Follow TV Tropes

Following

There and Back Again: A Fantasy Crossover Game (Interest Check/Signup Thread)

Go To

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#276: Feb 22nd 2023 at 4:57:30 AM

Replacing Razputin Aquato on Team B: It's Another Psychic Boyo!


  • Name: Shigeo "Mob" Kageyama
  • Franchise: Mob Psycho 100
  • Age: 14
  • Race: Human (Psyker)
  • Appearance: 0%, 100%, ???%. Countenance changes slightly to reflect his emotions at 100%; otherwise very plain faced whenever he's suppressed. Reddish-brown eyes, shifting more towards the former when he uses his psychic powers. Likes to dress in casual, loose clothes when not in his usual uniform. Stands at a height of 5'2", or 158cm, and has a very slight and somewhat out of shape build.
  • Alignment: Neutral Good
  • Class: Psyker
  • Personality: Mob is a gentle, quiet, and kindhearted individual who has tremendous difficulty in socialising with others, finding it borderline impossible to read the room and suffering from a crippling shyness when talking to others his age; especially girls. Due to his limited affect that comes from him suppressing his powers and emotions, Mob can come across quite clueless and plain at times, though he is in reality a deep thinker who is very concerned about the emotions and wellbeing of others apart from himself. Motivated by his master's principles, Mob dislikes conflict and would rather talk things out with those who are antagonistic towards him, and holds a very particular worldview that can be summarised by the statement that "power doesn't make you popular, and you shouldn't use your powers against other people." This mindset means that Mob prefers to achieve things the hard way, in the way that people without special powers have to, and he feels a great sense of accomplishment whenever he proves to himself that he doesn't actually need his psychic powers to live the life that he wants. It unfortunately also pits him against some people who believe the opposite: that their natural gifts should be used and flaunted for their own self-benefit, and these people are those who Mob will firmly stand his ground against. When Mob is put under enough emotional pressure, he may lose his grip on his self-control, and once he reaches his limit he will promptly explode with psychic power that corresponds to whatever emotion is spilling out from him (100%). Unbeknownst to even Mob, his emotional suppression has also conjured a much darker counterpart to his own self: the instinct-driven ???%. In truth, it is this version of Mob that fuels his psychic powers, refusing to disappear from the depths of his mind and waiting for its opportunity to take over his body.
  • Skills: Mob lacks much skill in anything, due to his overreliance on his psychic powers as a youth, but he is dedicated to improving his body through physical training and working up the skill to speak his mind more confidently. He is progressing slowly, but steadily, and his lack of experience means he may surprise himself if given the opportunity to explore other potentially untapped skills of his.
  • Powers and Abilities:
    • Psychokinesis: By focusing on an object, multiple objects, or a person (so long as the target can be visualised), Mob can envelop whatever he's focusing on in a layer of psychic energy, which he can then use to lift said object or person through the air with either gentle care or violent force. Due to practising this ability a lot as a youth, Mob's psychokinesis is very versatile, and at maximum output it is potent enough to disassemble an average-sized house and put it back together with almost perfect precision. This versatility also extends to techniques: Mob is able to create psychokinetic force fields around himself or others, which are durable enough to tank a hit from an ogre before shattering, and he is also able to manipulate himself using psychokinesis in order to mimic superhuman strength and speed, as well as rudimentary flight and levitation. However, Mob's psychokinesis is sometimes too powerful, and attempting to use it on a person carries the risk of it severely injuring them if Mob's emotions happen to spike and cause his powers to act out. Mob's psychokinesis can be scrambled by a blow to the head, rendering it sporadic and ineffectual, and trying to use it while Mob is tired or unfocused can cause it to be weaker than normal.
    • Energy Manipulation: More esoteric than his psychokinesis, Mob's powers extend to the noncorporeal, and he can infuse his psychic energy into others in order to give them a power boost or allow them to recover from injuries quicker. While in his ???% state, Mob can also absorb energy from his environment and other people, and redirect it towards them for either destructive or beneficial effects. However, he cannot access this absorption ability consciously, rendering it useless in most situations. By focusing his psychic energy into a physical state, Mob can also fire blasts of psychic power at his enemies, though they tend to manifest as unfocused waves of destruction rather than precise beams. Mob has also discovered that he can infuse his power into plantlife, enabling him to charge them with psychic power and thus cause them to grow and mature instantaneously (though any fruit they sprout will be invariably ruined due to the unnatural growth rate). Mob can also use his energy manipulation in order to dispel (or 'exorcise') evil spirits, by overloading them with his own psychic power until they vaporise.
    • Aura Sensing: Mob is able to detect the presence of nearby spirits or other empowered individuals with their own energy signatures, even through walls, within a maximum range of one kilometre. Though Mob cannot detect intent, he can generally ascertain the nature of a given aura; a particularly wicked person will have a 'sickening' aura, while a more neutral or good-natured person will have a relatively pleasant one. When Mob is in his suppressed state, his own aura is relatively inconsequential, but when he's awakened his aura becomes significantly more prominent.
    • Astral Projection: By willing his spirit to leave his body, Mob can leave his physical confines and float about as an incorporeal ghost, at the cost of leaving his body vulnerable and in a deadened state. If he leaves his body for too long, there's a chance it may begin to die and render him unable to return to it, but so long as he can reenter it within an hour or two he can use this ability relatively risk-free. Mob can theoretically will his spirit to enter the body of another person too, though he cannot possess them: the most he can do is conjoin with their mind, which leaves him vulnerable to psychic attacks from them (as his self-perception is left at the mercy of the person who he's inhabiting.) Mob does not use this power often, as it runs the risk of his vacant body being destroyed while he's away from it, and so he only tries it when he absolutely has to in order to achieve a specific goal such as exorcising a possessing spirit from another person's body.
  • Equipment: None, barring the clothes on his back and some money to get by.
  • Background:
    • Born to the humble Kageyama household, Shigeo had a fairly normal childhood that was embellished by his incredible gift of psychic powers, which were unleashed sporadically whenever he felt strong emotions. A sensitive, impulsive, and optimistic child, Shigeo had a strong crush on his childhood friend Tsubomi and sought to impress her using his psychic powers from a very young age. After she eventually grew bored of his rather one-note personality, however, she began to grow more distant from him, and Shigeo was left taken aback by how his powers had been taken for granted so quickly. Unfortunately for Shigeo, Tsubomi's rejection of him was not the only tragic event to affect his life from that very young age.
    • One day, while returning home with his younger brother Ritsu, Shigeo was attacked by a group of teenage thugs seeking to mug them of their money, and the brothers were physically separated by two of the teens. Terrified of what was going to happen to his brother Ritsu, and knocked into a daze after being shoved head first against a wall by one of the sadistic teenagers, Shigeo lost control of his emotions and lashed out against the bullies in a tremendous explosion of psychic force, severely injuring them and leaving them bloodied and broken on the sidewalk around him. However, due to his outburst, he had accidentally caught his own brother in the blast, injuring him severely and leaving the young Ritsu unconscious and bloody in much the same way. Shigeo never walked away from that day, yet his body kept moving on—acting near-emotionless and very different from his previous self, his previous friends took to referring to him with the new nickname of "Mob."note 
    • Ever since then, Mob has been going through the motions and only recently began tapping back into his deep emotions that he abandoned from so long ago. Driven by the sound advice from his (supposedly) psychic master and advisor, Reigen, Mob has begun to grow into a well-rounded person in his own right, separate from the ???% which lay in the depths of his mind. However, now that he is drawing more from his strong emotions, the ???% within is beginning to stir, and he is livid at being abandoned—for each explosion Mob undergoes while under stress, ???% is pulled more and more towards his conscious mind, ready to take his place as the rightful owner of Mob's body once the opportunity presents itself. For now, Mob is unaware of this dichotomy within himself, and his simplistic outlook on life is enabling him to adapt and change according to his experiences without the baggage that his inner self carries; becoming a good powers without using his psychic powers as a crutch, and seeking to help others for their own sake instead of his own.
    • This very motivation has driven Mob to venture out on his own, with the blessing of his master Reigen and his ghostly enemy-turned-friend Dimple being rather firmly told to stay behind to help with Reigen's spiritism business. All but left to his own devices, Mob has no choice but to trust in himself and his capabilities in order to keep safe and look after those around him: a daunting prospect, to say the least, but a novel one and something he is very willing to try. Perhaps going out on his own and meeting new people will give him the new direction in life he needs. Or at least, it will be an interesting experience for him to do something different for once.
  • Additional Notes:
    • Percentage Metre: Mob's level of stress and emotionality is represented by a percentage metre; visualised in-posts as 0% to 100%. Upon reaching 100%, Mob will 'explode' into whichever emotion has overflowed the most, such as 100% Rage or 100% Sadness. Though these states do not affect his abilities, an explosion will usually motivate Mob to use his powers in ways he normally wouldn't while unemotional.
    • Motifs:

Edited by Enirboreh on Oct 23rd 2023 at 12:13:17 PM

bork
LizardOfAus Since: Feb, 2010
#277: Feb 24th 2023 at 9:23:59 AM

Accepted. Once we've written the exit scene for Raz, you can bring Mob into the plot. And, as discussed, I will be fielding the use of the ???% persona if and when the situation arises.

ZodanTheUnbounceable from Everywhere, Nowhere, Somewhere Since: Jul, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
#278: Feb 25th 2023 at 6:21:22 AM

Name: Sagi

  • Franchise: Baten Kaitos
  • Age: 15
  • Race: People Of The Skies
  • Appearance: Blue-haired with birdlike wings (when summoned).
  • Alignment: Chaotic Good
  • Class: Spiriter (in truth: Malideiter)
  • Personality: Upbeat, outgoing and empathetic, Sagi is a genuinely good kid who tries to help those in need when he can…his past as an assassin notwithstanding. While he does have a terrifying temper when provoked, it takes him quite a bit to get to that point.
Skills:
  • Swordsmanship - Sagi is an experienced swordsman, practically a prodigy considering his ability to defeat combatants significantly older and experienced than himself. He can also combine his sword skills with his wings and moderate magical ability to devastating effect, with techniques such as:
    • Scension/Ascension/Transcension - Each variant of Scension is a spinning slash that leaves a spiral-shaped scar upon the enemy, with each successive version of the attack involving more numerous and powerful strikes. Sagi is capable of chaining all three together in one single assault, inflicting massive amounts of damage if they all connect.
    • Cliffsunder - One of Sagi’s more magical attacks, whereupon he stuns the enemy with a stab followed by a downward slash that summons a bolt of lightning from above.
    • Icebloom - Sagi summons a ring of giant icicles around his opponent, immobilizing them before he cuts clean through both enemy and ice alike.
    • Blast Tooth - Sagi wreathes himself in flames before launching at an enemy with his wings, impacting sword-first in a massive explosion.
    • The Godling’s Rapture - An ability attained out of a deep connection between Sagi and Marno, down to their very souls. The pair’s rage and power surge as Sagi launches a flurry of lightning-quick slashes capable of felling all but the mightiest of foes, recovering his own vitality in proportion to the damage dealt.
    • The Apotheosis - A devastating combination attack of all three variants of Scension, followed up immediately by The Godling’s Rapture. Performing this combination purges all negative effects from Sagi’s body and further enhances the already-impressive healing effects of The Godling’s Rapture, but requires intense focus to perform correctly. If Sagi is interrupted during any of his attacks, he would be forced to start the combo over from Scension to reap the benefits.
  • Hand-To-Hand Combat - While not his preferred means of self-defense, Sagi has some skill in fighting without his sword. The kid can throw a decent punch.
  • Powers and Abilities:
    • Wings of the Heart - Like all denizens of the sky, Sagi can summon wings created from the power of his own heart. Sagi’s wings resemble those of a bird and allow him to fly for a short time, as well as greater mobility on the ground.
    • Unite With Spirit - Sagi and his Guardian Spirit can unite their hearts and souls to further increase Sagi’s power. While unified, Sagi’s body and wings shine with angelic light as his strength and durability excel to heights rivaling the gods themselves, capable of rending through the most durable of armor as if it were wet paper.
  • Equipment:
    • Quest Magnus - a deck of 30 seemingly-blank cards that Sagi can use to capture the “magna essence” of various things. Sagi can capture water to drink, fire to set things ablaze or even record someone’s statements to play back later. Even nebulous things like magnetic radiation or “fatigue” can be captured in Magnus, though there’s a caveat to this - some things that Sagi captures in magnus have a passive effect while carried on his person. While capturing ice might boost his ice magic, capturing “Chronic Fatigue” may result in Sagi feeling the effects of said fatigue until it wears off or he does something to treat it.
      • Magnus Mixers - Experimental Magnus cards that can “mix” or combine Magna essences together to create new combinations. Sagi can even use this for cooking if he gets clever with it (example: essence of fire + meat = cooked meat).
    • Battle Magnus - Magnus Sagi uses for fighting, they primarily consist of equipment.
      • Sword - A katana with an abnormally long blade.
      • Laevateinn the Flameking - “The blade that brought an end to the War of the Gods. Burning away god and man alike, its flames transcend all reason and limitation. This sword is the key to all the future holds.” Laevateinn is a flaming sword whose power Sagi can temporarily channel into his own blade. When imbued with Laevateinn’s power, Sagi’s sword erupts in flames that incinerate enemies and bolster his already-impressive slashes. Laevateinn cannot be extinguished but will dissipate if used for long enough - or if Sagi is knocked out.
      • Warrior’s Scarf - A scarf that boosts the user’s magic and temporarily prevents them from losing consciousness, even under circumstances that would ordinarily knock them out.
  • Background: Originally from Hassaleh, Sagi enlisted in the Alfard Imperial army to help make ends meet back home. Sending money to his mother for her orphanage, Sagi was later inducted into Lord Baelheit’s private guard, The Dark Service. After an assassination mission gone wrong, Sagi met Milly and began to uncover a conspiracy that threatened the entire sky. Having destroyed the Empire’s machina continent “Tarazed,” Sagi and Milly are trying to finally take it easy for once. The pair are now a couple, contemplating a move to the island of Mira. But first, maybe a trip to the surface to see what it’s like down there…
  • Additional Notes - Sagi possesses a machina ship called “the Sfida” given to him by a prominent Alfard official named Verus. The Sfida has no weapons but is considered to be one of the fastest ships in the sky. The question is whether Sagi even used it to get down here in the first place…

Name: Milliarde Baelheit, aka “Milly”

  • Franchise: Baten Kaitos
  • Age: 17
  • Race: People Of The Skies (Machina Cyborg)
  • Appearance: Brown-haired, brown-eyed and deceptively unassuming, with butterfly-like Wings of the Heart (when summoned).
  • Alignment: Neutral Good
  • Class: Berserker (Multi-classes with Aristocrat)
  • Personality: Milliarde’s kindness and outgoing nature conceal a genuinely terrifying level of stubbornness beneath the surface. This is not a girl who can be told “no” when she decides to do something. At the same time, Milly won’t stand for injustice when she sees it happening to others - it’s just that her brand of justice tends to be blunt. Like a club to the face, for instance.
  • Skills:
    • Historical Knowledge - Milly studied for years at Anuenue’s School of Magic, where she learned about the history and magic of the sky and surface. However, she also admits to sleeping through Extinct Magical Creatures Class.
    • Combat Prowess - Even without using magic, Milly is an extremely skilled and capable combatant who excels at overwhelming opponents with her speed and rapid attacks.
      • Mirage Turn - Milly turns her back to an opponent before suddenly turning with unanticipated speed and striking before they gave time to react.
      • Pegasus Jump - A disorienting attack where Milly rushes an opponent before suddenly leaping to stomp on their head.
      • Canyon Wind - A spinning uppercut with Milly’s clubs.
      • Rabbit Dash - Milly sprints at the enemy before sliding into their legs, her sheer momentum knocking them off her feet. If used on an enemy who is already on the ground, Milly will opt for mercilessly stomping on them instead.
      • Arabesque - Throwing her clubs at an opponent, Milly uses magic to guarantee they return to her. Optionally, she may choose to magically set the clubs alight or charge them with electricity before throwing.
    • Magic - Much like Sagi, Milly can enhance her attacks with magic, though she isn’t as proficient as him and tends to opt for more physical uses of it.
      • Emerald Thrush - Coating her clubs in ice, Milly bashes the enemy in the face before sweeping their legs out and freezing them solid.
      • Sevenstar Dust - An electrified series of rapid punches and kicks that leaves the victim dazed and stunned, both from the voltage and Milly’s sheer speed.
      • Diamond Drop - Using magic to transform her clubs into icicles, Milly spins around it to deliver a subzero kick that hits like a piece of comet - ice and all!
      • Phoenix Dive - Wreathed in flames, Milly dives straight into an enemy.
      • Open Your Eyes - Milly’s most powerful magical ability, she concentrates all nearby latent energy in the atmosphere into her body before unleashing it in a localized storm of lightning centered on herself.
  • Powers and Abilities:
    • Wings of the Heart- See Sagi’s entry. Milliarde’s wings resemble those of a butterfly.
    • Superhuman Durability - Even greater than Sagi’s own magically-enhanced durability, Milly is nigh-indestructible to the point of being able to withstand a point-blank bullet to the face completely unscathed.
  • Equipment:
    • Battle Magnus
      • Clubs - Milly carries a pair of heavy, spikes clubs into battle, swinging around their considerable heft with a surprising amount of ease.
      • Vajra The Indstructible - “Made from the bones of a great hermit who sacrificed his own life to rid the world of its greatest nemesis. No one can escape death, but this can help you stave it off for a time.” A cudgel capable of generating an immense amount of electricity, Milly can channel Vajra’s power into her own clubs completely unharmed. Vajra the Indestructible electrifies all of Milly’s attacks and significantly amplifies her striking power but will not last forever - eventually Vajra’s power will fade if nothing knocks Milly out first.
  • Background: The daughter of a prominent Alfard politician, Milly claims she “just can’t stand seeing people get hurt.” To that end, she accompanied Sagi on his various trips throughout the skies. The pair are now a couple, contemplating a move to the island of Mira. But first, maybe a trip to the surface to see what it’s like down there…

Name: The Guardian Spirit (Real name: Marno Ar Deus. also known as “Sibling God Ar” or, more generally, “Malpercio.”)

  • Franchise: Baten Kaitos
  • Age: Ageless (in actuality, 1,000+)
  • Race: Guardian Spirit (in actuality, “Malpercio’s Afterling”)
  • Appearance: N/A (incorporeal spirit)
  • Alignment: Chaotic Neutral
  • Class: Support/Guide
  • Personality: Cynical and sarcastic, the Spirit is nonetheless a good person who genuinely wants to help his friends. Just expect a fair share of snark in the process.
  • Skills: Not many, given that he lacks hands.
  • Powers and Abilities:
    • Memory Sharing - The Spirit is capable of sharing his own memories with others, pulling them into a mental world created from his recollections. While inside, others will be treated as if they are him or ignored entirely, and can look around an event as the Spirit himself witnessed it. This induces either something similar to daydreaming, or just dreaming if the person is already unconscious or asleep.
    • Voice Projection - While Sagi is normally the only one able to hear the Spirit, he can also project his own voice for others to hear. The Spirit’s voice appears to emanate from nowhere, with no readily identifiable source.
  • Equipment: “His Charming Personality”
  • Background: Sagi first became aware of the Spirit’s voice in his heart at a young age, and he has been offering Sagi guidance ever since. The story of Marno’s life prior to this is complicated, tragic and extremely dark. In an attempt to rebel against a soul-devouring cult leader and mysterious entity named “Wiseman,” Marno and his four siblings made a pact for power with the Dark Brethren. Taking the name “Malpercio” for their group of heroes, the siblings were soon controlled by the Brethren into committing indiscriminate massacre and bloodshed. Horrified at what they’d done, Malpercio were hunted down by the Children of the Earth, killed and sealed away inside the End Magnus. However, remnants of their souls lingered within their remains, only for the Empire to dig them up a thousand years later…and run some experiments…

Edited by ZodanTheUnbounceable on Feb 25th 2023 at 10:41:30 AM

This post is sponsored by Amalgam Comics.
LizardOfAus Since: Feb, 2010
#279: Feb 27th 2023 at 4:10:51 AM

Accepted. This new trio may replace Tommy Oliver when the time comes.

Cutegirl920fire CG for short from NYC apparently (Rule of Three) Relationship Status: Paris holds the key to my heart
CG for short
#280: Feb 28th 2023 at 7:20:00 PM

Ayo, decided I'll try getting back to this game. While I'll still be playing as Marie, I decided to go with a Team A character to get a dip in. Pretty much the same reason Warosa had for playing Tommy for a while. Said character is also from Fate/Grand Order

CG's Team A character (TW for discussions of suicide, mainly around the Backstory section)

  • Name: Van Gogh
  • Franchise: Fate Series
  • Age: Her age is very vague and she doesn't know it herself but she looks around to be between a teenager and a young adult. When asked about her age, Gogh would simply pick a random number no matter how nonsensical it is.
  • Race: Servant
  • Appearance:
  • Alignment: Chaotic Unstable
  • Class: Artist
  • Personality:
    • Van Gogh is polite and usually well-mannered but she goes through frequent mood swings. At one moment she's a gentle but solemn, depressed person and the next she's laughing maniacally as she displays her concerning eccentricities, making her quite unpredictable and vulnerable to mental manipulation, especially if said manipulation has an otherworldly origin. This likely has something to do with how her paradoxical identity is at constant odds with itself, its conflicting nature deeply hurting Gogh mentally.
    • Gogh is a self-admitted sado-masochist; she loves receiving and inflicting pain. Thus in battle, her strategies consist of getting up close towards enemies to harm them while getting hurt herself. Although, she may apologize a lot while doing so every now and then.
    • One of the few consistent things about Gogh is that she's passionate for art. She carries sketchbooks, canvases and art supplies around her. In fact, she tends to buy more art supplies with what little gold she has on hand even if she should've bought more essential items instead. She can be seen drawing occasionally and particularly enjoys drawing sunflowers, self-portraits and landscapes.
    • She's also a big eater that enjoys large meals and cracking jokes (which she calls Van Goghks) but her delivery of these jokes tend to be stiff and awkward as she stutters on them and panics.
    • Gogh would often claim to be the fabled artist Vincent van Gogh, but in reality she knows that she isn't really him (or more rather a mixture of his memories and another being) and thus internally calls herself a pretender or patchwork monster. She won't reveal this to anyone unless they keep contesting her claims or it's someone she manages to be close with. A part of her contradicting identity is that one aspect wants to kill herself but the other doesn't, putting her in great distress.
    • She is highly loyal to those who treat her with kindness and accept her for the way she is. Thus, she'll defend them at all costs and will do anything to make sure that they're well and happy.
  • Skills:
    • Artistic Talent: Van Gogh is a skilled artist, having a detailed knowledge of the ins and outs that comes with drawing, partially painting. She can draw on the fly and is able to pick up on new tips to improve her art relatively easily.
    • Encyclopedic Curse Knowledge: Having absorbed many kinds of curses, Gogh is quite knowledgeable about curses. If a cursed person shows symptoms of their curse, Gogh will be able to recognize what kind of curse it is, how the person got said curse and how to cure it. In most cases, she'll absorb the curse but she'll tell the person how to cure their curse and/or tips on how to comfortably live with it assuming that they didn't know how to do so. No, swear words don't count. She doesn't swear like a sailor anyway.
  • Powers and Abilities:
    • Art Attacker: Van Gogh's attack style. She mainly fights with her sunflower paintbrush in her default form, which generates mainly colorful ink blots and can casually create paintings as she attacks enemies. As she ascends, she trades her sunflower paintbrush for the ability to generate surreal artistic attacks such as generating ink blobs that'll transform into sunflowers, multi-colored vortexes of paint or drawing jellyfish-like creatures to attack.
    • Ascension: Gogh can do a chant that uses up mana to ascend into a stronger form for a limited amount of time. Yet, it'll cost some of her remaining sanity to gain that power. In her third and final form, Gogh becomes a powerful being who loses all grasp on her sanity. Thus, in that form, she's a highly deranged, out-of-control being capable of causing decent destruction.
    • Curse of the Sunflower: A passive originating from Clytie. It represents Clytie's refusal to die, which played a role in her turning into a sunflower. With this passive, Gogh will not die from the strain the curses she absorbs have on her body no matter what.
    • Void Space Arts: A skill that combines the unusual characteristics of a Servant created from the Void Space that the Outer God who created her resides in. It is a technique that's both similar and different from Void Space magecraft. The skill generates a few curses on her body and grants her a boost in mana. The more curses Gogh has stacked on her, the bigger the mana boost is.
    • Soul of the Water Channels: A skill that came about when a painter and a nymph's soul were pieced together into a Servant. Together, they resonate to create a being who's often driven to madness. With this skill, Gogh can absorb the curses from others and use these curses to power up her attacks. The main drawbacks is that she can't absorb particularly powerful and/or stubborn curses such as those inflicted by Gods or heritatary curses and that she'll take in the effects from whatever curses she does take in until she gets rid of them. So, for example if she takes in a vampiric curse, she'll lust for blood or she'll have the ability to turn into a werewolf every full moon if she absorbs a lycanic curse.
    • De Sterrennacht - The Starry Night: Gogh's most powerful spell. It is the manifestation of Vincent van Gogh's most iconic painting, The Starry Night, which envisions the view of the asylum the artist was sent to. Projecting the artist's view on the world onto a giant canvas, the user creates a Reality Marble, the materialization of one's inner world onto reality. The insanity of Vincent van Gogh was exploited by the Outer Gods, turning this spell into one capable of inflicting great madness on others while empowering those of eldritch origin and serving as a signal call for the Outer Gods. Thus, van Gogh is unwilling to use this spell under any circumstances, even if she hits the deep end in her Stage 3 form. Someone would either have to psychologically manipulate her hard or mind control her in order to get her to use it.
    • Het Gele Huis - The Yellow House: Gogh's second strongest spell. It's based on the time Vincent van Gogh spent in southern Gaul which was where his talent blossomed. No Outer Gods will be drawn to it, rather it actually protects allies from their influence as it grants them divine protection and regeneration. The spell sends a storm of magic that represents southern Gaul towards enemies. Despite that, the spell curses both parties in battle and it takes up a great deal of Gogh's mana, so she can't casually use it and has to flee the battlefield for a moment to recharge before returning when she does use it. It's mainly used for tense emergencies.
    • Contract Creation: Gogh can create a magical contract with a mage to make them her Master. This contract would lead to the Master providing mana for her and thus will last longer. However, due to how mana-intensive Servants tend to be, the contract tends to be temporary. Gogh only had a few Masters but due to generating curses into mana and staying in high-mana areas, she's relatively alright mana-wise.
    • Magic Sense: Gogh's senses are heightened to the point she can detect other magical beings; the stronger the magical being is, the stronger the sense is.
    • Mana Absorption: In order to survive without a Master, she often absorbs mana from around her. Even with Void Space Arts, Gogh tends to stay in high-mana places so she doesn't have to worry much about mana.
    • Spirit Form: In this form, she becomes invisible and intangible, with most beings unable to see her. She takes this form to take in more mana or as a quick escape plan.
    • Regeneration: Gogh can recover from cuts and wounds; she'll still be fighting as long either her head or heart are intact and/or doesn't run out of mana. Her regenerative factors are buffed by Het Gele Huis.
  • Equipment:
    • Sunflower Brush: A large sunflower that Gogh carries with her. She mainly uses it as a brush for painting and fighting. In particular, the sunflower's petals can rotate like a saw which can maim enemies. Gogh refers to the brush in that state as the Gogh Cutter.
    • A large satchel: Gogh's trusty satchel that carries her art supplies, sketchbooks, canvases and other things. She always has it on her.
    • Art supplies/sketchbooks/canvases: To do art.
    • Coin purse: For carrying money. Although, it's usually either completely empty or only has very few coins in it.
  • Background:
    • Van Gogh is a bizarre Servant, one who is made up of two different individuals and whose power came from the Outer God of flowers, Vulthoom. Those two individuals are:
    • Vincent van Gogh, where her memories and appearance are taken from. He was a poor artist from a couple centuries ago living in Frisia who struggled with mental issues, mainly severe depression. He only successfully sold one painting in his lifetime and had an unfortunate life. He moved to Gaul, where he met fellow artists, including his roommate, Paul Gauguin, and his art flourished. His art started off with still lifes and bleak depictions of peasant labourers about after moving to Gaul, they became more colorful and he broanded his subject matter to include plants such as wheat fields and sunflowers. When his friendship with Gauguin deteriorated, Vincent ended up cutting off a part of his ear. Some say that this was the result of an argument with Gauguin while others say it was over a love who rejected him but no one really knows why he did that. Even with the help of his art curator brother, Theo, Vincent was deep in poverty and often spent what money he managed to acquire on art supplies and alcohol. He had a couple unsuccessful romances and admitted himself to asylum when his mental issues became exceptionally difficult to handle such as when he worried excessively about the psychotic episodes and delusions he suffered from. He killed himself at the age of 37 where he stabbed himself multiple times at a hotel. No one could figure out the exact reasoning on why he committed suicide — some say he was actually murdered — which would go on to become a great mystery. After his death, Vincent gained huge fame and his art became an inspiration for many.
    • Clytie, whose body was used as the base for this Servant and much of Goghie's personality stems from her. She was a water nymph who lived in the seas of Lekhitia many millennia ago. Clytie loved a sun god dearly, yet, under a love goddess' influence, he left her for a princess. Out of rage, spite and bitterness, Clytie told the princess' father about the affair, hoping that once the princess is dealt with, the sun god would return to her. The father, angered, executed the princess but the sun god didn't return to Clytie. Longing to be with him, Clytie stared at the sun and she transformed into a sunflower.
    • As it turns out, the reason behind Vincent van Gogh's suicide was that his insanity was getting him manipulated by the Outer Gods. Wanting to free himself from them, he decided that the only way out would be death and he took that option. Nonetheless, the Outer Gods, particularly Vulthroom, still wanted to use him. They wanted to summon him as a Servant but they quickly figured that Vincent will still defy them and kill himself again. Vulthroom was given the task to create a patchwork Servant with aspects of Vincent thrown in. He decided to use Clytie as the base for this, as Clytie's refusal to die would prevent Vincent from trying to commit suicide and that both were connected to sunflowers. Once Vulthroom gifted the mish-mashed Servant his powers, (Clytie) van Gogh was "born". Vulthroom then delivered a bouquet of cursed sunflowers that he created to a devout follower of his to use, Spider Lily, as a catalyst for Van Gogh's summoning. Spider Lily successfully summoned van Gogh and with Vulthroom whispering in her ear, the follower attempted to get van Gogh to perform De Sterrennacht. However, Van Gogh wasn't compliant and killed Spider Lily, as her contradicting mind was in conflict from the get go. Gogh ran off and ended up with another Master, a witch doctor. The witch doctor discovered Gogh's ability to absorb curses and made her into an assistant and walking cure that others paid for. Gogh didn't mind her new job as the witch doctor treated her nicely and paid her a decent salary to spend on art supplies. This arrangement lasted for a couple years until Vulthroom caught up with Gogh and tried taking control of her. When he got ahold of her mind, Gogh went on an intense rampage. By the time Gogh managed to break out of Vulthroom's control, it was too late. Numerous lives, including the witch doctor, were killed and the wrecked town was set ablaze. Filled with anxiety and shame, Gogh fled the scene. Now she travels across Atlantis, trying to escape Vulthoom, while she tries figuring out a way to stop him for good.
  • Additional Notes:
    • Gogh likes sunflowers.
    • Her dialogue is teal and her laughs will usually be written as "ehehehe".
    • She doesn't mind being called Goghie and will call herself that every now and then.
    • Once she goes through character development that makes her accept her paradoxical identity, she'll sign her legal name as Clytie van Gogh, although she'll mainly keep calling herself just van Gogh.
    • Vulthroom lives in the Void Space dimension (also called the Imaginary Number Space). It is an alternative space placed within a hidden dimension in-between Foteinigi and it's where the magecraft of Imaginary Numbers (a type of magic that gives users access to Void Space) originates from. Void Space is unobservable and undetectable by laws of physics and contains every possibility due to its unobservable nature. If one has access to the rare Imaginary Dive Technology, they'll only see rainbows which are illusions that everyone would see differently. It's not hostile to normal reality (Real Numbers) but if the Imaginary Numbers are able to be observed, then they'll become dangerous towards regular life and the conflict between Real and Imaginary Numbers will be madness-inducing.
    • For Servant race info, refer to Marie Antoinette's sheet.

Edited by Cutegirl920fire on Feb 28th 2023 at 7:23:28 AM

Victor of HGS S320 | "There's rosemary, that's for remembrance. Pray you, love, remember."
LizardOfAus Since: Feb, 2010
#281: Mar 3rd 2023 at 10:55:58 AM

Accepted. Van Gogh may enter the story when it is most convenient.

Also, updated the OP with everyone's secondary characters thus far.

Jules-Firenze Druid Dude from somewhere in between Since: Apr, 2023 Relationship Status: watch?v=dQw4w9WgXcQ
Druid Dude
#282: Apr 26th 2023 at 5:54:10 AM

May I join in?

Name: Osakabehime

Franchise: Fate/Grand Order

Age: ???

Race: Fox Yokai

Appearance: https://static.tvtropes.org/pmwiki/pub/images/image_9631.png

Alignment: Chaotic Neutral

Class: Assassin

Personality: A shut-in who tries to act like a princess, but fails often due to her lack of social skills. She can also be quite gloomy, and sometimes mischievous, but she won't usually go very far, as she self-deprecates.

Skills: As a supernatural shut-in, she is an expert at hiding. She is also quite good at crafting, story writing and drawing, and at several games, since she has to spend her time somehow.

Powers and Abilities: Using her Chiyogami Manipulation Technique, she can manipulate, strengthen and transform paper at will for offensive and defensive purposes. She is also able to create portals to places she's been before and can use several different curses, as well as transform herself into many different forms. She can control different animals such as foxes and bats.

Her special ability is The Great Hachitendou of Hakuro Castle, or Hakuro Castle. This ability warps space to create a replica of the castle Osakabehime once lived in. When she invokes the castle's name, she can choose one of several ways to use it:

Four Gods Divination (Hakuro): Osakabehime turns the area within 100 ft. of her into a stat-boosting field for her allies. If she adds more magic into it, she can focus the status up. Being in the north end of the field increases endurance, south is for strength, east is agility, and west is magic energy.

Castle Apparition: While inside her territory, hostile creatures that glimpse Osakabehime are weakened severely. Weak enough creatures die outright, if she wanted to.

The Great Hachitendou of Hakuro Castle: Warping space to create a replica of Hakuro Castle, allies inside are reinvigorated, having much higher stats while in the castle. Osakabehime herself becomes a yokai powerful enough to rival top demons inside it. If she weren't as averse to combat as she is, Hakuro Castle would attack hostile creatures inside it. This ability uses up a lot of Osakabehime's energy.

Equipment: Aside from her hoodie, she carries a notebook with her at all times. She also seemingly has an infinite supply of paper for her to control.

Background: After staying in her castle in a secluded area of Meropis for such a long time, the once feared yokai was simply... forgotten. Perhaps it would be better to sleep forever in her territory, at least until her territory was floored by land owners, and she became homeless. Now she basically just wants to find somewhere to stay, and being a princess should help, right?

Additional Notes: I'll tone down somewhat her lack of social skills so she's not completely useless in RP.

Edited by Jules-Firenze on Apr 26th 2023 at 5:54:23 AM

You piss off the Venom T-Rex. Roll initiative.
LizardOfAus Since: Feb, 2010
#283: Apr 27th 2023 at 3:10:40 AM

Hi! I appreciate the enthusiasm- you certainly seem to be on a signup spree lately! tongue

Unfortunately, this game is still at the maximum capacity of players. Still, our spinoff game, Somewhere Over the Rainbow, remains open to players, so I'd be more than happy to continue discussing your signup on that thread!

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#284: May 3rd 2023 at 12:10:26 PM

Hi, guys, it's me again, this time with a character choice for Team B! I present Jason Frudnick, Eve Gardner, their pet frog Fred, and their battle-wagon, Gaia-Sophia from the Blaster Master Zero series!

    Jason Frudnick 
  • Name: Jason Frudnick
  • Franchise: Blaster Master Zero series
  • Age: 17
  • Race: Human
  • Appearance: black-haired with blue-streaks teenage boy wearing what looks like a red jacket and trousers, complimented with a set of magical armour plating, a black cape and a green-tinted red helmet with horns.
  • Alignment: Neutral Good
  • Class: Ranger/Blaster Master
  • Personality: Jason is a curious lad who always went out of his way to study the art of artificing, wanting to understand how and why things were the way they were. He is also someone who would never turn down a person needing help, and to that end, will use the knowledge he's acquired as a scholar-smith to do good for the world. Quick-witted, courageous, compassionate, Jason has a remarkable potential within himself that could help his peers one day...

  • Skills:
    • Quick Learner: Jason has an impressive ability to learn things incredibly quickly, and it's thanks to this that he quickly adjusted to using his Sophian equipment and Gaia-Sophia.
    • Marksmanship: Jason can use his Blaster Rifle incredibly well, able to adapt quickly to battlefield conditions by using the Rifle's various spells enchanted into it.
    • Swordsmanship: Jason has adopted the use of a sword as a secondary weapon, and his skills are average at best with it.

  • Powers and Abilities:
    • Reflex Striker: Jason can fire powerful blasts of energy while quickly dodging enemy attacks.
    • Shift Attacker: Jason can dash in the direction of the enemy and strike said enemy with his sword, dealing a significant amount of damage once they're stunned.
    • Vector Reflector: Jason can briefly project an magic field that can catch enemy projectiles and reflect them straight back at the enemies that fired them.

  • Equipment:
    • Blaster Rifle: A mystical weapon with a connection to the armoured battle wagon called Gaia-Sophia, Jason uses this gun to combat the Invem, with an ability to use different spells that affect its behaviour.
      • Blaster: The "normal" state of this weapon, which sends bolts of magical energy in the direction it is pointed.
      • Stinger: This spell allows the weapon to fire light-bolts capable of impaling mutants and embedding themselves into these targets. Useful for being combined with Flash Striker.
      • Auto-Scatter: This mode fires a continuous spread of light-fire in a wide cone of fire, making it ideal for crowd control.
      • Seeker: This spell fires deflecting orbs of energy that hone into damaged targets for multiple attacks.
      • Absorber: Produces a shield that absorbs damage and converts the damage into mana for Jason's Counter Skills.
      • Whip: Inspired by a lucky encounter with a half-genie hero, this spell creates a magic energy whip intended for melee attacks, with the ability to puncture magical defenses.
      • EX-Charge: Jason can charge his rifle while in this mode to fire a more powerful blast. There are also elemental variants of the EX-Charge, affecting its behaviour.
      • Torch Blast: The fire-based version of EX-Charge, this heavy blast creates an explosion on impact, melting ice and setting flesh and metal on fire.
      • Flash Bolt: The lightning-based version of EX-Charge, this sends a high-speed bolt of lightning through enemies that can also pierce walls, shocking survivors for a few seconds with electric damage.
      • Absolute Scatter: The ice-based version of EX-Charge, Jason fires a spread of ice shards that can freeze targets upon contact.
    • Counter Mantle: A cape alchemically empowered with synthetic fibers based on Jason's studies of the mutant species, this gives Jason the ability to react with superhuman speed and counter mutant attacks, referred to as a Blast Counter. (Refer to Powers and Abilities)

    • Sub-weapon Launcher: Jason's left gauntlet has the ability to runic spells that can deploy a number of gadgets intended to compliment his Blaster Rifle.
      • Grenade: A combustible orb of explosive crystal that's typically thrown. It can be used to break down weakened stone walls.
      • Proximity Bomb: A small disk that can be placed on the ground and is enchanted to explode when an unlucky enemy steps onto it.
      • Torch Bomb: A variation of the Proximity Bomb that creates a small field of flames upon detonation. Useful for clearing fields of ice, and can set anyone caught in it on fire for continuous damage.
      • Flash Sphere: A land mine that deploys a magic energy-sphere, damaging enemies caught in its wake.
      • Flash Striker: Variation of the Flash Sphere that deploys a lightning-sphere, stunning enemies with lightning damage. When combined with the Stinger light-bolts, the lightning energy is focused into the light-bolts, dealing heavy electrical damage through the embedded bolts into these enemies.
      • Reactive Comet: Deploys a small energy orb that defends from attacks, and can also be sent out as an offensive projectile when a Blast Counter is cast. Jason can deploy up to four at a time, and each Comet is capable of absorbing one attack before being destroyed. When used with Reflex Striker, the deployed Comets immediately seek out the target Jason fires his Reflex Striker at. If they are used with Shift-Attacker, they are useful for deflecting attacks targeting Jason while Shift-Attacker is active, but they can also stun enemies upon contact for Jason to follow up with a Shift-Attack.
      • Absolute Comet: Variation of the non-elemental Reactive Comet where enemies hit by the Comets have a chance to be frozen by the ice-enchantment. When selected as the Sub-weapon, they imbue the Striker orbs launched from the Blaster Rifle with ice, and switches any EX-Charge shots fired to a shotgun-like blast of ice crystals.
      • Accel Charger: An artifact worn on Jason's shoulder that temporarily empowers his suit and Blaster Rifle, increasing damage and temporarily removing the limits of the Blaster Rifle's various forms. It can only be activated for a short while each time, and will leave Jason vulnerable once it's used up.
    • Sophian Armour: A suit designed to be used by the wielders of the Blaster Rifle and the pilots of the battle vehicles known as "Metal Attackers", this is Jason's main outfit, modified with armour and a helmet for protection from the elements, especially from being infested by the mutant scourge.
    • Sword: Jason also carries a normal sword for self-defence. He also incorporates its use when using his Shift-Attacker ability, making it a useful emergency weapon.

  • Background:
    • Jason was but a humble scholar-smith in Atlantis, working on his studies in the field of smithing and working on various forms of magitech when he discovered an odd little green frog wandering the forests near his little abode. Deciding to take it upon himself to study this creature (it had strange markings and a tail, of all things), it wasn't long before it escaped Jason's study, where a portal conjured up out of thin air. Falling through the other side, Jason would find himself in a dark cavern, where a large armoured battle wagon called "Sophia" was waiting. Having lost track of Fred, Jason decided to use Sophia to look for Fred, eventually discovering a seemingly abandoned civilization lost to millennia, infested by armies of unknown creatures.
    • During his search, he encountered an unconscious and amnesiac girl in the middle of an abandoned city, called Eve. Once she recovered, she explained that she hailed from a place called Sophia, which was also where the Sophia battle wagon came from. Fred was also revealed to be from the same place, an animal-like golem meant to support both Eve and the Sophia battle wagon itself in its mission against the monstrous infestation they were created to fight.
    • Hailing from another plane of existence, the monsters revealed to be "the Invem" were planning to infest and consume the world, so Jason piloted Sophia through this ancient network of tunnels, destroying legions of the Invem as he went, Sophia growing moe powerful as they collected artifacts that were the Invem had removed from Sophia before. However, after Jason killed the "Mutant Lord," Eve didn't want to get Jason involved in the fight against the last Invem leader left: the Invem Core. He was knocked unconscious, and when he awoke, Eve had gone with Sophia, intending to stop the Invem Core herself by piloting Sophia herself. Fred then led him to another battle wagon, called Sophia Zero, and Jason used the more powerful machine to fight through the Invem's native plane, rescue Eve and destroy a hijacked Sophia that had been taken over by the Invem Core.
    • However, even with the destruction of the Invem Core, it was revealed that Eve had become infected with the Invem sickness, and Jason worked tirelessly to find a cure. To that end, Gaia-Sophia was built from the parts of both the original Sophia and Sophia Zero, and the three of them journeyed across Foteinigi, from the Deadlands of Flotsante, to the village of Montoj, an abandoned fortress-ship, and the broken plains of Divido in an attempt to find a cure outside of Atlantis. During their travels, they met Gonbei and Tae, Kanna and Kenwood, and Stein and Tesset, fellow warriors who used battle wagons similar to Gaia-Sophia, and even fought a rogue warrior known as Leibniz.
    • Eventually, after destroying the monstrous Invem known as Planade Gamma, Eve was separated from Fred and Jason, leaving Jason to encounter Drolrevo, the Invem leader behind Planade Gamma alone. However, Jason was eventually defeated and frozen in a statue-like shell, before Eve arrived in another battle wagon, and with timely help from the other warriors they met on their travels, Jason was released, allowing him to fight Drolrevo's true form, Drolrevo Mastro. With peace to these lands restored and Eve cured, Jason, Eve and Fred would continue to travel, looking for the land of Sophia.

    Eve Gardner 
  • Name: Eve Gardner
  • Franchise: Blaster Master Zero series
  • Age: Unknown
  • Race: Humanoid Sophian Golem
  • Appearance: A Golem resembling a teenaged blonde-haired human girl wearing a white and blue outfit, with knee pads stylised after cat faces.
  • Alignment: Neutral Good
  • Class: Support Golem/Artificier
  • Personality: Eve is a kind-hearted girl who nevertheless will always fight for what's right, no doubt thanks to her previous experience fighting the Invem. She's also very friendly towards all manner of creatures, with a keen interest in alchemy alongside her main role of artificing for Gaia-Sophia.
  • Skills:
    • Sophian Artificing: Eve is a talented artificier, lending her knowledge in order to maintain Jason's weapons and battle-wagon, Gaia-Sophia. Her skill in artificing also allowed her to improve Gaia-Sophia in several ways, turning it from a humble gun-wagon into a fierce war-machine, able to combat the mightiest of Invem monsters.
    • Machine-Spirit Enchantment: Eve also has experience in tuning and modifying machine-spirits used by the various Metal Attackers, allowing her to alter their mandates and wills if necessary.

  • Powers and Abilities:
    • Unchained DDF: Eve has access to a wide-area spell that slows down every hostile entity in its vicinity, but leaves allies unaffected.
    • Construct Communication: Eve has the ability to communicate with Sophia's implanted machine-spirit, and Fred thanks to being a Support Golem. She can also interpret other machines from Sophia.
  • Equipment:
    • I-HIX: Originally a runic-enhanced gauntlet prosthetic designed to curb infections, Eve's I-HIX has the ability to send out a pulse of purified energy at close-range, making it ideal for destroying Invem constructs. Projectiles absorbed by the I-HIX's pulse make useful mana for the Unchained DDF.
    • Toolkit: Eve carries an artificer's toolkit, which she uses to help keep Sophia from falling into disrepair.
    • Rifle Key: A heavily-stripped Blaster Rifle, salvaged from the battle-wagon known as Andreia, this artifact serves as an emergency key to Gaia-Sophia.
  • Background:
    • Eve's life has spanned untold numbers of years since her creation. Created to serve as a Support Golem during a time of war, the adopted daughter of Kane and Jennifer Gardner was one of numerous Support Golems created to support their pilot counterparts in their respective Metal Attacker battle-wagons against the Invem, a race of terrifying monsters that threatened the way of life for the people of Sophia and their allies, the Forerunners. Despite their best efforts, the people of Sophia had to resort to retreating to their fortresses, allowing the world to be cleansed once all the peoples of Foteinigi and elsewhere had been ushered to safety. In the wake of this disastrous war, Eve was put into a deep sleep, the Sophian people waiting for an opportunity to send her and the other Support Golems out with their Metal Attackers to find new pilots, and prepare for the inevitable return of the Invem.
    • Winding up in the ancient underground labyrinths of Atlantis, Eve unfortunately found herself outside Sophia, the Metal Attacker she was assigned to, and uncosnscious until she was rescued by a human boy piloting Sophia. Having lost her memories, Eve went along with Jason on his quest to find Fred. When Jason left the Sophia battle-wagon to investigate a section of the labyrinth on foot, Eve poked around in Sophia's internal mechanisms, prompting the limited machine-spirit inside the wagon to reveal Eve's true nature as a Support Golem. From there, her amnesia was lifted, and she gained the ability to communicate with Fred, eventually revealing the truth to Jason when he returned with Fred.
    • Eventually, the three of them found themselves fighting the apparent leader of the Invem incursion, but after this Multidimensional Overlord had been destroyed, Eve discovered a more powerful Invem somewhere else. Not intending to let Jason to be harmed any further, Eve forces Jason to go unconscious, intending to face the Invem Core herself. However, upon facing the Invem Core in its home plane of existence, it outmaneuvred Eve, and latched onto Sophia, taking control of the Metal Attacker battle wagon. Eve would have sabotaged Sophia to explode with her inside it, were it not for the timely arrival of Jason and Fred in Sophia Zero. Rescuing her from the corrupted battle-wagon and destroying it, the Invem menace was prevented from continuing its offensive into Atlantis, Jason finding a message from her parents in the aftermath of the fight. All seemed right...
    • ...Until Eve came down with a sickness, thought to be from her time trapped in the corrupted Sophia. Using the parts from Sophia and a recently-broken down Sophia Zero, the two of them worked together to creat Gaia-Sophia, intended to take them across the lands of Foteinigi, and hopefully find a cure. Kanna of Stranga, one of the warriors chosen to pilot one of the other Metal Attacker battle-wagons, had given her medicine that helped ease the sickness, but it wasn't as effective as they hoped. After they fought Leibniz a number of times and visited other lands, Eve got separated from the others, winding up in another realm like the one she followed the Invem Core into. She eventually encountered an old Metal Attacker, haunted by the spirit of its previous Support Golem. This Support Golem spirit, understanding Eve's wishes, gave her the use of this Metal Attacker, called "Andreia", and Eve would use it to find Jason and Fred. She found Jason frozen by Drolrevo, the Invem Cocoon, and with the help of the other Metal Attackers that Leibniz found and brought to the Drolrevo's realm, they were able to defeat this monster and restore peace to all their respective homes, Eve miraculously being cured during the final battle.

    Fred 
  • Name: Fred
  • Franchise: Blaster Master Zero series
  • Age: Unknown
  • Race: Frog-Class Support Animal
  • Appearance: A frog-like creature with a tail and strange red markings.
  • Alignment: Neutral Good
  • Class: Familiar/Support Animal
  • Skills: N/A
  • Personality: A frog-like construct who is very perceptive, Fred is loyal to his friends, and is surprisingly intuitive in his actions. He has led Jason to what he needed twice, and is not shy about sharing his opinion, though sadly, only Eve can translate his musings on account of saying "Ribbit" whenever he does speak to anyone else.
  • Powers and Abilities:
    • Portal Creation: Fred has the ability to conjure portals that anyone can traverse through. This form of magic is inexplicably tied to the Sophian battle-wagons that fought the Invem long ago, being able to place the exit portals right next to Sophia. He also has the ability to use this magic to access an ancient portal network left by the Sophians and Forerunners, allowing Gaia-Sophia to travel great distances. However, these portals are few and far between, as not all of them have survived the test of time.
    • Construct Communication: Much like Eve, Fred can communicate with other Sophian constructs, allowing him to send important information to his creators of the need arises, and communicate with Eve. This allows Fred to be a useful source of information for Jason and Eve.
  • Equipment: N/A
  • Background:
    • A Support Animal created to assist pilots and Support Golems in combat against the Invem, Fred was specifically created to work with Sophia, serving as a tool of reconnaissance and to communicate its findings back to Sophia and its successors. Finding himself in Atlantis when Jason found him, it wasn't long before Fred escaped and led Jason to Sophia because he disappeared to gather more information, his chosen pilot being directed to the ancient machine. When Jason found Sophia, though, Fred had already disappeared, having gone ahead to gather even more information.
    • Eventually, he was found by the Invem monsters, and curious about the frog's nature, the Invem created a giant replica of Fred, intending to slow down Jason and Eve on their quest to stop the Invem invasion. Jason and Eve managed to destroy the large Invem Fred, and eventually recovered the little frog. From then on, the three continued their journey, taking on Invem bosses and their hordes before infiltrating the lair of the Mutant Lord and destroying him.
    • However, Fred's fellow Sophian, Eve, had discovered that there was one last Invem leader left, the "Invem Core". After she disappeared with Sophia, intending to finish the fight herself, Fred guided Jason, who was knocked unconscious by Eve, to a new machine apparently sent by Eve's parents, the Sophia Zero, and Fred accompanied his master once again as he journeyed to the Invem's native plane, destroy the corrupted Invem Sophia, and rescue Eve.
    • Weeks after it looked like the Invem threat had been destroyed, Fred would find himself accompanying Jason and Eve again and they journeyed across Foteinigi, looking for a cure for Eve, who had infected by some sort of Invem illness. Using his connection to ancient portals left behind from the final days of the Forerunner Empire, Fred would allow Jason and Eve to travel to far-off lands, like the farmlands of Montoj, the forests of Stranga, and the plains of Divido. Fred would personally accompany Jason when he needed to leave Gaia-Sophia, using his portal ability to go back to Sophia once Jason found what he needed.

    Gaia-Sophia 
  • Name: Metal Attacker "Gaia-Sophia"
  • Franchise: Blaster Master Zero series
  • Age: N/A
  • Race: N/A
  • Appearance: A red and blue armoured battle vehicle piloted by Jason and Eve, this vehicle, built from the remains of both the original Sophia III and Sophia Zero, and now augmented with parts from Andreia, is designed to fight the mutant menace that threatened to consume an underground tunnel network. It has a varied arsenal of weapons and abilities to take on all sorts of threats.
    • Cannon Modes:
      • G-Crusher Shot: The main armament of Gaia-Sophia, this weapon's mode is capable of destroying terrain and destroying most low-level mutants. A workhorse weapon intended to work well in most scenarios.
      • Auto-Cluster: Gaia-Sophia rapidly fires light-bolts in this mode, while its rear of the turret ejects explosive balls to deter enemies from flanking it. Useful in scenarios where multiple enemies are clustered together.
      • Revol-Buster: Gaia-Sophia can fire a very fast salvo of six heavy-duty explosive bullets before needing to reload. Designed to blast through enemies that would dodge other enemies.
    • Sub-weapon Abilities:
      • Warhead Salvo: Gaia-Sophia can fire a small salvo of three explosive arrows at targets, making a decent weapon against armour.
      • Hexa Missiles: Gaia-Sophia can alternatively fire up to six magically-guided explosive arrows that can track multiple targets, useful against enemies that would evade fire from other weapons.
      • Burn Spark: An ability to boost forward at high-speed while wreathing itself in flame. Useful for ramming heavy targets, and destroying fortified walls.
      • Drill Smasher: In mid-air, Gaia-Sophia can manifest a drill before hurtling down at high speed, breaking through heavy rock, and throwing up smaller damaging rocks on impact. A ground-pound in a sense.
      • Repulsion Jacks: Gaia-Sophia can deploy high-powered spring-jacks, which can send anything that steps on them into the air, even Gaia-Sophia.
      • Impact Pulse: A heavy-blast of energy can be sent out by Gaia-Sophia, heavily damaging anything in its vicinity. Noted to be inspired by a knight who carried a shovel among other things.
      • Full Accel Burst: Using a last-resort heavy-duty enhancement, Gaia-Sophia can gather its mana reserves to generate a massive ball of energy above it before sending it out, making it a very destructive weapon. This ability is based off a previous weapon system from Sophia III, the Acceleration Blast.
    • Maneuver Systems:
      • Flight Thrusters: Gaia-Sophia's wheels were designed to house the ability to cast an anti-grav spell, temporarily granting it flight, which is useful for accessing areas above it. This ability continuously uses mana as the battle-wagon flies.
      • Dive Engine: Gaia-Sophia can function akin to a marine animal with this ability, allowing Jason and Eve to travel underwater, and occasionally fight Invem that have found themselves underwater.
      • Recoil Jumps: A secret given to Jason thanks to the knowledge of the Montoj people, Jason can command Gaia-Sophia to climb up chasms by jumping off and latching onto opposite-facing walls.
      • Gaia Generation Crystal: Gaia-Sophia's main power, a crystal housed in its engine designed to absorb mana to use for its weapons, abilities and sub-weapons through damage suffered in battle, or from jumping from large heights. It can also regain power over time, and was once used for keeping Eve's infection at bay.

    Support Golem and Animals Info 
ATTENTION: By order of SOPHIA GUARD CMDR K. GARDNER, all relevant entries and documents have been sealed per INDEX PROTOCOL CWS-MF88. Only those granted specific authority by those in the Sophian Council may be allowed to read these documents. FAILURE TO COMPLY WILL BE MET WITH APPROPRIATE DISCIPLINARY MEASURES. YOU HAVE BEEN WARNED.
  • Name: Support Golem and Animals
  • Territories: All Support Golems and their Animal counterparts originally hailed from Sophia, a far-off place with connections to the Forerunners themselves. However, a small group of them have found themselves scattered to different regions of Foteinigi, alongside their respective Metal Attacker battle-wagons in preparation for choosing their pilots, should the Invem return.
  • Biology:
    • Support Golems don't have a biology in the sense that humans or the other races of Foteinigi would. Instead, they are incredibly advanced golems made out of materials not seen since the fall of the Forerunner Empire. Designed to provide support to their pilots, they can do everything their human counterparts can do, and thus by looking like humans, it is easier for Pilots and Support Golems to bond. While they can eat, it is not essential for them to do so, as their energy can be supplied to them through connecting to their Metal Attacker. Support Golems are also granted exceptional intelligence and the ability to cast advanced machine-smithing rituals in order to ensure that their Metal Attacker is in full working order, as well as communicate with their Support Animal counterparts in order to help interpret the latter's findings in reconnaissance.
    • Support Animals are almost a different story. Meant to serve as reconnaissance and observation units for their Support Golem and Pilot masters, these familiars take on forms of creatures they find themselves nearby in order to blend in much better. This would enhance their ability to gather information, and then periodically send it back to their masters. As they are also bonded to the Metal Attackers like their Support Golem counterparts, some have extraordinary abilities. Some have the ability to create portals for others to traverse through, others have supernatural strength beyond belief. They are a vital component for any Metal-Attacker team, because as they say, knowledge is power, and against something like the Invem, anything is fair-game.
  • Culture:
    • Support Golems, as a part of the much larger Sophian culture, are mainly focused on more intellectual pursuits in the name of serving their pilots in the fight against the Invem. While all Support Golems are machine-inclined, Support Golems have been known to adapt to their pilots' culture very easily, as a way of bonding with their pilot counterparts.
    • As a result of this, Support Golems understand the importance of working as part of a team, as they are the engineers that continue to ensure that the Metal Attackers are in top fighting condition, while the pilots focus on the actual combat in fighting against the Invem. They are also not above helping improve a pilot's personal weapons or tools, as there are situations where a pilot must leave their Metal-Attacker to explore areas that can't be accessed by the battle wagons.
  • Short History:
    • Millennia ago, the world of Foteinigi was significantly different than the world we know today. There was an empire. An empire that stretched across all of Foteinigi and beyond where, under the guidance of the benevolent and gifted beings known as the Forerunners, all would be safe and prosperous under the Mantle of Responsibility. The people of Sophia, that is, the humanity of ages past, was one of these races that worked closely with the Forerunners, allowing an era of innovation to flourish for years.
    • This empire ruled for untold millennia, until an unknown threat emerged from beyond the stars. A malevolent force which spread like a plague, infesting everything and everyone it could get its hands on. Some legends suggest it was a flood of evil, but the truth was that these were known as the Invem.
    • A war was waged against the Invem, with the Sophians and the Forerunners leading the charge. As the war continued, however, it became awfully clear that the Alliance of Foteinigi was losing, badly. There was a small reprieve with Kane and Jennifer Gardner inventing a new form of battle-wagons known as Metal-Attackers, but by then it was too late. The Invem's victory was all but assured.
    • However, the Forerunners' supreme commander, Didact Bornstellar-Makes-Eternal-Lasting proposed an idea suggested to him by the mages of Forerunner culture, the Lifeworkers: save whoever they can, and destroy the rest, the Invem along with them, with the most deadly weapon ever conceived by the Forerunners: Halo. As the Halos neared completion, and the Warrior-Servants of the Forerunner Empire fought alongside the Metal-Attacker pilots and their Support Golems, golems created to maintain the Metal-Attackers and support their chosen pilots, many members of numerous races found themselves brought into massive, impenetrable fortresses, before eventually finding themselves at the Ark, the last bastion of the Forerunners, hidden away from the rest of Foteinigi.
    • Once the Alliance of Foitenigi had saved as much as they could, the Halos were fired, cleansing the realm of the Invem infestation, and allowing peace to reign in the world once more. The infestation cleansed, the Forerunners immediately started returning the peoples of their world to thier respective nations. Having realised how they rashly mishandled the Mantle of Responsibility, the Forerunners deemed that, once the world had recovered, and the time was right, the Sophians would inherit the Mantle themselves. So the Sophians made a new home in a pocket realm, where time would flow much more slowly for them. For the Foteinigi, thousands of years would pass, while the Sophians would only experience a year at most. The war between the Alliance of Foteinigi and the Invem would be lost to time, and such would be the case for thousands of years, until the Sophians return.
    • Some time before Eve met Jason, the people of Sophia had discovered evidence of the Invem, the Sophians' long-time enemy, appearing throughout Foteinigi. Putting together plans from the last war they fought in, they assigned a Support Golem and Support Animal to each of the new battle-wagons they had invented to fight the Invem, and sent the Metal-Attackers to the closest possible region with their heavy-teleportation rituals. These Support Golems were given an order: they were to find a suitable pilot to fight the Invem once more, and to ensure that the Invem would never threaten the world of Foteinigi once more.

Additional Notes: Yes, I am officially insane with putting this together, especially with the likes of integrating Halo lore into this. It's my attempt to make some use of the Canon Welding trope, because really, when you think about it, there's quite some synergy between the two storylines. Also, Eve is supposed to be completely cured, so I imagine her outfit, unlike the one in the image I linked, is meant to be white, not black. Anyways, as this is an application for Team B, this shouldn't interfere with my other characters in Team A.

Spelunking through a Halo Ring is something else...
LizardOfAus Since: Feb, 2010
#285: May 14th 2023 at 4:26:01 PM

Secondary character tentatively accepted, with further discussion ongoing in discord server

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#286: Jul 3rd 2023 at 5:52:28 AM

Rather than Arcueid, here is my new idea for a Team B character. I have blatantly lifted parts of this signup - with permission! - from a good friend's own version of the character in another RP. It is quite a lot, however, so my apologies for the wall of text, and I will be happy to answer any questions.

  • Name: Harry Blackstone Copperfield Dresden
  • Franchise: The Dresden Files
  • Age: 30s
  • Race: Human
  • Appearance: Harry Blackstone Copperfield Dresden
  • Alignment: Chaotic Good
  • Class: Wizard
  • Personality: Take Gandalf’s temper, Merlin’s inquisitive meddling, Sherlock’s chassis and three-quarters of his brain, give that package a bunch of balls and a smartass mouth and you have Harry Dresden in a nutshell. Harry is an investigator for hire, and a very good one. He’s smart, he’s perceptive, he’s always thinking on his feet, and he’s used to being involved with the criminal and cult underbelly of society. He lives the small life, small circle of friends, small house, small income, setting himself up not on ambition but out of a desire to help innocent people out. He’s brave — reckless frankly, in some circumstances — and doesn’t deal well with authority. When in danger and scared, his natural reaction is to start wisecracking at things, there being very few circumstances where he’ll manage to resist running his mouth. He fashions himself a bloodied defender of his city, [INSERT CITY NAME HERE], and of any mortals he can protect, and when it comes to standing up to the big bad monsters of the world, there are few that can match his willpower and sheer bullheadedness, or match him in tendency to flip them all off. He’s smart, he’s determined, and he’s nearly impossible to shake off your tail. He’s what happens if you mix good ol' Holmes with wizardy abilities.

    In his personal life, Harry is a quiet man, usually softspoken, and is a general goofball, contrasting with his bullheaded nature that he displays while on the job. He’s juvenile and stubborn frequently and has a tendency to push his problems away, but at heart he’s a very chivalrous man who’s always trying to look out for the small people in life. He will almost certainly die one day by sticking his nose into something he shouldn’t to protect someone he shouldn’t have, and one couldn’t imagine a more fitting end. Also, he seems to enjoy bemusing his friends — he always enjoys keeping mysteries and secrets for himself and mystifying others, though that’s more of a general wizard personality trait. They tend not to show their hand often.

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

    Harry is also self conscious at heart, and is very self deprecating. He keeps his years of pain and wounds from his universally-harsh life close to his heart and doesn’t really share it with others, but life hasn’t been kind to him and it can show. He’s also very flawed when it comes to temptations — Harry is drawn to ‘the dark side’, as he’d put it. He’s drawn to temptations of power, to exert his ways more forcefully on the world and to force his desires. He’s great at resisting them most of the time, but the fact he feels them at all makes him weary and sometimes self doubting, and he doesn’t know if he can call himself a good man these days.

    He’s guile, but in a non subtle way — he flat out tells you that he’ll kill you if you touch a mortal human around him, and he tends to go from there. His line of PI style manipulation is less being crafty to your face and more being crafty from behind the scenes while unraveling his opponent’s plans.
  • Skills:
    • As mentioned above, he is very perceptive and has excellent investigatory abilities.
    • He’s not a master martial artist or anything or even really an expert, but he’s trained and has a lot of experience in fighting, so he knows how to scrap pretty well in fisticuffs.
    • He has a wide amount of knowledge on magical threats to mortalkind - and if he doesn't know about it, he can consult his magical encyclopedia, Bob!
  • Powers and Abilities:
  • Harry is a wizard, meaning he has control of magic, or the "essence of life and creation". All wizards come pre-packaged with the following abilities:
    • Soulgaze: When a wizard looks into someone's eyes for just enough time that it would be uncomfortable, he sees more than just what color they are. Eyes are windows to the soul. When they make eye contact for too long, or too intently, she gets to peek in through the windows. You can't hide what you are from a wizard's soulgaze. And he can't hide from you. You both see each other for what you are, within, and it's with a clarity so intense that it burns itself into your head. Looking on someone's soul is something you never forget—no matter how badly you might want to. Of course a soulgaze requires both participants to have a soul, so it's not a risk when starring at animals or creatures without them. Two people can only share a soulgaze once, and after that it stays with you forever, always fresh in your mind. For this reason, Harry tends not to look into people's eyes.
    • True Sight: The ability to see the world as it truly is, often perceived in symbolic ways understandable to the viewer. For example, if a wizard sees a man whose wife has just died, he might see the man with sword wounds all over his body. It is also able to pierce through various illusions. It has a major flaw that prevents it from being commonly used, that what is seen is never forgotten. While there is a chance of seeing something positive, the chances are that the wizard would see enough negative sights to drive him into complete insanity. Thus, Harry doesn't use the Sight very often, and is cautious when he does.
    • Wizard Healing: On a more mundane level, wizards like Dresden are also capable of slowly 'healing perfectly' from injuries, leaving no scars or breaks. For example, his broken bones will seal and leave no mark behind, and he is slowly regaining use of his flame-seared left hand, damaged so severely the normal doctors recommended it be amputated. This characteristic is tied to the exceptionally long lifespan of wizards.
    • Wizard Sense: It's similar to "Spidey sense" in how it works. Instead of danger, what it detects is Magic in its natural state and worked forms. Wards, for instance, are invisible to the normal eye, but a wizard would be able to sense when they are present.

  • Spells, Item Creation, etc.: As he is a wizard, he is, of course, able to control magic and unleash it as physical matter. This ability is tied to a number of factors: the emotion one uses to draw the energy in, the intention of the person using it, etc, that shape how the spell comes out. It also draws on the actual energy from the caster - the bigger the spell is, the more energy it takes to cast, thus the more energy the wizard ends up using - and so even the best wizards need to take breathers between large bouts of spell-casting.

    In lieu of explaining exactly how Harry's brand of magic works in excruciating detail, I will instead direct you to this convenient post by a friend of mine, which nicely summarizes all the little nuances. That said, this is only how Harry's particular kind of wizard uses magic, so nothing precludes other characters from understanding or using magic in different ways. I will explain Harry's particular abilities below:
    • Combat Magic: Like most Wardens, Harry knows some basic spells from quite a few elementary schools — some basic earth and wind magic and lightning spells, a bit of water and ice. His actual specialties here are Force and Fire magics, at least in terms of evocation specialties. He can do some very impressive things with force and fire. He can throw out a concentrated blast of several tons of force (something like 1.5 tons might work best here instead at max), he can throw out a wide force spell instead of a concentrated blast to push enemies back, and other similar feats. The force spells tend to be quick and not really visible, but also don’t tend to be lethal unless you’re at a strictly human level — and he won’t use them on human level enemies, due to the fact that wizards should never kill mortal people with magic. He uses them to knock people around, distract, manipulate the environment and for quick sucker punches.

      Fire is his other specialty, and fire and heat are governed by thermodynamics even with magic. You can artificially excite atoms to create heat, or you can draw it from your surroundings, and similar things. In terms of power and utility, this is Dresden’s most dangerous set of magic — he can create white hot spears of superheated air, simply throw a fireball at you, and at his most riled simply generate a firestorm to mop a wide area around him with. Fire magic is hard to control, on the flip side, so he can’t quite do anything on the level of firebenders from avatar, for instance. The relative lack of precise control is made up by the fact that Harry can get his attacks to be quite hot, sometimes in the thousand degrees+ state or more. Fire attacks tend to not move as fast as force spells though, remaining perfectly dodgeable — though a full firestorm is a bit hard to escape due to its girth. Also, fire magic is fairly unique in that, because you can just draw energy from the surroundings for it, most of the time it’s not very draining if all you’re doing is simple fire conjuration.
      • Harry himself is quite a magical powerhouse, and can last the longest in fights of the wizards seen here, potentially casting a couple dozen fire or force spells before dropping — air and the rest he can do multiple times as well, but will tire more quickly due to not being as proficient with them. He’s not really precise in his magics though, so he can’t do anything super fancy with his elemental magics. He can create some holes in the ground, make a very small cyclone (great for redirection), create a spear of flame, and that’s about it as far as ‘complex’ offensive spells go. In fights, he mostly just throws blasts of magic around until something goes wrong. He’s still a very accomplished fighter, and as one he’s constantly looking to make usage of the environment and how to combine his spells with it.
      • The greatest thing in Harry’s arsenal is Soulfire — creationary magic that an archangel bestowed on him. It’s not really a combat school specifically, it’s magic for creating and bolstering other magics — when he laces his fire spells with it, for example, the fire suddenly becomes really hard to put out or block, and his force spells become very easy to control, like it turns his force push into a literal silvery fist flying through the air instead that he can manipulate. It doesn’t so much make his magic more powerful so much as it does make it much easier to control and greatly bolster its robustness. It’s great for defense magic, for example, tightening down shields and other such constructs. Finally, due to its bolstering properties it’s of great usage when creating physical constructs out of magic — like lassos or garrotes to tie around people, for instance. It’s quite powerful and makes it hard to dispel most of the spells he uses it with, but Soulfire drains very quickly and drains him much more than normal magic — since it’s literally powered by his soul and it burns away with every cast, he can only use it a handful of times before he’s killed, so it doesn’t come out much except for what he hopes are finishing moves. Takes a while to regenerate, too, unlike normal magic. He’ll need a few days of genuine R&R filled with positive emotions to recuperate his soul reserves after throwing it around in large volume.
      • Like most wizards, he can form shields around himself. How long they last depends on what exactly is being thrown at him and if he’s carrying a magic focus at the time — if someone fires a full machine gun at him and he has no focus to help, for example, he’ll only be able to hold out for 30 seconds or so before fainting from exhaustion, and can’t cast anything complex or even remotely draining while maintaining focus to keep a shield up. He’s good at keeping his head clear, but casting two completely unrelated spells at once? Not happenin.
      • The weaknesses in his magic-fights are that he can’t do that much to you if you get more than a hundred feet away from him or so. Also, he’s not a slow caster necessarily, but magic isn’t a machine gun — you still will usually need at least a second to alternate between spells. Certain combinations like fire and ice can be cast very quickly one after another,but overall he’s definitely not a speedster. His individual attacks are powerful and he can sometimes perform decent AOE’s, but aside from some small quick combos he can’t do any spamming.
    • Non-Combat Magic: Harry can do some fairly decent illusions and veils, though nothing too big. He can distort some light, make an illusion of a person or two, and make himself very hard to spot like a cloaked field from Halo where you can still see wisps of an outline moving around — quite spottable if you’re specifically looking around to see if anyone’s sneaking around. He needs to use soulfire to bolster his illusions for anything fancy, like making an illusory person and then have them actually do something for a period of time, it’s not really his field.
      • He’s great at Thaumaturgy — it, fire, and force are his main magic specialties. It helps him greatly with his investigatory work for things like tracking, setting up small enemy-detecting fields with spells candles and clay, listening to someone from a distance by sticking a piece of clay onto their door and listening in from the other fragments of clay he still has in his pocket, monitoring a room with a glass eye stuck to clay (lots of ways to use clay lemme tell you) — a lot of sleuthing abilities, and his tracking spells are pretty accurate and go far.
      • Apparently is good at potion-making, but potions are case by case anyhow and hard to construct.
      • Rituals aren't really his thing. He’s not into large curses. He’ll sometimes do rituals to help bolster his tracking spells and alchemy and things like that, but nothing really notable to his arsenal can be found. He knows how to do it though — if something new comes up that he suddenly wants to do in a ritual, I’ll get it approved beforehand.
      • He’s pretty decent at magical enchantment — he crafts all his own devices and defensive charms. However, these take days at best and weeks + materials for most. He could do something like overlay a house with basic magical defense charms to keep monsters from walking in relatively quickly, but anything that he can actually carry with him will require manufacturing time and materials. The actual charms themselves are really only bound by energy and imagination as well as the quality of materials, but the basic ones to expect if he gets a chance to craft them are more elemental resistances and similar things.
      • He’s got really strong mental defenses, though unsubtle so a repeated assault would do him in, and strangely can hear a lot farther than a normal person by magically "Listening", which can even allow his to discern heartbeats.
      • He can open and close portals between planes and locations, but the place he is aiming to go to must have some relation in symbolism or condition to the location he is opening a portal from. For example, if he wanted to go to the realm of the Winter Fae using a portal, he would need to do so from a cold, snowy location.
  • Equipment:
    • Staff: A long wooden stick with runes etched into the top. Held in the left hand, as the left side is the side that takes energy in, is used for the more subtle magic (Calling wind, channeling lightning, putting up barriers of force).
    • Blasting Rod: Much like the staff but more wand-like, it too helps channel the energy that wizards use, only with much less precision. It's used by Harry when he just wants to blast fire at things, which is a lot of the time.
    • Cane-Sword: Used to channel earth-based magic; victorian-looking, has a slender thirty-inch steel blade inside.
    • Enchanted Longcoat: A longcoat given to him by a woman he loved, which he has since enchanted to be resistant to piercing, slashing, and blunt force, as well as offering minor protection against the elements and magical attacks.
    • Energy-storing Rings: These rings - three bands of silver which runes inscribed on the inside, one for each finger - can store small amounts of energy which he can then expel without having to draw it in himself. Given the nature of the rings, the only magic he can actually use it for is plain old force.
    • Shield Bracelet: A chain made up of various metals with tiny shields of various metal hanging from it. A step-up from the old bracelet, which only stopped physical things, this bracelet can stop a multitude of attacks, be they physical, magical, elemental, and so on. It still needs energy to function, though, and the more specific the shield the more energy it would use.
    • Silver Pentacle Necklace: An heirloom from his late mother, he's kept it all his life. It's mostly a keepsake, though it can be used for drawing up a dim light should he need it.
    • Speaking Stone (AKA Sending Stone): A smooth piece of fire-rounded obsidian that Dresden uses to communicate with his mentor and senior White Council of Wizards member, Ebenezar McCoy. Dresden keeps it in a cigar box amid other miscellaneous stones as camouflage.
    • Mundane tools kept in his pockets, such as clay, string, a compass, etc.
    • Traveling supplies, kept with his horse most of the time.
    • A healthy amount of gold currency.

    • Bob the Skull: Exactly what it sounds like. He’s a spirit that lives in a skull - though he can leave the skull on Harry’s orders, when he appears like a small cloud of smoke instead. Can float around nearly invisible in this state, though he’s unable to directly do much to affect the outside world, and things that would dispel magic directly harm him while he is outside the skull.
      • Powers: Bob is basically a talking magical database. He’s incredibly old and has unimaginably vast knowledge banks about magic and everything related. He’s the perfect companion for a wizard. No real magical prowess on his own, at least on the material plane. He is noted to be a very strong combatant if someone enters into the spirit world to face him directly. The one useful capability he CAN do in combat is that he can act as a super sicknasty mental defense shield to someone, hovering around them to make mental attacks and willpower-based reality warping near useless from even minor deity-level entities.
      • Personality: Bob is a blatant pervert who gives so little fucks about tact or anything but his interests and curiosities that he has to be contained in the skull just so he doesn't go around causing problems. He’s quirky, a bit short on attention span, and is prone to making quips. He is also extremely afraid of who he used to be in the possession of a certain previous owner of his skull. The other notable thing about him is that his personality actually changes based on who his master is — right now it’s Harry. If someone else gets him, not only does his personality change according to their inner thoughts and feelings, but he has to then obey them as well to an extent. In canon I believe anyone magical can simply pick him up and be declared his new master. I believe that should be limited in here somewhat so that only magically complex individuals can control him and he has to somewhat agree to it in order to give them his full knowledge, lest everyone and their dogs take him for a spin.
    • Mouse the "Dog":
      • A canine most closely resembling a Caucasian Mountain Dog, but in actuality a Shishi.
      • Mouse seems to possess an extremely high intelligence, able to formulate complex plans and understand instructions. He is a capable fighter and fast runner, and in combat will occasionally emit a nimbus of pale blue light. His bark is capable of breaking people out of an enchanted sleep, and spurring them to action. He also seems to possess an endurance and healing ability far beyond mortal dogs. He draws his power from the act of guarding thresholds. While guarding thresholds, he is able to ward off the intrusion of malicious supernatural forces into the space he is guarding.

    • Blue Beetle the Horse
      • An old, ornery horse Harry uses for transit. Sometimes just refuses to keep going or listen to commands, forcing Harry to dismount and wait or walk.

  • Background: Harry Dresden was born on the day of the Geheimnisnacht, to Margaret LeFay and Malcolm Dresden. His mother died in childbirth, so Malcolm took care of him while traveling across the country trying to make a career doing magic shows for the uneducated masses. When Dresden was six, his father died of a brain aneurysm. Dresden, orphaned, became a ward of the state.

    He was adopted by Justin DuMorne, a wizard and former Warden of the White Council of Wizards, who took him as his apprentice. When Dresden was sixteen, DuMorne tried to magically enthrall both him and his girlfriend, fellow adoptee Elaine Mallory, succeeding with Elaine, but not with Dresden. Dresden faced and beat He Who Walks Behind, an Outsider (eldritch beings residing outside reality) summoned by DuMorne to kill him; afterwards, he decided to go back and rescue Elaine. Dresden made a bargain with the his Fairy Godmother (simply known as Leanansidhe, which is technically the name of her class of fairy) in which he received power enough to defeat Justin DuMorne, a debt he would owe his godmother for years to come. Dresden faced DuMorne in a duel to the death and won. He stole Bob, the air spirit of knowledge, and left, thinking Elaine died in the fire (though as he would discover years later, she actually survived and moved away).

    Dresden was then found by the White Council and was put on trial for breaking the First Law of Wizarding Magic ("Thou Shalt Not Kill (a Mortal with Magic)"). He was let off the usually mandatory death penalty due to the killing being ruled as self defence, and instead was put under the Doom of Damocles, which meant that he would immediately be killed by Council-appointed executioner if he broke the Laws of Magic again. This reduced punishment was due to the influence of a member of the Council's leadership (the Senior Council), Ebenezar McCoy.

    Dresden was taken in as apprentice by McCoy. Dresden lived with McCoy on his farm in Hog Hollow, in the countryside of Atlantis; his days were spent with hard work on the farm during the day, and studying in the evening. Although McCoy trained him about magic, his moral teachings and general support in a stable and peaceful homelife were even more important, and crucial for shaping the teen's life. After spending some years "getting his head together" under McCoy's tutelage, Dresden attained membership to the Council, though he didn't, and still doesn't, trust them. He spent some years traveling across Atlantis, much like he did with his father, before settling down in [INSERT CITY NAME HERE].

    After he first came to [INSERT CITY NAME HERE], he worked at many different jobs, among them an occupation where he learned ballroom dancing. After this, he opened his own business as an investigator for hire. Over the ensuing years, he has tussled with warlocks (wizards who are users of dark magic), werewolves, fae, vampires, the mob, and many other enemies; triggered a war between the White Council and the Red Court of Vampires in the process of rescuing his lover, mortal investigator Susan Rodriguez; foiled a plan to trigger an all-out war between the Summer and Winter Courts of Faerie, who were allied with the White Council against the Red Court; foiled a plan by Nicodemus Archelone, a fallen angel-possessed supervillain, to spread an apocalyptic plague; learned he had a living half-brother, severely burned his left hand while attempting to take out a Black Court vampire (i.e. the traditional Dracula kind), and sabotaged an attempt by the King of the White Court of Vampires (i.e. emotion-eating psychic vampires) to kill him by summoning He Who Walks Behind; foiled a plot by several competing necromancers to enact a ritual that would have elevated the one who pulled it off to godhood, in the process being appointed a Warden of the White Council (Wardens are in charge of enforcing the Laws of Wizarding Magic and going after warlocks); and foiled another plot by Nicodemus, this one involving a particular figure of import in the magical community known as The Archive.
  • Additional Notes: As I said, let me know if you have any questions!
    • The Seven Laws of Wizarding Magic:
      • "Thou Shalt Not Kill (A Mortal With Magic)"
      • "Thou Shalt Not Transform Others (Using Magic)"
      • "Thou Shalt Not Invade the Mind of Another"
      • "Thou Shalt Not Enthrall Another (Using Magic To Control Them Against Their Will)"
      • "Thou Shalt Not Reach Beyond the Borders of Life (And Practice Necromancy)"
      • "Thou Shalt Not Swim Against the Currents of Time (Using Time-Travel)"
      • "Thou Shalt Not Open the Outer Gates (Beyond Which Lie Unreality, Where Outsiders Reside)"

Edited by darksidevoid on Jul 5th 2023 at 11:40:44 AM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
LizardOfAus Since: Feb, 2010
#288: Sep 23rd 2023 at 3:36:35 PM

Special Announcement

As of this moment, these signups are once again Open to new entrants!

Keep in mind, however, that we will only be accepting Five New Players before signups are once again capped out. Now, some players in the wider TABA community have got their own ideas for characters, and I have every confidence that they'll make them work. The rest of you- make your shot count! evil grin

Edited by LizardOfAus on Sep 23rd 2023 at 11:36:45 AM

EchoingSilence Since: Jun, 2013
#289: Sep 23rd 2023 at 3:39:20 PM

Shooting my shot!

  • Name: “Puppy”
  • Franchise: Ruiner
  • Age: Mid to late 20s
  • Race: Human
  • Appearance: The man of mass violence himself
  • Alignment: Chaotic
  • Class: Magus
  • Personality: A man of few to no words, Puppy prefers to let his fellows talk, expressing himself through body language and the enchanted mask adorned to his face. Puppy does not recall much about himself beyond a protective streak for his younger brother, a streak he will violently enforce as necessary. While prone to bouts of incredible violence, Puppy is also quite merciful, as he will only direct his ire towards those directly attacking him and will reel himself in on others if the situation is unfair, even if they have in some way wronged him.
  • Skills:
    • The Fighter - Puppy while unskilled is still leagues better than most when it comes to fighting, anything in his hands becomes a weapon, swords, lead pipes, even old pistols can be made deadly.
    • Rider - Horses, infernal engines such as devil’s rides, even bicycles. If Puppy can get on it and direct it, he can ride it.
  • Powers and Abilities:
    • Infernal Enchantments - Thanks to some time in an Infernal keep, Puppy has been given various magitek enhancements made by Infernal powers, the most visually obvious is his left arm. A device of infernal origin that mimics his old one. His body has various infernal enhancements laced throughout it, and they serve as how he casts his magic.
      • Shield - Generated sphere of protection from his left hand.
      • Dash - Darting around at high speed.
      • Boost - A temporary boost to his physical strength and speed.
  • Equipment:
    • Lead Pipe - A trusty pipe that can be used to whack things.
    • Sword - A longsword taken from one of his jailers.
    • Infernal Mask - A helmet of iron wrapped around his head, enchanted with illusion magic it allows Puppy to project images and words in lieu of actual communication.
  • Background: Awakening in an Infernal Prison, Puppy was surprised to find a demonic mask, and a metal arm grafted to his body. Forced to do their bidding he marched through the corridors of the prison, killing the guards and prisoners as they attempted to prevent him from escaping. Eventually he was given contact with a being only known as “HER” who promised to help him escape and direct his violence to those who absolutely deserved it.
  • Additional Notes:


  • Name: “HER”
  • Franchise: Ruiner
  • Age: Mid to late 20s
  • Race: “Human”
  • Appearance: Never seen much
  • Alignment: Chaotic Good?
  • Class: Wizard
  • Personality: A flirt, a tease, eccentric and rarely seen, HER is more a whisper in Puppy’s head though he’s certain she exists somewhere. She’s direct, foul mouthed, and prone to using text symbols to stylize her emotions as she communicates with others. HER is somebody with a plan and the magic to break the enchantments that held Puppy in irons, and she needs him for whatever reason.
  • Skills: Master Arcanist and Planner, HER’s lack of direct appearance, use of illusions as well as breaking Puppy out of prison show that she’s got a head on her shoulder to understand magic and make it work for whatever she has scheming.
  • Powers and Abilities: Powerful mystic abilities are at her disposal, though rarely used beyond communication spells and illusions she uses to keep in contact with others.
  • Equipment:
  • Background: Little is known of “HER”, just that one day she appeared and made contact with a violent individual, promising to help him break out of the irons of slavery in an Infernal Prison, and help him save his brother from the Archdevils who stuck them there. She’s an enigma, one that Puppy does not question.
  • Additional Notes:

Edited by EchoingSilence on Sep 24th 2023 at 6:46:02 AM

LilyTheLitten The Light That Blinds from Rarepair Hell Since: Apr, 2020 Relationship Status: Above such petty unnecessities
The Light That Blinds
#290: Sep 23rd 2023 at 3:40:12 PM

  • Name: Leonardo
  • Franchise: Rise of the Teenage Mutant Ninja Turtles
  • Age: 14
  • Race: ...hoo boy. Leo is...weird. He's not really supposed to exist the way he is now, having been an ordinary turtle before alchemy gave him the ability to walk on two legs and learn English (or, uh, whatever English is in this world). Yokai is the closest match, but then, he's not really that either, being artificial and sustained by magic, so...I guess "red-eared slider" is the most accurate thing I can put? This was a terrible idea help—
  • Appearance: Making a scene.
  • Alignment: Chaotic Good
  • Class: Ninja! Or I guess Rogue? Eh, Ninja sounds better. Specifically, he's a dual-katana wielder whose sword skills are unmatched. ...for a fourteen-year old, at any rate.
  • Personality: Leo is playful, not too concerned with responsibility, and would much rather joke around and relax than take charge. He's a fast-talking quipster who always needs to get the last word in, prone to making jokes and puns in the heat of battle, and has no interest in things like leadership despite possessing the talent—but beneath it all is a good soul, always concerned about doing right by others, determined to succeed in his goals no matter what it takes...and a fear that, without his family, he's nothing.
  • Skills:
    • Ninjutsu Action: Leo is a trained ninja, an expert in stealth and combat, and a skilled swordsman, better with swords than he really has any right to be. Especially when you consider how impractical Dual Wielding really is.
    • Always in Control: He might not be the leader, but Leo's got the aptitude to be. When motivated, he's surprisingly good at long-term planning, and has a knack for talking his way out of situations, thinking quickly, and coming up with strategists—even manipulating villains.
  • Powers and Abilities:
    • Enhanced Condition: Magically enhanced, the perfect specimens of alchemy, Leo and his brothers possess strength and durability beyond the norm. Leo himself is not as strong as Raph, and certainly not a physical powerhouse, but he packs a much bigger punch than his age would suggest, and can survive things that would turn normal humans to paste.
    • Magical Aptitude: Strangely enough, yes. Because he was basically born of magic, and it thrumming through his veins makes Leo Leo, he has a surprising knack for magic that he's completely unaware of.
  • Equipment:
    • The Magic Portal Sword: An odachi, but not any ordinary odachi.. With this sword, Leo can open portals to...basically anywhere. Sounds pretty sweet, right? Well...Leo is very much an amateur with this power, and has yet to fully grasp it. Usually, this manifests as either failing to open a portal at all or portaling to the wrong place. This can vary from "equally bad situation" to "entirely different country".
  • Background:
    • Deep under the cities of the USA is a magical city, populated by strange beings called yokai. These yokai, most of whom resemble anthropomorphic animals, have hidden away from the surface world their whole lives, out of fear of how the surface races would react to them. One day, the yokai alchemist Baron Draxum decided to do something about it, and proceeded to do the only reasonable thing: kidnap a human warrior to use his DNA (I dunno, a lock of hair or something) to create a magic ooze to transform four baby turtles into warriors to conquer the world so yokai could live on the surface.
      • (He was a little loopy.)
    • The human warrior, quite understandably, objected to that plan, and fled the city with the baby turtles in tow. Unfortunately, he got turned into a rat by the ooze in the process. There is no cure. The formerly-human warrior, dubbing himself Splinter, named the four turtles after artists he admired—Raphael, Leonardo, Donatello, and Michelangelo—and raised them in secret, living in a human city but hidden from human society.
    • Despite their odd situation, the turtles managed to live happy lives, all things considered. Heck, they even started learning ninjutsu, because did I mention their adoptive dad was a ninja? Alas, it was not to last. Not long ago, while heading back home, the turtles were suddenly accosted by strange men in armor, who ordered them to come with them now or face the consequences. The turtles disagreed, a fight broke out that...didn't go too hot (Leo, Raph, and Mikey's weapons all broke), and in the chaos, Leo was knocked through a window into a building and fell unconscious.
    • When he woke up, the armored men and his brothers were gone. All that was left was a note, with a name on it. A town. Figuring that his brothers had been taken by these mysterious enemies and the town had something to do with it, Leo didn't hesitate; he set out beyond the world he'd known, embarking on an epic quest to find them. Along the way, he's picked up the aforementioned magic portal sword, but he still has yet to reach the town in the note. Once he gets there...well, he's not quite sure what will happen, but he's ready as he'll ever be to find out.
  • Additional Notes:
    • Leo and his brothers are, in many ways, alchemical miracles the likes of which any alchemist would give their arm to know how to create...and that makes them a bit of a target. Leo's starting to figure this out himself, and thinks he might know why his brothers were taken (though he has no idea as to the who).
    • He...did not tell Splinter what had happened and where he was going before he set off on his quest, no. The man's probably freaking out, yes.

    And now, a brief thing on yokai. 
  • Name: Yokai (obviously)
  • Territories: Just one: the Hidden City, an underground city home to all the world's yokai.
  • Biology: Yokai physiology is...varied, due to the strange magic that created them, but most are, simply put, anthropomorphic animals of varying species.
  • Culture: The culture of the Hidden City isn't dissimilar to the culture of the surface world. The city is run by the Council, who seek to maintain the city's safety and the safety of yokaikind as a whole at any cost.
  • Short History: The origins of the yokai are as mysterious as the species itself. According to ancient myths, they were created by the godlike Crying Titan, whose magic either uplifted animals to walk alongside humans or cursed humans into animal-like bodies depending on what story you're reading. The rest of the world's peoples grew to fear the strange, alien yokai, who eventually retreated into a city buried underground, hiding from those who mistrusted them...

"Kept me waiting, haven’t you? Tch. No matter. Dawdle all you’d like. In the end, your defeat remains inevitable."
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#291: Sep 23rd 2023 at 4:23:05 PM

  • Name: Stocking Anarchy
  • Franchise: Panty & Stocking with Garterbelt
  • Age: Ancient
  • Race: Angel
  • Appearance:
  • Alignment: Chaotic Neutral
  • Class: Fighter
  • Personality: Brash and rude, chafing at authority, Stocking is unbecoming of a god's emissary. She's not overtly cruel, though, and so long as you treat her respectfully she'll usually return the favor. If you manage to befriend her, you'd even find a surprising sweetness underneath her dark and broody exterior. Perhaps because she herself loves sweets - Stocking can very easily clean out an entire bakery if not stopped.
  • Backstory: A messenger of the long-forgotten god of Abraham, sent to Earth on a divine mission. Or at least, that's what she tells people. In actuality, Stocking was kicked out of whatever Heaven she descended from, and forced to atone for her sin of Gluttony by helping mortals however she could. Initially her primary occupation was banishing evil spirits, though she was also willing to take odd jobs to make ends meet. Eventually she wormed her way into the hearts and bedrooms of the upper crust, and settled into a role as a high-society courtesan, entertaining the wealthy with beauty and grace. Unfortunately, her love of decadence and manipulation only added to her sins, further reducing her chances of getting back into Heaven, a fact she only recently discovered when she received an actual divine missive. A very vague missive telling her to do something about the 'Holy' Atlantean Empire. Given said missive involved her getting struck by lightning, she was inclined to follow it, much to her chagrin.
  • Skills:
    • Combat: A keen swordswoman with centuries of experience, her usual style is focused on aggression and powerful strikes, aiming to make the most of each individual opening her opponent provides. While she prefers fighting with swords, she can still fight pretty well with her bare hands, if need be. She's also not above fighting dirty, clawing eyes or kicking sensitive spots to get an edge.
    • Seduction: Stocking is quite beautiful and absolutely willing to abuse this fact for her own gain. She can play the 'innocent little angel' act very well, despite it being at odds with her normal personality.
    • Music: Though unlikely to come up, Stocking is a skilled player of most string instruments, her specialty being the lyre.
  • Powers and Abilities:
    • Angelique: As an angel, Stocking possesses superhuman speed, strength, and durability, allowing her to punch through stone walls, shrug off hammer blows, and catch arrows out of the air. Her body is naturally perfect, making her inhumanly beautiful and immune to disease.
    • Fly Away Now: Stocking can summon wings of light which allow her to fly. This is accompanied by the glowing halo one would expect of an angel, which provides a light source for dark areas. Additionally, she can transform into her angelic outfit at will. This has no combat benefit, but does serve to clean herself and repair her clothes instantaneously.
    • O Pitiful Shadow: Her intended purpose is the elimination of evil spirits. To facilitate this, Stocking can harm ghosts and other spiritual entities, even if said entities would normally be intangible. Those spirits she 'kills' are presumably banished to the appropriate afterlife, though Stocking neither knows this for certain nor cares to know.
  • Items:
    • Stripes: Her stockings are actually sacred weapons. Only Stocking has the power to transform them into their true forms, that being razor-sharp blades. As divine blades, they're nearly indestructible and are incredibly potent against unholy creatures. She can combine her two swords together to form a larger blade, or a double-bladed swordstaff. She can also unleash beams of holy light with her sword swings, which are as sharp as the swords themselves.
    • Honekoneko: Stocking's favorite plush doll, which doubles as a pack for her things. Contains a fire charm, which will spray a small flame at anyone other than Stocking if they try to open the pack. Because of Stocking's proclivities, he's currently packed full of sweets.
  • Misc:
    • Stocking is inexplicably lucky when it comes to simple games of chance, like dice or cards. This is apparently some kind of divine blessing. Challenge her to poker at your own risk.
    • She's rather petite, standing only 5 feet (152cm) tall.

Edited by kagescorpionakki on Sep 23rd 2023 at 7:45:04 AM

What is so amusing about this? Why do you take lives? How can you forget?
HilarityEnsues Since: Sep, 2009
#292: Sep 24th 2023 at 2:47:17 AM

  • Name: Yuugi Hoshiguma
  • Franchise: Touhou Project
  • Age: Old (Immortal)
  • Race: Oni
  • Appearance: Her sake not even drop.
  • Alignment: Chaotic Good
  • Class: Monk
  • Personality: Yuugi is highly gregarious, loving nothing more than to drink, drink, cause ruckuses, drink, and meet new people. She's also very brave, thinking nothing of charging into danger to protect others. She is generally very friendly, though she has little patience for liars or cowards. She enjoys a good challenge, and will sometimes hold herself back if it's for the sake of a good competition. She also really likes fighting, though she's more restrained when it comes to violence compared to other Oni.
  • Skills:
    • Combat: Virtually all Oni are quite capable in combat to some degree or another, and Yuugi is no exception. She is particularly adept at unarmed CQC, which she prefers, though she's not a stranger to various weapons as well.
  • Powers and Abilities:
    • Oni Physiology: Onis are superhumanly strong and durable to great degrees, and also heal from injury significantly faster than humans. They don't know the meaning of the alcohol poisoning, either.
    • Flight: Virtually every Touhou character can do this, so it's a given.
    • Magic / Danmaku: Yuugi is quite adept at magic. In her case, this translates to her being able fire magical projectiles, balls/jest of fire and lasers, making her effective at long range in addition to her close quarters prowess. For the sake of balance, it is probably best to establish here that she can't really replicate the hellfire rain of projectiles that are standard for Touhou bosses in the game, and has a considerably more reasonable rate of fire in-game.
    • Unexplainable Phenomena: Yuugi holds the power to control 'unexplainable phenomena', which is… not actually properly explained in anything canonically. Perhaps this should just be cut honestly, but I'm thinking the 'unexplainable phenomena' could mean that she could use her strength to do things that should not physically be possible/explainable - ie punching an incoming magic spell to dissipate it.
  • Equipment:
    • Sake Dish: Any alcohol placed in this dish will have its taste enhanced. Yes this is important.
  • Background:

    • Yuugi was once one of the Four Devas of the Mountain, a group of oni so powerful and fearsome that they commanded all of Oni-kind. But that was a long time ago. Since then, the oni, fed up with the way they've been chained by the rules of the stuffy humans, made their way underground. There they partied for years and years with other similar-minded misfit yokai. Yuugi earned a great deal of respect amongst this motley crew due to her power, often able to resolve conflicts merely with her presence. She would later fight Reimu Hakurei, who sparked her interest and made her curious if there were indeed humans out there that could rival the strongest of the oni at fighting. She was mostly focused on keeping her sake from dropping from her bowl during the battle than the fight really, but still.

    • Eventually, she heard a most terrible rumor - that somewhere in the world existed humans capable of making better alcohol than any oni. This was something Yuugi could not let stand. And so she vowed to taste the various booze of the surface world, Perhaps she would stumble upon a bit more than she bargained for on the way…

  • Additional Notes:

    • She is an absolute unit at around 7 feet tall.

Jules-Firenze Druid Dude from somewhere in between Since: Apr, 2023 Relationship Status: watch?v=dQw4w9WgXcQ
Druid Dude
#293: Sep 24th 2023 at 4:02:26 AM

Name: Ivan the Terrible

Franchise: Fate Series

Age: Unknown

Race: Hybrid Human-Mammoth

Appearance: I am Ivan the Terrible. The coronation is already finished. Fear me, serve me... and punish me.

Alignment: Lawful Evil

Class: Mage

Personality: Ivan may have a Hair-Trigger Temper and can be paranoid and brutal, but he is genuinely a pretty nice guy. During his reign, he was beloved by the common folk and loved the arts and sciences. He does have a wish to rule, but after his disastrous reign, he was horrified at his own atrocities and went into self-imposed exile.

Skills: Ivan is well-read, his status as The Ageless making him knowledgable in most subjects, especially in the workings of magic and electricity.

Powers and Abilities: His horrific fusion makes him strong enough to lift cars with ease and durable enough to No-Sell bullets and the like. In exchange, his body is supremely heavy, and he can only walk slowly. To compensate, his power over electricity, aside from allowing him to harness it to blast lightning and shape it to his liking, he can also teleport from one lightning strike to another, though that takes more energy and requires a little time, so it isn't instant. Overuse of his lightning will leave him charred and burned as his body's durability is pushed to its limit.

Equipment: Ivan carries his golden scepter, which he uses to channel his bolts of lightning better. He doesn't need it to cast his lightning, but it's more controlled with it than without it.

Background: Long, long ago, deep within Hyperborea, Ivan IV Vasilyevich ruled over a small city. He was a just and fair ruler, but his methods for dealing with criminals were swift and brutal. He was respected by the people, but that wasn't enough for him. He saw how his people were oppressed by the cold, and wanted to save them, to save those locked inside the harsh snow of Hyperborea.

To that end, he experimented on those who broke his laws, turning people into hybrids that could survive the harsh cold. Eventually, he thought he perfected his formula and turned everyone, including himself, into these hybrids. However, something went wrong, and his people began turning feral, tearing each other apart. Horrified by his failure, he left his doomed city. Perhaps he could save people elsewhere... his dream for a united city would still burn.

Additional Notes:

Ivan would get his Oprichniki shaping them from lightning. His giant mammoth form would likely stay away unless there was some story reason (and Liz's permission.) He's also 8 feet tall.

Edited by Jules-Firenze on Sep 24th 2023 at 7:04:15 PM

You piss off the Venom T-Rex. Roll initiative.
desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#294: Sep 24th 2023 at 4:47:43 AM

  • Name: The Mantis Lord.
  • Franchise: Hollow Knight.
  • Age: Definitely been around for a while and seen a thing or three.
  • Race: Mantis.
  • Appearance: With her sisters.
  • Alignment: Blood Knight with honour.
  • Class: Fighter/Monk/Lancer Mantis Lord.
  • Personality: One of a trio of Blood Knights par excellence that rose to the leadership of their tribe because of their strength in battle. As such, the Lord always looks for strong foes to test herself against in fair battle. She's not one for introspection, tricks or unnatural strength; as far as she's concerned, it's her, her sisters and their Nail-Lances against the world. She can easily be convinced to help (or hinder) — one need only point her at the nearest Worthy Opponent. That's not to say she's stupid, however: she is an intelligent bug, just uninterested in more cerebral pursuits. And woe betide any who besmirch her honour.
  • Skills:
  • Powers and abilities:
    • Flash Step and general Super-Speed in a straight line.
    • The Lord can cling to walls and such pretty much indefinitely, owing to her claws.
    • Abnormal durability: not to the degree of the Dung Defender, but the Lord is no slouch in the tank department.
    • Corruption resistance: Mantises are somewhat unique in that they are able to resist the Infection that's been corrupting Hallownest. Whether that translates to other similar things (like disease or other sorts of magical corruption) is up for debate.
  • Equipment:
    • A Nail-Lance.
    • The Mark of Pride, a small Charm that increases the range of Nail strikes.
    • Some supplies, including an amount of the local currency (Geo).
  • Background: Once one of the rulers of a tribe of Mantises in the Fungal Wastes near the Kingdom of Hallownest, the arrival of a certain Knight that beat her and her sisters fair and square made the Lord want to further improve herself in her craft. Leaving her two sisters to watch over the way to Deepnest, she struck out, seeking strong opponents to face — and hoping to, perhaps, face that Knight again one day (and emerge victorious this time). She found that the life of an adventurer suited her just fine, and has been making her way around the world, wetting her Nail-Lance with the blood of many a foe.
  • Additional Notes: Theme.

  • Name: Mantis Tribe.
  • Territories: The Mantis Tribe has a village in the Fungal Wastes near the faraway Kingdom of Hallownest and, with the exception of some Infected Mantises that reside in Hallownest proper, are basically unheard of elsewhere.
  • Biology: The Mantises are a race of towering bugs. They exhibit sexual dimorphism; male mantises tend to be shorter and stockier than the females, and have have bladed forelimbs in lieu of arms. As Youth they can fly and use a sharpened abdomen to attack; adults lose the ability to fly and instead use their forelimbs as a weapon. The youth are about as tall as a person, while the taller specimens (like the Lords and the traitor's daughter) can reach 2.5 metres of height.
  • Culture: A combination of Might Makes Right and isolationism. Strength means a lot to Mantises: their rite of passage involves showing strength to the Tribe, and their Lords are their best fighters. They also don't really like strangers, having stood in opposition to the Kingdom of Hallownest for ages and cast the traitor's daughter out when they found out that she fell in love with the stranger Ze'mer.
  • Short History: The Mantis Tribe's traditions are positively ancient, predating even the Kingdom of Hallownest. While opposed to the Kingdom, they do have a truce with it: they'll keep the Deepnest's inhabitants contained and the Kingdom will leave them alone. They've kept this truce to this day, even though Hallownest has fallen into ruin.

Edited by desdendelle on Sep 24th 2023 at 3:10:44 PM

The voice of thy brother's blood crieth unto me from the ground
Darkomega245 Since: May, 2012
#295: Sep 24th 2023 at 1:44:01 PM

Character swap for Team A is goooooooo-


  • Name: Xelzaz
  • Franchise: The Elder Scrolls
  • Age: 30 years old
  • Race: Argonian
  • Appearance: Lawman of House Telvanni
  • Alignment: True Neutral (Leaning on Neutral Good)
  • Class: Mage/Alchemist
  • Personality: While Xelzaz has the air of Telvanni arrogance, he is quite relatable and friendly, even if he's part of a Dark Elf House that is....rather morally lacking. Though he can be ambitious and sometimes seek knowledge that could be dangerous and life-threatening, the Argonian still has a respect of life and others, and very much refuses to do morally reprehensible acts that endangers others unless they deserve it. He also is devoted to the Hist as his deity, and does enjoy cooking food as a hobby!
  • Skills:
    • Alchemist: Not only is Xelzaz knowledged in Alchemy ingredients, their properties, both positive and negative, but also mixing them into potions as well. With the right ingredients once harvested and created, he can make potions of healing, restoring mana, curing poisons or diseases, or resistance to magical elements.
    • Chef: He's rather well versed in making desserts and foods!
  • Powers and Abilities:
    • Saxheel Physiology: As an Argonian, not only is Xelzaz very resistant to diseases and poisons, can heal slightly faster than a normal human would, but also breathe underwater without issue.
    • Battle Mage: Thanks to his time in House Telvanni, Xelzaz has gathered a fair amount of knowledge in magic, both offensive and defensive:
      • Fireballs: Xelzaz can unleash small fireballs that do a good job in damaging and burning a target.
      • Ice Spikes: Xelzaz can unleash sharp and long magical Icicles that can impale foes.
      • Stoneflesh: Based on Alteration Magic, Xelzaz can cover himself in a stone-like protective shell that helps him be more durable and take more damage than normal.
      • Healing: Based on Restoration magic, Xelzaz can slowly heal his wounds over time when using this spell, though if it's very extreme wounds, it'd take a lot of time to heal himself, and might even run out of magicka reserves.
      • Candlelight: Xelzaz can summon a small floating ball of light that is useful for dark places where it is hard to see or not many light sources.
      • Summon Flame Atronach: Based on Conjuration magic, Xelzaz can temporarily summon a Flame Atronach from the realm of Oblivion to assist him in combat for one minute. While they're rather fragile and can't take much damage, the Flame Atronach is proficient in all kinds of flame attacks.
      • Steadfast Ward: For when magic comes around, Xelzaz can summon a protective ward that can absorb a few magical spells and avoid taking damage from them. Though if too many spells hit the barrier, then the ward will break and leave him vulnerable.
  • Equipment:
    • Potions and Ingredients: Xelzaz not only carries with him a few potions of healing, mana recovery and resistance to fire and ice, but also a few alchemical ingredients to make a few potions of healing as well.
    • Dual Daggers: Xelzaz has a few daggers for up close combat in case magic doesn't cut it.
    • Roovi: A strange hummingbird-like creation of metal, Xelzaz claims he recovered it from a ruin of the extinct Dwemer. This machine can be sent by Xelzaz to not only go to a destination to scout ahead, but also be able to have Xelzaz speak to others from long distances away. Very handy and saves the trouble of complicated teleportation spells just to have the chance to speak to someone.
  • Background: Xelzaz grew up in Thorn, north east in Black Marsh. As a child he proved himself to have the potential to be a very skilled alchemist. A Dark Elf Telvanni Alchemist made him a hireling, as she had too much work to do herself. So he came on as her assistant. Xelzaz saw this as an opportunity to improve his skills. He'd have access to a lab as well as a conservatory and rare ingredients. He would move to Llothanis, in Tel Sul under Master Sul. Over the years he climbed the ranks of House Telvanni, as the Telvanni in his tower grew to respect him and saw not only his skills be very useful, but also his abilities as an Argonian. Disease resistance, poison resistance, they could send him into Black Marsh to get things that would be far too deadly for any Dunmer to do. While the rest of House Telvanni views Xelzaz with distaste, his own circle held him in high regard. As it is with House Telvanni and their rather cutthroat traditions, Master Sul would end up assassinated, which would crush Xelzaz as he had gained so much respect for his Master. He moved to Port Telvannis, figuring the de facto capital of House Telvanni would be an excellent place to find a new Master to become a Mouth for, in order to advance. Of course this was not the case. People mostly just gave him simple jobs that he was fit for. He would then hear word of a Telvanni Master without a Mouth that did not have reservations against Argonians. Master Helseth Ren, who is away in Meropis to research the Ayleid Ruins of the Doomcrag. He therefore decided to travel to Meropis from Morrowind, and along the way he would do field research and network with people by taking a small detour in Atlantis, gathering resources and contacts to strengthen himself. After all, it's the Telvanni way. While wandering to his destination, he spots a group of unique and strange looking adventurers...

  • Name: Argonians

  • Territories: Their nation, Black Marsh, is located in Lemuria, and they have taken parts of Southern Morrowind during the Ascension War against the Dark Elves. Otherwise, a fair amount of Argonian wanderers can be seen around most nations like Atlantis, Kumari Kandam or Meropis.

  • Biology: Easily noticed by their Reptilian physiology, although they appear reptilian in nature at first glance, they also exhibit qualities of fish, amphibians and even birds, due to their gills that allow them to breathe underwater, and feathers that are their own version of hair. They are highly resistant to diseases and poisons, a trait that allows them to thrive in Black Marsh while most races of Foteinigi struggle to survive there. Depending on the tribe and the Hist Tree's sap, their morphology can be varied, as the Bright-Throat tribe is known for their scales being very vibrant and multi-colored, while the Naga Tribe resemble puff adders.

  • Culture: Considered somewhat 'primitive' and 'alien' compared to most races of Foteinigi, the Saxhleel people not only live in many tribes scattered through Black Marsh, but they also are dedicated and worship The Hist, a race of giant sapient trees who created the Argonians so they could protect them, akin to a symbiosis as both sides look out for each other. Due to this, most Argonians that aren't assimilated into non-Argonian cultures do not formally recognize or worship any type of deity in Foteinigi, as their souls shall always belong to The Hist, and will reincarnate with the wise tree's power. Another point of controversy for most civilized races of Foteinigi is their worship of Sithis. Most races consider it an evil entity of death, especially considering a infamous death cult of assassins worships it and kills in its name, but to the Argonians, Sithis is not good or evil. It simply 'Is'. Sithis is not only a force of destruction, but also change, that helps keep the Argonian people from stagnating

  • Short History: The Argonians were created by the Hist, a race of sapient spore trees. The Argonians were given life, form, and purpose by these creators. Their roots run deep beneath the soil and soft white limestone of Black Marsh, connecting them all, and thus connecting the Saxhleel. Once part of the Holy Atlantean Empire, they seceded by force from the Empire with the fall of the Septim Bloodline and the An-Xileel government taking control and unifying Black Marsh after its independence. They waged war against the Dark Elves of Morrowind due to the many, many years of slavery they inflicted to the Saxhleel people while the Atlantean Empire stood by doing nothing. While the Argonians were repelled, they managed to conquer and take hold of Southern Morrowind. Nowadays ,the An-Xileel government is isolationist and barely hides its disdain for non-argonians, especially those who are Dark Elves or part of the Atlantean Empire.

Edited by Darkomega245 on Sep 26th 2023 at 11:43:33 AM

LizardOfAus Since: Feb, 2010
#296: Sep 25th 2023 at 3:55:56 AM

Alll righty then, that was fast!

Now, that's a count of five new players, and two players who are merely switching out characters. After having a read of all of trhem, I see no reason not to Accept each and every one. (Though Ivan may be debated in the discord chat)

And with that, the signups are closed once more!

Edited by LizardOfAus on Sep 25th 2023 at 12:02:10 PM

desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#297: Oct 23rd 2023 at 6:30:36 AM

Since Mantis Lord does not seem to be long for this world, I'll go ahead and post the sheet for her (prospective) replacement:

  • Name: Fatebinder Draconis, Archon of the Tiers
  • Franchise: Tyranny.
  • Age: Around 20-25.
  • Race: Human.
  • Appearance: Not exactly the prettiest.
  • Alignment: Aspires to be Lawful Good. In practice, being raised in in an autocracy led by a Sorcerous Overlord means she's fine with some things no good or sane person would be.
  • Class: Magic Ranger.
  • Personality: Strict, but polite, kind (when she can be) and fair — unless she's faced with the corrupt or blithering idiots, in which case she's a font of exasperated sarcasm and glaring silently at people. Having spent the majority of her childhood at the Court of Tunon the Adjudicator, fair and just application of the law is a big deal for her, with Corrupt Cops, skeevy lawyers and other such perversions of the Law being one of the few things that cause her to become well and truly angry; most of the time, she'd rather resolve things by talking, and have everybody go back to their orderly, lawful, organised lives. That's not to say she's averse to combat; when necessary, she will employ anything from Dope Slaps to destructive magic to get her point across.
  • Skills:
    "In my dispensation of justice, I find it most useful to let others do the talking while I observe and allow them to incriminate themselves."
    • Fatebinder: Draconis is well-educated — (local) history, law (of the Northern Empire and the Tiers), (bronze age) military tactics, (local) magic, you name it — is good with languages, and possesses of a sharp, inquisitive mind. She's served as an agent of law for years; as such, she is familiar with investigations, interrogations, court cases, and so on.
    • Decent survival skills: the teleporters that connect the Spires aside, in order to get around in the Tiers you have to walk, and the Tiers are a dangerous country. Draconis knows well enough which plants are safe and which are not, how to build a fire for a camp, first aid, etc etc.
    • Alchemist: Draconis is decently familiar with the creation of potions, poultices and the like, but she's never quite got into it; she used to leave such things to her party members and underlings.
    • Bow, spear and staff, in accord: Draconis is a decent fighter with the spear-and-shield and is fairly familiar with the usage of a magical staff, but she truly shines as an archer. She's capable of trick shots like "Fan of Blades" and "Darken the Sky" (which involve multiple arrows), ricocheting arrows to hit partially-hidden targets, and other such feats. She's also trained to catch arrows fired at her (but doesn't bother most of the time: it's impressive-looking, but risky and impractical).
    • Small unit tactics: Draconis is particularly adept at fighting as part of a small, four-man unit as well as commanding such a unit.
  • Powers and Abilities:
    • Archon of the Tiers: Using the Resonator on top of the Mountain Spire, Draconis can proclaim Edicts — monstrously powerful spells that can ruin cities and destroy armies. However, since the Mountain Spire and its Resonator are one-of-a-kind and not exactly mobile, this ability is strictly theoretical in the context of the RP.
      Archons also cannot die from old age, but they die from violence just fine (Draconis herself killed a number of them), so this too is theoretical in the context of the RP.
    • Mage: the sort of magic Draconis practices works by combining magical sigils together. First, a core sigil such as Life, Fire or Force is chosen; it governs the sort of effect (e.g. healing, flames or concussive blasts). Then, an expression sigil is applied to choose the form of the spell — the Sigil of Chaotic Descent creates a rain of projectiles over an area, the Sigil of Proximate Action creates an aura around the target, and so on. Finally, accent sigils are used to strengthen the spell, and, optionally, enhancement sigils can be used to create various effects like spells that cause bleeding to their target, increasing the number of projectiles or combining ice and fire together.
      Draconis is familiar with the core Sigils of Illusion, Life, Force, Lightning, Frost, Fire, Stone, Vigor, Atrophy, Emotion, and Terratus, with particular affinity to Fire, Lightning, Stone, Life and Terratus. She is familiar with the expression Sigils of Focused Intent (touch-range), Distant Impact (projectile), Directed Force (line), Proximate Action (aura around the target), Guarded Form (armor buffs and debuffs), Material Force (weapon buffs and debuffs), Influential Domain (circular area), Channeled Strength (cone) and Chaotic Descent (rain of projectiles).
      This is a pretty versatile system, so I'm not going to list all 50-something spells that can be created with it, just Draconis's most-used:
      • Scorching Missiles (Fire/Chaotic Descent/Spellsurge): Calls forth nine flaming boulders to rain on an area (radius: 9 metres). The enhancement sigil of Spellsurge reduces recast time for all the caster's spells for a few seconds.
      • Jaws of the Earth (Stone/Chaotic Descent/Spellsurge): Causes ten stone blades to erupt from underground in an area (radius: 11 metres), piercing opponents and leaving bleeding lacerations in their wake.
      • Thunderstorm (Lightning/Chaotic Descent/Spellsurge): Causes ten lightning bolts to strike foes in an area (radius: 9 metres).
      • Grounding Core (Lightning/Guarded Form/Rapid Casting): Wreaths an ally in electricity that shocks enemies that attack said ally. The sigil of Rapid Casting removes the wait time required after casting a spell, but only works with Guarded Form and Material Force spells.
      • Mischievous Mass (Illusion/Directed Force/Spellsurge): Fires out a mass that travels for 18 metres at a straight line. Foes in its path are assailed with fearful illusions, with the aim of frightening, confusing and blinding them.
      • Concussive Bolt (Force/Distant Impact/Bleeding): Fires a blast of, well, concussive force at an enemy up to 14 metres away. Aside from dealing damage the blast is strong enough to daze (but not outright stun), and the enhancement Sigil of Bleeding also makes it cause, well, bleeding. After the first target, it bounces to up to three more, all within 11 metres of each other.
      • Phantombolt (Terratus/Distant Impact/Killing Blows): Strikes a distant target (range: 14 metres) with Gravelight, the cold energy of Terratus Grave (which is the Tiersmen's name for the moon). It heals the caster for some measure of the damage it causes, and bounces to additional targets like Concussive Bolt. The Sigil Killing Blows makes this spell do more damage to targets that are near death.
      • Electric Jolt (Lightning/Distant Impact/Volleys): Fires a directed bolt of lightning at a target, with a chance to stun the target. Its range and bouncing abilities are identical to prior Distant Impact spells; the Sigil of Volleys means that this spell fires two projectiles instead of one.
      • Rimespike (Frost/Distant Impact/Frostfire): Normally, forms a spike of ice from under the target, damaging and freezing them (with identical range and bouncing abilities). However, the Sigil of Frostfire transforms this spell's "missile" into a contradictory of both ice and fire.
      • False Pit (Illusion/Distant Impact/Marking): Despite using the Sigil of Distant Impact, this is not a missile spell. Rather, it assaults the senses of the target and other foes within 4 metres of it with the illusion of falling into an endless pit, with the aim of forcing those targets prone. The Sigil of Marking makes the targets of the spell easier to hit for the caster's allies.
      • Healing Wisps (Life/Distant Impact/Volleys): This spell fires tiny bolts of Life energy that heal the target and the targets it bounces to for a decent amount. Life healing becomes less effective the older the injury is, and is insufficient on its own for some grievous injuries, necessitating the use of potions, poultices, and the like.
  • Equipment:
    • Assorted adventuring gear such as a bedroll, food, medicinal potions and herbs, camping supplies and so on.
    • Local money (in the form of iron, bronze and copper rings) as well as a bunch of gems.
    • A set of mismatched heavy armour. Each piece is actually a different magical artifact.
      • The Nightfall Casque is a black iron helmet not dissimilar to a horned Corinthian helmet, its enamel coat peeled back at places, with the result resembling constellations of stars. It strengthens Draconis during the night, and by making the tips of her weapons somewhat shadowy allows them to somewhat bypass armor.
      • The Commander's Plate is an ancient set of bronze chest armour, its pauldrons engraved with battle poetry in dead languages. Once every few hours it allows Draconis to switch places with an ally.
      • The Binding of Shadows are the bracers of the late Archon of Shadows Bleden Mark, won from him in combat. They are part hardened chitin and part soft darkness. Aside from making Draconis harder to hit, once every few hours they allow her to assume a shadowy state makes her even harder to hit and strengthens her attacks further.
      • The Ironfoot Knockers are a pair of iron boots that, aside from looking perfect for kicking down doors, make Draconis tougher and shore up her resolve.
    • The Gravebow is a wood longbow glowing with purple, ghostly light. It has a long and storied history as a weapon particularly effective against Magebane; arrows fired from it strip away their defenses and leave them weakened. Once every few hours, it can channel energy into a single arrow, making it glow like a rainbow; the arrow pierces through enemies and blinds them.
    • The Sunlance is a bronze-bladed one-handed spear, its head shining with inner sunlight. It increases Draconis's toughness, and, once every few hours, unleash trails of fire that seek enemies in a radius around the Fatebinder.
    • Faithful Promise is the shield of the Regents of the realm of Stalwart, taken from the body of the last Regent after Draconis slew him in battle. It is not magical in any way, just a well-made bronze shield, but it pairs well with the Sunlance and Draconis is fond of it.
    • The Banetouched Staff spent too much time in the Oldwalls; the Magebane's energy infuses this otherwise ordinary bronze staff, letting its attack heal its wielder and making it shine with sickly purple light.
    • A somewhat tattered red hooded cape. It's just a cape, but Draconis is irrationally fond of it, refusing to get rid of it. It's now a patchwork of, well, patches, though she's managed to keep the colour mostly consistent.
  • Background: Draconis is a native of the faraway Northern Empire, an autocratic empire currently transitioning from the Bronze Age to the Iron Age. She was an intelligent child, so her parents — mere farmers — sent her to a minor magical guild to get tutored. She turned out to be a prodigious mage, so when the guild was dissolved by the Scarlet Chorus (think government-sanctioned Rape, Pillage, and Burn gangs) she was picked by Tunon the Adjudicator, Archon of Justice and chief enforcer of Kyros's law to be raised as one of his Fatebinders — agents, eyes-and-ears and enforcers of law. She took to the training — in magic, combat, law, history, and more — with gusto, even if having a masked force of law for a father figure, a competitive environment and the ever-lurking court headsman Bleden Mark, Archon of Shadow around like a boogeyman meant that her life wasn't exactly easy.
    Despite being the youngest Fatebinder, Draconis was selected by Tunon to accompany Kyros's armies as they marched south to conquer the Tiers, the last part of the (known for the Empire, anyway) world. The armies' first target was the Bastard City, on the border of the Tiers and the Northern Empire. Draconis infiltrated the city in advance, found allies willing to help her, and assassinated important officers before the battle.
    After the Bastard City fell, she followed the army to the Realm of Apex, where, after showing respect for the locals' customs, she managed to negotiate a mostly-peaceful surrender by sparing the life of Vendrien Alanta, head of house Vendrien and Queen of Apex. The locals took to calling her "Peacebinder" after that.
    Her next assignment was the Vellum Citadel, library-fortress of the Sages of the School of Ink and Quill — which was marked for destruction due to the forbidden lore it contained. After the campaign was bogged down, Draconis was chosen to proclaim the Edict of Fire, a monstrously powerful spell of Kyros's that turned the Citadel into a molten, perpetually burning ruin.
    After this peak, she returned to the Bastard City where Tunon set up his Court. She had little time for rest, however, since the Vendrien Guard of Apex broke their terms of surrender and declared independence from the Overlord. Draconis was sent to play cat herder with the two armies sent to pacify Apex, the Scarlet Chorus and the elite Disfavored. During this campaign, she found out she had a special connection to the Spires, ancient towers that dotted the Tiers; the Spire in Vendrien's Well, in particular, turned out to be important, as later on the Resonator on top of it enabled Draconis to cast her own Edicts.
    To Draconis's misfortune, the situation in the Tiers degenerated into outright civil war between the Disfavored and the Chorus, and Tunon assigned her to investigate both of them for treason.
    The next half-a-year was a complete mess. Having gathered a Ragtag Bunch of Misfits that included a Disfavored soldier fused with his armor, a renegade Sage, one of the last survivors of the School of Tides, a Beastwoman and other such luminaries, Draconis proceeded to, almost single-handedly, clean up most of the Tiers' problems: she resolved Kyros's lingering edicts, subdued the warring factions, cleaned the Bane-infested Oldwalls, adjudicated various cases, and so on. At the end of her quest, she was proclaimed Archon and either defeated or (in the case of Tunon) gained the loyalty of the other Archons in the Tiers. Having united the Tiers behind her and received word that the Overlord's armies were advancing on the Tiers. So she proclaimed the Edict of Malediction on the imperial capital.
    Not long after that, she vanished. Where to and why, even her closest companions and advisors did not know.
  • Additional Notes: Theme; Combat Theme.

Edited by desdendelle on Oct 28th 2023 at 5:42:19 PM

The voice of thy brother's blood crieth unto me from the ground
LizardOfAus Since: Feb, 2010
#298: Nov 4th 2023 at 4:32:47 AM

Character tradeoff is accepted

Dezmo WOAH Since: Jan, 2011
WOAH
#299: Nov 14th 2023 at 2:30:31 PM

Gonna switch out Shaggy and Scooby to retry my first character-but taking him in a different direction this time.

  • Name: Rayman
  • Franchise: Rayman
  • Age: Brand New
  • Race: Uh, good question. Planetary Antibody, maybe?
  • Appearance: Yeah!
  • Alignment: Pure Good.
  • Class: Holy Warrior (in Training)
  • Personality: Rayman was just created, so of course he's innocent and somewhat naive, but he does know three things for absolute certain: 1.) He's here to help! Whether that means helping little old ladies across the street or fighting off enemy hordes, Rayman will always lend a helping hand. 2.) Life is to be enjoyed! That means indulge in all the good life has to offer: good food, relaxing naps, funny jokes and more! And 3.) The world is not to be taken for granted. Mother Foteinigi gives life to all, so its many wonderful landscapes should be admired and protected.
  • Skills:
    • Fighting Prowess:Though he might not have any experience in battle yet, Rayman has an incredible natural instinct for fighting. He can duck and weave around attacks like a trained acrobat, and he knows how to throw a punch-and I mean that in the literalest possible sense.
  • Powers and Abilities:
Rayman will start out with only a few powers, namely:
  • Limblessness: Rayman's most noticeable feature is a lack of any limbs whatsoever. With no limbs to limit his reach, Rayman can do things like throw his punch long distances as projectiles, grab things from far away, and independently move his body parts nearly anywhere in his vicinity.
  • Hairlycoptor: The two luxurious fronds of hair atop Rayman's head aren't just for looks-he can spin them around at high speeds like a propeller. This allows him to glide in the air, create strong gusts of wind, and cut ropes and such.
  • Magic Fist: Drawing on his own internal light, Rayman can summon and throw balls of holy light as projectiles.
As Rayman learns and grows, the planet itself (or other parties) may bestow upon Rayman additional powers as it sees fit, such as:
  • Endless Breath: With this power, Rayman can hold his breath indefinitely (don't uh, don't ask how he can breathe to begin with). This means he can explore areas with no breathable air, including areas filled with poisonous gasses and deep underwater.
  • Magic Chain: Once he has this power, Rayman can use his magic to create an energy chain that can link him to just about anything-enemies, switches, hooks for swinging, and more.
  • Shrinking: This power will allow Rayman the power to shrink down to the size of a mouse-the perfect power for sneaking into places undetected. Somehow he still maintains his regular strength...
  • Form Switching: Once Rayman obtains this ability, he can switch between forms that grant him even greater powers, such as:
    • Heavy Metal Fist: This form greatly enhances Rayman's strength, allowing him to break open just about anything with one punch.
    • Shock Rocket: With this form, Rayman can fire off explosive rockets, and even summon a giant rocket for him to ride around on
    • Vortex: Giving this form a spin will allow Rayman to summon vortexes to draw his enemies closer to him while leaving them dizzy and confused.
  • And potentially many more!
  • Equipment: Nothing, aside from a snazzy neckerchief.
  • Background: In times of great strife and turmoil, the world of Foteinigi itself creates powerful warriors to do battle against those who would do the world harm. Another era of darkness is quick approaching, and so combining it's own inner light with the mystic rays cast by its twin moons, the world prepares its newest hero.

  • But something has gone wrong.

  • This time, the ritual to create the new hero has been interrupted (by what, I can't say), and the warrior does not have the time to fully form. He emerges in a flash of light, half-formed, with no memories, no clue to his true origins, and most baffling of all, no limbs. The only thing he knows is a name that comes to him whispered on the wind, ...Rayman..., and the indisputable knowledge that he's here to do good.

Add Post

Total posts: 299
Top