Follow TV Tropes

Following

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

Go To

LizardOfAus Since: Feb, 2010
#201: Aug 12th 2021 at 3:50:07 PM

Bored_Man, you are most sincerely accepted.

And with that, it is my pride and privilege to announce to all visiting that the signups are once again open for business!

Four slots are available, but please, take it at your own pace.

sci300768 Stuck being sane. Since: Aug, 2021
Stuck being sane.
#202: Aug 23rd 2021 at 4:26:00 AM

Name: Briya Cadore

Franchise: Magicka

Age: 20s

Race: Human, female.

Appearance: 5'8"

A green long sleeved hooded robe. Robe length is almost touching the ground when standing up. The hood is always up and eternally hides her entire face in darkness (How does she see? No one knows). She wears a dark green vest over her robe which hides a bulletproof vest. Her belt holds various things. Wears an army helmet over her hood. Wears combat boots and IS in fact wearing pants and a long sleeve shirt under the robe, but it's hard to tell as those are the same color as her robe.

Alignment: (Mostly) Controlled chaotic. Aka tends to cause chaos but is generally rather heroic, even if she causes some collateral damage and friendly fire in the process.

Class: Magicka wizard... Yea. That kinda says it all.

Skills: Good strategist due to being a war wet. And experienced fighter and adventurer. Is a glass cannon basically. Being a magicka wizard counts, as she has survived longer than most other wizards. Knows enough common languages to get by in different worlds, as she has traveled to other worlds and universes before. Master of working with chaos and insanity. Beware of old magicka wizards...

Powers and Abilities: Magicka magic. Take 8 elements and combine those in various ways up to 5 total per combo/spell. Spells are just the right combos. There are opposite elements and depending on how/what is cast, different things happen. Gear can affect this depending on what she equips. She can be hurt by her magic just as much as her enemies. And friendly fire is on permanently!

Her spells are diverse... but require the exact combo of elements otherwise it won't work!

With her intelligence, she has created new spells... most of which have unwanted things that happen when cast the wrong way, too fast, and many many more conditions...

Has a fairy that will revive her and her allies (if applicable) if she/the party dies, can cast revive (spell) to bring fairy back. Will always revive Briya if party revive is applicable.

Equipment: Two pistols on her belt and ammo.(In case one breaks).

Her standard "Staff" is a sniper rifle, with her right hand weapon being a semiautomatic rifle. She has a bag that has a shoulder strap and has no limit as to what it can carry (No, she does NOT carry nukes in her bag! She IS sane enough to know this is a very bad idea!). Yes it's indestructible given the nature of magicka wizards. Said bag is bound to her and carries everything she has. What she wears will most often affect her stats.

Her belt also holds other various items for utility, including a knife and grenades (Which are made to work with her magic. What robe she wears can also affect her magic/other things. Her default robe (Vest one) does not have any magical advantages or disadvantages, but offers some protection against bullets and projectiles.

She might change her gear based on the situation if given the chance...

STANDARD GEAR: If she dies then revives, this is what she has gear wise for mentioned items.

Sniper rifle (Staff), rifle (melee), green robe, pistols and related ammo. Bag and belt items.

Background: She's rather smart by magicka wizard standards... which is rather low to begin with. Having fought in several wars, she's no stranger to fighting. She's one of four wizards, with Emily being the leader. Thankfully, only SHE came along... It's an never-ending battle to keep herself sane and to not run on magicka logic (overkill and with no regard for friendly fire to self and others... along with doing stupid and insane things). But she's got this under control. Mostly. And it's even harder when she's with the rest of the gaggle of wizards (the group). The default setting for magicka wizards is insane and stupid, along with a heavy dose of overkilling enemies in the way.

Being born in the world of magicka, she grew up learning magic. For her, magic came naturally. And if she did not learn... collateral damage would increase! And her magic already lends to causing chaos and collateral damage. So she learned how to minimize collateral damage and friendly fire. Mostly. It is after all, what has allowed her to survive all of her interdimensional travels. When in doubt, go for overkill. Being one of the very few sane wizards made her valuable. At some point, she was recruited to fight in some wars which lead to her current skill set. These days however, she would be traveling with the gaggle of wizards she's in... if she knew where she was! Needless to say, she's got a lot to do to figure out what the heck happened.

One of the things that still defines her as a wizard is her inherent insanity. She fights to stay sane MOST of the time. Being able to act sane is a good skill to have... but sometimes that façade cracks. Badly. And when she goes insane... she still retains her smarts! It's an uphill battle to stay sane when she wants to, and even then that's iffy on a bad day. She tries to be heroic when possible, but sometimes epically fails in that regard if the collateral damage does not do that first.

How did she get here? It was because she was testing spells. A few hours later... using a spoon, making keyboards explode (on purpose), and miscasting a few spells sent her here. Now she's trying to find a way to get back home with the rest of the gaggle. For all of their faults, they care for each other and the other three are looking for her knowing she's alive. Now doing it is going to be one wild ride!

Additional Notes: Being a magicka wizard... she's not sane by normal human standards. Now she might SEEM broken, but she's a glass cannon. Yes, she's tougher than an average non wizard human, but her magic is that strong. Her magic is that strong, so she's got some small inherent resistance to taking magic damage... that's nowhere near enough to protect herself from her own magic. Her normal outfit hides her body shape surprisingly well, which has resulted in many assuming she was male (her voice is an average female voice thankfully).

Edited by sci300768 on Aug 28th 2021 at 9:42:41 AM

I have no idea what to put here, oh well!
whizzerd Transcender of Gender from Scotland Since: Oct, 2010 Relationship Status: I'm just high on the world
Transcender of Gender
#203: Aug 25th 2021 at 11:53:55 AM

Hi there! Our GM Lizard is currently on holiday for a week, so you'll need to wait a little bit before getting an official response from him. However, there's a couple issues with Briya's sheet that I can point out in his stead:

  • The appearance section makes reference to "an image", but there isn't one linked.
  • The personality section is missing.
  • The sheet makes reference to some modern objects (army helmets, bulletproof vests, keyboards, etc.) that wouldn't exist in the fantasy world of There And Back Again. The goal with these characters is to re-interpret them as having always existed in the fantasy world of Foteinigi, and so any modern contrivances have to be edited in kind (for example, we've had characters with futuristic firearms that have been changed to magitek to fit in the setting).

There may be some others things that Liz will want to discuss with you, but like I said we'll have to wait until he gets back. These are just the obvious things that can be fixed while we're waiting for him.

they/them || "Forgive me, regent of queer amphibians" - Lt.BGob
LizardOfAus Since: Feb, 2010
#204: Aug 28th 2021 at 6:22:36 AM

Thank you, Whizzerd. I agree with each of your points, and would also like to add that the background section could do with expansion in general.

I'm not opposed in principle to the idea of a character crossing between worlds, though for the sake of this game, I'd like to keep things as centred in the setting's reality as possible. If it's justifiable, you might even have a character crossing between planets located IN said universe, a la Spelljammer and World of Warcraft.

But what I'm most interested in knowing in detail is about the character herself, and the environment that formed her. Where does she come from? What made her decide to be a wizard? What did she do to become a wizard? What great foe or other driving conflict motivated her to engage in wizardry? These are the questions that form a solid base for a character, and if you have answers for them, I'd be most interested in seeing them worked into the background section.

sci300768 Stuck being sane. Since: Aug, 2021
Stuck being sane.
#205: Aug 28th 2021 at 9:42:59 AM

Expanded upon the background.

I have no idea what to put here, oh well!
whizzerd Transcender of Gender from Scotland Since: Oct, 2010 Relationship Status: I'm just high on the world
Transcender of Gender
#206: Aug 28th 2021 at 9:58:18 AM

Here's another signup for Ol' Liz while we're at it:

  • Name: Koushiro Izumi
  • Franchise: Digimon
  • Age: 10
  • Race: Human
  • Appearance: Small in size, big in brain.
  • Alignment: Neutral Good
  • Class: Mage (Wizard)
  • Personality: An excessively polite and soft-spoken boy, due in large part to his difficulties with social situations. Though kind and well-mannered, Koushiro has a habit of focusing on his interests at the expense of the world around him, which can make him come off as insensitive or as if he's ignoring others. He doesn't mean anything by it of course, and often acts for the sake of everyone's well-being. Having recently learned that he's adopted, Koushiro has taken a vaunted interest in deciphering mysteries and learning more about the world- a way of projecting his desire to learn more about himself.
  • Skills: Koushiro is very intelligent and observant, especially for a child his age. What he lacks in social skills, he makes up for with his wealth of general knowledge and his experience in the arcane fields. He's also been taught how to make basic outdoor meals as preparation for his pilgrimage, alongside other survival skills like fishing, basic first aid, and campfire preparation.
  • Powers and Abilities: Koushiro is capable of harnessing magic through the use of his Psyodex. Aside from that, he's a regular young boy.
  • Equipment:
    • Psyodex: A powerful codex that formed itself from holy magic when Koushiro and Tentomon first met. It channels magic between Koushiro and Tentomon, allowing the latter to transform into a stronger form. It also has a couple of spells besides that:
      • Magical Mapping: Koushiro is capable of using his Psyodex to visualise the latent magical energies that run through Foteinigi, essentially allowing him to conjure up maps. The detailing of said maps is dependant on the amount of magical energies that run through the corresponding areas; little to no magical energies will result in a hazy or outright blank map. This has the added benefits of alerting him to the presence of magical creatures or objects, and of the use of illusionary magic.
      • Holy Light: This minor spell causes the Psyodex to emit a beam of light, illuminating the surroundings much like a regular torch. The light is holy in nature, making it a potential deterrent against unholy-aligned magic and/or creatures.
      • Void Barrier: This spell will create a bubble of magic, up to the the size of an average room, that conceals the presence of any living beings inside of it. This only works to confound outside observers on a visual and magical level; they would still be able to hear, smell, taste, or use other potential senses to detect beings inside the bubble. Also, the bubble cannot be moved from its original creation point.
      • Enforced Transformation: If in an area with high magical potency, Koushiro is capable of channeling that magic through his Psyodex and into Tentomon, allowing him to transform into Kabuterimon whilst bypassing the usual requirements of Koushiro being in danger and/or having sufficient amounts of energy. As with Tentomon's usual transformation, this magical channeling can only be used once per day, and only in the aforementioned magical hot spots.
    • Besides his Psyodex, Koushiro also carries a decent amount of coin and some gear for a single person to survive outdoors, including a bedroll, fishing tackle, a canvas shelter, a first aid kit, and a backpack to store all of the above. All provided by the sponsors of his pilgrimage.
  • Background: Koushiro is the son of a vaunted mage who, unfortunately, met an untimely demise alongside his wife when their boat ran afoul of a storm and sank. Koushiro was a baby at the time and was being taken care of by distant relatives in Toride, who took him in and raised him as their own. Said relatives are members of the Psyomon Academia, and Koushiro in turn took an interest in studying Psyomon.
    Then, when Koushiro was nine years old, a Psyomon by the name of Tentomon appeared through a planar fissure and proclaimed himself to be Koushiro's partner. A Psyomon bonding with a mage is an exceedingly rare event only spoken of in legend- so, naturally, this was a very big deal for the Academia. In the legend, the nine children who bonded with Psyomon then left for the Psyoworld in order to save both worlds- as such, for the next year, Koushiro went through training to prepare himself should history repeat itself. It was during this time that he happened to overhear his parents talking about him being adopted, which shocked Koushiro into distancing himself from them while focusing even deeper on his own studies and training.
    Eventually, the Academia decided that they'd taught Koushiro all that they could, and the next step was to send him on a pilgrimage; not only to learn how to survive out in the wild (which is what the Psyoworld was like, by all Psyomon accounts), but in the hopes of strengthening his magical bond with Tentomon while the Academia busied themselves with searching for other bonded mages. This is how Koushiro and Tentomon come to find themselves in the USA, nothing but curiosity driving them to their next unknown destination.
  • Additional Notes: N/A


  • Name: Tentomon
  • Franchise: Digimon
  • Age: Unknown, but acts the same age (if not a little older) as Koushiro.
  • Race: Digimon Psyomon
  • Appearance: A friendlier bug monster you won't ever meet.
  • Alignment: Neutral Good
  • Class: Familiar (Interplanar Magical Creature)
  • Personality: Tentomon likes to think that he's as smart as his partner, but the reality is that he's something of a dunce- on top of that, he's a foreigner to Foteinigi and still hasn't learned all of its customs. He is, however, much more social and tactful than Koushiro, so the two balance each other out well. He's unquestionably loyal to Koushiro and will protect him by any means necessary- that said, he will call out Koushiro if the boy acts in an insensitive manner.
  • Skills: He's spent most of his life surviving out in the wild, so it's something that he's accustomed to. He's also used to fighting, though he's only received a year of formal training in it.
  • Powers and Abilities:
    • Petit Thunder: Tentomon amplifies static electricity with its rapid wingbeats, then unleashes it in a weak burst of lightning.
    • Flight: He can fly for the same length of time that he can walk. He's not strong enough to carry Koushiro with him, but if Koushiro (or someone of equal weight) were to fall from a high place then Tentomon could soften the fall to non-dangerous levels.
    • Psyomon Transformation: With the power from Koushiro's Psyodex, Tentomon can temporarily transform into Kabuterimon.
      • Now standing at about ten feet, Kabuterimon has enhanced strength, an iron-like carapace, can maneuvre swiftly with his wings, and can easily carry an average-sized adult (or two children). His Petit Thunder is also upgraded to Mega Blaster, a large ball of electricity.
      • Transformation requires a great amount of energy. As a general rule, Tentomon can transform once a day if involved in a battle, or twice if performing less strenuous tasks- and that's assuming he's been adequately fed and rested. Any more than that, then not only does he risk transforming back prematurely, but he'll be out of commission for the rest of the day.
      • The Academia have theorised that there are higher levels of transformation that Tentomon is capable of. Though this has yet to be proven true, part of the reason for their pilgrimage is to research into the matter.
  • Equipment: N/A
  • Background: The second that he popped out of his egg as a Babumon, Tentomon knew that there was a child out there waiting for him. He spent his life as a Babumon and Motimon surviving in the Psyoworld, until the fateful day where he heard a voice calling to him from the other side of a planar fissure. He slipped between the worlds and finally met his partner Koushiro, whom he's been travelling Foteinigi with ever since.
  • Additional Notes: Tentomon is the grown form of Motimon. It's possible for him to revert to his Motimon form, but it would only ever happen if he expended an immense amount of energy- something that he is (currently) incapable of.


  • Name: Psyomon, short for Psyonic Monsters.
  • Territories: Psyomon live on an alternate plane composed entirely of magic; one that resembles Foteinigi superficially, but with many magically-formed landmarks- spires of light, lakes of fire, floating islands, etc.- to mark it as different. Individual Psyomon can be found anywhere in Foteinigi where the planar barriers between Foteinigi and the Psyoworld are particularly thin, allowing Psyomon to pass through. Toride of Onogoro-shima houses the largest academia dedicated to the research of Psyomon, thus a higher abundance of Psyomon can be found there.
  • Biology:
    • Psyomon have physical bodies that are composed entirely of magic. Because of this, when a Psyomon gathers enough energy, it is able to re-configure itself into a new, more powerful form, a process entitled "Psyomon Transformation". Psyomon will accumulate this energy through the natural process of growing older- thus, the Psyomon's stages of transformation are roughly equivalent to a human's phases of growth (baby, toddler, child, adult, etc.). Certain unique circumstances- such as bonding with a wizard, as is the case between Tentomon and Koushiro- can lead to a Psyomon using holy magic to transform temporarily into a more powerful form, before regressing to their 'default' form once their energy has been expired.
    • Another result of their magical composition is that Psyomon come in many, many, many different forms. There are no set rules for what a Psyomon looks like, nor how it will look after it transforms. Cho-Hakkaimon alone has leading Psyomon experts stumped to this day.
    • When a Psyomon dies, either due to old age or injury, its body dissolves into raw magic that, eventually, is reformed into an egg that will hatch into a new Psyomon. In other words, Psyomon are eternally reincarnated, occasionally retaining the memories of their past lives. However, if a Psyomon dies with another Psyomon in the vicinity, that other Psyomon can absorb the raw magic into its own body, permanently cutting off the reincarnation cycle.
  • Culture:
    • While some Psyomon are animalistic in nature (and many are animalistic in appearance) most are sapient and have unique personalities. The more animalistic Psyomon place great importance on territory, and will become violent and protective if they perceive their territory to be threatened.
    • Psyomon have their own written code, but not a spoken language. One of the strange properties of Psyomon is their propensity for picking up the local languages at an accelerated rate: for example, a Psyomon living in Meropis could pick up the Meropian languages in a matter of weeks; one who lives in the wild could learn to communicate with the wildlife in a matter of days.
    • Due to the above points, there's a distinct divide between animalistic Psyomon who prefer to live in the wild, and sapient Psyomon who integrate themselves seamlessly into Foteinigi's cities and cultures.
  • Short History: Accounts and sightings of Psyomon have existed for as long as there have been people to witness them, as have debates about whether any given depiction of a strange monster is a Psyomon or something else entirely. Though it's long been known that Psyomon can travel to Foteinigi, vice versa is not possible. There is a single exception to this rule that's detailed in the well-known Tale of the Destined; centuries ago, when a disaster threatened both Foteinigi and the Psyoworld, nine children bonded themselves with Psyomon and then disappeared into the Psyoworld, using the holy magic bestowed upon them to fight back against an overwhelming tide of darkness. This legend is the basis upon which all modern Psyomon studies are based, with the Toride school of Psyomon Academia focused on finding those who can bond themselves to Psyomon in the same way that the Destined once did.

Edited by whizzerd on Aug 12th 2022 at 11:14:46 AM

they/them || "Forgive me, regent of queer amphibians" - Lt.BGob
LizardOfAus Since: Feb, 2010
#207: Aug 29th 2021 at 2:20:44 PM

A most prodigious signup, Whizzerd. Izzy and Tentomon are accepted both.

As for sci300768... I appreciate the fact that you've tried to expand the background but I can't help feeling much of what you've put would belong in the personality section if you had added one as Whizzerd suggested. Not to mention you repeat yourself on a couple of points, like the fact that it's an uphill struggle for your character to keep sane.

If you can provide more detail about the world itself that she's from, maybe then I could see why it's justified in being its own world. Otherwise, I'm not seeing much reason she couldn't have been born and raised on Foteinigi.

Edited by LizardOfAus on Aug 29th 2021 at 10:26:08 AM

ZodanTheUnbounceable from Everywhere, Nowhere, Somewhere Since: Jul, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
#208: Sep 4th 2021 at 6:04:02 PM

  • Name: Ilulu
  • Franchise: Miss Kobayashi’s Dragon Maid
  • Age: At least several thousand years old (Appearance: late teens/early adulthood)
  • Race: Dragon
  • Appearance: While her true form as a dragon has seldom been seen in its entirety, what has been briefly glimpsed resembles a large, bestial creature composed of pink flames. In her disguised, “human” form, Ilulu resembles a rather short young woman with pink hair, curved horns, claws, a spiral-shaped tail and absurdly unbalanced proportions.
  • Alignment: Chaotic Evil
  • Class: Berserker
  • Personality: A member of an extremist sect of the Chaos Dragon Faction, Ilulu is a violent fanatic who believes humans (and other human-like species) are the enemy of all dragonkind. She tends to lash out at things she doesn’t understand and has trouble processing whatever contradicts her worldview. That being said, Ilulu does possess a natural curiosity and is perfectly friendly to species that her extremist group have not labeled as enemies.
  • Skills:
    • Tracking: Ilulu’s enhanced sense of smell and keen tracking ability allows her to hunt down nearly any target she sets her mind to.
    • Hand-To-Hand Combat
    • Magic: Dragons possess natural magic aptitude, capable of performing many of the same spells as a human wizard or sorcerer. Notably, dragons are capable of performing spells unaided that would normally require a magic circle or runes if performed by a human.
      • Magic Blasts: Most dragons in the Chaos Faction show an ability to concentrate magical energy into large blasts of destructive force. This is distinct from their breath weapon in that the blasts can be fired from their claws and do not need to be of the dragon’s preferred element.
    • Magic Sensing: Dragons can sense the magical power of other creatures, as well as detect spells being cast nearby.
    • Absolutely Annihilating Everything In A Several-Mile Radius: Not a skill per se, but essentially the only thing she was raised to do.
  • Powers and Abilities:
    • Flight
    • Ageless Immortality
    • Poison Flame: As expected for a dragon, Ilulu can breathe fire. Ilulu’s fire is contained in a dragon-specific organ within her upper torso, a red glow from which is the only warning one will get before Ilulu unleashes a torrent of flames. Unique to Ilulu, her fire breath contains a corrosive toxin that will both poison and melt nearly anything it comes into contact with. Ilulu is capable of producing enough flames in one breath to level several city blocks at once if provoked into doing so.
    • Superhuman Strength, Durability and Speed: Ilulu possesses the extraordinary strength expected of a young adult dragon, far surpassing most humans or comparable creatures. Similarly, most comparable dragons from the Chaos Faction are fast enough to clear hundreds of feet within mere moments, and Ilulu is no exception. Ilulu’s durability allows her to survive attacks from opponents that can deal out damage comparable to or exceeding her own attacks, even surviving fights with stronger dragons than herself.
    • Shapeshifting: All dragons can use magic to transform into a human shape, though Ilulu is particularly bad at this spell. Her lack of skill with shapeshifting causes her to retain her tail and claws in human form, and is also to blame for her utterly absurd proportions. As it stands, she’s even bad at creating proper hands for herself and prefers to keep her claws out regardless of how much they understandably terrify everyone around her.
    • Perception Blocking: Since dragon horns are both visually distinct and magically powerful, this spell makes Ilulu impossible to detect magically. The spell essentially renders Ilulu’s magic undetectable to other magical beings, though her horns are still visible. She isn’t skilled enough to render part of herself invisible yet.
    • Translation Spell: A basic spell that allows Ilulu to understand and speak nearly any other language she may encounter.
    • Gender Changing Spell: Ilulu knows a magic spell capable of altering someone’s physical gender to disguise them…though she only knows the one way. Ilulu can change a female creature into its male equivalent, but not the other way around. Fortunately, it wears off after a few days, depending on how tired Ilulu was when she first cast it.
    • Toxin: Dragon tails contain a potent toxin if their meat is consumed, though it’s also said that they have life-prolonging properties if the poison is removed through proper culinary preparation. This is generally understood to not be an easy or particularly safe process.
    • Spit (Seriously): Dragon saliva contains natural disinfecting and healing-accelerating properties, allowing it to sanitize wounds and prompt faster recovery.
    • Regeneration: Dragons are capable of using magic to regrow severed body parts relatively quickly, with the time required depending on the actual damage done. Some dragons can regrow a severed tail within seconds, though doing this requires magic and may tire them out if used too often in quick succession.
    • Portals: Ilulu can create portals between two points in space, even between realms, though this requires a significant amount of power and can’t be used if she’s too fatigued.
    • Extremely Acute Senses: A dragon’s sense of smell is keen enough to detect the scent of another person on someone who was merely in the room with said person. Useful for both hunting food and tracking enemies.
    • Immunity to disease: Dragon bodies naturally repel harmful microorganisms, and as such they cannot get sick.
    • Sleep Immunity: Dragons do not require nightly sleep and can go untold years without it.
    • Magic Absorption: Ilulu can absorb magic from another creature, consume fire or eat other flammable materials in order to replenish her own supply of magic energy.
  • Equipment:
    • Claws: Ilulu’s main form of combat when not simply incinerating her opponent with her Poison Flame.
    • Cloak: Due to Ilulu’s poor shapeshifting skill, she is unable to transform her dragon form’s scales into human clothing like most dragons would. As such, unlike most dragons, she has to keep human clothing with her to wear while transformed.
  • Background: Ilulu was raised from childhood by a group of extremist dragons belonging to the Chaos Faction. Having been told from birth that humans and their dragon protectors from the Harmony Faction are her mortal enemies, Ilulu acts as a living weapon of mass destruction for the extremists. Even among the Chaos Faction, a group of dragons rebelling against the gods and waging war on humanity, Ilulu’s sect is seen as particularly violent and fanatical. Upon hearing rumors that Tohru, daughter of the Chaos Faction’s Emperor Damocles was living peacefully with a human woman on Onogoro Island, Ilulu went to investigate in blatant violation of both Factions’ pacts to never allow their war to spill over there. Though the Emperor of Demise’s daughter won the ensuing fight, she chose not to kill Ilulu, instead dropping her through a portal to parts unknown.

Edited by ZodanTheUnbounceable on Oct 20th 2021 at 7:35:54 AM

This post is sponsored by Amalgam Comics.
LizardOfAus Since: Feb, 2010
#209: Sep 7th 2021 at 12:58:47 PM

Alright, I'll have to think about how to scale future fights, but aside from that, everything seems to be in order. Accepted

Dezmo WOAH Since: Jan, 2011
WOAH
#210: Sep 7th 2021 at 4:41:57 PM

  • Name: Spyro
  • Franchise: Spyro the Dragon (pulls from the Original series/Reignited, The Legend of Spyro and Skylanders. Mostly the Original Series/Reignited though)
  • Age: 15
  • Race: Dragon
  • Appearance:As a Dragon, or as a Human, Spyro's all fired up!
  • Alignment: Neutral Good
  • Class: Dragon Mage
  • Personality: Spyro is a headstrong and courageous young dragon, with a fiery personality that perfectly matches his fire breathing abilities. His courageous nature (and perpetual lack of caution) means that he'll charge into situations without giving them a second thought. Indeed, his confidence tends to step over into cockiness. For all his confidence, though, Spyro does have his moments of level headedness, and is overall a good natured kid-a hero through and through, always ready to go out of his way to lend a helping claw or stand up to whatever jerk is causing trouble for everyone else. Spyro also has a real playful side to him as well-he's all for healthy competition and banter, and always ready for an impromptu challenge. Spyro tends to decry romance in all its forms, though he secretly (or not so secretly) has a soft spot for a certain Faun from Avalar...
  • Skills:
    • Dragon Kata-a specialized form of draconic martial arts that focuses on a dragon's natural strengths-using their horns and tails-in order to break and pierce through an enemy's armor and defenses.
  • Powers and Abilities:
    • Dragon Powers: Spyro, as a dragon, possesses greater strength and senses than the average human, as well as razor sharp claws and fangs. He's not as durable as other dragons are though (outside of his thick skull, to his perpetual chagrin). Other powers and abilities his draconic nature grants him are:
      • Shapeshifting: Spyro has the ability to shift between his natural Dragon form and a Human form that allows him better blend in with non-dragon races. Seeing as Spyro has spent practically all his life in Dragon form though, he's not quite comfortable shifting entirely over to human-his human form still retains his horns and claws, and he'll often have his tail and wings at the ready as well.
      • Charging: Spyro has both a sturdy pair of horns and a very hard head, and both of these together means that Spyro can perform a mighty charge that allows him to plow through his enemies, metal chests, boulders and all sorts of objects with ease. He can also use his charge to travel at high speeds while on the ground.
      • Flight: As a Dragon, Spyro has been gifted with a pair of wings capable of flight (no gliding here). In the air, Spyro is a speedy and capable flyer, capable of performing tight aerial turns and stunts.
    • Magic-Dragons are creatures that are capable of absorbing and storing large amounts of magic, magic they can channel into all kinds of spells and magical constructs. Purple Dragons like Spyro have a special ability though-they naturally generate their own magic. Spyro is young, but his magic capabilities are quickly growing, and thanks to some special training he's been undergoing with the Magic Crafters, Spyro's got some handy spells handy with the potential to learn many many more.
      • Portal: With this spell, Spyro can create a portal to any location, though at this point he only knows how to create portals to places he's already been to.
      • Cyclone: This spell allows Spyro to summon a raging cyclone capable of sweeping his enemies away.
      • Dragon Breath: Like most dragons, Spyro is capable of breathing the natural elements-and like his name would suggest, Spyro's natural breath type is fire. Thanks to Spyro's greater magical abilities though, he's picked up the ability to use more than one type of dragon breath. He can use these breaths in both his dragon and human forms.
        • Fire: Spyro's natural breath type, and the one he has the most experience with. He can spit a continuous stream of blistering hot dragon fire from his mouth, and even spit concentrated fireballs that can explode on impact.
        • Ice: With his ice breath, Spyro is capable of freezing enemies in their tracks and lobbing freezing snowballs at enemies.
        • Lightning: With this breath power, Spyro can breath out bolts of deadly lightning. Anyone wearing metal best be prepared for a real nasty shock.
        • Water: With this breath, Spyro can spit out a continuous geyser of water capable of drenching enemies and dousing fires. This breath also allows him to breathe indefinitely underwater, and create bubbles capable of trapping weaker enemies.
  • Equipment:
    • Pouch of Holding: An enchanted pouch of holding that currently holds an obscene amount of gemstones, food (meat for Spyro and butterflies for Sparx), and Spyro's journal (a gift from Elora).
  • Background:
    • Long ago, a small portion of the Harmony faction of dragons made their home in a kingdom on the continent of Meropis that, in this day and age, has long since lost it's name-it is now only known as the Forgotten Kingdom. The Dragons were the maintainers of the kingdom's magic-they helped connect the kingdom's magic portals, they created spells, they brought enchanted flora to life, ect. One day, a group of humans wandered into the kingdom and accidentally angered the Kingdom's Monarch, a vain, powerful and foolish reptile known only as the Sorceress. The dragons stood up for the humans, and in response the Sorceress banished both dragons and humans to the other side of the world and closed the Forgotten Kingdoms off from the rest of the world with a magical mist. The Dragons and Humans ended up in a remote mountain range of Atlantis that is now known as the Dragon Realms. The Dragons, unable to contact the rest of dragon kind, set up shop there and split into 5 clans-The Artisans, the Peace Keepers, the Magic Crafters, the Beast Makers, and the Dream Weavers. The Humans, feeling themselves indebted to the Dragons, decided to stay by their side. Inspired by the dragon's mastery of flight, these humans would develop hot air balloons and go on to become the Balloonist tribe.
    • Time passes, and in the present day, the 5 clans of the Dragon Realm were experiencing an age of peace and prosperity-that is, until one tactless dragon (Looking at you, Lindar) insulted the Gnorc Warlord Gnasy Gnorc. Enraged at being called ugly (which is honestly an understatement), Gnasty cast a powerful spell that trapped every Dragon in the Dragon Realms in a prison of crystal-every dragon except young Spyro. Spyro, who had been raised communally by the dragons of the Artisan clan, was the youngest dragon in all the Realms and was so small that the spell flew right over him. Spyro, with help from his best friend Sparx the Dragonfly, then stepped up to take on Gnasty Gnorc, defeating his Gnorc army (Gnasty had transformed gems from the Dragon's treasure hoard into soldiers for his cause) and rescuing every last dragon in the realm before personally torching Gnasty himself. Hailed as a hero by the 5 clans, Spyro was soon called upon by the denizens of the Kingdom of Avalar to rid them of the short-tempered and short statured Riptoc wizard Ripto-which he did with gusto, bringing peace to the various peoples of Avalar in the process. A hero twice over now, Spyro soon found himself visiting the Forgotten Kingdom on a rescue mission-the Sorceress, the magic of her kingdom close to fading altogether, had hatched a wicked plot to steal 150 dragon eggs from the Dragon Realm in the dead of night. At first Spyro and co had assumed her plan was to steal the eggs merely so that the newborn dragons could bring magic back to the Forgotten Kingdom, but her real plan was much more monstrous-she planned to kill the baby dragons and tear off their wings so she could use them in a spell to make her immortal, while her kingdom faded around her. Enraged, Spyro stormed her tower and, in the ensuing fight, dropped her in a vat of lava with prejudice. And when that didn't work, he dropped her in a vat of acid. With the Sorceress well and truly dead, and the baby dragons rescued, the spell keeping the Forgotten Kingdom separate from the rest of the continent of Meropis was lifted, allowing the denizens of the Forgotten Kingdom to reconnect with the outside world. This also allowed the Dragons of the Dragon Realms to finally revisit their old homeland, allowing the magic to slowly return to the kingdom. There was another run in with Ripto as well when he tried (and failed) to kidnap the Dragonflies of the Dragon Realm, but that was handled pretty quickly. Also, Spyro was involved in an intergalactic racing tournament once. There were aliens, some mutant bandicoots, mad scientists, it was a wild time. He and the Bandicoots still keep in touch.
    • Thanks to Spyro, the Dragons of the Dragon Realm were able to reconnect to the greater Harmony Faction-though not all is glad tidings. The Harmony representatives have brought news that a dangerous extremist of the Chaos Faction is loose somewhere in Atlantis, and has recently gotten into a fight with the daughter of the head of the Chaos Faction. Both factions want to bring this extremist in, but they've lost her trail after the fight. Spyro agrees to join the search, and so out he sets from the Dragon Realms into the greater continent of Atlantis, on a quest they may unveil more about himself than he ever could have dreamed.

And where would Spyro be without his sidekick Sparx?

  • Name: Sparx the Dragonfly
  • Franchise: Spyro the Dragon
  • Age': 15 (Which is young adulthood for Sparx's breed of dragonfly)
  • Race': Magic Dragonfly
  • Appearance: Number One Sidekick
  • Alignment: Neutral Good
  • Class: Pint-Sized Protector
  • Personality: Sparx is a truly loyal friend, always sticking by Spyro's side to help him out of whatever trouble he's found himself in. He's always ready to help, though he won't hesitate to throw the occasional snark his best friend's way.
  • Biography: Sparx the Dragonfly is Spyro's best friend and constant companion, and they've been together since they were both hatchlings. Dragonflies in the Dragon Realms hold special protective powers, and are usually assigned to young dragons to protect them until they grow older and are able to defend themselves. With all the trouble Spyro finds himself in, Sparx has stuck around though, and together they've weathered several adventures.
  • Powers:
    • Shielding: Sparx is capable of protecting a person (usually Spyro) from damage for 4 hits, before he'll high tail it out of the fight to recover. To bring him back, you just have to have a butterfly (Sparx's favorite food) ready, as butterflies help restore his protective powers. Every additional butterfly he eats restores an extra hit point.
    • Treasure Sense: Sparx has the ability to point out and locate any gemstone in the nearby vicinity. Makes collecting treasure for a hoard (or to pay off Moneybags) a breeze.
    • Dragonfly Fire: Sparx is capable of breathing balls of fire himself, though due to his small size, they're only effective against enemies his size.

LizardOfAus Since: Feb, 2010
#211: Sep 8th 2021 at 1:58:18 AM

Ooo, the canons are merging right from the signup sheet! How exciting.

Now, the picture for Sparx is broken, and we'll figure out the Bandicoot stuff later, but other than that, everything looks to be in working order. Accepted.

CrystalMemoria Since: Aug, 2017
#212: Sep 24th 2021 at 6:36:33 AM

Hey, guys! It's been a while, but I'm thinking about rejoining the RP! Is it OK if I use a new character for it instead of using Emi and Shuka (Since it's been so long they probably kind of faded into nothingness ^^;)?

LizardOfAus Since: Feb, 2010
#213: Sep 24th 2021 at 6:44:40 AM

Absolutely. We'd love to have you back aboard no matter who you go with.

CrystalMemoria Since: Aug, 2017
#214: Sep 24th 2021 at 7:34:53 AM

Awesome, thank you! I just watched Star Wars Visions and thought that my favorite character from it could be a really good fit, actually! I don't know much about Star Wars, but Visions seems to be non-canon anyway, so I can probably make do.

SPOILERS FOR STAR WARS: VISIONS EPISODE 3 "THE TWINS" BELOW. YOU HAVE BEEN WARNED.


Name: Karre

Franchise: Star Wars Visions

Age: 18

Race: Magically-created Human (Created through the Force)

Appearance: A young man with light, platinum blonde hair, and blue eyes. He wears a white, long-sleeved shirt with a black vest, black pants, and black boots. He carries a special blade at his side that glows light blue and pink.

Alignment: He's really uncertain of his own alignment at this point, trying to discover his own path after separating himself from the dark side. Maybe Neutral Good?

Class: Mage Knight

Personality: Karre is a young man that cares for his sister greatly, and seems to care about his droid, R-DUO, in canon. He is also shown to be rather strong-willed, doing what he thinks is right, even if it were to completely separate him from everything he knows. So what we can determine from him is that he's a rather good guy despite his upbringing. He isn't reckless, but he will take action once he's given the initiative.

He is shown to doubt himself at times, but with the beginning of his new journey in his life, he seems to be stepping forward as a hopeful young man that wants to discover his true meaning in life.

Skills: Swordsmanship, meditation

Powers and Abilities:

The Force: Karre has a strong connection to a mysterious power known as the Force, a power that exists in every living being and thing, although only those that have a strong enough connection to it can wield it. It can be used to perform telekinesis, which Karre seems to be very skilled with.

However, his connection with the Force other than that is currently shaky, as he has just begun changing from the dark side of the Force to the light side of the Force. As such, he cannot access darker Force powers such as Force Lightning (The ability to shoot out lightning).

He can also receive Force Visions, allowing him to see things that may happen. HOWEVER, please note that I would leave this entirely up to the GM outside of background information. If the GM chooses that Karre can have a vision, I will work with it, but I will not force one myself.

He also has some kind of connection to his sister, Am, being able to sense her life force even after the two have separated.

He also has the classic Mind Trick, the ability to use the Force on the weak minded to persuade them into things (Example: Opening a door, letting Karre pass when he shouldn't normally be allowed to) although naturally it's up to the GM and the players whether it actually has an effect.

Increased Athleticism and Reflexes: Thanks to his training, as well as his connection to the Force, Karre is deft, fast, and quick to maneuver himself in a fight.

Equipment: A saber of light (light saber) powered by a magical Kyber Crystal (a rare crystal with a strong connection to the Force, and they're used to create lightsabers), a pouch containing basic supplies

Background: Karre and his twin sister Am were created from the dark side of the Force, meant to bring 'order' to the world with their dark powers. They were raised strictly by a group meaning to bring back a dark empire that once held great power, and were raised with that specific goal in mind (as well as their 'order' ideal). Although Karre was raised for this purpose, he began to question it all when he received a vision. That vision? His own sister dying from their first mission, to use magical, dark armor to destroy entire islands, entire kingdoms. The armor would go out of control, and the energy from it would kill her.

Karre couldn't handle that, and chose to steal the magical weapon's power source, a single Kyber Crystal, which has a strong connection to the Force. When he did, however, he was caught. His sister, Am, tried to get him to return the crystal and say that she could overlook this foolishness, but he refused. He knew he needed to get the crystal away from her, and take it someplace, anyplace else. He discarded his armor, choosing to turn away from everything he ever knew, for the sake of saving his sister.

The two siblings came to a clash, fighting over the Kyber Crystal. It's then that Karre tried to tell Am the truth, that he saw her die in that vision and that it was the reason he tried to save her. She, however, balked at the foolishness, telling him that she doesn't fear death. And so, during the fight, she placed the crystal into her armor.

The two clashed, and Karre managed to break the crystal and defeat his sister despite his fears and doubts, before the two were separated.

Karre couldn't return to be with his sister, but he knows she's still alive out there. He journeys not only to find her and get her to realize there's more to their lives than what they were created for, but to find his own personal meaning.

As such, he travels. He travels, and travels, and who knows where the wind will take him...?

Additional Notes: Karre is from Star Wars Visions Episode 3, The Twins. He has no confirmed age as far as I know, I just grabbed an age I thought sounded good. Overall there's not much to work with, but I really want to use him even if I don't know a lot about Star Wars.

Edited by CrystalMemoria on Sep 25th 2021 at 8:27:26 AM

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#215: Sep 24th 2021 at 10:59:58 AM

The people of Yuen-Ensi lost this war months ago. You have been broken. Scattered, hunted, defated! By me... I wish I could tell you it was difficult. It wasn't. We are one step ahead, always. The Citadel is under our control. And soon, the Auditorium. We, alongside the Harbinger, share the same goal. We fight not just for the glory of the Forerunners, but for the will of our general Atriox! But, without challenge, I grew lost. Weary. Alone. Buuuuuut, here you now stand. This is my last fight. A true test of legends. Our story will outlive us both. SET A FIRE IN YOUR HEART, SPARTAN! BARE YOUR FANGS! FIGHT HARD! ...Die well.


  • Name: John 117, the Master Chief of the Spartan Order.

  • Franchise: Halo

  • Age: Approximately late 30s to early 40s.

  • Race: Human

  • Appearance: A 7ft tall heavily armoured human in olive green armour, with an orange visor on his helmet. The number 117 is carved into his magitek-enhanced armour.

  • Alignment: Lawful Good.

  • Class: Paladin/Spartan

  • Personality: A stoic soldier who has seen years of combat under the auspices of the nation of Yuen-Ensi's Spartan Order, the Master Chief usually keeps a cool head under fire and is trained to adapt to any situation. Outside of combat, he may be a bit stiff, but his nothing if not professional, and it is usually his machine-spirit, Cortana, that tends to break the ice for the Spartan.

  • Skills:
    • Hand-to-Hand Combat
    • Marksmanship: The Master Chief is capable of using most firearms proficiently, and with accuracy. This includes such things as rifles, hand cannons, repeater guns, buckshot cannons, and heavy fire-spear cannons.
    • Swordsmanship: Chief also has experience in using close-quarters combat weapons, learnt on the field from his various fights against the Covenant. In particular, he is quite skilled with their light-fire blades, allowing him to stand toe-to-toe against other swordsmen.
    • Tactical Acuity: The Master Chief's experience in war has allowed him to become not just a fierce warrior, but a capable leader in his own right. He can determine weaknesses on enemies and using knowledge of his allies can possibly coordinate effective strikes to eliminate those enemies.
  • Powers and Abilities:
    • Super-Strength: The Spartans of Yuen-Ensi have been gifted with strength that wouldn't look out of place on larger species, allowing them to flip over heavy objects that are as heavy as an elephant almost istantly.
    • Situational Awareness: There is an awareness spell etched into the helmet of the Spartan armours allowing the Spartan to accurately guess enemy formations near him, even if he can't see them.
    • Adaptive Crosshairs: Chief's armour can magically interact with any ranged weapon he can pick up, allowing him to use it at any range that the weapon is intended for without needing to remove his helmet.
    • The Sword of Mercy: The machine-spirit known as Cortana can interface with structures and objecs made from magical technologies, allowing the Master Chief to infiltrate compounds such as these. There are also rumours that this machine-spirit can allow him to "reclaim" a lost legacy for humanity.
    • Protection Charms: The suit has also been gifted with charms and spells intended to protect from damage until they can recharge. This also includes staving off any injuries he may incur. However, John is not invulnerable, so he is encouraged to use cover whenever necessary.

  • Equipment:
    • Mjolnir Armour: They say that the Spartans' armours are forged from the metal of the hammer belonging to one of the gods. In a sense, it is, as it has been magically-infused with protection spells allowing it to shrug off a decent amount of damage with shields born from lightning, and it also contains a suite of enhancements in order to augment its Spartan wearer. This includes a spell to isolate local movement, a tactical directory intended to infrom the wearer of its loadout, and a place to hold the machine-spirit entrusted to the Master Chief in the fina days of Reach, called Cortana.
      • Automatic Rifle: Created by Misriah gunsmiths, this weapon has the ability to fire multiple metal slugs at a target, akin to hailfire in its fire rate. The weapon itself is versatile at a number of ranges, though it tends to perform somewhere in the medium-to-close-range area of combat.
      • Handgun: Intended to complement the main rifle used by the Chief, this handy little gun is designed to fire weak, yet accurate shots. It also makes a decent bludgeon weapon for the Chief.
      • Light-fire sword: Pilfered from a fallen Sangheilon warrior, this weapon is normally just a handle, but thanks to the magicks reverse-engineered by the Covenant in their belief of the Forerunners, two sharp and hot blades of fire will burn brightly once the weapon is activated, making a somewhat lethal weapon in the hands of a skilled warrior.
      • Shield-spell Cartridge: Meant to be used as an emergency cover shield, this tiny device has the capability to shield the Chief from heavy attacks. However, it should be noted that the magic contained in this device is somewhat powerful, and thus necessitates a recharge time that takes minutes.

  • Background: The Spartans were the elite warriors that hailed from Reach, one of the most prominent cities of the nation of Yuen-Ensi. Trained from a young age to fight against the ruthless Covenant of the Forerunners, they were recently crippled by a devastating attack on Reach, and now only one of them is known to survive: The Master Chief of the Spartan Order. Since then, the lone warrior has been wandering the realm, helping any survivors that he can fend off the monsters that ravaged the only home he's known, before and during the years against the Covenant. Entrusted with the machine-spirit known as Cortana before the Fall of Reach, he has been tasked with finding the keys to his people's salvation, though the odds of overcoming this are unlikely. His duty is to his people, but he is not above helping those in need and enlisting his services to those who do. His enemies known him as the Demon, the one who will stop at nothing to prevent their Great Journey. There are rumours, however, that the people he was recruited by want him and his fellow Spartans from the Order to "reclaim" a great weapon, thought lost to time. Whether those rumours are true, though, remains to be seen.

Additional Notes: Okay I know I'm playing fast and loose with what I know about Halo, but dammit if I'm not tempted to play as the legendary Spartan. Hopefully this works well! Armour design was lifted from Halo Infinite, while general story details are from the original Bungie trilogy.

Spelunking through a Halo Ring is something else...
LizardOfAus Since: Feb, 2010
#216: Sep 24th 2021 at 1:57:42 PM

Well, both of these are...very much unexpected, and are gonna give me a heck of a time trying to integrate their lore into the game world. But hey, I'm up for the challenge.

Accepted. Two player slots remain.

Cutegirl920fire CG for short from NYC apparently (Rule of Three) Relationship Status: Paris holds the key to my heart
CG for short
#218: Sep 24th 2021 at 8:20:04 PM

Hmm, this sounds interesting and since you have a slot open... well... time for the character! Though note, this one will be an Historical Domain Character, but I'm using a fictional version of her and I'll be screwing some things around with history. If that's still a problem, I'll make another character.


  • Name: Marie Antoinette
  • Franchise: The Fate Series
  • Age: 24 (when her pre-Servant life ended; she's not sure how age works with Servants, so she usually goes by that number when asked about her age)
  • Race: Servant
  • Appearance:
  • Alignment: Neutral Good
  • Class: Mage
  • Personality:
    • She's a joyful, bubbly woman who's basically in a good mood all of the time. She'll occasionally talk in a singy-way and is the most likely person to lighten up almost everyone else. The only time she'll break out of her cheerful disposition is when someone asks about her past; if that happens, Marie will become more somber and quiet, often reflecting on her past's darker moments and her daughter. She rarely answers any questions about her past.
    • Marie is selfless; she'll help others no questions asked and give her food and money to the more unfortunate even if she's low on those things herself. This is best demonstrated with children as she'll take care of them and protect them — this is due to the fact she was a mother and still has her maternal instincts.
    • She's always on the move, trying to explore and discover everything. She can't even sit still and has to get up and move around.
    • If any argument breaks out, she'll try to reason with and calm down whoever's involved in arguments.
    • She essentially sees the best in people, however, there are a few exceptions to that rule — very evil people, rapists, sadistic torturers, and child abusers. The last of which she takes the most issue with and will be merciless with them.
    • During battle, she prefers to use less lethal methods when dealing with Mooks but for more serious and evil enemies, she'll actively help out with the fight.
  • Skills:
    • Walking Map: Living a nomadic lifestyle, she has memorized maps front to back and is skilled at giving out directions.
    • Cooking: She's a decent cook, being able to cook meals on the go.
    • Riding: Marie is a talented rider, being able to ride/mount anything - from horses to cars to even dragons!
    • Singing: Marie has a gifted voice, being able to entice others with its beauty. In fact, as a Servant, her voice has gained supernatural components.
  • Powers and Abilities:
    • Light Manipulation: Marie can create light through mana and this can manifest in several ways; to be used as glorified candles, bright sparkles that'll blind opponents, morph into crystals, or as any form of light-based attacks.
    • Crystal Manipulation: Through either light or her mana, Marie can create crystals and be able to use them in several ways — having more light sources, using said crystals as weapons and creating mounts.note  with them
    • Timbre of Regality: An enchanted lullaby that'll calm negative emotions and strengthen positive emotions.
    • Contract Creation: Marie 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 - the longest Marie had is around a year.
    • Magic Sense: Marie'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 - she prefers to visit mana-heavy places as a result.
    • Spirit Form: In this form, she becomes invisible and intangible, with most beings being unable to see her. She takes this form to take in more mana or as a quick escape plan.
    • Regeneration: Marie 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.
  • Equipment:
    • A large, light grey satchel that she carries around. It contains several maps, a pot, bottles of water, some cooking utensils, and food ingredients.
    • Alongside that is an old book that serves as an encyclopedia for Servants called "The Guide to Masterhood". She carries this in her satchel and reads it to better understand her nature.
  • Background:
    • Marie was born an Archduchess of the Holy Light Kingdom, which was located in Kumari Kandam. Despite her status, she lived a simple life, spending time with her older sisters and singing. Since she was a child, she was often nicknamed the "Crystal Princess" due to her beauty and elegance.
    • However, in order to create an alliance with the Frankland Kingdom, her mother - the Holy Light Queen - married her off to the Frankland King's grandson, Louis Auguste at the age of 17. They were expected to bear the heir for the throne yet due to the two not being interested in each other, they didn't do the deed. This brought severe pressure unto Marie as bearing the heir meant whether or not her marriage and thus the alliance will be annulled. However, shortly after the death of the Frankland King and Auguste ascending to the throne, they consummated the marriage which led to Marie becoming pregnant. On a harsh winter, she gave birth to a daughter named Therese. Marie loved Therese dearly, trying to spend most of her spare time with her despite the demanding role as queen. The said role got even more demanding as the economy crashed several months later due to the aforementioned winter wrecking crops beyond use and raising food prices to the point that the poor could barely afford them.
    • As a result of the economic crash, the Frankland citizens became angry at their King and Queen, especially since most of the royal family were having lavish parties while they suffered. Marie did anything she can do to help such as donating money and convincing the nobles to stop partying, but it wasn't enough as she wasn't experienced enough to deal with the economic crash. By early summer, the citizens had enough and began a revolution. They stormed the Aurelia Palace, where the royal family lived, in order to overthrow Auguste. Marie and her family were taken to be placed inside the Temple Prison. There, she was forcibly separated from Therese and never saw her daughter again. A few days later, she was trialed for her supposed lack of involvement in helping the citizens, which was false. Marie tried defending herself but it was no use; the trial was rigged to where she'll be declared guilty no matter what. She was sentenced to be executed by beheading and it was carried out the next day.
    • Then, several decades later, Marie was summoned as a Servant for the first time. Her first Master, a sickly magician stricken by an unremovable curse that's killing him. He only gave her one command - to be by his side in his last days. Marie complied, bringing joy and happiness to a dying man while learning the basics of being a Servant. Just before the Master died, he cut off his contract, gave her his copy of "The Guide to Masterhood" and told her to explore all of Foteinigi to see its beauty, a dream he was unable to achieve due to his curse. Thus, Marie started anew as a nomadic Servant, exploring Foteinigi, taking on several jobs and contracts from temporary Masters. She never stayed in one place for long, she'll always be on her next destination. Until she discovered anything, she won't rest.


Servant Race Infomation:

  • Name: Servants
  • Territories: They have no official territory, as they can be summoned anywhere. However, Servants are most likely to be found in areas with high mana.
  • Biology:
    • Servants are essentially spirit familiars. They were people who made an impact of any kind on Foteinigi's history long ago, whether they're genius inventors, talented writers, or righteous kings. Their physical appearance usually reflects the prime of their life such as a famed warrior appearing in their 20's as a Servant with all of their strength even though they lived to their 70's.
    • They don't need to eat, drink, or sleep, although they can do these things for recreational purposes. Every Servant has Magic Sense, Mana Absorption, Regeneration, enhanced durability and strength, and a Spirit Formnote  while individual Servants have unique supernatural abilities that reflect them. Servants are also very mana-dependant, as mana is their anchor to the world. If they don't take in enough mana, they'll disappear forever (they can't be resummoned). If either their head or heart is destroyed, they'll disappear as well.
    • In order to be summoned, a magician must have a summoning circle and a Catalyst on hand - Catalysts are objects that are connected to the Servant in question (i.e a piece of a sword once wielded by a king). In order to make a contract with the Servant, the magician must acknowledge their roles which creates a link for the contract to be formalized.
  • Culture:
    • The main purpose of a Servant is to serve their Master, a magician who made a contract with them. They obey their Master's orders, which can be reinforced by Command Spells - a type of spell that'll force an order that the Servant is physically incapable of disobeying but it has to be used sparely due to each Master only having 3. A Master can use a Servant in many ways - as a companion, a weapon, guardian/protector, an advisor, or a maid that does domestic duties.
    • However, due to Servants being mana-intensive, most Masters tend to be temporary with someone providing enough mana to be a permanent Master appearing once in a blue moon. As a result, a majority of Servants tend to wander around looking for a Master and/or just trying to live their lives out.

Edited by Cutegirl920fire on Sep 25th 2021 at 7:18:23 AM

Victor of HGS S320 | "There's rosemary, that's for remembrance. Pray you, love, remember."
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#219: Sep 24th 2021 at 8:43:53 PM

Fancy seeing you here! Think you may want to know that your image links are broken. Try removing everything in the URL after the file extension.

Edit: after, not before, sorry.

Edited by darksidevoid on Sep 24th 2021 at 12:00:22 PM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Cutegirl920fire CG for short from NYC apparently (Rule of Three) Relationship Status: Paris holds the key to my heart
CG for short
#220: Sep 24th 2021 at 8:58:52 PM

[up] Ayy, cool to see you too Void. Fixed the broken image examples too [tup]

Victor of HGS S320 | "There's rosemary, that's for remembrance. Pray you, love, remember."
LizardOfAus Since: Feb, 2010
#221: Sep 25th 2021 at 10:49:04 AM

Well, all of this is going to be interesting to incorporate. Nonetheless, the signup checks out, and so I say onto thee Accepted.

Skooter910 Since: Apr, 2016 Relationship Status: Browsing the selection
#222: Oct 15th 2021 at 4:02:27 PM

Name: Zagreus

Franchise: Hades

Age: Immortal (appears mid-20's)

Race: God (1/4th human)

Appearence: Shakes his hair out, sexily

Alignment: Chaotic good

Class: Fighter

Personality: Despite looking like an edgy nightmare, Zagreus is almost unfailingly polite to everyone he meets. He generally talks to anyone, even those who should be below him as prince of the Underworld, as an equal and friend. Thanks to being basically unkillable, he doesn't even hold being attacked against people that much. They'd need to have a good reason, obviously, but if someone manages to send him back to spawn, he's willing to be a good sport about it all.

Some might go so far as to say that Zagreus is too nice. When someone seems to be having a problem, Zagreus tends to want to fix it. Even if he's told not to interfere or bother, it's hard for Zagreus to just accept unfortunate circumstances. So, he often ends up taking risks just to make others happier.

Along with his politeness, Zagreus is often very cheeky. He's usually ready with a sarcastic quip, or self-deprecating humor. He doesn't think much of himself, other than his fighting abilities. Due to constantly being berated by his father growing up, Zagreus is fully aware that he's not the best or the brightest, but he's definitely good with a sword.

As demonstrated by Zagreus's numerous attempts to get to the surface, he's stubborn as hell. This is partially out of spite, because despite being so nice, when someone pisses Zagreus off enough, he can drop his politeness and become a real pain in the ass for people rude enough. He also tends to be rash, jumping in without fully thinking through the consequences.

He also is so sheltered by living in the Underworld he has no idea what birds are, among other things.

Skills:

  • Weapon Proficiencies: Trained by Achilles himself, Zagreus is skilled in using a wide variety of weapons. These include the sword, spear, shield, bows and arrows, guns, and unarmed combat. His main fighting style mostly revolves around being quick, avoiding attacks and chipping away at enemies while circling around them.

Powers and Abilities:

  • Immortality: As a god, Zagreus can't be permanently killed. While there are ways of stopping him from being a problem (such as cutting him up into pieces and scattering them to the point that he can't regenerate). When defeated in battle, Zagreus just gets sent back to whatever location he'd first arrived in to regenerate.

  • Fire-Resistance: While not completely immune to fire or lava, Zagreus can resist damage briefly. Basically, he can stand on lava for about five seconds before he starts burning. After that, it can kill him rather easily.

  • Dashing: A sort of short-length teleportation ability. Zagreus is capable of moving as he says 'a blade's length' away. Since he's teleporting, he's invulnerable for the few seconds it takes to dash. He can also use this ability to move through corners or pillars, things he can see around. He can't go through a wall or a door since he can't know if he'll make it to the other side.

  • Mirror of Night: A gift from Zagreus's adopted mother, Nyx, this mirror allows Zagreus to magically improve his abilities. Unfortunately, this mirror didn't come with him, so he's stuck with the upgrades he's already unlocked:

    • Stubborn Defiance: Once per fight, Zagreus is capable of just not dying. When taking a fatal hit, Zagreus instead heals some of his wounds and can continue fighting.

    • Abyssal Blood: When Zagreus's bloodstones are stuck in a foe, they cause the enemy to become slightly slower and weaker. This effect lasts the few seconds it takes for the stones to be dislodged.

    • Ruthless Reflex: If Zagreus dashes immediately before getting hit, he briefly becomes shrouded from damage. Any attacks against him are much harder to land for a few seconds.

Equipment:

  • Stygius, the Blade of the Underworld: One of the Infernal Arms from the Underworld's armory, Stygius is the sword that came with Zagreus. Instead of being kept in a scabbard, it is summoned from the aether when Zagreus intends to attack something. When thrust into the ground, it creates a small shockwave that hurts anything around Zagreus. Like all of the Infernal Arms, Stygius has several aspects. These aspects are pieces of previous or future wielders that Zagreus can tap into to change how he uses Stygius. These can't be changed during a battle.

    • Aspect of Zagreus: The fastest aspect, when wielding this Zagreus's agility is slightly improved.

    • Aspect of Nemesis: After using his special move (hitting the ground to attack those around him) Zagreus's next attack is more likely to hit a vital spot.

    • Aspect of Poseidon: Using the special attack immediately dislodges any bloodstones stuck in an enemy.

    • Aspect of Arthur: Stygius becomes much longer and heavier, therefore has better reach and stronger attacks but is much slower as a consequence. The special attack creates a holy aura where Zagreus plants the sword. This aura protects himself and his allies from damage and slows projectiles.

  • Bloodstones: A unique type of weapon that is the closest thing to magic Zagreus can do. Summoned from his own blood, these weapons take the form of large gemstones that are sent flying towards opponents. When they hit, they become stuck in the enemy for a few seconds before falling back to the ground. Zagreus can use this three times before he needs to pick them back up to reuse. While they have no intrinsic elemental charge, Zagreus can partner with someone else to infuse them with magic so that they can take on new properties depending on what spell is used.

  • Pierced Butterfly: A keepsake given to Zagreus by Thanatos. This keepsake makes Zagreus more powerful for every battle he leaves without taking any damage.

Background: There are many terrors to be found in the Underworld. The hellhound Cerberus that guards the gates is a legend even amongst the living. The horrific boatman Charon will not let any pass the River Styx without paying first. Innumerable shades haunt the various sections, ready to battle any intruder who dares disturb their eternal rest.

And yet, there is one being fiercer and more dangerous than any other. One monster whose reputation of slaughtering the shades eternally has managed to make it to the surface, if only to be whispered of between those who care to learn about their eventual fate.

This being is known as Zagreus, the flame-footed. To the shades, he is a cruel beast who slays them despite it being futile. They will always come back, as will he to slaughter them once again.

To those that take up residence in the House of Hades, deep in Tartarus, Zagreus is the personable and excitable son of Hades.

For most of Zag’s life, he was told that his father and mother were the god of the Underworld, Hades, and the goddess of night, Nyx. While Nyx was perfectly loving and caring, Hades was always cold and dismissive of his son.

There seemed to be some kind of wall between the two, which was certainly not helped by the fact that Zagreus was terrible at learning how to help the Underworld’s bureaucracy, unable to deal with the boredom. He much preferred learning to fight from Achilles, the shade of a hero who was employed in the House to be his tutor.

It was fortunate that he had been taught, once he discovered a certain letter. When searching through his father’s desk, Zagreus stumbled across the last message from Persephone, his birth mother.

Realizing that he’d been lied to, Zagreus decided that he had to venture out of the Underworld to meet her. This was made difficult since his father had more than enough shades to stop Zagreus’s progress immensely. For a long time, Zagreus could only stubbornly fight to escape the Underground and find his mother. Even after many generations of humans passed on the surface, he never gave up the fight.

  • Additional Notes: While useless on the surface, Zagreus has a cthonic companion, Battie, that was given to him by his partner Meg.

Edited by Skooter910 on Oct 18th 2021 at 2:28:39 PM

I say that aloud too sometimes, just: "man, no life."
Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#223: Oct 15th 2021 at 5:12:42 PM

new character hype?


  • Name: Razputin “Raz” “Goggalor” “Putie” Aquato
  • Franchise: Psychonauts
  • Age: 10 (and a bit!)
  • Race: Human/Psyker
  • Appearance: Stands at a teeny 4'4". Head is as large as his dreams (and his brain, duh!) His psychic powers tend to be tinted an orangeish hue, laced with a vibrant green.
  • Alignment: Dorkish Good Bean
  • Class: Psyker; eclectic mix of psionic projectile/AOE attacks along with sporadic flippy dodge moves and massive telekinetic slappy hands.
  • Personality: Razputin is a dynamo of energy and perseverance, a smart-talking cool kid with a dorky edge typical of the usual hyperactive and somewhat smug ten-year-old boys he thoroughly embodies. Kind at heart, he's dedicated to becoming a heroic “Psychonaut” in order to fight and save alongside the bigwig psykers of fame, though his young age and distinctly unsubtle method for solving problems oftentimes ends up causing problems instead. Though humbled by recent mishaps of his own doing, Raz is still a kid at heart, and as supercharged of a brain he has he's still prone to making naïve mistakes.
  • Skills: Raz is a nimble, acrobatic kid thanks to his childhood raised in the circus, and he is exceptionally adept with balance and trapeze along with general movement skills that can make him incredibly difficult to hit. His time spent researching psykers and their papers on the psychic world also help him identify common mental problems in those he investigates, and he has quite the trivia brain fueling his decisions. Raz is also empathetic by nature, and can often identify problems in people externally with little more than a hunch—and though oftentimes crucially wrong in some important detail, he's good enough to approach issues from roughly the right angle.
  • Powers and Abilities: Generally speaking, Raz has a formidably powerful mind that is quick to adapt to new abilities, with powerful psychic shields preventing outside forces from invading his headspace without considerable difficulty. Raz's brain is ever-changing and able to house many psychic powers, though not always at the same time—it is probably for the better that he's usually limited to one or two abilities to switch between on the fly and having to pause and shuffle his brain around in order to access the others.
    • PSI-Punch: One of the first uses of his powers Raz learned to use, a simple one-two-three combo of punches and slaps bolstered by massive psychic hands that help extend his otherwise tiny reach. These punches are powerful enough to knock foes thrice his size flying with enough windup, and can even break through weakened walls and other thin surfaces. This power is also related to Raz's TK, which is detailed further below.
    • PSI-Blast: Raz's ranged power of choice, this psychic shot originates from the center of his admittedly aberrantly-scaled cranium and can be fired off rapidly in order to pepper his opponents with searing psionic energy, only having to pause to rest his noggin for short intervals every five blasts or so. Thanks to training with this power, his blasts have gained the trait of ricocheting off of the first solid surface they impact, allowing Raz to bounce his blasts off of walls and around corners if need be.
    • Pyrokinesis: Technically a form of pyrogenesis, this power allows Raz to increase the temperature of a specific area he's concentrating on in order to engulf it in flame, including inanimate objects and very animate people/animals. Many squirrels were harmed during his practice with this ability, but he is now able to concentrate for extra-long in order to increase the radius of his flames from a single target to a small collected group at a time.
    • Clairvoyance: The ability to see through eyes that are not his. With only light concentration, Raz can borrow the perception of any nearby creature with the power of sight; granted so long as they are within his line of sight. With this, he is able to perceive how others view the world around them, to either hilarious or useful results—if a person he uses clairvoyance on has special abilities regarding their sight, Raz will also temporarily be able to see with them for the duration of his hijacking.
    • Levitation/PSI-Float: A purely movement-based ability, Raz is able to conjure a “thought bubble” in his hand and use it as a form of glider by holding it aloft his head, slowing his falls and allowing him to cross longer distances (although it literally pops after a short amount of time unless there's a decent updraft fueling it, in which case it'll swell and last longer). Raz can also use this same thought bubble to ride around on beneath him as a sort-of balancing act, and by carefully running backwards on it can reach tremendous speeds and concuss himself on low-hanging tree branches leap tremendous bounds. When used in conjunction with his gliding, Raz can cross truly spectacular gaps, and even in his daily acrobatics he can manifest a smaller one-off bubble to leap off of as a platform in the air—a veritable “double jump”, if you will.
    • Hydrokinesis: Raz cannot swim. For the most part. Thanks to a curse referred to by his family as the “Hand of Galochio”, Raz was previously incapable of entering large bodies of water without being dragged in by a psychic spectre of a monstrous hand. Thanks to overcoming the curse, however, the hand now assists him in watery situations—instead pulling him safely to shore before he can drown even if he's unconscious. It also likes to wave at him in greeting now, and he's considered the idea of playing poker with it more than once before.
    • Telekinesis: The ability to remotely pick up objects roughly around the user's size or smaller, and either carefully manoeuvre them elsewhere or toss them haphazardly towards their enemies. Raz's TK manifests as a large translucent hand of psychic energy, an extension of his melee-based PSI-Punch—and is in fact a physical conjuration, meaning it can be interrupted or fought against. For lighter applications of telekinesis—for example, on smaller handheld objects—only a psionic aura is present around the item in question, instead of the full-sized spectral hand. Unlike the dual-handed PSI-Punch, Raz can only conjure one hand at a time when using TK, most likely due to the concentration he requires to maintain it for prolonged periods of time.
  • Equipment:
    • Psycho-Portal: A tiny wooden door that is tuned to psychic frequencies. Raz can plonk these onto someone's head, put on his Very Important Goggles, and then zap his astral projection inside of their mind in order to explore it. His body (along with the other person's) is rendered unconscious while he's projecting, but if his astral projection sustains enough punishment it'll merely rubber-band back into his real form with only a minor headache and a chance of soiled underwear as punishment.
    • Smelling Salts: Scented herbs and spices mixed with a few enchantments that can cancel a psyker's astral projection, either to save themselves from the aforementioned headaches/soiled underwear or simply to give themselves time to breathe. They can also help break a psyker out of forced illusions, but only if they're aware enough to think to use them.
    • Goggles: They look cool. 'Nuff said. They also go all swirly when he's entering minds. They make Raz feel like a real Psychonaut and stuff.
    • Journal: An eclectic journal of eclectic experiences Raz eclectically ecollects. He often updates it with his random thoughts on situations or of people he encounters. He hopes to have it published for general consumption in the near future. A super-cool Psychonautical autobiography! With pictures! Hand-illustrated, of course.
  • Background: Raised in the Aquato Family Circus from birth, Razputin was trained to be an acrobatic wonderkid along with the rest of his siblings, and due to his family's apparent opposition to psychics he decided to train his natural psionic abilities in private by himself. After receiving an invitation from a mysterious figure about a psychic kids' training camp, he immediately stole the circus' World's Smallest Pony and fled to the camp in order to utilize his abilities to the full and without fear of rejection. After uncovering a sinister brain-hijacking plot, Raz was then promoted to the rank of an honorary Psychonaut (intern) and soon called on for a new mission at the Psychonauts' main headquarters. After uncovering two more sinister plots on the way there and after arriving proper (all of this occurred within three days) Raz has finally been made a Junior Psychonaut—now sent out into the world on what was supposed to be an accompanied mission but what has quickly turned out to be his first solo mission instead. The guy who was meant to be taking care of him exploded while trying to wrestle a bear on Raz's behalf. Which is just typical.

Edited by Enirboreh on Oct 19th 2021 at 5:39:37 PM

bork
LizardOfAus Since: Feb, 2010
#224: Oct 18th 2021 at 3:50:22 PM

Accepted both. The original post has been updated with everyone's characters.

As the previous two were current players switching out their characters, no change has been made to the current player count. One slot remains.

MacDuffy from Enies Lobby Since: Jun, 2011 Relationship Status: Drift compatible
#225: Oct 27th 2021 at 3:03:25 PM

Name: Monkey D. Luffy

Franchise: One Piece

Age: 19

Race: Human...?

Appearance:5"8. Dress can vary, but the consistent elements are typically a knee-length pair of shorts with a waist sash, a vest, and a straw hat.

Alignment: Chaotic Good

Class: Pirate

Personality: Lively and Energetic, Luffy is constantly seeking adventure and excitement in everything he does. It's very difficult to bring down his mood, even in the most tense of situations. He's also very open about how he thinks and feels about people, for better and for worse. In spite of his generally jovial nature, he has strong convictions, and a firm sense of right and wrong. Luffy will not hesitate to do what he thinks is right, and once he sets his mind to something, it takes a great deal of effort to get him to stop or slow down.

Skills: Luffy, trained from a young age by tough-as-nails hardasses, is inhumanly tough and strong even without taking into account his rubber body. While he isn't disciplined in any sort of martial art, he has an innate knack for hand-to-hand combat and is capable of using his powers in creative ways to overcome obstacles in his path. Luffy is also incredibly charismatic: His smile and cheery attitude are both quite infectious, and he seems to have an innate ability to make comrades of most anyone he meets.

Powers and Abilities:

-The Gum-Gum Fruit: Luffy, after consuming one of the legendary Devil Fruits, has attained a body of solid rubber. He can stretch his body across incredible distances, like a large rubber band, allowing him to traverse very quickly and (sometimes) effectively. He is able to use the elasticity of his body in a large variety of ways in combat as well, such as stretching his arm and snapping it with a huge amount of force, inflating himself to deflect projectiles, or even using his legs and arms as pumps to massively increase the speed of his blood flow, something his rubber heart is able to handle. His rubber body, naturally, also makes him completely immune to electrical attacks. However, all this power comes with a price: Those who imbibe in the Devil's Fruit become hated by the sea, which means Luffy is no longer able to swim. In fact, if he is at-least knee-deep in seawater, his energy rapidly drains and he becomes unable to move. Ore infused with the spirit of the sea, known as Sea Prism Stone, is also able to bypass his powers and directly hurt him.

-Haki: Alongside his rubber powers, Luffy has mastery over an ability innate to all humans, known as Haki. Haki functions similarly to concepts such as ki or chi: it allows him to project his indomitable will upon the world around him. For Luffy, it comes in three forms: Armament Haki, which Luffy can use to form a sort of psychic armor around his body that strengthens his blows and absorbs the blows of his opponents. Observation Haki, which Luffy uses to sense the presence of things around him, even when he can't see them. Finally, there is the mysterious Conquerer's Haki, which allows Luffy to project his will upon others, straight-up knocking out weak-willed individuals and giving off an aura of pressure to those whose wills are stronger. He can also infuse this Haki into his attacks as well, tearing up his opponents' insides with punches that don't even touch them.

-Other: Due to incidents in his past, Luffy is immune to all but the most instantly fatal of poisons. Such poisons also only make him violently ill, instead of outright killing him.

Equipment: Luffy's only notable piece of equipment is the straw hat he keeps with him at all times. This hat is Luffy's most precious belonging, and he refuses to let anybody touch it except those he most deeply trusts.

Background: Monkey D. Luffy captains a notorious crew of seafarers known as the Straw Hat Pirates. One day, on their voyage along the world's equator, the Straw Hats passed into a mysterious fog. The weather soon grew rough- cataclysmic, even, but the Straw Hats were all skilled sailors, and held their own with all their might. During the chaos, however, Luffy was knocked overboard and plunged into the sea. Unable to swim, too weak to think, darkness quickly overtook the captain as he sunk deeper into the depths below....

When next he saw light, Luffy awoke to find himself on the shore of an unknown land, with nary a sign of his crew or his ship. Even in this dire situation, Luffy caught whiff of the salty scent of adventure, hopped to his feet, dusted himself off and set out to find civilization. No matter where he was, he would find himself back to his ship and his crew, one way or another.

Edited by MacDuffy on Oct 27th 2021 at 3:10:52 AM


Total posts: 299
Top