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A Game of Gods: Terminus, Round 2

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wikkit Since: Sep, 2009
#51: Jun 26th 2018 at 7:57:17 PM

  • Strength: This is too vague. Please elaborate further.
  • Punching fast: I don't know about you, but I myself am able to punch several times in one second.
  • Fireworks: Also too vague.

Please fix the above issues, and also fix this website's format while we're at it.

DefRevenge24601 Strongest In History from Beyond The Void (Experienced, Not Yet Jaded) Relationship Status: [TOP SECRET]
Strongest In History
#52: Jun 27th 2018 at 4:56:57 PM

I elaborated a bit. Better?

"DIO is the ultimate being! The being of the future! Dare you not to rival me!"
wikkit Since: Sep, 2009
#53: Jun 28th 2018 at 9:52:04 PM

Okay, having the ability to explode people 30 times in one second is too much.

Also, I can theoretically destroy a house, given time. Please don't be so vague with your terms.

tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#54: Jul 1st 2018 at 12:58:54 AM

I want to get back into term but I feel awkward using Instinct again since I've already restarted her a couple times. I'd like to port my man over from Nem instead. Sign up mostly taken from BW with a few pointers from the old Nem signup, nerfs already applied are taken a little from both since I think term vaguely sits between two in power capping.

Harry Blackstone Copperfield "The building was on fire, and it wasn’t my fault" Dresden

  • Age: Somewhere in his 30's. He's from book 15.
  • Appearance: Sometin like this. Very tall — almost 7 feet — and lanky. Facial features are masculine, but too blocky to be handsome. A rather blue collar looking dude, not a model and not ugly. Has several scars on his body, though most have faded by this point. Very quite fit beneath his duster

  • Universe: TheDresdenFiles

  • Personality: Take Gandalf’s temper, Merlin’s inquisitive meddling, Sherlock’s chassis and three-quarters of his brain, give that package a bunch of balls and a smartass mouth and you have Harry Dresden in a nutshell...that’s literally how Butcher conceived of the guy. Harry is a PI, and a very good one. He’s smart, he’s perceptive, he’s always thinking on his feet, and he’s used to being involved with the criminal and cult underbelly of society. He lives the small life, small circle of friends, small house, small income, setting himself up not on ambition but out of a desire to help innocent people out. He’s brave — reckless frankly, in some circumstances — and doesn’t deal well with authority. When in danger and scared, his natural reaction is to start wise cracking at things, there being very few circumstances where he’ll manage to resist running his mouth. He fashions himself a bloodied defender of his town, Chicago, and of any mortals he can protect, and when it comes to standing up to the big bads of the world there are few that can match his willpower and sheer bullheadedness, or match him in tendency to flip them all off. He’s smart, he’s determined, and he’s nearly impossible to shake off your tail. He’s what happens if you mix good ol holmes with wizardy abilities.

  • In his personal life, Harry is a quiet man, usually softspoken, and is a general goofball, contrasting with his bullheaded nature that he displays while on the job. He’s a total geek, loving the classics like star wars and doctor who and lord of the rings, making jokes and references very frequently and all around being a goofy, pleasant guy when no one’s deliberately pissing him off. He’s juvenile and stubborn frequently and has a tendency to push his problems away, but at heart he’s a very chivalrous man who’s always trying to look out for the small people in life. He will almost certainly die one day by sticking his nose into something he shouldn’t to protect someone he shouldn’t have, and one couldn’t imagine a more fitting end. Also, he seems to enjoy bemusing his friends — he always enjoys keeping mysteries and secrets for himself and mystifying others, though that’s more of a general wizard personality trait. They tend not to show their hand often.

    • He LIKES to be a hope inspirer and a paragon, but funnily enough, despite his good nature he’s much better at ultimately being a terror hero than he is at being a paragon, having no problem using fear and force to clobber his way through problems, sometimes even on his own allies if he thinks he needs to get a point across. He deliberately crafts a reputation of being the dreaded, finding that scaring enemies away before they decide to attack is a much better deterrent than fighting the whole world head on. He’s good and often nice, but damn if he ain’t scary when he tries.

    • Coupled with his terror hero tendencies, Harry is also self conscious at heart, and is very self deprecating. He keeps his years of pain and wounds from his universally-harsh life close to his heart and doesn’t really show it off, but life hasn’t been kind to him and it can show. He’s also very flawed when it comes to temptations — Harry is drawn to ‘the dark side’, as he’d put it. He’s drawn to temptations of power, to exert his ways more forcefully on the world and to force his desires. He’s GREAT at resisting them most of the time — he once got possessed by a fallen angel, and he made the new world record for longest amount of time gone without giving into said angel’s deals in all of said angel’s history of tempting mortals to where it eventually just kinda gave up — but the fact he feels them at all makes him weary and sometimes self doubting, and he doesn’t know if he can call himself a good man these days. This has only gotten worse ever since book 12 where he became a soldier known as the winter knight, which not only was done by him killing a helpless prisoner (to be fair, said prisoner was very appreciative at finally getting release) but since then he has come even closer to the world of devils, which has made his self doubting issues even worse. This is certainly not helped by the fact that the powers of the Winter knight sometimes try to take over his mind and give him absolutely horrifying impulses, making his temptations feel even worse when they come up.

    • Also, he’s a bit lonely, and seems to have a larger than normal libido for some reason — he can’t ever get a lovelife, so too bad for him.

    • He’s guile, but in a non subtle way — he flat out tells you that he’ll kill you if you touch a mortal human around him, and he tends to go from there. His line of PI style manipulation is less being crafty to your face and more being crafty from behind the scenes while unraveling his opponent’s plans. He's extremely pragmatic and resourceful, always looking around for whatever he can use to give himself an edge.

  • Backstory: Trying to keep this short, unlike the rest of this damn signup. He was born, his mom died, his dad died a few years later, went to an orphanage, an evil mage picked him up and trained up, betrayed him, Harry killed him and was nearly sentenced to death by the White council of wizards [the big organization of wizards in the DF verse] because killing someone with magic was and is super illegal, got instead put under the tutalage of a different, good guy mage. He grew up more, got his PI license, opened a magical PI service up in chicago. Most people thought he was a hilarious con cause he flat out advertised himself as a wizard — harry is not a subtle man a lot of the time — but it worked well enough. Met some friends, got involved in a lot of the underworld of DF, started a war, resurrected a zombie dinosaur, fought several supernatural baddie organizations over and over for several years, had his house blown up, ended a war, became the winter knight, got killed, got resurrected, fought even worse baddies, now he’s here. Life's a bitch.

  • Powers:

  • True Sight: The ability to see the world in symbolic form to reveal its truer nature; for example, if a wizard sees a man whose wife has just died, he might see the man with sword wounds all over his body. Helps with seeing magic stuff more clearly and can gain an insight into other people but the things seen can never be forgotten in the slightest, so he's extremely careful using it as looking at something particularly evil or unpleasant can basically break his mind.

  • Opening doors to magical realms: In series wizards can open holes in reality to step into the magical reality that exists next to us, so in general it means that if someone puts him into some space-time magic spell that puts em apart from normal reality he can try to cut through it. Only works if it's magic that's done it though.

  • Wizard Sense: It's similar to "Spidey sense" in how it works. Instead of danger, what it detects is Magic in its natural state and worked forms. Wards, for instance, are invisible to the normal eye, but a wizard would be able to sense when they are present.

  • Soul gaze: Wizards can do something called soul gaze, which allows people to see into their souls and vice versa, happens automatically with eye contact that lasts more than a couple of seconds. The benefit is that you can't hide your fundamental nature during a soul gaze so it can help establish trust or the like, once you see what someone basically is, but the downside is that like true sight you can never forget what you saw, it'll always be just as pixel perfect clear as it was when you saw it. Less dangerous than true sight — you usually can't be driven outright insane from it, but it can be a very unpleasant experience if it's a very unpleasant soul you witnessed. Also, due to souls being hard to interpret and just giving you a broad image the benefit is pretty vague unless you just want to know if that saint is secretly a complete monster.
    • Actually seeing the soul: what I mean when I say 'you see the other soul' is actually something not set in stone and is generally a good place for a player to be creative (though it'll always be something that gives you a broad impression rather than gritty narrow details of their lives). Harry sees people in a visual symbolic landscape when he soul gazes, but it's different for everyone person if they also get a symbolic look, or if they get a character's theme song stuck in their head, or any way you want to interpret the viewing. Lasts about as long as you want, in real life it takes about a second of time passing, during which the characters will simply be frozen in place due to their minds having other things to process.
    • Was made to be permission based back in Nem.

  • quick reaction time: due to a lifetime of fighting opponents with highway like super speed, he's able to react quicker than a normal human would. So in the amount of time it takes you to think "Oh shi—dead" he'd manage to react "Oh shit shields up "

  • Magic circles: Drawing a small circle or otherwise making the image of one and solidifying it in his mind can basically summon up a shield in its radius, both to keep magic things out if he's inside and to try to keep magic things in if he's outside. It'll shatter if it takes too much damage and isn't meant to be permanent due to it, larger and more complicated geometry drawings can help make it stronger, and it breaks if anything non magical goes through it (past dust or the like).

  • As he is a wizard he's able to control magic and unleash it as physical matter. This ability is tied to a number of factors: the emotion one uses to draw the energy in, the intention of the person using it, etc, that shape how the spell comes out. It also draws on the actual energy from the caster - the bigger the spell is, the more energy it takes to cast, thus the more energy the wizard ends up using, naturally stopping when they have too little to continue. High emotions can be burned as well for energy, though the supply usually isn't nearly as much in comparison to bodily energy. The caster can draw some natural energy from other places as well to help, though the environment itself usually has little to give. Specifics of what he has super down to cast are below, but I made this post back in the day to be a total generic primer for the magic system as a whole and usually reference back to it for my narrations so I know how to word the castings.

  • Combat/evocative (speedy casting) spells:

    • Harry knows some basic spells from quite a few elementary schools — some basic earth and wind magic and lightning spells, a bit of water and ice. He can create storm-like winds in a direction, open up a small hole in the ground (usually for like tripping you), and create...some water, it's his least good school.

    • He knows one lightning attack that's actually dangerous — he shoots lightning at you, go figure, but more than two casts will nearly knock him out of the fight.

    • force: He can throw out a concentrated blast of several tons of force — back in Nem he was limited to throwing an average sized human 50 meters with his most concentrated strike — he can throw out a wide force spell instead of a concentrated blast to push enemies back, and other similar feats. The force spells tend to be quick and not really visible, but also don’t tend to be lethal unless you’re at a strictly human level — and he won’t use them on human level enemies, due to the fact that wizards should never kill people with magic. He uses them to knock people around, distract, manipulate the environment and for quick sucker punches.

    • fire: Fire is his other specialty, and in the dresden verse fire and heat are governed by thermodynamics even with magic. You can artificially excite atoms to create heat, or you can draw it from your surroundings, and similar things. In terms of power and utility, this is Dresden’s most dangerous set of magic — he can create white hot spears of superheated air, simply throw a fireball at you, creating columns of flames from the ground, and other acts of just flame creating. Fire magic is hard to control, on the flip side, so he can’t quite do anything on the level of firebenders from avatar, for instance. The relative lack of precise control is made up by the fact that Harry can get his attacks to be quite hot, sometimes in the thousand degrees+ state or more. Fire attacks tend to not move as fast as force spells though, remaining perfectly dodgeable — though a full firestorm is a bit hard to escape due to its girth.

    • Big MP, little fine control: He can last a while in a fight, potentially casting a couple dozen fire or force spells before dropping — air and the rest he can do multiple times as well, but will tire more quickly due to not being as proficient with them. He's less able with subtle tight control, stuff like can create some holes in the ground, make a very small cyclone, create a very wobbly laser simulator with fire, are about it as far as tightly controlled usages go.

    • Ice: Ice magic isn’t as destructive as force or fire, but is easier to shape and control. He can freeze the ground, conjure ice with pretty good accuracy at a small distance — so he can freeze the tips of enemy’s guns when they’re pointed at him, freeze up enemy’s bodies to keep them from moving — though they have to be mostly standing still for that kind of snap action, so don’t expect him to just freeze someone running in the middle of a fight — and can combine with his thermal magic to great effect, draining heat from an area to create a fireball in one hand and a ball of ice in the other. Naturally also works well when there’s water around for him to work with — he can’t generate too much ice at a time, but if there’s steam around, for example, then he can convert the steam shroud into a storm of razor ice. These spells tend to be quicker and more devious than the relatively-easy-to-dodge fire spells, but unless you’re standing still he can’t just make ice appear on you. If he gets close enough to touch he can even start draining the heat from your body in an attempt to freeze you through — though on normal warm bodied beings this could take tens of seconds.

    • The greatest thing in Harry’s arsenal is soulfire — creationary magic that the archangels themselves bestowed on him. It’s not really a combat school specifically, it’s magic for creating and bolstering other magics — when he laces his fire spells with it, for example, the fire suddenly becomes really hard to put out or block, and his force spells become very easy to control, like it turns his force push into a literal silvery fist flying through the air instead that he can manipulate. It doesn’t so much make his magic more powerful so much as it does make it much easier to control and greatly bolster its robustness. It’s great for defense magic, for example, tightening down shields and other such constructs. Finally, due to its bolstering properties it’s of great usage when creating physical constructs out of magic — like lassos or garrots to tie around people, for instance. It’s quite powerful and makes it hard to dispel most of his magics, but soulfire drains very quickly and drains him much more than normal magic — since it’s literally powered by his soul and it burns away with every cast, he can only use it a few times before he’s killed, so it doesn’t come out much except for what he hopes are finishing moves. Takes a while to regenerate, too, unlike normal magic. He’ll need a few days to recuperate his soul reserves after throwing it around in large volume.

    • magic shields: How long they last depends on what exactly is being thrown at him and if he’s carrying a magic foci at the time — if someone fires a full machine gun at him and he has no foci to help, for example, he’ll only be able to hold out for 30 seconds or so before fainting from exhaustion (and that's assuming he even has his staff to help), and can’t cast anything more than very small and entirely basic spells at the same time due to needing to mentally focus to keep the shield up, and even that would potentially let something through. It's notable that he can move his shields around and can shape them, so it can also be used as a wall to keep people away or a pyramid to discourage people from goomba stomping him for instance.

    • Gravity crush: he knows one spell of note that lets him turn the gravity up on a small area — let's say about 5 meters circle — a couple dozen times more than normal for a few seconds. He cannot quickcast this though, it takes a good 30 seconds for him to get the focus needed to cast and he has to focus on one spot the whole time. How this happens is that he draws in gravity from the surrounding area in a circle and adds it onto the center, so for things around it it'll suddenly be a little bit lighter for a few seconds.

  • Non combat magic:

    • veils and illusions: Harry can do some fairly decent illusions and veils, though nothing too big. He can distort some light, make an illusion of a person or two, and make an obscuring veil that makes it hard to spot what's inside like a cloaked field from Halo where you can still see wisps of an outline moving around — quite spottable if you’re specifically looking around to see if anyone’s sneaking around.
      • Soulfire effect: He can make his veils much harder to see through for a few minutes or so, and his illusions get real believable and able to move around for several minutes.

    • Thaumaturgy, the study of magical connections between objects and observing those connections/ sending forms of magic through the connections: Objects that are bound together include parts of the same whole like silly puddy globs, blood, hair or fingernails, or extremely good images to the thing that was imaged. It helps him greatly with his PI work for things like tracking, setting up small enemy-detecting fields with spells candles and playdough...listening to someone from a distance by sticking a piece of playdough onto their door and listening in from the other fragments of playdough he still has in his pocket...monitoring a room with a glass eye stuck through playdough (lots of ways to use playdough lemme tell you) — a lot of sleuthing abilities, and his tracking spells are pretty accurate and go far.

    • Rituals, prepared slow casted spells: not much, he’s not into large curses; if he does any, difference between it and normal magic is basically it's much more focused and aimed (via thaumaturgy usually) at the cost of him actually needing to sit down and do some long term casting. Knows a couple to help bolster his tracking spells and alchemy and things like that to give himself a little boost, anything beyond that will be on a ask beforehand basis.

    • Apparently is good at alchemy...no real comment, potions are case by case anyhow and hard to construct. If he ever uses any I'll ask the GM if they're okay with whatever he tries to make, otherwise it'll blow up when he tries to brew if he ever finds the time.

    • Magical gear enhancements and charm making: He’s pretty decent at magical enchantment — he crafts all his own devices and defensive charms. These take days at best and weeks + materials for most. He could do something like overlay a house with basic magical defense charms to keep monsters from walking in pretty quickly, but anything that he can actually carry with him will require manufacturing time and materials.The actual charms themselves are really only bound by energy and imagination, but the basic ones to expect if he gets a chance to craft them are more elemental resistances and similar things, with better charms requiring GM approval plus him actually finding the resources to make them.

    • He’s got really strong mental defenses, though unsubtle so a repeated assault would do him in, and strangely can hear a lot farther than a normal person.

    • One very odd out spell that lets him put someone to sleep if they're already weak and not trying to fight you. No combat application whatsoever since it has to be directly casted and someone actually trying to fight won't even notice.

    • Vast magical theory knowledge: Man's spent his life studying magic and its laws and schools and whutnut, so if he gets in a room with spellcasters from a setting that loves their lore they'll go nuts with talking. He knows a fuckton about enemy monsters as a point of study from various mythologies, so he can go into some fights knowing some good tactics beforehand if they're earthish foes.

  • physical abilities:

    • Olympic stats: Thanks to the winter knight mantel, he’s among the top athletes in the world. This gives him substantially more stamina, speed, and strength in both the physical and magical sense — physically let's say he's up there with the worlds best athletes. When he fully draws on the power of winter, he's strong enough to like leap 50 feet into the air with a casual leap...but that wont’ happen in the RP, I’m considering the ‘full’ power of winter to be locked away, so it can’t just take him over. Not even just because I'm worried about it as a power but also because if it does take Harry over, he’d become a person so damn nasty that daltar would probably light me on fire. So, only the basic passive benefits for him.

    • resilience: greater protection from physical attacks so his body can take more punishment than a normal human. He barely feels pain.

    • better on ice: He’s extremely resilient to cold down to a few hundred F below zero and can walk on ice with ease.

    • He’s not a master martial artist or anything or even really an expert, but he’s trained and has a lot of experience in fighting, so he knows how to scrap pretty well in fistcuffs.

  • Notable weaknesses:
    • Iron: While the winter’s mantle gives him a lot of magic and physical potential, it also gives him a bigass weakness to iron — getting it in him is like poisoning him, causing him great pain and rendering him unable to focus.

    • The weaknesses in his magic-fights are that he can’t do that much to you if you get more than a hundred feet away from him or so. Technically the magic system has stuff for long range casting but he's never trained in anything but close range brawling and his spells get weaker and weaker the further out he tries to spawn them due to losing focus with the possible exception of smaller ice spells.

    • Magic isn’t a machine gun — you still will usually need at least a second to alternate between spells. Certain combinations like fire and ice can be cast very quickly one after another, but overall he’s definitely not a speedster. His individual attacks are powerful and he can sometimes perform decent AOE’s, but aside from some small quick combos he can’t do any spamming.

    • He's bound by the 7 rules of magic: back home he's legally bound but we'll make him actually bound here in case he tries to break them. Most of them aren't notable due to forbidding things he doesn't actually know how to do — don't break someone's mind for instance — but there is one VERY important rule to note that does apply to his skillset: the man cannot kill any being that has a soul with his magic (or otherwise things that aren't straight up magical monsters). Simply can't do it. He can harm and injure but any spell that would wind up killing you by itself gets downgraded automatically to where it's at a level where it won't. This is hilariously binding in most situations; what specifically is the definition of 'being with soul' starts at human level enemies and goes up from there. Since he's a pretty powerful character I'll say that most every enemy falls in this category unless they're specifically said not to be. For the record even with the 'straight up won't work' nerf IC he also won't ever try to cast a spell that he thinks will kill someone, as breaking the rule can drive you literally insane.

  • Equipment:
    • He has his wizard’s staff, which acts as a general purpose magic enhancer and manipulator so his spells are more stable and use less energy.

    • He carved runes of kinetic energy into his staff — basically these runes collect energy as he walks and he can choose to fire off what he has gained at a time of his choosing. It limits out at feeling like you have a tank slamming into your ass, though the damage is always nonlethal, scaling down to merely throwing you backwards painfully if the opponent’s body can’t handle it. Takes a couple days of walking to recharge those.

    • Silver Pentacle necklace: An heirloom from his late mother, he's kept it all his life. It's mostly a keepsake, though it can be used for drawing up a dim light should he need it. Or hurting anything weak to silver — as in he can try to smack you with it.

    • He has his black duster, but he hasn’t had much time to do much with it besides applying a blunt protection spell to help weather some damage if he's smacked by something big and mean and strong, and making the fabric itself durable so it doesn't break down from weather damage.

    • A big fucking pistol

  • Why have they been picked to climb the Tower?
    • Cause the man knows his magic and his mythologies and loves everything geeky. This is like a field trip of fun for him, he'll squee the first time he's in a fantasy world or a sci fi world. The idea of power draws him as well, so he'd want to climb the tower for it. Resolve old regrets maybe, save some people he couldn't, kick around some eldritch abominations that are still threatening his world...you can never have too much reassurance as far as he's concerned.

Edited by tvtropesnoob on Jul 1st 2018 at 7:24:11 AM

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
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?
#55: Jul 1st 2018 at 1:13:51 AM

By "taken from Battleworld", do you mean this is the Harry that was in Battleworld?

They do have medals for almost, and they're called silver!
tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#56: Jul 1st 2018 at 1:21:01 AM

That...is a very amusing idea but no I just mean the sign up was mostly taken from it.

I have other plans for BW Harry.

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
Makaioh Since: Jan, 2015
#57: Jul 1st 2018 at 1:54:49 AM

  • Name: Rose (Anna Testarossa)
  • Age: 24
  • Appearance: Gotta Go Faster
  • Universe: Elsword/Dungeon Fighter Online
  • Personality: A stalwart young woman molded by tradition and military discipline. Though she is a hard-working and often times serious individual, she is also somewhat socially awkward and innocent due to her upbringing as a soldier starting from the very young age of five. Practical and with a good head on her shoulders, she is an utterly loyal individual who would give her all to ensure the safety of her beloved Princess and comrades.
  • Backstory: Hailing from the technologically advanced floating island continent of Empyrean, Anna Testarossa is a member of Majestic Garden, an elite Imperial Guard division where the finest talents are groomed solely to protect the Imperial Princess and her interests. Anna in particular is the current generation's strongest member and thus received the code name of "Rose", which she wears with no small amount of pride and devotion.
    • It was one fateful day though that a dimensional rift was forcibly opened in the Royal Capitol itself, and a horde of invading demons attacked the Princess Vega Erze Von Philasia before being routed and killed by Majestic Garden. However, the threat of future dimensional tears remained high and thus a partnership between Empyrean and Elrios native researcher Dr. Cloud Mason was born in the interest of both their countries to stop the interdimensional instability. Rose was then ordered through the tear to Elrios to investigate what was causing the disturbances so as to be able to permanently end the invasion threats to both ruler and country, a job that Rose is performing with the greatest of efforts.
  • Powers/Abilities/Equipment: Rose is her world's baseline human, though one trained close to the physical peak of regular human ability which she uses to great effect in her acrobatic gunplay. She has an above average accuracy rating with most fire arms and kicks with enough force to smash thick wooden doors off their hinges for anyone trying to get into close range combat. She also knows special armed forces grappling techniques for when she has to be quiet.
    • Zero- Robot Navigator/Core of the Empyrean Defense Network: A snarky little bot that floats around Rose via blackbox technologies combining Empyrean ingenuity and Elrios magitech, the little guy is powered by an El Crystal and thus has access to a nearly endless source of energy to power its mechanisms and generate ammunition/explosives. Zero maintains a link to an Empyrean hammerspace arsenal that allows Rose to call upon her tools of the trade while also freeing up her body for high mobility warfare unrestrained by supplies that regular soldiers must lug around. He also has an extensive information network and log that compiles data from the two's travels into a database, tells the exact time of day down to the second, mouths off a bit to his partner, and performs all sorts of vital support functions.
    • Nitro Motor: A specialized air jet made of scavenged Nasod parts attached to her waist that has multidimensional thrusting capabilities, like a jetpack but better. Rose essentially uses it to zip around the battlefield as well as super jump and hover in the air for a few seconds.
    • Rose's weapons: A woman who believes that nothing in the world can't not be resolved with liberal amounts of firearms and firepower. Rose is trained to be able to potentially dualwield all her guns, so they usually come in pairs. She relies on four different main guns to use most of the time, changing them to suit the situation. They are as followed: Revolvers, Muskets, Autoguns (basically a smg), and Handcannons (a literal portable cannon mounted on the hand) Besides these main guns, she can also call secondary weapons and items out of hammer space such as a flamethrower, a gatling gun, a scoped sniper rifle, various kinds of elemental themed grenades/bullets such explosive/armor piercing/silver/cryogenic versions. This particular class enjoys using the Musket branch of firearms the most since they offer multiburst long range capabilities to best utilize her run and gun playstyle.
  • Why have they been picked to climb the Tower?: To save their country and ruler.

Edited by Makaioh on Jul 1st 2018 at 11:38:26 AM

wikkit Since: Sep, 2009
#58: Jul 1st 2018 at 1:09:27 PM

To Grey, nothing seems immediately offputting. Therefore, accepted.

To drue,

  • On soulgazing, aside from "can spot this person" this is written very vaguely and overly purpley. What do you mean by "what you are"? What effects of this last forever?
  • Spidey sense: I assume when you mean that he can sense "speedy foes" you mean he can sense "magical speedy foes" only?
  • Shields: I'd say that you'd be hard-pressed to find a fight that doesn't last a little more than thirty seconds. Perhaps I'm reading this wrong, but at its weakest he could cast a shield and other attacks for this amount of time. If so, nerf it.
  • It's spelled "playdough".
  • Silver Pentacle: Please describe "Or hurting werewolves" in more than three words, unless you mean that he'd just be chucking his heirloom at them without special abilities.
  • This is something that will not only make it easier for me, but for everyone that will have to interact with this character in the future: please describe each of his abilities in two sentences or less. You obviously had enough time to write all of that out. Your acceptance hinges on this task.
  • His powers are so broad, convoluted and as-a-whole overpowered that I have a simple request: if I say they don't work, they won't work. Okay?

tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#59: Jul 1st 2018 at 5:03:50 PM

I believe that's everything. Let me know if I missed something or if you have any further questions.

Also here's a more condensed version of his powers section below for a quicker read with less details.

  • True Sight: The ability to see the world in symbolic form to reveal its truer nature. Helps with seeing magic stuff more clearly and can gain an insight into other people but the things seen can never be forgotten in the slightest.

  • Soul gaze: Wizard and other dude see into each other's souls during eye contact after a few seconds. Never forget what you experienced, how the character actually 'experiences' the other's soul the player can make up and have fun with.

  • Opening doors to magical realms: He can try to cut through magic dimensions if he's in a parallel plane or the like. Only works if it's a magic alt dimension or reality or subspace or whatever though.

  • Wizard Sense: Detects magic and non-well-hidden magical beings.

  • quick reaction time: He's able to react quicker than a normal human would, so in the amount of time it takes you to think "Oh shi—dead" he'd manage to react "Oh shit shields up". Really just here to explain why he isn't automatically creamed by enemies that in series are typically explained as 'being faster than you poor small pitiful human mooks can react to!'

  • Magic circles: If he makes/is a circle pattern he can solidify a threshold around it that magic typically can't pass through. Tied to the wizard's energy and will, shatters if it takes too much damage or if anything non magical goes through it that's not negligibly small.

  • Magic usage is tied to a number of factors for practical purposes, the bigger the spell is, the more energy it takes to cast at least some of which comes from the wizard, so they'll run out of energy if they cast too much. Spells can also get a bit more powerful depending on a wizard's emotional state as emotions are apparently another form of energy for magic.

  • Combat/evocative (speedy casting) spells:

    • Harry knows some basic spells from quite a few elementary schools — some basic earth and wind magic and lightning spells, a bit of water too. Lightning spell is dangerous, wind can be fairly strong, rest are pretty negligible aside from tiny spells.

    • force: He can throw out waves of force. The force spells tend to be quick and hard to see, but visible enough to dodge if you move quickly.

    • fire: he can create and manipulate fire, in shape and in heat. Fire attacks tend to not move as fast as force spells, remaining perfectly dodgeable though it's still fast enough to not just be a joke.

    • Big MP, little fine control: He can last a while in a fight, cast a fair amount of spells before going down with it being easier to cast his major schools. He's less able with subtle tight control of the effects of his spells, more of a hulking thug than an assassin class.

    • Ice: Can freeze things/ drain heat and manipulate his conjured ice. Small patches and when the target is sitting still almost instantaneously appear, but gets a noticeable swirl of ice around his target before landing for bigger freezes.

    • archangel’s soulfire: he can consume some of his soul to make magic for creating and bolstering other magics, both in effectiveness and in better realizing what he 'actually wants' the spell to look like. Good for extra control and makes it harder for anti magic to stop but if he uses too much he DIE dies(turns out burning your soul entirely away is a bad idea), needing a few days to refill it.

    • magic shields: Can make shield constructs that drain his energy when hit in different shapes and sizes. Fairly strong but it's tied to his entire MP gauge, so to speak, so he'll be less and less able to fight after blocking for too long and he can't cast much with it up.

    • Gravity crush: Turn the gravity up on a small 5 meter diameter max circle a couple dozen times more than normal for a few seconds, but it takes a good 30 seconds for him to get the focus needed to cast and he has to focus on one spot the whole time. Decent opener for an ambush but not something for in the middle of a fight.

  • Non combat magic:

    • veils and illusions: Can make some halfway believable illusions and some good-but-noticeable-if-paying-attention invisibility veils.
      • Soulfire effect: He can make his veils much harder to see through for a few minutes or so, and his illusions get real believable and able to move around for several minutes.

    • Thaumaturgy, the study of magical connections between objects and observing those connections/ sending forms of magic through the connections such as parts of a same whole or being extremely related to each other. It helps him greatly with his PI work for things like tracking, setting up small enemy-detecting fields with spells candles and sending information over playdough, with the tracking being something he's particularly talented at.

    • Rituals, prepared slow casted spells aimed with usually thaumaturgy. Not much, he’s not into large curses; if he does any, it's a pre approved basis.

    • Apparently is good at alchemy...no real comment, potions are case by case anyhow and hard to construct. Pre approved basis.

    • Magical gear enhancements and charm making: He can add some basic enchantments to normal gear or even constructs like houses after several hours of working at it, but bigger effects take days at best and weeks + materials for most.

    • He’s got really strong mental defenses, though unsubtle so a repeated assault would do him in, and strangely can hear a lot farther than a normal person.

    • Put someone to sleep if they're weak and not really trying to fight it.

    • Vast magical theory knowledge: Man's spent his life studying magic and its laws and schools and whutnut, so he can talk some shit about most of the world's mythological monsters and magic.

  • physical abilities:

    • Olympic stats: Thanks to the winter knight mantel, he’s among the top athletes in the world, up there with the worlds best.

    • resilience: greater protection from physical attacks so his body can take more punishment than a normal human. He barely feels pain.

    • better on ice: He’s extremely resilient to cold down to a few hundred F below zero and can walk on ice with ease.

    • Pretty good physical fighter, decent skill, lots of experience due to the dangerous day job of monster fighting.

  • Notable weaknesses: Iron might as well be a torture stick if he's pierced with it or metals that heavily use it (goes away when it's pulled out).

    • Most spells — fire in particular, easier with force and ice — get worse the farther it is from you and is basically useless past 100 feet for him.

    • Magic isn’t a machine gun. Can cast fairly quickly especially alternating good combos but individual spells have about a second in between them.

    • Can't kill things with magic if local GM says so. Spells will automatically weaken themselves to be crippling instead so he's not entirely useless.

Edited by tvtropesnoob on Jul 1st 2018 at 8:12:50 AM

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
wikkit Since: Sep, 2009
#60: Jul 1st 2018 at 7:29:44 PM

Accepted, sorry for the troubles I've caused you so far.

Makaioh Since: Jan, 2015
#61: Jul 25th 2018 at 9:13:58 PM

This is for a just-in-case scenario.

  • Name: Twintelle
  • Age: 26
  • '''Appearance: The Queen of the Silver Screen
  • Universe: ARMS
  • Personality: Regal and elegant, Twintelle is a masterful actress that has gone on to perform in many roles. She has a mischievous side that enjoys tweaking other people's noses every now and then as well as the confident glamour of someone who's made a big name for themselves without being egocentric. Though not humble by any means, she is a very easy person to get along with and generally a mature and level-headed woman despite being filthy rich. Also has an excitement thrill-seeker side to her as seen when she got bored with acting and moved onto superhuman boxing. Has a habit of enjoying nice scents.
  • Backstory: Twintelle is a self-made woman who rose up to stardom via her own talents, winning many accolades and awards in the industry. During her continuing tenure, she's also made her own studio by the name of Twintelle Productions as well as a personal fashion label by the name of OVALA that seems to specialize in designer brand clothing and perfumes. One day feeling bored despite all her accomplishments, the woman turned her attention towards the most popular sport in the world and entered the ARMS competition to see if she was up to snuff in the ring as well.
  • Powers/Abilities/Equipment: Twintelles is amazing at acting and posing, keeping herself elegant at all times while also being fit and athletic enough to retain such elegance while doing things like cartwheeling or backflipping. Giant drill-curled twintails act as her second set of limbs via the ARMS phenotype, a sort of weird physical mutation in a small percentage of her world's global population that gives people spring loaded body parts. Her ARMS are powerful enough to lift two hundred pound barbells like dumbbells, throw a four hundred pound man across a large ring, and stretch thirty feet at full length. The hair ARMS are also more dexterous than her actual arms considering they have no joints to contend with and can have a much larger range of possible actions.
    • Secondary ARMS characteristics are given to all phenotype holders in the vein of upgraded physical abilities such endurance considering they can take multiple hits from giant metal fists with elemental properties attached before getting knocked, jumping ability (everyone can double jump), strength (ARMS are stronk) out as well as more specialized ones uniquely tailored to certain holders. Twintelle's unique ability to summon gold rose petals out of nowhere during her more powerful attacks as well as have the ability to project a bubble like force field around herself to slow down the momentum of incoming objects or herself as though they are moving through water instead of air called. For the purposes of balance she can only use the ability for a single second every time with it being something rather draining on her stamina and concentration with minutes being needed to utilize another Show Stopper.
    • Twintelle possesses a high end designer outfit that's made to be stylish as well as combat ready and comfortable (she even combined designer heels with sneaker grips!). Also on hand is her ARMS Laboratory granted mask which controls her ARMS from behaving uncontrollably as well as equipment ARMS (giant gloves that go by the same name which are fitted over the hands to make punching people more exciting).
    • Her ARMS equipment are the Chillas which are giant boxing gloves with a chilling aura that can potentially freeze things, the Parasol which are basically sturdy umbrellas that can be used as shields against some attacks as well along with having a homing property that follows the target at the expense of overall speed, and the Thunderbird which are bird shaped constructs with a electric charge that can shock the target and has curving abilities that lets it bypass some obstacles that the straighter oriented ARMS wouldn't be able to. Twintelle has two of each gear and can mix and match the things a combination of any two GEARS before heading out on missions.
  • Why have they been picked to climb the Tower?: Because she has giant hair arms.

Edited by Makaioh on Jul 25th 2018 at 9:14:36 AM

Makaioh Since: Jan, 2015
#63: Aug 2nd 2018 at 11:27:05 AM

I'd like to replace Twintelle's consideration with this character, sorry.

  • Name: Liberty
  • Age: Unknown but physically in her twenties
  • '''Appearance: The Witch Of The City That Never Sleeps
  • Universe: Monster Strike
  • Personality: Fun loving and mischievous, Liberty is a woman that wants to spread good cheer to all that she meets. Sadly sometimes she tends to go overboard by being bull-headed about her methods but her heart's in the right place at least. Though stubborn and flighty, the witch has good intentions at heart in wanting to leave a positive experience on people, especially if it involves Christmas. Somewhat a bit more innocent than her appearance would lead one to believe.
  • Backstory: Liberty is a Monster that came into the human world at one point in time, first coming into New York as a little girl where she got saved by a kindly police officer who instilled into her the true meaning of 'Christmas spirit'. Upon her return into the Big Apple after growing up, Liberty then tried to make the holiday something to remember by magicking up the various toys but sorta caused widespread mayhem due to how overly destructive they became and then somehow revived an ancient evil that she had to put down with an international interned cop and a super powered teddy bear girl. But hey, she learned her lesson on how to hold back after that event and all was forgiven!
  • Powers/Abilities/Equipment: Liberty possesses a magical focus in the form of a heart tipped wand or a magical girl rod depending on her form as well as different clothing depending on the form. It is this focus that lets the witch channel her magic effectively and being parted with it means she just has the standard Monster physical endurance of the level of being able to get smashed into walls at high speeds on her side.
    • Enhancement Magic: Liberty's main power set is to enhance certain objects to turn it into something much greater than it normally is. Usually she uses the magic on herself or other objects to make them levitate and fly as well as provide a one time bubble shield to tank an attack for herself, reinforce her physical might temporarily, or shoot out Light elemental projectiles like a Touhou except with a lot less dakka.
    • The enhancement she can perform are most effective on either toys, pictures, or Christmas related objects with them being granted temporary life to act as several small drones or a single size enlarged elite mook. The enhanced objects usually receive a boost in damage dealing potential such as toy soldiers being able to discharge corks with the intensity of real bullets, a toy laser gun being able to shoot actual lasers, or a toy fire truck having the ramming power and size of a charging elephant.
    • Pictures tend to come to the third dimension for a few seconds to act as helpers as well before fading away as quickly as they came to life with their attributes being based on what was drawn. On anything not tied to her specialty, it just gains a magic enhancement that allows it to harm things weak to magic in general such as turning an actual gun bullet into a magic gun bullet to harm things like ghosts that normally wouldn't be able to get hurt by such.
  • Why have they been picked to climb the Tower?: Because Christmas spirit.

Edited by Makaioh on Aug 2nd 2018 at 11:29:05 AM

wikkit Since: Sep, 2009
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
#65: Aug 11th 2018 at 9:24:19 AM

Reposting this sign-up in here because I done goofed and posted in the old sign-up thread:


  • Name: Rukey Greentail
  • Age: ??? (Likely mid-late 20s to middle aged at the oldest)
  • Appearance:
  • Universe: Pyre
  • Personality: Rukey is an unfailingly cheerful fellow, opportunistic and roguish. He cares deeply for both friends and family (especially his mother). However, he can sometimes be easily intimidated or have his attachments used against him. He's something of a jokester as well, able to make light of anything. Though happy-go-lucky, if things go particularly badly for him there's a chance that he may take it out on his allies. He's also something of a fast talker.
  • Backstory: Rukey was a trader of the Sahrian Commonwealth, a diverse nation brought together by the teachings of the Eight Scribes. In order to care for his mother and several uncles, he was forced to resort to trafficking goods to the Downside, where exiles from the Commonwealth are sent. However, he was eventually caught As a result, he was sentenced by Archjustice Androbeles IX to exile. However, this was not the end of his story - he was saved by the Demon Jodariel from a pack of wild beasts known as Howlers. Swearing to repay her kindness, he ended up a member of the Triumvirate known as the Nightwings, a group involved in the sacred Rites. The Rites provided a path to freedom for those who triumphed over all. But he and his friends spent 4 years in the Downside waiting for a Reader to lead them in the Rites. Upon finding one near death in the downside and rescuing him, he and his two companions - Hedwyn and Jodariel - introduced him to the Rites. The Reader, a crippled scholar exiled for literacy, then led them onward to victory after victory. Eventually the Reader and the Nightwings - Rukey included - were caught up in Volfred Sandalwood's plan to overthrow the Commonwealth and replace it with a more just government. They worked tirelessly towards this goal, gradually liberating each of the Nightwings until only the Reader and two others remained behind; the fate of the Reader remains unknown to this day. Rukey, meanwhile, briefly toyed with keeping his newfound power - all liberated exiles are forgiven their crimes and offered positions high up in the Commonwealth - before getting in contact with Volfred's agents. Eventually they sprang into action and overthrew the Commonwealth in a popular rebellion, replacing it with the infinitely kinder Sahrian Union. The Greentail family business boomed and Rukey remained in contact with his friends.
  • Powers/Abilities/Equipment: During his time in exile, Rukey was capable of a number of supernatural abilities while participating in the Rites; for simplicity's sake it's assumed that he can access them.
    • Cur: Rukey is a Cur, a dog-like race. Curs are possessed of extraordinary swiftness and the other traits expected of canines (excellent hearing and sense of smell). Due to mastering certain aspects of the Rites he can move and accelerate incredibly quickly. However, he is fairly fragile.
    • Raiments: These loose garments conceal the wearer, but do nothing more. Rukey typically wears a blue and red set, the colours of the Nightwings. However, in his haversack Rukey also has a gold and white set from his liberation.
    • Personal belongings: A haversack filled with various knick-knacks, currency, Rukey's raiments, and anything else that needs carrying. It also includes a family portrait, with a reasonable likeness of Rukey himself, his mother, and his five uncles.
    • Book of Rites: This pure white book contains the writings of the Eight Scribes, describing a path to freedom for Commonwealth exiles. However, Rukey cannot read it himself (whether this is due to only Readers being able to read the Book or it requiring literacy is unclear). It seemingly grants him his abilities in the Rites.
    • Aura: A physical manifestation of the bearer's sin, an aura can surround Rukey at will to burn enemies or banish very weak/killed enemies upon contact. It does not do very much damage. Due to his lack of Presence (one's inner and outer strength combined), it is rather small, though it could increase or decrease in size depending upon events. He can cast his aura forwards in a very long, thin line - but this leaves him without an aura until it regenerates in a few seconds. If he were to be in close proximity to another being with an aura, their auras would merge to create an enlarged one. If the aura hits an opponent, the blast can burn enemies in close proximity. However, if he is not careful his aura can be reflected back to him, burning/banishing him. The aura can be jumped over, and follows the ground (it can be blocked by objects such as walls etc.).
    • Jomuer's Fang: An artefact, this item causes his aura's trail to linger for several seconds after casting.
    • Moonsault: Rukey can jump up to three times, twice in mid-air.
    • Telepathic (?) Carrying: Rukey can make objects float over his head if he needs to keep his paws or mouth free. An item such as the Celestial Orb (i.e. one that absorbs magical energy or negates it) will draw in Rukey's aura and leave him defenceless whilst he does this. He can, however, throw whatever object he is holding telepathically. Whether this is Rites related magic or something else is unclear. The object is limited to being small-medium in size.
  • Why have they been picked to climb the Tower? Rukey's optimism might be useful in raising others' spirits; his experience in trafficking may lend itself to stealth and negotiating with others for the best deal. And hey, who's expecting the dog to suddenly fire blue flames at you? tongue

Locking you up on radar since '09
StephanReiken Since: May, 2010
#66: Aug 13th 2018 at 11:05:51 AM

Its been a long time, hopefully this one will be much longer than the last. I think this character would fit much better than what I tried last time.

Name: Jibril

Age: 6407

Appearance: https://imgur.com/a/hXrOOMe

Universe: No Game No Life

Personality: Polite, Curious, Murderous. These three words accurately describe her general tendencies. Always courteous, she does not lower herself to try to insult the ants before her. Jibril believes she is higher than all others and treats them mostly as mere curiosity until she has reason to give respect, only won by proven combat capability.

She has a lust for knowledge and slaughter that knows few limits. One such limit is her honor, she greatly dislikes cheating and disdains unfair combat. Because of her arrogance, she tends to underestimate her opponents and plays with them at first.

Jibs can also be playful and pokes fun with others, interested in seeing how they react. When a true threat to her emerges, she can become cold as ice as she fights. While she may not actually be sympathetic, she will try in order to learn more about others' emotions.

Backstory: Jibril is an angel of the God of War Artosh. She was the final Flügel Artosh created, the strongest of them all having such feats as slaying creatures second only to the gods. Jibril fought on the front lines of the Great War to decide which god would become The One True God. Which ended when Artosh was slain, the Earth's core was damaged, and the God of Games claimed the throne. From there, he forbade all non-consensual acts and dictated that all conflicts must be resolved by mutually agreed upon games.

6000 years later... during this vast timespan the Flügel by the final will of their creator (this is technically a lie but details...) they devoted themselves to the gathering of knowledge. In a human library she had taken as her own, Jibril bet all of her personal rights and was defeated at her own game by a gamer otaku pair known as Blank. She followed her new masters in a path of conquering the world to challenge The One True God.

Powers/Abilities/Equipment: For all intents and purposes, the following is extremely nerfed compared to Canon. The In Character explanation will simply be that her magical spirits have difficulty in this setting and there is a lack of compatible spirits for her to gather power from in the environment.

  • Flügel - As a Flügel, Jibril wields formidable strength, able to dent steel with her fists and bruises from such attacks in kind with speed to match.
    • Its Magic - In a sense Jibril herself is closer to a magical spell than a living creature. Her being functions mostly on magic not requiring food, however she still requires oxygen to breathe and food can help her natural restoration. Most notably, 70% of her magical power is focused inside her wings and significant damage to them would decimate her capabilities.
    • Magic Sight - Magical Races can see spirits, well normally. In this setting spirits of foreign world just don't work the same way, but she can see the active flows of magic.
    • Eidetic Memory - Flügel bodies can handle an insane amount of information and basically remembers every day of her entire over 6000 year life and everything that happened therein. She has had access to a variety of modern Japan texts in the form of ebooks giving her great knowledge of mid-2010s Earth society and technology as well as an encyclopedic knowledge of her own world. While she has so much vast knowledge, knowing what a book says does not mean understanding what it means (something she knows is a limitation and thus re-reads books to gain new knowledge). While she doesn't forget anything, it can take time for her to recall old and/or particularly unimportant events.
    • Cognitive Proficiency - It should be noted that Jibril's mind can multi-task fairly easily, considering and analyzing while she drools over newfound knowledge. This makes it difficult to surprise her if she can sense you, always having awareness of her surroundings.
    • Sixth Sense - While Jibs may not have significant advantages in sight or hearing, she does have a sixth sense for danger. While it isn't keen enough for regular back and forth, her body can tell her when very high energy attacks are coming her way and how much damage she would take from them.
  • Flight - As a Flügel she possesses an innate magical flight capability and normally floats rather than walks. Note that her wings are not specifically used for flight, she may flap but it has little to do with how she flies (except being where most of her magical power circulates)
  • Holy Ray - Purple/Black bolts of energy, Jibril can gather from 1 to 12 orbs of energy in the space 2 feet around her (including in her hand). They can take a just a few seconds to form, are shot in a straight line and explode on contact. However she can also take longer to charge them or create one large one for a much stronger though slower blast.
  • Angelic Scythe - Jibril can summon to her hand, taking only a few seconds, a black scythe that glows purple with a 6 foot handle and 5 foot blade.
  • Murdereous Aura - Whenever Jibril has a strong desire to kill something her malevolence is magically broadcast to everyone in a large area nearby. The feeling informs everyone of who her killing intent is directed at and how strongly she desires it. This is, against real opponents, more of a detriment than anything as she broadcasts her location. She can suppress this ability though she normally does not.
  • Reinforcement - Consuming an exhausting amount of magic, Jibril can reinforce her body to its limit, able to take an attack that would normally pierce through her body completely though she will still take some damage. Don't expect her to be able to do this twice.
  • Magecraft - Jibs has a little skill in crafting new spells. While she can't do anything complex on her own due to the inefficiency of her skill compared to her now lacking power, she can do small things such as create light, block sound, or light a small fire.
  • Cosmetic - Jibril's eyes can literally sparkle with her emotions, and the softly glowing halo above her head can be moved around her head at will and grows in size and spins faster with use of magic.

Why have they been picked to climb the Tower?: Jibril's innermost desires for knowledge and slaughter suit well to the variety of challenges that await. Also while she loves murder, she can handle not doing it. If she has to. She will pout about it. As she has followed her masters she has learned quite a few things about games, and this is basically a game after all so her knowledge should come in handy.

Edited by StephanReiken on Aug 17th 2018 at 7:59:08 AM

Imca (Veteran)
#67: Aug 14th 2018 at 1:31:43 AM

I just couldn't get into Ezo.... she felt like trying to take a cinnamon bun out of its wrapper... Going to ask to switch her out for some one with the same basic concept, but a bit more already outside of her sweet sugary environment.

  • Name:Shirakami Fubuki
  • Age: Young Adult.
  • Appearance: She looks like this yup
  • Universe: Shirakami Fubuki Channel
  • Personality: A shy nervous fox, who loves to talk once you get her to open up... she will go on for quite a bit if you let her, but she will also shirk back away if she feels feels threatened. Fubuki loves video games, comics, tea, and food... and is rarely seen without one of these items in her possession.
  • Backstory: There really isn't too much to actually say here, she is a girl who loves video games, and runs a you tube channel, her backstory is incredibly un-notable.... unless you consider lots of experience with fortnight, mine craft, and various horror and gatcha games notable... Oh, and for some reason she is constantly mistook for a cat.
  • Powers/Abilities/Equipment: Shirakami comes with a handheld game console, a cellphone, a bottle of green tea.... and the ability to sing, beyond this normal girl abit with fox ears and a fox tail.
  • Why have they been picked to climb the Tower?: Shirakami provides morale support what with her being an idol and all. Sure she only has 3000 fans, but she can always make more.

wikkit Since: Sep, 2009
#68: Aug 14th 2018 at 9:56:38 PM

To Stephen Reiken: What do you mean exactly by "Gravity goes haywire"?


To Imca: Naturally, Accepted.

StephanReiken Since: May, 2010
#69: Aug 14th 2018 at 11:45:10 PM

Gravity randomly changes, within the area specified. Consider this if you were standing inside.

For a few seconds throughout you body gravity is suddenly pulling in different directions at different strengths. Your heart is going up, half of one lung going left and the other going downright. Everything is trying to rip apart and/or get crushed.

Being an aoe offensive gravity spell its main damage is likely to be internal.

In case its important magic or energy shields should be able to resist and dampen the effects of the spell, as such things would block some of the magical spirits Jibril is throwing at the target (thus failing to reach the space it is trying to damage)

Oh I didn't think about that earlier but yeah with this attack she is moving her magical spirits to the target area which then attack space. If you can see spirits or detect the flow of magic you should have some warning besides her holding up her hand and her halo growing in size while spinning faster.

Edited by StephanReiken on Aug 15th 2018 at 12:10:12 PM

wikkit Since: Sep, 2009
#70: Aug 15th 2018 at 12:10:30 AM

It doesn't really matter if it's a vaguely "once-in-a-while" ability, or if it's only a small area, or if magic barriers are somewhat effective in nullifying it. Forgive me, but it's still too powerful. I'm going to ask you to consider removing it. Okay?

StephanReiken Since: May, 2010
#71: Aug 15th 2018 at 12:22:57 AM

It is removed, anything else? ^^

The defense reinforcement is kinda on that level too although a defense is much less impactful compared to an offense.

It wouldn't be hard to reduce its effect if nessecary.

Edited by StephanReiken on Aug 15th 2018 at 1:24:35 AM

wikkit Since: Sep, 2009
#72: Aug 16th 2018 at 11:53:46 PM

If you feel like it is on that magnitude, then sure, please make it a bit weaker. Do both of those and you'll get in.

StephanReiken Since: May, 2010
#73: Aug 17th 2018 at 8:03:05 AM

Well it was written that it blocks a move that vaporizes her with major injures.

The attack you had me remove does far less than that, would have been blocked with no injures.

So my math adds up at least. :p

I reduced its effect.

wikkit Since: Sep, 2009
#74: Aug 17th 2018 at 4:13:35 PM

Accepted

Edited by wikkit on Aug 17th 2018 at 4:13:08 AM

Oni-Lord Since: May, 2010
#75: Aug 20th 2018 at 11:29:48 AM

  • Name: 5th Generation Anti-Shadow Suppression Unit #31 "Labrys"
  • Age: 13
  • Appearance: Beep Boop
  • Universe: Persona 4 Arena
  • Personality: Labrys is a compassionate and extroverted individual. She like people and she likes helping and taking care of them. She is the kind of person that jumps at the opportunity to organize and look after groups of people. In normal conversation she is very laid back and friendly, coming across as your average outgoing teenager. She can be a little meek when it comes to her appearance and the fact she is not human. The one thing she hates the most is forcing friends or allies to fight each other.
  • Backstory: Created by the Kirijo Group as one of several Anti-Shadow weapons, Labrys began her life as a simple robot with strict logic-based thinking. Testing involved both combating fellow Anti-Shadow units as well as interaction to develop a 'self' to manifest a Persona. Over time her personality started to emerge and take shape, recognizing that her and the other units had feelings and thoughts of their own. She tried to stop participating in combat testing, but the scientists in charge forced her to destroy Unit #24, her first friend. Labrys went on a rampage, but was shut down and kept in storage.

Ten years later, she found herself shoved into a television world. There her desire for a normal human life took the form of a mock high school where she could be class president and live in a delusion. Two groups of humans ended up getting pulled in to her false high school, where they were forced to fight their friends. This event was controlled by her Shadow, a manifestation of the feelings Labrys had locked away. By overcoming it, Labrys was finally able to awaken her Persona and accept herself. She joined the heiress of the Kirijo Group on her Anti-Shadow team to make sure no one else would have to suffer alone like she did. Not too long from her perspective, she was pulled in to Taskforce Sifuri. See AGOG season 2 for events.

  • Powers/Abilities/Equipment:
    • Robot: Labrys is a robot, and as such can do everything a robot can. She doesn't need food, water, or sleep. Her metal body is more durable than your average human's and she is much stronger, able to carry a fit adult male with little issue. She lacks the bells and whistles of later models, and is relatively simple in design by comparison. The only special ability that comes from her design is her Chain Knuckle. She can fire off her arms with a good deal of force behind them and pull them back with attached chains kept inside of her arms.
    • labrys: Her namesake, Labrys comes armed with a large, almost human sized, mechanical battleaxe. This axe comes with thrusters installed along the center of the bladed ends. Labrys can individually activate these thrusters to give her swing that extra kick to it. The axe can also be folded an attached to Labrys's back. When attached, the axe looks like a pair of wings and the thrusters give Labrys the ability of flight. The flight is limited to just her though, as carrying anyone else reduces it to just long jumps.
    • Ariadne: Labrys's Persona takes the shape of a pale woman with red string. Ariadne is a manifestation of Labrys's inner psyche and as such is directly tied to her. Any damage done to the Persona is reflected on Labrys. It requires a short moment of focus to summon or dismiss Ariadne. Ariadne's ability is to manifest and control an ethereal red string to take shape and attack. It always takes the form of a physical attack, for example a bull made of string hitting like a truck.
  • Why have they been picked to climb the Tower?: On top of being a veteran of multiversal events such as this, Labrys is quite the team player who would quickly take to working on a team.


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