Follow TV Tropes

Following

The Good, The Bad, and The Spandex: Modern Age

Go To

kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#101: Oct 20th 2018 at 8:40:25 AM

[up][up] As I believe kkhohoho told you in his own RP, no licensed characters. Also, it's generally considered poor form to repost the same character to multiple RPs. If you wanted to make an Expy, that's fine, but at least try to make it a little bit more original.

[up]Accepted

What is so amusing about this? Why do you take lives? How can you forget?
Rocket_Raccoon Subject 89P13 from Halfworld Since: Jan, 2018
Subject 89P13
#102: Oct 21st 2018 at 4:24:47 AM

Well, sorry. I don't have original characters at all sad All of the characters that I do are from different I Ps and are mostly furry characters

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#103: Oct 25th 2018 at 5:06:55 PM

Identity: Makquer'el (Hero)


Abilities:
  • Powers:
    • Body Of Water: Makquer'el bleeds neither blood or ichor, but saltwater, which appears to make up all of his inner parts. It gushes out unceasingly until he closes the wound manually. This odd physiology, combined with his divine traits, make Makquer'el The Needless and give him immunities that most deities have. Additionally, his hair and the hem of his coat are always wet. His hair drips with drinkable freshwater and his coat drips saltwater. Both do not drip, freeze, or make other things wet unless he desires it, and he can control the amount of water that drips.
    • Heart Of Dark Seas: The deeper Makquer'el goes, the faster he can swim, and the harder it will be to spot him in the water. Neither water pressure nor the need to breathe seem to affect him. He can also teleport by jumping into shadows and small pools of water. Makquer'el can see in pitch darkness, as long as he is underwater.
    • Essence Of The Catch: Makquer'el can induce both favorable and unfavorable weather for the benefit of fishermen. He can also bless fishing vessels to get a larger catch than normal and bless fishermen with more skill. Fishing equipment becomes stronger in his presence.
    • True Form: Large and extremely strong. He usually doesn't use his true form unless someone really deserves his wrath.
  • Weaknesses:
    • Soft-Hearted: Makquer'el is terrifying in his rage, but he will stop most of the time if you break down in tears or otherwise act pitifully. He will stop even if it's an obvious act, which leaves villains with ample opportunity to take advantage of this. Makquer'el can't help himself—a mix of naivety and soft-heartedness keeps him from ending his opponents if they show any remorse.
  • Skills:
    • Ultimate Fishing: Makquer'el knows all there is to know about fishing, and it shows. Fish are drawn to his harpoon and net like ants to a picnic. He is able to harness his fishing skills in combat to make himself more of a threat.
  • Equipment:
    • Bone Harpoon: This harpoon is made out of the spine of a large sea creature, and has a length of chain attached to it that never seems to run out. Whatever is pierced with it (usually evil spirits) and dies will be turned into a small black fish. It has a divine durability and sharpness, and Makquer'el can summon it as he wishes in a cascade of water.
    • Sinew Net: This net is made of the sinews of a large sea creature. He uses it to rescue drowned or otherwise trapped souls and send them to the afterlife, though he can also use it to entangle his opponents. Even if someone is skilled in escape artistry, they will find it supernaturally hard to escape this net. He can summon it in a cascade of water.

Appearance: Makquer'el stands at 5'5" and weighs 150 lbs. He has sea-green eyes with blue flecks and long, stringy black hair that is always wet. He wears a linen shirt under a knee-length jacket with their sleeves rolled up, simple trousers with its legs also rolled up, and straw sandals. A straw hat is slung over his back. Everything he wears is black (except for his straw hat), to fit his position as a death god.
Personality: For a death god, he's pretty easygoing and friendly. His duty is to help trapped souls find rest, maintain the balance between light and dark in the oceans, and help fishermen—which are things he does with gusto. Makquer'el occasionally displays a childish disposition and wonder. Despite his easygoing nature, if you prevent a soul from finding their final rest, he will end you, despite his willingness to forgive other slights.
Background:
  • Makquer'el is a god created from the various thoughts and hopes of fishermen. While he is not as powerful as proper sea gods, he is content with his lot and purpose. The "death" part of his sphere of influence comes from fishermens' fear of drowning, "darkness" comes from fishermens' curiosity about the deeper parts of the oceans, and where "fishing" comes from is obvious.
  • He mostly occupies himself by putting down Drowned Souls (vengeful monsters born from the bodies and souls of those that perished due to drowning and other water-related issues) in the various oceans of the world. However, a sudden influx of Drowned Souls rising in Obsidian City has drawn his attention.
  • Angered by what he sees on the news, he has traveled to Obsidian City to confront the Aquavect CEO. He hopes to merely terrify him into submission, but something tells him that a much bigger evil is afoot—not only in Obsidian City, but seemingly everywhere as well.

Edited by JumpingFruit on Mar 3rd 2019 at 9:33:38 AM

I wear the skin of the Elder Things, having come unto my own.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#105: Oct 28th 2018 at 6:34:36 PM

Identity: Shelly/Shay'elli (Hero)


Abilities:
  • Powers:
    • Nigh-Indestructible Shell: Shelly's shell is extremely durable and resistant to heat damage. If you were to throw it into a trash compactor, the trash compactor would break first. If you were to try and cut it with a chainsaw, the chainsaw would break before the shell. If you were to hold a Bunsen burner to his shell, the shell wouldn't even be scorched and Shelly would be perfectly fine inside. It makes for a good hiding place when Shelly retreats into it. Too bad there's an obvious opening...
    • Filth Eating & Water Breathing: Shelly, as a Magical Sea Snail, is naturally resistant to filth and its negative effects, because they're a race of bottom-feeders with extremely robust digestive systems. He is completely immune to all poisons and pathogens that he consumes. As he also used to live in the ocean, he can breathe underwater.
    • Wall Crawling: With his sticky footpad, Shelly can crawl up walls and such. He can even stick onto ceilings. This could be utilized for stealth or getting into hard to reach places.
  • Weaknesses:
    • Snail's Pace: Shelly can't move quickly at all if someone's not carrying him around. He literally moves at a snail's pace and has to drag himself forward. The only upside to this is that he can crawl on walls and ceilings, but it's not a very good one.
  • Skills:
    • Great Magus Of The Sea: While Shelly is slow, small, and weak, his mind and his magical skills are something to be reckoned with. He is an expert in healing magic and spells that wash away corruption and taint.
  • Equipment:
    • Scroll Of Wave Essence: This is Shelly's life work, and he is constantly adding new spells to it. It mostly contains healing magic and, most importantly of all, spells to summon sacred waters to wash filth away, be it spiritual or physical.

Appearance: Shelly is about the size of a large orange. His shell is a pearly white and is shaped like a squat cone. The lower half of his body is a slimy footpad, but his upper body is that of a man in his forties. He has long, seaweed-colored hair and beady black eyes. Shelly has a surprisingly deep voice for someone so small and he is actually a hermaphrodite. He has accumulated some musculature from dragging himself around.
Personality: Shelly is very reclusive, preferring to stay in his shell most of the time and be carried around by Makquer'el, the only person whom he considers a friend. However, he will reluctantly come out of his shell to help people if there is no one else able to do so. He is very distrustful of humans because they killed all of the other Magical Sea Snails to harvest their shells. Shelly enjoys having his shell brushed.
Background:
  • Shelly is the last member of a race of Magical Sea Snails tasked by the sea gods of yore to keep the oceans clean with their magic. Previously, they diligently set about cleaning the oceans by eating up all the filth they could find in it and taking care of the rest by summoning sacred waters to wash it away. But then, one day, something changed.
  • They were recently discovered by Exotic Shells Inc, who found their shells profitable to sell as tourist souvenirs. Having no spells with which to defend themselves with, their numbers quickly dwindled into one. Shelly had no idea that Exotic Shells Inc's machinations against his people were orchestrated in part by Zugzwang.
  • Makquer'el found and saved him, and after learning of Shelly's situation, he traveled to Exotic Shell Inc's headquarters and flooded it with a torrential storm. Only the headquarters were destroyed, and nothing else—Makquer'el was careful enough to leave everybody alive. Afterwards, Shelly agreed to travel with Makquer'el, as he had no other place to go. Makquer'el affectionately called his new friend "Shelly" as a nickname, and it stuck.

Edited by JumpingFruit on Mar 3rd 2019 at 9:34:13 AM

I wear the skin of the Elder Things, having come unto my own.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#107: Oct 29th 2018 at 9:41:55 PM

Identity: Koda Carter-Ridgecrest/"BunnyHaxxor" (Anti-Hero)


Abilities:
  • Weaknesses:
    • Insert Cartridge: Koda needs to insert the Cartridge into a Reality Port (which opens up whenever Koda exerts her will) to gain the skills and equipment listed below. If she can somehow be prevented from doing this, then she will not be able to transform.
  • Skills:
    • Xtreme Hacking: Koda sees hacking as a minigame where she controls her avatar and runs through an obstacle course or a maze. If she can make it to the end in a set time period, she will be able to successfully hack her target. If she fails, she will take damage and will most likely trigger whatever alarm systems her target has.
  • Equipment:
    • BunnyHaxxor Cartridge (Uncorrupted): This is a plain gray cartridge, about the size of a pocket dictionary, with a cartoonish silhouette of a rabbit's head with X'ed out eyes as its logo. When inserted into a Reality Port, it warps reality, prompting Sudden Game Interface elements to pop up. Music even plays in the background!
      • Hearts: Koda has five Hearts. Each hit she takes counts as one Heart, no matter how minor or major the damage. She can recover Hearts by using Items, eating food or resting. After she has been hit, she obtains Mercy Invincibility for five seconds. If she runs out of Hearts, one Life is subtracted from her Lives. Her Heart count hovers over her head for everyone to see, and her condition is reflected in her Avatar's appearance.
      • Lives: These track how many times Koda can "die" before she perishes for real. They can be bought in the Shop and earned through defeating enemies. "Boss" enemies (red, purple, and black) drop Lives when they reach certain "damage taken" milestones. Koda's Lives are displayed over her head with white silhouettes of the BunnyHaxxor logo.
      • Combat: Koda can see where each opponent's major attacks will land, but the same is true for her major attacks. Status Effects (like poisoning, paralyzation, etc.) lasts only for a set time. A screen presents possible actions for her to take. The Difficulty Level of each opponent is presented above their head in differently colored versions of the BunnyHaxxor logo (in ascending order of difficulty: yellow, orange, red, purple, and black).
      • Coinz: When enemies are killed, they drop Coinz. Coinz may be used to buy Lives, get Equipment Upgrades, and learn new Skills/Moves. They are also used to buy Items at the Shop. The stronger the enemy, the more Coinz they drop. They are attracted to Koda's Avatar as if they were magnetic, so she doesn't have to pick them up manually.
      • Quest Log: This is a mysterious self-updating journal that automatically adds any new information that Koda learns to itself. It contains information about enemies and allies, but Koda has to learn the information first to access it in her Quest Log. People she knows will have their name hovering above their head. Strangers will have "???" instead. This journal also has information about Koda's objectives, which are called "Quests." It's a feature of the HUD in the VR-Tech Armor's retractable visor.
    • VR-Tech Armor (Limited Edition Bunny Set): This is clothing made of a Virtual Substance. It doesn't provide much defense, despite its name, but it's the last component in the Bunny Set, which enhances the wearer's speed and jump height significantly. Opponents have a higher Miss chance against the wearer. There is a retractable visor inside the hood with a HUD.
    • VR-Tech Nanoskates (Limited Edition Bunny Set): These are skates made of a Virtual Substance. They give the wearer extreme speed, an increased jump height, and skill at skating, which, compounded with the complete Bunny Set's buffs, lets Koda skate at speeds of up to 250 mph. and jump up to 50 ft. vertically. The wheels are retractable.
    • VR-Tech Variable-Form Weapon (Limited Edition Bunny Set): This transforming weapon is made up of a Virtual Substance, and has two forms. The first form looks like a pair of giant scissors, the two sides of which can detach into two blades. The second form is a giant railgun, which can fire off ionized beams capable of piercing even the toughest of armors. Since the Virtual Substance it's made of is very light, Koda can swing and carry it around with no trouble. It can stick to Koda's back through strong magnets.
    • Trinkets: These are various badges that Koda can equip on her belt to gain their beneficial effects. They can only be obtained by defeating enemies, and she can only equip up to three at a time. Despite their rarity, Koda has managed to obtain five.
      • EX-Charger: This is a metallic, rectangular badge with markings on the side that divide it into four parts. It grants Koda access to EX-Moves, which are like Limit Breaks. She can charge it by either dealing or taking damage. It will show how much it's been charged by turning red starting from the bottom. When the red reaches a marking, Koda can unleash an EX-Move.
      • Combo-X: This is a metallic badge shaped like an "X," and it gives Koda the ability to chain her attacks and trap opponents in an endless cycle of pain—the more attacks she successfully chains, the faster her attacks get. If Koda moves on to another opponent, takes damage, or doesn't attack for a set period of time, the combo will break.
      • Critical Die: This is a metallic badge shaped like a d20 with the number "20" showing in its centermost facet. This makes 1 out of 20 hits that Koda lands a Critical Hit, which increases the damage that attack does. This is especially overpowered when paired with the EX-Charger Trinket and the Combo-X Trinket.
      • Over-Clock: This is a metallic badge shaped like an antique stopwatch. It allows Koda to double her speed and jumping height for one minute, after which it requires two minutes of cooldown time. Its hands move to track how much time Koda has left to use this Trinket's boost, and rewind during its cooldown period. This is especially good for hit-and-run tactics.
      • Eagle Eye: This is a metallic badge shaped like an eye with a crosshairs in it. It makes any weak spots her opponents have shine tellingly. It also improves her ability to aim with her Weapon's railgun form and gives her the ability to "zoom in" on faraway objects with her visor's HUD.

Appearance:
  • This is her when she's untransformed. She's 4'5" and 75 lbs. as a result of genetic growth issues. That doesn't stop her from being scrappy in the least, however.
  • This is her when she's transformed.

Personality: Koda used to be a bubbly, cheerful child, but after the traumatic events surrounding the Game that her parents were developing, their deaths, and her discovery that she was made of a strange "Virtual Substance," she became much more reclusive. After she made further investigations into what seemed like "her own" life on the surface, she found that she was a Digital Homunculus created by her parents to play the role of the "original" Koda, who died of a mysterious wasting illness. The revelation did not help matters, as she continued to try and avenge her parents' lives, while spiraling ever deeper into depression. She constructed a louder and brasher stage persona to use when transformed, but it's merely a mask.
Background:
  • Koda would have been the heiress of her genius parents' budding Virtual Reality game-making company, but several events coincided to make sure that this would not be the case. First of all, another gaming company, OtherWorld Corp. wanted to obtain the technology behind her parents' secret project, only referred to in whispers as "The Game." After her parents refused a highly unfair business deal, they were killed in a "accidental" gas explosion. A robot resembling a White Rook was glimpsed leaving the "accident" scene.
  • They left behind a strange Cartridge for Koda, alongside a hard drive. The information inside the hard drive shattered Koda's world competely. First of all, she was not a human—her parents had invented a Virtual Substance capable of imposing Code onto reality, changing reality into a video game. She was made of it, being a Digital Homunculus implanted with her other, dead self's memories—the "original" Koda had died earlier of disease. Her new condition allowed her to open Reality Ports to transform into her Avatar to fight the enemies that would surely come after her. (Since Koda was the first and only test-player of the Game, she gained the Bunny Set, which was supposed to be given out to all the test-players as a thank-you gift. She is thereby the only person who has the Bunny Set.)
  • Using the Cartridge, she was able to access the Shop (which is open 24/7, no matter what, in impossibly convenient locations) inside the Game. The kindly Shopkeeper took her in and explained the situation to her. Koda, in return, was expected to gather materials for him to improve the Shop with. Currently, the Shop boasts an impressive selection and lowered prices due to Koda's efforts.
  • Meanwhile, OtherWorld Corp. managed to make Cartridges with what little information they could salvage from her parent's trashed workshop. However, their copies were not perfect, and continuously generate a greenish Corrupted Code. Other Digital Homunculi were manufactured and made to use these Corrupted Cartridges at the cost of their sanity, being sent after Koda like rabid attack dogs. After all, that's what the logo on their Cartridges showed—a silhouette of a fanged, slavering wolf. OtherWorld Corp. is still being controlled by Zugzwang, and Koda's existence is a threat to their entire operation. Whether or not she'll be able to outrun, outwit, and out-fight her pursuers remains to be seen...

Edited by JumpingFruit on Jul 8th 2020 at 7:20:41 AM

I wear the skin of the Elder Things, having come unto my own.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#109: Nov 19th 2018 at 6:15:06 PM

Identity: Peregrine "Perry" Alastor (Hero)


Abilities:
  • Powers:
    • Stray Spirit Summoning: Perry can summon the spirits of unwanted or otherwise abused pets to any location, as long as there is space. It depends on her willpower and how many spirits she's befriended—and that's a lot. They take the form of tangible animal-shaped shadows with green eyes. They are very friendly to everyone, but will quickly turn hostile if Perry encounters any threats.
    • Stray Spirit Channeling: Currently, Perry has formed an especially deep bond with three spirits: a dog, cat, and cockatoo. This allows her to summon them into her body and attain some of their attributes. When spirit channeling, Perry forms a shadowy aura around herself with the traits of the spirit she is channeling.
      • Rollo: Rollo is a wolfdog who was starved to death by a neglectful owner. When Perry is channeling him, she gains a significant boost to her strength, a more sensitive sense of smell, and sharper teeth. When she finishes channeling him, Perry will feel hungrier than usual.
      • Lucky: Lucky is a black cat who was drowned by her depressed owner. When Perry is channeling her, she gains a boost to her speed and agility, increased flexibility, muffled footsteps, nightvison, a righting reflex, and shadowy claws. When she finishes channeling her, she will be slightly hydrophobic for a short while.
      • Pip: Pip is a cockatoo who was choked to death by a careless groomer. When Perry is channeling him, she gains a pair of shadowy wings and the ability to mimic voices. However, she will feel as if she is being slowly choked when channeling Pip, so her stamina will be decreased.
  • Weaknesses:
    • Spirit Warding/Exorcism: Warding a place against spirits can prevent Perry from summoning her friends and render her without backup. Performing an exorcism upon her while she is channeling one of her three best friends will force whomever she is channeling out of her body and return her to normal.
  • Skills:
    • Street Smarts: Due to living on the streets for an extended period of time, Perry has developed a sixth sense as to where food can be found, what people should be avoided, where the best shelter is, etc. She moves through the maze-like streets of Easton with an uncanny gracefulness and ease, and can also sense the general direction in which she's headed.

Appearance: She's 4'9" and 85 lbs. from being malnourished. Those "cute" shadowy things hanging around her are her friends.
Personality: Perry does her best to maintain a sunny disposition even though her situation is bad. She usually doesn't approach people, as she is shy and feels closed off from normal people because of her condition and abilities. She sometimes falls into a trance and talks to things that aren't there. Perry likes feeding the spirits that always seem to be following her around, and has therefore amassed a considerable army consisting of the spirits of dead pets.
Background:
  • Perry comes from a long line of spirit mediums and psychics, although recently the blood of her family has been diluted somewhat by her father marrying a normal woman. She can't summon human spirits because of this, although the spirits of animals fall under her sway easily enough. She lived a normal life through most of her early childhood, and experienced relatively few hardships. That all changed when Axel Adams came to town.
  • Her family was evicted from their house, and she was left on a street corner because her father was ashamed of her weak ability to control spirits and her mother disliked her because of her apparent "mental disability" stemming from her blood. She managed to eke out a life living on the streets with the help of her spiritual friends, and eventually grew used to her new life.
  • She still haunts the area around her old home, and occasionally helps out victims of crimes in her free time. If one listens closely at night, her quiet humming to her friends on the other side can be heard. Axel seems not to have noticed her hanging around his territory, but that might change at a moment's notice.

Edited by JumpingFruit on Mar 8th 2019 at 8:21:16 AM

I wear the skin of the Elder Things, having come unto my own.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#111: Nov 25th 2018 at 5:47:51 PM

Identity: Aster Constantine & Avajax, The Iron Mountain, He Who Endures, Devourer of Pain, The Mad Beast (Anti-Hero)


Abilities:
  • Powers:
    • Eldritch Host: Aster is the descendant of Avajax, an Eldritch Abomination who used to be worshipped by multiple cults. By fulfilling several unknown criteria, she was deemed a worthy host. Avajax then proceeded to latch onto her like a parasite—but it eventually turned out to be mutually beneficial. Avajax, while not able to speak conventionally, obviously cares for Aster like a grandparent. Aster is the only one who can understand Avajax's "vocalizations," and occasionally teases the "old man."
      • Thou Shalt Have Strength: By residing inside Aster's body, he grants her supernatural strength. Aster has yet to fully test the bounds of Avajax's strength, but she theorizes that its potential is only limited by her own willpower. Whenever she uses Avajax's strength, her limbs appear to be woven out of metallic razor floss.
      • Thou Shalt Have Willpower: Avajax also lends Aster the full measure of his willpower, protecting her against mental influences and the like. Only eldritch beings equal to or above Avajax's caliber stand a chance against the mental shield Avajax provides—and those are very few in number.
      • Thou Shalt Endure: Aster is very hard to injure properly, and even if she is injured, the pain usually won't affect her. Avajax eats the pain inflicted upon Aster, so she usually doesn't feel a thing. Metallic shards jut from her wounds, sealing them and making it hard to injure her in the same place twice. They are actually parts of Avajax's body, and recede over time as the wounds heal.
      • I Shall Protect Thee: Avajax allows parts of himself to be summoned out of Aster's body, warping her flesh into metallic chimeras. Aster can also summon his metallic outer shell for use as armor—not that she usually needs it. Occasionally, Aster can cede control of her body to Avajax, allowing him to go hog-wild on the object of their rage. In this state, Aster is unconscious as Avajax takes the reins.
  • Skills:
    • Cooking: As the proud owner of a food cart, Aster knows how to cook a wide range of food. The fierce competition between the cooks in Easton's street food industry have lead her to be extra skillful in her cooking to attract customers.
  • Equipment:
    • Bicycle-Drawn Food Cart: Aster's food cart is dark grey with a black awning. Her beat-up dark blue bicycle is attached to the front. It's a relatively small affair, so she has to rotate the food she serves every day to keep things fresh. It's got a stove, a sink, and a cabinet under the sink to store food in. A chalkboard outside advertises her current food selection.

Appearance: 5'5" and 135 lbs. Here's Aster and her great-times-many-times grandpappy posing for the camera. Since being "possessed," Aster has gained red eyes and paler skin. Occasionally, lumps can be seen moving about under her skin and strange grinding sounds can be heard when she moves.
Personality:
  • Aster is calm, collected, and polite. She's as normal as can be for a person possessed by an eldritch being. You can find her chatting amicably with her customers most days. Aster used to be somewhat dismayed by her powers and what they do to her body, but now she doesn't mind a bit. Aster and Avajax currently have a strong bond. Nothing can tear them apart—literally.
  • Avajax is...hard to describe, as he usually doesn't seem to emote and only makes strange noises that can be described as a combination of whalesong and cooing. However, Aster can understand him and describes him as "affectionate and wise." Avajax is less incomprehensible than unintelligible.

Background:
  • Aster was born to a normal-seeming family that just happened to be descended from an Eldritch Abomination. She had a fairly happy and average childhood. However, in her teenage years, she fell sick with a strange, agonizing illness that no doctor could seem to cure. However, Aster held on for a year, which was significantly more than the two months the doctors predicted she would last.
  • Some time later, she was possessed by Avajax. He had inflicted her with the illness to "test her resolve" as a worthy host. She was offended by the dissonance between his proclamations of grandfatherly love and his actions, but later got over it. She decided to not go to college and sell street food.
  • Being possessed by Avajax has its perks. For example, the ability to fight off/frighten off would be robbers comes in very handy. The ability to sprout knives from your fingers is also useful for cooking. Having seen an unusual increase in strange ongoings in Easton, Aster thereby resolves to investigate after some prodding from Avajax.

Edited by JumpingFruit on Mar 8th 2019 at 8:24:58 AM

I wear the skin of the Elder Things, having come unto my own.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#113: Nov 29th 2018 at 3:16:52 PM

  • Identity: Cendrillon Dufresne, Anti-Hero/Anti-Villain, Public Identity
  • Abilities:
    • Enhanced Physiology: Even her base body has an increased capacity for physical strength and speed, along with an apparently nigh-unlimited stamina during fights (apart from the occasional five or ten second break after being knocked through a dozen walls or so), a mildly reinforced skeletal structure (only so that a pipe wrench to the back of the head would only send her reeling instead of knocked out with a skull fracture) and an enhanced regeneration ability (which has an initial delay that requires her wounds to already be beginning the process of clotting—assisted by her haemokinetic ability described below). Her strength is enough to shatter jaws and smash into concrete, and her speed allows her to outpace a cheetah at full sprint—and additional metallic braces have been fitted into her spinal column and legs in order to allow her to survive great falls. Provided she lands on her feet, of course.
    • Haemokinesis: Cendrillon's questionable alterations have also given her a complete psychic connection to her own blood supplies. With it, she can form and congeal her blood into different areas of her body, and if wounded (either purposefully or accidentally) she can focus her blood to the injured point in order to mold it into external constructs such as weapons and tools. This ability is incredibly nauseating for her to use, obviously—and pushing blood outside of her body weakens her tremendously even if she gains an external resource to manipulate at a distance. As such, she usually keeps this ability latent—only using it if the situation specifically requires it.
    • Epidermal Ribboning: Also referred to in tongue-in-cheek fashion by her as ‘Wire Action’, this ability allows Cendrillon to tear her external layers of skin into razor-thin strips akin to whips, which she can then manipulate into high-speed cutting weapons or simply use them to entangle foes for capturing purposes. Her manipulation is trained enough that she can switch from lethal velocities to gentle contact in an instant, and she can freely manipulate objects from a distance as easily as one would use their hands. Despite her ‘ribboning’ ability having the drawback of exposing her vulnerable muscular system to the world, her haemokinetic abilities allow her to keep all of her precious blood in place and circulating normally—as such, it is impossible for her to bleed out in this state no matter how much of her skin she unravels.
    • Invariable Aim: Her boosted senses give Cendrillon an inhumanly-precise accuracy when it comes to hand-eye coordination and firearm usage—and has the skills to even ricochet bullets off of surfaces in order to hit normally impossible targets. This also has the unintended side-effect of her movements being unnaturally robotic and smooth; her stance perfect and still to the point where the Uncanny Valley begins to poke its head out to play. This can end up a detriment to her, as these telltale signs can easily alert someone that something is not quite right.
  • Gear:
    • Dual Glocks: Her favourite weapons. Specifically a pair of Glock-17s, Cendrillion's guns in particular have been outfitted with a doubled ammo capacity and a greater overall shot power (at the drawback of insane recoil—though Cendrillion's enhanced body deals with that just fine). The twin pistols are powerful enough to puncture through titanium plating—however their significant alterations and considerable mass affect the precision of their aim tremendously. Cendrillon is highly skilled with these weapons nonetheless—and regularly incorporates them into her athletic fighting style.
    • Liquid Suit: A form-fitting suit of vantablack broken up by red neon tubing and weaved from multiple experimental armour substances. The suit's primary ability is camouflage—refracting light around itself using a microscopic retractable mirror system in order to make Cendrillion's body shape harder to identify—however it also has the ability to convert to a liquid form as its name would suggest, and retract into a small nodule implanted in the skin beneath her chest. It is tied directly into her central nervous system, and thus can be activated via a specific pattern of subtle muscle twitches and does not stifle any physical senses disregarding pain (of which it completely ignores in favour of acting like normal clothing—which cannot feel at all). Cendrillon can either completely or partially retract the suit; most often around her arms so as to allow full potential for her epidermal ribboning abilities.
    • Jet-Assisted Grenades: A variety of grenades—including frags, flashbangs, and smoke—fitted with heat sensing technology and automatic homing capability, which is achievable by them propelling themselves towards the target via an extremely limited amount of CO² stored in tiny canisters within the outer shells. The grenades themselves are much more clunky and less aerodynamic as a result, and there has been many an occasion where they have ended up locking onto an unfortunate pigeon or decided to make love to a wall instead of hit a human target. Nevertheless, Cendrillon finds usage for these—crude, but effective enough, and allows her to save her energy for bigger targets if she can manage to get one off.
  • Appearance: “Oh. Excusez-moi. Am I interrupting?” 6"4'. Impassive facial expression beyond all convention. Never trembling, sweating, or shivering no matter how dire the situation. Remains inhumanly still when inactive or asleep.
  • Personality: Calm and collected, and as polite as a person can possibly be. Cendrillon never shows any sign of panic no matter the situation; having the same relaxed and cool-headed attitude she has when she's making a cup of tea even if she's diving out of a cargo plane without a parachute to assassinate some high-class pawn. Indeed, the only vague emotional reaction one can rouse from her is the increasing bloodlust she gains in a battle, although her mannerisms change so abruptly into almost mindless animalistic behaviours that it's uncertain whether or not her external politeness is a farce or the feral beast within is the added trait. Whatever the case, Cendrillon has at least a degree of morality—she refuses to shoot minors even on orders from her superiors, and occasionally shows a rare tenderness for the innocents caught in the crossfire (granted if she actually bothers to be aware enough of collateral damage to care about them in the first place—and if they start asking questions she may be entitled to ‘quietening their curiosity’). For a relentless governmental assassin, Cendrillon isn't perhaps the best but is far for the worst in terms of her corruption—at least, depending on the job she's been given...
  • Backstory: A mysterious agent who has shown up in records far beyond what her apparent age would suggest (and looking the exact same biologically as well), the so-called 'Cendrillon Dufresne' is apparently of French origin judging purely by her accent and name, however her claimed affiliation with the British MI 6 and her almost exclusive presence in America makes for quite the confusing enigma of a woman. If she's a woman. All that is known for definite is that she was subject to biological alterations and later had an affair with a certain superhero during a particular assassination mission she had been assigned to—but said superhero is apparently sworn to secrecy and claims that ‘higher authorities’ could become involved in keeping the entire situation hush-hush. Indeed, if Cendrillon is more than some delusional mercenary having undergone uncertain superpower-inducing treatment then she is doing an excellent job of keeping her appearances minimal and her few meetings brief and vague. Whoever Cendrillon truly is, there seems to be no hope in gleaning that information from her personally. And raising the particular question regarding the possibility of her being impregnated or already having given birth to a child at most raises a laugh and a tap on the nose. Before a bullet through the head, of course.

Edited by Enirboreh on Nov 29th 2018 at 11:25:03 AM

bork
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Heyitsgalaxycreeper Since: Mar, 2018 Relationship Status: [TOP SECRET]
#115: Dec 1st 2018 at 4:39:09 AM

  • Identity: Real Name Unknown, Status:Hero, Private/Public
  • Identity: Galaxy Pixel or just Galaxy
  • Abilities:
    • Cyborg Psychology: Galaxy is a cyborg, meaning that he
has the organs of a robot. This does slow him down though, making him pretty vulnerable to fast attacks.

  • Digital Boost: There are two types of these moves, but they all rely on using digital data to boost:
    • Ground Boost: Galaxy, using digital data, begins accelerating at incredible speeds on the ground, allowing him to dodge attacks more easily
    • Air Boost: This works as a form of double jump, where he charges to go already high. After the jump, he will summon a digital explosion to help him boost up in the sky. He usually uses this to go up buildings.
  • Internet Knowledge: Galaxy has the Internet planted in his mind, making him extremely smart.
  • Appearance: You can click on the three dots, which then say "Avatar Gallery". Click it and you will see him
    • Or read it:
      • Exterior: Galaxy, on the outside, has a dark green/black color scheme, kinda fitting his personality. He usually holds guns along with a knife, located in his pocket. For his more noticeable appearances, he has "hybrid eyes", meaning that he has eyes with two colours on one side, another on the other one. He also has double colored hair, making him..... interesting. He also has Cute Little Fangs that he hates anyone saying that the're cute.
  • Personality: Galaxy is always honest. He never lies (he tries not to) but at times, he can be a rebel. He is extremely aggressive and will do anything to kill all builles. So, in a nutshell, he's an Ax-Crazy Bully Hunter.
  • Background: So, he bought this new Horror video game when he was a normal boy and it's called Minsanity (sorry). He put the game in his Play Station 4 and got to playing. However, he then entered the game, and, it was a horror game. Then there were evil machines that turned him into a robot, in...... ways. The machines then turned him insane with a machine called the Insaninator, and he killed his parents shortly after. He got out of the game, not knowing that the game was cursed. He found out that he had digital and tryed to save the day, yup, that's his backstory.

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#116: Jul 8th 2020 at 9:44:49 PM

Spandex II REDUX Signups & Character List

Welcome to the long-awaited retroboot of The Good, The Bad, And The Spandex II! This is primarily a freeform superhero RP, wherein everyone makes up their own Original Characters and plots to play in. They can be anything, from traditional superheroes to the oddest creatures and people from other dimensions. Nearly anything goes here; weirdness is the very heart of this RP!

To both old and new players alike, welcome, but be sure to read the rules below before we start. I’d like everyone to note that we are just going to continue playing in the old Spandex II thread, so we don’t clutter up the forums any more than we have to (and for continuity purposes).

Also, please don’t resubmit a character sheet if you already see them listed below, unless you’ve revamped them in some way, so I can document both the old and new versions. If you are a returning player, please tell me so I can put your characters into the active character list.


    Rules 
  • All TV Tropes forum and RP rules apply here.
  • No Godmodding of any kind (Ghosting, Autohitting, Powergaming, etc).
  • Please maintain a civil atmosphere at all times. (Don't start drama, etc.)
  • Characters must be strictly original. You can, however, make Expies of fictional characters.
  • Power levels are pretty flexible, since I feel the "No Godmodding" rule gives everyone a fighting chance. However, keep in mind that easily solving problems with uber-godly powers isn't fun—it's the journey (how everyone comes together to solve the problem) that counts.
  • NOTE: We primarily use Discord for discussion, so it’s important that you join our server. This is so that we may communicate and worldbuild more efficiently. The link to join is posted below.
    Character Sheet 
  • Identity: Name, Public/Secret Identity (if they have one), Status (Hero, Anti-Hero, Villain, Anti-Villain, Neutral)
  • Abilities:
    • Powers:
    • Weaknesses:
    • Skills:
    • Equipment:
  • Appearance: Can be either a description or an image
  • Personality: How your character acts
  • Background: How your character got their powers, why they came to Easton (if they aren't a native), plus anything else you think is relevant
    Throne of Active Characters 
    Graveyard of Inactive Characters 

Worldbuilding Thread

Game Thread

Discord Server

Edited by JumpingFruit on Sep 10th 2020 at 4:11:47 AM

I wear the skin of the Elder Things, having come unto my own.
bestmand902 Since: Aug, 2015
#117: Jul 8th 2020 at 10:31:56 PM

Name: Steven Benchly

Alias: Sawtooth

Status: Villain

Abilities:

- Enhanced Strength (at least enough to lift 80,000 lbs)

- Enhanced durability ( To the point that machine gun fire can't hurt him)

- Enhanced sight (can see in the dark)

- Enhanced sense of smell

- Can swim incredibly fast

- Can heal very fast

- Can detect electromagnetic fields

Weakness: eyes are incredibly sensitive to bright lights

Personality: Steven sees the acts he's hired for as, for the most part, a job. A job that's not always pleasant or clean, but still a job. Buried beneath his affable, jovial, jokey, yet fight-happy and snarky attitude, Steven loathes that his mutation means he can't have regular human contact, and finds complaints by less-deformed Superhumans that their powers are "A curse" to be insulting. Steven also has lines he absolutely refuses to cross (killing children being chief among them) and forcing him to cross those lines will cause him to no longer be loyal to the person hiring him.

Appearance: Steven resembles 10-foot tall Great White Shark with muscular arms and legs (Think like King Shark from DC comics and you're on the right track.)

Background: Steven Benchly was once chosen, along with several other promising young minds, to participate in an unknown experiment. However, upon arrival at the location where the experiment was to be held, he found himself knocked unconcious. Once he awoke, he discovered the purpose of the invitation, and the experiment: To lure people to a secret lab, where they'd become mutants, their DNA spliced with that of various ocean animals. After days upon weeks of his fellow captives slowly disappearing, it was his turn.

His DNA was spliced with multiple different shark species, mutating him into a horrific monster. Once he got a good look at what he was...Something at that moment snapped inside his mind. He rampaged his way free of the facility, giving it a fresh coat of red in the process. Now alone, enraged, and knowing he could never face his family, friends, or, well, anyone again looking the way he did, Steven took up one of the few jobs that consistently are looking for someone like a giant shark-man: A hired thug for anyone willing to pay top dollar.

Edited by bestmand902 on Jul 8th 2020 at 2:22:06 PM

NickTheSwing Since: Aug, 2009
#118: Jul 8th 2020 at 10:42:35 PM

  • Identity: The Americorps... led by Rick Cannelle / Captain Patriot
    • American Avenger / Dean Lorraine
    • [[strikethrough: The Onrush / Rudy Folken]]
    • All American Lad / Stefan Neumann
    • Darkwulf
    • Shaper / Ben Korrino
    • Gun Girl / Karen Clive
    • Hammer Lass / Lauren Insinger
    • Dead-Ahead / Norm Barker
    • Dr. Elite / Elwood Cobb
    • Public Identity / Fake Heroes
  • Abilities:
    • American Avenger is a classic Flying Brick with a caveat - as the fight goes on, his invulnerability goes down and his strength goes up. It's a flaw of the procedure that turned him into a superhuman. Dr. Neuron outright calls his powers "what I am aiming for, in the general vicinity, but not quite." He also has percussive blasts able to be fired from his hands.
    • Onrush has comparably minor reflex and speed amplifications done by Dr. Neuron, but his outfit is bullet-proof and he wields a sword that can cut through most kinds of matter. It is just a pity that his technique with the sword is...charitably described as lacking.
    • Shaper's powers let him reconfigure and reshape inanimate matter, on top of being able to shrink and grow at will, an inferior copy of Kris Caulder's technology made by Dr. Neuron based on what they had available. He cannot size shift a different way for two minutes after each individual shift.
    • Gun Girl's powers include a set of guns that cannot run out of ammo due to some innate psionic power that automatically refills the guns from her stock. And being a patently insane gun loonie she isn't going to run out any time soon. She is also given enhanced durability and stamina, along with minor strength alterations. Following Dr. Neuron's takeover of the site, she's been "relegated to test subject" for an item called the Assault Suit.
    • Hammer Lass has a large dangerous hammer scavenged from the Foundation for the Future's technology, and amplified by Dr. Neuron's own advanced technology. She also has lesser versions of American Avenger's abilities, but without the flaw, as she took them as a "prototype" for what American Avenger's powers ended up being.
    • Dead-Ahead is a zombie soldier who died in Iraq when his insane need to hunt down what he thought were "terrorists" got him and his whole helicopter crew killed off. He was reanimated by Dr. Neuron and given the cover story of being "reanimated by pure power of patriotism". Dead-Ahead has limitless stamina, is immune to pain, poison and can just stick any severed limbs back on and see them regenerate.
    • Dr. Elite's powers can best be described as the use of super high tech futuristic gadgets that imitate and take on the appearance of magic. He seems like he's on the level of a supreme order sorcerer, but in reality he just uses a large variety of gadgets and items. As such, with some of them they can be short-circuited by water or an EMP attack.
  • Skills: They're all reasonably skilled actors for what it's worth, and know how to put together a show, though their ability to make it stay convincing to anyone outside their ideological bubble is less than good. Of them, American Avenger was prior a successful Hollywood Actor, though his role was always negatively compared to that of others.
  • Equipment: They have the Dyna-Mite Jet, a great golden high tech high speed jet...which has all of its stealth qualities negated by that golden coat of paint. They also have all the equipment and gear being state-sanctioned superheroes can provide - President Ronald Sutler personally funding them through his family's donations handled by his sons Eric and Junior.
  • Appearance:
    • American Avenger is a dark haired "hero" that wears a blue and gold version of Superman's outfit with a stylized Q on the chest instead of an S. His cape is black.
    • Shaper wears a stylized, less practical version of Kris Caulder's armor, which doesn't include a helmet simply so people can know its him.
    • Onrush is a rather portly older gentleman wearing a Zorro style face mask, operatic outfit, a cape and hood, and a hilt at the midsection for his sword, along with a revolver.
    • Gun Girl's outfit is literally just a fanservicey American flag themed dress and boots, with holsters on the sides for her various guns...well, it was, until she was put into the Assault Suit, a spiky full body suit of armor that gives her very little free will in combat.
    • Hammer Lass wears a white and red Tron outfit-like uniform with a one shoulder cape, and a red hammer emblem at the chest on a white circle.
    • Dead-Ahead still wears the standard US Army Uniform, with utterly no alterations for his "hero" activities.
    • Dr. Elite wears a red and blue impression of a sorcerer's robe - red on the right side, blue on the left side. It's way too long, and the over the top look at the neck is easy for enemies to grab. He has a number of his items and mechanical weapons on him as various "mystical artifacts".
  • Background: In light of the incident involving Dexter and Azi Dahaka, and the antagonizing call he got from Dexter, President Ronald Sutler decided to sanction the creation of a superhero team "designed to reflect America's greatness and keep America great"... and they all are people who have been outspoken supporters of him or who have incurred various controversies. Elwood Cobb was under investigation for corrupt practices in handing out drugs to American servicemen, Dead-Ahead was a Sociopathic Soldier and all around lunatic, and The Onrush was an outspoken conservative radio show host before he ended up deputized, for example. They were given their powers and abilities by amplifications provided by one Dr. Neuron, a former Nazi Doctor and current flying psychic brain in a bubble. They were, despite protest from American Avenger, put under the auspices of one Rick Cannelle with the assistance of the Zugzwang Organization, just the latest crooked contact the President involved. Taking the identity Captain Patriot, Rick became the head of a state sanctioned group of alleged superheroes.

Edited by NickTheSwing on Jul 31st 2020 at 6:05:32 AM

Sign on for this After The End Fantasy RP.
Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#119: Jul 8th 2020 at 10:54:24 PM

Identity: Malice/Alexander Markov; public identity

Status: Anti-Villain (Well Intentioned Extremist)

Appearence: Burned, battered, but not cowed. Picture can be found here, because I still have no idea where the image actually came from to link it. https://docs.google.com/document/d/1mKZtozi8S3Om96C38IS0vfgqApcdjTIpO2ir05ozQP8/edit?usp=sharing

Abilities:

-Mind Over Matter: Malice is an incredibly powerful Telekinetic, albeit somewhat unhinged as his mind cracks under the strain of using his own fury and negative emotions to power his abilities. Using his mind he can lift upwards of thirty tons without effort (multiple compact cars) and lift forty when straining (roughly a single semi-truck), although he can not hold such a load for long. He uses his power to fight, sending flechette storms of debris at enemies or hurling cars and other heavy objects.

-Telekinetic Bulwark: In order to protect himself from harm, Malice often projects a shield of telekinetic force around his body. It stops bullets and cushions blows, making it possible for him to fight superhumans one on one, as otherwise their superstrong blows would likely kill him instantly. Makes him surprisingly durable, although attacks when the shield is down merely hit a relatively tough human. He can also project this shield into a dome-like structure, but this greatly weakens it and only protects against normal gunshots and slow moving projectiles like arrows.

-Psychic Phenomena: The area around Malice is unstable and often chaotic. Liquids freeze, glass shatters when he uses his powers, lights flicker or explode, electronics short out and things in general break. Less a power and more a side effect, although an occasionally useful one. He can direct this power in short bursts to short out technology, though it is not a precise power.

Weaknesses

-Flame and Flesh: Malice cannot manipulate flame or explosive force without massive effort- the kind of effort that makes him a complete sitting duck as he likely stops it from killing him. Therefore the best weaponry to bring to bear against him are weapons like flamethrowers, rocket launchers, and other direct counters. In addition, when unable to muster the energy to keep up his telekinetic shield, Malice is far more likely to surrender or flee than to keep fighting, as without it he is little more than a human amongst giants in terms of durability.

-Corpus Conversion: Although the power in his telekinetic abilities is considerable, drawing too deeply on his reserves of energy is very draining for Malice. In a drawn out fight his power lags and he slows, eventually being forced to draw on his own flesh and blood to keep fighting, before he finally weakens enough that he has to stop using his powers or collapse.

Personality

Malice is outspoken and dramatic, and will never take a subtle route when a loud and flashy one will do. Although his morals are… less than those held by more stable people as his powers have eaten away at his core self, the ones he has held onto are rock solid. He refuses to harm innocents and will take action to stop them from being hurt. This often puts him at odds with less scrupulous villains, though anyone he doesn’t consider "innocent" is still fair game. His loyalty is surprisingly strong for a villain, and he will gladly repay favors thrice over. Generally with overwhelming force.

Backstory

Alexander was a relatively innocent man for the first thirty-two years of his life. He would never think of doing drugs, never in his life did he hang out with the wrong crowd, and the worst things he got up too mostly consisted of some social drinking and the very occasional party. This, naturally, changed for the worst when he was caught in the crossfire between a squad of trained TALOS agents and a brutal supervillain, as he was in the wrong place at the wrong time. TALOS, distracted by a civilian blundering onto the scene, accidentally set fire to flammable materials in the background which promptly exploded, badly scarring and half blinding Alexander, putting him in a minor coma as they worked to contain the threat. For an indeterminate amount of time, his mind drifted in an endless void. He was a latent telekinetic, and a strong one, but he had never been in a situation bad enough to awaken his powers- until now. His powers manifested at great cost, as his mind brushed against squirming, ravenous horrors, not of this dimension, and his sanity cracked. He woke one day in a hospital, whispers fraying at the edges of his mind, addled, and barely coherent as nurses tried to calm him down. Eventually, over a period of three weeks, he recovered from the experience- at least, mentally. His face and side were badly burned and his left arm was also irreversibly damaged, although functional.

He learned that TALOS, the benevolent organization responsible for what had happened to him- they were sloppy, the whispers had suggested, had convinced him- had paid his medical bills. It was surely for the good press. They couldn’t care about him, after all. Just a small cog in a great machine. He asked, and what the nurses said confirmed it in his mind- TALOS had never once checked up to see if he had survived the accident, never reprimanded any agents, and the supervillain he could not remember was still at large. Furiously he leapt from his bed, and instinctively used a power he had never known to help him stay upright. A wave of his hand and the doors to the hospital were hurled off their hinges, people protesting and trying to tell him to stop as he walked out. He would have his revenge on TALOS someday, he concluded. But first, he would master his powers. He would destroy those who would do as TALOS had done, which would threaten the common man. By any means necessary.

Edited by Cwest5538 on Jul 8th 2020 at 11:20:23 AM

Wooze looks at Glass with a 'please take her away' look
NickTheSwing Since: Aug, 2009
#120: Jul 9th 2020 at 12:47:01 AM

  • Name: Ro’lan Anok / Roland Brancher
  • Status: Hero
  • Private Identity
  • Hero Name: Ultra Lad

  • Age: Technically 5, physically 19

  • Abilities:
    • Nohman Physiology: Owing to a more gaseous based physiology, Roland can control every single molecule in his body, resulting in him being able to among other things affect Super Strength, Super Toughness, Super Speed and Flight. He can also phase through solid objects, and manipulate his molecules in order to fire complex molecular blasts of energy based on molecular interactions. Due to his physiology, he can also recover remarkably quickly from injury, giving him a Healing Factor.

    • Hardlight Aura: In contrast between the rellans and the Nohmans, instead of Hardlight producing organs, Roland has a continuous aura he makes use of which can then be formed into various Hardlight constructs and weapons. He can hide it in order to make his human disguise more feasible. Roland, due to being of the Warrior Caste of the Nohmans, has a stronger, larger aura and is capable of making more intricate constructs.

  • Skills: Capable fighter, and skilled with a wide variety of weapons. Skilled pilot and handler of machines. Skilled at handling various “dimensional anomalies”.

  • Gear:

    • His ear-mounted “Itharuj” Device, which is basically an onboard computer that scans and logs information, keeping a semi-physical screen in front of his right eye. Constantly scans and evaluates his surroundings. Standard issue for Nohman Warriors.

    • The Jaldhafar Variable Weapon: An intricate golden weapon hilt, which can then become the hilt for any number of different kinds of weapons created by Roland’s Hardlight, both close range and long range. The use of the Jaldhafar provides a substantial power boost.

  • Weaknesses: Due to the physiology above, energy draining technology drastically affects him.

  • Appearance: Roland owing to the fact he is a flawed clone of a Rine Anok is still a red haired young man, but some of his hair is instead black and stained blue near the edges due to the “fault”. He’s taller and a deal more muscular than the standard issue Rine that he knew, and has a remarkably handsome face. He wears a white polo shirt and jeans in his civilian disguise, and uses a “Custon Nohman Battle Suit” as his superhero appearance, which consists of his Itharuj device, a skin tight white and black nanotech synthetic outfit covering his body, a select few silver colored cybernetic pieces covering his forearms, feet and calves, and his upper chest. It also includes a one shoulder cape and hood.

  • Personality: Roland owing to being a defective clone is both different in appearance from his source material and in his personality - he’s a lot more loud and talkative, being a rather sociable if wisecrack prone type. He’s bold, somewhat braggadocious, and is very eager to fight. Despite this, he’s not exactly unpleasant company, being a rather kind and good natured sort - he doesn’t need any real reason to be a hero, it just comes naturally to him. “If I have these abilities, I should use them to help people. It’s as simple as that.” He’s rather bothered even if he doesn’t show it by the fact he’s technically one of the last Nohmans in the universe, after what happened. Technically speaking, he’s a man without a universe...though he has come to see this universe as his home, and wouldn’t give it up to return home.

  • Backstory: A defective clone of the “first” Rine Anok, Ro’lan was initially viewed with some degree of suspicion due to the differences in his appearance, nature and personality. He was sent off to go fight Parasites in Obsidian City, during the invasion a few years ago, but when the Nohman version of Kayden’s overlay ended, he was not pulled back on to it. Roland was stranded in this universe, and quickly found he did not know how to do anything but fight. He was a fish out of water.

He eventually found a home in Obsidian City, and a family, slowly but surely learning what humanity was and how he could learn to live among them. He was a fast study, and ultimately decided to change his name from Ro’lan Anok to Roland Brancher, in honor of the adoptive family that so readily gave him a home.

Roland would be drawn into conflict though as his hero career took off - Obsidian City may not be Easton, but it certainly had its share of villains. And eventually the city would be basically taken over by Aquavect, a water corporation with a lot of monetary interests in it. Aquavect would start poisoning the water supply in the city in certain low income areas, and Roland decided to launch a resistance effort against them.

He was not going to let his home be poisoned to death by Aquavect while he could still fight. When it comes to his hero name, when he arrived at the City he found himself reading a comic about a hero called Ultra Lad, and decided to take that name in honor of that hero.

Sign on for this After The End Fantasy RP.
Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#121: Jul 9th 2020 at 3:32:40 AM

Revamped the old duo:


  • Identity:
    • Name: Rine Anok
    • Status: Anti-Hero
  • Powers:
    • Lœxa: Through use of four specialized abdominal sacs, Rine is capable of superheating the air within his body and converting it into a variant form of plasma known by rellans as ‘lœxa’, which can then either be expelled from his body as electrified blasts or concentrated into semisolid, superheated constructs—Rine's personal preferences being that of scimitars and falchions. Overuse of this power can unfortunately cause a rellan to suffer from ‘burnout’—symptoms of overheating that render them vulnerable due to fits of choking and intense fever as excess lœxa clogs up their internal systems. Thankfully rellans can ventilate themselves of excess heat by opening up the glottal slits on their neck—though due to them being a delicate part of their larynx, this is a risky manoeuvre to pull off in battle as it requires intense concentration. Having become used to possessing six organs instead of the usual four, Rine occasionally has moments where he forgets he can't output as much plasma as he used to be able to—resulting in him accidentally slipping into a state of severe burnout without even realising.
    • Rellan Physiology: Rine acts as a conductor for electricity and thus has an extremely high threshold for heat—his skin outright absorbing electric shocks and being completely unaffected by even a blazing inferno of fire. He's also lighter and more agile than a human, able to perform feats of great athleticism and leap comparatively huge bounds—he's also incredibly speedy as a result. Rine flourishes even greater in atmospheres similar to that of his home planet—in air with a lower oxygen count, his natural abilities will boost to the point where he becomes comparable to a superhuman in sheer speed and agility.
  • Weaknesses: Due to being a rellan, Rine is physically weaker than a human and can be easily overpowered by them through brute force alone; that and a hollow skeleton structure sacrifices sturdiness for speed and agility, meaning his bones can be snapped without much difficulty. Rine can also succumb to burnout, a state of severe overheating—to which he'll be rendered incapacitated and vulnerable to attack due to the lœxa clogging up his systems. Though not lacking in knowledge of CQC, his reliance on his plasma is clear—if removed of it, he'll be thrown for a loop and will be likely too stunned to fight back.
  • Equipment:
    • Amulet of Lœ: A crystalline pendant on a thin black string, housing one third of the goddess Lœ. Glows a bluish-white, and discharges a powerful electric shock when handled by anyone but Rine. Is connected to the other amulets—through it, Rine is able to feel the emotions of the other wearers and whether or not they've been separated from their pendants.
  • Appearance: A slim, pasty white male humanoid with close-cut red hair and softly glowing white irises. Skin is of a porous texture and is thickly layered, protecting against electricity and heat. Eyes are large and have mere pinpricks of black for pupils—widening only slightly in the dark and blinking most usually with a horizontal third eyelid. Sharp, serrated teeth akin to a shark's. Athletic build, refined musculature moreso than massive. His blood and interior flesh is blue rather than red, and he possesses a total of six thin slits on the sides of his neck; three on either side. Stands at roughly 5'2", and is of vaguely elven proportions. Is bioluminescent.
  • Personality: Rine is the perfect, expressionless and guiltless Anokian soldier—cutting down his designated opponents with eager efficiency and a gleeful flare that borders on sadistic sometimes. However, Rine's cold brutality on the battlefield seems to be his only outlet of anger—his extreme suppression of emotion is alien even to other rellans and his dutifulness is absolute to the point of being mocking. Still, he has his own personal moral code and freely switches sides as his goals suit him—refusing to injure civilians and aiming his sights at corruption and evil in a way he never could in his home city. Sometimes Rine has moments of unintentional callousness, but as Kyxe notes he's an internal softie—simply unskilled socially rather than deliberately cruel and trying his hardest to become more assertive and open with his own opinions. His protectiveness of Kyxe is extreme to the point of even hearing of her coming to harm results in him slipping into a state of ‘ikarrousch’—a violent state of animalistic rage and grief that can only be quelled by the definite knowledge of her safety. 
  • Background:
    • Rine was raised in the House of Anok within the Kaydenite city of Aentolin—a prestigious yet infamously heartless family who forged out generations of ruthless and efficient soldiers like some sort of twisted factory. Essentially quashed of all individuality to the point where he can no longer remember who he even used to be, Rine was sent to the Aentolian Combat Academy out of obligation more than necessity—a rite of passage to prove that the Anokian soldier was indeed above all those from other Houses. Unfortunately, it was there he met Kyxe—a spirited yet disabled young Seng who he felt an immediate connection to.
    • After an initial spar and a somewhat rocky start, the pair soon agreed to train together due to their complimentary fighting styles—Kyxe's swiftness and reliance on countering and support of her allies balanced well with Rine's more single-minded and unstoppable slaughter of his opponents. Gradually working up to graduation and steadily becoming known for their inseparability, the pair officially became valen as soon as they were accepted into the Aentolian military proper—vowing never to fight without the other as long as they were close nearby. Since then they've been climbing their way up the ranks and become known for their exceptional teamwork and unison—unprecedented due to the opposing extremes that they and their families represent.
    • Their time spent on Earth (specifically, in Easton) was a confusing one and attracted unwanted attention, eventually culminating in an unprecedented attack on their home city of Aentolin by the so-called ‘Anti-Creator’ and his powerful forces. In the midst of this battle, Kyxe was severely injured—motivating Rine to give up two of his abnormal six lœxa sacs in order to save her. Now on even more of an equal standing to his valen, Rine seems to have mellowed somewhat—especially due to them deciding to move out from Aentolin and have a permanent home in Easton instead.

  • Identity:
    • Name: Kyxe Seng
    • Status: Anti-Hero
  • Powers:
    • Lœxa: Originally, Kyxe's abilities of lœxa generation were hindered by the fact she only had three functioning sacs—the fourth being malformed due to problems at birth and rendered completely unusable. Thankfully this has now been rectified by Rine's gracious organ transfer, and she now has four fully functioning organs—allowing her to access the full abilities of a trained rellan soldier. Though she still has a preference for smaller weapons such as throwing knives and shortswords, Kyxe now has some powerful techniques up her sleeve—lulling her opponents into a state of underestimation before catching them off-guard with a barrage of powerful plasma shots. This combined with the fact that Rine is now training her in his own fighting style means that she's arguably the most dangerous of the two through outright cunning, and she retains her skills in stealth and precision enough to stay on the same level as her valen consistently. Still, Kyxe still has occasional pains from her surgery and has lesser stamina than her compatriot—becoming winded unexpectedly and leaving her vulnerable in crucial moments.
    • Rellan Physiology: Kyxe's skin conducts electricity and she's completely impervious to flame as a result; able to take an extremely high amount of wattage before she begins to suffer any adverse effects. Her kind are built for speed and agility, and this is clear by how she moves—performing feats of nigh-superhuman freerunning and flexibility like it's nothing to her. In an Earth-like atmosphere she's limited, but in ones similar to her home planet she is effectively supercharged—able to move at even greater speeds and leap massive bounds due to her body carrying lesser amounts of oxygen much easier.
  • Weaknesses: Like Rine, Kyxe can succumb to the effects of lœxa burnout if she pushes herself too far in the plasma department—but unlike Rine she is much more used to being limited anyway, so this happens less often than one would think due to her habit of being careful anyhow. However, she possesses much less stamina than him and can't take a hit to save her life—a good solid blow or two and she'll be out for the count. Her abdomen remains a crippling weak point despite her surgeries, and a hard strike there will make her crumple to the floor instantaneously.
  • Equipment:
    • Amulet of Lœ: A fragment of the goddess Lœ, housed within a greenish gem and usually seen hung around Kyxe's neck. This crystal is connected to the other two pendants, heating up and glowing whenever they've been separated from their respective wearers. Kyxe can also sense the emotions of those holding the other gems while wearing this amulet.
  • Appearance: Same rough appearance as Rine in terms of her pasty white skin and inhuman features, but possesses a cropped messy mop of dirty blonde hair and a distinctly smaller frame overall. Her eyes are a little larger than her valen and she seems overall more expressive—even if a lot of said expressions are birdlike or reptilian rather than mammalian. Most notably, she has a large and ugly scar on the right hand side of her lower abdomen—the remnants of a birth defect that she usually keeps hidden beneath her clothing. Unlike Rine, she only has four total slits on her neck. Around 4'10" in height.
  • Personality: Having been raised by the (comparatively) more humanlike House of Seng, Kyxe is much more empathetic than her valen and expresses a large range of emotions even compared to most other rellans across their numerous cultures. Though still ruthless and arguably more willing to bite back than Rine in adverse situations, Kyxe has much more of an innocent and downright naïve persona at times that occasionally ends up putting her in dire circumstances. Still, she's more perceptive than she puts across—having a much stronger sense of assertion than her companion and tending to read between the lines in a way he could never even dream of doing. Her time spent as a soldier has hardened her somewhat, but she's still become wary of combat regardless—much preferring the diplomatic approach and often functioning as a reasonable presence when compared to her valen. Her brief time spent imprisoned on Earth for her unwitting crimes has left her with a case of claustrophobia, and she tends to become ruthlessly violent if she feels like she's being held back—comparable to a state of ikarrousch due to sheer trauma and fear. Still, she's well-meaning and seems to enjoy being on Earth even more than she does Kayden—likely due to the fact that systematic murder is somewhat less legal there than her homeworld.
  • Background:
    • Raised in the House of Seng, Kyxe was trained more to serve as a diplomat and mediator between the other contending Houses, aiming to eventually act as representative for her household given that she was next in line to be a part of the Aentolian Council. Unfortunately, her combat skills and overall lœxa production was severely limited by a defect from birth—causing her to suffer from years of bullying and discrimination before she eventually snapped and decided to attend the Aentolian Combat Academy regardless of her disability. Having abused loopholes and learned secretive techniques of her own to bypass her limitations, Kyxe's ingenuity and resourcefulness soon attracted the attention of a certain Anokian warrior—and after accepting a challenge from him to spar soon proved herself to be on the exact same level of skill as him even despite her shortcomings. With the pair becoming inseparable from then on, Kyxe instigated their partnership as valen—eager to take full advantage of their teamwork and grow ever stronger by his side.
    • Rine's special mission to investigate Earth left her to train alone on Kayden, and this period of time by herself forced her to harden and become more assertive than she used to be. Eventually arriving on Earth herself, a confusing situation ensued wherein she was arrested for assaulting a supposed civilian—in actuality the wicked villain Aldawin trying to manipulate her into his grasp. Brought to court under trial, she was sentenced but broken free by the arrival of her valen—who'd been watching the proceedings on the news and rushed to her aid upon hearing of the results. Now having been reunited, the valen couple began to settle into the Easton way of life—teaming up with superheroes to combat threats to their temporary new home.
    • Eventually the pair returned to Kayden, needing to protect their planet and home city from invasion by the godlike Anti-Creator's forces. Severely injured in the ensuing battle, Kyxe and the other rellans were rescued by the sun goddess Lœ's intervention—who teleported the entire planet and surrounding solar system into a pocket dimension to lick its wounds and recover, thus cutting short the invasion and saving them. Despite the severity of Kyxe's wounds (both her malformed organ and the healthy one next to it had been torn to shreds), her valen offered up his two extra lœxa sacs to replace her own lost pair—saving her life and restoring her capacity to fight at a level she could never physically attain before. Now having moved back to Easton to remove themselves from Aentolin's corruption, she and Rine have effectively retired—living together in their own apartment and finally adjusting to life on Earth.

And a new character:
  • Identity:
    • Name: Khlosarine “Klöe” Kinber
    • Status: Neutral
  • Powers:
    • Superhuman Strength: Due to her prosthetic arm, Klöe possesses the raw strength to punch through solid concrete and stop speeding vehicles with her bionic limb head-on—able to bend metal bars with little effort and (at her uppermost limits) lift an average-sized car up over her head using her prosthetic. As one can guess these feats are limited due to the fact that only one of her arms is robotic, but it serves its purpose effectively enough.
    • Peak Agility: Due to her addiction to hyperfluid, Klöe is notoriously implacable and outright shrugs off pain despite how injured she seems—running at speeds rivalling that of a trained athlete and being able to force her body to sprint until it completely gives out from exhaustion. Klöe can also survive large drops due to the durable support braces fitted into her spine—which also reinforces her somewhat against blunt impacts in general.
  • Weaknesses: Klöe is otherwise an ordinary human, and her numbness to pain means nothing if she's fatally injured without even realising it. Her addiction to hyperfluid and its resulting side effects leave her with an altered perception of reality, sometimes even resulting in episodes of severe psychosis—imagining voices, faces, or figures taunting her or compelling her to do nonsensical things even in the middle of a battle or delicate situation. Klöe is also rendered completely powerless to fight back if her arm is somehow removed from her.
  • Skills:
    • Ingenuity: Klöe is a borderline genius if not one outright, attuned to technology and able to jury rig what basically amounts to scrap into somehow functional gadgets and weaponry. She's a skilled hacker when she has the patience for it, and when given actual decent resources to work with can reveal herself to be an incredibly promising inventor in her own right.
  • Equipment:
    • Custom X400 Cybernetic Arm: A prosthetic limb based around the chassis of a long-since outmoded WCR X400; a clunky but serviceable limb replacement that was later superseded by its more tactile successor. Adapted by Klöe for her purposes, she's effectively stripped it apart and rebuilt it to incorporate retractable weapons and gear—such as an inbuilt semiautomatic pistol, a spring-loaded blade for mêlée combat, a pneumatic grappling hook, and a palm-mounted taser which she can use to shock whoever or whatever she touches. (It should be noted that its current can also travel through her grapnel cable if she's feeling particularly sadistic.) Klöe's arm needs regular maintenance but it's at least detachable; easy to repair due to its use of common parts and as such able to be customized further if needed.
    • Hyperfluid: A powerful drug used specifically to counteract the effects of severe phantom pain in lost limbs; numbing the afflicted area entirely and dulling it to a more bearable ache. Klöe is dangerously addicted to the substance, and ingests it regularly in order to numb her ability to feel pain in general. Injecting the substance into herself through a specialized needle allows her to ignore any injuries affecting her, but it's likely contributing to her psychosis from how much she's overdosing on the substance.
  • Appearance: A mere 5'5", small in build and with a distinctly unfocused demeanour. Bright blue eyes results in an icy stare even when she's idle, and she's been noted for looking hostile without even trying to be. Her prosthetic is unrefined in appearance and has parts sticking out of it—making it notoriously difficult to hide even if she wants to. Most usually wears hoods or form-concealing clothing to help hide her identity.
  • Personality: Klöe is convinced on a fundamental level that there's always someone else who's in the wrong other than her, and it's this very mindset that's unnerved and disgusted what used to be her close friends and acquaintances the further she sank in her slow mental spiral. She's quick to snap and either doesn't notice or doesn't care for the humorous side of teasing, and generally takes everything with the utmost seriousness unless she finds it to be somehow beneath her. Her sense of humour is dry at best and sardonic at worst, and despite her ability to feign understanding and sympathy she's ultimately out purely for herself. Her vehemence and spite against WCR is so strong that she guiltlessly manipulates others into hating them equally just so she has a chance in taking them down—even if that means abandoning them at the last moment just so she can have the satisfaction of ending the company herself. Still, she seems to have a genuine dislike for injustice and actively avoids involving civilians—but her conviction that she's a force for good and not for her own selfishness arguably makes her even more sporadic and dangerous to those around her. Beneath it all, Klöe is sickened by her own vulnerability and can't stand to admit her own mistakes—thrusting the blame onto whoever she possibly can in order to spare herself the mental pain.
  • Background:
    • Klöe herself often refuses to elaborate on the specifics of her own origin, claiming that it's too hard for her to remember due to the trauma of her experience. While this is true to an extent, the full reality is that she's too ashamed to admit that it was the result of her own reckless actions that cost her a limb—a night of binge-drinking and drunk driving that ended in disaster when she drove headlong into a semitruck in the opposite lane while in an intoxicated stupor. With her arm crushed beyond all hope and her spine only marginally less so, Klöe was rushed to hospital and ultimately saved—though at the cost of her left arm and having to be fitted with an irremovable spinal brace in order to support her back. With insurance complications (the car was technically not her own) and hospital bills racking up beyond her conceivable budget, Klöe was eventually forced to move into the more dismal parts of Easton just to survive on what limited resources she had—specifically, the slum town known as The Grimes.
    • With no left arm and in constant aching pain due to the fresh operation, Klöe set herself up in a cheap apartment and managed to keep herself friendly with some of nearby townsfolk. Through connections and a desire for painkillers she became involved with the black market, purchasing large amounts of numbing hyperfluid (a substance used to lessen prosthetic pains) in order to ease her pain somewhat and subsequently developing an addiction to the substance. Furthermore, constant advertisements from the cybernetics company Warren & Co. Robotics (using the retroactive slogan “We Can Rebuild” after the daeva catastrophe) taunted her with unaffordable replacements for her lost arm, and she gradually grew a spiteful intolerance towards the company as a result. With her situation degrading each and every day—unemployed, physically limited, and on the verge of a mental breakdown—Klöe began to search for other means of procuring cybernetic limbs; eventually using her existing connections in the underworld to procure an outmoded X400 chassis for cheap.
    • After obtaining what would be the start of her climb back up into society (or in her own mind, anyhow), Klöe began pursuing a variety of odd jobs to work on obtaining more usable parts; smuggling hyperfluid to eager buyers and accepting repair work for those with existing cybernetics in order to get a better understanding as to how they functioned. It was ultimately in desperately clawing through scrapheaps and junkyards that she finally managed to gather together enough parts, and immediately began building herself a functional arm using them—personalizing it after deciding that her reempowered self decided a little payback on the company that had so mercilessly taunted her all this time. Weaponizing her arm and with an unshakeable determination fueling her, Klöe has set out to tear down WCR piece by piece—and if that means joining forces with other like-minded individuals to do so, then so be it.

Edited by Enirboreh on Jul 9th 2020 at 11:48:23 AM

bork
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#122: Jul 9th 2020 at 2:48:18 PM

  • Sawtooth
  • The Americorps, Ultra Lad
  • Malice
  • Rine Anok & Kyxe Seng, Khlosarine "Klöe" Kinber
[ACCEPTED]

Edited by JumpingFruit on Sep 10th 2020 at 4:12:21 AM

I wear the skin of the Elder Things, having come unto my own.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#123: Jul 10th 2020 at 6:06:44 PM

Night-Tail

  • Identity: Nariko and Kimiko ("Nari and Kimi" Hattori, Anti-Heroes, Private Identities
  • Abilities:
    • Nezumi: Being beastfolk, the twins are naturally slightly superior to humans. Stronger and tougher than a grown man, able to leap great distances, and outrun most normal humans even without any powers. As rats specifically, they have enhanced smell, night vision, a minor vibration-sense via their whiskers, and they can walk on walls and ceilings as easily as the ground. Their tails act like a third, longer arm, albeit lacking some dexterity due to having no fingers. Finally, they have superhuman bite strength, able to gnaw through steel within seconds.
    • Ninja Training: Both Nari and Kimi are skilled martial artists, incredibly flexible and nimble. They are practiced in the ‘Art of Five Limbs’, a martial art developed by their clan, utilizing hands, feet, and tail for sharp, precise strikes. They’re skilled at martial arts and physical combat in general, and also in the use of various melee weapons and throwing knives.
    • Five Points: Five armored bands which contain retractable blades. Each sister wears one on each wrist, one on each ankle, and one on her tail.
    • Chi Manipulation: Chi, or life energy, flows through all things. Using their own lifeforce, the sisters can enhance their already Olympian strength and speed to superhuman levels. They can channel chi into their weapons, claws, or teeth to strengthen and sharpen them, even extending cutting edges a few inches past where the blade ends.
    • Chi Blast: They can mould chi into physical form, creating throwing knives from it or firing small bullets of chi. This consumes the most chi of all their techniques.
    • Chi Sense: All living things, or at least all living things on Earth, possess chi, and the sisters can feel it, acting as a sixth sense for anything organic. Normally only extends a few dozen meters in all directions, though by focusing on this sense they can extend their range further.
    • Twinned Energy: The same potent chi courses through both of them, keeping them forever entwined, even when separate. Regardless of distance, Nariko and Kimiko are in constant telepathic contact, and can switch positions with each other at will. They can willingly share their senses with one another, and even take control of each other's bodies - each sister has trained to control two bodies at once.
  • Appearance:
    • Civilian: Rat women, with whitish-gray fur and red eyes. Long-legged, and lithe. Their legs end in large, clawed, pink feet, and their hands, noses and tails are pink as well. Their tails are long and cordlike. They share thick, curly hair, and tend to both keep it short.
    • Hero: The twins hero outfits are completely identical; they are dark blue, almost black, meant to invoke a 'ninja' aesthetic, consisting of long pants and a sports bra worn under a mesh shirt. They wear masks that cover their faces from the eyes down.
  • Personality: Both sisters take pride in their physical prowess and enjoy acrobatics, yoga and fighting, though they’re not prone to violence. Sharply focused and not easily deceived, they are trained warriors at heart. They are willing to oppose corrupt authority, and to kill if it proves absolutely necessary, though they try to avoid doing so.
    • Nariko is a bit more serious than her sister, though still quite laid back and easygoing. While she often goes along with her sister’s games, she also more easily snaps back into focus when things get serious.
    • Kimiko is a bit more sporadic than her sister, and incredibly nonchalant, even in combat. At the same time, she’s also slightly more confident than her sister, and will more easily grow angry at injustice.
  • Background:
    • The Nezumi clan of ninja traces its lineage back to feudal Japan, where they were supposedly allied to the Iga ninja clan serving the legendary Hattori Hanzo and Tokugawa Ieyasu. However, they turned against Tokugawa near the end of the Warring States period, siding instead with another Lord, Ishida Mitsunari. This proved disastrous, and Mitsunari's province was crushed by Tokugawa. The Nezumi clan dispersed, some hiding across Japan while others fled to different countries, including to the West. In secret, they passed down their ninja arts from parent to child. Nariko and Kimiko's great-grandfather moved to America in the 1920s, and while some of the more mystical abilities of the clan had been lost to him, he ensured his descendents would keep a healthy appreciation for martial arts. The twin girls were trained to fight from a young age, both by their parents, and by relatives from Japan whom they would visit every summer.
    • Though some of their relatives tried stints as heroes, most wound up returning to normal society. But the twin sisters shared a potent chi, stronger than any member of their clan in decades. With this power, the girls desired to one day be heroes. At the same time, their grandparents spun tales of ancient ninja, including one Ishikawa Goemon. A gallant thief, who stole from the rich and gave to the poor. Or so the legend went - and among the Nezumi, it was further claimed that Goemon had been one of their own. Regardless of the truth of this statement, it inspired the twins.
    • They wound up becoming heroes… but at the same time, thieves. Anti-heroes, who would steal from the undeserving and help those in need. Modern ninja, who fought against authority. They masquerade as Night-Tail, pretending to be a single hero with the power to create a solid duplicate.

Edited by kagescorpionakki on Jul 10th 2020 at 11:26:19 AM

What is so amusing about this? Why do you take lives? How can you forget?
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#124: Jul 10th 2020 at 9:14:06 PM

  • Night-Tail

[ACCEPTED]

Edited by JumpingFruit on Sep 10th 2020 at 4:12:39 AM

I wear the skin of the Elder Things, having come unto my own.
PossiblyQuiteInsane Where am I? What's going on? from the other side of the mirror Since: Oct, 2016 Relationship Status: Above such petty unnecessities
Where am I? What's going on?
#125: Jul 11th 2020 at 5:56:41 PM

Okay, let me figure this out.

  • Identity:
    • Name: Rebecca Raleigh (and Lhdwnr)
    • Codename: Pollutrix
    • Public Identity
    • Status: Hero
  • Abilities:
    • Powers:
      • Unclean Aura: Rebecca has an aura that slowly but surely putrefies anything that it comes into contact with. This aura is normally contained, but it can be released as both a thin layer around her body or as a sphere with a maximum radius of fifteen meters with her at the center.
      • Rhypokinesis: Rebecca has complete mental control over all that is unclean, though finer control requires her to release her aura.
      • Stench: Rebecca emits a foul stench at all times. The intensity of said odor can be controlled and ranges from normal body odor to a force powerful enough to permanently disable a human nose.
      • Immunity: Rebecca is completely immune to any diseases or health conditions caused by outside bacteria or viruses.
    • Weaknesses: As the Goddess of the Unclean, Rebecca is physically weakened by exposure to soap and other cleaning supplies.
  • Appearance: Rebecca is a tall, sturdily built blonde woman who usually wears her hair in a disorganized ponytail. She almost always has a layer of muck and grime splattered on her, and for her hero outfit wears dirty brown spandex with a biohazard symbol on the chest. Lhdwnr usually manifests as a girl about five or six wearing dirty rags and with a generically cute face that would be hard to pick out of a crowd.
  • Personality: Rebecca is a woman with a strong sense of justice and drive to do what's right, which is counterbalanced by her own sense of inadequacy as a hero. This has only intensified since becoming a Physical Goddess, as she doesn't believe she'd worthy of the role. Lhdwnr, on the other hand, is immature, cheerful, and something of a handful. Despite the fact that they're technically the same being, their relationship is akin to a mother and her young daughter.
  • Backstory: Thousands of years ago, during the height of Mesopotamian culture, a civilization arose that tried to harness the power of its own pantheon via a profane ritual. The ritual failed, wiping out the civilization like they never existed and sending the pantheon they worshipped into eternal slumber. More recently, another divine ritual went wrong at a much smaller scale. A mispronounced incantation led Lhdwnr, slumbering Goddess of the Unclean to be sealed in the body of the young woman in the next apartment, simultaneously waking the goddess and granting the woman her power. Power that Rebecca used to become a hero.
    As time has passed, the line between goddess and host has blurred both physically and mentally, and the two have (partially) become one. The title of Goddess of the Unclean now applies to Rebecca as much as it does to Lhdwnr, because they are in essence the same being.

Edited by PossiblyQuiteInsane on Jul 12th 2020 at 10:24:29 AM


Total posts: 136
Top