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

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Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#51: Mar 2nd 2019 at 6:57:52 AM

  • Identity: Alice Pleasance Liddell (and The Cheshire Cat), Neutral, Public Identity.
  • Powers:
    • Alice:
      • Wonderland: A dreamworld constructed in her early years and one that has basically become its own plane of existence. It is immutably tied to Alice's mind and mental state, and thus reacts accordingly according to what is absorbed by her in the real world. With the expected inhabitants (and a couple more added in since her initial visits to the place), Wonderland is vibrant and nonsensical most of the time—however a chilling darkness and a collection of jarringly twisted imagery lurks around the edges of the realm; creeping in from Alice's subconscious...
      • Dreamlike Manifestation: While remaining primarily unaware of it, Alice can instinctively summon objects from her Wonderland out into the real world for as long as she needs them—items such as size-changing consumables, her classic Wonderland dress, and even improvised weapons such as enlarged bobby pins or gunpowder-infused pop guns in the cases she feels she is under threat. It is also not uncommon for Alice to be subject to physiological changes herself on occasion; instinctively dodging imminent attacks by temporarily transforming into a swarm of bluebirds or butterflies or even completely negating gravity with her own hiccups.
      • Dreamwalking: A subconscious effect that happens most often when she is asleep or unconscious. If another person in her immediate area is also asleep or unconscious, Alice may find herself drawn into their own Wonderland/dreamscape and forced to either fight her way out or wait for them to awake. The process can also be reversed so as to allow visitors into her own mental realm as long as she is the one to sleep first; however Wonderland's sheer insanity makes this ill advised unless in the case of emergencies. If a group is close enough together while sleeping it is possible they will all be drawn into Alice's (or someone else's) Wonderland at once, however the actual chances of the event occurring at all dwindles according to how many are present. The Cheshire Cat also shares a form of this ability.
    • The Cheshire Cat:
      • Vanishing: Usually discreetly (but not always), Cheshire can vanish into thin air either suddenly or gradually. He seems to have some mastery over how this vanishing occurs; from a simple blinking out of sight to a complex strip-down to each respectful layer of his biology—first the fur might vanish, then his musculature, and so on. Though apparently acting upon his own will for the most part, Cheshire's disappearances can also happen involuntarily if he is startled, sleepy, or simply disoriented for whatever reason. Cheshire also seems to be able to act like a phantom—phasing through solid objects or even floating through the air—however he rarely strays from Alice's side.
      • Eloquence: For a cat that makes little to no sound usually, it is a surprising thing to learn that Cheshire is actually just as well-spoken as Alice (if not even more so) when the pair are alone or otherwise surrounded by such strangeness that would make them seem ordinary by comparison. Never talking aloud in others' presence (unless they are in a disoriented state or supernatural themselves), Cheshire possesses a smooth baritone and a vast vocabulary to go along with it—even if he mostly uses it for the odd snippy comment to an unsuspecting individual he feels deserves it when it's not directed towards his mistress. Alice almost seems unaware of this trait, but this appears to be out of some sort of ignorance; as Cheshire sometimes talks to her directly and she never realises him to be speaking audibly. It is possible she thinks that she is merely imagining him speaking and that others are playing along.
      • Dreamwalking: Indeed, the cat seems to inherit Alice's trait—or possibly be the actual originator of it—whatever the case it is uncertain. Nonetheless, Cheshire seems actively aware of this ability and uses it to his will; regularly hopping into the minds of those he finds “interesting” and contributing to many of his reported disappearances in the process—much to Alice's disapproval. Instead of wandering about aimlessly like his mistress in these dreams, Cheshire usually acts as the devil's advocate and pops up in people's mindscapes to deliver vague and condescendingly constructed riddles. Interestingly, in this way he can be both interacting with Alice in the real world and communicate with someone in their mind simultaneously; but unlike Alice he is limited to only one individual at a time.
    • Weaknesses: Alice's insanity means she is incredibly sensitive to outside events, and even if the girl doesn't show it outwardly she can be easily affected by traumatic occurrences that can further linger on in her mind due to her mental instability. Fear or anxiety can directly influence her powers and their functionality; either not working at all or (in severe cases) causing her to secrete large amounts of repulsive black putrefaction in the form of a decomposing sludge or even manifest twisted mockeries of her usual fantasies into the real world. Her familiars and other such constructions may be rendered fused into one another or otherwise warped into grotesque monstrosities that barely resemble their former self, and may even become hostile to her or whoever's around her depending on how she reacts to their horrific state. The only way to recover her abilities is to assure her and treat the problem directly—sometimes needing a trip into Alice's Wonderland in order to find and eliminate it personally (as the subjects of her trauma are usually anthropomorphized as well).
    • Equipment: Variable due to her manifestation abilities, but when in her usual state she's dressed in either a plain white dress or a brown dress with a white apron.
  • Appearance:
    • Alice: “Curiouser and curiouser...” Lot of in-betweens here. Her stare is in-between constantly disinterested and wide-eyed curiosity, for starters. Looks only about 10-12 in apparent age, and is merely 4'9" in height. Seems to be mildly underdeveloped for her age, as well as having some odd discolouration in patches of the skin (usually hidden beneath her clothing). Perpetually straddling the line between elegant and fumbling; spotless and scruffy.
    • The Cheshire Cat: Appears as such—odd colouration and all. Much like his mistress, he is on the borderline betwixt elegant and mangy. Much unlike his mistress, he is perpetually wearing a grin. Also has a habit of “appearing here and there” as Alice dismissively puts it. Even when it's beyond reason or physical possibility.
  • Personality:
    • Alice: Alice is by far one of the most “queer little things” one could meet. Both polite yet delicately critical, shy yet outspoken, attentive yet daydreaming—the word “mad” would not begin to describe many of her odd quirks and mannerisms. The girl is clever, undoubtedly, but seems to not apply herself—flitting from odd thing to odd thing and questioning them without ever reaching a conclusion. She seems to put on an amusingly pompous front befitting of her Victorian appearance even when she is clearly lost in regards to a subject, but is by no means purposefully stuffy or cruel as much as “doing what is proper for a girl to do". Quite old-fashioned, and quick to question new developments—yet also very quick to accept them and pass them off as one of the many charming oddities of the world, readily ingraining them into her ideology as to how she should behave once convinced that way. Yet despite her external politeness and hidden, somewhat compelling eccentricities, Alice can in some cases clam up and freeze for the oddest or most mundane of reasons—so used to her world of insanity that the intrusion of the real world throws her completely off guard.
    • The Cheshire Cat: The Cat (according to Alice) is a “blasted thing” that is highly mischievous, intelligent, and sly; and she claims with both irritability and mild fright that it even has its “own agenda”. Disturbingly, whenever spoken of in this way, the cat's grin appears to widen. Still though, Alice seems fond of the thing, and it seems fond of her as well. At least in the way that it never leaves her side. Ever.
  • Background:
    • Alice was born in 1852 to a classical Victorian family; brought up on the mannerisms and worldviews one would expect from such a time period yet always seeming to carry just a hint of oddness. Alice had an overactive imagination from a very young age, and seemed to have trouble distinguishing her fantasies from reality a lot of the time—culminating especially when she fell asleep one day alongside her sister out under a tree and dreamt of falling into a mystical Wonderland.
    • The story is one practically everyone knows by now, and indeed Alice went back for several more trips as she grew up. The line further blurred as she got older, and her family began to fear for her—the girl seemingly perpetually in a state of irresponsibility and dissociation to the point where she seemed barely aware of her surroundings many a time in the day. Desperately seeking an outlet for their daughter's hyperactive mind, Alice's parents soon discovered it in the form of a Mr. Charles Lutwidge Dodgson—who quickly became friends of the family and contributed considerably to Alice's innate fantasies.
    • Satisfied by this (and pleased especially when Alice informed them he was to be writing a book about her fantasies later on), the family continued as normal; convinced that Alice had found a reliable outlet for her imagination separate from her regular life. But unbeknownst to them, Alice was only falling deeper down the rabbit hole—slowly beginning to lose her sanity as her powers began to come into fruition.
    • Alice by her nature had never considered logic to be a necessary thing. Her powers were barely noticed by her yet simultaneously used to levels beyond their natural capabilities. They quickly expanded as her body suffered—beginning to bleed and ache the more she manifested strange occurrences in the privacy of her own room. With the accidental transmogrification of the family cat Dinah into something resembling her own fantasized Cheshire Cat one late night (she was on the cusp between sleeping and awareness at one point and assumed she was her dreamland companion), Alice's parents couldn't ignore the oddities any longer. Frightened, they began to discuss in secret what to do with her—right as Mr. Dodgson knocked on the door and presented them with his completed manuscript.
    • Alice was enthralled by the book, and her parents took it as an opportunity to decide for the final time what to do. By the time nighttime fell, they were all congregated in the living room—Alice having been put to bed so as to give them privacy in their discussion.
    • What happened next is uncertain. Alice (as expected) did not stay in one place as asked. Perhaps she overheard them and panicked. Perhaps she fell into one of her daydreaming states and lost her grip. Whatever the case, Alice had been holding an oil lantern in her hand. And just as they were about to turn themselves in to bed, a loud crashing and the flaring of fire signalled her dropping it.
    • The young Alice barely made it out alive. She was burned beyond recognition, and only survived by stumbling outside and rolling about in the snow to extinguish the flames. With her house ablaze by her hand and the state of her family unknown, Alice lost the last vestiges of her sanity. Exhausted and in agony—unlikely to survive her grievous wounds—she passed out in the snow; unaware as the Cat approached her unconscious form.
    • Decades passed. The house was eventually deemed beyond repair and demolished. The Cat roamed the streets—mysteriously lacking his mistress's presence. No bodies of the Liddell family for found; including that of Alice herself. With the fate of them uncertain, The Cat elected to try and resuscitate his creator—having assimilated her consciousness into his form in a dormant state after discovering her out in the snow, he was going to find the select parts to recreate her. However long it took him.
    • It is now the modern era, and The Cat's mission has led him across the water all the way to Easton. With the last few scraps found, he has almost completed his reconstruction of Alice's body. Now preparing to revive her by injecting her consciousness back into her new physical state, The Cat is perhaps blinded by desperation to the point where the detrimental effects to her psyche (until now having been trapped in the festering Wonderland to cope with her trauma) never even crossed his mind. Assumedly. The Cat's nature as an extension of her renders it difficult to ascertain. In any case, Alice is about to awaken—and in a state more unstable than ever.

Edited by Enirboreh on Mar 2nd 2019 at 3:09:43 PM

bork
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#52: Mar 2nd 2019 at 12:26:57 PM

Jaeger

  • Identity: Mikael Freisch, Hero, Secret Identity
  • Abilities:
    • Powers:
      • Demon Form: Mikael is a half-demon, and inheirited hellish power from his father. He can shift between human and demon forms at will, or shift only parts of his body as needed. Even in human form, his demonic heritage grants him increased strength and toughness, amplified further in his demon form. His wings allow him to fly, his claws and teeth are razor-sharp, and his tail is prehensile and ends in a spearlike spike.
      • Hellgate: Mikael can teleport at will, to any place he can envision, even shifting between Earth and his home dimension of the Abyss. However, warping multiple times in succession will tire him out.
      • Hunter's Armory: The power of the Black Huntsman. Best described as 'weapon-control', Mikael can essentially summon and manipulate weapons. Currently he is able to summon hunting rifles, pistols, various knives (both melee and throwing variants), various bows (crossbows/longbows/compound bows/etc), black chains, and beartraps. Resonating with Mikael's demonic energy, all are more powerful than their mundane counterparts. He need not directly hold and fire them; his summoned weapons hover in the air behind him before firing. Additionally, any weapon Mikael wields, even if he didn't create it, will never run out of ammo.
    • Weaknesses: As a demon, he is vulnerable to 'divine' or 'purifying' abilities. Additionally, he is weakened while on holy ground (churches, temples, shrines, and the like).
    • Skills: Despite summoning weapons, Mikael's power offers him no superhuman ability to aim - his skills at marksmanship are entirely his own. In addition to being an excellent shot, he is a natural outdoorsman and hunter, able to track animals, sneak around brush, and make various traps.
    • Equipment:
      • Hunter's Cloak: Mikael's favorite fur coat, which he made himself. Empowered by his demonic energies, it now offers much more protection than one would expect, and repairs itself if damaged. It's fireproof, and can even block some hostile magics. Like Mikael himself, it's weak against light-based or 'holy' weapons.
      • Locket: An old keepsake, containing a photo of Mikael's grandparents. It protects Mikael from the elements, and also calms his mental state, allowing him to think rationally even in times of stress.
  • Appearance:
    • Human: A tall (6'5"), blonde-haired young man, usually rugged and unshaven, with a penchant for furs. Scars cover his arms and chest. His eyes are naturally blue, but should his anger rise, his demon half bleeds over, making his eyes glow red.
    • Demon: Eight feet even of red-skinned muscles, with blackened claws for hands and talons for feet, great dark wings, twisted horns, and a long spiked tail. Dark fire seems to glow under his skin. His eyes are a dark crimson, and his sclera are black. His teeth are like knives.
  • Personality: Mikael believes strongly in the greater good, and in doing what is right regardless of what others think. He generally tries to be polite, but can let his anger slip out, especially when others face injustice. While he doesn't want to harm the innocent, he derives satisfaction from hunting and fighting, and will more than willingly fight anyone who challenges him. He generally avoids lethal force, but is not averse to matching those who would try to use lethal force against him, or against the innocent.
  • Background: Born in a small town and raised by a single mother, Amadea, and stern but kindly grandfather, Josef, Mikael's childhood was simple. He spent his days camping in the woods, learning to identify animals and plants, how to tan furs, and even how to handle firearms. But from time to time, Mikael noticed something... off, about himself. He'd almost trip over a root, only for the root to be torn in half by his foot. He'd have more bullets or crossbow bolts than he remembered having, and his gun would be loaded even when he was sure he'd used up the cartridge. When he was twelve, a bear mauled his arm, breaking a bone, but he recovered within a week. He realized, slowly, that he was not normal. And then, at the age of eleven, his father visited him for the first time in his life. The man introduced himself as 'Samuel', but this, Mikael knew, was a lie. Behind his father's eyes was the glow of hell itself. He confronted his parents and demanded the truth. His father, in response, revealed his true form. The Archdemon Zamiel, Master of Hunts and one of the Thirteen Lords of Hell. He had fallen in love with Amadea, and they had had a child. Not wanting her son to be raised in the cruel and unforgiving Abyss, the realm from which Demons originate, Amadea had raised him as a human. She had intended to tell him when he came of age. Mikael, however, felt betrayed that his mother would keep this from him. It didn't help that Josef had regaled his grandson with tales of his days as a hunter of all things demonic and undead. But Zamiel turned out to be quite agreeable, and offered to instruct Mikael in the use of his powers. Mikael began to learn of the true strength he possessed, and came to understand why his mother hid his heritage. In time, Mikael accepted his demonic half, but refused to let it change who he was. With his powers, he resolved to be a hero. To that end, he wound up moving into his father's summer manor, on the outskirts of a town called Easton - a city which was apparently a 'supernatural hotspot' - and began attending Easton Community College by day, while fighting crime by night.

What is so amusing about this? Why do you take lives? How can you forget?
kkhohoho Since: May, 2011
#53: Mar 2nd 2019 at 1:37:31 PM

  • Identity: Raymond Reynolds, Hero
  • Abilities:
    • Powers: Raymond is a being of pure energy, first and foremost. He’s able to appear human, but it doesn’t change what he is. As such, he’s able to punch through walls made of concrete, as well as turn himself into various constructs like laser beams or shoot out said laser beams from his magic eye, or even turn into waves of pure energy. He also has the ability to read people’s surface thoughts, though he can’t go any further than that.
    • Weaknesses: While Raymond is very hard to hurt being made out of pure energy, he can be contained given the proper methods. If trapped in a sufficent shield or barrier, it can be nigh-impossible for him to break out without some help.
    • Skills: Aside from his natural abilities, Raymond has also dabbled in a variety of other subjects. Gunplay, poker, lockpicking, acting, cooking, and low level engineering are just some of the talents he possesses. He’s also read up on various subjects such as philosphy or history out of efforts to find some grander purpose in life, though he’s come up short so far.
    • Equipment: Carries a laser-blaster in his shirt pockets, along with lockpicks, a lighter, a small wrench, a deck of playing cards, and various other tools and doodads. One never knows when something could come in handy.
  • Appearance: Humphrey Bogart called, he wants his wardrobe back. Additionaly, Raymond dresses in all white and also has an eyepatch over his left eye. Which is also white. Go figure.
  • Personality: Raymond is very polite, calm, well spoken, and suave. He treats nearly everything like a party or a show, trying to find the fun in everything and always enjoy himself. That said, he still knows when to get serious, and places the protection of innocents above all else. Protecting others gives him something to live for especially since he’s a man without a past, and he will do whatever it takes to do so. He’s also very clever and cunning, known to almost always have some sort of trick up his sleeve. He prefers using his wits as opposed to a straight up brawl, but is willing to duke it out if necessary. He also has a sadder side that pops up from time to time, mostly stemming from the fact that he still doesn’t know what he is. As if he has no past to speak of prior to becoming who he is now. At times it pops back up, and whenever it does, he has to give everything he has not to go for a drink. Seeing as she’s sworn off the stuff. He tries to hide it, even pretends it doesn’t exist, but he can’t always keep it covered up.
  • Background: Raymond Reynolds was not in fact born. Rather, Raymond Renolds was made. Raymond was created years ago by a mad scientist as a means to create his very own all powerful super soldier. A being made out of pure energy that would obey their every whim. And at first, it seemed to be going well. Unfortunately for him, such projects don’t always work out like one would hope. While he was able to create his energy being without incident, the being itself proved to be uncontrollable. In a near mindless panic, it overwhelmed his creator and escaped its’ confines. It wandered Supercity aimlessly before being found by a powerful sorceror called Dr.Bozo who took him in.
    • Bozo knew what the creature was, but also knew that it wasn’t inherently evil. He first cast a spell of concealment to hide its’ presence from Jason and anyone else who wanted to use it for their own ends. It taught the creature just about everything it knew short of advanced magic while also steadily altering it so that it had greater self-awarness, and also taught it enough control to form itself in the shape of a man. In any case, the creature expressed an interest in the outside world and learning its’ origins, but Bozo warned caution. While he understood the creature’s wants and needs, he also knew that there might be those searching for it. He taught the creature how to use his abilities to defend himself, while also making sure it knew never to use them as lethal force unless absolutely necessary.
    • Eventually the creature formed a fully sapient personality and even took a name: Raymond Reynolds. However, in the process of becoming who he is, he forgot the earliest moments of his life. All Raymond remembers is being at Bozo’s, a fully formed human man with superpowers. He doesn’t know what he really is or where he came from, and Bozo doesn’t bother to tell him on account of him wanting to fully find himself before being confronted with something that shatter him. In the meantime, Bozo continued to help him as best he could until he was ready to go out into the world.
    • Eventually Raymond decided he wanted to something more with his life, but felt that becoming an out and out Superhero just wasn't him. Plus he needed to make a living somehow. Instead he became a PI, still stopping criminials and helping the helpless but in his own way. And getting some compesenation for his efforts didn't hurt.

Edited by kkhohoho on Mar 2nd 2019 at 3:37:47 AM

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#54: Mar 2nd 2019 at 9:25:58 PM

  • Alice Pleasance Liddell & The Cheshire Cat
  • Jaeger
  • Raymond Reynolds

The above characters are hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:14:22 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
#55: Mar 2nd 2019 at 10:26:05 PM

The Printer Family


    Wilhelm Printer 
  • Identity: Wilhelm Printer (Hero)
  • Abilities:
    • Powers:
      • Ink Manipulation: Wilhelm can manipulate any kind of ink to form constructs, as long as he can see the ink he's trying to manipulate. He can turn printed ink into liquid ink and vice versa. Once ink comes into his control, it turns black. He can store the ink he's collected in the form of tattoos, but he's limited to tribal-style ones. He cannot generate his own ink.
      • Tattoo Animation: Once he stores ink in the form of tattoos, he can use them to alter his body for a short period of time. The ink rises up out of his skin and forms the desired changes, but will continuously drip. If the ink drips away completely, the changes will be reversed.
      • Memory Of Indelible Ink: Wilhelm does not forget anything, and can turn his memories into books that he can review later. This is especially useful for investigations, as the books he creates sometimes detail things he missed.
      • Magic Of Words: Wilhelm can quote phrases from famous books, poems, and songs in order to manifest anomalous effects in real life. The main drawbacks to this is that he has to have the book he is quoting from on his person, the books cannot be quoted from too often (or they will burn up), and it taxes him severely to quote things.
    • Weaknesses:
      • Otherwise Regular Person: Despite his abilities to enhance his own body with ink and powerful quoting ability, he remains a regular human being otherwise.
    • Skills:
      • Library Organization: Due to working at a library, he knows how they are organized and run.
    • Equipment:
      • Pens/Markers: Wilhelm always carries a hefty supply of pens and markers in his coat as ammunition.
  • Appearance: Wilhelm is a (5'5", 150 lbs) man with no outstanding physical attributes except for his tattoos—he is absolutely covered in them. He has short-cropped black hair and dark eyes. He typically wears nondescript street clothes under a black hooded trenchcoat.
  • Personality: Wilhelm is pretty easygoing and friendly. That said, deface a book and you'll incur his wrath. It's pretty obvious that he loves his job. He doesn't prefer to involve himself in superheroics, but he will if he is caught up in the situation. Following the insurgence if Dream Eaters in Easton, he is slightly nervous.
    Paige Printer 
  • Identity: Paige Printer (Hero)
  • Abilities:
    • Powers:
      • Image Animation: Paige can bring any image (drawings and photos) that she has made to life, even if it is merely a scribble. She doesn't have to pay attention to her drawings the same way Wilma has to in order to be able to animate them. She can also make the subjects of pictures move, but she cannot pull things out of them.
      • Image Walking: Paige can go into her drawings to examine them more closely and talk to her own creations. However, in her pictures, everyone ignores her as if she wasn't there. The drawings and pictures are connected by her power, so she can use them as portals. She can bring people with her as long as they are holding hands.
    • Weaknesses:
      • Otherwise Regular Person: Despite her powers, she remains a regular human being.
    • Skills:
      • Library Organization: Due to working at a library, she knows how they are organized and run.
    • Equipment:
      • Drawing Materials: She always carries around some drawing materials in her purse, just in case.
  • Appearance: Paige is a (5'4", 130 lbs) lithe woman with long red hair and green eyes. She wears various colorful ankle-length sundresses under a leather jacket and boots. She walks confidently and is straight-backed.
  • Personality: Paige appears stern, but is actually very willing to help people. When she gets angry on behalf of someone, expect a horde of drawings at your doorstep. Her main concerns right now are to prevent the Library being taken from the Printer family's ownership and to investigate the increasing amounts of Dream Eaters in Easton.
    Wilma Printer 
  • Identity: Wilma Printer (Hero)
  • Abilities:
    • Powers:
      • Paper Manipulation: Wilma is able to manipulate paper to form a variety of constructs, provided she has enough lying around. The constructs she makes take on the attributes of the real thing. Through constant practice and ignoring all facts to the contrary, her constructs are now waterproof and fireproof.
      • Art Animation: Whatever she draws on a surface will appear real and move around on its own, but only on the surface it was drawn on. If she takes the time to pay attention to minute details, she can then summon the drawing off of its surface and into real life.
      • Legend Forgery: By fabricating a legend that attributes anomalous properties to an item or location and believing in it herself, she can make the properties appear in the item/location. She cannot speak of the true history of the item/location, as that will end the effects immediately.
      • Understand Languages: Wilma has the strange ability to use any language as soon as she comes into contact with it. She thinks this is annoying since it gives her splitting headaches when activated.
    • Weaknesses:
      • Otherwise Regular Person: Despite her powers, she is a regular human being.
    • Skills:
      • Speed-Reader Savant: Wilma tears through reading material extraordinarily quickly, remembering everything she reads, if only subconsciously. This makes her a good researcher of threats.
    • Equipment:
      • Messenger Bag: A messenger bag holding Wilma's sketchbooks, notebooks, and writing/art supplies. This is with Wilma at all times, and she has developed a sixth sense as to where it is should it ever be lost.
      • Newspaper Hat: A large, slightly floppy sailor hat made out of newspaper. Wilma carries this hat around as "concealed" ammunition. It looks slightly silly, but people ignore it, which is her intention.
  • Appearance: Wilma is a (5 ft. 2 in. tall, 120 lbs.) stocky 15-year-old girl with brown eyes and light brown hair in two thick fishtail braids reaching down to her lower back. She wears a white button-up long-sleeved shirt and a dark brown knit vest under a light brown trench coat (that is always open), a knee-length black pleated skirt (with knee-length bloomers underneath), knee-high thick woolen socks, and flat-heeled knee-high leather boots. She also wears the aforementioned newspaper hat and black rectangular wire-rimmed glasses.
  • Personality: Upon first glance, Wilma is a Cloudcuckoolander through and through. However, under all the strangeness lies a startlingly bright intellect that doesn't hesitate to lend a hand, should she be needed. She is concerned about the situation with the Dream Eaters and is secretly very scared, but she doesn't think that will stop her from doing the right thing, whatever that may be.
    Saga Of The Printer Family 
  • The Printer family has quite a long history and possess venerable roots (or so they claim; their supposed connections to Johannes Gutenburg, who invented book printing, has never been verified). What is known, however, is that Wilhelm comes from distinctly Germanic or Nordic descent and Paige has Celtic roots.
  • Wilhelm and Paige were childhood sweethearts. Wilhelm's skills at calligraphy attracted Paige's attention, who loved drawing and photography. Following their whirlwind romance when they turned into teenagers, they were beset upon by Dream Eaters, who were attracted to their Inspiration and wanted to feast on it.
  • The two started hunting Dream Eaters for a living, before finally deciding to settle down in Easton and founding a Library as an open love letter to art of all kinds. Wilma followed not long after they settled down, and was the source of the Library's current anomalous properties.
  • Wilma is currently attending a progressive high school which claims to encourage creativity. She loves it there, and used to lead several clubs until schoolwork forced her to take a load off. Her former club members still consult her, however. Wilma has recently started making a name for herself as an amateur fantasy fiction writer and a realist painter, to her parents' approval.

Edited by JumpingFruit on Mar 3rd 2019 at 9:14:29 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
#56: Mar 2nd 2019 at 10:39:01 PM

  • Wilhelm Printer, Paige Printer, Wilma Printer

The above characters are hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:14:33 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
#57: Mar 3rd 2019 at 9:39:00 PM

Soulful Sea Saints


    Makquer'el 
  • Identity: Makquer'el (Hero)
  • Abilities:
    • Powers:
      • Body Of Water: Makquer'el bleeds neither blood or ichor, but saltwater, which appears to make up all of his inner parts. It gushes out unceasingly until he closes the wound manually. This odd physiology, combined with his divine traits, make Makquer'el The Needless and give him immunities that most deities have. Additionally, his hair and the hem of his coat are always wet. His hair drips with drinkable freshwater and his coat drips saltwater. Both do not drip, freeze, or make other things wet unless he desires it, and he can control the amount of water that drips.
      • Heart Of Dark Seas: The deeper Makquer'el goes, the faster he can swim, and the harder it will be to spot him in the water. Neither water pressure nor the need to breathe seem to affect him. He can also teleport by jumping into shadows and small pools of water. Makquer'el can see in pitch darkness, as long as he is underwater.
      • Essence Of The Catch: Makquer'el can induce both favorable and unfavorable weather for the benefit of fishermen. He can also bless fishing vessels to get a larger catch than normal and bless fishermen with more skill. Fishing equipment becomes stronger in his presence.
      • True Form: Large and extremely strong. He usually doesn't use his true form unless someone really deserves his wrath.
    • Weaknesses:
      • Soft-Hearted: Makquer'el is terrifying in his rage, but he will stop most of the time if you break down in tears or otherwise act pitifully. He will stop even if it's an obvious act, which leaves villains with ample opportunity to take advantage of this. Makquer'el can't help himself—a mix of naivety and soft-heartedness keeps him from ending his opponents if they show any remorse.
    • Skills:
      • Ultimate Fishing: Makquer'el knows all there is to know about fishing, and it shows. Fish are drawn to his harpoon and net like ants to a picnic. He is able to harness his fishing skills in combat to make himself more of a threat.
    • Equipment:
      • Bone Harpoon: This harpoon is made out of the spine of a large sea creature, and has a length of chain attached to it that never seems to run out. Whatever is pierced with it (usually evil spirits) and dies will be turned into a small black fish. It has a divine durability and sharpness, and Makquer'el can summon it as he wishes in a cascade of water.
      • Sinew Net: This net is made of the sinews of a large sea creature. He uses it to rescue drowned or otherwise trapped souls and send them to the afterlife, though he can also use it to entangle his opponents. Even if someone is skilled in escape artistry, they will find it supernaturally hard to escape this net. He can summon it in a cascade of water.
  • Appearance: Makquer'el stands at 5'5" and weighs 150 lbs. He has sea-green eyes with blue flecks and long, stringy black hair that is always wet. He wears a linen shirt under a knee-length jacket with their sleeves rolled up, simple trousers with its legs also rolled up, and straw sandals. A straw hat is slung over his back. Everything he wears is black (except for his straw hat), to fit his position as a death god.
  • Personality: For a death god, he's pretty easygoing and friendly. His duty is to help trapped souls find rest, maintain the balance between light and dark in the oceans, and help fishermen—which are things he does with gusto. Makquer'el occasionally displays a childish disposition and wonder. Despite his easygoing nature, if you prevent a soul from finding their final rest, he will end you, despite his willingness to forgive other slights.
    Shelly/Shay'elli 
  • Identity: Shelly/Shay'elli (Hero)
  • Abilities:
    • Powers:
      • Nigh-Indestructible Shell: Shelly's shell is extremely durable and resistant to heat damage. If you were to throw it into a trash compactor, the trash compactor would break first. If you were to try and cut it with a chainsaw, the chainsaw would break before the shell. If you were to hold a Bunsen burner to his shell, the shell wouldn't even be scorched and Shelly would be perfectly fine inside. It makes for a good hiding place when Shelly retreats into it. Too bad there's an obvious opening...
      • Filth Eating & Water Breathing: Shelly, as a Magical Sea Snail, is naturally resistant to filth and its negative effects, because they're a race of bottom-feeders with extremely robust digestive systems. He is completely immune to all poisons and pathogens that he consumes. As he also used to live in the ocean, he can breathe underwater.
      • Wall Crawling: With his sticky footpad, Shelly can crawl up walls and such. He can even stick onto ceilings. This could be utilized for stealth or getting into hard to reach places.
    • Weaknesses:
      • Snail's Pace: Shelly can't move quickly at all if someone's not carrying him around. He literally moves at a snail's pace and has to drag himself forward. The only upside to this is that he can crawl on walls and ceilings, but it's not a very good one.
    • Skills:
      • Great Magus Of The Sea: While Shelly is slow, small, and weak, his mind and his magical skills are something to be reckoned with. He is an expert in healing magic and spells that wash away corruption and taint.
    • Equipment:
      • Scroll Of Wave Essence: This is Shelly's life work, and he is constantly adding new spells to it. It mostly contains healing magic and, most importantly of all, spells to summon sacred waters to wash filth away, be it spiritual or physical.
  • Appearance: Shelly is about the size of a large orange. His shell is a pearly white and is shaped like a squat cone. The lower half of his body is a slimy footpad, but his upper body is that of a man in his forties. He has long, seaweed-colored hair and beady black eyes. Shelly has a surprisingly deep voice for someone so small and he is actually a hermaphrodite. He has accumulated some musculature from dragging himself around.
  • Personality: Shelly is very reclusive, preferring to stay in his shell most of the time and be carried around by Makquer'el, the only person whom he considers a friend. However, he will reluctantly come out of his shell to help people if there is no one else able to do so. He is very distrustful of humans because they killed all of the other Magical Sea Snails to harvest their shells. Shelly enjoys having his shell brushed.
    Saga Of The Sailors 
  • Makquer'el is a god created from the various thoughts and hopes of fishermen. While he is not as powerful as proper sea gods, he is content with his lot and purpose. The "death" part of his sphere of influence comes from fishermens' fear of drowning, "darkness" comes from fishermens' curiosity about the deeper parts of the oceans, and where "fishing" comes from is obvious.
  • He mostly occupies himself by putting down Drowned Souls (vengeful monsters born from the bodies and souls of those that perished due to drowning and other water-related issues) in the various oceans of the world. However, a sudden influx of Drowned Souls near Easton has drawn his attention.
  • Shelly is the last member of a race of Magical Sea Snails tasked by the sea gods of yore to keep the oceans clean with their magic. Previously, they diligently set about cleaning the oceans by eating up all the filth they could find in it and taking care of the rest by summoning sacred waters to wash it away. But then, one day, something changed.
  • They were recently discovered by Exotic Shells Inc, who found their shells profitable to sell as tourist souvenirs. Having no spells with which to defend themselves with, their numbers quickly dwindled into one. Shelly survived by hiding under a rock.
  • Makquer'el found and saved him, and after learning of Shelly's situation, he traveled to Exotic Shell Inc's headquarters and flooded it with a torrential storm. Only the headquarters were destroyed, and nothing else—Makquer'el was careful enough to leave everybody alive. Afterwards, Shelly agreed to travel with Makquer'el, as he had no other place to go. Makquer'el affectionately called his new friend "Shelly" as a nickname, and it stuck.

Edited by JumpingFruit on Mar 3rd 2019 at 9:45:36 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
#58: Mar 3rd 2019 at 9:45:01 PM

  • Makquer'el, Shelly

The above characters are hereby accepted, now and forever!

Edited by JumpingFruit on Mar 3rd 2019 at 9:45:40 AM

I wear the skin of the Elder Things, having come unto my own.
ayamketimun The only pickled Henderson that I know from Trawling around the Solar Solar System Since: Aug, 2017 Relationship Status: If you like it, then you shoulda put a ring on it
The only pickled Henderson that I know
#59: Mar 3rd 2019 at 10:13:34 PM

Considering my interest piqued by this forum, I hereby declare my intention to submit a character...hopefully in a timely fashion! (Apologies if my grammar is a little off...)

Edited by ayamketimun on Mar 3rd 2019 at 10:14:23 AM

SmokySmile Double-blade Darling from Call is coming from Inside the House Since: Mar, 2019 Relationship Status: Hoping Senpai notices me
Double-blade Darling
#60: Mar 4th 2019 at 6:14:20 PM

  • Identity: Terror, Villain
  • Abilities:
  • Powers:
    • Nothing to Fear: Terror is able to individually identify one or more subject's deepest fears, and begin projecting elements of it into reality. The increased rate of fear from the focused subject cements the specific creation, to cause harm but at a lesser degree.
    • But Fear Itself: Terror selects one subject's focused fears to shift into, drawing all resources of Fear into a focused and much stronger attack.
    • We All Fall Down: Second hand fear is a resource on it's own. The effects Terror leaves on a subject varies from person to person, but the fear they cause such as frightening a citizen due to a mental break directly fuels the NTF/BFI powers and stretches their limitations. What you fear can be as real as you make it.
  • Weaknesses: Expressions of bravery or compassion, however not your own. Requires community efforts, not necessarily 'facing your own fears'. Individuals can assist others in breaking the holds of fear. In addition, the only 'human' element remaining of Terror inside the fear fueled casing is a heart, which when destroyed causes Terror and all their creations to cease existing.
  • Appearance: Link provided on Discord due to new account. Appears to be in mid 20s.
  • Personality: Terror thrives on social elements, and is quite excitable due to it. Boredom doesn't settle easy with Terror, and therefore she seeks out misery where it can be found. In addition, she enjoys watching and studying the 'raw form' of each person found through their panicked states of mind. Cruel and sadistic, are a few words that are quite immediately obvious.
  • Background: A Lesser EEE, Terror ascended to their entity form June 3rd. 1692 in Salem, Massachusetts during the period of panic and mass scrutiny known as the 'Salem Witch Trials'. Fear mongering had resulted in the unjustly deaths of many, including Terror's previous form. The extreme hatred for humanity and intense panic cast upon those who lived during such times and those executed and alleged dark magics concocted the entity known as Terror.

Edited by SmokySmile on Mar 5th 2019 at 4:56:08 AM

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#61: Mar 4th 2019 at 9:57:29 PM

~SmokySmile

Thank you for your interest! I have some requests and questions before I accept you, if that's alright. Here they are, in descending order of importance:

  • If you're not going to add anything to the "Skills" and "Equipment" section, then I need you to delete them. Otherwise, it gives the character the appearance of a work in progress, and I can't accept anything that looks incomplete.
  • I got the link to the picture for the description in Discord, but I still need you to add it to the profile (see above for my reasons). The TVT markup for adding a link to text is: [[(link) text]]. There's a space between the link and the text.
  • I'm curious: Is Terror an Emotional Embodiment Entity? If so, please put the exact type in her backstory. Otherwise, you don't need to worry about that.
  • You don't have to use brackets in the profile unless you're planning to add markup effects to it. Normal parentheses work as well. It's up to you if you want to change the extra brackets, but please keep it in mind for the future.
I'm sorry if I come off as overly nit-picky, but the rest of your sheet seems fine to me. Once you fix the issues above, I'll accept you.

I wear the skin of the Elder Things, having come unto my own.
SmokySmile Double-blade Darling from Call is coming from Inside the House Since: Mar, 2019 Relationship Status: Hoping Senpai notices me
Double-blade Darling
#62: Mar 5th 2019 at 1:38:24 AM

[up] Hi there! Sorry for the issues, still brand new however I fixed them as requested. Unfortunately I tried that picture format for her but it wouldn’t let me use an external link for having a new account? I tried a bunch of alternatives including uploading to the site directly to no avail, I was told that I could link it in the discord temporarily.

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#63: Mar 5th 2019 at 11:20:07 AM

~SmokySmile

Ah, so that's the case. All right, then. Remove the embedded link so the rest of the profile isn't censored and I'll accept you. Later, when I get home from school, I'll pin the picture on Discord so it doesn't get lost.

Sorry for making you go through all this rigmarole, but I hope you can understand why.

I wear the skin of the Elder Things, having come unto my own.
SmokySmile Double-blade Darling from Call is coming from Inside the House Since: Mar, 2019 Relationship Status: Hoping Senpai notices me
Double-blade Darling
#64: Mar 5th 2019 at 11:45:40 AM

[up] Oh no worries at all. I’ve readjusted once more (hopefully) for good! Many apologies for not understanding the formatting/terms.

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#65: Mar 5th 2019 at 12:14:20 PM

~SmokySmile

ONE MOOOOOOORE THING--

You're saying that Terror is a Greater EEE. That would make her the physical incarnation of fear itself, which doesn't fit, since a) Terror has obviously chosen to spread her type of emotion instead of being a force of nature that can't control itself, much less have its own mind and b) Her powers are too weak for a Greater EEE. We're talking "causing extreme chaos just by being in the immediate vicinity" level for those. (Also, most Greater EEEs have been subdued or killed by the Weaponmasters, and you'll have to work with NickTheSwing to hash out the details of how she escaped from being an Embodigem/from Alquobia if you still want her to be a Greater EEE.)

Unless you're planning to make a huge plot out of this, I recommend making Terror the Lesser EEE of, say, Fear of the Unknown. That seems like what you're going for so far, what with the Salem Witch Trials and everything.

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
#66: Mar 5th 2019 at 5:29:26 PM

you're all #$&%ed


  • Identity: Lucy Melanie Livingston, Hero, Secret(ish) Identity (Inkwell).
  • Abilities:
    • Powers:
      • Melanokinesis: The ability to psychokinetically manipulate ink. As long as she's had initial contact with it beforehand, Lucy can manoeuvre ink according to her will: telekinetically moving it as well as forming it into tools, tendrils, weapons, shields, and other such constructs. With appropriate control of its velocity and concentration she can increase her ink's density, and she can also alter its pigmentation in order to manipulate its colour. As of now, her most experimental technique using this power is her “ink dolls”—so called because she has barely enough control to keep their limbs in check and thus has them usually flail about like marionettes and inevitably collapse into a puddle.
      • Melanogenesis: The ability to generate large quantities of ink. Lucy does this by causing her body to convert excess mucus and fat supplies into pure melanin—which she can then push out through her pores. Colossal amounts of the stuff generated in a rapid manner fatigues her tremendously, and it usually leaves her extremely weak and noticeably thinner after mass production. On the other hand, Lucy can reabsorb her ink (as well as any other external sources of ink nearby), to which it will energize and strengthen her back to her normal state again. As such, the more ink she has on hand for manipulation purposes, the more tired and sluggish she becomes unless she absorbs it back into her body.
      • Melanokinetic Transformation: With concentration, (or by being startled) Lucy may convert her entire form into liquid ink, to which she can then move around by sprouting several tendrils and pulling herself along at a rapid rate. It should be noted that in this form she is practically deaf, blind, and mute—reliant entirely on the limited tactile senses gained by her consciousness being directly tied to this ink form. While difficult to kill, she can still ‘feel’ attacks when they make contact, and may end up shifting back due to the sheer mental strain. That and it takes some concentration and mental fortitude to keep herself in this state for a prolonged time, and she may have to change back anyway from time to time simply to gather herself.
      • Livingston Willpower: An innate trait all those in Lucy's family share (barring her mother), and the driving force for their metahuman abilities. As a Livingston utilizes more determination or is otherwise pushing themselves in terms of courage, an otherworldly energy may manifest within their regular powers as a pseudo-adrenaline effect. Apart from being innately psionic and carrying the side effect of a telepathic interference with whatever it stays in contact with (including the Livingston themselves) it also carries minor electrical properties as well as spiritual attributes. Its origin in the Livingston lineage is largely unknown, but those who train enough with this power may be able to master forms of tactile-telepathy and other psychic effects when mixed with their usual powers—albeit at the detriment of their psyche. LW (as it's commonly abbreviated) is at its heights when a Livingston first activates their powers; only remaining from then on in the form of limited, vestigial bursts of activity according to rising stress levels.
    • Weaknesses: Water tends to mix poorly with Lucy's powers and usually causes any of her active constructs to freeze up and melt away as the ink making it up is distilled. Another vulnerability is the fact that it acts much like oobleck in viscosity—any violent contact will be treated to an equivalent force of concrete while a slow and careful touch will render Lucy's constructs as useful as if she were wielding weapons made of wet paper. This means that Lucy has to constantly match velocities with whatever is about to hit it in order to properly attack or defend herself—any foes with enough smarts and patience to figure out this weakness will soon discover that she isn't as well-protected as one might initially think.
    • Skills:
      • Athleticism: Lucy has taken several dance classes before, and it shows in her overall litheness and agility. This is incredibly useful in terms of assistance for her powers, (her ability to dodge and weave in tandem is accelerated considerably by the odd tendril or two) but her lack of formal combat training means she still uses this primarily to ‘get out of the way’ rather than ‘get down there and brawl.’
      • Strategist: Despite her meek tendencies, Lucy is constantly taking in notable snippets of information and collecting them into an inward map of not-necessarily-connected but not-entirely-nonsensical understanding. Her cautious and empathetic demeanour means that she is usually walking on eggshells around people anyway, and so in the event of a crises she ends up using this primarily for the benefit of any civilians in the vicinity—and indeed all her plans are based around other people instead of pure pragmatism. Though this is assuming she has the courage to speak up enough anyhow.
      • Painting: Lucy has quite an artistic mind, and her perfectionism and innate sense of order usually keeps her working up until ridiculous hours just to get every single detail perfect. She has a great appreciation for aesthetic as a result, and can often zone out if she sees something distinct or interesting (though thankfully not in the heat of battle does she get enraptured by the explosions).
    • Equipment: Merely her utility belt. The thing is made of segmented, hinged steel, and is lined with magnets and clasps to allow for metallic cartridges to be clipped on securely. These cartridges are filled to the brim with emergency ink supplies—in the event the ink in the fabric of her clothing runs out. Lucy's suit is also padded and armoured to a level where she could safely take a stray bullet or two.
  • Appearance:
    • Civilian: 5'2". Of apparently mixed Asian descent. Very thin in appearance, almost undergrown—with her pallid complexion, often mussed hair, and tired eyes clearly displaying her exhaustion and poor emotional state. Usually averts her gaze when looked at—prefers to hide her face in thick or baggy clothing such as hoodies. Blushes often. Habit of staring into space.
    • Inkwell: Wears a two-piece bodysuit of a dark purple colour, broken up by a black utility belt, gloves, and boots. Has no mask, but instead wears a heavy cloak and ties her hair back beneath it—the hood being baggy enough to cover over half her face when needed. Chestpiece has an inky black peace symbol emblazoned upon it, and the cloak in its entirety is large enough for her to completely hide her form within. The suit has black colouration for a reason—Lucy is prone to storing spare ink within the fabric of her clothing (hence her tendency to wear baggy hoodies with a lot of mass and storage potential) and relies heavily on whatever limited supplies she can get so as to ease the strain and precious time of generating it herself.
  • Personality: A naturally softspoken, shy, and gentle individual, Lucy's apparently meek and occasionally stammering outward appearance does not give justice to her sheer willpower and tenacity when it comes to fulfilling her own idealism and moral standards. Patient almost to a fault, Lucy still isn't afraid to vocalize when she feels as if someone's crossed the line, but when she's not actively in ‘mother-mode’ she's mostly attempting to keep her thoughts in check and her tendency to furiously blush at the slightest compliment or positive attention under control. Lucy is selfless to the point that she doesn't even acknowledge her own personal mental health, and as such is pushing herself so hard and so often out of her naturally introverted nature that it tends to make her fatigued and emotionally drained all too often. While doubtful of her own abilities and often feeling inadequate even on her best days, Lucy is stubborn enough not to let anyone around her fall into sadness for very long despite her own, and she is always ready with a warm hug on hand for whomever needs it.
  • Background: Born to Jane and Lucius Livingston as their middle child before the latter left them behind, Lucy was raised alongside her older sister Hannah and her younger brother David, being given the best upbringing and education possible by Jane despite her now technical nature as a single mother.note  Being home-taught and generally isolated from socialization had left the already shy Lucy extremely anxious and reluctant to meet with other people excluding her family, which culminated especially when she and her brother became old enough to properly attend high school.note  After an incident involving a group of bullies and an instinctual urge to protect her brother, Lucy soon discovered further complications with the awakening of incredibly specific superpowers—thus became even more withdrawn and reluctant for socialization out of shame and confusion as to her own self. But now, after a recent reprimanding from her mother as her self-confidence hit a dangerously low point, Lucy is starting to finally realise the practical applications for her abilities—and used a combination of spare fabrics in the school theatre, her own underused clothing, and a few auctions of some of her paintings for the more specialized parts in order to create a fairly respectable outfit for herself to pursue hero work. Though somewhat small-scale as of now and rarely sticking around to soak up the praise, Lucy's actions under the name Inkwell have indeed started to be noticed—even if one can never keep the girl still for questioning.

Edited by Enirboreh on Mar 9th 2019 at 2:09:24 PM

bork
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#67: Mar 5th 2019 at 9:56:16 PM

  • Terror
  • Inkwell

The above characters are hereby accepted, now and forever!

Edited by JumpingFruit on Mar 5th 2019 at 9:56:49 AM

I wear the skin of the Elder Things, having come unto my own.
Blueace Surrounded by weirdoes from The End Of the World Since: Dec, 2010 Relationship Status: Chocolate!
Surrounded by weirdoes
#68: Mar 6th 2019 at 10:56:15 AM

Identity: Samuel Aster Everett AKA Arctic, secret identity, hero

Abilities:

Powers: Cryokinesis, he can make and control ice, snow, and the very cold itself. Due to his skill and artistic preference, he prefers to shape his ice into fists, weapons, shields and the like, as if it was a Green Lantern Ring.

Cold sense: As a skill he picked up, he can sense that which he freezes, and can even use a cold gust to spot what's beyond his usual senses.

Cold immunity: His body is made to stand extremely cold temperatures and is much colder than a normal human, even compared to iron.

Weaknesses: He can't stand heat, and overheats easily, also, given that he imagines every inch and form he creates, pushing something too big or too complex, it causes headaches, nausea or worse.

Skills: Interested in art and architecture, has an instinctive grasp on speed and trajectories, passable investigator, can box, is agile and use a sword and a couple polearms.

Equipment: He carries a blue longcoat that helps regulate his body temperature, special googles to protect him from the glare of his powers. In civilian life, he uses equipment to hide how cold his body is.

Appearance: 5'11, slim and considered handsome. His hair is naturally pure white and messy, with icy blue eyes and pale skin. In civilian life, he has blond hair. As a hero, he wears a blue longcoat, black pants and boots a white scarf covering the lower half of his face. His hands are gloved most often.

Personality: Quiet, serious and something of a loner, Samuel is hard to get to know. But even with that, he is good hearted and tries to be honest and tries to help others, and generally has a pretty calm disposition to any risk he runs into. Sharper than one would expect, he can be a danger when angered, so watch out.

Background: A young man, son of a retired hero, Samuel had been gotten used to moving around, and not having that many friends, he was always carrying the legacy of his family wherever he went. His own awakening was a bit of a surprise, but, between the heaviness of his father's heroics, and how much he's hidden over the years, he is somewhat withdrawn. Easton felt like a new chance, and with his powers mastered, Arctic is ready to blow through the city.

Edited by Blueace on Mar 6th 2019 at 3:56:32 PM

Wake me up at your own risk.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#69: Mar 6th 2019 at 10:02:51 PM

  • Arctic

The above character is hereby accepted, now and forever!

Edited by JumpingFruit on Mar 6th 2019 at 10:02:55 AM

I wear the skin of the Elder Things, having come unto my own.
Kepler-7 A Squid Since: Apr, 2015 Relationship Status: Healthy, deeply-felt respect for this here Shotgun
A Squid
#70: Mar 6th 2019 at 10:39:32 PM

  • Identity: Ethan Ailin / 'Mirror'; Villain

  • Powers: Mirror has a unique power. He can access a pocket dimension he calls the Reflection, and it can only be accessed by stepping into a reflective surface, such as a mirror. The Reflection is generally empty, appearing as a darkened labyrinth that is both a maze and a connection point for all the reflective surfaces. Inside the Reflection he has minor reality bending powers: he can create small items, manipulate the labyrinth, see clearly through the dark, and move much faster.

  • Weaknesses:
    • Fragility - When outside the Reflection he is simply a normal man.

    • Pride - He's rather arrogant, though he hides it well most of the time.

  • Skills: He's pretty good in a knife fight. Also pretty good at murder, as much of a skill that can be.

  • Equipment: A knife and a baton. That's about all he needs.

  • Appearance: He's a very average guy (at least appearance wise). Brown hair, lanky and tall, brown eyes, pale skin. Wears a lot of grey pants and long-sleeved shirts. He keeps a glass mask in the Reflection that he wears when it's time to kill.

  • Personality: Ethan, outside his life as a serial killer, is actually sorta friendly. He tries to be nice and help out, sometimes volunteering at places and whatnot. He's a bit weird about friends; some of them he would die for, others he tosses aside without a second thought. One might say he is simultaneously apathetic and obsessive. When he's in Mirror mode, he's very different. For one, his obsessive traits really come to the front; he'll follow people home and step in to their house via the mirror at night, killing people in their sleep or simply dragging them to the Reflection and killing them there. Another trick of his is pulling people into the Reflection from mirrors at public restrooms or stores.

  • Background:
    • Ethan Ailin was born with his powers, but didn't discover them til he was a teenager. Before that he was still a bit of a sadist. He was the type of kid who enjoyed mutilating animals and fighting kids. Once he discovered his power (by leaning against a mirror and falling through it), his thoughts went almost immediately to murder. In fact, at the age of seventeen, he broke into someone's house and stole some jewelry and cash, and the next year, stepped into a stranger's house and killed him while he slept.  This became a bit of a hobby for him. He grew into a routine; he often targeted males, often relatively young ones, and occasionally a female here and there.

    • He decided one day to simply disappear from society for the most part. Since he could pretty much live in the Reflection and could pawn off jewelry and spend cash he got from his victims, he didn't leave too much of a trace. At the same time he grew a bit paranoid. He spent most of his time in the Reflection, where he knew it would be safe from others, and trying to stay in public places with mirrors in case he needed a quick getaway. He didn't own a car, nor a house, and didn't really have a job. His full time career is essentially murder. And he enjoys it immensely.

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#71: Mar 7th 2019 at 12:33:34 PM

  • Identity: Beatrix F. Dragon, Anti-Hero, Public Identity (Blüdlass).
  • Abilities:
    • Powers:
      • Invariable Aim: Beatrix's most used ability is her power to hit targets with weapons with an almost ridiculous accuracy. Her precision and supernaturally enhanced knowledge of where every point in her body (and by extension the weapons she wields) is at any given time means she can corkscrew through the air or delicately balance herself on miniscule points while remaining unwavering with her shots. Beatrix naturally likes to show off with this gift—most often utilizing it to humiliate her opponents by firing without looking or bouncing bullets off of walls. She's even able to fire her pistols with her own booted feet. Inexplicably.
      • Implacability: Her demonic origins means she is exceptionally hard to kill by mundane means. While still subject to the effects of consecutive/strong attacks, Beatrix can completely ignore bullets even when they're shredding through her form, and surface-level wounds of a similar nature can heal over in less than a minute. More severe injuries such as a stab through the abdomen can cause her to stagger and be noticeably weakened for the rest of the fight, but if she manages to get away and hide for a while she'll be back into functioning form within the week. The only surefire way to certify her demise is by decapitation—to which she will immediately disintegrate into hellish ash. While not visibly reacting to most sources of pain, supernatural attacks can soon reach the limits of her high pain threshold if enough is pumped into them; and even if she's not immediately killed by it she can be rendered incapacitated by pure exhaustion anyhow. Most notably, Beatrix seems entirely immune to falling from great heights as long as she lands upright. She sarcastically claims she has "powerful ankles."
      • Improbable Feats: Whether it be her demonic heritage or the universe somehow agreeing with her own thoughts of how awesome she is, Beatrix seems to bend the very nature of things to minor degrees in order to greater enhance her coolness factor in a manner similar to that of an 80s action movie protagonist. Bloodstains and bruises that may coat her form in battle will be immediately absent as soon as it is over in the blink of an eye, and her motorcycle also seems to become volatile to the point of immediately exploding at the slightest contact whenever she leaps off of it while it's still moving. And also fixes itself whenever it's offscreen. And inexplicably appears in a convenient place just when she needs it. That and the unexplained urge in the lesser mooks around her to charge her one at a time instead of in a group. Needless to say this hasn't helped Beatrix's abrasive attitude any.
      • Blüdraige: A state she slips into in periods of extreme bloodlust or stress. Beatrix's skin pales to an inhumanly pallid complexion, and demonic runes appear in the form of blood-red tattoos all across her skin. She begins to exude a dark aura, and her eyes shift into the classically demonic crimson irises + pitch black sclera combo. In this state of berserker rage and heightened reaction time, Beatrix's strength and speed are pumped up to superhuman levels—able to catch up to and toss cars at her upper limits. Any weapon in her current possession will also gain the properties of hellfire: mêlée weapons will become enflamed, her pistols will begin to shoot explosive shots of hellfire instead of bullets, and even her fists can be enhanced to entrench her enemies in the flames of the Abyss. The downside to this technique is that Beatrix is rendered fatigued whenever it wears off—leaving her vulnerable to attack. Beatrix also boasts to be able to utilize a form she calls the "Über Blüdraige," but no factual basis for this claim has been verified in her career thus far.
    • Equipment:
      • "Roger": Naturally, it wasn't long before Beatrix felt an urge to own a vehicle equal in badassery as herself. The motorcycle in question is a modified Kawasaki Ninja 1000; customised to take a beating from tricks and rough landings and decorated with blood-red sigils matching that of the Blüdraige state. Despite being consistently battered and jumped off of, it always seems to be freshly painted and oiled the next Beatrix appears—however she vehemently denies having a mechanical background despite all evidence pointing to the contrary. By her mental command she can call it to her position when necessary; usually in the middle of a firefight to either plow through her enemies or for use as a distraction. All that and she has a habit of calling it "Roger" when they're alone. Something she is not happy to be overheard doing.
      • Dual Pistols: A pair of demonically enchanted weapons that can be readily called back to her grasp via telekinesis. They seem to never run out of ammunition in her Blüdraige state, however she has to rely on an increased but still limited clip capacity in her usual form. They appear to be modelled after Glock 17s, and are again decorated with the demonic sigils whenever fired (it's possible that these are seals activating to induce effects of demonic magic when activated). Any bullets fired from them have explosive properties when Beatrix is under a Blüdraige, and they are also remarkably lightweight for handguns their size. As is her penchant, Beatrix has taken to calling them "Judge" and "Jury."
  • Appearance: 5'10". Has a habit of being drenched in blood one second and then being perfectly clean the next. Skin becomes pale and fully covered in glowing red hieroglyphs whilst in a Blüdraige.
  • Personality: Highly cynical, brash, and sarcastic, Beatrix apparently has little qualms for taking human life—granted only if she hasn't directly interacted with the human in question beforehand. That said, she does tend to form an overly protective attachment to people she does get to know, and can act even more rashly in the event that they get harmed. She is highly focused on opportunities and jobs, tending to enjoy the high-octane rush that goes into mercenary work, yet she somehow still considers herself ordinary enough to walk into a corner café for a latte like any other person—even if only hours before she had shredded an entire private army of a local don into ribbons. Despite her violent, sometimes even psychotic tendencies and low tolerance for idiocy, Beatrix does have her soft side; showcasing mercy towards civilians potentially caught up in the crossfire as well as possessing a strong maternal instinct towards young children. On rare occasions does she enjoy having in-depth discussions with the people she considers intelligent, and she even provides a shoulder to cry on for them if they're especially close to her. As long as nobody's watching. Pray for those caught spying in that scenario for a quick death.
  • Background: According to Beatrix herself, she had a horrific, oppressive childhood... and about this point anyone listening tends to have already fallen into a deep sleep due to having heard such "tragic" backstories millions of times beforehand. Whatever it was, though, it was enough for her to become your typical 90's Action Girl with questionable morality and an edgelord transformation to match, and has begun job-hopping as a mercenary and assassin for several street gangs, dons, and corrupt company CEOs alike from a fairly young age. She soon gained a mocking nickname of "Blüdlass" due to her resemblance to the over-the-top antiheroes and villains of the Dark Age of comic books, but instead of rejecting this observation, she seems to have actively accepted it in a dry-witted fashion—albeit only because she secretly likes the name. Possessing a demonic aura in her berserker state and confidential knowledge of the Abyss's dealings, it is very likely that Beatrix is either a full demon or half-demon, but with her heritage and most of her powers not being immediately apparent it remains unknown just who she or her parents truly are. Judging by the seals that manifest across her form when she's pushing herself, it may be that she is more powerful than is obvious—but is simply being repressed to a more limited state by some form of ritualistic seal or curse.

Edited by Enirboreh on Mar 7th 2019 at 8:43:54 PM

bork
Kepler-7 A Squid Since: Apr, 2015 Relationship Status: Healthy, deeply-felt respect for this here Shotgun
A Squid
#72: Mar 7th 2019 at 5:07:43 PM

  • Identity: 'Spider', real name Waylon Drake; Villain

  • Powers: Spider is naturally capable of producing webs from his hands, producing venom in his mouth, seeing in the dark, and climbing up walls and across ceilings. He also has minor super strength. He tends to use these powers to ambush people from above, biting them and then webbing them up similar to a spider would.

  • Weaknesses:
    • Bad Eyes - His vision isn't so hot. Basically, he deals badly with bright lights and doesn't quite see the same things as regular humans.

  • Skills: Murder, I guess? A little good at athletic activities.

  • Equipment: None needed. He is the weapon.

  • Appearance: He's a pale man with curly black hair and green eyes. He's pretty tall and has a mischievous face with sharp features. His canine teeth are slightly elongated. He tends to wear black clothes.

  • Personality: At first he comes across as a slightly awkward, if still social, young man. He seems shy, but really opens up if you act friendly towards him. He loves spiders for some reason but detests most other animals. He tends to act pretty submissive, often not speaking up for himself and merely doing what others tell him to do. As Spider, though, he is drastically different. He becomes much more aggressive, often tearing into his victims with his teeth. He takes on a more forward personality, a mix of charisma, calmness, and hostility. He tends to target victims randomly, mostly choosing them based on location and time of day (night). One might say he craves attention, as his killings tend to be overwhelmingly gory and he will sometimes drag the body to an open place where people can easily see it. The police know he's a metahuman, as examining any corpses he leaves behind reveals his webbing, and testing the blood of victims reveals his venom.

  • Background:
    • Waylon Drake, growing up, was always a bit awkward. He had very few friends, and his parents tended to worry more about work than him. His powers slowly revealed themselves as he got older. It started with his deteriorating eyesight, with the webbing a couple years later. Lastly was his venom, though he wouldn't actually find out about it until his third murder. His first kill was actually in self-defense; someone broke into his house and Waylon happened to be awake at the time. Waylon confronted the criminal, who decided that killing Waylon would keep him quiet. After a struggle, Waylon webbed him to the ground and pushed a kitchen knife through his throat.

    • Afterwards, he realized he had actually enjoyed the feeling of killing the criminal. Why else would he have killed him when he was already webbed down? Before that moment he had been a good kid. But now, at least in secret, he was the exact opposite. His second kill, his first real murder, was a 'friend' named Michael. Waylon had unusual feeling regarding Michael, a sort of love-hate relationship. Michael treated him like any other friend, but to Waylon, it seemed like sometimes he went out of his way to be nice, other times he would purposefully ignore Waylon or try to avoid him. This frustrated Waylon to no end, until he eventually made the decision that it was the right time for a kill. Waylon followed him home and then smashed his window late at night. As Michael startled awake, Waylon grabbed him by the neck, and, with his minor super strength, punched Michael repeatedly until his face was a bloody mess. Michael died a couple days later in the hospital.

    • Unfortunately for Waylon, Michael lived long enough to reveal the identity of the man who did it; his supposed friend, Waylon. Waylon was forced on the run and ended up far from home, in Easton. Ever since, under the identity of Nicholas Anderson, he's been living life as a serial killer and always looking out for anyone who would recognize him.

SmokySmile Double-blade Darling from Call is coming from Inside the House Since: Mar, 2019 Relationship Status: Hoping Senpai notices me
Double-blade Darling
#73: Mar 7th 2019 at 6:44:28 PM

  • Identity: Estelle Charleston, Hero, Public Identity (Fortissimo, "Forti")
  • Abilities:
    • Radical Rhythm: Forti is imbued with the raw energy of spirit and sound! While strumming, she can produce surges of neon notes in technicolor glory. Music being the key element of powers, they are produced at the rate she is able to keep up with. Aiming the neon display in each intended direction serves as their indicated desired target to afflict with the MOST bodacious blasts.
    • Bombastic Blues: Bright aqua notes released during the display by Forti's command are disorienting. The ripples of vibration can cause small distractions, or even stagger an enemy temporarily due to psychic energy.
    • Psionic Pink: The pulsing music notes turn into a hot pink hue, and pulse around Forti's allies. The ripped chords provide a temporary boost in various individual elements, such as speed, strength, or Fortitude (ha).
    • Ecstatic Emerald: Brilliant green shines in a wide radius surrounding Forti, sending waves of neon green musical notes to heal nearby or intended allies.
    • Showstopper: Forti can release a large surge of energy, from all three colors combined in a dazzling gold strike, similar to lightning. This however, exceeds a lot of energy and can only be done rarely otherwise risking the stability of her weapon.
  • Powers:
    • Do Some Damage: Estelle can regenerate her guitar 3-7 days after the destruction of her previous one. In addition, the guitar itself is incredibly hefty with strong chords, but by no means indestructible. A large blast or similar incident would be required to destroy the piece, as it can also be used as a melee-smashing item. In addition, her Specialized Guitar is required to transform. By strumming it in a certain order, she and the SG ascend from ordinary appearance into the Metahuman form.
  • Weaknesses: Estelle herself is fairly weak, and can be damaged as easily as many other humans. Her powers are limited to the energy and bond she has to her Specialized Guitar. Upon it being broken, she will essentially lose all abilities during the 'regeneration' period for her instrument. In addition, upon regenerating her guitar, the following may randomly change: forms, appearance, and abilities. As she has no control over what a new guitar will result in, it will mean having to relearn the item over again essentially. In conclusion, Estelle's abilities mainly benefit others rather than out right attacks or aiding herself, much like a performer to their audience.
  • Skills:
    • Entertainer at Heart: General ability to sing, dance and play instruments fairly well as music has been her commitment for most of her life, and it shows.
    • Card Counter: From being a lounge performer for a few years, she has gotten the knack for counting numbers [and cards] incredibly fast, along with memorizing numbers and number association.
  • Equipment: Tesla, Estelle's Specialized Guitar. It is an instrument that is fabricated by will, and is shattered like one. It is required in order to access the Forti performance abilities at all, as any other normal instrument will not respond.
  • Appearance: Estelle herself has long, silver/grey hair, and light green eyes. Standing at around 5'4, and usually in some sort of dark clothing. A black skirt with stripe leggings, and a long sleeve sweater regardless of time of the year. Forti however, is bright and electrified. As shown in the picture, however with a pink painted heart over her eye instead of an eyepatch. Multi-colored layers but most notable, hot pink leather jacket and leg warmers. This is Estelle's average appearance.
  • Personality: Outside of her Forti personality, Estelle is a bit dry and dreary. She spends most of her time working to live, or living to work if not in her local coffee shop. In her transitioned state, Forti is almost the polar opposite. Thriving and excited, invigorated with a passion that lights up in performing energy as well as around others— desperately wanting to empower them.
  • Background: Estelle is an Easton native, and assumingly received her abilities from the runoff energy of all local incidents and fellow Metahumans. However mostly, has an unexciting life. She attends the local college and lives on her own in Easton apartments, when not working nights in the casino that currently employs her.

Edited by SmokySmile on Mar 11th 2019 at 4:11:14 AM

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#74: Mar 7th 2019 at 10:14:19 PM

  • Mirror, Spider
  • Blüdlass
  • Fortissimo

The above characters are hereby accepted, now and forever!

Edited by JumpingFruit on Mar 7th 2019 at 10:32:58 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
#75: Mar 8th 2019 at 8:19:57 PM

Unaffiliated


    Ignatius 
  • Identity: Ignatius (Neutral)
  • Abilities:
    • Powers:
      • Flaming Will: Ignatius possesses extraordinary strength, endurance, and stamina as long as his spirit remains unbroken. If this happens, then he will lose these qualities until he recovers.
      • Heat/Flame Manipulation: Ignatius has the ability to increase the temperature of any object as long as he can see it or is in contact with it, up to the point of Spontaneous Combustion. He also has the ability to generate and control flames, though this is also limited by sight and touch range. Additionally, he can literally sear his wounds shut to heal himself using either ability. It doesn't seem to bother him any.
      • Heat Resistance: Even if he were to walk on coals, he would remain unhurt. For perspective, lava is merely "slightly uncomfortable" to him. This also gives him some resistance to plasma attacks, though increased exposure to them will start to burn him slowly.
    • Weaknesses:
      • Pacifist: Due to an incident where a warrior he made a weapon for went berserk and caused untold amounts of destruction, Ignatius only fights if he really must and is reluctant to forge more weapons except in the most dire of situations.
    • Skills:
      • Ultimate Smithing: Ignatius is able to produce weapons of great magical power and legendary quality, but it requires him to be sequestered away in his forge for a long time before one such weapon is produced.
      • Weapon Mastery: By simply observing a weapon for some time, Ignatius is able to determine how to make it and use it. This does not apply to high-tech weapons.
    • Equipment:
      • Abandoned Forge: This forge has sat unused for some time, but it's still there, with ample stores of smithing supplies. This forge is at the heart of Mount Etna in Sicily. Ignatius has a copper ring that can teleport him to it at any time.
  • Appearance: Ignatius appears as a (5 ft. tall, 130 lbs.) man in his fifties with short graying brown hair, a slightly scruffy beard, and brown eyes. He wears a white sleeveless calf-length tunic with a red sash to serve as his belt and leather sandals.
  • Personality: He's not one to draw attention to himself, and tends towards observing events rather than participating. However, occasionally things happen that he feels that he needs to involve himself in. He's quick to warn about the dangers of bloodlust and wars. His passion for smithing has dimmed considerably since the berserker warrior incident, and his main concern now is to lead a quiet life.
  • Background:
    • Ignatius is a fire spirit once acclaimed for his smithing skills, but an incident occurred where a warrior he made a weapon for went mad with the power that the weapon gave him and started carving up the countryside.
    • After killing the mad warrior, he had a fall from grace and resolved never to fight if he could help it and to stop forging more weapons to prevent the same incident from happening again.
    • He has recently traveled to Easton after hearing of the cheap housing prices. He arrived and immediately realized exactly why the housing was so cheap due to the sheer madness happening there every day. However, he is still determined to lead a quiet life like he has been doing so far. This is bound to be an exercise in futility.
    Koda Carter-Ridgecrest 
  • Identity: Koda Carter-Ridgecrest (Anti-Hero)
  • Abilities:
    • Weaknesses:
      • Insert Cartridge: Koda needs to insert the Cartridge into a Reality Port (which opens up whenever Koda exerts her will) to gain the skills and equipment listed below. If she can somehow be prevented from doing this, then she will not be able to transform.
    • Skills:
      • Xtreme Hacking: Koda sees hacking as a minigame where she controls her avatar and runs through an obstacle course or a maze. If she can make it to the end in a set time period, she will be able to successfully hack her target. If she fails, she will take damage and will most likely trigger whatever alarm systems her target has.
    • Equipment:
      • BunnyHaxxor Cartridge (Uncorrupted): This is a plain gray cartridge, about the size of a pocket dictionary, with a cartoonish silhouette of a rabbit's head with X'ed out eyes as its logo. When inserted into a Reality Port, it warps reality, prompting Sudden Game Interface elements to pop up. Music even plays in the background!
        • Hearts: Koda has five Hearts. Each hit she takes counts as one Heart, no matter how minor or major the damage. She can recover Hearts by using Items, eating food or resting. After she has been hit, she obtains Mercy Invincibility for five seconds. If she runs out of Hearts, one Life is subtracted from her Lives. Her Heart count hovers over her head for everyone to see, and her condition is reflected in her Avatar's appearance.
        • Lives: These track how many times Koda can "die" before she perishes for real. They can be bought in the Shop and earned through defeating enemies. "Boss" enemies (red, purple, and black) drop Lives when they reach certain "damage taken" milestones. Koda's Lives are displayed over her head with white silhouettes of the BunnyHaxxor logo.
        • Combat: Koda can see where each opponent's major attacks will land, but the same is true for her major attacks. Status Effects (like poisoning, paralyzation, etc.) lasts only for a set time. A screen presents possible actions for her to take. The Difficulty Level of each opponent is presented above their head in differently colored versions of the BunnyHaxxor logo (in ascending order of difficulty: yellow, orange, red, purple, and black).
        • Coinz: When enemies are killed, they drop Coinz. Coinz may be used to buy Lives, get Equipment Upgrades, and learn new Skills/Moves. They are also used to buy Items at the Shop. The stronger the enemy, the more Coinz they drop. They are attracted to Koda's Avatar as if they were magnetic, so she doesn't have to pick them up manually.
        • Quest Log: This is a mysterious self-updating journal that automatically adds any new information that Koda learns to itself. It contains information about enemies and allies, but Koda has to learn the information first to access it in her Quest Log. People she knows will have their name hovering above their head. Strangers will have "???" instead. This journal also has information about Koda's objectives, which are called "Quests." It's a feature of the HUD in the VR-Tech Armor's retractable visor.
      • VR-Tech Armor (Limited Edition Bunny Set): This is clothing made of a Virtual Substance. It doesn't provide much defense, despite its name, but it's the last component in the Bunny Set, which enhances the wearer's speed and jump height significantly. Opponents have a higher Miss chance against the wearer. There is a retractable visor inside the hood with a HUD.
      • VR-Tech Nanoskates (Limited Edition Bunny Set): These are skates made of a Virtual Substance. They give the wearer extreme speed, an increased jump height, and skill at skating, which, compounded with the complete Bunny Set's buffs, lets Koda skate at speeds of up to 250 mph. and jump up to 50 ft. vertically. The wheels are retractable.
      • VR-Tech Variable-Form Weapon (Limited Edition Bunny Set): This transforming weapon is made up of a Virtual Substance, and has two forms. The first form looks like a pair of giant scissors, the two sides of which can detach into two blades. The second form is a giant railgun, which can fire off ionized beams capable of piercing even the toughest of armors. Since the Virtual Substance it's made of is very light, Koda can swing and carry it around with no trouble. It can stick to Koda's back through strong magnets.
      • Trinkets: These are various badges that Koda can equip on her belt to gain their beneficial effects. They can only be obtained by defeating enemies, and she can only equip up to three at a time. Despite their rarity, Koda has managed to obtain five.
        • EX-Charger: This is a metallic, rectangular badge with markings on the side that divide it into four parts. It grants Koda access to EX-Moves, which are like Limit Breaks. She can charge it by either dealing or taking damage. It will show how much it's been charged by turning red starting from the bottom. When the red reaches a marking, Koda can unleash an EX-Move.
        • Combo-X: This is a metallic badge shaped like an "X," and it gives Koda the ability to chain her attacks and trap opponents in an endless cycle of pain—the more attacks she successfully chains, the faster her attacks get. If Koda moves on to another opponent, takes damage, or doesn't attack for a set period of time, the combo will break.
        • Critical Die: This is a metallic badge shaped like a d20 with the number "20" showing in its centermost facet. This makes 1 out of 20 hits that Koda lands a Critical Hit, which increases the damage that attack does. This is especially overpowered when paired with the EX-Charger Trinket and the Combo-X Trinket.
        • Over-Clock: This is a metallic badge shaped like an antique stopwatch. It allows Koda to double her speed and jumping height for one minute, after which it requires two minutes of cooldown time. Its hands move to track how much time Koda has left to use this Trinket's boost, and rewind during its cooldown period. This is especially good for hit-and-run tactics.
        • Eagle Eye: This is a metallic badge shaped like an eye with a crosshairs in it. It makes any weak spots her opponents have shine tellingly. It also improves her ability to aim with her Weapon's railgun form and gives her the ability to "zoom in" on faraway objects with her visor's HUD.
  • Appearance:
    • This is her when she's untransformed. She's 4'5" and 75 lbs. as a result of genetic growth issues. That doesn't stop her from being scrappy in the least, however.
    • This is her when she's transformed.
  • Personality: Koda used to be a bubbly, cheerful child, but after the traumatic events surrounding the Game that her parents were developing, their deaths, and her discovery that she was made of a strange "Virtual Substance," she became much more reclusive. After she made further investigations into what seemed like "her own" life on the surface, she found that she was a Digital Homunculus created by her parents to play the role of the "original" Koda, who died of a mysterious wasting illness. The revelation did not help matters, as she continued to try and avenge her parents' lives, while spiraling ever deeper into depression. She constructed a louder and brasher stage persona to use when transformed, but it's merely a mask.
  • Background:
    • Koda would have been the heiress of her genius parents' budding Virtual Reality game-making company, but several events coincided to make sure that this would not be the case. First of all, another gaming company, OtherWorld Corp. wanted to obtain the technology behind her parents' secret project, only referred to in whispers as "The Game." After her parents refused a highly unfair business deal, they were killed in a "accidental" gas explosion.
    • They left behind a strange Cartridge for Koda, alongside a hard drive. The information inside the hard drive shattered Koda's world competely. First of all, she was not a human—her parents had invented a Virtual Substance capable of imposing Code onto reality, changing reality into a video game. She was made of it, being a Digital Homunculus implanted with her other, dead self's memories—the "original" Koda had died earlier of disease. Her new condition allowed her to open Reality Ports to transform into her Avatar to fight the enemies that would surely come after her. (Since Koda was the first and only test-player of the Game, she gained the Bunny Set, which was supposed to be given out to all the test-players as a thank-you gift. She is thereby the only person who has the Bunny Set.)
    • Using the Cartridge, she was able to access the Shop (which is open 24/7, no matter what, in impossibly convenient locations) inside the Game. The kindly Shopkeeper took her in and explained the situation to her. Koda, in return, was expected to gather materials for him to improve the Shop with. Currently, the Shop boasts an impressive selection and lowered prices due to Koda's efforts.
    • Meanwhile, OtherWorld Corp. managed to make Cartridges with what little information they could salvage from her parent's trashed workshop. However, their copies were not perfect, and continuously generate a greenish Corrupted Code. Other Digital Homunculi were manufactured and made to use these Corrupted Cartridges at the cost of their sanity, being sent after Koda like rabid attack dogs. After all, that's what the logo on their Cartridges showed—a silhouette of a fanged, slavering wolf. OtherWorld Corp has begun to acknowledge Koda's existence as a threat to their entire operation. Whether or not she'll be able to outrun, outwit, and out-fight her pursuers remains to be seen...
    Peregrine "Perry" Alastor 
  • Identity: Peregrine "Perry" Alastor (Hero)
  • Abilities:
    • Powers:
      • Stray Spirit Summoning: Perry can summon the spirits of unwanted or otherwise abused pets to any location, as long as there is space. It depends on her willpower and how many spirits she's befriended—and that's a lot. They take the form of tangible animal-shaped shadows with green eyes. They are very friendly to everyone, but will quickly turn hostile if Perry encounters any threats.
      • Stray Spirit Channeling: Currently, Perry has formed an especially deep bond with three spirits: a dog, cat, and cockatoo. This allows her to summon them into her body and attain some of their attributes. When spirit channeling, Perry forms a shadowy aura around herself with the traits of the spirit she is channeling.
        • Rollo: Rollo is a wolfdog who was starved to death by a neglectful owner. When Perry is channeling him, she gains a significant boost to her strength, a more sensitive sense of smell, and sharper teeth. When she finishes channeling him, Perry will feel hungrier than usual.
        • Lucky: Lucky is a black cat who was drowned by her depressed owner. When Perry is channeling her, she gains a boost to her speed and agility, increased flexibility, muffled footsteps, nightvison, a righting reflex, and shadowy claws. When she finishes channeling her, she will be slightly hydrophobic for a short while.
        • Pip: Pip is a cockatoo who was choked to death by a careless groomer. When Perry is channeling him, she gains a pair of shadowy wings and the ability to mimic voices. However, she will feel as if she is being slowly choked when channeling Pip, so her stamina will be decreased.
    • Weaknesses:
      • Spirit Warding/Exorcism: Warding a place against spirits can prevent Perry from summoning her friends and render her without backup. Performing an exorcism upon her while she is channeling one of her three best friends will force whomever she is channeling out of her body and return her to normal.
    • Skills:
      • Street Smarts: Due to living on the streets for an extended period of time, Perry has developed a sixth sense as to where food can be found, what people should be avoided, where the best shelter is, etc. She moves through the maze-like streets of Easton with an uncanny gracefulness and ease, and can also sense the general direction in which she's headed.
  • Appearance: She's 4'9" and 85 lbs. from being malnourished. Those "cute" shadowy things hanging around her are her friends.
  • Personality: Perry does her best to maintain a sunny disposition even though her situation is bad. She usually doesn't approach people, as she is shy and feels closed off from normal people because of her condition and abilities. She sometimes falls into a trance and talks to things that aren't there. Perry likes feeding the spirits that always seem to be following her around, and has therefore amassed a considerable army consisting of the spirits of dead pets.
  • Background:
    • Perry comes from a long line of spirit mediums and psychics, although recently the blood of her family has been diluted somewhat by her father marrying a normal woman. She can't summon human spirits because of this, although the spirits of animals fall under her sway easily enough. She lived a normal life through most of her early childhood, and experienced relatively few hardships. That all changed when her family was evicted for causing one too many paranormal disturbances.
    • She was left on a street corner because her father was ashamed of her weak ability to control spirits and her mother disliked her because of her apparent "mental disability" stemming from her blood. She managed to eke out a life living on the streets with the help of her spiritual friends, and eventually grew used to her new life.
    • She still haunts the area around her old home, and occasionally helps out victims of crimes in her free time. If one listens closely at night, her quiet humming to her dear friends on the other side can be heard.
    Aster Constantine & Avajax 
  • Identity: Aster Constantine & Avajax, The Iron Mountain, He Who Endures, Devourer of Pain, The Mad Beast (Anti-Hero)
  • Abilities:
    • Powers:
      • Eldritch Host: Aster is the descendant of Avajax, an Eldritch Abomination who used to be worshipped by multiple cults. By fulfilling several unknown criteria, she was deemed a worthy host. Avajax then proceeded to latch onto her like a parasite—but it eventually turned out to be mutually beneficial. Avajax, while not able to speak conventionally, obviously cares for Aster like a grandparent. Aster is the only one who can understand Avajax's "vocalizations," and occasionally teases the "old man."
        • Thou Shalt Have Strength: By residing inside Aster's body, he grants her supernatural strength. Aster has yet to fully test the bounds of Avajax's strength, but she theorizes that its potential is only limited by her own willpower. Whenever she uses Avajax's strength, her limbs appear to be woven out of metallic razor floss.
        • Thou Shalt Have Willpower: Avajax also lends Aster the full measure of his willpower, protecting her against mental influences and the like. Only eldritch beings equal to or above Avajax's caliber stand a chance against the mental shield Avajax provides—and those are very few in number.
        • Thou Shalt Endure: Aster is very hard to injure properly, and even if she is injured, the pain usually won't affect her. Avajax eats the pain inflicted upon Aster, so she usually doesn't feel a thing. Metallic shards jut from her wounds, sealing them and making it hard to injure her in the same place twice. They are actually parts of Avajax's body, and recede over time as the wounds heal.
        • I Shall Protect Thee: Avajax allows parts of himself to be summoned out of Aster's body, warping her flesh into metallic chimeras. Aster can also summon his metallic outer shell for use as armor—not that she usually needs it. Occasionally, Aster can cede control of her body to Avajax, allowing him to go hog-wild on the object of their rage. In this state, Aster is unconscious as Avajax takes the reins.
    • Skills:
      • Cooking: As the proud owner of a food cart, Aster knows how to cook a wide range of food. The fierce competition between the cooks in Easton's street food industry have lead her to be extra skillful in her cooking to attract customers.
    • Equipment:
      • Bicycle-Drawn Food Cart: Aster's food cart is dark grey with a black awning. Her beat-up dark blue bicycle is attached to the front. It's a relatively small affair, so she has to rotate the food she serves every day to keep things fresh. It's got a stove, a sink, and a cabinet under the sink to store food in. A chalkboard outside advertises her current food selection.
  • Appearance: 5'5" and 135 lbs. Here's Aster and her great-times-many-times grandpappy posing for the camera. Since being "possessed," Aster has gained red eyes and paler skin. Occasionally, lumps can be seen moving about under her skin and strange grinding sounds can be heard when she moves.
  • Personality:
    • Aster is calm, collected, and polite. She's as normal as can be for a person possessed by an eldritch being. You can find her chatting amicably with her customers most days. Aster used to be somewhat dismayed by her powers and what they do to her body, but now she doesn't mind a bit. Aster and Avajax currently have a strong bond. Nothing can tear them apart—literally.
    • Avajax is...hard to describe, as he usually doesn't seem to emote and only makes strange noises that can be described as a combination of whalesong and cooing. However, Aster can understand him and describes him as "affectionate and wise." Avajax is less incomprehensible than unintelligible.
  • Background:
    • Aster was born to a normal-seeming family that just happened to be descended from an Eldritch Abomination. She had a fairly happy and average childhood. However, in her teenage years, she fell sick with a strange, agonizing illness that no doctor could seem to cure. However, Aster held on for a year, which was significantly more than the two months the doctors predicted she would last.
    • Some time later, she was possessed by Avajax. He had inflicted her with the illness to "test her resolve" as a worthy host. She was offended by the dissonance between his proclamations of grandfatherly love and his actions, but later got over it. She decided to not go to college and sell street food.
    • Being possessed by Avajax has its perks. For example, the ability to fight off/frighten off would be robbers comes in very handy. The ability to sprout knives from your fingers is also useful for cooking. Having seen an unusual increase in strange ongoings in Easton, Aster thereby resolves to investigate after some prodding from Avajax.
    Ying Wu 
  • Identity: Ying Wu (Neutral)
  • Abilities:
    • Powers:
      • The Willies: Due to an extremely diluted mystic bloodline, Ying gets "the willies" when in the presence of supernatural beings. The stronger the supernatural being, the stronger the feeling.
    • Weaknesses:
      • Ordinary Human Being: Ying is just a regular human being that happens to have a haunted pipa. It's her only mode of offense and defense, since she has no idea how to fight.
    • Skills:
      • Pipa Playing: Ying is very skilled at playing the pipa, and her skill is further enhanced by the supernatural properties of her pipa.
      • Cooking: She can also cook pretty well, having been taught by her parents. She gained a sense of how to work calmly under pressure from this.
    • Equipment:
      • Heirloom Pipa: Her pipa was willed to her by her great-grandfather, who passed away soon after. It never seems to get out of tune and has a great sound. In a letter that was included in the will, Ying's great-grandfather explained that he would try to haunt the pipa to give her some extra help when the normal authorities couldn't keep chaos away. The pipa can incite extreme emotions when played. This can be used to calm ghosts and help them pass on. In addition, playing it in a certain way can summon the spirit of Ying's great-grandfather for help and advice. He appears as a young and spry guy to those that can see spirits. Normal weapons cannot harm him (passing right through his body), only special ones can.
  • Appearance: Ying is a young woman in her mid-20s with waist-length black hair and brown eyes. She wears a white collared shirt, a dark red ankle-length pleated skirt, and simple straw sandals.
  • Personality: Because of her upbringing, Ying is simple and straightforward. She believes in helping others whenever possible, and is quite concerned about the chaos unfolding in Easton lately. When things get really dicey, she has the potential to become bolder and more daring.
  • Background:
    • Ying was born into a middle-class Cantonese family and grew up in relative peace and safety. Everything seemed perfect, except that her great-grandfather always seemed a bit senile.
    • Eventually, she started playing the pipa, and, with her parents' permission, she entertained customers with her music instead of helping out in the kitchen. Her idyllic life continued for many happy years.
    • Then, she was willed her great-grandfather's pipa, he died, and everything seemed to blow up from there, causing chaos in Easton. She hopes this situation will blow over soon, but peace and safety in this age might not be possible anymore...
    Boney 
  • Name: Boney (TRUE NAME UNKNOWN) (Neutral)
  • Abilities:
    • Powers:
      • Undead Physiology: Boney's "body" is merely a solid ectoplasmic projection made by his restless bones. As long as his bones remain intact, he retains his unliving mind and can regenerate his "body" at midnight if it has been damaged in some way. The only way to lay him to rest properly is to find and cremate all his bones with all the appropriate funeral rituals (or else he turns into a poltergeist at best or a demon at worst). Failing that, one can shatter all his bones, though that will leave his spirit stuck on the mortal coil.
      • Excavation: Boney is able to dig extraordinarily fast with his bone shovel. However, the tunnel will only be able to accommodate people of his current size. Digging bigger tunnels tends to slow him down.
      • Bone Manipulation/Animation: Boney is able to make bones dig themselves out of the ground and assemble themselves into tools and other useful things. He can also animate relatively complete skeletons into (admittedly boneheaded) minions.
      • Bone-Sense: He can sense the locations, sizes, and types of bones in the ground. The depth varies with his current level of power. This is useful for finding materials for skeleton minions.
    • Weaknesses:
      • Magic: Boney can be hurt, sealed away, or repelled by the requisite forms of magic. The amount of magic needed to do this varies with his current level of power.
      • Naive: He is very naive and if someone promises to help find the rest of his bones, he will follow them blindly unless something happens to prove that they shouldn't be trusted.
    • Skills:
      • Dowsing: Boney uses a pair of dowsing rods in an attempt to locate his bones. This can also be reapplied to find most other things.
    • Equipment:
      • Bone Shovel: This is a sturdy stick with the scapula of some large animal tied to the end. Boney uses this to dig tunnels.
      • Dowsing Rods: These are two carved rib bones in an L-shape. By holding them as dowsing rods, Boney is able to determine the location of things he wants to find.
  • Appearance:
    • Base Form: Boney appears as a short, skinny boy with long, disheveled black hair and completely black eyes wearing white burial robes with a white bandanna over his hair, going barefoot. There is a spine and ribcage seemingly embedded into him over what passes for his clothes. Additionally, two small arched protrusions of bone mark his pelvis.
    • True Form: Unknown
  • Personality:
    • Base Form: Boney is childish, and to put it frankly, has no spine. They'd rather hide than fight, unless they're trying to get to one of their bones. Then he'll fight to the death (but he's already dead). He's slavishly obedient to whomever has promised him that they'll help get his bones back. Boney constantly complains of hunger, but often gives up what little offerings he gets to other undead beings who look like they need it more.
    • True Form: Unknown
  • Background:
    • Boney doesn't remember much about his past. All he remembers is being hungry and needing to find his bones. Upon hearing from a kindly mystic that his bones were in Easton, he headed there straightaway.
    • He started out with only his spine and found his ribcage and pelvis, and he's going to find the rest of himself no matter what! However, whatever help can be offered would be very welcome. If someone helps him find his bones, he'll serve them forever...
    • Currently, he is missing both arms, both legs, and his skull.
    Sir Bayard Darkmoor 
  • Identity: Sir Bayard Darkmoor (Neutral)
  • Abilities:
    • Powers:
      • Faithful Field Guardian's Blessing: Bayard's strength, speed, endurance, and senses are multiplied sevenfold as long as he is actively standing watch and guarding the Field. Also, he is seven times as resistant to pestilence and poison and obtains a moderate healing factor as long as he is on the Field. He knows whenever someone/something is intruding on the Field (though he won't know exactly where or who it is), and is immortal unless he is killed.
    • Weaknesses:
      • Stuck In A Rut: Bayard's own stubborn sense of duty and subconscious fear of being weakened prevent him from leaving the familiar bounds of the Field, which could become a serious liability at times. He also happens to feel lonely at times, missing his former comrades considerably, leaving him open for manipulation.
    • Skills:
      • Warrior's Instinct: When in a battle, Bayard can pinpoint the weakest area of a vanguard (if he is fighting a group) and pinpoint an opponent's weak point (if he is fighting only one opponent) with a few moments of calculation. This is due to many long years of experience, and he also has some skill at field medicine due to having to dress his own wounds on multiple occasions.
    • Equipment:
      • Field Of Fallen Warriors: This is a grassy field bounded by four large stones with odd runes carved on them on the outskirts of Easton. Many warriors' burial mounds stand tall here, with only their weapons to mark them. Bayard can move it to different places, provided he has a map of the area he wants to move to and he is able to perform a certain ritual.
      • Falcon Halberd: This is an oddly sturdy halberd that Bayard can control with his mind to a certain extent. He can either throw it as a ranged weapon or recall it back to his hand if he ever loses it (even if it has been broken, it will return fully repaired), just like a falcon always returns to its master. Additionally, it deals half of what would be its usual damage to intangible creatures and things impervious to normal means of damage. Bayard doesn't know where its properties came from and theorizes that his loyalty and stubbornness rubbed off on it.
      • Guarding Armor: Bayard's armor can regenerate from even a small shard within a few days to a week. It halves damage that would otherwise kill Bayard instantly seven times, then turns inert until the next battle. Bayard regards this as another manifestation of his stubbornness.
  • Appearance: Bayard is only in his forties, but looks way older due to his daily anxieties. His short-cropped red hair is already graying, and he has tired gray eyes. He wears a strange mix of simple clothing that wouldn't be out of place at a Renaissance Faire and whatever loose modern clothing he's managed to scavenge that fits his taste.
  • Personality: Stubborn, loyal, driven. This is how some of his contemporaries would have described him, if they were alive today. Nowadays, he's just trying to mind his own business in the Field he's guarding and not involve himself in the madness going on in Easton City proper. However, he's managed to become friends with a certain stray spirit medium, a haunted pipa-playing musician and a small bone spirit, which shows that he still has some room for companionship and kindness in his heart.
  • Background:
    • Bayard is a knight straight out of medieval times whose Lord abandoned him and the company of knights he was a part of to their dooms during a climactic battle. Unsurprisingly, they lost without leadership. After the battle, Bayard was left to bury all his friends' corpses—but he couldn't leave yet, because his Lord told him that he would come back for him.
    • His current powers were granted to him by a passing war god, who wanted to collect his fallen comrades' souls for his divine army. Bayard refused to let this happen, and fought to protect his friends' rights to rest peacefully. Eventually, he fought the war god to a standstill. Impressed with his loyalty, the war god blessed (or cursed, depending on your point of view) him and the Field with their current properties. He told Bayard that should his Lord ever return, his friends would all return from the dead. To this day, Bayard isn't quite sure what to make of that.
    • Bayard guarded the Field throughout the centuries, brooding in melancholy and waiting for his Lord to return beyond all reason. When he tried to move the Field to the Americas, he failed to specify an exact location, and Easton's supernatural singularity sucked him and the Field to its current location. Perhaps it's his destiny to wait forever...?

Edited by JumpingFruit on Mar 11th 2019 at 1:15:45 AM

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

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