no sense for them to do so.
      • Miasma 2: Unlike the others, this instant-cast spell inflicts every enemy within 5 yards of Jeyrr with the same healing reduction and slowed movement speed of Miasma, but very minimal damage. This spell is meant for escaping from bad situations.
      • Shadow Flare: Rather than target a particular enemy, this 3-second spell creates a circle with a 5 yard diameter that erupts into dark flames for 30 seconds, damaging any enemy that stands in it and slowing their attack speed slightly.
      • Physick: A simple healing spell. A single cast will cure cuts and scratches, multiple casts can heal deeper wounds. It also only takes 2 seconds to cast.
      • Resurrection: A very powerful spell that will restore to fighting condition one who has been knocked to the very brink of death, but with some significant drawbacks. First, it's 8-second cast time leaves Jeyrr very open while casting, and even a single hit will interrupt it. Second, it's a very draining spell; although a single cast doesn't have him out of the fight, multiple castings in a row will leave him looking for ways to replenish his mana. And third, anyone brought back using this spell will not only be low on health, mana and stamina, but suffers from a two-minute period of "raising sickness" which lowers their all-around effectiveness by a considerable degree; if they're knocked out and raised again before they've recovered, this sickness gets even worse. (EDIT: Swiftcast and Surecast cannot be applied to this spell.)
      • Protect: A cross-class spell from Conjurer which places a barrier on the target and other allies within 15 yards of the target which reinforces their existing defences against physical and magical attacks (the more defence they already have, the more effective this spell becomes), and lasts for half an hour. This spell can only be used as an Arcanist or a Scholar, not as a Summoner.
      • Stoneskin: also from Conjurer, this places a shield on the target which absorbs all damage until it breaks (its HP is 10% of the targets max HP), or fades naturally after half an hour. Again, this spell cannot be used by Jeyrr as a Summoner, only as a Scholar or Arcanist.
      • Aero: One last damage over time spell. It's the weakest one he has, but has no cast time. It's also a Conjurer crossover, so it can't be used as a Summoner.
    • Arcanist non-spell abilities:
      • Virus: This ability lowers the targets general effectiveness for a period of 10 seconds, after which Jeyrr cannot use this ability again for a minute and a half.
      • Eye For An Eye: This non-spell places a barrier over an ally for 30 seconds. If they take damage during this time, there's a 20% chance that the barrier will retaliate by slightly weakening all damage that target does for the next 20 seconds. After placing the barrier, Jeyrr can't use this ability again for two minutes. He also can't use this ability on himself.
      • Rouse: Makes Jeyrr's current summon considerably more powerful for 20 seconds and both heals it of and makes it immune to most status effects. Once used, Jeyrr can't use it again for 1 minute.
      • Aetherflow: One of Jeyrr's central abilities; using this will restore some of his mana and grant up him up to three "Aether Charges". Most of his best attacks use these charges instead of mana, but he can only use this skill once per minute to recharge, which limits their use.
      • Energy Drain: Damages a target slightly and restores Jeyrrs MP, costing him an Aether Charge. This ability has no cooldown, and can be used in quick succession.
      • Bane: Spreads the effects of Bio, Bio 2 and Miasma from the target to every other target within 8 yards of them, although the poisons begin to weaken if they are spread to more than 4 targets this way. Costs one Aether Charge, and can't be used again for ten seconds.
      • Swiftcast: A cross-class skill taken from Thaumaturge, this ability eliminates the cast time of the next spell, and then can't be used again for one minute.
      • Surecast: Also crossed over from Thaumaturge, this ability makes the next spell uninterruptable by damage (although being stunned or silenced still works), and can't be used again for 30 seconds. (Clarifiaction: This only stops damage from interrupting spells. Jeyrr still can't move while casting, and being moved by an outside force counts as moving.)
      • Raging Strikes: A skill crossed over from Archer which increases all damage dealt by Jeyrr for 20 seconds, and can't be used again for three minutes afterwards. Only Arcanist and Summoner can use this skill; when Jeyrr is a Scholar it is locked.
      • Quelling Strikes: Also crossed over from Archer, this interesting skill dulls the pain of his attacks but not their damage, making it harder to notice them for 15 seconds. After use it can't be reused for two minutes. Again, it can't be used as a Scholar, only as a Summoner or Arcanist.
    • Job Crystal - Soul of the Summoner: A Job Crystal, or Soul Crystal, contains the collective knowledge of those who bore it before, allowing their wisdom to be passed down. Jeyrr possesses a Soul Crystal containing the knowledge of the Allagan Summoners, which is similar enough to modern Arcanima for the newer discipline to form a basis for understanding. Building on the summoning and offensive aspects of the Arcanist, he has the following additional abilities while attuned to the Soul of the Summoner:
    • Summoner spells:
      • Summon: Using Allagan techniques, Jeyrr was able to extract from himself the residual essences of the Primals he defeated in the past and tame them, creating Egi in their image that would serve him in battle. Though he now houses the essence of a good dozen Primals, his soul can only house three Egis; with no way known to him of dissolving one, he's stuck with the first three he created:
        • Ifrit-Egi, a fire-aspected pet with the abilities Burning Strike (which despite the name doesn't actually do fire damage), Crimson Cyclone (briefly stuns the target), Radiant Shield (covers Ifrit-Egi and all nearby allies with an aura that will cause fire damage in response to physical blows) and Flaming Crush (everything within 3 yards of the Egi gets nasty burns).
        • Titan-Egi, an earth-aspected pet with Rock Buster (not actually an earth attack, but grabs the target's attention), Mountain Buster (a Rock Buster that affects every enemy within 4 yards of Titan-Egi), Earthen Ward (reduces the damage Titan-Egi takes for 20 seconds), and Landslide (briefly stuns the target).
        • Garuda-Egi, an air-aspected pet with Wind Blade (spammable, ranged air attack), Shockwave (a weak attack that knocks back a nearby target), Aerial Slash (does some air damage to every enemy in a 5-yard area) and Contagion (makes Bio, Bio 2 and Miasma on one target last 15 seconds longer).
      • Ruin 3: Firing several brightly-coloured exploding projectiles, this is much more powerful than the regular Ruin. Unfortunately it's also very draining, more so than the damage is actually worth.
      • Tri-Bind: A weak spell, but one that immobilizes the target and everything near it for 2̶0̶ ̶s̶e̶c̶o̶n̶d̶s̶ (EDIT: may not last that long depending on circumstances).
    • Summoner non-spells:
      • Spur: Makes Jeyrr's current summon much more powerful for 20 seconds. Can be used every two minutes. Can be used at the same time as Rouse, and the two of them nearly double the power of his summon when used together.
      • Enkindle: Makes Jeyrr's current summon use it's ultimate attack: Ifrit's Hellfire causes heavy fire damage in a 5-yard cone in front of him and leaves behind nasty burns that do even more damage; Titan's Earthen Fury will cause heavy earth damage to every enemy within 5 yards of Titan and covers the affected area in Razed Earth for 15 seconds causing more damage to any enemy standing in it; and Garuda's Aerial Blast deals heavy wind damage to the target and every other enemy within 5 yards of it. Enkindle then cannot be used again for three minutes.
      • Tri-Disaster: Instantly, and for no mana, inflicts the target with Bio, Bio 2, and Miasma. Can be used once per minute.
      • Fester: At the cost of an Aether Charge, Jeyrr's poisons will boil within the targets body. The more poisons the target is afflicted with, the more damage this ability does. Cannot be re-used for ten seconds.
      • Painflare: At the cost of an Aether Charge, Jeyrr can throw a powerful 2-yard wide non-elemental blast once every ten seconds.
      • Dreadwyrm Trance: Whilst using the Soul of the Summoner, every use of an Aether Charge leaves behind an Aethertrail linking Jeyrr to the essence of Bahamut, the most powerful Primal on record. While summoning an Egi of such a powerful beast is beyond him, with three Aethertrails Jeyrr can infuse himself with the Dreadwyrms essence. This state lasts for 15 seconds and increases the power of all Jeyrr's attacks for the duration, and lowers the mana cost of Ruin 3 to match that of Ruin 1.
      • Deathflare: A massively powerful non-elemental attack, firing a pellet of light that expands into a pillar of light 2 yards wide. It can only be used during the Dreadwyrm Trance, and doing so will immediately end the Trance.
    • Summoner Limit Break - Teraflare: Limit Breaks work differently from regular abilities, using the combined power of a group built up over time. It'll take Jeyrr a while to bond with his companions enough to draw upon their excess strength, and even then a battle must have been raging on for quite some time before the necessary energy is available. But, when I believe the conditions have been met, and with the permission of the challenge GM, Jeyrr will be able to unleash his most powerful attack of all. Drawing upon the essence of Bahamut, he charges up for 5 seconds, then releases a (very) miniature version of the attack that laid waste to a continent, firing dozens of explosive blasts into a 10-yard area for "fuck you" damage to every enemy inside it.
    • Job Crystal - Soul of the Scholar: Jeyrr also possesses a second Soul Crystal, this one containing the techniques of the Nymian Scholars, as well as the fairy Lily. He cannot use both stones at the same time, and requires a lengthy meditation in a safe area to switch from one to the other. Unlike the Summoner, the Scholar builds on the tactical aspects of the Arcanist discipline to provide support to his allies. While attuned to the Soul of the Scholar, Jeyrr has the following additional abilities:
    • Scholar Spells:
      • Summon: This time, Jeyrr is accompanied by a very different sort of pet: Lily, an ancient fairy passed down to him by her original creator through his Soul Crystal. Lily is always capable of using the Embrace spell to heal an ally, but otherwise her abilities depend on which aspect of her is currently being summoned:
        • Eos focuses entirely on healing, with Whispering Dawn (nearby allies slowly regenerate health for 21 seconds), Fey Covenant (nearby allies become more magic-resistant for 20 seconds) and Fey Illumination (nearby allies find their healing spells are boosted for 20 seconds).
        • Selene is more support oriented, with Whispering Dusk (briefly silences an enemy), Fey Caress (heals nearby allies of one status ailment each), and Fey Wind (all nearby allies receive a sizeable boost to attack speed for 15 seconds).
      • Adloquium: A healing spell that, although lesser in healing power than Physick, will place a shield on the target that will absorb an amount of damage equal to that which the spell healed.
      • Succor: Has the same effect as Adloquium, lesser in magnitude but effecting all allies within 15 yards of Jeyrr.
      • Leeches: Removes a single status ailment from the target. Only takes one second to cast. (EDIT: may take longer on nastier status effects, although in such cases it's liable to fail entirely)
      • Broil: A moderate non-elemental offensive spell that creates several small orbs around the target which explode.
    • Scholar non-spells:
      • Lustrate: Consumes an Aether Charge to instantly restore a large chunk of the target's health.
      • Indomitability: Consumes an Aether Charge to instantly restore a moderate amount of health to everyone within 15 yards of Jeyrr. Can't be used again for 10 seconds.
      • Sacred Soil: Consumes an Aether Charge to envelop a 8-yard area in a veil which stands for 15 seconds. All allies standing inside the veil take less damage from all sources. Using this skill also has a 20% chance to grant Jeyrr a free use of Succor. Can't be used again for 30 seconds. (Clarification: This ability can't be active at the same time as Shadow Flare. The newer one will overwrite the older if this happens.)
      • Deployment Tactics: Copies the effects of Eye for an Eye and/or a shield from Adloquium from the target to all allies within 2 yards of him. Can't be used again for 2 minutes.
      • Emergency Tactics: The next Adloquium or Succor used will not grant a shield, but the healing power of the spell is doubled. Can't be used again for 30 seconds.
      • Dissipation: Jeyrr dismisses Lily, reabsorbing the Aether used to create her physical form. In return, his Aether Charges are refreshed to the maximum of three, and all his healing is more powerful for 35 seconds. Jeyrr can't resummon Lily for that same duration, and can't re-use Dissipation itself for three minutes.
    • Scholar Limit Break - Angel Feathers: Requires the same conditions as Teraflare, including permission of the challenge GM. After a 3 second charge, a divine light suffuses the battlefield and fills the bodies of Jeyrr and his allies. Everyone is restored to full health, mana and stamina, including the fallen (though anyone raised from near-death is afflicted with raising sickness as per Resurrection).
    • Other Combat Disciplines: As you might have guess from the cross-class skills in there, Jeyrr has studied, to a limited extent, a few other disciplines. Though he's capable of performing both Conjury and Thaumaturgy, he lacks the proper foci to actually change class to them, and never acquired a Soul Crystal that builds on the techniques so they're lesser anyway. Same goes for Archer; he's a practised shot with a bow, but he doesn't actually have one on him when he enters the game.
    • Disciplines of the Hand: In addition to his skill in combat, Jeyrr has also taken up various crafting trades. He has a particular knack for alchemy, being able to make the conductive inks necessary to write his grimoires, as well as mix together potions for healing and enhancement, and a few poisons, although no-one should overdose on any alchemical brews. They put mercury in that stuff, y'know. He's also skilled at weaving clothes, working with soft metals to create jewellery, and cooking. He's tried his hand at carpentry, leatherworking and blacksmithing, but is still a novice in those areas. In addition to this, he learned from the goblins how to convert a well-used piece of gear into a materia, a small crystal aspected to some trait which can be infused into another piece of gear; he's likely to change outfits a few times over the course of the RP as his old equipment is crystallized in hopes of good materia; he can't actually control what he ends up with when he sacrifices his gear. He's also willing to perform these services for other people; he'd normally take a tip, but everyone's working together here, right?
    • Other Stuff:
      • Teleport: A general spell that all adventurers learn. Takes 6 seconds to cast, can't be Swiftcast or Surecast and can't be used in battle. Teleport has potentially infinite range, but requires some sort of magical beacon at the destination that Jeyrr has attuned to in the past; in other words, he can only warp back to places he's already been to. Whether a given object can be used as a beacon is up to the GM. In addition, if two or more such beacons are linked to each other, Jeyrr can teleport from one to another. He can take up to seven other people with him when he teleports.
      • Return: Identical to Teleport, but for the following: Jeyrr can't take anyone with him, and is sent to the point of least resistance rather than a destination of his choice. This is normally the beacon that he has the strongest resonance with, but in areas that can't be teleported out of it'll just send him to the last safe area he passed through. It's also possible that using this skill might boot him from the current challenge entirely and return him to the Tower; whether this happens, and whether he can get back in, is at the GM's discretion. He also uses this skill reflexively upon near death.
      • The Echo: A mysterious and little-understood power granted to several individuals by the goddess Hydaelyn. It's said to break down the barriers between his soul and that of others, and its most striking feature is the occasional visions of past events that Jeyrr will receive. These visions, often triggered by a strong emotion in someone near him, will show him an event from their past that is relevant to current events. He can't control when he gets them, and enters a reverie until the vision is over during which he is completely helpless. The Echo also makes him immune to tempering, the process by which Primals enthral mortals into their service. This might mean that he's immune to mental tampering of all kinds, or it could simply mean that his soul has already been claimed by Hydaelyn. Finally, his particular variant of the Echo allows him to understand any spoken language by sensing the intentions behind the words. Since this is a standard for multiversal travellers anyway, this is unlikely to be particularly useful on this adventure.
      • The Blessing of Light: This, however, is unique to Jeyrr alone. Powered by six Crystals of Light fused to Jeyrr's soul, even less is known about this than the Echo, but it is believed to be the source of his heroic reserves of strength, empowering him beyond normal limits depending on the foe he faces.
  • Why have they been picked to climb the Tower?: For his extremely wide array of skills, both on and off the battlefield, he's an invaluable support to any adventuring party.

edited 3rd Jul '16 1:34:57 PM by Anura

A society grows great when old men plant trees whose shade they know they will never sit in.
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#108: Jun 20th 2016 at 12:19:03 PM

Thank you for your patience. Kashira Lavellan and Loader Bot are Accepted.

@Flanker 66: Hey Flanks. We haven't decided if (or indeed when) we're closing Sign-Ups, so no need for reservations. smile

@biomechtraveler: Funny you should say that, because that was just the thing I was worried about. XD But that looks good. smile Please add those limits to your sheet and Sayaka is ready to be accepted.

@Trip: Gilgamesh looks good, though I hope you understand that we can't accept Zantetsuken's instant-death effect. Could I perhaps ask you to rework into something less absolute?

@darksidevoid: I am afraid that at the start of the RPG, such facilities will be unavailable in the Tower, and she will have to procure that from the worlds the Climbers visit. However, during the course of the RP, you can attempt to take something of that effect with her into the Tower to recharge with.

@kagescorpionakki: Samus Aran looks pretty good, but could I request a blast radius limit on the Power Bombs and a range limit on the X-Ray Visor?

@Anura: Whew, that's a mouthful. He looks mostly good, with just a few things of note, and I apologize if I miss something now and have to bring it up later. First, all attacks that "grab the target's attention" will be interpreted as flashy attacks liable to attract attention and not automatically drawing aggro. Second, Resurrection is subject to the same rules as Yu's Yomi Returns; it will have to require a prolonged state of uninterrupted casting. This is to avoid instances of people immediately recovering in the heat of battle after suffering a grievous injury that would leave them on the threshold of death.

Third, I would prefer if Swiftcast and Surecast were cut entirely. Right now casting time is the key balancing factor of your character, and I would prefer to keep it that way instead of going in and enforcing nerfs on the individual spells. Fourth, all spells that currently have the caveat "can't be used again for 1 minute" or more can only be cast once per engagement, with possible future exceptions for prolonged engagements. Only exception from this is Aetherflow (though not Dissipation) because of how important it is to the skill-set.

Fifth, Tri-Bind will be case-by-case how long it lasts before the target breaks free, as with all barrier and binding abilities, not a set time limit. Sixth, Leeches will have to take longer to cast to cure more serious negative effects. Seventh, as with all poison-makers, I'd like to know what poisons Jeyrr can mix.

Eight, whether Jeyrr can see an Echo Vision is up to the GM or the PC with the strong emotions (though of course with your permission as well), and it's up to the person controlling the character in question to write what Jeyrr sees in the vision. And finally, could you explain in a bit more detail how The Blessing of Light works?

And finally finally, I will be accepting Jeyrr with the understanding that you are playing him with a basis of a shown or implied in-game personality that you have said in the Discussion one can interpret from the game. This is not a game for Original Characters, and I am well aware that MMORPG characters often are little more than blank slates for the player to project their own personality onto. Now, I haven't played Final Fantasy XIV so I have no way to check this, but I've consulted with someone more well-versed in FFXIV who confirms that this falls within the realm of implied personality. If I receive reports to the contrary, I will have to follow this up.

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#109: Jun 20th 2016 at 1:15:01 PM

  • Name: Giorno Giovanna (birth name Haruno Shiobana)
  • Age: 15
  • Appearance: The Gangstar himself and his stand, Gold Experience
  • Universe: Jojo's Bizarre Adventure (specifically Part 5, Vento Aureo)
  • Personality: A very serious young man, Giorno is highly ambitious and driven - once he sets his mind to a goal, he can rarely be swayed from it. He also has a serene air, rarely panicking unless things go seriously wrong. Although his heart is always in the right place - he repays kind acts and behaves selflessly time and time again - he isn't afraid to deal harshly with those who would do evil and harm others, even if it means breaking the law or worse. One major belief of his is that life is precious, and he is willing to risk his own to save someone else.

Giorno has a natural charisma, which is helped by his boldness and self-confidence. Although polite, he isn't afraid to disagree with others, and he isn't given to idle chit-chat.

  • Backstory: The illegitimate son of Dio, Giorno was raised by an abusive stepfather and a neglectful mother. His was an unhappy childhood. This all changed, however, when he saved a gangster's life and was in turn protected by the man from the shadows. With that, Giorno resolved to be a gangster himself.

After killing Leaky Eyed Luca, a criminal, by accident, he is apprehended by a member of the crime syndicate Passione known as Buccellati. After a brief scuffle, Buccellati recognises that Giorno is ultimately good natured, and he is sent to take part in an acceptance test organised by another member of Passione, Polpo. During the test, Polpo's stand, Black Sabbath, ends up killing an innocent janitor. Once the test ends and Giorno meets with Polpo again, he transformed a handgun into a banana and left it for the morbidly obese man, which he unwittingly shot himself with. Giorno finds himself in Buccellati's group as they move to recover Polpo's fortune.

After being accosted by other Passione members after Polpo's fortune, Giorno and the others successfully recover Polpo's fortune... only to be entrusted with protecting Passione's boss's daughter (called Trish) and bringing her to him. This triggers a journey that sends them all over Italy, encountering rogue Passione members who wish to assassinate the boss and take control of Passione for themselves. Unbeknownst to the group, however, Giorno intends to murder the boss himself, wishing to halt the damage caused by the drugs trade that Passione is now dealing with. However, at the end of their journey Buccellati independently decides to betray the boss after realising he wanted to murder Trish, and Giorno is the first to join him. They are soon joined by the rest of Buccellati's group, however.

The group receive a mysterious message from a man who knows a method to defeat the boss, who is actually two people in one body: the outwardly timid Vinegar Doppio, whom believes himself the boss's most trusted man, and the far more vicious Diavolo - the real power behind Passione, whom possesses a powerful stand called King Crimson. Their mysterious benefactor is Jean-Pierre Polnareff, whom accidentally pricks himself with a stand arrow during a scuffle with Diavolo, powering up his Silver Chariot and causing chaos.

Once Silver Chariot Requiem was dealt with, a scuffle broke out over the stand arrow - resulting in Giorno's stand, Gold Experience, being pierced with it and transforming it into Gold Experience Requiem. This greatly increased its power and granted it new abilities, with which it could nullify King Crimson's own powers and trap Diavolo in a time loop where he would die repeatedly. Giorno's stand reverted to Gold Experience afterwardnote , but now Giorno had achieved his dream of becoming the boss of Passione. Though he had lost some friends along the way, including Narancia, Abacchio, and Buccellati, he had a bright future ahead.

  • Powers/Abilities/Equipment:
    • Biological knowledge: Giorno is greatly knowledgeable when it comes to biology; this is a great boon in making the most out of...
    • Gold Experience: Giorno's stand; it has a number of abilities described below (descriptions mostly ripped shamelessly from the JJBA wiki):
      • Life Giver: Giorno's stand can change or converting inorganic objects into living organisms. For example, a pen can be turned into a snake, a bullet into a beetle and so on. Giorno frequently produces small life forms (frogs, snakes, flies) and plants which he apparently has control over. However, to use this ability he must be in physical contact with the item he wishes to transform, and depending on the temperature he may only be able to create cold weather plants or animals or he might even be rendered incapable of using his abilities. When any of these creatures are hit by an attack, the attacker receives the amount of pain they would have inflicted (though the animal dies in the process). Giorno can only create small lifeforms and plants like roots (which can be used to trip someone up), flowers, trees, etc.
      • Life Shot: Gold Experience's ability can also be applied to living individuals, causing their thought processes to greatly accelerate. This can be used offensively to cause enemies' bodies to move faster than their minds can keep up with. This also increases and amplifies the reception of the senses in the victim's body. For example, any pain that is felt would seem to last longer than usual due to the heightened senses.
      • Transformation: An ability Giorno learnt later in his journey. Gold Experience can create organic components of the body (e.g. transforming bullets stuck in someone's body into the very blood vessels and organs they destroyed). However, this is a highly painful (and somewhat time consuming) process, and a sufficiently powerful attack would likely kill Giorno before he could heal himself or someone else.
      • Life sensing: If Giorno makes physical contact with an object, he can tell how many living things are inside, even though he cannot tell what they are. This ability can also be used to detect things such as two spirits occupying the same body.
  • Why have they been picked to climb the Tower?: Giorno's analytical mind is an asset, and he is excellent at thinking on his feet. His charisma and determination to succeed will also be useful, and although Gold Experience's abilities appear niche at first, they are surprisingly useful.

edited 20th Jun '16 3:43:17 PM by Flanker66

Locking you up on radar since '09
Anura from England (Ten years in the joint) Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
#110: Jun 20th 2016 at 3:28:29 PM

@ Lem: That's a lot less than I was expecting; I was afraid I'd have to cut one of the Jobs. I was originally planning on having him able to access all of those skills at once, until I saw that the GMs were demanding compliance to original game mechanics wherever possible. So then:

  • Regarding aggro moves: That's pretty much already how they work; they're regular attacks that generate disproportianate amounts of enmity. There's only one real "taunt" in the game, and it's not anywhere on that sheet. If the target is seriously dedicated to killing someone else, it's gonna take some time for Topaz or Titan to peel them away.
  • Regarding Resurrection: 8 seconds is a pretty long time as-is. Or are you saying that Swift/Surecast can't be applied even if I can keep them?
  • Regarding Swift/Surecast: Considering the rule on cooldowns over a minute long, I'd say one free emergency resummon or one free RIGHT NOW heal per fight is fair. But I'm not dead-set on keeping them if you feel that I'm wrong on that count.
  • Regarding cooldowns: Accepted.
  • Regarding Tri-Bind: Accepted. I feel I should mention that all status effects other than the DoTs create an increasing resistance in the target, which halves their duration with each reapplication until it's completely ineffective.
  • Regarding Leeches: Accepted. There's actually a lot that Leeches doesn't work on at all.
  • Regarding poisons: Honestly, they're not all that strong. There's damaging poisons which work as an extra DoT, as well as status-effect poisons which can temporarily inflict Sleep, Paralysis, Blind or Silence. These are subject to the same increasing resistance as any other status effect, can be outright ignored by stronger enemies, and would be subject to the same rules as cooldowns. Since all items share a cooldown he'd get one poison or potion of his choice per battle, and he's more likely to use an Intelligence or Mind potion to boost his output than bother with a poison that's likely to fail.
  • Regarding Echo Visions: Accepted.
  • Regarding the Blessing of Light: ...hoo boy.

That is a question that I'd normally have to redirect to a lore buff. There are a lot of theories and very few concrete facts about the Blessing, and where the Echo ends and it begins can be a bit murky. The only time in the game that the Blessing manifests as a buff is in the original final boss, where you can't do more than Scratch Damage to it until Hydaelyn intervenes, and then it's missing after she spends all of her power to shield you from a Fantastic Nuke (although it's weakened enough that you can finish the job without her at that point). In addition, there was a protection over the place where I assume Jeyrr canonically lived that prevented the villains from setting foot in there, similar to the protection Harry Potter had while he was at the Dursley's house. There was a period in the story where the Blessing had been removed from him and although he was still pretty badass without it, he didn't get back to making completely ludicrous victories until he got it back.

One thing that's beyond doubt is that it's tied to Jeyrr's Crystals of Light. Said crystals are granted to those with the Echo that decide to follow Hydaelyn's will, and are essentially a small piece of the Mothercrystal herself. Even a single one can allow great feats, although they'd normally be consumed in the process. Jeyrr has managed to collect a complete set of six, one for each element. Now, I believe that they act as conduits for Hydaelyn's power, acting as an Amplifier Artifact granted to her champions. As such, now that he's no longer on Hydaelyn (the planet, not the goddess, insofar as there's a difference), Jeyrr can't use the Blessing to it's fullest extent anymore, if at all.

So, I'm pretty much going to just ignore it's existence until more information presents itself, at which point I will notify the GMs. I only included it in the signup for the sake of completion.

A society grows great when old men plant trees whose shade they know they will never sit in.
Trip Since: Mar, 2012
#111: Jun 20th 2016 at 6:37:34 PM

Alright, reworked it a bit. Rather than just instantly destroying like it does in the series, it's more like a guaranteed slice-through, if it hits. And even then it's only gonna be a kill if getting sliced there would kill you with any weapon anyway. If that's still not enough, I can probably replace it entirely, no skin off my bones.

kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#112: Jun 20th 2016 at 8:51:08 PM

@Lemurian: Limits added. Technically they already had those anyway but I was just a dum-dum and forgot to specify.

What is so amusing about this? Why do you take lives? How can you forget?
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#113: Jun 21st 2016 at 3:00:41 AM

New day, new characters! Sayaka Miki, Giorno Giovanna and Samus Aran are Accepted.

@Anura: Eight seconds for Resurrection is not enough, I'm afraid. The least we are willing to accept is 30 seconds uninterrupted casting. This is for the same reason stated for Yomi Returns, to avoid already defeated characters springing back to life while still in the heat of battle. And yes, that means no applying Swift/Surecasting to it. However, you make a good point about Swift/Surecasting not being so dangerous without the 1-minute skills. I agree, you can keep Swift/Surecasting.

@Trip: Hmmm, okay. I'm a bit worried about the implications that it means that he'll be able to cut through anything, so it might happen that we'll have to re-adress it if it causes problems in the future. Other than that, Gilgamesh is Accepted.

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
GeekCodeRed Did you know this section has a character limit? from A, A, B, B, A Since: Sep, 2010 Relationship Status: TV Tropes ruined my love life
Did you know this section has a character limit?
#114: Jun 21st 2016 at 5:58:20 AM

Man I love this guy:

  • Name: Qrow Branwen
  • Age: 39 at the absolute minimum.
  • Appearance: A dusty old crow.
  • Universe: RWBY
  • Personality: Qrow is a rude, cynical, sarcastic asshole, and we love him for it. He loves nothing more than to wind people up. At the same time, he is brutally honest in serious situations. And despite being brash and ready to wind people up enough that they attack him, he is cool, calm and collected at all times. Another thing he is at all times? Drunk. He is the definition of a functioning alcoholic, even if he is playing it up most of the time. He prefers playing things close to his chest, gathering information and making decisive action at the right moment. He's seen more of the darkness of the world than most people, lost a lot in the process, but truly believes that all anyone needs to do is keep moving forward. Likes giving nicknames, flirting, tiny miniskirts, and is obviously fond of his two nieces.
  • Backstory: Not much is really know about Qrow's early life. He was born somewhere on Remnant, with a (presumably) twin sister named Raven. Both grew up to attend Beacon Academy for Huntsmen and Huntresses, becoming a part of Team STRQ (Stark), led by Summer Rose. According to him, they were the best team to ever attend Beacon. After graduation, Qrow's sister Raven married their teammate Taiyang Xiao Long, bore him a daughter, and then disappeared off the face of the planet. He still has some sort of contact with her, but it seems she wants nothing to do with her family. Summer stepped in to help raise his niece, Yang, then soon fell in love with Taiyang and bore him a child: Ruby. That relationship lasted five years until Summer died. Anyway, Qrow grew to become a trusted associate of Ozpin, being let in on many secrets not known to the general public. He balanced these secret missions with a teaching job at Signal Combat Academy, where he taught Ruby how to fight so well that she was bumped up two years. Very recently, everything's gone to shit: Beacon has fallen, Vale has been invaded by Grimm, Yang lost an arm, their replacement Fall Maiden is dead, Ozpin is missing, everything hates Atlas and there is an evil woman with control over the elements on the loose. Qrow has to deal with being promoted from one of the best pieces on the board to the player, and the fact that people he loves make up several of the pieces.
  • Powers/Abilities/Equipment:
    • Aura: Every living being has a soul. Plants, animals, humans... In the world of Remnant, only the creatures of Grimm lack them. Aura is the physical manifestation of the soul, mainly used by those in or wishing to go into a profession requiring combat. It manifests as soft, usually coloured glow around a person. Functionally, it acts a forcefield, absorbing blows and attacks. A person using Aura will still feel these blows, however: they just won't break your bones or cut your flesh. This lends an aura-user a level of durability in the superhuman range. This durability can also lent to a user's weapons. It also give some healing ability, speeding up the body's natural healing. A cut will heal faster, your aura will try to keep your blood in, but you're not regrowing an arm. It also lends offensive ability: aura-users are stronger and faster than your average human (think MCU!Captain America level). Aura can also be used to activate Dust, a fuel source which all technology in Remnant runs on. However, aura is not infallible: a person's aura is depleted when used to take attacks, and once it has depleted completely, an aura-user is as squishy as a regular human. Strong enough attacks are even able to punch straight through aura, without causing full depletion.
      • TL;DR? Think Captain America, with a low-level healing factor (minor scratches seal in seconds, open wounds are much harder and will require a stay in hospital), and bulletproof until he takes too many bullets. Aura also has the downside that it takes a long time to reach full strength again once it's depleted, it's not gonna be a minute's wait like a technological forcefield.
    • Semblance: Masters of aura have access to a semblance, a more physical manifestation of their aura. Some have speed, some can absorb of attacks, some even have control over metal. Qrow? Can turn into a crow. In this state, he apparently cannot do anything crows can't, like speak English or operate things that need opposable thumbs. I assume in this form he still has his aura, and anything carried on his person becomes part of the crow form.
    • Weapon: Finally, Qrow's Weapon (as yet unnamed). It's a massive broadsword, with two shotgun barrels coming from the hilt, one on each side of the sword. The circular hilt is actually three sections, enabling both the blade and the barrels to move independently of each other. As a result, he can either angle the blade so he can fire the shotguns, angle the shotguns so he can fire them and use the recoil to enhance his already metal-shearing swing, or simply fire into something he's already stabbed. Of course, like most RWBY weapons, it has a second form, as the deadliest weapon ever conceived: The Scythe. The shotguns can still rotate independently, once again allowing him to use the recoil to enhance his blade movements, or simply to shoot what he's already stabbed. Finally, it folds up for easy stowage on his back.
    • It can also fire off Razor Winds. I assume Wind Dust is involved.
    • If you're having trouble visualizing some of the workings, the concept art works well in this regard.
  • Other Equipment: He has a scroll, an advanced sort of smartphone which has the advantage of monitoring his aura levels. He also has a flask, filled with an unknown but likely strong alcoholic liquid.
  • Why have they been picked to climb the Tower?: Qrow is many things, and is certainly adaptable to the situation. He's a damn good fighter, he can be incredibly stealthy, and he is a spy. He's got a good, varied set of skills.

edited 21st Jun '16 1:45:11 PM by GeekCodeRed

They do have medals for almost, and they're called silver!
Anura from England (Ten years in the joint) Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
#115: Jun 21st 2016 at 6:32:57 AM

Combat raising is balanced ingame by the application of raising sickness, which I mentioned in the description for resurrection. It's a 15% stat reduction (doesn't sound like a lot, but the impact is noticeable) and a 25% reduction in max HP that can't be cleansed by Leeches or anything similar, in addition to being low on mana and stamina and so being unable to fight much anyway unless they can quickly restore it, and low on health so as to require immediate further healing or likely die again. More than one raise leaves them with double sickness, which doubles the penalties, at which point it's probably more cost-effective to just leave them dead.

If you feel that there is no way to balance a combat raise in this medium at all then I won't press the issue any further. I just wanted to know that you have taken that into account.

A society grows great when old men plant trees whose shade they know they will never sit in.
Azure Mahou Shoujo Lyrical Fist from The World Since: Nov, 2012 Relationship Status: We finish each other's sandwiches
Mahou Shoujo Lyrical Fist
#116: Jun 21st 2016 at 1:24:31 PM

  • Name: Kamui/Corrin
  • Age: Most likely late teens to early twenties.
  • Appearance: I fight for my family. rawr
  • Universe: Fire Emblem Fates
  • Personality: Kamui's a generally polite person, the product of a noble upbringing. She is however, very naive due to being raised in a fortress for most of her life. She tries to genuinely care for most people she meets regardless of what their past is like. A trait that's gotten her into trouble and fortune alike. Though she's been through a lot she's yet to truly live life for any extended period of time giving her very little social experience beyond her training. Despite this though she does have a few quirks. First of all can get competitive and is somewhat of a sore loser. She embarrasses rather easily as well if you know what to say to her. Aside from this she just hates being alone having seen a few loved ones and many soldiers die for her. Its made her a little clingy towards people she trusts.
  • Backstory: Corrin was born into the noble family of Hoshido but her time there was very short, extending only into her early childhood at which point she was kidnapped by king Garon and raised as a member of the Nohr family. Many years later she was returned to Hoshido during a battle and many of her old memories came back to her. Realizing that she loved both of her families she ran away from both with her new friend Azura, and her Retainers Felicia and Jakob. Together they vowed to end the conflict between the two countries and the respective royal families. While on the run they found out that both kingdoms were being manipulated into war by a third called Valla, which was ruled by the Mad Dragon, Anankos, who also turned out to be Corrin's father. After much trail and tribulation they exposed the plan and defeated Anankos appointing Corrin as the new ruler, a responsibility she's very wary of. Even more so now that she's not even present.
  • Powers/Abilities/Equipment
    • Military Knowledge/Experience: Since the ultimate goal of King Garon for her was to have her finally tip things fully towards the side of Nohr, she was trained in the art of war. Not only does she know her way around a sword she also has knowledge of military tactics and even seems to work well with others in battle.
    • Dragon Blood: Being born of a Dragon she has the ability to alter her form. When fully transformed she is much larger and of course hits harder as well as having access to a bladed tail, antlers, and sharp claws. She also has a breath attack in the form of a blue fire ball. Her skin is also metallic in this form, while not impossible to cut through it will take a bit of effort. She can only stay in this form for short bursts of time or risk losing herself to her draconic tendencies. Her far more common and safer application is to temporarily transform parts of her body. She can change both of her arms to large blade-like appendages, a mouth like organ that has a powerful bite and of course can use the fire ball. And she can quickly summon her head to act as a helmet and wings for short flight, more like extended jumps really, she's not great at actually flying.
    • Dragon Vein: If she were to find an area that is full of spititual energy she can use that to change nature around her. Raising rock walls, creating bridges, leveling hills, or drying up small rivers or even healing her allies. Though once she's done one thing the energy is used up she can't do so again unless she finds another spot. It'll most likely be unavailable unless the GM specifies or another character has an ability that could make it available.
    • The Yato: A sword in the stone type deal. Corrin is the only one who can wield it properly being its chosen owner. It has serrated edges that can spin like a chainsaw and even catches on fire like any proper enchanted sword.
    • Excalibur: Not the sword, a tome of magic that contains only one spell. A wind based blast that's especially strong against things in the air.
  • Why have they been picked to climb the tower? She has an odd mix fighting experience while still remaining naive and even somewhat childish at times. Watching her interact with the others is going be a treat.

edited 10th Jul '16 3:04:52 AM by Azure

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Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#117: Jun 21st 2016 at 1:48:17 PM

Qrow Branwen and Kamui/Corrin are Accepted.

@Anura: You know what, you've convinced me. Just make sure that the Raising Sickness is noted when you use it, and it's allowed. And with that, I believe Jeyrr Stenn is Accepted.

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
Anura from England (Ten years in the joint) Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
#118: Jun 21st 2016 at 2:13:52 PM

...huh. Wasn't expecting that. Just to clarify, am I still required to hardcast Resurrection every time?

In any case, I've applied the necessary edits to the sheet and added a couple of things I forgot to put in earlier: Sacred Soil and Shadow Flare can't be used at the same time, and Surecast still means he can't move while casting; it only stops taking damage from interrupting a spell, and being moved counts as moving and interrupts the spell even if Surecast was applied.

A society grows great when old men plant trees whose shade they know they will never sit in.
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#119: Jun 21st 2016 at 2:27:24 PM

Yes, no Swift/Surecasting it. And thank you for the edits.

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
angeloffluffiness Benevolent Devilish Angel from Somewhere between Fluff City and Hell Since: Jun, 2016 Relationship Status: Armed with the Power of Love
Benevolent Devilish Angel
#120: Jun 22nd 2016 at 9:52:52 PM

  • Name: Shiroe (Kei Shirogane)
  • Age: 23
  • Appearance: Shiroe stands at about 177 centimeters, with short dark blue hair and light blue eyes. He wears glasses, a white cloak, black shirt, and green pants.
    • Shiroe's full denomination is Half-Alv Enchanter-Scribe. Half-Alv was a playable race in Elder Tale that gives him beady eyes, as well as an odd emblem on his tongue. The other half of this race is human, while Alv was a race that went extinct during an in-game war. The Half-Alvs are known for their magic affinity, which contributes to Shiroe being a skilled Enchanter.
  • Universe: Log Horizon
  • Personality: An overly humble strategist who will go through any lengths to meet his goals, Shiroe is a cautious and very thoughtful introvert. He is very independent, but helpful of those who truly require help. Always working towards the greater good of all things, he tends to be socially awkward as well as asocial. But he doesn't dislike people, he's just wary of ulterior motives. In all summary, he is a loner...but one who is willing to help when needed.
  • Backstory: As an engineering student in college, Kei Shirogane was mainly an hikikomori who primarily liked to use computers and explore virtual realities. However, one day, he was caught in what became known as The Apocalypse when he and several others got trapped in an MMORPG called Elder Tale. He then became involved in helping other adventurers trapped in the game coexist with the NPC characters and their new lives. In doing this, he also began learning how to use his skills for different uses than they were originally intended for in the game. This ultimately led him to create a global magic he can use that he calls Contract Art Ceremony.
  • Powers/Abilities/Equipment:
    • His Enchanter abilities are...
      • Astral Bind: Prevents a target from moving for a short period of time. Visually, the target is surrounded by a tight ring of magical threads.
      • Astral Hypnos: Takes 5 seconds to cooldown after use. Puts the target to sleep for a maximum duration of ten seconds. If the target receives any damage during this period, the effect of the spell is canceled.
      • Electrical Fuzz: A magical attack that continuously deals a small amount of electrical damage to targets while the spell is in effect. This manifests as a small white orb that follows the target, illuminating it while emitting a buzzing noise. This spell is very weak as an attack, but can serve as a marker to keep a target visible.
      • Keen Edge: Spell with a fairly long duration that increases the base attack power of a weapon by 30% when wielded by a member of the caster's party, for several hours. This weapon acquires a faint white glow while the spell is in effect.
      • Magic Light: Non-offensive spell that produces light at the end of the user's staff, which then forms into a floating, possibly-sentient orb of blue or yellow light that follows the caster.
      • Mana Channeling (Edited): A support skill that drains some of the magic of one ally in the party and distributes it to another member who needs it.
      • Mind Shock; Possesses a 180 second cooldown. A spell that is cast as a dark purple sphere that the caster launches at a target. The sphere explodes upon contact with the ground and causes minor damage to all targets in the vicinity. It also causes confusion and lowers the target's attack accuracy and ability to dodge incoming attacks.
      • Nightmare Sphere: A spell that affects all enemies in a given area by slowing their movement speed. The caster produces a semi-transparent sphere on his/her palm and launches it at a target area. The sphere expands upon contact and can diminish an opponent's speed by up to 80%.
      • Thorn Bind Hostage: A spell that causes five shining blue roots to erupt from the earth and entangle the target. If an ally cuts each of these roots, they cause additional damage. The amount of damage varies by the skill of the caster, but the maximum is said to be 1,000 damage per thorn cut. This does not immobilize the target.
    • He excels at being an Enhancer and a Mana Controller.
      • Enchanters focus on supporting allies through buffs and enemy weakening.
      • Mana Controllers focus on magic restoration and magic management, taking advantage of spells like Mana Channeling to ensure that those who need magic will have a handy supply available.
    • Typically he will use attack support magic first, then he adds debuff magic to enemies.
  • In addition to being an enchanter, Shiroe also possesses the productive subclass of Scribe.
    • Scribe allows Shiroe to create magic scrolls. contracts, maps, and other useful documents. This of course requires paper and ink, plus the quality of said materials affects the level of the item created. In other words, the better quality of the paper and ink, the higher the quality of the produced item. Alongside this, being a Scribe grants Shiroe the ability to sort, categorize and review documents and paperwork with ease. He is exceptional at clerical work, even able to spot errors and problems in reviewed documents.
    • Within the Scribe abilities, Shiroe possesses a magic ability called Contract Art Ceremony. He can use this ability to write contracts that can -if made powerful enough- change existing universal laws. Once, this ability was used to grant an NPC from Elder Tale the ability to be just like one of the Adventurers, including the ability to revive at the Cathedral which was a major part of Elder Tale. To create high powered contracts, Shiroe needs high quality ink and paper. However, it is fully likely that this ability can create simple contracts, peace treaties, and other practical aides for the journey using lower quality inks and papers.
  • Why have they been picked to climb the Tower?: Shiroe's will to achieve his goal by any means comes in alongside his excellent strategy skills and critical thought. With that, he is also a hugely skilled enchanter, as well as very productive scribe who can create maps, manuals, etcetera.

  • Just a sidenote. If I have made a mistake, just let me know and I'll fix it. If something needs changed, let me know and I'll fix it. I'm pretty flexible.

edited 12th Jul '16 8:09:00 PM by angeloffluffiness

And in this heart, our bond cannot break. From here to the end and back again I will stand sharp. The light in me will guide you home...
Makaioh Since: Jan, 2015
#121: Jun 22nd 2016 at 10:05:36 PM

You might need to write a more in-depth description of what Shiroe's various skills can do. Some stuff can't really be figured out just by reading the ability name and the G Ms would need solid descriptions of what does what along with their limits and so on.

With that out of the way, always nice to see a Shiroe in something. They're pretty fun.

edited 22nd Jun '16 10:08:16 PM by Makaioh

angeloffluffiness Benevolent Devilish Angel from Somewhere between Fluff City and Hell Since: Jun, 2016 Relationship Status: Armed with the Power of Love
Benevolent Devilish Angel
#122: Jun 22nd 2016 at 10:12:23 PM

I was just about to add a note saying I'm going to add those—- It's late here and I'm planning on writing that in when my brain can actually cohesively make a sentence— Sorry about that by the way.

edited 22nd Jun '16 10:15:02 PM by angeloffluffiness

And in this heart, our bond cannot break. From here to the end and back again I will stand sharp. The light in me will guide you home...
Deadbeatloser22 from Disappeared by Space Magic (Great Old One) Relationship Status: Tsundere'ing
#123: Jun 23rd 2016 at 1:34:46 AM

>Log Horizon

>Not Akatsuki

iamdisappoint.jpg

"Yup. That tasted purple."
Makaioh Since: Jan, 2015
#124: Jun 23rd 2016 at 7:32:25 AM

[up][up]No need to apologize, really. It's fine. XD

[up] -baps a lot- No guilting.

desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)

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