- Name: Giosetta*
- Alias: Pinuccia / The Toymaker
- Age: 18*
- Race: Tree Spirit / Living Marionette
- Appearance: [1]◊ [2]◊ A highly detailed, realistic wooden mannequin with articulated joints and an eerily lifelike human face. Dressed in a by-now ratty tunic that was homemade by her creator before his death, and tends to carry her woodcarving tools and other belongings in an array of pouches and knapsacks all across her form. Sometimes accompanied by smaller critters such as animated toys or miniature dolls that she has helped bring to life. All of her major points of articulation are marked with carefully inscribed magical spells, which enable her to animate and move about as easily as a human being would. From the neck down, her humanlike countenance becomes more expressly artificial, preventing indecency and prioritising overall robustness instead of accuracy to the human form. Roughly 5'8" in height.
- Personality: Giosetta is a chipper, curious creation with a knack for craftsmanship and an eye for detail, possessing an empathetic heart and an impulsive streak that motivates her to care for and rescue those who she feels need to be helped; whether that be people or other strange beings such as herself. With strong morals instilled in her by her creator during her five years of being raised by him, she greatly values all living creatures and despises those who view life as a resource to be gambled or taken away. Because of this attitude, she is extremely protective of those she decides to care for or befriend, and should anyone she loves be put in danger then she won't hesitate to jump into action to save them. Giosetta struggles with the responsibility of more violent forms of action, viewing herself as a creator instead of a destroyer, but if pushed hard enough then there's no telling what she might be driven to do. Despite her usual friendly and upbeat mood, Giosetta is also prone to bouts of melancholy and deep thinking on occasion, which can sometimes make her listless and lacking in focus on her surroundings. Giosetta does not consider herself a 'fake person' by any means, but laments her state of existence whenever she is reminded of the fact that she is little more than an animate object.
- Powers/Magic: Giosetta is a skilled woodworker and toymaker with an incredible sense of precision, in no small part due to her artificial body and carefully maintained components that enable her to move about in ways impossible for a typical human to achieve. With a modular form, any severe damage can be swiftly repaired by removing parts and replacing them with freshly carved components, and so long as her body isn't entirely burnt or destroyed she can generally survive any form of physical injury (though she can still feel pain in the same way a person would). Due to being a mannequin, Giosetta possesses greater strength than a normal human, at the sacrifice of having to pay close attention to whatever she's touching or holding so that she doesn't accidentally crush it in her hands. Giosetta is also a magical practitioner of the more technical variety, with her known spells including pyromancy (an ironic form of magic to learn but useful for swiftly putting herself out should she encounter any fire) and the ability to animate otherwise immobile objects or lifeforms* using sigils, which she can engrave using a special embossing pen. As Giosetta is technically a nature spirit, she can detect other creatures such as herself, including fellow spirits or beings normally invisible to the naked eye. She is also able to eat, sleep, and drink as an ordinary human might, and though she feels no pain she can be affected by extreme heat and cold.
- Gear: Spare components contained in a multitude of knapsacks, wood carving tools, some basic first-aid equipment, and a collection of books containing magical spells along with a personal journal. Giosetta has the tools and resources available on hand to put up a small yet robust shelter in under an hour, or even build mechanical weapons or other useful gear on the fly should she be required too.
- Backstory:
- For almost two millennia, Giosetta was known only as the Monumental Oak of a particular forest in Italy, well-loved by the locals and a veritable playground for the children of many generations; so much so that their collective adoration and spirits began to pour into the tree and gradually nurture it into a state of greater awareness. Though stuck in place and unable to move, the Monumental Oak eventually found its voice and was able to whisper quietly to those near it, as well as shift its branches just enough to prevent accidents by those who climbed it or explored the tree in a reckless way. Despite being considered a permanent fixture by the locals, a permit was given out to trim back the tree and cut off some of its branches for wood, inadvertently killing it of its magic and causing the bulk of the tree to revert back to mundanity as parts of it were taken away. However, portions of its spirit lived on in its bark, and these pieces of sapient tree were shipped to different parts of the world—before tragedy struck, and the events of WWII took place.
- In 2005 (60 NB), a humble woodcarver named Fabricio came across one of these long-forgotten pieces, taking it back to his cabin in the woods in order to fashion it into furniture he could sell. When he made to strike it with his axe, however, he heard the piece of wood cry out in fear; and upon verifying that he wasn't merely hearing things, listened to its pleas of despair and its request to be given a body to inhabit. Sufficiently disturbed yet unwilling to ignore a cry for help, the woodcarver Fabricio worked day and night to create his most elaborate work yet: a complex human-sized puppet with full mobility and great robustness, formed according to the wood-spirit's specific request until it was fully complete. After two weeks of hard work, the puppet slowly gained control over itself, and as soon as it was able to move itself around freely, it promptly sprinted for Fabricio's window and threw itself out into the wild to run away.
- Eventually, Fabricio managed to find the escaped puppet shivering at the roots of a large tree, and coaxed it back to the shelter of his home after some persuasion and the promise of a warm meal. Several more incidents of the puppet fleeing the house occurred over the next week or so (less and less dramatically than before, thankfully) before the wood spirit finally calmed down fully, and chose the name Giuseppina after being given a list of options. Once this was done, and with Giuseppina having decided that she was female, Fabricio adjusted her body to reflect her new identity and gave her his surname in addition so as to complete her title: Giuseppina Giordano, or Giosetta for short.
- Time passed, with Giosetta learning more about the world beyond that of existing as an immobile observer and Fabricio finding the joy in raising what was essentially an unexpected daughter in his late years. Giosetta was taught many life lessons and was given as best of an education as was possible in the post-war environment, and she became an avid reader and a curious explorer of her surroundings to the point where Fabricio had little choice but to let her go outside at her leisure. As Giosetta matured and became more comfortable in her puppet body, she began to alter her own form at her whim and changed her aesthetics to demonstrate her artificiality with more pride; even if it meant she made it easier for her to stick out in the eyes of suspicious strangers. Giosetta remained naive and reliant on her father figure up until her fifteenth year as a living marionette, in which the most significant and affecting event of her entire life took place.
- Despite being an empathetic and understanding person, Giosetta was not fully educated in the subtleties of poor mental health in others. With her and Fabricio living in isolation, and her technically not counting as another human being, the lone woodcarver began to spiral into a worsening depression that he kept a secret from his surrogate daughter. Over the years this had festered, ultimately reaching a critical point—and one day when Giosetta came home from a lone exploration trip, she finally bore witness to her father's long-overdue breakdown. It was, unfortunately, his last.
- Three years have passed since then for Giosetta, and Fabricio's cabin has been left untouched out of respect. Gathering only the essentials, and harbouring a deep grief in her heart, Giosetta left the cabin which she had grown up in, and which she had shared many memories with her beloved father. Setting out with the vow to remember all of him forever, and to take his valuable lessons to heart, Giosetta set out on her own path as a grown woman, freed from all of her shackles and with a heart yearning to fight for others just like her father. Knowing now that not all battles were visible, nor could they always be won so easily, Giosetta seeks to rectify her mistakes and make her father proud of the daughter he has raised: a gentle, yet strong spirit of courage and healing, willing to save all who deserve to be saved and battle all the sources of harm that deserve to be quashed. To not let others suffer in the ignorance of their fellows, and to nurture the ones who are noticed the least.
- Miscellaneous: Knows Italian fluently, and speaks English as a second language with a strong Italian accent. Giosetta makes it a point to write any and all new information down on paper, and often sketches the faces of people she meets who she deems important to her.
Edited by Enirboreh on Feb 5th 2023 at 11:05:02 AM
bork- Name: Jay Alabama Fitzgerald note
- Alias: The Roaring Librarian
- Age: 17
- Race: Human
- Appearance:
- Jay wears typical Flapper fashion, which by New Babylonia standards is quite ancient and foreign (albeit it's usually summer wear due to the tropical nature of New Babylonia). Thus, her blonde hair is a permanently waved bob and wears a knee-length vintage white chiffon dress, pearl earrings, a large-brimmed sun hat with a blue ribbon and violets on it and dark T-Strap heels. She carries a large era-accurate light colored umbrella with her. In colder temperatures, Jay puts on a long white fur trimmed browncoat (pic example for what fur trimmed coats/jackets looked like in the 1920s for reference◊)over a white blouse and pleated skirt and wears a decent amount of makeup and a tan cloche hat with a white ribbon and bow.
- As Flapper outfits aren't suited for physical combat, if the need for it arises, Jay will use her spellbook to switch into a silver, striped three-piece suit with high rise cuffed trousers and a blue tie; two tone shoes and a stylish cane; and under the suit is a button-on suspenders. If she feels like it, she'll sometimes include a panama hat.
- Regardless of outfit, Jay always has a period-accurate tooled leather handbag on her which carries her books.
- Jay is 5'6" feet tall (without heels, which usually add an extra inch or two), slender and has grayish blue eyes.
- Personality:
- Jay is a flamboyant, showoff girl, often being dramatic and rowdy. She'll cause a scene if she feels like it and is overall free spirited, doing whatever she pleases. She's also quite adventurous and brave, having little to no fear in most situations. Thus, she'll run into danger with barely any thought, mostly for the hell of it. She frequently speaks in a classy but loud voice with some fancy vocabulary and 1920s slang.
- She is heavily passionate about classical literature, especially the works written by her ancestors, and devotes a good amount of her life to preserving them. They're the only things she treats with care and caution as she values them over anything else; she'll even sacrifice her life for them. When not being a wild girl causing chaos, Jay spends her time reading and analyzing these novels and searching for more. She frequently makes references to classical literature and is happy to discuss them with others. If anyone destroys a classical novel, intentionally or not, they'll face her deep fury and may the gods have mercy on them cause she won't.
- She'll happily teach and lecture others about classical literature and other topics she's knowledgeable about such as the Jazz Age, her ancestors, 19th-20th century US Law and the lives of classical lit authors. Jay personally believes that the world should be well informed of its literary past and be invested in literature.
- She speaks highly of her ancestors, F. Scott and Zelda Fitzgerald. She'll ramble on and on about them when given the chance. While she acknowledges their laundry list of flaws, it doesn't stop her from admiring them and trying to emulate them. However, the only major things she doesn't follow from them are F. Scott's bigotry and their mutual alcoholism. The former is obvious and the latter is because alcoholism contributed to their downfall, so she stays far away from alcohol which is extra ironic when you take in that Flappers loved to drink.
- On rare occasions, such as those from rather traumatic events, discussing the tragedy of her ancestors in detail or when her own past is brought up, Jay becomes melancholic and thoughtful. Her voice becomes soft-spoken instead of the usual loud, extroverted one. This is where she becomes particularly vulnerable and reliant on others for the sake of comfort. If pushed to her mental limits, she'll snap and lash out at others as she goes into an emotional breakdown. Depending on the circumstances, it'll take a while for her to be able to calm down.
- Powers/Magic: Her magic all comes from an old spellbook she found a couple years ago. As she's a novice spell-caster in the grand scheme of things, her capabilities are limited and thus needs practice in order to bring out her potential.
- Ancestral Recall: The first spell Jay performed and the one she can do the best. It's where she does a chant to recall the memories of her ancestors. She watches them like videos, being able to pause, rewind and flash forward. She boosts herself by granting herself the skills her ancestors had (for example, she can immediately take Zelda Fitzgerald's ballet skills and use them in battle), though unless she had trained herself in them (which can be done by studying their memories), she'll lose them once the spell wears off.
- Outfit Switch: A self-explanatory spell. Jay can switch outfits with it, though it's mainly going from her Flapper ware to dandy Sheik wear where physical combat is needed. She can take on other outfits, mainly 1920's fashion, though.
- Self Enhancement: A spell where Jay boosts her own strength, durability and agility. With this spell, Jay is stronger than the average human but currently is still much weaker than an experienced Protector (so while she can punch through wood and stone, she can't dent iron with her fists yet).
- Magical Blasts: Jay can create magical orbs to attack with, throwing them at enemies. She can make multiple orbs at a time or generate a magical laser beam.
- Mana Barrier: Jay can create magical shields and barriers that block attacks, though they can shatter when they take enough hits or when hit by a particularly powerful attack.
- Gear:
- Lumus Ether Grimoire: A rather old spellbook Jay found which lets her access magic. The spells she can do with it are listed above.
- Stylish Cane: Summoned when Jay switches into her suit. As a mostly cosmetic item, she doesn't need it to walk unless she breaks her legs, but instead she fights enemies with it (the cane is quite sturdy).
- Umbrella: A 1920's one that Jay carries around with her when wearing her main outfit. She can theoretically fight with it, but the Stylish Cane is a better weapon.
- Tooled Leather Handbag: A 1920's handbag that carries the Lumus Ether Grimoire and several other books Jay has on hand. However besides the Grimoire, the books she always carries on her are a copy of The Great Gatsby and Save Me The Waltz.
- Backstory:
- Jay was born as Oizys Bell in 2006 (61 NB) to impoverished parents. Living in the NB equivalent of Alabama, her family struggled to make it by and Oizys nearly died of starvation several times. Not only that, her parents viewed Oizys as a burden as she was pre-martially conceived which made her paternal grandfather force them into a shotgun marriage. It didn't help that they named her after the Greek Goddess of misery and misfortune. So while they did occasionally feed her, her parents emotionally neglected Oizys and sometimes lashed at her. Being incredibly lonely and unloved, Oizys searched around for comfort. One day, she stumbled upon some old boxes in her house and opened them up. There, she found a copy of The Great Gatsby and Save Me The Waltz. Curious, she checked them out and read them, which was difficult for a barely literate child but she persisted. She read them over and over, getting a better grasp on their stories each time. While neither had particularly happy endings, they took her to a whole other world, broadcasting the best and worst of the Jazz Age. Heavily comforted by them, Oizys read them obsessively and eventually sought out other books of their kind. Throughout her preteen and early adolescence years, she discovered numerous classical novels and built her own miniature library of them.
- At the age of 14, when searching for more books, she stumbled upon the Lumus Ether Grimoire. Curious, Oizys opened up the book to analyze it and soon realized that it was a spellbook. She was unsure if she could do magic, but decided to give it a shot. She flipped to a random page, featuring the Ancestral Recall spell. Reading the info and instructions of the spell, Oizys was intrigued, wanting to know who her ancestors were. It took a few tries to do the chant correctly but when she did so, memories of a particular Jazz Age couple flooded her mind. She watched their hijinks, their parties, their fights, their fall from grace. She saw every single moment of their lives. When she finished viewing these memories, she realized who they were; F. Scott and Zelda Fitzgerald — her ancestors. Oizys was ecstatic at learning that she was descended from the very people who wrote her two beloved books and couldn't believe it. From there, she decided that she'll replicate their spirit alongside her journey for finding classical literature. Oizys Bell was no more. She was reborn as Jay Alabama Fitzgerald, taking her first and middle name from the protagonists of her valued books, Jay Gatsby and Alabama Beggs.
- Jay traveled across North America, with her books in her toolbag and a cart she stole, permanently ditching her hometown and parents. She was broke for the most part during her journey but she managed to hit the jackpot when she encountered the rather wealthy Robert Jordan Hemingway, a descendant of Ernest Hemingway, a renowned writer who knew the Fitzgeralds. Robert shared Jay's passion for classical literature and was intrigued by her lineage. Seeing that F. Scott Fitzgerald and Ernest Hemingway were once friends, Robert decided to adopt Jay (it helped that she lied about being an orphan). Now wealthy herself, Jay was able to commission historically accurate Jazz Age outfits and items (such as radios) to make it easier to follow her ancestor's footsteps alongside funding her classical lit expeditions. Over time, she would realize that New Babylonians are generally ignorant of classical literature and what life was like before the Great Darkness, thus on her 17th birthday, she decided to sign up for Enkidu Academy to become a Protector. Her goal would be to preserve and spread classical literature around the people as she defended them, making them know humanity's literary past and as classical literature has the tendency to be set in the past they were written, knowledge about the world pre-Great Darkness. Jay believes that this knowledge is beneficial for humanity as they'll be able to learn lessons from these novels and history in order to better themselves, thus in turn the future.
- Miscellaneous:
- Her dialogue color is Cinnamon and will frequently call others "Old Sport". Probably has a Southern accent.
- For the exact familial relationships, F. Scott and Zelda Fitzgerald are the maternal 3rd-great grandparents of Jay.
- She has written several stories and is working on getting them published but as they're low on her priorities, she doesn't focus on them that much.
- Jay knows a lot about US law, particularly 19-20th century US law, thanks to looking through the memories of Zelda Fitzgerald's father, who was a lawyer.
Edited by Cutegirl920fire on Jan 30th 2023 at 5:29:28 AM
Victor of HGS S320 | "There's rosemary, that's for remembrance. Pray you, love, remember."- Name: Cole Streiss
- Alias: None as of yet
- Age: 13
- Race: Human
- Appearance: Dressed in a pair of ratty, torn up jeans, a long camouflage print t-shirt obviously meant for a larger, older man, and a brown jacket that he almost seems to treasure more than anything, Cole is an urchin of the streets and ruins. His hair is brown and fades to blond toward the edges, and his eyes are bright blue. Cole is a skinny teen at a very awkward phase of adolescence. He covers his hands in patchwork gloves and carries a pair of goggles just in case he goes anywhere requiring him to cover his eyes from exposure.
- Personality: The streets and ruins were...tough on a young Cole. He's timid, shy but rather jumpy and when he does have to fight he tries to get it over with as fast as possible. Cole is on a perpetual quest to find his father, Matthew, who he holds out hope is still alive. On this journey, he's endured a lot of difficult circumstances. He has no such hopes about his mother, owing to witnessing her death first hand. Despite the difficulties he's gone through and some cynicism as a result, he doesn't ever cry in no small part because as he puts it "I've got nobody to cry to, and it doesn't do anything." He tends to latch on to any friends or stand in parental relationships he ends up finding, which can lead him into some toxic situations. Cole knows that he's not a normal kid, and that there's something going on with him - and his powers absolutely scare him. He doesn't know what he can do, just that he does it, and sometimes he can't stop what he's doing.
- Powers/Magic: Cole has extensively formidable psychic powers, enough to make him a target, and they're - due to his fear - largely out of his control. He largely draws on them according to impulses, and if he should hit a point of anger or desperation he can bring to bear a shocking amount of force. He's had a number of traumatic incidents as a result of his powers, including accidentally vaporizing someone right in front of him, and constantly hearing the thoughts of everyone around him.
- Gear: Memoriam, a blue metal knife left to him. He keeps it in his pocket all the time, due to it being included along with his jacket.
- Backstory:
They made their base in the far north in Canada, near the ice, testing a number of their creations and using the frigid ice plus magic to seal away any...inadvisable results. Largely deep underground, beneath the base. Eventually, the New Protocol developed Project Overmind - which produced two infant children using the DNA of Doctor Streiss.
One of these children was Cole, born in 65 NB. But then, something happened three years later. The New Protocol group was attacked by...something. A three year old Cole watched his mother die in front of him by a creature whose visage etched itself in his nightmares. His father simply disappeared, no dead body ever found and a number of auspicious signs afterwards. With the majority of the scientists left dead, Cole and his brother were ultimately cared for by their last contingency plan - machines that nursed the two and led them into adulthood.
Eventually, Cole left the care of "Machine Matron", as did his brother Kenon. Since then, Cole has roamed downward, finding himself in the lands of New Babylon as a street urchin. The Protectors found him and, after scanning him, they brought him onboard as a "kid sidekick". For his part, though, Cole's just happy to be able to eat consistently and have a place to sleep that doesn't put him at risk. Though he's wary due to the looks they got on their faces after the scan...
- Miscellaneous:
- Cole suffers from recurrent night terrors, with him waking up in the early hours of the morning screaming and thrashing in bed. Due to his powers - and his poor control and understanding of them, the "sleep paralysis monsters" he sees sometimes become real.
- His voice cracks constantly.
- Cole literally sleeps in that ratty jacket.
- Name: Zurkraziir ('Zur' for short)
- Alias: Draconis Rex
- Age: 108 (about 18 in dragon years)
- Race: Dragon
- Appearance: A slender dragon, with long straight horns, and a long tail ending in a flat bony edge. His scales are pearly white, dotted with flecks of gold. The trim of his body (his horns, claws, eyes, tail-tip, and the lines of his wings) is golden as well, and shimmers when light shines on it. He can shift his spine to stand comfortably on either two legs or four. When standing on his hind legs, he stands around nine feet tall, not counting his horns. He generally doesn't wear clothes, but as a reptile he doesn't need to do so to preserve modesty.
- Personality: One would think of a dragon as a creature of arrogant pride, but in Zur's case his overconfidence manifests as a strange calmness. Assured of his strength, he sees no reason to challenge others to prove his worth, and views attacking those weaker than yourself as pathetic. As a result, he's surprisingly easygoing and fun-loving. He takes interest in other races and enjoys conversation and making new friends. He dislikes those who pick on the weak, beliving them to be fools with no confidence. He will step in to show such people the error of their ways, though he derives no pleasure from fighting.
- Powers/Magic: Physically superhuman in all respects. A mighty dragon that can smash through stone with ease, send men flying, and with scales tough enough to shrug off bullets. He is a naturally adept flyer, soaring through the air with ease. His limbs are tipped with sharp claws, his tail ends in a sharp blade, his teeth are serrated, and his horns can be used for ramming. He possesses the traditional dragon affinity for fire - Zur's fire is a brilliant white, and in addition to simply breathing it, he can also manipulate it, throwing fireballs or unleashing flaming claw slashes. Naturally, Zur is effectively fireproof, and also boasts some general resistance to magic.
- Gear: None. A proud dragon does not need weapons or armor.
- Backstory:
- One of the few born before the Chaos Wave. In those days, dragons remained hidden from humans, trying to conserve their fading magic. When the human world was reclaimed by the old gods, they resurfaced, and found themselves by-and-large on the same side as humanity, fighting against monsters. Zur was too young to fight, then, but his parents told him tales of their exploits. Unsurprisingly, he desired to follow in their footsteps.
- His parents possessed a sizable hoard, but being dragons, they rarely actually spent any of it. Zur grew up in relative rural isolation, though he was allowed to mingle with other races and developed a fascination for them. They told him stories of far-off places. He longed to see the whole world and all it had to offer.
- It was only natural that he would leave his home cave to travel the world. His trails eventually took him to Enkidu Academy, to become a hero that all people would tell stories of.
- Miscellaneous:
- As a reptile, he's technically cold-blooded, but his body produces enough heat for this to not be an issue, typically. However, it does mean he's vulnerable to cold-based attacks.
- He really likes golden things, even if they aren't actually made of the precious metal.
- Though he doesn't wear clothes, he enjoys jewelery, commonly donning a golden collar with matching bracelets.
Hi, I don't have a signup yet, but I intend to write one soon.
If we choose a Beast Man, is any animal allowed as long as it's not OP? I was thinking of doing an Animal-Themed Superbeing, but maybe I won't, if I can just straight-up be an animal.
I want to be a Stone Wall type of character. I know a turtle or tortoise would be the most obvious choice for this, but I'm trying to think of something different.
EDIT: Also, for a Stone Wall, how strong would I be allowed to make my defenses? Bulletproof? Enough to survive getting hit by something like a train?
Edited by DrNoPuma on Jan 30th 2023 at 10:21:58 AM
No "Bowser's Fury" questions please. I haven't played it yet.The answer to all of your questions is yes. Beastfolk are allowed, same with Stone Walls. As long as they aren't tossing planets around, you can make them as strong or tough as you want them to be.
All characters are accepted.
Name: Quetzal (Doesn’t have a last name)
Alias: The Feathered Serpent
Age: 17
Race: Snake-person
Appearance: Quetzal roughly resembles an anthropomorphic Boa Constrictor, albeit with feathery wings. His body structure is rather human-like, having clawed legs and a long tail. Despite the wings, he cannot fly with them. He doesn’t wear clothes, but he doesn’t have anything to hide. He does wear a pair of bracelets, however, one on each arm: One dark blue and one mostly white with a tinge of blue. He also carries a small makeshift satchel. He’s normally around 6’2’’.
Personality: Quetzal is rather carefree and laid-back, but is rather naive and not too bright. He respects the land greatly, seeing it as his parent. This does mean that threatening it in some way is one of the few ways for him to get set off. He enjoys fighting to an extent, but does not like to kill. He is curious of the world around him, but doesn’t understand most cultural norms, so he can come off as rude at times.
Quetzal generally prefers salty foods, and isn’t too good with handling spicy stuff. He never properly learned how to read, but has learned basic english through context.
Powers/Magic:
Serpent Form: Quetzal can turn from an anthropomorphic snake person to a full serpent with wings. The size of the form can vary, with Quetzal able to manage about as big to constrict a car, however he can’t change size while transformed. There is no theoretical upper limit in terms of size, but it is heavily limited by Quetzal’s own stamina.
Storm Magic: Quetzal is also capable of Wind and Water magic. In the case of the latter, he is more adept at handling salt water than fresh water. Quetzal cannot fly with his wings, but he can use wind to move quickly. However, his current grasp of these abilities is rather basic, being limited to mainly blasts of wind or water, but can learn new applications.
Water Affinity: Quetzal can breathe underwater, due to his connections with water.
Gear: Quetzal carries what amounts to an oversized snake fang that he wields like a sword. Despite being more of a blunt object than a sword, and not even being too sharp, it is very durable, even moreso than a regular sword.
Backstory:
When it comes to his origins, Quetzal’s is rather mysterious. The first thing he remembers is emerging from the earth in the wilderness, alone and far from civilization. Despite being born alone, Quetzal wasn’t bothered by this, and had himself be guided by nature, treating the earth itself as his sole parent. He was, for a long time, content with where he was.
Eventually, Quetzal grew curious of the world beyond the jungles that he lived, and eventually found a small town that was being ravaged by a monster. Quetzal got a small name for himself after he transformed into his Serpent Form and constricted the monster into submission. Quetzal himself enjoyed both stopping the monster and helping the town, despite not knowing them. Eventually, he was recommended the Etzili Academy to become a Protector.
Miscellaneous:
Despite not being venomous, he has a pair of noticeable fangs that can occasionally drop saltwater. He can also drink saltwater just fine.
Quetzal sheds his skin and his wings molt.
Quetzal has ties to Tiamat, although the exact relationship is unknown due to his origins and Tiamat being dead.
Accepted.
Here's my character! The one thing I haven't decided yet is what song the music box plays, but I thought it would be okay to post this now because it's a relatively minor detail.
- Name: Niklas Hallman
- Alias: Glacier
- Age: 20
- Race: Deerfolk
- Appearance: A 6'4" bipedal reindeer. He has a strong, stout build. His fur has gone white because of the freezing incident in his backstory. His only clothing is a pair of ragged brown shorts. Most of his back, all the way up to the top of his snout, is covered by a thick layer of ice. (See the light brown parts of this armadillo◊ for reference.) His front side is usually exposed, but he can cover it with ice in an instant.
- Personality: Niklas is devoted to protecting innocent people from harm. He dislikes fighting and would rather live peacefully. However, he understands that there is a lot of violence in the world, and sometimes fighting is necessary to defend the innocent. Niklas is rather quiet and reserved, and serious most of the time.
- Powers/Magic:
- Durability (Extreme): Niklas's ice shell gives him incredible physical endurance. Bullets bounce off of him. He can survive high falls and other strong impacts. It seems like nothing can break the shell. It should be noted that his stomach and front side are normally not covered in ice. This means that Niklas can huddle around someone else to protect them while also keeping them warm. However, this also means his front side is vulnerable in battle unless he uses his ice manipulation (see next bullet.)
- Ice Manipulation (Limited): Although most of his back is already covered in ice, Niklas has the option to cover more of his body in ice. The ice he creates is just as strong, although it only lasts for a few minutes before dissipating. He can always create more, though. The more ice he adds to his body, the slower and heavier he gets.
- Strength (Limited): Niklas is strong enough to move around in his heavy ice shell without much trouble. He could probably throw a mean punch if necessary, and he might even be able to stop a moving train, but he's not going to be lifting buildings or anything.
- Deer Physiology: As a reindeer, Niklas can use his impressive antlers and strong hooves to attack if necessary.
- Gear: Only his mother's music box. It's a small, metal box. The outside, which looks scorched, used to be dark blue with white snowflakes. The inside, which is intact, has a small painting of Niklas and his family together. The music box plays a Swedish folk tune (will decide which one later.)
- Backstory:
Niklas used to live happily in a cabin deep within a forest in Midgard (Sweden, to be specific.) He lived with his parents, and he was an only child. His parents were craftsmen. They would sometimes go to a human village nearby to trade, but otherwise they preferred to stay isolated from other civilized species.
That all changed one fateful day. While Niklas was out in the woods picking herbs for dinner, a group of bandits attacked the cabin. They looted all its valuables, set the place on fire, and killed Niklas's parents. When Niklas got back, he was horrified. The only thing that could be salvaged was a small, metal music box made by his mother.
Niklas buried his parents in a secluded part of the forest where no one else would find them. After burying them, he lay face down to mourn. While he was sleeping, a massive snowstorm blew in, coating his back with ice. The skogvaettir noticed Niklas and took pity on him. They casted a spell to turn the ice on his back into a strong shell, and gave him the ability to create more ice. They spoke to him in a dream, told him about the powers they had given him, and asked if he would use them to protect others. Niklas fervently agreed.
Niklas came to live in the human village. As it turns out, the village was a hotbed for thievery and all sorts of violent crime, because it had a harbor and a thriving trade center. Niklas used his powers to protect many people from danger. He would sometimes fight criminals, but more often he would focus on protecting the innocent from harm. He did this for about a year before being accepted into the academy.
- Miscellaneous:
- Weaknesses:
- Heat: Nothing can melt Niklas's ice shell, but heat still makes him feel weak and sluggish, and strong heat can still burn any parts not covered by his ice shell.
- Slowness: He's got a suit of ice armor attached to him. He's not exactly light.
- Not a super genius: He has common sense, but he struggles with some book smarts, along with puzzles and other complex challenges. Also, he usually doesn't understand sarcasm or other subtle cues.
- One of his favorite things is to do an Unflinching Walk towards an enemy while they fire at him.
- Leitmotif(s):
- Snowmads' Theme - Donkey Kong Country: tropical Freeze
- His music box tune (still undecided)
- Weaknesses:
Edited by DrNoPuma on Feb 1st 2023 at 8:01:50 AM
No "Bowser's Fury" questions please. I haven't played it yet.- Name: Lambert Lake/Lance
- Alias: Dusk Knight
- Age: 17
- Race: Human marked by Fae and Demon magic.
- Appearance: It's darkest before dawn, young sir.◊ Even when out of armor he wears a mask hiding his eyes.
- Personality: Lambert, by himself, is a quiet, not too social young man who mostly acts as formally as possible to keep his distance from everyone around him. Often absentminded and looking troubled, he seems to have some memory problems. That disappears, however, once the action starts, as his own skills as a fighter takes over and his own kindness manifests more obviously. As he has blackouts, he can often seem forgetful to others.
- Lance, on the other hand, is more obviously extroverted and tries to be charming, with some old school code he uses to base his behavior. Overall, he acts like he is older than he should be. However, he tends to go hog wild in a fight and can be too rash in defending his honor. However, he considers Lambert his charge and tries to do his best to help him once he appears. However, there is a hidden solemnity in his actions, and carries a heavy weight on him.
- Powers/Magic: Lambert's a mage with his spells being based on weapon projection and enhancement.
- Weapon Projection: He can make a magical copy of any weapon he knows. It, however, requires that he studies the weapon he is replicating to know its properties and any enchantments they hold and a name to it either by him or by any previous owner. He can also modify the weapons. However, certain things (such as divine weapons) are outright impossible or it would take all he has to even make an inferior copy.
- Enhancement: Lambert can make his mana flow through objects, increasing its properties, like making them tougher, sharper, move faster... His main focus for this magic is his own body, making him stronger, faster and the like, although he can even make a flimsy stick dangerous. Other living beings, however, are still a challenge and improperly done he could damage whatever his power is flowing through.
- Both of them are skilled swordsmen and can at least use several other weapons, along with their fists although Lance has moments of clumsiness as if he is trying to move as if he was a taller man.
- Gear: Arondight: The sword of a Knight of legend, enchanted by powerful wizards and Fae alike, it was divided into two swords because of time, and the actions of its former wielder. Lambert called them Glory and Grief, based on the feeling caused by them. Sharp, powerful and able to withstand incredible strength, it's both of them's weapon of choice.
- Glory:◊ Representing might and honor, this weapon glowing blue protects its wielder from dangerous curses, can purify people and objects and can cut through evil power.
- Grief:◊ The fall of the knight manifested within a weapon. It radiates rage and sadness in its crimson glow. It can cut or disrupt barriers and cause blind rage and battle lust if its power is used too carelessly and without Glory's counteracting, or some other's influence.
- Backstory: Making your way through a changing world isn't easy, especially as you have dealt with enough things that just going to live away from everything felt like the logical thing to do. At least, that was what veteran and mage Lucas Lake thought as the Chaos Wave hit. After a pretty horrible war and fighting whatever started running free in the land made him retreat with his wife to the middle of nowhere in the crumbling empire he was on. In this world, Adrian was born and trained in the art of the sword. But that world felt incredibly small to him, as he left the small community they lived in. Traveling, braving whatever Europe threw at him and perfecting his craft, he met a woman, Claire, and fell in love, ending up having a son as the end of everything going on on the European front at the time. Lambert grew up in such circumstances, trying to make sense of the world he is living in, and picking up what he could of the magic surrounding them. But all changed one day, when he and his sister were attacked by a beast. Lambert did what he could to draw it away from Daphne, but he got cornered. Only by finding two ancient, magic swords, he managed to survive the encounter. Keeping them with him, he thought he could protect others. But all these magics colliding together and its constant use led to a change in the boy. His eyes changed, he had vivid dreams of an era long gone and he started experiencing gaps in his memory, as a second person acted in those moments. Whoever it was, called himself Lance, and his own attitude seemed reflective of the knight that starred the dreams. Even as his mind seemed to change, Lambert and Lance tried to keep going forward. As things kept changing, he felt getting out of the Feylands seemed like the right move, and perhaps, their own strength could be of use to others.
- Miscellaneous: Is able to speak French to an extent. As even if Lance appears unexpectedly, they have learned to leave hints to each other for when the other takes over.
&Accepted.
RP is set to start on February 11th. Sign-ups will stay open so don't feel like you have to rush it.
- Name: Her mortal name was surrendered to the gods of her homeland when she took up the vows of the hunter.
- Alias: Kynigos
- Age: 20
- Race: Demigod Human
- Appearance: Tall and thin with angular features, Kynigos has an appearance that could easily be mistaken for the typical image of a beautiful yet rugged and androgynous elf if it wasn't for the lack of pointed ears. Practicality comes first in her aesthetics of course, from her uncut hair kept in a single braided ponytail coiled in on itself to her clothing; either protective and handmade hide armor or a kind of loose tunic, jeans and woven jacket combination that is the style in her homeland. Sometimes in a touch of whimsy she uses her powers to adopt various animalistic features into her personal aesthetics. Upon her left shoulder is scribed in faintly glowing silver the mark of Artemis, the physical sign of the divinity invested in her.
- Personality: Kyn is a very calm person, whether that be with the seriousness that a vital task brings or in a more sociable face around companions. While she rarely makes a joke herself, she definitely has a sense of humor and enjoys the jokes others tell. She treats her role as emissary and Protector seriously and with high reverence and seems to have no qualms about what may be required of her in those roles.
- Powers/Magic:
- A Hunter's Training: Kyn has been trained for just over a decade to be a peerless hunter on a mundane level. She is near the pinnacle of human potential in speed, dexterity and stealth and has extensive training with her weapons. This also includes a number of practical skills too, mostly stuff survival skills like foraging, butchering and navigating the wilderness.
- Mark Of The Moon: The spark of divinity invested in the Kynigos by Artemis herself, marking her as a demigod champion. The main power conveyed by this investment of power is the ability to turn into a selection of animals (mostly limited by what she has been personally able to study and memorize in detail) and incorporate some of their features into her human form. While only theoretical, it is also possible that this investment has made the Kynigos immortal (though it will be a fair number of years until it's clear one way or the other).
- Gear:
- Veltiosi: The bow that the Kynigos made herself, or at least the latest one. It is mundane, but was crafted with the guidance of skilled craftspeople and made of good quality wood sanctified by the temple. While by no means her strongest weapon, it has great spiritual meaning to her and is far more silent than her other ranged options.
- Dankana: A post-Darkness hunting knife inscribed with the images and prayers needed to count as a valid icon of Artemis.
- Ouranios Orkos: Said to be the very rifle that forged the bond between the people of Appalachia and the Greek gods; this relic made of silver is clearly a pre-Darkness bolt-action rifle, though its functioning seems to have been altered by the gods to fling shards of silver through divine power.
- Iliakos Orkos: A sidearm companion to the Ouranios, this relic of gold seems to be an attempt to replicate a revolver pistol, yet it functions through firing pulses of solar light rather than any mundane mechanism.
- Well-crafted hide armor
- Assorted pieces of camping gear, bundled up in a pre-Darkness army duffel patched up with post-Darkness cloth.
- Backstory: Among the history of Kyn's homeland is the story of its transformative origins, one both written in annals and performed with just the slightest embellishments: When the world broke and demons descended on the world, neither the god of Abraham's myriad children nor the gods of Uruk nor the gods of land nor the compound-eyed god nor the new-gods known as Heroes arrived to give succor to the mountains and forests. For a while the people fought against monsters beyond understanding with what they could gain and the losses slowly became overwhelming until eventually in desperation a woman raised her husband's army rifle and called to the skies asking what sacrifice must be given to be saved. And then before her were the twins; one burning like the midday sun and the other as sharp and cold as the crescent moon. They set the bounty: One deer, fat and viscera burnt in offering and meat and hide shared freely with her kin. She did as instructed and for a week the beleaguered edges of the region hummed with the hunting of demons and the repair of damaged wilds until the towns of Appalachia sat subtly altered but ultimately safe amid the shroud of nature renewed. It would not be long until the gods of Far Greece would make clear their influence and accept the worship of the saved.
- Since then the Appalachian region has been an odd mix of old, very old and new ideas. Architecture is much the same as it had been before the Great Darkness: structures of wood well-suited to the climate and a number of buildings of brick or more costly material shored up and repaired as needed. The exception is the temples that comprise Olympus Of The Blue Ridge: a chain of temples to the gods built on the slopes of the region's central mountain, most built post-Darkness out of quarried stone. Industry is sparse, mostly outlying agriculture to add grains to the abundant (some would say unnaturally so) forage and hunting available within the wilderness that fills every space not occupied by man. Towns are mostly independent, though every half-year each sends their elected mayor to a meeting at the temple of Zeus at Olympus Of The Blue Ridge where they discuss matters effecting with the region as a whole and consult with the gods. The economy is only barely more advanced than barter, provisions from the city's granaries supplemented by a hodge-podge mix of pre-Darkness US coins and post-Darkness local-minted drachma acting as currency for luxury goods; this basic standard of survival has allowed some to take up the profession of Philosopher, a classic Greek title that can variously refer to both conventional philosophy and also what would normally be called scientific discovery. Culturally, the Philosophers are considered important in the recovery of ideas and progress that had been overturned by the Great Darkness: The rules of nature had changed, but the scientific process and spirited debate could find the new laws.
- And yet this oddly idyllic place is still beset by monsters and tragedy can still strike. The one who would become Kynigos was the orphan of one such attack, a rampaging beast through Athens slaying both of her parents and leaving her to the mercy of the world at the tender age of 9. Artemis, both in her role as protector of children and also seeing a spark of potential within the child, took pity on the child and welcomed her into the fold of her temple to be trained first as a self-reliant hunter and then as a true champion empowered by a fragment of divinity etched into her soul. Now with her training under Artemis complete, she has been sent to Uruk as both student and emissary to reaffirm that Appalachia will not kneel to the Babylonians but is willing to contribute a champion to the defense of the world at large.
- Miscellaneous:
- Kyn avoids referring to the Greek gods directly by name, preferring instead titles based on either their divine fields or family relation. The actual wording of these titles is entirely improvised and often changes between usages.
- The oaths of the hunter are a closely-kept secret, though the Kynigos has occasionally mentioned that hers are important but also to a degree flexible.
Accepted.
Edited by NoIDPSYCHE on Feb 16th 2023 at 7:49:16 AM
Accepted.
- Name: Giorgia Lanna
- Alias: Aldilà
- Age: Died at 20. Given her current circumstances, she's stuck that way.
- Race: Formerly-human undead, of the Revenant Zombie / Lich flavour
- Appearance:
- Already pale and scrawny when alive, Giorgia as Aldilà is even more so. Her skin is a necrotic grey, her long and untameable mane of hair bleached white. Her eyes are almost pure white, with no irises and only the vague grey outline of pupils, and are surrounded by cracks in her flesh that have gone an ugly greenish-black colour.
- Clothing-wise, the one constant component of Giorgia's ensemble is a metal mask covering her entire face below the eyes. The mask is gunmetal grey, tarnished and slightly rusted, with twin breathing nodes mounted on either side that give it a resemblance to a gas mask - though it doesn't actually function as one, assuming the nature of the world would allow modern gas masks to exist in the first place. A system of bolts on the back holds the mask in place. She wears it for a good, Body Horror-related reason, and removes it only to make a point.
- The rest of Giorgia's clothing is ragged and haphazard. She's unconcerned with fashion and getting dressed bores her; she wishes only to look presentable enough to leave her hovel. That said, she's got a clear fondness for shades of dark green.
- Personality:
- Giorgia is a determined and objective-driven person, which, on paper, is excellent for a Protector. The problem is that the objective she's been determined to achieve for around a decade now is simple personal vengeance, and her personality reflects as much. At best she comes off as aloof and cagey, at worst cold and dismissive. It doesn't help that, with her mask and blank eyes, her expressions are almost impossible to read.
- An asocial person, Giorgia prefers to keep to herself, honing her abilities in private. She forms opinions on others mostly from a distance, her takes on them informed - some might say warped - by a mixture of incomplete information and simple cynicism. If she can draw a negative conclusion about your personality and/or motives, she probably will. She at least has the decency to keep her most negative thoughts on the down low, but this is largely a consequence of Giorgia not speaking much in general. People tend to view her as a creepy loner, and she's in no hurry to disabuse them of that notion.
- For all her flaws, though, Giorgia does have a genuine desire to achieve something heroic buried underneath her aloof exterior and ostensibly self-centred motives, one that emerges when it is most needed. Perhaps she will undergo Character Development into someone more openly warm and caring... or perhaps that unbeating heart of hers will be hardened for good. Only time will tell.
- Powers/Magic: In life, Giorgia seemingly had no powers. It was her death that triggered the emergence of her power over death and undeath, with the first and most obvious manifestation of this power being her getting back up from a fatal injury in the first place.
- For starters, Giorgia's current state has certain built in advantages. She has vastly reduced physical needs compared to the living (though not enough to truly be The Needless), does not age, and barely feels pain. (The latter may be because her current state comes pre-packaged with a baseline level of constant pain.)
- Aside from her own continued existence being rooted in her abilities, Giorgia is deeply connected to what remains of others who've departed this mortal coil. She can serve as a medium and summoner for the spirits of those who died in her current location, and is also capable of reanimating the corpses of animals, including humans and other humanoid races, albeit as simple mindless servants with limited physical power. Her necromancy could grow much stronger yet, summoning more tangible spirits and creating stronger undead warriors, but as a solitary wanderer for her entire unlife up to now, she's untrained and would need guidance to unlock her maximum potential.
- In a pinch, Giorgia is capable of inducing necrosis in organic matter with a touch. It's not strong enough to be on the level of "she touches you and you're dead", but it's still disfiguring and still hurts like a motherfucker. As she lacks physical power otherwise, this is the closest thing to a close combat technique Giorgia has. It also works on non-living matter with organic origins.
- Gear: Nothing permanent aside from her mask, but she's an accomplished scavenger and can and will make use of whatever rusted knickknacks she can dig out of the trash.
- Backstory:
- Giorgia Lanna was born on 45 NB in the Holy Olympian Empire - specifically, in a small Sicilian village. Her conception was an accident, and her mother, who insisted her entire life she did not know the identity of Giorgia's father, raised her as a single parent in modest circumstances. Lacking any official employment, Ms. Lanna made what money she had as a lowly contraband runner for Camillo Fosca, a notorious, powerful and influential bandit lord who styled himself after the region's criminal kingpins of old.
- Giorgia got involved in illicit business herself at a young age, encouraged by her mother, who saw it as an excuse to double the household's income. She ended up part of a ragtag squadron of adolescents who all answered to the Fosca gang - more a collection of glorified errand boys and girls than proper gangsters, but still coming with the perk (from a naive child's perspective) of being able to brag that you worked for the most fearsome man in Sicily, and he'd send his soldati to beat up anyone who was mean to you. Despite her ignoble "profession", Giorgia was a bright-eyed and optimistic young child, a far cry from what she'd become in adulthood and undeath.
- Years passed. At 18, Giorgia moved out of her mother's house and into the wilderness alongside her little batch of childhood friends, now young adults with an urge to wander the world. Having known precious little aside from life under Fosca, their collective ambition was to graduate from lowly pushers and runners to made members of his gang. But they were still ultimately adolescent greenhorns, and that inexperience led one of them - she never learned which, and wasn't the only one to consider the distinction unimportant - to make the fatal mistake of becoming an informant for one of Fosca's rival bandit lords, not fully understanding how fucked they would be if the don found out. And find out he did.
- Fosca didn't consider it worth the time and effort to figure out which specific member of a gaggle of college-age kids on the bottom rung of the organisational ladder had leaked organisational secrets. They were expendable, and they'd given him reason to expend them. The whole group were ambushed one night by hardened soldati, slaughtered in a horrific Curb-Stomp Battle, and their mangled bodies were left on display as a warning to anyone else who'd think to act under Fosca's nose.
- Night turned to day, and Giorgia's body was gone. The general assumption was that a squeamish local had thrown the body away to avoid having to look at her particularly gruesome injuries. Few entertained the idea that the corpse had gotten up of its own accord. Giorgia herself couldn't tell you how her resurrection happened - it simply did. What she did know was that all her friends were dead, and she wanted nothing more than to take revenge on the man who'd ordered their deaths, a man she had believed her whole short, misguided life could be trusted to protect them.
- Of course, heading off to bust down Fosca's door immediately would have been a good way to die all over again, and she knew it. So she spent long years as an under-the-radar wanderer, quickly adopting her trademark mask both as a way to mask her identity and spare those she met the sight of what remained of her face. It didn't take long for her to hear the voices of the dead and figure out what new powers her current state had unlocked, and much of her time was spend exploring those abilities, discovering what she was capable of. On other occasions she took what small acts of revenge on the old gang she could - disrupting their supply lines, jumping stragglers in metaphorical dark alleys, so on and so forth. Eventually, though, she came to the begrudging realisation that taking Fosca himself down was something she couldn't do alone, especially not with only self-taught powers... but she'd heard of a place over in New Babylonia which could give her the necessary training and allies...
- Miscellaneous:
- An old character concept, significantly tweaked and retrofitted. Don't worry if you don't recognise her, her only other appearance was in a stillborn RP.
- Giorgia's mother tongue is Italian, with a heavy Sicilian accent. One of the first things she did once she started entertaining the idea of heading for Enkidu was learn English for ease of communication, and she's become fluent to semi-fluent.
- Seriously, don't take that mask off unless your tolerance for Facial Horror is high.
- Being undead, Giorgia is cold to the touch. Some might say it's fitting.
Accepted.
- Name: Avery
- Alias: Ooze Monarch
- Age: 15... or maybe 78. It depends.
- Race: Slime
- Appearance: Can take any shape, but this◊ is their default
- Personality: Due to their isolation, Avery is generally naive and immature, coming off more as a curious child than anything else. They're quick to get attached to others, and their drive to learn often leads to them mimicking the behavior of those around them.
- Powers: Avery's unique biology lends them a number of unusual abilities. The most obvious of these is that their body is not a solid, but rather a viscous liquid, allowing them to change their shape with a thought and squeeze through nearly any gap. In addition, they are able to change their chemical composition on a whim, adjusting their acidity, toxicity, and viscosity to suit the situation. Their liquid body also renders them immune to most physical damage, and with a high enough viscosity they can even redirect concussive attacks. However, this affords them no protection from magical assaults.
- Gear: None. Being a liquid, it's kind of hard to carry things for extended periods.
- Backstory:
- The being now known as Avery was originally two beings: The Ooze and The Child. The Ooze came first, a mass of primordial slime created by the Abyssal energies of the Chaos Wave. Coming into being in the maze of tunnels underneath the Old World, the Ooze could barely be said to be alive. It was animate, but it had no intelligence, no will. It just was.
- It was the Child from whom Avery took their name. They think. The Child's early memories are rather fractured, but they know they were a citizen of New Babylon, and that at the age of 5, they were somehow separated from their family and ended up in the tunnels under the world, though the exact series of events makes up a sizable gap in their memories. It was there that they encountered the Ooze and were consumed by it.
- The result was that the Ooze somehow assimilated the Child's memories and personality, becoming the being now calling themselves Avery. It remains unclear whether the Child's soul was transferred into the Ooze, or whether the Child truly died and Avery is merely a copy. They certainly don't have the metaphysical understanding to ask or answer this themself.
- For the next seven years Avery lived in complete isolation, during which time they forgot the Child's original gender and shape. It was then that they met a young explorer named Sadie, a teenage girl with a dangerous hobby of exploring the ruins of the Old World. Through a blossoming friendship with Sadie, Avery began to regain their stagnating humanity, adopting a shape similar to Sadie's as their own preferred form. Over the next two years, Sadie taught Avery many things, until one day she suddenly stopped coming to the tunnels. As Avery didn't know how to exit the tunnels, they never learned what happened to her.
- A year later, a dangerous rogue mage fled into the tunnels, followed by a detachment of Protectors, who were able to handily detain him. Seeing their chance, Avery followed the Protectors out of the tunnel, ending up at Enkidu Academy. Upon making themselves known and learning what the academy was, the ever-curious Avery eagerly signed up, excited at the prospect of learning new things and maybe eventually finding out what happened to Sadie.
- Miscellaneous: Physically sexless and non-binary in gender. Uses gender-neutral pronouns for themself but is also receptive to female pronouns, since they prefer a feminine shape.
Edited by PossiblyQuiteInsane on Feb 10th 2023 at 12:30:39 PM
Accepted.
Will start the RP tomorrow. Sign-ups will stay open so don't feel like you have to rush it.
Edited by kkhohoho on Feb 10th 2023 at 12:55:05 PM
- Name: Magnus Nicholson
- Alias: Metalwark
- Age: 17(?)
- Race: Lodestone Golem
- Appearance: Variable◊, due to the metal used to compose his body frequently changing, though he tends to arrange it in a humanoid shape for ease of interaction during casual situations. His core, however, consists of an ornate, gold 10" box with an aqua colored gem on one side that acts as an eye.
- Personality: Magnus is an inquisitive individual, as he hopes that any knowledge may help bring him closer to finding the answer to the biggest question of his life. Due to the lack of mentor figures in his life, Magnus had to learn everything himself, which led to his morals being more... flexible. In particular, he has a habit of stealing anything that he thinks will be of use, and will only give these items back reluctantly. He is also rather detached when he sees injured organic creatures. However, he has a well developed sense of justice, and works hard to stop threats that could harm innocents.
- Powers/Magic: Magnus can telekinetically control any piece of metal within a 50 foot radius of his core. However, the strength of his powers get weaker with distance, and he's found that objects he picks up can still be pulled away from him until they get within 5 feet of his core. It is for this reason he tends to stick to using bodies of similar size and shape to the average human, but with enough metal, he can arrange himself into a wide variety of shapes and sizes. Since none of the metal is actually a part of him, Magnus does not feel pain when parts of his constructed bodies are taken or destroyed, and has no problem sacrificing them when needed, such as throwing them at targets or using them as shields. If struck hard enough, Magnus will drop pieces of metal he's controlling, and strong impacts to his core result in his powers getting weaker, which must be replenished by consuming magnetic metals. Without any metal around, Magnus is completely immobile.
- Gear: Varies with body composition. Currently has a sword, shield and a pair of knives, and tends to keep some cooking supplies and coins on him, but most of his body is effectively scrap metal.
- Backstory: Magnus has no idea how he came to be. His earliest memory is from seventeen years ago when his core was found in the abandoned lair of someone with an advanced knowledge of magic. Desiring to find the one who brought him to life, Magnus used his powers to take any piece of metal near him to make himself mobile and escaped from the camp of those who found him. He then traveled the world in search of anything that could lead him to his creator, but could never find anything conclusive. Though initially content to take anything he could get his "hands" on to form a suitable body for himself, Magnus eventually realized that if he found employment, he could get needed items without having to flee the area afterwards. As such, he started taking up odd jobs to get by, and was able to have a relatively stable life. However, Magnus has had to deal with several black market traders trying to capture and sell him... but the pieces of metal on him with scratched out Last Battalion symbols are a good indicator of how well these efforts turned out. As such, Magnus decided to become a Protector to see that these sorts of individuals don't get the kind of power they're after... and perhaps find the one who gave him life.
- Miscellaneous:
- Due to not actually having a mouth, Magnus speaks telepathically. The way this works means whatever he says gets heard by whoever hears him in the language they understand, and he can understand any language spoken to him, but he has to learn how to read the regular way.
- In spite of not needing to eat, Magnus has learned quite a bit about cooking for some of his past jobs, and keeps cooking supplies with him to prepare food for his friends.
Edited by RapidFirestormer on Apr 15th 2023 at 10:30:45 AM
Accepted.
Name:Laterak-Goes by “Lat”
Alias: Redmane
Age: 17
Race: Divine (Though if anyone asks, he’ll claim Beastfolk).
Appearance: Roar.
Personality: Laterak’s very confident and glories in his power and raw physicality (not without good reason), As well, he wants nothing more than to use it to defend others and fight evil. In combat he can display a startlingly ferocious side and doesn’t shy away from bloodshed or using his power for intimidation, and he has on occasion slipped into very predatory behavior as befitting a lion. At the same time, he’s a kind and friendly boy who wants to do what’s right and protect the helpless from evil and cruelty. Thanks to his confidence, he’s also outgoing and willing to reach out to others or defend them against someone he sees as a bully. There’s a part of him that regrets that his hands are too huge and powerful to comfortably hold a pencil for drawing anymore.
Powers/Magic: Superpowered Form: In the realm of raw physical power, Laterak is very near the top. He can hit hard, leap far, and run very quickly. He can also shrug off a great deal of physical damage. Curiously, he can be badly hurt by any weapons (or even sufficiently heavy or sharp items) made of bronze. He knows the bare essentials of fighting, but that's it. He can run on all fours or bipedally as he wants. Four legs are faster.
Senses: He has an amazing sense of smell, hearing, and sight, as well as night vision.
Claws and Teeth: They’re very sharp and strong, and he’s got’em. Cause he’s a LION.
Gear: None. He’s confident that any armor or weapons would be second-best next to his claws and strength.
Backstory: As a child raised by Beastfolk, Lat believed that he was one of them. His parents were sheep-folk who told him fairly early on that he had been adopted by them (which he’d already figured out for obvious reasons) but they were a happy family. There were other cat-folk in the town, and he was never made to feel alone or an outcast. However, since he knew he was the same as everyone else, he assumed that they too had strange dreams or heard the far-off voices in their sleep, and simply never mentioned it.
The voices and dreams became more detailed and explicit as he aged, and they began to fill in the blanks. He was not at all a Beastfolk, despite his appearance. He is meant for something more, and soon it will be revealed. He has patron-friends-protectors watching out for him, and they will tell him what to do with his life. As he got older, he got taller and bigger. The looks of his neighbors changed slightly from love to a kind of wary respect-but never fear. He still played with his friends and loved his parents. The dreams reassured him that they would always be safe. After all, the Empress protects her people. Three nights before his fifteenth birthday, they revealed his true name and origin. He was called Latarak, and he was chosen to be an avatar of the Babylonian Gods.
Then a local warlord rolled into town, demanding tribute in the name of Gilgamesh. They all knew he was a fake, but the marauders were well-armed and backed by local toughs. At first, they only took valuables, but then they started unleashing their pet hunting beasts on the townspeople for sport, ordering them to pile up any gold or jewels in the middle of town in preparation for leaving. Where the Beastfolk were to be sent, they didn’t tell. But Laterak knew it wouldn’t be to anything pleasant. But he was a boy. He’d never been in a real fight! What could he do?
The next victim they chose was Lat’s mother.
You shouldn’t feel sorry for the bandits.
They won’t trouble anyone again.
A week later, he began his trip to the Academy with the full support of the town. Though they’d been frightened of the attack and his response, at the same time they knew him and that he could do well as a Protector. After all, he was a Beastfolk like them, right? He could be a champion for their people!
He’s mostly accepted that he has a great destiny and that he will one day come into conflict with the Emperess, and there’s a not-insignificant part of him that enjoys having this secret and being a part of hidden plots against her. The fact that there are still monsters and evil in the world must be evidence that Gilgamesh isn’t doing all that she could to help people. She needs to renounce the throne….or be removed.
Miscellaneous: If pressed, the Babylonian Gods will disavow him. He's a minor god acting of his own accord. Nothing to do with them at all. And they're certainly not subtlyinfluencing him from behind the scenes.
Edited by Booky on Feb 11th 2023 at 6:05:27 AM
Accepted.
It was an age of heroes. From the day the Saint was first seen in newsreels back in '38, the world had had champions. For years, they protected it from superpowered criminals, mad scientists, nazi nitwits, alien invaders, and even the odd incursion from other dimensions. Regardless of their origins — whether they received their powers in some sort of accident, were born with their abilities, used tech to get by, or relied purely on their training and hard work — they vowed to protect the world and make it a better place.
Until everything changed. At the end of World War II, The Great Darkness came, a last ditch effort gone horribly wrong. The Furher sought to summon demons and monsters to win the war, but the monsters were all too real. They demolished towns and cities and ravaged the lands, leaving disaster in their wake. But that was the least of their problems. Other races and creatures appeared, lost and confused, displaced from their home dimensions. Weather patterns were out of sync, afloods and droughts running rampant. Technology was defunct, reduced to useless hunks of metal and plastic. Even the Saint was lost, consumed by terrors beyond imagination. The second great war brought many horrors, but the Chaos Wave brought more, ushering in an age of darkness.
But all was not lost. The Saint was gone, but his friends remained. And none were as fierce or bold as Gilgamesh. The hero reborn, Gilgamesh took action. Using her Godly strength and charisma, she took command of her fellow heroes and organized the other races, bringing them together in a united front. Together, they fought against the darkness, sealing the monsters away and bringing peace to the land. A new nation was born, expanding across the Americas, the foundation of a mighty empire.
But it was not enough. For all the progress that's been made, problems remain. Most of the monsters were sealed away, but some remained, plaguing the lands. Bandits and rebels operate out of the ruins, attacking villages and towns that don't deserve it. Tensions exist between the different races and magic threatens to run rampant. A vocal minority wants to restore technology, but the Dryads are opposed, holding their restoration of the land over their heads. Gilgamesh and the Council do the best they can, but there's only so much they can do.
To that end, a group of Protectors was formed. Made up of brave warriors with special gifts, the Protectors are New Babloynia's foremost defenders. Spread across the Empire, they wander the lands, slaying fearsome beasts and serving those in need. Those who are young or inexperienced attend one of several prestigious academies, honing their skills for what awaits them. But when the Empress calls, they answer. It is an age of myth and legend, where Gods and monsters roam, but the world still needs heroes.
Hey, everyone! In case you haven't guessed, this is a Post Apocalyptic Fantasy RP, mixed in with Superheroic. It's a spinoff/AU of My Superhero Academy, but you don't need to play those to understand this one.
Long story short, you are a new student attending their first year at Enkidu Academy in 78 NB( New Babylon Calendar), one of several built for young warriors to prove their mettle. Your goal is to become a Protector, member of a sacred order of heroes. The Protectors roam the lands, acting as guardians or knight errants. If someone's in danger or a monster's causing trouble, they won't hesitate to help, but they aren't afraid to get their hands dirty. Most Protectors are blessed with special powers or gifts, often attributed to the Gods. But there are other ways to be special. Strong magic, ancient artefacts or being part of another race are all ways to achieve strength.
Most of the school year will involve taking classes as well as attending various activities. Anything from field studies, to supervised missions, to volunteer work or religious pilgrims. But it won’t be a cakewalk. Rumors have spread of a cult devoted to Morganus, the abomination that devoured the Saint. He was sealed away, but if he were unleashed, the results would be catastrophic. If they or anyone else present a danger to the lands, you'll be expected to act. Between the cult, monsters, bandits, and mad sorcerers and Gods, you'll have your hand full. So you'd better be prepared.
CHARACTER CREATION SHEET
Last but not least, some extra information about the world for your perusal.
Over the last seventy years, there have been hundreds of Protectors, all noble and valiant warriors. When put together, they form a strong foundation, but most have their limits. These are the cream of the crop, the strongest and most capable Protectors in all Babylonia. As their hands and feet, they get certain perks, but they set the example.
Think that’s it. Let me know if there are any questions about the RP you have, and I'll do my best to answer them. Here's the Sign-up sheet:
SIGN-IN SHEET:
Anyone can join at any time pending GM approval.
Here's the Discord link. It's the main way to communicate or talk about future arcs, so it's a must. If you don't have it, then I'm afraid I can't accept you.
Edited by kkhohoho on Feb 7th 2023 at 11:04:36 AM