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A Game of Gods Season 3: Renaissance

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The Malone Report of 21600 confirmed the suspicions of many.

For all of known history, there have been legends of heroes and villains, men and monsters who came to this world from others. At first people theorized they were legends of beings beyond the stars, but as civilisation expanded across the final frontier, we learned we were alone in the universe.

As more incursions came to light, we realized that although we were alone in the universe, our universe wasn’t alone.

We were a playground of the gods, those with enough power to travel across the void, to punch holes in the fabric of reality. No hole was the same, though: some were ragged wounds, left carelessly open. Others were dainty incisions, sealed as soon as their creator’s business was done.

Over time, we learned to peer through these holes. Although we could not travel, we could observe. We learned much, copied some. Some worlds were primitive, some advanced, some filled with awesome technology, some powered by magic, and some a mix of all four.

Then one day, a universe turned black. Here one minute, gone the other. No threat to the universe was observed, no reason for it to suddenly stop existing. As we watch, more and more universes died.

The first, and most prevalent theory, was entropy. From what was observed, a universe’s energy did bleed through open holes in it’s fabric. Some of the disappearances conformed to all the hallmarks of a universe that simply ran out of easily accessible energy.

But some did not.

The Malone Report was a product of nearly a decade’s research. It took into account all recorded cases of a universe disappearing of our collective radar, cross-referenced all the data, and came to a conclusion.

Holes in the fabric of reality didn’t only threaten a universe with entropy. It threatened them with instability. Enough instability that a universe could simply cease to exist at any moment.

There was panic. Riots. Revolution.

But with a threat so huge, it would have been irresponsible for the Malone Report to not provide a solution.

Under seemingly random conditions, a hole could self-seal. Although it was rare, a universe could have the punctures in it’s reality sealed, and become stable once more. If a way could be found to seal the wounds, our universe would be saved.

On the 19th of October, 21606, we found our solution.

Through one of our observation posts, we spotted a figure entering another universe. Whatever means she used sealed the hole behind her. That began the years of research on this figure.

Her name is Rook. She’s a woman, or the female of whatever species she is. According to legend, a being of enormous power stole her away from her own world, and set her a series of challenges. She overcome everything thrown her way, and at the end of it all, she refused the reward offered. Over the course of her trials, she had grown to love the lonely god, and the god her.

The god gave her technology out of the enormous cache they had accumulated, and let her wander the multiverse. And although it is supposed to be impossible to find the home of the god, Rook would always know the way.

This woman has the power to seal the holes in our reality. But we’re on a race against time. Our universe grows more unstable by the day. Through observation of Rook, we’ve developed a way of temporarily reopening the holes she makes as she passes. But it can only be done once. Any team we sent would be on a suicide mission, never to return home.

Because even if they found Rook, even if she sealed the holes for us from the other side, our universe has grown so unstable that we can only afford one more hole, however temporary, before the next one destroys us completely.

But there are more universes out there. Through our observation, we have discovered people of great powers and abilities. Although their universes are unstable, they’re more stable than ours. If we can open Rook’s holes to those universes at the right times, we can gather a team. A team to hunt Rook down.

The problem is, once we’ve reopened those holes, we can’t do it a second time. They have to find Rook or never return home.

We here at the Center for Universal Survival took a vote. Unanimously, we decided this plan was completely unethical.

Unanimously, we decided there was no other way.


Hello, and welcome to A Game of Gods: Renaissance, a third-generation AGOG game. Despite my long-winded spiel up there, the premise is simple: a dying civilization has dragged your characters together to hunt down a woman named Rook, who holds the key to saving their universe.

The catch? Our heroes (or villains, or neutrals) have been chosen because their universes are unstable too. And if their universes collapse, they too will cease to exist.

But what does “unstable” really mean? What it means is that the universe is changed, liable to outside forces. Effectively, a “stable” universe is a canon universe.

And thus, to be played in this game, any character must be an Alternate Universe version of a canon character.

What counts as an alternate universe version of a character? Any change to the canon. Perhaps they were born the opposite gender, and this affected how society viewed them. Perhaps their lineage was different, and thus they were born with different abilities. Perhaps the entirety of their society has changed.

Or maybe, just maybe, the big change is that they’ve been a part of the game of gods before.

What we want from our players is creativity. Think long and hard about the change you’re making to the character. How does it affect their story? Do they even go on the journey they do in canon? Does the change affect their status in society? Would different treatment as a result of this change affect their personality? Would the change hamper or help the development of their abilities?

Please also remember that if you giveth, you should also taketh away. A Spider-Man who kept the power-enhancing black suit would have major changes to his personality, and infact may be more monstrous than the one we know and love.

We’re asking you to take the dominoes canon sets up, and knock them down in a new and strange way. Maybe even keep them standing.

With the help of a Handler feeding information into their ears, and a mobile base of operations/portal generator, our Alternates will track down Rook and save their own lives, as well as those of billions of innocent people.

And if that’s not enough motivation, legend has it that Rook knows the way to a cache of godlike technology. Technology that their Handler is all too willing to give as payment.

Despite this being a sequel to two previous sets of games, you don’t have to be an AGOG Veteran to join in on the fun, and inexperienced players are completely welcome. The plot connection between this game and previous games is extremely loose.

So, your mission, if you choose to accept it…
Signup Sheet:
  • Name:
  • Age:
  • Appearance: Links are fine.
  • Universe: The work of media they come from.
  • Personality:
  • Backstory:
    • You don’t need to go into extraneous details and tell us everything in a seventeen page story, just the essential backstory of your character. Help us get to know him/her/them/it.
  • Powers/Abilities/Equipment: Any racial traits beyond normal human should go here too.
    • If you feel they’re too powerful for the game as-is, feel free to tell us here what you’re taking away. Also include any moral compunctions against killing or anything else that would limit the effectiveness of the characters’ abilities, such as cowardice or instability.
    • Any nerfs added by the G Ms prior to acceptance should be edited into here too.
  • Differences From Canon:
    • Now, you’ve probably detailed the differences in Personality, Backstory, and Powers/Abilities/Equipment, but for those who don’t know how your character is like in canon, we’d appreciate it if you detailed exactly what’s different in this version of the character.
    • Canon Characters are allowed with GM permission

Signups Accepted:
  1. Lady - Devil May Cry AU - played by Meanken
  2. Jack-O' - Guilty Gear AU - played by Latverian Badger
  3. Specimen 11/Susan Person/Xilonecho - Spooky's House of Jump Scares AU - played by wikkit
  4. Nega Scott Pilgrim - Scott Pilgrim vs. The World AU - played by alleydodger
  5. Lavernius Tucker - Red Vs Blue AU - played by Geek Code Red
  6. Carmilla and Sypha - Castlevania AU - played by Game Guru GG
  7. Lucina - Fire Emblem: Awakening AU - played by Little Mako
  8. Ragna The Bloodedge - BlazBlue AU - played by Latverian Badger
  9. Kurumi Tokiaki aka Codename: Nightmare aka Polly Pastries - Date A Live AU - played by Katarsus
  10. Astolfo aka Rider of Black - Fate Apocrypha - played by Makaioh
  11. Captain Teletha "Tessa" Testarossa aka ARX-7 Arbalest - Full Metal Panic AU - played by nman
  12. Ranma Saotome - Ranma ½ - played by Makaioh
  13. Velvet Crowe - Tales Of Beseria AU - played by Meanken
  14. Santa Claus aka Rider aka Arturia Pendragon aka Santa Alter - Fate/Grand Order - played by wikkit
  15. Noire - Neptunia / Persona4 AU - played by Boomer 75
  16. Magilou aka Mazhigigika Miludin do Din Nolurun Dou - Tales Of Beseria / Tales of Zestiria AU - played by Boomer 75
  17. Lady Maria - Bloodborne AU - played Fergard Stratoavis
  18. Elesis - Elsword - played by Katarsus
  19. YoRHa No.9 Type S aka 9S - NieR: Automata AU - played by tvtropesnoob
  20. Armani Dove - Broken Bow - played by tvtropesnoob
  21. Amaterasu-no-Ōkami aka Ammy aka Snowy aka Furball - Ōkami AU - played by darksidevoid
  22. Android 21 - Dragonball Fighter Z AU - played by Makaioh
  23. Elpeo Puru aka Puru-Six - Mobile Suit Gundam ZZ AU - played by Oni-Lord
  24. Mordred Pendragon aka Saber - Nasuverse AU - played by Azure
  25. Morrigan Aensland - Darkstalkers AU - played by Fallen Legend
  26. Mary Bromfield aka Mary Marvel - DC Comics AU - played by Fallen Legend
  27. Galacta Knight - Kirby AU - played by kagescorpionakki
  28. Priscilla the Crossbreed - Dark Souls AU - played by Hilarity Ensues
  29. Tiki the Divine Dragon - Fire Emblem / Highlander AU - played by nman
  30. Sgt. Alicia Melchiott - Valkyria Chronicles AU - played by Little Mako
  31. Azura - Fire Emblem Fates Conquest AU - played by Katarsus
  32. Harleen Francis Quinzel aka Harley Quinn - DC Comics - played by Fallen Legend
  33. Tira - Soulcalibur - played by Meanken
  34. Flowey The Flower aka Asriel Dreemurr - Undertale - played by Alecoene
  35. Tenko Chabashira - New Danganronpa V3 - played by Alecoene
  36. Corrin - Fire Emblem Warriors / Fire Emblem Fates Revelations AU - played by Makaioh
  37. Azura (Yes, another one) - Fire Emblem Heroes / Fire Emblem Fates - played by Fallen Legend
  38. Rachel - Animorphs - played by Chabal 2
  39. Amuro Ray aka RX-93-v-2 Hi Nu Gundam - Mobile Suit Gundam: Char's Counterattack AU - played by Bcom
  40. Kawakaze - Azur Lane AU - played by Imca
  41. Doopliss - Paper Mario: The Thousand-Year Door AU - played by Hilarity Ensues
  42. Gwenpool aka Gwen Poole - The Unbelievable Gwenpool - played by Geek Code Red
  43. Tetra - The Legend of Zelda: The Wind Waker AU - played by Bored_Man
  44. Neptuneman - Kinnikuman AU - played by josh6243
  45. Elizabeth Bathory aka Alter - Fate Series AU - played by Alleydodger
  46. Lancelot aka Saber - Fate/Zero AU - played by Bcom
  47. Nero Claudius Caesar Augustus Germanicus aka Caster - Fate/Grand Order - played by Fergard Stratoavis
  48. Cell aka Android 10 - Dragon Ball Z AU - played by Fergard Stratoavis
  49. Guinevere Librom - Soul Sacrifice Delta AU - played by Oni-Lord
  50. Frankenstein aka Frankie - Fate/stay night AU - played by nman
  51. Hat Adult aka Hat Kid aka Some Girl - A Hat in Time AU - played by Boomer 75

Reserved:

  1. Dizzy - Guilty Gear AU - played by Latverian Badger


Rules:

Signup Rules:

Characters must be A Us of canon characters. These A Us may be created by you, inspired by other people’s takes on the character, be a “canon” AU (for example, House of M, Marvel 1602, Flashpoint, or that one universe where everyone is evil and Spock has a goatee), or simply be a character who has been in an AGOG game before and remembers the experience.

One character per player. Any more than that will be taken on case-by-case basis, but if we believe that you’re able to handle it, we’ll allow it. Try and stick with two maximum to start with, though, even if we believe you could handle three or four.

Duos are allowed, but we’ll taking it on a case-by-case basis. In the past, “duo” has meant characters such as Jak and Daxter, where only one is combat-effective and the other just serves as someone to bounce off of, personality-wise. If you feel like your character’s personality works best when they have their constant partner around, but both are combat-capable (for example, Grif and Simmons from Red Vs Blue work best as a double act), send the pair at us and we’ll discuss it.

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.

Gameplay Rules:

No real specific rules, but 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, this 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.

And of course, please obey all Forum Rules, especially those relating specifically to the RP Forums.
Once you’re done here, head on over to the Discussion Thread (Don’t try and read it all, we prefer our players alive) and the actual game thread.

Your G Ms (Makaioh, Meanken, wikkit and Katarsus) hope you enjoy your time playing in A Game of Gods: Renaissance.

Edited by GeekCodeRed on Oct 15th 2018 at 9:38:44 AM

Sanojutsu King of Lame-Style from Throne Room Since: May, 2012 Relationship Status: Norwegian Wood
King of Lame-Style
#26: Jun 16th 2016 at 11:19:12 PM

  • Name: Jory "The Scarecrow" Whitfeld
  • Age: 30
  • Appearance: Jory is a somewhat young looking man, tall in height, of light complexion and athletic build, strong and lean yet not too bulky. He has short pale yellow hair often left fashionably unkempt, and a similarly yellow beard covering the lower half of his face. His face itself could be called ruggedly handsome on account of some youthful attractive looks marred by a number of facial scars, namely one vertical slice over his left eye, a diagonal one over his right eye, a horizontal slice across the nose, a couple more diagonal ones from the right cheek down towards the jaw, a cut on the upper lip and another on the lower and finally one coming from the left cheek down the side of his face and across his ear. His right eye is brown while the other resembles a faintly glowing red spherical gemstone. Its fair to note he almost always keeps his left eye covered by either an eyepatch or a simple handkerchief. At the beginning of the game he wears what he usually wears; a lightly armoured high collared greyish red jerkin over a dark blue shirt, with similarly coloured breeches, black boots that reach his mid-shin, lightly armoured bracers on his forearms, gloves with plates on the back of the hands, a dark brown leather eyepatch and a light summer cloak coloured white with a red band along the lower hemline. On his upper right arm he wears a red armband that bears a symbol combines the sigil of his house with the sigil of his city; a red tree over a field of white above a smaller pair of crossed ears of golden barley and wheat over a white field with a black stripe across the middle.
  • Universe: Naruto AU
  • Personality: Jory seems outwardly like an aloof, relaxed, detached man, always stoic and often seeming bored, not getting worked up by anything or any one. Although he is a very skilled individual with countless successful missions and duels to his name he is a surprisingly modest modest and humble, only boasting and doing shows of force in battle as an intimidation tactic. He's rather lonesome, not that he's averse to crowds or groups, he cherishes them but he's someone that feels comfortable while alone. Sometimes he may seem blunt or apathetic, speaking about sensitive topics with the same bored tone he uses in casual conversations, but he is kind hearted, he just hides it unwittingly with his usual demeanour. Due to certain losses he had in his early years he places a high value in teamwork and cooperation, dismissing his previous "victory at all costs" philosophy, and prioritizing the well-being of his teammates to the goal of the mission. In fact, the only thing to make him break from his cool headed demeanour is the abuse of his teammates and friends.
  • Backstory: Jory was born into the bosom of a small noble house in the city state of The Soul Garden, son of Dara Whitfeld and raised by mostly him and his aides since his mother died in childbirth. His father was a powerful and highly celebrated magi in the city, earning the name the White Fang of the Garden. Said celebrity was dashed away once and for all, while Jory was learning as pupil within the city's academy his father was involved in a high profile contract, in which the Dara forsake the mission in protection of the comrades put under his command. For this he was vilified and humiliated at court of the Mage Lord and at the city as well. This forced him to exile himself and give up his name in shame, never to return. This shaped Jory's upbringing, making him cold and stern, putting his duty before anything, both by his father's actions and the new weigh as head of the house.
    • However this demeanour changed as the world exploded into war, Jory having graduated the academy, recognized as a magi and thus a soldier he was called into service under command of his mentor; Alistair Waverind in a four man squad. What changed him precisely was the death of a close friend and comrade; Kite Bellows who in his death throes gifted him his left eye, as Jory had lost in a previous mission. Said eye was a magical eye, gem-like in nature, and product of the Bellow's bloodline. His friend's sacrifice and gift gave Jory a new appreciation of his father's words that was compounded after his other teammate's death, caused accidentally by his own hand, which not only brought on change in the nature of his eye, but further shaped him and his world view.
    • After the war Jory was in a depressive rut due to the previously mentioned deaths and as so a newly appointed Mage Lord; his former mentor Alistair, assigned as the commander of the Hunter Order, a group that serves as the personal guard of the Mage Lord and is under their direct orders, they usually carry out secret missions straight from the Mage Lord and deal with exceptional threats to the city. This allowed Jory to heal his mental wounds under his former mentor's supervision, and was relieved from his duties.
    • After this Jory served as potential mentor to many alumni of the Academy, but none were worthy as many ofthem didn't seem to grasp the importance of teamwork... Until one team, comprised of Nault of the Spiral, William Bellows, and Sherry Springfield three troubled young magi with great potential.
  • Powers/Abilities/Equipment:
    • Jory, like all magi have been trained to be able to use his own bodies spiritual energy, named "mana" in his home universe, to perform spells. Spells are composed of three components; a catalyst(often an incantation or a measure of mana), reagents(objects and/or mana used to bring the spell into being) and a conduit (the object through which the spell is channelled, it may be the magi's own body. Through this method Jory is able to perform spells, of which he knows countless as his eye and natural talent allow him to learn them extremely quickly. These include various kinds of elemental projectiles and barriers, the ability to create temporary doppelgänger of himself, and many others, making him an extremely versatile fighter. However he has few of techniques he's notable for; the use of his red eye, His summoned hounds and his Lightning Lance.
      • The Lightning lance is prepared by coating a piece of metal, often his sword or his own hand if nothing else is available, in a mixture of a particular mineral oil and iron dust, and saying a small incantation: "Blade to ward fields, spear to protect brothers, pierce through darkness" , causing lightning to manifest on the surface the object tightly gathering on it, stray lightnings sparking out and arching in the area around the object. Afterwards Jory often uses his well trained speed and supernatural accuracy on account of his eye to rush forward aiming to thrust. This technique is extremely powerful, is able to penetrate rocks and even hardened metals. It also allows for a variation, using some silver dust in the mix to turn it into a Hunting Lighting Fang, which allows him to project a hound-like lightning construct for ranged capabilities. For this power there's a cost, besides the usual need of a straight predictable charge, said charge giving a tad of a tunnel vision to the user and the fact that even with supplemental reagents the mana cost is considerable and in his best conditions Jory can only use it around 5 or six times a day without resting.
      • Some magis are able to make contracts with beasts and other entities in order to gain their support and the ability to summon them in battle. Jory's case was easier, since he trained said beasts namely 8 wolf-like dogs who he calls upon in battle to act as messengers, scout out the field, track down enemies and/or restrain them. They are named Old-man, Sweets, Mocha, Brick, Luckless, Night, Bull and Arrow. Aside from Old-Man, the leader of the pack, being able to talk they have no other special capabilities, they're just loyal, trained hounds.
      • His magical eye is denominated the Red Eye of Change, it heightens his visual perception and processing as well as allowing him for some sort of instant hypnosis allowing him to knock out and extract information from weak willed individuals, as well as relay memories and even dispel illusions affecting the target or himself by simply establishing eye contact. His eye can even let him see mana(and presumably any other types of spiritual/magical energies). He can even activate an advanced mode of this eye, The Otherworldly Eye, causing it to glow brightly, that not only boosts his visual already enhanced capabilities but also allows him to create portals on line of sight to form and close, dragging whatever was contained in it to an alternate plane even if it means severing it from something in this plane. However this doesn't come without its drawbacks, if the eye is open and active it will begin to drain mana at a constant pace, and the overstimulation caused by the eye after extended use may cause headaches and migraines. The otherworldly eye has even greater drawbacks, the mana consumption increases heavily and using the portal technique takes so much if he was fresh and in top condition he could only use it two to three times before needing to rest. The strain it puts on the body after extended is even greater, causing the aforementioned migraines as well as partial blindness from his left eye and bleeding out the eye socket.
    • On more mundane terms Jory is a skilled combatant, having trained in all weaponry available to him and even being skilled in unarmed combat. In raw physicality due to his training he's faster and stronger than the average person and has incredible reflexes even without the red eye to aid him. Adding to that is his years of experience in missions and as part of the Hunter Order that make him a rather valuable tactician especially if he's working as a part of a unit or team.
    • On his person he carries two pieces of equipment, one is a large leather pouch affixed to the his lower back that carries common reagents, medical equipment, stamina tonics and mana tonics. The other is Harvest's Crecent, his house's sword. Originally a simple cheap iron sickle the blade has been broken and reforged so regularly through the generations it is a house tradition at this point, and with each reforging it becomes stronger, both from an improved material and from lingering enchantments from past heads of the Whitfeld house. Its current incarnation is a short, somewhat broad double-edged sword with a round guard overlapping a short cross guard, with a hilt covered in ochre dyed cloth and a rounded pommel.
  • Differences From Canon: This is Naruto rethought as a somewhat gritty western high fantasy in which ninjas are replaced with magi, which is to say battle mages with mostly no pretensions of stealth. Pretty much everyone and everything has a 1::1 analogue, although in more of a western sensibility.

The graceless warrior, wielder of the edgeless blade, prophet of the old religions, writer of fluent nonsense, saviour of soul and song.
Chabal2 Fear me from Plains of Tolosa Since: Jan, 2010
Fear me
#27: Jun 17th 2016 at 2:14:34 AM

^^^^ Well what problems do you foresee caused by bringing him in?

desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#28: Jun 17th 2016 at 2:23:09 AM

[up] I'll go out on a limb and say it'll be something like my portrayal of Fuuma Kotarou in Sifuri?

The voice of thy brother's blood crieth unto me from the ground
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?
#29: Jun 17th 2016 at 9:41:43 AM

Alright, with those conditions, Master Yi, Naruko and Akeichi Mitsuhide are accepted.

Chabal: It isn't specific situations. Orkz, as a whole, are disruptive. Bigrench is just so alien, so difficult to communicate with, so repulsive that he will inevitably become a stranger on his own team, off doing his own things. This is not desirable in any RP that requires at least some teamwork. And with the premise of this game being what it is, Bigrench has a high possibility of being left behind after challenges, either through accident or on purpose.

There isn't a way to fix this while keeping the character. The answer is still a firm no.

Voids: I assume you mean "flatten" as in "knock over"?

In any case, I'd like you to list exactly what you'd like him to do. We need full details here. Manipulation of gravity has high potential for misuse, and we have to make sure Xigbar can't do something OP.

As for Jory "The Scarecrow" Whitfield, to begin with, I'd like extra details in the "Differences from Canon" section. Who is this an AU of? What are the canon equivalents of his powers?

Secondly, while I am wary about eight whole wolves, my more pressing concern is the eye. Instant hypnosis is definitely too powerful. I'm going to have to require at least ten whole seconds of eye contact before he can induce sleep, and a full minute to extract information from non-major NP Cs only. What qualifies as a non-major NPC is up the GM at the time.

As for the portals, if he uses it twice in a day, it'll completely drain his mana for the rest of the day. Any dragging action can be resisted against. It cannot be used on major NP Cs or P Cs. He cannot keep the portal open for more than ten seconds.

I'd also like more information on his "countless" list of spells.

They do have medals for almost, and they're called silver!
VoidsEmpathy Emissary of the Void from Realm of In-Between Since: Jan, 2011 Relationship Status: A heart full of love
Emissary of the Void
#30: Jun 17th 2016 at 9:50:10 AM

No, it's literally flattening them like pancakes, even if temporary

[DATA LOST]
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#31: Jun 17th 2016 at 10:24:46 AM

Question: Is Jory an AU of Hatake Kakashi?

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
Sanojutsu King of Lame-Style from Throne Room Since: May, 2012 Relationship Status: Norwegian Wood
King of Lame-Style
#32: Jun 17th 2016 at 10:27:35 AM

@GCR: thought it was a tad obvious so I omitted it, but yeah its an AU version of Hatake Kakashi, I'll add that and more to the appropriate section. On the account of the nerfs to his abilities I offer you to have smaller less imposing dogs, like German shepherds or Dobermanns or something of the sort, or just reduce the number of total dogs to 4 or 5. With the eye I agree to pretty much all the nerfs, so we're good here. On the 'countless spells' thing, is that he's really fast learner and he can learn them from his foes and allies by merely watching with his magic eye. If you take in mind he's been a magi for the better part of his life you see how the list of spells he knows just keeps getting longer and longer. But in theory he can only perform a number of them at the time since he needs the reagents necessary, so unless they are common in the universe he's in he'd be limited to lets say 6-8 spells, and up to 3 uses of each of them, if this is a good solution I'd be happy to define said spells before each mission.

edited 17th Jun '16 10:28:55 AM by Sanojutsu

The graceless warrior, wielder of the edgeless blade, prophet of the old religions, writer of fluent nonsense, saviour of soul and song.
TailsDoll I have a plan. Since: Apr, 2012
I have a plan.
#33: Jun 17th 2016 at 11:02:19 AM

  • Name: Spawn (Jason Broderick Wynn)

  • Age: 53 (Born 1940)

  • Appearance: Here

  • Universe: Spawn AU

  • Personality: Jason Wynn in his human life was a distant, commanding man, who could effectively lead other agents to protect American soil (or commit atrocities). As a Hellspawn, Jason remains catty and suspicious of strangers, a holdover from his old life as a CIA agent. At the same time, he is still willing to help those in need, and he tries to maintain a veneer of professionalism and some sense of humility even as a superhuman being. When it comes to dealing with issues, Jason tries to think one step ahead and avoid direct fighting, if only for pragmatic reasons. Being a chronic smoker in his past life, Jason still has a taste for tobacco as a Hellspawn.

  • Backstory:

    • Jason Wynn in his human life was a high ranking CIA agent, a patriot, and a family man, who lived in New York City. His role in the CIA put him above field agents such as Al Simmons and Jessica Priest, who he often directed. Jason tried to protect his country as an agent, but he also had a hand in carrying out morally dubious acts for the USA, which he did reluctantly. The years of regret and guilt eventually caught up with Jason, and he soon began to rebel against his country's practices, which his more bloodthirsty and ambitious underlings disagreed with. Agents Al Simmons and Jessica Priest turned on Jason and killed him during a mission in Botswana during 1985, burning him alive.

    • Due to his involvement in various crimes committed by the US government, Jason was sent to Hell after death. There, he sold his soul to a demon named Malebolgia in exchange for seeing his family one last time. Of course, making deals with demons never goes well, and Jason soon found that he was revived during 1990, five years after his death, which by then his family had moved on. Jason had also returned to Earth in the form of a Hellspawn, an elite demon meant to carry out Hell's bidding and bring souls to Hell, and his visage made him unable to fit in with human society in any meaningful way.

    • As a Hellspawn, Jason was encouraged to cause murder and mayhem on Earth, but he instead used his abilities to fight against the forces of Hell, along with various human criminals and several rogue mythical beings. He was also adopted by the homeless of New York City, and became their protector.

  • Powers:

    • Superhuman Endurance: Spawn's body is quite dense, weighing over four hundred pounds, and is composed completely of Necroplasm. This gives him strength beyond that of any regular human and high degree of durability, though he is not invulnerable, and can easily be harmed by bullets and other weapons/attacks of a similar power, or killed by extensive injuries. Decapitation or the loss of his torso will kill him instantly.

    • Necroplasm: Spawn is made from and powered by Necroplasm, an otherworldly substance that takes the form of green energy or liquid in its purest form. Necroplasm is used up when Spawn takes injuries or expends it using magic. Spawn initially began with 9999 "units" of Necroplasm, but through continued use, he has lost a fair sum. When Spawn runs out of Necroplasm, he will die, and return to eternal damnation in Hell.

    • Necroplasm Projection: Spawn can emit straight beams of solid Necroplasm from his hands or fingertips. These beams are concussive, able to knock solid objects back, and are not powerful enough to be lethal to an able-bodied human, only stun. This power drains Spawn's energy.

    • Healing: Spawn can heal the injuries of others using his powers and numb their pain, at the expense of using up Necroplasm. This ability works best on living human beings, and cannot cure major afflictions such as dismemberment or death. Foreign objects like bullets or poison cannot be removed from the body using this ability. The amount of Necroplasm expended depends on the severity of the injury being healed.

    • Shape-Shifting: Spawn can shape-shift into a human adult for a limited amount of time, at a great cost of Necroplasm. His ability to actually impersonate others is not perfect, and depends on how well his memory of the person he is transforming into is. While he can mimic the voice of the person he has transformed into (provided he knows what their voice sounds like), his voice will always sound relatively deep. Spawn's ability works best when he is disguising himself as a male; he has more trouble with females. Spawn cannot use any of his other powers while disguised without changing back into his original form, and is more vulnerable to damage.

    • Gliding: Though he weighs four hundred pounds, Spawn has the ability to glide using his cape so long as the atmosphere can carry him. He cannot lift himself into the air from the ground, and cannot remain in the air infinitely, nor can he remain still in the air without falling.

  • Abilities: Spawn in his human life was CIA trained and skilled in the form of martial arts. He can put up a fight without using his powers or his suit, though years of doing administrative work and not honing his skills as a Hellspawn have made his skills rusty.

  • Equipment:

    • K7-Leetha: Spawn's suit is actually a symbiotic creature, named Leetha of the 7th House of K. His cape, spikes, chains, and skulls are all part of an organism bonded to his central nervous system, allowing him to control what appear to be inanimate accessories. K7-Leetha does not provide much in the way of armor, and is about as durable as naked human flesh. Because she is a living being, K7-Leetha has limited healing abilities.

  • Differences From Canon: Jason Wynn is one of the initial antagonists of the Spawn franchise in canon, the director of the mysterious United States Security Group, and is partly responsible for turning Al Simmons into Spawn himself. Here, the role of the hero and the villain have been reversed: Al Simmons is the scheming sociopath, and Jason Wynn is the heroic Spawn. While the powers and backstory remain similar, the personalities are different.

edited 5th Dec '16 5:29:43 PM by TailsDoll

"@[=g3,8d]&fbb=-q]/hk%fg"
Chabal2 Fear me from Plains of Tolosa Since: Jan, 2010
Fear me
#34: Jun 17th 2016 at 2:04:30 PM

So I make him less "disruptive". With, say, a human mind parasiting his own, making him look at other ways of solving problems.

Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#35: Jun 17th 2016 at 9:03:33 PM

  • Name: Korra
  • Age: 18
  • Appearance: "I am not the Avatar. There is no place for the Avatar in the new world."
  • Universe: The Legend Of Korra
  • Personality: Korra is probably what every adult imagines when they complain about their unruly children. She's quiet, concentrated, never speaks out of line, extremely respectful of her superiors and has no time for 'playing around'. But at the same time, beneath this cold exterior, lies a bubbling cauldron of rage, an anger that was only silenced temporarily through a harsh upbringing. Korra is very anti-social, and has a tendency to confuse people with ideas, lacking that degree of empathy that you gain from interacting with other human beings. She leads her life following a series of strict moral codes and cannot abide by others doing things differently. But throughout all this, one constant remains, a simmering thought that she has been trying to quiet down for a long time: take away the Red Lotus... and who is Korra?
  • Powers/Abilities/Equipment:
    • Elemental Bending: As the Avatar, Korra is capable of bending the four elements- fire, water, earth and air. She has had expert training from the group known as Red Lotus, who have taught her to master both the physical and the spiritual side of bending. As such, she can easily switch between bending styles mid-fight, and knows how to apply each element in a violent and a non-violent way. However, despite this 'expertise', there seems to be a clear barrier to Korra's abilities: she can fight and perform amazing feats, but not Avatar-worthy feats. She's unsure if this barrier is in her head or in her body, but she hates the fact she can't unleash her full potential in the name of the Red Lotus.
    • Spiritual Connection: As the Avatar, Korra also has a connection to the spiritual world, one she has never been capable of using. Strangely enough, despite her father's incredible amount of knowledge on spirits, Korra has never been able to communicate with even a weak spirit, let alone walk into the Spirit World. By age fourteen, she decided to abandon her efforts to tap into this side of her powers, declaring 'it wouldn't contribute to the cause'.
    • Martial Arts: As is to be expected, her bending training has also led to her learning a lot about martial arts, although she uses them mostly to enhance her bending and never considers using it for close quarters (after all, she can bend, so what's the point of that?)
  • Differences From Canon/Backstory:
    • Korra was born to Tonraq and Senna of the Southern Water Tribe. She doesn't know this, because when she was less than a year old, a group of anarchists known as the Red Lotus invaded her home and kidnapped her. In another reality, the man known as Sokka was able to intercept the Red Lotus and help save Korra, but in this reality, he was far too late.
    • The story Korra was told was that her parents died fighting for the Red Lotus. She has spent her entire life in a compound, with every aspect of her day to day routine taken care of by Zaheer, who Korra has come to consider her father. From the day she learned how to read, Korra has been taught how the world is plagued by things like hierarchy, how power corrupts, how this world's balance was off and how it was the Red Lotus' mission to destroy the leaders and governments that kept society from truly advancing, whilst also working to reconnect the world of the humans and the world of the spirits.
    • Zaheer's teachings caught on to young Korra, who quickly became his most prodigious student. But not just that, Korra also came to truly love Zaheer as a father, especially when he started overseeing her bending training with his friends. Those were the days when Korra was happy: when it was just her, Zaheer, and bending. Those were the days when the world felt right, when everything felt good. She wishes these days could come back, but she wonders if they would still hold the same allure. Because recently, Korra has been wanting more and more to leave the compound. She says she wants to enact the Red Lotus' will upon this world... but she also wants to find out more about this corrupted world... and see if she could find herself in it.

NitrousThunder Yeeeeah! Uh-huh! Wiz Khalifa Knows What It Is! from the Wild Side Since: Jun, 2012 Relationship Status: If the gov't can read my mind, they know I'm thinking of you
Yeeeeah! Uh-huh! Wiz Khalifa Knows What It Is!
#36: Jun 17th 2016 at 11:16:44 PM

  • Name: Nightwing (real name: Damian Wayne)
  • Age: Late teens
  • Appearance: Here comes the hot sauce!
  • Universe: Injustice
  • Personality: Damian is a deeply conflicted individual. He was already torn between anger with his father for disowning him and the love that remained, but recent events have left him questioning his substitute father's ideals as well. While Damian does want to bring justice and peace to the world, Sinestro's attempts to take over Damian's mind through the Qwardian Power Ring are starting to make Damian question how Superman can ally with such a person—and what it means if Superman and Sinestro's respective concepts of order truly do align.
    • However, that internal conflict isn't something a lot of people see, since Damian puts on a brash, hotshot persona to try to hide his insecurities. In combat, he won't hesitate to hit with all he's got, nor will he pass up a chance to insult his opponent. However, while his arrogance might be an act, his love for combat isn't.
  • Backstory: The son of Bruce Wayne, Damian was the latest to take up the mantle of Robin...that is, until he accidentally killed Dick Grayson. Rejected by his own father, Damian soon fell in with Superman, becoming a key agent for the One Earth regime and one of the first to take the Kryptonian enhancement pill. In due time, Damian shed the Robin identity and took the name of Nightwing for himself.
    • After a few years, Sinestro, another elite One Earth member, saw the potential in Damian for an apprentice, an enforcer of fear just as ruthless as himself. As such, he gave Nightwing a Qwardian Power Ring, letting him channel and manipulate fear. But patrolling directly alongside Sinestro made Damian realize that Sinestro's idea of preserving order was far more extreme than his own. Unwilling to tolerate dissent, Sinestro attempted to use his own ring to take control of Damian's mind. But in the ensuing clash, Damian gets pulled into something far stranger than he could have ever imagined...
  • Powers/Abilities/Equipment:
    • Combat Training: Damian's martial arts training started under Batman when he was a child, and though he's no longer on Batman's side, he's continued that training and upped his technique to the point where he knows several styles.
    • Electro-Staff: Damian's main weapon of choice before becoming a Yellow Lantern, this two-part staff has electrified ends with a voltage on par with that of a taser and can be split into a pair of escrima sticks.
    • Kryptonian Enhancement Pill: This pill, given to the foot soldiers of the One Earth government's army, increases Damian's body tissue and bone density by several thousand percent. This doesn't make him invincible, but it does let him survive hits that would have killed him ordinarily and hit much harder than a normal human being. These were his main powers, until...
    • Qwardian Power Ring: Forged by Sinestro, this ring gives Nightwing the ability to fire yellow energy blasts, fly, converse in any language, and create yellow energy constructs that he can use to attack or defend in all manner of creative ways. What separates it from the Green Lanterns' power rings, which this ring was based off of, is that it allows the wielder to sense the fears of their opponents and create constructs designed to evoke and amplify those fears. For example, if Nightwing meets someone who hates snakes, he can respond by siccing a gigantic cobra construct on them. However, Nightwing isn't very good at this yet, and those with sufficient mental fortitude can shield themselves from these attempts to pry into their mind.
  • Differences From Canon: Nightwing already starts out as an AU character, hailing from a version of the DC Universe where Superman has gone crazy and taken over the world. This iteration is an AU of that AU, taking his Classic Battles ending from the game, where he gains a yellow power ring from Sinestro, and changing the circumstances of how he obtained it.

Just pretend I wrote something witty here, okay?
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#37: Jun 18th 2016 at 3:21:54 AM

  • Name: Reimu Hakurei
  • Age: 25
  • Appearance: General appearance. Her usual outfit is a tan trench coat over a black sleeveless shirt with a red tie. Also has a black suit for more formal occasions.
  • Universe: Touhou, City Noir AU
  • Personality: Incident Resolver Reimu Hakurei is a hard-boiled and cynical detective who's seen pretty much everything despite her young age, and back home she is feared and respected for her violent ways of "resolving" her cases. However, that's just how it looks on the outside. Everyone who knows her well knows that she's in truth a person who can't refuse a person in need, and that she has a strong sense of justice. And while she's certainly not above putting a bullet in a person in the heat of battle, she shows great restraint and will only actually kill someone if it's the only solution available. She keeps people at an armlength's distance, because she don't want them to get embroiled in the whirlpool of trouble that seems to form around her, but she prefers having someone to watch her back if she can. Having had a tough childhood with not a lot of money or food, Reimu can get greedy at the possibility of easy money or free food, but her moral fibre is still intact.

  • Backstory:
Reimu grew up an orphan in the old Hakurei Shrine in East Gensokyo City, the fate of her parents unknown. She went to school in a tough neighbourhood, and learned the alphabet and how to hold her own in a fight. As she grew up, she managed to stay clear of the bad crowds, but East Gensokyo isn't the kind of place you can get away with doing that without making a statement. Reimu was packing heat from the age of 16, and had to make her stance clear on the matter several times through High School.

However, as a strong and capable young woman who wasn't afraid of standing up to the gangs, Reimu attracted requests for help and pleas of aid from other people who wanted to live clean and proper lives, but couldn't defend themselves from the gangs. With the help of her former partner Marisa, she formed a little business where she'd take care of various problems. In the beginning, this put her on a collission course with Gensokyo City Police, but over time they began to see the need for an independent agent in the East that held a candle aglow in a dark place. These days, she gets requests from everyone from people in the street to the Chief of Police and the Mayor's Office.

Well, some time has passed since those early busy years, and cases have come in and out. Right now, the business is going well, though Marisa has left and a new girl of the name of Sanae is Reimu's current partner. And it seems there's no end to the trouble that'll keep knocking on the door of Reimu Hakurei, Incident Resolver.

  • Powers/Abilities/Equipment:
    • Reimu goes nowhere unarmed. Her weapon of choice is the "Gohei", a Strayer Voight Infinity chambered for .40 S&W cartridges with double-stack magazines and a custom red paintjob. However, one day she discovered her mother's old guns, which she takes with her when she expects heavy resistance or could do with some luck. They're called "Yin" and "Yang", and are Colt Single Action Army .45 revolvers.
    • Her tough early years has shaped her physical abilities, and she's developed great agility, a clear mind in battle and quick reflexes. Despite her thin frame, she's quite athletic and there are those who call her the "Flying Detective" because of her fast movements. However, she's still just human.
    • Through the years, Reimu has acquired a lot of different knowledge and experience. Arguably the most useful is her knack at reading faces and body language, and she can almost always tell when someone is lying or otherwise hiding their true intentions. Furthermore, she's a smooth talker, especially with the ladies, and can bluff her way to information or out of trouble if necessary. And lastly, she's got an uncanny grasp of various gun knowledge to the point where she can identify weapons that are being used or have been used at the scene of a crime immediately. Normally this only extends to guns that are likely to appear back home, but she's quick to catch on when it comes to futuristic or alien weaponry as well.
    • Unlike her Canon counterpart, Reimu has as good as no knowledge of spiritual or mystical arts, mainly because it's nearly completely absent in her homeworld. However, being a miko's child is still good for something when thrown out into the big multiverse. She's got a sixth sense when it comes to telling if something is magical, sacred, cursed or otherwise spiritually or magically charged. However, she can not tell exactly what it means, only that there's more to something that meets the eye, and she can usually sense if it's beneficial or dangerous. This also means that she can see magical creatures or objects that are otherwise Invisible to Normals.

  • Differences From Canon: Gensokyo City is an AU of Touhou's Gensokyo where the whole mystical fairytale land is one large modern city. There is no magic, and the various magical creatures are instead criminals and gangsters. Instead of magic, the inhabitants carry guns. The dangerous East Gensokyo, where Reimu has her office, is a version of the dark regions of Gensokyo inhabitated by man-eating youkai, while the much more peaceful West Gensokyo on the other side of the river represents the Human Village in canon.

edited 7th Jun '17 1:24:28 PM by Lemurian

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
Chabal2 Fear me from Plains of Tolosa Since: Jan, 2010
Fear me
#38: Jun 18th 2016 at 3:35:25 AM

Is it that one AU where Sakuya is Canadian?

LizardOfAus Toa of Anarchy from an Island Kingdom Since: Feb, 2010 Relationship Status: Non-Canon
Toa of Anarchy
#39: Jun 18th 2016 at 6:44:26 AM

Puttering around the forums, got curious about the new Game of Gods stuff, had a look-see, and was very interested in what I found here. Kind of reminds me of that RP launched years and years ago where I played Russian Batman for a bit.

Well, I'm always a slut for Alternate Reality stories, so I'll consider a character. I will then, once again, make a concerted effort to not lose interest and flake out at some point. Who knows? Maybe I'll succeed. If nothing else, I'd like to honour my roots by reconnecting with the GOG franchise.

RhymeAndTreason Witchcraft! from a wonderful killing chamber Since: Jun, 2014 Relationship Status: Sinking with my ship
Witchcraft!
#40: Jun 18th 2016 at 11:25:49 AM

When the AU stipulation was announced, I suddenly had no idea what I was gonna do for this. And then I had way too many ideas for what I'm gonna do for this.

So I'm just gonna start with the first (and probably worst, but whatever) one I finished, and then if that doesn't work out for some reason, move on to a different idea.

  • Name: Ami Kuzuki

  • Age: 15

  • Appearance: this and this, but with slightly pointier ears, and this school uniform.

  • Universe: Hana No Miyako. Well, sort of.

  • Personality: A ruffian to the core, Ami is free-spirited fighter who loves nothing more than the thrill of battle. Though she holds back to uphold her pretense of relative normalcy, she enjoys challenging those stronger than her to fights for no reason, just because she can. And, despite being a foulmouthed and violent little firebrand, Ami is also capable of being a demure and pleasant young woman, too.

    Ami can, at times, be an unbelievably soft person, sweet, kind, honest, and true to her feelings. She speaks freely of love and life, in polite and gentle tones. She is practically the picture of purity. She totally adores her parents, and calling her a mama's girl or a papa's girl would not be inaccurate at all.

    At other times, she is loud, violent, and crude. She swears like a sailor, and hurls insults like stones. Her emotions are intense, and often get the better of her, and she displays them in rather extreme forms. And she will fight anything. She's also fond of western punk music, like The Clash and The Offspring.

    She tends towards being lazy and easily distracted, either moving from one form of recreational activity to another quickly, or simply lying around all day. Actually doing work is practically anathema to her. She can usually work up enough motivation for learning magic, though.

    This version of Ami has some additional worries brought about by her parentage and insight into the magical world, but in general demeanour remains the same fight-happy rogue as ever. She is at once proud and ashamed of her heritage - she likes to play to the image of an evil witch, like her mother and great-aunt were, but at the same time she is terrified of the idea of actually becoming like that - she just acts like it for show, not because she actually wants to curse and kill people. She also feels a significant disconnect from most people, since, well, most people aren't daughters of ancient witches, trained in powerful magic no longer usable by the modern man, and not entirely human. As a result, she's a lot lonelier than she lets on.

  • Backstory: Ami is an oddball indeed. This oddness starts at her family tree: her great-grandfather is the sun god Helios, for one thing. Her great-aunt is Circe, the famous witch of Greek myth. And, of course, her mother is none other than Medea, summoned into the present day to fight in a competition called the Holy Grail War. So, it's probably lucky that she missed the fate that claimed so many of her half-siblings, huh? Her father is Japanese man named Souichirou Kuzuki, who was raised in isolation among the mountains as an assassin, so there's not much normality on that side of the family tree, either.

    How the Grail War ended, Ami was never told, but the end result was that Medea and Souichirou survived, and moved from Fuyuki City to Misaki Town, where Ami was born and raised. From there, her life was more or less normal (Well, as normal as you can get when you're learning magic, your mom is an ancient witch, your dad is an assassin). Eventually, she was enrolled in Asagami, an exclusive all-girls high school, which hosted a fairly large number of people who, like her, lived on the supernatural side of the world - magi, daughters of former demon hunter clans, demon-hybrids, and the like.

    There, she finally found a friend she actually felt she could connect with (albeit in a rather vitriolic way): an Alchemist from the Eltnam family (who never explained why she was going to a school that wasn't the ATLAS Institute) named Maria. She also found a rival - a demon-hybrid named Miyako Arima, who really didn't want to have anything to do with the supernatural, but kept ending up being dragged into it anyway.

  • Powers/Abilities/Equipment:

    • Mimicry: Any technique Ami has seen in action so much as once, she can mimic perfectly... although rarely can she remember the proper name. This version of her uses the ability much less, since she prefers magic to martial arts.

      As agreed with the mods, Ami's mimicry will only work on techniques that require no supernatural element - mundane (or relatively so) martial arts only.

      Some notable techniques she's picked up:

      • Sensou: A technique once used by the now-extinct Nanaya clan of demon hunters, learned, oddly enough, from Miyako, who learned it from her adopted brother...'s evil double/Jungian Shadow - it's a long story. Basically, the ability to cross short distances so fast one appears to teleport.

        As agreed with the mods, Sensou will be nerfed to have a five-second cooldown.

      • Sensa: Another Nanaya technique, also used by Miyako. The ability to launch several attacks with a single arm or leg in such quick succession the blows almost seem to be landing all at once. Usually used with a knife or some other weapon.

        As agreed with the mods, Sensa will only be capable of landing three hits per use, and each strike can be blocked or dodged..

      • Various unnamed other Nanaya techniques, such as their inhuman flexibility, and ability to briefly run on walls - and even take a single step on a ceiling.

      • Snake: The martial arts style used by Ami's father. As an assassin's weapon, it is designed to finish fights quickly, and to do that, it relies on ensuring the opponent does not understand how it works. Snake revolves around keeping one's arms flexible and whip-like, while having blows suddenly turn at right angles to ensure they are difficult to predict and difficult to dodge. Each strike is aimed precisely at a vital point and launched at high speeds that make them difficult to see. Ami's version is much less effective than her father's, for two main reasons: one, she's a schoolgirl, not a trained assassin, and two, she doesn't have extremely powerful magical reinforcement on her side. If someone can understand the mechanics behind the style, it loses most of it's effectiveness against most targets.

      • Various random bits of random martial arts. The end result is that Ami is remarkably agile and a competent gymnast, and able to fight reasonably well hand-to-hand... or, rather, foot-to-hand, given her preference for techniques that use her legs.

    • Divine Words: A form of magic lost to the modern man. Rather than requiring the use of Magic Circuits and incantations to refine and utilize one's own magical energy, a user of Divine Words can command the mana of the world itself and in doing so create magical effects. It's also capable of simply blowing lesser spells away, in a sense that has been compared to a flood versus mud houses. Ami's mother hasn't taught her everything she can do with this, though, so she's still more or less a novice. Can only be used by people with special vocal cords, so she can't teach it to anyone or anything.

      Notable spells that Ami knows include:

      • Aero: A powerful 'plague wind,' although in Ami's hands it's mostly just raging winds to buffet her enemies. She can also refine it into a Razor Wind, if she pleases.

      • Celaeno: A spell that allows for flight. While in Medea's hands it caused her cloak to become bat-like wings, in Ami's hands it causes her to sprout grand angelic wings.

      • Atlas: Increases the pressure of the atmosphere around a target enough to prevent them from moving without actually hurting them.

        As agreed with the mods, Atlas will only last 30 seconds, and cannot be used on P Cs or major NP Cs.

      • Trofa: A spell allowing for teleportation, over long or short distances. It is difficult to use outside of areas specifically set up for its use, however, so Ami must concentrate hard for a period of time, and can only teleport herself.

        As agreed with the mods, Trofa will only work for places Ami has line of sight to, or has been to herself. It will also have a high energy drain.

      • Witchcraft: Various typical witch-y stuff. Potions etc. are covered under Item Construction, but aren't everything. Ami is also capable of casting curses to weaken and befuddle enemies. Mostly, Ami's curses just make their targets reactions slower, or make them ill, or break their concentration.

    • Item Construction: Ami is capable of brewing magical potions, but her level of skill is nowhere near her mother's, so for instance while Medea can give near-immortality with a healing potion, Ami's healing potions can only heal wounds, not even to the point of restoring lost limbs. She can also craft magical items, but again, her level of skill is far below her mother's, and she's limited to minor effects. Obviously, she also needs to have access to the proper materials, too. She's usually too lazy and easily distracted to actually finish such things, however.

    • Expressive Eyepatch: The eyepatch she wears (mostly as a fashion statement, since she still has both eyes) was enchanted by her mother with a spell that causes the normally cross-shaped icon on the front to change to reflect Ami's mood - A question mark if she's confused, a heart when she's dazed by love, a music note when she's happy, etc. This is clearly an important power worthy of mention.

  • Differences From Canon: The main thing is, she's been altered to fit into a version of the main Nasuverse rather than a weird spinoff thingy, insofar as that's possible. So, she's now the daughter of the real, genuine Medea, who somehow survived the Grail War, and the real, genuine Souichirou, instead of an inexplicable duplicate of Souichirou and a Greek woman implied to be an inexplicable duplicate of Medea. And Asagami is much the same as it was when Akiha went there. And she knows magic. It hasn't altered her life story as much as one might think, but it has altered her personality and her outlook on the world.

    The timeline no longer makes any sense whatsoever unless we go with the Tsukihime remake's setting update to 2015 while keeping Fate/Stay Night in 2004 (thus making Ami's 'present day' 2019 or 2020), in which case it almost makes a little sense.

    Also apparently in this AU Servants can have children. Just go with it.

... This whole thing may have been slightly influenced by the song Landscape by Florence + The Machine, because I had it stuck in my head while writing this.

Also, disclaimer, I have never read, played, or watched F/SN, in case that's a problem. I'm more of a Tsukihime and DDD guy.

Edit: removed Magic Resistance, because I'm not 100% clear on if that's actually a thing or not.

edited 19th Jun '16 5:08:02 PM by RhymeAndTreason

VoidsEmpathy Emissary of the Void from Realm of In-Between Since: Jan, 2011 Relationship Status: A heart full of love
Emissary of the Void
#41: Jun 18th 2016 at 12:00:45 PM

Okay, after much consideration, I'll have Xigbar stick to the known Gravity spells for now. The teleportation aspect, on the other hand, is rather situational.From his boss fight, he is ruthless in spamming it with little to no cost to himself. While I understand that auto-hitting is obviously a big no-no, I'm pretty sure that the opposite would be considered true if I am not mistaken.

For obvious reasons, I can't even fathom the idea of replicating an actual black hole without insta-wiping the entire universe, depending on whether or not outer space is an actual area to be explored.

[DATA LOST]
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?
#42: Jun 18th 2016 at 2:52:56 PM

Chabal: You appear to be of the illusion that this can be negotiated. You are wrong. The ruling is final.

Voids: You haven't yet explained what the basic gravity spells are. And teleportation has a twenty-five meter radius of range, five second delay.

Sano: Yeah, four wolves is better. But I'd like you to pick the spells (I assume these are the equivalent of ninjitsu techniques) that he'd use the most, explain them, and limit him to those. Not gonna limit how many spells you pick, just pick anything he uses more than once ever.

Spawn cannot survive the destruction of his head or torso. Apart from that, I don't have much of a problem.

I'm gonna need to know how strong and how durable Nightwing is. Also, on the topic of the ring, I'd like to know the strength of those energy blasts, the fear-reading will not work on P Cs and major NP Cs, and he can only create one construct at a time. He can "fire and forget" an inanimate construct, but if it's animated or it has moving parts, he needs to concentrate to keep it up. And they can't be bigger than a Humvee.

As for Ami Kizuki, I did not know this character existed but I'm glad I do now. Recently watched UBW, loved Medea and Souichirou.

Anyway, gonna have have a cooldown on the Sensou technique, around five seconds. I'd also like to know how long a "short" distance is. I'd also like to limit the Sensa technique to three strikes, which I feel is thematically appropriate. Also Mimicry is to be limited to martial arts, and cannot recreate techniques that require magic or ki or aura or any supernatural power.

As for her magic, I don't see many problems. Atlas needs a limit, I'd say thirty seconds, and cannot be used on P Cs and Major NP Cs. Trofa needs line-of-sight or having seen the location in person prior, and will have a high prana/energy drain

And Korra and Reimu are accepted without reservation.

They do have medals for almost, and they're called silver!
VoidsEmpathy Emissary of the Void from Realm of In-Between Since: Jan, 2011 Relationship Status: A heart full of love
Emissary of the Void
#43: Jun 18th 2016 at 3:09:32 PM

Admittedly, I'm not good at explaining the mechanics of the spells, but game-wise: It shaves off a fraction of the enemies HP while simultaneously flattens them. The Zero Gravity spells causes the enemies to float in the air for a predetermined amount of time and can become confused should you attack them.

Here's the links to their pages if you want to see them: Gravity and Zero Gravity

[DATA LOST]
RhymeAndTreason Witchcraft! from a wonderful killing chamber Since: Jun, 2014 Relationship Status: Sinking with my ship
Witchcraft!
#44: Jun 18th 2016 at 3:10:19 PM

Checking now, the range of Sensou, at least in Melty Blood, seems to be about twice Shiki Nanaya's height. So, about 11 feet? Maybe less?

Anyway, I'm totally cool with all the suggested limits! I'll go ahead and edit them in.

edited 18th Jun '16 3:10:41 PM by RhymeAndTreason

TailsDoll I have a plan. Since: Apr, 2012
I have a plan.
#45: Jun 18th 2016 at 4:38:38 PM

I edited my sheet.

"@[=g3,8d]&fbb=-q]/hk%fg"
troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#46: Jun 18th 2016 at 5:46:30 PM

I'm not a GM, but I'd like to suggest that Ami have her father's kickass martial art, Snake - it's basically a style that thrives on being completely unpredictable, and its lethal aspect would be toned-down somewhat by schoolgirl muscles and a lack of Caster-level Reinforcement.

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
RhymeAndTreason Witchcraft! from a wonderful killing chamber Since: Jun, 2014 Relationship Status: Sinking with my ship
Witchcraft!
#47: Jun 18th 2016 at 7:42:03 PM

That would make sense, wouldn't it?

Fusionman I'm Back Bitches (not really) from In a snow-covered wasteland Since: Nov, 2009 Relationship Status: I wanna know about these strangers like me
I'm Back Bitches (not really)
#48: Jun 19th 2016 at 12:30:52 AM

Name: Yu Narukami

Age: 17

Appearance: Social Links

Universe: Persona 4 (Accomplice Ending)

Personality: Yu's personality has been twisted as you can see when you look at the new form Izanagi changed into. Yu has roughly become a representation of the Reversed Fool in Tarot as he's become more impulsive and frivolous as well as prone to fits of deep, scary obsession over an individual or a concept. Usually for Yu this has manifested recently in a lust for both power and of the thrill of the hunt/ the game. He even chose to help Adachi conceal the truth as he did not wish for the hunt for the killer in Inaba to end. He also seems to enjoy the abuse of power as even the faces of those when he rips away hope seems to almost give Yu a rush in and of itself. Yu has slowly been going insane and morphing into a sociopath at best, a psychopath who enjoys control at worst. However despite all of that Yu can still almost slip into the much kinder man he was in Inaba before it began and the charismatic man who formed many social links and the power given by such with his empathy and understanding.

Backstory: Yu Narukami moved to Inaba to live with his uncle and niece for his second year of high school. Early in the year he was touched by Izanami who chose him as a player of sorts in her test of humanity and its will. This would soon choose him to be the Fool Arcana and as such be able to switch between multiple Personas unlike most humans who can only wield the one representing themselves. He also would become friends with Yosuke Hanamura and other students in the local high school and soon discover that he can access an alternate dimension of sorts within televisions. This TV World is also being used at this time by a man named Tohru Adachi to commit murder plots but mostly another man is throwing young high schoolers and such inside the television who will then mysteriously turn up dead in the "real world" once fog rolls over Inaba after a few days of rain. After making many friends, increasing his power with the Personas and mostly figuring out the case, he discovered Tohru Adachi (a man he had also bonded with during his time in Inaba) was the true culprit. However, Yu would choose to conceal the evidence and even burn a letter that could have been essential evidence right in front of Adachi as Adachi declares the two to now be "partners" of sorts. Yu would leave Inaba a few months later but his so-called unbreakable bond with Adachi would stick with Yu as he went back to the bigger cities of Japan.

Powers/Abilities/Equipment: As mentioned Yu's main power is his ability to access and wield Personas while within the TV World. Presumably Yu will in some form be given access to these Personas as these would be key to his ability to "help" save his dimension. As Yu has become more power-hungry he mostly wields some of the strongest Personas and the ones that can be accessed via a deep social link with people representing certain Arcanas in a Tarot deck. When he is not using his personas, Yu will usually be using some bladed weapon such as a sword or a like for his own personal "hand to hand" combat of sorts. Without access to a Velvet Room, Yu will have access to these 8 Personas

Magatsu-Izanagi- This persona is a corrupted form of his original Persona and likely the one which represented Yu, Izanagi. Now corrupted and almost rusted it has access to electric and physical skills mostly but also has a few wind skills to conjure a miniature tornado at first to inflict heavy damage on his foes.

Isis- The strongest Persona of the Empress Arcana, Isis is mostly a healer with a few ice skills as well in order to both heal his allies and attempt to freeze his opponents.

Sraosha - The strongest Persona of the Justice Arcana represented by his now dead niece Nanako Dojima, Sraosha's role in battle is mostly already covered by others as it focuses on physical skills with a secondary focus in the insta-kill but low accuracy Light skills but Yu keeps it as a personal memento of Nanako and almost seems to see Sraosha as his one remembrance.

Beelzebub- The ultimate Persona of the Devil Arcana, Beelzebub has a magical focus in general having the strongest attacks in many elements and being able to boost its own magical attacks though it has a few physical and Almighty attacks as well.

Asura- The ultimate Persona of the Sun Arcana, Asura is a fire/physical tank that can also protect Yu from status ailments such as fear and Silence (which would disable his Personas) while actively chosen by Yu with a small chance to lower the damage of physical attacks. (I will likely nerf this well below the original 20% to roughly...2% perhaps. It has also been nerfed from reflection to damage reduction)

Shiva-The ultimate Persona of the Tower Arcana, [1], Shiva is another strong magical powerhouse that also has the ability to revive Yu back to nearly full health in a near death scenario while active. (while in canon this is once per battle I would roughly put this at once a day at best)

Attis The Ultimate persona of the Hanged Man Arcana Attis is more of a supportive Persona with the ability to heal allies, cure ailments and revive a teammate to near full health once a day like Shiva does for Yu.

Zaou-Gongen The ultimate Strength Arcana persona, Zaou-Gongen as his arcana would imply is a physical powerhouse however the side effects of these physical attacks are severe as they are extremely exhausting and take a large chunk of energy to activate regardless of if it hits or misses meaning those attacks will be rarely used.

Differences From Canon:

1. Nanako died

2. Did not have a close bond with the investigation team

3. Helped Adachi conceal his role in the murders (an act he does have at least some regret towards)

4. Personality and hence his main persona has become corrupted almost to represent a growing insanity

5. Different personas than his canon incarnation

edited 19th Jun '16 12:31:57 AM by Fusionman

To Be Updated when I'm not Lazy
biomechtraveler Since: Apr, 2011
#49: Jun 19th 2016 at 4:13:55 PM

Putting in a tentative reservation for veteran Icarax here. I'll do it properly after finals which is in...3 hours?

By the way, can I get a feel for the power ceiling in this game?

edited 19th Jun '16 4:14:26 PM by biomechtraveler

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?
#50: Jun 19th 2016 at 4:36:26 PM

Okay, so, Spawn is accepted.

On the topic of Ami Kizuki, I forgot something: the Sensa strikes can be blocked and dodged. And write up Snake and we'll take a look.

Voids: Okay, we're gonna say that "Gravity" is a concussive force meant to knock people over (not cartoonishly flatten). This effect can be resisted. Zero Gravity can grab three non-Major NP Cs (Major NP Cs and P Cs are immune) and lasts fifteen seconds max. If the enemy can fly, they are immune.

And as for Yu Narukami, I'm gonna need a brief description of each spell that each Persona can pull off. Especially since I saw the word "insta-kill" in there.

And Bio, it's really case-by-case. But in general, we'd rather if offensive abilities don't include the phrase "natural disaster" and you're not as tough as an M 1 A 2 Abrams or Challenger 2.

They do have medals for almost, and they're called silver!

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