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Voyage Through the Multiverse (Ended) [OOC]

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The Intergalactic Russian Empire
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Posts: 14832
Founded: Apr 20, 2014
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Postby The Intergalactic Russian Empire » Sat Sep 01, 2018 7:00 pm

New Antonalia wrote:Name: Chapter Master Thaddeus Lorn
Origin: Warhammer 40K
Gender: M
Age: 300+ y/o
Species: Homo Sapiens Novus
Appearance:


Powers & Abilities: Standard space marine augments though he and his chapter possess an unnatural stamina and ability to shrug off wounds that would incapacitate other Astartes
Weaknesses:
Hopelessly obtuse regarding anything that doesn't involve violently murdering Heretics and Xenos
Stubborn as a goat and isn't easily swayed once his mind is set on a course of action
Attack Potency: 9A
Speed: 19 kph (though he can sprint at 65 kph)
Lifting Strength: Class 5
Striking Strength: Room level
Durability: Large Building with armor building without
Stamina: Extremely high
Range: <1 km due to specialization/proficiency with short range and Melee weapons
Intelligence: High
Equipment on Hand:
Mk. VI Power Armor
Power fist with auxiliary Melta Gun
Mk-III Bolt Pistol
Brief Bio/History*:
Brief Personality Description*:
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

What chapter is Thaddeus from? I don't recognize those colors.
Call me Russia, Rus, or IRE
Paketo wrote:
Alleniana wrote:'the Blacks in the region began to proliferate"
What? What does that even mean? Like, they took over and castrated all the non-blacks?


it means the baby daddies and their sugar mommas got busy and out produced the whites asians and everyone else

Apto wrote:
Aeternabilis wrote:Time for the Second Battle for Kongou's Body! Now with 3x the combatants!

That sounds so lewd when taken out of context. :rofl:
clay_the_awsome: Horny teens are what made this species great to begin with
What is honor compared to a woman's love? What is duty against the feel of a newborn son in your arms ... or the memory of a brother's smile? - Aemon Targaryen
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New Antonalia
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Founded: Jan 06, 2016
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Postby New Antonalia » Sun Sep 02, 2018 4:08 pm

The Intergalactic Russian Empire wrote:
New Antonalia wrote:Name: Chapter Master Thaddeus Lorn
Origin: Warhammer 40K
Gender: M
Age: 300+ y/o
Species: Homo Sapiens Novus
Appearance:


Powers & Abilities: Standard space marine augments though he and his chapter possess an unnatural stamina and ability to shrug off wounds that would incapacitate other Astartes
Weaknesses:
Hopelessly obtuse regarding anything that doesn't involve violently murdering Heretics and Xenos
Stubborn as a goat and isn't easily swayed once his mind is set on a course of action
Attack Potency: 9A
Speed: 19 kph (though he can sprint at 65 kph)
Lifting Strength: Class 5
Striking Strength: Room level
Durability: Large Building with armor building without
Stamina: Extremely high
Range: <1 km due to specialization/proficiency with short range and Melee weapons
Intelligence: High
Equipment on Hand:
Mk. VI Power Armor
Power fist with auxiliary Melta Gun
Mk-III Bolt Pistol
Brief Bio/History*:
Brief Personality Description*:
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

What chapter is Thaddeus from? I don't recognize those colors.

Personal Homebrew Chapter called the Dread Martyrs. They're a 21st founding Chapter made from a mix of Imperial Fists and Death Guard.
Last edited by New Antonalia on Sun Sep 02, 2018 7:44 pm, edited 1 time in total.
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Menschenfleisch
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Posts: 790
Founded: Nov 01, 2017
Iron Fist Consumerists

Postby Menschenfleisch » Sun Sep 02, 2018 8:01 pm

Avenoir

Name: Marcus “Avenoir” Cain
Origin: OC
Gender: Male
Age: ????+ (effectively 26)
Species: Human(?)
Appearance: Average height man with medium length brown hair, green eyes and white skin; identifiably Eastern European
Powers & Abilities:
  • Strings: Marcus can project long strings from any part of their body at will. These strings can attach to any surface but will never damage the object. They can then pull on the strings, flinging themselves or the object around. These strings can also be projected at high velocities. At such high speeds they will penetrate deep into whatever surface they hit causing injury or damaging the thing that they impact with. They can be projected with enough force to go through several centimetres of steel and can be turned partially intangible, allowing them to attach to objects behind walls and obstructions. These strings vary in size, from several inches to mere micrometres in diameter. They can be brittle, limp, strong or weak; almost any property they might possess can be changed at Marcus' discretion.
  • Glue: Marcus can emit an extremely viscous liquid from his body. It acts as a powerful adhesive, allowing him to climb vertical objects and hold items that otherwise would slip away. He can produce an excess of it from his palms and throw it as far as a pebble of similar size, sticking to surfaces and attaching to whatever makes contact with it. The fluid will slowly harden and dry up over the course of several seconds if it is separate from his body, turning into a dense concrete-like solid. It can be easily burned, frozen or washed away in its liquid form. In its solid form it can be easily dissolved. While to Marcus the adhesive is extremely easy to move through and very light, to others and inanimate objects, it is inescapably sticky and denser than lead. Its solid form has energy-dampening properties and will absorb both heat and kinetic motion, making it both extremely cold and gentle to land upon.
  • Ethereality: Marcus can turn transparent and intangible, allowing them to pass through solid objects. During such states they maintain momentum and are unaffected by gravity, energy and matter. However, they also cannot breathe. The only objects they can interact with are any things on their body and the strings that they project. Their biological senses are disabled but they can “see” whatever is nearby using a form of intuition similar to mental imaging. Using this they can go through solid doors, phase through enemies and even fly across vast distances unimpeded due to their immunity to friction and high-velocity collision. This effect is mildly infectious, causing his limbs to sometimes phase through objects he's trying to pick up and even making objects he's holding turn temporarily transparent.
  • Hallucinations: Not really a power. Marcus hears things talking to him. He tries to hide it but when he's fighting or watching someone he sees them turn toward him and speak. They call out to him, telling him random tidbits and urging him to do something vague. This has no effect on anyone besides himself but all too often these hallucinations can take on a very... confrontational nature. It's up to the imagination whether they're truly occurring or not.
Weaknesses:
  • Deflection: While Avenoir can project strings at incredible velocities they are very easily deflected by even thin and weak materials. They are very light and so unless they are travelling straight at their target they can bounce off of whatever they were fired at, making them ineffective against opponents wielding slanted shields and round objects.
  • Intangibility: Avenoir’s ability to turn intangible is very dangerous. Turning physical again while intersecting a solid object will result in them being flung out of it at speed. If the object in question is inside them they can kiss their organs goodbye. They can’t breathe and cannot see. They can also never reach “true” intangibility. While they might be able to ignore the vast majority of the objects and energy that pass through them they will still have a dampened effect on Avenoir’s body. Walls will slow them down slightly and fires will heat up their body a tiny bit. Extremely powerful attacks will entirely override Anoir’s ethereality, affecting them as usual.
Personal Information:

Equipment on Hand: None

History: Marcus can barely remember his life before this point. He remembers that he was created, not born. He remembers that he is an artificial creature, a cog built to fit into a greater machine. But he was discarded, locked away in a coffin. And eventually, his body found its way into a universe where the rules of reality were a little more… forgiving. And so, Polly found him and brought him back to life.
Marcus remembers one thing though, from before he was forgotten. He is the fifth, and there is no sixth.

Brief Personality Description: Appreciative of all the things in life. Marcus has enough of an understanding of how the world works to fit in with society but half the things he sees are completely new to him. He likes making friends, attending parties, talking to people and learning more about those around him. He is low-key protective of those around him and tends to avoid burdening others. This, unfortunately, has led to him internalising his hallucinations and memories, creating a complex of emotional isolation and "give-only" behaviour. He tries to solve problems on his own and is extremely keen to regain his memories, willingly instigating hallucinatory episodes in order to find out more about his past.

Statistics:

Attack Potency: Human | Small building level
Speed: Human | Hypersonic
Lifting Strength: Human | Several tons
Striking Strength: Human | Small building level
Durability: Human | Small building level
Stamina: Human | N/A
Range: Human | Several hundred metres
Intelligence: Fairly high (Keeps up with Polly) | N/A

Key: Baseline | Strings



Mnemosyne

Name: Polly K. Delilah
Origin: OC
Gender: Female
Age: 22
Species: Human(?)
Appearance: Moderate to tall woman with shoulder length red hair, toned skin and a French-Canadian complexion.
Powers & Abilities:
  • Velocity: Polly can massively increase her own velocity in any direction. She can levitate, fly and even simply fling herself at supersonic speeds any way she wants. This ability comes with a intangible handy barrier above her clothing that shoves air and small objects aside, but only while she is using her velocity-enhancement ability. This ability lets her move at up to mach 20 but it does not compensate for reaction time, meaning she can’t actually fight at such a speed or even so much as deliver punches with that much force without shattering her arms.
  • Magnetism: Polly can create extremely powerful and precise magnetic fields at will, allowing her to pick up and throw around magnetic metal objects with great force. In fact, her “velocity” ability stems from her ability to control the iron in her own blood, moving her body by pulling all her internal fluids with her magnetic powers. Her magnetic abilities are rarely strong enough to be lethal, moving metal chairs and beams around with enough force to mildly concuss or knock around enemies but almost never at a speed that would kill them. Sharp objects are another matter entirely. Her abilities are greatly amplified when controlling liquid metals, allowing her to easily achieve lethal velocities with substances like ferrofluids and molten iron.
  • Electricity: Polly's body is permanently charged with electricity, the source of her magnetic abilities. She can charge electronic devices, tase people at close range and direct current through any conductive material. She can't casually arc this energy; therefore she can't really use it for long-range combat without completely exhausting herself in the process. She can, however, force it through ferrofluid and other metal objects. If she successfully forms a circuit that happens to pass through her target's heart, she can incite heart palpitations and even cardiac arrest.
Weaknesses:
  • Barrier: Polly’s barrier is barely strong enough to keep up with wind resistance. The faster she’s moving the stronger the barrier is, but only enough to prevent the air from skinning her alive. Regular attacks will pass through it easily, although she can sometimes blast through attacks by accelerating toward them at great speed, reinforcing her barrier enough to deflect the assault.
  • Magnetic Limitations: Because Polly’s abilities are largely magnetic they can be disrupted by electromagnetic waves, electricity and magnetic insulators. A layer of rubber is enough to shield from her attacks, as her abilities need line-of-sight to maintain control. Shocking her, surrounding her with strong electromagnetic waves (light) and covering her in electrically insulative fluid/powder will dampen her abilities considerably. Overuse of velocity will also cause her to start bruising, since she's essentially pulling herself along by controlling her own blood. If this goes on for too long she'll start bleeding, vomiting blood and suffering from anemia. Death is likely to follow.
  • Electric Limitations: Naturally, electricity has its fair share of caveats. She can make electricity flow from any specific part of her body, meaning she can discharge it from her fingers, head, e.t.c, and, in addition, she can force it to form a circuit that comes back to any specific part. So, she can force a circuit to form from her left shoulder to her right hand even if a less resistant circuit existed. Even so, she can't control where it goes in between the two locations. So, while she can create low-resistance circuits with her magnetic abilities in a dry environment, if she is covered in conductive material she can't direct her electricity properly. So, in the rain, her powers are almost entirely dampened (ba dum tss).
Personal Information:

Equipment on Hand:
  • Ferrofluid: Polly has around a gallon of ferrofluid on her at all times. Most of the time she wears it as a sort of arm covering from her fingertips to her shoulders. Other times she simply moves the fluid around her body, creating rings around her wrists or floating behind her.
  • A Bag of Nails: Polly isn’t above injury and even lethal force when it’s needed. She carries a bag of large iron nails that she can use to pin an opponent’s clothing to the wall or straight up kill them.
  • Explorer's Equipment: A compass, which proves to be very useful if she's trying to find herself (obvious sarcasm). More useful items include a topographic mapper which creates a 3D recreation of any area she passes through, sticks of chalk, a pistol, flares, plastic cutlery, a sleeping bag, rations, sampling gear, binoculars and a carbon-reinforced plastic knife.
History: Polly left her family years ago to take up the calling and duty of a frontier explorer, charting untold vistas and places of eldritch beauty. The marshes of a sleeping god’s eye, the star-lit skies of a barren planet two point nine billion light years away from home. She could step through holes in reality and find herself further away than ever; not an uncommon ability where she came from. Her home was unstable and broken, which ironically, made her version of humanity's expansion easier than ever.
Polly found an obelisk, a great basalt spire that stretched into the sky forever, from one side of the universe to another. And in the middle of it all was a tiny little glowing sphere. In the purple-blue glow of dusk she laid her hand on it and found Marcus within. She woke him up and brought him out. After just a few days letting him follow her around on the dead rocky planet, she offered to bring him along on her adventures. And so, they stepped through the next rift and into the RP proper.

Brief Personality Description: Upbeat, energetic and permanently far too enthusiastic about anything to possibly pass as human. Polly spends her days drinking, shouting and recording every fantastic piece of technology or resource that her homeworld could use once she goes back. In her quieter moments she shows a depth of maturity unseen in most people. She is convicted to her duty and to the innocent and commits herself to obligations that more often than not benefit others at her own expense. Her heart’s too big for its own good.

Statistics:

Attack Potency: Superhuman at a standstill. Building level when propelling herself at mach 20 | Wall level with solid metal. Small building level with liquid metal
Speed: Up to mach 20, taking 5 seconds to go from a standstill to maximum speed | Polly’s solid projectiles travel at around 8m/s (as fast as a punch). Her liquid projectiles can reach the speed of sound (393m/s)
Lifting Strength: With the force of her acceleration, she’s accelerating with a net force of around 75,000 Newtons; enough to lift 7.5 tons under Earth conditions | Varies depending on how much metal she’s using. She can simultaneously move around up to 25 tons of solid metal and 250 tons of liquid metal
Striking Strength: Superhuman at a standstill. Building level when propelling herself at mach 20 | Human with solid metal. Wall level with liquid metal
Durability: Human at a standstill. Large building at mach 20 | Large building level
Stamina: Human | N/A
Range: Melee range | Polly’s control extends out 50 metres but her projectiles can go several kilometres if she throws them fast enough
Intelligence: High (possesses knowledge of interstellar travel and hundreds of different worlds) | N/A

Key: Velocity | Ferrokinesis
Last edited by Menschenfleisch on Thu Nov 08, 2018 3:24 pm, edited 24 times in total.

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The Intergalactic Russian Empire
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Posts: 14832
Founded: Apr 20, 2014
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Postby The Intergalactic Russian Empire » Sun Sep 02, 2018 8:05 pm

New Antonalia wrote:
The Intergalactic Russian Empire wrote:What chapter is Thaddeus from? I don't recognize those colors.

Personal Homebrew Chapter called the Dread Martyrs. They're a 21st founding Chapter made from a mix of Imperial Fists and Death Guard.

Hmm, seems suspicious, them being a mix of loyal and traitor geneseed. While I know it's listed as optional, could you maybe add a bio to describe the chapter (and, of course, the chapter master) and their history?
Call me Russia, Rus, or IRE
Paketo wrote:
Alleniana wrote:'the Blacks in the region began to proliferate"
What? What does that even mean? Like, they took over and castrated all the non-blacks?


it means the baby daddies and their sugar mommas got busy and out produced the whites asians and everyone else

Apto wrote:
Aeternabilis wrote:Time for the Second Battle for Kongou's Body! Now with 3x the combatants!

That sounds so lewd when taken out of context. :rofl:
clay_the_awsome: Horny teens are what made this species great to begin with
What is honor compared to a woman's love? What is duty against the feel of a newborn son in your arms ... or the memory of a brother's smile? - Aemon Targaryen
Flag credit to The Palmetto

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Turmenista
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Posts: 5765
Founded: Apr 09, 2014
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Postby Turmenista » Sun Sep 02, 2018 8:09 pm

Just a PSA for Terminus people, I'll be back on my regular posting schedule soon.

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The States of Balloon
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Founded: Dec 18, 2014
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Postby The States of Balloon » Tue Sep 04, 2018 4:30 pm

Tagging. Might app, might not.
:^^^^^^^^^^^^)

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Skylus
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Founded: Oct 25, 2016
Inoffensive Centrist Democracy

Postby Skylus » Tue Sep 04, 2018 7:41 pm

The States of Balloon wrote:Tagging. Might app, might not.


I've seen you before....But from where....
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Slenderman The CreepyPasta King
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Founded: Jan 11, 2014
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Postby Slenderman The CreepyPasta King » Tue Sep 04, 2018 7:54 pm

The States of Balloon wrote:Tagging. Might app, might not.


Hey balloon! Long time no talk!

Skylus wrote:
The States of Balloon wrote:Tagging. Might app, might not.


I've seen you before....But from where....

Probably from the previous RP.
Last edited by Slenderman The CreepyPasta King on Tue Sep 04, 2018 7:55 pm, edited 1 time in total.
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Danceria
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Postby Danceria » Tue Sep 04, 2018 7:59 pm

What arc should should I join...?
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Naval Monte
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Civil Rights Lovefest

Postby Naval Monte » Wed Sep 05, 2018 2:10 pm

Danceria wrote:What arc should should I join...?


Which one catches your fancy the most?
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The Empire of Tau
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Postby The Empire of Tau » Sat Sep 08, 2018 4:51 pm

HEY KIDS, IT ME.

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Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
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Postby Ihury » Sat Sep 08, 2018 6:44 pm

Say, this looks interesting. What would y'all suggest I do here?

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Menschenfleisch
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Founded: Nov 01, 2017
Iron Fist Consumerists

Postby Menschenfleisch » Sat Sep 08, 2018 6:53 pm

Ihury wrote:Say, this looks interesting. What would y'all suggest I do here?


I recommend you get onto the RP's Discord. Link's in the OP. We talk a lot more over there than here.

Getting a character and joining an arc is generally the first step people take. You can find a list on the opening post or ask around on the Discord where a couple of new arcs are brewing

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Ihury
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Founded: Aug 29, 2018
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Postby Ihury » Sat Sep 08, 2018 7:00 pm

Menschenfleisch wrote:
Ihury wrote:Say, this looks interesting. What would y'all suggest I do here?


I recommend you get onto the RP's Discord. Link's in the OP. We talk a lot more over there than here.

Getting a character and joining an arc is generally the first step people take. You can find a list on the opening post or ask around on the Discord where a couple of new arcs are brewing


Aight, heading there.

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Ihury
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Founded: Aug 29, 2018
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Postby Ihury » Sat Sep 08, 2018 8:28 pm

Name
Anatoly Iraklievich Nozadze
(Russian: Анатолий Иракльевич Нозадзе, Georgian: ანატოლი ირაკლის ძე ნოზაძე)

Origin
OC

Gender
Male

Age
26

Species
Human

Appearance
Image
Height: 170cm
Weight: 63kg


Dishevelled and boorish, yet still somewhat swarthy in a rather unconventional manner, Anatoly Nozadze is, at the end of the day, just your stereotypical run-of-the-mill, almost self-parodic Russian street urchin, always found hanging out with fellow hooligans in the dry, yellow field near the Brezhnev-era housing block he lives in. He is usually found dressed in a leather jacket and a flat cap, chain-smoking Sobranie cigarettes and eating sunflower seeds (semki).

After being taken from our world and thrown into the fantastical steampunk Realm of Imru, Anatoly dresses in more or less the same way, except that he now wears sunglasses and carries a katana in a maroon case, with which he channels the Energy of Tyrus.

Powers & Abilities
  • Energy of Tyrus: Being the tenth and final incarnation of the Messiah of Imru, Anatoly wields a significant amount of magic power through an ability known as the Energy of Tyrus. It is an inherited power, passed down from each Messiah to the next, until such time as the Energy directs the Messiah to do so. As the tenth in the line of the Messiahs, Anatoly is the final and most powerful wielder of the Energy of Tyrus, and has the following powers:
    • Des Energy: Channeling the Energy, Anatoly can increase the potency of his attacks to a significant level, allowing him to punch enemies with far greater force and accuracy than is humanly possible.
    • Hyr Energy: Anatoly is able to regenerate when he has been wounded. However, the more severe the wounds, the more energy it takes to heal them. Regenerating wounds like fractured bones will sometimes put him to sleep.
    • Nim Energy: Anatoly can create portals between different locations, as long as he is able to visualise the destination, or if he has specific coordinates. Portal creation expends the most energy of the three powers granted by the Energy of Tyrus; as such, he is cautious not to overuse it.
  • Hopak: Anatoly can perform a squat kick dance for 10-15 seconds. This is his go-to party trick.

Weaknesses
  • Limited energy: Despite being the most powerful of the ten Messiahs, Anatoly is still limited in what he can do. He can only actively utilise the Energy of Tyrus for a maximum of one hour, following which he will be drained and, in turn, will have to be recharged, either through sleep, food, or alcohol. Exceeding the one hour limit takes an immense toll on one's body, and doing so on a regular basis can drastically shorten one's lifespan.
  • Weakness of character: Anatoly is, for all his power, still a free spirit, in the bad sense; he does whatever he wants, whenever he desires, and it can be almost impossible to convince him to do anything worthwhile. He would, for the most part, rather use his newfound power to enjoy himself than to fight for any particular cause.
  • Tactless: Although he is hardly a malicious persona, Anatoly can possibly be described as the least tactful person imaginable. Having no brain-to-mouth filter, he says exactly what is on his mind, in whatever manner he desires, and as a result, is terrible at keeping secrets or negotiating with potential allies.

Attack Potency: Small building level (with power)
Speed: Average human (without power); Superhuman (with power)
Lifting Strength: Average human (without power); Superhuman (with power)
Striking Strength: Small building level (with power)
Durability: Wall level
Stamina: Average human
Range: None; Anatoly is a melee fighter
Intelligence: Although he was a lowly hooligan, Anatoly is not dumb by any means; upon entering the Realm of Imru, it is revealed that Anatoly does possess a fairly decent level of strategic capacity. His main talent, however, is in battle tactics; he is extremely quick thinking in fighting situations, and is easily able to spot and exploit his opponents' weaknesses. In other fields, however, Anatoly is more or less a brick. Though he can speak six languages (three of which are Imruhi languages), he does not care much for intellectual fields of study. He describes philosophy books as being "equally unintelligible and useless upside down as well as the right way up".

Equipment on Hand
  • Genuine Hattori Hanzō katana x1
  • Sunflower seeds x2 packets
  • Sobranie cigarettes x1 pack of 16 cigarettes
  • Adidas backpack x1
  • Victorinox Swiss Army Knife x1
  • iPhone 4 x1 (no battery)
  • Beef-flavoured Top Ramen x6 packets

Brief Bio/History
Born in Murmansk to parents of Russian and Georgian descent, Anatoly Iraklievich Nozadze spent the greater part of his childhood growing up in a lower-income neighbourhood, in an estate built during the late Brezhnev era. Little of note happened during his youth, and when he moved out of his parents' house at the age of 22, he took to doing occasional odd jobs and barely legal assignments to earn money, living in a cheap one-room apartment that was, for the most part, usable ("except the toilet takes fucking forever to fill up!")

One night, Anatoly went to the nearby convenience store to buy instant noodles; on the way back, he saw the world around him suddenly dissolve, sending him falling through the sky into a colourful, fantastical world of saturated colours and glass mountains. During his descent, amidst his screams (for even despite his directionless existence, Anatoly valued his life), a child no older than 12 appeared, introducing himself to Anatoly as Eir, the Ninth Messiah of Imru.

As they fell through the sky, Eir explained to Anatoly that he was, in fact, the tenth and final incarnation of the Messiah, the divine being who was prophesied to be the one to put an end to the 3,000 year war that had been raging in Imru between the six great races (i.e. Men, High Elves, Orcs, Dwarves, Minotaurs, and Angels). He presented Anatoly with an enchanted katana, a relic taken, in fact, from Anatoly's world, telling him that upon reaching the ground, he would know what to do and how to dispense his duty as Messiah.

Upon reaching the ground, Anatoly Nozadze did know what he was to do. He did suddenly become aware of a potent power now within his body.

But he chose not to use it. What was the sense in screwing around with some world he didn't even know, and which nobody had had the common courtesy to explain to him? As far as he was concerned, Anatoly was still Anatoly, Messiah or otherwise, and as far as circumstances would permit, he'd keep to himself, kick back, and enjoy life as much as he could.

Brief Personality Description
Above all, Anatoly is a man with no firm conviction in anything, preferring to follow life where it may take him and, in the process, make himself as comfortable as possible. As evident from the way he handles his Messianic powers, Anatoly clearly does not have any interest in fixing society, least of all a society he is completely unfamiliar with and which he did not ask to be sent to.

While he does value his friends, Anatoly is not one who purposely goes out of his way to forge relationships; in other words, he will acquiesce to people's requests to be his friend (provided he does not distrust the ones in question), but will let them do all the work. Romance hardly concerns him, although he does have a fondness for beautiful members of the fairer sex; regardless, Anatoly cannot be bothered to put in effort in finding a partner, believing the marginal utility of mating to be a bad trade, given the opportunity cost.

~+~+~+~


Name
The Octobrists (Октябристы)

An organisation comprising humans exiled from the Human Union of Imru for the crime of religious apostasy, the Octobrists, unlike almost all other humans, do not believe in the Messianic Prophecy; that is to say, they do not believe that the Tenth Messiah has the power to end the 3,000 year war between the races. It is this disbelief that resulted in their banishment from the theocratic Human Union, which has a legal system centred around the sayings of the preceding nine Messiahs and frequently performs magic rituals to increase the power (and curry the favour) of the Tenth Messiah.

Led by General Tömörbaatargiin Nergüi, a former military commander of the Human Union's forces, the Octobrists do not believe in the human supremacist politics of the Union, maintaining that true peace can only be achieved through a ceasefire and through the conviction of all war criminals (alive or posthumously) by a joint six-way court, not through the intervention of a Messiah.

Despite their numbers, however, the Octobrists still possess little clout, their forces being a ragtag bunch of exiles with the occasional folk hero spicing up the ranks here and there; against the might of the Union, with its fleets of armoured airships packed to the brim with heavy cannons,

Origin
The Realm of Imru (OC)

Number of Members
2,683

Notable Members
  • General Tömörbaatargiin Nergüi (Mongolian: Төмөрбаатаргийн Нэргүй) - Leader of the Octobrists, Chief of the Octobrist Armed Forces
  • Captain Wilhelm Xander Felgrand - Deputy to General Nergüi
  • Reverend Rerir Seider - Healer + Mage
  • Jurgis Kairelis - Commander of the Octobrist Air Force
  • Itō Jugemu (Japanese: 伊東寿限無) - Commander of Battalion I
  • Ilmari Yrjö Järvinen - Commander of Battalion II
  • Tadesse Haile Alemayehu (Amharic: ታደሰ ኃይለ አለማየሁ) - Commander of Battalion III
  • Ilya P'avles Merabishvili (Georgian: ილია პავლეს ძე მერაბიშვილი) - Chief of the Civilian Division

Description of Faction's Tech, Powers, & Abilities
Like with the rest of the Realm of Imru, the Octobrists possess technology best described as steampunk; their weapons, appliances, and transport vehicles are derived from the Human Union's steam technology, albeit mostly of older models than those used by Union militaries.
  • Kutkh: The Octobrists' flagship, Kutkh (formerly known as the HUA Tybriest), is a 80-gun Nahadet-class steam-powered man-of-war manufactured by the legendary Human Union Fleet Arsenal (Human Imruhi: Hmāni Ruhūni Namunyy Anzānmunom). Then the largest and most heavily armoured warship in the fleet of the Human Union's air force, the commander of the Tybriest, Commodore Jurgis Kairelis, defected with his entire crew to the Octobrists eleven years ago, taking along with him the ship in what is considered to be one of the Octobrists' greatest victories against the Union to date. The Kutkh is 72m long, and is capable of flying at speeds of up to 30 knots.

    Aside from the Kutkh, the Octobrists also boast an air force of 11 other ships.

  • Magic: There are several magicians within the ranks of the Octobrists, some of whom are capable of high-difficulty spells and other esoteric incantations. However, unlike the Union, the Octobrists do not have specialised combat mage divisions.

    The healer of the Octobrists and one of the organisation's earliest members, Reverend Rerir Seider, was a Chancellor of the Human Union Academy of Magic (Human Imruhi: Hmāni Ruhūni Kakōnesyy Mōhiku) until his defrocking and exile twenty five years ago.
Last edited by Ihury on Sun Sep 09, 2018 8:20 am, edited 9 times in total.

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Demincia
Minister
 
Posts: 2326
Founded: Jul 08, 2010
Democratic Socialists

Postby Demincia » Sun Sep 09, 2018 1:14 pm

Don't get bored at 4am, kids. It leads to weird and edgy ideas and then something like this might happen.

This is probably for SotR.


Name: The Timewalker (Dawn Elissa)

Origin: OC

Gender: Female
Age: Infinite
Species: Primordial
Appearance: True Form Mortal Form

Powers & Abilities: Temporal Manipulation: The Timewalker is the embodiment of time itself. As such, she can freely alter it to her own desire be it accelerate, reverse it, or stop it completely.

Temporal Travel: As implied by the name, the Timewalker has the ability to travel along the timeline in any direction at will, and can bring others along too is so desired.

Deity: The Timewalker existed before the creation of the universe, and as such possess Type 4 Immortality.

Weaknesses: Watcher: Billions of years ago, the Creators agreed on a life on nonintervention, allowing life in the new universe to go its own way without their guidance. They only step in in cases of extreme importance, such as if there is a risk of permanent damage to the universe.

Razor-thin Margin: The Temporal Razor is a powerful tool of the Timewalker's, and her abilities when not wielding it are limited compared to when it is in her hands.

Limited Influence: The three Creators are all masters of different realms, and their abilities cannot crossover into the realm of another. This safeguards against any one of them becoming too powerful. This means the Timewalker cannot alter Space, nor can she create or take Life beyond its natural interaction with Time.

Primordial Spirit: Older than creation itself, the Timewalker is of a different breed entirely than mortals are. This can cause her to give off a sense of superiority even when not intended. This also makes her very unlikely to ever take orders from anything aside from her own family.

False Mortality: Being outside of her own universe, the Timewalker's True Form is very difficult to access. Doing so could possibly unravel the fabric of time in the foreign universe she's visiting, so it is a distant final option, not to even be considered until absolutely every other alternative possibility has been exhausted.


Attack Potency: Universal (True Form, with Temporal Razor) City level (Mortal Form)
Speed: Omnipresent (free movement across time) Superhuman (when not walking through time)
Lifting Strength: Class G (True Form) Superhuman (Mortal Form)
Striking Strength: Street class (Mortal Form)
Durability: City level (Mortal Form)
Stamina: In her Mortal Form, the Timewalker's stamina is limited, though still extremely high, continued use of temporal manipulation, especially unaided by her Razor, becomes tiring. In her True Form, it is almost unlimited.
Range: For a melee attack: the length of the scythe. Time, however, has no range.
Intelligence: Nigh-Omniscient (the secrets of life and space will forever escape her though)

Equipment on Hand: Temporal Razor: The standard tool of the Timewalker, a large pole with a long scythe head. Its blade seamlessly cuts through time, allowing the wielder a greater control over the manipulation of the continuum. Can be summoned and banished at will.

Brief Bio/History: In the beginning, before there was a universe, there was a single being. This being, the Lifebringer, brought forth two other beings to assist it with creation. These two identical sisters were granted vast power over one part of the universe. The first was dubbed the Timewalker, for she was the living embodiment of time. The second was dubbed the Spacecrafter, for she was the living embodiment of space. The two sisters set out creating the universe, returning to their father when it was finished. With the new universe done, the Lifebringer breathed life across it, allowing it to thrive wherever it formed. Tiring from his task, the Lifebringer summoned his two daughters and together the three pledged an Oath of Noninterference for the fledgling universe. With the universe created and protected from the trio's influence, the Lifebringer tasked his daughters with its protection before falling into a deep hibernation.

For billions of years, the pair watched over the universe, only using their powers when the fate of all creation relied upon it. They spent time amongst the created, disguising themselves to observe how the mortals lived. The Timewalker was observing humans on Earth when the universe began to experience multiversal rifting. The Timewalker sought out her sister, believing she might have been the cause of the anomaly, though she was doing the same thing. When it proved that neither sister was responsible for the rifts, the pair decided that the best way to figure out the source of this new threat was to seek out their father and wake the Lifebringer.

Brief Personality Description: As a Primordial, the Timewalker is bound to the care of the universe she helped to create. Though she would like to intervene more in the lives of mortals she cares for, she is forbidden from doing so. While they might see only the cruelty of time, there is no malice in the Timewalker's motives. She does not discriminate against any being, and would actually give them more time if she had the capability to do so.

As a Mortal, Dawn works in social services. Everyday she sees people who take their time for granted, along with people who make the most of the limited allotment they get. She tries to help everyone realize that time is fleeting, and that it should be valued by living your best life instead of thrown away on simple pleasures or reckless behavior. Whenever she can change someone's life for the better, she feels that her time was well spent.
Last edited by Demincia on Sun Sep 09, 2018 8:03 pm, edited 1 time in total.

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The Palmetto
Negotiator
 
Posts: 5216
Founded: Feb 05, 2017
Ex-Nation

Postby The Palmetto » Sun Sep 09, 2018 3:19 pm

Ihury's apps are accepted
A rowdy redneck from South Carolina who tries to RP every now and again.
"That rifle on the wall of the labourer's cottage or working class flat is the symbol of democracy. It is our job to see that it stays there."

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Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
Ex-Nation

Postby Ihury » Sun Sep 09, 2018 3:27 pm

The Palmetto wrote:Ihury's apps are accepted


Spasibo. I shall get round to writing a post.

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Rostavykhan
Minister
 
Posts: 2187
Founded: Sep 30, 2017
Corrupt Dictatorship

Postby Rostavykhan » Sun Sep 09, 2018 7:11 pm

There anything wrong with this? If so, I'd like to rectify it, but for now, I guess, here's an app. Literally a new character, and one I've had writer's block with, but I think it's better than my previous attempts at an app.

Also, Char!Torii now has an original reference!

Name: Miria Bankhari
Origin: OC
Gender: Female
Age: 19
Species: Janavari

Appearance: Miria is a short Woman, with pale skin, black hair, and red eyes. She's roughly 5ft2in, or 157.5cm tall. Her hair is parted in the middle, and falls to her shoulders at its longest. She has distinctly sharp teeth, wears large corrective spectacles, and has an overall slim frame. Her garb is simple, made up of a simple dark grey tunic, trousers, and a simple scarf for protection from the elements, while her arms are wrapped. Her boots, belt, and rucksack are all slightly worn, though her outfit is in overall good condition, with no severe wear or tear. She appears to be physically comparable to a Human in their mid-to-late teens.

Powers & Abilities: Miria's species is known for its traits drawn from more beast-like races of her homeworld. Janavari are, on average, more agile than Humans, and possess heightened senses of hearing and smell. They also possess some level of night vision, though the strength of such a trait varies from person to person. For Miria, it's quite weak, although still stronger than a Humans. Physically, Miria's race is on par with Humans in terms of strength and resilience.

Miria herself is a talented tinker and engineer of magical items in her home realm, and is adept at taking apart, reassembling, and maintaining various arcane machines and tools. To a lesser degree, she's got an eye for haggling and trade, a skill required at times for her to procure certain items for her job.

Weaknesses: While they may possess superior senses, as well as night vision, Janavari possess poor vision overall, lacking the ability to tell apart individual bodies or judge depth as well as Humans with their vision alone. To remedy this shortcoming, Miria wears corrective spectacles, strong enough to allow her to see clearly.

Miria may be adept at working with magical items and artifacts, but her own aptitude for using magic is firmly in the 0%-0% range. She can make use of magical items, but she can't create or use magic by herself, and has no formal education or training in the arcane arts.

Personality-wise, Miria can be non-committal and weak-willed, used to taking orders from her Duchess. When on her own, Miria tends to do things her way, and has trouble working with others sometimes.

Additionally, Miria's race is carnivorous, and thus Miria can only eat meat for sustenance. While she can eat plants for taste, they won't benefit her like meat will.

Attack Potency: Human
Speed: Peak Human
Lifting Strength: Regular Human
Striking Strength: Human Class
Durability: Athlete Level
Stamina: Miria has relatively high stamina, on par with an athletic adult Human.
Range: Miria isn't a very long range fighter...of course, her only weapon is a dagger. She has some familiarity with firearms, but has never used on herself. She is also able to use various traps, although she would need the materials and technical know-how to assemble her own.

Intelligence: Miria's race isn't particularly known for its intelligence or cunning outside of warfare and fighting, and their status as slaves means that the vast majority never receive an education anyways. Miria, however, is an exception, and although she isn't very knowledgeable in the majority of academic fields, she has a particular knack for mechanical and magic-related topics that far exceeds anyone else of her species. As a consequence of her affinity for magical and exotic machinery and artifacts, she also has an appreciation for history, and a bit of experience in haggling.

Equipment on Hand: Miria wears a hefty rucksack and small utility belt, in which she carries various trinkets and tools that she comes across. Her rucksack itself is often stocked with spare rations, a compass, and a cleaning and maintenance kit for her glasses, although Miria does carry one quite unusual item - a Crimzonite Dagger, chiseled from a hard red crystal, and bound with thin cords, which she received as a gift from her Duchess. The dagger itself, being made from Crimzonite, reacts when in contact with Azurite Crystals, which are used in most magical technology on her homeworld. Other magic-related items on her person include a small, magical tablet that acts similarly to a regular tablet or smartphone, which can interface and interact with certain magical items, and a depleted, faded Azurite crystal with a small golden house emblem embedded into the side.

Brief Bio/History*:It was the now-extinct beastmen from the distant north that Miria could trace her lineage back to...at least, it was those races that she shared common traits with. The Janavari were all like that - infused with the blood of a long-extinct scourge - and created for war by their Highborn creators. It had been decades since the Great War, however, and unlike her ancestors, Miria wasn't some augmented Human killer, sent to fight on the frontlines of a global war; she was a slave.

The Janavari, or "Beastkin", had been slaves for as long as they'd existed. Unlike the Humans or Magic-Attuned Highborn Elves, or the beast races and orks who dwelled far beyond the coasts of her homeland, the Janavari were not natural lifeforms. Created through alchemical and magical means, they were made to fight, but when they were no longer necessary for war, they'd been made useful in a variety of other ways. Luckily for Miria, her use came as a tinker and personal assistant, and it was in the service to one Duchess Alana of Keshir that she was raised.

Miria had always had a good relationship with her Mistress; the two were the same age, and though there was a world of difference between them due to their races and social classes, they could be as thick as thieves at times. While Miria provided Alana with a Non-Royal confidant and helper, Miria found her friend beneficial as a teacher and employer, allowing her education and work opportunities far greater than most of her kind. It was also because of their close relationship that The Duchess took Miria as her personal servant when they reached adolescence, and it was in service to her Mistress that Miria often applied her education in a number of ways, whether it was by maintaining magic-powered machinery and appliances for her, handling trade shipments and mail, or performing other manual jobs outside of their estate. Still, even after becoming directly owned by her friend, the two continued to have a very casual and friendly relationship, with Miria being treated as an equal, despite her personal decisions to continue to treat The Duchess as her superior. It was also because of her close relationship and position as her Mistress's slave that Miria was quick to imprint on the Duchess once they reached maturity, a trait of her kind that showed just how far her adoration for her friend went.

While in service to Duchess Alana, Miria was given a variety of different jobs, but she was always most proficient, surprisingly, at jobs involving magical technology and machinery. She could fix the magical tablets and computers used by her Highborn masters with ease, and when it came to fixing and utilizing the magic-infused stones that lit their homes, and the ancient, autonomous machines that held to maintain the royal estate, Miria wasn't too shabby. It was also because of her familiarity with magic technology that the young servant proved herself most useful in the acquisition and restoration of exotic and ancient artifacts - artifacts that would help her Duchess's land grow, and that would benefit common people beyond the walls of her home. As it was, the land of Keshir was small and underdeveloped, a young land bestowed on her Duchess that sat on the frontier of civilization, and it was in the frontier that monsters and long-abandoned war machines threatened their people. It was because of those circumstances, that Miria's service benefited more than just her Mistress and the rest of the servants on their estate, and it was also due to her experience in the field of Magical Technology that her job occasionally took her far away from The Duchess, as Miria was granted permission to travel and lend her services to local villages and archaeological sites. Through her travels, Miria's experience grew even more, and as low as she was in status in her homeland, the girl still commanded a great deal of respect, as her reputation as she best tinker in the region came to precede her in many cases - as well as to inflate her ego a little bit, though she'd be quick to stifle it in the presence of her Duchess.

Brief Personality Description*: Miria is a bit eccentric; she's not crazy, but she is quite quirky, and she doesn't try to hide it. She's outgoing, but not necessarily trusting, and enjoys teasing and flirting with others, though she doesn't necessarily intend to be mean or pushy. At times, Miria can be lazy, but her passion for magic technology and adventure can help drive her and help her maintain a healthy work ethic. When not obsessing over magic and machinery, Miria can be equally chatty and obsessed over her Mistress, or potentially haughty and attention-hungry towards party-mates.

While hailing from a realm full of magic and monsters, Miria is notably not very spiritual or religious, and is only interested in the arcane as it relates to her own interests.
Last edited by Rostavykhan on Sun Oct 07, 2018 3:37 am, edited 2 times in total.
LEARN TO HATE ; TOTAL HATRED FOR TOTAL WAR
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Petrokovia
Powerbroker
 
Posts: 7698
Founded: Jul 07, 2014
Democratic Socialists

Postby Petrokovia » Mon Sep 10, 2018 1:10 am

Menschenfleisch wrote:
You see, the real power play was getting rid of Mary so I could replace her with another duo

Av V. T was an exploration of concept and heroism vs morality. Jc V. K was a metacommentary about tropes and free will. M V. P (haha) is a story about Avenoir and Mnemosyne who were overridden by Eira and Julyan in the original 7-pointed-star story but are coming back. Avenoir doesn't want to fulfill his role (since it kills him and whoever his counterpart happens to be) but ends up doing so anyway, in a 'shocking twist of events'(!!!(?)) that would constitute 'spoilers' (and embarrassingly badly written prose).

Probs gonna put them in the AEGIS arc (since Crow needs even more duos driving him insane) or L-Fel (Because Cassia isn't really slated for anything atm)

Marcus and Mnem are basically going to replace Julyan and Eira in the big vaguely constructed plan I have for my OCs.

Avenoir

Name: Marcus “Avenoir” Cain
Origin: OC
Gender: Male
Age: ????+ (effectively 26)
Species: Human(?)
Appearance: Average height man with medium length brown hair, green eyes and white skin; identifiably Eastern European
Powers & Abilities:
  • Strings: Marcus can project long strings from any part of their body at will. These strings can attach to any surface but will never damage the object. They can then pull on the strings, flinging themselves or the object around. These strings can also be projected at high velocities. At such high speeds they will penetrate deep into whatever surface they hit causing injury or damaging the thing that they impact with. They can be projected with enough force to go through several centimetres of steel and can be turned partially intangible, allowing them to attach to objects behind walls and obstructions. These strings vary in size, from several inches to mere micrometres in diameter. They can be brittle, limp, strong or weak; almost any property they might possess can be changed at Marcus' discretion.
  • Glue: Marcus can emit an extremely viscous liquid from his body. It acts as a powerful adhesive, allowing him to climb vertical objects and hold items that otherwise would slip away. He can produce an excess of it from his palms and throw it as far as a pebble of similar size, sticking to surfaces and attaching to whatever makes contact with it. The fluid will slowly harden and dry up over the course of several seconds if it is separate from his body, turning into a dense concrete-like solid. It can be easily burned, frozen or washed away in its liquid form. In its solid form it can be easily dissolved. While to Marcus the adhesive is extremely easy to move through and very light, to others and inanimate objects, it is inescapably sticky and denser than lead. Its solid form has energy-dampening properties and will absorb both heat and kinetic motion, making it both extremely cold and gentle to land upon.
  • Ethereality: Marcus can turn transparent and intangible, allowing them to pass through solid objects. During such states they maintain momentum and are unaffected by gravity, energy and matter. However, they also cannot breathe. The only objects they can interact with are any things on their body and the strings that they project. Their biological senses are disabled but they can “see” whatever is nearby using a form of intuition similar to mental imaging. Using this they can go through solid doors, phase through enemies and even fly across vast distances unimpeded due to their immunity to friction and high-velocity collision. This effect is mildly infectious, causing his limbs to sometimes phase through objects he's trying to pick up and even making objects he's holding turn temporarily transparent.
  • Hallucinations: Not really a power. Marcus hears things talking to him. He tries to hide it but when he's fighting or watching someone he sees them turn toward him and speak. They call out to him, telling him random tidbits and urging him to do something vague. This has no effect on anyone besides himself but all too often these hallucinations can take on a very... confrontational nature. It's up to the imagination whether they're truly occurring or not.
Weaknesses:
  • Deflection: While Avenoir can project strings at incredible velocities they are very easily deflected by even thin and weak materials. They are very light and so unless they are travelling straight at their target they can bounce off of whatever they were fired at, making them ineffective against opponents wielding slanted shields and round objects.
  • Intangibility: Avenoir’s ability to turn intangible is very dangerous. Turning physical again while intersecting a solid object will result in them being flung out of it at speed. If the object in question is inside them they can kiss their organs goodbye. They can’t breathe and cannot see. They can also never reach “true” intangibility. While they might be able to ignore the vast majority of the objects and energy that pass through them they will still have a dampened effect on Avenoir’s body. Walls will slow them down slightly and fires will heat up their body a tiny bit. Extremely powerful attacks will entirely override Anoir’s ethereality, affecting them as usual.
Personal Information:

Equipment on Hand: None

History: Marcus can barely remember his life before this point. He remembers that he was created, not born. He remembers that he is an artificial creature, a cog built to fit into a greater machine. But he was discarded, locked away in a coffin. And eventually, his body found its way into a universe where the rules of reality were a little more… forgiving. And so, Polly found him and brought him back to life.
Marcus remembers one thing though, from before he was forgotten. He is the fifth, and there is no sixth.

Brief Personality Description: Appreciative of all the things in life. Marcus has enough of an understanding of how the world works to fit in with society but half the things he sees are completely new to him. He likes making friends, attending parties, talking to people and learning more about those around him. He is low-key protective of those around him and tends to avoid burdening others. This, unfortunately, has led to him internalising his hallucinations and memories, creating a complex of emotional isolation and "give-only" behaviour. He tries to solve problems on his own and is extremely keen to regain his memories, willingly instigating hallucinatory episodes in order to find out more about his past.

Statistics:

Attack Potency: Human | Small building level
Speed: Human | Hypersonic
Lifting Strength: Human | Several tons
Striking Strength: Human | Small building level
Durability: Human | Small building level
Stamina: Human | N/A
Range: Human | Several hundred metres
Intelligence: Fairly high (Keeps up with Polly) | N/A

Key: Baseline | Strings



Mnemosyne

Name: Polly K. Delilah
Origin: OC
Gender: Female
Age: 22
Species: Human(?)
Appearance: Moderate to tall woman with shoulder length red hair, toned skin and a French-Canadian complexion.
Powers & Abilities:
  • Velocity: Polly can massively increase her own velocity in any direction. She can levitate, fly and even simply fling herself at supersonic speeds any way she wants. This ability comes with a intangible handy barrier above her clothing that shoves air and small objects aside, but only while she is using her velocity-enhancement ability. This ability lets her move at up to mach 20 but it does not compensate for reaction time, meaning she can’t actually fight at such a speed or even so much as deliver punches with that much force without shattering her arms.
  • Magnetism: Polly can create extremely powerful and precise magnetic fields at will, allowing her to pick up and throw around magnetic metal objects with great force. In fact, her “velocity” ability stems from her ability to control the iron in her own blood, moving her body by pulling all her internal fluids with her magnetic powers. Her magnetic abilities are rarely strong enough to be lethal, moving metal chairs and beams around with enough force to mildly concuss or knock around enemies but almost never at a speed that would kill them. Sharp objects are another matter entirely. Her abilities are greatly amplified when controlling liquid metals, allowing her to easily achieve lethal velocities with substances like ferrofluids and molten iron.
  • Electricity: Polly's body is permanently charged with electricity, the source of her magnetic abilities. She can charge electronic devices, tase people at close range and direct current through any conductive material. She can't casually arc this energy; therefore she can't really use it for long-range combat without completely exhausting herself in the process. She can, however, force it through ferrofluid and other metal objects. If she successfully forms a circuit that happens to pass through her target's heart, she can incite heart palpitations and even cardiac arrest.
Weaknesses:
  • Barrier: Polly’s barrier is barely strong enough to keep up with wind resistance. The faster she’s moving the stronger the barrier is, but only enough to prevent the air from skinning her alive. Regular attacks will pass through it easily, although she can sometimes blast through attacks by accelerating toward them at great speed, reinforcing her barrier enough to deflect the assault.
  • Magnetic Limitations: Because Polly’s abilities are largely magnetic they can be disrupted by electromagnetic waves, electricity and magnetic insulators. A layer of rubber is enough to shield from her attacks, as her abilities need line-of-sight to maintain control. Shocking her, surrounding her with strong electromagnetic waves (light) and covering her in electrically insulative fluid/powder will dampen her abilities considerably. Overuse of velocity will also cause her to start bruising, since she's essentially pulling herself along by controlling her own blood. If this goes on for too long she'll start bleeding, vomiting blood and suffering from anemia. Death is likely to follow.
  • Electric Limitations: Naturally, electricity has its fair share of caveats. She can make electricity flow from any specific part of her body, meaning she can discharge it from her fingers, head, e.t.c, and, in addition, she can force it to form a circuit that comes back to any specific part. So, she can force a circuit to form from her left shoulder to her right hand even if a less resistant circuit existed. Even so, she can't control where it goes in between the two locations. So, while she can create low-resistance circuits with her magnetic abilities in a dry environment, if she is covered in conductive material she can't direct her electricity properly. So, in the rain, her powers are almost entirely dampened (ba dum tss).
Personal Information:

Equipment on Hand:
  • Ferrofluid: Polly has around a gallon of ferrofluid on her at all times. Most of the time she wears it as a sort of arm covering from her fingertips to her shoulders. Other times she simply moves the fluid around her body, creating rings around her wrists or floating behind her.
  • A Bag of Nails: Polly isn’t above injury and even lethal force when it’s needed. She carries a bag of large iron nails that she can use to pin an opponent’s clothing to the wall or straight up kill them.
  • Explorer's Equipment: A compass, which proves to be very useful if she's trying to find herself (obvious sarcasm). More useful items include a topographic mapper which creates a 3D recreation of any area she passes through, sticks of chalk, flares, plastic cutlery, a sleeping bag, rations, sampling gear, binoculars and a carbon-reinforced plastic knife.
History: Polly left her family years ago to take up the calling and duty of a frontier explorer, charting untold vistas and places of eldritch beauty. The marshes of a sleeping god’s eye, the star-lit skies of a barren planet two point nine billion light years away from home. She could step through holes in reality and find herself further away than ever; not an uncommon ability where she came from. Her home was unstable and broken, which ironically, made her version of humanity's expansion easier than ever.
Polly found an obelisk, a great basalt spire that stretched into the sky forever, from one side of the universe to another. And in the middle of it all was a tiny little glowing sphere. In the purple-blue glow of dusk she laid her hand on it and found Marcus within. She woke him up and brought him out. After just a few days letting him follow her around on the dead rocky planet, she offered to bring him along on her adventures. And so, they stepped through the next rift and into the RP proper.

Brief Personality Description: Upbeat, energetic and permanently far too enthusiastic about anything to possibly pass as human. Polly spends her days drinking, shouting and recording every fantastic piece of technology or resource that her homeworld could use once she goes back. In her quieter moments she shows a depth of maturity unseen in most people. She is convicted to her duty and to the innocent and commits herself to obligations that more often than not benefit others at her own expense. Her heart’s too big for its own good.

Statistics:

Attack Potency: Superhuman at a standstill. Building level when propelling herself at mach 20 | Wall level with solid metal. Small building level with liquid metal
Speed: Up to mach 20, taking 5 seconds to go from a standstill to maximum speed | Polly’s solid projectiles travel at around 8m/s (as fast as a punch). Her liquid projectiles can reach the speed of sound (393m/s)
Lifting Strength: With the force of her acceleration, she’s accelerating with a net force of around 75,000 Newtons; enough to lift 7.5 tons under Earth conditions | Varies depending on how much metal she’s using. She can simultaneously move around up to 25 tons of solid metal and 250 tons of liquid metal
Striking Strength: Superhuman at a standstill. Building level when propelling herself at mach 20 | Human with solid metal. Wall level with liquid metal
Durability: Human at a standstill. Large building at mach 20 | Large building level
Stamina: Human | N/A
Range: Melee range | Polly’s control extends out 50 metres but her projectiles can go several kilometres if she throws them fast enough
Intelligence: High (possesses knowledge of interstellar travel and hundreds of different worlds) | N/A

Key: Velocity | Ferrokinesis

Seems fine to me. Unless another Co-OP thinks otherwise, these are accepted. Sorry for the wait time.

Rostavykhan wrote:There anything wrong with this? If so, I'd like to rectify it, but for now, I guess, here's an app. Literally a new character, and one I've had writer's block with, but I think it's better than my previous attempts at an app.

Also, Char!Torii now has an original reference!

Name: Miria Bankhari
Origin: OC
Gender: Female
Age: 19
Species: Janavari

Appearance: Miria is a short Woman, with pale skin, black hair, and red eyes. She's roughly 5ft2in, or 157.5cm tall. Her hair is parted in the middle, and falls to her shoulders at its longest. She has distinctly sharp teeth, wears large corrective spectacles, and has an overall slim frame. Her garb is simple, made up of a simple dark grey tunic, trousers, and a simple scarf for protection from the elements, while her arms are wrapped. Her boots, belt, and rucksack are all slightly worn, though her outfit is in overall good condition, with no severe wear or tear. She appears to be physically comparable to a Human in their mid-to-late teens.

Powers & Abilities: Miria's species is known for its traits drawn from more beast-like races of her homeworld. Janavari are, on average, more agile than Humans, and possess heightened senses of hearing and smell. They also possess some level of night vision, though the strength of such a trait varies from person to person. For Miria, it's quite weak, although still stronger than a Humans. Physically, Miria's race is on par with Humans in terms of strength and resilience.

Miria herself is a talented tinker and engineer of magical items in her home realm, and is adept at taking apart, reassembling, and maintaining various arcane machines and tools. To a lesser degree, she's got an eye for haggling and trade, a skill required at times for her to procure certain items for her job.

Weaknesses: While they may possess superior senses, as well as night vision, Janavari possess poor vision overall, lacking the ability to tell apart individual bodies or judge depth as well as Humans with their vision alone. To remedy this shortcoming, Miria wears corrective spectacles, strong enough to allow her to see clearly.

Miria may be adept at working with magical items and artifacts, but her own aptitude for using magic is firmly in the 0%-0% range. She can make use of magical items, but she can't create or use magic by herself, and has no formal education or training in the arcane arts.

Personality-wise, Miria can be non-committal and weak-willed, used to taking orders from her Duchess. When on her own, Miria tends to do things her way, and has trouble working with others sometimes.

Additionally, Miria's race is carnivorous, and thus Miria can only eat meat for sustenance. While she can eat plants for taste, they won't benefit her like meat will.

Attack Potency: Human
Speed: Peak Human
Lifting Strength: Regular Human
Striking Strength: Human Class
Durability: Athlete Level
Stamina: Miria has relatively high stamina, on par with an athletic adult Human.
Range: Miria isn't a very long range fighter...of course, her only weapon is a dagger. She has some familiarity with firearms, but has never used on herself. She is also able to use various traps, although she would need the materials and technical know-how to assemble her own.

Intelligence: Miria's race isn't particularly known for its intelligence or cunning outside of warfare and fighting, and their status as slaves means that the vast majority never receive an education anyways. Miria, however, is an exception, and although she isn't very knowledgeable in the majority of academic fields, she has a particular knack for mechanical and magic-related topics that far exceeds anyone else of her species. As a consequence of her affinity for magical and exotic machinery and artifacts, she also has an appreciation for history, and a bit of experience in haggling.

Equipment on Hand: Miria wears a hefty rucksack and small utility belt, in which she carries various trinkets and tools that she comes across. Her rucksack itself is often stocked with spare rations, a compass, and a cleaning and maintenance kit for her glasses, although Miria does carry one quite unusual item - a Crimzonite Dagger, chiseled from a hard red crystal, and bound with thin cords, which she received as a gift from her Duchess. The dagger itself, being made from Crimzonite, reacts when in contact with Azurite Crystals, which are used in most magical technology on her homeworld. Other magic-related items on her person include a small, magical tablet that acts similarly to a regular tablet or smartphone, which can interface and interact with certain magical items, and a depleted, faded Azurite crystal with a small golden house emblem embedded into the side.

Brief Bio/History*:It was the now-extinct beastmen from the distant north that Miria could trace her lineage back to...at least, it was those races that she shared common traits with. The Janavari were all like that - infused with the blood of a long-extinct scourge - and created for war by their Highborn creators. It had been decades since the Great War, however, and unlike her ancestors, Miria wasn't some augmented Human killer, sent to fight on the frontlines of a global war; she was a slave.

The Janavari, or "Beastkin", had been slaves for as long as they'd existed. Unlike the Humans or Magic-Attuned Highborn Elves, or the beast races and orks who dwelled far beyond the coasts of her homeland, the Janavari were not natural lifeforms. Created through alchemical and magical means, they were made to fight, but when they were no longer necessary for war, they'd been made useful in a variety of other ways. Luckily for Miria, her use came as a tinker and personal assistant, and it was in the service to one Duchess Alana of Keshir that she was raised.

Miria had always had a good relationship with her Mistress; the two were the same age, and though there was a world of difference between them due to their races and social classes, they could be as thick as thieves at times. While Miria provided Alana with a Non-Royal confidant and helper, Miria found her friend beneficial as a teacher and employer, allowing her education and work opportunities far greater than most of her kind. It was also because of their close relationship that The Duchess took Miria as her personal servant when they reached adolescence, and it was in service to her Mistress that Miria often applied her education in a number of ways, whether it was by maintaining magic-powered machinery and appliances for her, handling trade shipments and mail, or performing other manual jobs outside of their estate. Still, even after becoming directly owned by her friend, the two continued to have a very casual and friendly relationship, with Miria being treated as an equal, despite her personal decisions to continue to treat The Duchess as her superior. It was also because of her close relationship and position as her Mistress's slave that Miria was quick to imprint on the Duchess once they reached maturity, a trait of her kind that showed just how far her adoration for her friend went.

While in service to Duchess Alana, Miria was given a variety of different jobs, but she was always most proficient, surprisingly, at jobs involving magical technology and machinery. She could fix the magical tablets and computers used by her Highborn masters with ease, and when it came to fixing and utilizing the magic-infused stones that lit their homes, and the ancient, autonomous machines that held to maintain the royal estate, Miria wasn't too shabby. It was also because of her familiarity with magic technology that the young servant proved herself most useful in the acquisition and restoration of exotic and ancient artifacts - artifacts that would help her Duchess's land grow, and that would benefit common people beyond the walls of her home. As it was, the land of Keshir was small and underdeveloped, a young land bestowed on her Duchess that sat on the frontier of civilization, and it was in the frontier that monsters and long-abandoned war machines threatened their people. It was because of those circumstances, that Miria's service benefited more than just her Mistress and the rest of the servants on their estate, and it was also due to her experience in the field of Magical Technology that her job occasionally took her far away from The Duchess, as Miria was granted permission to travel and lend her services to local villages and archaeological sites. Through her travels, Miria's experience grew even more, and as low as she was in status in her homeland, the girl still commanded a great deal of respect, as her reputation as she best tinker in the region came to precede her in many cases - as well as to inflate her ego a little bit, though she'd be quick to stifle it in the presence of her Duchess.

Brief Personality Description*: Miria is a bit eccentric; she's not crazy, but she is quite quirky, and she doesn't try to hide it. She's outgoing, but not necessarily trusting, and enjoys teasing and flirting with others, though she doesn't necessarily intend to be mean or pushy. At times, Miria can be lazy, but her passion for magic technology and adventure can help drive her and help her maintain a healthy work ethic. When not obsessing over magic and machinery, Miria can be equally chatty and obsessed over her Mistress, or potentially haughty and attention-hungry towards party-mates.

While hailing from a realm full of magic and monsters, Miria is notably not very spiritual or religious, and is only interested in the arcane as it relates to her own interests.

Seems good to me. Accepted
Communist from Philly living with multiplicity; We literally are Petrokovia. We are very spiritual adherents to our religion.
Pro: AES, Juche, communism, armed revolution, God (Mikotorma), reappropriating monarchical terms for socialist things (what's in a name?), the ethereal spaceship polycule sent by Allah to guide us, freedom of expression and religion
Anti: Fascism, absolute monarchy, capitalism, imperialism, Demiurge/Saklas, bigotry of any kind
Note: I do not use NS Stats, NS Tracker, etc. I only use my own factbooks and written information; The main canon used is the Democratic Socialist Vesperist Realms of Petrokovia (DSVRP)
من خلال الشدائد وسفك الدماء إلى المجد نسير بنور قلوبنا على طريق ميكوتورماه
National Anthem: Our Country!
National Religion: Vesperism

*Communist and Proud!*

User avatar
Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
Ex-Nation

Postby Ihury » Mon Sep 10, 2018 3:39 am

From the looks of it, it looks like I will have to expand my world quite a bit more than I initially expected.

I still plan to join Prusselanden's L-Fel Labs arc with just a handful of characters (three or four at most), but in the meantime, to ensure that I can tie up loose ends, I've written an application for the Human Union.

Name
Holy Human Union of Imru
(Human Imruhi: Nāzukurnyy Hmāni Ruhūnus la Ymhrū)*

Founded 3,100 years ago by Emperor Ionis, the Holy Human Union of Imru is the most powerful of the six main nations in Imru, and for the past 3,000 years, since the appearance of the other races, has been waging war against all others. Who and what started the war has been lost to history (the narratives of the six races differ so wildly as to be effectively mythical), but the Humans believe that Imru belongs to them, and are fighting on in the hope that their religious saviour figure, known as the Tenth Messiah, will be reincarnated and decimate the other five races on their behalf.

Origin
The Realm of Imru

Number of Members:
Total population: 66,145,000 (5 significant figures)
  • Military (active): 730,000
  • Military (reserve): 120,500
  • Clerical: 2,516
  • Non-human: approx. 3,000 †

Notable Members
  • The Tenth Messiah - Eternal Head of State (Elrēn)
  • His Excellency Arzan Nimzel Amlin - Chancellor of the Union, Head of Government
  • His Excellency Kanan Malzyyn - Deputy Chancellor of the Union
  • His Grand Eminence Semangat Suci Kabu-hongan - Archbishop of the Church of the Union
  • The Honourable Nargami Shiki - Chairman of the Central Council
  • The Honourable Laurentis Venias - Chairman of the CNR (Cōitati Nāhanyy Rūkuj, "Council of Internal Security")
  • The Honourable Nuvredon Tah - Minister of Labour, Mining, and Agriculture
  • The Honourable Selgus Tamrynus Vlenegtus - Minister of War
  • The Honourable Bhanun Stiv - Minister of Cultural Purity

Description of Faction's Tech, Powers, & Abilities
  • Materiel and war machines: Boasting a fleet of 452 steam-powered armoured blimps, the Union is the sole hegemonic power over the skies in Imru, with no other major power coming remotely close to the race of Men in dominating airspace. This has made Men one of the most powerful races, with the only thing holding them back being internal opposition, alliances between weaker races, and a highly limited access to metal.
  • Magic: The Church of the Union sanctions and regulates the use of magic, combat and civilian alike; its main purpose is as an additional layer of defence against potential invaders, as well as to offer sacrifices to the Tenth Messiah in the hopes that, by increasing his power, he will favour humans when he comes to put a stop to the war.

*Though it is not recorded in their history, the humans of Imru were brought over from another world by the First Messiah, who chose to populate Imru first with humans. Their ethnic names slowly blended over the course of 800 years, until a point when their names became almost wholly unintelligible with the names of humans of other realms. Conversely, many Octobrists, as if to protest the very existence of the Union, use distinctly ethnic names.

†This is a rather contentious statistic, as there is much debate over whether those of more than 1/8 Elvish blood can be considered human. The most conservative sects of the Church of the Union believe that possessing beyond a certain percentage of Elf heritage disqualifies one from the protection offered by the Tenth Messiah.
Last edited by Ihury on Mon Sep 10, 2018 3:40 am, edited 1 time in total.

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New Antonalia
Ambassador
 
Posts: 1983
Founded: Jan 06, 2016
Ex-Nation

Postby New Antonalia » Mon Sep 10, 2018 8:32 am

The Intergalactic Russian Empire wrote:
New Antonalia wrote:Personal Homebrew Chapter called the Dread Martyrs. They're a 21st founding Chapter made from a mix of Imperial Fists and Death Guard.

Hmm, seems suspicious, them being a mix of loyal and traitor geneseed. While I know it's listed as optional, could you maybe add a bio to describe the chapter (and, of course, the chapter master) and their history?

Gladly, though it is implied that the 21st Founding (aka the Cursed Founding) was experimentation to create better Space Marines and there are rumors that Traitor Gene Stock was used to create some of the chapters that come from the 21st Founding.

Name: Chapter Master Thaddeus Lorn
Origin: Warhammer 40K
Gender: M
Age: 300+ y/o
Species: Homo Sapiens Novus
Appearance:
Image

Image

Powers & Abilities: Standard space marine augments though he and his chapter possess an unnatural stamina and ability to shrug off wounds that would incapacitate other Astartes
Weaknesses:
Hopelessly obtuse regarding anything that doesn't involve violently murdering Heretics and Xenos
Stubborn as a goat and isn't easily swayed once his mind is set on a course of action
Attack Potency: High-8C
Speed: 19 kph (though he can sprint at 65 kph)
Lifting Strength: Class 5
Striking Strength: Large Building level
Durability: City Block level with armor, Large Building without
Stamina: Extremely high
Range: <1 km due to specialization/proficiency with short range and Melee weapons
Intelligence: High
Equipment on Hand:
Mk. VI Power Armor
Power fist with auxiliary Melta Gun
Mk-III Bolt Pistol
Brief Bio/History*: The Dread Martyrs are a fleet based chapter of Adeptus Astartes of unknown founding that patrol the boundaries of Imperial space along the Eastern Fringe. They claim to be descended from Imperial Fist Gene stock, though there are members of the Inquisition who believe that they are possibly descended from the Death Guard Primarch, Mortarian, though there is no conclusive evidence that points to this conclusion.

Formerly known as the Emperor's Wardens and based on the plant of Targantha Prime, the chapter was expelled from their planed due to heavy infestation by chaos cultists. During the early stages of the Targanthan War, the Emperor's Wardens sided with the Planetary Government and Astra Militarum regiments, not realizing that they were the source of the Chaotic Corruption on their planet. By the time it became apparent, it was too late for the planet to be redeemed and the Chapter fought a losing battle to try to save some portion of the population. The chapter suffered heavy losses ensuring evacuation routes for civilians and loyalist regiments, but defeat after defeat force the Chapter from the planet. Seeing no other option, the first Chapter Master of the Emperor's Wardens, Astogan Doman, ordered the world cleansed of all life, then destroyed by Cyclonic Torpedoes. When the Inquisition and the High Lords found out about this transgression, the Emperor's Wardens faced censor and excommunication for not only allowing their recruiting world to fall to Chaos taint as well as the unauthorized use of Exterminatus level weaponry, but it was ultimately decided that the chapter would undertake a penitent crusade instead as the Eastern Fringe of the Imperium was experiencing a massive uptick in conflict with other races.

Starting in the mid-37th Millenia, the chapter fought through a series of devastating wars and conflicts throughout the Eastern Fringe, combating Eldar raids, Ork Waaaghs and various Tyranid/Chaos infestations, though heavily censored reports indicated an unnatural stamina and resilience that the Chapter possessed. These wars brought about a change in thinking and doctrine within the Emperor's Wardens as death in service of Humanity was seen as a mercy granted by the Emperor and final absolution for their chapter's sins. This crusade lasted for two Terran centuries before the Emperor's Wardens atoned for their sins in the eyes of the Imperium, but the stain of failure, coupled the rumors about their inception during the 21st Founding, continued to plague the chapter as othher Astartes chapters would outright refuse to/refuse the aid of the Emperor's Wardens, and the Inquisition continued to monitor the chapter.

This increased scrutiny and innate hostility shown by their brother nearly destroyed the Emperor's Wardens entirely and in some sense, it did. Growing discontent amongst the Astartes slowly simmered into heretical thoughts and actions as the chapter found itself engulfed in an internal power struggle between the secessionists and renegades and the loyalists. Open conflict between the two factions began during M. 38 while the chapter was prosecuting a campaign of reclamation against a system that had seceded from the Imperium. The Renegade force, led by Captian Trajan Belagol, led four full companies of battle brothers against their newly and narrowly elected Chapter Master, Thaddeus Lorn, in congruence with the renegade Astra Militarum forces supplied by the traitor Governors. Loyalist forces were initially pushed from the world and it wasn't until the arrival of two Black Templars companies (Stenhier and Antora) as well as Astra Militarum forces consisting of Death Korps grenadiers and Cadian Shock Troops arrived, turning the tide of battle back into the Impirium's favor.

Upon the arrival of these reinforcements, Chapter Master Lorn was severely chastised by both Castellan Antora and Stenhier for his lack of judgement and for failing to keep his chapter from falling into ruin. As a means to save face among his peers, Lorn swore an oath of moment upon his power fist and bolter that he would lead his remaining Astartes and slay the traitors to the last man. Thaddeus Lorn prosecuted this oath with grim efficiency, slaying the renegades and worlds were scoured clean of human life. Eventually, the Emperor's Wardens found themselves besieging the last hive still held by renegade forces where the last of the traitor Governors and Astartes had barricaded them inside the governor's palace. Thaddeus Lorn personally led the assault on the hive, demanding the last blow be delivered by his forces to prove their continued loyalty to the Imperium. For two months, the renegades fought the Imperial forces tooth and nail up to the gates of the Governor's Palace until Lorn, using his Vindicators to blow the massive edifices down, stormed the palace with his remaining Astartes. The melee between the remaining renegades and loyalists culminated in a duel between Lorn and the renegade Captain Trajan Belagol.

Both Astartes displayed near superhuman stamina and resilience until Lorn disarmed Belagol and shattered his lower spine with a power blow from his power fist. Standing over his former brother, Lorn executed the traitor with using his bolt pistol before capturing the remaining renegade governors. After this conflict, known in Chapter records as the War between Brothers, the Chapter was officially censored by the High Lords of Terra and disbanded. However, the High Lords accepted Thaddeus Lorn's petition to reform the Chapter under a new banner, the Dread Martyrs. His changes fundamentally affected the chapter in thinking, traditions, and battle doctrine, emphasizing their past failures as the prime motivators for any engagements the chapter as was seeking redemption for the past sins of the chapter and the perceived flaw in their gene seed.
Brief Personality Description*:
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.
Last edited by New Antonalia on Mon Sep 10, 2018 9:27 pm, edited 3 times in total.
A, probably less than successful, model of what a Post Soviet Eastern European nation can be

Pixel Designer: https://thearmsdealer.deviantart.com/

Yes, I use JG Scale. No, Franscale is not better.
1 pxl : 1 inch is better than 1 pxl : 1 cm

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The Intergalactic Russian Empire
Postmaster-General
 
Posts: 14832
Founded: Apr 20, 2014
Ex-Nation

Postby The Intergalactic Russian Empire » Mon Sep 10, 2018 6:00 pm

New Antonalia wrote:
The Intergalactic Russian Empire wrote:Hmm, seems suspicious, them being a mix of loyal and traitor geneseed. While I know it's listed as optional, could you maybe add a bio to describe the chapter (and, of course, the chapter master) and their history?

Gladly, though it is implied that the 21st Founding (aka the Cursed Founding) was experimentation to create better Space Marines and there are rumors that Traitor Gene Stock was used to create some of the chapters that come from the 21st Founding.

Name: Chapter Master Thaddeus Lorn
Origin: Warhammer 40K
Gender: M
Age: 300+ y/o
Species: Homo Sapiens Novus
Appearance:
Image

Image

Powers & Abilities: Standard space marine augments though he and his chapter possess an unnatural stamina and ability to shrug off wounds that would incapacitate other Astartes
Weaknesses:
Hopelessly obtuse regarding anything that doesn't involve violently murdering Heretics and Xenos
Stubborn as a goat and isn't easily swayed once his mind is set on a course of action
Attack Potency: 9A
Speed: 19 kph (though he can sprint at 65 kph)
Lifting Strength: Class 5
Striking Strength: Room level
Durability: Large Building with armor building without
Stamina: Extremely high
Range: <1 km due to specialization/proficiency with short range and Melee weapons
Intelligence: High
Equipment on Hand:
Mk. VI Power Armor
Power fist with auxiliary Melta Gun
Mk-III Bolt Pistol
Brief Bio/History*: The Dread Martyrs are a fleet based chapter of Adeptus Astartes of unknown founding that patrol the boundaries of Imperial space along the Eastern Fringe. They claim to be descended from Imperial Fist Gene stock, though there are members of the Inquisition who believe that they are possibly descended from the Death Guard Primarch, Mortarian, though there is no conclusive evidence that points to this conclusion.

Formerly known as the Emperor's Wardens and based on the plant of Targantha Prime, the chapter was expelled from their planed due to heavy infestation by chaos cultists. During the early stages of the Targanthan War, the Emperor's Wardens sided with the Planetary Government and Astra Militarum regiments, not realizing that they were the source of the Chaotic Corruption on their planet. By the time it became apparent, it was too late for the planet to be redeemed and the Chapter fought a losing battle to try to save some portion of the population. The chapter suffered heavy losses ensuring evacuation routes for civilians and loyalist regiments, but defeat after defeat force the Chapter from the planet. Seeing no other option, the first Chapter Master of the Emperor's Wardens, Astogan Doman, ordered the world cleansed of all life, then destroyed by Cyclonic Torpedoes. When the Inquisition and the High Lords found out about this transgression, the Emperor's Wardens faced censor and excommunication for not only allowing their recruiting world to fall to Chaos taint as well as the unauthorized use of Exterminatus level weaponry, but it was ultimately decided that the chapter would undertake a penitent crusade instead as the Eastern Fringe of the Imperium was experiencing a massive uptick in conflict with other races.

Starting in the mid-37th Millenia, the chapter fought through a series of devastating wars and conflicts throughout the Eastern Fringe, combating Eldar raids, Ork Waaaghs and various Tyranid/Chaos infestations, though heavily censored reports indicated an unnatural stamina and resilience that the Chapter possessed. These wars brought about a change in thinking and doctrine within the Emperor's Wardens as death in service of Humanity was seen as a mercy granted by the Emperor and final absolution for their chapter's sins. This crusade lasted for two Terran centuries before the Emperor's Wardens atoned for their sins in the eyes of the Imperium, but the stain of failure, coupled the rumors about their inception during the 21st Founding, continued to plague the chapter as othher Astartes chapters would outright refuse to/refuse the aid of the Emperor's Wardens, and the Inquisition continued to monitor the chapter.

This increased scrutiny and innate hostility shown by their brother nearly destroyed the Emperor's Wardens entirely and in some sense, it did. Growing discontent amongst the Astartes slowly simmered into heretical thoughts and actions as the chapter found itself engulfed in an internal power struggle between the secessionists and renegades and the loyalists. Open conflict between the two factions began during M. 38 while the chapter was prosecuting a campaign of reclamation against a system that had seceded from the Imperium. The Renegade force, led by Captian Trajan Belagol, led four full companies of battle brothers against their newly and narrowly elected Chapter Master, Thaddeus Lorn, in congruence with the renegade Astra Militarum forces supplied by the traitor Governors. Loyalist forces were initially pushed from the world and it wasn't until the arrival of two Black Templars companies (Stenhier and Antora) as well as Astra Militarum forces consisting of Death Korps grenadiers and Cadian Shock Troops arrived, turning the tide of battle back into the Impirium's favor.

Upon the arrival of these reinforcements, Chapter Master Lorn was severely chastised by both Castellan Antora and Stenhier for his lack of judgement and for failing to keep his chapter from falling into ruin. As a means to save face among his peers, Lorn swore an oath of moment upon his power fist and bolter that he would lead his remaining Astartes and slay the traitors to the last man. Thaddeus Lorn prosecuted this oath with grim efficiency, slaying the renegades and worlds were scoured clean of human life. Eventually, the Emperor's Wardens found themselves besieging the last hive still held by renegade forces where the last of the traitor Governors and Astartes had barricaded them inside the governor's palace. Thaddeus Lorn personally led the assault on the hive, demanding the last blow be delivered by his forces to prove their continued loyalty to the Imperium. For two months, the renegades fought the Imperial forces tooth and nail up to the gates of the Governor's Palace until Lorn, using his Vindicators to blow the massive edifices down, stormed the palace with his remaining Astartes. The melee between the remaining renegades and loyalists culminated in a duel between Lorn and the renegade Captain Trajan Belagol.

Both Astartes displayed near superhuman stamina and resilience until Lorn disarmed Belagol and shattered his lower spine with a power blow from his power fist. Standing over his former brother, Lorn executed the traitor with using his bolt pistol before capturing the remaining renegade governors. After this conflict, known in Chapter records as the War between Brothers, the Chapter was officially censored by the High Lords of Terra and disbanded. However, the High Lords accepted Thaddeus Lorn's petition to reform the Chapter under a new banner, the Dread Martyrs. His changes fundamentally affected the chapter in thinking, traditions, and battle doctrine, emphasizing their past failures as the prime motivators for any engagements the chapter as was seeking redemption for the past sins of the chapter and the perceived flaw in their gene seed.
Brief Personality Description*:
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

Looking at it again, I think Lorn might actually be a bit underpowered compared to the other Space Marines in the RP.

Eleutherius Stavros, my Space Marine (a Lamenter Veteran Sergeant) has these stats
"Attack Potency: Building Level
Speed: Can run 21 kph at a steady pace, or up to 85 kph in short bursts
Subsonic+ Combat Speed
Transonic Perception
Lifting Strength: Class 5 (2,000kg max)
Striking Strength: Room Level
Durability: Small Building Level (out of armor), Building Level (in armor)"

And Lorn has his Power Fist which should make his AP and Striking Strength higher than Eleutherius.
Call me Russia, Rus, or IRE
Paketo wrote:
Alleniana wrote:'the Blacks in the region began to proliferate"
What? What does that even mean? Like, they took over and castrated all the non-blacks?


it means the baby daddies and their sugar mommas got busy and out produced the whites asians and everyone else

Apto wrote:
Aeternabilis wrote:Time for the Second Battle for Kongou's Body! Now with 3x the combatants!

That sounds so lewd when taken out of context. :rofl:
clay_the_awsome: Horny teens are what made this species great to begin with
What is honor compared to a woman's love? What is duty against the feel of a newborn son in your arms ... or the memory of a brother's smile? - Aemon Targaryen
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User avatar
New Antonalia
Ambassador
 
Posts: 1983
Founded: Jan 06, 2016
Ex-Nation

Postby New Antonalia » Mon Sep 10, 2018 9:29 pm

The Intergalactic Russian Empire wrote:
New Antonalia wrote:Gladly, though it is implied that the 21st Founding (aka the Cursed Founding) was experimentation to create better Space Marines and there are rumors that Traitor Gene Stock was used to create some of the chapters that come from the 21st Founding.

Name: Chapter Master Thaddeus Lorn
Origin: Warhammer 40K
Gender: M
Age: 300+ y/o
Species: Homo Sapiens Novus
Appearance:
Image

Image

Powers & Abilities: Standard space marine augments though he and his chapter possess an unnatural stamina and ability to shrug off wounds that would incapacitate other Astartes
Weaknesses:
Hopelessly obtuse regarding anything that doesn't involve violently murdering Heretics and Xenos
Stubborn as a goat and isn't easily swayed once his mind is set on a course of action
Attack Potency: 9A
Speed: 19 kph (though he can sprint at 65 kph)
Lifting Strength: Class 5
Striking Strength: Room level
Durability: Large Building with armor building without
Stamina: Extremely high
Range: <1 km due to specialization/proficiency with short range and Melee weapons
Intelligence: High
Equipment on Hand:
Mk. VI Power Armor
Power fist with auxiliary Melta Gun
Mk-III Bolt Pistol
Brief Bio/History*: The Dread Martyrs are a fleet based chapter of Adeptus Astartes of unknown founding that patrol the boundaries of Imperial space along the Eastern Fringe. They claim to be descended from Imperial Fist Gene stock, though there are members of the Inquisition who believe that they are possibly descended from the Death Guard Primarch, Mortarian, though there is no conclusive evidence that points to this conclusion.

Formerly known as the Emperor's Wardens and based on the plant of Targantha Prime, the chapter was expelled from their planed due to heavy infestation by chaos cultists. During the early stages of the Targanthan War, the Emperor's Wardens sided with the Planetary Government and Astra Militarum regiments, not realizing that they were the source of the Chaotic Corruption on their planet. By the time it became apparent, it was too late for the planet to be redeemed and the Chapter fought a losing battle to try to save some portion of the population. The chapter suffered heavy losses ensuring evacuation routes for civilians and loyalist regiments, but defeat after defeat force the Chapter from the planet. Seeing no other option, the first Chapter Master of the Emperor's Wardens, Astogan Doman, ordered the world cleansed of all life, then destroyed by Cyclonic Torpedoes. When the Inquisition and the High Lords found out about this transgression, the Emperor's Wardens faced censor and excommunication for not only allowing their recruiting world to fall to Chaos taint as well as the unauthorized use of Exterminatus level weaponry, but it was ultimately decided that the chapter would undertake a penitent crusade instead as the Eastern Fringe of the Imperium was experiencing a massive uptick in conflict with other races.

Starting in the mid-37th Millenia, the chapter fought through a series of devastating wars and conflicts throughout the Eastern Fringe, combating Eldar raids, Ork Waaaghs and various Tyranid/Chaos infestations, though heavily censored reports indicated an unnatural stamina and resilience that the Chapter possessed. These wars brought about a change in thinking and doctrine within the Emperor's Wardens as death in service of Humanity was seen as a mercy granted by the Emperor and final absolution for their chapter's sins. This crusade lasted for two Terran centuries before the Emperor's Wardens atoned for their sins in the eyes of the Imperium, but the stain of failure, coupled the rumors about their inception during the 21st Founding, continued to plague the chapter as othher Astartes chapters would outright refuse to/refuse the aid of the Emperor's Wardens, and the Inquisition continued to monitor the chapter.

This increased scrutiny and innate hostility shown by their brother nearly destroyed the Emperor's Wardens entirely and in some sense, it did. Growing discontent amongst the Astartes slowly simmered into heretical thoughts and actions as the chapter found itself engulfed in an internal power struggle between the secessionists and renegades and the loyalists. Open conflict between the two factions began during M. 38 while the chapter was prosecuting a campaign of reclamation against a system that had seceded from the Imperium. The Renegade force, led by Captian Trajan Belagol, led four full companies of battle brothers against their newly and narrowly elected Chapter Master, Thaddeus Lorn, in congruence with the renegade Astra Militarum forces supplied by the traitor Governors. Loyalist forces were initially pushed from the world and it wasn't until the arrival of two Black Templars companies (Stenhier and Antora) as well as Astra Militarum forces consisting of Death Korps grenadiers and Cadian Shock Troops arrived, turning the tide of battle back into the Impirium's favor.

Upon the arrival of these reinforcements, Chapter Master Lorn was severely chastised by both Castellan Antora and Stenhier for his lack of judgement and for failing to keep his chapter from falling into ruin. As a means to save face among his peers, Lorn swore an oath of moment upon his power fist and bolter that he would lead his remaining Astartes and slay the traitors to the last man. Thaddeus Lorn prosecuted this oath with grim efficiency, slaying the renegades and worlds were scoured clean of human life. Eventually, the Emperor's Wardens found themselves besieging the last hive still held by renegade forces where the last of the traitor Governors and Astartes had barricaded them inside the governor's palace. Thaddeus Lorn personally led the assault on the hive, demanding the last blow be delivered by his forces to prove their continued loyalty to the Imperium. For two months, the renegades fought the Imperial forces tooth and nail up to the gates of the Governor's Palace until Lorn, using his Vindicators to blow the massive edifices down, stormed the palace with his remaining Astartes. The melee between the remaining renegades and loyalists culminated in a duel between Lorn and the renegade Captain Trajan Belagol.

Both Astartes displayed near superhuman stamina and resilience until Lorn disarmed Belagol and shattered his lower spine with a power blow from his power fist. Standing over his former brother, Lorn executed the traitor with using his bolt pistol before capturing the remaining renegade governors. After this conflict, known in Chapter records as the War between Brothers, the Chapter was officially censored by the High Lords of Terra and disbanded. However, the High Lords accepted Thaddeus Lorn's petition to reform the Chapter under a new banner, the Dread Martyrs. His changes fundamentally affected the chapter in thinking, traditions, and battle doctrine, emphasizing their past failures as the prime motivators for any engagements the chapter as was seeking redemption for the past sins of the chapter and the perceived flaw in their gene seed.
Brief Personality Description*:
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

Looking at it again, I think Lorn might actually be a bit underpowered compared to the other Space Marines in the RP.

Eleutherius Stavros, my Space Marine (a Lamenter Veteran Sergeant) has these stats
"Attack Potency: Building Level
Speed: Can run 21 kph at a steady pace, or up to 85 kph in short bursts
Subsonic+ Combat Speed
Transonic Perception
Lifting Strength: Class 5 (2,000kg max)
Striking Strength: Room Level
Durability: Small Building Level (out of armor), Building Level (in armor)"

And Lorn has his Power Fist which should make his AP and Striking Strength higher than Eleutherius.

Fixed
A, probably less than successful, model of what a Post Soviet Eastern European nation can be

Pixel Designer: https://thearmsdealer.deviantart.com/

Yes, I use JG Scale. No, Franscale is not better.
1 pxl : 1 inch is better than 1 pxl : 1 cm

User avatar
New Antonalia
Ambassador
 
Posts: 1983
Founded: Jan 06, 2016
Ex-Nation

Postby New Antonalia » Fri Sep 14, 2018 10:44 am

So... am I accepted?
A, probably less than successful, model of what a Post Soviet Eastern European nation can be

Pixel Designer: https://thearmsdealer.deviantart.com/

Yes, I use JG Scale. No, Franscale is not better.
1 pxl : 1 inch is better than 1 pxl : 1 cm

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