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TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#1: Mar 26th 2022 at 9:35:39 AM

A battlefield between Time and Space. Grass upturned and scorched. Weapons strewn about from every era and every possible world. Plasma-blasters, cursed blades, medieval armor and modern rifles. Banners that hold no meaning, still fluttering in the ever-present breeze. An eternal storm, twisting like a maelstrom of clouds, scarring the sky. In the distance, an ancient cathedral, now ruined and abandoned.

Sitting on a small hill is the Seeker. Their face obscured by a jesters-mask, they wear simple clothes and a shoulder-cape. Scattered around them are a number of books, scrolls and papers. With ink-stained fingers they turn the page of an old tome, clad in red leather.

They look up and their gaze meets the dozens and dozens of eyes, that stare up to them from the battlefield. Knights, soldiers, scholars, mages, scientists. Humans and Monsters. Living and Dead. Heroes and Villains. All gathered before the hill, once more called upon or taken from their home. A multiverse of fighters, thirsting for power or escape.

The Seeker smiles underneath the mask and closes the tome. "It seems we are almost all assembled.", they say. Their voice jumps between male and female between each syllable, echoing from the deepest bass to the highest soprano.

"I'm sure you are wondering what you are doing here. Some of you might even know the tales of the Cathedral and the game the Keeper tended to play. That those that won achieved power beyond measure. A veritable Valhalla of Legends!"

The Seeker chuckled. "Times have changed. The old game grew too stale, I'm afraid. But never fear, for new management has taken over!" They stretched out their arms and gestured around them in a dramatic fashion.

"A new story will unfold. Each drop of blood and sweat edged upon the pages. Chapter upon chapter of Victory and Loss! Of Glory and Despair! Of Life...and Death..."

The Seeker waited for the words to sink in. The fighters mumbled and talked amongst each other. The air was filled with anticipation, distrust and bloodlust. Some seemed eager, others clearly resentful. Not everyone was here by choice and they all had been bound by contract.

Finally, the Seeker clapped their hands. "Time and Death hang over you. Defy or surrender, it makes no difference. Step forward or try to flee, I do not care. Valhalla holds you all, you warriors of any origin and morality. The only thing that matters...."

The red tome opened once more and pages began to flutter violently into the air, as tales and legends swallowed everything.

"...is the Story."


Greetings, everybody.

This is a reboot of my first play on TV Tropes, Valhalla of Legends. It is a direct continuation of this game. For those of you who don't know, Valhalla is basically a Stylized-Action Roleplay, with focus on Rule of Cool and Character Freedom. It is inspired by the likes Hyun's Dojo and Smash Bros., along a few others.

The difference between the old game and this one is a stronger focus on the overall story and player-cooperation. Instead of exclusively Pv P, players now work as a group like in most games and try to unravel the mystery behind the Seeker and their plans and how to escape Valhalla alive.

Unlike the previous iteration, this time around the heroes cannot leave by their own and can also no longer be freely resurrected. Some of them may have joined the new tournament voluntarily, drawn by the promise of power and advancement that only Valhalla can offer. While others were more or less kidnapped by the Seeker and their allies and forced into the contract either by circumstance or trickery.

Valhalla is a multiverse setting, where everything from straight up sci-fi to high-fantasy is mixed together, as heroes and villains from a multitude of worlds are forced to fight each other. Power-levels are largely equal, meaning a medieval knight can win against a Space Marine and vice versa.

This is NOT a Crossover-Game! So, please do not come up with Luffy or Madoka or any of that stuff. If you want to play a certain archetype, make sure to file the serial-numbers off, so to speak, and try not to be too blatant about it.

The focus is on narrative play and exciting action, so some experiences with roleplaying would be appreciated, but is not mandatory. Ghosting, power-play and godmodding will not be tolerated, for obvious reasons.

A big part of Valhalla is freedom in character-creation and play. If you want to play an android that shoots lasers, go for it. Wanna have an attack that summons a moon to crash into the battlefield? Sure, no problem. Pilot a giant mecha and fight a huge dragon with it? Thats certainly on the menu.

If you are interested, feel free to join me on the discord-server. There were can discuss your character and I can introduce the basic rules of the game.

I'm looking forwad to writing with all of you and having fun along the way.


  • Name: Your characters name. This can be both their real name and their nickname/title.

  • Age: Your characters age. Both physical and actual one, should they not be the same. It is recommend to not play a character younger than 14 years.

  • Race: Describe your characters race here, should they not be human, and a summary on what this race/ethnicity is all about.

  • Appearance: Looks and physical traits of your character, including equipment. Can either be a picture or a full description

  • Personality: What is your character like? Quirks, likes and dislikes.

  • History: The backstory. Please recount your characters life here. Include please also how they got into Valhalla, either voluntarily or not. In all cases, your character will have signed a contract with the Seeker. Context to how that happened would be important.

  • Skills: General fighting ability and skillsets of your character. Describe here their fighting style and weaponry.

  • Traits: Physical attributes of your character. Be that Iron Skin or Super-Strength, etc. These do not include Abilities, but rather everpresent skillsets or powers that are part of your character.

  • Special Abilities: Your characters special attacks or finishing moves. Limited use per fight, but powerful. This can range from summons to beam-attacks and even Reality Marbles.

  • Misc.: Everything that didn't fit in any of the other categories can go in here.


Player-Characters

Mariana Blakewood played by Enirboreh

Kyle Clewett played by Taco

Kona and Sparky played by kkhohoho

Al played by jherhmeigringer

Edited by TheNohen on Apr 3rd 2022 at 8:29:17 PM

kkhohoho Deranged X-Mas Figure from The Insanity Pole Since: May, 2011 Relationship Status: Pining for the fjords
Deranged X-Mas Figure
Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#3: Mar 27th 2022 at 11:07:50 AM

  • Name: Lady Mariana Blakewood
  • Age: Undisclosed. Visually, she's either in her mid to late-20s or early 30s. Her floppy hat somewhat obscures this anyway, and prolonged use of her magic somewhat degrades her form to make her true age uncertain at best.
  • Race: Seemingly human, though of a variant especially attuned to magic. Mariana often describes her family as "blessed" in this regard. Any divine, inhuman, or other such traces in her soul are however overpowered by the pure magic that she holds within her, so she could be anything of the sort.
  • Appearance: Stands at 6'3." Porcelain-pale skin, indicating that she doesn't see a lot of sunlight. Almost always dressed in her robes, and never misplaces her Very Floppy Hat if she can help it. Due to her near-constant practice of levitating from the ground, she forgoes shoes, which is essentially a motivator for her to not soil her feet on lesser earth. Carries with her miscellaneous items in a transcendent knapsack, used for concocting her spells quickly without having to carry around a cauldron on her back. Also owns a spell tome which she keeps hooked on a loop on her belt—which is essentially a magic cookbook—along with a short metal sorcerer's rod with a glowing crystal embedd in the tip; colloquially known as a "lumenstaff" in her homeworld.
  • Personality: Mariana is best described as an aloof, introverted and snooty sort, who believes in her own intelligence and mastery over magic to the point where she'll only act more condescending and snide the more overwhelmed she is in a fight. Her habit of literal levitation over what she believes to be "soiled earth" is indicative of her consideration of others, and she decidedly ignores those she believes to be mentally uninspired and instead is drawn towards people with intelligent minds and clever tactical thinking ability. She's utterly unattracted to anyone or anything but her own work, and only ever shows infatuation towards those who have similar interests in sorcery or who seem to match her ideals of intellect and dilligence. Though she projects great confidence, in reality she suffers from an inferiority complex towards those who surpass or even so much as come close to her abilities, and as such wishes to maintain her status as part of a blessed family with a natural gift for magic. However, even despite her more sour attributes, Mariana does possess some empathy and does her best to make good of certain situations even as she tries to cover it up; her embarrassment upon showing any kind of selflessness or humility is usually so potent that she overcompensates by acting even more egotistical than normal immediately after the fact.
  • History: Born to the magical family of the Blakewoods in the mystical and fantastical late-medieval realm of Lunaria, Mariana spent her childhood in segregation from the common-folk and instead studied the cosmos and the science of sorcery alongside her many siblings beneath the tutelage of their parents. Soon becoming haughty and insecure thanks to her isolation within the family's castle, Mariana grew to prefer a more introverted hermit lifestyle and pursued a career of devotion to magical science and the study of the universe and stars at large. Initially tapping into the secrets of the cosmos by herself, she soon softened enough to open her doors to a select few magically-attuned individuals outside of her family; ordering for herself the construction of a witch's abode and soon therafter converting it into a private school for like-minded sorcerers to learn under her. Soon garnering a reputation for secrecy and the somewhat-inhumane and gruelling training that she subjected her students to, Mariana was just settling into a life of langurous self-assurance when she was suddenly visited by the Seeker; who demanded special audience with her. Initially dismissive of the Seeker's offers, Mariana soon paid attention when they began to regale her with more attractive propositions: such as the chance to meet other highly-intelligent mages, show off her definitely-earned-and-not-merely-inherited latent power for an audience to witness, and overall allow her to indulge in utilising the magic that she normally only used for vapid parlour-tricks. Eventually agreeing to sign the contract to become part of the games, Mariana is only mildly annoyed by the fact that she's now permanently locked into her decision—with her relief coming merely from the fact that she at least no longer has to obligate herself to the stresses of teaching again. If anything, she's viewing this opportunity as a new lease on life.
  • Skills: Typically, Mariana is a ranged fighter who primarily uses sorcery from a distance to attack her foes, with the ultimate goal of minimizing damage to herself at all costs. Since her magic is tied to her confidence and concentration, her comfort is a high priority and as such it's not uncommon for her to fight (at least in the early stages of a given battle) lounging in the air in a lazy fashion. Her standard methods of attacking are a long-range magical pellet; usually a bright teal in colour and with a staggering detonation upon impacting their targets equivalent to a strong punch. These magical pellets lightly track her opponents to avoid pinpoint accuracy being a necessity from her, but they can be easily dodged so long as her targets are paying enough attention. Mariana possesses only very limited close-combat experience and she usually just resorts to bashing someone over the head with her tome or lumenstaff whenever they get too near for comfort, but she has a tricksy mind and can usually find a way to weasel herself out of a CQC scenario—for example, pulling her Very Deliberately And Excessively Large Floppy Hat over her opponent's eyes or splashing their faces with whatever stinging or grisly ingredients she can find in her knapsack. Strangely a lot of people tend to not want to punch you anymore when you smear frog-slime in their mouths.
  • Traits:
    • Forbearing Aegis (1): Mariana maintains a transparent bubble of magic around her person while in danger to an almost-constant degree, which helps to disperse most direct attacks from her opponents around her body and even in some cases cause them to deflect back towards her opponent if she's lucky enough. Mariana's barrier is at its peak when she's supremely confident in how a battle is going, but it weakens significantly while she's under stress—should terror in the face of her enemies' skills or raw power overwhelm her, there's a chance she'll cease maintaining her barrier and allow it to shatter upon impact. With that said, the barrier phases through most non-magical environments and structures, allowing her to squeeze through spaces without being obstructed by it, even as it still defends against physical and magical attacks alike. Mariana habitually triggers this barrier's activation with a circular hand motion and a sharp pull to her right, though this gesture is no longer necessary thanks to her practice with it. Forbearing Aegis grants Mariana a +1 to her fight rolls in any given battle while it's active. However, once per fight, her opponent can roll a d6 in order to attempt to shatter it; which requires a 6+ result to be successful (not counting additional dice buffs).
    • Spellbinding Spirit (2): Mariana's soul is ripe with latent magic, and as such her aura is detectable even to those unattuned to sorcery and thus she has a natural intimidation factor to her presence. For those who can detect magic, however, it has the equivalent effect of staring upwards into space on a clear night—existentially overwhelming the longer one looks upon it. This is partly the reason why her status as a human being is often questioned, since the sheer scope of her latent power is borderline nauseating to look upon for too long. If her opponents are not careful, it can be easy to get distracted by the potency of her aura and thus make them sloppier in a battle unless they keep their head on straight. This unfortunately also affects her allies too, meaning that if they don't look ahead and instead towards her they run the risk of also being enchanted by this hypnotising effect. Spellbinding Spirit is a constant halving effect to all assist rolls; towards her enemies and allies alike, and thus can be a curse in every battle just as much as it can be a boon (if not moreso). This halving effect does not apply to Mariana's own assist rolls, however.
  • Special Abilities:
    • Arcanum Scientia — Pneuma Culverin (2): Drawing from the vastness of her magical aura, Mariana can channel a potent blast of pure vaporising energy from her lumenstaff with sufficient concentration; a trump card she usually saves for scenarios where she's truly desperate to get the upper hand. Manifesting as a bright tealish-white beam around her height in diameter, this expungement of magic requires the support of her free hand to conjure up and exhausts her completely by the time it tails off. She cannot swing this beam around once she's fired it, but those caught in it full-force will be subject to its rending effects; including a significant drain to their stamina and the feeling of having been caught in a hurricane-force wind. Unfortunately, Marian cannot use this attack any more than twice in a given Chapter, and only hits on a dice-roll of 3 and up on a d6. This ability raises the predetermined fight result by two levels if it hits Mariana's opponent; e.g. downgrading a Crippling Wound into a mere Painful Wound for Mariana so as to turn a one-sided battle into a more even fight. However, Mariana will suffer a -1/-2 debuff to her dice rolls for the remainder of the Chapter depending on whether one or both of her attacks were successful.
  • Miscellaneous:
    • Can summon a phantasmic cat-familiar, which is naturally vantablack in coat and even possesses a starry aethereal pattern to its fur. This cat is useless in battle but can float around Mariana and generally sticks close by her for company; one of the few unintelligent entities that the witch is not annoyed by for merely existing. Befitting of Mariana's penchant for naming things in a very pretentious fashion, this cat is called "Kosmos" or "Kos".
    • Overuse of her magic (practically as a result of her using the listed Traits and Abilities) will cause Mariana's appearance to degrade into that of a more traditional hag, which puts her true age and even health into question. However, she knows a concoction to rectify this, and often temporarily glamours over her aged countenance in the meantime while she brews a refreshing potion—the weakness and diffidence associated with this effect however remains until she has well and truly cured herself from the inside out.

Edited by Enirboreh on Mar 27th 2022 at 7:17:00 PM

bork
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#4: Mar 27th 2022 at 11:19:15 AM

[up] Character is good and accepted! [tup]

kkhohoho Deranged X-Mas Figure from The Insanity Pole Since: May, 2011 Relationship Status: Pining for the fjords
Deranged X-Mas Figure
#5: Mar 27th 2022 at 7:09:44 PM

  • Name: Kona
  • Age: Looks 19, but is 16 years old in human years. Doggos have a longer lifespan than dogs, but age a bit faster than humans.
  • Race: Kona is a Doggo, a step up the evolutionary ladder from dogs. In her world, the monkeys never came down from the trees, and cats and dogs became the dominant species. Doggos look similar to humans, but possess certain traits associated with their ancestors. Their ears are long and hairy, often pointy and sitting on the top of their heads. Tufts of fur stick out from their wrists and neck, often extending to their shoulders or elbows. They have bright yellow eyes and long fingernails, almost like claws, and their teeth are just as sharp. But their most visible traits are their bushy tails, sticking out from their rumps. They're often a source of pride to Doggos, but can be hard to manage or groom, and most of their clothing and fashion sense is built around giving them enough room.
    • The Doggos are hunters and gatherers, using their strong senses to scrounge up a meal. Their world is stuck in the late Stone age, and their technology and culture has seen little growth as a result. Their wars with the Ferrox (cat people,) haven't done much to improve it, though they have gotten more resourceful. In the last few hundred years, they've begun breeding Mutts, large dogs they can use to ride into battle or transport food. When they're not battle with the Ferrox or surviving, they honor the spirits, ancient and powerful beings that exist in the world around them. They dwell within the trees or the rivers, under the ground or in stone, in the caves that serve as their dwellings. Most doggos have a natural connection to the spirits and can summon them with practice, but even the weakest doggo can sense them.
  • Appearance: Doggo girl ready to doggo. Stands at 4'8.
  • Personality: As a Doggo cavegirl, Kona thinks more with her stomach than her brain. She's very friendly and always in a good mood, but as soon as she smells a scrap of food, her first instinct will be to search for it. If someone offers her food, they'll have gain her Undying Loyality, but take it away and they're an enemy for life. When she's hungry, she's sad, but missing her friends can make her sad too. But she loves battle as much as she loves food, and playing almost as much. Give her a stick or a challenge and she won't think about anything else, if she ever does. She rarely thinks at all, always acting on instinct, and it's gotten her in plenty of trouble over the years.
  • History: Kona was born to the Digdug clan, a small tribe of Doggos living in the heart of a large forest. The forest and the spirits around protected them from the Ferrox, but the task of summoning them still fell to the Doggos. Kona was among the strongest of their warriors, blessed with talent from a young age and the will to use it. Riding atop her trusty mutt, she and Sparky would carve a path through any Ferrox that got too close to their dwelling. It was fighting or hunting by day, playing and feasting by night, and she was content.
    • But then the Seeker came. After a long day of hunting, she had settled in her den, taking a short rest before dinner. But the Seeker was already there. If he wasn't a second faster, she would have torn out his throat, but she could tell he was strong. It was enough to earn her respect. Sitting down, she listened to him for a minute before her attention began to drift. She knew he said something about honor and glory, or if doing the same thing day in and day out was worth it. But all she cared about was her rumbly tummy. Sensing that anything beyond basic need would go over her head, he offered her a lifetime supply of meat, and that got her attention. Stamping her paw on the bottom line, she was whisked away to the games, only vaguely aware of what she'd agreed to.
  • Skills: As a doggo and a cavegirl, Kona is all about getting physical. She has great strength, capable of punching through solid metal with effort, and can tear through armor with her nails and teeth. She has amazing hearing and smell, able to hear a pin drop or hunt someone down through scent. She's a skilled tracker and seasoned survivalist with incredible stamina, and can run or forage for hours without rest. She doesn't have any training, but her strong instincts make up the difference.
  • Traits:
    • Doggo Biology(1): As previously stated, Kono has great strength, both as a doggo and cavegirl warrior. This gives her an advantage in combat, resulting in +1 to all attack rolls.
    • "SPARKY, SIT!" (1): Kano is strong enough on her own, but when riding her mutt into battle, she becomes even more formidable. She can roll a 1d6 for an additional attack. On a +5, Sparky will attack the enemy as a free assist for Kano.
    • Doggo Instincts (1): As a doggo cavegirl, Kona is incredibly tuned to her senses, allowing her to sense danger before it strikes. She suffers no penalities from ambushes or sneak attacks.
  • Special Abilities:
    • Mighty Howl (2): Kano is more about getting close and tearing her enimies to shreds, but she can summon the spirits in a pinch. Crouching down on all fours, she can channel th spirit of wind, unleashing a mighty howl of wind that tear through defenses and blow away enemies. Rolls a D6 for attack. If Kano rolls 3+, she'll inflict Painful Wound on her target.
  • Misc.: Every doggo worth their salt has a trusty mutt, and Kano is no exception. She and Sparky have been together since she came of age, and the two have been insperable. Sparky is large and in charge, as big as a boar and every bit as tenacious. But underneath that thick shaggy fur, he's a big softy. He loves a good belly rub and a big of juicy bone, but will always rush to Kano's rescue.
    • Kano loves belly rubs and juicy bones almost as much as Sparky does. She keeps one hanging from her waist, always good for a quick gnaw. But loves pigging out and scratching her war even more. Her favorite game is Go Fetch, but she also likes tag. She loathes cats and Ferroxi, but that's true of most Doggos.

Edited by kkhohoho on Mar 31st 2022 at 5:55:07 AM

Doctor Who — Long Way Around: https://www.fanfiction.net/s/13536044/1/Doctor-Who-Long-Way-Around
Taco Since: Jan, 2001
#6: Mar 29th 2022 at 10:31:42 PM

  • Name: Kyle Clewett
  • Age: 43
  • Race: White human man
  • Appearance: An older beaten-down guy. Wears a lot of suits and bulletproof vests. He stands around 5'9" and has a very jacked body covered in scars.
  • Personality: Edgy and melodramatic. He talks at length, speechifying his conversations often, and talks to himself a lot as well. He claims to be highly skeptical of ideology, and will then go on at length about about his thoughts on people who believe in things, who for him have all died for stupid reasons. The way he sees it, stronger people control the course of history, so better to ride the wave and live comfortably than get crushed otherwise. This deal he's got is one of the first real sparks of hope in changing the world he's had in years. He's not sure how to feel about it yet.
  • History: Kyle is a soldier of fortune from an alternate, "heightened" Earth, the year 1999. His world started the Cold War slightly early, with the USSR fighting World War 2 officially as a third faction not technically aligned with any other power—and Josef Stalin living much longer in this timeline. Also, theater and film artistically developed closer, for longer, giving most people there a predilection for drama and unironic soliloquies (and Aaron Sorkin's parents never met so the speeches aren't as quippy). He grew up in Canada, and became 18 just in time to sign up to fight in Canada's USSR-backed intervention in Nova Scotia against the US-backed Catholic extremist Nova Scotian Liberation Front. The cynically motivated and senseless violence he saw there hardened him. It instilled in him a deep sense of futility... and a set of skills. Turned out he was very good at fighting, better than any trade or hobby he'd ever attempted before this. Directionless, he saw a way to get his as a soldier of fortune. He fought all throughout the secret and not-so-secret battlefields of the Cold War, on any side that would pay enough! He fought the war that ended in the foundation of Neo-Liberia, the Franconigerian Crisis, the Belgian Civil War, and many other clandestine operations. All of them he got a bag of money and nothing else out of them. This was how he got headhunted for Valhalla: he was offered a chance for his world to be changed to one that didn't get ravaged by wars motivated by greed and hatred, one where, verbatim, "the people in charge would be a lot more chill this time around."
  • Skills:
    • Kyle is talented in the use of modern Earth kinetic weapons and blades. He stays lightly armored and focuses on efficient takedowns above all else—he knows that reloading is a luxury few can afford, so he aims to make every bullet and blade do the most damage possible. His default kit is an old AK-47, a blocky Sig Sauer pistol, and a knife, though he has a knack for picking up whatever's on the ground and ready to go.
    • Kyle was a soldier, and a special operative at that; he can carry a good amount of kit and navigate overland long distances no problem.
  • Traits:
    • Vivisection (1): Kyle's fighting style is characterized by the use of precision, prioritizing vital areas. He levers vulnerabilities open into pain like slipping a crowbar in a doorway. It is nearly impossible get out of fights with him cleanly. His opponents take a -1 to all dice rolls when determining wound severity.
    • Armory (1): Kyle is comfortable fighting with anything in his hands. And it turns out that he can, in fact, massively change his fighting style just by having a slightly different gun or blade. Whenever a fight starts, roll 1d6; on a 5+ he gains a free Assist roll as he draws or improvises a surprising new weapon.
  • Special Abilities:
    • Sidearms (3): Kyle isn't exactly a walking armory, but he always has a couple throwing knives and pepperboxes ready to go. He reserves these small weapons for emergencies, when he's fighting one target and someone else thinks they're about to get some ideas. If he can see an enemy trying to Assist his opponent, he can spend a charge of this ability to replace their Assist die with 1d4. He holds 5 uses of his Sidearms at a time, and refills all uses between Chapters.

Edited by Taco on Mar 29th 2022 at 10:35:31 AM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#7: Mar 29th 2022 at 10:42:56 PM

[up] Looks good and is accepted. [tup]

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#8: Mar 31st 2022 at 10:22:26 PM

[up][up][up] Kkh's character is also accepted. [tup]

jherhmeigringer Since: Apr, 2021
#9: Apr 3rd 2022 at 11:17:56 AM

Name: Al

Age: 15 years have passed since it gained higher awareness.

Race: Cloud, but not any cloud it had basic impulses since its creation in the atmosphere but a freaky magic accident happened and it juiced it up with wild magic, giving it a higher state of awareness and control over its body.

  • There isn't any other cloud like them due to the history behind its creation and as such in its world they are regarded as a weird phenomenon of nature, mages are still scratching their heads trying to comprehend how it works the only thing they know is that its full of magic.

  • Al does not require food as all sustenance it needs is acquired in its interior via the static and magic inside its cloud body although it enjoys the taste of junk food.

  • Al lacks any organic matter, its body composition being nitrogen, oxygen, and hydrogen tied together via static and magic. It does not appear to age physically.

Appearance: Cloud form

Humanoid form

Personality: Before the event, Al was only aware enough to have impulses such as instincts and jealousy but couldn't form any complex thoughts. After the event however it got a higher consciousness enough to be on par with humans.

  • Al is a very curious individual looking to learn the most he can from various places, they can be a bit childish and have trouble with boundaries often taking stuff without permission not out of malice but out of curiosity.

  • Its naivety makes them think all people are good (with only one exception) and while disliking the concept of Valhalla it will do what it needs to survive and can get carried away in anger and desperation.

  • Al's biggest fear is losing its awareness and intellect as it still has to learn its purpose in existing.

History: Fred Hoyle said that intellect precedes the universe and that even insignificant things can have intellect.

Now, when Al was formed due to water vapor reaching the atmosphere, they were above average than the normal cloud that's to say not much at all. It had basic impulses but not enough to call it sentient, it was comparable to a bacteria.

Al gained a higher state of awareness when hit by a magical beam, the origin of which was from a wizard experimenting with animation magic, upon getting hit Al assimilated the magic on its mass, fusing with it, and suddenly Al was born again.

It was scary at first, Al did not know where it was, why it was and how it was, it was strange and intoxicating being truly alive. A sense of curiosity spread through them and via making itself denser and adopting a humanoid form, it glided down to earth where it proceeded to learn as much as it can.

Eventually, they figured out that the magic within them could be used for more functions, manifesting in the form of controlling the water and its components. They used these powers for good such as making rain for crops or creating favorable winds for sailors doing good deeds gave them a sense of purpose it made them feel more than a simple cloud

  • Until one day when its life would be turned upside down by a dragon boy named Jack.
Jack told them about Valhalla and how it would bring glory to its person, Al, however, was not interested. Jack threatened Al to join for if they don't Jack will erase their consciousness becoming just a normal cloud again the thing that they fear most, so reluctantly they agreed

Skills: In fisticuffs, he is not the best often just relying on brute strength and density shifting rather than any technique.

Their real strength is manipulating and creating all aspects of the weather down to the most simple components and sizes, thunderstorms, tornadoes, tsunamis, tempests, and heat waves are not out of their league.

They can also create clouds from their body with variable density, they can be as soft as cotton or hard as plastic allowing them to shapeshift or subdivide themselves.

They can add a bit of extra magic to cause impossible weather effects such as making it rain cakes or rain so hard the water droplets are like bullets and go side to side instead of up to down.

All these powers cost their respective amount of magic that holds their body and consciousness so they have to regulate as to not overexert themselves to death.

Traits:

Variable Density (2): Al cloud-based body can shift density at will from semi-solid to gas almost instantly giving it a 5+ to avoid attacks

Special Abilities:

Taking the hit (3): Al lowers its density becoming a cloud again and dividing itself into each one of its allies enveloping them in clouds and mist, then increasing the air resistance to the point any attack is ground and ignited before contact with the ally is done making em immune to any damage but Al takes a painful wound. This ability is usable for assisting and has 2 charges

Misc : Burgers are its favorite food

Edited by jherhmeigringer on Apr 3rd 2022 at 2:26:13 PM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
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