Follow TV Tropes

Following

A Game of Gods Season 3: Frontiers

Go To

Dblade26 The Grand Re-Vizier from Everywhere Since: Dec, 2011
The Grand Re-Vizier
#201: Dec 24th 2018 at 10:45:36 PM

Name: none known, most common alias 'Samurai Jack'

Age: Technically somewhere in mid-70s to early 80s, but remains eternally in his physical prime around 28 years old.

Appearance: A Foolish Samurai Wielding A Magic Sword

Universe: Samurai Jack

Personality: Jack was raised to be a scourge against and antithesis to the ultimate evil of his world. He tries his best to always be patient, kind, and eternally willing to help and protect those in need. He prefers not to fight unless innocent lives or his principles are on the line, and even then he’ll usually use what he considers the minimum amount of force required to defeat his opponents. However that doesn't mean Jack is soft, and if you threaten others or If he otherwise decides you’re a great enough threat, he’s capable of striking ruthlessly and killing in an instant. Jack is also quite cunning and intelligent, especially considering he was able to survive and adapt while being constantly hunted for fifty years in a futuristic world of alien technology and dark magic by a near omnipotent being and his forces.

Jack isn’t without his personal flaws however. He sometimes struggles with deep rage, especially towards those who would commit evil acts and harm the innocent, or otherwise force him to fight. In addition, a literal lifetime’s worth of fighting injustice and being hunted has left him deeply mentally scarred and although he’s healed from his trauma somewhat he still feels deep guilt over those he’s failed to save and even suffers from some PTSD-like symptoms.

Backstory: Long ago in distant Imperial Japan, the shapeshifting master of darkness known as Aku rose from his imprisonment to unleash unspeakable evil upon the world. But the Emperor of Japan had prepared for this day, and sent his only son, the Prince, on a journey to save the world.

The Prince traveled across the globe, training in various disciplines in order to defeat Aku before finally retrieving his father's magical katana, the only weapon capable of slaying the great evil. The Prince returned to Japan and confronted Aku, nearly killing him. But before he could strike the final blow, Aku tore open a time portal and flung him into a far distant future where he had already failed to save the world.

Dubbed 'Jack' by the peoples of this future time, the Samurai Prince continued to fight against Aku's oppression, waging a one-man war against Aku while also seeking a way to return to the past.

Samurai Jack spent over fifty years battling Aku’s evil rule of law, but eventually returned to the past and defeated Aku.

Powers/Abilities: For the most part Jack is a human with human vulnerabilities, albeit one who has pushed most aspects of himself to nearly superhuman levels. He’s sharpened his senses to the point where he can function completely without sight and can also see and aim as if using modern sighting equipment with his bare eyes. His reflexes are fast enough to parry or dodge semi-automatic gunfire and he has incredible endurance and stamina, once fighting a duel for nearly two days without stopping and often fighting on with incredible wounds. In addition, special training has allowed Jack to leap to heights of roughly 150 feet and practically sail through the air like a leaf on the wind. Techniques learned from a variety of monks and mystics let him interact with beings on the astral plane and resist mind control and possession. Lastly, as a result of spending much of his childhood in sub-saharan Africa and among other places with a variety of wild beasts, Jack has developed a natural empathy with and control over animals, including magical or alien creatures he’s never encountered before in Aku’s future.

Skills: Jack’s true assets are his almost innumerable skills, as he was trained from childhood to be the world’s greatest champion by a sort of benevolent ancient global conspiracy.

  • First and foremost Samurai Jack is a superb swordsman, blending Japanese, Chinese and European swordsmanship techniques into a unique sword style thanks to his globe-trotting childhood of training.

  • He learned navigation and seamanship first from a Japanese ship’s captain, then later from Vikings.

  • Jack learned horseback riding from an Arab sheik originally, then further refined his mounted combat skills under Mongols and Russian cossacks, and his time in both Aku’s future and what appeared to be the African savannah gave him experience in riding a wide variety of more exotic or even magical, alien and robotic creatures.

  • Jack studied stick and staff fighting with tribesmen in sub saharan Africa and further refined his staff techniques under Shaolin Monks.

  • Jack was taught on-foot archery under Robin Hood himself and is easily capable of firing multiple arrows at once to hit multiple separate targets, hitting miniscule targets from far away and otherwise pulling off a wide variety of archery trickshots in combat. His ninjutsu training and his time with the Cossacks allows him to do the same with a wide variety of throwing weapons and improvised objects as well.

  • Jack learned Greco-Roman wrestling and possibly pankration from gladiators in Rome as one of many fighting styles. He’s also shown proficiency with roman and greek styles of shield-and-sword fighting, though he often uses a unique two-shield style to block and bash.

  • Jack received a formal education at the Great Library of Alexandria in Egypt, considered the greatest collection of knowledge in the ancient world, and is a brilliant mind and cunning strategist for his time. He has the ability to comprehend how most weapons work after only briefly seeing them in action, and has used trickery, intellect and tactics to overcome both superhuman opponents and vast armies.

  • Jack lived and trained at the Shaolin Temple in China and mastered every armed and unarmed variation of Shaolin Kung Fu in addition exercises to help strengthen his mind and body. All of this is on top of the western and Japanese martial arts Jack was able to learn.

  • Jack was also trained in Ninjutsu and can move silently and vanish effortlessly if he puts his mind to it.

  • Lastly, Samurai Jack has over fifty years of battle experience and adventuring in a world of demons, gods, aliens, monsters, robots, sci fi and magic. Along with the occasional demonic, monstrous alien god powered by robotic sci-fi magic. He’s grown accustomed to the bizarre and being turned into a chicken or swallowed by a mountain that was actually a massive beast barely warrants a shrug from him anymore before he gets back to heroism.

Equipment: Jack usually tends to both pick up and lose equipment as he goes along without anything staying for long. Even his typical outfit of white robe, geta sandals, hairpin and straw hat tends to get destroyed and rebuilt by Jack himself over the course of his adventures.

The one consistent item Jack has is his magic sword. The sword is a potent mystical artifact, forged by the combined powers of the Norse, Egyptian and Hindu Gods and made of the very righteousness of Jack's Father's soul.

What this amounts to is that the sword is incredibly sharp, cannot be used to hurt the righteous, and is entirely indestructible. The sword can block or absorb and redirect a wide variety of magical and mundane energies, allowing Jack to redirect lasers or magical blasts, light his sword on fire and even block lightning blasts if he reacts fast enough. It has been capable of hurting things that exist only in mental or spiritual planes such as ghosts, elementals and the demon lord Aku as well.

Canon/Fanon: Canon

Territory/Followers: None

Edited by Dblade26 on Dec 24th 2018 at 10:49:59 AM

Makaioh Since: Jan, 2015
#202: Dec 24th 2018 at 11:09:23 PM

Also accepted! Welcome aboard!

Imca (Veteran)
#203: Dec 27th 2018 at 11:40:09 PM

Going to shift Kaga to the background as a politician, and cycle in some one new over the time skip to take over within the Sakura Fleet, Kaga is just too uncomf for me to play constantly... But as her area has been established I cant just abandon it either.

Amagi here will take her place after the time skip


  • Name: Amagi
  • Age: Young Adult Floof.
  • Appearance: Akagi; House Wife Version
  • Universe: Azure Lane
  • Personality: A level-headed, expert tactician when it comes to battles. Away from battle, she actually has courteous manners and a kind personality. A good example of silk hiding steel... although her laughter can give the impression that she is always hiding something.
  • Backstory:
    • Amagi was the lead ship of the Amagi class battle cruiser, however she suffered extensive damage during a massive earthquake that left her with constant health problems. Even with these however she was able to become an expert tactician and a strong warrior even with her days numbered. When the sirens first showed up, she followed her sister into a headlong battle against them to try and keep her from death, and in the process fell victim to her failing health, a fact for which Kaga has always blamed herself.
    • Brought back to the frontier via experimentation with a cube, she was still on deaths door, but using the knowledge of those beyond her world Kaga was able to get her rebuilt this time, and finished her planed conversion into a carrier, but due to her new found appreciation for submersible warfare, a SSV was chosen instead.
  • Powers/Abilities: Amagi is able to summon drone aircraft from talismans, she also has the ability to Regen theses talismans like her sister is able too now, despite not yet being a siren. Though as hers is not a siren ability she regains them at a much slower rate, actually having to build new ones.
  • Skills: Amagi is an expert tactician, knowing how to adapt to the flow of battle, and being able to make plans far in advance. In addition to this, she is also adapt at many "wifley" skills such as keeping things tidy, cooking, and preparing tea.
  • Equipment: Amagi has a submersible rigging after her rebuild, though this comes at the same costs as it did for Kaga, her speed is lower, her armor is lower, and the equipment needed to operate under water has reduced her aircraft capacity down to 12.... However, for those planes she has also been kitted out with Kaga's drone prototypes.... The unnamed B7A-Kai multi-role aircraft. Additionally her submarine kit comes with a pair of torpedo tubes, but these are a secondary armament since she is primarily a carrier.
  • Canon/Fanon: Fanon
  • Territory/Followers: None, however she follows Kaga at the moment.

Edited by Imca on Dec 28th 2018 at 9:05:11 AM

TheodoreHastings Since: Jan, 2013
#204: Dec 28th 2018 at 12:33:55 PM

Okay, let's give it a go.

Name: Mr. Scratch (a.k.a. Alan Wake)

Age: 2 years old (appears to be in his early/mid-forties)

Appearance: "I'm not afraid to be the center of attention...though I do my best work in the dark."

A suave, charming man; six feet three inches tall, light athletic build, with a downright photogenic smile, Mr. Scratch is a man who enjoys the finer things in life—and wants you to know it. He's always dressed to the nines, complete with a gold pocket watch in his vest. Paired with his slicked-back hair and carefully trimmed scruff, Scratch looks like the first class model of "men who mothers warn their daughters about."

Universe: Alan Wake (and Quantum Break, since they share a universe)

Personality: An egocentric sociopath, Mr. Scratch views this new world in a similar way he viewed his homeworld: there's lots of fun to be had if you're smart, powerful, and willing to cut down every obstacle in your way. Getting a solid footing is an imperative first step, but once you've carved a slice of the pie for yourself? Do what you want, take what (and who) you want, cover your tracks, then rinse and repeat!

Despite his creative mind and clear intelligence, Mr. Scratch likes to view himself as a simple man with a strong work ethic. He has a deep appreciation and respect for all forms of art, and more importantly, the artists who create it. There may even be a point where Scratch will try to establish an art museum on this new planet, to celebrate the multiverse' myriad forms of expression.

Mr. Scratch is acutely aware that he's not in Kansas anymore, and therefore can't get his murder freak on without cover or care. To that end, he's likely to oppose to the most blatantly murder-happy rabble—maybe even side with the heroes/vigilantes for the brownie points—to simultaneously earn trust, and possibly to thin a little competition for later endeavors. No one's going to miss a few mafia goons, right? Gutting criminals should count as freebies!

Backstory: Like all artistic creations big and small, Mr. Scratch was born from an idea—an idea that the world-famous author Alan Wake had a violent and sadistic side he kept tucked away from the public. After all, he made a very good living off of writing murder novels; you have to be some sort of sadist to come up with those graphic descriptions, right? Wake's destructive streak at parties (fueled by heavy drinking) didn't stop the rumors from spreading, either. More speculation followed after his latest murder mystery novel killed off his long-standing protagonist Alex Casey. Was Wake done writing from a detective's point of view?

And then, up in a quiet Washington town called Bright Falls, news spread that Alan Wake was wanted for the supposed murder of his wife Alice. Wake was on the run. An agent from the FBI had arrived in Bright Falls to take charge of the investigation, but was never heard from again. Local hunters, lumberjacks, tourists, civilians, even police officers started disappearing left and right, with the only common denominator being sightings of Alan Wake. In a week, the town of Bright Falls had gone from a charming rural town to a half-ravaged war zone; an obliterated therapy center (where Wake had supposedly visited) and a crashed police helicopter (which Wake had supposedly ridden in) were just two examples of the property damages.

Alan Wake had disappeared. No body, no tracks, no making sense from his wife or his manager's accounts of what happened, the world-famous author just vanished into thin air. That's when the rumors spread like wildfire. Wake had finally snapped! He went on a crazy killing spree, murdered dozens of people one by one just for kicks!

Over the course of two years, the rumors died off with a series of statements from the Bright Falls sheriff: Sarah Breaker. Drunken and disorderly conduct was the cause of a substantial amount of the property damage, as were a collection of bad weather conditions and natural disasters. Alan Wake had not been found, but was presumed dead; it was possible that he drowned in the unfathomably deep Cauldron Lake, which bordered Bright Falls.

Breaker's flood of cover-ups and half-truths ultimately brought a sense of normalcy back to the quiet mountain town, but they couldn't undo the fabrication. The image of the successful, charismatic, world-famous author/psychopath Alan Wake had been given life, engendered from the Dark Presence within the depths of Cauldron Lake. As the author fumbled through the Dark Place in the desperate hopes of finding a way home, his doppelganger emerged to breathe new life into the rumors. Mr. Scratch was born, and was eager to wreak havoc on the world of light.

As Breaker strove to clear the air in Bright Falls, Mr. Scratch made low-key appearances around the world as Alan Wake. He enjoyed the night life of a rich and successful hedonist, always calculating where he could show his face with minimal publicity. He'd bring young women back to his hotel room, have his fun, and from time to time indulge himself in the rush of slitting their throats. Mr. Scratch kept a close eye on Wake's friends, but never approached them out in the open. He allowed Alice a few half-glances of his face, just to tease the thought that her loving but flawed husband hadn't sacrificed himself to save her from the Darkness. Scratch counted down the days to the moment he could truly step forward as Alan Wake...but he needed to get rid of the buzzkill writer first.

Scratch chose to kill Wake through a sadistic exercise of futility. The evil twin designed a maze for his counterpart to run through; one that would loop him back to the beginning every time he reached Scratch at the end. The plan was to make every repetition of the maze more difficult than the last, until Wake finally ran out of energy and ammunition. It was an ingenious war of attrition...one that would've worked if only the puppet master hadn't been swept away to an entirely different world.

Powers/Abilities: Mr. Scratch isn't a human being, or even a fantastic offshoot of one, i.e. wizard, demon, or Saiyan. He is the cultural abstraction of a famous murder-mystery writer named Alan Wake, made real through the power of Darkness within a special place on his homeworld. To that end, Mr. Scratch doesn't need to do things that most humans/humanoids need to, like eat or drink or sleep. He enjoys things like sex and alcohol, but the acts are purely for pleasure.

As a being composed of, surrounded by, and capable of expelling Darkness, Mr. Scratch is capable of small supernatural feats such as flight (think of Death Eaters apparating if it helps you visualize) and the ability to "poltergeist" inanimate objects (nothing bigger than an SUV) to throw at an opponent. Scratch can also summon a flock of ravens to attack his enemies. While these birds can't do much but scratch and peck individually, their numbers and dive-bomb attack patterns can make them a great distraction for Scratch to escape.

Far as physical durability goes, Mr. Scratch can take almost every blow someone can give him with little wear, with some very easy-to-access exceptions. Before we get to that, I want to point out that just because he can take a hit from a speeding truck doesn't mean he can stop a speeding truck. Physically, he's still just a man (and not even one with notable combat experience, outside of murdering people), so when struck with superhuman force he's gonna flop around and soar through the air like a rag doll. In other words, if I don't get a "PUNY GOD!" moment somewhere in this RP, I'mma gonna be real mad! >:(

So once the big secret that he's a creature of darkness is out, even a six year-old can figure out how to hurt him: get a bright light source (strong flashlights, flares, flashbangs, fire magic, even a brightly lit room counts!), and he'll cry in agony. While he boasts of being more "resilient" than the people he Takes, that doesn't make him immune to the Achilles heel of Alan Wake enemies. Just like monsters in the closet or under the bed, Mr. Scratch can't hurt you when there's a light on him—literally or figuratively.note 

Now Mr. Scratch isn't blind to this weakness, which is why he rarely gets directly involved in a fight. Apart from taking a punch, he can't hold a candle to even the combat-savvy normies. Think of Scratch as a Summoner type of fighter; he's most effective away from the action, and possibly giving orders to mooks he's recruited.

The Taken

The final bosses of the Alan Wake games (Mr. Scratch is one of them) are capable of turning people into their minions by filling them with Darkness. These minions are called the Taken, and come in a variety of shapes and abilities, but share the common factor that the victim dies in the process. With one exception, there's no coming back from being transformed into the Taken. Consider it a form of necromancy!

So since Scratch has used his first wish to restore his ability to create Taken, here's a few ground rules for them first:

  • All P Cs, GMNP Cs, and noteworthy NP Cs, are unconditionally immune to becoming Taken. Apart from common sense "don't steal people's characters" RP etiquette, I just don't want to mess with other people's plots this way. The Taken came from nameless mooks and civilians, who probably won't be missed by anyone.

  • All Taken must be created while the victim is still alive. This appears to be canonical in the Alan Wake games already, but I just want to point out that Mr. Scratch can't cop out of a potential struggle with a simple grave-robbing.

  • All Taken are drones for Mr. Scratch, and as drones cannot think or strategize outside of simple predatory instincts. This is also canonical to the games, and since odds and ends of their old identity appear (usually tidbits related to their jobs/hobbies) they can even be a little funny! There is only one clear exception to this rule, but almost every type of Taken are limited to melee weapons specifically because their brain functions are so limited.

  • Because he controls the Taken with his abilities, Scratch will know if one of his Taken are killed, like an invisible string that's suddenly cut. That said, the Taken are not secondary vessels for Scratch; he may know where and when one dies (the "where" just comes from giving the drone an order to go someplace), but he won't know who or what killed it.

  • Mr. Scratch has a set cap on how many Taken he can control at one time; not just how many in one fight, how many exist at that point in time. We can go one step further and say he can only create a limited number of specialized Taken (we'll get to those in a minute) from that original number. As of January 2021, his limit is 100 Taken, including 25 specialized models.

  • Since this game rarely involves the evening hours, the Taken do need some resistance to sunlight. The primary issue with this new resilience is that it strips the Taken of what makes them so troubling for many fighters: they're no longer protected by the Darkness. So while they can fight out in the daylight, they're just clumsy squishy humans who can't even use guns. Not the greatest soldiers ever.

So those are the basic rules. On to the different versions of Taken:

Non-Specialized Taken

  • Touched by Darkness: Some forms of Taken aren't meant to be used for combat. At times, all Mr. Scratch might want is a mouthpiece to lure people into a trap, a creative mind to manipulate the Dark Place to a very limited extent, or a hostage to keep the more Lawful Good opponents at a safe distance. These Taken aren't beyond saving, and while the experience is undoubtedly traumatic, those who have been touched by the Darkness can go back to their normal lives. The immediate cure for their condition is being exposed to bright light, which will rip them away from Mr. Scratch's control.

  • Flankers and Assault Taken: Depending on their size and stature, the Taken might be assigned special roles in an attack. Bigger, bulkier husks make great shock troopers that can charge the target head-on, while smaller and faster bodies are better used to flank the enemy. They are all weakened and stunned by light, and a subsequent attack to the Flankers will easily destroy them; the assault Taken are able to take a few more hits.

Specialized Taken

  • Tele-Flankers: These guys move at superhuman speeds, making their bodies appear to be just a blur. However, opponents with superhuman speeds/reflexes can match them without much trouble, especially since these Taken can't use their mad-dashes indefinitely. Like the name suggests, these Taken specialize in using their speed to get past the opponent's defenses to land lots of small, shallow hits with a melee weapon. They can be stunned and made vulnerable by light, but take more hits than their non-specialized counterparts.

  • Birdmen: The first of Mr. Scratch's personal twists on the Taken. These vampire-looking creatures are capable of changing their shape from a human to a flock of ravens. They can attack in either form, but are considerably weaker and more vulnerable as birds. An important note about these Taken (and some others that'll be thrown into the game later) is what they gain in supernatural abilities, they lose in a protective shell—these Taken can be killed without having a light source. In addition, the Birdmen cannot travel during the day...at least, not without restricting themselves to heavily-shaded areas.

  • Splitters: One of the most grotesque of Scratch's originals, the Splitter is so sensitive to the presence of light that it literally tears itself apart to escape the source. These halves to the former whole act independently of each other, and can even coordinate enough to flank the enemy. Furthermore, these halves can each split a second time, turning from one enemy into four. With each split their strength and stamina cuts proportionally, and given that these are one of the Taken forms with no protective shell, it's possible to destroy them when there's just one opponent to deal with.

Skills: Molded from (and posing as) the author dubbed "the next Stephen King," Mr. Scratch is deeply familiar with fiction and how stories/plot devices are constructed, which means he's genre savvy for a considerable portion of Western literature. This understanding may extend to comic books to a limited degree, but his understanding of manga, anime, and video game tropes is going to be minimal at the start. Despite the stigma that violent video games create psychopaths, Scratch doesn't care much for gaming; it's simply no substitution for the real deal.

More related to his dark persona, Mr. Scratch is very handy with tools. He'll know his knots and knives down pat, and can be as crafty as an Eagle Scout when he needs to be. He's a big fan of hardware stores and the blue collar image of masculinity—mostly because he finds the squish of brains against a sledgehammer absolutely tickling.

Socially, Mr. Scratch is a charismatic figure who knows the ins and outs of how to work a room. He's perfectly comfortable around homeless bums, and CE Os who make more money in a year than he'll ever see in his lifetime. His hobbies and interests can pull him towards construction workers one minute, and starving philosophical artists the next. Overall, Scratch can adapt to many social situations...so long as there's not a literal interrogation lamp in his face.

Equipment: Apart from his three-piece suit, Mr. Scratch has a copy of Alan Wake's wallet, complete with cash, credit/debit cards, a driver's licence, a few business cards, and a photo of him and his wife: Alice Wake. Scratch also has a checkbook and pen he rarely uses, a gold pocket watch that he rarely looks at, and a wedding ring he rarely wears.

Probably the most notable item Scratch has on his person is a four-inch flip knife with slip-resistant grip. Its blade is stiff enough to keep it from opening in a pocket, but still easy to open with one hand (that's a big thing for Scratch). It's not an impressive or intimidating weapon, but if Scratch is in a position where he takes it from his coat pocket, it probably doesn't have to be.

Canon/Fanon: I'll be sticking pretty close to the Alan Wake canon, with one exception that's questionably fanon:

There are several details throughout Alan Wake and its DL Cs that suggest the only person who can truly manipulate the Dark Place through art is Alan himself. Since the whole game is framed within a story that Wake has already written, it's quite possible that his predecessors (a poet named Thomas Zane, and a pair of rock stars called The Old Gods of Asgard) who wind up helping Wake escape the Darkness were never really creators; by putting them in his story, Wake gave them the same abilities that he possesses.

I want to ignore that theory: anyone with a creative mind can manipulate the Dark Place to an extent. If you can write, draw, paint, sculpt, sing, play, design, or dance, you can change the world around you.

Territory: Mr. Scratch will arrive on this new planet with a cave roughly 15 miles northwest of Gotham city. It's a fenced-off, deep, and pitch-black crevice in a cliff that's appropriately called the Dark Place.

There are dozens, if not hundreds of Dark Places in the world of Alan Wake. They're a natural phenomena where the rules of reality are more fluid than the rest of the world, where an infinite number of beasts swim in a bottomless well of the void. The Dark Place feeds on creative work, and will bring to life whatever an artist makes within its territory. If a painter creates a bowl of fruit, a bowl of fruit will appear, if a writer describes an apple and its sweet and juicy taste, the Dark Place will create an apple to match.

A few rules about this territory, all of which are subject to the GM's approval:

     Rules and Restrictions on Creating 

  • The Dark Place can turn fantasy into reality, but naturally, there's a catch: the more complex the desired result, the more likely the Dark Place will corrupt it. For example, the Dark Place cannot bring the dead back to life; instead, it will produce a lookalike creature of chaos that seeks to gain power by seizing creative minds. Essentially, if you're trying to revive the dead, you'll be making a creature similar to Mr. Scratch.

  • Just because the complicated things are more likely to be corrupted, doesn't mean they will be. With practice and diligence, it is possible to learn how to manipulate the Dark Place with minimal side effects. One can create a car inside the Dark Place, a weapon to turn the tide of a turf-war, or even—theoretically—a portal back to one's homeworld. note 

  • If an object is created poorly, the Dark Place will be compelled to "fill in the blanks." In terms of inanimate objects, this means the product can disappear if exposed to strong light, including sunlight. This fault could be used to the creator's advantage (i.e. buying something with "Leprechaun gold") but usually renders the object useless. If you can't use it everywhere, its worth plummets.

  • Assuming it's a simple product that's composed correctly, objects created in the Dark Place work exactly like their real-world counterparts. Apples taste like apples, bullets shoot like bullets, gold bricks have the weight and value of gold bricks, etc. Assuming one has the means to transport it, objects created in the Dark Place can be taken anywhere on the map. Some objects will be subject to the GM's approval, and I will be discussing the likelihood of a successful product with the GM on a case-by-case basis.

  • An act of creation must be isolated to a unique experience. Any attempt to repeat a creative process in the exact same way with the exact same inspiration will result in failure.

  • Creating art takes time. Any attempt to utilize the Dark Place will take a minimum of one hour, which will include drafting/early sketches/meditation on what the artist should compose. This is an in-game condition to establish that characters need to sacrifice something (namely, their time) in order to get something in return.

  • While it is possible to create multiple objects in one project, they demand more detail and precision to create correctly. The more things you want to make, the more likely it will result in failure. Depending on the object, the amount of time it takes to create the art piece may also be brought into consideration, as will the likelihood of its success.

  • The Dark Place is capable of creating conventional weapons and firearms, but it cannot create super-weapons like MOA Bs, antimatter, or nukes. Harmless components of a super-weapon are possible, but the source of said weapon's destructive power (the refined uranium, the antimatter, etc.) is beyond the Dark Place's capabilities.

  • The Dark Place cannot create magical objects. This can be explained in-game as a limitation to what's possible in the world of Alan Wake. Advanced science fiction objects are also impossible, since their components likely wouldn't exist on Earth (sorry, no lightsabers). Even reality-fluid places can't do everything.

  • The Dark Place cannot create sources of light. That would be contrary to its very nature, so don't expect to make any flares or flash lights. Combustible material is completely possible, but not the source of said combustion; the Dark Place can make gunpowder, but it can't make a match to ignite it. There's some flexibility here, so I'll amend this rule if needed.

  • Space is also a factor. The Dark Place is roughly 2,500 square feet and twenty feet high. Anything created within the Dark Place must be small enough to be held inside it, along with enough room for its occupants to come in and out.

  • The Dark Place has no influence over the world at large, including the weather or people's cognition. It can't create a hurricane or make everyone hate a particular character.
     The Artists 
  • Regarding potential users: the artist seeking to use the Dark Place must have considerable skill in both composition and creative drafting of a piece of art. Amateurs (including unskilled and undisciplined children) will find nothing but failures. If your character doesn't have any artistic background (preferably noted in their profile, but concrete examples of creativity in-game will work too), then this is not going to work for them.

  • Should your character decide that hiring artists is the easier option, be aware that the artist must be a willing participant. Use the carrot, not the stick. If an artist is worried about how many toes they’ll have if they fail to make art come to life, then they’ll never produce anything that can withstand the light of day.

  • With the intrusion of Kylo Ren, it appears that the Dark Place is also capable of reflecting aspects of a character in an "Introspective Hall of Mirrors" kind of scenario. So long as one keeps their mind open to the Dark Place, it's possible replicate appearances—and to an extent, personalities—of a few individuals important to the artist. That said, none of these figures have mass, and are effectively useless fabrications of the artist's mind. Fun for Facing One's Demons, but nothing else.
     General Info on the Dark Place and Mr. Scratch 
  • The Dark Place is within a cave tucked deep in the cliffs outside Gotham city. The cave itself isn't visible from Gotham, and is a thirty-minute uphill trek into the rocky Arizona terrain that came to the planet with it.

  • Entering the Dark Place without a plan is a very very bad idea. It won't kill anyone, but since it feeds on creative energy, it won't let go of an artist without a fight. This struggle could be used as a fun introspective Hall of Mirrors trip that'll probably creating an unexpected product (maybe another servant to the Dark Presence, like Scratch), but I promise not to keep any noteworthy character in the Dark Place indefinitely.

  • The Dark Place can neither spread nor diminish. Creating things does not make it grow or shrink, and it can't extend beyond the cave it calls home. Destroying it with light is all but impossible, but destroying the cave's entrance is certainly doable. Just don't expect Mr. Scratch to be happy about it.

  • To stress a point that's made in Alan Wake's American Nightmare, Mr. Scratch is NOT a creator. He's a product of the Dark Place, and can therefore manipulate what's already within it, but he can't mold anything out of it. While others might be able to create weapons or useful tools out of the Dark Place, the only thing Scratch can do with it is move it around to let people safely in or out. A handy trick, but nothing that'll help the rest of the planet. For that, he needs to recruit some students...

Fun Facts!

Edited by TheodoreHastings on Jan 13th 2021 at 4:40:51 AM

Makaioh Since: Jan, 2015
#205: Dec 28th 2018 at 2:52:16 PM

Amagi and Mr. Scratch are accepted.

Edited by Makaioh on Dec 28th 2018 at 2:53:18 AM

TheodoreHastings Since: Jan, 2013
#206: Dec 28th 2018 at 3:16:36 PM

Edited the Dark Place's rules to add two rules, as requested.

Makaioh Since: Jan, 2015
#207: Dec 30th 2018 at 10:40:56 PM

  • Name: Medusa; Goddess of Darkness
  • Age: Unknown
  • Appearance: Goddess Form, Human Form
  • Universe: Kid Icarus Uprising/Super Smash Bros. Ultimate
  • Personality: Soft spoken, sarcastic, and sadistic would be what one would use to describe Medusa along with vengeful and determined... if it was the Medusa of the past. Nowadays she's a lot more calm and melancholic, though no less stubborn than her previous self. Though still very jaded about mortals in general, she's more akin to a begrudgingly neutral deity nowadays who judges those who happen to fall in her domain much more fairly.
  • Backstory: Long ago, there existed two goddesses who ruled over moral life in Angel Land; Palutena the Goddess of Light and Medusa the Goddess of Darkness. Over time, Medusa would grow colder and more callous towards humanity for they were self destructive, traitorous, and only prayed to the gods during times of need for the most selfish of reasons. Smiting humanity with her godly power, Medusa was then stripped of her beautiful form and cast to the underworld by Palutena for her misdeeds.
    • As you might have guessed, this didn't sit well with the fiery deity who then amassed an army of monsters from the souls of the deceased to depose of the Goddess of Light and imprison her in her own castle, causing destruction and desolation to rage across the lands until a divinely blessed angel going by the name of Pit went on a journey to fell the Goddess of Darkness.
    • Twenty five years after her slaying, Medusa would then resurface once more to throw the peace of the lands into chaos by invading with yet another underworldly monster army, only to be slain by Pit once again. However, it turns out that this Medusa was the soul of the original grafted with tens of thousands of other vengeful souls burning with hatred towards Palutena by the nefarious Hades, a pallid mockery of the original Medusa used as a puppet to distract the forces of Light.
    • Having finally gathered enough semblance of clear thoughts after repeated revivals to figure out what was going on, Medusa then threw a wrench into Hades' master plan by outright slugging the guy's head off (and breaking her own arm in the process.) Though unmade by the god who could control the souls of the dead, Medusa died with satisfaction that she gave Pit enough time to slay yet another dark god before she once more returned to the darkness of the underworld...
    • And then things got weird when her spirit was summoned once more into a different world... The World of Light. Thrust once more into a puppet body (though this time of Palutena), she would then dance to the whims of Galim, the Lord of Light before her puppet prison was broken by the cast of Smash. Due to her Spirit being extremely useful, she came along for the ride by granting the equippers the power of gigantification which was put to great use in fighting the evil eldritch abominations that threatened the World of Smash.
    • After that whole adventure was said and done, Medusa then returned back to being dead in the Kid Icarus world except that she drifted on over to the shattered pieces of the Mirror of Truth were before possessing the magical item to craft herself a vessel once more, this time of her own power. Unfortunately for her, the last person that had been copied by the relic was Pit so now the newly risen Medusa has a weird gestalt mental fusion of Palutena and Pit mixing in with her own thoughts, greatly softening out her character in general much to her dismay. Nowadays the fallen deity wanders the Earth in a mortal guise to see what was it about humanity that made them so special to both the angel and the Goddess of Light.
  • Powers/Abilities: Medusa is a Goddess, specifically that of Darkness. As such she has the powers associated with that element such as being able to consume recently departed souls to heal herself, darken the surroundings with her very presence, shoot dark element orbs/beams/shockwaves, and physically slay ghosts or spirits. She can also spew poison from her body (though in this case it just causes a lot of pain if inhaled rather than an actual kill you over time poison) and petrify things like a being named Medusa could (in this case nerfed so that she just encases whatever she's pointing her beam at with a steadily growing shell of granite rather than transmuting things into stone).
    • Medusa is much more physically tough than she looks, able to take a lot of hits before she goes down though she's still susceptible to most forms of conventional damage (but especially divine light). She can also do things like double jump in midair, glide for short distances, run super fast in a straight line to the point of leaving after images, deploy a powerful explosive flame by lobbing it onto the ground, tank an attack by summoning a shield before redirecting a portion of the force into her own counter attack, or summon a slowly moving magic wall that tanks projectiles for her. She can also short term teleport once a combat round by disappearing to wherever's in her current field of vision.
    • Medusa can transform between her regular form and a more human form that lacks the serpentine aspects at the cost of losing most of her combat capabilities other than sturdiness. Her limited transformation abilities also allows her to turn into one big snake the size of a giant python, temporarily grow double her height (from six to twelve feet with all the pros and cons that come with said size shift), transform into a small snake for escape measures, or turn into a giant floating cyclops Medusa head. She can also mimic to a certain extent the Kid Icarus weapons by rearranging her snakes into the form of a sword, club, or so on.
  • Skills: Due to being used quite a lot in the World of Light and also incorporating the shattered Mirror of Truth which has aspects of Pit still recorded in it, this Medusa is much better at melee fighting than the canon version. Well versed in close combat as she is, Medusa still prefers to fight from a range if possible so she's a fairly good bombardier/sniper type character.
  • Canon/Fanon: Fanon after the canon ending where Medusa comes back to life as a much nicer than prior person due to extremely weird fanfic-tiered logic.
  • Territory/Followers: None

Edited by Makaioh on Dec 30th 2018 at 10:41:19 AM

Alecoene Since: Sep, 2016
#208: Jan 5th 2019 at 11:31:07 AM

  • Name: Starscream
  • Age: Really, really old.
  • Appearance: Pretenders hide The Transformers inside.
  • Universe: The Transformers
  • Personality: Amongst his fellow transformers, the name of Starscream is almost synonym with “traitor”. And one only needs to know him for one minute to know why. His overly large sense of self-importance make him think that everyone else is dumber than he is and that he deserves to rule everyone else. And to make that vision true, he’s ready to do nearly anything. No betrayal is too great and no murder is too heinous. In Starscream’s eyes, someone is either a pawn to be used or a obstacle to his path of greatness and to be disposed of.
    Despite his arrogance, Starscream is also a complete coward. As soon as he realizes someone can hurt him and is about to do so, the perpetually smug schemer is replaced by a sniveling sycophant who will beg and suck-up to the strongest person. Of course, he tell himself it’s a clever ploy to get the hang on them, but the truth is he will degrade himself to avoid getting fragged. Even the fact that he’s almost immortal now doesn’t change that; he simply really doesn’t like getting hurt.
    Starscream share the general Decepticon ideals of all organic races being inferior to cybertronians (most of all himself, of course) but his new human form has changed his perspective. While he still look down on earthlings, he is more appreciative of the fact that their body can do and feels things that robotic life forms can. In particular, he greatly enjoys indulging on alcoholic drinks.
  • Backstory: Before, Starscream was a humble scientist, content with exploring the universe with his best friend Skyfire. That changed after his friend disappeared and he went to join the Decepticon military under Megatron. There, he discovered that he both greatly enjoyed asserting his superiority on weaker beings and that he longed for even more power. He rose to become Megatron’s second in command and a legend in treachery.
    He tried to usurp Megatron. He failed. He tried again the next day. He failed again. And again and again and again. Starscream’s bid for power lasted for millennia, but he would never succeed. Until one day, where he succeeded in dropping his mortally wounded leader into the cold vacuum of space and usurped his role. He finally was leader of the Decepticons, and would rule over both them and their sworn enemies, the autobots!
    Until Megatron came back under a different name and blasted him for his troubles. Yet despite his body crumbling to bits, he did not die there. His spark, the transformers equivalent of a soul, was a mutant one that could live without a body and possess others. He was still able to continue his schemes.
    And thus he did. The years passed, the Decepticon faction changed leaders several times. But never did Starscream stand as their chief. His schemes would grow in scale, but never in success. One year, an odd thing happened. Several decepticons were gathering on Earth. Curious to know why, Starscream hijacked the body of one them to learn more. It turns out they were going there to serve some god-like being called Devil Z. Seeing opportunity, Starscream swore loyalty to the being, who granted him a new body. With this body came Pretender technology, which allowed him to transform into a human to infiltrate their society. And with this new ability, Starscream’s day would finally come...
  • Powers/Abilities:
    • Pretender: Starscream’s newest ability, granted to him by Devil Z, is to take the form of a earthling. For the RP purpose, this is his basic form, since it’s what’s allow him to fit in most situation. Starscream is basically a normal earthling, if a very physically fit one, in this form. To change back to robot form, he needs to touch his wrist and shout “Pretender!”
    • Cybertronian Physiology: Starscream’s natural form is that of a cybertronian, an alien robot from the planet Cybertron. As such, he’s stronger, faster and more durable than most humans. He also doesn’t need to breathe, and he can survive things like losing his limbs without risking bleeding to death. Tough he will of course need to replace or reattach the lost parts, and destroying his torso or head, which contain his vital parts, will kill him along with it. He’s also 16 feets tall, with all the advantages and inconvenients that this imply.
    • Biplane Form: Having recieved damage to his t-cog when he was first transported to the Frontiers, Starscream was forced to scan a new vehicle mode. Now, he transform into a roughly WW 2-era biplane, allowing him to fly though the air.
    • Eternal Traitor: Starscream possess a mutant spark. To put it simply, even if his body is destroyed, his immaterial soul lives on. At will, Starscream’s spark, which take the form of an intangible ball of light, can leave his body behind. In this state, he can enter a machine and take control of it. Non-thinking machines are easily taken over, but amongst sentient ones, only the extremely weak-willed can be possessed (it won’t ever work on other pcs). Of course, leaving his body without a spark shut it down.
  • Skills:
    • Not that wimpy: Despite being an abject coward, Starscream is actually a pretty good fighter, if only due to experience. While he’s more accustomed to firearms, his hand-to-hand and melee fighting is not bad either.
    • Decepticon Air Commander: As former second-in-command of a fairly large faction, Starscream is a decent strategist, particularly when it comes to sabotaging and manipulating the enemies. However, his callous personality and his tendencies to sacrifice soldiers to further his own agenda means those under his commands quickly tend to resent him.
    • Former Scientist: While Starscream left the pursuit of science a long time ago, Starscream still has an extensive knowledge of science, including chemistry, mechanics, physics and biology, amongst others.
  • Equipment:
    • Pretender Armor: In human form, Starscream can call upon a armored suit that will automatically appears by touching his left wrist and shouting “Suit On!” Thanks to being made from the same materials as cybertronian chassis, it is both very durable and unrestricting of the wielder’s movement. It is equipped with a jetpack that allows him to fly, tough not nearly as fast as in his jet mode. Also, it has quite painful spikes all over it.
    • Thermal Carbine: A gun that appears along with the armor. Instead of shooting bullets, it can shoot either a heat beam that heat up objects until their hit their melting point or a cold ray that freezes objects depending of the setting. It can only be wielded in his human form since his robot hands are too big.
    • Null-Ray: Two laser guns that he twin wield in robot mode. Their beams disrupt the flow of electric devices, severely straining their functionment or even shutting them down with enough blasts. They also appear from subspace whenever he shift from human to robot.
    • Freeze Ray: Thanks to technology stolen from Mister Freeze, Starscream has created a large gun for his robot mode. This gun shoot a ray that freeze anything it touch.
  • Canon/Fanon: Fanon. Starscream is based on his version from the original cartoon’s continuity, most precisely the japanese version. The main difference is that in this AU, he became involved in the events of Masterforce and received a new body from its Big Bad based on his Classic Pretenders toy.
  • Territory/Followers: None. But his day will come...
    • By infiltrating the Joker Gang, Starscream managed to build himself a criminal gang made of about fifty gothamites. For goons, they are relatively competent.

Edited by Alecoene on May 30th 2023 at 2:24:09 PM

Makaioh Since: Jan, 2015
#209: Jan 5th 2019 at 7:30:45 PM

Unfortunately I'm going to have to say no to Starscream due to the fact that as a jet plane he's way too fast and can fly too high for most people to do anything about. Also it'd make it super easy for him to easily reach most places regardless of geographical obstacles as well which would make how the Frontiers work way too easy for a character like him.

Alecoene Since: Sep, 2016
#210: Jan 6th 2019 at 12:48:19 AM

Okay, I removed the plane transformation.

Makaioh Since: Jan, 2015
#211: Jan 6th 2019 at 1:53:03 AM

Alright, Starscream is accepted due to agreeing to switch out the alt form for a less powerful plane model.

HilarityEnsues Since: Sep, 2009
#212: Jan 13th 2019 at 7:21:45 PM

  • Name: Seth
  • Age: Teenager, at least physically. Is older chronologically, but just how much so is unclear.
  • Appearance: Here.
Universe: Under Night In-Birth
  • Personality: Stoic, overly serious, and seemingly unable to get over the sins of ancestors’ past. He can be a real jerk to people, but he does try to do what he thinks is right. That said, his idea of right involves pursuing his goals no matter the cost, and he is more than willing to fight or even kill if he believes it is in service of a greater cause. He is, in short, an antihero.
  • Backstory: Seth comes from a line of ninjas known as the “Night Blade”. Long ago, a gigantic magic snake attacked their village. None of their weapons worked on the strange beast, until a mysterious visitor suddenly appeared and gave them access to a power called Existence, better known as EXS. With this newfound strength, they vanquished their foe, but there were now new problems. People became intoxicated with their new powers, and most of the organization known as the Night Blade ended up killing each other in disputes over land and other petty matters. Seth, one of the last remaining descendants of the clan, pledged that he would make up for the sins of his ancestors in whatever way he could. He began to hunt down Voids, hostile monsters that have begun appearing and attacking humans ever since the power of EXS appeared, as well as other hostile In-Births (the name given to humans who wield EXS). The last thing he can remember before being whisked away is trying to free a girl named Linne from her immortal life she no longer wishes to have. His failure over the years to keep this promise is a large part of why he is the way he is now.
  • Powers/Abilities: **Super Speed: Seth is easily the most nimble character in Under Night. As a measure of speed, he can contest speeding cars on foot if he wishes, can double jump, dash through the air, and run up walls.
    • Projectiles: Seth can summon projectiles made of strange dark energy that both harm and briefly stun their target.
    • Teleportation: Seth can teleport short distances (around 10 feet) to escape from dangerous situations and/or get behind his opponents.
    • Unlife: In-Births are said to be between the realm of the living and the dead, and thus are not easily killed. Thus, he can survive some things that would otherwise be fatal to a human, such as a bullet in his vitals. Grievous enough injuries, such as decapitation or a death inflicted by some strong supernatural power, will still kill him normally.
    • Shaodw Clone: In typical anime ninja fashion, Seth can create clones of himself to aid in battle. They’re pretty flimsy and will vanish at the slightest amount of force.
  • Skills: **CQC: Seth is quite skilled at martial arts and close range fighting in general.
    • Stealth: He’s also a sneeki boi.
  • Equipment: Twin Swords – Eliminator: A pair of large daggers that are bound to Seth. He can magically summon them to his side at any time.
  • Canon/Fanon: Canon
  • Territory/Followers: None yet.

Makaioh Since: Jan, 2015
Boomer75 Since: Aug, 2017
#214: Jan 24th 2019 at 12:44:15 PM

I'm putting Kat on hold, instead trying this idea out. Selecting who to bring in was probably harder than it should have.


  • Name: Daisy (with "Agent 8" and Mythra)
  • Age: Roughly Early 20's, Late Teens, and appears about 18-21, but actually around 4 (since resonance) respectably.
  • Appearance: Search Your Soul and Reawaken The Undying Light (Left to right, Daisy, Agent 8, and Mythra)
  • Universe: Super Smash Bros. Ultimate (World of Light). Individually, they hail from the following:
  • Personality:
    • Daisy: Despite being a Princess, you'd probably not think of her as one if she didn't have the dress and crown. An extrovert through and through, she's easily excited, curious about new things, and is one to tough things out herself, even if it means hiding her injuries and the like (much to the ire of her companions, especially Mythra). She's also quite sassy, demanding, and possess a temper that can be quite scary when displeased, which she uses in conjunction with her charms to get her way. That said, she's a bit vain, rather hotheaded, and occasionally lets a bad situation get to her. She enjoys sports quite a bit, and is willing to drop other pursuits, such as shopping or fine dining, to go train. That said, she has rather bad luck and timing when it comes to things.
    • Agent 8: The most calm and rational of the trio, and the one that often keeps them in line. A diligent, compassionate, and hard-working Octoling with a soilder-like demeanor, Agent 8 is someone who's been through quite a bit in her pursuit for a better life, giving her quite a bit of experience to draw on. She's a bit of a tech geek, especially for weapons, and appreciates the simple pleasures in life, the kind of stuff other squids take for granted, like part-time jobs or fashion as it's own thing. Speaking of that, she does have a thing against squid-memorabilia, if only because how oversaturated it is in Inkopolis more than anything else. She's one to apologize to those she believed she wronged, and can be quite self-conscious of her actions, holding no ill will towards those who disagree with them. She's also quite the poet, and is quite a large fan of music. That said, she can occasionally be awkward in social situations, usually due to her overly serious demeanor and lack of people skills.
    • Mythra: A Simpleton. She's the Aegis, which is pretty much "all that" in terms of Blades, and she (thinks she) knows it. Believing she is above everyone, she's not one to sympathize with those caught in her wake, and is rather blunt, rude, reckless, impulsive, and prone to violence. She's also a terrible sleeper and an even worse cook. That said, she isn't completely heartless. Far from it, in fact. She knows when she was wrong, and can work on it in order to improve herself. She's also determined to complete her objective, never faltering in it, and her loyalty is second to few... even if she can ignore orders from time to time.
  • Backstory:
    • These Three Characters are not normally connected, so if it's alright, I'll go through their individual backstories in broad strokes.
      • Daisy is the Princess of Sarasaland, a Kingdom of four countries far away from the Mushroom Kingdom. She was once kidnapped by a space alien, Tangela, and was rescued by Mario. After that, she was invited to a Tennis Tournament, meeting the rest of Mario's crew, including Luigi, who may have a bit of a thing for her, and her soon to be best friend, Peach, among others. From there, she tends to join along in the gangs antics, from Go-Karting, to Parties, to Sports, and now to the Battlefield.
      • "Agent 8" is an Octoling, a half-octopus, half-human species that switch between the two forms, living in the city of Inkopolis. How she got there, well, that was quite the story. After getting in a tussle with "Agent 3", the legendary hero of the Inklings, the half-squid rivals of the Octolings, and being kidnapped by some unseen force, she loses her memory. Waking up with a old soldier known as Captain Cuttlefish, she is eventually introduced to the Undersea Metro by the conductor C.Q. Cumber and a telephone, which designates her Subject #10008, shortened to "Agent 8" by Cuttlefish, and was asked to collect the 4 "thangs" that would allow her to reach "The Promised Land" on the surface, as well as find the solidified forms of her memories, known as "Mem Cakes". After being contacted by the pop duet "Off the Hook", who provided her support, Agent 8 rode the Metro to take the various forms of tests needed to reach the thangs. After several trials and tribulations (some of which involved 8-balls, rails, and weird green goop), she manages to reach the surface, and eventually get to Inkopolis.
      • Mythra hails from a place known as Alrest, a world upon a Sea of Clouds, named the... well, Cloud Sea, where civilization lives on the backs of giant beasts known as Titans, with the World Tree, where the Architect lives, in the center. Mythra is a being known as a "Blade", a Weaponized Life Form that can be summoned by "Drivers" to aid them in combat. More specifically, Mythra is the "Aegis", a legendary blade found at the top of the World Tree itself, with power that exceeds almost all other Blades. Her current Driver is Addam, a Prince of a Titan known as Torna, born out of an illicit relationship between the Toran King and a Non-Tornan, but loved by his people all the same. Together, the two are tasked with fighting Malos, a Blade bent on bringing destruction to Torna.
    • While these seem mutually exclusive to one another, suppose they are all part of the same universe, only separated by distance and people's perceptions. Of course, at some point there may be some crossover. Enter the "Smash Bros." Tourney, where the greatest heroes (and villans) in all the worlds travel to engage in fights for fun and for glory. Daisy received her invite only recently, but came out of the gate ready to fight with the best of them. That's when trouble struck.
    • One day, there came a being known as Galeem, the "Lord of Light", who seeked to assimilate everything for some unexplained reason, alongside an army of Master Hands. Daisy was enlisted alongside 70+ other fighters in the tournament, ranging from villagers, to normal fitness trainers, to squid kids, to vampire hunters, to heroes of legend, to those chosen by fate, to literal gods and goddesses, in order to do battle with Galeem. One battle, to decide the fate of the world.
    • They lost. Terribly. Galeem incinerated all of the fighters, with the exception of a puffball hailing from Dreamland named Kirby, who made an escape at the behest of a boy named Shulk. The fighters were used as a mold to create a clone army for the Lord of Light. Then, Galeem incinerated almost everyone else, destroying their physical forms, including Agent 8 and Mythra, turning them into spirits, and placing them inside of these "Puppet Fighters", losing their free will under Galeem's control. He also turned the worlds into a melting pot with little rhyme or reason, for an added measure of spite.
    • Although the situation seemed dire, and all was lost, it was not completely hopeless. Kirby is the last person you should count out, as many who've incurred their wraith have learned the hard way. The puffball, alone at first, fought to save the spirits and the fighters, eventually forming up a small group. Eventually, they managed to save Daisy, who in turn joined their cause, now with the support of Spirits that wish to save the world and/or worlds, or at least stick it to Galeem. The group saved Agent 8 and Mythra as well, who were just recently bounded to Daisy, as they're whisked away off to the Frontiers, no doubt one heck of a bonding experience.
  • Powers/Abilities:
    • Spirits: Agent 8 and Mythra are Spirits, those who lost their physical form due to Galeem's attack. Freed, they assist fighters such as Daisy, normally increasing her powers far beyond what she can do alone, although that part is scaled down significantly for Front, as well as granting other buffs. As such, they follow certain rules that the fighters don't:
      • Spirits are Intangible. They cannot be touched by normal means, nor can they physically interact with the environment, including hitting other people. Some magic, mostly those that can affect spirits normally, can still affect them.
      • While Spirits have separate consciousnesses and senses from Daisy, and do not share memories with each other, if Daisy is knocked out or incapacitated, so are her Spirits, for balance reasons. If Daisy should... kick the bucket, shall we say, her spirits would be released, likely just before dissipating from existence outright. So it's in their interest to keep Daisy alive.
      • They can possess Daisy on two levels, the first granting her their skill for her to use in tandem, and the second being outright switching consciousnesses with Daisy (with her consent). This doesn't grant any new abilities, but does allow them to act in Daisy's place, with a full grasp of their own skills.
      • That said, skill granting does not extend into abilities. So while she can get, say, Agent 8's Platforming Skills or Mythra's (Lack of) Cooking "Skills", she can't turn into an Octopus like Agent 8, or shoot beams of light from a sword like Mythra, as an example.
      • Spirits can chose to manifest visibly around Daisy as a small wisp of light, with the spirit in question inside it. These can be seen and heard by other people, although they are quite quiet (at least, in terms of volume) and need to be very close to be heard. Alternatively, they can stay inside of Daisy. They can see around her, even if she is not directly looking at something. She cannot use their skills while they are manifested visibly, as they technically have to leave the body to do so,
      • On that note, they must be relatively close to Daisy, not being able to leave her general vicinity. In short, they can't, say, wander off to other places without Daisy, nor play espionage by going outside of the room Daisy is currently in.
    • Magic (Daisy): Daisy happens to know a bit of magic, as all princesses seem to do for some reason. Namely, she can give her hands some magic sparks to improve her physical blows, with an accompanying Rainbow effect, and can summon a energy ribbon for attacks (though it's more a solid weapon than, say, a lightsaber-like whip). She can also hover above the ground for two seconds, moving all the while, and accompany her attacks with flower effects (three guesses which flower, and the first two don't count). The latter does nothing, but Daisy thinks it's cool.
  • Skills:
    • Green Thumb (Daisy): Daisy seems to have a knack for growing things. Normally this is why she can make and pull vegtables out of the ground, but seeing as that would mess with the resource part of the whole deal, this more than suffices.
    • Sporty Girl (Daisy): Daisy's more than competent at a large number of sports, from Tennis to Golf to Baseball and so on, and is pretty well rounded in all aspects athletic. Though not necessary from the same universe, she has competed in the Olympics more than once. Maybe that's why she has her choice in weapons...
    • Racer (Daisy): Daisy has also Go-Karted before, and she knows her way around a Motorcycle and Car well enough, though not to any super-exaggerated degree. She's a bit of a wild, but skilled, driver.
    • Weapons Expertise (Agent 8): Having done several weapons-based tests in the Metro, Agent 8 knows her general way around most mundane weapons, as well as some of the more quirky ones from her home universe. Those that are completely foriegn in nature to both take some more time to get used to.
    • Platforming Skills (Agent 8): As well, she knows how to get around her enviroment. Although the lack of a cellopod form limits her somewhat, she's still relatively good on her feet.
    • Swordswomanship (Mythra): Mythra, although a bit simple minded, is extremely good when it comes to fighting with a sword, as befitting someone who has the power of an "Aegis" Blade behind her. That said, she's very simple when it comes to her fighting style, going for the direct approach rather than using tactics, which makes her somewhat predictable and unrefined.
    • Focus (Mythra): Mythra has the uncanny ability to focus on a single object, despite what's going on around her. Good in some situations, and a bit less so in others. She may be simple-minded, but she can at least not get distracted.
    • "Unique" Cooking (Mythra): This is less of a skill than the exceptional lack of it. She should not be allowed anywhere near a kitchen, even if she says she can. It's nearly lethal chef levels.
  • Equipment:
    • Frying Pan: Something Daisy keeps on hand to smack people with. The Iron is surprisingly durable. It can also be used as, well, a frying pan.
    • Tennis Racket: Smacking Utensil No. 2. This time it's the frame that's quite durable. Also can be used to hit balls back whence they came.
    • Golf Club: And here's 3 for 3 in terms of smacking. Actually, this is Mythra's weapon of choice when she can't actually get a sword and has to work with what she's got, even if she isn't particularly happy about it. The club is quite durable as well, and can be used for, well, you know, golf.
    • Crown: It's not there just for show (although it works quite well for that purpose), but is made of steel, so if worst comes to worse, it can be used to bash people with.
    • Item Block: A handy dandy tool gained from a wish. A rather light and convenient "block of holding" that can shrink down to a pocket-sized level for storage, it can hold and call out any item put inside of it, provided said item can be picked up and put into the block in the first place, even if it physically should not fit into the block. How can it hold so much? Magic, probably.
  • Canon/Fanon: Fanon. While somewhat canon-compliant (this is a legitimate build in-game), there are heaps of Fanon to support it, as well as a couple of minor tweaks that contradicts the actual World of Light in-game.
    • For one, most of these are gotten way latter into World of Light than normal. While most can be handwaved as being obtained from the Spirit Board, this includes Daisy, who is obtained in Dracula's Castle in the Dark Realm, unlike this version of her who's there from the Light Realm.
    • Agent 8 is part of the "Octoling Girl & Octoling Boy" Spirit. In the interest of not playing two characters that would be more or less the same in personality and role, and given all the promo materials for Octo Expansion, only the Girl accompanies Daisy into Frontiers. For a fanon reason, probably has something to do with it being ambiguous whenever Agent 8 was male or female (as in-game, they're customizable).
    • Pyra and Mythra are separate spirits in Smash, but are the same character in Xenoblade 2 proper. For the sake of this fanon, the distinguishing factor is time. Pyra's spirit is from the base game, and Mythra's is from the prequel, Torna: The Golden Country.
    • The stat-boosting/buffing of Spirits in-game were exchanged for a more RP-compatable idea of skill-sharing between fighter and spirits.
    • As implied in the trailers, for the sake of the sign-up, Smash Bros. is an actual event in-universe, an invite-only tournament for the universe's best fighters a la Street Fighter or KoF, but with less manipulations behind the scenes, most of it being in good fun. The universe they come from are more or less aware of it to varying degrees.
    • While not a direct change, more of an elaboration, Daisy does have general knowledge of all the fighters in Smash Ultimate's base roster (well, those that can communicate normally anyways). However, she only knows the stories of those from her universe in any significant depth, with Mythra and Agent 8 knowing those from their universe, the rest of the fighters stopping at more or less their job description and surface personality. Assist Trophies are in a similar place, though she's communicated with them far less. Most spirits outside their universe they have little to no clue of.
      • That said, I'll have to wait until the DLC starts releasing to see its impact on the World of Light, and if the DLC character's stories are included in that "baseline knowledge" or if they're complete strangers.
  • Territory/Followers: Agent 8 and Mythra have to follow Daisy by default. Otherwise, 10 Children from the ELUTHA-9 Bandit Town help out with the farm there.

Alright that's that. If there's something to fix, don't be afraid to say anything if this is a bit much.

Edited by Boomer75 on May 14th 2019 at 2:12:56 PM

Makaioh Since: Jan, 2015
Bored_Man Since: Jun, 2015 Relationship Status: Abstaining
#216: Jan 24th 2019 at 5:58:29 PM

I have opted to retire Zenyatta, and while this next character will hopefully not be too similar to Toriel, I present...

Name: Sonia Belmont

Age: Mid 20s

Appearance: Begone! You don't belong in this world, monster!

Universe: Castlevania

Personality: A woman from a noble line that routinely defended their neighbors from hostile wildlife, which gave way to battling monsters, Sonia carries herself with quiet grace and dignity, with a no-nonsense approach to getting the job done. Her strong moral compass, combined with the full knowledge of what evil can do if not kept in check, leads her to pursue evils of all shapes and sizes, wherever they may be hiding. While normally she maintains a serious demeanor, Sonia is not so far gone as to not react to what happens around her, and she is not afraid to speak her mind, asked or not.

Backstory: Growing up in a quiet mountain village in Transylvania, Sonia lived a relatively simple life, and fully expected to remain there for her lifetime, one day taking up the mantle of protector her grandfather bore. When she was only 17 years old, she met a young man in search of his father, knowing only that he was alive and last seen in Transylvania. Feeling a kinship with the young man, having never met her own mother and father, Sonia quickly bonded with 'Alucard', and it became a staple of each evening to see the pair of them sitting together, talking and enjoying each other's company.

Such peace was not to last, however, as the young man's mere presence seemed to up the ante of work her grandfather took on in driving back the wild animals of the land from harassing the town. This culminated in one fateful night, where the mansion Sonia lived her entire life in came under attack by grotesque monsters, nothing like the wildlife she had dealt with. Rushing to the mansion to try to help her grandfather, Sonia realized that she was too late; her beloved grandfather lay there dying on the floor, his life fading fast. With his last breaths, he bade her to carry on the family name, and track the monsters down to their source. Taking her grandfather's whip in hand, Sonia set off to fulfill her destiny.

After defeating the Count, Sonia expected to return home and pick up the pieces of her shattered life, but fate chose to intervene a second time, and she was whisked away to another plane of reality. It was there that Sonia, in the company of other Belmonts, quickly learned their ways of combat to bolster her own unique abilities, making her a truly deadly force to be reckoned with. Upon returning to her own time after helping to vanquish an even greater and more terrible Dracula, and knowing that the future of the world rested on today's actions on her part, Sonia spent the next few years rebuilding the Belmont mansion and turning it into a veritable training ground; one she knew her young son would inherit one day to train his own sons for Dracula's eventual return...

Powers/Abilities:

  • Souls - Sonia possesses strong abilities of supernatural origin, granted to her after defeating particularly strong creations of Count Dracula. While she is quite proficient in their use, using them too much too soon runs the risk of burning Sonia out.
    • Saint Soul - Sonia fires a quick holy based projectile from her whip, capable of piercing or outright destroying smaller / weaker targets or structures. Against living beings, the projectile inflicts an aura-like burn.
    • Wind Soul - Sonia releases a shockwave that will either destroy, deflect or reflect projectile or wave based attacks, depending on the strength and velocity of the attack coming at her.
    • Ice Soul - Sonia purifies and heals herself or those close to her; the more serious the wound or affliction, the more energy Sonia must use.
    • Fire Soul - Sonia releases hot flames all around her, burning whatever is close by.
    • Magic Soul - Sonia charges and releases a medium to large area-of-effect holy spell, damaging anything that it touches. Unlike the other soul powers, this requires a recharge period in between casts, and trying to force it before it's ready again carries heavy consequences.

  • Burning Mode - Sonia's strength increases significantly, and her soul abilities have increased potency. This has a hard time limit, and once used, Sonia must rest and recuperate before she can use it again (i.e., she can only use it once per battle, per every few battles).
    • Item Crash - Sonia uses a supercharged attack based on her current subweapon (see below). Sonia must be in Burning Mode to activate this ability, and it will only work for one subweapon.

Skills:

  • Demon Hunting: As the woman who stormed Dracula's Castle and eventually put down the madman himself, Sonia is no stranger to combat. Trained at an early age by her grandfather, Sonia wields the holy Vampire Killer, a whip imbued with magical powers that was especially effective against creatures of the night. She has also been known to be adept in swordplay.

  • Spirit Sensing: As a young girl, Sonia realized that she was able to sense the presence of spiritual beings that everyone else was oblivious to. This makes her able to communicate with the lingering dead and other spirits of the world, and acts as a handy indicator of when danger is lurking near.

Equipment:

  • Vampire Killer - The holy whip that felled the Dark Lord. A formidable weapon with a long reach; its true power is unleashed in Burning Mode, where it flings balls of fire with each strike.
    • Dagger - While these may appear to be ordinary knives, each one is specifically crafted to make up in speed what they lack in power.
    • Holy Water - Vials of water blessed by the forces of good. Upon contact with anything, this sacred water bursts into holy flame. burning anyone unlucky enough to be hit with it.
    • Holy Cross - Another blessed item, this cross strikes whatever is in its path, then returns to where its owner was last standing.
    • Axe - These handheld axes may not look very impressive, but they work great for flinging at people. They're heavier than they look, so it's best to throw them in an arc and let gravity do the rest.
    • Stopwatch - It's reputed to be able to slow down time for everyone and everything around its owner, but its low rate of success coupled with its pitifully short duration makes using it an act of desperation rather than one of strategy.

Canon/Fanon: Fanon (Legends was canon at one point, but has been removed and been stated to be part of an alternate time line. Fighters is also a fan game, where Sonia picked up the knowledge of subweapons and advanced whip techniques.)

Territory/Followers: While Sonia prefers to work alone, she is perfectly willing to instruct and train any potential followers. However, anyone who agrees to it will quickly find that she will not pull her punches; in her eyes, battling at less than your best is a fast track to an early grave, and if she has to apply some tough love to ensure survival, then so be it.

  • This changed upon Sonia's excursion to the Soviet Mines, where she realized that hostage situations, or ones that required nonlethal force, were an area she was lacking in. In an attempt to remedy this, Sonia summoned someone unexpected to her cause: Persephone.

Edited by Bored_Man on Oct 6th 2019 at 9:14:36 AM

Proud member of the AGOG community.
JustSomeGuy732 Just another guy from Somewhere Since: Jan, 2012 Relationship Status: Showing feelings of an almost human nature
Just another guy
#218: Jan 25th 2019 at 2:52:18 AM

Thinking about putting Gluttony into the NPC list or removing him entirely since I kinda lost interest in him. Instead, I'm bringing around another character from the same universe in the hopes that I can have said character be more active.


  • Name: Barry the Chopper

  • Age: Unknown, possibly several decades old.

  • Appearance: CHOP! CHOP! CHOP!

  • Universe: Fullmetal Alchemist, manga/Brotherhood version

  • Personality:
    • Don't let his title fool you, Barry is a swell guy! Well, if you ignore the part that he wants to kill people and all. But while he's not going around happily chopping to his heart's content, the man is surprisingly affable and the type that goes with the flow; like that one particular housemate that likes to laze around all day, everyday and only ever has passion on one thing. He's also someone who indulges in dark humor and have no qualms sharing said passion to anyone else so long as it doesn't get him into trouble.

    • And while he is an effective fighter in his own right(especially when it's for the express purpose of pursuing his hobbies), he knows when to bail out when the situation starts turning unfavorable for him. As far as Barry is concerned, the man had almost died once, and he can't really continue chopping on if he's dead, right?

  • Backstory:

    • Barry was once a meat butcher living in Central City. Barring his odd fascination at chopping stuff up, he was just a normal man living his everyday life, doing what he does best: chopping meat. At some point in his life however, he began to grow bored of chopping mere animal meat and out of a morbid sense of curiosity, tried to find out what it's like to chop live human meat instead using his wife. At the end of the act, the thrill that he got from it was so exhilarating that, over the course of several nights, he started killing several more people on the streets before finally being caught by the authorities. Happily confessing to his crime, Barry was declared guilty before being sentenced to capital punishment and thus, ends the reign of Barry the Chopper.

    • ... Or at least, that's the story that has been fed to the public. In truth, Barry was brought and subjected to an underground experiment that removed his soul from the confines of his body before being imprinted onto a suit of armor. Afterwards, he was tasked to guard the area where said nefarious experiment took place, which suits him quite well because that means he can freely chop any intruders coming his way. Then, he met and fought against one of the Elric brothers.

    • To make a long story short, one thing led to another and now, Barry is hanging out in an apartment belonging to a subordinate of a high-ranking military officer while on the run from the same organization that transmutes his soul into his current body in the first place. It was around this time that he's brought into the Frontier...

  • Powers/Abilities:
    • Living Suit of Armor: Unsurprisingly, there are many perks at being confined to a hollow suit of armor rather than a flesh and blood body. For one, he no longer has to worry about any common human needs such as breathing, eating and sleeping. Diseases and physical exhaustion are of no concern to him as well, meaning he can perform at peak condition so long as his armor isn't too badly damaged. He also has enhanced strength such that he can chop through iron cell bars with only his cleavers and one doesn't need to worry about survivability much if their entire body is just made entirely out of metal. All of that being said however, this body of his does have one particular weakness.
      • Auto-Repair Function: His armor is now upgraded to automatically repair itself upon being given a wish. Sizable dents and holes would automatically be fixed within minutes, though something like losing his entire arm off or equivalent would require tens of minutes and, should his entire body save for the plate that carried his blood seal is destroyed, it would from several hours up to a single day for him to reconstruct his whole body.
      • Mithril Layer: The (relatively)best armor Barry's money can buy! Or so was what Barry thought when he ordered them from one of 'em Camoan merchants. Gives himself another layer of extra protection in the form of shiny, flexible and tough material that is fantasy metal, superior to dumb old iron! Too bad said layer isn't covered by his auto-repair function for extra regen capabilities...

    • Blood Seal: The seal that bounds his soul to the armor, located at the inside of his body around the back. So long as the seal is not tampered with, he is effectively immortal and can even survive having his entire body destroyed(though he'll need a find a way to reconstruct/repair his body before he can move again). However, smear the seal away or having it erased would undo the whole soul-binding process, thus effectively killing him.

  • Skills:
    • The Chopper: Being feared as a renowned serial killer that once stalked the streets of Central City, Barry has all but rightfully earned his nickname. He knows the best way to effectively chop people up and has some experiences skulking around cities during nightime while looking for prey. Also a damn good butcher.

  • Equipment:
    • Meat Cleaver: His signature trademark weapon that he never leaves without. Sometimes carry two for double the choppi-ness! He can use other bladed weapons well enough, but would rather much prefer using tools meant for a butcher for that sweet chopping sound and feel.

    • Harpoon Gun: Gained during his foray into Two-Face face by one of them fox gunboat gals! A convenient tool Barry uses to shoot and pull in foes, for that extra dread and increasing intensity at eventually being within range of a happy-go-lucky mass murderer! Thanks, Kaga!

  • Canon/Fanon: Canon.

  • Territory/Followers: None.

Edited by JustSomeGuy732 on Dec 27th 2019 at 6:00:21 PM

"A post per day keeps the GMs away!"
Meanken Since: May, 2013
#220: Jan 30th 2019 at 1:32:53 PM

Transfering from Ren to here

  • Name: Velvet Crowe
  • Age: 19
  • Appearence: Giving no shits whatsoever
  • Universe: Tales Of Berseria
  • Personality: To put it quite simply, Velvet has one overarching goal in life, to kill the man known as Artorius Colbrande. Years of trauma, pain, hunger from her demonic arm, and seething hatred have turned a once kind girl into a vengeful weapon who will is willing to do anything to see her goal accomplished, no matter how many people get hurt or killed in the process. Anyone else is viewed as tools, to be used and kept alive if they prove useful, and abandoned if they hold her back or slow her down. Deep down, she still has a softer side, but she rarely truly shows it outwardly.
  • Backstory
    • Up until 3 years ago, Velvet was kind girl who lived in a peaceful village, raised under the care of Artorius Colbrande after the death of her family, apart from her brother. This all changed one fateful night, on the 7th anniversary of the event that had brought scourges of demons into the world, who threatened to exterminate humanity, when Artorius used her brother as a sacrifice to power a ritual to turn the tide back against the demons. Velvet, witnessing this event, tried to save her brother, only to have her arm cut off by Artorius, which was quickly replaced by a demonic arm as she fell into a pit said to be the gate to the underworld.

    • Velvet snapped and attempted to kill Artorius, only to be defeated and thrown into a dark pit on a prison island, far from any civilization. There, for 3 years, she nursed her hatred, consumed what demons were thrown into the pit with her to survive and build her strength, preparing herself for the day she would break free and enact her vengeance.

    • When that day came, she found that Artorius was now renown across the world as 'The savior", who had single handily turned back the tide against the demons. His new army, The Abbey, now had effective control of the world, and while they painted themselves as benevolent, theirs was a quiet tyranny, stomping out anything they saw as a threat to their control without so much as a thought, and quietly exiling those who spoke against them to be slaughtered by the demons that still lurked outside the cities.

    • Velvet unwillingly gathered a group of individuals along with her, who for their own reasons insisted on accompanying her on her mission to kill the savior. Overcoming every obstacle thrown at her, she would reach the temple that Artorius was at, and broke in to slay him. However, he would prove to be vastly more powerful then she could have imagined. After being beaten to within an inch of death repeatedly, only being kept alive by repeated healing artes from her allies, Velvet met her end as Artorius slew her and her allies fought for their very lives against the most powerful forces in the Abby. That is, until she was brought back to life by a particular group, who had their own uses for her.

    • Velvet was then forced to do a bunch of tasks that she diden't really care much about but was strong armed into preforming. Along the way, she acquired the services of a being known as a "Servant" known as Astolfo, signing a contract that she instantly regretted ever since, but it's a little late to take back now. After all, she had sworn she would do whatever it took. Even if it meant her own sanity was lost to the quirky weirdos.
  • Equipment:
    • Bracer/boot blades-Retractable blades that are built into Velvet's bracer on her right hand and her boots, these are her main form of combat when not using her demonic claw. She is quite adept with them, often mixing in acrobatic kicks along with slashes in order to maximize the effectiveness of this style.
    • Grenades-They're grenades. They blow things up. Some misguided fool unwisely introduced Velvet to this concept, and somehow she hasn't used them yet.
  • Powers/Abilties:
    • Theron-Velvet has been transformed into a class of demon known as a Theron, a demon who lives by consuming demons and other beings to fend off their ever present hunger. This has given her a host of powers.
      • Demonic Claw-Her left arm has been replaced with a demonic arm, which she can reveal and hide at will. When hidden, this arm is permanently wrapped in what appears to be some form of bandage. When in use, the arm will continuously drain her strength the longer she has it out, unless she is actively in the act of eating with it, which she can do whenever she grabs a dead opponent (And they must be dead before she can consume them) or slashes into unguarded flesh with it. Doing ether of these things slightly heals her, although it won't single handily close any major wounds.
      • Superhuman strength-Her strength has also been augmented, and she is strong enough to shatter weakened boulders or walls with a single kick.
      • Superhuman Durability-Velvet is still as fleshy and vulnerable to any host of attacks as normal humans, but her pure rage and endurance enables her to press on with attacks unless her body is outright crippled and she is physically unable to attack.
    • Cooking skill-She used to be quite the cook before her demonic transformation, and while she can no longer taste normal food, she can still cook reasonably well considering that handicap.
    • Command Seal-A mark that appeared on the back of her human hand on signing a contract with Astolfo, this seal, in addition to serving as a symbol of said contract, can be used to issue 3 absolute orders to him, which he is bound to obey.
  • Cannon/Fancon:

    • The main divergence is....well, she didn't die during the first major confrontation with her main target, Artorius. In the actual canon, some plot contrivances happened that enabled them to escape from the fight. Here, that did not happen, resulting in the logical conclusion. Also, I've cut her enemy skill absorb thing she can do with the claw, figured she has enough to work with without causing headaches with that.

    • Oh, and she was in Ren for a while. Just putting that out there.
  • Followers-Astolfo

Edited by Meanken on Jan 30th 2019 at 1:33:16 AM

Makaioh Since: Jan, 2015
LittleMako A dogged fellow, aren't we? from the Great Indoors Since: Jul, 2016 Relationship Status: [TOP SECRET]
A dogged fellow, aren't we?
#222: Jan 30th 2019 at 3:31:51 PM

Name: Satsuki Kiryuin

Age: 19

Appearance: Tall dark and handsome, with powerful eyebrows.

Universe: Kill la Kill, post-ending

Personality: Cool and composed, Satsuki is supremely self-assured, unshakably determined, and naturally charismatic. Intelligent and focused, patient and calculating, she is not afraid to do what is necessary to achieve her objectives. Underneath this she still has a kind heart, and rewards loyalty and discipline with respect, responsibility and influence. She has mellowed from her previously cold and aloof persona, and is much quicker to smile and laugh now, although she still maintains a cool and refined air.

Backstory:

  • Heir to the staggeringly wealthy Revox clothing empire, Satsuki grew up in the lap of luxury and privilege. However, When she learned that her mother was conspiring with alien parasites to destroy the world – a conspiracy that had already claimed the lives of her father and her baby sister - she swore to dismantle the operation from the inside, pretending to be her mother’s most loyal and effective lieutenant until she had built up a fanatical army loyal only to her – the students of Honouji Academy.

  • When her sister reappeared very much alive and transferred to Honouji, Satsuki tried to use her as another pawn in her coup, only to see her plans crumble before her eyes at the final step. It was only by joining forces with her sister and her whacky friends that Satsuki was able to finally destroy the threat to the earth and avenge her father.

  • Having learned the folly of using people as assets and weapons instead of allies and friends, she set aside the iron-fisted rule she was known for as student president, wanting to make a better, more peaceful and equal world. It remains to be seen how this approach will fare on the Frontier.

Powers/Abilities:

  • Physical prowess - Constant physical training and extraordinary discipline have given Satsuki superhuman strength, speed, agility and reaction time. She can shatter steel plate with a few blows of her sword, and swing with enough speed and force to generate a modest shockwave. While she is physically much more durable than an average human, much of this is due to her self-discipline lending her an extreme pain tolerance.

  • Imposing presence - Sometimes Satsuki seems to be able to project her superlative will into an intimidating aura, almost as if she has the wind blowing at her back, or is being backlit by a powerful spotlight. This is mostly just a psychological effect, however.

  • Bakuzan toenails – The nails of satsuki's big toes have been replaced with tiny blades made of super-sharp black metal, and then covered again with false nails. Useful as hidden holdout weapons.

Skills:

  • Master swordswoman - Her weapon of choice is the katana, and she is skilled enough to easily demolish larger, stronger opponents with a few blows, or hold her own against multiple fighters.
  • Strategic mind, organizational smarts – Satsuki is a big-picture girl, and likes to plan several moves ahead. She is well accustomed to being in charge of large and powerful organizations.

Equipment:

  • A set of fire-emblem style light combat gear
  • A long black coat from Gotham, with a Hospitalier's armband
  • An as-yet nameless katana made from damascus steel, a gift from Aizen

Canon/Fanon: Canon, with a little post-ending fanon extrapolation

Territory/Followers: Currently the leader of the Hospitaliers, the armed element of Nightingale's expedition into Gotham.

Edited by LittleMako on Jan 21st 2020 at 8:06:01 AM

Makaioh Since: Jan, 2015
Yomegami Since: Jan, 2011
#224: Feb 2nd 2019 at 11:53:06 PM

Void Termina's proving to be a little too passive for my liking, so for the time being I'm going to relegate her to NPC status. I'll be using this new character in her place (or perhaps in addition to her, in the future).

  • Name: Princess Ozma
  • Age: Appears to be around her mid-late teens
  • Appearance: The one on the right.
  • Universe: Land of Oz (The Marvelous Land of Oz specifically)
  • Personality:
    • Ozma tries to keep up a respectful appearance, and that normally means acting like one would expect a Princess Classic to act: polite and kind, and proud to set a good example. While she'll generally try the diplomatic solution first before anything else, she's also bold and unafraid to call out bullshit when she sees it.
    • However, a lot of this is a mask; something she keeps up because as a ruler she feels she has to. She's not entirely confident about her new position, and has a tendency to put the needs of her subjects over her own. When not forcing herself to meet those standards, she's fun-loving, adventurous, and even has a bit of a mischievous streak. She's definitely not afraid of a fight, should it come to that.
  • Backstory:
    • Ozma was born to King Pastoria as the latest descendant of Lurline, the Fairy Queen who created Oz. Unfortunately, at the time of her birth Oz was gripped in a war between the four Witches of the cardinal directions.
    • Afraid for her safety, Pastoria arranged to send Ozma to safety elsewhere outside of Oz's capital, the Emerald City. Unfortunately things got bungled up, and the baby Ozma wound up in the hands of the witch Mombi. To further ensure that she wouldn't be returning to the Emerald City any time soon, she changed Ozma into a boy and named him Tippetarius (or Tip for short).
    • Tip's childhood under Mombi was not a pleasant one. Tip's interests tended towards ones the closed-minded would perceive as feminine, such as flowers and fashion, on top of the magically induced gender bender leaving him with a constant, unpleasant feeling of being in the wrong body. Mombi, however, wanted a big, strong man and servant to tend to her needs. As such Tip was forced to repress those traits.
    • However, he found other ways to rebel against her, mostly by playing pranks on her. After one such prank where he attempted to scare her with a scarecrow, she decided he'd be of more use as a stone statue. It was at this point that Tip decided to just run away, and run away he did, taking the scarecrow, who he named Jack Pumpkinhead, and the Powder of Life Mombi had used to give the scarecrow life, with him.
    • He then decided to head for the Emerald City, from where the Great and Terrible Oz ruled the land after cowing the four witches into submission, in the hopes that the Wizard would grant him a better life or at least some answers.
    • What followed was a long adventure involving some new friends, a bunch of trials and tribulations, and going toe-to-toe with the four (well, three - the Witch of the North died sometime during Tip's childhood) Witches at the request of Oz.
    • At the end of it all, it turned out the "Great and Terrible" Oz was nothing more than a conman from a land outside of Oz, who had used stage trickery to convince the entire land that he was something he wasn't. Nevertheless, Tip got the answers he sought: Oz, who had befriended the old King in his final days, was merely keeping the throne warm for Oz's true ruler, Princess Ozma, and that Tip was that ruler, albeit in transformed form.
    • One last quest ensured, to force Mombi to undo the curse she had placed on Tip. It was a hard fight, but Tip proved victorious and was restored to her proper form.
    • With everything settled, Ozma took up the throne and began her rule of Oz, taking the former Wizard as an advisor in the advent her newfound duties grew perplexing. Alas, it couldn't last, for it wasn't long after this that she was snapped up and taken to the Frontiers.
  • Powers/Abilities:
    • As a descendant of Lurline, Ozma carries fairy blood. This makes her a little stronger and tougher, as well as longer lived, than her small and delicate frame might have one to believe. It also grants her a suite of other abilities:
      • Wings: Whenever Ozma uses one of her abilities, she manifests a pair of butterfly-like wings formed out of golden light. She can keep them out to fly or just give herself more height on a jump.
      • Shield of Light: A large shield of golden light that can block most incoming attacks, although sufficiently powerful attacks can still pierce it. She can optionally counterattack with it by having it turn into a flurry of magical arrows or just having it explode. The arrows have roughly the same properties as a mundane arrow, just that they fly straight, with their number being decided by the strength of the attack absorbed by the shield (stronger attacks = more arrows). The explosion is shorter ranged, with its power again being determined by the strength of the attack absorbed by the shield.
      • Strength of Light: Ozma can enhance herself or an ally with golden light, which increases their strength, speed, and durability by a substantial amount. It lasts for a brief period of time (roughly ten seconds/a post) on its own, although if she dedicates herself to maintaining it it can last for longer. She can affect more than one person with this skill, although its overall effects weaken proportionally with each additional person she affects.
      • Blast of Light: Basically a large laser of golden light, which acts like a laser. She can fire off one very powerful laser or multiple weaker ones, and have them fire from any surface within her line of sight (e.g. she can't have them fire out of midair). Past a certain distance they start losing power; the stronger the blast, the faster the energy dissipates and the shorter the effective range. Being light, they can also be reflected by things like mirrors.
      • Healing of Light: Ozma can use her magic to heal wounds. The more grievous the injury, the longer it takes for her to heal it; at the level she's currently at, major injuries are likely to leave scarring as well.
      • She's likely able to learn even more than this, considering Lurline was essentially a goddess, but as she's mostly human it'd likely take her a while to do so.
  • Skills:
    • While she's new at the whole "politics" thing Ozma understands the concept well enough to be a capable ruler, although her naivety about some things could be taken advantage of.
    • She's surprisingly good at swordplay, having practiced that a lot as Tip and made good use of it with her battles with the Witches and their underlings.
  • Equipment:
    • The clothes on her back, the flowers in her hair, and the crown on her head.
    • She also carries around a scepter that's tipped with an O/Z symbol. It has no special abilities of its own, although Ozma sometimes uses it to focus magic through and it makes for a good weapon in a pinch.
    • As of the fourth timeskip Ozma also has a two-handed longsword. It lacks any supernatural abilities but is a perfectly good weapon nonetheless.
  • Canon/Fanon: Fanon.
    • Oz, in this version, is less of a happy fairy land than it was initially conceived. Most notably, it's a bit more action-heavy.
    • The version of events presented here takes some elements from The Wonderful Wizard of Oz, notably that story's titular wizard.
    • Ozma here is a bit older than her canon self, although it's ambiguous as to whether or not she was that age to begin with.
    • Ozma was eventually stated to be Lurline's daughter in canon, rather than merely her descendant as she is here.
    • Ozma also didn't have superpowers beyond just being immortal from being part-fairy in canon.
    • In general it's meant to be more clear here that Tip and Ozma are the same person, whereas in canon an argument can be made for the Tip persona dying upon Tip becoming Ozma.
  • Territory/Followers:
    • Emerald District: The part of Akihabara Ozma claimed for herself. Consists of the former Team Rocket base, a work-in-progress forge and chocobo farm, and a few additional reclaimed buildings. Also includes a BUB'S, although that's not run by Ozma or anyone under her command. As of the fifth timeskip Ozma has vanished and as such the former Emerald District has essentially become just another part of Akihabara.
    • Vosk: A Bluetail Lizardman. A quiet, thoughtful type who serves as Ozma's chief enforcer and leader of her guard. As of the Emerald District's fall he's gone back to being a normal Akihabaran citizen.
    • Ismene: A Fire Emblem Troubadour. Very excitable, somewhat immature, and a little full of herself, but nevertheless has enough knowledge to serve as Ozma's chief political advisor. As of the Emerald District's fall she's been trying to make a name for herself otherwise, to so far little success.
    • Tisili: A Metalbender. A calm, motherly woman who serves as Ozma's chief of construction. As of the Emerald District's fall she's taken to working in Akihabara's industrial areas with her small crew of Darcsens.
    • 5 Fire Emblem Villagers (including Ismene).
    • 15 Darcsens
    • 5 Dorfs
    • 5 Firebenders
    • 5 normal Fire Nation citizens
    • 5 normal Earth Kingdom citizens
    • 5 Gothamites
    • 5 Americans
    • 5 Camoans (2 Bangaa, 2 Seeqs, 1 Moogle)
    • 6 Dragonlisks

Edited by Yomegami on Jan 16th 2020 at 3:43:07 PM

Icon by Civvi the Civilian!

Total posts: 338
Top