Follow TV Tropes

Following

The Good, The Bad, And The Spandex III: Electric Boogaloo (Interest/Signup Thread)

Go To

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#26: Feb 18th 2019 at 5:30:37 PM

  • Mikoto Hirschbaum
  • Fiona, Monkey Queen
  • The Doom Alchemist

The above characters are hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:11:15 AM

I wear the skin of the Elder Things, having come unto my own.
Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#27: Feb 19th 2019 at 3:36:17 AM

Doing these two together for efficiency's sake. That and I'm sharing their background section with the other.


Rine & Kyxe

  • Identity: Rine Anok, Public Identity, Anti-Hero/Neutralnote 
  • Abilities:
    • Powers:
      • Plasma Generation: A rellan's natural predilection is for flashy lights and equally flashy fights, and so their biology has actively developed so as to incorporate natural species-wide ‘superpowers’ in the form of plasma generation. By focusing their body's electrical potential to fournote  symmetrical hollow sacs located in the abdomen, the rellan in question can rapidly heat the trapped air up so as to cause a matter state shift of the matter into plasma. With their thin skin and a specialized vein system separate to that of their blood's, the rellan can pump this substance around and even out out of their bodies in the form of a volatile, white-hot material—which can be either shaped into constructs or simply expelled as destructive projectiles. The source and conversion process from air into this specific kind of plasma is largely unknown even to the rellan themselves; and as such the so-called ‘Hardlight’ is unique to their kind and their kind alone. Rine personally utilizes his innate plasma powers for use in constructing scimitars and other such bladed weaponry—although also taking advantage of shield barriers and powerful shots when the time arises. Rine's natural birth abnormality has rendered him with an extra set of these Hardlight organs than is the usual, allowing him to form larger quantities of plasma in a short period of time without succumbing to burnout like most of his fellows. The innate rellan power to produce and pump white-hot plasma around and out of their body also gives them the natural advantage of being completely fireproof.
      • Glottal Warblers: More a trait than a conventional ability, Rine along with his alien brethren all have three slits in the skin on either side of their necks, which appear relatively minor and inconspicuous when closed. However, a rellan can choose to open these slits up, to which they can then access a variety of inhuman screeches, warbles, roars and growls, almost all of which are necessary in select native languages such as Aentolian. When active, the glottal warblers give Rine a much deeper pitch of voice, and they are also tied into his Hardlight systems, allowing him to direct excess plasma out of the slits in the case of a burnout to better ease his symptoms and lower his body temperature. This "venting" process is not their intended purpose, however, so Rine has to be standing perfectly upright and be allowed some privacy for the utmost concentration—lest he damage the fragile tissues within the slits and render himself permanently unable to speak in his native tongue.
    • Weaknesses:
      • Burnout: A common consequence of a rellan overusing their plasma generation abilities in a very short timeframe. Rapid construct creation of even just a heavy attack can up Rine's internal body temperature considerably—and while his body is naturally resistant to extreme heat on the outside, internally he is just as vulnerable as an ordinary human being. As such, superfluous amounts of Hardlight in his system can cause swelling and congelation of the substance in crucial areas; causing symptoms such as dizziness, bloating, hot flushes, and coughing/choking in more severe cases.
      • Fragility: Rellans are not the most durable of humanoids. Much closer in relation to birds in comparison to humans with hominids, the rellans have a structural system featuring hollow bones and a relatively limited muscle mass—rendering them incapable of ever reaching the same level of physical strength as humans. Though their Hardlight abilities tend to bridge this gap, a burnt-out rellan could easily be snapped in half by even the average human with a solid kick in the right spot; and their comparatively dwarfish stature makes them even easier to pick up and throw around. Athleticism and free running are common practices within the Aentolian military for this exact reason—one wrong move and they could be crushed in an instant by any semi-capable being.
    • Skills:
      • CQC/Athleticism: Rine's family is of the militaristic sort, and so exceptional combat skill is basically mandatory in each and every capable family member for them to even be considered worthy to be seen in public. Rine's specialty is a sporadic and lightning-fast style of swordfighting, however he is also incredibly adept with swift unarmed strikes and extravagant kicks to vital points. Speed and manipulation of confusion is key to both victory and survival for a rellan in combat—utilizing dirty and brutal tactics as well as the most underhanded of trickery in order to defeat their foes. It's not considered uncommon for an Anok like Rine to sear his opponent's face off with a palm full of plasma or impale them with a colossal blade through the chest.
    • Equipment:
      • Cooldown Pills: A splint of specialized medication designed to reduce inflammation and eliminate abundances of Hardlight from a rellan's system for when a situation is too heated for them to vent normally. As of this moment, Rine has seven of these pills on hand—and they usually take about five to ten minutes to even begin to start working.
      • Valen Amulet: A crystalline pendant on a black cord. Rine almost never removes it from its position around his neck. It is of a greenish hue and tends to spike in both brightness and thermal output according to stimulation—either from him or its counterpart around his companion Kyxe Seng's neck. As a result, the pair can keep a constant eye on the other's wellbeing; even being able to send baseline emotions or feelings of comforting warmth across the connection if need be. The amulet gives a nasty shock of plasma to anyone who tries to take it from its owner's possession.
  • Appearance: A short (specifically 5'3") redheaded male of indeterminate age and a thin, bony stature. Rine has sharp features and narrow eyes—the pupils of which are a dead giveaway to his alien nature due to their oversized state in comparison to the rest of his eyeball and their tendency to emit a constant neon-white light from the irises. Like most other rellan, Rine has a pasty white complexion with a slight tinge of blue colouration; a subtle indicator of their similarly azure lifeblood. Though currently wearing traditional Earth clothing,note  Rine's traditional military garb is also a common choice for him; a black longcoat and plain black pants over a pale blue undershirt and a pair of tough boots. In either case, Rine casts an aura of uncanniness and an exclusion from his surroundings—a contrasting presence in looks, body language, and overall behaviour from the others around him. Not that it matters—this is Easton, after all.
  • Personality: A blank faced, often superficial and goal-oriented soldier with a mild hint of ruthlessness and casual violence, Rine is perhaps an example of what a combat-focused society would raise if they somehow managed to forget the ‘sadistic indulgence’ part. Relatively shallow at first glance and environmentally attentive, Rine would be simple to understand if it wasn't for his intensely alien mind that keeps getting in the way; displaying habits such as vehicle hijacking and overthrowing authority due to them being ‘viable’ laws back on his homeworld. Still, there is an underlying curiosity and a lack of bloodlust that makes this normally inexcusable type of personality a little less grating, and Rine's Straight Man tendencies means he often has a comeback for the strange or simply takes it in stride. Outwardly inexpressive to most people, Rine only ever seems to open up and act relaxed whenever he's interacting with his so-called ‘valen’ Kyxe Seng—whom he clearly cares deeply for and would undoubtedly fly into a blind animalistic rage over if her safety was somehow threatened. Tough to make a proper connection with yet unwavering whenever he does, Rine's discipline and suppressed emotions may hide an innermost emotional core and a lust for life—if only one can chip through those walls enough to ever reach it.

  • Identity: Kyxe Seng, Public Identity, Anti-Hero.
  • Abilities:
    • Powers:
      • Plasma Generation: See above. Due to Kyxe's physical shortcomings, she is limited to constructs of a smaller scale and of lessened potency than that of her fellows (and especially Rine). As contrast to this, she's much more refined and incredibly efficient and precise with her applications of Hardlight, and can create such small tools as lockpicks and other such manipulators to assist in situations where cutting down a door with concentrated plasma might be too unsubtle of a strategy. In terms of preferred weaponry, Kyxe uses a variety of throwing daggers in combat; utilizing her precision and knowledge of biological weak spots to create one dangerous and efficient warrior.
      • Glottal Warblers:  Kyxe notably uses these more than Rine in combat due to her case of ‘imbalanced strain discharge’note  often causing her to stumble otherwise even while she's being careful. Kyxe has honed her venting skill to the point where she is one of the few rellan to be able to expel excess heat and steam while at a full sprint—something she can even take advantage of on the battlefield by using it as an improvised smokescreen/irritant for enemy forces.
    • Weaknesses:
      • Burnout: Kyxe's malformed plasma sac makes her more subject to clogged Hardlight organs and overheating than the average Kaydenite, meaning she is incredibly familiar with the symptoms to the point where she's had to learn how to move to safety by herself even when she's practically choking to death on her own excess plasma. Kyxe's burnout limits are so pitiful that it reflects in her fighting style—stab and run to catch her breath before trying to get another shot in again.
      • Fragility: While structurally the same as Rine (barring the obvious male-female differences in strength), Kyxe's disability also carries chronic pain and sensitivity in her lower abdomen; which often renders a well-aimed shot there crippling to her. With sheer willpower and unforgiving training she's managed to build up some tolerance to this, but if she's not mentally prepared or otherwise caught off-guard a solid strike to this sensitive area could crumple her to the ground in an instant.
    • Skills:
      • Stealth Combat: Naturally someone who is legally handicapped in the eyes of Aentolian law cannot be given a typically intense role on the front lines like many of the healthier rellans, and so Kyxe has compromised (and abused loopholes) in order to still take part on the battlefield by more discreet and calculated means. With her lesser amounts of Hardlight making her eyes less of a beacon and carrying an innate improviser's sense, Kyxe's knife skills become legendary when she's given the opportunity to sneak up from behind—and even when caught she is infamously difficult to catch. When in conjunction with Rine, Kyxe can take care of an entirely different batch of enemies while Rine is hacking away elsewhere; using distractions and characteristic rellan trickery to gain advantage over her unaware victims.
    • Equipment:
      • Cooldown Pills: Unlike Rine, who usually only carries a handful for emergencies, Kyxe has an abundance of these pills ready for quick usage in the middle of a fight—prescribed to be twice as strong than the usual dosage while working even quicker to keep her in her best shape. Unfortunately, Rine's dosages are too weak to be effective for her to use when she runs out, and her pills are way too strong for him to be able to take either, so they are limited to their current resources still. As of now, Kyxe has 24 of these extra-strong pills on her person—carrying a separate batch for everyday usage elsewhere.
      • Valen Amulet: A counterpart to Rine's own, and of a more bluish tint. Kyxe treasures this item more than anything else she owns, and regularly uses it as comfort both for her benefit and that of her valen's. Like Rine's, the pendant emits a painful shock to anyone who tried to handle it outside of Rine and herself.
  • Appearance: A slim, beautiful, and somehow even shorter (4'11") rellan woman of again indeterminate age. Kyxe carries the characteristic pallid complexion and visible slits upon the neck that Rine and all other rellan have, although most notably seems a little greyer and sickly in comparison to the rest of her species. With her dirty blonde hair roughly cropped up to the chin (and sometimes even shorter), efficiency seems to take priority over the minutia of her appearance, and like many female rellan in the Aentolian military she rarely bothers herself with looking pristine. Air of professionalism, yet also a heavy tinge of innocent curiosity and gentleness not seen in her more militaristic counterpart. Her clothing—which usually consists either as an almost-identical counterpart to Rine's military outfit or her own Earth-based green shirt and blue jeans—disguises her visible malformation on the lower right of her abdomen; an ugly, dry and shrivelled patch of skin shrunken down to a point and lined with old scars and cracks across its entirety. Needless to say she is ashamed and reluctant to display this to others, and not even her valen has been given permission to see it more than once or twice out of her own self-consciousness.
  • Personality: A kindhearted yet simultaneously fiery and intensely determined individual yearning desperately to live up to the high demands of her society. Kyxe's vulnerability and shame over her old weaknesses are expressed through a furious battle haze that rivals that of even Rine in brutality; however she boasts a much broader range emotionally than her comparatively stagnated partner. With the Seng family being the most humanlike in mind and morals within the city of Aentolin, Kyxe has her soft side that only wishes the best for people, which are latent qualities that attracted Rine to her in the first place barring her aforementioned strength of character. With an innocent curiosity and a great appreciation of beauty and nature, Kyxe's more affectionate side can become rather jarring when compared to her disciplined efficiency and detachment in combat, but even then she has a sense of mercy and high moral standing—often having to intervene to Rine's more ruthless ways if their opponent is someone she and others consider innocent. With a willpower to crush mountains despite her shortcomings, Kyxe aims for the top without any prolonged dwelling on her limits and failures—simply accepting them as it is and continuing to steadfastly climb her way up the military rankings and subsequently ever-deeper into Rine's sense of respect.

  • Mutual Background:
    • Rine Anok and Kyxe Seng are rellans of the planet known as Kayden—the former in particular born to the prestigious House of Anok in the megacity of Aentolin and effectively raised to be the perfect soldier; born with a prized physical condition where he was at a natural advantage for traditional rellan combat and thus intensely trained as soon as he could walk to unleash his full potential on the battlefield. A relatively sensitive and curiously innocent young boy was quickly transformed into a cold, goal-oriented killing machine by the time he reached young adulthood, and Rine was soon known within the local combat school as ‘the most ruthless upcoming militant of his generation’. Perhaps after reaching a dangerously dark place of extreme violence and inner emptiness, Rine soon found solace and a sense of wonder after he met the heiress of the Seng familynote —Kyxe—during a particular sparring session. Amazed by her prowess on the battlefield, Rine soon became an admirer of her achievements at combat skills; something further elevated by his discovery that she was at a severe genetic disadvantagenote  in comparison to her contemporaries. With the goal in mind of both helping her and learning a few things himself, Rine approached his fellow House heir with the proposition of comradeship and mutually beneficial sparring—something she readily accepted after a test of his own skills on the mat. An alliance was formed, and a close friendship soon followed the more the pair spent time with each other.
    • Years have passed since that initial few months of discovery, and now that they are both in the military the pair have effectively cemented their relationship through intense trials and many a brutal battle, culminating especially when Kyxe eventually presented Rine with a crystalline ‘valen pendant’ to signify the closeness of their relationship and an unspoken promise never to let the other go astray.note  Rine accepted this, and since then the pair have been inseparable no matter the situation—fighting back to back almost equally as much as they have cried on each other's shoulders and celebrated together like rellans half their age. The pair have a bond of a special and sacred kind on their homeworld; and one that could never be broken. Until Rine was drafted onto an off-world scouting mission, of course.
    • Needless to say, Kyxe was furious. With a temperament much less disciplined than her significant other, it didn't take much for her to convince (read: force) the primary Council to have her tag along with him—an act of determination that surprised and pleased Rine upon him hearing of it. With their specific goals being largely unknown and the first intergalactic exploration mission ever to be undertaken by the city of Aentolin, the pair are both nervous and excited at the prospect of meeting and interacting with new life. With their destination somewhere within the Gestalt Spiral,note  Rine and Kyxe are expecting an incredibly long journey—one that had in fact started all the way back in 1875 AD in Earth terms and is only now about to finish. With little information to go off of, the first impressions are the most important part for when they land—either they are going to come across as placid negotiators or malevolent invaders regardless of their actual intentions.

Edited by Enirboreh on Feb 19th 2019 at 11:47:40 AM

bork
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#28: Feb 19th 2019 at 5:44:28 PM

  • Rine & Kyxe

The above characters are hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:11:23 AM

I wear the skin of the Elder Things, having come unto my own.
Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#29: Feb 20th 2019 at 5:43:41 AM

  • Identity: Anâraschtah, Public Identity, Neutral. Also calls herself Anâra for simplicity's sake.
  • Abilities:
    • Powers:
      • Angelic Physiology: Or whatever one can refer to it as. Indeed, Anâra's "body" is simply off the mark in a lot of ways. She moves too gracefully and without convincing presence; almost seeming to glide across the ground in some regards. Her form is incandescent yet produces light simultaneously unable to be seen—simply rendered at a significant contrast to her environment without any visible cause as to why. Bulbs spark and break and candles flare up tremendously whenever she gets too close, and an oppressive force is not uncommonly felt by those around her for too long. Being forcefully "invited" into other's homes only brings forth quakes and tremors as time passes and her panic rises—objects flinging about as precious items shatter one by one the longer she feels she is trapped there. Her features are on the cusp between human and inhuman, and her halo is just as physical as her feathery wings—attached securely but by unknown means. Physical attacks do naught but pass straight through her form; the flesh visibly parting yet immediately rejoining once the attack has gone through in its entirely. Only with spiritually-charged attacks or specific high-level magic is one able to actually inflict harm upon her, and indeed is the only way to make her bleed. Anâra's speed and strength is off the charts, and she also boasts complete mastery of her own domain. As such, paralytic effects such as drugs or even psychic freezing can be broken out of by her literally breaking her own body with sheer effort. Wounds heal over with strokes from her feathers, but this can be rendered entirely moot if her wings end up cut off. And as for wings, Anâra can indeed fly if she so wishes—just not to a particularly excellent level when compared to some of the other supers in Easton.
      • Metallic Extrusion: Anâra may choose to extrude large amounts of metal out of her flesh for whatever usage she sees fit—even drastically altering the shape of her biomass to achieve greater efficiency in her constructions. Instances of this are her elongating her arm down to a fine point and converting it into a metallic blade, or simply expelling razor-sharp projectiles from the tips of her wings with little more than a flick. She may coat herself entirely in metal for a makeshift suit of armour, and could effectively burst a lethal spike out of any part of her body without warning if the situation goes awry or if she finds herself too close to an opponent. The only real problem with this ability is that it renders her tangible—physical attacks that would ordinarily slip straight through her would be able to impact and knock her back if it strikes against her metal.
      • Meteorological Influence: The weather in her local area tends to react accordingly to her mood; shifting to cloudy skies whenever she's feeling dismal or pensive, heavy rain when she's distraught or otherwise overly stressed, clear and/or sunny when she's in brighter spirits, and intensely thunderous when her temper rises. Anâra seems to have very little awareness or control over this ability, as it seems to be more connected to her subconscious than being correctly intermingled wit her other powers. This also tends to make Anâra easy to track as a result—any prolonged or rapidly altering atmospheric disturbances can readily be attributed to her wandering about in deep thought in some unfortunate location.
    • Weaknesses: For starters, Anâra's immortality only extends to the physical realm. Beyond that, anyone on or above her level or abnormality can harm her in ways she's simply not used to—quickly overwhelming her due to her lack of experience with getting hurt and rapidly revealing her to be quite weak despite initial appearance. Anâra also suffers from a case of clipped wings that make her clumsy and prone to fatigue in regards to flight—making her rarely able to keep up at altitudes nearing that of commercial flights for very long before she begins to plummet.
    • Equipment: Barring her halo and the clothes on her back, Anâra has nothing of her own to speak of.
  • Appearance: 5'10". Facial features borderline inhuman in appearance, yet still carries a very strange sense of otherworldly beauty. Made even harder to miss due to her aura of invisible light. Wings seem broken and weak, slumped and greyed while occasionally spasming to a small degree. Her halo is irremovable and constant. Her movements are uncanny, as if being puppeteered by some invisible force. The single item of clothing she wears for modesty's sake seems to be attached directly to her form—fused with her skin in such a fashion to suggest that it is perhaps woven from strands of her latent metallic material.
  • Personality: A very quiet, meek, and shy individual who might be considered sweet if it weren't for her stranger traits. Anâra is off in her head perhaps all the time; staring into the horizon in an almost expectant fashion as if she's waiting on some imminent event that she for some reason refuses to tell. She refuses to enter or even approach people's abodes—and if it is somehow forced upon her she becomes extremely distressed and flighty to the point where she may even try to force her way out. Her emotions seem to be kept primarily under a submissive, serene veil—but the drastic changes of weather in accordance to stimuli are more than a passing sign that she truly feels everything very deeply. Anâra seems wise in practicality yet naïve in regards to the world; vocalizing her own philosophical musings from time to time yet genuinely remaining confused at even the prospect of motor cars. Overall, though, Anâra projects an aura of sheer wrongness about her—nearly every word from her mouth screaming falsehoods and her actions laced with an air of ominousness that can't readily be ignored. Whether she's aware of this or simply avoidant of the subject is unknown—though the way she clams up or even completely ignores any questions regarding it is a telltale sign in and of itself. Anâra refuses to explain who she is or where she came from (often relying on phrases such as ‘I am no one that matters’ or something similar), and that along with everything else may explain why she doesn't seem to have made a lot of friends. Though as a silver lining, Anâra apparently adores animals as well as young children—and has even picked up a stray cat to care for fairly recently.
  • Background: Not much is known at all about the so-called Anâraschtah, but what is definite is that she has previously shown up in the past as a variety of historical figures—all equally ambivalent and mysterious as she is now. Easton is a black hole for absurdity and supernatural occurrences, but even the constantly shifting weather focused specifically around the downtown section of the city is an oddity for once. Anâra simply showed up one day, with no parade or grand introduction, and has remained in said downtown district as a thoughtful wanderer apparently not caring for the villains and other forces of evil that surround the city like flies to a fluorescent bulb. Apart from her distinct appearance, Anâraschtah's nature may be pieced together by notable traits she carries from a broad variety of religions and mythology—only for her to say or do something that immediately conflicts with and blows any assumptions about her out of the water. Anâra has become known of to the point where she is considered a bit of an urban legend by the citizens of Easton—even having inadvertently encouraged a few tests of courage amongst teens who dare to enter her territory and proceed to actively hunt for her. Anâra can often be found standing pensively off into the distance on a rooftop or squatting in the street in the pouring rain; always serene and seemingly detached from her surroundings no matter what's going on around her. Occasionally, she sings in a manner reminiscent of a siren whenever's her inclination, which can further act as a beacon to those looking for her (or if she's actively pining for attention).

bork
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#30: Feb 20th 2019 at 4:10:09 PM

  • Anâraschtah

The above character is hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:11:33 AM

I wear the skin of the Elder Things, having come unto my own.
Starbound2 Since: Jan, 2001
#31: Feb 21st 2019 at 9:28:09 PM

  • Identity: Ial Lesson, aka the Thespian, Anti-Villain (known identity)
  • Powers:
    • Exit, Stage Left: The Thespian can create hidden doors or trapdoors in practically any surface, whether it be a wall, a floor, or a ceiling, which "disappear" (or more accurately, return as part of the scenery) behind him after he closes them. He often uses this ability to make a getaway in a quick pinch but can also use it to route around security measures, trap opponents, or drop objects from a room above onto them.
    • Suspension of Disbelief: Any prop which the Thespian uses will appear as the object it is meant to represent to any onlookers; in combination with this Ial is also able to create cardboard cutouts of scenery, landscape, or other background features which appear to be a natural part of the surroundings... though the illusion is broken the moment it's interacted with, toppling it over and revealing it as the cheap decoration it actually is.
    • Ropes and Pulleys: Ial can perform gravity defying feats of acrobatics, seemingly gliding through the air as though he were a stuntman in a Wuxia style film. Fittingly, the image of wires will appear above him connected to his body as he does this... even if he's outside, seemingly extending on into forever.
    • Back By Popular Demand: Even if Ial were to die, he would be able to inexplicably return after a short amount of time, no explanation given.
  • Weaknesses: About as durable as any other human being, really.
  • Skills: Acting, writing, directing, producing, reading others, planning. Excessive speech.
  • Equipment: Ial's favorite form of equipment are objects disguised within other objects or objects with concealed purposes. Favorites include a cane sword, a cane shotgun, an impenetrable umbrella, and a garrote watch.
  • Appearance: A tall and lanky man, about 6', with short black hair hidden underneath a black hat. Has white, Caucasian skin but his facial features are constantly hidden beneath a white comedy mask - not even his eyes show, the mask's eye holes just being a gaping abyss. Always in a striking black tuxedo.
  • Personality: Ial oscillates between highs and lows - he'll wax on dramatically over how if the world's a fiction, then it's an open sandbox and he can do whatever the hell he wants to it, or wane as he contemplates the meaninglessness of being a character who ultimately cannot account for his own actions. Truth be told he's still trying to figure out where he ultimately stands on his particular philosophy of existence, but like hell is he going to avoid enjoying himself until he does.
  • Background: Ial would say his background is meaningless, as much of a construction as he is. However, for the sake of the story, Ial Lesson was once a member of a popular actor's guild in Easton, a star amongst stars even amongst their own who dabbled in just about every form of fictional media one could imagine, in some manner or another. However, several members of the guild dabbled in the occult, toying with forces unknown to them out of curiosity - Ial himself one of them. There he saw it - a tear in the fabric of unreality, a vision of a truth too horrible for him to maintain his sanity for long. All the world's a farce, a fiction, just text on a screen with no greater meaning beyond it. His fellow cult members laid around him as mannequins, dead and no longer human - or never alive in the first place, facsimiles of facsimiles of corpses of persons who he realized never even had their own names, their own faces. The sudden disappearance of so many actors would not go unnoticed, in this fictitious world of his, but even as media scrambled to get the story of a scandalous cult amongst the rich and famous, Ial, a fellow man without a face, stumbled forward into his new role, guided by a strange presence - his author, perhaps?

  • Identity: "The Man Behind the Curtain," true name and identity unknown even to Ial (actually a different Ial Lesson). Neutral, though chaotic neutral would be a better descriptor.
  • Powers: On top of access to his previous powers (save one), the "true Ial" gains the following abilities.
    • Spotlight's On You: Ial can project a bright light onto any person he knows is nearby which, if it's in broad daylight, also has the added effect of darkening the area around them. This light will follow of them regardless of where they go - outside, into buildings, driving off in a vehicle - and will only disappear once they get further than 30 feet away from him. Everyone including NPCs can see this light but if people try to follow it to its source, only the player characters will be able to make it out - a massive grey-irised eye, ethereal in existence but most certainly human. Ial's eyes before his transformation to the Thespian were formerly grey.
    • Dramatic Convention: The illusion magic that allowed Ial to disguise props as real objects is sealed, but in its stead, the very obvious props will now behave with properties identical (or similar to) the objects they are meant to represent - toy guns will fire real bullets (or lasers, or plasma, depending on design), a cardboard sword will slice armor in half, and a prop sun will radiate extreme light and heat which, naturally, Ial is unaffected by.
    • Going Off Script: The purest manifestation of his abilities, this Ial perceives the going ons of the world as they really are - text, giving him seemingly insane reaction speeds to others but what is genuinely the speed of the writer's response. Furthermore, if undisguised Ial can leak his perception of reality into other player characters observing him - reality seeming less solid and more abstract the longer they're exposed to him until they are unable to observe via their senses but rather as text themselves. This wears off a few minutes after getting away from him but the effect can be deeply disorienting or disturbing, depending on the psychology of the character in question. Ial used to be able to read every action and thought written in post but that ability is gone in this incarnation - "I'm quite sure I have quite enough abilities to work with already," is the logic justified for such. Ala player request and GM approval, Ial's ability to read posts is reinstated.
    • Change of Costume: Ial can shapeshift into any humanoid, roughly human sized form. However, his strength and agility remain the same - even if he transforms himself to look like a bodybuilder, for example, he would not have a bodybuilder's muscle.
  • Weaknesses: Same as his other self.
  • Skills: Same as his other self. Dry wit.
  • Equipment: Same as his other self.
  • Appearance: The man hidden behind the Thespian's mask has no face. In its place instead is a swirl of text describing an observing player character's actions right back to them which slowly scrawls itself all over Ial's tuxedo. If observed long enough, they can catch glimpses of their own thoughts, their own biography, everything that's ever been written for them or about them that they themselves would know. Looking down at himself though, Ial sees none of that. If you can call it looking.
  • Personality: Ial loves to be as dramatic as always, but this version of him does not carry nearly the same amount of angst as the present version does over his nonexistence. If anything, he finds it quite enjoyable - it doesn't stop him from bonding or bantering with others, and even the most deadly of situations feel trivial to him. Not exactly villainous despite his similar attitude to his other self - he will side with heroes whenever he feels it's necessary to "keep the conflict interesting."
  • Background: There once was a character named Ial Lesson who was written for another superhero roleplaying game much like this one. He was played with in numerous super RPs, in fact, always aware of himself as a character and always making the most of the situation. And so here is another him, one struggling with reconciling reality or rather the imitation of one with his own identity. So Ial Prime, Ial Original, True Ial, whatever you want to call him, appeared as a disembodied sentience to help him. After all, Ial is not really a person, an actor, a villain, or any of that - he is simply an idea.

Edited by Starbound2 on Mar 8th 2019 at 6:11:00 AM

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#32: Feb 21st 2019 at 9:34:20 PM

  • The Thespian & The Man Behind The Curtain

The above characters are hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:11:51 AM

I wear the skin of the Elder Things, having come unto my own.
TheThespian Ial Lesson from the theatre Since: Apr, 2010
Ial Lesson
#33: Feb 21st 2019 at 9:39:36 PM

Much obliged; and I must say, I do appreciate the expediency.

Please, put on a good show for me.
Taco Since: Jan, 2001
#34: Feb 21st 2019 at 9:46:31 PM

  • Identity: Hanna Camacho, The Rig, Villain
  • Abilities:
    • Powers: No actual superpowers.
    • Weaknesses: No superpowers, and extreme obvious equipment means she's got her work cut out for her dodging the cops.
    • Skills: Hanna is a wizard with cars, behind the wheel or under the hood. She's a damn fine shot too, especially with heavier mounted guns where she has to manage heat and recoil.
    • Equipment:
      • A number of clandestine storage buildings around the city she can stash her vehicles in
      • A set of heavy body armor with a menacing face mask, pointed forward with a horizontal grille
      • A secret underground machine shop hidden in a burned-out warehouse where she can live and work in relative secrecy.
      • The Partyvan, a forward operating base with basic surveillance equipment, solid electronic hardening and stealth devices to keep it secret, and a big old sniper rifle that deploys out the top and uses the whole chassis to not blow Hanna's shoulder off with the recoil.
      • The Killdozer Mk. 2, a bulldozer armored up, powered up with a second engine, and given a fully enclosed cockpit save a set of tank-style slots and a hatch on top. She has a simple rig to control a frontally-mounted machine-gun for it as well.
      • The Clasher, a quadbike upgraded to be able to carry extra gear in a large chest on the back, with a shotgun hard-mounted to the chassis, and of course nitro.
      • The Twosome, a pickup truck with tank treads and a swiveling turret gun on back she never really uses because she needs a gunner.
  • Appearance: Not super fit and not super tall, Hanna would love to be seen only from the other side of a windshield if at all possible.
  • Personality: Hanna is definitely putting in effort to not be so dour now that she has this whole supervillain business to work with and bring in money. She does enjoy her work and is free to geek out about it, but even now she worries about how much power she really has or how much she's really accomplishing as one woman with a ton of resources and gear.
  • Background: Hanna's family are Easton locals who got screwed by the city's growth. They moved into town in the fifties and Hanna grew up in a less-developed part of town above her mom's machine shop. She had a good natural talent for working with machines, but it wasn't to last: a new highway exit was in order for the growing town, and citing eminent domain the city decided that the Camacho machine shop could stand to get torn down. They received a pittance sum in return, and so as a teenager Hanna had to uproot her whole life to move to an even shittier part of town, with no friends but the old mufflers back home. Her first war rig was one of those miniature bulldozers construction contractors use, painted red and driven down the street to fuck up some kids that were mean to her, and it only escalated from there. She realized that no real respectable work was going to get anything done or help her and her family survive, and this new trend of superheroism had her revolved to act. Using kitbashed war rigs and mechanical ingenuity, Hanna made a new career for herself as The Rig, a villain set at undermining the city power structures and corporations that destroyed her life and the lives of so many other innocent people.

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#35: Feb 21st 2019 at 9:53:14 PM

  • The Rig

The above character is hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:12:00 AM

I wear the skin of the Elder Things, having come unto my own.
MichaelDj54 Up on Melancholy hill. from North of Normal, West of Weird Since: Mar, 2010
Up on Melancholy hill.
#36: Feb 22nd 2019 at 3:10:11 PM

  • Identity: Atravilis, Villain.
  • Abilities:
    • '''Powers:
      • Parasitic Body Jacking: Atravilis is capable of taking over a "host" body of anyone who willingly accepts his aid. Once done, he effectively kills the previous personality and uses the body as a walking meat puppet for himself, including memories and what have you.
      • Melanokinesis: As a being made of ink, he's capable of using it for his own whims, usually in the form of causing blades to erupt from his wrists and back for combat, or, really, any part of his body.
      • Life Absorbotion: Atravilis drains the life of anyone he's attached to, adding it to his own life span and discards them once he's done with them.
  • Weaknesses: Atravilis is, however, still a regular blob of sentient ink that can't do much without a host body. However, even that has its downsides. The hosts rot at a surprisingly quick rate and any damage they feel, he feels as well. In addition, his combat ends up shredding up several bodies he's used, often at times uselessly.
  • Skills: A cunning and wicked manipulator, Atravilis enjoys the act of twisting someone under his thumb with promises of power and respect. He's a smooth talking psychopath who enjoys using the memories and abilities of his host bodies to cause as much ire and chaos as he can.
  • Equipment: N/A
  • Appearance: Atravilis in a host's body in advanced stages of corruption and rot. However, This is the last known image of the monster before being pulled into another host body.
  • Personality: Atravilis is a cold, silent psychopath if there ever was one. He enjoys pain and suffering, and being at the epicenter of that gives him a rush that nothing else could offer him. He finds human beings fascinating for their slew of emotions and wishes to use these emotions to learn from them, to harness them and cause as much pain as he could muster. Nothing gives him more joy than having that knowledge he needs to hurt someone that his host is connected to.
  • Background: By all accounts, Atravilis is a low level threat but a threat none the less. Coming into this world on the promises of power, Atravilis began his corruption of humanity by taking a few foolish hosts and using them to spread discord as far and away as he could. Originally, he didn't even need to use the "host" system but did it for the extra layer of pain it would inflict. That however, would change, when he met one such host that managed to fight off his corruption at the start of it and gave him the first instance he had of a fight. Trapped inside of his new host and hating the sensation of being trapped, Atravilis grew hateful and spiteful and once the opportunity presented itself, he tore himself away from his host, but was far from unscarred. He lost the ability to form a body and grew dependent on the need for host forms, but that hatred motivated him and gave him purpose. Initially as a form of a game, he now looked and yearned to corrupt hosts and humans as a whole: Out of blinding, frothing anger that SOMEONE had managed to make a fool out of him. So, he slinks from one human to another, seeking a grand, wondrous way to cause a genocide on the species that dared mock him.

Is it selfish that I'm happy as we pass the setting sun?
NickTheSwing Since: Aug, 2009
#37: Feb 22nd 2019 at 9:55:51 PM

  • Identity: Ian Thornstone, Dr. Zoom / Villain
  • Abilities:
  • Powers:
    • Super-Speed: Due to the experiment that sent him to the present day, he has a differentiated and dangerous personal time line that results in Super-Speed that has a number of caveats and additional effects. He can rot tissue by hyper-accelerating its "time" via touch, he can break down walls by walking through them, and he can slow people down to a crawl in terms of what they experience - if he strikes you with a lightning bolt, it may not affect you like a typical lightning bolt, but if he then injures you, you experience the injury and reaction to it for what feels like an eternity. His Super-Speed in fact comes from altering and enhancing his own personal timeline as opposed to the world around him.
    • Sonic Boom: By snapping his fingers, clapping his hands, or even so much as flicking a finger at someone, the effects can be devastating and immediately dangerous. He can even turn various items deadly by throwing them at insanely high speeds. His favorite is to make the effect of a 25th Century Shotgun (basically shooting huge holes into people) by throwing pebbles at them.
    • Phasing: By simply moving fast enough, he can make most things move directly through him unless they're moving at similar speeds. The chief weakness to this besides is he needs to be in motion to use this ability.
    • High Speed Punch: He can hit insanely hard for someone without super strength - at his maximum power, he can hit you at the speed of light.
    • Required Secondary Powers: He's immune to the degenerative and damaging effects of moving at high speeds, has ripple effect proof memory due to his origin story, and is unaffected personally by any changes to the time stream - even if that would make him an outright paradox of an existence.
  • Weaknesses: Other speedsters can deal with a lot of his more dangerous powers on an equal footing. There's also the fact he can get a little too obsessive. To the extent that it overwrites his rationality. His ego and sadistic tendencies also lend toward not always making the wisest choices.
  • Equipment: Auracite Armor: The cause of all his problems, and also the reason he obtained his powers. His armor is golden yellow and white, though it shoots out red bursts of energy when he's moving super fast. It covers his head except his mouth and hair...
  • Appearance: Ian Thornstone is a rather rough around the edges young man - presently he wears a white short sleeved shirt, jeans, and boots when he's not dressed in his Dr. Zoom outfit. He's got something of a muscular, water polo player type body - signs of aging evident on him, though there are evident indicators he tried to minimalize these. He has ginger red hair, blue eyes with a tellingly rather crazed look to them.
  • Personality: If you asked Ian what he'd like to be doing, he'd say doing his art where - and more to the point when - he came from. But in the course of his typical adrenaline junky behavior in the pursuit of making a new and daring art piece, he wound up crashing through time. He's been left rather crazed both by the impact, the loss of his home, and the blame he received for the damages incited. That he was doing his little art piece trying to emulate a hero five centuries earlier by fooling around with the Auracite made him decide Goldrush literally caused all of this. To add insult to injury, the trip through time aged him 15 years - from 21 to 36. This lends to a belief his former idol literally slashed years off his lifespan (even though he hasn't aged a year since). He has come to decide that if they "did this to him", he'll make them all "art" in a way that makes sense to him - in his time, a specific style of art invokes feelings of tragedy and loss. So he decided to turn heroes - like his hero - into statements of this art. So that they can understand the hatred and loss he felt by way of the same sort of art he played at in his own time period.
  • Background: Originally a bold young artist prone to running off on his own, he was something of a free spirit and rebel; his father wanted him to join the Planetary Defense Force, but he was very content doing his artistic performances and depictions. He grew to love this one particular hero from five centuries earlier, using him as an inspiration for an artistic performance involving a suit of Auracite Armor in the Easton Museum. He was quite surprised when it 1) functioned and 2) promptly sent him back in time, ravaging his body and mind in the process.

Edited by NickTheSwing on Feb 22nd 2019 at 10:22:34 AM

Sign on for this After The End Fantasy RP.
NickTheSwing Since: Aug, 2009
#38: Feb 23rd 2019 at 11:57:56 AM

  • Identity: Isaac Noble, Businessman (?)
  • Abilities: Isaac has a very odd ability related to charisma, charm, perception and the mind. He can influence and move people toward certain mental states, change their perceptions of people - even being able to change who and what people see if he's been talking to them enough - and cause people to want to do what he tells them, structuring their thoughts around justifying this by their world view.
    • Isaac is immensely manipulative, incredibly cunning, apt in technology and organization. His company provides a tremendous amount of resources, are one of the foremost companies in terms of anything from nanomachines to satellites, using these resources to perform surveillance necessities and fulfill a number of government contracts.
    • In addition, his relationship with Kristopher "Kris" Caulden results in access to Kris' company's tech, including biotechnology, genetics, and technology related to space.
    • Isaac personally is deceptively capable in combat - he fights pragmatically, and knows a number of martial arts, as well as knowing his way around guns and weapons technology. He is utterly well prepared for fighting - saying that as a CEO, with all these heroes and villains running around he can't afford to be any less than well prepared.
  • Appearance: Isaac is a tall, muscular blond man of around 30 years of age - underneath the prim and proper business suit, Isaac is very well built and honed by what he describes as both dedication to martial arts and a rigorous exercise routine. There is an element of narcissism to his appearance, a well combed look to his hair, the fact his teeth are all whitened by procedure, the fact he is visibly waxed of body hair...it is clear this is a man who enjoys looking good and living the wealthy life.
  • Personality: Isaac is defined by and large by his sense of charm and charisma - he is usually all smiles, preferring to have people address him and one another by their first names, as it encourages familiarity. Isaac is basically an exercise fiend - he enjoys being and looking fit. Isaac is also known for his oddly flirty way of handling certain relationships - he is not well suited for monogamy, and has both a sexual relationship with Kris, and a girlfriend, on top of anyone else not mentioned. For his part, allure and appeal compose a large part of his mentality and how he approaches people. Isaac dislikes discussing his past and more specifically the time he spent with his mother in charge of the company, saying he dislikes speaking of the past in particular.
  • Background: Isaac's father perished when he was very young, of lymphoma, and his mother ended up the sole owner of the company, while bringing him up to try and be the successor. Isaac languished in his mother's "care", as she smothered him and tried to make sure he only ever dated people who were his "financial equal". In one incident she outright physically threw a girlfriend of Isaac's out of the house. Then his mother went forward with marrying a much younger man, this being Kris Caulder. Isaac seemed to brighten up - he got an idea in the midst of meeting Kris, and started making dubious moves on his mother's fiance. After a while, the two had an illicit relationship even while Kris was still involved with Isaac's mother, due to her taking a turn for the abusive toward Kris. Then, apropos of nothing, Isaac's mother "died in a tragic accident", leaving her son to inherit her corporation. Isaac proceeded to begin deals with various other corporations and groups - beneath the surface, he has many ties to the WATCH organization. However in recent times he has styled himself as a financier for superhero teams - his most recent acquisition being Justice Force International, which he intends to be a force for good across the globe, recognized by the UN.

Sign on for this After The End Fantasy RP.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#39: Feb 23rd 2019 at 5:15:33 PM

  • Atravilis
  • Dr. Zoom, Isaac Noble

The above characters are hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:12:07 AM

I wear the skin of the Elder Things, having come unto my own.
Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#40: Feb 24th 2019 at 2:03:15 PM

  • Identity: Tyulla, the Rampant Primordial. Neutral. Public Identity.
  • Powers:
    • Energy Projection: Tyulla's assimilation of an early Elder Being has granted her body the ability to produce tremendous amounts of destructive galactic energy. Drawing upon dark matter and latently generating from her kinetic forces as she moves, Tyulla can utilize her internal powers for a variety of uses; able to project beams and energy waves powerful enough to blast away entire cosmic bodies. Her specific attacks are listed as follows:
      • Manic Cannon: A powerful wave attack able to be charged up to tremendous levels. Tyulla manoeuvres her hands in such a way that wisps of her energy form into one concentrated spot; to which she cups it between her hands and launches it forward in an aggressive fashion. The low-charged variant is enough to bore through multiple buildings before dissipating. Relatively time-consuming—easily interruptible.
      • Catch for Chumps: A tremendously packed ball of dark matter that she can quickly form in one hand and throw at her enemies. Rapidly swirls in opposing directions so as to grind away at whatever target it hits. Carries electrical properties due to the sheer potency of its body. Primarily utilized in close to mid range. Named after her habit of stating ‘Catch’ whenever she fires it off—which would be a handy forewarning if one can actually overhear her over the sheer volume of its construction anyway.
      • Nail Gun: Not related at all. No sirree. Tyulla concentrates energy to her fingernails (as expected) and releases an array of high-frequency drilling beams. Able to spam according to her energy levels; only downside being a lack of dropoff or any sense of tracking which requires either tremendous accuracy or a surplus amount of even more fingernail beams. Can also be fired from her toes if she's feeling cheeky like that.
      • Cluster BAMF: Named for its clustering and BAMFing. The goop of doom fires out a broad array of homing projectiles that explode into smoke upon contact with a foe. Able to be redirected to her person and reabsorbed if her aim turns out to be that terrible. Granted if they haven't exploded yet. Primarily utilized as a distraction technique for some of her more meatier attacks.
      • Have a Thing: In which she launches a thing. Said ‘thing’ is actually a rapidly spinning discus formed from flattened dark matter. Sometimes used as a close-range attack; to which she shapes it to be more like a chakram with an appropriate handle cutting through the centre. Can be split off into two thinner blades as per her want.
      • Kindly Die DIE #$&%ING DIE: For when she's mildly ticked. Tyulla builds up a Manic Cannon as per usual, but charges it with two hands instead before slamming it into one single sphere and pumping all her built-up energy into one colossal attack. Manifests as a triple-sized wave than the regular with extra pepperoni and olives. And death. Much, much more death.
      • STOP MOVING: Tyulla rends a spherical area with rapid energy slashes from every feasible part of her body. Tremendous orbital range and speed, but low potency and small radius. Used to stagger her opponents when they're being just that smidgen too annoying. Relatively light on her energy reserves. Expect it to be accompanied by an almighty Death Glare.
      • ARRRRRRGGGGHHHHHH: Her ultimate technique. Usually accompanied by livid swearing and rabid hissing, Tyulla pumps all her energy into a swirling vortex usually hilariously oversized and throws it haphazardly at whatever has displeased her. Coincidentally, this is also her planet-busting attack. Somewhat frighteningly, she usually reaches this state of blind rage when she is separated from her ice cream.
      • Latent Energy Release: Tyulla rapidly vibrates her entire form in order to build up an abundance of kinetic energy for use in an upcoming battle. Unlike many of her contemporaries, this process is less accompanied by an earsplitting scream as much as a series of inarticulate grunts and growls. Tyulla's energy during and after this charging period is at such a superfluous amount that her body can no longer contain it; regularly letting out flares of dark matter and pinkish energy in an incandescent aura. This aura is also harmful to the touch—but rarely sticks around for very long.
      • Flight: Tyulla forms a tamer version of her aura in a bright translucent coat, which she can use to propel herself through the air. Her mastery over her body means she can stay levitating in one spot, but can rarely move at speeds comparable to when she's utilizing her energy cloak. Tyulla can surpass ordinary atmospheric limitations with her speed; however, it actively drains away at her energy levels.
    • Globular Construction: As a being made from vestigial clumps of the universal primordial soup, Tyulla has mastery over her own body's shape and consistency—and as such can liquefy or harden herself to her nonexistent heart's content. Tyulla does not heal but absorbs other living masses to patch up her injuries; most often her foes, then livestock, and never the common folk. Tyulla can morph and stretch with no indication of a skeleton or general structure, but seems to be used to using her energy projection only when in her humanoid shape (which she prefers for the innate adaption and broadness it has in dealing with various situations). Tyulla's body also retains a tremendous amount of kinetic force: one stolen fragment of her ‘flesh’ could fuel a variety of technologies for eons if successfully obtained. It also carries absorption capabilities as aforementioned—able to assimilate shapes and ’memorize’ techniques for mimicry or blatant power-stealing. However, the latter part seems to have faded away according to Tyulla's maturity—unable to adapt foreign powers no matter how much it tries to.
    • Ungodly Speed: Tyulla's primordial form is (fundamentally) tied into physical reality, and as such she can readily ‘pull’ herself along the basic particles forming it in order to swiftly manoeuvre from place to place in very short bursts. This visibly ripples her form and occasionally nauseates her, but she finds it useful in Flash Stepping her way over to (or away from) her opponents. Occasionally causes a disorienting afterimage in the eyes of those unable to perceive such velocities.
    • Ungodly Strength: Tyulla's latent kinetic force can be felt even before she releases it. According to how much energy she has kept pent up inside her body, the stronger she remains; only becoming squishy when she is well and truly spent (usually after one of her flashy displays of cosmic might). Tyulla has enough physical force swirling about in her body in her suppressed state to flick a puny hooman through a wall or two without much effort—however when she's fully charged and actively releasing this energy her strength diminishes to a level comparable to that of your average car-chucker bruiser.
  • Weaknesses: Tyulla is fundamentally a beamspammer in practice, and while she may boast some close range effectiveness her techniques in these niches are significantly less developed and borderline unskillful. Her blatant overconfidence and conviction in her ’given might’ is astounding in its stubbornness, but when it comes down to it she's a lot of temporary flash and a squishy goop girl once she's run out of juice. Yes, Tyulla is primordial, has eaten an Elder Being or two a few billennia ago or so, and has blown up more planets and celestial bodies than she's eaten chocolate sundaes—but at the end of the day, she's still a physical being and subject to (most) of the universe's laws. That and she tends to blind herself with her own attacks. Which she doesn't like to mention all too often.
  • Equipment:
    • Suppressant Armour: Of two flavours. The first instance is a dark coloured, bulky thing with a shadowy cloak and an admirable sense of presence, and the other is a much more streamlined and efficient suit of flexible armour decorated with blood-red hearts in a mockery of love's ultimate insignificance against the inescapable forces of nature or some crap.note  Has a flashy transition when transmogrifying from the first stage to the second stage. The latter of which she much prefers anyway. In other words, the first form of her armour is rarely seen and almost entirely pointless. Maybe she should take it back.
  • Appearance: A 5'8", tan/nougat-coloured blob thing piled into a feminine shape. Lacks a nose (unless you count pinprick-sized nostrils as a proper nose) and has blackened sclera with bright white, pupilless eyes. ‘Hair’ (which is actually a clump of fleshy tendrils growing from atop her head) is pulled back and reminiscent in styling of braids; occasionally moving of its own accord like the sensitive ears of a hunting animal. And speaking of, she lacks any semblance of ears barring the odd holes dotted around her entire form. Aura is pinkish in hue and vibrant. Usually expressionless, but has a distinct attitude in her mannerisms.
  • Personality: A tremendously bored character who's constantly itching for a fight but almost never finds herself satisfied by it when she gets one. Tyulla is curious and eager to try new things despite her outward stoicism—happy at the prospect of going bungee-jumping or taking up competitive table tennis if it means it provides her with at least some form of stimulation. She's a simple thrillseeker at heart and a child to the core; never learning responsibility for anything and considering herself perfectly entitled to doing what she likes. Strangely, however, she also seems to have a degree of nobility—always following the rules and regulations of social situations and recreation despite the fact she has the capability to blow her entire localized area into smithereens if something displeases her. But instead, Tyulla seems to actively relish this minutia, properly paying for her ice creams like an ordinary and respectable person would as well as waiting in line with the barest hint of impatience. It's only when a battle actually arises that she becomes reckless and bratty—playing to win no matter the cost and growing increasingly frustrated when her perception of her own power is undermined. Tyulla does not believe in holding back; so when she's convinced that both she and her opponent has given it their all only then does she feel satisfaction for the battle. Tyulla's often laidback demeanour means she is relatively easy to make friends with, even if she only tends to speak in single words—but the ones she most admires tends to be those she's bested or has been beaten by fair and square. Just clear the area when she decides to do be competitive. The frustration of a primordial goop monster with the mental age of a teenager can end up being catastrophic.
  • Background:
    • A consciousness formed by the steady congealment of gloopiness and primordial slime in the very beginnings of the universe's formation, Tyulla began her first few millennia of existence lazily gorging her way up a fellow Elder Thing's arm before absorbing it entirely. Such was the hierarchy, or lack thereof. In any case, her mind opened wide and her power increased tenfold; assimilating the Thing's construction and mastery over the destructive forces of the infantile universe for itself and gaining the capacity to become a mean-ass #$&%ing beamspammer. Gradually working up an appetite for stimulation as it began to slither about the emptiness of the cosmos and zapped away at everything in its path, it steadily began to form over the countless eons into the feared (and gently mocked) being it is today—the Slime Girl known as Tyulla.
    • Now, there have been many theorizations as to why such a grand and destructive entity would ever stoop so low as to take up the form as an insignificant ant. Some suggest it to be reverse-psychology. Others say it just really likes boobs. Tyulla herself shrugs and says ‘I'unno.’ Really, though, the Rampant Primordial just appreciates the novelty of it all and the boobs. Tyulla herself is fueled by the concepts of activity and euphoria, and if the grand majority of powerful fighters for some reason come in the form of spangly human-shaped thingies then who is she to argue? With an adopted penchant for cold desserts and childish antics, the Rampant Primordial has made its way towards Easton now—popping back around to Earth after a century-long vacation to see if any new freaks and weirdos would offer their hand in a good ol' fashioned rough and tumble. And the ice cream. But even the relatively innocent Primordial sees the embarrassment and mundaneness of a being of its stature regularly returning to a tiny water world just for its assorted confectioneries. Hasn't stopped word from getting out, though.

Edited by Enirboreh on Feb 25th 2019 at 11:52:37 AM

bork
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#41: Feb 24th 2019 at 4:20:16 PM

  • Tyulla

The above character is hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:12:14 AM

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#42: Feb 24th 2019 at 4:52:17 PM

Emotional Embodiment Entities


    Magpie 
  • Identity: Magpie (Hero)
  • Abilities:
    • Powers:
      • Instincts Of A Thief: Magpie is able to determine the most advantageous time to pull off a heist, pickpocket someone or steal something. She can get a feeling of how to pick any lock, and is able to determine if someone is lying or otherwise twisting the truth, even if the lie is told to her through a proxy. She will also subconciously remember details that might be of use to her in the future.
      • Yours Is Mine: Magpie is able to steal another person's skills/powers and use them for a short while, usually a few hours. She must make physical contact with the person in order for this to work.
      • Hideaway Creation: Magpie is able to create an unlimited amount of small concealed alcoves that do not affect the surrounding space (like the TARDIS) in walls, etc. They can be used as living spaces, storage, etc. She can create only one large secret base-like structure in a cave or other concealed location. She can acess the objects stored in her hideaways remotely via her top hat, pockets, etc. She can teleport inside her hideaways by jumping into her top hat. (To transport multiple people, they must jump while holding hands.)
      • Shapeshifting: Can turn into a magpie, but people being observant will notice there is something odd or "fey" about the bird. Even more so, if Magpie is a magpie in a place where magpies don't live.
      • One For Sorrow: Steals luck/increases the chance of something breaking. Magpie must stand in the general vicinity of the target and concentrate. Increases the chances for something fortunate to happen to Magpie.
      • Two For Joy: Gives luck/decreases the chance of something breaking. Magpie must think of the target as "highly important" for this to work. Has a chance to make something unfortunate happen to Magpie.
    • Skills:
      • Stealth, Pickpocketing, Lockpicking, Sleight-of-Hand, Lying, Parkour, Escape Artistry, Running Away, Marksmanship, Knife-Throwing
      • Can make/use some magic items
      • Knows many languages
      • Has her own fighting style centered on confusing the enemy
    • Equipment:
      • Top Hat (usual means of accessing hideaways)
      • Lots of other things in hideaways (the most egregious of which is a ship)
  • Appearance: Magpie appears as a (5 ft. tall, 100 lbs) scrawny 10-year-old girl with silver eyes and black white-streaked hair tied in a ponytail. She wears a white button-up short-sleeved shirt under a black button-up vest, black knee-length shorts with white trim, baggy knee-high woolen socks, knee-high combat boots, leather fingerless gloves, and a black top hat with a red hatband.
  • Personality: Magpie is a fundamentally cheerful and kindhearted entity, with a mischievous streak a mile long. She tends to hide her cunning with seeming stupidity and has a penchant for a dramatic flair. She hates corrupt authority figures, unfair laws, haughty/disdainful behavior, and prejudice. She likes making new friends, napping, reading, pranks, riddles, jokes, stealing, and good food.
  • Background: Magpie is the Emotional Embodiment Entity of hatred of corrupt authorities. Affected by the tales of noble thieves and the behavior of magpies, she seeks to remind the rich and powerful that they are just like everybody else, while helping out anybody she encounters along the way. If a larger threat looms, she will diligently work to stop it, while offering her help with any other good beings who share her goal.
    Trickster 
  • Identity: Trickster (Anti-Hero)
  • Abilities:
    • Powers:
      • Can't Trust Your Mind: Trickster is able to create illusions that affect all senses. However, there are often small flaws in the illusions (like fires not emitting smoke, objects missing shadows, etc). They are also able to affix attention to themselves using this ability, creating a trance-like effect where witnesses are more susceptible to suggestions.
      • Smoke And Mirrors: Trickster is able to walk on air and walls, their feet trailing black smoke. Additionally, when pursuing someone or being pursued, Trickster is able to create copies of themselves in a giant puff of smoke. The copies will then go in different directions to herd the chased person into the real Trickster's clutches/mislead the pursuers. However, the real Trickster's feet will not be trailing smoke and the fake Tricksters aren't corporeal, disappearing in a puff of smoke if touched.
      • Nightmare Apparition: Provided someone feels sufficiently guilty/afraid of retribution, Trickster can manifest in their dreams. Trickster has to be meditating somewhere nearby. Disrupting the meditation will end the "nightmare."
      • Now You See Me, Now You Don't: Whenever they are not in sight (this includes blinking), Trickster can teleport to any place in their line of sight/are familiar with.
      • Shapeshifting: Trickster can turn into animals (as long as they are regarded as "sinister") and take the forms of different people, although their yellow slitted eyes will always remain.
    • Weaknesses:
      • To Plead Not Guilty/To Fear Not: If someone doesn't feel guilty about the crimes they've committed, Trickster cannot enter their dreams and the flaws in their illusions will be more obvious. Similarly, if someone isn't afraid of retribution, these things will also happen.
    • Skills:
      • Fiddling & Piping: Strangely enough, Trickster fiddles and pipes very well. They often pair this with their illusion powers to aid in creating the trance-like effect.
      • Speaks Many Languages: Trickster speaks many languages, particularly those of Nordic and Gaelic roots.
    • Equipment:
      • The Trickster's Crooked Staff: This is a 5 ft. long shepherd's crook with an uncanny durability. It has the ability to sprout vines from itself and can also accelerate plant growth in the immediate vicinity to ludicrous degrees. Trickster uses it mainly for dramatic effect, but they can fight with it if they must.
      • Fiddle & Panpipe: These are a fiddle and a panpipe, both apparently of middling quality, yet Trickster manages to make them sound good through skill. Trickster is able to summon one of these instruments at a time in a small burst of black smoke.
  • Appearance: The Trickster appears as a (4 ft. tall, 80 lbs.) girlish boy/boyish girl in long, tattered patchwork robes with a shock of wild white hair and slitted yellow eyes. They go barefoot and carry around a shepherd's crook.
  • Personality: Trickster is a mischievous entity, first and foremost. They really like to have their fun, and it just happens to involve preying on the guilt and secret fears of evildoers. However, they do differentiate between guilt over something that could've been controlled and something that couldn't, and so generally go for the former (unless the person is absolutely abhorrent). They have a deep respect for other people that can match their scheming—not many, and they also have to have some kind of code of honor. They mainly try to scare evildoers into reforming, but if that doesn't work, they try to bedevil them in other ways. Usually, that doesn't involve hurting them. Trickster is horrified and greatly angered by villains who commit crimes without any kind of guilt, because, to them, that's not natural.
  • Background:
    • Trickster is the Emotional Embodiment Entity of fear of retribution. They were "born" around the same time as Magpie from the EEE's fear of the Weaponmasters' rebellion. They have worked with Magpie on several occasions and the two respect each other.
    • Upon hearing of the many villains plaguing Easton, they headed there to hopefully meet up with Magpie and "have some fun," as they so elegantly put it.

Edited by JumpingFruit on Mar 3rd 2019 at 9:12:50 AM

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#43: Feb 24th 2019 at 5:12:15 PM

Wilful Wuxia Warriors


    Jumping Bean 
  • Identity: Jumping Bean, Saint of Demon-Quelling & Healing (Hero)
  • Abilities:
    • Powers:
      • Absolute Fortitude of Body and Mind: Due to cultivating her conduct diligently over many years and becoming a Xian, Jumping Bean is immune to mind altering, forced shape-shifting, disease, poison, and forced teleporting. She is, in effect, "rooted to the earth," and is exempt from the needs of mortals.
      • Light-Filled Aura: After ascending and becoming a Xian, she has gained an aura of light that can be turned on and off at will. It's the mark of being a Xian and is the manifestation of some very powerful magic. She can use it to empower allies by encircling them in it, use it to lash out at her enemies, grant blessings by siphoning off some of it into someone, ensure large harvests by shining it over a field, etc. It also lets her fly and teleport, flaring dramatically whenever she does so.
    • Skills:
      • Taoist Magics: Jumping Bean can write incantations down on yellow paper with red ink to make Fu. These paper strips can be used as wards against evil influences, burned and the ashes used to make various potions, used to summon/consult with divine influences, and stuck on the foreheads of the undead/the freshly dead to make them thralls. Since her ascension, she doesn't need to prepare Fu beforehand, and can instead cast magic on the fly by drawing the incantations in mid-air.
      • Martial Arts/Swordsmanship: Jumping Bean is skilled in various Chinese martial arts styles and swordsmanship. Additionally, she knows how to utilize the Light Body Technique, which allows her to float and jump/perform acrobatics in midair.
    • Equipment:
      • Sagely Garb: A set of dark gray hanfu with black trim given to her by the gods. It acts as armor against evil influences and black magics, repairs itself if damaged, and cannot be dirtied.
      • Divine Radiant Sword That Mows Down Evil: A very sharp and durable jian given to her by the gods. It glows in the dark and in evil's presence. It can also be used as a dowsing rod—point in the direction of the thing you wish to find and it will glow.
      • Magic Gourd of Myriad Properties: A magic gourd given to her by the gods. It spews out hot/cold winds, fire, and water. It dispenses food, drink, and medicine that can "cure all ills." It can grow to the size of a van, be used as a boat, and can fly.
  • Appearance: Jumping Bean is a (5 ft. 5 in. tall, 120 lbs) wiry teen girl with brown eyes and black hair in a half ponytail. She wears a dark gray hanfu set with black trim and martial arts slippers with white socks.
  • Personality: Kind and cheerful, and generally tries helping everybody out. She is, however, not above dirty tricks in combat. Upon hearing of other's problems, she will start offering advice, asked for or not. She can be seen as self-righteous and unable to mind her own business, but she is trying to change that. Likes over-the-top dramatics, reading, good food, and making friends. Dislikes evil and bad-tasting medicine (which she counts as the former). Since her ascension, she has become a bit more sedate and carefree, and has a tendency to be candid.
    Red Tiger 
  • Identity: Blood Tiger (Villain) —> Red Tiger (Hero)
  • Abilities:
    • Powers:
      • Supernatural Strength & Endurance: Red Tiger, due to being a tiger yaoguai, possesses supernatural strength and endurance. He can lift about 15 tons and can run for a day without getting tired.
      • True Form: When he puts on his tiger pelt back on, he transforms into a giant Bengal Tiger the size of a van. He has just as much strength and endurance in this form as in his human form.
    • Weaknesses:
      • Ponderous: While he is strong, his speed is about two-thirds the speed of a regular person's. His agility also leaves much to be desired. This all changes while in his true form, however.
      • Obvious: He cannot do stealth in his human form because his armor clatters everywhere. In his true form he is quieter, but a giant tiger is very hard to miss.
      • Traditional Aversions: As a yaoguai he can be kept away/captured with the appropriate paper charms. He also has the traditional instinctual fear of fire and loud noises.
    • Skills:
      • Tactics: As he used to be a general in Emperor Shi Huangdi's yaoguai army, he has a very good sense of logistics and tactical actions.
      • Martial Arts: Has mastered the use of claw blades.
    • Equipment:
      • Indestructible Tiger Pelt: Red Tiger wears his old pelt like a cape on his back. It is impervious to all mundane weapons and protects him from weaker forms of Taoist magic.
      • Claw Blades: A pair of leather gauntlets with three 15'' blades affixed to each of them.
  • Appearance: Red Tiger appears as a (7 ft. tall, 250 lbs) muscular, barrel-chested man in his sixties with shaggy light brown hair reaching to his shoulders in a half ponytail, a scraggly-looking beard, and orange eyes with slit pupils. His battle dress is some traditional Chinese lacquer armor painted bright red over a dark red hanfu set, along with a pair of sturdy-looking leather boots with woolen socks. The rest of the time, his clothes take on a distinctly hipster aesthetic. The Chinese character for "king" is emblazoned on his forehead. He also speaks in a low growl.
  • Personality: Despite appearances (and his past) he now tries to not be as volatile as he was in his youth. He can be a bit grouchy, but the complaining is mostly for show. He can be lazy and stubborn, but his heart is (mostly) good. He is deeply grateful to Jumping Bean for saving his and Black Wolf's life. He has developed a soft spot for small children, milk, and sweets. He doesn't like his past self, Emperor Shi Huangdi, and arrogant people.
    Black Wolf 
  • Identity: Black Dog (Villain) —> Black Wolf (Hero)
  • Abilities:
    • Powers:
      • Supernatural Strength & Endurance: Black Wolf, due to being a wolf yaoguai, possesses supernatural strength and endurance, though less than Red Tiger's. He can lift about 10 tons and can run for 12 hours without getting tired.
      • Supernatural Senses: As a wolf yaoguai, his senses are several times sharper than a human's.
      • True Form: When he puts on his wolf pelt back on, he transforms into a huge Black Wolf the size of a car. He has just as much strength and endurance in this form as in his human form.
      • Sonic Shout/Bark: Whenever he shouts (in human form) or barks (in true form) with killing intent, his shout manifests as a forceful wave that can break bones.
    • Weaknesses:
      • Traditional Aversions: As a yaoguai he can be kept away/captured with the appropriate paper charms. He also has the traditional instinctual fear of fire and loud noises.
      • Specific Taunts: Calling him "mongrel," "cur," "dog," etc. will induce an irrational rage in him.
    • Skills:
      • Tactics: As he used to be a general in Emperor Shi Huangdi's yaoguai army, he has a very good sense of logistics and tactical actions.
      • Tracking: Using his very sharp senses, he can track/sense people and other yaoguai fairly easily.
      • Martial Arts: Has mastered the use of falchions.
    • Equipment:
      • Impervious Wolf Pelt: Black Wolf wears his old pelt like a cape on his back. It is impervious to all mundane weapons and protects him from weaker forms of Taoist magic.
      • Falchions: A pair of well-made and well-balanced falchions.
  • Appearance: Black Wolf appears as a (6 ft. tall, 200 lbs) sinewy man in his forties with wild black hair reaching down to his waist in a half ponytail, a stubbly-looking beard, and yellow eyes with slit pupils. He has decided to adopt a more "modern" look, and therefore wears a black trench coat over a gray T-shirt, camouflage cargo pants, and combat boots with woolen socks (which leans towards a punkish style). He still retains his wolf ears and a 3 ft. long tail in his human form. He speaks with a scratchy voice.
  • Personality: He is trying to be a more honorable person, as opposed to the moral-less person he was in the past, by helping people. Black Wolf is usually the first to try and entreat an enemy to reconsider their actions. He can be sarcastic and abrasive, but he is good at heart. He likes sucking the marrow out of bones, chewing bones, meat, and enjoys fighting. He dislikes being called a "dog" (or any variation thereof), pepper (it makes him sneeze), and dog whistles.
    Saga Of The Blessed Bean Child 
  • Once upon a time, two benevolent Taoist magicians decided to marry and have a child. But, however hard they tried, they found that having a child was impossible. Therefore, they appealed to the gods for help. The gods gave them a golden bean and told them to soak it in rice wine and seal it in an ivory box for 49 days. They did so, and when they opened the box on the 49th day, the bean, now baby-sized, jumped out and sprang all over the place. In time, a baby burst out of the bean. They named her Tiao Dou, or Jumping Bean, and taught her to read, write, and speak English, Cantonese and Mandarin, along with all that she knows today.
  • One day, Jumping Bean's parents vanished, and she looked far and wide to find them. Ultimately, she was approached by the gods, and notified that the evil spirit of Emperor Shi Huangdi had kidnapped her parents to use in his scheme to usurp the gods' positions. Tearfully, she asked how to stop him. The gods gave her several boons and told her to oppose Emperor Shi Huangdi, for that was the surest way to find her parents. She would come to meet her disciples, Red Tiger and Black Wolf on her quest.
  • Red Tiger used to be called Blood Tiger when he was one of Emperor Shi Huangdi's yaoguai generals, along with his sworn brother, a wolf yaoguai called Black Dog (who earned the name through his dirty tactics). He was named for the way in which he loved to guzzle blood in battle.
  • He and Black Dog had many run-ins with Jumping Bean, culminating with her soundly beating them in one decisive battle. The two slunk back to base only to be sentenced to being executed by being used as target practice for the Terracotta Archers. They fled while being stuck full of arrows and collapsed in a nearby forest.
  • Jumping Bean found them and nursed them back to health. Since she saved their lives they were now bound to serve her, and they did so, bitterly, at first. Soon, however, their relationship became more friendly after they realized that Emperor Shi Huangdi would have done so anyways after they had outlived their usefulness. They felt chagrin at their previous lives and their names only reminded them of their brutal actions. Therefore, Jumping Bean gave them new names to symbolize their turning over a new leaf: Red Tiger and Black Wolf.
  • The Emperor and all his allies met their ends in Easton after his endless ambition prompted him to launch an assault on Heaven early, without having gathered the required amount of elite metahuman jiangshi troops. Jumping Bean was killed during the battle, but was brought back to life when she ascended and became a Xian. Unfortunately, her parents had already been killed, but she learned that they had been accepted into Heaven.
  • Red Tiger and Black Wolf decided to settle down in Easton while Jumping Bean was called to Heaven to receive her Xian title and new job. It turned out to have more paper-pushing and drudgery than Jumping Bean liked. Combined with her witnessing all the other Xians' decadent indulgence in Heavenly pleasures while she had to work hard, Jumping Bean was promptly disillusioned, and very much so. Therefore, she hurled herself off the highest precipice in Heaven and back to Easton.

Edited by JumpingFruit on Mar 3rd 2019 at 9:12:56 AM

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#44: Feb 24th 2019 at 5:33:40 PM

  • Magpie, Trickster, Jumping Bean, Red Tiger, Black Wolf

The above characters are hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:13:02 AM

I wear the skin of the Elder Things, having come unto my own.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#45: Feb 24th 2019 at 8:08:00 PM

One Man Army (OMA)

  • Identity: Jake Jaffe, Villain, Public Identity
  • Abilities:
    • Powers:
      • Permanent Duplicates: OMA can clone himself. These clones are permanent, and anything he's wearing or carrying is also duplicated permanently. He can produce one clone approximately every four hours. He can also freely duplicate clothing and held items seperately, creating a duplicate for each clone he currently has, regardless of any distance between clones.
      • Gestalt: OMA has no 'real' body - to be killed, every single one of his bodies must be destroyed. His clones are a hive mind, which his consciousness remotely controls, with inhuman multitasking ability. His clone-producing power is not linked to any specific body either - he can produce a clone from any other clone that currently exists.
      • Needless: Rather than each clone needing food, water, rest and air, all clones share the needs of a single person. In other words, as long as at least one clone can eat, drink, sleep and breathe, none of the others need to.
    • Weaknesses: Jake Jaffe is a normal human, so all his clones are duplicates of a normal man. While functionally needless, the clones are otherwise limited to human physical ability.
    • Skills: An expert marksman and skilled physical fighter, in peak physical condition. Trained in the use of numerous weapons and proficient in piloting or driving most vehicles. Speaks numerous languages.
    • Equipment: The standard loadout for all of his duplicates is an energy rifle with power settings ranging from 'stun' to 'anti-vehicle explosion', a nano-edged combat knife, and full body powered armor made of a high-tech bullet-resistant polymer. He also has more specialized weapons stashed away, including things meant to shred tanks, tranquilizers, and a host of helpful gadgets like jetpacks, hacking units and EM Ps.
  • Appearance: A suntanned man of mediterraean descent, with short, dark hair and dark eyes. A scar runs from the side of his face down under his chin. Has a preference for fatigues when not on the job. His villain armor is black, sleek, and faceless.
  • Personality: Business-minded, focused entirely on the mission, One Man Army is relentless and efficient. In costume, at least. Casually, he's much more clever than his 'mindless soldier' persona would suggest, and while a villain, follows the rules of war - that is, he keeps civilian lives out of it. He's not above killing anyone who intentionally gets in his way, however, and will put reason before honor.
  • Background: Born and raised somewhere in southern Louisiana, Jake Jaffe's life was not particularly eventful until he was thirteen. That year, he went to visit his uncle Henry in California for the summer, who the rest of his family thought of as something of an eccentric. Henry showed Jake a host of inventions, which had seemingly come out of a science fiction story. Over that summer, Jake acquired a healthy curiosity for science and learning, and helped his uncle build and test numerous devices. Next summer, he once more visited Uncle Henry. One hot July day, Henry asked him to help test a cloning machine. The experiment was to be conducted with fruit flies at first, but while Jake was making sure the inside of the scanning booth was clean, Henry tripped and accidentally activated the machine. A minute later, Jake stumbled out, unharmed. No clone was produced, and the two laughed it off as a mishap. But something had changed within Jake that day, without his knowledge. He later joined the Army, as a way to pay for college, but continued struggles in his classes made him increasingly stressed, and he dropped out of both. Leaving home, dropping out, going AWOL, and hitchhiking across the country in search of some purpose made him stressed out - and that stress triggered his power for the first time. Upon seeing his own face looking after him, Jake knew what his new calling would be. As long as at least one of him remained, he couldn't die - so his bodies, therefore, were disposable. Mercenary work came naturally, and over the years, the reputation of the 'clone soldiers' who worked in perfect unison only grew. Today, One Man Army is spread the world over, acting as the most Elite Mooks that money can buy.

What is so amusing about this? Why do you take lives? How can you forget?
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#46: Feb 24th 2019 at 8:59:54 PM

  • One Man Army

The above character is hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:13:07 AM

I wear the skin of the Elder Things, having come unto my own.
NickTheSwing Since: Aug, 2009
#47: Feb 26th 2019 at 7:23:12 PM

  • Identity: Amanda Strang, Stelmaria, Villain
  • Abilities:
    • Amplified Individual: She was kidnapped and experimented on by her ex-boyfriend's father's company, turning her from a normal human girl into a highly dangerous augmented killer - complimented with higher speed, lowered reaction time, enhanced strength and endurance. She is also immune to the effects of poison, and never tires.
  • Weaknesses: She has a bad, bad tendency to talk and go at length with what she has done and when. In general, she is an assassin with an ego - if she killed someone, she wants to leave a sign on there it was her work, for "branding reasons". Her mentality is half assassin...half serial killer.
  • Skills:
    • Expert Swordsman: Amanda is a very skilled sword wielder, usually wielding a scimitar and a shortsword, both held across her back.
    • Assassination Expert: She is a highly proficient assassin.
    • Canny Manipulator: She is best described as good at seducing her way into peoples' hearts, using emotions like pity or attraction to get people to do what she wants.
  • Equipment:
    • Monomolecular scimitar and shortsword, toxic lipgloss and nail polish, various guns and bombs, specialized tasers and consciousness disrupting weapons.
  • Appearance: She is perhaps one of the best examples of a cruel but beautiful woman - she is slightly pale, tall, lithe and dresses the part to accentuate her attractive features - she wears a skin-tight suit, very baggy clothes on her shoulder and arm area to hide numerous weapons, a skirt, boots, and a number of belts at her waist that hold her various poisons. She has dark brown hair and light green eyes that resemble cat eyes ever so slightly.
  • Personality: Amanda can be compared easily to a mirror - she changes her approach pending on who she's talking to. She plays the scared little girl far outside her depth to older men, and plays up the sex appeal to young men. In reality, she exists solely now to perpetuate herself, and indulge in whatever desires or yearnings she has. She claims to have a "superhero fetish", and enjoys the sordid "Dating Catwoman" kind of life, but her care for her beaus begins and ends at her own freedom to do as she wants. The minute someone becomes inconvenient, they suddenly come down with a case of the dead. She wasn't always this way, and claims that it's "too risky" to live any other ways when trusting or being consistently with others has led her to being turned into a lab rat and subject of mutilation.
  • Background:
    • She started out as a rich young socialite, eager to move out and find a handsome young man to call her own. She was always stifled by her controlling father, and so wanted to leap from the cage as soon as possible. She found her way to a young man named Brad Macintyre, who was everything it seemed she wanted. The two enjoyed a happy and fruitful seeming relationship...
    • Which ended suddenly and horrifically when she went with Brad to one of his yachts. She was trapped and dragged to Brad's father's lab, out of the blue, to be used as an experiment for the "Merciless Protocol". When she screamed and begged for an answer, Brad answered with "beautiful, this is too cruel of a world to trust anyone. You were fooled. Deal with it."
    • She was drilled and turned from a wealthy woman into an assassin that seemed to follow every order to the letter. That was what Dr. Macintyre thought was going on. Until all the guards started dropping dead.
    • He realized what was going on a little too late, seduced by her beauty, wanting to see her callous dance as an assassin. And then before long she stood before him and his son, and Amanda brutally gutted Brad like a fish in front of his father. She rigged the whole lab to explode, tying up Doctor Macintyre next to the bomb.
    • And thus was born Stelmaria.

Sign on for this After The End Fantasy RP.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#48: Feb 26th 2019 at 10:27:36 PM

  • Stelmaria

The above character is hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:13:12 AM

I wear the skin of the Elder Things, having come unto my own.
Starbound2 Since: Jan, 2001
#49: Feb 28th 2019 at 8:17:27 PM

  • Identity: Charlotte Silverberg, the One-Eyed King
  • Status: Villain, Secret Identity
  • Powers: If there was a phrase that could sum up the One-Eyed King's abilities, it would be the Manipulation of Representation. Charlotte can see, hear, speak, and act through any representation of herself, her alter ego, any memorable roles that she's played in her extensive acting career, or even any dresses she's personally advertised for her clothing line so long as its association with her is strong enough. Her eyes, her ears, and her voice have a far reach and the implication of her powers are broad:
    • Information Erasure: Charlotte can erase any audio, video, or photographic evidence of her presence or the presence of her followers - an image of her may simply walk out of frame, or her voice can suddenly no longer speak in a sound clip. The negative side of this is that she severs her link with the given object because the representation of her is no longer present.
    • People Puppetry: The One Eyed King can control people's bodies so long as they're dressed like her - this bypasses the mind in that it specifically takes over the body with the host mind completely aware. Strong wills can fight it off but so long as they're wearing the One-Eyed King's mask, Charlotte will be able to whisper to her "avatar" as much as she may like.
    • Collective Embrace: To members of Charlotte's cult who have surrendered themselves completely to her, she has total access to their mind, their memories, their thoughts as well as being able to access their abilities. She can affect their mood, have them telepathically in sync with one another, and essentially have absolute control over them.
  • Skills: As a famed actress, Charlotte is skilled at disguise, playing character, acting, hiding her emotions, and everything along the theatrical spectrum of knowledge. She's exceptionally charismatic, both as herself and as the One-Eyed King, and is athletic. Moreover, she absorbs the skills of her most ardent followers.
  • Equipment & Assets: As Charlotte, she has access to fame, fortune, and numerous connections, which helps increase her exposure. The One-Eyed King's cult, Cascade, has access to advanced weaponry and high tech super armor decorated with the symbol of the One-Eyed King. Cascade has members from all walks of life.
  • Appearance: Charlotte stands at about six foot even, with a slim but toned figure, always dressed in the height of fashion. She wears her blonde hair short and wavy, and has striking green eyes. As the One-Eyed King, Charlotte wears a white tuxedo with a simple one-eyed mask (the eye containing within its iris a multitude of eyes), along with white gloves with the symbol of the eye on their palms. She binds her breasts and uses a voice modulator if she feels she needs to make a public appearance as her persona, though she often speaks through one of her cultists, all of whom dress in exactly the same manner as her when they perform their duties to the cult.
  • Personality: Glamorous and affectionate, adoring and gracious, these are the traits of Charlotte Silverberg the world knows her for, an Easton hometown darling who became a shining star of Hollywood. But underneath that glitz and glamour Charlotte hides an ambitious, manipulative identity that seeks to spread her influence not just through popularity and the spotlight, but beneath the shadows, subtle and unseen, and ultimately, someday with direct and absolute force. She uses her acting skills in conjuncture with all her psychological expertise to hide this, while still reaching for her goals in secret.
  • Background: Charlotte was initially born and raised in Easton, but a job opportunity opened up for her mother in Hollywood, causing her to move to the west coast. Then 25 years ago, he mysterious event known as The Rupture happened, spreading madness, technological interference, and general chaos throughout California before it closed a few hours later, all cause to its sudden appearance unexplained. Deciding to follow in her mother's footsteps, Charlotte went to college at UCLA to study film and the arts, but around that time her powers awoke. Her studies shifted away from film to psychology, sociology, anthropology, anything which studied how people responded and acted in various circumstances, majoring in psychology with a film minor. Nonetheless she still joined the movie scene, her connections with her actress mom letting her rise up among the ranks of stardom. Then around age 25, on the 10th anniversary of the Rupture, the One-Eyed King appeared. The disguised Charlotte spread a gospel of the signs of dangers to come - the rise in superpowers, of mysterious events, of the coming end of the common man. Creating Cascade, a transhumanist cult, she spoke of the need to ascend, to match the growing terrors in the world with their own, unified overwhelming force, to transform and change and gear up for this cataclysm. At some point, Charlotte moved back to Easton, a darling famous figure returning to her hometown to throw her hat in politics, running for mayor to help address her city's issues. Even if she loses, she'll have her eyes and ears everywhere...

Edited by Starbound2 on Feb 28th 2019 at 8:20:24 AM

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#50: Feb 28th 2019 at 9:40:08 PM

  • The One-Eyed King

The above character is hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:13:59 AM

I wear the skin of the Elder Things, having come unto my own.

Total posts: 142
Top