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A Game of Gods: Renaissance (Rebooted)

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Makaioh Since: Jan, 2015
#1: Jun 10th 2019 at 10:40:58 AM

This is a remade signup thread for the AGOG Renaissance game so as to make it easier to update the list.

Currently Renaissance is closed to new signups unless you're already in the game and change out your one of your character allotted slots for another one.


The Malone Report of 21600 confirmed the suspicions of many.

For all of known history, there have been legends of heroes and villains, men and monsters who came to this world from others. At first people theorized they were legends of beings beyond the stars, but as civilisation expanded across the final frontier, we learned we were alone in the universe.

As more incursions came to light, we realized that although we were alone in the universe, our universe wasn’t alone.

We were a playground of the gods, those with enough power to travel across the void, to punch holes in the fabric of reality. No hole was the same, though: some were ragged wounds, left carelessly open. Others were dainty incisions, sealed as soon as their creator’s business was done.

Over time, we learned to peer through these holes. Although we could not travel, we could observe. We learned much, copied some. Some worlds were primitive, some advanced, some filled with awesome technology, some powered by magic, and some a mix of all four.

Then one day, a universe turned black. Here one minute, gone the other. No threat to the universe was observed, no reason for it to suddenly stop existing. As we watch, more and more universes died.

The first, and most prevalent theory, was entropy. From what was observed, a universe’s energy did bleed through open holes in it’s fabric. Some of the disappearances conformed to all the hallmarks of a universe that simply ran out of easily accessible energy.

But some did not.

The Malone Report was a product of nearly a decade’s research. It took into account all recorded cases of a universe disappearing of our collective radar, cross-referenced all the data, and came to a conclusion.

Holes in the fabric of reality didn’t only threaten a universe with entropy. It threatened them with instability. Enough instability that a universe could simply cease to exist at any moment.

There was panic. Riots. Revolution.

But with a threat so huge, it would have been irresponsible for the Malone Report to not provide a solution.

Under seemingly random conditions, a hole could self-seal. Although it was rare, a universe could have the punctures in it’s reality sealed, and become stable once more. If a way could be found to seal the wounds, our universe would be saved.

On the 19th of October, 21606, we found our solution.

Through one of our observation posts, we spotted a figure entering another universe. Whatever means she used sealed the hole behind her. That began the years of research on this figure.

Her name is Rook. She’s a woman, or the female of whatever species she is. According to legend, a being of enormous power stole her away from her own world, and set her a series of challenges. She overcome everything thrown her way, and at the end of it all, she refused the reward offered. Over the course of her trials, she had grown to love the lonely god, and the god her.

The god gave her technology out of the enormous cache they had accumulated, and let her wander the multiverse. And although it is supposed to be impossible to find the home of the god, Rook would always know the way.

This woman has the power to seal the holes in our reality. But we’re on a race against time. Our universe grows more unstable by the day. Through observation of Rook, we’ve developed a way of temporarily reopening the holes she makes as she passes. But it can only be done once. Any team we sent would be on a suicide mission, never to return home.

Because even if they found Rook, even if she sealed the holes for us from the other side, our universe has grown so unstable that we can only afford one more hole, however temporary, before the next one destroys us completely.

But there are more universes out there. Through our observation, we have discovered people of great powers and abilities. Although their universes are unstable, they’re more stable than ours. If we can open Rook’s holes to those universes at the right times, we can gather a team. A team to hunt Rook down.

The problem is, once we’ve reopened those holes, we can’t do it a second time. They have to find Rook or never return home.

We here at the Center for Universal Survival took a vote. Unanimously, we decided this plan was completely unethical.
Unanimously, we decided there was no other way.

—— The premise of Renaissance is basically that the multiverse is slowly edging towards the brink of collapse so a band of misfits and weirdos are basically semi-randomly picked out of the metaphorical hat to helm a dimension traversing base vehicle to chase after clues by the aforementioned Rook in order to attempt to find a tangible and permanent solution to end the great threat of multiple realities outright destroying themselves.

Unfortunately for all involved, the chosen few for these tasks dubbed 'the Alternates' turned out to be unexpected individuals who bring along their own baggage as well as various other oddities and quirks so the whole expedition is decidedly more eccentric than expected. Also the party itself is rather volatile and catty as well as being mostly unprofessional so cheers to that.
Signup Sheet:
  • Name:
  • Age:
  • Appearance:
  • Universe: The work of media they come from.
  • Personality:
  • Backstory: You don’t need to go into extraneous details and tell us everything in a seventeen page story, just the essential backstory of your character. Help us get to know him/her/them/it.
  • Powers/Abilities: Any racial traits beyond normal human should go here too.
  • Skills: What people can do without resorting to supernatural means like drawing or being versed in martial arts.
  • Equipment:
  • Canon/Fanon: If canon, just list that. If fanon AU then briefly list the salient and important points that separate them from their canon counterparts.

Accepted Characters List- 32/35 Slots Filled

Edited by Makaioh on Jan 30th 2020 at 11:23:51 AM

nman Since: Mar, 2010
#2: Jun 10th 2019 at 10:44:50 AM

Name: Captain Teletha "Tessa" Testarossa, the ARX-7 Arbalest
Age: 23
Appearance: Blue eyes, silver-blue hair. Her most common "civilian" outfit consists of an officer's uniform, consisting of a suit, blue bow, and tie, like so - this is her go-to outfit when not in Magical Girl form. There are a few other alternate outfits she's worn in the manga as well. Looks like this in Magical Girl form. Stands no taller than 167 cm.
Universe: Full Metal Panic Magical Robot Girl AU
Personality: Kind-hearted and easily flustered. When it's not a life-and-death situation, she tends to be very nervous and comically clumsy. When it comes to serious matters, she's willing to put her life on the line to achieve her goal at any expense.
Backstory: Tessa was born in America on December 24, 1981 at 11:50 GMT, the exact same moment at which a Soviet experiment using an Omni-Sphere had an accident in the secret city of Yamsk 11. This left Tessa as one of the Whispered - individuals with extreme intelligence and the ability to develop technology that violates known laws of physics, known as Black Technology. By the age of four, Tessa had developed mathematical formulas that shortly thereafter led to her invention of Electronic Conceal System (ECS) technology, which was unfortunately later used by unscrupulous individuals during the Fifth Middle East War to launch a stealth nuclear missile at Kuwait. Her parents were killed as a result of a shadowy organization attempting to kidnap her and her twin brother.
This loss, combined with the appropriation of her technology, affected her deeply....
But then she went off to Mithril Academy! Together with her brother Leonard and friends Kaname, Nami, Mira and Melissa they fought against the mysterious forces that threatened their school and traveled the world on a badass submarine. However, after High School, everything changed. Her brother betrayed them for the mysterious shadow organization Amalgam due to a complicated love septangle, resulting in a tumultuous few years of college as he continuously attempted to kidnap Kaname (for some reason it tended to happen every Tuesday night at the same time), and then branching out to defeat other threats once he was dealt with. During this time, she used her advanced knowledge to construct a submarine for fighting crime, and eventually developed "Master Arm" technology that allowed for one to transfer their consciousness into a robotic body, with her and the other whispered being the first to undergo this process. Powers/Abilities/Equipment:

  • Magical Robot Girl: But leans more towards the "sufficiently advanced technology" and less towards magic. At around 18-19 Tessa traded in her flesh-and-blood body for an immortal metal monstrosity chassis. While it looks and feels deceptively human, her body is actually all machine at this point. Powered by a stable palladium cold fusion reactor, she doesn't need to eat, sleep, breath, or any other basic task a human would have to do, and is more durable than a normal human.
    • Dana: A streamlined and improved version of the AI originally developed for her submarine, Dana is an AI who is installed into Tessa's computer and who she can call on to automate tasks instead of having to do them herself, connect to wifi, cellular, and other signals, do some basic hacking, data transfer, etc. Somehow the voice setting got set to a rather sultry female voice.
  • Whispered: Tessa has an intellect beyond what is conventionally referred to as a genius, as she has incredibly advanced intuitive knowledge of all fields of math, science, technology, engineering, and specialized knowledge in a single area of Black Technology. Tessa's specific Black Technology knowledge is an area of spacetime engineering related to the Electronic Conceal System (ECS) and Electronic Conceal Counter System (ECCS). Whispered have a minor psychic ability that manifests in the supernatural sense of "self" that lets them clearly know who they are and be aware of themselves, even when subjected to phenomena meant to disrupt the mind or combine minds. This allows for communication with other psychics; although it involves temporarily making yourself unconscious in order to project yourself into a special part of reality and meeting in a "mindspace" where the parties involved are naked, so it's a rather embarrassing affair.
  • Transformation: Tessa is capable of transforming into a combat-oriented Magical Girl form. Transformation involves a bright light and spinning, nobody exactly knows why. It's just something that happens, and people have to live with that. Her outfit transforms into full Arbalest mode (as seen in above image). When she transforms back, she can be in any cosmetic outfit of her choosing, though by default it will be her officer's uniform.
    • Electronic Conceal System (ECS) and Electronic Conceal Counter System (ECCS): The ECS is a technology Tessa developed that allows her to become invisible, being completely undetectable. She can move and fly without breaking cover, though firing her weapons requires her to deactivate the ECS. Instead of activating the ECS, she can use the ECCS which allows her to detect foes, even invisible ones, by using a combination of sonar, radar, gravimeter, and other complicated systems to counteract invisibility technology.
    • Lambda Driver: Officially called the "false axis repulsive field generator system", the lambda driver is a pure Black Technology device capable of exerting mechanical force against space with no observable physical interaction. In layman's terms, it allows Tessa to invisibly exert large amounts of force without an equal and opposite reaction, in direct violation of Newton's Laws. Using it allows her to lift a truck, punch through a concrete or steel wall, rapidly accelerate herself, or jump off of a delicate tree branch without exerting any force on it. This field doesn't necessarily manifest "on" her, so she can affect things just before they touch her, but it is limited to a range of about two meters from her person, making it still a faily close-ranged affair.
      • Flying: Cause she's a magical girl.
      • Shielding: The Lambda Driver is able to project a powerful "shield" of force and energy that protects her from harm. This is active, rather than passive, meaning that it only protects against things she can react to or prepare for.
    • Arm Guns: Like any proper magical girl, Tessa can shoot energy bullets from guns built into her arms. Her left and right arm guns function akin to an energy-based 5.56mm assault rifle and 7.62mm battle rifle, respectively.
  • Submarine Captain: Is skilled at ordering people in a submarine, earning herself the nickname "the witch".
Differences From Canon: Magical Girl Arbalests aren't a thing in the real Full Metal Panic. God, do I wish otherwise.
  • Basically this is like if Full Metal Panic got the Prisma Illya treatment and turned into a super stylized magical girl anime with a lot of the original elements turned into magical girl things, and a vaguely related plot.
  • Mithril is an all-girls University
  • Amalgam is still an international terrorism association, but for some inexplicable reason they also ran a set of rival high schools and colleges. Also in Japan.
  • Due to the lack of needing to pilot giant robots, Sousuke filled out the role of the honorary/adoptive big brother.
  • Kaname was the love interest during season 1, but the breakup during season 2 served as a springboard for a "Dark Kaname" arc that was resolved by having Tessa kill Leonard, and then Sousuke and Kaname flew off into the sunset, leaving the other Arm Slave girls to finish clearing out the threats to the world (and Tokyo). For a whole two episodes until they came back.
  • Melissa's role as the big-sister type is comically exaggerated, as is her tendency to beat the living shit out of Kurz each time he says something stupid or perverted.
  • People like Lemon, Kalinin, Bel, and Mardukas are either school support staff or professors.
  • The destruction of Amalgam was more drawn out over a few years corresponding to the college schedule.
  • Sophia is Kaname's mother.

Edited by nman on Jun 10th 2019 at 10:45:44 AM

Meanken Since: May, 2013
#3: Jun 10th 2019 at 10:45:00 AM

  • Name: Lady
  • Age: Late Teens
  • Appearence: Pissing off the woman with a rocket launcher is not advised
  • Universe: Devil May Cry
  • Personality: Lady is a woman on a mission of vengeance, plain and simple. She despises demons, monsters, and other "evil" beings with a fiery fury, and her main mission in life is to annihilate every single one under a hail of gunfire and explosions. Outside of this, Lady has a good sense for how to make money and general business sense, and is (unsurprisingly) a lover of guns. Swords and other melee weapons, on the other hand, she does not really see the point of, viewing them as outdated and not nearly explosive enough for her tastes.
  • Backstory: Lady, in this AU incarnation, is the sole Daughter of Sparda, a legendary figure who some 2000 years ago defected from his native demon world and single handily fought off the forces of hell before sealing them off from the human world. At some point, he fell in love with a human woman and had a child with her before vanishing for unknown reasons. This left her to raise said child. She had a mostly normal life before a group of demons, dispatched by one of Sparda's old foes, tracked the two down. Lady's mother sacrificed herself to keep Lady safe from the demons. Angry at both her father for abandoning them, and herself for being unable to stop the demons, Lady swore herself to the task of eliminating any demons she could find, and turned herself into a heavily armed one woman army in order to begin her mission. Note none of the events of any of the games have happened at all in this continuity.
  • Equipment:
    • Kalina Ann: Usually on her back, this is Lady's signature weapon, a giant rocket launcher which she has heavily customized to fit a wide range of situations. The weapon itself can be fired for the usual large explosion, or charged up to fire a more powerful missile. Charging it, however, leaves her forced to stand still and thus remain open to strikes unless she dodges, which would force her to restart any attempt to charge the weapon.
      • Cluster Missiles: Slamming her weapon into the ground barrel first enables Lady to fire a series of homing mini-missiles out of the back of her weapon at a target. These tiny missiles provide considerably less punch, but are harder to avoid and can add up quickly on an unprepared target.
      • Zip Cord: Lady also has a cord approximately 300 feet long (A random estimate I won't at all object to changing if it's unrealistic) that is attached to the end of the giant bayonet on the end of her rocket launcher. This enables her to use the weapon as a tool to climb walls or zip across long gaps quickly, or the more mundane method of firing it into the face of a target and yanking them off of their feet.
    • Ebony and Ivory: A pair of custom made M-1911 style handguns which are loaded with .45 ACP rounds, usually kept in boot holsters. These guns have been heavily customized to fit Lady's needs. The white painted gun, Ivory, is made to be rapid fired at maximum speed and quick draw times, while the black gun Ebony, is made for maximum accuracy from long range. Both guns are fitted with sights, muzzle compensators, custom slides, and a custom ejector on her left handed gun to prevent spent shells from ejecting into Lady's face and enable left handed use.
    • Sawn Off Shotgun: Usually strapped to her left leg, Lady employs the use of this gun in close range when the rockets or the pistols don't cut it. While she can fire the thing one handed, she does not carry two, as very few things tend to last long against even one in optimal range.
    • Sub Machine Guns:Usually kept on her belt somewhere, these are the guns Lady turns to when she decides the best course to resolve a conflict is more lead, which is often. Both are fitted with bayonet attachments in the event something manages to get through the lead storm and strike at her in close range.
  • Powers/Abilties:
    • Half Demon: As a Half Demon, Lady possesses a host of demonic powers. She's not terribly happy about this, mind, but she's more then happy to use them in her quest to exterminate any demon she finds.
      • Super Strength: Lady is not a melee fighter, but her demonic blood enables her to be at the peak of human strength levels, enough to at least hold her own with minor supernatural beings, if not win on the basis of that alone.
      • Super Speed/Agility: Lady complements her considerable ranged arsenal with superhuman speed and agility, enabling her to dash very quickly, roll out of the way of attacks, jump and run up walls for a few seconds, jump up vast heights, and preform complex acrobatic stunts to avoid enemy attacks.
      • Bullet Creation: Lady's demonic powers have the ability to rapidly create bullets in her guns as she fires them. What this means is that she, effectively, has unlimited ammo, and reloading is a purely optional thing for her (Apart from the shotgun, which she still has to eject the spent casings from manually before firing again.)
      • Water Breathing: A minor power that is limited in application, but Lady can keep herself submerged in water without the need to breath. Presumably this also applies to the surface, and means she can hold her breath if needed to help resist some form of gas attack without negative effects.
      • Healing factor/Durability: Lady is able to heal most any wound dealt to her given time, and is also decently resistant to damage. I don't plan for this to be too overpowered, a gunshot point blank to the head will at the very least knock her out, she won't be laughing off being completely impaled, and massive direct injuries, such as massive stab wounds, blood loss, decapitation, etc, will still kill her.
      • Weapon Mastery: One of the side effects of her demonic heritage is a general subconscious instinct for how to use any form of weapon. Whenever it was intended to be used as a weapon or not, whenever it's a gun, sword, blunt object, if it can be used as a weapon and she decides to do so, she will instantly know how to wield it. Mind you, she will still lack the experenece levels with the weapon that denote true mastery, and so while she can hold her own, she's still likely to lose in a purely melee duel against any true weapon master.
      • Devil Trigger: Lady, as a half demon, possesses a demonic form she can transform into in order to increase all of her basic skill (Strength, speed, etc). This form also will provide her with rapid regeneration and increase the power of all of her guns as they are directly infused with demonic energy. I do not intend for her to begin the RP with this power, at some point during the RP (Likely when she is critically injured) she will awaken to this particular power. It will start at no more then 5 second bursts and increase over time to no more then 15 second bursts of use before she must return to human form.
  • Differences from cannon: Basically, in the normal cannon, Lady is the badass normal of the games, who relies on her guns and wits to kill demons, but explicitly has no supernatural powers. This is the major divergence point, as Lady here basically takes the role of Dante as main hero/half demon of the game. Other elements (A dead mom, a pact to slaughter any demons she finds, general hate for her father) remain unchanged due to similarities in the backstory of Dante echoing her own cannon backstory.

Edited by Meanken on Jun 12th 2019 at 3:26:07 AM

nman Since: Mar, 2010
#4: Jun 10th 2019 at 10:45:10 AM

  • Name: Tiki the Divine Dragon
  • Age: 3467
  • Appearance: In her human appearance
  • Universe: Fire Emblem meets Highlander
  • Personality: Tiki suffers from the same problem many immortals do, in that she outlives anyone she's ever known, cared about, or loved. She aspires to preserve the memory of her long departed friends, vowing to protect the future that they had fought for as she does so. Despite all this, Tiki still wishes to interact with humans and make friendships with them, saying it's better to go through the loss of having those relationships rather than not having them at all. Because of her Divine Dragon status, she is worshiped as the Voice of Naga; however she dislikes her title and status, and doesn't like using her dragon form to go around god-ing it up. Really likes taking naps. She lights a candle every January 11. Has a kind-of-British accent.
  • Backstory:
From the dawn of time we came; moving silently down through the centuries, living many secret lives, struggling to reach the time of the Gathering; when the few who remain will battle to the last. No one has ever known we were among you... until now.

Tiki was found as a child thousands of years ago and raised by a small tribe in the highlands of Archanea. Eventually she died in a clan battle and was taken to be buried, only to wake up, scare the townspeople who regused to accept anyone could come back from the dead, and banished banished her from the town for 'dark magic'. After wandering for a few years she encountered a strange older woman named Naga, who claimed to know the truth about her. She explained that Tiki was a dragon, not a human, and as such she was part of the largest secret in the world - that the dragon gods people worshiped were able to take human form and walk among them. Naga and her kin believed it was their duty to use their powers for good, while other dragons led by Medeus felt that it was their right to claim ultimate power and dominate humanity. After several years of being trained to fight by Naga, her mentor was killed by Medeus himself, and Tiki could barely escape with her life.

Several years later while hiding among the humans, she found herself smitten with a human prince named Marth, and joined forces with him to reclaim his kingdom from Medeus and his lackeys. However, in one battle where she managed to kill an evil general by the name of Camus, she was 'killed' and thrown into the ocean. Waking up days later in the care of a local Saint named Tatiana, she learned she was on a completely different continent. Cursing the laws of dragondom that required her to assume a new identity after being killed, she joined Tatiana and some other local royals in a quest to kill some other evil tyrants, Mila and Duma, who - big surprise - turned out to be dragons also. During this quest, though, she encountered some familiar Pegasus-riding sisters, from whom she learned (while disguised) that defeating Camus was not sufficient. She returned to Archanea and with the continent thinking her dead, she dawned a mask and the name Sirius to lend her aid to Marth and his forces, hoping to reunite with her beloved prince once more - rules be damned. Of course, he had moved on and fallen in love with a certain blue-haired bimbo in the time she had been assumed dead. So after defeating Medeus, she returned to her new home with Tatiana. Then she spent multiple lifetimes wandering the world and involving herself in the affairs of mortals - taking on countless roles as everything from a noblewoman to a warrior to a cleric to a Nohrian maid - and growing stronger as the numbers of dragonkind shrunk over the millennia.

  • Powers/Abilities/Equipment:
    • Human Form: In human form, Tiki is remarkably fit, not particularly superhuman, but at least able to have 99th-percentile strength, speed, agility, and coordination. She is skilled with using all manner of weapons, but is partial to axes.
    • Immortal: Tiki is able to heal almost any wound dealt to her in a short period of time, save decapitation, and doesn't grow old. While she wounds just as easily as you'd expect a human to, she can ignore the pain to keep functioning while her wounds rapidly stitch themselves back. She doesn't actually need to breathe (something she learned by being thrown into a lake during 'training').
      • Quickening: When a dragon kills a dragon, they gain that dragon's memories and power, and also there's a big lightning blast that zaps everything within fifty yards like a concentrated electrical storm.
    • Dragon: She's a dragon. She unlocks her true strength and power by shifting out of her human form and back into that of a big flying Divine Dragon with tough scales and a long tail. She's the size of a bus and strong enough to smash cars away with her claws or bite through trees with her nigh-unbreakable teeth, as well as shoot out a lightning breath attack. This form heals a lot more slowly than that of her puny human form, so if injured significantly she has to shift back so as to not go around being all crippled.
      • Dragon Forms: She has multiple dragon forms that she's absorbed, each one looking somewhat different from her base form (ranging from cute to honestly kind of fucked up) and using a different element. While none are bigger than her normal dragon form, some are smaller and correspondingly weaker, but also take less time to recover. She specifically has the shapes of a few notable dragons from her past like Duma (dark/fire), Anankos (dark/plasma), Mila (holy/light), Naga (Divine), and Grima (more dark shit). And some more basic types like water/fire/lightning/light/dark dragons.
    • Bardiche: She carries around an axe in human form. (Like this.) It is unbreakable, and deals additional magical damage to dragonkind, but other than that cut through people only as effectively as any other axe could. The shaft can be dislodged from the head to use as a sword in a pinch.
  • Differences From Canon:
    • Most importantly, Tiki's inconsistent accent is now explained due to the dragons in Fire Emblem operating under similar rules to the Immortals in Highlander.
    • While the role of the Divine Dragons themselves is still much as it was, the fact that they can turn into humans is a secret. (A concept borrowed from The Riftwar Cycle) When they "die" in their human form, a dragon is expected to assume a new identity to keep the secret of the dragons safe - if you are killed, you move on.
    • Dragons are always foundlings, and Naga was Tiki's Ramirez.
    • Tiki is present throughout most of the Fire Emblem games (continents on the same world) instead of just being asleep forever and not doing anything.
    • Summer Tiki's axe is supposed to be a watermelon on a stick, not an equally-misnamed Falchion ripoff.
    • Instead of Dragons getting powerful and going crazy and psycho because... they just do, they go mad as a result of the quickening and risking getting lost in the flood of multiple immortal lifetimes of memories.

Edited by nman on Jun 13th 2019 at 10:14:54 AM

Alecoene Since: Sep, 2016
#5: Jun 10th 2019 at 10:45:55 AM

Reposting my not-sisters.

  • Name: Tenko Chabashira
  • Age: 17
  • Appearance: The Ultimate Misandrist
  • Universe: New Danganronpa V 3
  • Personality: Tenko is a very honest person, to say the least. She personally think that nobody should hide their emotions and so tend to yell whatever comes to her mind without any cares, which doesn't fail to lend her in rather awkward social situations.
    It is not at all helped by the fact that she possess a intense distrust of males, calling them "degenerates" and accusing them of being deceptive and vile beings who always have some sinister intentions toward girls. They are likely to be met with countless insults when talking to her or even be subjected to aikido throws if they try to touch her in anyway. Tough it's not like it is impossible for her to form friendship with a boy, said boy would have to proves himself to be without any ulterior motives and completely honest with her, which is far easier said than done. Tough it would be slightly easier if he was to also be a student of martial arts, particularly of the one known as Neo-Aikido that she and her master created. If one were to master it, then he would be considered completely thrustworthy.
    She has a love of all that is small and cute and tend to coo over such things. A girl that fit this description should expect her to follow them around everywhere like a lovestruk puppy. A boy will be adviced to get a sex change. It is also apparent that her mind is not as pure of desire as she likes to claim. Indeed, her interest toward cute girls is pretty clearly a sexual attraction and she can get rather creepy about it when she get too excited about it, like for example volunteering to accompany them to the bathroom with a lustful look in her eyes.
    Despite all that, Tenko is not a bad person by any means. She firmly think a master in martial arts should also be a ally of justice and she think that it's her duty to protect other girls. Even despite her hatred of boys, she easily sympathises with them if something truly bad happen to them.
  • Backstory: Tenko was always an hyperactive child, which made her parents worry that she wouldn't be able to fit in society. To teach her to control herself, they send her to a buddhist temple. During her stay there, she struke a friendship with the head priest, who taugth her about aikido. While she was a natural at it, her energized nature was ill-fit for the passive nature of the art, so they collaborated to create a more agressive form of it: Neo-Aikido. The old monk used it to establish a moral compass for her. As an aside, It seems that her dislike of boy come from a misunderstanding of her master's anti-romance stance, saying that "touching boys weaken you". Being a child at the time, she mistakenly tought that the boys themselves were the problem. Over the years, Tenko became a master of martial arts, being able to beat most trained men with ease. Life seemed to be good for her until she was captured by a strange bear and forced to participate in something called a killing game, but that is a story for another day.
  • Abilities:
    • Neo-Aikido: While she is called the Ultimate Aikido Master and is indeed a formidable fighter, calling the fighting style she uses real aikido would be inacurate. Indeed, while it make use most of the same throws and locks, it is as noted above much more agressive than it's passive regular variant. Tenko is much more likely to charge at her opponent than wait for them to attack first. It's also much more ... pragmatic as Tenko doesn't hesitate to incorpore different moves from other martial arts she learn about or even fight dirty if she needs to. Indeed, it seems that her master intended for it to be more used as self-defense than in official fights. In short, it's the innacurate fighting game version of Aikido.

  • Name: Maki Harukawa
  • Age: 17
  • Appearance: Not Red Tenko
  • Universe: New Danganronpa V 3
  • Personality: To call Maki unfriendly would be like calling hell a little warm. She is constantly grumpy and most of the time only speaks to show how little tolerance she has for annoying persons by snarking at them, outright insulting them or even threatening them if they're pushing the line (Do you wanna die? is almost her catchphrase). And she has no hesitation in actually attacking those who antagonize her outright. In particular, she dislikes people being overly optimistic and do her best to crush those kinds of speech in the bud with cynical comments. Tough inwardly, she feels she's doing them a favor by stopping blind hope from leading them.
    Because Maki does have a heart of gold hidden under that icy exterior. In particular, she has a maternal side toward young children despite claiming to hate them. And while she avoided people in the past, a very recent and deadly adventure caused her to start to become proactive in interacting with others (tough still in a very unfriendly manner. She may even get actually close (and very protective) to someone that try to form a bond with her, tough she would still call them idiots for doing so and snark at them at every excuse in a slightly more light-hearted manner than usual.
  • Backstory: As far as she can remember, Maki was raised in an orphanage. As one of the older kids, she was tasked with helping to take care of the younger children. One day, members of the Holy Salvation Society, a cult of assassins, visited the orphanage to seek new recruits. Since they were threatening to cut the place's funding, Maki accepted the offer. From there on, she was subjected to hellish training that rebuild both her personality and body to become the perfect assassin.
    And boy did it work. Maki soon began the very best in her profession, disposing of countless targets without any hesitation or failure. In fact, she became so good at her job that the japanese government coverly recognized her as the Ultimate Assassin; a prodigy in her art. At the same time, she was given the cover-up identity of the Ultimate Child Caregiver. But even after that, she just continued doing her work and taking care of her fellow kids at the orphanage.
    That is, until the day when she was kidnapped by robotic bears to be forced to participate in a Killing Game with sixteen other Ultimates. From here started a incredibly dangerous and insane adventure happened that involved amongst others her ironically not killing anyone, getting character development and even falling in love with someone (who died due to sickness because she can't have nice things). But at the end, she managed to escape with four other survivors (Gonta Gokuhara, Saihara Shuichi, Himiko Yumeno and Miu Iruma) thanks to the Ultimate Inventor's creations and the Ultimate Robot's sacrifice.
    Also, right before the end she learned from the Mastermind that maybe her whole life was just fabricated memories implanted for the sake of a sadistic reality show called Danganronpa. However, the one who said it was a big enough liar that the only things she's sure about is that the reality show exist and that the memories implanted during the game were false. She tries to not think about it too much and just made a mental note to find the ones responsible and kill them later.
  • Powers/Abilities/Equipment:
    • Ultimate Assassin: Having been trained since her childhood and recognized as the very best in her profession, Maki is knowledgeable with all manners of killing, no matter the weapon, poison or tool used (tough she dislikes using swords immensely). This training also “gifted” her with a nigh-unbreakable composure and a strength, endurance and speed far beyond what you would guess a girl with her appearance could possess. Furthermore, this familiarity allow her to easily deduce the cause of death of any corpse she can come across.
    • Ultimate Child Care-giver: Tough this title was only a cover identity, Maki is nevertheless surprisingly good at taking care and entertaining children due to being used to taking care of the other kids in her orphanage.
    • Crossbow: Acquired from her designated Ultimate Lab, this is a completely regular crossbow whose bolts can easily pierce trough normal humans.
    • Knife: Also acquired from her Ultimate Lab, this combat-made knife has no special qualities either but can cut very well serve as her primary option when she has to fight in melee.
  • Differences From Canon: In canon, Miu Iruma the Ultimate Inventor tried to murder someone to get out of the Killing Game and ended up getting killed by Gonta Gokuhara, the Ultimate Entomologist. In this AU, she instead opted to use her inventions to help everyone escape, which led to more people surviving than in canon.

Edited by Alecoene on Jun 10th 2019 at 7:48:29 PM

Meanken Since: May, 2013
#6: Jun 10th 2019 at 10:50:18 AM

  • Name:Tira
  • Age:Physicly, late teens, really around mid 20's
  • Appearance:Her outfit as of the start of this RP. Expect this to change.
  • Universe:Soul Calibur
  • Personality:Tira can be best described as a homicidal Bipolar woman. One moment she will be cheerfully toying with her prey, acting like everything is a fun game, including hacking people to limbs. The next, she will drop the pretenses and teasing and just rip the target apart in the bloodiest way possible, insulting and threatening them all the while. The mood changes can be caused reliably by blunt force trauma to the head, but she can randomly change her mood at any moment. Her darker half is also cunning in her own way, and smart enough to use Jolly to mask this with general antics and insanity while she plots the painful demise of anyone who angers her. Tira generally seeks out and attaches herself to people who fit a very specific set of criteria (Mostly that they are evil, as murder happy as she is, and that they don't try to make her change her ways). Before, this applied to Nightmare, but as of the end of S2, she has been traveling the multiverse with Gavrill (and by unwanted extension, Loki).
  • Backstory-Tira was raised as an assassin by an organization known as the Bird of Passage, which was a group of paid assassins. They were disbanded while she was still a girl and she was taken in by a normal family. Unfortunately, she had grown addicted to brutal murder while she was a part of the group, and said family ended up dead quickly. She remained on the run, carving a bloody path through anyone in her way, until she heard the tales of the man called Nightmare, who was in the middle of his rampage through Europe. Tira proceeded to seek him out and become his servant.
    • It was about this time she was pulled into the Game of Gods as she joined the group known as The Overlords right as they began their assault on New York. Eventually she joined her new friend Gavrill in defection against the Nomad Tatu and was drawn by proxy into the final battle against Omega. Once he was dead, she joined Gavrill and Loki in their mishaps across the multiverse until being drawn into the latest of the games against her will.
  • Powers/Abilties/Equipment:
    • Native stuff (From before events of S2):
      • Ring Blade-Her signature weapon is a large rounded blade that looks very much like a deadly hula hoop. Tira has plenty of experience using this weapon, and the unusual nature of the weapon lends it to a unique fighting style that can catch many trained fighters off guard
      • Acrobatics-Tira's main strength in any given battle is her acrobatic abilities. She can bend herself much further then the average person, jump extremely high, and she can do all sorts of midair spins and other sorts of moves. Again, this typicly has the effect of throwing her opponent off, making her a highly unpredictable opponent when combined with her ring blade.
      • Soul absorption-As an agent of Nightmare, who's main objective is to consume as many souls as possible, Tira has the ability to steal the souls of her dead (And I'll stress that they need to be dead before this can work, she can't steal the souls of the living) foes so that she can give them to Nightmare. The souls themselves provide no benefit to her, as they need to be absorbed into a vessel such as Soul Edge in order to be of any use.
      • Bird Language: Tira has the ability to speak to birds and understand them in turn. This allows her to make use of birds, usually her beloved ravens, as scouts to keep her informed of what targets of interest are up to and what lies before her.
    • Newer Stuff (Gained during the course of S2):
      • Soul Edge: The dark blade of legend, an evil living sword that eats the souls of humans in an effort to bring about the destruction of the world. This blade was gifted to Tira by Tatu, who suppressed much of its power. She alone can wield this blade with no ill effect, anyone else who might touch this blade with their hand risks losing themselves to its all consuming power as it attempts a hostile takeover of the holders mind. This blade grows stronger as it eats more souls, and has natural life consuming properties that will slowly (slow being the key word) drain the life force of anyone it clashes with. Striking open skin quickens this process, but even a blocked blow will drain a minimal amount of life force. It can also shift into the preferred form of its wielder. Currently it is in the form of a ring blade in Tira's hands.
      • Magic spells: Taught to Tira by Queen Zeal shortly after her arrival, Tira can fire three spells, a Fire spell, Ice spell, and Lightning spell. She rarly uses these, reserving them as a hidden blade in the event of being disarmed, so she cannot use this more then once or twice in a single engagement due to low mana reserves.
      • Soulgun:A P90 Submachine gun Tira has fused with a shard of Soul Edge, this gun, which she has nicknamed "Soulgun" is a standard Submachine gun with the added life draining properties of Soul Edge that will drain the life force of those it hits, even if the bullets themselves cause minimal damage.
      • Grapple Gun:A basic grapple gun that she can shoot at rooftops, people, and other solid points to quickly zip around locations.
      • Deathstroke Powers: Tira's first assignment on arriving with the Overlords was to slay the villain known as "Deathstroke" and absorb his powers and memories. While the memories have since faded, she still maintains the powers of Deathstroke, outlined below
        • Enhanced intellect: This does not mean Tira is smarter, but rather she thinks much faster then normal humans, and thus is capable of rapid planning, or, more likely, holding much longer arguments with herself in her head.
        • Enhanced Speed/Reflexes/Stamina:Tira's already considerable speed and reflexes have been enhanced further, as her body is now effected by the same serum that once powered Deathstroke's own body, meaning she can move slightly above the peak of human speed, is a very agile target in battle, and tires very slowly.
        • Enhanced Strength/Durability: Again thanks to the serum, she can hit harder then before if need be, although she still prefers agility to brute force when she has a choice. This also means she won't split into chunks when punched by a superhuman strength level character, although the blow will still likely do decent damage if not blocked.
        • Enhanced Senses: Tira's sense of smell, vision, and hearing have all been augmented as well. This makes her an even more effective scout then normal, and makes her very difficult to ambush.
        • Healing Factor: Tira also has gained a minor healing factor from Deathstroke. I say minor because this one I'm self nerfing, much like my AU signup. Guy can survive a silly amount of stuff in comics. She can heal cuts, bruises, broken bones if given time, without much trouble. She cannot, however, regrow body parts, ignore being completely impaled, basically anything serious will still need some attention (or at least force her to flee the fight). This also has the side effect of rendering her immune to poisons or anything of the like.

Edited by Meanken on Jun 12th 2019 at 3:29:51 AM

GameGuruGG Vampire Hunter from Castlevania (Before Recorded History)
Vampire Hunter
#7: Jun 10th 2019 at 10:51:55 AM

Name: Carmilla & Sypha

Age: Both are physically in their twenties.

Appearance: Both Carmilla and Sypha are fairly attractive women, though they have pale skin and fangs befitting vampires. Both wear leather corsets and leather gloves that go halfway up their upper arms. They also wear tight leather pants, leather boots, and collars around their neck. Carmilla has long black hair and carries a sheath for the sword she wields on her back, while Sypha has long blonde hair and carries a large staff with her.

Universe: Castlevania AU

Personality: Carmilla is provocative and dominating, desiring enough power to slay Dracula for good. While Carmilla will admit that humans are traditionally prey to vampires, the curse Adrian had put on her means that neither she nor any human she turns into a vampire craves or needs human blood to survive. Sypha is loyal and submissive to Carmilla, and will be cold and distant to those who do not treat the Countess with respect. Both Carmilla and Sypha care deeply about each other and an easy way to piss either of them off is to harm the other in their presence.

Backstory: Carmilla was once Countess Mircalla von Karnstein and became a member of Dracula's army, willing to serve him faithfully. Carmilla had wanted Dracula to unleash his full might as Dark Lord upon the world, but the morality of his human wife Lisa had gotten in the way of that, and the son of Dracula and Lisa took after his mother as well. Ultimately, Carmilla decided that Lisa and her son had to die, and so she drew them away from Dracula's eyes. She killed Lisa right in front of Adrian's eyes and was unprepared for the sheer power of Adrian Fahrenheit Țepeș or his desire for revenge against his mother's murderer. Carmilla had barely won the battle, but in his final breath, Adrian put a curse upon her soul... the curse of a human soul rather than a vampire's. Even worse was that Dracula's loyal servant Death had seen the battle and she knew that Dracula would know soon and desire vengeance upon her... She ran. She ran as far as she could from Dracula's Castle, Castlevania.

Eventually, Carmilla would stumble upon a coven of witches. While they were naturally cautious of a vampire, Carmilla was able to gain the trust of the coven. During her time with the coven of witches, Carmilla had befriended one witch in particular, Sypha Belnades. Carmilla ended up telling Sypha her situation and feeling pity for the vampire, Sypha agreed to help find the one person who could kill him, the member of the Belmont Clan who currently wields the famed Vampire Killer.

Eventually, Carmilla and Sypha would find their goal in a man named Trevor Belmont. While Trevor was distrustful of the vampire and the witch, he eagerly agreed to help them since Carmilla knew where Dracula's Castle was.

However, as Sypha returned to her coven with Carmilla and Trevor, she would find the coven in ruins with everyone dead. Dracula had tracked Carmilla to Sypha's coven and had destroyed it for harboring the murderer of his wife and son. Now, they all had a reason to kill Dracula. The three unlikely allies stormed Dracula's Castle. Trevor, Sypha, and Carmilla succeeded, but the battle had cost Trevor his life, ending the Belmont line. However, Carmilla knew that Dracula would rise again in a century and then there would be no Belmont to stop him from taking his revenge against her. With nowhere else to go, Sypha agreed to serve under Carmilla as a vampire, the first of her recruits for an army that could defeat Dracula when he rises again in a hundred years.

Powers/Abilities/Equipment: Carmilla can create batlike wings from her back at will. She can also blast dark magic at her enemies in either a ball or beam form. Carmilla is also an expert physical combatant trained to fight, using the sword that she had taken from Adrian after his death.

Sypha has access to fire, lightning, and ice magic, which she mainly uses throw Fireballs, Lightning Balls, or Icicles respectfully in either one or more directions at a time through channeling with her staff. The ice magic will also freeze water for a limited time and can freeze mooks. There isn't much difference between her fire and lightning magic other than the element and the possibility of being burned or shocked respectfully.

As vampires, Carmilla and Sypha can also turn other humans into vampires by drinking their blood, though they would never do this unless the human in question wanted to become a vampire.

Differences From Canon: In the original timeline, Carmilla had helped to corrupt humans to start the Witch Trials that killed both Sypha's coven and Dracula's wife Lisa, whereas in this timeline, Carmilla had merely killed Lisa directly. All changes to the timeline spiral out from this single point of divergence.

Wizard Needs Food Badly
FergardStratoavis Lizard Metabolism from Ye Olde Worlde (Less Newbie) Relationship Status: Cast away
Lizard Metabolism
#8: Jun 10th 2019 at 11:34:18 AM

  • Name: Maximillian Caxton
  • Age: 45
  • Appearance: Strike One's Top Dog in the flesh and metal. Not pictured are the swanky blue shades he puts on when on the action (they just pop up on him). Also, motherfucker's as big as a small truck; we're talking 2.7 meters/600+ kilos of murder.
  • Universe: Anarchy Reigns
  • Personality: The most depressed cop to live, period. The series of unfortunate events he's been put through (detailed in Backstory/Differences from Canon) would have broken any lesser man a few times over already, yet he still believes that there is justice to dispense and there's the right thing to do. Of course, he's hardly walked untouched from all this and as such he is glum and introspective most of the time, often reminiscing of the past before everything went to shit. Got something of a dad instinct and will go to great lengths to protect his friends and teammates alike. Absolutely hates politics and has a bit of a drinking problem; whenever he passes the threshold he's the sad drunk type.
  • Backstory: Max Caxton has always wanted to live a good, fulfilled life. At the age of 44, he has managed to avoid the middle-age crisis and frankly, he was at the top of his form; the well-renowned leader of Bureau's elite taskforce with a skill so great higher-ranked agents of the BPS were trained the way he trained himself into greatness, with a loving wife and daughter and what he then thought was the true camaraderie with his fellow Strike-Oners.
And then things turned on their head. In no particular order, his wife got killed in an unfortunate car accident, two of his apprentices were murdered by a third one - a notorious killer who has escaped notice until then - he lost his job as "not competent enough" and, to rub the salt in the wound, none of this was something he could prevent. You don't walk away from something like this easily and for a moment it seemed that he was gone drowning himself in depression and PTSD meds, washed down with Jack Daniels and Smirnoff.
  • But... against better judgment, he had survived - partially thanks to his daughter's efforts, partially because it was a damn shame dishonoring the dead with his sorry image - and took back what was his, regaining his status as BPS' Number One Agent. Scruffier, more cynical and with a slight stubble, but it was still Max Caxton the people had remembered. For better or worse.
  • Powers/Abilities/Equipment:
    • POSITRON BLADE & TESLA BLITZ - Two times the weapons, two times the pain - Two weapons of choice normally employed by BPS agents in singular models. Max? Max takes a bit from both.
      • Positron Blade is a pair of side-mounted laser blades that can cut through metal and bone with ease, protruding from the arms. Their power level can be modified so that they just stun or rough up a target instead of killing them outright.
      • Tesla Blitz is a little set of electric modules on Max's shoulders that can detach from there and orbit around him, delivering their shocking payload. Like with the blades, various power modes exist anywhere from "stun" to "crispy".
    • Cybrid Arts - A fighting style devised by Max, one so successful that all higher-ranked agents of BPS base their training on it. To quote the man, "pick your moment". It is the ability to find the most opportune timeframe in where to strike, but refined to a state where there's a difference between two bullets and a single one, counting them to a shell if need to. This kind of intricate observation wouldn't be possible without state-of-the-art cybernetics (see below), but there's more to that. Max can, with enough focus, steer bullets off course with but a gentle move of his hand; the same applies for melee attacks or even large ordnance though this all requires for him to have picked the moment (read: get some time to focus).
    • State-Of-The-Art Cyborg - The man is mostly machine. It's one tough and strong machine, fitting for someone so robust, but it's also a distressingly fast machine, able to stay light on his feet against seemingly more agile opponents no problem. He comes equipped with the aforementioned enhanced vision and an internal headset able to tap into radio frequencies or even the net (he puts the shades on then). To top it all off, he's about immune to poisons and sicknesses, at least physical ones.
Alcohol Tolerance - already tough to weather down, Max has developed some resistance to liquor during his less fortunate period. That said, he'd rather not push his limits (or touch the thing if possible).
  • Differences From Canon:
    • No split personality and a relatively well-adjusted psyche.
    • His wife dies in an unrelated accident rather than by his hand which does wonders in keeping him sane (more or less).
    • He's no longer a crazy cyborg hobo that he was in the original game and keeps working as a Strike-One leader (albeit after a bit of a break).
    • His subordinates - Leo, Sasha and Nikolai - are all dead by now; the former two killed by the latter (who happens to be a notorious murderer masquerading as a BPS officer).
    • Since neither he nor any of his men accidentally kill a certain six-year-old, quite a few people's lives come up millhouse.

  • Name: (Lady) Maria
  • Age/Gender/Species: It's hard to tell, but she looks to be in her 70's at least; female; Vileblood (see below)
  • Appearance: The old blood herself, feat. The Plain Doll. The pegleg is a mere illusion; despite the years she's spry as ever. Also seven feet tall. The book in the picture is, of course, How To Woo Handsome Gentlemen.
  • Universe: Bloodborne
  • Personality: Years spent as the caretaker of the Hunter's Dream left Maria... not necessarily worse off. She's certainly less uptight and more relaxed these days, approaching problems with a sunny disposition of a wizened sage who's achieved everything they could in life. Insults more or less bounce off her harmlessly, though she's harsh against those who give up before giving it their all. She harbors a dislike for blood consumption, blood arts and other such things, but she may come to use it if push comes to shove. Chiefly, Maria believes in common courtesy and good etiquette: there's no point in being uncivil, and though she can't expect anyone to subject to high standards of Cainhurst nobility, they can at least not be dicks to others. Speaking of dicks, she can be a dirty old woman at times too, though it's usually only mild teasing.
  • Backstory: Maria comes from Cainhurst nobility. As a distant relative to the Queen Annalise, she was in the unfortunate position of being important enough to be considered a noble, but not important enough to be considered anyone worth attention. As such, her childhood was spent on parties she'd rather not attend, lessons of musical instruments she couldn't play, the works. The favor of her aunt kept her just relevant enough to not be relegated to a faceless courtier. Maria had a talent for fencing however, and that talent was not unnoticed.
    • It was the beginning of the new wave of Hunters - men and women fighting off the scourge of beasts - led by one named Gehrman (whom history would remember as The First (modern) Hunter). Maria found herself under his tutelage and refined her skills with the blade to a new level. Whether their relationship was strictly that of a master and the pupil or something more goes uncommented by the historians, though no small share of detractors would cite Maria's skill with the blade as something else entirely. What matters is that she evolved into a Hunter of her own, one that would become an independent fighter, as opposed to her Master who found himself swayed to the cause of the Healing Church.
    • She's heard of her Master's suicide only long after the fact - it had something to do with the disaster that was the expedition into the Fishing Hamlet - but it shook her all the same. Confused, angered and despairing, she crafted a doll in his resemblance and gave it the means of life through means unknown. Then she found herself chained to the will of the creature known as the Moon Presence and imprisoned to become a caretaker to the elusive Hunter's Dream. The details are spotty on this one, and it's a story for another time, probably.
  • Powers/Abilities/Equipment:
    • Vileblood - Maria's not an ordinary human, carrying the legacy of the Vileblood... blood. This makes her naturally tougher and stronger than ordinary man (not taking her Hunter training into account). It also makes her eligible for consuming blood of all kinds - it holds healing properties for her, though she tries to limit herself on that to absolute minimum (ideally never). As a result of her Hunter training she can also will the bullets for her gun out of her own blood (more about that later) at the cost of her vitality. Finally, she is knowledgable with forbidden Cainhurst blood arts, but to use them she would really have to be pushed to the brink:
      • Blood Extension - By stabbing herself (this curiously deals no damage to herself) and letting the blades feel the taste of her own blood, she can increase the reach of her attacks and strengthen them with further impact. Strange as it might sound, these blades can flung "energy waves" - also made of blood - for long ranged attacks. This doesn't necessarily apply to Maria's Rakuyo, and she can conceivably do it with any sword that can slash.
      • Fireblood - She can set her blood on fire. This usually only applies to the blood being launched by extended bloodblades, but she can, in theory, use it on the blood still inside her for a briefest of times, presumably to escape from a clash or a grip of a big opponent.
    • The Art of Quickening - Despite her size and age, Maria moves at a dazzling fast speed, and can move even faster. These quick bursts let her dash around as a semi-corporeal form, avoiding damage but being unable to deal any herself, at least until she repositions. She can't use it as often as she could back in a day, but there's plenty enough opportunities to blindside enemies underestimating the old crone.
    • Craftswoman - She hasn't made anything substantial since the creation of the Doll, but she knows her stuff around weapons both melee and ranged, able to maintain them, upgrade them and repair them, as well as making simple makeshift affairs and Quicksilver Bullets (see below).
    • The Moon Presence - The appearance at the van severed the link between Maria and her superior, but not fully; she can still disguise her "missing" leg as a pegleg with a thought. It doesn't affect her performance in any way.
    • Rakuyo - An elegant weapon that originated from Cainhurst nobility, it has two modes; one as a twinblade wielded in one hand and one as a pair of sabre and dagger. Unlike the bloodsword Chikage - another Cainhurst weapon - this blade doesn't require a user to dabble in blood arts and rewards simple skill and dexterity instead, thus it has always been Maria's choice of weaponry. It comes equipped with a sheath.
    • Evelyn - An intricately decorated pistol used in conjuction with Rakuyo. It normally fires Quicksilver Bullets - a mix of alchemical silver and the owner's own blood - but it can also fire ordinary ammunition instead. In case of the former, the weapon does not require reloading; the bullets simply "will" themselves from the supply into the chamber and are fired from there. It doesn't inflict much damage; its main use is to open an enemy up for attacks from her melee.
  • Differences From Canon: Maria and Gehrman switched places; he stayed in the Hunter's Nightmare and she became a caretaker for the Hunter's Dream, among other minor adjustments to accommodate for that.

  • Name: Nero Claudius Caesar Augustus Germanicus. Or Caster, for short.
  • Age: Looks to be in her late teens at the absolute best. You just cannot tell with them Servants.
  • Appearance: The casual wear, cannons included, though she switches outfits around a lot. Something more official for her, as long as a see-through skirt can be considered official. 150 cm of height, but don't remind her of that.
  • Universe: Fate
  • Personality: Nero is of an opinion that her mere existence is the greatest thing to have ever happened to humanity at large. Extremely flamboyant, completely self-absorbed, hounding for attention, one might think that you are looking at an asshole in the making - but no, Caster is sweet and well-meaning in her own way. She loves the world - but she wants the world to love her in kind. Bombastic, definitely not as good in arts as she thinks she is and blind to sarcasm. Loves all things beautiful, including handsome mature men, cute boys and cute girls. She gives it her all, no matter what it might be. Despite this larger-than-life image, Nero can be more introspective and perceptive as well, capable of more astute observation when the need calls for it.
  • Backstory: You might have heard of Nero before - the 5th Roman Emperor, the one famously known for being a madman that persecuted Christians and may or may not have been The Beast of 666. What these stories won't tell you is that Nero was a girl and much more benevolent than the historians recall. To make the long story short, her initially well-meaning actions as an emperor grew increasingly unhinged and nonsensical over years - courtesy of her late mother having her drink from a silver cup - to a point where the people of Rome stood idly and watched when coup d'etat was raised against her. Realizing that her wish to be loved was unattainable and in despair that those she loved in turn did nothing to aid her in her darkest hour, Nero turned a blade on herself.
    • How is she a Caster? She has a natural predisposition for magic and decided that she wants to be a Caster. You do not deny an Emperor's right to be whatever she wants.
  • Powers/Abilties/Equipment:
    • Servant - As a spiritual being, better known as a Heroic Spirit, Nero is much stronger, faster and tougher than a human being. While not completely impervious to damage from mundane means, one needs a magical attack/item for the damage to stick. In her Caster form, she is on the weak side when it comes to Strength and Endurance (and yet, even as a mortal she was able to wrestle down a lion and kill it with bare hands), but exhibits supreme Agility and Luck. She also possesses a "spirit form", but don't expect this lady to use it unless absolutely necessary.
    • Riding B - She can handle nonmagical steeds and modern vehicles with above-average skill.
    • Territory Creation A+ - Normally, Casters are able to manifest "temples" or "workshops" - bases of operations from where they can plot. Nero, being the self-absorbed emperor like herself, only uses it to support her magnificent sea opera - which I will get to in a while.
    • Item Construction EX (Odd) - Casters can also make magical items; usually this translates to a variety of enhancements, potions and the like. Nero's innate ability lets her create truly magnificent items... but her whimsy and ego often lead to these items having... strange unintended side-effects. Drink at your own peril.
    • Runaway Privilege EX - When the Emperor says she can do something, then she can well damn do it. It's not quite that - she must have a basic idea of what she's dealing with - so, for example, she will not be able to cook because she never cooked a thing in her life - and the effect only enhances her ability some rather than ensure total success. That causes Nero to exhibit a variety of odd skills now and then, though the effectiveness varies since she likes to art things up as a self-proclaimed prodigy on par of Apollo. Results vary.
    • Seven Crowns C - Nero carries strong connotations with a concept of a being known as Beast VI - or, more casually, The Whore of Babylon. The Caster class is the last stop before these notions become too strong and too uncomfortable for Nero to bear - but this particular skill manifests as being able to bypass resistances of other Servant classes. Probably won't be too useful in the long run.
    • Undying Magus A - A Magecraft that lets one survive decapitation. Just in case the unthinkable happens, but it's a one-time affair. After being decapitated, Nero simply ressurects good as new - but the skill is lost.
    • Lauda Lentum Domus Illustrius - Golden Theatre Wrapped In Song - Caster's Noble Phantasm (think Limit Break) and the aforementioned magnificent sea opera (also known as Domus Aurea de Curcubeu Mare. Requires positively staggering amounts of mana to be erected and maintained, as well as a clean sea and sunny weather (and plenty of space) and its only purpose - other than Nero's self-worship - is to enhance her vocal/instrumental performances. Oblivious that her arias are already enough to cause physical pain, this magnificent building turns them into a cannonade of volatile energy that will total just about anything without supernatural means of defense. (Un)fortunately, it seems that at the time Nero cannot erect a whole opera; only its parts (that being the fountain with the organ cannons and the gate). That correspondingly weakens the force of the still formidable attack.
    • Cannons - Small bits of the magnificent sea opera that Nero uses as weapons interchangeably with her sword. Magical pew-pews. Can detach off the main body to attack from different angles, but that weakens their power.
    • Aestus Estus - Nero's signature blade, supposedly made from meteorite iron. Nothing special about it other than it looks like it belongs to a garden-variety Korean MMO character.
  • Differences From Canon: This here be the AU of an AU, as Nero originally debuted in Fate/Extra (a spin-off of the original Fate/Stay Night) as a Saber and only took on the Caster mantle in Fate/Grand Order.

Edited by FergardStratoavis on Jun 10th 2019 at 8:35:19 PM

How do lizards fly?
Boomer75 Since: Aug, 2017
#9: Jun 10th 2019 at 11:54:43 AM

First character repost, and more or less a remaster/slight retool of my first post on the fourm to bring it up to standard now that I know what I am doing.


  • Name: Noire
  • Age: Late-Teens
  • Appearance: She is (Not) a Loner. Her current outfit.
  • Universe: Neptunia x Persona 4
  • Personality
    • A workaholic teenage girl known for her stubbornness, pride and short temper, Noire has trouble making friends, earning her the stigma of being a loner. However, her persistence and pride leads her to never leave a job half-finished, and tries to never leave a person unsatisfied. As well, she is by no means heartless, and will leap at the chance to help or save someone, sometimes to her detriment. She also gets defensive around people she likes, both to others that seek to harm them and the person themselves, does not like to owe people favors, and tries to return the favor as soon as possible. She is also easily embarrassed, and her comments sometimes can come off as rude by some. In short, a Classic Tsundere, despite her denial.
    • Secretly, she does not enjoy all work she takes on, and would much rather focus on her secret hobby of cosplaying, and aspires to become an idol and voice actress one day, free from the constant stresses her life puts her through. However, as she wants to impress everyone, as well as be a good role model for her sister, Uni, she continues to throw herself work, and will almost never admit to it, a fact her shadow harped on. She is also secretly an Otaku, and is not so secretly into girls. She likes pudding, and dislikes being called a loner, or being insulted in general for that matter.
  • Backstory:
    • A former pageant girl residing in the small town of Inaba, and current second-year at Yasogami High, where Noire is the Vice President of the Student Council. She lives with her mother and her sister, Uni. She was respected by her teachers and older peers for her work etiquette, but was also mocked by her classmates for her standoffish attitude. Noire kept going through the motions day after day, ignoring the jabs and occasionally taking a peek to try to see the Midnight Channel, a rumored program that comes on at midnight on a rainy day if you have your TV turned off that's said to show your soulmate, to no avail. Secretly, she also attended Conventions in cosplay, going under the alias Black Heart, allowing her to be herself, in a way, if only just for a little while.
    • This was her status quo until she saw herself on TV one day, unwittingly giving the local news station an interview with her about both the convention and cosplaying in general (she thought it was just a company or convention thing). She feared the worst, but, her being in cosplay on a channel many of her peers did not watch, this only went noticed by her teachers, a select few of the students, who did not sell her out, and another individual.
    • Unfortunately, this latter individual ended up kidnapping her and pushing her into a TV, sending her into a world on the other side of it, where she was held captive by her Shadow, the manifestation of the side of her she tried to suppress. This took the form of "Noirina", a magical girl who wanted to, in her words, take on the world by herself, mocking her both for her escapism through her love of anime, especially cosplay, her loneliness, and her desire to be more of a child than the adult she built herself up to be.
    • Eventually, and fortunately, a group of three students from Yasogami, including her Second-Year classmates Neptune, Compa, and IF, as well as a small woman on a book named Histoire, came to save her once she disappeared. The three were able to defeat her shadow after she denied it, and. after giving it more thought, she accepted it afterwards, awakening her persona, Virgo, the maiden.
    • She eventually was given the choice to join their so-called "Investigation Team", looking into those who appear on the Midnight Channel, and then mysteriously go missing, just like her. She readily accepted, and became a member, as well as the representative of the Empress for Neptune. She was given a pair of glasses to see through the fog in the TV World, in order to use her "Persona: to save others that were thrown into the TV, as well as uncover who would do such a thing in the first place.
    • She helped to save her fellow schoolmates Blanc (A Tryhard Writer and Head of Film Club), Vert (The Student Council President), and Plutia (Transfer Student, Friend of Noire, and Maker of Plushes), and also a mysterious girl named Uzume Tennouboshi. As well, she assisted Histoire in confronting her own shadow. Along the way, she was able to get a somewhat out of her shell thanks to Neptune, eventually reawakening to Arachne, an arrogant weaver with enough skill to backup her claims, who was eventually turned into a spider by Athena after she won a weaving competition, or lost, or hanged herself, depending on who you asked. She, as well as the team, have currently reached an impasse in her investigation as she was taken to the Van, as the kidnappings had stopped for a time. Unfortunately for Noire, that didn't mean she was getting a break.
  • Powers & Abilities:
    • Card Projection: Can Project a holographic "card", which can be crushed or broken to summon her Persona.
    • Arachne: Her Persona, belonging to the Empress Arcana, which can be called by crushing or breaking her card.. A plain white, faceless, female marionette-like body wrapped in red threads, with four rapier-like "needles" attached to a rod, connected to a joint that then connects to its back. Having it enhances her strength, speed, magic prowess, and endurance above a normal high school girl, but by no means makes her "Super" at anything, more so having physical capabilities associated with a Hensien Hero or Power Ranger, for sake of comparison. This also makes her immune (or very resistant) to fire, and resistant to physical blows, but she falls prey to light-based attacks pretty easily. If her Persona is struck, she also takes damage, and it will static like a TV on-and-off channel if Noire is badly injured (Persona 4 Animation Rules, as opposed to Persona 4 Arena Rules). It possesses the following skills, which takes a toll on either her stamina (if a magic attack is used) or her physical health (if she does anything physical with it), both which can be healed by resting.
      • Agidyne (Magic): Basic, though decently powerful fire spell, which summons a pillar of flame at the target.
      • Maragidyne (Magic): Fire spell which summons multiple pillars of flame, one for each enemy she is aware of (aware meaning she knows they're there, mostly via sound and sight). Consumes more power than Agidyne, but is a flat increase, as opposed to scaling with number.
      • Rakukaja (Magic): A magic that sharpens the scenes of an ally. Pretty much a wake-me-up pill in magic form, minus stopping people from feeling tired (if not a little more focused).
      • Marakukaja (Magic): Rakukaja, but on all allies she is aware off. Similar to Maragidyne, it's a flat increase in stamina consumption over Rakukaja.
      • Vile Assault (Physical): A move where Arachne stabs a target with one of it's needles, more effective if the opponent is down on the ground, staggered in some way, or is in some way unable to defend themselves.
      • Myriad Arrows (Physical): Arachne stabs wildly with it's needles in an area a meter around Noire, in exchange for life force. Not powerful individually, but good for crowds.
      • End Shot (Physical): In exchange for life force, Arachne charges a Powerful Piercing move by reeling it's needles back and then springing them out.
      • Primal Force (Physical): An extremely powerful piercing move where Arachne plunges all 4 of her needles into a target. As such, it can only be used against 1 enemy at a time, and is defenseless while doing so .
    • Health/Stamina: Using her Persona drains Noire, which causes her to either be tired (Stamina low) or an almost sickly-kind of weak (Health low). Blows to her or her Persona also take a toll on her "health". These can be recovered by resting (Actual sleeping, not just sitting down). Notably, if she's not healthy or too tired to do a certain action, that action will not come out.
    • Human Being Noire in this AU is a normal human being as opposed to a CPU as in canon. Thus, she can not transform into her CPU form Black Heart, nor can she use magic without her persona.
    • Fencing Skills: Noire possess knowledge of how to use a sword/rapier in order to attack enemies with. She is quite skilled, but is by no means a master swordsman, leaving anyone with formal training beyond a school club to easy defeat her if it came down to sword on sword combat.
    • Sewing/Knitting: Noire, through her cosplay hobby, knows how to fix and create clothing out of cloth, as well a prop armor, weapons, and so on, given the supplies. She cannot create actual weapons or armor, at least without training.
  • Equipment:
    • Rapier: A sword Noire uses for combat when a Persona is not available or worth the use, made of steel and used for skewering and fencing.
    • Red Glasses: Glasses given to Noire from Histoire, which allow her to see clearly in the fog of the TV. Outside of it, they serve as stylish glasses, but nothing more.
  • Fanon/Canon: Fanon
    • In this AU, she is a resident of the small town of Inaba, not the national leader of Lastation. This leads her to have more free time on her hands, as she does not have a nation to support. She does not tend to take this time for leisure, however.
    • She loses the ability to change into her CPU form, Black Heart, and any magical abilities she possess in cannon (Fire-based attacks, Buffs, and the more flashy, anime-esque sword skills), and instead takes up a Persona, Arachne, with abilities similar to what she lost in transition. Black Heart is instead an alias for her cosplay hobby, as, same as her canon self, she does not want everyone knowing about it, if it is possible.
    • For AU of the world, of Persona 4 itself, The investigation team does not compose of any of the P4 characters, but of Neptunia's cast, mostly the main CPU's and common starting members of the games, composed of Neptune, Compa, IF, Noire herself, Blanc, Vert, Histoire, Plutia, and Uzume Tennobushi. The other Neptunia characters, including the sisters of the cast and the other Makers, have roles as students/S.Links for Neptune, but are not part of the team. Exceptions are Arfoire and Rei Ryghts, who are the kidnapper and murderer, respectively, and Kurome Ankokuboshi being Uzume's Shadow. Also, there is one more member than in cannon P4, as post this universe's equivalent of the extra dungeon exclusive to the Golden Remake, Uzume decided to actively join the team on the investigation, as opposed to the extra dungeon's original host, Marie, who continued to play only supporting role afterwards
    • Noire has a mother in this continuity, who looks like canon Black Heart. She was raised by her alone, as well as alongside Uni, her sister as in cannon.
    • Since she accepted her shadow, worked with the investigation team, and made friends with people on the team (especially Neptune), Noire is a bit more approachable than in canon, willing to work with people more than she would normally. She is still quite Tsundere though, and will try to do things on her own if she can. She is also a bit more accepting of men than in cannon due to the investigation (In that she doesn't immediately scoff at them, and can respect them, if they prove themselves).
    • Noire has an allergy to Sugar. Like in Rayman 3, Allergy translates to being able to get intoxicated off of it (This is in response to a bonus voice in one of the games she is in, where she gets intoxicated off Root Beer. This is just a conclusion that can come from it).

Edited by Boomer75 on Jun 16th 2019 at 12:52:00 PM

Boomer75 Since: Aug, 2017
#10: Jun 10th 2019 at 12:18:20 PM

And the second one as well.


  • Name: Mazhigigika Miludin do Din Nolurun Dou, a.k.a. Magilou
  • Age: Unknown, though rough estimate is around 1000 years old. likely Late 20's physically, but she'll never tell.
  • Appearance: "Magikazam!"
  • Universe: Tales of Berseria/Tales of Zestiria (Both take place in a shared world, Berseria set 1000 years before Zestiria).
  • Personality: Easygoing, Chatty, Silly, Childish, and Eccentric are all descriptors people give who have met this self-professed "witch" (among other things). Magilou often makes herself out bigger than what she is, dramatizes everything, and often cracks jokes at the situation, and at the expense of her companions, which can border on sinister sometimes. Magilou is often cited to be too weird to be of the world she inhabits, but she takes it in stride. However, this is all a front for a woman who is actually quite apathetic of the world around her, often believing the worst in people, though her time with Velvet's group when she was human (maybe) has diminished these qualities somewhat for her seraph self. She still can say things to get under people's skin, but also is the first person to call out someone's faults, hypocrisy, or if they mistreat someone (and the two may not be mutually exclusive). She'll never admit to being nice or giving a care, though. Her loyalty is also somewhat flimsy. She's quite the bookworm as well, and surprisingly intelligent given her attitude, as well as a good (but very experimental) cook.
  • Backstory:
    • Magilou was a "witch" 1000 years ago (likely human) before becoming a Seraphim. Those adventures were chronicled in Tales of Berseria, and are only backdrop for her Seraphim self, who doesn't even remember it, so there won't be too many details there. To make a long story short and somewhat spoiler free, she was betrayed by a "friend" and arrested for illegal witchcraft, leading her to be placed into Titania Prison. This happened to be the same prison and about the same time where there was one angry girl named Velvet Crowe, who staged a riot at the prison to break out. Having nowhere else to go or better to do, she forced herself into Velvet's quest for revenge against a man name Atorius, who scarified Velvet's brother to bring about an age of peace by allowing people to see and use Malakhim, what Seraphim were referred to in Berseria. She was considered the load of the group, and her constant joking got on some of the groups nerves (Most notably Velvet). Despite this, she did eventually fight alongside them once she found her friend again, and saved them on a few opportunities, be it through quick thinking a lie (such as saying the group were traveling performers) or her magic skills (taking down a trained group of soldiers in one blow to save the group's life). She also helped to publicize the whole "Lord of Calamity" stick for Velvet, created by Velvet herself, a title that ensues to her reincarnation's time. All of this went according to canon.
    • Eventually, Magilou ended up telling the royal family of the kingdom of Rolance about her adventures, as well as the existence of something known as Malevolence, impurity born of negative, conflicting emotions that can infect living things and cause them to turn into daemons, and wrote a book on the subject, a tale passed into legend. At some point afterwards, Magilou died, either being killed or dying of old age. Magilou was then reincarnated as a Seraphim, a spiritual being link to the elements, hers being Fire and Water, that can only be seen by people with a high enough "Resonance" to see them, and could not produce malevolence, though they could be infected by it and turn into dragons if they chose to succumb to it.
    • About 1000 years later, She traveled the world and "performed", as much as someone who couldn't be seen could, aka she caused mostly harmless mischief wherever she went. Eventually she encountered an Earth Seraph named Edna, the younger sister of Eizen, another person who accompanied Velvet. Upon hearing her name, Edna acted strangely to her (being a former "friend" of her brother and all), causing Magilou to become curious about her and follow her back to her traveling party, eventually meeting up with Sorey, a Shepherd, a person pure of heart who can calm down daemons, now known as hellions, and purify them, as well as fuse, or "armatize", with seraphim that they made a pact with, Rose, a squire of the Shepherd that can work with seraphim as well, and three other seraphim, all journeying to have Sorey pass the four trials for Shepherds in order to gain new power to defeat Heldalf, the latest Lord of Calamity. With nothing better to do, Magilou once again wedged herself into the group, wanting to see how it goes, and entered a pact with the shepherd, where she now is in Sorey's head most of the time, ready to lend "aid", as well as the quips, jabs, and japes she was known for, referring to the party as "Magilou's Magnificent Minstrals". Though this time she has two people ready to snap at her, Mieklo, Sorey's best friend, and Edna, realizing that no, Eizen was not exaggerating when it came to her, leading to many cases of them snarking at one another. But so it was, until she was whisked away to the Van.
  • Powers/Abilities:
    • Searphic Artes: Fire: One of Magilou's elements, which she can use to create a ball of fire to encase an enemy (Blood Moon), a fire tornado (Crown Fire), and an explosion the size of a small bomb (... Explosion), as well as a fire mine that can be stepped on by someone to hit them with a blast of fire. The more powerful the spell, the more time it needs to cast, and she'll have to start over if hit.
    • Searphic Artes: Water: Magilou's other element. She can use this to create a blast of water that can split and hit other enemies (Aqua Split), Create a Wall of rushing water (Flood Wall), and a huge blast of ice spikes (Final Embrace), as well as a water mine, which is like the fire mine, but with water. Same restrictions on casting apply from the fire artes to here.
    • Armatization: If Magilou makes a pact with someone, or someone makes a pact with someone who made a pact with Magilou (but no further down), and possess her true name, "Mazhigigika Miludin do Din Nolurun Dou", and her artifact, an ancient tome, they can call upon her to "Armatize", or fuse, into an Armatus, gaining a white outfit with pink and gold highlights, Some form of Pink Bow in their hair if their hair is long enough, and a orb the size of a beach ball, which they can then launch at opponents, and have it come or snap back to them, or be controlled in mid air, as well as be imbued with the power of Fire, Water, and Ice (one at a time). The armatized character loses access to their normal combat skills, abilities, and weapons if they use this, the ball powers overriding it, but it's a decent power boost (Magilou's atop of their own). The two can armatize even if one is unconscious, waking them up, but it can't revive the dead, and it takes a toll of the conscious one to do this. They also can charge their power in order to hit the enemy with a flurry of orbs of all three elements (Storm Ascending).
    • Seraphim: Magilou is a seraphim, a spiritual being tied to the elements, the two for her being Fire and Water (and, by association, Ice). This leads her to be resistant to wind-based attacks, and weak against earth-based ones. She normally can't be seen by ordinary people, only those with a high resonance for Magic, though this is likely dropped for obvious reasons. She can eat, but doesn't need to, and cannot emit malevolence, so anything that would run on or rely on her negative emotions would not work on her or off of her, though she can still be affected by the negative emotions of others. She can make a pact with a "Prime Lord" by the Lord using her artifact and her true name, allowing her to Armatize (fuse) with them to become an Armatus, and protect her from corruption by negative emotions as long as she's near them. The "Prime Lord" can them make a contract for a "Sub Lord", letting the Sub tap into their energy to also access Armatization.
  • Equipment:
    • Guardian: A magic card-like... Thing that spins in Magilou's hand, which she uses as a weapon, by throwing it at enemies, lengthening it to the point it's longer than she is tall (or to the sky with charge) in order to smack them, and split into multiple ones, though the split is unstable and can only be split for about 2 seconds before returning to normal, and it can split only up to three times normally, or ten if she puts some charge time into it. Magilou can also ride an expanded one as an aerial surfboard, or use it as a springboard.
    • Book Skirt: A skirt of books Magilou wears, including, as she claims, a large book for flower pressing, a "house" ledger, a magic encyclopedia she uses for "oil blotting", and a "Super Pop-Up Book", which is a spring-loaded book that can be used for quick escapes, but hard to reload. She also has "Layer Cake" which she claims eating from will give you knowledge, but is actually her tome used for making pacts... at least she claims.
  • Fanon/Canon: Fanon
    • As far as I know, Magilou never became a Seraph. Certainly not a party member in Zestiria, unless you subscribe to certain theories about Lalliah.
    • Also pretty sure Seraphim were associated with only one element in Zestiria, not two like in Magilou's case (which is a carryover from her in Berseria).
    • Yes, I know the name I said is her "true name" isn't her true name in Berseria. Considering how she got the name in Berseria by being adopted, and Seraphim don't have parents, her having her cannon true name would not make any sense.
    • Magilou does not possess Gravity Mine (because she doesn't have the darkness/void element), Spell Absorber and its related spells (As Zestria has no Break Souls, and being able to null enemy spells and respond with the one they're weak too would be a little overpowered), and Hosts of 49 (As Benifou and co. are not around to perform it, instead being replaced by the Aramtus form's Storm Ascending). The use of a guardian as a door was dropped as well becuase I couldn't make it interesting without it being OP in some way.
    • Each spell needs it's own cast time. No canceling spells like in actual Tales, for the sake of balance in an RP format.
    • If it's canon that Prime and Sub Lords must be pure of heart, that is dropped for the sake of fun.
    • Her apathy has diminished somewhat compared to her Berseria self. She's more willing to get close to people, though she doesn't show it.
    • The Aramtus form was created for this AU.

Edited by Boomer75 on Jun 10th 2019 at 3:21:29 PM

josh6243 Akuma Shogun from Dragon Shrine Since: Apr, 2009 Relationship Status: Anime is my true love
Akuma Shogun
#11: Jun 10th 2019 at 12:23:24 PM

  • Name: Neptuneman (Alias: The Samurai, Hell Missionary #1, Quarrelman)
  • Age: 24-25 in canon
  • Appearance: Imagine Hulk Hogan wearing a green spiked vest and a mask. That's Neptuneman in a nutshell.
  • Personality: At this point in the Kinnikuman storyline, Neptuneman's a man who loves a good fight. However, the fight must be fair to both combatants. They also must follow the rules agreed upon by the the two combatants to the letter. Neptuneman will frown upon cheaters and those who break the rules. Since his defeat by Kinnikuman in the Dream Tag Tournament, Neptuneman believes in the power of friendship and will help anyone out if given the chance.
  • Universe: Kinnikuman, post Scramble for the Throne
  • Backstory:
    • Neptuneman was once known as the English wrestler Quarrelman. He was so good in Chojin wrestling, he easily curbstomped anyone he came across. Even Quarrelman thought the eventual Chojin representative of England, Robin Mask, was too weak for him. The impossibility of never finding a perfect opponent drove Quarrelman to madness. Thus, he attempted to end his life by jumping into the River Thames. He ran across Big the Budo (Neptune King under a disguise), who saved his life.
    • Like Quarrelman, Big the Budo was tired of Chojin wrestling becoming stale and boring. Big the Budo was nostalgic for the good old days of Chojin wrestling being glorified deathmatches. Quarrelman found that intriguing and agreed with him. And so Quarrelman was reborn as Neptuneman, donning the powerful Neptune Mask to cover up his old identity. The newly-christened Neptuneman would join the Perfect Chojin under Big the Budo.
    • To achieve their goals, Neptuneman and Big the Budo plan to defeat famous Chojin and steal their masks in combat, so they can give them to their 1,000 followers, who will invade the Earth after they win. In order to do this, they entered the Universal Chojin Tag Tournament. To take out some of the competitors, they ordered the Killer Game Combo (Screw Kid and Kendaman) to interrupt a match between two of the tag teams: 20 Million Powers (Mongolman & Buffaloman) and Most Dangerous Combo (Wolfman & Brocken Jr.). Despite trouncing the Most Dangerous Combo, the Killer Game Combo were beaten with one of the 20 Million Powers's tag techniques, the Long Horn Train. For Killer Game Combo's failure, Neptuneman and Big the Budo punished the Killer Game Combo by killing them in cold blood.
    • Neptuneman and Big the Budo first showed the world what they could do by beating the Chojin Master/Student Combo (a tag-team between Robin Mask & Warsman) and the 20 Million Powers in the tournament. Despite this, they were beaten by the Machineguns (Kinnikuman & Terryman) in the final match of the tournament. This happened because the Machineguns sealed the Hell Missionaries' access to their powers at the climax of their match. At this climax, Neptuneman realized that Big the Budo was a huge hypocrite and turned on him, leading to a spectacular Muscle Docking. After the match, Neptuneman and Big the Budo's followers started their invasion, but Neptuneman sacrificed his life to stop the invasion.
    • Neptuneman's pieces were found by his followers, who restored him back to normal. However, Omegaman Dexia found out about the illegal revival and sought to bring him back to the Underworld. In an attempt to redeem himself, Neptuneman would join Kinnikuman's team (as The Samurai) during their match against Kinnikuman Super Phoenix's team in the Survivor Match for the Kinniku Throne tournament. The Samurai would join Robin Mask & Kinnikuman in a three-on-three tag team match against Dexia, Mammothman, & Kinnikuman Super Phoenix. During the match, Robin Mask & Neptuneman (after losing his The Samurai disguise) sacrificed their lives, leaving Kinnikuman to fight against Kinnikuman Super Phoenix. Kinnikuman defeated Kinnikuman Super Phoenix with the Muscle Spark, ending the Survivor Match for the Kinniku Throne tournament once and for all.
  • Abilities:
    • Diamond Arm: Neptuneman can turn his arm as hard as diamonds. He uses this when doing his Quarrel Bomber technique.
    • Chojin Wrestling: As mentioned before in his biography, Neptuneman is a wrestling expert. He knows the ins and out of various techniques and will use them in the right situation. As a result, he knows techniques for one-on-one matches and tag-team matches. His wrestling style is obviously based on Hulk Hogan's style since he's Kinnikuman's take on Hulk Hogan. His signature wrestling techniques are the Quarrel Bomber, the Quarrel Special, and the Double Leg Suplex.
    • Neptune Mask: The source of all of Neptuneman's electromagnetic powers. It channels the power of the earth and turns it into magnetic energy. If this mask were struck in combat by a physical attack, it drains his opponent's energy. However, this mask has its limits. Damage can build up and cause the mask to shatter. If this were to happen, Neptuneman would lose access to Magnet Power abilities.
      • Shadow Sweat: As Neptuneman's opponent gets worn down in combat, Neptuneman can create a lifeless metal doll with the opponent's blood and sweat. This doll can be manipulated with Neptuneman's Magnet Power. However, Neptuneman's opponent must be around the size of a human. He can't make dolls out of gigantic monsters, you know. Also, Neptuneman can only make one doll at a time.
      • Thunder Saber: By channeling the power of the Neptuneman Mask, Neptuneman can create thunderbolts. He can chuck them at his opponent or impale them with it.
      • Magnetic Storm Driver: A powerbomb move that uses Magnet Power to force his opponent towards the canvas.
      • Magnetic Storm Crash: Neptuneman grabs his opponent and does a piledriver. While doing this, Neptuneman fires a burst of Magnet Power at the Earth, causing Neptuneman and his opponent to fall much faster. His tag partner grabs another opponent with a bear hug and collides this opponent with the other one head-first.
      • Mask the End: Neptuneman and his tag partner divekick at their opponent's head and spin around rapidly with Neptuneman's Magnet Power. The force of this is so strong, it can peel a mask off like an apple.
    • Judgement Lockup: Neptuneman grapples with his opponent in order to gauge their combat strength. This ability must be used on human-sized opponents. Anything much bigger than Neptuneman can't be judged.
  • Differences from Canon:
    • Neptuneman takes more references from Hulk Hogan, to the point of using modified versions of his catchphrases and quotes. In fact, this Neptuneman's real name is Terry Bollea.
    • This Neptuneman can do Hulk Hogan's Running Leg Drop finisher. It starts with Neptuneman kicking his opponent hard in the face, knocking them down. He leaps into the air and does a mighty butt stomp.
    • The Machineguns beat the Hell Missionaries without sealing the special lock near the tournament mountain. This Neptuneman would use the full force of the Neptune Mask during the Survivor Match for the Kinniku Throne tournament. Despite this, Neptuneman and Robin Mask would still sacrifice their lives to ensure Kinnikuman would win over Kinnikuman Super Phoenix.
    • At some point in his life, Neptuneman became a celebrity. Basically, he took on all of Hulk Hogan's roles in films. Which means he met Christopher Walken and Sylvester Stallone. He also ran a successful Italian restaurant chain with a British twist to it.

Katarsus Annoyed Mode: ON Since: Sep, 2014 Relationship Status: One True Dodecahedron
Annoyed Mode: ON
#12: Jun 10th 2019 at 1:19:54 PM

  • Name: Elesis
  • Age: 19
  • Appearance: The Bane of the Seas... and Skies... and Sometimes Land... Specially Taverns
  • Universe: Elsword
  • Personality: Elesis is a very easy-going and laidback individual, used to the simple life of the oceans and to more casual interactions with people. While she is the captain of her own ship, she does prefer to treat her crew as comrades rather than underlings, and does occasionally enjoy the friendly banter they engage in. However, she is still a good tactician and a competent fighter. Her only weakness is a peculiarly high interest in the vices the average sky raiders and sea wolves indulge in: alcohol, shiny objects, and occasionally women or men (except her crewmates). She is also keen on fire-related puns.
  • Backstory: Elesis lived a simple life alongside her younger brother Elsword in their home village, while their father served Velder Kingdom as a knight. It was during the Velder Civil War that Elesis had her first taste of combat, and it was there when she realized... she was not truly passionate about the prospect of becoming a knight. After the war was over, she took her sword and escaped from Velder by hiding in a merchant ship.
    • Unfortunately, the ship was attacked by pirates days later, forcing her to come out of her hiding spot to not only repel the raid, but also capture the pirate vessel with the help of a few brave men. This incident and the ensuing trip back to Velder were what caused her to reach the decision to aid her kingdom not by becoming a knight, but by becoming a privateer.
    • Elesis' discovery of her ability to control fire took place the night she accidentally set her first ship, the Valiant, on fire. She and the crew were able to evacuate the ship before it sank, and they were reassigned to an all-metal airship so Elesis could use her newfound power without the risk of setting the entire vessel on fire.
  • Powers and Abilities:
    • Fitness and Swordsmanship: Elesis has been training her sword combat capabilities ever since she was little, with her weapon of choice being a claymore, a two-handed sword that is just as long as she is tall. She has enough strength and skill to swing it very quickly, sometimes with only one hand, and she is also very nimble and quick on her feet, even while carrying a lot of weight.
    • Pyrokinesis: Elesis' main asset is her ability to create, absorb, and manipulate fire in virtually any way she desires. She can use it offensively in the form of fireballs, fire streams, fire walls, fire whirlwinds, engulf her sword in flames, and even give it the shape of blades or roses. This also makes her essentially fireproof.
      • The roses in particular are a special case. They are partially tangible and do not burn to the touch, but do not normally last very long.
    • Sailing and Piloting Proficiency: Elesis is well versed in comandeering both sea and air faring vessels without much difficulty. She can adapt to new vehicles, but it does take her time to learn how to pilot them.
  • Equipment:
    • Blade: Her weapon of choice. It is quite long, and clearly intended to be a two-handed weapon.
    • Tricorn: A type of hat. She wears it every so often and is quite fond of it.
    • Special Fireproof Clothing: Elesis' clothes have been designed in such a way that they will not burn down when she uses her pyrokinesis indiscriminately.
  • Differences from Canon: This version of Elesis rejected a life as a knight in exchange for the relative freedom of privateering, still serving the Velder Kingdom. Likewise, instead of discovering her powers by accidentally burning down a forest, she did so by accidentally burning down her own ship.

  • Name: Kurumi Tokisaki (A.K.A. Nightmare, A.K.A. Polly Pastries)
  • Age: Unknown
  • Appearance: Normal Person Attire Spirit Attire. Another common attire involves her wearing a white cook hat and apron, with a pink dress underneath, and holding a rather long baguette.
  • Universe: Date A Live
  • Personality:
    • Kurumi is a complex individual, and very difficult to read. She is a good actress, capable of putting on the façade of an innocent and curious girl, while at other times she can be borderline shameless and tease others endlessly. However, behind this lies a mad woman who sees humanity with mistrusting eyes, not as living beings, but as disposable commodities to further her own goals, and she is not above not only killing them, but also devouring them. So far over ten thousand people have been killed by her hand.
    • There is a very warped sense of justice behind her more aggressive actions. Most of the people who she has killed were criminals, would-be criminals, or animal abusers. Her ultimate goal is also a reflection of this, being the destruction of a certain being in order to save the lives of millions. However, she greatly dislikes being told she is "a nice person" by anyone.
    • She has a soft spot for cute animals, particularly cats. She can be quite embarrassed about this.
    • She can get drunk by drinking carbonated drinks.
    • While in her Polly Baker attire, she is expected to maintain the upbeat and cheerful attitude of the character at all times regardless of the situation, which is something she feels particularly proud of.
  • Backstory: It is unknown how or when Kurumi Tokisaki became a Spirit, but since then she has been killing and consuming human beings in an attempt to travel back in time to stop a certain event from taking place. This earned her the official codename "Nightmare" from a special branch of the Japanese Ground Self-Defence Force. However, this does not mean she did not take part in social activities. Many of her clones were forced to take part time jobs, or even full time jobs in order to provide a steady money income. One of those clones, in particular, was hired as an actress for a new children show, in which she must play an upbeat baker. The company is very strict, and demands that she all actors remain in character as long as they have their costumes on.
  • Powers/Abilities/Equipment:
    • Flight: Kurumi can fly. There's not much else to add in this regard.
    • Physical Capabilities: Kurumi is stronger and more dexterous than a normal human being, possessing more than enough arm strength to not only wield a musket in a single hand, but also aim and fire accurately without difficulty. She is also significantly more resilient to damage than a normal human, mostly thanks to the protection of her Astral Dress (see below).
    • Longevity: Kurumi, like other Spirits, ages much slower than normal, thanks to heavily reduced cellular aging.
    • Shadow Manipulation: Kurumi's main power is the ability to manipulate her own shadow for a wide variety of purposes, including:
      • Item Storagenote 
      • Hiding
      • Short and Long Distance Travelnote 
      • Trapping and Abducting Living Beingsnote 
      • One thing to note is that she can cast her arms from within the shadow as its extensions, and thus stretch them far longer than they usually are. Their strength, durability and dexterity remains unaffected.
    • Equipment:
      • Astral Dress: An outfit characteristic to Spirits. It provides decent protection from all kinds of physical damage, and its shape and material can be altered in any way the user pleases.
      • Firearms: A flintock pistol and a musket that Kurumi can summon at will. They do not need maintenance or ammunition of any kind, instead relying on Kurumi's Spirit power.
      • Baguette: A long loaf of bread that belongs to Kurumi's character, Polly Pastries. For some reason it is made entirely out of lead, making it quite heavy.
      • Red Contact Lens: A contact lens Kurumi bought out of necessity. She wears it on her left eye in order to avoid attracting unwanted attention from other people in the set, particularly from makeup artists.
  • Differences From Canon:
    • Anything related to Polly Pastries, including the contact lens and the baguette.
    • The part where Kurumi gets drunk with cola was taken from a spinoff manga and added for comedy purposes.

  • Name: Azura
  • Age: 20
  • Appearance: The Lady of the Lake. Not to be confused with this complete stranger with identical features and similar clothing in a different color that is most definitely not the same person as the Lady of the Lake.
  • Universe: Fire Emblem Fates: Conquest
  • Personality: Azura is not a pleasant woman to be around. She divides everyone she meets into two categories: tools that can be used when it is convenient, and annoyances to get rid of. She is cold-blooded and ruthless, and cares not for other people. She has a particular distaste for Hoshidans and half-animal people, which she considers to be "filthy subhumans". She likes tea, dancing and instigating drama, and used to be a rather avid poker player, although lately she has been more keen on spectating fights to the death. She is not one to forgive easily, unless she finds it to be beneficial in some way.
  • Backstory: Azura was kidnapped kidnapped from Nohr at a very early age, and raised in Hoshido as one of their own... except for Takumi, who failed to see her as anything but a potential traitor. In addition to this, she was never fully accepted by the Hoshidans, to the point of being kidnapped and imprisoned in Fort Dragonfall after the war between Nohr and Hoshido began. This is why she has grown to resent them immensely and, upon using a Dragon Vein to single-handedly kill her captors, she willingly tagged along with Corrin, who happened to be around at the time. From that point on, through subterfuge and cunning, she was able to convince Garon to turn a simple invasion to ransack food into a vengeance-driven bloodbath towards the entirety of Hoshido.
  • Powers/Abilities/Equipment:
    • Musical Arts: Azura is a very capable dancer and singer, something in which she takes a lot of pride. She does not perform very often, however.
    • Close Quarters Combat: Despite not being a fighter, Azura is in fact a very capable combatant, although only when excessively angered. In this state, she can display great physical strength and deliver precise strikes with her lance, and can hold her ground even against multiple enemies.
    • Deception: Azura is particularly talented when it comes to intrigue. She has a keen eye for opportunities, and is willing to exploit them ruthlessly. The fact that most of the people surrounding her were obtuse enough to go along with what she said without questioning her also helped, of course.
    • Water Control: Azura's only actual power is the ability to control water, which she can use in a wide variety of ways, such as travelling underwater without needing to breathe, as a means to attack enemies, and even as a way to restrict someone's bloodflow by touching them.
    • Dragon Vein Manipulation: A power granted to her through her lineage, it allows her to manipulate certain energy currents which are found in her home universe, thus rendering this ability highly unlikely to be of any significance to the game's plot.
  • Differences From Canon: The differences between Canon and AU lie not as much on the story itself, but on the way the plot unfolds. While the events themselves are somewhat similar, their causes are very different. Azura was the one behind most of the cruelty and bloodshed the war brought. Garon was mistaken for a goo monster after Azura poured mud on him while everyone else was out of the room. Innocent villagers were murdered, prisoners were executed, and backs were stabbed left and right, all thanks to her machinations and the opportunities she was able to capitalize on. And also thanks to her unwitting pawn Corrin, who everyone else in Nohr insisted on following blindly, despite it being rather evident that he was a complete idiot who had no idea of what he was doing.

Oni-Lord Since: May, 2010
#13: Jun 10th 2019 at 2:23:47 PM

  • Name: Elpeo Puru A.K.A. Puru-Six
  • Age: 14
  • Appearance: A little bit older version of this
  • Universe: Mobile Suit Gundam ZZ
  • Personality: Puru-Six was programmed to be very aggressive, intended exclusively for combat as a weapon of Zeon. A few years has passed since then, but Puru is still fairly aggressive and standoffish. She has a hard time relating to people, which conflicts with her Newtype powers to make dealing with people's problems extremely difficult. She builds walls around herself, and rarely lets anyone know how she actually feels. This is because her abilities make her fairly emotionally unstable, and it easier to deal with when people don't want you around.
  • Backstory: Puru-six is one of many clones of the Newtype mobile suit pilot, Elopeo Puru. The Puru clones were only activated at the end of the rebellion that erupted among the Neo Zeon forces. It wasn't enough to turn the tide though, as the AEUG forces came in a wiped out both sides of the Neo Zeon rebellion, putting down almost all of the Puru Clones. Puru-Six was shot down in the conflict, but the cockpit of her Mobile Suit remained intact, causing her to drift in space for a while. Eventually, she was discovered by a crew of scavengers who had come to loot the remains of a large-scale conflict. Unsure of what to do with her, the captain of the crew eventually settled on taking the young girl in once he discovered her Newtype abilities. She didn't quite take to it very well at first, but she was forced to accept the loss of Neo Zeon and her creator, Glemy. Now sheacts as a pilot on the crew, keeping their ship safe from anyone that decides to cross them.
  • Powers/Abilities/Equipment:
    • Newtype: Puru has be artificially gifted with the abilities of a Newtype. Basically this boils down to three main points. She has powerful empathic powers, able to sense the emotions and feelings of people around her. She has enhanced spacial awareness that allows her to almost subconsciously reason the shape and makeup of the area around her. These combine to allow her to sense hostile intent and predict incoming attacks with limited effect. This prediction is limited to mere moments before an attack is launched, and her ability to dodge is limited by an average teen girl level of speed and physique.
    • Cybernetics: The cybernetics that give Puru her Newtype abilities also come with some drawbacks. As her mind is not normally meant to have these abilities, it has a hard time adapting to them and results in her mental and emotional instability. The cybernetics also have a chance, every once in a while, of causing impulses in her brain to become confused and traveling to the wrong portion of her brain, causing periods of intense migraines.
    • Piloting Skill: Puru was created for the express purpose of piloting giant robots. This skill in piloting can be reasonably adapted to controlling other vehicles, such as automobiles and planes, once she understands differences in controls.
  • Differences From Canon: So in the original series, the Puru clones just get wiped out except for number 12. So the big difference is this one surviving and then being a space pirate. Shes modeled after Puru-Two, the clone that gets shown the most, as they were most likely all programmed the same.

Bored_Man Since: Jun, 2015 Relationship Status: Abstaining
#14: Jun 10th 2019 at 2:30:13 PM

Name: Tetra

Age: 16

Appearance: Imagine this, but a little taller and more filled out

NOTE: In addition to this, Tetra also has a secondary sword (a more traditional one as opposed to a cutlass) as well as a shield on her back most of the time.

Universe: The Legend of Zelda - The Wind Waker

Personality: Tetra comes across as more than a little blunt and bossy, and has a short fuse to go with it; it comes with the territory, given her occupation and being practically raised by her crew. However, once someone earns her respect, they have made a loyal and fierce friend who won't hesitate to get her hands dirty if it means helping them out of a jam. When not in a fight, Tetra can often be found looking for a meal or a drink, or rarely, quietly meditating and soul searching.

Backstory: As the leader of a crew of pirates at a young age, Tetra has sailed the seas for as long as she can remember; when her mother and previous captain passed the mantle to her, she took to it like a fish to water, and her crew has stuck by her ever since. Despite the piracy label, they more often than not served as mercenaries and demolition experts, so they still had quite a reputation.

Their routine fell apart one day when a massive and monstrous bird attacked the ship and absconded with Tetra, carrying her off in its talons. Giving chase, the pirate crew finally managed to nail it with a cannonball, forcing it to drop their captain in the forest of a simple island village. And as Tetra came to and met a young boy clad in green, fate began to spin its tale, but with a twist...

Powers/Abilities/Equipment: Born and raised among a crew of fighters, Tetra picked up the arts of gunplay and cutlass usage at a young age, and despite her age, she can tangle with the fiercest of beasts and hold her own. If she needs to fight more defensively, Tetra can switch to a sword and shield, and use the training she received from her friend and partner. Finally, if her own power just won't cut it, she can enhance her attacks with sacred Hylian magic, to add that extra bit of oomph she needs to take down a particularly stubborn foe.

However, Tetra is not without her flaws. Even at her age, she is still on the small side, and her fighting style is more at home in a bar fight than in a duel, so someone with more experience and training can put her on the ropes given time and opportunity. Her temper is also a double-edged sword for her; while it can provide her with adrenaline to fight harder and longer, it can just as easily blind her judgment and lead her to provoke or continue fights she cannot reasonably win.

Differences From Canon: When the last King of Hyrule revealed to Tetra that she was, in fact, the Princess Zelda, he attempted to leave her behind in the depths of Hyrule Castle, as a means to hide her from the searching eyes of Ganondorf. However, Zelda was not keen on being left in the dark and said as much, and in a surprise move, Link agreed with her. After much arguing, the King finally relented, and allowed the newly revealed princess to accompany Link in his quest to re-awaken the Master Sword.

Having seen how Link fought, and realizing that she needed to improve her own skill set if she did not want to get left in his dust, Tetra began to learn the art of swordplay from Link ('learned' in quotes, as besides instructions from Orca, Link primarily taught himself). In addition, she also managed to learn about and experiment with her potential as the latest Zelda, resulting in Tetra better coming to terms with her alternate self, rather than suppressing it as in canon. One skill she notably did NOT acquire, however, was archery; Tetra vastly preferred her flintlock pistol, and the few times she did attempt to use the bow, she failed miserably at it, much to Link's amusement and her own frustration.

This additional training came to a head during the inevitable showdown with Ganondorf, driven to murderous rage after being denied his prize. Link, battered and bruised before the battle even began, knew that he was in no shape to confront the King of Evil head-on, so in a bold move, he passed on the Master Sword to Zelda, taking on the role of Light Arrow archer for himself. Lacking the honed prowess Link possessed but driven by the urge to carve out her own fate, Zelda fought with all her heart, until finally, after a well timed blast from Link, Zelda planted the Master Sword straight into Ganondorf's skull.

With their story concluded and Hyrule left to rest in the depths of the ocean, Tetra and Link set off for parts unknown, their own destiny fresh for the taking...

Name: Hana Song, AKA "D.Va"

Age: 19

Appearance: Nerf this!

Universe: Overwatch

Personality: When in public, Hana is all too eager to accept attention for her skills, and isn't afraid to talk someone's ear off about either her stories, or her mech life in general, so she is quite approachable in a crowd. In private, meanwhile, Hana becomes more withdrawn and prone to spacing out, and may actively seek a hiding place to be alone with her thoughts. It wouldn't be a stretch to say that D.Va and Hana are two separate personalities, not quite split but not far off.

Backstory: Born and raised in South Korea, Hana Song made a name for herself as D.Va, a professional gamer and streamer, and would have been content with doing this as a career, but all was not well in the world; for years, South Korea and its neighbors would come under assault from a foe known as the Gwishin, a hostile group of robots led by an Omnic Colossus. Its repeated assaults led the nation to require pilots to inhabit mechs to fight off the invasions, as the Gwishin had become strong and smart enough to render their previous tactics of using drones unusable. Hearing of the calls for enlistment, Hana eagerly signed up, and even livestreamed her battles for her adoring fans.

Things were looking good for Hana, but her success attracted the attention of a terrorist group known as Talon. Seeking to disrupt the MEKA movement, they managed to kidnap Hana, and dumped her in Australia, bereft of all equipment and contact. In an effort to get home, Hana joined forces with two ex-Junkers; Jamison Fawkes, alias 'Junkrat', and Mako Rutledge, alias 'Roadhog'. Managing to secure a boat to reach the mainland, Hana stood at a crossroads; she could return to South Korea, and to a life of constant battle and delaying the inevitable, or she could leave it behind and stay with her two guardians. Ultimately, she chose the latter.

After making a name for herself as a wanted criminal alongside Junkrat and Roadhog, a job gone wrong left Junkrat dangerously close to death's door, and she and Roadhog only had one option available to them; seek out Overwatch, who were rumored to have been restarted despite the illegality of doing so. While the group was indeed able to save Junkrat's life, the three of them faced another choice; be turned over to the authorities for a life in prison, or join Overwatch and fight against Talon to keep the world safe. Needless to say, the group signed up, and they have tried to stay on the straight and narrow ever since.

Powers/Abilities/Equipment:

  • Mech: While she has lost access to the military issued mechs of South Korea, illegally obtained blueprints and schematics allowed Hana to reverse engineer mechs of her own; while she is able to freely customize under the hood to keep pushing towards peak performance, the lack of a mechanic and state of the art equipment means that Hana has to do the majority of repairs herself, meaning that she has fewer mechs to call upon, and that they will inherently be weaker than the ones she used to pilot.
    • Fusion Cannons: Twin cannons that lay down continuous fire; unlike the SK mechs, these will overheat if used for too long, rendering them unusuable until they cool down.
    • Defense Matrix: A targeting array appears before Hana, enabling her to shoot down incoming projectiles with pinpoint accuracy; the firing mechanism is separate from the cannons, and cannot be used alongside them.
    • Boosters: Lets Hana fly forward rapidly; like the cannons, this will overheat, forcing Hana to land after a mere few seconds.
    • Micro Missiles: Hana launches a volley of rockets, no aiming beyond whatever she is facing; unlike her other weapons, she can only carry so much ammunition on her, and once she's out, she can't replenish until she comes back home.
    • Self-Destruct: If all else fails and her mech is about to fall apart on her, Hana can opt to overload the reactor and make the whole thing explode in a blaze of glory. Lacking the protective suit given to her with her previous mechs, Hana must take cover from the blast radius, or else suffer its damage alongside her target.

  • Light Gun: A blaster Hana carries on her at all times. One of the few things Hana managed to keep from her previous life in the military, still as good as new, though given the old Junker cosmetic touch.

  • Mechanic Tools: Equipment 'borrowed' for on-the-fly repairs.

Differences From Canon: Hana comes from this Overwatch continuity by Najsigt; in canon, she never left the MEKA unit, or had anything to do with Junkrat / Roadhog or Overwatch.

Proud member of the AGOG community.
LittleMako A dogged fellow, aren't we? from the Great Indoors Since: Jul, 2016 Relationship Status: [TOP SECRET]
A dogged fellow, aren't we?
#15: Jun 10th 2019 at 4:45:15 PM

  • Name: Lucina

  • Age: 18

  • Appearance: Humanoid form, beast form, full outfit.

    • A young woman with fair skin and a fit, lithe build, dark blue eyes and long blue-black hair. Her body has patches of short blue-black fur running down her neck and shoulders, coming down to points between her shoulder blades and at the top of her sternum, as well as in cuffs around her wrists and forearms. Her long rabbit-like ears hang from the top of her head down to her shoulders, and she wears her long side-locks braided around them. She also has a short furry tail at the base of her spine. Her fingers and toes are tipped with claws, and pairs of thin black pigment lines mark her cheekbones and her forehead above her eyes.
    • Harder to see unless up close, she has the mystical family birthmark known as the Brand of the Exalt on her left eye.

  • Universe: Fire Emblem: Awakening

  • Personality:

    • Friendly and polite, dedicated and strong-willed. Compassionate, if sometimes overly formal and serious.
    • Her formative years were spent fighting a hopeless war, watching her friends, family and soldiers fall. As such she hates the idea of heroic sacrifices and disposable pawns, determined to prevent death among her allies if possible. She is selfless almost to a fault – concealing her own injuries until her men have been cared for, spending most of her down-time checking in on her allies. She is haunted by her own expectations – the drive to live up to her father’s legacy, and to represent the taguel race.
    • Despite her grim upbringing, she maintains a hopeful attitude, and she has a deep appreciation for the simple, normal pleasures that she missed out on in during her warring years.

  • Backstory:

    • Lucina is the daughter of Chrom, war hero and king of Ylisse, and and his queen Panne, one of the last of the animal-like taguel race on the continent.
    • She was born into nobility and groomed to rule the nation of Ylisse. However, her half-breed status caused her problems from the start. Small, but vocal, sections of the populace did not agree with the idea of having an “animal” as their royal heir.
    • What’s more, a slight rift began to form between her parents over the direction her life should take. Panne felt that she and her brother Yarne should help her to rediscover the lost ways of the taguel people, while Chrom, and Lucina herself, stressed the need for the heirs to learn the intricacies of rule and help heal the rift between taguel and humans.
    • Despite these troubles, Lucina idolized her parents and strove to emulate both of them in all things, growing up into a polite, dedicated, compassionate young woman. The prejudice she experienced did not outwardly seem to faze her, although she was privately troubled that she would be unable to do the best she could for her people if some refused to accept her.
    • In Lucina's 14th year, questions of succession and tradition became tragically academic. Ylisse’s enemies summoned the world-ending dragon-god Grima, and Chrom and Panne were killed in the struggle to prevent the ritual. Lucina was now queen of a reeling and war-torn kingdom. Despite her youth, she worked tirelessly to lead her people through the storm, commanding armies, protecting survivors and working to find a way to defeat Grima.
    • This version of Lucina will be taken from four years later, after the defeat of Grima and the destruction of much of the human race on her world.

  • Powers/Abilities/Equipment:
    • Master swordswoman: Lucina is a consummate swordswoman and is in peak physical condition.
    • Awakened Falchion: A relic of the Ylissean royal family, this ancient sword was forged from the fang of the benevolent dragon-goddess Naga. The blade, but not the handle or bindings, is indestructible and beyond razor-sharp (sharp enough to cleave through a tree stump with no appreciable resistance).
      • This version of the sword has had its innate divine power awakened, and when its wielder commands it, the blade glows white-hot and shines with a bright light. This magic is particularly potent against dragons, burning their flesh and cutting through their armoured scales.
      • The sword can also heal its user, although this requires concentration on their part and can only patch up minor wounds.
      • Falchion is also somewhat sentient, although it doesn’t speak. It will only allow itself to be wielded by a select few – not only do they need to be of the royal bloodline, they must also be deemed worthy of the honour. For anyone else, the blade is as dull as a butter-knife.
    • Taguel bloodline: Lucina's senses of hearing and smell are much sharper than a human's, and she has slightly enhanced reflexes.
      • She can use a small faceted gem called a beaststone to unlock the full power of her taguel heritage and transform into a huge rabbit-like creature. Roughly the size of a horse, in this form she has sharp claws, a natural strength comparable to a bear, and a greatly enhanced running speed and jumping distance.

  • Differences From Canon:
    • In canon, Panne and Chrom cannot pair up, making a taguel Lucina impossible to produce.
    • In this AU, Lucina and the rest of the second generation were able to find all five of the Fire Emblem’s gemstones, complete the sealing ritual and defeat Grima. They had no need to travel back in time and stayed in the “bad” future to rebuild society. This means that, while this Lucina managed to save her own world on her own terms, she hasn’t had the chance to see her parents again, nor spend any time in the “good” timeline. The psychological wounds of the war are therefore a little less well-healed.

Edited by LittleMako on Jan 16th 2020 at 6:12:38 AM

LittleMako A dogged fellow, aren't we? from the Great Indoors Since: Jul, 2016 Relationship Status: [TOP SECRET]
A dogged fellow, aren't we?
#16: Jun 10th 2019 at 4:57:53 PM

  • Name: Sgt Alicia Melchiott
  • Age: 20
  • Appearance: Have some images. Valkyria mode.
  • Universe: Valkyria Chronicles
  • Personality: Intelligent, reliable and professional. Cheerful, compassionate and friendly. A practical and down-to-earth girl with a blunt and no-nonsense side, she is so used to encouraging and helping others out that she’ll sometimes wind up mothering you without even realising it.
  • Backstory: Born in the peaceful country of Gallia, but orphaned at an early age, Alicia’s childhood was spent training to become a baker. However, the outbreak of war in Europa between the eastern Empire and the western Federation saw her plans put on hold. When Gallia was threatened with invasion by the Empire, she was conscripted into the Gallian militia and soon found herself fighting to defend her home.
    • The war did not go well for the small nation. Early blunders by aristocratic Gallian Army commanders and the deployment by several of the imperial army’s secret weapons plunged the defence into disarray. When the capitol of Randgriz fell to the empire, the Militia helped the country’s princess and surviving government escape and flee to Federation nations to the west.
    • It was during this harrowing retreat that Alicia’s true heritage was uncovered – she had the power of the ancient Valkyrur race, long thought extinct. With the use of Gallia’s heirloom lance and shield, she was able to harness this power to defend the retreating column from their imperial pursuers.
    • Now, the gallian militia finds itself operating as an army in exile, recovering and waiting for the chance to take back their homeland. Alicia has had some initial success leveraging her valkyria powers in probing attacks against imperial-held positions in gallia, but is growing increasingly suspicious of the Federation, who want to deploy her in their larger war.
  • Powers/Abilities/Equipment:
    • RifleAccurate and reliable, firing a powerful cartridge from a 5-round magazine.
    • Pistol – Semi-automatic, 12-round magazine.
    • Grenades – Small explosives with stick handles to aid throwing. Alicia enters carrying two.
    • Combat armour – Lightweight, but still provides some protection from glancing blows and shots.
    • Valkyrur lance and shieldA long lance with a spiraling conch-shell design made out of white metal, with a matching shield. Apparently indestructible (at least, to the science of 1930s Europa). In their dormant form, these weapons combine and compact into a single thick disc about the side of a dinner plate.
    • Valkyrur heritage – As a baseline, Alicia heals faster than normal humans, recovering from moderate to serious wounds within days.
      • When she touches her lance and shield, she can channel the power contained inside them into her own body. When in this state, her hair turns white, her eyes glow red, and she is surrounded by blue flames.
      • Her healing rate increases dramatically, and she grows a little more resistant to damage as well. She gains mid-level super strength and superhuman reflexes.
      • She can also project her power through her lance into a laser-like blast of energy that hits about as hard as a rocket launcher.
      • Being in this state is taxing, especially firing her lance blast, and Alicia can’t transform more than a few times a day before becoming exhausted.

  • Differences From Canon: In this AU, Alicia and her friends did not have as much early success in the war as they do in canon. She is a little more war-weary, devastated by Gallia's fall but still hopeful for it's liberation. She is also more experienced in using her powers, and her feelings about them are still fairly ambiguous, partially because she hasn't been able to keep them a secret.

Alleydodger Since: Jan, 2012
#17: Jun 10th 2019 at 5:57:58 PM

  • Name: Scott Pilgrim/Nega Scott

  • Age: 24

  • Appearance: Look at that friendly grin. Now in colour.(The heart on his shirt is broken in two.)

  • Universe: Scott Pilgrim

  • Personality:

    • Scott, or Nega Scott, is everything that the original Scott Pilgrim hid from himself, and would eventually grow past; And then some. He's selfish, ignorant, callous and very lazy, unless it benefits him directly. He's happy to hit where it hurts, physically and emotionally, and do it all with a cruel grin; which isn't an uncommon sight on his face. He's prone to bursts of anger or sadness, which he is just as quick to get over. That said, he's still Scott, and certainly isn't the brightest around, with no understanding of sarcasm, and an at times genuinely worrying naivety. And, somewhere deep inside him, the true Scott still lingers, occasionally shining through.
    • Unknown to Scott, at some undisclosed point in the past, Gideon Graves travelled into Scott's head using Subspace and messed with his memories at the same time he infected with him something called the Glow. Created by Gideon, the Glow is described as a weapon of "emotional warfare", and manipulates the Subspace inside the minds of those it infects, causing them to become overwhelmed by their personal issues. The Glow suppresses positive emotions such as friendship and love, and simultaneously enhances negative feelings like suspicion, jealously, and self-loathing. As such, the Glow can be used to poison or destroy relationships. Nega Scott, the dark side of Scott that currently is dominant, is a side-effect of this and exists because Scott could not face the truth of himself thanks to the Glow's effects and his own fears.
    • It appears that the Glow can lie "dormant" inside the mind of an infected person after the effects of their initial exposure wear off. The effects of the Glow will eventually wear off, but the only way to get rid of it permanently is for the inflicted to actually come to terms with his or her personal issues.

  • Backstory:

    • Nega Scott's tale is fairly similar to the one of canon Scott, having dated a highschooler, met a strange girl called Ramona, who he fell for, and embarked on a quest to defeat her seven evil exes and ultimately change to become a better person and get the girl. But that last bit didn't happen here. When it came time for Scott to face his shadowy Doppelganger, instead of listening to Kim's advice and confronting the darkness he hid inside himself, Scott once again fled from it. He defeated it in combat, causing it to disappear in a burst of purple smoke. With his thoughts of Ramona blissfully locked away behind lies and false memories, Scott again tried to make out with Kim, causing her to leave in disgust. Yet, there was still a dark pit inside him, like something was missing.

    • Scott never went to the Chaos theatre. Never confronted Gideon Graves and died. And when Ramona came back to see him, Scott treated her callously, accusing her of being with Gideon the whole time. Ramona left without saying what she had planned, and Scott never saw her again. Over time, Scott once again grew depressed and lonely, once again trying to sleep with his exes, which only pushed him further away from people he knew. Growing more and more detached from everyone and everything and treating them badly, cracks began to appear. And when Wallace, one of Scott's best friends and the guy who was his voice of reason and always had his back, called Scott out on what he had become; He broke.

    • Nega Scott appeared once again, and with no reason too, Scott never fought back. Nega Scott absorbed Scott, and became the dominant personality; Even his appearance changed to the grey-skinned, red-eyed figure. Nega Scott began a crusade to take over the world, believing the problems in his life to be everyone else’s fault but his own. He started with Gideon Graves, finally confronting him, and defeating him. It would be a short time after this, that Scott is dragged into the RP.

  • Powers/Abilities/Equipment:

    • Superhuman Strength & Durability: A lower version of it, but Scott is able to hit harder and take harder hits than any ordinary human could, including destroying robots with his bare fists and surviving being thrown into the side of a building and incredibly high into the air and survive both impacts. Runs off fighting games and comic logic.

    • Fighting Prowess: Scott is a highly capable melee fighter, using various fighting game techniques such as the Shoryuken and air juggles in combat. He is pretty much a fighting game character and his moves tend to run on Rule of Cool. His strikes emit bad-ass looking shockwaves and effects, as well. They don't add anything, just look awesome. Unlike his previous self, Nega Scott is also a dirty and brutal fighter, and will do anything to win.

    • Longsword Proficiency: Scott is as skilled with weapons that fall into the 'longsword' category as he is in hand-to-hand. Sadly, this means that any attempt to wield a weapon of a different proficiency will end badly for him, most likely by embarrassing himself in trying to use it.

    • Power of Heartbreak: Scott's sword he gained after his level up into Nega Scott. It is a twisted, dark version of the Power of Love. He is able to summon this sword by pulling it from his chest. The chipped blade is a darker grey, the flames are a bluish-purple and the pommel is a black jagged heart broken down the centre. Distrust +2, Callousness +3, Brutality +1, Selfishness +1.

    • Levelling Up: Scott has the ability to level up, and gain new weapons, clothing, skills and stat increases. Happens after a big milestone in Scott's life occurs, like coming to terms with himself and deciding to become a better person or giving in to his darkness and becoming the exact opposite of who he once was, or through enough EXP gain from fights. Pretty much just something that would be left up the G Ms discretion on when it would occur, if at all.

    • Video Game Logic: Scott defeating enemies, particularily 'bosses', will usually net him an amount of money and the possibility of item drops, including extra lives. Scott already has one of these, which will revive him upon death, but only once.

    • Ability: Dark Flames: A power acquired in a Level Up. Scott can now generate the same dark fire that surrounds his sword from his hands, using to boost the power of his attacks and do extra damage.

    • Skill: Dark Hadoken: A power acquired in a Level Up. By compressing the dark flames into a ball, Scott can launch this familiar projectile at fast speeds away from himself, striking a target and dealing decent damage.

  • Differences From Canon:

    • Scott never fully accepted his dark side, believing that avoiding it and fighting it was the best way. Without the true memories of who he was and what he'd done, Scott started the cycle of lies all over again. Unable to cope with it, Scott broke and Nega Scott appears. Nega Scott beats him, and absorbs him; becoming the anti-thesis to what Scott was, and all the negative traits that he chose to forget or ignore became the core of what this new Scott was.


  • Name: Elizabeth Bathory (Alter)

  • Age: Technically several hundred years old, but physically in her mid to late 20s

  • Appearance: The Blood Demoness

  • Universe: Fate

  • Personality:
    • Elizabeth Alter retains a few of the key characteristics of her 'younger' self to varying degrees, though they have been tempered by time, responsibility, maturity and her new lease on life. That said, she has still kept her ego to a decent degree, and while not cruel, can easily become self-absorbed and selfish. Though she is apologetic and embarrassed if called out.

    • Usually coming off as a mature and composed, Elizabeth is prone to falling back into her old exciteable idol-like personality when something catches her by surprise or really catches her interest. She still has a temper at times, and her brattiness can show occasionally as well. But all in all, she is a fairly well-adjusted woman. At least, for a Servant and who she used to be. She does, however, still carry her sadistic tendencies, and interest in pretty younger women, which makes itself known in a fairly flirtatious way.

  • Backstory:
    • Elizabeth is the infamous countess of Hungary that became known for her actions in the torture and murder of hundreds of people over her adult life, primarily young women. Many of which she used to allow her to bathe in their blood, in hopes of preserving her beauty. A product of her lifestyle and time period, she was born into a family full of insane and cruel individuals that saw her grow up with a very skewed view of humanity and her role as a powerful noble.

    • Created through an unconventional wish with a Holy Grail by a selfless Master, Elizabeth was granted a second chance to escape her previously set fate. Becoming the monster history would remember her as. Because of this wish going against what already existed, this Elizabeth was changed and became an Alter, a counterpart to the infamous Carmilla and the woman's 'happy ending'.

  • Powers/Abilities/Equipment:
    • Heroic Spirit
As a heroic spirit, Elizabeth's existence is different to those of an ordinary mortal. Unable to truly die, and with a body that never ages and possess capabilities far beyond those of an ordinary person's, she is impervious to damage by most anything besides powerful magical weapons or abilities, or supernatural/conceptual ones. Her strength, speed, agility, durability, ect, are all superhuman. Though for a Servant she is mostly average, besides her Mana and Luck.

Like any servant, she is able to enter a spirit form. Doing this hides her presence from most, save for other heroic spirits and those with powerful magical abilities, and allows her to move around unseen. But, she never makes use of it, as she wants to always be seen by others.

  • Battle Continuation B
A Skill that a Heroic Spirit can possess that allows them to survive injuries that would otherwise be mortal, even to a Servant, and continue to fight. Given enough time and mana, and no further serious injury taken, these wounds will even heal and disappear entirely.

  • Magic Resistance A
A Skill that negates magic used against a Heroic Spirit that possess it, making them immune to effects caused by it and cancelling out spells being cast at them. Elizabeth possess one of the highest ranks of it to exist, on par with that of King Arthur herself, thanks to her dragon-blood. It is a hidden skill, one that Elizabeth herself isn't even truly aware of, and physically manifests itself as a reverse scale situated just above her coccyx.

  • Charisma C/Sadistic Charisma A
A Skill that represents a person's charm and/or their talent in commanding or unifying an army or country. It also increases the abilities of those who go into battle under her command. Thanks to a special modifier, caused by her history, her charisma is greatly increased when aimed towards women specifically.

  • Alluring Nightingale C
A mesmerizing-kind of Skill possessed by those with a natural constitution of having a beautiful voice; it is also a declaration of the exercise of power by the royalty. It works as a fascination magecraft-like effect towards females, but evasion is possible with a Magic Resistance Skill. Even without Magic Resistance, one can abate it to some extent so long as she maintains a will to resist

  • Innocent Monster A
An attribute that is possessed by Servants whose true history and past was replaced or distorted by monstrous reputations and other stories that came into being throughout their life and beyond it. When this occurs, a Servant's appearance and abilities become in-line with those of their legend.

For Elizabeth, her possession of this skill is unique and unusual. While the tale of Elizabeth Bathory, the Blood Countess is well-known, the large amount of those stories became part of her true 'adult' aspect, Carmilla. But because of her connection to her history Elizabeth was still affected by this perception. Thanks to her draconian descent, and her family crest, Elizabeth was instead given the attributes of a dragon; Such as claws, fangs, wings, a tail and dragon breath. However, as she is not a true dragon, the power of her draconian attributes is fairly low.

  • Breath of the Dragon D
A Skill granted to Elizabeth by the Innocent Monster attribute, giving her a dragon breath weapon with a super-sonic element; Albeit a very low rank one. Essentially, her lungs have turned into a 'spirit world' and given her an impossible lung capacity and the ability to scream a torrent of ultrasonic waves.

  • Bathory Erzsebet: All Of Life Is A Stage
Elizabeth Alter's Noble Phantasm was changed when she became an Alter, making peace with her past and moving on meaning that she was no longer connected to it. Because of that, she was granted a new NP by the World. Using it, Elizabeth reveals her wings as a disembodied spotlight falls upon her, dropping the surrounding area into shadow. Spinning in place, she strikes several cute poses before winking and blowing a kiss at any girls in the area.

Her NP grants her an anti-female boost, increasing her general ability and damage against female opponents. As well as giving her a bonus where every strike and bit of damage against a female within that area increases how fast and more powerful she can chain her attacks together.

  • Sarkany Csont Landzsa
Elizabeth's Dragon Lance, or microphone/spear hybrid. She uses it more often as a microphone than any real weapon, and after becoming a proper idol and singer even that is rare, and since it's not really connected to her legend it doesn’t have any real special abilities beyond that. That said, it is a Heroic Spirit's weapon, and so it still a decently powerful and dangerous magical item regardless of how impractical it looks; Being incredibly durable, sharp and able to be summoned or dismissed by Elizabeth at will.

  • Differences From Canon:
    • An Alter Ego of Elizabeth Bathory, created in a similar way to Jeanne Alter through a wish with a Holy Grail.
    • Physically older, and has left behind the issues that the original Elizabeth had; Such as her inability to see people as people and the guilt of what she had done in her life.
    • Survived a Holy Grail war and successfully pursued her dream of becoming an idol/singer, dedicating her life to that pursuit from then on.

Chabal2 Fear me from Plains of Tolosa Since: Jan, 2010
Fear me
#18: Jun 11th 2019 at 3:33:23 PM

  • Name: Rachel
  • Age: Teens
  • Appearance: One version.
  • Universe: Animorphs
  • Personality: Rachel is bold and confident, always the first into the fray and the last to leave. However, she is often reckless and rarely sees the bigger picture, to her detriment. She is also something of a shopping addict and fashionista, a trait that has declined over the years. Her personality has jokingly drawn comparisons to the elven swordmaidens of Middle-Earth and Xena Warrior Princess, but she secretly worries that the Blood Knight side of her will take over, or that she ends up serving to shield what remains of her teammates' innocence. She was once tempted by a near-omnipotent force of evil with the power to singlehandedly turn back the Yeerk invasion and humiliate their greatest enemy, but turned it down as the price was betraying her friends.
  • Backstory: Following the subtle manipulations of the being known as the Ellimist, Rachel was part of a group of teenagers who encountered a dying alien named Elfangor, who warned them of the invading Puppeteer Parasite aliens known as the Yeerks and gave them the power to fight back against them by turning into the many, many deadly animals of Earth. Over several years they waged secret battles against the Yeerks, until the Yeerks no longer needed to exercise secrecy. Rachel went on a last ditch effort to take out a Yeerk splinter faction, but was killed just after killing their leader inhabiting her cousin's body. She was taken out of time for a few seconds by the Ellimist, long enough to understand his story and see that their struggle was not in vain, and accepted her death. And then some transdimensional entertainment executives choose that moment to drag her into their new show, before [Pandemonium ending].
  • Powers/Abilities/Equipment:
    • Animorphism: Thanks to alien technology, Rachel is able to acquire the DNA of animal she is in physical contact with (usually hands). Acquiring can only be done while in human form.
      • The acquiring process puts the animal into a slight daze, long enough to get away from naturally aggressive species.
      • When in morph, the animal's instincts are also present, and in some cases capable of overpowering the mind. Morphing does not transfer memories.
      • The morphing process heals all injuries sustained in either form. However, morphing repeatedly in quick succession is very tiring, and tiredness from battle or sustained effort only adds to it.
      • When in morph, Rachel can communicate via <thought-speak>, a form of telepathy that can send thoughts to other people on a collective or selective basis, described as being much like e-mail.
      • Morphing to another form can only be done by returning to human between both, a tiring process. Direct transition between two morphs or combining two morphs is a symptom of serious affliction and is uncontrollable (though some morph dancers can pull it off deliberately, Rachel is not one).
      • Remaining more than two Earth hours in a single morph causes Mode Lock in that morph (nothlit), retaining thought-speak and any injuries.
      • Morphing is a painless process, but not pretty to look at (especially when morphing insects), as limbs are absorbed, reconfigured or melded together.
      • Loose clothing does not follow the morpher, either falling around them or shredding apart. Clothes such as sportswear stays with the morpher's body.
      • Some animals are allergenic (in Rachel's case, the crocodile), which causes uncontrolled partial morphing in stressful situations. The only known way to remove the allergen (known as hereth illint, "burping DNA") forcibly ejects a copy of the animal.
      • If morphed in a creature that can regenerate (in Rachel's case, a starfish), the two halves may end up with different aspects of the original's personality. The effect can be reversed by both halves morphing into each other if large amounts of energy are supplied (such as electricity).
    • Morphs from the books (the TV series is an abomination):
    • Land mammals (and a bat)
      • African elephant
      • Grizzly bear
      • Anteater
      • Polar bear
      • Wolf
      • Housecat
      • Rat
      • Shrew
      • Mole
      • Horse
      • Seal
      • Chimpanzee
      • Cheetah
      • Beaver
      • Squirrel
      • Skunk
      • Bat
    • Aquatic life
      • Dolphin
      • Hammerhead shark
      • Sperm whale
      • Killer whale
      • Giant Squid
      • Trout
      • Eel
      • Starfish
      • Crocodile (only if reacquired, causes allergic reaction until removed)
    • Birds
      • Bald Eagle
      • Seagull
      • Great Horned Owl
      • Parrot
      • Cockatiel
    • Bugs
      • Fly
      • Mosquito
      • Cockroach
      • Ant
      • Termite
      • Flea
      • Bee
      • Dragonfly
    • Other
      • Hork-Bajir
      • Deinonychus (only if on prehistoric Earth)
    • Good fashion sense
    • Good at gymnastics
    • Can usually lie with a straight face
  • Differences From Canon: Dragged into the Pandemonium show at her death, and was in the middle of turning down a disturbing corporate drone who wanted her psychological profile for sinister purposes.

Makaioh Since: Jan, 2015
#19: Jun 11th 2019 at 11:39:56 PM

  • Name: Corrin
  • Age: 18
  • Appearance: "Here I go!"
  • Universe: Fire Emblem (Mostly Warriors, Fates, and Heroes)
  • Personality: A royal ruler that deeply cares for family, friends, and her subjects, Corrin is a good and just queen. Kind and somewhat soft-hearted, she's a bit naive due to her years as a hostage but she more than makes up for it with a stubborn willingness to learn from her mistakes. Despite appearing half-baked at first glance, she's actually quite sharp witted, charismatic, and easy-going... meaning she can and will try to befriend people at the drop of a hat. Even if said people are dodgy in certain aspects such as criminals, thieves or murderers.
  • Backstory: Corrin is a much beloved sibling of not one but two different countries' respective group of princes/princesses- that of Hoshido and Nohr, both by adoption. Born in Hoshido but raised in Nohr due to being kidnapped by the latter's king and used as a political hostage, the dear girl proved to have enough of an impression to cause her various siblings to literally war over her upon her refusal to join either cause and try to figure out the truth.
    • Braving the fires of war and fleeing from the enormous military might of both warring countries, she was led by an enigmatic Songstress to find that there was a third force at work egging on the conflict, that of the Valla Invisible Kingdom. Ruled by the mad dragon who usurped the throne, Valla instigated bloodshed with Anankos as the mastermind and no one being none the wiser... until Corrin's group managed to end the hostilities through sheer stubborn grit and then turn an elite group of warriors to spearhead an assault on the god dragon and commit regicide/deicide. Now the rightful queen of the liberated Kingdom of Valla, Corrin hopes to bring the ruined kingdom to prosperity once more.
  • Powers/Abilities: In her human form, Corrin has peak human physical abilities somewhere in the same vein of Batman: she can perform ridiculous acrobatics while wielding a sword and metal armor as well as move quick and jump ten feet high. Her sword arm alone is enough to cleave through plate armor and she's an accurate enough fighter to target the joints of a moving target with ease if they're not skilled enough. Despite her age, she's noted to be one of the best sword users around even if her style seems rather rough and instinctive.
    • Dragonic Heritage: Being the scion of a god dragon and a human gave Corrin some spiffy abilities such as manipulating Dragon Veins (though that's not likely to crop up outside of her home universe). Inheriting the powers of water and later awakening the dark element of her bloodline through reclassing into the Nohr Noble, Corrin can manipulate these elements after she reconfigures parts of her body into a dragonic state such as adorning her head with a dragon helmet or shooting projectiles from a trnasfigured claw cannon. She can also reconfigure parts of her body to directly maul the enemy at will, looking decidedly eldritch all the while like stakes, lances, and wings.
      • Going one step further is the ability into a true dragon to gain greater physical prowess at the cost of losing dexterity/human communication/usage of tools. The true dragon form is about the size of a large horse, with enough power to send grown men flying away casually and enough defense to not get slashed by iron swords unless they hit more than a few times. The mass is also bigger though so it's easier to hit and it gains a weakness to dragon slaying weapons in general. Despite the wings, she can't actually fly and can at most glide or slow her falls. She can only assume this appearance for a maximum of ten seconds without it going into a berserker rage so that's about the amount of time she has for full dragony goodness.
    • Aquakinesis: Due to her papa being a water dragon, Corrin has various abilities related to the element itself with the most obvious being able to generate large volumes of the stuff out of literally nowhere in her various attacks. Lesser known is that she can breathe underwater as though she is on dry land, sense moisture in the surroundings with the same alacrity as a shark sniffing out blood, and the ability to move around in liquid like Aquaman can.
    • Nohr Noble: After gaining greater power through reclassing into her unique Class, Corrin has gained benefits from being empowered by the darker side with the most notable example being Draconic Hex, where clashing with an opponent will cause make them feel a little slower and duller if her blade manages to nick their flesh like Tira's Soul Edge life steal effect. As a result of reclassing, she's a better than average but not really specialized mage and can cast spells well enough if she has access to her tomes/scrolls.
    • By getting truly angry after reaching her breaking point, even greater power can be harnessed by tapping deeper into her bloodline, the power of darkness courses through her veins and allows her to mix in that particular element to her various attacks such as shooting out aura shockwaves, empowering melee strikes, or explosive energy orbs that. Mixing it with her water powers results in even greater destructive force though due to the fact that it is a very dangerous power, her control is not fully established and thus great caution is taken when using Anankos' heritage lest she go fully bestial. Training long and hard will allow her fuller control without relying on the rage trigger over this particular aspect though a certain degree of feral instincts will always remain when summoning darkness in full.
  • Skills: Corrin is very good at acrobatics, swordsmanship, baking, tumbling, and short scale military tactics. She's also very good at being charismatic through the power of FRIENDSHIP and makes friends with people rather easily due to being rather mild in temperament.
  • Equipment: On her person is her combat outfit which looks like an armored leotard... because it is. The parts unprotected by the armor means it's much easier to wound her there, though it seems that this was on purpose due to the fact her style is more geared towards dodging/parrying rather than outright blocking and tanking. Also on hand is her Dragonstone which is a rock that lets her assume her dragon forms and a tome called Odin's Grimoire that surprisingly summons a giant thorn of evil looking fell energy to impale towards the target exactly as her chuunibyou friend described.
    • Omega Yato: The Fire Emblem itself, the Omega Yato is a divine weapon forged by the Rainbow Sage to be able to slay even gods and dragons, especially god dragons. It is nigh unbreakable and upon hitting anything that could shatter a mortal sword would only make it bounce right off, as well as being slightly sharper than average and never needing to be maintained like a regular weapon. By channeling her power through it, it can achieve a more powerful form by emitting a chainsaw like reddish power aura that drastically boosts its power to cut through things to become like a heated vibroblade, with the intent behind this form being a weapon designed to strike down the powerful defenses of gods and dragons.
    • If for some reason the sword is away from Corrin's reach, it can fly quickly back into her grasp. No one else may wield it but her and it will do no damage in the hands of any other no matter how hard they swing it due to it being a feisty blade and having its own intelligence and will.
  • Canon/Fanon: Fahon. She experienced the events of Warriors and then briefly got stuck in the world of Heroes before getting shunted back into Fates so she sidestepped a lot of canon Corrin's issues and handled events without the dumbness of that Birthright, Conquest, and Revelations had.

  • Name: Ranma Saotome
  • Age: 16
  • Appearance: Two for the price of one!
  • Universe: Ranma 1/2
  • Personality: Under normal circumstances, Ranma is fairly carefree and generally friendly to those around him. However, he also lacks experience in social situations and frequently speaks and acts without considering the consequences, or the feelings of others- leading to severe bluntness and the patented "foot in the mouth disease". He has no small amount of pride in his skills and will easily get angered by those who call him out on it or "annoying" people. The more irritated he is with someone, the less polite and more blunt he'll become. Despite this trait, he doesn't really hold grudges and once he's blown his top, will quickly revert back to normal friendly casualness.
  • Backstory: anma Saotome was raised to be a man amongst men by his father, a rather amoral thief and coward. After enduring a dozen years of outright insane training, the poor boy was dragged by his father into the rural lands of China, into territories that could only be described as... mystical. Upon a seemingly normal spar with said father, the boy was tricked and knocked into one of hundreds of cursed springs, specifically the Spring of Drowned Girl. Now afflicted with an enchantment so that he's forced to morph into a girl whenever splashed with cold water, the young martial artist soon found his previously tranquil life exploding as happenstances and shenanigans converged upon him in the form of many a fiancees and rivals.
    • Nowadays, he now resides in the house of his father's friend, Soun Tendo and got engaged to his youngest daughter, Akane Tendo. After surviving a life full of jealous rivals, pushy fiancees, manipulative schemers, and magical princes/various supernatural entities of the week, the boy's fairly accepted his lot in life as a chaos magnet while being on the search for a potential cure and return to manhood, both irate and resigned to his fate as a member of the opposite sex though occasionally fighting back whenever things get too... out there.
  • Powers/Abilities: Ranma is a master of several martial arts schools of Japanese and Chinese origin, his specialty being midair combat via the Saotome Branch of the Indiscriminate Grappling School. He is also considered superhuman in physical terms as he can do things such punch/kick several hundreds of times in only a few seconds, survive blows that would outright cripple or kill normal people, jump dozens of feet into the air, cling to flat surfaces with just his fingers and toes, land on someone's head/arm/sword without weighting them down, briefly run across a water's surface, swim using his own physical prowess from Japan to China, poke holes in cement with his fingers, walk through less sturdy walls by exerting pressure of simply moving to burst it apart, have a flexible body that puts professional gymnasts and contortionists to shame, and lob around heavy objects such as person sized boulders with ease.
    • Ranma also has an extremely fast learning curve for anything martial arts related (or anything he can connect martial arts to that normally shouldn't be thought of such such as Martial Arts Ballroom Dancing, Martial Arts Tea Ceremony, Martial Arts Fast Food Delivery, Martial Arts Dining, Martial Arts Cheerleading, etc.), able to dissect and come up with counters to techniques after seeing them only a few times as well as liberally use clever on the fly tactics to outsmart opponents with a superior quality. The teen is also a master of using any ordinary object as aides in combat such as but not limited to chopsticks, pencils, basketball hoops, his own hair, boulders, trees, pantyhose, ceremonial tea sets, forks and knives, kettles, and scarves. His more esoteric abilities in the martial arts involves various secret techniques.
    • All of this has been built up by training in the Art since childhood along with a bit of ki (life energy) reinforcement, which can solidify his defenses for brief bursts in time (to the point of being able to tank sharp weapons/attacks with it only leaving a really bad bruise and a few cuts as long as he can see it coming and react in time), emit a combat aura, pull off his various techniques, sense killing intent/negative intentions of enemies he can't see/hear to better react to sneak attacks, or hasten his healing of wounds to recover from broken bones and deep gashes in a single day. His techniques involving heavy usage of ki energies consist of the following:
    • Moko Takabisha- which fires off a solidified ball of ki shaped by emotions (in his case, it's strongest with "confidence" though depression works almost as well) at high speeds to provide ranged blunt force trauma on his opponents. The size of the ki sphere tends to become bigger the more confident he is in himself, with peak confidence allowing him to lob two at one time, each a large orb the as long and wide as his height or turn into a narrower but continuous ki beam that lacks the overall burst damage of the ball form but makes up for it with steady crushing momentum. Smaller orbs can be fired in a chain burst with less windup time but obviously has less power. The variant powered by depression is known as the Shi Shi Hokodan and if there's enough negativity, then it can change into a small pillar of heavy gravity that smashes craters into the ground (though it takes Ranma having to stand in one place and choreographing he's about to do something fairly obvious to pull it off). Generally though it's much easier for the move to work off confidence. Smashes through obstacles with a force of a wrecking ball when fully powered.
    • Chestnuts Roasting Over an Open Fire- Allows him to skillfully manipulate his arms and legs for high speed, high accuracy attacks. Notably this allows him to do things like plucking chestnuts out of fires without burning his hands, scooping piranhas out of the water via paper scoops without being bitten, and punching individual hornets in a swarm without being stung. Basically it gives him amazing limb-eye coordination and reflexes. Ranma can only briefly use this for a few moments at a time and it steadily drains his stamina the more he uses without pause along with the added caveat it's usually only available for melee attacks (though if there's small enough objects on hand like pebbles then he can fire them off like a pseudo-machine gun). Usually he just uses it to punch/kick things really fast or deflect/redirect shrapnel/small projectiles before they could embed themselves into him though he could also use it in more baffling ways such as instantly shampooing/hair-dry/hair-stylize someone in literally five seconds.
    • Hiryu Shoten-Ha, which allows him to churn out brief twisters by exuding a cold ki and running around in a spiral like pattern from outwards to inwards when near a sufficiently hot heat source or enemies who are exuding "fiery spirits", i.e. rage/killing intent/blood lust/anger/annoyance with them following him all the way in a spiral. The intensity of the twister is proportionate to said amount of "heat" exuded, ranging anywhere from a brief turbulence that'll fling things into mid-air to outright crushing the target at high speeds. He has to be in the state of the "Soul of Ice" to even begin to attempt this maneuver, which basically means he has to be calm and composed without any break in concentration or show any hint of "heat".
    • Due to the requirements for this technique, the boy will often attempt to aggravate targets before pulling them into the spiral so they'll not notice this specific movement and focus wholeheartedly on attacking him. There are degraded variants where he doesn't need to run around in a spiral, though the power decreases severely and turns into a strong gust of wind that can at most push things off balance or stop running charges or at most briefly hold aloft someone a few feet off the ground/blow stuff into their eyes. If there's a literal raging fire and Ranma has the Gekkaja on hand, then he can shoot off a concentrated horizontal twister made of sharp winds and ice shrapnel that is powerful enough to grind rocks into gravel or punch through someone's torso with ease.
    • Umi-sen Ken: A sealed sub-branch of the Saotome School invented by his father with emphasis on being a "robber". It allows him to hide his presence much more easily and disappear from notice without actually becoming invisible via tricky movements akin to a fly buzzing around and slipping out of one's line of sight along while granting him the secondary quiet footwork techniques to glide across the terrain soundlessly, whether it be flat or uneven.
    • His overall "presence" also takes a sharp nose dive to a calm and emotionless state of mind that binds his aura to make it harder for people to sense his "killing intent" or "energy signature". **Along with the greater stealth abilities, it gives him an entire set of specialized techniques designed to attack weak spots such as shiatsu points on the back, vulnerable areas via the throat or inner legs, and so on. He also tends to literally steal things in the middle of battle such as shirts, rubble, and so on.
    • The Umi-Sen Ken's ultimate attack is a move that counters wind/vacuum based attacks by loosening the ground to the point it'll get sucked up by the attack while Ranma himself is cannonballing with a giant swag bag filled with random heavy stuff he stole from the resulting property damage, essentially entombing people under a heavy layer of rubble. Likely not liable to use this unless under very severe situations. Much like the Hiryu-Shoten Ha, this technique can only work when he is calm and emotions aren't in flux. Can be caught on camera or with infrared and other such things.
    • Yama-Sen Ken- The other half of the sealed Saotome sub-styles created by Genma Saotome that works off the act of 'robbery' instead of 'burglary'. This is a highly aggressive and direct combat style that specializes in breaking through defenses and crushing the opponent's combat effectivenes via crippling their limbs or outright targeting their vitals with ki sharpened fingers that can jab/tear/hook/crush . Ranma is only willing to use this school's techniques on scumbags of epic proportions considering the fact it's incredibly easy to maim or rip chunks of flesh out of people with it or even worse literally rip out someone's heart from their rib cage. The Yama-sen Ken's ultimate deadly move is the ability to fling vacuum waves out as a mid-ranged attack that can cut through stone and softer metals, done so by flinging the arms outward like an ordinary person flinging open a door.
    • Bakusai Tenketsu- A specialized obstacle destroying technique created by martial artist miners that Ranma figured out during his tenure in Nemesis. It works by Ranma being able to sense invisible fault lines in rocks/ice/dead wood and then pressing it which will then fragment the inorganic compound by making it collapse in on itself. The limit to using it though is that said object has to be rocks/ice/dead wood and anything else won't have the technique work on it.
    • Cat Fist: The final set of special maneuvers known to Ranma Saotome and the one he loathes the most of all. It essentially puts him into a mild berserker rage when he's faced with the presence of anything feline in sufficiently close proximity without being able to get away from said creature, reverting the martial artist into a primal state that closely mimics the mannerisms and mentality of a housecat. In this mentality, Ranma can rapidly claw things so fast that they get shredded into what looks like long strips of woodcarving peels whether it be high pressure water, trees, or softer softer metals. The downside of the Cat Fist is that Ranma can't think like a human. Splashing water on the guy or letting him sleep it off on a female's lap are the ways to revert him from this state.
    • Nyannichuan Curse- Dunked in the Spring of Sorrows due to his father being an idiot, Ranma is cursed to become a much smaller redhead of somewhat diminished physical capabilities when he is splashed with any water whose temperature is below room temperature. Warm and hot water serves as the means to change him back to his birth gender.
  • Skills: His more mundane talents involve being a surprisingly avid reader, usually picking up whatever book is lying around to disseminate their information when bored or when it could help with a challenge. He is also good at acting when not at a poker table, usually so he could assume an innocent girl persona to get people to drop their guards or filch free food. Cooking, cleaning, sewing, swimming, acting, dancing, singing,construction work, waitressing,and so on have easily been picked up by the best, though he kinda sucks at figure skating, playing Poker, and calligraphy/drawing.
  • Equipment: His large green backpack which is filled with useful amenities such as rations, a tea kettle plus portable stove, a thermos, changes of clothing, sleeping bag, and anything else he can stuff inside the container.
    • As of this point in time, he's also taken upon his person a magical waterpipe control rod that looks much like a polearm/crescent-moon styled scythe called the Gekkaja. The curved head can slice through rocks and steel like butter and has the object itself has the magical ability to flash-freeze inanimate objects the blade touches (or organic should Ranma land a direct hit on someone's body) or lend the attribute of freezing to certain techniques.
    • The downside to using the Gekkaja is that the wielder would freeze themselves as well, with the severity ramping up the longer they hold it. Ranma himself could mitigate the side effects to some extent due to his durable body and ki control, though the encroachment of freezing is ever present and as such the martial artist is loathe to use it for extended conflicts. The upside of the Gekkaja is that it's incredibly heat resistant, totally fine if you dunked the weapon in a volcano and can be used to create a cold aura around the user in hot environs. It's also virtually indestructable by normal physical means with it only really bouncing off anything too sturdy to cut through as opposed to being damaged by the clash.
  • Canon/Fanon: This Ranma came to the game after participating in several events from Nemesis, losing a bit of his unwillingness to use lethal force against people who deserve it as well as making him use techniques that he normally wouldn't use against opponents. He's also had a chance to mentally grow up a little than from canon due to being away from the madhouse known as Nerima and thus learn how to trust people a bit more by not putting up a prideful front as often.

  • Name: Android 21
  • Age: Unknown, been active after bodily reconstruction for ten years.
  • Appearance: The literal good side in her full glory.
  • Universe: Dragon Ball Fighter Z
  • Personality: The kind and motherly side of Android 21 after she literally split herself from her more negative influence via fission, this is what she would be if unburdened (too much) by the ever gnawing hunger programmed into her very genetic code. She tends to be a bit socially awkward and easily surprised due to the fact she doesn't have much life experience outside of a lab, but the woman has a quiet determination to try to do the right thing and get along with people in general.
  • Backstory: Back in the days of yore when a certain monkey tailed alien child singlehandedly dismantled a certain paramilitary criminal organization called the Red Ribbon Army, the seeds of hatred were sown into the hearts of a certain Dr. Gero who would then use his considerable genius to try to kill said alien via the usage of SCIENCE. Results were mixed bag since the alien was killed in a roundabout way due to the events but he came back to life anyways.
    • Related to this event that involved cyborgs, androids, and genetic monstrosities is our dear girl in question. Even after the death of the doctor, his invention diligently followed its programming to cobble together an anti-Saiyan weapon of the highest pedigree by splicing together the DNA of the world's most notorious and powerful fighters. Thus marked the creation of Android 21, the forgotten experiment herself.
    • After causing quite a bit of a global ruckus involving energy damping waves to make the strong much weaker, churning out artificial souls, and an army of terrorist clones, Android 21 turned over a new leaf when she accidentally destroyed the robot stand-in for her son of a previous life through the urging of her darker side- which she solved by splitting herself in half literally so that the negative influence was now cast off. Teaming up with the legendary Z Fighters, she then got to work on rectifying her mistakes in the most explosive way possible. Nowadays she uses her genius to help out at Capsule Corp along with Bulma.
  • Powers/Abilities/Equipment: Both a capable fighter and a booksmart genius, Android 21 combines both brains and brawns into one affordable package. Stong enough to physically punch holes in brick walls and jump multiple stories in one bound as well as dead-lift a light car. With a physical composition that's about as strong as Ranma, she's a force to be reckoned with though due to her weakening even mundane things such as bullets and blades tend to inflict suitable damage on her a lot more easily than if she was at her former level. She has no actual set fighting style and sort of instinctively just engages in combat with what she thinks is the best call.
    • Ki Manipulation: She can project ki outside of her body to hover a foot above the ground or forcibly launch herself in a forward direction at high speeds as well as fire the legendary Dragonball energy beams or project the flashy power aura. General rule of thumb for projectiles is that anything that takes faster than a second to shoot out will only have the power of a baseball being shot from a pitching machine and the longer she charges up before letting loose the stronger and longer lasting the energy becomes with her strongest being a continuous beam/explosive ball with the force of a wrecking ball/landmine/hydrocutter behind it if she gets like five seconds to gather her energy uninterrupted. Shooting off that much energy means that she gets a lot more tired.. and hungry.
      • Transformation, Limited Shapeshifting, and Limited Magic: 21's strongest form is her Majin appearance, where she gains all the exotic features and powers that come from it. Nowadays she tries to use not to use it if she could help it due to the fact it spikes up her hunger (to the point where she burns a lot of stamina trying to sustain said form and also starts eyeing possible eats) but if she does there's a few gimmicks that come from it.
      • The ability to stretch her limbs like rubber is one as well as heal much quicker (Lady levels) and absorb impact damage is a staple of this form along with the power to shoot a reconfiguration ray at something to turn it into any sort of dessert she wants. The ray's effect only works on living things or inorganic objects with some sort of power source that in simple terms got wreckt and thus can't really fight against the effect. Generally this means something's either dead or messed up to the point where they're outright immobile or almost dead. The more powerful the object, the more likely that Android 21 might be able to gain a weakened version of their ability like Velvet's case. (This requires the permission of the other G Ms before the ability gaining effect can happen). She can also use magic to make clothes for her form change too.
    • Genius Intellect: Having the disposition of a genius through artificial means, Android 21 can tinker with the best of them. She's most skilled with robotics, chemistry, and the biological sciences given that she could create powerful androids and clones of strong warriors given time and resources, though she can create a whole deal of other stuff that's often twenty years ahead of what we can currently achieve such as laser guns, detectors that can sense non-mundane energies, workable nanomachines, and so on. She can also create the spiffy little capsules from her universe which are a sort of mass storing technology that can can put entire houses into a portable thumb-sized container with a click of a button.
  • Differences From Canon: Unlike the Android 21 from the game universe, Android 21 was able to survive past the ending of the 'good route' by dint of electing to do a Solar Flare rather than tackling her evil self and then perishing alongside that bad girl under the power of a Spirit Bomb. As a result, she was able to stick around in the world of the living and come up with a way to make herself as small a threat as possible in the possibility that her hunger and powers would go out of control once more by injecting herself with energy dampening nanomachines that strictly limited her to a certain level of power. As a result of that, she managed to snag herself a job at Capsule Corp as a researcher with the occasional trip out into the wilderness to turn giant wildlife into sweets to sate her hunger. Also the fact that she fights in her human form instead of exclusively the Majin form like in the game.

Edited by Makaioh on Jan 30th 2020 at 11:23:37 AM

wikkit Since: Sep, 2009
#20: Jun 15th 2019 at 3:13:02 AM

  • Name: Specimen 11, a.k.a Susan Person, a.k.a. Xilonecho
  • Age: I don't know, probably at least of drinking age.
  • Appearance: Now in amazing technicolor! Standing at a good six and a half feet, her unnaturally long arms end in large claws, and her body is oddly thin. Though, aside from pronounced collarbones, it's hard to tell because her clothing is very loose fitting and her face is mostly normal. Susan has a predilection for red clothing and is currently wearing an apron. Her eyes are red, her eyelids baggy, and her teeth are pointy.
  • Universe: Spooky's House of Jumpscares
  • Personality: A mostly kindhearted woman who greatly enjoys seeing the smiles on people's faces when they partake in her cooking. She's pretty optimistic about life, because so far even after everything's tried to knock her down, she's kept on moving. Though she's generally very nice, she has a few goals in life, and she will do, and has done, anything to fulfill them. It can be very hard to convince her that she's wrong on certain things, but on other points she'll fold like paper. She doesn't get scared easily when presented with frightening imagery, but put her life in danger and she's a bit of a coward. The most important thing to note is that she has one thing she doesn't like at all: bringing in outside food into her kitchen.
  • Background: In the gilded age of 1993, with a speed unforeseen in the world of the fast food industry, a new restaurant appeared and dominated the market with an incredible furor! Susan's Beefhouse, with its incredible financial backing, managed to outpace and even consume many of its competitors. Though how this was managed remains a mystery, it's hardly anything compared to the enigma of a woman who titled and owns the company.
    • Which is probably a good thing. Susan Person is the descended form of a very minor deity of the Mexica, or Aztecs, whose continuing existence isn't dependent on sacrifices or ritual like many of her equals. She needs people to eat the flesh of their own kind. The way that she achieves this should be obvious. Soon, if business keeps booming, Susan will be able to return to the height of her power, and guide humanity into a golden age of benevolence and piety!
  • Skillz:
    • 100% Pure Beef: She is capable of freely generating infinite amounts of hearty, filling, inexpensive, delicious, nutritious Beef at will. It appears out of a small hole in reality (which presumably directly links to the many cattle farms working under the Beefhouse corporation) and extrudes at a rate similar to a fire hose. Comes uncooked but in many varieties of cuts, some of which are unknown to man. Ground Beef for everyone, forever!
    • Fingernails: They aren't claws, they're fingernails. As large and as sharp as swords, and attached to disturbingly long arms, but they're only like that because she insists on manicuring them well.
    • Phase: She can fly, and will herself through solid surfaces. She can only see as well as anyone else could, being perfectly human, so for going through things thicker than a few feet she is in danger of getting disoriented and lost. And let me tell you, it isn't easy to find your way through complete blackness, and there's a very long way to go if you accidentally head into the Earth's crust. Susan's intangibility has the additional stipend of only lasting for about 10 seconds at a time.
    • Shift: She is capable of returning to where she came from temporarily. She is insistent on calling this place the Beefhouse Beef Storage Facility, because it seems to be an endless maze with every surface entirely made of Beef. According to her, Beef is a cheaper construction material than anything else available. It takes about ten seconds to tear open a hole in the fabric of spacetime to reach the Warehouse, uninterrupted. She can also take others along with her, but only if they are on the verge of dying with no possible recourse. There's probably something about "The Veil is thin for those at death's door" or whatnot but she isn't one to remember such grim things. She can't use it to travel anywhere, as it only leads back to where she opened the portal. Nothing else lives inside of it, aside from her, and her Beef.
    • Cooking: She is unendingly good at cooking meat.
  • Differences from Canon:
    • Her 100% Pure Beef doesn't cause people to go insane after consumption.
    • Specimen 11 isn't normally a nice lady.
    • Specimen 11's origins are a mystery.
    • Specimen 11 probably doesn't wear clothing.
    • Specimen 11 probably doesn't live in North Dakota.

Edited by wikkit on Jun 15th 2019 at 3:16:09 AM

wikkit Since: Sep, 2009
#21: Jun 15th 2019 at 3:13:28 AM

  • Name: Santa Claus (Secret Name: MASSIVE SPOILERS AHEAD, DO NOT CLICK IF YOU WANT THE SURPRISE RUINED!!!!!! Arturia Pendragon)
  • Age: As Old as Joy and Charity ( 1432 years old)
  • Appearance: Spreading Christmas cheer, and divine fear into the hearts of weaker men. Only about 5 foot even.
  • Universe: Fate/Grand Order
  • Personality: In short, she takes shit from no one. She claims to feel nothing other than the joy of the season, but that's rather overshooting it; she just doesn't wish to express much emotion beyond being a cold, overly efficient gift-giver. She speaks very evenly and calmly most of the time. Disdains those weak in mind and body, and loves the strong, but these are much more pertinent when she hands out a weak, flimsy gift. She will never live with herself, unless she can convince the child to take something sturdier. Has a very, very strong appetite, and will consume the world's bounties of fried goods lest someone put a stop to her rampage. As long as there is a Christmas hearth, surrounded by turkey, wine, KFC, or any kind of other holiday treats, she will be there.
  • Backstory: One day, a certain King of the Britons who was also the kind-of evil, more like an anti-hero version of Saber, decided to become Santa Claus. You see, she tended to get the reaction that an albino person wearing black-and-red armor usually would. So, what better way to dispel that image than to throw away the armor and put on some fur-lined clothing? Yes, being Santa is a pretty good way t o earn the trust of children everywhere. Also, she ran a shop where dozens of other servants flocked after hours of toiling to find random Christmas-related objects so she could trade for things like chicken, animal parts, and chestnuts. The Birth of Christ is a magical holiday, isn't it?
  • Powers/Equipment:
    • Being a Servant B+: Santa is far stronger, faster, and more durable than a mere human. Being a ghost summoned by a cup and then irrevocably tainted by Christmas Spirit, she has no use for what humans need to live, like oxygen, or stable temperature, and to a lesser degree, food. She sure wants food, though. Compared to the average Fate signup she's rather slow, being weighed down by presents and good will toward men, and not hyper-durable or anything. She requires mana from a wizard or something IDK to survive, and will lose power and die without it in due time. Stats for nerds: (Strength: A, Durability: C, Agility: D, Mana: B, Luck: A, NP: A++)
    • Saint's Present EX: Focusing the sheer amount of boundless seasonal joy in her body into others, Santa can give the gift of healing. This is achieved by actually physically giving them a gift from her boundless magic sack, and then the sheer joy that it generates will literally heal wounds and diseases. This presumably cannot be done if the person in question lacks hands with which to receive gifts, or is a scrooge who hates Christmas.
      • A Note on Gifts: Her bag is truly bottomless, and contains a boundless variety of non-branded items. This means 90% of the time she's handing out simple toys, but occasionally something more useful pops out. It's a very heavy sack, a burden only a King...I mean, King of Christmas is fit to carry.
    • Magic Resistance A: Never one to let the machinations of foul pagans sully the godly holiday of Christmas, Santa is naturally heavily resistant to all forms of magic. She will simply negate weaker spells and rituals, more powerful ones will simply be reduced in effectiveness against her, and the most potent will affect her like any other.
    • Riding A: Being of the Rider class, Santa is skilled at taking the reigns of any beast or machine on Earth. Most importantly, this includes sleighs. Both Reindeer-Pulled and One-Horse Open, of course. She can summon her custom-made sleigh, the Llamrei Mk. II, at any time. It is capable of natural flight at great speeds, but it is hardly stealthy, as bells tend to jingle loudly when it moves.
    • Noble Phantasm: Excalibur Morgan: The legendary sword, Caliburn, Caledfwlch, what ever you want to call it, manifested in corrupted form. Filled with a taint from her tyrannical reign and the unholy muck flowing endlessly from the Holy Grail, Santa has turned the gleaming silver into black obsidian, and instead of big light lasers it shoots big darkness lasers that hurt people a lot. Now, you may be asking why good Ol' Saint Nick needs to carry around an obviously evil weapon? Because what if someone tries to steal from her! Duh. This burst of Christmas Darkness drains a lot of mana, and she can't use it any way but sparingly.

  • What's Your Excuse For Why He/She Is An AU?: Normally, Saber Alter has nothing to do with Christmas. This is no longer the case.

  • Name: Arturia Pendragon But In A Pseudo-Maid Outfit or Swimsuit
  • Age: Same as Santa
  • Appearance: Like so, or so, or so, but there may actually be times that she buttons up her coat. Shocking, right? Also can switch into this much less revealing form at will.
  • Universe: Fate/Gacha Order
  • Personality: Just about the same as Santa: Taciturn, overly dour, mostly very serious, gets a kick out of bullying others, and so on. The biggest difference is that she doesn't have to act like she really enjoys Christmas all the time. Nobody expects to get presents from someone dressed like that, you know? So, she decided that one generalized character archetype wasn't enough and took on the role of live-in maid for...no one, really. Maybe she just likes acting like it.
  • Backstory: One time, she got into a Wacky Races situation with a lady named Nero Claudius Caesar Augustus Germanicus and lost. It was hot out, so she wore less than usual. Also she apparently needed the money and became a maid. The end.
  • Powers/Equipment:
    • Being a Servant A++: Arturia (Summer ver.) is stronger, faster, and more durable than a mere human. Being a ghost summoned by a cup, then irrevocably tainted by the evil collected within the False Grail and then going on a vacation, she has no use for what humans need to live, like oxygen, or stable temperature, and to a lesser degree, food. She sure wants food, though. Stats for nerds: (Strength: B, Durability: C, Agility: B, Mana: A, Luck: B, NP: A)
    • Independent Action EX: In this form, she requires no mages to support her. In exchange she's noticeably weaker in capabilities, but if Tessa kicks the bucket she'll be able to live on as a maid forever, presumably.
    • Magic Resistance B: Never one to let the machinations of foul pagans sully her eternal rule, Arturia is naturally heavily resistant to all forms of magic. She will dramatically weaken lesser spells and rituals, more powerful ones will be reduced in effectiveness against her, and the most potent will affect her like any other.
    • Riding B: Being of the Rider class, Arturia (Summer ver.) is skilled at taking the reigns of any beast or machine on Earth. Most importantly, this includes motorcycles. She can summon a sick-ass carbon fiber one outta nowhere. It's capable of some wacky stunts, including riding on the surface of water without any loss of speed, but cannot fly. Doesn't require any gas either, so that money goes straight to her grocery budget.
    • Spirit of Service A++++: She's a maid, and is good at her job. This is a power and didn't need to be included anywhere else.
    • Noble Phantasm: Excalibur Morgan: The legendary sword, Caliburn, Caledfwlch, what ever you want to call it, manifested in a form that can turn into a gun or a mop. Its ability to manifest tower-sized jets of black flame is significantly reduced in order to support its limited shape-changing.
    • Noble Phantasm: Secace Morgan: She turned Excalibur Morgan into a sniper rifle. One that shoots water. It's able to hurt people just as effectively as bullets, so its status as a super soaker is questionable. It requires no return trips to the hose to fill up, and can trade range and power for a wider stream.

  • Name: Arturia Pendragon
  • Age: Same as Santa
  • Appearance: Like Santa, but cooler.
  • Universe: Fate/Stay Night
  • Personality: Deadly serious. The flight of fancy that was becoming the saint of Christmas was a ploy to make it so that people would look at her in a better light, and also because she likes the free food associated with the season. Otherwise she's the exact same as the above two, just more grim.
  • Backstory: Blah blah blah sword in the stone blah blah blah stabbed Mordred blah blah blah ruled as eternal dragon-blooded king of Britain with perfect authority. There's something about muddy cups getting her dress ruined here, but I can't find it because my documents are pretty smudged.
  • Powers/Equipment:
    • Being a Servant A++: Arturia is far, far stronger, faster, and more durable than a mere human. Being a ghost summoned by a cup and then irrevocably tainted by the evil collected within the False Grail, she has no use for what humans need to live, like oxygen, or stable temperature, and to a lesser degree, food. She sure wants food, though. She requires mana from a wizard or something IDK to survive, and will lose power and die without it in due time. Stats for nerds: (Strength: A, Durability: A, Agility: D, Mana: A++, Luck: C, NP: A++)
    • Mana Burst A: She is able to use her tainted mana defensively and offensively, exuding black DBZ energy around her form. Her sword strikes are covered in this black flame, and it allows her to protect herself just as easily as well. Similarly, she can use it to launch herself into the air in jets of force, making up for the mobility lost with her armor. Using this ability takes up a lot of mana, though, so she's often peckish afterwards. More than usual.
    • Magic Resistance B: Never one to let the machinations of foul pagans sully her eternal rule, Arturia is naturally heavily resistant to all forms of magic. She will dramatically weaken lesser spells and rituals, more powerful ones will be reduced in effectiveness against her, and the most potent will affect her like any other.
    • Instinct B: In this corrupted state, Arturia cannot be blinded, deafened or illusioned, allowing herself to fight just as effectively in any such situation.
    • Charisma E: Due to being corrupt and lame, Arturia seemingly exudes an aura of fear and evil at all times. As in, aside from the fact that she's an albino womanlet in blackened armor, she somehow looks visibly evil in this state. Great for instilling fear in your followers, bad for making them like you.
    • Noble Phantasm: Excalibur Morgan: The legendary sword, Caliburn, Caledfwlch, what ever you want to call it, manifested in corrupted form. Filled with a taint from her tyrannical reign and the unholy muck flowing endlessly from the Holy Grail, Artoria has turned the gleaming silver into black obsidian, and instead of big light lasers it shoots big darkness lasers that hurt people a lot. It's the same one that she always has, because it's pretty useful and cool.

Edited by wikkit on Feb 11th 2020 at 11:30:37 AM

Makaioh Since: Jan, 2015
#22: Jun 16th 2019 at 8:19:22 PM

  • Name: Djeeta, Guider of the Eternals/Zefiro
  • Age: 18
  • Appearance: She Who Represents "Zero"
  • Universe: Granblue Fantasy
  • Personality: Cheerful and kind to a fault, Djeeta is both somewhat innocent and stubborn- sometimes to the chagrin of her crew members. Still, it is her idealistic qualities that make her such an ideal leader. That along with her open-mindedness and ability to connect with others regardless of past histories or personality means that she can make friends rather easily while possessing a magnetic charisma that lets her mesh with most people she meets eventually. Despite her naivete in some matters, she is a natural trickster and sometimes like to cause a bit of mischief on others either through actions or saucy words that cut deep from a quicksilver tongue. If need be though, she can decisively cut down people or beasts without a change in mood.
  • Backstory: Once upon a time, a brother and a sister lived on the floating village island of Zinkenstill in idyllic peace while practicing swordcraft and waiting for their disappeared father to come back home. Such daily calmness was then broken when the Erste Empire came a-knocking to attempt to recapture a runaway blue-haired girl. Being nice people, Djeeta and her brother Gran rushed in to help only to get a hydra sicced upon them while suffering from mortal wounds.
    • Though she managed to survive the ordeal major wounds notwithstanding, Gran outright died before getting revived through a life-linking ritual between him and the blue-haired girl they tried to save. Rising from the grave and calling upon the dread power of Zinkenstill's sealed guardian Primal Beast Proto-Bahamut, the siblings would fight off the Erste soldiers before going on the run to prevent their newfound friend Lyria from being recaptured.
    • Their journeys would continue upon the acquired Grancypher airship, Gran would go on to become the Captain of the vessel and acquire a great many allies over his travels. Djeeta meanwhile wished to keep those deemed precious to her safe via her own power and thus trained long and hard upon such journey while collecting many a weapon and skills so as to ensure that such feelings of helplessness would never be able to rear its ugly head again.
    • All this came to a head when Djeeta collected, crafted, wielded, and then fully mastered every single Revenant Weapon archetype to ever exist while gaining the respect of the world's greatest skyfarer crew, the Eternals. Due to accomplishing the impossible task of bringing all ten weapons to heel as well as facing off against every single member that was a master of a singular typing, Djeeta was crowned with the new name of Zefiro before becoming their eleventh and final member of their small organization with the special designation of 'Guide'.
    • With the possibility of her dream now within hand, the determined skyfarer wishes to see what lies beyond the blue skies and aid her loved ones towards the Promised Land of Estalucia... by hitting whatever blocks their way with sheer overwhelming power afforded to one that seeks such and attained it.
  • Powers/Abilities: Djeeta is basically a super fit anime girl that has the physical prowess of a Monster Hunter. She has a sharp sixth instinct that lets her detect bloodlust or negative intent even without her other senses catching on which lets her react pretty quickly to threats both unseen and unheard. Due to both hard work as well as a quick learning curve, she's capable of wielding ten different types of weapons though she specializes foremost with swords.
    • Due to wielding the status of a Singularity, she can shrug off most indirect negative effects such as not being taken over by a cursed weapon that thirsts for blood or not get frozen by someone cursed to freeze whoever touches her as well as void out mind reading or illusions that seek to lead her astray. The Singularity voiding isn't absolute though since every now and then something with sufficient enough power can override her supernatural defenses though whatever it is will have to be incredibly powerful to do so (like a Muramasa blade with the souls of hundreds of thousands of slain victims baying within it).
    • Having fully awakened her dormant potential through true mastery of weapon styles and the ten Revenant Weapons themselves, Djeeta can materialize an aura from sheer fighting spirit alone that takes the form of swirling blue and purple energy around herself along with dying her hair azure. Besides looking flashy, it can serve as a source of intimidation by causing the surrounding air near her to be more 'charged' and 'heavy' which can deter weaker (non-important NPC/PC characters) without needing to use actual violence. It can also be used as an impromptu light source or even as a flashbang if needed as well as a way to funnel off gaseous attacks from reaching her.
      • By instilling actual fighting/killing intent into the aura, she can outright materialize a solid hardlight copy of one or two of the ten Revenant Weapons she mastered with all the special abilities they come with such as super sharpness, durability, and elemental affinity. The weapons themselves are named the One-Rift Spear, the Two-Crown Bow, the Three-Tiger Axe, the Four-Sky Blade, the Five-Soul Staff, the Six-Ruin Fist, the Seven-Star Sword, the Eight-Life Katana, the Nine-Realm Harp, and the Ten-Wolf Gun.The Revenant Weapons being 'cursed' also means they can outright wound and destroy souls or spiritual beings like ghosts and phantoms just as well as they can cleave flesh.
      • Djeeta's ultimate technique is named Reginleiv: Azimuth which basically lets her briefly summon all ten weapons at once to telekinetically bombard the opposition with them for a few seconds. They act pretty much in the same way a mobile suit from Gundam would control a bit or a drone.
    • By putting on different outfits, Djeeta can induce a self-hypnotized state where her personality takes on a different tone and previously portioned off section of her memories will be open that allows her to Class Change on whatever outfit is being represented. Even without relying on this weird ability, her normal fighting style is built up from a mishmash of the various Class techniques she's mastered over the years. Likewise she can actually use more minor magic spells like the base fireball or freeze attacks without needing to put on her wizard robe and staff.
  • Skills: Djeeta is a generalist jack of all trades that could perform well in most mundane skills provided she puts in a good amount of effort and gets taught by a teacher that mastered the craft. Though so far she's noted to be very good at picking up combat related skills (especially swords), airship racing, crafting accessories, cooking, and singing without relying on the Class system.
  • Equipment: Djeeta's main weapon is the Seven-Star Sword, a two-handed greatblade that she can somehow swing around with just one hand if she wants to along with her weapon phantoms and Eternal's Uniform that was customized for her usage by the leader of the group Seofon (which she takes umbrage to because it's so breezy but has to wear anyways since he worked so hard on it).
  • Canon/Fanon: Fanon, following the what-if hook on the Guide of the Eternals storyline and skin as well as allowing for both possible gender versions of the same characters to exist at once in the vein of siblings.

Edited by Makaioh on Jun 16th 2019 at 9:04:56 AM

LatverianBadger Calamity is a housewife from gacha hell Since: Jan, 2012 Relationship Status: I'm just a poor boy, nobody loves me
Calamity is a housewife
#24: Jun 23rd 2019 at 7:55:42 AM

  • Name: Jack-O'
  • Age: About 180
  • Appearance: Imagine this with completely red hair, a choker around her neck and a less expressive ball and chain attached to her leg.
  • Universe: Guilty Gear
  • Personality:
    • The best thing to call Jack-O' is 'strange'. She switches moods at the drop of a hat; acting childishly enthusiastic one moment, thoughtful and philosophical the next, and then becoming fiercely hot blooded immediately after, and is overall just very playful. She deliberately plays up this fun-loving, mood-swinging persona to hide whatever she's truly feeling. She's really an introspective, wise woman with centuries of life experience, but at the same time, suffers occasional bouts of depression over her current state and lot in life.
    • She has a crippling fear of loneliness, a fear only exacerbated by her old age. She has made many companions over the years, but outliving them all has put a sour taste in her mouth.
    • She possesses a certain amount of guile to her thought process, having learned over the years to manipulate the circumstances to her advantage. She is not above breaking moral boundaries when she deems it necessary.
    • To sum up by comparing her to Sol Badguy; less lazy, more cunning, and a tad loonier. Though she's more openly empathic than Sol, she may choose to cross lines that he wouldn't.
  • Backstory:
    • The Gear Project, a study aiming to eliminate human sickness with a specialised type of stem cell known as 'Gear cells', and a study that nearly led to the downfall of humanity.
    • The young woman named Aria was a scientist working in that project, alongside her boyfriend Frederick and a mutual friend of theirs. An easily depressed individual who was frightened by the prospect of loneliness, she greatly appreciated and enjoyed a tight friendship with the two. It threatened to come crashing down when Frederick contracted an incurable terminal disease. Aria was devastated, but their mutual friend proposed putting Frederick in cryosleep, preserving him until a cure could be found, and he offered to do the same for Aria, so that she could be with him. She agreed, and awaited an age where Frederick would be cured and they'd be together.
    • When she did awaken, however, she instead found herself being trapped in a lab, being experimented on with the very Gear cells that she had helped to create. The experience was torturous, for both her body and mind, and it went on for a decade, crafting her into the Prototype Gear, the precursor to a line of biological superweapons. Though being treated worse than a lab rat jumbled her memory and personality, she distinctly remembered the face of one of her torturers; the man who put her to sleep in the first place.
    • Not long after, the first true Gear; Justice is born. He rebelled against his creators, commanding every Gear created after him to follow suit. Thus began the Crusades, a gruelling war between man and his creation.
    • Soon enough, a mysterious bounty hunter appeared and joined the fight. Her name was Jack-O', and she possessed power mysteriously on par with the monstrous Gears; power that earned her a reputation. To aid humanity, she gifted them with anti-Gear technology in the eight Guardians and fought alongside them to put an end to the Gears. However, aside from correcting the mistakes of the Gear project, she has her own goals, namely; finding That Man, the man she once called 'friend', beating some answers out of him, and then putting him out of his misery.
  • Powers:
    • Gear Cells: These cells had long ago been fused to her, turning her into a being known as a 'Gear'. As such, nearly every cell in her body can regenerate, allowing her to repair damage quicker than humans and making her generally resistant to disease. However, she is far from invincible, merely quite resilient. She cannot regenerate whole limbs or organs.
    • Magic: The act of bending reality to your whims, outside of her more specific magic, Jack-O' is capable of minor spells like 'Float' which suspends her in mid-air for about two seconds, 'Barrier' which enforces parts of her body with a force field that protects her from attacks, but requires she stay completely still, and 'Burst', an all-encompassing explosion of energy that does no damage, is meant to knock foes back and leaves her wide open should she miss.
    • Omega Shift: Jack-O' releases her limiter and accesses her true Gear form, and becomes a living weapon of mass destruction. This will be unavailable to her for obvious reasons.
  • Equipment:
    • Lantern: Her key weapon, and quite an unorthodox one. It takes the form of a ball and chain attached to her leg, and is fashioned in the image of a jack-o-lantern, hence her name. She swings it with her kicks, pounding enemies with it. Its chain is also extendable, increasing her range. The chain can also be detached, separating the ball and allowing her to use it as a projectile. It can be summoned back afterwards.
    • Bat out of Hell / Bat: One of the eight Guardians, Bat is a magic enhancing device with a built-in AI installed into Lantern. Bat is designed to enhance fire magic, and allows Jack-O' to launch fireballs out of Lantern's maw, or set Lantern on fire to add said flames to her swigs and kicks. Bat also projects itself as a hologram resembling a tiny, chubby red humanoid with a face resembling an emoticon and little bat wings. It presents itself with a shy, bashful personality.
    • Limiter: A device that limits her Gear cells and powers and allows her to appear human. Releasing this limiter allows her to access more of her power, but her true form has been disabled for the sake of keeping things balanced. It takes the form of a white metal plated choker around her neck.
    • Lollipops: Her favourite snack. Always keeps a pack with her.
  • Abilities:
    • Flexibility: Is ridiculously limber, able to pull her leg behind her head with ease. This flexibility aids in wielding her strange weapon.
  • Differences from Canon:
    • Most obviously, it is Frederick who contracts the terminal disease instead of Aria, and Aria is the one who is converted into the Prototype Gear. A simple role reversal.
    • When Justice first rebels, humanity is less prepared than it was before, as Frederick was not there to invent the eight Sacred Treasures. Instead, Jack-O' creates the eight Guardians, AI's that, when implemented into magic weaponry, simplify the magic process and enhance the power of magic to combat Gears. She made them intelligent over a desire for companionship, and thinks of herself as their mother, even keeping one for herself as detailed above. She creates the Guardians later than Frederick does the Sacred Treasures.
    • Jack-O' bargained with the UN, trading ownership of seven of the eight Guardians for information on That Man. After that, the eight Guardians are passed off as the UN's invention.
    • Justice is male, and takes a much different form, resembling a great fiery dragon. He is much more relentless and ruthless than the canon Justice, and as a result, humanity is in far more dire straits.
    • Ky Kiske, commander of the Holy Knights and victor of the canon Crusades, dies in a battle in Rome. The Crusades trudge on for a longer period of time. This allows Dizzy, Justice's daughter, to join the war against humanity.
    • Jack-O' is quite aware of a few things her canon counterpart; Sol Badguy, was not, particularly Justice's and Dizzy's true identities.

"Shake the dust." - Anis Mojgani
LatverianBadger Calamity is a housewife from gacha hell Since: Jan, 2012 Relationship Status: I'm just a poor boy, nobody loves me
Calamity is a housewife
#25: Jun 23rd 2019 at 7:56:13 AM

  • Name: Ragna the Bloodedge
  • Age: Mid 20's
  • Appearance: Hmm, something ain't right here...
  • Universe: BlazBlue
  • Personality:
    • Ragna's a rough type, with little time to spare for anyone else's problems. She is an extremely focused and single-minded person more often than not. However, her moral compass and sense of empathy, along with her general naïveté show that she is really a kind person. If you present her with your problems, she'll empathize, as well as apologize and say that she has her own problems to take care of. You've got to really latch onto her leg, beg and plead, or alternatively just get under her skin to get her involved with your crises. Or, alternatively, get her wrapped up in a multidimensional scheme to hunt down a woman named Rook with no way out.
    • If you're a decent enough person, Ragna will treat you with the kindness you deserve. However, she also bears serious anger management issues, which are not helped by the Azure Grimoire. If you're any number of people who've dealt some form of injustice that she remembers, expect no mercy. If Ragna loses sight of her goals and focuses solely on her rage, she could very well become the monster many think of her as.
  • Backstory:
    • There were once three sisters, Ragna, Jun and Saya. Having lived the first years of their life in a mysterious laboratory, they were rescued by the cat beastkin Jubei and put into the care of a young priest in his church. For a while, life was good. Until, of course, the church had suddenly begun burning to the ground. Ragna, wandering amongst the flames, found the burnt corpse of the priest, then came face to face with a man in a jet black suit carrying her unconscious sisters. His idea of saying hello was cutting off her right arm.
    • As Ragna writhed and bled, the man known as Yuuki Terumi introduced himself, and whispered this into Ragna's ear; 'remember me'. The next thing she remembered before passing out was a tingling sensation in her empty arm socket.
    • Upon waking, her wounds were being treated by Jubei. Yuuki Terumi, Jun and Saya were nowhere to be found. And strangest of all, Ragna still had her right arm, but it was now colored a pure black. Jubei explained that her new arm was the Azure Grimoire, a legendary object of desire for many, and that though it should never be considered her power, it would grant her the opportunity to move forward. She continued to explain that Jun and Saya were still alive, and that whatever Terumi's plans were, the two siblings were at the center of what was to be a deadly war of the gods. The old hag of a cat had leaned forward to Ragna in her bed as she treated her burns, looked her in the eyes, and asked her what she was going to do next.
    • A decade and a half later, after having trained in the ways of the warrior under Jubei, Ragna set out with the sword the cat had gifted to her, and vowed to find Yuuki Terumi, get revenge and rescue her sisters. Her first stop was the Hierarchical City of Akitsu, where Saya was last seen. Upon discovering a series of weaponized clones of her youngest sister, her vengeance has now extended to the world government responsible for them, the NOL.
  • Powers:
    • Ars Magus adeptness: With the Azure Grimoire, Ragna was granted a startlingly high proficiency with Ars Magus, the functional magic of the BlazBlue world (though actual magic and sorcery are different things, and far more ancient and powerful). Ars Magus comes in various forms, but the only two that Ragna keeps in handy are Barrier, a magic shield that forces her to stay put, and Burst, an all-encompassing explosion of energy that does no actual damage, but is meant to blow enemies back.
    • The Azure Grimoire: Much less a fashion accessory and more as much a part of Ragna as her other limbs; the Azure Grimoire is an artifact of legend, but not one Ragna can use to its fullest potential yet. It grants Ragna the use of dark flames in her attacks. These streaks of darkness, upon hitting their enemy, will damage their soul as well as their body, and the severed portion of their soul will be absorbed by the Grimoire and used to heal Ragna's wounds. She can also kick the Grimoire into overdrive, increasing the potency of her soul eating abilities, but at the expense of any of her personality traits not related to anger. Overusing the Grimoire can result in her becoming naught but a big, blind ball of unbridled rage. As her Azure Grimoire is really a counterfeit made from the remains of an apocalyptic creature that knew only destroying whatever was in its way, this is a given.
  • Equipment:
    • Blood-scythe: Ragna's sword. A massive slab of sharpened steel, it can also unfold its blade to take the form of either a spear or a scythe, hence the name.
  • Abilities:
    • One hell of a cook: Jubei taught Ragna how to cook, and she's pretty good at it. She particularly enjoys cooking meat dishes. She even makes a great pot of tea.
    • Dry wit: Expect Ragna to regularly comment on the ridiculousness of the situation around her.
    • Bad luck: You can also expect Ragna to regularly get the short end of the stick, which often leads to the above.
  • Differences from Canon:
    • The obvious: more than a handful of BlazBlue characters get a genderbend.
    • Due to me feeling the above alone was insufficient, there were also changes made to the canon lore and cosmology of the universe, particularly regarding the Sankishin: Amaterasu, Susanoo and Tsukuyomi. This delves into spoiler territory; so it will not be listed here.
    • Ragna is given the Azure Grimoire by Yuuki Terumi rather than Rachel Alucard. The reasons delve into spoiler territory. See a pattern here?
    • Ragna and Rachel Alucard (still female) get along somewhat better. They can even outright be called friends. The vampire has managed to teach Ragna some additional skills as a result, such as the aforementioned tea making.
    • Ragna is not as cynical as her male counterpart. In fact, she's even a little religious. She is, however, every bit as short-tempered and impulsive as her male counterpart.

Edited by LatverianBadger on Aug 16th 2019 at 5:41:25 PM

"Shake the dust." - Anis Mojgani

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