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Voyage Through the Multiverse (Open) (OOC 2)

For all of your non-NationStates related roleplaying needs!
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The Palmetto
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Posts: 5216
Founded: Feb 05, 2017
Ex-Nation

Voyage Through the Multiverse (Open) (OOC 2)

Postby The Palmetto » Wed Nov 14, 2018 7:43 pm

Regardless of your skill, we're always open to new players!

The Multiverse: A vast space filled with universes as distinct from each other as they are similar. Here, only one rule is observed. The various dots that litter the Multiverse must never come in contact with one another. However, something has stirred this primordial ocean and turned it into a raging tsunami the likes of which has never been seen before. Strange Rifts appear without rhyme or reason, breaking the only rule in the Multiverse. This is a bright opportunity for some, a nightmare for others. Only time will tell which of these interpretations will ring true.
Image

Welcome to Voyage Through the Multiverse, a multiverse RP jointly run by Petrokovia,Apto,
Trapoletanius, Naval Monte, and The Palmetto! The RP will open with individual arcs created by each of the aforementioned Co-Ops. These arcs will then merge together over time in the hopes of discovering and solving the mysteries of the multiverse.
IC Thread
For access to the VTTM Discord, telegram one of the Co-OPs.
1. Co-OPs will run and moderate the RP equally, as they see fit.
2. No godmodding, powerplaying and/or metagaming.
3. As this is on NS, NationState's forum and site rules still apply here. This means posts must meet NS's guidelines.
4. While there is no character or faction limit, Co-OPs reserve the right to deny an application if they believe the player can't handle the amount of characters they currently have.
5. Characters should be balanced in their powers and weaknesses.
6. To join an arc, first ask permission from the Co-OP/Player managing your chosen arc.
7. Anyone can create arcs of their own, but non-Co-OPs should fill out the Arc Application to give a (spoiler-free) summary of their arc, so the Co-OPs may plan the RP ahead, if integration with the rest of the RP might be a concern.
8. While we do not expect everyone to post fifteen paragraph text-walls for each post, one-line posts are forbidden, and you must use proper English grammar, punctuation, etc. for your posts unless you're doing it differently for artistic style.
9. You must notify a Co-OP before updating or editing a character application, and have the edits reviewed and accepted. If a change is cosmetic and does not affect their power, however, you are free to edit it as you please.
10. Information in the applications must be as detailed and thorough as possible; Specifically, the powers & abilities of characters (as well as weaknesses) are not allowed to be vague unless the Co-Ops approve of it.
11. Keep OOC and IC separate; Do not put OOC into IC posts, and do not post in the IC thread until your character has been accepted by one of the Co-OPs.
12. For characters who have a separate Destructive Capacity than Attack Potency (i.e., if a character can knock out an opponent whose durability is City Level, but the character can only output Building Level amounts of destructive force*), Make a note under Attack Potency (use Petrokovia's app for Ty as an example).
13. All types of characters (canon, fanmande, and OC) are allowed.
14. Before making any apps or joining the Discord, you must post in the OOC thread, assuring the Co-OPs that you have read through the OP and rules, as there have been many issues with newcomers not reading the OP and either breaking/ignoring the rules, or asking questions that are already addressed here in the OP. If you do not do this, you will be directed to read this rule before any of your other issues or apps are addressed.
*See more detailed explanation below

Code: Select all
[b]Name:[/b]
[b]Universe of Origin:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Species:[/b]
[b]Appearance:[/b]
[b]Powers & Abilities:[/b]
[b]Weaknesses:[/b]
[b][url=http://vsbattles.wikia.com/wiki/Attack_Potency]Attack Potency:[/url][/b]
[b][url=http://vsbattles.wikia.com/wiki/Speed]Speed:[/url][/b]
[b][url=http://vsbattles.wikia.com/wiki/Lifting_Strength]Lifting Strength:[/url][/b]
[b][url=http://vsbattles.wikia.com/wiki/Striking_Strength]Striking Strength:[/url][/b]
[b][url=http://vsbattles.wikia.com/wiki/Durability]Durability:[/url][/b]
[b]Stamina:[/b]
[b]Range:[/b]
[b]Intelligence:[/b]
[b]Equipment on Hand:[/b]
[b]Brief Bio/History*:[/b]
[b]Brief Personality Description*:[/b]
*Optional, but recommended
[i]Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.[/i]

Code: Select all
[b]Name:[/b]
[b]Universe of Origin:[/b]
[b]Number of Members:[/b]
[b]Notable Members:[/b]
[b]Description of Faction's Tech, Powers, & Abilities:[/b]

Code: Select all
[box][b]Arc Name:[/b]
[b]Moderator:[/b]
[b]Genre:[/b]
[b]Summary:[/b] [/box]

Taken from VS Battles Wiki:
"Destructive Capacity is the term used to determine the amount of damage a character can produce. It is normally the deciding factor of VS matches along with Speed. It is measured in units of energy.
Attack Potency is an alternative term for Destructive Capacity which has more direct meaning: The Destructive Capacity that an attack is equivalent to. A character with a certain degree of attack potency does not necessarily need to cause destructive feats on that level, but can cause damage to characters that can withstand such forces.
We are aware that this technically violates the principle of conservation of energy, as it should logically disperse upon impact, but fiction generally tends to ignore this fact, so we overlook it as well.
Also, kindly remember that Attack Potency is the measure of Destructive Capacity of an attack, and as such, is measured via its energy damage equivalent. Hence, characters that destroy mountains or islands are not automatically mountain or island level, especially if they are small. The Attack Potency depends upon the energy output of the attack, not the area of effect of the attack."
Likewise, not all characters who have an Attack Potency of say, Island Level, could actually destroy an island; It's quite possible for characters through various means to have a high Attack Potency, but not a high Destructive Capacity. A good example of this from VTTM is Gold & Ty (two of Petro's characters from Pokemon); Ty's Attack Potency in his base form is Island Level, but his actual Destructive Capacity, the amount of damage to objects that he can actually produce, is only Small Building Level with most of his stronger attacks.

A list of the ongoing arcs, and which characters are currently in each. Created and updated by Menschenfleisch.

Secrets of the Raven: A closed(?) arc all about a little town called Branwhrn. SotR was the first arc in VTTM, and is still chugging along. It's around 60-70% done, and it's run by Naval Monte, who has the final say on who can join the arc. The setting is filled with magic, anomalies, sci-fi, e.t.c. Think of it like a combination of every SCP canon with a huge dollop of cosmic horror and original fiction thrown in there for good measure. The arc is largely self contained and limited to the town, although we're currently winding down after a mountain-shattering battle between all the major characters and factions. The arc is mostly devoid of action and is all about investigation, socialization and day-to-day life in a world where peoples' screams are sold at anomalous greengrocers and people choose what gods to worship like they're choosing colleges to attend.
Dead Man's Party: The Shining. The arc is run by Torii, and it takes place inside a hotel outside of space and time. The arc is all about the characters and the "Seven Sins", or "hunters", who are masquerading as human guests in order to feed on everyone inside the hotel. The arc is largely centered around human interaction, mindgames and decision making. When there's action, it ends quickly and nastily. For the most part, powers and weapons don't exist. The sins are suppressing all of the characters' supernatural abilities. It's a very tense arc, and the stress of dealing with the Sins has already driven a couple of characters to the edge. If you're looking for interaction rather than spectacle, DMP is your go-to.
Scourge of my People: Run by Nagakawa. SomP is a political-tactical thriller steeped in dedication to detail and science fiction. It's one of the more realistic arcs - or rather - more internally consistent ones. Every action has a consequence, and every character has their own motivations, goals and skills. The story is set within an interdimensional empire's borders, and centers around various groups' attempts to seize power for themselves. Currently, all of the characters are assisting an engimatic contractor known as "Granny Jo" in assassinating one of the leaders of the empire. However, the arc is sure to get far more subtle and far more complex with time.
L-Fel: A small arc run by GetSnekt all about the characters' attempts to dismantle a corporation known as L-Fel Labs: half scientific institution, half terrorist cell. L-Fel Labs has been testing dangerous biological weapons and mutagens on civilians for a while and as a result, they've attracted the attention of several parties including the police, a doctor known as Jules and other groups/individuals. The arc is more laid back, and is ideal for people who don't want to be left behind when they're slow to post.
Shadows of the Empire: A massive sci-fi romp through the Star Wars universe. SotE is by far the most active arc, and the one with the most participants. SotE is essentially a sandbox: you can bring in anyone you want, join any faction you desire, and just generally do anything within reason. There are several substories contained with in SotE, but they all tie into the arc's primary conflict: the battle between The New Republic and the First Order. The Star Wars universe is being flooded with factions from other universes, all of whom are either there to fight their rivals, or take something for themselves from the Star Wars universe. The arc is run by Naval Monte.

Link

Fun Corner

Gold's Tent:
Image

Special Thanks
Special thanks to Petrokovia for the writing the original version of the OP, Mundeo for consultation, and Aeternabilis for their time spent as a Co-Op

Note
This is a continuation of the ongoing VTTM RP, just with a new OOC due to a change in management.
Last edited by The Palmetto on Wed Aug 07, 2019 5:02 pm, edited 13 times in total.
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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Menschenfleisch
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Posts: 790
Founded: Nov 01, 2017
Iron Fist Consumerists

Postby Menschenfleisch » Wed Nov 14, 2018 7:47 pm

Last edited by Menschenfleisch on Wed Oct 09, 2019 7:11 pm, edited 27 times in total.

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Skylus
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Posts: 6511
Founded: Oct 25, 2016
Inoffensive Centrist Democracy

Soundtrack!

Postby Skylus » Wed Nov 14, 2018 7:47 pm

Possible Soundtrack - In No Particular Order - Will Be Updated as this goes along
Introduction Part 1 (Unleashed)
Introduction Part 2 (Impossible)
Introduction Part 3 (Beyond the Bounds of Joy)
Enter Samus (Final Days of Rome)
Long Long Ago and in the Not so Distant Present.... (Madison and Link Meet) (Secret Melody)
Kongou Meets Tadayoshi and Many Adventures Follow (Molto Piratissimo)
Gnosis (Emblem)
First Boss Battle (Whatever and Whenever it is) (Thunderstorm)
Tour of Cities (In 'N' Out)
Second Boss Fight + Intro (Get Up)
Godzilla (Really, best theme for him, people!) (Godzilla)
Fleet of Ships (any faction) returns back home after battle (The Boys Are Back In Town)
Third Boss Fight (Don't Bring Me Down)
Rick Rollin' (We'll find a use for it eventually) (Never Gonna Give You Up)
Crossing the Ruins (Hyrule-WW) (Through the Fields)
This is War (Ships launch along with fleets) (Blaze of Glory)
Ganon's Declaration of War (Born In Darkness)
Where I Belong (Madi's Theme) (Fields of Elysium)
Heard in a bar fight scene/Mini Boss Fight 1 (Don't Stop Me Now)
Air Battle 1 (Guitar Gangsters And Cadillac Blood)
Joyridin' (Inside Out)
Holding Out For A Hero (yes, it's what you think it is) (Holding Out For A Hero)
Motor Bike Chase (Kickstart My Heart)
Air Battle 2 (Courage in the Skies)
Prepare for Liftoff (Strength to Believe)
Armada (Stormkeeper)
Boss Fight 4 (Freefall)
Hogwarts (Night) (Snow Angels)
Okami (Amaterasu's Theme) (Alt) (Run Free)
Battle for Lylat (Fly Again)
Home Sweet Home (Outset Island) (Alt) (Dawn of Spring)
Run Like A God (Kamiki Village-Horseback) (Alt) (Dragon Butterfly)
Crimson Helm Battle (Alt) (Children of Neijia Asian Version)
Sei-an City (Alt) (Land of Magical Wind)
Darkened Land (Dark World) (Alt) (Space Flowers)
The Kraken is Angry (The Kraken - Score)
We've Got Things to Do (Zelda's theme/Clocktown) (Alt) (The Irish Melody)
Breath of the Wild (Crossing the Fields) (Spirit of the Wild)
Corneria's Plight (Starfox - Corneria, Asteroids)
Battle for Hogwarts (Ruins of the Future World)
Instruction/Weapons Check (A Taste of Freedom)
Fifth Boss Battle (Overkill)
The Collapse of Hyrule (Scroll of the Hero) (Alt) (Celtic Myst)
Ship Battle (Forevermore)
A Forbidden Love (The Knight and the Queen) (Beautiful Memories)
RUN!!! (Dragon Attack)
Dragon Battle (Re-animated Volvagia Battle) (Vanguard)
The Battle of Warlocks (Duel of Druids)
Enter tha Docta (80's version is better fight me) (Doctor Who Theme (1980 - Full Version)
The Doctor Has a Plan (I Am the Doctor)
The Blade of Evil's Bane (Alt) (Tale of Silence)
That's What Friends are For (You're Not Alone! (Original))
That's What Friends are For (Reprise) (You're Not Alone! (Remake))
Enter Kuja (Kuja's Theme)
The Rose of May (Rose of May)
Gaia (Crossing Those Hills)
Airship Rendezvous (Airship Hilda Garde)
Red XIII (Red XIII's Theme)
J-E-N-O-V-A (Jenova Battle)
The Fight Never Ends (Still More Fighting)
Fugitive (Crazy Motorcycle Chase)
We Have to Fight (Fighting)
One of Many Evils (One-Winged Angel)
Depths of Moria/The Balrog (By The Gates of Moria)
Boss Fight #5 (Something For The Ages)
Battle Wounds (Reinkaos)
Mini Boss fight #2 (Trial by the Archon)
Rough Seas (The Storm)
The Great Sea (Cursed) (Alt) (On The Breath Of Poseidon)
Legend of The Hero (From the Past to the Future) (Warrior's Anthem)
Empty Wallets - Car Chase (Wild Side - Instrumental)
Back In Time (Heart of Fire)
Rhyoshima Coast (Night) (Ruins of Thurin)
Savior of Nippon (Alt) (My Friend The Moon)
For Those That Fell Fighting (To The Fallen)
The Loftwing Brigade Cometh (Kingdom Come)
Breaking The Front Lines (Onward!)
It's Not Over Just Yet... (A Coming Storm)
What We Were Born For (The Sound of Courage)
Boss Fight Theme #6 (Man Made God)
Boss Intro 1 (Rise of Baphomet)
Hyrule Castle (Ganon) (Alt) (These Shrouded Temples)
The Battle of Hyrule Field (Alt) (Fields of Salvation (Instrumental))
HALO (Halo Theme (Mjolnir Mix))
Raiding the SPC facility (Near Hilmmelen Klarner)
The Shire (Alt) (A Story to Unfold)
Welcome to Skyrim (Always Mine)
I'll Save You (Undying Love)
March on Windhelm (Velocitron)
Dragonborn (Alt) (Bastion)
Hyrulialus (Stallion)
Knighted (King of All Kings)
Those Who Came Before Us (Story of Heroes)
Enter the Portals (Final Battle Intro - Part 1) (Journey Beyond the Sky)
Alduin (A Hero Rides With Us)
The Triforce Activates (Ending Part 1) (The Heroes' Return)
The Return Home (Ending Part 2) (The Bliss)
The Multiverse is Saved (Ending Part 3) (Coming Home)
Ending Theme #4 (Credits) (Overture)


For those of you who just want the songs:
https://open.spotify.com/user/keyboardsuperfreak/playlist/4OsNKfuAdCKwmQLSr1iNv6?si=s_fowtINSmK8cpPHt8DSrg
Last edited by Skylus on Wed Aug 28, 2019 6:47 am, edited 2 times in total.
Proud Member of OCReMix.org and Pixel Mixers
Like to draw, play piano, play video games.
YouTube channel: https://www.youtube.com/user/mericalgirl1234
To avoid confusion on forums - I am female
VTtM: Madison Goodwill, Link (WW), Amaterasu, Alt. Future Link, Link (TP), Link (BotW) (I’m a Zelda fan okay)
Hogwarts: Derek Forester, Madison Goodwill
RoP: Madison Goodwill, Link (BotW)

Love this site it is awesome, no I am not changing my flag because it is amazing.

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

Postby The Palmetto » Wed Nov 14, 2018 7:49 pm

Menschenfleisch wrote:snip


Thanks!
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."

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

Postby The Palmetto » Wed Nov 14, 2018 7:53 pm

Jax's Characters

Name: High Revolutionary of the Tides Aestus, the Lesser God of Marine Life
Origin: Physis universe
Gender: Male
Age: ~3.5 Billion years old
Species: Lesser God
Appearance: Image
Powers & Abilities:
Possession = As a ghostly entity, Aestus can possess any armor that is designated for his use by carving a special symbol on the inside of it that enchants it. He can jump in and out of any armor with said symbol, but it takes several hours. This also means that he does not need food or water to survive, and that he can survive in water as well.

Enchanted Armor = His current armor is strong enough to survive the deepest depths of the ocean, and can endure even the hottest lava and the vacuum of space without any sort of issue. All of the black parts of his attire is armor of equal strength.

Regeneration = While possessing armor, Aestus takes the form of a shadowy entity. While it itself can't not necessarily be attacked, his armor can. To prevent this, Aestus is capable of regenerating any damage to his armor, though it takes time depending on the extent of the damage. (A small crack or dent will heal within moments, but major openings can take a long amount of time, so long that he may easily be killed.) He can also heal other living organisms, so long as the wound is not fatal.

Enchantment = As part of his powers, Aestus can enchant any smaller aquatic creature to float around him while still serving him and obeying his command.

Evolutionary Mastery = Aestus can influence populations of organisms to evolve in a certain way at an increased rate, but can also affect individuals of species as well. With only a few seconds, he can map out an evolutionary path for an organism and instantly have any creature take the form of it. However, the form has to be within reason, and it can only extend to how much the creature would evolve within 100 million years. It works on average beasts without their consent, but organisms with human level intelligence and higher must give him their consent.
At the same time, he can also devolve organisms, without the 100 million year rule but while maintaining the consent rule.

Aquatic Life Control = Aestus can control aquatic and semi-aquatic life forms to do his bidding, though this does not work on organisms with human level intelligence.

Strength = Aestus can lift up to 100 tons, though not at all casually, and pack a maximum punch of 1 ton at 100mph.

Speed = Aestus can run at 50 mph, and swim at Mach 1 underwater.

Manta Ray Axe = At his command, his pet manta ray will turn into a massive 7ft battle axe. He can change the weight from just 50 pounds to 50 tons while attacking.

Weaknesses:
Spirit dissipation = His spirit is contained in whatever armor he is possessing, and outside of his armor or any water, it will begin to evaporate into nothingness. While his armor can handle extreme heat, his spirit form can not, and he is extremely vulnerable to such attacks.

Poor training = Aestus has no special weapons training, and is average with his axe wielding skills.

Morality = Aestus refuses to commit any action that will cause major destruction unless absolutely necessary, which will often times hinder his more powerful attacks from being used.

Attack Potency: City block
Speed: Superhuman
Lifting Strength: Class 100
Striking Strength: Building Class
Durability: City block level, though he is more susceptible to stabbing rather than blunt force.
Stamina: For the most part, N/A, though he will show signs of overexertion when he tries to lift something too heavy
Range: 500ft
Intelligence: Genius, though he knows nothing about technology outside of his world
Equipment on Hand: His armor and his enchanted pets, including his manta ray axe
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.


Name: Francis “Secesh” Palmer
Origin: Dixieverse
Gender: Male
Age: 33
Species: Human (Modified)
Appearance: Secesh is a white male of Scottish heritage, about 6ft tall and 200 pounds. He was already tall before becoming a cyborg, but the operation made him weigh more due to the metal. He wears a modified Confederate Marines uniform, decorated with darker blue areas and decorative gold patterns and buttons as well. He has brown hair, and blue eyes, though he could change the color if he wanted, however. He also carries his rifle on his back, and a ceremonial sword on one hip and an ammunition satchel on the other. He wears a pale-blue cap with a golden rifle emblem on it as well, and kept it from his first encounter with Ignis. It was part of his original uniform, which had been destroyed except for the cap.
Powers & Abilities:
Enhanced Limb Power
As a result of the operation, Secesh's power in his limbs was greatly increased. He could use his bare hands to rip down wooden walls, and could easily run at Olympic-record speeds for short bursts. However, he has a limit, and his cybernetics will shut down and give him normal human strength if he goes too far.
Enhanced Endurance
Secesh's entire skeleton has been replaced by a mechanical machine skeleton, making him much more durable. He can take bullets directly to the spine and shrug it off, and can also survive the shockwaves from major explosions. It has a limit, however, and can't protect him from everything.
Healing Factor
His mechanical endoskeleton also granted him incredible healing abilities, being able to heal bullet wounds in mere seconds. However, larger chunks of flesh take larger amounts of time to finish, and though he can survive as long as his endoskeleton is intact, he be unable to move as just a skeleton until he finishes the slow process of rebuilding himself.
Rifle Marksmanship
During his military training, Secesh was taught many things: rifle marksmanship was no exception. He can shoot with above average, but not perfect accuracy, but he doesn't necessarily need it. His normal rounds can be fired in extremely rapid succession and are also as strong as a shotgun round. The knock back from this would injure most humans, but he doesn't have an issue with it thanks to his endoskeleton. He can also shoot several larger explosive rounds, which can decimate a futuristic tank or small building with only one shot. It is also armed with a heated bayonet, perfect for stabbing his enemies with a clean wound.
Fencing Skills
When he can't find his gun, or can't use it for some other reason, Secesh resorts to his ornamental sword. Crafted from alien metals with a Civil War aesthetic, it's not designed for combat, but can be used for It. Whether it's tearing through robots or people, he doesn't just start slashing randomly. He was trained in sword combat when he was younger, and though he's forgotten a fair amount of it, he still has above average skills in it. Of course, he would fail to take on an experienced sword fighter.
Survival Skills
When Secesh was an innocent young boy, he learned many skills, most of them focusing on the wild. He can create a fire from scratch, hunt large game, create shelters, create snares, locate water, cook, and is skilled in various other trivial survival matters. Many of these translate well when tracking people, and could certainly be used for such a purpose.

Weaknesses: He went to college and knows his stuff, but he’s still a dumb redneck who runs into fights without thinking. Corrosive liquid or anything that melts his body rather than fracture it will make regeneration a hell of a lot harder.
Attack Potency: Small building level
Speed: Superhuman
Lifting Strength: Superhuman
Striking Strength: Superhuman
Durability: Small building level (but will still cause significant harm. Above this is where attacks get lethal)
Stamina: Superhuman
Range: A few hundred feet, but only with his rifle. Don’t expect accuracy.
Intelligence: He went to a prestigious and expensive school, but isn’t really a scientist or anything.
Equipment on Hand: Confederate officer uniform, satchel with ammunition, advanced rifle, ornamental but durable sword, some trivial items, and his cybernetics

Brief Bio/History*: Francis Palmer, who would later be nicknamed Secesh, was born to a family of plantation owners on January 4th, 1834. He was named after his father, Frank Palmer, who was a wealthy plantation owner while Francis's mother was named Mary Palmer. He was the 7th child in his family, and a few years after giving birth to him, his mother died. His father had never really cared for Mary, and had only used her to give himself children and free labor. So, he was never especially depressed about it and raised his kids fairly normally without any depression. However, he did have his children raised with slaves, which were common on his massive plantation.
Francis grew up with a love of fighting, and he would commonly be caught rough-housing with his siblings growing up. But he also had a love of nature too, and enjoyed running around playing in the forest. He learned many tracking and hunting skills as a boy from fur-trappers, and was a common sight in the more rural areas of Charleston. He would constantly talk and chatter with people as a child, and many soldiers enjoyed watching the boy play around the forts. Though of course he had standard education for a child born into wealth, he learned most of his current skills from soldiers, hunters, etc. This would also inspire him to wish to become a soldier, something his father would protest against. He wanted his children to become wealthy plantation owners, not soldiers of war who may end up dead. This would set them down a path that ultimately left them divided as a family.
When he became a teenager, things didn't change much. He had to spend less time playing in the forest and more time in school, but still continued to fight and hunt, to his father's distress. His father eventually decided to do something about this, and sent him to a professional school in England where he would be forced to simply learn business skills, economics, and agricultural tips. He was extremely angry with this, but went along with it anyways. During this time, he met a peer named John, who was from the South as well. They became good friends, and would often hang out together. It was John himself who gave Francis his nickname: Secesh. It was inspired by the South Carolinian's desire for an independent Southern nation, and would stick with the wealthy Southerner.
After graduating and returning home in 1856, he felt more comfortable with the idea of working on a plantation, and took a job watching over the slaves that worked there. He didn't care about their suffering, as back then, most Southerners believed that the slaves were meant to work for the white man. This view point would be ripped from Secesh in the summer of 1958, when a runaway slave was trying to escape with his family to head up North. He followed suit, and after several long, grueling hours, had tracked him down. He kept running, an actual guise to distract Secesh from the other fleeing slaves. Secesh tried to shoot him in the shoulder to get him to stop running, but accidentally shot him in the heart and killed him. He had to watch the man die, and worse, in front of the man's wife and kids. He regretted this almost instantly, and with a change of heart, decided to let the man's family go. He left the plantation, and went off to go join the military. His father was furious, but in the end, couldn't change Secesh's mind or force him to do anything.
So, in 1859, Secesh officially joined the marines of the United States of America and received extensive training. His allegiances, however, would change in 1860, when South Carolina seceded from the Union and became an independent nation known as the Palmetto Republic. He retreated back to SC and worked exclusively there, and with the dawn of war apparent, received even more military training. Some time in the month of February, 1861 he got his first taste of unworldly adventure when he was teleported to a strange place by unknown forces. It's unknown what did happen there, but what is known is that he fell in love with a snake demon named Ignis. This would prove important, and he would constantly think of her after this encounter.
When he had returned from this adventure some time later, he had discovered several new things. South Carolina had joined up with the other southern to form the Confederate States of America, and had also gone to war with the United States of America. He was quick to get back to his work, participating in several battles of the Civil War. This war effort wasn't enough, and in 1863, they were losing. This wouldn't last for long, however. While on patrol, several soldiers had discovered a downed alien aircraft in South Carolina, and sent it to the scientists. The scientists managed to reverse engineer the technology, and their first experiment was creating a cyborg super-soldier. Secesh was quick to volunteer to serve his nation, and the operation was a success. Gifted with a variety of new powers and an advanced rifle, he set out to win the war, and win the war he did. By late 1864, Union numbers and industry had been decimated by a single battalion under Secesh's command, where his powers helped him significantly. He was able to take on legions of soldiers and win, leaving nothing but bones and ash whenever he attacked. He had no quarrels killing all these soldiers, they had chosen to fight this war, after all, and knew the risk when they joined the army.

Brief Personality Description*: Secesh is generally brash and hard-headed. He often barges into a situation without planning anything, and is easily angered when sensitive topics are brought up. He enjoys physical combat, and often uses it to vent his anger. He's very stubborn, and never gives up. As a soldier, social events were common, so he won't shy away from meeting new people. Though he'll typically keep them at an emotional distance, he does value those who have warmed up to him. As a matter of fact, he's willing to go to extremely far lengths to keep them, even going across the multiverse in search of his lover. He's also tried to hide less desirable aspects of his personality from people he cares about, but this hasn't gone very well. Though he keeps close ties to his loved ones, he doesn't care much for his family.
He's racist towards people of other races, with exceptions, but is currently working on it. This constantly puts him at odds with others, which can make negotiating with others troublesome. Ironically, he's actually against slavery, which has put him at odds with other southerners. His thoughts on the Confederacy are clouded and mixed, but since meeting Ignis, they've started to become more negative. Though he recognizes the government's desire to keep slavery, he still wants to protect his home from the Northern invaders.

*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Irwin Emmet
Origin: TLW (Scrappy’s universe)
Gender: Male
Age: 30
Species: Human
Appearance: 5’ 9” Anglo-Australian with light brown hair. He wears a khaki biologist uniform with a slouch hat and boots. Below the elbow, his right arm is mechanical. For pure aesthetic reasons, it is bright yellow with blue patterns, like a blue-ringed octopus.
Powers & Abilities:

Biologist: Irwin is a biologist, and is mildly experienced with most fields of biology. His main experience, however, comes from studying animal behavior, dissecting animals, and genetics along with genetic modifications. Because of his experience in these fields, he can act as a basic surgeon if need be.

Mechanical Arm: Irwin’s right arm below the elbow is mechanical, and contains a variety of small gadgets. His mechanical hand can retract and be replaced by 8 tube-like tentacles that can stretch as far as 7ft long. They have three small prongs and retractable needles that can be used to inject up to a liquid ounce of blue-ringed octopus venom, or extract blood samples. Once blood samples are extracted, his arm can process and decode the DNA. How long it takes to decode the DNA depends on complexity and familiarity. He can use these tentacles for a variety of things, many of which are banned on this site.

Knifes: Irwin has two large knives, which he can use fairly well in combat.

Weaknesses: Nothing in particular, but it’s of note that other than his mechanical arm, he’s just a human.

Attack Potency: Athlete with knives, much higher against organics with venom. (a small amount can kill 26 adults in minutes)
Speed: Average human
Lifting Strength: Superhuman
Striking Strength: Wall class
Durability: Average human

Stamina: Athlete
Range: 7ft
Intelligence: Gifted, though not insanely intelligent
Equipment on Hand: His outfit, his mechanical arm, his hat, two knives, a backpack, a 2ft long net, a small plastic terrarium, 4 more ounces of replacement venom, a basic medical kit, a beer.
Brief Bio/History*: (wip)
Brief Personality Description*: (wip)
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Cay, birth name is Lurang Dacier
Origin: Physis
Gender: Male
Age: 42, appears mid 20s
Species: Human
Appearance: Tall, but not thick, armored figure clad in sand colored armor that has blue wave patterns on it and claws on its feet. Wears a red cape. As an ethnic Himerosian, he has light brown skin with blue eyes and black hair. He is 5’ 11” out of his armor and 6’ 6” in it, not counting his helmet. His helmet can cast a shadow over his face, making it impossible to see it, and can also cause four bright, eye-like dots to appear. The latter is also useless, but can be used to intimidate others.
Powers & Abilities:
Gifted Powers: Cay has been “gifted” by Aestus, and has several powers as a result. He can breathe in both fresh and saltwater, and drink the latter without issue as well. He can speak and hear underwater, and like Aestus, has a limited control over aquatic life. He can control smaller and simpler aquatic organisms, and for anything else, it is simply a calming effect that can be resisted by complex organisms if they realise what’s going on. His blood clots instantly, and he can slowly regenerate limbs and other body parts over time.
Armor: Cay’s armor is made out of an enchanted coral, meaning that it can slowly regenerate itself over time. It increases his speed, strength, and durability by a great amount. The antennae of his armor also allows him to detect heat and chemicals. Like Aestus, willing aquatic animals can orbit around him with the sensation of swimming in the water. They will not need to breathe water when doing so.
Weapons: Cay uses a 7ft staff and a 6ft bullwhip made of the same material as his armor as weapons.
Weaknesses:
Cay is reliant on his armor for combat, and without it, is more or less just an athletic human in combat. Attack Potency: Small building
Speed: Athletic human on land, 70mph in the water.
Lifting Strength: Class 1
Striking Strength: Wall class
Durability: Small building
Stamina: High
Range: 7ft
Intelligence: Gifted
Equipment on Hand: His armor, his cape, his staff, and his whip.
Brief Bio/History*:

Lurang Dacier was born to a poor family in Astaik, a village in the deepest parts of the isolated hinterland of Himeros. His village was very conservative, and in one of the only parts of Himeros where Earth-like religions were present. As such, the people there held many primitive and down right odd superstitions. Unfortunately for Lurang, his mother died in childbirth, which was viewed as a bad omen. As a result of this, he was viewed with great suspicion, and his father had him go to a religious school in the hopes that he would become a priest.

While he did well in school, getting excellent grades and also doing well in theatre, many teachers thought there was something…..off with him. As summarized by a friend in class, he was “the best student, but the naughtiest”. They complained that he would constantly talk to others in class, refuse to show religious figures respect, and many rumors came about that he was irreligious. They were right. The majority of Himeros was more liberal in their thinking on religions like of his people, and he managed to get his hands on several books on secularism and other liberal topics.

After being found out, many religious figures discussed what to do with him. This, and his circumstances of birth were too much to ignore, and they decided that he would need to be executed to prevent him from spelling the doom of Astaik. Thanks to a friend, Dacier figured out their plan for him, and fled. His life before this would give religious groups a foul taste in his mouth, and inspire a revolutionary spirit in him. To him, religion was just a tool used to manipulate the masses, and that traditionalist authority was evil. But he remembered that because of manipulation by religious figures, the town remained stable. Manipulation was an important tool, and propaganda working towards a greater good is justified. These ideas would float around in his head as he travelled Himeros.

Donning the name “Cay”, he decided to travel across Himeros and see the world outside of the conservative bubble of his home town. He was smart, but also a great actor. Cay found work as a travelling actor, making money by working in stage plays. He hadn’t forgotten his past though. Like many other humans in Himeros and Ophion, Cay would write revolutionary text to be published in newspapers. While Himeros subscribed to a lot of liberal ideas, many of these were just casual discussions and debates over the topic. But like Himeros once was, Ophion was controlled by puppets of the goddess Biota.

Cay worked with smugglers to send these newspapers into the continent, inciting the lower class to start a revolution. He even successfully helped start a violent revolution in the large city of Bir Dewan in Ophion. It failed miserably, and the warlord in charge of the city rounded up and executed the revolutionaries. However, it worked out for Cay, as he caught the attention of Aestus and his small faction of revolutionaries. Aestus, not yet nominally independent of Biota invited him to join his movement and Cay did so, becoming an important part of the movement.

That’s what Cay had wanted from the start. While he was a revolutionary, he also wanted power. He felt like Aestus and other party members couldn’t do it right, and only he could lead the world to a proper revolution. But he played along, using his acting skills to make himself seem fair and just, and making many contacts in and out of the party as well. He gained favor with Aestus, becoming one of his closest friends and most trusted advisors. He was going to put on a show to rise through the ranks and become more influential until he could strike.

When the Ophion Civil War was triggered by Aestus killing the warlords and monarchs who controlled Ophion, Cay was given gifts by Aestus to serve him in battle. Cay led the Army of Himeros to assist the revolutionary human uprising in gaining independence from Biota’s control. He proved himself to be a competent military officer, winning many battles and gaining popularity in Himeros and Ophion as a champion of the people. He was also well known for his brutality and effectiveness, gaining such a reputation on the battlefield that several cities would simply open their gates to avoid being burned to the ground.
While the war was in full swing, the tide of the war temporarily turned in favor of Biota’s forces in Ophion, and Cay’s theater was separated from the other fields of operation. Seeing this as a chance to enforce his will over the occupied populace, he got Aestus to reluctantly accept him becoming a de facto warlord.
The region of Ophion that Cay was now in charge of was rich in resources, but undeveloped, and had a large population of non-human sapient beings, with just a small minority of humans. The local non-humans all despised him, supporting Biota, who was much more favorable towards them. They launched a terror attacks against the pro-revolutionary humans, and humans were no longer safe outside of cities. Along with some lingering conservative beliefs from his childhood, Cay came to a realization: that the non-humans were just tools in his quest to bring the revolution to humanity.

Over the course of the war, the region that Cay controlled would see the entire non-human population sent off into the harsh terrain to build roads and other basic infrastructure. The quality of life for humans in the region drastically improved, however, the non-human population was entirely worked to death. This was done in the name of the revolution, he claimed, though personally his bigotry was why he did it. The human population, long persecuted and appreciating the improvement of their quality of life, adored him as a charismatic war hero. But once the war ended, Aestus realized what had gone on, and came to the realization that he had been deceived. With the help of another goddess, Stellarus, he banished him to the void as punishment, making sure he would never be seen again.

Or did he?

Brief Personality Description*:
(I’ve been hit with a huge writer’s block trying to write this, and I’ve talked about him on discord, so I’ll pass)
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Snow
Origin: Same universe as Scrappy
Gender: Female
Age: Well over 14,000 years old
Species: Artificially created reptilian organism
Appearance: 20ft long, 8ft tall depending on posture
Powers & Abilities:

Artificial biology: Snow was created to be a “perfect” organism, which many, many traits that would not have evolved had her species evolved in the wild. Her blood clots almost instantly on small wounds, and she has low-mid regeneration, though it take weeks if not months to regrow parts of her body like limbs. Her natural immune system and strong digestive system grant her the ability to digest small amounts of metal, and immunity to most diseases.

Cybernetics: Snow’s cybernetics are so deeply integrated into her form that may as well be considered part of her “natural form”, and thanks to her cells having been modified, she can regrow them too. Her artificial “heart” gives her a seemingly endless amount of energy. They also give her boosts to her base stats, making her stronger, faster, and so on, along with giving her a variety of gadgets.

Gauntlets: Snow’s forearms have been replaced with mechanical gauntlets, giving her large humanoid hands with sharp claws. They also house two portalling devices, which can link up to a personal pocket dimension of Snow’s to shoot out strong metal chains with claw machine-esque grappling hooks at the end. The chains are extremely flexible but strong, and are used for mobility and combat.

Boosters: Snow has many small boosters embedded into her body. While she can’t fly with them, they do provide a large boost in speed and mobility, especially helping her with her eccentric acrobatics during combat.

Sensory Dampeners: Snow can dampen sounds within a 2 inch radius of her body and extensions, allowing her to operate in complete silence. However, this only works when she is moving slowly, starts to glitch when she moves at a moderate pace, and stops working entirely when she starts moving faster than 5mph. She can do the same with her own scent and heat, with the same limitations. She can also darken or lighten her scales and armor, though this is far away from proper invisibility.

Guns: Snow has two retractable 7mm guns built into her back which Snow can control as if they were part of her body, which can shoot 120 rounds per minute with a seemingly infinite amount of rounds with similar technology as her chains. However, her aim is abysmal, to say the least, and Snow often neglects them. They won’t regenerate like her gauntlets, so taking them out is a permanent loss of the technology for Snow.

Weaknesses:
Lack of Adaptability: Snow has a good memory, but seems to rely on muscle memory when fighting. Her greatest weakness is her inability to react rapidly to new fighting strategies or attacks she’s never seen, even if she has seen a lot. An alien fighting style or attack could kill her. Her fighting style relies sheerly on using her variety of special attacks to overwhelm her enemies and dispose of them as soon as possible. If she fails at this, she will have a hard time winning a fight.

Foolishness: Snow has thousands of years of accumulated knowledge, yet still manages to be a fool.

Attack Potency: city block level (using one of her special attacks)
Speed: Supersonic+
Lifting Strength: Superhuman
Striking Strength: Small building level
Durability: Building class
Stamina: Endless supply of energy
Range: 100ft with chains, 150m with guns (though wildly inaccurate to the point of near-uselessness)
Intelligence: Average human level, but superhuman memory
Equipment on Hand: Nothing not built into her body
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.


Name:Scrappy
Origin:TLW (OC universe)
Gender:Programmed as male
Age:~14,000 years old
Species:Robot
Appearance:A 7ft tall robot made of various pieces of junk with high level of asymmetry, however, his limbs are still the same length. His face is that of a crash test dummy given mechanical eyes, and he has a bulky TV for a chest. He wears a black tailcoat, and a black fedora with a large red stripe. He also wears a red Lenço de Gaúcho around his neck.

Powers & Abilities:Self-Repair/Assimilation: Scrappy possesses a unique form of telepathy, that allows him to control mechanical parts. He uses this ability to reattach any parts that fall off of him, and to assimilate any new bits of technology into his body.

Super-Human Attributes: Scrappy can run at 30 mph and sustain such a speed for hours, while also being able to jump about 6ft into the air. He can lift up to a ton with ease, and his punches can severely injure normal humans.

Trimmer Sword: Functioning much like a hedge trimmer, Scrappy's 4ft long trimmer blade is designing for hacking and mutilating. It's made of steel, and designed to be tough and mutilate-y.

Shotgun: Just a normal Remington 870, nothing special about it.

Robotics skills: You might assume that as a robot, Scrappy knows how robots work, and you would be right. Scrappy is very capable of creating robots, even if from junk, and programming them to either act as mindless servants or have a will of their own. He's also capable of repairing other robots, though he would have issues working with unfamiliar technology.

Weaknesses:Ego: Scrappy is very egotistical, and thinks highly of himself, while constantly overestimating his own abilities

Explosive/Corrosive attacks: Any attacks that completely destroy Scrappy's parts will have an extra effect on him, as he won't be able to repair himself just by rearranging his own parts.

Poor guns skills: Scrappy is very bad at using guns, and can only hit a target if it's a few feet from him.

Attack Potency:Wall, maybe Room at most.
Speed:Peak human
Lifting Strength:Class 25
Striking Strength:Wall, maybe Room at most.
Durability:Small building level
Stamina:He doesn’t run out of stamina like humans do, but he will succumb to overexertion if he overexerts himself by using too much power within a small frame of time.
Range:131 feet/40 meters
Intelligence:He knows a lot of things because of downloaded information but that does not mean he’s any better at problem solving than a normal human.
Equipment on Hand:Clothing, Satchel, Shotgun, Ammunition, Trimmer Sword, Toolkit, Spare parts, Basic programming equipment, microchips.

Brief Bio/History*:Scrappy was originally built as a failed test for a robotics class in a South Carolinian college in the year 2046, and was deactivated and dumped in a junkyard. Just a few years later, a meteor hit Earth and killed almost all human life. Scrappy managed to survive somehow, and after 14,000 years, he finally woke up. But it was a strange new world, and humans were just primitive city states. He went on to discover that a robot called Proto was controlling a mechanical empire known as the Crus Peregrinus in what was once New England. He ended up traveling up North and making several companions among the way, before realizing that Proto's empire had been what was holding humanity back. Any city state that tried to expand, or create guns, was eliminated completely. The Northerners had managed to cling onto their guns and technology, but we're still struggling to hold back the Crus Peregrinus. Scrappy ended up helping them repel the empire, after which, he was upgraded.
Brief Personality Description*:Scrappy has a charming voice and can be a soothe talker, being able to use his skills to give himself a good first impression and manipulate people into doing things for him. With that said, he’s kind of an egotistical asshole. He constantly brags, and is sarcastic in general. He’s lighter on his friends (but not even they have been granted the Golden PassTM) and despite not showing it, as a soft spot for your average civilians in distress.

Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Midas
Origin: OC
Gender: Male
Age: 31
Species: Modified human
Appearance: 5’ 4” Inuit with short black hair in a fancy drab blue military uniform including a shako hat. He usually wears sunglasses, too.
Powers & Abilities:

Fusion & Fission: Midas has the powers of fusion and fission on a molecular level, which enables him to perform a variety of impressive feats. For example, he could change oxygen to sulfur, or break down uranium into a variety of elements. He can also use his powers to absorb any excess energy from fusion/fission he performs without any harm to himself, and he can also release it. However, his lack of knowledge and confidence relating to his powers means he is reluctant to actually utilize his abilities to their maximum possible abilities.

Prior military service: Midas served in his home nation’s military for three years before being injured in combat. As such, he has basic knowledge relating to military tactics, and knows how to use special equipment. Of course, he knows how to use a gun, and has a decent aim. He hasn’t served in the military for years, though, and is quite rusty in these fields.

Politician: After receiving a military discharge due to his injuries, Midas decided to become a politician, and even became a state governor with plans to run for the presidency. He’s good at making speeches and is skilled in governance and economics, while also having experience at pulling strings to help him advance in his goals.

Weaknesses:

Lack of Training: Midas’s biggest weakness is that while his abilities could make him nearly unstoppable if he was fully trained and knew about how his powers worked, he simply isn’t. This lack of training means that he can only use his powers in basic ways, or else they may hurt him or other people. (All of his stats listed are the maximum that he’ll use, not that he even uses them at that degree often.)

Limp: Midas has a limp due to an injury he gained while in active duty. While it isn’t too debilitating, he still walks with a limp and is horrible at running.

Attack Potency: Small building
Speed: Below average human
Lifting Strength: Above average human
Striking Strength: Small building
Durability: Above average human
Stamina: Above average
Range: 10ft
Intelligence: Above average
Equipment on Hand: Fancy uniform, a pocket watch from his grandfather with the whole extended family on it
Brief Bio/History*: WIP
Brief Personality Description*: WIP
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Janus
Origin: OC
Gender: Male
Age: 25
Species: Modified human
Appearance: 5’ 8” Ethnic Russian with medium sized dirty blonde hair. He'll be wearing hunting gear fitting Alaska.
Powers & Abilities:

Portal creation: Janus can create portals about 6ft tall and 3ft wide, and can close them instantly or alternatively keep them open for 10 seconds at most. He can safely manifest them within a 6 foot radius, anything further would be inaccurate and instable. They can travel through another portal Janus has made, or to a place he has been to before. (Though the second doesn’t always work.)

Superspeed: Janus’s portalling isn’t always the most efficient way to move around, as it can only go to a place he has been to before or to another portal he has made. As such, he can rapidly create accurate portals in front of him that allow him to move at speeds of up to 300mph. As such, he can move incredibly fast without his body or the environment around him acting like it.

Average marksmanship: Janus occasionally goes hunting, so he has average aim.

Secretary: This absolute madman used to work as a secretary, if y’all need any management, he’s your boy.

Weaknesses:

Lack of training: Like his brother (by adoption), Janus doesn’t know his powers too well, so his full potential is significantly dampened.

Attack Potency: While he’s just a normal guy, his powers could be used offensively depending on the surrounding environment.
Speed: 300mph
Lifting Strength: Average
Striking Strength: Average
Durability: Average
Stamina: Superhuman
Range: 7ft
Intelligence: Average
Equipment on Hand: Just his clothes
Brief Bio/History*: WIP
Brief Personality Description*: WIP
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Vassek Confederacy, also referred to as the VCIS
Universe of Origin: SOTE’s Star Wars
Number of Members: 150 billion sentients live within the VCIS, with 150 million organics serving on local planetary defense forces. There are more than 500 million battle droids in the VCIS, but these suffer from considerable logistical issues.
Notable Members: Minister Kalinku, head of the VCIS civilian government, General PS-T0, leader of the VCIS’s Droid Army
Description of Faction's Tech, Powers, & Abilities: The VCIS is a small rump state of the old Confederacy of Independent Systems, acting as one of the more organized holdouts. While the armament of individual planets within the VCIS can vary, for the most part the Vassek Confederacy uses Clone Wars-era Separatist technology. A very large amount of their equipment is decades old, and they have only recently begun to produce their own equipment in a reliable matter. This, along with limited resources, has forced them to keep only a small active fleet.

Fleet:

The Last Stand, a fully equipped Providence-class dreadnought and the VCIS Navy’s flagship. It is accompanied by 120 Droid Tri fighters, 200 Vulture droids, 100 MTTS, 40 Hyena bombers, 8 landing craft, and 100 Armored vehicles. There are 1.5 million deactivated battle droids capable of being stored in The Last Stand. It has its own compliment of 8 destroyers and 24 frigates. There are four more expeditionary forces like this, with 10 total Lucrehulks for this usage.

33 Lucrehulk-class battleships
66 Providence-class dreadnoughts
264 Tekawimo-class destroyers, Recusant-class modified to be piloted by a crew of tactical droids
528 Munificent-class frigates

All with their usual compliment of fighters and battle droids. The member states of the VCIS have their own individual fleets of varying size and efficiency, and with their permission these fleets can be used alongside the federal fleet.


Name: General PS-T0, “Pisto”
Universe of Origin: SOTE Star Wars
Gender: Masculine Programming
Age: ~60 years, does not age
Species: Droid
Appearance: 6' 7" tall EG-5 Jedi Hunter droid with a modified abdomen and Separatist aesthetic
Powers & Abilities:

Droid physiology: Pisto’s original form was that of the limited PS-series of buzz droid, intended to serve as more intelligent sabotage droids to operate alone. His “true form” is concealed and fully hidden within his outer body, but he can deploy from it if need be. As a droid, Pisto does not require food, oxygen, or water, and operate without negative side effects in otherwise hazardous environments. His duranium-durasteel armor allows him to take point blank blaster bolts and explosions with minimal damage. He is capable of superhuman feats of strength and agility, allowing him to compete with force users. His feet and the sides of chest have small repulsorlifts, increasing his agility and allowing him to utilize his feet as grabbers. He is equipped with claws, and hides lightsabers in his wrists to be quickly deployed.

Sabotage equipment: In his PS-series form, he is capable of rolling around rapidly thanks to a small repulsorlift, and even has a weak shield like a droideka. He can perform most functions that astromechs can, and has a toolkit of saws, blow torches, and claws meant to disrupt ships. He can also mimic any voice he hears, allowing him to cause confusion over comlinks.

Programming: Not only was the PS-series designed for intelligence on its own, Pisto fully utilizes the EG-5’s droid brain to add onto his own processing capabilities, and has had it upgraded. He has superhuman reflexes, and can use detect patterns on instinct and predict future attacks. Likewise, he is programmed to know all forms of lightsaber combat, how to detect the forms, and how to counter them. He has a master intellect when it comes to strategy on a larger scale, coming from both programming and personal experience.


Weaknesses:

Overcomplexity: Pisto’s abilities come a cost. His choice to build a body around his original form rather than simple upload his droid brain into a new form have made his new form more complex that it should be. He suffers from breakdowns when his body is pushed to the limits for too long, and it can be hard to find replacement parts when away from home.

Melee focus: Pisto’s insistence on being a melee fighter is one of his greatest mistakes. He knows lightsaber fighting only from programming, having fought no Jedi in his entire existence. He does not have any force capabilities, forcing him to use Grievous’s strategy of overwhelming his opponents.

Attack Potency: Large town level
Speed: Subsonic
Lifting Strength: Room level
Striking Strength: City block level
Durability: Large town level
Stamina: N/A
Range: Well over 7ft with his lightsabers, higher with his blaster
Intelligence: Gifted
Equipment on Hand: Built-in equipment, two lightsabers, E-5 blaster rifle, cape, com-link, The Spirit of Raxus, a modified Rogue-class starfighter with cloaking, shields, and four missile tubes
Brief Bio/History*:

Pisto was first created as one of the few droids of the limited PS-series of Pisotoeka sabotage droids, which were designed to operate as single units deep within enemy ships and ground territory. They were used to disrupt crucial infrastructure before or even during combat, weakening supply lines and causing chaos within their own front lines. While not as game changing as some had hoped, they still had their uses, especially for Separatist politicians hoping to spy on their political opponents and weaken the opposition. PS-T0 was produced to serve a Separatist politician named Saal Vel in the mid-rim, and programmed with loyalty to the Separatist ideology. When Saal’s homeworld fell, he joined the Separatist navy, and Pisto followed along as his companion.

Saal Vel would see considerable success and rise up quickly, while PS-T0 would serve, ironically, as a logistical assistant due to his droid brain. He rarely had his memory wiped, and his programmed loyalty to the CIS became one that was legitimate. He would serve with Saal Vel for several years, becoming a great tactician by observing his master and acting as an assistant. Saal Vel ended up dying in the Battle of Coruscant while commanding a dreadnought. Due to the Separatist chain of command collapsing rapidly, tactical droid TX-36 was left in charge, with their dreadnought assisting the crippled Separatist forces in their retreat. The small fleet that Tex was commanding attempted to regroup, but before any such event could occur, the master control signal was activated.

Tex obeyed the signal and relayed the command to his forces. However, Pisto’s unique personality and individual programming that technically placed him outside of the ranks of the Droid Army allowed him to stay active. His loyalty to the CIS but lack of understanding forced him to draw a false conclusion about what had happened. He believed that the disastrous events at Coruscant had lead to the CIS leadership simply giving up and abandoning the cause. Pisto was defiant, however, and believed that the fight should continue to the last man. He manually reactivated Tex while putting the tactical droid under his own control, allowing Pisto to essentially control the entire ship and its forces. Pisto managed to recover most of the ships in his fleet in a similar fashion, and they made the journey to Raxus in the Western Reaches to try and support a continuation of the war. In light of his goals, Pisto renamed his dreadnought to The Last Stand.

This mission ended in ruin, with the Republic reorganizing itself as the Galactic Empire and setting out to occupy what remained of the Separatist Alliance. Most of their ships were intercepted before reaching Raxus, and though Pisto stubbornly still tried to make it, he was deterred only by the fall of Raxus. He realized that hope for the CIS, as it had existed, was essentially lost, and decided to escape with his forces to the outer rim. Harassment by the Empire meant the loss of even more ships, but eventually the fleet arrived in the pro-Separatist Wazta system in the Outer Rim. After several skirmishes with the Empire, their safety, for the time being, had been secured. Outside of the Western Reaches, they were separated from most of the other Holdouts, but by being out of the way of the Empire they managed to stay safely irrelevant and receive a steady trickle of other fleeing hold outs.

Pisto upgraded his form to that of an EG-5 Jedi Hunter droid and proclaimed himself General of the Vassek Confederacy of Independent States Armed Forces. He ran into the issue of lacking a civilian government, but this was remedied by the existence of local freedom fighter San’Kura. San’Kura, an experienced guerilla well known for his anti-Republic ventures across the Outer Rim, was a popular figure in the region and offered to create and lead a civilian government. Pisto, not wanting to bother directly ruling over a populace, agreed to his offer, and thus the VCIS gained a proper government. San’Kura proved to be a popular figure, vaccinating billions of children, bringing much needed reforms to education and infrastructure, and gave the small region much needed industrial work to help support the army.

In a matter of decades, the the VCIS had gone from a poor, starving warlord state to a self-sufficient confederacy, all thanks to San’Kura and Pisto. Pisto was revered as the “People’s General”, being seen as the savior of Separatist ideas along with San’Kura, and even viewed by some as a revolutionary figure. San’Kura and Pisto are both aware of this, and while they respect each other, are wary of the others influence. San’Kura’s programs have improved the resource gathering efficiency of the VCIS, giving the army more fuel and equipment to ease their logistical burden. However, the willingness of VCIS workers to strike, and the fact that they fuel the VCIS war machine, means that Pisto’s influence has weakened greatly. Despite it being his original goal as per his Separatist fantasies, he has had issues facing the reality that he is no longer the sole ruler of the VCIS. Pisto is a warlord with no territory to control, and he must now adjust to his new position in life.

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 The Palmetto on Wed Jun 19, 2019 8:42 pm, edited 7 times in total.
A rowdy redneck from South Carolina who tries to RP every now and again.
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Menschenfleisch
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Founded: Nov 01, 2017
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Postby Menschenfleisch » Wed Nov 14, 2018 8:03 pm

The Seven Sided Star:

General Information: "Avarice"

Name: Audrea/Audrey Famei, Avery, Avarice.
Appearance: A regular blonde, caucasian, tall, blue-eyed human with regular shaped eyes. Adult, and well into its twenties. The usual appearance, anyway.
Species: The concept of hunger. Something abstract, and barely even on this plane of reality, manifesting itself through a human body.
Gender: Inapplicable, but identifies as female
Universe of Origin: Tiamat, a hungry universe that ate other worlds until it was killed.
Age: Existing in her own universe for some time, her age is inconsistent. From her perspective, she lived trillions of years (if the concept of time even applies in this case), but from others’ perspectives, she has only 'existed' outside of Tiamat for fifty days. She's gotten a lot done in that time, though.
Equipment: None
Abilities:
  • Gravity: Everything seems to be attracted toward her. She can take two steps, and seemingly travel dozens of metres. People will find it nearly impossible to escape her, as if they're moving much slower than they actually are, no matter how much they run. Still, this is a limited effect, and it largely only applies if she’s trying to move toward them. It does, however, allow for disconcerting speed, and the ability to ‘leap’ over large gaps. Basically, she's always closer to something than she actually seems; like a car's wing mirror. This works both ways though, so it's fairly easy to chase her down.
  • Consumption: She can eat essentially anything. She can physically tear pieces out of something and consume them, or use her spatial properties to consume larger objects, giving the impression that they 'shifted' into herself. Anything that enters her mouth is instantly obliterated. The hungrier she is, the more she can eat at once and the more her psychic aura grows. However, when hungry her regeneration slows and her mind degrades. Her strength, speed and intelligence increase commensurately when she feeds, especially on "rich" foods such as well-prepared food, complex structures (machinery, e.t.c.) and living organisms.
  • Regeneration: Audrea can regenerate at an incredible pace. She is immune to poison, drowning, suffocation or any form of death besides actual physical damage.
  • Psychic Aura: Avarice ‘implies’ hunger and enthusiasm on those around her, causing people to become insatiably hungry. In especially injured or weak individuals, they will be forced to eat whatever is available, often specifically resorting to cannibalism. She can stare someone in the eye, and if they stare back with strong emotion (such as fear, hate or love), they will progressively become clumsier and weaker, before becoming paralysed. This is an unfortunately uncontrollable ability, but can be negated by simply blinking regularly. She can sow terror and confusion among crowds with her aura, and can focus this effect on a single individual; severely impairing the target. This results in rebound upon herself however, and the harder an individual fights this influence, the less she will be able to fight. This aura is extremely pronounced, meaning most people can tell if she's even nearby without having to look.
  • Exposure: Avarice is more accurately described as a presence inside a body, and can dissociate into a cloud of gas, known as her 'exposed' form. In said form, she is far less restricted, and can consume anything she comes into contact with, though she is also easier to kill, as her regeneration does not occur. She can also selectively vomit items when injured, often things she's eaten before, or random basic elements. She can change just part of her body or all of it, allowing her to create storms and such of her own ‘consumptive presence’, or move using it. She can effectively keep exposing herself indefinitely, although this will eventually start killing her (due to starvation) unless she continually consumes everything nearby.
  • Eldritch Implications: Audrey can pull off incredible stunts, due to her nature. She involuntarily affects space and time in adverse ways, causing local temporal or spatial 'glitches' whenever she's hungry/exposed. She communicates with psychic impact to each word, making it very easy to affect others’ emotions (but almost always in negative ways). She's isolated from time, rendering herself resistant to time dilation and similar effects. Her presence however causes minor damage to spacetime, and makes it very easy to detect and follow her, in the case of individuals or equipment which can detect such rifts.
Weaknesses:
  • Hunger: Audrea cannot resist gifts. Meat and living things are particularly hard to avoid eating. The intent behind the offering also affects how profoundly she's affected, too. If someone specifically tries to give her a gift of meat, it will be much harder to resist than simply finding a piece of meat lying on the ground.
  • Limited Regeneration: Avarice's regeneration is not infinite. If she's not well fed, her regeneration will slow until she can be killed. The more damage dealt to her, the slower her regeneration is. Her durability is not much higher than regular steel; but she regenerates so quickly (usually), that even disintegration will be mended as it occurs. Effectively building level. Primary survivability stems from excessive regenerative ability and the ability to metabolise any material, including gases, liquids and concepts. Execution may be carried out through burial in a material able to withstand exceptional compression pressures (in excess of 9 gigapascals); thereby retarding the regenerative process - or total destruction of the body followed by elimination of the exposed form by non-physical means.
  • Conceptual Weakness: Intent matters. If Avarice is shot without the intent to kill, she will suffer less damage, and the wound will heal quickly. If Avarice is shot with the intent to kill her, the wound will be more severe, and harder to repair. If Avarice is shot with the intent to kill, the belief it will kill her, and the belief she is significantly weaker than the wielder, the wound will be much larger and harder to heal than usual. This isn’t an end-all, however. Most damage will be determined by physical force, rather than intent. However, her exposed form suffers from intent-based damage far more, and is extremely vulnerable to killing intent. Walls meant to impede her progress will be harder to break, water meant to heal her will be more effective at repairing damage than regular water, e.t.c.
  • Super-realist Biology: While Avarice doesn’t require organs to survive, her body parts still need basic chemicals to function. Nerves transmit signals, and muscles will not work without energy input. Most of this comes from her ‘stomach’, but cutting her nerves will paralyse her in the disconnected parts of her body. Her brain is entirely absent, with signals simply ‘appearing’ near the base of the brain stem. Destroying it will force her to regenerate from that point outwards. Destroying her entire body completely (which is to say, removing even the particles that composed it from reality) will force her into her ‘exposed form’ until she can create another body (which may take decades, unless someone willingly gives up their body to simultaneously contain their own minds as well as Avarice).
  • Universality: Avarice is a being essentially composed purely of energy and information. As such, she cannot be classified as life. She has no soul, no spirit and no measurable ‘goodness’ or anything else incorporeal. As such, she can’t use things that function off of such principles, like most forms of magic; stands; ‘pure of heart’ prophecies; ‘judging’ weapons and the like.

Background Information:

Personality: Avarice is very calm and collected as a 'default personality', but can take up essentially any persona for the sake of appearances. Still, she can empathise with others; even if this doesn't affect her own emotions. She's extremely effective at understanding and emulating emotions, but she simply doesn't know how to actually feel them. Nor can she understand morals or morality, failing to even imagine what they are. Even so, she can often successfully emulate legitimate emotion for the purposes of intimidation or manipulation. Due to her being an individual of nearly pure information (a disembodied consciousness), her ability to learn new skills is essentially unparalleled; though due to her purely physical nature, and thus her inability to interact with 'the aura' or 'souls', she can't perform most magics or similar feats but also displays immunity to most attacks which depend on such abstract objects existing.



Biography: Avarice was born to Tiamat, a universe created by Echo in order to destroy its rivals (universes it was jealous of). Tiamat consumed many worlds, and brought their inhabitants within itself. Avarice lived as a mere internal manifestation of Tiamat’s hunger, like an alter-ego trapped within its own psyche. She was just a consciousness at first, with no way to observe or interact with the world; but billions of years allowed her to learn how to exist, how to forge a body, how to think and act. Just as she was learning to be alive, Tiamat was destroyed, and she was ejected into a nearby universe. She spent weeks rampaging across the stars of other universes, killing indiscriminately, experimenting with matter and life in methodical and destructive ways. She learnt to be a human. How to talk. How to breathe, and how to speak. By the time she learned how to moralise, her actions had made her a sociopathic villain to several realities, filled with the dead, the eaten and the enraged.
Valerian, knowing of her actions, believed that she had killed his family; however, in truth, Echo created him and wrote these memories into him. He hunted her for months (from his perspective), chasing her and cleaning up behind her. She left messes, dead heroes, dead planets, and he saw it all. He cleaned up after every dark deed she committed. And then, she learned to empathise. Not entirely. But a tiny spark of empathy lit up inside her. And that, was when she was sent away.
Avarice has only existed for 50 days. Her original home dimension, Tiamat, was a devouring space, that consumed other universes with wild abandon. As such, Avarice was formed as the 'subconscious' of Tiamat. They existed inside Tiamat, and began as nothing more than a concept. They started off not having a body, knowing literally nothing. After a few trillion years, fluctuations accidentally gave them the ability to think. A few billion years later, they taught themselves how to learn (time inside Tiamat was entirely non-linear). It took a few trillion years of trying, but Avarice was able to learn how to observe the world around them, even without a body; becoming a being of pure quantum information, and observing the entire universe with omniscience.
A few years later though, their omniscient gaze began to fall upon sentient minds that Tiamat was consuming. Billions of people and animals fell into the hungry universe, and so Avarice spent another million years learning to physically interact with the universe. All of this so far, by the way, only occurred because of random fluctuations in spacetime. It was all by chance, not by choice. But, now Tiamat knew how to affect reality around them. So, they forced themselves into existence, creating a body in the shape of a female human that happened to fall into Tiamat. They forced themselves a little too far into existence though, permanently binding themselves to the body they'd created. But, at the same time, since they were such a physical presence, they were now immortal; since dying would require someone to remove their existence. Their sheer power of existence is where their regeneration comes from.
Avarice still didn't know even the most basic things that people take for granted though. Like how to exist. How to follow natural laws. How to only 'exist' in one moment, and not simultaneously across several thousand different time periods at the same time.
Avarice spent countless aeons inside that body. Their thoughts were what shaped reality (since they were essentially Tiamat's subconscious), and so, they had to extrapolate the laws of physics from the way the body worked. Soon thereafter, they learned how to follow the laws of physics. And thus, they became 'real'. Avarice literally didn't even know how to use their new brain, and so had to spend another few million years teaching themselves how to interface with the nerves. Then, another thousand learning to move each individual limb. Still, if a baby can do it, so can a nigh omniscient god, right?
Then, Avarice spent a couple thousand years wandering the inside of Tiamat. After a few millennia looking at rocks and weaponry, and learning all about the 'implied world' out there (and learning to socialise without ever meeting a single living person by reading books and playing games), they were tossed into the next universe upon Tiamat's death.
Their first thirty days were spent killing, eating and dissecting whatever they came across for information and food, since they hadn't learned to moralise or feel sympathy. She killed a lot of people, and earned the ire of billions. The next twenty were spent running from Valerian, who'd taken it upon himself to hunt her down and kill her (for obvious reasons). At the fifty day mark, while she and Valerian were duelling in a world where she'd thoroughly fucked the laws of physics themselves, she was sent to the mountain, and Valerian was sent to Traverse Town.
Tl;dr: Avarice is an eldritch being of pure information who's written solidly into reality, and is still learning the basics about existing. She's still to learn how to moralise, how to properly empathise, and how to have the body of a regular human. Her lack of knowledge on human anatomy is why her organs are placed so haphazardly, and why her eyes are so strange. Eventually though, she'll learn to rise beyond her 'human' limitations, and gain additional abilities relating to spacetime.



Statistics:

Destructive Capacity: Wall level physically. Building level with exposure | Building level physically. City level with exposure | Multi-city block level physically. Island level with exposure
Attack Potency: Wall level | Town level physically. Exposure bypasses most standard durability by attacking the target's concept; effectively continent level | Mountain level physically. Star level with exposure.
Lifting Strength: Hundreds of kilograms | Millions of tons | Far higher than before, tens of billions of tons
Durability: Human level | Large building level | Small city level
Speed: Subsonic, with short supersonic bursts. Hypersonic+ via spacetime crunch | Massively hypersonic with sub-relativistic+ bursts. FTL via spacetime crunch | Relativistic, with short relativistic+ bursts. Massively FTL via spacetime crunch
Regeneration: 40% human total biomass per second. Far lower when injured (±2% biomass per second) | 150% human biomass per millisecond (cannot expand past standard human mass) | 50% human biomass per nanosecond (can expand past standard human mass essentially creating new limbs, organs, matter, e.t.c.)
Stamina: Dependent on how much energy is contained with Avarice's pocket dimension (determined by how much nuclear energy is contained by the objects she's eaten) | Similar to before | Similar to before
Intelligence: Very high. Perceptive capabilities greatly exceed even the most intelligent humans alive | Extremely high intelligence but very limited long-term planning | Any and all information Avarice comes into contact with (all particles, forms of energy and matter) are instantly destroyed or learned. The absolute limit of the ability to learn. Avarice is essentially a blackbody in this state

Key: Casual/Injured | Base | Well Fed (Having eaten 10e+12 kg, or under the weight of Mount Everest or a tenth of the water in the Great Lakes. Alternatively, fifty thousand regular people)

Stat Notes: Casual/injured Avarice is all out-of-combat states. Base Avarice is 99% of how the character will be portrayed during battles. Well Fed Avarice might appear once or twice during particularly large or "unrestrained collateral" battles. There is no actual limit on how powerful Avarice can get but adding stats for the consumption of planets seemed unnecessary.

General Information: "Tone"

Name: Victor/Valerian "Tone" Devana. Valerian is the human and Tone is the universe, though Tone is a nonsentient ball of energy that Valerian holds inside his heart
Origin: Number seven. The seventh universe Avarice visited. The seventh point on the star
Gender: Male
Age: 94 (bears the appearance of a man in his late 20s)
Species: Human universal hybrid
Appearance: A blonde haired male with blue eyes and an extremely athletic build, though not to the point of bulkiness (he's gotta be a mary sue, right?). Unusually angular and symmetrical body, with each side of his face being completely identical sans cranial hair formations, which lie in long bangs over the side of his head. His eyes are generally blue and very bright but can turn murky and change colours depending on his mood or condition. His blood is extremely bright and is always around -200 degrees Celsius in temperature. However, touching it causes severe burns to appear on whatever is in contact with it. His blood is thankfully perfectly insulated by his skin and so doesn't suck the heat out of the atmosphere but even then his body is frigid to the touch and can even freeze water if he clenches it in his fist.
Powers & Abilities:
  • Life: Valerian can forcibly reanimate or evolve creatures around him. Carcasses will reverse decay in his presence and are under his control, signified by their eyes becoming blue and luminescent. Living organisms will undergo accelerated evolution and will also fall under his control, up to and including life forms as intelligent as small children. Plants may also be grown in specific patterns to launch attacks, giving him fine motor control over vines and other floral organisms. This is his main mode of attack and locomotion, allowing him to glide through/over grass and part foliage freely. Victor himself evolves over time and so has gathered up a series of mutations which enhance his abilities considerably.
  • Warp: Valerian can drain energy or life from other locations. He can create patches of extreme cold (creating large amounts of ice) or kill off lesser organisms (plants and small mammals) with very little effort and can emit that energy later in the form of sound, which he has an intuitive understanding of. The sounds that he produces can shatter strong objects, kill at high enough volumes and cause hallucinations or internal bleeding if he tunes them to specific frequencies. He can also mend any object with his touch and similarly decay it if he comes into contact with it.
  • Unrestricted State: Valerian can enter an unrestricted state where his other abilities are heightened considerably. He can force injured or particularly weak humans to obey him freely for such a period and use his warping abilities to a far greater extent. His sound based abilities also begin to warp reality, allowing him to change spatial bounds, speed up and slow down time somewhat and emit/create matter and energy in gargantuan quantities at will. He essentially becomes an Olympian god for a period but uncontrollably emits radiation and sound the entire time, potentially creating environmental hazards for those around him. He can only stay in this form for up to five minutes, as any more than that will kill him due to radiation poisoning; he is not immune to his own emissions while he is in this state.
  • Clarity: Valerian possesses an extremely deep understanding of things that he examines and sees, often taking note of things that shouldn't physically be possible to examine. For example he can see someone's abilities and aura, allowing him to discern their general composition, abilities and nature (though to a very inexact degree, little more than "might possess magic abilities"). This appears to be a view of all inherent properties and is not limited to purely intangible or abstract concepts. If someone has a soul, he can see it. If someone likes bulgogi, he might be able to see that too if he knows what signs to look for. Essentially, Valerian can comprehensively see everything about a person barring some incredibly specific exceptions like the 4th wall. However, without any way to process this information or use it in a productive manner, he's usually limited to making completely useless and overwhelmingly vague assumptions about people he sees. He couldn't tell what Goku could do because he has no baseline from which to compare Goku to.
Weaknesses:
  • Vulnerabilities: Victor is extremely vulnerable to attacks that target him from his periphery or back. While his upfront offensive abilities are impressive his defence is abysmal and easily exploited.

Background Information:

Brief Bio/History*: Valerian was born in the seventh universe that Avarice destroyed. The entity struck when he was seventeen, completely obliterating his home in a manner of hours. He was left alive somehow in a completely empty universe, alone and without any light or sound. As it turns out, Tone, an entity hunting Avarice had punctured the universe and fought Avarice briefly just as it was leaving the dead husk. Tone was completely overwhelmed and largely consumed during this incident and used Valerian as a temporary host to keep itself alive. They were alone for several days during which Tone told Valerian about Avarice, itself and what it needed Victor to do; to hunt down Avarice and rip her open, restoring that which she had destroyed. Tone soon became dormant inside Valerian and lent him its power, allowing him to tear a hole in reality and chase after Avarice. He would usually arrive in a universe a few years after she'd visited, seeing either total darkness or scoured, barely living worlds. The few survivors he found were unanimous in their beliefs; that Avarice had to die. And so he journeyed, trying to live up to his heroic burden by acting like one. And thus he came to be a part of the RP's current story, a few hundred universes after beginning his journey.
Brief Personality Description*: Valerian is friendly and outgoing, giving freely to others and having a legitimate investment in the wellbeing of those around him. However, he is not very good at going further and developing true relationships. He acts like everything is transient despite his young age and treats others with a somewhat obfuscated apathy, ultimately devoted to avenging his family and finding Avarice. He is sentimental and nostalgic about his home, and is a heroic and passionate individual, dedicated to preserving lives because of this. It is in the service of others that he shines brightest.
Statistics:
Attack Potency: Large building level with evolved organisms and warp | City block level
Speed: Supersonic | Hypersonic
Lifting Strength: Class K | Class M
Striking Strength: Small building level | Large building level
Durability: City block level with life | Large building level with life
Stamina: Nigh infinite | Infinite
Range: Several hundred metres with life and warp | Hundreds of kilometres
Intelligence: Exceptionally high | Incomprehensible
Key: Base | True state
Equipment on Hand:
  • None
Explanations and Clarifications:
  • Life: Life is Valerian's ability to make things come to life and attack for him. He usually can't take absolute control of a regular human being but he can usually compel them to make a sudden movement like tripping over or shooting someone they're already pointing their gun at. Plants are his main weapon though which allows him to create enormous complexes of vines and entangle dozens of people at once. A good way to counter any usage of his life ability is heavy armour, fire and knives.
  • Reanimation: Reanimation is a complex one. He can actually bring things back to life if they're very simple, like plants and small animals. But, for something the size of a human, he has to revive them within a few seconds otherwise they'll come back with basically no memories, free will or anything going on in their brain at all. Brain damage sustained during life will also carry over and the original personality/memories of the revived person will be totally wiped by oxygen deprivation and imperfect rejuvenation within a few seconds. If the body is no longer capable of sustaining life (brain is destroyed, important organs are irreparably damaged) he cannot revive the thing in question.
  • Warp: Warp is a mixed bag. Let's examine it in steps. First of all, Valerian's ability to create cold patches. This allows him to create enormous quantities of ice and snap freeze objects and areas at several hundred metres' distance. It's not usually fatal to humans but unless they leave (or if they're alone and he's solely focusing on them) they will usually make it out without too much damage done. The patches of cold he launches must travel from his body and cannot start to manifest remotely, meaning he essentially throws these patches of cold rather than creating them on top of his target. So, they act like projectiles that cause severe frostbite and can even freeze blood, instantly killing someone as the blood in their body bloats and explodes. He's unlikely to do this though because, you know: heroics.
  • Creata: The ability to take and redistribute 'life energy'. He can usually only kill patches of moss, mushrooms and bits of trees. He can wither patches of grass and forests but it takes much more energy and effort to take down an animal. He can kill marsupials and small mammals with a glance but humans take up to a minute to fully drain. If he focuses a human down with both his cold and lifedrain abilities it can take around ten seconds to kill them. This is once again an ability that manifests in patches and that must be launched from his body, so it's possible to dodge.
  • Decay and Regrowth: Decaying touch is pretty normal. He can heal people by touching the wound, instantly mending wounds and even reattaching small appendages. In hand to hand combat he can cause someone to fall apart if he touches them, easily going through armour and sometimes ripping a hole in someone's body if he focuses enough on the decaying force.
  • Unrestricted State: In Valerian's unrestricted/true state he is extremely powerful but nowhere near the level of Avarice. In that state he's slightly stronger than Jacquelyn, though it's likely he'd still lose in a fight to her because of her superior mobility and overall destructive capacity and ability to focus her attacks. This state leaves him severely injured and poisoned and is generally only a last resort, such as Jacquelyn's mass-release and Avarice's self sacrificial state. This will appear very rarely and will generally only be used in bursts lasting around one to two seconds, allowing Valerian to execute one attack or so.
  • Clarity: Valerian can see the metaphysical (ontological) aura surrounding someone. This is essentially an intuitive understanding of someone's relative power and intentions. For example, if he were to see a wizard from Harry Potter he could distinctly see that they were attached to some sort of "field" around them, whereas a regular human would not be because they would not have the ability to manipulate magical power. This ability doesn't actually tell him what someone is capable of or what they are but it allows him to identify the type of power someone is attuned to; so if he saw one Harry Potter wizard he'd be able to identify Harry Potter wizards in future without having to examine their auras and their abilities. Basically, if he sees one Harry Potter wizard he'll be able to tell if somebody is a Harry Potter wizard as soon as he sees them because Harry Potter wizards have similar auras.



General Information: "Jacquelyn"

Name: Jacquelyn "Jackie" Vanth
Origin: Her memories tell her she came from an alternate version of Earth, one where superhuman powers were granted to her by birthright. But it never existed. It was all written in, last Thursday.
Gender: Female
Age: Less than a day. But, if memory serves, she's been around for at least 23.
Species: A plot abstraction. A character. Indistinguishable from any other human.
Appearance: Brown hair, caucasian complexion, short, with blue eyes that 'dance with speckled sunlight'. Wool jacket, cotton pants, flowy scarf.
Powers & Abilities:
  • Light: Jacquelyn can forge items and shapes out of light. It's like silk. She can stretch it between her fingers, throw it, shape it like clay. And then, once it has a proper shape, she can harden it. She can create extra appendages with light, replace unimportant body tissues with it. She can create endless spools of the stuff, but this will drain her vitality. She can maintain a small house worth's of light without injury. She can also use light to heal others, inciting rapid regeneration. This requires concentrated effort on her part however, and eats at her body.
  • Absorption: She can absorb light to heal herself. But, considering the amount of energy needed to generate matter, this is... Barely useful in combat. She can, however, absorb regular light and convert it directly into 'hard light'/radiance, meaning she can use natural sources to fuel her own abilities. This is, as was said before, extremely inefficient. She can also 'release' the energy stored inside radiance, creating explosions and intense heat.
  • Heat Resistance: Jacquelyn can easily withstand flames and burning light. She can see clearly, even when staring directly at the sun; stand in a pot of molten iron without injury, and is entirely inflammable. Her resistance breaks down at around 20,000 degrees Celsius.
  • Glow: Jacquelyn can glow brightly, if she decides to. She can also absorb light and use it to enhance her physical abilities and durability, negating or enhancing kinetic energy. She can't, however, convert radiance into kinetic energy. She can only do it with regular light, meaning in a dark environment, she's as vulnerable as a regular human.
Weaknesses:
  • Limitations: Jacquelyn's light generation directly takes energy from her body. It converts atoms into pure energy. This may seem efficient, but creating enough light to make solid objects uses up quite a lot of energy. If she tries to maintain more than a room's worth of 'solid light' (at its lowest density), she'll turn pale, and become dizzy. One-and-a-half rooms is enough to knock her unconscious. Any more than that would result in her death. Releasing the energy held within her own radiance can easily create explosions large enough (with enough shrapnel) to kill her, in addition to anyone nearby. As such, without cover or shielding, she can't use the ability to its full extent.
Statistics:

Destructive Capacity: Athletic Human | Tree Level | Town level. If Jacquelyn directly converts mass into energy, and her absolute limit of 'expended mass' is 10 grams, this converts to about 8.99e+14 joules of energy, which is in the range of 2.42e+13 to 4.18e+14 required for this level of destruction. If she converts her entire body into energy (which would kill her instantly) this will produce the equivalent of around 50kg of energy; releasing around 4.5e+17 joules of energy, or enough to produce a mountain-breaking explosion.
Attack Potency: Athletic Human | Wall Level | Town level with 'light release'. Radiance's main focus is in dealing damage through heat (Radiance's temperature is based on how much energy got poured into how small a space, and can easily reach 90,000 degrees Celsius). But, combining both physical and thermal factors, her attack potency reaches large building level under normal circumstances, but can be forced up to town level with enormous effort.
Speed: Athletic Human | Subsonic, with superhuman reactions | Usually supersonic, but can feasibly reach Light Speed
Lifting Strength Athletic Human | Class 1 (500 kg) | Class 5 (10 tons)
Striking Strength: Athletic Human | Wall Level | Small Building Level
Durability: Athletic Human | Wall Level | Small Building Level
Stamina: Athletic Human | Superhuman | Not-Applicable
Range: Melee Range | Melee Range | Several Kilometres
Intelligence: Human | * | *

Key: Regular | Glow | Radiance

Personal Information:

Equipment:
  • The Answer: A scrap of knowledge that tells someone the most important thing they could possibly know, and only that. The answer to the most important question they could possibly ask in that moment. Its answer is entirely different between separate people. Giving it away requires both parties to be absolutely willing, and for the recipient to know the potential consequences. Giving it away means the person letting it go loses all their memory of what The Answer told them, and are unable to be reminded of it (they simply can't comprehend any reminders) unless they are given The Answer again. The Answer will almost only ever give one answer to one person, and cannot be used for acquiring general or situation-specific information.
Biography: Jacquelyn was born... Created, 'twenty nine years ago' on an Earth where birthright determined the blessings and abilities people got. Unfortunately, a dark malevolent force threatened the world, in control of a shadowy cult and supreme magical abilities. Jacquelyn was destined to stop it. She was kidnapped, in order to extract her uniquely powerful abilities. She escaped with the help of another subject, a boy named Kyle, and vowed to take down the individual, known as Sterling. They fought against his clandestine organisation, and eventually faced him in battle.
And there, as Sterling lay dying, Jacquelyn entered the machine which he had built to end the world. And there, she found The Answer. And it told her truths. And then, before she knew it, the duo were sent tumbling through time and space.
Personality: Jacquelyn is cynical and entirely aware of the fact she's in a story. She knows there's a writer, she knows there are many. She knows things she couldn't possibly. Mostly trivial things, like people's names. She can't talk to the writers. She can't see them. But she knows they're there, always telling her what to do. She only just came into existence, and is still coming to terms with that fact. She knows her entire past is made up, she knows she's still not real. Simply put, she's coming to terms with the nihilistic nature of the world. She currently knows she's in a fictional text, and that there is an author; as well as the fact that everyone else is too, but beyond that, lacks most meta-narrative consciousness.

General Information: "Kyle"

Name: Kyle Hearse
Origin: The same universe (?) that Jacquelyn came from
Gender: Male
Age: 23
Species: Human
Appearance: Long black hair, hazel eyes, pale skin, moderate height. Tailcoat, pants and shirt.
Powers & Abilities:
  • General: Kyle's thoughts are greatly accelerated, allowing him to process sensory information to an unprecedented degree. He can echolocate, see in the dark and run over unstable terrain with ease. His body to mind coordination is incredibly developed, allowing him to pull off otherwise unimaginable feats of agility and dexterity.
  • Eyes: Kyle' eyes are entirely perfect. They're stronger than graphene, and can see anything. He can read a book at two hundred metres, and can aim perfectly dozens of kilometres away. He can look in a mirror, and see bullets in the air, specks of dust, the glint of a barrel. Simply by opening his eyes, he can see and keep track of essentially every object around him for three hundred yards. Even when blindfolded, he can still see as clearly as a regular human, just from the tiny amounts of light that make it through the fabric.
  • Hands: Kyle has incredibly steady hands. His mind compensates for everything. For the wind, for his heartbeat, for the twitches of his muscles. His aim is perfect. He can shoot a fly out of the air from the opposite side of a river, compensating even for the minute imperfections in the weapon itself. He can thread a needle without needing to look, all that jazz. His abilities are much simpler to explain than Jacquelyn's.
Weaknesses:
  • Sensitivity: Kyle' eyes are incredibly sensitive to nearly every factor. Bright lights can stun him for a short time (ironically), even through his eyelids. As such, he simply can't fight in bright conditions.
Statistics:

Destructive Capacity: Human level. Between wall and small building level with the Astra.
Attack Potency: Human level. Between street and building level with the Astra.
Speed: Superhuman (Body movements are inhumanely swift and coordinated)
Lifting Strength Athletic human
Striking Strength: Athletic human
Durability: Athletic human
Stamina: Athletic human
Range: Several kilometres with his rifle.
Intelligence: Above average knowledge. Savant level comprehension, since his mind works at such an accelerated speed.

Personal Information:

Equipment:
  • Astra: It's literally called the "Astra Rifle". The weapon fires metal slugs at varying speeds. It interfaces with them directly, and decides on how powerful its shot will be based on what the shooter wishes. It can fire a 15 gram projectile between 400 and 250,000 m/s, the force of a small pistol and around 100 kg of TNT respectively.
  • Solar Locus: An orb. It provides energy to any device in a twenty metre radius, providing essentially infinite energy. Destroying the orb would take more energy than a star would create in its entire lifespan, but would indeed release the huge ass star stored inside it. It's around two inches wide.
Biography: Kyle was an orphan, who was kidnapped for experimentation in a world of mutations and clandestine governments. Before then he had lived on the streets, bouncing between places of goodwill and homelessness. He was kept in the facility for some time, but the scientists simply couldn't find a way to replicate his particular abilities. One new moon, he escaped, and took Jacquelyn with him. Together, they took down the institution which wanted to destroy the world (As a part of the process to gain 'ultimate knowledge'). He and Jacquelyn took down Sterling, the leader of the entire institution. However, Jacquelyn entered the device he had constructed; "The Aletheian Mechanism", and found The Answer. As soon as she took a hold of it, they fell away, through space and time.
Personality: Kyle is calm and friendly, in a sort of 'chill' way. He's friendly to anyone who approaches him, but isn't a stranger to violence. He's extremely fond of Jacquelyn, in a way that's entirely unrequited (if at all possible). He's surprisingly protective of others, and while he's confident in his own abilities, often seeks out help for tasks he thinks he might have trouble with.



General Information: "Avenoir"

Name: Marcus “Avenoir” Cain
Origin: OC
Gender: Male
Age: ????+ (effectively 24)
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 hundreds of feet 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. At larger sizes, they often appear to be more like columns.
  • 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.
  • Memory: Marcus has an entity known as "Avenoir" that represents every memory that he does not remember. Avenoir is instantly forgotten and any media indicating his existence disappears after he demanifests. He only appears when Marcus' own mind is compromised, such as when he is severely injured or knocked out. Avenoir is able to force others to forget certain memories and use all of Marcus' abilities to a much greater extent. Another entity known as "Mnemosyne" exists in his mind and is perceived at all times. She is a separate entity with hero wn memories and senses, but has one-way access to all of Marcus' memories and sensations too. She is able to affect others mentally, but cannot be perceived or interact with the physical world. She may emotionally manipulate, knock out, mentally disrupt or momentarily possess others, but must "touch" them in order for this effect to kick in.
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

General Information: "Polly"

Name: Polly K. Delilah
Origin: OC
Gender: Female
Age: 25
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 Sat Apr 20, 2019 5:25 pm, edited 12 times in total.

User avatar
Menschenfleisch
Diplomat
 
Posts: 790
Founded: Nov 01, 2017
Iron Fist Consumerists

Postby Menschenfleisch » Wed Nov 14, 2018 8:03 pm

General Information: "Cassia"

Name: Cassia "Azrael" Sunday (AKA Cassandra, Cassius, Cass, e.t.c.)
Origin: A mind. Whatever place they came from will never be seen nor heard of again.
Gender: Irrelevant
Age: Twenty years
Species: Psychopomp/Personified Death/Abstract Entity/The Seventh Star
Appearance: Perfect shapeshifter. See below.
  • Male: Fair tone and height with brown eyes and black haired fringe. Long coat and utilitarian clothing.
  • Female: Pale and somewhat short with green eyes. Blonde hair with slight overhang. Thin cotton jacket and padded shirt and pants.
  • Other: Cassia can also take several other physical forms. Forms that they utilise more often are lupine in nature or vaguely humanoid. Different forms may also include inherent conceptual properties and emotions; giving the impression that a viewer is looking at an abstract concept. For example, Cassia can incorporate the 'appearance of happiness' into their physical form; which would let anyone looking at them know that Cassia was "happy", or "happiness". Other times they may create a form that includes a great deal of information, such as a shape wherein viewers will gain specific knowledge just by looking at Cassia. The more complex a form is however the more difficult it is to hold and the more confused people will get when looking at them.
Powers & Abilities:
  • Abstraction: Cassia is a psychopomp and/or an abstract entity, granting them enigmatic abilities regarding concepts and life. They can feel 'life' as well as its cessation. In essence Cassia can detect death and birth up to thirty feet away. The more happens at once the easier it is to see, and the further away Cassia can detect it. They are able to take and keep souls of those who have died; in essence copies of their minds in life. This includes robotics and even the most rudimentary of intelligences. They can also forcefully tear someone's 'soul' from their body but this is incredibly difficult and dependent on how powerful the victim is. If the action is successful the subject dies instantaneously. These disembodied spirits contribute subconscious information to Cassia, giving them a degree of skill in whatever the dead individual was skilled in, as well as some knowledge about them. The mind remains fully conscious, and Cassia may at any time communicate with them; though it would not be surprising if the mind was driven insane by its now dead state.
  • Perfect Shapeshifting: Cassia may turn their body partially or wholly into other materials with no regard to biological function. They must always maintain a mass between .2 and 5 times a human's volume but this limit may occasionally be breached. If they attempt to maintain a size smaller or larger than this limit their body will slowly expand/degrade to accommodate former limitations. Their form must also be within the range of 50 grams and 7,000 kg. As such Cassia can't just morph into a superdense indestructible material and call it a day. They also can't just copy the abilities and powers of others (unless said abilities and powers are completely physical and easily understood).
    The Seventh Star: Cassia is the point of a seven pointed star. They are looking for the other six. When that happens, who knows what'll be next?
Weaknesses:
  • Specifics: Cassia's shapeshifting ability is limited. Not only can they not exceed or go under certain masses and volumes but each form will universally have weaknesses specific to it. Human forms will have human flaws. Stone arms will be heavy and easily dissolved. The universal weakness these forms share is toward intense cold which retards the transformation process and all bodily functions; including reaction time and movement speed.
Statistics:

Attack Potency: Between human and town level depending on what Cassia turns into. (For example, a nuclear bomb)
Speed: Between human and vastly supersonic. Reaction speed is dependent on form.
Lifting Strength: Between human and 10,000 tons depending on what Cassia turns into.
Striking Strength:] Between human and large building level depending on what Cassia turns into.
Durability: Between human and town level depending on what Cassia turns into.
Stamina: Extremely varied.
Range: Between melee range and hundreds of miles.
Intelligence: Dependent on the number of minds within Cassia. Currently above human average.
Equipment on Hand: None. Cassia can generate equipment attached to their body freely.

Personal Information:

Brief Bio/History*:
Cassia was created by a psyche. A concept born from the collective belief of an indeterminate number people. Belief creates being, and Cassia was the manifestation of their belief in death. And thus, they became a psychopomp; fated to walk the endless expanse collecting minds as they went. It is said that near the end they will have collected all things and become creation itself. Or maybe that's just melodrama. Who knows?
Cassia is in essence an infovorous conceptual entity. They are not necessarily a psychopomp but a self-determinating object that creates and affects data. In this case, not just data such as that on a computer; but quantum data, all the combined aspects of an object like; temperature, size, material, details, macrostructure and quantum build. Cassia's ability to absorb 'souls' is essentially the ability to destructively copy the complete data-set of a creature or machine's mind. Dead things are held in stasis and so do not change during the absorption process, making them easier and faster to absorb, although their quality degrades rapidly after death due to the natural decay of the mind and patterns therein. Living things generally react to abstraction with frenzied mental activity and thus make the process much more difficult.
Cassia, being able to interact with data, is able to affect their own quantum information. This is why they are able to change themselves into nearly anything within imagination. Their mass and overall energy level is determined by the information at their disposal (conveniently equal to 7 tons). Their abilities are limited to objects above a certain threshold of 'sentience' or 'intelligence' for arbitrary reasons. The process of abstraction also removes other data, resulting in deformation of the body, reduction of temperature and decay of particles into lower-energy states. This is what usually kills the individual after their data is copied over, in addition to the fact that Cassia's abilities rely on the total destruction of the data source in order to absorb it into themselves.

Brief Personality Description*: Extremely varied. Cassia is affected by the contents of their own psyche. While they are currently apathetic and easygoing it would take only a few thousand souls to swap completely. Right now Cassia is quite friendly and unconcerned, even in exceptionally dire situations. They're just here to have a good time.



Themes:
  • Avarice and Tone: Red - Blue, Emptiness - Energy, Destruction - Creation, Morality - Heroism, Development - Stagnation
  • Jacquelyn and Kyle: Green - Black, Power - Precision, Independence - Reliance, Self Determination - Narrative
  • Avenoir and Mnemosyne: Memory - Forgetfulness, Restraint - Freedom, Inertia - Fluidity
  • Cassia: Duality, Completion, Change
If that all sounds really pretentious to you don't worry; all of these characters are going to die.
Last edited by Menschenfleisch on Wed Nov 14, 2018 8:14 pm, edited 4 times in total.

User avatar
Skylus
Negotiator
 
Posts: 6511
Founded: Oct 25, 2016
Inoffensive Centrist Democracy

Postby Skylus » Wed Nov 14, 2018 8:16 pm

Skylus's Characters/Faction (s)

Name: Madison Goodwill
Origin: Earth; Hogwarts; Alt Harry Potter universe
Gender: F
Age: 18
Species: Human Witch
Appearance: Stands at 5'3, brown hair and eyes, likes to wear various t shirts and jeans
Powers & Abilities: Powers/abilities: She can become a bear due to her being an Animagi
Madi can use wordless magic with her hands or her wand to cast spells
She is very skilled at dueling and Qudditch
(SPELLS ARE THE NEXT SPOILER)
Weaknesses: Madi doesn't take betrayals very well, will do stupid stuff when she is angry/grieving, likes to prank people and thus gets in trouble a lot. She will also argue with people for "being idiots" from time to time.
Attack Potency: building with various spells; or a forest. An angry witch is not to be messed with.
Speed: below human level
Lifting Strength: below human level
Striking Strength: Human level
Durability: Human level, augmented by healing factor
Stamina: doesn't last very long, maybe 5 minutes at best
Range: With wand/hands - however long the spell goes for
Intelligence: Still in school so not fully developed yet. Basically she believe's she's smart enough to pass her classes with mostly good/great grades. On the combat side, she knows healing spells as well as offensive and defensive.
Equipment on Hand: her wand (ebony, Dragon Heartstring, 12.5 inches) (Now has her mom’s wand - Hazel,11 inches, Wampus Cat Hair), a satchel that had the expand charm placed on it, so it can hold a lot of stuff (currently holding 10 Galleons, 5 Sickles, 2 Knuts, a spell book, and several changes of clothing)
Brief Bio/History*: Madi was born to Half-Blood parents 17 years ago in England. Over the years, her parents questioned some of the things she did, but all was made clear once a certain red envelope made it's way to Madi's house. Fast forward to now, 2018. In this timeline, Umbridge rules over the Ministry and has taken over Hogwarts. What happens now is anyone's guess.

Update for TGWR: After a long time of fighting, the threat in London was ended, at the cost of the city’s destruction. It’s a year later and Madi and the group are on the run from the now corrupt Ministry and a lot of other forces. Their next objective is to find Ableton and end his reign. She now has a ghoul transformation (from Crow’s world, might have to make a separate app)
Brief Personality Description*: Madi is usually friendly towards everyone all the time. She gets frustrated when people don't listen to her advice or are being "complete idiots for no reason". In addition, Madi considers herself a healer or sorts and constantly badgers people about being careful, to some annoyance. She doesn't like small spaces that much or very loud situations.
*Optional, but recommended


Healing Spells
Ennervate - counter to Stupefy
Ferula - creates bandages
Tergo - cleans up any mess

Offensive Spells
Incendio - start a fire (campfire)

Defensive Spells
Cave Inimicum - strengthens enclosures from bad guys
Colloportus - locks a door
Expecto Patronum - summons a Patronus

Other Spells
Accio - summons stuff
Alohomora - opens locked objects like doors and chests
Tergo - cleans up any mess
Pack - packs suitcase/knapsack/whatever
Lumos - creates a light at tip of wand
Nox - counter spell to Lumos


Name: Po Ping (The Dragon Warrior)
Origin: Kung Fu Panda franchise/Ancient China
Gender: M
Age: Not exactly said in the movies, I believe 20
Species: Giant Panda
Appearance: Image
Powers & Abilities: Can rapid-fire dumplings from his mouth at a high rate of speed. Other powers include
using his belly to send baddies into the air,
riding one wheeled carts across rooftops, and
having super strength.
The Furious Five helps him in battle as well, but since Po is seemingly on his own for the moment, he has to make do.
Weaknesses: Po has a weakness to food, especially dumplings. He has a hard time getting around because of how huge he is. Po doesn't do good with betrayals; and he often takes risks to protect his friends and allies.
Attack Potency: City Building
Speed: Subsonic
Lifting Strength: Class 1
Striking Strength: Building
Durability: Wall level
Stamina: High
Range: With his fists - around 2 feet in any direction; with a staff or any weapons - five feet; dumplings - 10 feet; anything else....varies
Intelligence: He's not like genius level but he's smart enough to figure things out on his own, at least
Equipment on Hand: none at the moment; save for his 'Fists of Fury'
Brief Bio/History*: Po's village was raided when he was just a cub. His mother got him to safety and then was killed by Lord Shen's henchmen. Fast forwards around 18 years later. Po lives with his adoptive father, Mr. Ping. Po hears word of a tournament that is to determine the identity of the Dragon Warrior. Po goes to investigate, but arrives late. Ironically, he's chosen as the Dragon Warrior for this exact reason. Po is subjected to training sessions watched over by Master Shifu, the student of Master Oogway, the one who had chosen Po in the first place. Meanwhile, a snow leopard by the name Tai Lung escapes his prison and begins to wreak havoc on the Valley of Peace. Po, after accepting his role as the Dragon Warrior, fights Tai Lung and wins.

Around 2 months later, Po and the Furious Five are battling raiders when he gets a vision of who he thinks is his mother. When the six warriors return to the Jade Palace they are sent out on a mission to stop Lord Shen from using a new weapons - the cannon - before he destroys the Valley of Peace. However, Po is struck by the cannon's projectile and is believed to be dead. Po winds up at an abandoned, ruined village and is looked after by Shen's soothsayer. He learns that Shen destroyed his village because the soothsayer told Shen that a panda would kill him, and so Shen ordered all pandas to be killed. Po returns with a vengeance and stops Shen before he can use the cannon. Meanwhile, in a far off valley, Po's father learns that his son is alive.

A few months after this, Po's father, Pi, shows up at Ping's noodle shop and breaks Po's record. Po discovers that this panda is his real dad and they two go on a journey together. Meanwhile, an ancient evil Kung Fu master by the name of Kai returns and aims to collect everyone's Chi. Po learns that the pandas used to be masters of Chi, and is determined to figure out how to use Chi. Po and Kai eventually meet and fight, only for Po to realize that he has to sacrifice himself to rid the world of Kai, so, he does, and is transported to the Spirit Realm, where Po masters the art of Chi and defeats Kai for good. Po returns to the Valley of Peace and teaches people how to learn and master the art of Chi.
Until now.
Brief Personality Description*: Po cares about his friends and family and despises evil people. He wants to make the world a better place and wants to keep everyone safe. He also likes food.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Lincoln Douglas Forester (Second Lieutenant of the Hyrulialus Royal Air Squadron) "Chain-Link"
Origin: Alternate Futuristic Hyrule
Gender: M
Age: 22
Species: Hylian
Appearance:
Image
guy in the front looking off to the side but with dirty blonde hair and blue eyes

https://drive.google.com/file/d/1oB0vSQjtrJq-VZI0gn90tWySAMZ9pISB/view?usp=sharing
Civilian clothes (and long hair)

his ship, the Golden Sapphire
Image
has the Hylian crest as a hood ornament, colors are gold and blue; lightning bolt replaced with a Triforce

pilot wings
https://drive.google.com/file/d/1WCpn8BTktCGu6SFyRMHK42BbJQ7FP4lW/view?usp=sharing
but pure gold and hangs on a chain


Powers & Abilities: has been trained in space combat, can wield most weapons, has knowledge to heal people (advanced survival training)
Weaknesses: gets pissed off too easily, doesn't like to follow orders
Attack Potency: (The Slate has different Runes, if you want me to factor these in, say so but for not not going to) Athlete on foot, street in fighter
Speed: Athlete
Lifting Strength: Athletic
Striking Strength: Athlete
Durability: Athlete
Stamina: Athlete level
Range: Extended melee range
Intelligence: Knows about survival skills, fixing fighters, medical stuff
Equipment on Hand: Plasma shield (Hylian shield, but upgraded with Shieka tech); Master Sword (now like a Halo twin-bladed plasma sword); Shieka Slate (an actual tablet now), usual pilot stuff
-The Master Sword was significantly weakened during the Era of the Wild, as you may all know. Thousands of years have passed since then and it's only been 20 since the sword was essentially 'reforged' into a modern weapon of sorts.
just one of these and with bigger wings
https://drive.google.com/file/d/1Kq2xqNNIfaE-RsJx6jxHYzXhCGwYqHnj/view?usp=sharing
Demonslayer, as the sword is now called, can still shoot a beam of light from the blade, can still light up dark areas, and, even thought it's power have weakened, those that fight for evil forces still feel uneasy when near the sword, due to it repelling evil and all.

-The Hylian Shield was also upgraded and can now be used as both a defense and offensive weapon. However, due to the fact that Plasma weapons are regarded to be controversial, the military is being pressured by various groups for use as an offensive weapon.

kite shape and blue version of this
Image

The Shieka Slate was also unearthed at the burial site of the last Hero and was quickly upgraded. Everything was backed up and can be still accessed via a few finger swipes. At the tie it was dug up, the Shieka Slate still had a few secrets that were left to be discovered by Doug himself, one being that the last Hero had recorded various parts of his journey himself. Notes were everywhere on the tablet depicting various things, like how to attack various demons/creatures, lots of food recipes (and variations), and elixirs and healing potions and cure-alls. The six runes (Magnesis: lifts/lowers stuff, Sphere and Square Bombs: blow things up, of course, Cryonis: freezes things and harms them, Stasis: stops time, and Camera: takes pictures) have been converted into actually weaponry for the Slate but are still a work in progress.

Modern Shieka Slate concept but a bit smaller
Image The bombs have a max range of...basically how far Doug can throw them. I'll go with 10 feet just to be safe (hand grenades for how powerful they are). The Stasis rune was corrupted in the upgrading process. It is still on the Slate, but cannot be used.

Brief Bio/History*: Doug was born to Harold and Ammy Forester in the year 3390 A.H. in the small town of Ordon.
His father worked/works at the castle as a engineer, his mother worked/works in the hospital across the street. Doug grew up among many of his fellow future squad members and the long bonds have only made their group stronger. He was around ships from an early age and he spent most of his childhood in the airship yards at the Academy.

Doug was and still is very interested in history. He was always fascinated with Shieka technology, having learned that it had been invented a verryyy long time ago blew his mind at the time he discovered this.
One day, his father took his to a section of the Estate that he had never been to before, there, he discovered that his family still had a lot of artifacts from the past. At the time, he wasn't allowed to take anything out of the vaults. But he would later, as he would come to find out.

At the age of 19, with exceptional marks, Doug passed secondary school and went straight into the Royal Military. he rose through the ranks for 3 years until he reached the rank of lieutenant. Three months afterwards, though, rumors began spreading that something was attacking at random, monsters that were long gone had begun to reappear. General Shakeal, Commander of the Air Squadron part of the military, sent Doug out by himself to see if he could find out what this thing was.

Doug eventually found it- a beat up portal-like device at the far edge of the desert- right up against the border of Hydialia, a rouge nation that was always having civil wars. There were LOTS of creatures around the portal and when they saw the ship approaching ,the creatures began to fire at the ship.
Doug began to fight them but got a report from his father to return home-they were being attacked.
So off Doug went.

The Estate was in flames when Doug arrived, his parents had made out safely, along with his siblings, but it seemed like nothing else had. He saw that his family got to safety and then he ran into the burning mansion, and went straight to the vault room.
There, he found the family blade, shield, and tablet. Under a sheet was a motorbike that he had received when he was 15. Doug made use of whatever else he could find and got out of the house before it collapsed, killing all those that were inside instantly.

A few days later, the main man behind these creatures made himself known and his name resonated around Hyrulialus- Ganondorf, the evil Warlock in so many of the old legends, had returned and was real. He began to raid towns immediately and the Squadron was sent out to deal with him.
That was five days ago.
Brief Personality Description*: Outgoing, protective of those he calls friends
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Amaterasu (Ammy)
Origin: Nippon (Okami)
Gender: F
Age: Very very old (she's a goddess after all)
Species: Wolf/Goddess
Appearance: Image

Powers & Abilities: Celestial Brush (Some of these will be learned later on - marked with *)
(brush that allows Ammy to perform certain techniques such as "Inferno" creates fire and burn things*
"Waterspout" can be used on water sources to create water, can be used to create water platforms*
"Vine" basically acts like a Hookshot except it only works on flowers
"Power Slash" acts like a sword strike and cuts things in two
"Veil of Mist" slows down time*
"Water Lily" creates Lilypads when used on water sources
"Sunrise" turns night to day
"Crescent" turns day to night*
"Catwalk" allows Ammy to walk up walls*
"Blizzard" freezes things*
"Bloom/Greensprout" restores dead/tainted plants
"Cherry Bomb" blows stuff up
"Thunderstorm" summons lightning*
"Galestorm" summons wind*)
Ammy will also be able to double jump to reach new heights and dig hard spots to get to goods later on
her floofiness ability to cleanse corruption, make people happy and bringing trees and plants to life with vibrant colors.

Inferno can burn stuff as long as the ink turns orange in game, This basically means anything that can be brunt and is on screen can be bunt. Fireburst is the upgraded version and does not require a fire source to use.

Blizzard works the same way, if the ink turns blue, it can freeze stuff. The upgrade, Icestorm, summons ice shards to freeze or damage objects. If used on townsfolk, it will temporarily turn them into snowmen.

Galestorm can be used basically anywhere and it does not matter where Ammy it is standing, it is, again, where you place your brush. Whirlwind is the upgraded version and creates a small tornado around Ammy.

Power Slash can cut rough giant boulders easily; this can be upgraded 2 more times at the Dojos around Nippon so you can cut down even bigger boulders

Cherry Bomb has 3 phases, 1, where you can only place one bomb; 2, two bombs; 3, three bombs. Again, where you can place the bombs depends on location. You can even make them in mid air and watch as they rain death upon your foes. How fun!

Veil of Mist slows down time for 4 seconds, you can also Mist Warp to get to new locations in Nippon using special save points called Ultimate Origin Mirrors

Sunrise and Crescent change the time of day, nothing more

Catwalk can only be used on cat statutes or wherever the Mark of Kabegami (glowing paw prints) is found

Waterspout can use used on various water sources to create water platforms and can be used to move water to other locations; Fountain is one of 2 upgrades and it activates a mermaid spring without the need for a mermaid coin. Deluge/Splash is the 2nd upgrade and it causes a downpour, halting enemies (barely damaging in the process) and puts out flames.

Thunderstorm is used to create lighting and it can only be used when thunderclouds are nearby. However, the upgrade, Thunderbolt, fixes this and you can use lighting to your heart's desire

Bloom/Greenspourt restores dead/tainted areas/plants and brings back wildlife to those tainted areas, you can also create trees by making a single dot using your brush

Water Lily creates lily-pad platforms that you can use to cross water, use this with Galestorm to move the lily-pad wherever you like, only 3 can be on screen at any point

Weaknesses:
Attack Potency: Wall
Speed: Super human
Lifting Strength: Super human
Striking Strength: Super human
Durability: Street
Stamina: Ammy has different running speeds and she can run for a long time
Range: The Tundra Beads can fire ice particles at basically anything that is able to be fired at. Both the Solar Flare and Thunder Edge are close range weapons.
Intelligence: Ammy is a Goddess in a wolf body, so while she seems like she doesn't know much, she may surprise you with how much she really knows
Equipment on Hand: Solar Flare, Thunder Edge, and the Tundra Beads
Brief Bio/History*: The game is set in a Nippon (Japan) based on Japanese folklore and begins in one hundred years in the past. The narrator describes how the white wolf Shiranui and swordsman Nagi fought and sealed the eight-headed demon Orochi at the cave, to save Kamiki Village and Nagi's beloved maiden Nami.

In the game's present, Nagi's descendant and self-proclaimed greatest warrior, Susano, refuses to believe in Nagi's legend and frees Orochi, who escapes and curses the lands, sapping the life from Nippon. Sakuya, the wood sprite and guardian of Kamiki Village, calls forth Amaterasu, the sun goddess, known to the villagers as the reincarnation of the white wolf Shiranui, and asks her to remove the curse that covers the land. Accompanied by the artist Issun (an inch-high creature known as a Poncle), Amaterasu begins to restore the land to its normal state.

Throughout her journey, Amaterasu confronts Waka, a handsome and strange but powerful individual who seems to have the gift of foresight and further teases Amaterasu and Issun to his own mysterious ends. Additionally, Amaterasu locates several Celestial Gods hidden in constellations, who bestow upon her their powers of the Celestial Brush to aid in her quest.

After Amaterasu and Susano defeat Orochi to save Kushi, recreating past events, Orochi's spirit floats northward. Amaterasu and Issun embark on a journey across Nippon, first arriving at Ryoshima Coast and Sei-An City, the capital of Nippon. There, they work with the beautiful priestess Rao, the legendary submarine Dragon Kingdom, and the reclusive Queen Himiko to rid the coastline and city of Orochi's influence, including destroying a demonic plague and retrieving a mystical weapon from a sunken trading ship. However, it is revealed that the real Rao was killed before Amaterasu arrived, and the Rao they had been working with was the false fox god, Ninetails, who murders Himiko before returning to her fortress on the elusive Oni Island. Amaterasu and Issun eventually find and kill Ninetails, noticing that her spirit, like Orochi's, travels to the icy northern island of Kamui. The two decide to travel northward to find the source of the demons.

In Kamui, Amaterasu assists the Oina tribe defeat two recently-revived demons, Lechku and Nechku, who were creating a deadly blizzard that threatened to destroy the island. In addition to this, Amaterasu discovers that Issun ran away from his home of Ponc'tan to escape his responsibility of being a Celestial Envoy - a messenger of the gods - and his abusive grandfather. After defeating Lechku and Nechku, Amaterasu discovers the wreckage of a flying ship made of iron: the "Ark of Yamato", trapped in the frozen plains of Kamui. Waka appears and reveals himself to be a member of the Moon Tribe, a long-living race who used the Ark to sail and escape from the Celestial Plain that Orochi invaded. The demons attacked and killed the rest of the Celestials before the Ark fell to earth, releasing the demons upon the mortal world. After defeating the spirits of the felled demons again at the Ark, Amaterasu confronts Yami, the machine-esque leader of the demons who led the genocide of the gods ages ago. After a long battle, Yami drains her power and nearly destroys the Celestial Gods. Before it can do so, Issun, finally accepting his role as a Celestial Envoy, encourages all those they have helped to send their thoughts and prayers to Amaterasu, who regains her powers and defeats Yami, ridding Nippon of all demons. Amaterasu and Waka take control on the Ark and sail back to the Celestial Plain, determined to rebuild the land of the gods.
Brief Personality Description*: Ammy tends to fall asleep at various times during conversations, she cares about everyone that she meets and doesn't like betrayals.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Link
Origin: Outset Island, the Great Sea (Legend of Zelda franchise) The Wind Waker (gonna say the year is 1756)
Gender: M
Age: 12
Species: Hyrulean
Appearance: https://en.wikipedia.org/wiki/File:Zeld ... rArtUS.jpg
Powers & Abilities: The Power Glove can lift (according to the scale) Class 5 objects.
The Master Sword has been restored to its full power by now, along with doing double damage, it can provide a very dim light source if needed.
The Mirror Shield can reflect light on to various sources and also protects the owner against basically anything (in the Zelda world, anyway)
The Fire and Ice rods do - what else - set things on fire/freeze things
The Deku Leaf can send Link to various heights if he's above a wind gust. He can also use the Deku Leaf to send air in the direction he swings the Leaf.
The Hookshot latches onto wooden objects and pulls you up to them. Also helps with crossing large gaps.
Weaknesses: fire, ice, can't swim very well, does not like heights that much
Attack Potency: 9-B with bombs; 9-C with sword
Speed: Normal Human speed
Lifting Strength: normal human (he can pick up small pigs and rocks though); with the Glove, Class 5
Striking Strength: athlete class
Durability: human level
Stamina: varies by what he is doing at the time
Range: With the Hero's Bow- pretty far, same goes for Fire and Ice rods and the cannon on "Red" (King of Red Lions)
Intelligence: Gifted (in Hyrule anyway)
Equipment on Hand: Master Sword, Mirror Shield, Fire and Ice rods, Deku Leaf, Hookshot
Brief Bio/History*: (Insert plot of Wind Waker up to where Link visits Hyrule for the last time before going to fight Ganondorf)
Brief Personality Description*: Link was once a carefree boy who wanted nothing better to do than live his days on Outset. But that all changed when his sister was taken by the Helmarok King and taken to Ganon's Fortress. After a series of events that took him from Outset, all over the Great Sea, and even to the Kingdom in ruins that lies silent beneath the waves; Link's grown up a lot and is just beginning to realize that possibly, maybe, he's the one that Hyrule needed in their hour of doom. Sure, it's around 500 years later, but better late than never, right?
Link usually gets along with others. His grandmother raised him as best she could and throughout his adventure, he's used what his grandmother taught him well.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Ganondorf Dragmire
Universe of Origin: (Legend of Zelda franchise) The Wind Waker (gonna say the year is 1756)
Gender: M
Age: Around 500 years
Species: Gerudo
Appearance: https://en.wikipedia.org/wiki/File:Zeld ... rArtUS.jpg (guy at top of picture)
Powers & Abilities: can sword fight, use various types of magic (dark, elemental), can transform into a creature know as Ganon (Ganon's stats shall be in bold)
Weaknesses: thinks too highly of himself, his goals outweigh his morals
Attack Potency: 9-B with swords; 9-A with magic; |8-C
Speed: Normal human; with magic, athletic human; |Peak human
Lifting Strength: with bare hands, ; with magic, peak human; |Class 5
Striking Strength: with bare hands, athlete; with magic, wall; |small building
Durability: without magic, human; with magic, wall; |small building
Stamina: without magic, ; with magic, he can fight for a very long time and not tire; |same as with magic
Range: without magic, around five feet with his swords; with magic, varies depending on what spells he uses; |range varies
Intelligence: gifted (for Hyrule) |not very smart
Equipment on Hand: two swords, various magic types (listed above) |two swords, spiked tail, claws, hooves, horns
Brief Bio/History*: 500 years ago, Ganondorf was the leader of the Gerudo Tribe, he grew tired of being ruler, so he set his sight on being greater. He entered the Sacred Realm and took over Hyrule during the course of 7 years. Sooner or later, the Hero of Time defeated him and he was imprisoned in the Sacred Realm. Sometime after this, he escaped and attacked Hyrule, the people prayed to the gods for help, and in response, they flooded Hyrule. Fast forwards around 500 years later. Ganondorf set up a base called the Forsaken Fortress, and he used his giant bird, the Helmaroc King, to kidnap girls with blue eyes and and blonde hair. I think you know the rest of the story.....
Brief Personality Description*: Ganondorf is ruthless, and does whatever he needs to to achieve his goals. He does a complete 180 near the end of The Third Wizarding War (TTWW), and becomes good. He uses his skills to aid people and stop conflicts.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Link/Wolf Link
Universe of Origin: Hyrule; Twilight Princess
Gender: M
Age: 17
Species: Hylian/Wolf
Appearance:
https://drive.google.com/file/d/1-9j2PyUSdu02ssvyC2y2P-3rq49bkOw7/view?usp=sharing
https://drive.google.com/file/d/1uj0ykjD-a0sYl7J8w9sAVjWDf-aIxPaC/view?usp=sharing

Has been severely wounded a few times and has several new scars, he lost an eye while fighting a Chimera but has it again, he can only see in black and white in that one eye.
Powers & Abilities:
Hylian:
Ancient Sky Book - allows Link to recharge the Dominion Rod and record Sky Runes
Ball and Chain - smashes away ice blocks and does deadly damage to enemies
Bomblings - Destroys Bomb Rocks, opens paths, kills things
Bombs - same as above
Clawshot/Double Clawshot - latches onto Clawshot Medallions and vines, able to reach otherwise inaccessible areas, able to pull distant objects towards you, stuns and kills things/same as Clawshot expect has two claws and can traverse more easily
Cursed Shard - allows Link to become his wolf form at will
Dominion Rod - allows you to control wooden carved statues
Fishing Rod - Does this really need explaining
Gale Boomerang - retrieves distant items and objects, stuns enemies, activates weather vanes, extinguishes torches
Giant Bomb Bag/Quiver/Wallet - already explained under “Equipment on hand”
Hawkeye - lets you zoom in on distant objects (think binoculars), can be combined with the Hero’s Bow for precise long distance shooting (think guns with scopes and whatnot)
Hero’s Bow - fires arrows over great distances to defeat enemies, activate switches, etc (it’s a BOW do I really need to explain this to you)
Hero’s Clothes - yadayada famous clothes that long dead heroes wore, “well suited for all combat scenarios” Well we’ll see if they can handle “modern” combat
Hylian Shield - legendary shield that can deflect most attacks, resistant to fire
Horse Call/Whistle - given to Link by Illia after she gets her memories back, this wooden whistle in the shape of a horse head allows him to summon Epona from anywhere (certain restrictions apply of course)
Iron Boots - These of course increase your weight when they’re put on. Allows the wearer to activate floor switches, sink to the bottom of bodies of water (and walk on the floors of said places), activate magnetic tracks, and a lot more other stuff
Lantern/Lantern Oil - lights up dark areas/ torches, burns away thick spiderwebs, keeps most creatures at bay/fuel for the lantern, what else
Master Sword - let’s face it, the sword has a lot of names, a vast history, you guys know what it does, right? ...Right?
Slingshot - It’s a slingshot. End of story.
Spinner - now this thing is fun. It allows you to ride on Spinner tracks (defying laws of gravity in some cases), and can help you get across quicksand without sinking
Zora Armor - allows the wearer to breathe underwater and swim like, what else, Zora

Combat:
Dodging/Rolling - what the names imply
Jump Attack - what the name implies, you guys know the drill by now, right?
Spin Attack - Do I really need to explain this?
Blocking - Block things with either sword or shield or both
Epona - Epona is useful in battle, as she can kick things, rear and come down on foes, leap over attackers, and run people over

The Seven Hidden Skills of Old:
#1 Ending Blow - Knock someone onto their back, then leap into the air and come down to stab your foe in the head with your sword, killing them instantly.
#2 Shield Attack - Bash at an attacking opponent with your shield to stagger and stun them!
#3 Back Slice - Use this on foes that have their backs turned. You can run up, run around to their backs and stab them.
#4 Helm Splitter - what the name says. Shield attack to stun things and stagger them, then run up and leap into the air to split helms!
#5 Mortal Draw - counter creatures who have already learned to guard against shield attacks and back slices!
#6 Jump Strike - this is effective against multiple foes, for when the blade connects with anything, it sends out a shockwave of energy!
#7 Great Spin - the last and final Hidden Skill, this greatly increases the power of the well known Spin Attack!

Wolf Form:
Sensing - does this need explaining
Midna-Jump - Minda uses her Twi powers to help Link jump across vast distances and over chasms/pits/whatever
Howling - what the name says
Speaking with Animals - what the name says
Digging - does this really need explaining

For combat:
Bite Combos - what the name says
Jump attacks - Link jumps onto whatever he’s trying to attack and starts biting them until he’s thrown off
Spin attack - it’s obvious, right?
Energy field - Link creates a energy field around him, then flies through the air and tears through whatever’s around him

Weaknesses: Lava, Cold, Wind, long falls, being willfully arrogant about basically everything, refuses to ask for help until the last second due to not wanting to seem weak, has a very short temper and isn’t afraid to speak his mind


The following items will not be included due to them not being weapons/combat tools in anyway, shape, or form - Ancient Sky Book, Cursed Shard, Dominion Rod, Fishing Rod, Horse Whistle, Giant Bomb Bag/Quiver/Wallet, Hero's Clothes, Zora Armor, Iron Boots, Hawkeye and Lantern/Lantern Oil; everything else will be included but in tiers

Attack Potency:
Wall level for - normal form, Bombs, Master Sword/Hylian Shield (for all attacks), Bomblings, Ball and Chain, Gale Boomerang, Spinner, wolf form, Hero's Bow/arrows, Clawshot/Double Clawshot, Slingshot
Speed:
Normal Human Speed for - normal form, Bombs, Master Sword/Hylian Shield (for all attacks), Bomblings, Ball and Chain, Gale Boomerang, Spinner
superhuman for - wolf form, Hero's Bow/arrows, Clawshot/Double Clawshot, Slingshot
Lifting Strength:
Peak for normal form, Athletic for Wolf
Striking Strength:
*see Attack Potency
Durability:
Athlete for both Wolf and normal forms
Stamina:
In wolf form, his top speed is 43 mph and he can keep this up for 20 minutes at a time
How far he can go while on Epona depends on how Epona feels. Normally, the mare can ride all day without stopping and she can transverse long distances, due to her top speed being 50 mph. (yes the world record is 43.97 but this isn't our universe)
Normal human stamina as all things considered
Range:
Slingshot/Hero's Bow - until the arrow/seed hits something, which varies greatly. Bombs/Bomblings also vary depending on where they were placed and what time. Master Sword/Hylian Shield - unlike in the game, they can be thrown and caught at any point (Captain America's Shield says hi) so they also vary greatly.
Intelligence:
Gifted for both normal and wolf forms (at least in Hyrule)


Equipment on Hand:
1000 Rupees (50 Green (1), 10 Red (5 each so 50), 10 Yellow (10 each so 100), 5 Red (20 each so 100), 2 Purple (50 each so 100), 2 Orange (100 each so 200) 2 Silver (200 each so 400)*
Ancient Sky Book*
Ball and Chain
Bomblings*
Bombs*
Clawshot/Double Clawshot*
Cursed Shard
Dominion Rod*
Fishing Rod*
Gale Boomerang*
Giant Bomb Bag/Quiver/Wallet (100 bombs/arrows/1000 Rupees)
Hawkeye*
Hero’s Bow*
Hero’s Clothes*
Hylian Shield*
Horse Call/Whistle
Iron Boots*
Lantern/Lantern Oil*
Master Sword (severely damaged)
Slingshot*
Spinner*
Zora Armor*
(And everything else in the game but I will not mention due to this list being long already)
For his wolf form, Link has Midna to help but otherwise only has his fangs and claws

[b everything with * was destroyed when he was thrown in the death water at MESS)[/b]


Brief Bio/History*: (Insert entire game plot up until final battle with 'Dorf with the sword duel)
Brief Personality Description*: Link once described himself as being innocent, but that time has long passed. In addition to not being as trustworthy as he once was, he also is willfully arrogant about basically everything, refuses to ask for help until the last second due to not wanting to seem weak, has a very short temper and isn’t afraid to speak his mind, and constantly self doubts himself. Not to mention showing up in very advanced worlds isn't going to do him any favors. Luckily, he'll gain Wisdom as soon as he shows up somewhere; as to if that will help at all, it just might.

Has gained Wisdom after fighting Ableton in the forest, is now somewhat withdrawn, all of the above is still valid.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Please note that most of the things mentioned are in Doug’s app as well, so will not provide pictures)
Name: Link Alilson (dad was named Alil, so...)
Universe of Origin: Legend of Zelda (Breath of the Wild)
Gender: M
Age: 18 (technically 118 mentally but was asleep for 100 years)
Species: Hylian
Appearance: https://drive.google.com/file/d/1KQEM9M9lN076lT_SUeyHWsvAXs9Duddg/view?usp=sharing
Yes I took this when I was in Ireland, this is the EU case art
Powers & Abilities:
He can heal people with elixirs and potions

He knows how to make food and can hunt and stuff

At the time of his involvement with the multiverse, the master sword was reforged, meaning it will no longer enter a “broken” state in which it can’t be used. When Link is uninjured, the sword can fire laser beams of death sword beams. These can be nerfed if need be.

The Hylian Shield can be thrown like a boomerang (like Captain America’s shield) and can be used as a “shield-board” (think hover board)

The Shiekah Slate (pictured in Miria’s app) has six runes, which are the following:
Magnesis: lifts/lowers stuff
Sphere and Square Bombs: blow things up, of course
Cryonis: freezes things and harms them for a short period of time (10 seconds)
Stasis: stops time (Can be disabled as needed, has around a 30 second timer)
Camera: takes pictures
The Slate also allows the use of the Master Cycle Zero (Master Cycle for short, or MC, or MCZ), Doug also has this so will not provide a picture because it wasn’t changed at all.
The Slate also has the ability to tell the weather, time, date, and provides a map of areas you have explored.

Link has the ability to experience time faster, represented in game by “flurry rushes” and “bullet mode”, these can be nerfed as needed, could be explained by the rift messing with things.

He is also very experienced in traveling places and needs no gear to scale mountains or climb trees or traverse canyons.
Weaknesses: fears losing people he’s close to; constantly throws himself in harms way to prove a point/to protect people; tends to argue if he doesn’t like someone’s ideas
Attack Potency: Athlete
Speed: Athlete
Lifting Strength: Athlete
Striking Strength: Athlete
Durability: Athlete
Stamina: Athlete
Range: Varies, sword and shield, arms length; bombs, as far as he can throw them (10 feet)
Intelligence: Understands most modern tech thanks to the Shiekah but some things will have to be explained/shown like modern weapons and light fixtures
Equipment on Hand: Master Sword, Hylian Shield, Shiekah Slate, Paraglider (Doug also has this)
Brief Bio/History*: (Insert BotW plot here), he will be rifted post game, after finding the Master Cycle Zero and reforging the Master Sword. He was rifted to Dublin and got a job at the Brazenhead, then met Madi and the others. The rest is history.
Brief Personality Description*: reserved, somewhat soft spoken, distant (will open up as the RP continues)
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


FACTIONS:
Name: The Loftwing Brigade
Origin: Hyrule (Ancient-around 10 years after OoT)
Number of Members: Knights: 50
Guards: 20
Honor Guard: 15
Generals: 5
White Knight (the most honored position): Sir Lincoln
Infantry: ranges from 10,000 to 25,000 men
Notable Members: Harold Teash- the oldest current member of the Brigade still living. He is now retired but sometimes appears at ceremonies and meetings for advice.
Lincoln- the Hero of Time returned to Hyrule after a long absence and became the White Knight not long after. For 5 years he's held this position and has overseen many battles despite his young age.
Greada Dalsa- A Goron who joined the Brigade not too long ago and has already become renowned for her strength in battle
Zesar Freands- A Zora who has been with the Brigade for 30 years. He is respected by all royalty for his calmness during battles and the sacrifices he has made.
Zelda- The Queen never really sees battle but she does command her men and fellow royals extremely well. She, along with the elder Brigade members, plan each battle in Hyrule Castle every so often.
Description of Faction's Tech, Powers, & Abilities: Each member of royalty that owns land around Hyrule has around 5,000 men of varying descriptions at his or her disposal. Descriptions include: archers, healers, swordsmen, animal trainers, artillery workers, potion masters (warlocks)
Each member also has a fleet of around 20 ships of various styles. These are not used that often, but when used, the combined fleet is a force to be reckoned with.
Each King or or royalty has many horses/other beasts at their disposal. Hyrule has become known for capturing Lizardfos and riding them into battle.
Last edited by Skylus on Sun Jun 27, 2021 5:15 am, edited 13 times in total.
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Demincia
Minister
 
Posts: 2326
Founded: Jul 08, 2010
Democratic Socialists

Postby Demincia » Wed Nov 14, 2018 10:23 pm

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.




Name: Lilith von Brandt

Origin: Original Universe

Gender: Female

Age: 200+ (Exact age unknown)

Species: Vampire (Formerly Human)

Appearance:
Image

Lilith has a pale complexion, fitting for a creature of the night. She stands at 5'7. She's often shrouded in her cloak, especially during daylight. Her skin is cold to the touch, as if she were a corpse that was long dead. She speaks with the very slightest hint of a German accent.

Powers & Abilities:
Vampiric Physiology: As a vampire, Lilith is stronger and faster than a normal human being, but not as strong as a purely physical meta-human.

Metamorphasis: Lilith can transform herself into several different forms, including but not necessarily limited to bats, dogs, and wolves. When transformed into an animal, she retains her normal cognitive processes and awareness. She can also turn herself into a cloud of mist or fog. This can be used to be undetected, or to pass through a miniscule crack in a wall.

Vampirism: Lilith survives on human blood, usually taking it via a bite to the neck. Such a bite generally isn't fatal, unless Lilith intends to kill the victim. Usually the victim is only weakened and slightly disoriented, as if they had participated in a blood drive. This can be done on a sleeping person without waking them.

Recruitment: Lilith is capable of transforming someone into a vampire, though it's not something she does frequently. First she would drain the target of most of their blood, then allows them to drink in some of her own blood to replace it.

Limited telepathy: Lilith can exert limited control over animals, but this control is broken quickly if the animals become extremely frightened. She can also manipulate weather such as storms, fog and mist within a relatively close distance of herself.

Navigator: Lilith has an innate sense of direction, and can travel across rough terrain easier than most.

Mesmer Lilith can hypnotize someone for a brief period of time, less than an hour. She uses this to safely feed from someone, but also could be used to get information. She can break the trance at will.

Keen eye: Lilith's senses are sharpened beyond the limits of regular humans, but they can still be fooled by illusions.

Immortality: Lilith does not age, and will eventually heal from all of her wounds unless another vampire inflicts the fatal blow.


Weaknesses:
Patience: Regeneration is a lengthy procedure, taking long periods of time depending on wound severity. She could regenerate her whole body if she needed to, but it would take years to do. She must still be cautious and avoid as much injury as possible.

Sensory overload: In addition to weakening her abilities, sunlight also limits her vision to slightly above human levels. A bright light shone in her eyes could achieve the same effect.

Blood lust: As a vampire becomes progressively more blood starved, they become more and more desparate to feed. This causes irrationality, makes them prone to lash out, and could cause them to recklessly attack in broad daylight.

Limited offense: Lilith doesn't have much expertise in physical combat beyond just enough to defend herself. She's not skilled with firearms, as the muzzle blast is painful to her sensitive ears. In a full on fight, she'd be more focused on escaping rather than helping out.

Nocturnal: Lilith's abilities are far weaker in the sun, and exposure to it causes her skin to burn faster than a human, resulting in great pain after a while. For this reason, she wears a hooded cloak to protect herself.

Cryptid: Vampires are considered by most people to be a myth invented for purposes of horror. Vampires usually operate alone under the cover of darkness to avoid being discovered by normal humans, because such a revelation would lead to their kind being studied and hunted.

Suspicious: Vampires don't cast reflections on mirrors, nor can they show up on film. An attentive person could notice the missing individual, which would reveal the vampire.

Starvation: The longer a vampire goes without feeding, the weaker their powers become. After a lengthy period without blood, the vampire would be too weak to hunt and would have to be fed.


Attack Potency: Athlete (Physical attacks) Multi-City Block (Storms)

Speed: Peak Human (Human form) Superhuman (Mist/Fog Form) Animal Form speeds depend on species

Lifting Strength: Peak Human

Striking Strength: Athlete class

Durability: Athlete

Stamina: High, because of regeneration. Lessen some in daylight

Range: Point blank with bite, several miles with mists, fogs, and storms.

Intelligence: High.

Equipment on Hand: Sewing kit, cloak.

Brief Bio/History*: Lilith is reluctant to talk about much about her time as a vampire, though she does speak more of her life before she was bitten. Long ago, she was a girl of great religious conviction, even spending a number of years living as nun in an abbey with other believers. She was born Katharina Dürr, the only child to a pair of innkeepers in a small town in what is now southern Germany. Her parents were relatively poor, though Katharina didn't notice when she was growing up. At some point, she was orphaned when her parents were killed in a fire that consumed the inn, and Katharina was all alone with no home. She didn't have any relatives that would take her in, so she was faced with the choice of either turning to a life of poverty on the streets or going to the local abbey. She joined and was there for a number of years, but left her sisters behind, never returning to risk sullying the sacred ground after she was transformed. Katharina took the name of Lilith, the female demon of the night. Judging by her perpetutal appearance of a young woman, she was bitten at some point in her 20s.

Initially, she did not take her transformation into a vampire well. She was angry at herself, and at the God she spent years serving for allowing it to happen. She tried to kill herself at one point shortly after, but the wound healed and all it accomplished was causing her unfathomable pain for a long period of time. Begrudgingly, over time she came to accept her new life as one of the most unholy things she knew of. She resigned herself to an eternity of her undead existence, and eventually was able to make peace with herself.

Now she lives on her own in America, moving between cities and blending in to the crowds of people that she's forced to prey on. She keeps to herself mostly, since most people would be afraid of her at best, or disgusted and try to destroy her at worst. She has let some people know her secret, though it's implied that she watched them all grow old and deteriorate with the passing of time while she stayed forever young and able, which she didn't particularly enjoy, causing her to become more reluctant to do so again.

Brief Personality Description*: Unlike more popular depictions of vampires, Lilith doesn't see herself as a cruel being. She doesn't take more than she needs when she feeds, and rarely does she kill somone unless she's forced. In an ideal situation, she wouldn't have to stalk someone and ambush them, instead she'd find a willing target. While she no longer clings to her faith like she did as a young girl, she still tries to live her life being as kind to people as possible. Unfortunately part of this involves keeping people at a distance from her, for their own safety. Should anyone discover what she is, the people close to her might be harmed for harboring and assisting a vampire, even if they didn't know. She also has a slightly selfish reason for her distance, as outliving all of your friends is an unpleasant feeling.

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Trapoletanius
Secretary
 
Posts: 31
Founded: Jul 15, 2017
Ex-Nation

Postby Trapoletanius » Wed Nov 14, 2018 10:32 pm

Name: Veteran Sergeant Eleutherius "Grief-Bearer" Stavros
Origin: Warhammer 40,000
Gender: Male
Age: 340
Species: Human (Adeptus Astartes)
Appearance: 7'4" (out of armor), 8'0" (in armor)
705lbs (out of armor), 1,102lbs (in armor), 1,220lbs (with Jump Pack equipped)
Image
Powers & Abilities: Enhanced strength, speed, durability, and perception, light regeneration, resistance to psychic powers, ability to spit acid, ability to
Weaknesses: Misfortune seems to follow him and his fellow Lamenters like a shadow. Is always at risk of developing the Red Thirst, or worse, the Black Rage. Plasma Pistol at risk of overheating or worse.
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)
Stamina: Extremely High (needs only one hour of rest, can deactivate certain parts of his brain when tired to keep fighting)
Range: 1 km
Intelligence: Fairly High
Equipment on Hand:
Mk. III Sunfury pattern Plasma Pistol: Pistol which fires superheated rounds of plasma
5 Frag Grenades
7 Krak Grenades
Mk. IV Baal pattern Power Sword: a sword surrounded in a power field which allows it to cut through almost anything
Mk. VII Aquila Power Armor: Most common form of power armor
    Features:
  • Auto-senses: Contained in the helmet, these systems include thought-activated communication arrays and audio filters, targeting reticules and range finders, tactical displays and auspex-links, and a host of other features.
  • Photolenses: Protect the Space Marine from light bursts and allow him to see in the infrared and ultraviolet spectrum's as well as enable vision in low-light conditions.
  • Respirator Vox Grill: This thought-activated device amplifies a Marine's battlecry to deafening volumes and contains a respirator to filter out toxins and draw upon an internal oxygen supply.
  • Auto Responsive Shoulder Plates: Shaped to deflect and absorb incoming blows, they usually display heraldry including Chapter, Company, and Squad symbols.
  • Chestpiece: Designed to protect armored power cables.
  • Backpack Power Unit: This houses the primary power core for the armour, as well as reserve cells and an emergency solar collector.
  • Life Signs Monitor: Regulate a suite of life support functions, including an injection system that can regulate painkillers, anti-toxins, and combat stimulants.
  • Nutrient Reservoir: A self-replenishing high-energy food store that can sustain a Space Marine's metabolism. Thus during battle, there is no need for a Space Marine to eat or drink.
  • Reinforced Greaves: These incorporate gyroscopic stabilizers and power units that can magnetize the soles of the armour's boots, allowing Space Marines to walk on metal surfaces in the void of space or zero gravity environments.
Jump Pack: Large back-mounted jets for traveling quickly into battle.
Brief Bio/History*: Born on the Imperial Feudal World of Tranquility-II to a family of warrior-aristocrats in 755.M41, Eleutherius was picked up at a young age by the chapter known as the Lamenters when a small contingent stopped by the planet to scout for recruits. Over the course of ~7 years, he was slowly ascended into a full Space Marine, going through the harsh and intense training. Over the centuries of service, Eleutherius saw many battles across the galaxy, from Slaughterhouse III to Badab, witnessing many of his comrades meet their end in the battles. He was one of the only 311 marines to survive the Badab War, and was thus sentenced to a century long penitence crusade without any resupply or reinforcement possible. Towards the end of this Penitence Crusade, the Lamenters ended up encountering a splinter of Hive Fleet Kraken and though the fighting was tough and many were lost, the chapter was victorious with the help of the Red Hunters (an Inquisitorial Chapter that had been following them the whole time). Eleutherius survived, and now watched as his chapter was to be rebuilt and reinforced by new Primaris Marines, sent by the resurrected Lord Guilliman.
Brief Personality Description*: Eleutherius is a very compassionate and caring warrior, but at the same time in quite solemn and reserved, similar to much of his Chapter.
He is known for carrying much pain and remorse over all the brothers who have fallen in combat with him, owing to his title of "Grief-Bearer". His experience in combat and rank as a Veteran Sergeant has made Eleutherius a well-respected member of the Lamenters, and a valuable asset on the field for them. His care for his allies and the innocent is only matched by his faith in the God-Emperor of Man and His divine protection.
*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 Trapoletanius on Thu Mar 21, 2019 8:25 am, edited 1 time in total.
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The life of a single human being is worth a million times more than all the property of the richest man on earth. - Che Guevara

By striving to do the impossible, man has always achieved what is possible. Those who have cautiously done no more than they believed possible have never taken a single step forward. - Mikhail Bakunin

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

Postby Rostavykhan » Wed Nov 14, 2018 10:40 pm

X gon give it to ya.

Gonna give you these apps, cuz.

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 4ft9in, or 145cm 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, the Janavari, are known to possess an array of traits found among various animals in the wild. Like all Janavari, Miria is more agile and dexterous than Humans, is of comparable physical strength, has heightened hearing, and has an inferior sense of vision. While her vision is far weaker than that of a Human's, her ability to see in the dark is relatively better.

Unrelated to her physical attributes, Miria is a rather intelligent girl. She's a tinker, and an expert in "Arcane Engineering", maintaining, repairing, and building magical machinery and items. She's also got an eye for trade and bartering, a skill required to a degree to acquire many of her pieces and supplies.

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 uncertain and shy. She's not quick to trust others at times, and can be a habitual liar when she believes it will suit her, even though doing so makes her feel bad. She's also got a particular prejudice against Humans, a bias that's been engrained into her since birth.

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 to the same degree as meat. Because of this, and the rarity of meat in her homeland, Miria isn't very big or muscular. It also makes her susceptible to manipulation when offered meat in exchange for service or obedience.

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, as her only weapon is a "dagger", her nails, and her teeth. She has some familiarity with firearms, but has never used one 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.

Miria is also smart enough to realize that she might not win most fights directly, and that some information might not be worth divulging. She's taught herself to lie if she believes doing so will ensure her safety, and if forced to fight, she will avoid direct confrontation, instead making use of her environment to gain the high ground, avoid enemies, and blend into shadows to confuse and mislead her opponents.

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. Additional tools carried on her include screwdrivers, small brushes, and plain chords for measuring.

Brief Bio/History*:Miria was raised in the Duchy of Keshir, a frontier state in the Confederacy of Janavar. A nation carved out by the Janavari after the Great War that shattered their planet, the Janavari were created as a slave race by the Elven Highborne, to fight Humans who opposed their rule. Even after the Great War, the Janavari remained in servitude to their creators, and Miria was no different.

Bought as a slave at a young age, Miria was very lucky compared to her countrymen in that her owner allowed her a great deal of independence. Meeting at a young age, Miria was already thick as thieves with her Mistress, Duchess Alana, when they were still toddlers. The two got along very well, with Miria providing a friend for the Duchess to let loose with, and the Duchess being kind enough to let Miria learn to read and write with her, each one changing the other for the better as they matured. When Duchess Alana came of age, Miria was given to her, and became her right hand when the Duchess was given lordship over her own estate, even taking charge in the Duchess's absence at times - power not lightly given to anyone, most of all a Janavari servant.

Often wanting for supplies and money in the first years of her lordship, the Duchess allowed Miria a great deal of freedom, allowing her to take up various trades. In the end, Miria found that she had a gift for tinkering and engineering, and it was with that skill that she began to travel and undertake a number of jobs, fixing, building, and trading Arcane Machinery and artifacts discovered in the region. By the time she was an adult, Miria had even made a name for herself locally as a gifted mechanic, and as the Duchess's faithful attendant.

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 has a habit of lying to benefit herself. She can also be flirtatious and teasing towards others, regardless of gender, although she doesn't intend to come off as 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. Additionally, Miria is known to be somewhat prejudiced or bigoted, having something of a negative opinion of Humans, which she doesn't attempt to hide or downplay.

While hailing from a realm full of magic and monsters, Miria is notably only interested in the arcane as it relates to her own interests. She is somewhat spiritual however, and does occasionally take time to pray.
Last edited by Rostavykhan on Wed Oct 06, 2021 6:10 pm, edited 4 times in total.
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Skylus
Negotiator
 
Posts: 6511
Founded: Oct 25, 2016
Inoffensive Centrist Democracy

Postby Skylus » Wed Nov 14, 2018 10:43 pm

Rostavykhan wrote:X gon give it to ya.

Gonna give you these apps, cuz.

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 4ft9in, or 145cm 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, the Janavari, are known to possess an array of traits found among various animals in the wild. Like all Janavari, Miria is more agile and dexterous than Humans, is of comparable physical strength, has heightened hearing, and has an inferior sense of vision. While her vision is far weaker than that of a Human's, her ability to see in the dark is relatively better.

Unrelated to her physical attributes, Miria is a rather intelligent girl. She's a tinker, and an expert in "Arcane Engineering", maintaining, repairing, and building magical machinery and items. She's also got an eye for trade and bartering, a skill required to a degree to acquire many of her pieces and supplies.

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 uncertain and shy. She's not quick to trust others at times, and can be a habitual liar when she believes it will suit her, even though doing so makes her feel bad. She's also got a particular prejudice against Humans, a bias that's been engrained into her since birth.

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 to the same degree as meat. Because of this, and the rarity of meat in her homeland, Miria isn't very big or muscular. It also makes her susceptible to manipulation when offered meat in exchange for service or obedience.

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, as her only weapon is a "dagger", her nails, and her teeth. She has some familiarity with firearms, but has never used one 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.

Miria is also smart enough to realize that she might not win most fights directly, and that some information might not be worth divulging. She's taught herself to lie if she believes doing so will ensure her safety, and if forced to fight, she will avoid direct confrontation, instead making use of her environment to gain the high ground, avoid enemies, and blend into shadows to confuse and mislead her opponents.

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. Additional tools carried on her include screwdrivers, small brushes, and plain chords for measuring.

Brief Bio/History*:Miria was raised in the Duchy of Keshir, a frontier state in the Confederacy of Janavar. A nation carved out by the Janavari after the Great War that shattered their planet, the Janavari were created as a slave race by the Elven Highborne, to fight Humans who opposed their rule. Even after the Great War, the Janavari remained in servitude to their creators, and Miria was no different.

Bought as a slave at a young age, Miria was very lucky compared to her countrymen in that her owner allowed her a great deal of independence. Meeting at a young age, Miria was already thick as thieves with her Mistress, Duchess Alana, when they were still toddlers. The two got along very well, with Miria providing a friend for the Duchess to let loose with, and the Duchess being kind enough to let Miria learn to read and write with her, each one changing the other for the better as they matured. When Duchess Alana came of age, Miria was given to her, and became her right hand when the Duchess was given lordship over her own estate, even taking charge in the Duchess's absence at times - power not lightly given to anyone, most of all a Janavari servant.

Often wanting for supplies and money in the first years of her lordship, the Duchess allowed Miria a great deal of freedom, allowing her to take up various trades. In the end, Miria found that she had a gift for tinkering and engineering, and it was with that skill that she began to travel and undertake a number of jobs, fixing, building, and trading Arcane Machinery and artifacts discovered in the region. By the time she was an adult, Miria had even made a name for herself locally as a gifted mechanic, and as the Duchess's faithful attendant.

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 has a habit of lying to benefit herself. She can also be flirtatious and teasing towards others, regardless of gender, although she doesn't intend to come off as 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. Additionally, Miria is known to be somewhat prejudiced or bigoted, having something of a negative opinion of Humans, which she doesn't attempt to hide or downplay.

While hailing from a realm full of magic and monsters, Miria is notably only interested in the arcane as it relates to her own interests. She is somewhat spiritual however, and does occasionally take time to pray.


Name: Tora Pyotorovna Dimitrov
Origin: Rostavykhan/Torsiedelle OC
Gender: Female
Age: 21
Species: Human
Appearance: Ref Here

Torii is a young Caucasian woman, approximately five-foot-three, or a hundred and sixty centimeters tall. She has blonde, almost white, hair, which hangs down to her upper back, and which is somewhat messy. She has sharp, but distinctly feminine, features, with her brow and small nose framing her cold, sky-blue eyes. She has an average, slightly curvy build, showing little muscle on the outside, though she is physically strong for her size. Torii has a light scar on the right side of her stomach, and several small scars along her left forearm, though they are often hidden or obscured.

Fashion-wise, Torii is often quite laid back, and prefers tank tops, denim shorts, and loose jackets. Professionally, she wears a uniform reminiscent of a military officer or guard.

Powers & Abilities: Torii is a skilled marksman and a crack shot, wielding rifles and handguns with a high level of proficiency.She's also quite physically fit and nimble, and can carry heavy loads, walk or run for extended periods, climb, jump, and perform manual labor with relative ease. Beyond her physical capabilities, Torii is quite the gifted engineer, and can learn, tackle, and maintain most mechanical systems and objects she comes across.

Outside of work and fighting, Torii is a skilled guitarist, and a decent singer.

Weaknesses: Torii is...short. She's also very aggressive, and easily emotionally manipulated. She is easily angered or upset, and prone to violent tantrums or emotional breakdowns if pushed enough. She has a very low self-esteem and recurring issues with depression, combined with a natural distrust of strangers, social awkwardness, and a questionably-balanced moral compass.

Additionally, Torii is a poor melee combatant, and while she can deliver a punch with great force and move quickly on her feet, she's not very graceful or balanced in her movements, opting for brute strength over well-aimed hits.

Attack Potency: Athlete
Speed: Athlete
Lifting Strength: Regular Human
Striking Strength: Athlete Class
Durability: Athlete Level
Stamina: Athlete
Range: Torii is only capable of melee attacks up close, but can hit targets far away with a firearm in her hands.
Intelligence: Generally Highschool-Level, though Torii is highly adept when it comes to certain scientific and mechanical fields.
Equipment on Hand: Her rifle, an AKM, as well as her sidearm, and a rucksack with extra clothes, food, ammunition, various small tools, and a sleeping bag.

Brief Bio/History*: Torii was born in 1996, shortly before her parents split up. While for Katya it was a fuzzy, but distressing time, Tora didn't remember any of it; what she did remember, however, was her living with her father as a very young child, some time before fighting broke out in her nation. When an insurrection in the southeastern provinces of her homeland broke out in the early two-thousands, Tora was right in the middle of the fighting. Her father had left her in the care of a cousin for several days while he was on a business trip, and he had returned to find her missing, and her cousins dead. Torii was just one of many children who fell into the hands of rebels, who often used them as hostages, or forced them to fight for them. Torii was one of the ones used to fight, indoctrinated and abused for over a year before she was found and rescued by Russian soldiers who had been fighting alongside her nation's. Though the war had been all but won, many safe houses and bunkers were still being raided and cleared out, and Torii was lucky to have been found in one where she and the other kids weren't used as fodder or killed.

Having spent over a year being abused, forced to kill, and almost brainwashed, Tora was obviously a very shaken and troubled girl. For a good chunk of her adolescent life she was kept in an isolated facility with other kids like her, receiving treatment, therapy, and what education could be given to her, although no amount of treatment could really help Torii get over her experiences. Her behavior was erratic and very violent at first, though she eventually learned to control herself well enough to be considered for release. As a teenager, Torii was allowed to live with her father again, bonding with him as she worked and helped around their small farm. Nestled in the Kalmyk countryside, her father didn't farm that much, and instead worked as a freelance tinker and mechanic, carpenter, and contractor for local clients and businesses, a job that allowed him to teach his daughter mechanics. There, Torii learned that she had a knack for machines and building, and she came to bond with her dad over their tinkering. Other outdoors activities, such as camping, fishing, and hunting, also taught her how to live on her own, and how to survive in the outdoors, as well as giving Tora a deep respect for nature.

Though still young and struggling with memories from her childhood, Torii was given permission at sixteen to live with her older sister, Katya, who she hadn't met or spoken to in several years. Despite the two not getting along at first, they came to work together often, and settled down in Western Europe for close to five years. Alongside her sister, Torii traveled around the world, and learned bit-by-bit to better control herself, and get over her childhood trauma. During her time in Western Europe, her parents got back together, news that left her ecstatic, and when she and her sister returned home when she turned twenty-one, Torii was glad to be able to live under the same roof with her entire family. Back in Eastern Europe, Torii was able to find work with "ICARUS", a government initiative in which her Mother was an active member, although her Father still worked on his own time. Working as a regular security officer, Torii aimed to receive a university education, with which she could pursue her career as an engineer, a dream which she had developed after working in a lab prior to her return.

Brief Personality Description*: Torii is a very driven and energetic young woman, though she's not very mature or professional. Quick to anger, quick to cry, and quick to laugh, Torii is very much driven by her emotions, which she wears on her sleeve, and isn't afraid to show. She has a strong sense of morality and pride, and a loud mouth to back it up with, and she's not one to step down from a challenge, despite her size. Despite this, Torii is also somewhat of a worrywart and a loner, and can be fairly critical and self-deprecating.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Ekaterina Pyotorovna Dimitrov, aka "Katya"
Origin: Rostavykhan/Torsiedelle OC
Gender: Female
Age: 24
Species: Human
Appearance: Ref Image

Katya is an elegant woman, standing at 167cm, or 1.6 meters, tall. She has a lithe build, accentuated with a slight hourglass figure and a small bust, and overall presents herself with a graceful feminine image. Her spotless, fair skin is complimented by her pale-blonde hair, which falls to her mid-back, with just enough bounciness and stray tufts to give it volume, without looking wild or unkempt. Her visage is soft, but mature, with deep blue eyes set beneath sharp brows, framed with a small button nose, light lips, and a small, sharp chin.

Her wear is most often formal, and immaculately maintained, always fashionable and professional; white shirts and black ties hidden beneath a form-fitting, dark blue blazer, paired with a short, black pleated skirt, long matching socks, and small, dark brown shoes.

Powers & Abilities: Katya is foremost a very adept melee combatant, specifically as a swordswoman, due to years of rigorous training. She's very agile and fast, favoring graceful movements and quick successive attacks in contrast to her sister's more brutal style, and is adept at deflecting and parrying attacks, and using an opponent's momentum against them.

Katya is just as athletic as her sister as well, although her strength lies in different areas. Katya is a skilled swimmer, and a very fast runner, although her ability to carry heavy loads is not as great as her sister's. Outside of combat and athletics, Katya is a skilled cook, a detail-oriented housekeeper, an impeccable dancer, and a highly skilled musician, being proficient with the piano and violin.

Finally, Katya is a skilled actress, being a fan of practitioner of theatre, and is capable of putting on many facades and acts to benefit herself, or her team.

Weaknesses: While Katya is capable of wielding firearms like her sister, she is not nearly as proficient, and generally sticks to a sidearm for self defense, rather than a rifle. She's not very physically strong, even if she is fit, and isn't quite built for fighting without a weapon.

Personality-wise, Katya is very prideful, and can sometimes be easily angered or offended. She also has some self-esteem issues and an occasionally unhealthy drive to be the best at whatever she does, shortcomings that push her to perfection at the cost of her own health or safety at times. Failure in her eyes is intolerable, and upsets her greatly.

Attack Potency: Athlete
Speed: Peak Human
Lifting Strength: Regular Human
Striking Strength: Human Class
Durability: Human Level
Stamina: Athlete
Range: Katya can only punch about as far as her arms will let her, and with no magical ability, ranged attacks come in the form of whatever ranged weapon she can get her hands on. In melee combat, Katya wields a rapier, giving her extra range.
Intelligence: University-Level
Equipment on Hand: Katya carries a handgun with her, along with her own sword, a sleek, masterfully crafted saber. Besides her two weapons, Katya keeps her wallet and phone on her at all times. Besides those and a small handbag with a secret bottom, she is lightly equipped.

Brief Bio/History*: Born in 1994, Katya was the eldest daughter of the Dimitrovs, and unlike her sister, who was brought up away from home by their father, Katya was raised by her Mother. Katya was the model child for her mother, at least after she had been properly molded, and while Torii's life was hard and violent, Katya's was dull, dreary, and full of training, training, and more training. Katya was never told much about the rest of their family, only that she was expected to do her mother proud, and that she had a duty to excel in everything she did. For her, a productive day included classes at her private school, music classes, training in manners and etiquette, and sports, taking up much of young Katya's time as a kid.

As she matured, she found herself with more free time, but was nonetheless pushed in her studies and schooling, with her music and studies becoming ever more complicated. The expectations of her family were high, with Katya pushing herself to pass every class of her with honors - a feat that her mother and cousins all celebrated, but which Katya only saw as one more hoop jumped through. She saw herself as a puppet for her mother, and while she continued to perform admirably in her studies, the quickly-growing girl began to grow more resentful and rebellious in her later teenage years. Her ways of lashing out ranged from sneaking out at night, to fighting at school, and when those activities became known to her parent, Katya and her mother argued and fought among themselves. The final straw for Katya was her Mothers insistence that she follow her footsteps into the corporate world, a decision that made Katya's skin crawl. She had wanted to be a musician, a career that hardly had her mother's blessing, and which she thought Katya a fool for wanting to pursue. There was little that her mother could do, however, when at the age of eighteen, Katya did just that; she ran off to try her luck for several months, and even having her flow of money taken from her didn't deter the girl.

It wasn't until she was nearly nineteen that Katya and her mother had finally made up again. Katya still didn't intend to go into business, but she did manage to get her mother to stop cutting her off, as she arranged to live with her sister for a time. Though it had been years since either one of them had seen Tora, Katya agreed to look after the younger girl at her own, new home, and after that point, Katya continued to live away from home for nearly five years.

During those five years, Katya and her sister lived outside of the country, and traveled around Europe several times. When they did return home, Katya was twenty-three, and her sister twenty. Though she was still optimistically pursuing music and acting, Katya found lucrative work thanks to her family's connections, and went on to act on behalf of a defense and security corporation known as ICARUS, where her sister also came to work while pursuing a university education.

Brief Personality Description*: Katya is a highly-wound Woman, a bit stuck up and pompous, but nonetheless well-meaning and friendly. She's often a professional young Woman, respectful to others, and shy around strangers, but is easily riled up or driven to action, particularly when her pride is hurt. Though Katya tries to maintain a calm demeanor, she can be quite melodramatic, and the moments when she does have a happy or angry outburst are likely to see her swoon and over-exaggerate.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.



Name: ICARUS Defense Initiative
Origin: Rostavykhan
Number of Members: Aprox. 50,000 (Not present for RP)
Notable Members: Katya Dimitrov, Tora Dimitrov, Lilya Dimitrov (Mother), WARMIND_00 MIKHAIL(Not Present, AI Consciousness)
Description of Faction's Tech, Powers, & Abilities: ICARUS security and combat personnel are equipped similarly to modern First-World Militaries, making use of aircraft, armored vehicles, and modern armor and weapons, primarily of Rostavykhani, Chinese, and Russian make. Non-Combat personnel belonging to the organizations research and development divisions are allowed to carry their own sidearms, but are otherwise designated as non-combatants. ICARUS's technology is advanced in comparison to its competitors, with sentient supercomputers, prototype power armor, and reverse-engineered technology of Extra-Terrestrial origin. Its research and development division also includes a branch dedicated to the investigation of spacetime anomalies and abnormalities, in which both Tora and Katya Dimitrov have given valuable reports and information on. While ICARUS has tested and attempted to experiment with the idea of manipulating said anomalies, their current technology is severely limited, with only small teams being deployed to investigate and gather information on small-scale anomalies throughout Rostavykhan and Southern Russia.

While ICARUS primarily works as a research and development, and military organization, it is also known to resort to espionage and undercover operations to further its goals.


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Naval Monte
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Posts: 13927
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Wed Nov 14, 2018 11:02 pm

Name: Elizabeth Ashwood
Origin: Gnosis Verse
Gender: Female
Age: 38
Species: Human
Appearance: A Welsh born, Caucasian, woman. Standing at 5'3/161 cm, and weighing at 120 Ibs/54 kg; Elizabeth is shorter than average, curvaceous but athletically inclined (three sizes is 36/24/37 or 91/61/94 cm). Her skin is pale, and possess jade green eyes. She has deep set eye and a small mole located under her left eye. Elizabeth’s raven hair is medium-long/past the shoulders-length and it is a unkempt shaggy mess, her hair sticks out at her neck and falls over her shoulders. Elizabeth has a heart shaped face with both a button shaped nose and thin, downward turning lips. Usually these lips are seen forming a grin or smirk.

Elizabeth main attire consists of an ankle length black trench coat, black vest with a white dress shirt underneath, a long loose maroon tie, black pants with a maroon belt around the waist, maroon colored boots with black sides and laces, black fingerless gloves. Elizabeth has tattoos painted on her body, many depicting occult and esoteric symbols. These tattoos can be found on her hands, shoulders, back, feet, stomach and hips. She has scars on her hands and back that are obscured by both her clothing and tattoos.Despite being in her late thirties she still has the appearance of someone in her mid or late twenties.
Powers & Abilities:

Deductive Reasoning: Elizabeth possess great deduction powers, often using her wits (and magic) to help solve mysteries. Besides being able to piece together puzzles, gain the answers to riddles, and gathering clues from her observation of people and the environment. Elizabeth's eyes are also keen to pick up small pieces of clues that most people can easily miss or ignore.

Computer Witch: Besides knowing her way around the internet, Elizabeth is knowledgeable about computers and to have a decent grasp at the operational software and hardware of a computer to fix her own computer before being forced to ask the help of a professional. She also possess decent hacking skills to hack into both normal computers and security systems used by most people, but suffers when dealing with advanced, state of the art, security systems and software. She also can use her computer knowledge to know when she is being hacked or is infected by a virus or any other malicious programs can stand to have a good chance on dealing with both.

Silver Tongue: Elizabeth is a very cunning and deceptive woman. She can convince others to believe her words and inspire certain emotional responses. She can use this to make people lower their guard either by her flirting with them or acting as she was in distress, making them more likely to help her and for her deceive her victims. She can even conceal information or spread misinformation when she wants to and make it sound convincing. Elizabeth is also skilled at creating forgery as well as detecting forgery and deceptions of others.

Shadow Step: Elizabeth is light on her feet as not only can she move around without making much noise but can follow someone without them noticing her, acting almost like their second shadow. This skill can allow her to sneak into a restricted area with a much higher than normal chance of avoiding detection.

Scholarly: An intelligent woman Elizabeth can gather and store vast amounts of information in her head. Elizabeth can also research different skills either by following through instructions provided for her or by learning through experience or witnessing, understanding, and practicing a skill she has seen. This skill also aids her in not only debates but in her detective related skills and in persuasion of others.


Shaman's Touch: Elizabeth is knowledgeable when it comes to different types of poisons, herbs, and drugs that not only can she identify which poisons, herbs, and drugs were used on a person or left in the scene but can even use said knowledge to even create or find ways to procure a sample of her own through shady means if she wants to. This knowledge can aid her in potion and elixir creation.


Knife Nut: Elizabeth knows how to fight well with a knife. However even though she knows how to use a knife well as a weapon and tool it doesn’t mean she is a good fighter, in fact some can say she is a poor fighter. Elizabeth would rather use her speed, reflexes, and agility to dodge attacks and find the right moment to stab her opponent in an area that would force them to stop fighting her. She would also use her quick thinking during fights along with fighting dirty to win.

Stage Magician: Elizabeth can use the same skills illusionist and stage magicians use in their shows; possessing skills such as hypnosis, sleight of hand, pickpocketing, lockpicking, and escapology. These skills are used whenever she needs to break and enter a location, for deceiving people, taking items without being noticed or when she needs to get out of a tight situation.

Thespian: Elizabeth has taken lesions in the past on acting and mixed with her silver tongue she can perform a convincing act when she needs to play a role to fool people. Elizabeth can further make her role more authentic by putting whatever attire and makeup she needs to make her role feel and look more genuine.

Intuition: This ability can allow her to "read" other people's body language, choice of words and other subconscious signals. With this ability Elizabeth can try to understand the real purpose of a person's motives and actions without them telling her. She affectionately calls this ability her "Bullshit Detector" as it makes her a living lie detector. However people skilled in the art of deception or truly believe in their own lies can fool her.

Occult Studies: Elizabeth has knowledge on various occult practices and teachings; kabbalah, alchemy, magic, spiritualism, astrology, demonology, extra-sensory perception, tantrism, satanism, hermeticism, gnosticism, theosophy, thelema, wicca, modern paganism, voodoo, divination, and chaos magic. Elizabeth can identify the cultural traditions informing a ritual by viewing the physical aftermath, supply facts concerning various occult societies, can guess the intent of an occult ritual, know the occult significance of an object and can identify the occult activities from a well informed practitioner, teenage posers, or out-and-out cultists and sorcerers. This skill also covers various supernatural lore in her world.

Extraordinary Senses: Having a strong connection with Azoth, Elizabeth's senses are not only intune to the mysterious force but also has gain several extra sensory inputs from it as well, allowing her to see, hear, and sense things most normal humans can't perceive, let alone comprehend.


Sixth Sense: Elizabeth often gets certain feelings about things, often these feelings turn out right. She has premonitions about both bad and good events. A cold shiver down her spine to can alert her to a possible axe killer behind a door or a strange sense can tell her to avoid a doomed air flight. This ability only affects her and not others around her. There are supernatural beings and methods that can either trick out her sixth sense or make a being or person invisible to her sixth sense.

Enhanced Awareness: Elizabeth can see into other dimensions, see fragments of both the past and future and to see and speak to invisible entities like ghosts. This ability, while usually random on when it actives, but it is always on when it comes to spotting otherworldly beings. Sometimes touching an object that has involvement with a major past or future moment causes her to experience a sudden vision of the event. Another way she can see fragments of chronological events is by her dreams, another method to force her to see into time or other dimensions is by using mind altering substances or activities. While she can provoke these visions on happening she would still have no control over what she sees. This ability can make most believe that she is suffering from schizophrenia and indeed should she see something truly horrific and freak out many would see her as crazy.


Magical Intuition: Because Azoth is the source behind magic in her world that means Elizabeth act a lot like a magical compass needle as she can sense the power of beings, places and objects. Often being drawn to them as though being pulled by a powerful magnet. This ability also allows Elizabeth to see kirlian auras and determine a person's physical, mental, emotional and spiritual state by the color of their aura, intense emotions can trigger a pseudo emphatic link in which Elizabeth can feel whatever emotion someone is feeling as long as she sees their aura, should this link grow it can develop into a pseudo mind link; making her hear, see, and sense a person's very thoughts. Elizabeth can also witness minor occult phenomenon that most minds either can't perceive or ignore and can use magic much more effectively than a normal occultist. Her magical sense also overlap with her normal senses causing a synesthesia effect to her, should she lose control she would act as though she is suffering from dementia-like hallucinations.

Magick: Elizabeth is armed with the knowledge of many spells, rituals and curses, such as evocation, divination, necromancy, black magic curses, illusions, occlumency, invisibility, exorcism, sympathetic magic, astral projection, creating windows and gateways to other worlds and more. She also has a wide range of protection magic such as sigils, spirit wards and magic circles that can protect her from both physical and supernatural. She even knows a curse that can send any damage inflicted on her back at the one who caused her harm.

Elizabeth's magical knowledge allows her to find ways to become highly resistant to many psychic attacks such as telepathy, possessions, and mind control and can even use it to evade both mundane and supernatural methods of tracking. Elizabeth can even use the art of counter magic, which either let's her take apart a spell before it can harm her or redirect it away from her or even back at the caster. However she must first be aware of the spell being used against her and prepare the necessary rituals to either dismantle or redirect the spell used against her.

Weaknesses: Elizabeth is plagued by nightmares which cause her to have sleep problems and to take sleeping medication, these nightmares are often tied to horrific events in her life. Elizabeth also keeps an emotional distance from most people due to her past, in fact she sometimes think she is cursed to bring suffering and death to people due to how many people she cared about dying around. Elizabeth is addicted to both adrenaline rushes and to cigarettes. Sometimes the intensity of both her pseudo empathy and mind reading becomes too much for Elizabeth that she resorts to alcohol and pills to dull her senses, she sometimes does this with her other extraordinary senses though this has the risk of backfiring as it may cause those senses to become stronger.

Elizabeth is a magnet for anomalous phenomenon, entities, and objects just as she is drawn to them. This and her being very much aware of both individuals and groups in the occult underground who see her as a rival and a threat has made her a paranoid woman, always on the lookout for potential attackers. She also suffers from bouts of depression that appear from time to time which can affect her performance along with mood. Elizabeth is not the best physical fighter as she prefers to use her brain and magic to solve problems, she is also a thrill seeker to the point of actively seeking danger just to get a rush.

While Elizabeth's magic can allow her to distort and warp the very fabric of reality does not allow her to do everything. There are some magical feats she lacks the knowledge, items and aptitude to perform and because of the reality warping powers of magic she has to be cautious of doing something wrong with her spells and rituals, sometimes doing something right can result in unexpected effects. Overusing magic can warp her very psyche and it's energies can corrupt her body and soul; not only degrading her mind closer to the depths of insanity, but bring about terrible mutations that would turn her into an insane, inhuman creature. Overusing magic always brings about the attention of both creatures of unremitting horror and fellow practitioners of magic to her location. Magic is not free however as every spell she uses has their own price, though some spells the price comes in years after their use.

Sometimes the things her extra senses pick up can also have both negative and in some cases even physical effects on Elizabeth, not helped by the fact that she doesn’t have much control over her extra senses. Occasionally these extra senses become so strong that they either fully merge normal reality and the hidden realities into one or replace the normal one entirely with the hidden one, causing great distress to Elizabeth. Because of the prices, costs, and drawbacks to magic she often uses it when she needs to and instead relies on her normal abilities first before turning to supernatural methods. She is ultimately still human in both body and mind. While she has harden herself to the unnatural there are still things that can drive her insane should she encounter them.

Attack Potency: Normal Human (with magic various depending on spell and summon)
Speed: Normal Human
Lifting Strength: Normal Human
Striking Strength: Normal Human (otherwise with magic it various from spell and summon)
Durability: Normal Human
Stamina: Normal Human
Range: Close range to kilometers away depending on what spell she is using.
Intelligence: High
Equipment on Hand: Cursed knife, zippo lighter with a pack of cigarettes, enchanted card (acts like psychic paper), tape recorder, lock pick set, waterproof flashlight, enchanted brass knuckles (can harm spectral beings along with physical brings), smartphone, wallet, makeup kit, car keys

Brief Bio/History: Much of Elizabeth’s past is a secret. What is known currently is that she is an orphan with her father being killed by a drunk driver before she was born and her mother being murdered by an unknown assailant when she was eight, forcing her to move around from foster family to the next until she was adopted by a friend of her mother who decided to raise her legal guardian. The reason for her being moved to different families was because each one reported unusual incidents that began to happen when they adopted Elizabeth and in desperation got rid of her to have their lives return back to normal.

What those families didn’t know was that Elizabeth was one of the rare individuals to be born as a mage, making her both a natural prodigy when it came to magecraft but also a living magnet for anomalous phenomenon, manifestations, and entities. They also lacked knowledge on knowing that she was the daughter of a powerful witch named Alexandria Ashwood who taught her daughter magic so she can use her powers responsibly and not accidently harm herself with magic. Yet this caused the situation with the families to be further exacerbated by the fact that Elizabeth choose to continue her practice of magic as her own after her. Other’s passing, causing any mistakes she made to escalate their problems. These mistakes became less frequent once she got a new teacher to help her better control her powers but also try to heal some of the emotional scars left behind by her mother’s death.

After this time she hasn’t done much besides try to juggle having the life of a typical student and dealing with supernatural incidents that she seem to find herself in until by her 20s when she form a small cabal of fellow mages to travel around to engage in both occult activities and classical debauchery, it was in this time that she would encounter a woman name Lorraine Rose who would become her girlfriend. For a few years she was content with her life in her small crew and having a lover but this life would come crashing down in which they faced a cult that tried to summon a powerful entity from the abyss. While they succeed at stopping the cult and prevented the arrival of a dangerous and powerful being from entering their world the mental trauma of what they endure from both the cult and the abyssal entity along with the deaths of a few members, Lorraine being one of the casualties, caused the group to break apart.

Elizabeth’s activity inn the occult underground seem to have stop for quite some time before she suddenly return as a private investigator, dealing with both mundane and supernatural cases. No one is quite sure what happened to her during her inactive years but a popular rumor was that she was incarcerated in the infamous Blackthorn Asylum, but so far there no evidences either proving that to be the case but also not disproving it either. When pressed in the matter Elizabeth simply claimed on needing a vacation to forget about magic and to repair the shattered remains of her life.

Brief Personality Description: A foul-mouthed, disillusioned, sarcastic and cynical woman. Elizabeth is also stubborn, arrogant, feisty, and strong-will woman. She is also mischievous scoundrel who likes messing with people just to get laughs. This attitude can even make as though she doesn't take most situations as seriously as she should. Elizabeth is also flirtatious as well and will flirt with anyone who catches her interest regardless of their gender or if they are friend or foe. A woman who is always hustling she is often motivated for her own interest than out of any higher calling or moral imperative. Due to the number of people who have died around her Elizabeth prefers to work alone and anyone she does work with, she avoids attachment so she won't be as hurt if they get killed.

Cunning, ambitious, and resourceful woman she keeps an aura of mystery around her as she keeps her distance from people, for behind the snark and flirtation is a wounded soul. Elizabeth carries with her the sorrow, rage, and self-loathing of not only a person who has lost many people she cared about but one who has done many deeds and mistakes she wish she can undo, seeking redemption from her past deeds. Elizabeth is also a compassionate humanist, trying her best to make sure that mankind does not fall into the influences of both mortal and supernatural powers that would use humanity for their own ambitions and hoping that her good deeds can help absolve her if her past sins and mistakes. She also has a rather strange code of honor despite acting like a rogue most of the times. She is also unflinchingly loyal to those she cares and is surprisingly selflessness when she wants to be, even going as far as to help people if their suffering and grief is too much for her to ignore.


Name: AEGIS Imperative
Origin: Gnosis verse
Number of Members: Unknown, estimated number is to believe to be somewhere in the million.
Notable Members: Overseer Council and Administrator of AEGIS Ms. Gray (envoy of the Council), Galvin "Bulldog" Ross, Catherine Wheeler, Dr. Emeria Faustus, Dr. Johna Kepler, Junko "Dancer" Shepard, Tobias Knight, David Carpenter, Patrick Smith, Frederick Ironside, Gwendolyne “Hex” Carle, Carmen "Faust" Jimenez, Lorenzo "Conman" Cabrero, Reza "Trick" Kazemi, Terry "Curse" Cooper, Minji "Jinx" Yun, Reiko "Spider" Ieyaru, Emily Foster, Jeremiah Carter, Matthew Sunderland, Tabitha St. Matthews, Nessa O'Brien, John Kauffman,
Description of Faction's Tech, Powers, & Abilities: peak human condition and enhanced/supernatural condition; advanced regeneration, enhanced senses, enhanced endurance and stamina, enhanced resistances; resistance heat, cold, electrical shock, toxin, radiation, disease, kinetic force, etc.; body control, immunity to sympathetic magic (thanks to a defensive ward hidden discreetly on their body), resistance to mind control and telepathy, enhance reaction time and thinking speed, and many other enhancements made thanks to gene modification, cybernetic and nanological augmentation and through paratechnological enhancements and sorcerous procedures . These augments are given to members tasked on either capturing or destroying supernatural targets.

Some personnel in AEGIS either possess psychic abilities or knowledge on how to perform ritual magic. These abilities can have physical, mental, and metaphysical effects on reality. A few personnel have even been known to possess anomalous abilities that don't quite fit to psionics or thaumaturgy and even fewer aren't even entirely human.

AEGIS has four distinct technology levels based on generations.

Generation Zero: The most ubiquitous tech level as most technology in this level are ones used in the modern day and would not look any different to real world tech. Examples of this level includes wireless communications, thermonuclear weapons, basic space-tec, and the internet along with mobile devices connected to it.

Generation One: The technologies in this level are those that in real life are consider cutting edge and is still mostly experimental, being decades ahead of current technological level. Examples of this level include advanced space tech, railguns/coilguns, mid-level powered exoskeletons, airburst rifles, electrolasers, nuclear fusion, advanced cybernetics, advanced gene tailoring, and autonomous vehicles.

Generation Two: The technologies in this level are ones theorized to be centuries ahead of what is currently available or even possible. Examples of this level include high-level powered exoskeletons, charged particle beams, advanced artificial intelligences and robotics, antimatter reactors, brain scanning and mind emulation, advanced nanotechnology, metamaterials, and advanced quantum computing.

PARA-Tech: The technologies in this level do not follow the known laws of physics as most humans known them to be, many of them theorized to be following their own strange sets of laws. Examples of this level include non-euclidean geometry, sentient inanimate objects, psychotronic devices, extra-dimensional portals, anti-gravitations/artificial gravitation, psionics, thaumaturgy, and general weaponized anomalies.

However the boundary between conventional, high tech, devices and paratech tends to blur as not only does AEGIS makes their more obviously paranormal devices appear to be normal machines but some devices that work as predicted by physics have anomalous components to assist in their operations. It is due to anomalous elements in their world and from anomalous realities that are connected to their own AEGIS enjoys a great deal of technological advancements when compared to most nations in their world.


Name: Ordo Coeleste/The Celestial Order
Origin: Gnosis verse
Number of Members: Unknown, estimated number is to believe to be somewhere in the millions.
Notable Members: Grand Masters of the Celestial Order, Abelard von Astrifer, Wernher Wolff, Rose White, Richard Sonnac, Iain Tibet Gladstone, Julia Beatrix Tyburn, Nadia Ilia Volyova, Arthur Langtry, Anastasia Luccio, Carlos Ramirez, Yuki Yoshimo, Bill Meyer, Sybil Gerard, Edward Mallory, Ilia Volyova, Ana Khouri
Description of Faction's Tech, Powers, & Abilities:
Modern cutting edge and experimental post modern technology
technosorcerious devices, psychotronics, and other anomalous artifacts and machines
occult tomes, scrolls, and manuscripts and computer files
ritual magic and psychic powers
various supernatural creatures and humans with anomalous powers
various conventional skills from all agents and conventional technology
financial, political, corporate, scientific research, religious, criminal, and occult connections
Access to other planes of existence and alternative realities (within the confines of the Gnosis verse, not the Greater Multiverse)


Name: Phoenix Wright
Origin: Ace Attorney
Gender: Male
Age: 35
Species: Human
Appearance: This
Powers & Abilities: Skilled Lawyer, superhuman durability, Mind Manipulation with Maya´s Magatama. | Weapon Mastery , Hacking , Poison Manipulation , Data Manipulation
Weaknesses: He doesn't has any combat training nor experience, is a butt monkey in his own world, and his luck can also get him into trouble while also getting him out of it
Attack Potency: Wall Level
Speed: Hyperuniversal Regular Human | Superhuman
Lifting Strength: Regular Human
Striking Strength: Wall Class
Durability: Wall level
Stamina: Peak Human
Range: Standard melee range | Unknown with MC Bomber
Intelligence: Extremely high
Equipment on Hand: Attorney´s Badge, Maya´s Magatama
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.


Name: AC-02 "Delta Buckler"
Origin: Gnosis verse
Number of Members: 6
Notable Members: Name:
Real Name: Gwendolyne Carle (Codename: Hex)
Real Name: Carmen Jimenez (Codename: Faust)
Real Name: Lorenzo Cabrero (Codename: Conman)
Real Name: Reza Kazemi (Codename: Trick)
Real Name: Terry Cooper (Codename: Curse)
Real Name: Minji Yun (Codename: Jinx)
Description of Faction's Tech, Powers, & Abilities:

General Equipment:

-Pulse semi automatic pistol
-Combat knife,
-Polythene bullet vest,
-Night vision goggles
-Laser pointers (all expect for Faust)
-Silencers (all except for Faust)
-Frag grenades, smoke grenades
-Flashbangs
-Tracer rounds
-Incendiary bullets
-Explosive rounds
-Gas masks
-Tactical helmets
-Squad uniform
-Binoculars
-Flashlights
-Medical kits
-C4 and extra explosives
-Spelleater Rounds
-Warrior Web System
-Banishment grenades
-Ward bags
-Aetheric Viewing System
-Augmented Reality System

shredder rounds (Conman only), spelleater rounds, shotgun (Jinx only), infantry scale pulse modified GAU-8 (Faust only), HK-47 Pulse Rifle (Conman only), EM-62 Gauss Rifle (Hex and Trick only), Warrior Web System, ritualistic knives and materials for arcane workings (Hex only), psionic enhancing drugs (Curse only, three vials), tablet grimoire (carrier Jinx, can be used by anyone in the team), stealth suit (Hex and Trick only), scout drone, exosuits.

Jinx Specific Equipment:
-Fiber optic cables
-Grimoire tablet
-Pulse Shot gun
-Taser
-Exosuit

Conman Specific Equipment:
-HK-47 Pulse Rifle
-Shredder Rounds
-Cigarettes
-Magnifying scope
-Exosuit

Faust Specific Equipment:
-Runic armor plates
-Anti-gravity artifact
-Pulse modified, infantry scaled GAU-8
-I-Pod with classical music playlist
-Exosuit

Curse Specific Equipment:
-Medical tools and drugs
-Psonics
-Psionic enhancing drugs (three vials)
-Thermos with coffee
-Exosuit

Hex Specific Equipment:
-Ritual materials and knives
-Stealth Suit
-HK-47 Pulse Rifle
-Magnifying Glass
-Magic

Trick Specific Equipment:
-Stealth Suit
-EM-62 Gauss Rifle
-Magnifying Glass
-Scout Drone
-


Augmentation:
-Increase aptitude
-Increase reaction time
-Increase motor skills
-Improved spatial reasoning
-Enhanced visual acutely
-Increase thought process
-Heighten pain tolerance
-Immunity to the shock reaction from pain
-Enhanced mental resistance
-Enhanced mental stamina
-Perceive both infrared and ultraviolet
-Increased healing
-Improved immunity system
-Impede aging
-Immunity to allergy
-Less hours needed for sleep
-Can communicate covertly by sending out electromagnetic impulse through the moisture in the air (telepathy).


Also edit in on the title that it is a reboot on the OOC.
Last edited by Naval Monte on Sat Oct 12, 2019 4:21 pm, edited 9 times in total.
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Turmenista
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Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Thu Nov 15, 2018 6:21 am

TURMENISTA VTTM ARCHIVE


Image

TERMINUS — Original Motion Picture Soundtrack




COMING SOON: KING OF THE STARS SOUNDTRACK





ACTIVE CHARACTERS/ARCS


Arc Name: King of the Stars
Moderator: Turmenista
Genre: Science fiction
Summary: The multiverse is an ever-expanding, ever-chaotic space home to an innumerable number of species, civilizations, empires, and other entities. Most of the conflicts we see are huge astral battles between powerful people that can destroy planets with the snap of their fingers, apocalyptic forever wars between empires encompassing huge swathes of space, and anything inbetween this combination of scale, grandeur, and power. Very rarely do we see the small-scale, more niche side of things, like the intrepid explorers facing off against vengeful marauders, or the underworld of the multiverse, even..

With the theoretical "walls" of the multiverse disappearing, and "rifts" appearing at random, connecting peoples of different worlds has never been easier. So too has piracy—once a career enjoyed only by those willing to take the risk and put in the effort has become something anyone and their mother can do, given they have a spaceship, guns, and people willing to do the job. One such captain—a commander from a since-disgraced band of pirates whose name was lost to time, has found himself in need of a crew, not just of those from his own world, but those from the vast unknown that come from the various rifts throughout space.

His goal? To make a name out of himself, to perhaps become the greatest pirate the multiverse has ever seen, or perhaps even rebuild the failed dream that was once his Battalion.


Name: Andios Lockjaw
Universe of Origin: King of the Stars (OC)
Gender: M
Age: ~21
Species: Feli
Appearance: Here
Powers & Abilities:
  • [Feli Pyhsiology:] Along with their human features, Feli harbor many features as well, such as longer and more powerful leg muscles, sharper teeth, sharp claws, an overall much more physically fit build, and a strong sense of smell and hearing. In addition, their sense of perception is superior to that of a human with more powerful eyes, and can detect movement faster and balance more easily thanks to a tail. but for the most part are all but identical to humans. Feli are generally smaller and able to fit into tight spaces as well, with an average full-grown Feli being 5'0". Thanks to his Feli physiology, Andios is much faster and much more agile than most people he faces, able to squeeze through and reach small spaces and climb several kinds of surfaces thanks to his sharp claws. His sense of perception and senses of hearing and smell are also tuned up, allowing him to locate targets easily.

Weaknesses: A Short temper, height insecurity, anger and trust issues, and a know-it-all attitude all plague Andios. Along with this, Feli aren't necessarily on the "strong side" when it comes to physical prowess.
Attack Potency: Street with no weapons, Large Building with some large weapons
Speed: Superhuman speed and reaction time
Lifting Strength: Regular human
Striking Strength: Athlete class
Durability: Large building level with energy shields
Stamina: Able to run at prolonged speeds for a little over an hour orso.
Range: Several kilometers with a rail-accelerated weapon.
Intelligence: Above average
Equipment on Hand: Nothing too out of the ordinary—Plasma rifles, railguns, personal energy shields, plasma grenades, utility multitools, etc.
Brief Bio/History*:
To this day, the origins of Andios Lockjaw still remain a mystery to most who come across him. Some say that he was the child of a legendary couple of mercenaries, or an escaped science experiment gone wrong, while others — especially those that he had formerly worked alongside in some way — say that he was born from the slums and backwater worlds of the Galaxy itself, and simply came into being like some sort of myth rather than being birthed by a mother and father. Of course, none of these stories are wholly true. Andios instead simply came to being like any regular individual would, his parents being scientists stationed aboard a deep space research ship that had made the very unfortunate decision of entering the wrong nebula on a regularly-scheduled mission.

Said nebula was owned by the Black Battalion, an up and coming and powerful gang of ravenous marauders, who would pillage most everything in their way, only to sell their wares and loot in the outer fringes of the Galaxy, where they possessed significant clout. The Black Battalion boarded and razed the ship, culling all of its members in a brutal, yet methodical fashion, before they eventually decided to make away with the ship itself using Salvage craft. Before they could do so, however, they came across an infant - a very young baby named Andios, who had been left as the sole survivor of the ship and spared by the Pirates. In a sudden move of compassion and humility, the pirates adopted the baby boy and took him as their own, giving him the surname "Lockjaw", in honor of the gang's late pet.

While Andios was very much glad to be alive, he began to realize that, even from a very young age, he wasn't shaping up to become a member of the crew, but, instead, an servant for the crew. This is where he began his shift from simple pet to warrior, with the pirates taking notice of Andios and his skills, rather than his functionality as a pet that could get between tight spaces. With the help of the other pirates, Andios pushed himself to the limit both physically and mentally, training with the near limitless supply of weapons that the Black Battalion had in their vast armory. His skill with heavy weaponry turned out to be such a benefit to the pirates during their missions that Andios became the Captain's own First Mate, the de facto second in command of the Black Battalion. A true marauder now, Andios seemed to be on the right path — to becoming the next leader of the interstellar band of pirates, but not before something changed his mind drastically, causing his entire perspective on the Black Battalion to change instantly.

One of the original pirates — who witnessed firsthand the adoption of Andios, gave a shocking confession to the Feli pirate on his deathbed, which described the shocking and tragic truth about his backstory, and how the Captain of the Black Battalion was responsible for all of it. Andios's desire to enact revenge on the Captain was only further increased when the captain tried to kill him in order to hide the truth from the rest of the crew, in anticipation that he would use the information to expose the Captain as the villain he was and incite a mutiny. However, Andios's plan backfired when the crew saw his killing of the Captain — in self defense — as an indication that he was going to betray the crew, and thus engaged in combat with him too. Andios's expertise in combat - especially with his heavy weaponry - was the primary factor that saved him that day.

At the end of his rampage, the Black Battalion were completely wiped out, their resources completely exhausted trying to eliminate the rogue First Mate as the few survivors scattered to become bandits and start up their own, smaller pirate gangs. Andios, on the other hand, took the solo route and became a freelancer, gathering the remaining funds and loot that he could and buying his own ship, where he began working various odd jobs for money to maintain himself. While he was, at first, making a decent living as a freelance mercenary and smuggler, his rather expensive ship and weaponry were still very expensive to maintain and needed almost constant maintenance, which, combined with the very niche set of skills he had in this day and age, contributed to the frustrating environment that he now lives in.

Brief Personality Description*: Andios has a no-nonsense personality: he is straight to the point, upfront, and forward about everything. He's the type that would shoot first and ask questions later, or go on long tangents about how "gun x is worse than gun y" in the worst of situations. Although seeing himself as a leader, he often relies on intimidation to get what he wants in light of his rather short stature.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.





RETIRED CHARACTERS/ARCS


Name: Myrkenn Farslider
Origin: Elsewhere Universe 0001, "Praelia Caicos" (OC)
Gender: Female
Age: 27
Species: Thanatosian
Appearance: Appearance
Armor
Powers & Abilities:
  • Thanatosian Physiology: Thanatosians, although they are a near-human species, have adapted to their planet's stronger gravity and more diverse demographic conditions, meaning that, in the eyes of regular earthlings, Thanatosians are considered "superhuman". Myrkenn is no exception to this, combining her training to become a physical powerhouse easily capable of going toe to toe with more supernaturally powered enemies. Like all Thanatosians, Myrkenn, by default, comes equipped with superhuman strength, speed, agility, stamina, durability, and improved defense against diseases.
  • Type 2 Avatar Physiology: In the Elsewhere universe, Avatars are a series of projects made by an independent science study and later refined by the Commercial Federation, Adrian Westwood's megacorporation. The end goal of the project was to extend life by designing an artificial humanoid body (aka, an Avatar) and an advanced brain-computer interface, thereby transferring the consciousness of a person from their withering old body to a new, artificial one. Each Avatar can be thoroughly changed or customized to fit the desire of its operator using trillions of complex nanomachines, sometimes even while it is consciously being used by the operator. The Type 2 Avatar is a variant in which a Thanatosian's personality is transferred and emulated into an artificial avatar brain at the end of his or her normal life, which in turn is implanted into an artificial body, thereby allowing the user to extend their own lifespan drastically. This can be done at any point in the user's life. Since avatars are artificial cybernetic bodies, they come with a wide variety of various augmentations and abilities.
    • Enhanced Condition: Though not to supernatural levels, an Avatar is known to have obviously augmented stats. The artificial brain allows an avatar's user to think drastically faster even while under pressure, and increases their reaction time significantly. The strength of an avatar is much more powerful than a regular Thanatosian, and increases the user's speed, reflexes, and stamina, whilst also amplifying senses such as sight, hearing, and smell. Various cybernetic implants may be put into an Avatar to add additional upgrades to the user, of their choice.
    • Pain toleration: Avatars were built from the ground up to deal with the harshest environments possible without causing unnecessary losses of life. Even while heavily damaged or even mutilated, an avatar is still capable of operation so long as it's brain stem remains intact. As per pain tolerance, it is a completely optional setting for the user, meaning that a lost limb would be nothing more than a liability than a life-threatening wound.
    • Transfomation (to a degree): As stated before, the design of the avatar is completely tailored to the user's preference, and the appearance of the Avatar can change on the fly thanks to trillions of nanomachines in the artificial body. Traits able to be changed include eye color, skin pigment, hair color, hair styles, facial extremities, and even voice. While most users simply choose their pre-avatar appearance as the default design, this has led to many Avatars gaining impossibly beautiful or perfect appearance that would normally not be possible with a regular Thanatosian.
  • Grade 2 Psionic: Myrkenn is a psychic, unique among most Thanatosians. In the Elsewhere universe, psychics come in Grades 0 (non-psionic) to Grade 3 (heavily psionic). Grade 2s are capable of a variety of things, though not to the extent of a Grade 3. This includes the creation of Psionic Shields and constructs, psychokinesis, and telepathy, though they are not without limitation.


Weaknesses:
  • Being a Type 2 avatar himself, Myrkenn can be destroyed when her brain stem is destroyed, resulting in the instant death of the user.
  • Avatars without adequate security systems are prone to hacking by outside sources. This tends to be most Avatars, unfortunately. Not even Myrkenn is safe to the most dangerous of hackers.
  • Those with other psychic abilities deal double damage to Elsewhere psionics, leaving Myrkenn at the mercy of those with powerful psionic abilities.
  • Myrkenn is incapable of lifting objects that she would normally not be able to with her telekinesis, and her telepathy and is useless to non-sentient organisms or much stronger psychics.

Attack Potency: Minimum of Small Building (bare fists), Large Building (psionics), Maximum of Large Island (larger ordinance)
Speed: Superhuman (default); Transonic Reaction Speed
Lifting Strength: Class 5
Striking Strength: Room Level
Durability: City Block Level (counting pain tolerance and armor)
Stamina: Very High
Range: Long range (~5km with most large weapons)
Intelligence: Rather intelligent, a tactically intuitive mind combined with a genius pilot make for a decent fighter.
Equipment on Hand: While I won't go into specific detail on weapons she uses, I'll be more than happy to explain them in the IC once I get rolling. Listed here are just some things that I may use more than others.
  • Ghosthawk - The Ghosthawk, although its design is archaic, is an incredibly powerful and precise pulse sniper rifle easily capable of punching holes in tank-grade armor. To those with a good aim and good arm, it is capable of being fired from the hip, but, for the most part, firing it from a stationary, stable position is the best.
  • Cobra MPRAW - The Cobra Man Portable, Rail Accelerated Weapon is a heavy shoulder-fired railgun, capable of firing tungsten slugs at extremely high speeds at targets several kilometers away, for great effect.
  • Comet - Comet is Myrkenn''s pet and assistant, a cybernetically-revived Vulture and Type 3 avatar, capable of assisting her with accessing computer ports, locating enemies, and operating heavy machinery.
  • Sagittarius-class Corvette - The Sagittarius is Myrkenn's personal spacecraft, equipped with a myriad of weapons, sensors, and other equipment, and is known to be an incredibly fast and nimble spacecraft. Thanks to her size, the Sagittarius doubles as Myrkenn's base of operations, and, thus, the headquarters of the Blood Pirates.
  • Warfighter Armor (see above) - The Warfighter is an energy-shielded suit of full-body power armor (barring the helmet, which can be disassembled into the suit at will), designed to provide the user with the highest available strength output and mobility while not sacrificing armor. It is equipped with recharging energy shielding and other necessary components to monitor the wearer's health status, and has multiple magnetic locking hard points located on the armor, allowing for the easy access and storage of weapons.


Brief Bio/History*: To this day, the origins of Myrkenn Farslider still remain a mystery to most who come across her. Some say that she was the child of a legendary couple of mercenaries, while others — especially those that she had formerly worked alongside in some way — say that she was born from the slums and backwater worlds of the Elsewhere universe itself, where she simply came into being rather than being birthed by a mother and father. Of course, none of these stories are wholly true. Myrkenn instead simply came to being like any regular individual would, her parents being regular scientists stationed aboard a research ship that had made the very unfortunate decision of jumping into the wrong nebula on a regularly-scheduled mission.

Said nebula was owned by the Blood Pirates, a powerful gang of roving and marauding pirates that pillaged and destroyed everything in their way, only to sell their wares and loot in the outer fringes and crime hubs of the Galaxy, where they possessed significant clout. The Blood Pirates boarded and razed the research ship, culling all of its members in a brutal, yet methodical fashion, before they eventually decided to make away with the ship using their Salvage Corvettes. Before they could do so, however, they came across an infant - a baby girl named Myrkenn, who had been left as the sole survivor of the ship that was not killed by the Pirates. In a sudden move of compassion and humility, the pirates adopted the baby girl and took her as their own, giving her the last name "Farslider", in honor of the gang's late pet.

While Myrkenn was very much glad to be alive, she soon began to realize that, as she grew older, she wasn't shaping up to become a member of the crew, but, instead, a mere object for the entertainment of the crew. It was not only the various looks and flirty remarks that she received while walking down the corridors of the Blood Pirates' station or the special service she was given, but also word from the captain himself, whom she overheard stating that their sole female member of the crew was forming up to be a fine "tool for me 'nd the crew," the phrase triggering a massive change in her mentality and appearance in order to minimize the possibility of this occurring. She started to act much more masculine, cutting her hair down and changing up her attire from the usual, as well as partaking in various training sessions and raids as a pirate herself. This is when the Blood Pirates began their own shift: to taking notice in Myrkenn and her skills, rather than her looks and physique. Myrkenn's skills and apparent psionic abilities turned out to be such a benefit to the pirates that they had entered the radar of the Commercial Federation itself, leading to a myriad of other opportunities for gaining clout for the pirates. Eventually, she became the Captain's own First Mate, the de facto second in command of the entirety of the Blood Pirates. Myrkenn herself was on the right path - to becoming the next leader of the band of pirates, but not before something changed her mind drastically, causing her entire perspective on the Blood Pirates — and the Captain — to change instantly.

One of the much older, original pirates — who witnessed firsthand the adoption of Myrkenn — confessed to her on his deathbed the shocking truth about her backstory, and how the then-young Captain of the Blood Pirates was responsible for all of it. Her desire to enact revenge on the Captain was only further increased when he tried to assault her to hide the truth from the rest of the crew, in anticipation that she would use the information to expose the Captain as the villain he was and incite a mutiny. The crew then split into two sides, with one side seeing Myrkenn's killing of the Captain — in self defense — as an indication that she was going to betray the crew, and with another side seeing her as a hero to the cause and the rightful captain. Thus, a massive battle began between the crew, with Myrkenn's expertise in combat - especially with her psionic abilities - being primary factor that saved her that day. At the end of her rampage, half the Blood Pirates were completely wiped out, their resources exhausted trying to eliminate the First Mate as the few survivors that remained either aligned themselves with her, or were driven off to become bandits and start up their own, smaller pirate gangs. Myrkenn, on the other hand, took the reins of the Blood Pirates and became their new captain, operating off of the Sagittarius and becoming the same roving, renegade group of buccaneers that they were before, much to the dismay of the Commercial Federation.

As of now, Myrkenn has since moved her operations primarily to the Freelands, a mostly-lawless region in CF space, waiting for the time to be called upon for a new job or, conversely, to pick a fight with the big man himself, Adrian Westwoods.


Name: Adrian Westwoods

Origin: Elsewhere Universe 0001, "Praelia Caicos" (OC)

Gender: Male

Age: 30

Species: Thanatosian
(Explanation: In the Elsewhere universe, Earth exists as a planet 2.2x larger than its real life counterpart, known as Thanatos. Because of the 2.2 size increase, the gravity of Thanatos is significantly stronger than Earth - so much so that a regular Thanatosian can preform feats deemed superhuman in our regular world. While they are virtually identical to humans biologically speaking, their bodies have adapted to the greater gravity, and - given the diverse flora and fauna of Thanatos and other present subspecies of Thanatosians - are hardy towards numerous diseases and pathogens.

Following the introduction of Avatars (see equipment) into public by Adrian Westwoods, the average Thanatosian's life expectancy has been increased tremendously. Adrian himself is a Type 2 Avatar.)

Appearance: See below

Image


Powers & Abilities:
  • Thanatosian Physiology: As stated before, Thanatosians have adapted to their planet's harsher gravity and more diverse demographic conditions, meaning that, in the eyes of regular earthlings, Thanatosians are considered somewhat "superhuman". Adrian is no exception to this, having harnessed his strength through thousands of hours of conditioning and military training. Thanatosians, by default, come equipped with superhuman strength, speed, agility, stamina, durability, and improved defense against diseases.
  • Avatar Physiology: In the Elsewhere universe, Avatars are a series of projects made by an independent science study and later refined by the Commercial Federation, Adrian's corporation. The end goal of the project was to extend life by designing an artificial humanoid body (aka, an Avatar) and an advanced brain-computer interface, thereby transferring the consciousness of a person from their withering old body to a new, artificial one. Each Avatar can be thoroughly changed or customized to fit the desire of its operator using trillions of complex nanomachines, sometimes even while it is consciously being used by the operator. Avatars come in three distinct types: Type 1 avatars are operated remotely by either a regular Thanatosian or an avatar by using a brain-computer interface, allowing them to essentially operate in a proxy body rather than their regular body. Type 2 avatars are where a Thanatosian's personality is transferred and emulated into an artificial avatar brain at the end of his or her life, which in turn is implanted into an artificial body, thereby allowing the user to extend their own lifespan drastically. The Type 3 avatars are a complete technological conversion turning the user's personality and brain into a holographic entity linked to Elsewhwere's vast and expansive system of information and technology, essentially turning them into an A.I. All Avatar types share the same goal of extending a Thanatosian's lifespan and allowing them to venture to hostile environments.
    Adrian, a Type 2 avatar himself, uses this to his full advantage. For example, since an avatar can be remotely controlled by its user from a safe position, Adrian effectively would not have to be physically present at any given location if he deems it unsafe, and could instead send his avatar there as a virtually perfect proxy of himself. Given that avatars were meant to prolong its users lifespan and allow him/her to venture to hostile environments without risking any loss of life. Since avatars are artificial cybernetic bodies, they come with a wide variety of various augmentations and abilities.
    • Enhanced Condition: Though not to supernatural levels, an Avatar is known to have obviously augmented stats. The artificial brain allows an avatar's user to think drastically faster even while under pressure, and increases their reaction time significantly. The strength of an avatar is much more powerful than a regular Thanatosian, and increases the user's speed, reflexes, and stamina, whilst also amplifying senses such as sight, hearing, and smell. Various cybernetic implants may be put into an Avatar to add additional upgrades to the user, of their choice.
    • Pain toleration: Avatars were built from the ground up to deal with the harshest environments possible without causing unnecessary losses of life. Even while heavily damaged or even mutilated, an avatar is still capable of operation so long as it's brain stem remains intact. As per pain tolerance, it is a completely optional setting for the user, meaning that a lost limb would be nothing more than a liability than a life-threatening wound.
    • Transfomation (to a degree): As stated before, the design of the avatar is completely tailored to the user's preference, and the appearance of the Avatar can change on the fly thanks to trillions of nanomachines in the artificial body. Traits able to be changed include eye color, skin pigment, hair color, hair styles, facial extremities, and even voice. While most users simply choose their pre-avatar appearance as the default design, this has led to many Avatars gaining impossibly beautiful or perfect appearance that would normally not be possible with a regular Thanatosian.


Weaknesses:
  • Being a Type 2 avatar himself, Adrian can be destroyed when his brain stem is destroyed. While this is not the case for a Type 1 Avatar he's controlling - the link between avatar and controller in the remotely-controlled variant would merely be broken - the Type 2 design would almost instantly result in the death or the user. Because of this, Adrian is at high risk when traveling to locations while not as a remotely-controlled Avatar.
  • Avatars without adequate security systems are prone to hacking by outside sources. This tends to be most Avatars, unfortunately. Not even Adrian is safe to the most dangerous of hackers.
  • Adrian himself has a large ego and sense of invulnerability, often getting himself into very risky or potentially life-threatening situations only for the thrill. Even with his technological advantage, Adrian has a bad habit for underestimating foes, often leading him to, more often than not, try at about a fraction of his full potential.
  • Adrian's complete disregard for the safety of his employees and those around him paints a negative image around him and his reputation. Given this, he doesn't many allies, though he does have a number.


Attack Potency: Minimum of Small Building (fists), Maximum of Large Island (larger ordinance)
Speed: Superhuman; Instantaneous (when using PRP); Transonic Reaction Speed
Lifting Strength: Class 5
Striking Strength: Room Level
Durability: City Block Level (counting pain tolerance and armor)
Stamina: Very High, thanks to military training
Range: Long range (~5km with most big weapons)
Intelligence: Who needs books when you can bring up a MegaNet search of something and make complex math calculations in your head? With such a vast amount of information available, it's not surprising that Adrian is a pretty smart boi.
Equipment on Hand: While I won't go into specific detail on weapons, I'll be more than happy to explain more in the IC once I get rolling. Listed here are just some things that I may use more than others.
  • Dare: Adrian's personal assistant, Dare, is a Type 3 avatar that is linked to his cybernetic body or proxy Avatar bodies via a neural interface. Due to her Avatar nature, Dare doesn't think straightforward like an A.I. would, instead thinking more creatively while still retaining the speed and efficiency of an A.I. As a Type 3 avatar, Dare is vital to Adrian's efficiency both in combat and commercially, and forms a symbiotic bond with her boss and other equipment under her control. Given her virtual nature, Dare can effectively take control of electronic systems such as Adrian's armor, computers, and even some of Adrian's avatars if she wishes, and assists in making Adrian's reactions much faster.
  • The entirety of the Commercial Federation: As the sole and absolute head of the Commercial Federation, a vast and powerful corporate, military, and political entity with influence throughout the Elsewhere universe, Adrian holds a very important and influential seat as the administrator of the CF, and, subsequently, all of its employees, sub-corporations, controlled governments, and assets. The CF is, without a question, the sole dominant political, military, and economic body of the Elsewhere universe, save for the Alien Abomination threat. With just as many employees as it has guns (it has a LOT of guns, too) and a seemingly unlimited budget, the CF allows Adrian to exert his dominance wherever he pleases, whenever he wants and however he likes it. Military-wise, the CF uses a high-tech, professionally trained and impressive private military force to protect its trade from pirates, put down the occasional revolt and occasionally invade competing governments, with an army of avatars and robots that rivals, if not surpasses, even the largest of his world. Most missions Adrian embarks on are alone, but at times he does call for assistance with CF troops.
  • Providence-Class Battlecruiser CFS Pride of Thanatos (CVN-1738): The original Providence-class colony ships were one of the first of their kind to colonize worlds outside of Thanatos, and its solar system. They were the first to be equipped with the now obsolete warp drives, and with the outbreak of war with the Abominations came into fruition, the majority of ships this series of massive vessels were refitted hastily to be impromptu battleships when the first battles broke out. While these ships represented Thanatosian colonial "Manifest Destiny" ideology in a physical form, they did not fare so well in their new combat modes. As such, due to the original pacifistic nature of these ships, few of them survived the First Interstellar War, either being outgunned by the enemy fleets or being phased out for being technologically inferior to the Thanatosian government's new line of starships. Fast forward several decades after the First Interstellar War, and Thanatos has asserted itself as a major Galactic superpower of Elsewhere both militarily and politically. The rise of the CF has led to the re-activation and refitting of several fleets, many of which had gone dark after the war with Thanatos's distant galactic foe, the Abominations. The majority of the Providence-class colony ships by this time were either being sold to scrapyards or bought out by private investors to become yachts or freighters. Inspired by the colonial memory of the Providence line of starships and spurred on by his company's rapid growth throughout the galaxy, Adrian himself commissioned the construction of a new line of starships designed specifically to be like the old Providence-class ships just for the Corporate Navy, to act as the Corporate Federation's flagships: The Providence class Battlecruiser line. As the first ship of its class, and because it was commissioned personally by Adrian himself, the CFS Pride of Thanatos is the CF's most technologically advanced ship and well-protected ship, and a pure demonstration of its powerful Arsenal. A blend between a battleship and a carrier, the Thanatos is an intimidating threat both in orbit and on the ground, and was designed solely for the purpose of eliminating all opposition in its way. Like many other Thanatosian ships of the time, the Thanatos is fitted with an energy shield based from alien designs, as well as a variety of smaller weapons, both for engaging fighters and other ships alike. As it also functions as a carrier, it is joined by a large complement of ground craft, aircraft, and military personnel, of course.
    The Thanatos was designed from the ground up to dominate space combat, but also functions as a sort of mobile headquarters for Adrian himself. It is one of the only ships in the CF Fleet to take advantages of Elsewhere's natural "Rifts" in the form of its Rift Generator, which, although not tested, is theorized to be able to allow objects to not only travel through other timelines and iterations of Elsewhere's universe, but other universes completely.
  • Adrian-Bot V2: Essentially a perfect clone of Adrian, the Adrian-Bot V2 is an avatar capable of acting independently or remotely controlled by Adrian. From his interface, Adrian may control an Adrian Bots such as if the location he needs to go to is dangerous or out of reach.
  • Portable Rift Projector (PRP): In the Elsewhere lore, there is a natural phenomenon known simply as "Rifts", which were, until recently, thought to be created at random and served no intended purposes but to connect universes of Elsewhere. The opening of Rifts were thought to signal danger, such as the opening of one near Thanatos's neighbor system, Praelia Caicos, just before the invasion of an alien power happened in the system. Aside from some catastrophic events occurring from Rift opening, they allowed for mostly safe and instantaneous travel between the various universes, timelines, and iterations of Elsewhere, and were the impetus behind several political and military events, and helped shape the history of Elsewhere itself even though it was meant for no more than observation between systems. Until Adrian's discovery recently of the much larger multiverse and its increasing homogeneity, it was thought to be scientifically impossible to create rifts, let alone be able to open or destroy them. Adrian's discovery of Bormann Resonances, a type of invisible wave that is emitted from all rifts - and his subsequent exploitation of said discovery, combined with overall advances in understanding how these phenomena work, allowed him to create the Rift Projector, which he is now so widely known for. A portable version, the Portable Rift Projector (PRP), was also made for his personal use. It works exactly how it sounds: By manipulating the Bormann Resonances in such a manner similar to that of a rift about to open, it projects a rift at the desired entry location of the user or ship (usually in front of them), which would also open up a rift at the desired exit location, providing relatively quick and somewhat instantaneous two-way transportation between the rift. In comparison, physics-wise, a regular FTL drive would mean that in order to connect two points in given space, one would have to draw a straight line on a piece of paper at the highest speed possible. A rift projector, on the other hand, would simply fold the theoretical piece of paper, where the pencil would punch a hole into the desired location on the paper, producing two holes: the entry point and exit point, before promptly closing back up.
  • Achilles V.1 Power Armor: When his regular combat uniform (see picture) won't suffice, Adrian's personal, modular Achilles armor will. It is a full-body powered suit, barring the helmet (which can assemble or disassemble itself into the suit at will), crafted to provide the user with the highest availsable strength output and mobility to the user. It is equipped with high-grade energy shielding and other necessary components to monitor his (or his avatar's) health status and whatnot on the helmet's heads up display, and has multiple magnetic locking hard points located on the armor, allowing for easier transitioning and portability of weapons. It is also capable of channeling energy into area of effect bursts, capable of shocking, burning, or simply blowing away enemies or, conversely, for dispelling any pent up kinetic energy carried by the shields.

Brief Bio/History*: Adrian Westwoods is the enigmatic leader of the Commercial Federation, an intergalactic-spanning corporate and military entity of Thanatosian origin in the Elsewhere universe. He has gained prominence in holding a leadership position of arguably the galaxy's most powerful and feared corporation, and is renowned both as an intelligent military commander and a ruthless CEO and capitalist. Adrian is known to be an extremely skilled fighter and commander, utilizing superior technology and firepower to defeat his enemies. He also utilizes Avatar technology actively to accomplish feats otherwise deemed impossible by normal humans. his wing, Adrian has expanded the CF's influence far beyond what was previously established, and asserted his control as one of the galaxy's most dangerous figures.With a number of smaller corporate entities and groups under
Brief Personality Description*: Machiavellian, ruthless, and cunning, yet overly sarcastic most of the time and cynical. Some say he shows signs of being a psychopath, but his only response to these claims are that "its just business."

CF Flag
Name: Commercial Federation
Origin: Elsewhere
Number of Members: 2bn employees, half of which are private contractors
Notable Members: Adrian Westwoods, Dare
Description of Faction's Tech, Powers, & Abilities: A corporate and military entity out of the planet Thanatos located in the Wander system, the Commercial Federation grew to become one of the most powerful and feared nations in the entire galaxy, and did so very quickly. Thanks to superior technology and firepower and an overwhelming economic strength, the Commercial Federation outclasses many nations economically as it does militarily, and has proven itself capable to sustain and endure long campaigns of fighting and project its strength despite seemingly insurmountable odds. With a number of star systems and species under its belt, it is led gloriously by the enigmatic Adrian Westwoods, who uses Avatar technology to prolong the lives of himself and his troops, and operates with a privately-funded joint Gek & Thanatosian private military to assert control over its possessions. Instead of conquering other nations and smaller powers, the CF has instead gained vast influence in galactic affairs by utilizing ruthless economic tactics, including simply "buying out" nations unfortunate to run laisseiz-faire economic policies. Due to their proximity with the Abominations, a race of marauding humanoid creatures wishing to graft humans into their collective, the CF possesses a powerful and permanent military force comprised of Thanatosians and Geks, the latter are hunched ape-like aliens native to the currently-contested Vega system.

(tl;dr: big corporation with a lot of money and a spoiled kid in charge)


Name: John Wick
Universe of Origin: John Wick
Gender: Male
Age: 46
Species: Human
Appearance:
Image

Powers & Abilities: Badass: Wick is capable of near-superhuman levels of physical feats and has constantly shown this time and time again. Even at 46, he is at his prime physically, his reflexes never sharper. He has a very high pain tolerance, is a highly skilled marksman and martial artist trained in Judo, Jiu-Jitsu, Brazilian jiu-jitsu and Krav Maga. He can quickly outmaneuver, outmatch or simply outlast his opponents, even being capable of taking on multiple enemies at once. He is also skilled at breaking into secure locations and leaving undetected, and can memorize complicated architectural layouts easily. As a master hitman, John is highly capable of casing out, planning and executing assassinations. He is also highly spatially aware in combat situations, making use of the environment, weapons held by dead enemies and even, legendarily, pencils. Aside from an Indomitable willpower, John seems to have a strange sense of luck.
Weaknesses: Simply put, can be killed by any means by which any regular human can be killed.
Attack Potency: 10-A
Speed: Athletic Human
Lifting Strength: Athletic Human
Striking Strength: Athlete
Durability: Street Level
Stamina: Athlete Level
Range: Ranges from melee to sniper rifle range
Intelligence: Above average tactician and intellect
Equipment on Hand: Pretty much any weapon he can get his hand on, but prefers a handgun, knife, or pencil.
Brief Bio/History*: Wiki page
Brief Personality Description*: Stoic, badass, a man of few words. Don't kill his dog.
Last edited by Turmenista on Sat Dec 14, 2019 1:33 am, edited 4 times in total.

User avatar
Trapoletanius
Secretary
 
Posts: 31
Founded: Jul 15, 2017
Ex-Nation

Postby Trapoletanius » Thu Nov 15, 2018 9:32 am

Naval Monte wrote:
Name: Elizabeth Ashwood
Origin: Gnosis Verse
Gender: Female
Age: 38
Species: Human
Appearance: A Welsh born, Caucasian, woman. Standing at 5'3, Elizabeth has a petite, lithe, and a slightly curvy built. Her skin is pale, and possess jade green eyes. Her deep set eyes have eye liner around them and a small mole located under her left eye. Elizabeth’s raven hair is medium-long/past the shoulders-length and it is a unkempt shaggy mess, her hair sticks out at her neck and falls over her shoulders. Elizabeth has a heart shaped face with both a button shaped nose and thin, downward turning lips. Usually these lips are seen forming a grin or smirk, they are covered by red lipstick.

Elizabeth main attire consists of an ankle length black trench coat, black vest with a white dress shirt underneath, a long loose maroon tie, black pants with a maroon belt around the waist, maroon colored boots with black sides and laces, black fingerless gloves. Elizabeth has tattoos painted on her body, many depicting occult and esoteric symbols. These tattoos can be found on her hands, shoulders, back, feet, stomach and hips. Despite being in her late thirties she still has the appearance of someone in her mid or late twenties.
Powers & Abilities:

Deductive Reasoning: Elizabeth possess great deduction powers, often using her wits (and magic) to help solve mysteries. Besides being able to piece together puzzles, gain the answers to riddles, and gathering clues from her observation of people and the environment. Elizabeth's eyes are also keen to pick up small pieces of clues that most people can easily miss or ignore.

Computer Witch: Besides knowing her way around the internet, Elizabeth is knowledgeable about computers and to have a decent grasp at the operational software and hardware of a computer to fix her own computer before being forced to ask the help of a professional. She also possess decent hacking skills to hack into both normal computers and security systems used by most people, but suffers when dealing with advanced, state of the art, security systems and software. She also can use her computer knowledge to know when she is being hacked or is infected by a virus or any other malicious programs can stand to have a good chance on dealing with both.

Silver Tongue: Elizabeth is a very cunning and deceptive woman. She can convince others to believe her words and inspire certain emotional responses. She can use this to make people lower their guard either by her flirting with them or acting as she was in distress, making them more likely to help her and for her deceive her victims. She can even conceal information or spread misinformation when she wants to and make it sound convincing. Elizabeth is also skilled at creating forgery as well as detecting forgery and deceptions of others.

Shadow Step: Elizabeth is light on her feet as not only can she move around without making much noise but can follow someone without them noticing her, acting almost like their second shadow. This skill can allow her to sneak into a restricted area with a much higher than normal chance of avoiding detection.

[b]Scholarly:
An intelligent woman Elizabeth can gather and store vast amounts of information in her head. Elizabeth can also research different skills either by following through instructions provided for her or by learning through experience or witnessing, understanding, and practicing a skill she has seen. This skill also aids her in not only debates but in her detective related skills and in persuasion of others.


Shaman's Touch: Elizabeth is knowledgeable when it comes to different types of poisons, herbs, and drugs that not only can she identify which poisons, herbs, and drugs were used on a person or left in the scene but can even use said knowledge to even create or find ways to procure a sample of her own through shady means if she wants to. This knowledge can aid her in potion and elixir creation.


Knife Nut: Elizabeth knows how to fight well with a knife. However even though she knows how to use a knife well as a weapon and tool it doesn’t mean she is a good fighter, in fact some can say she is a poor fighter. Elizabeth would rather use her speed, reflexes, and agility to dodge attacks and find the right moment to stab her opponent in an area that would force them to stop fighting her. She would also use her quick thinking during fights along with fighting dirty to win.

Stage Magician: Elizabeth can use the same skills illusionist and stage magicians use in their shows; possessing skills such as hypnosis, sleight of hand, pickpocketing, lockpicking, and escapology. These skills are used whenever she needs to break and enter a location, for deceiving people, taking items without being noticed or when she needs to get out of a tight situation.

Thespian: Elizabeth has taken lesions in the past on acting and mixed with her silver tongue she can perform a convincing act when she needs to play a role to fool people. Elizabeth can further make her role more authentic by putting whatever attire and makeup she needs to make her role feel and look more genuine.

Intuition: This ability can allow her to "read" other people's body language, choice of words and other subconscious signals. With this ability Elizabeth can try to understand the real purpose of a person's motives and actions without them telling her. She affectionately calls this ability her "Bullshit Detector" as it makes her a living lie detector. However people skilled in the art of deception or truly believe in their own lies can fool her.

Occult Studies: Elizabeth has knowledge on various occult practices and teachings; kabbalah, alchemy, magic, spiritualism, astrology, demonology, extra-sensory perception, tantrism, satanism, hermeticism, gnosticism, theosophy, thelema, wicca, modern paganism, voodoo, divination, and chaos magic. Elizabeth can identify the cultural traditions informing a ritual by viewing the physical aftermath, supply facts concerning various occult societies, can guess the intent of an occult ritual, know the occult significance of an object and can identify the occult activities from a well informed practitioner, teenage posers, or out-and-out cultists and sorcerers. This skill also covers various supernatural lore in her world.

Extraordinary Senses: Having a strong connection with Azoth, Elizabeth's senses are not only intune to the mysterious force but also has gain several extra sensory inputs from it as well, allowing her to see, hear, and sense things most normal humans can't perceive, let alone comprehend.


Sixth Sense: Elizabeth often gets certain feelings about things, often these feelings turn out right. She has premonitions about both bad and good events. A cold shiver down her spine to can alert her to a possible axe killer behind a door or a strange sense can tell her to avoid a doomed air flight. This ability only affects her and not others around her. There are supernatural beings and methods that can either trick out her sixth sense or make a being or person invisible to her sixth sense.

Enhanced Awareness: Elizabeth can see into other dimensions, see fragments of both the past and future and to see and speak to invisible entities like ghosts. This ability, while usually random on when it actives, but it is always on when it comes to spotting otherworldly beings. Sometimes touching an object that has involvement with a major past or future moment causes her to experience a sudden vision of the event. Another way she can see fragments of chronological events is by her dreams, another method to force her to see into time or other dimensions is by using mind altering substances or activities. While she can provoke these visions on happening she would still have no control over what she sees. This ability can make most believe that she is suffering from schizophrenia and indeed should she see something truly horrific and freak out many would see her as crazy.


Magical Intuition: Because Azoth is the source behind magic in her world that means Elizabeth act a lot like a magical compass needle as she can sense the power of beings, places and objects. Often being drawn to them as though being pulled by a powerful magnet. This ability also allows Elizabeth to see kirlian auras and determine a person's physical, mental, emotional and spiritual state by the color of their aura, intense emotions can trigger a pseudo emphatic link in which Elizabeth can feel whatever emotion someone is feeling as long as she sees their aura, should this link grow it can develop into a pseudo mind link; making her hear, see, and sense a person's very thoughts. Elizabeth can also witness minor occult phenomenon that most minds either can't perceive or ignore and can use magic much more effectively than a normal occultist. Her magical sense also overlap with her normal senses causing a synesthesia effect to her, should she lose control she would act as though she is suffering from dementia-like hallucinations.

Magick: Elizabeth is armed with the knowledge of many spells, rituals and curses, such as evocation, divination, necromancy, black magic curses, illusions, occlumency, invisibility, exorcism, sympathetic magic, astral projection, creating windows and gateways to other worlds and more. She also has a wide range of protection magic such as sigils, spirit wards and magic circles that can protect her from both physical and supernatural. She even knows a curse that can send any damage inflicted on her back at the one who caused her harm.

Elizabeth's magical knowledge allows her to find ways to become highly resistant to many psychic attacks such as telepathy, possessions, and mind control and can even use it to evade both mundane and supernatural methods of tracking. Elizabeth can even use the art of counter magic, which either let's her take apart a spell before it can harm her or redirect it away from her or even back at the caster. However she must first be aware of the spell being used against her and prepare the necessary rituals to either dismantle or redirect the spell used against her.

Weaknesses: Elizabeth is plagued by nightmares which cause her to have sleep problems and to take sleeping medication, these nightmares are often tied to horrific events in her life. Elizabeth also keeps an emotional distance from most people due to her past, in fact she sometimes think she is cursed to bring suffering and death to people due to how many people she cared about dying around. Elizabeth is addicted to both adrenaline rushes and to cigarettes. Sometimes the intensity of both her pseudo empathy and mind reading becomes too much for Elizabeth that she resorts to alcohol and pills to dull her senses, she sometimes does this with her other extraordinary senses though this has the risk of backfiring as it may cause those senses to become stronger.

Elizabeth is a magnet for anomalous phenomenon, entities, and objects just as she is drawn to them. This and her being very much aware of both individuals and groups in the occult underground who see her as a rival and a threat has made her a paranoid woman, always on the lookout for potential attackers. She also suffers from bouts of depression that appear from time to time which can affect her performance along with mood. Elizabeth is not the best physical fighter as she prefers to use her brain and magic to solve problems, she is also a thrill seeker to the point of actively seeking danger just to get a rush.

While Elizabeth's magic can allow her to distort and warp the very fabric of reality does not allow her to do everything. There are some magical feats she lacks the knowledge, items and aptitude to perform and because of the reality warping powers of magic she has to be cautious of doing something wrong with her spells and rituals, sometimes doing something right can result in unexpected effects. Overusing magic can warp her very psyche and it's energies can corrupt her body and soul; not only degrading her mind closer to the depths of insanity, but bring about terrible mutations that would turn her into an insane, inhuman creature. Overusing magic always brings about the attention of both creatures of unremitting horror and fellow practitioners of magic to her location. Magic is not free however as every spell she uses has their own price, though some spells the price comes in years after their use.

Sometimes the things her extra senses pick up can also have both negative and in some cases even physical effects on Elizabeth, not helped by the fact that she doesn’t have much control over her extra senses. Occasionally these extra senses become so strong that they either fully merge normal reality and the hidden realities into one or replace the normal one entirely with the hidden one, causing great distress to Elizabeth. Because of the prices, costs, and drawbacks to magic she often uses it when she needs to and instead relies on her normal abilities first before turning to supernatural methods. She is ultimately still human in both body and mind. While she has harden herself to the unnatural there are still things that can drive her insane should she encounter them.

Attack Potency: Normal Human (with magic various depending on spell and summon)
Speed: Normal Human
Lifting Strength: Normal Human
Striking Strength: Normal Human (otherwise with magic it various from spell and summon)
Durability: Normal Human
Stamina: Normal Human
Range: Close range to kilometers away depending on what spell she is using.
Intelligence: High
Equipment on Hand: Cursed knife, zippo lighter with a pack of cigarettes, enchanted card (acts like psychic paper), tape recorder, lock pick set, waterproof flashlight, enchanted brass knuckles (can harm spectral beings along with physical brings), smartphone, wallet, makeup kit, car keys

Brief Bio/History: Much of Elizabeth’s past is a secret. What is known currently is that she is an orphan with her father being killed by a drunk driver before she was born and her mother being murdered by an unknown assailant when she was eight, forcing her to move around from foster family to the next until she was adopted by a friend of her mother who decided to raise her legal guardian. The reason for her being moved to different families was because each one reported unusual incidents that began to happen when they adopted Elizabeth and in desperation got rid of her to have their lives return back to normal.

What those families didn’t know was that Elizabeth was one of the rare individuals to be born as a mage, making her both a natural prodigy when it came to magecraft but also a living magnet for anomalous phenomenon, manifestations, and entities. They also lacked knowledge on knowing that she was the daughter of a powerful witch named Alexandria Ashwood who taught her daughter magic so she can use her powers responsibly and not accidently harm herself with magic. Yet this caused the situation with the families to be further exacerbated by the fact that Elizabeth choose to continue her practice of magic as her own after her. Other’s passing, causing any mistakes she made to escalate their problems. These mistakes became less frequent once she got a new teacher to help her better control her powers but also try to heal some of the emotional scars left behind by her mother’s death.

After this time she hasn’t done much besides try to juggle having the life of a typical student and dealing with supernatural incidents that she seem to find herself in until by her 20s when she form a small cabal of fellow mages to travel around to engage in both occult activities and classical debauchery, it was in this time that she would encounter a woman name Lorraine Rose who would become her girlfriend. For a few years she was content with her life in her small crew and having a lover but this life would come crashing down in which they faced a cult that tried to summon a powerful entity from the abyss. While they succeed at stopping the cult and prevented the arrival of a dangerous and powerful being from entering their world the mental trauma of what they endure from both the cult and the abyssal entity along with the deaths of a few members, Lorraine being one of the casualties, caused the group to break apart.

Elizabeth’s activity inn the occult underground seem to have stop for quite some time before she suddenly return as a private investigator, dealing with both mundane and supernatural cases. No one is quite sure what happened to her during her inactive years but a popular rumor was that she was incarcerated in the infamous Blackthorn Asylum, but so far there no evidences either proving that to be the case but also not disproving it either. When pressed in the matter Elizabeth simply claimed on needing a vacation to forget about magic and to repair the shattered remains of her life.

Brief Personality Description: A foul-mouthed, disillusioned, sarcastic and cynical woman. Elizabeth is also stubborn, arrogant, feisty, and strong-will woman. She is also mischievous scoundrel who likes messing with people just to get laughs. This attitude can even make as though she doesn't take most situations as seriously as she should. Elizabeth is also flirtatious as well and will flirt with anyone who catches her interest regardless of their gender or if they are friend or foe. A woman who is always hustling she is often motivated for her own interest than out of any higher calling or moral imperative. Due to the number of people who have died around her Elizabeth prefers to work alone and anyone she does work with, she avoids attachment so she won't be as hurt if they get killed.

Cunning, ambitious, and resourceful woman she keeps an aura of mystery around her as she keeps her distance from people, for behind the snark and flirtation is a wounded soul. Elizabeth carries with her the sorrow, rage, and self-loathing of not only a person who has lost many people she cared about but one who has done many deeds and mistakes she wish she can undo, seeking redemption from her past deeds. Elizabeth is also a compassionate humanist, trying her best to make sure that mankind does not fall into the influences of both mortal and supernatural powers that would use humanity for their own ambitions and hoping that her good deeds can help absolve her if her past sins and mistakes. She also has a rather strange code of honor despite acting like a rogue most of the times. She is also unflinchingly loyal to those she cares and is surprisingly selflessness when she wants to be, even going as far as to help people if their suffering and grief is too much for her to ignore.



Name: AEGIS
Origin: Gnosis verse
Number of Members: Unknown, estimated number is to believe to be somewhere in the million.
Notable Members: Overseer Council and Administrator of AEGIS Ms. Gray (envoy of the Council), Galvin "Bulldog" Ross, Catherine Wheeler, Dr. Emeria Faustus, Dr. Johna Kepler, Junko "Dancer" Shepard, Tobias Knight, David Carpenter, Patrick Smith, Frederick Ironside, Gwendolyne “Hex” Carle, Carmen "Faust" Jimenez, Lorenzo "Conman" Cabrero, Reza "Trick" Kazemi, Terry "Curse" Cooper, Minji "Jinx" Yun, Reiko "Spider" Ieyaru, Emily Foster, Jeremiah Carter, Matthew Sunderland, Tabitha St. Matthews, Nessa O'Brien, John Kauffman,
Description of Faction's Tech, Powers, & Abilities: peak human condition and enhanced/supernatural condition; advanced regeneration, enhanced senses, enhanced endurance and stamina, enhanced resistances; resistance heat, cold, electrical shock, toxin, radiation, disease, kinetic force, etc.; body control, immunity to sympathetic magic (thanks to a defensive ward hidden discreetly on their body), resistance to mind control and telepathy, enhance reaction time and thinking speed, and many other enhancements made thanks to gene modification, cybernetic and nanological augmentation and through paratechnological enhancements and sorcerous procedures . These augments are given to members tasked on either capturing or destroying supernatural targets.

Some personnel in AEGIS either possess psychic abilities or knowledge on how to perform ritual magic. These abilities can have physical, mental, and metaphysical effects on reality. A few personnel have even been known to possess anomalous abilities that don't quite fit to psionics or thaumaturgy and even fewer aren't even entirely human.

AEGIS has four distinct technology levels based on generations.

Generation Zero: The most ubiquitous tech level as most technology in this level are ones used in the modern day and would not look any different to real world tech. Examples of this level includes wireless communications, thermonuclear weapons, basic space-tec, and the internet along with mobile devices connected to it.

Generation One: The technologies in this level are those that in real life are consider cutting edge and is still mostly experimental, being decades ahead of current technological level. Examples of this level include advanced space tech, railguns/coilguns, mid-level powered exoskeletons, airburst rifles, electrolasers, nuclear fusion, advanced cybernetics, advanced gene tailoring, and autonomous vehicles.

Generation Two: The technologies in this level are ones theorized to be centuries ahead of what is currently available or even possible. Examples of this level include high-level powered exoskeletons, charged particle beams, advanced artificial intelligences and robotics, antimatter reactors, brain scanning and mind emulation, advanced nanotechnology, metamaterials, and advanced quantum computing.

PARA-Tech: The technologies in this level do not follow the known laws of physics as most humans known them to be, many of them theorized to be following their own strange sets of laws. Examples of this level include non-euclidean geometry, sentient inanimate objects, psychotronic devices, extra-dimensional portals, anti-gravitations/artificial gravitation, psionics, thaumaturgy, and general weaponized anomalies.

However the boundary between conventional, high tech, devices and paratech tends to blur as not only does AEGIS makes their more obviously paranormal devices appear to be normal machines but some devices that work as predicted by physics have anomalous components to assist in their operations. It is due to anomalous elements in their world and from anomalous realities that are connected to their own AEGIS enjoys a great deal of technological advancements when compared to most nations in their world.


Name: Ordo Coeleste/The Celestial Order
Origin: Gnosis verse
Number of Members: Unknown, estimated number is to believe to be somewhere in the millions.
Notable Members: Grand Masters of the Celestial Order, Abelard von Astrifer, Wernher Wolff, Rose White, Richard Sonnac, Iain Tibet Gladstone, Julia Beatrix Tyburn, Nadia Ilia Volyova, Arthur Langtry, Anastasia Luccio, Carlos Ramirez, Yuki Yoshimo, Bill Meyer, Sybil Gerard, Edward Mallory, Ilia Volyova, Ana Khouri
Description of Faction's Tech, Powers, & Abilities:
Modern cutting edge and experimental post modern technology
technosorcerious devices, psychotronics, and other anomalous artifacts and machines
occult tomes, scrolls, and manuscripts and computer files
ritual magic and psychic powers
various supernatural creatures and humans with anomalous powers
various conventional skills from all agents and conventional technology
financial, political, corporate, scientific research, religious, criminal, and occult connections
Access to other planes of existence and alternative realities (within the confines of the Gnosis verse, not the Greater Multiverse)


Also edit in on the title that it is a reboot on the OOC.

It's not a reboot. It's just a new OOC!
Love today and seize all tomorrows!

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

The life of a single human being is worth a million times more than all the property of the richest man on earth. - Che Guevara

By striving to do the impossible, man has always achieved what is possible. Those who have cautiously done no more than they believed possible have never taken a single step forward. - Mikhail Bakunin

User avatar
Skylus
Negotiator
 
Posts: 6511
Founded: Oct 25, 2016
Inoffensive Centrist Democracy

Postby Skylus » Thu Nov 15, 2018 9:52 am

Trapoletanius wrote:
Naval Monte wrote:
Name: Elizabeth Ashwood
Origin: Gnosis Verse
Gender: Female
Age: 38
Species: Human
Appearance: A Welsh born, Caucasian, woman. Standing at 5'3, Elizabeth has a petite, lithe, and a slightly curvy built. Her skin is pale, and possess jade green eyes. Her deep set eyes have eye liner around them and a small mole located under her left eye. Elizabeth’s raven hair is medium-long/past the shoulders-length and it is a unkempt shaggy mess, her hair sticks out at her neck and falls over her shoulders. Elizabeth has a heart shaped face with both a button shaped nose and thin, downward turning lips. Usually these lips are seen forming a grin or smirk, they are covered by red lipstick.

Elizabeth main attire consists of an ankle length black trench coat, black vest with a white dress shirt underneath, a long loose maroon tie, black pants with a maroon belt around the waist, maroon colored boots with black sides and laces, black fingerless gloves. Elizabeth has tattoos painted on her body, many depicting occult and esoteric symbols. These tattoos can be found on her hands, shoulders, back, feet, stomach and hips. Despite being in her late thirties she still has the appearance of someone in her mid or late twenties.
Powers & Abilities:

Deductive Reasoning: Elizabeth possess great deduction powers, often using her wits (and magic) to help solve mysteries. Besides being able to piece together puzzles, gain the answers to riddles, and gathering clues from her observation of people and the environment. Elizabeth's eyes are also keen to pick up small pieces of clues that most people can easily miss or ignore.

Computer Witch: Besides knowing her way around the internet, Elizabeth is knowledgeable about computers and to have a decent grasp at the operational software and hardware of a computer to fix her own computer before being forced to ask the help of a professional. She also possess decent hacking skills to hack into both normal computers and security systems used by most people, but suffers when dealing with advanced, state of the art, security systems and software. She also can use her computer knowledge to know when she is being hacked or is infected by a virus or any other malicious programs can stand to have a good chance on dealing with both.

Silver Tongue: Elizabeth is a very cunning and deceptive woman. She can convince others to believe her words and inspire certain emotional responses. She can use this to make people lower their guard either by her flirting with them or acting as she was in distress, making them more likely to help her and for her deceive her victims. She can even conceal information or spread misinformation when she wants to and make it sound convincing. Elizabeth is also skilled at creating forgery as well as detecting forgery and deceptions of others.

Shadow Step: Elizabeth is light on her feet as not only can she move around without making much noise but can follow someone without them noticing her, acting almost like their second shadow. This skill can allow her to sneak into a restricted area with a much higher than normal chance of avoiding detection.

[b]Scholarly:
An intelligent woman Elizabeth can gather and store vast amounts of information in her head. Elizabeth can also research different skills either by following through instructions provided for her or by learning through experience or witnessing, understanding, and practicing a skill she has seen. This skill also aids her in not only debates but in her detective related skills and in persuasion of others.


Shaman's Touch: Elizabeth is knowledgeable when it comes to different types of poisons, herbs, and drugs that not only can she identify which poisons, herbs, and drugs were used on a person or left in the scene but can even use said knowledge to even create or find ways to procure a sample of her own through shady means if she wants to. This knowledge can aid her in potion and elixir creation.


Knife Nut: Elizabeth knows how to fight well with a knife. However even though she knows how to use a knife well as a weapon and tool it doesn’t mean she is a good fighter, in fact some can say she is a poor fighter. Elizabeth would rather use her speed, reflexes, and agility to dodge attacks and find the right moment to stab her opponent in an area that would force them to stop fighting her. She would also use her quick thinking during fights along with fighting dirty to win.

Stage Magician: Elizabeth can use the same skills illusionist and stage magicians use in their shows; possessing skills such as hypnosis, sleight of hand, pickpocketing, lockpicking, and escapology. These skills are used whenever she needs to break and enter a location, for deceiving people, taking items without being noticed or when she needs to get out of a tight situation.

Thespian: Elizabeth has taken lesions in the past on acting and mixed with her silver tongue she can perform a convincing act when she needs to play a role to fool people. Elizabeth can further make her role more authentic by putting whatever attire and makeup she needs to make her role feel and look more genuine.

Intuition: This ability can allow her to "read" other people's body language, choice of words and other subconscious signals. With this ability Elizabeth can try to understand the real purpose of a person's motives and actions without them telling her. She affectionately calls this ability her "Bullshit Detector" as it makes her a living lie detector. However people skilled in the art of deception or truly believe in their own lies can fool her.

Occult Studies: Elizabeth has knowledge on various occult practices and teachings; kabbalah, alchemy, magic, spiritualism, astrology, demonology, extra-sensory perception, tantrism, satanism, hermeticism, gnosticism, theosophy, thelema, wicca, modern paganism, voodoo, divination, and chaos magic. Elizabeth can identify the cultural traditions informing a ritual by viewing the physical aftermath, supply facts concerning various occult societies, can guess the intent of an occult ritual, know the occult significance of an object and can identify the occult activities from a well informed practitioner, teenage posers, or out-and-out cultists and sorcerers. This skill also covers various supernatural lore in her world.

Extraordinary Senses: Having a strong connection with Azoth, Elizabeth's senses are not only intune to the mysterious force but also has gain several extra sensory inputs from it as well, allowing her to see, hear, and sense things most normal humans can't perceive, let alone comprehend.


Sixth Sense: Elizabeth often gets certain feelings about things, often these feelings turn out right. She has premonitions about both bad and good events. A cold shiver down her spine to can alert her to a possible axe killer behind a door or a strange sense can tell her to avoid a doomed air flight. This ability only affects her and not others around her. There are supernatural beings and methods that can either trick out her sixth sense or make a being or person invisible to her sixth sense.

Enhanced Awareness: Elizabeth can see into other dimensions, see fragments of both the past and future and to see and speak to invisible entities like ghosts. This ability, while usually random on when it actives, but it is always on when it comes to spotting otherworldly beings. Sometimes touching an object that has involvement with a major past or future moment causes her to experience a sudden vision of the event. Another way she can see fragments of chronological events is by her dreams, another method to force her to see into time or other dimensions is by using mind altering substances or activities. While she can provoke these visions on happening she would still have no control over what she sees. This ability can make most believe that she is suffering from schizophrenia and indeed should she see something truly horrific and freak out many would see her as crazy.


Magical Intuition: Because Azoth is the source behind magic in her world that means Elizabeth act a lot like a magical compass needle as she can sense the power of beings, places and objects. Often being drawn to them as though being pulled by a powerful magnet. This ability also allows Elizabeth to see kirlian auras and determine a person's physical, mental, emotional and spiritual state by the color of their aura, intense emotions can trigger a pseudo emphatic link in which Elizabeth can feel whatever emotion someone is feeling as long as she sees their aura, should this link grow it can develop into a pseudo mind link; making her hear, see, and sense a person's very thoughts. Elizabeth can also witness minor occult phenomenon that most minds either can't perceive or ignore and can use magic much more effectively than a normal occultist. Her magical sense also overlap with her normal senses causing a synesthesia effect to her, should she lose control she would act as though she is suffering from dementia-like hallucinations.

Magick: Elizabeth is armed with the knowledge of many spells, rituals and curses, such as evocation, divination, necromancy, black magic curses, illusions, occlumency, invisibility, exorcism, sympathetic magic, astral projection, creating windows and gateways to other worlds and more. She also has a wide range of protection magic such as sigils, spirit wards and magic circles that can protect her from both physical and supernatural. She even knows a curse that can send any damage inflicted on her back at the one who caused her harm.

Elizabeth's magical knowledge allows her to find ways to become highly resistant to many psychic attacks such as telepathy, possessions, and mind control and can even use it to evade both mundane and supernatural methods of tracking. Elizabeth can even use the art of counter magic, which either let's her take apart a spell before it can harm her or redirect it away from her or even back at the caster. However she must first be aware of the spell being used against her and prepare the necessary rituals to either dismantle or redirect the spell used against her.

Weaknesses: Elizabeth is plagued by nightmares which cause her to have sleep problems and to take sleeping medication, these nightmares are often tied to horrific events in her life. Elizabeth also keeps an emotional distance from most people due to her past, in fact she sometimes think she is cursed to bring suffering and death to people due to how many people she cared about dying around. Elizabeth is addicted to both adrenaline rushes and to cigarettes. Sometimes the intensity of both her pseudo empathy and mind reading becomes too much for Elizabeth that she resorts to alcohol and pills to dull her senses, she sometimes does this with her other extraordinary senses though this has the risk of backfiring as it may cause those senses to become stronger.

Elizabeth is a magnet for anomalous phenomenon, entities, and objects just as she is drawn to them. This and her being very much aware of both individuals and groups in the occult underground who see her as a rival and a threat has made her a paranoid woman, always on the lookout for potential attackers. She also suffers from bouts of depression that appear from time to time which can affect her performance along with mood. Elizabeth is not the best physical fighter as she prefers to use her brain and magic to solve problems, she is also a thrill seeker to the point of actively seeking danger just to get a rush.

While Elizabeth's magic can allow her to distort and warp the very fabric of reality does not allow her to do everything. There are some magical feats she lacks the knowledge, items and aptitude to perform and because of the reality warping powers of magic she has to be cautious of doing something wrong with her spells and rituals, sometimes doing something right can result in unexpected effects. Overusing magic can warp her very psyche and it's energies can corrupt her body and soul; not only degrading her mind closer to the depths of insanity, but bring about terrible mutations that would turn her into an insane, inhuman creature. Overusing magic always brings about the attention of both creatures of unremitting horror and fellow practitioners of magic to her location. Magic is not free however as every spell she uses has their own price, though some spells the price comes in years after their use.

Sometimes the things her extra senses pick up can also have both negative and in some cases even physical effects on Elizabeth, not helped by the fact that she doesn’t have much control over her extra senses. Occasionally these extra senses become so strong that they either fully merge normal reality and the hidden realities into one or replace the normal one entirely with the hidden one, causing great distress to Elizabeth. Because of the prices, costs, and drawbacks to magic she often uses it when she needs to and instead relies on her normal abilities first before turning to supernatural methods. She is ultimately still human in both body and mind. While she has harden herself to the unnatural there are still things that can drive her insane should she encounter them.

Attack Potency: Normal Human (with magic various depending on spell and summon)
Speed: Normal Human
Lifting Strength: Normal Human
Striking Strength: Normal Human (otherwise with magic it various from spell and summon)
Durability: Normal Human
Stamina: Normal Human
Range: Close range to kilometers away depending on what spell she is using.
Intelligence: High
Equipment on Hand: Cursed knife, zippo lighter with a pack of cigarettes, enchanted card (acts like psychic paper), tape recorder, lock pick set, waterproof flashlight, enchanted brass knuckles (can harm spectral beings along with physical brings), smartphone, wallet, makeup kit, car keys

Brief Bio/History: Much of Elizabeth’s past is a secret. What is known currently is that she is an orphan with her father being killed by a drunk driver before she was born and her mother being murdered by an unknown assailant when she was eight, forcing her to move around from foster family to the next until she was adopted by a friend of her mother who decided to raise her legal guardian. The reason for her being moved to different families was because each one reported unusual incidents that began to happen when they adopted Elizabeth and in desperation got rid of her to have their lives return back to normal.

What those families didn’t know was that Elizabeth was one of the rare individuals to be born as a mage, making her both a natural prodigy when it came to magecraft but also a living magnet for anomalous phenomenon, manifestations, and entities. They also lacked knowledge on knowing that she was the daughter of a powerful witch named Alexandria Ashwood who taught her daughter magic so she can use her powers responsibly and not accidently harm herself with magic. Yet this caused the situation with the families to be further exacerbated by the fact that Elizabeth choose to continue her practice of magic as her own after her. Other’s passing, causing any mistakes she made to escalate their problems. These mistakes became less frequent once she got a new teacher to help her better control her powers but also try to heal some of the emotional scars left behind by her mother’s death.

After this time she hasn’t done much besides try to juggle having the life of a typical student and dealing with supernatural incidents that she seem to find herself in until by her 20s when she form a small cabal of fellow mages to travel around to engage in both occult activities and classical debauchery, it was in this time that she would encounter a woman name Lorraine Rose who would become her girlfriend. For a few years she was content with her life in her small crew and having a lover but this life would come crashing down in which they faced a cult that tried to summon a powerful entity from the abyss. While they succeed at stopping the cult and prevented the arrival of a dangerous and powerful being from entering their world the mental trauma of what they endure from both the cult and the abyssal entity along with the deaths of a few members, Lorraine being one of the casualties, caused the group to break apart.

Elizabeth’s activity inn the occult underground seem to have stop for quite some time before she suddenly return as a private investigator, dealing with both mundane and supernatural cases. No one is quite sure what happened to her during her inactive years but a popular rumor was that she was incarcerated in the infamous Blackthorn Asylum, but so far there no evidences either proving that to be the case but also not disproving it either. When pressed in the matter Elizabeth simply claimed on needing a vacation to forget about magic and to repair the shattered remains of her life.

Brief Personality Description: A foul-mouthed, disillusioned, sarcastic and cynical woman. Elizabeth is also stubborn, arrogant, feisty, and strong-will woman. She is also mischievous scoundrel who likes messing with people just to get laughs. This attitude can even make as though she doesn't take most situations as seriously as she should. Elizabeth is also flirtatious as well and will flirt with anyone who catches her interest regardless of their gender or if they are friend or foe. A woman who is always hustling she is often motivated for her own interest than out of any higher calling or moral imperative. Due to the number of people who have died around her Elizabeth prefers to work alone and anyone she does work with, she avoids attachment so she won't be as hurt if they get killed.

Cunning, ambitious, and resourceful woman she keeps an aura of mystery around her as she keeps her distance from people, for behind the snark and flirtation is a wounded soul. Elizabeth carries with her the sorrow, rage, and self-loathing of not only a person who has lost many people she cared about but one who has done many deeds and mistakes she wish she can undo, seeking redemption from her past deeds. Elizabeth is also a compassionate humanist, trying her best to make sure that mankind does not fall into the influences of both mortal and supernatural powers that would use humanity for their own ambitions and hoping that her good deeds can help absolve her if her past sins and mistakes. She also has a rather strange code of honor despite acting like a rogue most of the times. She is also unflinchingly loyal to those she cares and is surprisingly selflessness when she wants to be, even going as far as to help people if their suffering and grief is too much for her to ignore.



Name: AEGIS
Origin: Gnosis verse
Number of Members: Unknown, estimated number is to believe to be somewhere in the million.
Notable Members: Overseer Council and Administrator of AEGIS Ms. Gray (envoy of the Council), Galvin "Bulldog" Ross, Catherine Wheeler, Dr. Emeria Faustus, Dr. Johna Kepler, Junko "Dancer" Shepard, Tobias Knight, David Carpenter, Patrick Smith, Frederick Ironside, Gwendolyne “Hex” Carle, Carmen "Faust" Jimenez, Lorenzo "Conman" Cabrero, Reza "Trick" Kazemi, Terry "Curse" Cooper, Minji "Jinx" Yun, Reiko "Spider" Ieyaru, Emily Foster, Jeremiah Carter, Matthew Sunderland, Tabitha St. Matthews, Nessa O'Brien, John Kauffman,
Description of Faction's Tech, Powers, & Abilities: peak human condition and enhanced/supernatural condition; advanced regeneration, enhanced senses, enhanced endurance and stamina, enhanced resistances; resistance heat, cold, electrical shock, toxin, radiation, disease, kinetic force, etc.; body control, immunity to sympathetic magic (thanks to a defensive ward hidden discreetly on their body), resistance to mind control and telepathy, enhance reaction time and thinking speed, and many other enhancements made thanks to gene modification, cybernetic and nanological augmentation and through paratechnological enhancements and sorcerous procedures . These augments are given to members tasked on either capturing or destroying supernatural targets.

Some personnel in AEGIS either possess psychic abilities or knowledge on how to perform ritual magic. These abilities can have physical, mental, and metaphysical effects on reality. A few personnel have even been known to possess anomalous abilities that don't quite fit to psionics or thaumaturgy and even fewer aren't even entirely human.

AEGIS has four distinct technology levels based on generations.

Generation Zero: The most ubiquitous tech level as most technology in this level are ones used in the modern day and would not look any different to real world tech. Examples of this level includes wireless communications, thermonuclear weapons, basic space-tec, and the internet along with mobile devices connected to it.

Generation One: The technologies in this level are those that in real life are consider cutting edge and is still mostly experimental, being decades ahead of current technological level. Examples of this level include advanced space tech, railguns/coilguns, mid-level powered exoskeletons, airburst rifles, electrolasers, nuclear fusion, advanced cybernetics, advanced gene tailoring, and autonomous vehicles.

Generation Two: The technologies in this level are ones theorized to be centuries ahead of what is currently available or even possible. Examples of this level include high-level powered exoskeletons, charged particle beams, advanced artificial intelligences and robotics, antimatter reactors, brain scanning and mind emulation, advanced nanotechnology, metamaterials, and advanced quantum computing.

PARA-Tech: The technologies in this level do not follow the known laws of physics as most humans known them to be, many of them theorized to be following their own strange sets of laws. Examples of this level include non-euclidean geometry, sentient inanimate objects, psychotronic devices, extra-dimensional portals, anti-gravitations/artificial gravitation, psionics, thaumaturgy, and general weaponized anomalies.

However the boundary between conventional, high tech, devices and paratech tends to blur as not only does AEGIS makes their more obviously paranormal devices appear to be normal machines but some devices that work as predicted by physics have anomalous components to assist in their operations. It is due to anomalous elements in their world and from anomalous realities that are connected to their own AEGIS enjoys a great deal of technological advancements when compared to most nations in their world.


Name: Ordo Coeleste/The Celestial Order
Origin: Gnosis verse
Number of Members: Unknown, estimated number is to believe to be somewhere in the millions.
Notable Members: Grand Masters of the Celestial Order, Abelard von Astrifer, Wernher Wolff, Rose White, Richard Sonnac, Iain Tibet Gladstone, Julia Beatrix Tyburn, Nadia Ilia Volyova, Arthur Langtry, Anastasia Luccio, Carlos Ramirez, Yuki Yoshimo, Bill Meyer, Sybil Gerard, Edward Mallory, Ilia Volyova, Ana Khouri
Description of Faction's Tech, Powers, & Abilities:
Modern cutting edge and experimental post modern technology
technosorcerious devices, psychotronics, and other anomalous artifacts and machines
occult tomes, scrolls, and manuscripts and computer files
ritual magic and psychic powers
various supernatural creatures and humans with anomalous powers
various conventional skills from all agents and conventional technology
financial, political, corporate, scientific research, religious, criminal, and occult connections
Access to other planes of existence and alternative realities (within the confines of the Gnosis verse, not the Greater Multiverse)


Also edit in on the title that it is a reboot on the OOC.

It's not a reboot. It's just a new OOC!


And you wanted Jax to replace your old nation with this one in the special thanks thing, right?
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Shark isle
Senator
 
Posts: 3767
Founded: Nov 12, 2012
Ex-Nation

Postby Shark isle » Thu Nov 15, 2018 7:50 pm

Name: Agent Brent Adler
Origin: Mr. Adler is from a world which combines tropes from shows like The Man From U.N.C.L.E and Mission: Impossible, Pulp Stories like Doc Savage and the Golden Age of Comic Books.
Gender: Male
Age: 36
Species: Human
Appearance: https://www.123rf.com/photo_94342778_ar ... white.html
Powers & Abilities: Martial Arts: Thanks from training from a variety of experts, Brent is a skilled martial artist and is more than a match for most human foes.
Skilled Marksmen: Agent Adler is a skilled Shot with almost any kind of firearm.
Survival Skills: Due to his training, Adler knows how to survive in almost any kind of environment.
Physical Conditioning: Adler is on a strict exercise regimen, thus he has a great physique.

Weaknesses:
Attack Potency: Athlete
Speed: Athletic Human
Lifting Strength: Regular Human
Striking Strength: Athlete
Durability: Human
Stamina: Athletic
Range: Up to 10,000 ft depending on the weapon he is using.
Intelligence: Medium
Equipment on Hand: A Colt Magnum, a Swiss Army Knife, a variety of Gadgets that include a watch that also functions as a compass, a baseball that functions as a smoke grenade, night-vision goggles disguised as sunglasses and a toy gun that is actually a laser pistol that fires one shot an hour.


Brief Bio/History*: Brent Adler is a native New Yorker who lives in the Borough of Brooklyn. He is the owner of Adler's Electronic' a store that sells televisions, lamps, radios, and phones. People know Brent as the crass and blunt, but good humored owner of the store and as a worthy inheritor to the store, which was started by his Father in the 1940s. What no knows is the fact that heir is more to Brent then meets the eye. He is actually an agent for the United Nations International Law Enforcement Agency, or U.N.I.L.A. U.N.I.L.A is a covert agency created by the U.N for the purpose of enforcing international law for member nations alongside INTERPOL and national police forces. Agent Adler has been an agent for the group for five years after unknowingly foiling a plot by the insidious organization Pantheon to launder stolen money and survived. Throughout his years in the agency, Adler has become the arch-nemesis of Pantheon, often being sent around the world to foil their various schemes for either world domination or for monetary gain. Recently however, he has been sent on a mission that will soon send all the Multiverse and cut him off from his own agency, leaving him to survive by himself.
Brief Personality Description*: Brent is crass, blunt and sarcastic individual. No matter what situation he is in, he will always speak his mind, no matter whose feelings he hurts in the process. However, he is a good humored, approachable person once people gets his crass exterior and get to know him personally.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

Name: Pantheon
Origin: Adler's world
Number of Members: 100,000
Notable Members: The Gods: The Gods are the Leaders of Pantheon. These mysterious men and women, who are named after the God's of Greek Myth, are the driving forces behind Pantheon's many schemes, with their main motivation being world conquest. They are know for having massive god-complexes, something that is not helped by the fact that the Gods seem to have superhuman powers, a trait rare in humanity.
The Agents: Besides Henchmen, agents are the most encountered member of Pantheon. These people are often mercenaries, moles or private civilians hired out by one of Pantheon's God's to organize one of their schemes.
Description of Faction's Tech, Powers, & Abilities: Thanks to their chief engineer Hephaestus, Pantheon seems to have access to technology only deemed possible to exist in Sci-Fi. Over the years, Pantheon agents have been observed wielding and using tools such as laser weaponry, jet-packs, advanced combat vehicles such as the infamous street tank, which was a van modified with heavy armor and a miniature artillery cannon, among others. They also seem to be getting a grasp on the idea of robotics, due to the fact that some of their members seem to be getting cybernetic implants like metallic arms or robotic eyes. The real power however, lies with their leadership, who ssem to have powers that corresponds with the gods they are named after.
Last edited by Shark isle on Thu Nov 15, 2018 8:00 pm, edited 2 times in total.

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

Postby The Palmetto » Thu Nov 15, 2018 7:56 pm

Shark isle wrote:Name: Agent Brent Adler
Origin: Mr. Adler is from a world which combines tropes from shows like The Man From U.N.C.L.E and Mission: Impossible, Pulp Stories like Doc Savage and the Golden Age of Comic Books.
Gender: Male
Age: 36
Species: Male
Appearance:
Powers & Abilities: Martial Arts: Thanks from training from a variety of experts, Brent is a skilled martial artist and is more than a match for most human foes.
Skilled Marksmen: Agent Adler is a skilled Shot with almost any kind of firearm.
Survival Skills: Due to his training, Adler knows how to survive in almost any kind of environment.
Physical Conditioning: Adler is on a strict exercise regimen, thus he has a great physique.

Weaknesses:
Attack Potency: Athlete
Speed: Athletic Human
Lifting Strength: Regular Human
Striking Strength: Athlete
Durability: Human
Stamina: Athletic
Range: Up to 10,000 ft depending on the weapon he is using.
Intelligence: Medium
Equipment on Hand: A Colt Magnum, a Swiss Army Knife, a variety of Gadgets that include a watch that also functions as a compass, a baseball that functions as a smoke grenade, night-vision goggles disguised as sunglasses and a toy gun that is actually a laser pistol that fires one shot an hour.


Brief Bio/History*: Brent Adler is a native New Yorker who lives in the Borough of Brooklyn. He is the owner of Adler's Electronic' a store that sells televisions, lamps, radios, and phones. People know Brent as the crass and blunt, but good humored owner of the store and as a worthy inheritor to the store, which was started by his Father in the 1940s. What no knows is the fact that heir is more to Brent then meets the eye. He is actually an agent for the United Nations International Law Enforcement Agency, or U.N.I.L.A. U.N.I.L.A is a covert agency created by the U.N for the purpose of enforcing international law for member nations alongside INTERPOL and national police forces. Agent Adler has been an agent for the group for five years after unknowingly foiling a plot by the insidious organization Pantheon to launder stolen money and survived. Throughout his years in the agency, Adler has become the arch-nemesis of Pantheon, often being sent around the world to foil their various schemes for either world domination or for monetary gain. Recently however, he has been sent on a mission that will soon send all the Multiverse and cut him off from his own agency, leaving him to survive by himself.
Brief Personality Description*: Brent is crass, blunt and sarcastic individual. No matter what situation he is in, he will always speak his mind, no matter whose feelings he hurts in the process. However, he is a good humored, approachable person once people gets his crass exterior and get to know him personally.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

Name: Pantheon
Origin: Adler's world
Number of Members: 100,000
Notable Members: The Gods: The Gods are the Leaders of Pantheon. These mysterious men and women, who are named after the God's of Greek Myth, are the driving forces behind Pantheon's many schemes, with their main motivation being world conquest. They are know for having massive god-complexes, something that is not helped by the fact that the Gods seem to have superhuman powers, a trait rare in humanity.
The Agents: Besides Henchmen, agents are the most encountered member of Pantheon. These people are often mercenaries, moles or private civilians hired out by one of Pantheon's God's to organize one of their schemes.
Description of Faction's Tech, Powers, & Abilities: Thanks to their chief engineer Hephaestus, Pantheon seems to have access to technology only deemed possible to exist in Sci-Fi. Over the years, Pantheon agents have been observed wielding and using tools such as laser weaponry, jet-packs, advanced combat vehicles such as the infamous street tank, which was a van modified with heavy armor and a miniature artillery cannon, among others. They also seem to be getting a grasp on the idea of robotics, due to the fact that some of their members seem to be getting cybernetic implants like metallic arms or robotic eyes. The real power however, lies with their leadership, who ssem to have powers that corresponds with the gods they are named after.


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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Naval Monte
Postmaster-General
 
Posts: 13927
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Fri Nov 16, 2018 1:22 pm

Will add in more songs later for this.

Trailer theme- Tears of Mars - Sojourn
Second Trailer theme- Ben & Alfie - 27 Years
Arc theme- The Handsome Family - Far From Any Road
Welcome to Branhrwn- A Turn Of The Tides
Rainy Cityscape- Dark City
The Crimson Rituals- Nightmarish Waltz
Alone in the Legend Haunted Town- Alone In The Town
White Flowers in the Shadows- Heaven's Night
New Truths, New Secrets- Null Moon
Melody from the Pale Moon- Moonlit Melody
Dreams of a Shattered Past- Fermata In Mistic Air
The Forged Haven- End Of Small Sanctuary
Midnight at Nevermore- Silent Circus
The Cries of a Cruel Fate- Dance With Night Wind
Phantasmagoria- never forgive me, never forget me
The Marauding Specter- A Stray Child
The Periphery Closes- Rising Walls
The Veil is Gone- Something's Wrong
The Calm Before... -Reversion
Solipsism- Susan's Blue Sheep (alone again)
The Shadow That Passed- Devil Came Through Here
You are not alone- Early winter
Wonderland?- Plainwalker
Moonlight Menschen- Moonlight Menschen
Boundary- Edge
Last edited by Naval Monte on Fri Nov 16, 2018 1:22 pm, edited 1 time in total.
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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Union of Albandrite Socialist Republics
Spokesperson
 
Posts: 126
Founded: Jun 21, 2017
Democratic Socialists

Postby Union of Albandrite Socialist Republics » Sat Nov 17, 2018 4:57 pm

.
Last edited by Union of Albandrite Socialist Republics on Wed Aug 26, 2020 8:34 pm, edited 4 times in total.
☭☭ ☭ ☭ ☭ ☭ ☭ ☭☭☭ ☭ ☭ ☭ ☭ ☭ ☭☭☭ ☭ ☭ ☭ ☭ ☭ ☭

The People's News: "Cultural Revolution is close to achieving all its stated goals" states party officials | YCL holds yet another rally in Capitol, demanding further reform | Conservative elements in military "routed out" says Minister of Defense | Community gardens triple in urban centers | Collective farms to be replaced with communes, says Agricultural minister | Ban on foreign music lifted, with some restrictions|

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Kraician and Yekrenese Atlantic States
Civil Servant
 
Posts: 7
Founded: Nov 17, 2018
Ex-Nation

Postby Kraician and Yekrenese Atlantic States » Sat Nov 17, 2018 5:50 pm

Name: Hannah Van Blikdase Anderson
Origin: RWBY Universe (OOC Character)
Gender: Female
Age: 29
Species: Faunus
Appearance:
• (Physical): Hannah is a young teenage female that stands at a height of 170cm tall, and strictly speaking of course, her breast size is a 'B' size measurement. She has short-length hazel brown coloured hair and blue eyes. Interestingly, despite the cruel and harsh environments of being in a militia, Hannah retains a surprisingly curvy mesomorph body; which is exemplified by her muscular yet lean arms, fingers, legs, and broad shoulders. In addition, as a grim reminder of her past with military life, there is a black serial number printed underneath her right forearm that reads, EW2KM-657819HB; along with her emblem, which is a black monochrome printed cockade located to the right of her serial number.

• (Casual/Off-Duty Outfit): True to her militaristic childhood, Hannah's casual outfit consists of olive green shoes with brown laces (and white short socks), trousers secured by a brown leather belt, and on top of that includes a three buttoned up skirt secured by a two buttoned belt. In addition, Hannah wears a short-sleeved buttoned up shirt with a stand-and-fall collar, grey featureless cuffs, and a white sports bra underneath secured by a combination of leather laces and buttons. On her head, she includes a hairband (which retains the colour of olive green like most of her outfit) with a pair of short ribbons hanging off to the right side of her head; however, upon closer inspection, Hannah is actually using her hairband to hide her feline Faunus ears.

• (Combat/Military Outfit): Whenever Hannah is going into combat (whether it be a fight or battle), Hannah includes some additions to her casual outfit that stays true with simplicity and efficiency. To protect her shoes and feet from most foreign contaminants, she adds olive green gaiters that are secured by leather laces (which are identical laces that can be used to tie Hannah's shoes if the original laces were to be damaged). On top of that, in order for Hannah to carry her munitions, consumables, and miscellaneous equipment, she wears a webbing system comprising of two front rectangular-shaped pouches, a small backpack (including a quilt folded and tied firmly on top), a shovel pouch (which is located on the central anterior area of her hip), a gas mask canister (found hanging above the shovel pouch), and a small canteen (located to the right of the shovel pouch). Lastly, the hairband serves as a simple arch-like framework for Hannah's helmet (which is specifically an olive green coloured WW1-era Stahlhelm), which with that kind of head protection, she be able to deflect and reduce the damage taken from shrapnel and other low-velocity projectiles (such as, arrows, shotgun pellets, and pistol bullets). Do take note that whenever Hannah is hit by shrapnel or low-velocity bullets to the helmet, she will either be knocked off her feet, briefly stumble around disorientated, or hastily crouch or prone down on the ground before before rushing to cover.

• (Appearance References - BONUS CONTENT): Hannah's character is based primarily off of the Steadfast Tin Soldier (and as well as the story's author); however, her clothing and equipment does partially contradict the correct time period as of when the story of the Steadfast Tin Soldier was created. Her clothing and equipment comes from a schizophrenic mixture of WWI and WWII sources, and a prime example of this is the fact that Hannah is wearing a WWI Model 16 Stahlhelm (and when combined with the, she appears more like a late WWI era German Soldier), despite the fact that her webbing system is based off of the WWII British P37 Webbing, and considering that her gaiters are based off of the WWII US Army Gaiters. The clothing and equipment wielded by the original Steadfast Tin Soldier was concentrated around the early 1830s, a time when the armies of Europe were wearing brightly coloured uniforms, wielding single-shot muskets, and where linear tactics were the norm of military strategy until the middle of the 19th century; thereby striking itself as a stark contrast to Hannah, where her clothing and equipment is more appropriately fit to engage in modern warfare.

• (Visual Reference - BONUS CONTENT):
Image


Powers & Abilities:

(Semblance):
• (Name): Combat Multiplication (aka, Replication)
• (Attributes): Similar to Sun's Semblance (aka, Via Sun), Hannah can create clones that can fight for her; however, this is where the similarities end. As opposed to Sun's clones (who can be able to fight on their own), Hannah's clones are group orientated and require the leadership of a field commander (specifically and strictly speaking, Hannah), thereby leaving them slow to adapt in the field if they are left leaderless for too long, but even without a commander, clone soldiers can be able to lob quite a hailstorm of lead downrange if they stay together at all times. But the upshot of being a group-orientated fighting force allows for Hannah to create and command a staggering total of 20 clones (albeit at the expense of depleting 40% of her aura); however, unlike herself, Hannah's clones are easy to kill, with one to three bodyshots enough to leave them critically wounded or dead instantly (which also applies for headshots as well). Worst of all, if a clone is left wounded from being shot once or twice in the body, they actually bleed while either groaning or screaming to death as they die slowly and painfully before succumbing to their wounds (and creating quite an awful scene of dead bodies if there is a group of dead clones), unless a fellow comrade can help them up and get them back into action before it is too late. In the worse case scenario, once a clone has died and finished bleeding to death, the corpse begins to slowly decompose into ash and dirt before billowing towards Hannah and reabsorb into her flesh, which can either give away her position, or if she does not have a gas mask on, she will be left coughing and hacking as she breaths and absorbs the remains of her fallen clone soldiers. Lastly, as one final consequence for letting a fellow clone soldier die on the battlefield, Hannah is unable to respawn any of her fallen clone soldiers until their corpses have been completely decomposed and she has at least 2% aura to spawn each individual clone soldier.

Weaknesses:
Attack Potency: Wall
Speed: Peak Human
Lifting Strength: Peak Human
Striking Strength: Street Class
Durability: City Block Level
Stamina: Above Average (She can sprint extremely fast for five straight minutes before slowly losing breath)
Range: 1,000yrds
Intelligence: Above Average (She can speak Danish, English, German, and Dutch, and is as strategical and cunning as an elite marine)
Equipment on Hand: (See 'Appearances' for details)
(Weapons):
• (Description): Hannah wields a custom partially transformable assault rifle called, Trofastegin (Danish translation for, "Faithful Gin"). The Trofastegin was originally one of the fewest high quality weapons given standard issued only to the most experienced and well-trained soldiers back when Hannah was in the militia. An ubiquitous yet sparsely produced weapon designed to be lightweight, accurate, and reliable out in the field, the Trofastegin eventually became a personalised weapon under Hannah's possession when she deserted the militia, and such changes made to the weapon include the replacement of the bipod for a single-pieced underbarrel shroud (which acts as a rib and a sharp single edge blade for deflecting swords and other bladed weapons), a telescopically retractable bayonet (which is hidden under the shroud when not in use), and a low powered scope (which can be removable with the use of a screwdriver). Most of the rifle's features aside from these changes otherwise remained unaltered, such as, the 20-round side-loading box magazine (which chambers the rifle in a 5.45x39mm intermediate cartridge), the gas-operated action, the flip-up front post and folding rear diopter sight, and the wooden foregrip as well as the steel construction of the rifle itself. With its steel and wood construction, the Trofastegin is hefty for an assault rifle its size; weighing at about 5kg with a length of 94.5cm (without the bayonet) to 121.2cm (with the bayonet in use).
• (Visual Appearances - BONUS CONTENT): (Trofastegin)
• (Capabilities): Although not exactly the most exciting weapon if brought in comparison to other weapons wielded by other huntsmen and huntresses, the Trofastegin is an assault rifle that can easily withstand abuse (whether it be drowned and/or dragged in mud, sand, or water, or even get ran over by a lorry or Grimm alike) and continue to function for long-term usage without any maintenance; however, the Trofastegin does have its faults other than being incredibly reliable and easy to maintain. Aside from the fact that it is a unique variant of its original design, the Trofastegin has an effective firing range of 400 meters (when on full automatic) to 800 meters (when on semi-automatic), and because of the high-velocity yet small and light cartridge of the 5.45x39mm, the Trofastegin is capable of piercing through thin cover (such as, wooden boards, brick, and even thin metal plating) and body armour at ranges below 400 meters. Beyond 400 meters, the Trofastegin can take the role as either a mid-range designated marksman rifle or a basic yet reliable assault rifle.
Brief Bio/History*:
Born as Hannah Van Blikdase Andersen to an Mistralian working-class Faunus family, Hannah's coming of age was hopelessly problematic from the near start. Her father, Johann, was a chronic alcoholic and physically abusive towards her mother and four older sisters, and it did not help with the fact that he was being paid deplorable wages while working away upon multiple Mistalian factories; however, having an alcoholic father was not the only issue that Hannah had to fear. Hannah's grandparents and other siblings (specifically those on her father's side of the family) cared very little for Hannah and her family's suffering, and worse still, her father was notoriously hated by his bosses for his rowdy behaviour against some of his co-workers, which got him to narrowly lose his jobs multiple times. Plus, it did not help with the fact that Hannah's family was further plagued with the common public discrimination, and an already damaged psychological spirit among the rest of family because of Johann's alcoholism, poor pay, and as well as his disregard for the existence and love of Hannah and his family.

By the age of 7-years old, in fear of the family declaring a divorce or the imminent danger of her father's violent temper boiling over into murder, Hannah ran away from home and disappearing into the nearby forest to cover her tracks. Although extremely dangerous, traversing through the forest allowed her to shake off her family and thereby allowing her to later renamed himself by the name of, Maria Fruhling, to prevent her family from rediscovering her. In addition, during this seemingly lost time of her childhood, she was also quick to forget her family language and pushed even further to speak English to further cover up her original appearance, and she also started to develop the habits of an anonymous vagabond as she was roaming about her homeland in a homeless and lost manner without any way to discover her true destiny in his life. Subsequently, it seemed as if the young Faunus girl was about to be lost to history; however, fate was deemed to intervene.

By the time Hannah was just 9-years old girl, now spending some time wondering about the streets of about half a dozen Mistralian towns, she was a delinquent...a nomad as matter of fact. With the ever so painful and almost perpetual feeling of starvation after being homeless for nearly two years, Hannah was nervously approaching market vendors and small shops; reaching out her small cold palms and stealing any pieces of fruit, vegetables, bread, or whatever she could take to desperately keep herself nourished. Steadfast and intent on living another day, Hannah refused to let her own hunger and thirst get the best of her as she trudged from the darkest and murkiest alleyways to the open and Grimm infested foliage just to get some valuable sleep, and despite her age and struggles, she was not going back to her family after all what she has been through with her father and as well as his side of the family.

Though it was on a chilly evening in the middle of spring that Hannah was finally given the opportunity to fit in a place where she might belong and feel a sense of family; obtained from what looked like nothing but trash. Using the remains of a pile of propaganda leaflets found in a pile of used newspaper, Hannah found herself looking at recruitment advertisements for the famous political organisation, the White Fang. Unfortunately, as much as there was promise in safety and a community where Hannah could belong to, Hannah had no idea where to start if she was to be recruited into the White Fang; but just a while later on a second thought, Hannah had at least one idea where she could find the White Fang.

Although she was deemed to leave the town tomorrow morning via by hoping illegally on board one of the freight trains passing by the town, Hannah headed over to the town's warehouse district on the other side of town in hopes of finding a White Fang hideout; however, it turns out that there was no one to be found throughout the abandon warehouses in the district except for some shipment crates that had been opened earlier in the day. Hoping to find more about the White Fang's last whereabouts, Hannah sifted through the crates and the rubbish that had been laden through the warehouses before finally accepting defeat from the meager leads and items relating to the last whereabouts of any White Fang activities. But being that she was finally in a building within the warehouse district that was not only lit and heated, but also insulated and abandoned, Hannah somewhat deserved a good night's rest and decided to spend the rest of her night in the confinements of the warehouse building within the safety of a wooden box...at least, that was the original plan.

The next morning, Hannah was awoken to the sound of her head bumping into the awfully stiff and musty plywood not once, not twice, but multiple times as if the actually box was tumbling out of control. Then, when the box finally came to rest and leaving Hannah in a painful daze, the sound of gunfire and the nearly indistinguishable and garbled chatter of armed assailants assaulted Hannah's ears like as if she had been dumped into a warzone. With nothing but the protection of the flimsy plywood box that Hannah rested in, Hannah laid in silence as the outside world boiled violently into a battlefield, and it was only upon prying the box open a while later that she found herself in the aftermath of a grisly nightmare.

All around her in every direction, there were dead bodies, but not just the common poor souls of helpless civilians; the tattered clothes upon the dead men and women belonged to those of the infamous White Fang. There were lorries that had been severely damaged or beyond repair, and because the damage was so catastrophic, some of the lorries had actually been toppled over on their sides like toddler's toy blocks strewn about ever so ignorantly careless. Soon, upon inspecting the damage all around her and on the dirt road, Hannah realised at that moment that not only was she alone, but she had to fend for herself in an unknown faraway environment outside of Mistral.

Normally, one might run in the direction of where safety was closest, and thereby specifically relying on following the roads back to the kingdom borders; however, in Hannah's case, being out in the middle of nowhere in a forest road outside of Mistral was not the place for easy landmarks. There was no way in telling which direction of the road lead forward or backwards, and coupled with the Grimm roaming around after slaughtering whoever was left of the apparently destroyed White Fang convoy, Hannah only had two choices, fight or flight. She had no combat experience, no training, and no weapon to defend for herself other than the rubbish all around her, and with Grimm ranging from Beowolves, Creeps, and Medium-sized Nevermores, Hannah had to make a run for it and hopefully not get caught while in the act; however, this would have been the right choice had Hannah decided to continue hiding within the wreckage.

Scavenging for whatever equipment remained within the remains of the White Fang convoy, Hannah went in and out of the shadows to barricade herself in one of the rusting hulks of what used to be a lorry, and knowing very well that she was in no condition to adequately take on multiple waves of Grimm on her own. She was nowhere in being a fancy survivalist or engineer, but it was only by common knowledge that whenever one is to live out in the wilderness, one must be able to provide themselves a shelter against the elements, and if not to mention, Grimm. Although consisting of nothing more but a foxhole dug near a toppled lorry and sheltered by brush and scraps of wood and metal, Hannah was barely safe from both Grimm and the elements alike, and coupled with her surrounding environments and her limited provisions scavenged from the tattered convoy, Hannah had to worry about the itching from lice and fleas, and carefully proportioning her consumables if she were to survive.

After a week of surviving out in the middle of nowhere in an unknown forest outside of Mistral or any kingdom, Hannah had been fearing for her life. Although she is still a 9-year old child and almost incapable of holding her own against the weakest of Grimm, Hannah had been mostly cowering in the underground confinements of her foxhole and almost refusing to venturing out into the convoy wreckage (only by using the cover of darkness to mask her presence and reduce her visibility from the Grimm) and whatever bandits that might stumble upon the wreck itself; however, fighting for survival was not the only enemy that Hannah had to combat. Alongside her fright-stricken standard of living, Hannah has been fighting her own self just to keep her sanity amid her painfully deprived state of civilisation; thereby leaving Hannah in a ever so constant battle with loneliness...at least, provided of course, if Hannah does not find any signs of civilisation soon.

So by using the cover of darkness once again, Hannah decided to risk her own life by venturing beyond her foxhole and the roadside ruins of what used to be a White Fang convoy, and headed down the road via using the cover of the foliage and the roadside ditches. With nothing but her clothes on her back and a folding spade in her arsenal, Hannah crawled and walked for god knows how far into the dark and deadly unknown abyss of the forest road with the danger of being eaten alive by whatever kind of Grimm lurks in the shadows. Unfortunately, traveling on a road through a vast unnamed forest was not the best idea whenever you are in the thicket of night, with no moon to guide Hannah through the darkness other than the dreadful glow of the Grimm's red eyes like watchful searchlights cutting through the fog; however, as dawn came close beyond the horizon, Hannah was about to return back to her foxhole back up the road until she saw a merely heart-stopping sight in the distance.

There beyond the shady beech trees that bordered along the dirt road and the rolling hills and valleys, there was the sight of the salty eastern shores of Mistral, with the beautiful blue waves swaying back and forth upon the smooth sandy coast like a soft brush applying a light finishing onto ash wood. But alongside the safety of the elevated hills protecting the land against the coastal waters, there was the sight of railroad tracks that directed Hannah in the promising direction of civilisation, and she was bound to hope onto the first train she sees just to get back to civilisation as soon as she can. Subsequently, as morning began rise beyond the horizon, Hannah once again found herself riding illegally on board a train like she has been since she had been left homeless back in the safety of the Mistralian towns she traveled upon, and it seemed that things would go back to normal...at least, that would have been the case had Hannah knew where the train was really going.

As the day transitioned into the early evening, the train finally came to its final stop outside of an unnamed mining city further inward within the hills and steppes of Mistral, but instead of being greeted with the sight of a peaceful and quiet town with its miners busy at work in the dust mines, the town was instead under siege by Grimm. Plus, it came very clear as to why there were so many boxcars being transported by just one train, and Hannah came to this realisation when she heard both workers and militiamen rushing over to the train upon the platform and opening each and every boxcar to receive their delivery of munitions, weapons, food, and other urgent supplies needed to the battlefront. Among the chaos of unloading the train, Hannah attempted to escape unnoticed by both workers and militiamen alike; however, as she was escaping out into the nearby yard, Hannah found herself confronted at gunpoint by militiamen upon making an unlucky bend around one of the idling coaches in the yard.

The next thing that Hannah knew upon being caught by the militiamen, she was transported to a training camp for child soldiers; with orphans and children between the ages of 8 to 14 years old being trained and deployed into combat like poor lambs being sent to the slaughter. From the grueling physical exercise sessions to the deadly live combat simulations and as well as military deployment under the supervision of a political officer, the remainder of Hannah's childhood revolved around a military life at a young age; however, amid the desperate fighting and as well as the bloodshed of countless conscripts and volunteers sent to defend their beloved town, Hannah found a sense of community and belonging as she grew into a teenager. All around her, whether it be on the battlefield or not, Hannah always found herself fighting alongside her fellow comrades and friends that had been with her since the first day of combat training, and it was here that Hannah developed a new identity for herself as a steadfast tin soldier; a tin can that refuses to falter under stress and as well as defy against the forces of evil while retaining its calm obedience against oppression.

While defending the city from Grimm, raiders, and mercenaries proved to be a fierce and prolong conflict over natural resources, by the time Hannah was 16-years old, her transformation from a adolescent vagabond to a proud and faithful conscript was all created through a combination of blood, sweat, lead, tin, iron, dirt, and cotton. Whether she and many of her comrades were deemed expendable or not, Hannah finally found a place of where she was fighting with a purpose as well as for a cause that threatened to exterminate all Human and Faunus life, and she was determined to not only bring honour and pride to her people, but also encourage others to stand united and bear arms upon the creatures of Grimm and those who threaten to divide the mankind itself. Of course, it was naive and foolish yet patriotic for Hannah to have such a steadfast ideology of unifying others against the creatures of Grimm, Hannah understood the simple fact that war was hell no matter what form or shape it took, but through it all from having to run away from home and surviving on the streets to being on a the battlefield, Hannah was practically a girl who had gone from rags to success; however, even after almost seven years of fighting, life amid the brutal urban fighting made academy life for a huntsman/huntress-in-training look like a kid's joyful walk in the park, and it was only after Hannah lost too many good comrades that she decided that enough was enough.

To the dismay of her commanding officers and some of her fellow peers, Hannah stealthily made her way back on board a train deemed to leave the city, but as she was making her way on board one of the boxcars, she came to discover that she was not the only person to have the same idea of deserting. Apparently, 24 of her friends had apparently made their way on board the train, knowing very well of Hannah's plans to leave the front lines, and considering that they too had been wanting to leave the battlefront for a very long time. Subsequently, as it turned out through the explanation and chatter of Hannah's friends, Hannah had been the original architect of a great escape since the first day she arrived into the town, and it was only as she made close friends and gained enough combat experience that Hannah decided it was time to leave the war behind for good.

Now riding on a very similar train that she once took to make her way into the town, the war for Hannah and her close friends was over, and together at arms on board a boxcar in the middle of the night, Hannah and her friends were on their way to whatever freedom has to offer down the line. No longer did Hannah have to travel alone while in fear of being mugged, killed, or eaten alive, and it was here that Hannah could finally have some company and feel as if she now has a band of brothers and sisters; in fact, a family. But on a small second thought, as Hannah sat with the company of her friends on board the cramp boxcar, Hannah eventually was struck with the haunting thought about her mother and five sisters that she long ago abandoned.

She still thought about her biological mother and sisters back at home somewhere, fearing that they have already suffered the worse upon Johann's doings; possibly murdered by the very extreme of his alcohol-driven rage and abuse. Therefore, even after seven years, Hannah found this point in her life as a way to exact her revenge against the very person that one can only call him by the name of Hannah's father (Johann), as a matter of fact, it was her newfound goal to head home and put Johann in his place once and for all with her the power of her militaristic persona and capabilities. Of course, she was not going to kill him, she was going to make the bastard of a father suffer for his wrongdoings and claim herself as the protector of the family rather than him; however, such a ambition would only have to wait for now as Hannah and her fellow comrades rode the train towards their freedom.

One by one, Hannah's fellow comrades made their final goodbyes as they made their departures at almost every stop throughout the next couple days, whether if they were going to reunite with their families out there, seek a new life, and/or seek adventure in hopes of finding fortune. Eventually, by the time the second night came around, Hannah was left with a fellow comrade by the name of, Njall Goring; a 16-year old human, who happens to be one of Hannah's best friends, and as well as her boyfriend. Although their love never exceed into the realm of a serious romantic relationship, both Hannah and Njall grew together as close friends even before they became teenagers; however, being that they were no longer confined to the fighting in the middle of nowhere in Remnant, their close friendship was now able to grow into love (something that Hannah and Njall wanted to do for a long time).

With the night all to themselves, Hannah and Njall shared one beautiful moment along with spotting the stars up above in the sky before falling asleep in collective peace and hope of seeking fortune and freedom. By the next morning, Hannah and Njall finally made their departure together now deep within the safety of the Kingdom of Mistral, and not surprisingly, Hannah finally felt herself back at home after more than seven years of fending beyond the kingdoms. Unfortunately, aside from returning back to motherland she had long ago been vanquished from, there was something else that caught Hannah dearly.

The buildings, atmosphere, people, and even the faint smell of industrial fumes were a eerily plodding giveaway for Hannah as she finally came to realisation to such a particular place. For Njall, the town appeared like any other Mistralian industrial town, but for Hannah on the other hand, the town was merely a old memory coming back to haunt her in the early years of her childhood. The moment of realisation could not become any more evident for Hannah when she and Njall were walking alongside some meadows and they saw a forest in the distance that now had a chainlink fence blocking off anyone from venturing to their deaths; however, it was that very same forest that Hannah knew exactly where she was after all these years.

There was the same forest that Hannah ventured into more than nine years ago to elude her family and escape the clutches of her father, and it was also where she became known as, Maria Fruhling (a name that everyone except her family knew her by). Whether it was guilt or the pain from having to remember such a memory, Hannah told Njall the partial truth about her hometown and its history regarding some of the other changes made to the town, and that was as far as what Hannah can tell her boyfriend about her past...at least, that was where Hannah's story began according to Njall. Of course, Njall decided to change the subject and cheer both Hannah and himself up; however, shortly after changing topics and beginning to add some comic relief, the sound of a cargo van stopping on the side of the road caused Hannah and Njall to react with suspicion and caution as to who might be wanting to kidnap them both.

But instead of some mugger or elderly pedophile, a woman of a young adult age emerged from the driver's side of the van, and it was here that Hannah immediately recognised the unknown woman's face and hair; it was her oldest sister, Maya Blikdase. Almost as if fate had made such an intervention to reunite Hannah with her oldest sister, Hannah could not believe that she was standing before one of her sisters, but in remembrance of exacting her revenge against Johann, one of Hannah's first questions was knowing Johann's whereabouts; however, Hannah's work was already cut out for her when her oldest sister told her the events following after Hannah's disappearance. As it turned out, in the years following after Hannah's disappearance, Johann's health had apparently bite him the ass and slowly ate away at from the inside out, and it was only four years after Hannah disappeared that he finally succumbed to his alcoholism, and thereby leaving Hannah's mother and her older sisters to be able to put their plan of moving with her mother's side of the family in Vale into action.

In the background, Njall was completely flabbergasted about this unexpected revelation, and this was just an understatement. Of course, he was not entirely upset or angry about most of Hannah's lies (including her fake name, Maria Fruhling), it was a matter of disbelief and awe about how Hannah actually had a family all along; something that Njall cared dearly for since he was a little boy, and with Hannah's family coming into the picture, this became the perfect opportunity to finally settle down and leave the war behind for good. So after Hannah and Njall explain the events following up to their arrival back in Hannah's hometown, Maya drove both Hannah and Njall back to the family home to reunite Hannah with the rest of her sisters and mother, and as well as introduce Njall to the family.

Once they arrived at the doorsteps of the family home, the house was already in a state of being cleared out by Hannah's mother and other sisters, and just as what Hannah's oldest sister explained from earlier, the family was in the final stages of moving to her mother's side of the family in Vale. Interestingly, in spite of the rejoice treasured by the family's reunification with Hannah, there was quite some work to do for the house and as well as getting the family's possessions onto the airship to Vale. Luckily, Hannah and Njall were more than happy to help out, since they too were willing to leave behind the terrible memories of their past and their sufferings, and if that was not enough reasoning for their willingness to help, both former soldiers also wanted to seek new opportunity and fortune beyond the Kingdom of Mistral.

After less than a week of packing and final deliberations, Hannah, her family, and Njall finally made their last goodbyes to the family house before it was left behind in the winds and fumes of the bustling industrial town. With Mistral and the war left behind for good, Hannah, Njall, and her family took the next airship heading to Vale, and with that after a few days of traveling by air, they finally touchdown in Vale and move into an apartment in the vicinity of the mother's side of Hannah's family. Although the first year within Vale was financially difficult with Hannah's family having to support seven people (Hannah, her mother, her four older sisters, and Njall), there was no shortage of opportunity and freedom, and with her mother's side of the family helping them settle in, life had returned back to the olden days, albeit with life now focused in the city rather than an industrial wasteland.

For the next two years, life for Hannah and Njall was not entirely happily ever after as entirely hoped for both former soldiers. In the months following after the move, Hannah had been plagued by nightmares and flashbacks about the horrors found on the battlefield, and never again would Hannah want to relive the darkest of days, and even with her reunification with her family, transitioning from military life to civilian life was a work in progress. On the other hand, Njall had similar reasons as to why he chose not to relieve the darkest of days along with Hannah; however, unlike Hannah, he was more than willing and happy to be a civilian and live the rest of his life to become a happy man in a family he never had as a young boy.

For Hannah, life had seemed to move so fast while she was away on the battlefield, and it did not help with the fact that she was remembering the faces of her fellow comrades and friends that had either perish or moved on to seek greater opportunity and fortune. From the grueling exercises and training of boot camp to the horrors found upon the battlefields, Hannah felt as if she had already lost and abandoned a family of her own, with the faces of the fallen and forgotten remaining as a haunting reminder to both her failures and blinded steadfast patriotism. To her point of view, she was not only suffering in silence, but she was too scared to tell the truth of what happened throughout the time she had ran away from home, believing that no one (aside from Njall) would understand her hardship and take the harsh reality of her adventures seriously.

Often times as she was suffering to herself within the safety of her bedroom or any secluded area, she considered whether or not to take her own life, seeing that others around her, including Njall, were more than bliss and fortunate to live their life at the fullest while she almost constantly relived her days as a soldier. She was no huntress, and nor did she see herself entirely as a hero, rather she saw herself as cannon fodder upon most of her; forced to relive certain battles over and over again despite the fact that she either lived or died in those horrible memories. But even as she secretly weep and endured one heartache after another, Njall knew that Hannah needed help and decided to tell Hannah's story as well as his own to Hannah's mother and sisters.

With Hannah's story coming to light and importance to her family, Hannah's family decided that in order to cheer Hannah up and have her move on in life, they decided that it was best that they give Hannah psychiatric treatment; however, before Njall and her family could confront Hannah and offer her such medical treatment, Hannah had apparently left some paperwork on her bed that got both Njall and Hannah's family suspicious at first. Upon closer inspection, the paperwork that Hannah had been signing turned out to be transcripts for Beacon Academy, with her classes already filled out along with the grades of her two years in secondary school, and to top that off, there was the signature of the registrar (who was none other than Ozpin). But amid the paperwork, there was a letter that Hannah wrote in cursive that read:

"Dear Family & Njall, if you are reading this, then you're too late. I've already came to the decision of sending myself back to the front, where I belong and hopefully find my final resting place if I'm lucky enough. I don't care whether or not I die on the front lines, I simply don't wish to suffer any longer with the nightmares of my comrades dying without me. It is only fair that I must return to war and redeem myself for desertion, and for that to happen, I'm going to Beacon Academy in Vale City to make my return to war. If I do come back home, it only means that I've proven myself once again as a coward and an excuse of a soldier meant to bring honour and pride for humanity. I, Hannah Van Blikdase Andersen, know that if I die on the battlefield than coward away in the safety of my home, I will rest assured that I have made humanity proud and given them a gift that will hopefully inspire others to rise up against the forces of evil.

Sincerely,

Hannah Blikdase

P.S. If you're reading this Njall, do me a favour and look after my family, okay? We've been together for so long and it's only fair that I owe you the favour for all these years. I trust that you can take care of them and make them proud as well, and hopefully your children can be able to raise a family greater than our sufferings. Not for a soldier like me. Takk Þér Fyrir Allt, Njall. ❤"


After running away from home for the last time, Hannah Blikdase left for Beacon Academy as her one-way ticket to intentionally die at the initiation. Unfortunately, her attempts at intentionally killing herself out in the field ended in a meager failure as another female student named Ashley Caldwell came to Hannah's unwanted rescue. Unsurprisingly, Hannah rudely and blandly ignored Ashley's friendly and welcoming compliments and dialogue; however, as Hannah's first year at Beacon Academy went by, she eventually warmed up to Ashley and as well as her team, knowing that silence and rudeness would eventually continue to torment Hannah as she kept her past a secret for any longer.

By the time Hannah graduate into her second year at Beacon Academy, she became a different person with the help of Ashley and her team. Some might say that Hannah used to be a militaristic tsundere prior to her arrival at Beacon Academy; however, that personality seem to grow out of its shell as Hannah eventually told her team and as well as Ashley about her past - whom eventually grew sympathy and compassion for her losses inflected during those terrible times in her past. During her second year at Beacon Academy, Hannah slowly fell in love with Ashley; however, such love was kept secret since Hannah still felt her family obligation to her former fiance-turned-adopted-brother back at home (Njall), and it was through this relationship that Ashley and Hannah found a lot in common.

For a while, things seemed to be turning for the better for Hannah and as well as the rest of her team, along with the Vytal Tournaments providing a much needed place for excitement and celebration - something that Hannah never truly felt in her life (except her family reunion back in Mistral). Unfortunately, as everyone knows by now, the Vytal Tournaments eventually turned into another war for Hannah Blikdase - the attack of the Grimm, White Fang, and hijacking of the Atlesian robots immediately drove the once retired militia woman into overdrive as her past caught up to her and unleashing her into her former military self. War had arrived once again, only this time, Hannah was prepared to fight tooth and nail rather than run away as she once did as a 16-year-old, and her team as well as the other students rallied behind her leadership and bravery into the Battle of Vale and Beacon Academy.

When the smoke cleared and the last gunshot amongst the battlefield fell silent, Hannah Blikdase had showed her fellow peers and as well as some of her surviving teachers and superiors alike in what she did before as a former militia operative. Her torment and horrors she faced when she was in the militia had properly prepared her for the Battle of Vale and Beacon Academy - something that other people her age could not stomach or do so easily. While Hannah's weapon may have only been a rifle and bayonet called Trofastegin, and she was wearing a battle helmet and equipped in military clothing, but her teachings she achieved from attending Beacon Academy taught her how to fight like a huntress as well as the former soldier she once was years ago.

Hannah and her team (along with her girlfriend, Ashley) were amongst some of the teams from Beacon Academy to survive the conflict with all four members alive and well; however, it was only after Hannah showed what she could do on the battlefield that the balance of power shifted in Hannah's unintentional favor. Hannah's teachers and superiors alike recommended her to become a military instructor among the recovering ashes of Beacon Academy; however, Hannah politely refused her teachers' recommendations and suggestions to become a teacher, whom she instead chose to finish up her time at Beacon Academy and graduate at the age of 22-years-old. Upon graduation, she waved her team a farewell goodbye before she proceeded to take the next airship back home to her family, whom were still safe and sound despite all the chaos, and welcomed her back home with loving arms like if it was another family reunion; however, there was something else that bother Hannah since the day Vale and Beacon Academy were retaken.

News of the silver-eyed traitor - named Ruby Rose - who collaborate with the White Fang and the others to bring down Vale and Beacon Academy began to circulate amongst Vale like the world's new and deadliest plague; however, for someone who fought so hard among her peers to retake her school and Vale City, Hannah questioned the motive in hunting down the red-hooded silver-eyed terrorist. Hannah didn't exactly believe all was true about one of Beacon Academy's most notable students, considering that she had seen that particular girl indirectly on a daily basis since her graduating into a second-year student. Most would consider Hannah as a heretic to think that the red-hooded silver-eye terrorist may have been innocent from the attack on Vale and Beacon Academy; however, Hannah didn't care much to oblige to the criticism among her family and best friends alike, knowing that everyone was going to be hunting down this terrorist all for the purpose of greed.

Against what could be considered one's better judgement, Hannah Blikdase left her home for the last time again to seek for answers by finding Ruby Rose herself...not for the bounty, but to question Ruby's loyalty and intentions to those close to her. For the next year and a half, Hannah traveled far and flung into the continent of Anima, back into her native homeland of Mistral; however, unlike the last time she lived there, the war she once deserted as a 16-year-old girl had came to an end not long ago, but the crime of deserting the battlefield remained a target on her head. Hunted by her former Mistralian militia, plus other bounty hunters, assassins, warlords, and former Beacon academy teams (CFVY and a cadre of other new huntsmen/huntress-in-training teams), Hannah slowly became one of the most wanted women in Remnant - her ideas of tracking down and clearing the silver-eyed terrorist's name wasn't exactly a sound idea no one wanted to fulfill so easily.

By the age of 27-years-old, after five years of steadfast and strong dedication and survival, Hannah Blikdase finally found the silver-eyed terrorist hiding in a village tucked away in the deserts of Vacuo. Just as Hannah Van Blikdase Anderson suspected from the very day she heard Ruby Rose's name being labelled as a terrorist, Ruby was actually manipulated and framed for the murders and plot for Beacon Academy's fall, rather it was Salem's faction and a group of terrorist organizations (one of whom, Slaver's Guild, had since been harassing Hannah's efforts starting in Mistral; Battle of Shinon and the Battle of Haven Academy). Both the Steadfast Tin Faunus Soldier and Little Red Riding Hood had reunited once more, still best friends even after so much destruction and the loss of life had already passed; however, before both friends could fully collaborate a plan, specifically for Ruby to clear her name, Team CFVY allied with Team BRNZ and NDGO (plus other, newer teams of huntsmen/huntresses-in-training) locate the village the morning after Hannah reunites with Ruby.

At the same time, however, Hannah's former team had coincidentally arrived in the village the night before, unaware that their team leader was in the same village and very much alive. With Ashley Caldwell at the helm with the rest of Hannah's two other teammates, Hannah's former team were swift to come to their leader and Ruby's rescue; however, prior to the rescue, Hannah and Ruby were nearly close to escape the village via wearing bruqas and being escorted by Ruby's boyfriend, Farid. Unfortunately, Hannah and Ruby's plan fell apart when they were promptly pinned down by Team NGDO's sniper, May Zedong, positioned up on the rooftops; however, it wasn't long until Hannah's former team came to the rescue and allowed Hannah to escape into the desert before reuniting herself and Ruby into the loving arms of Ashley Caldwell and the rest of Hannah's former teammates.

Eventually retreating into the canyons and mountains somewhere in Vacuo, Hannah and her team reunited, alongside Ruby Rose, were now stuck between a rock and hard place. Every friend and contact (except family, her former team, and Ruby) that Hannah has connections to have either turned against her or abandoned her, leaving Hannah stuck with the hardest task of all - clearing the silver-eyed terrorist's name and getting to the bottom of the causes for the Fall of Beacon and Vale. In order to figure out how the Fall of Beacon and Vale had occurred in the first place, Hannah and her fellow peers had to first head over to Atlas, where Hannah and Ashley then infiltrated the Atlesian intelligence agency and discovered a mole named Ellis Snowcroft, whom is later kidnapped and interrogated back in Vacuo.

Apparently, Snowcroft had no knowledge of the data leak that eventually lead up to what would become the Fall of Beacon and Vale, rather it was through an elaborate blackmail operation secretly undertaken by Salem and Cinder's agents to trick Snowcroft into securing vital Atlesian security files elsewhere among the agency - particularly on a series of computers where the security was already compromised by the agents. Fortunately for Snowcroft, Hannah was able to discover that Snowcroft got the names of the agents on a flash drive he kept for safekeeping; however, Snowcroft also made a startling confession that turned the investigation on its head. He had been indirectly responsible in comprising the security in not only the Vytal Tournaments, but also giving away the locations of the Four Maidens and their relics - a confession that immediately turned the attention of Hannah, Ruby, Ashley, and the rest of Hannah's team to Shade Academy.

If the Fall of Beacon and Vale were Pyrrhic victories, and the Battle of Haven Academy was a stalemate, it didn't take long for Hannah and her friends to realize from Snowcroft's information that Shade Academy was next - an attack that would take place in three days (not enough time to adequately arrive and convince everyone to defend against the upcoming attack). But before Hannah and her friends could head to Shade Academy, Snowcroft also revealed that Jaune Arc - the long lost Blonde Haired Terrorist - was alive and his last locations had been known to the agency in the months following after the Fall of Beacon and Vale. Just like Ruby, Jaune had been in hiding as well; however, about a few months ago, Jaune had taken the alias of a middle aged instructor working for Shade Academy - something that Atlesian intelligence agency had been trying to decipher and locate since then.

Racing all the way to Shade Academy mostly on horseback for the next several days, Hannah and her friends hastily make their way inside Shade Academy under the cover of darkness before eventually being discovered by a man named, John Adams; however, Ruby is not fooled by the man as she quickly identifies him as Jaune Arc. Surprise by their reunification, Jaune and Ruby initially have an argument regarding how both of each were not only abandoned, but also failing to keep in touch with one another throughout the time they were labelled as terrorists. In the meantime, with Hannah leaving her team with Ruby and Jaune, Hannah hurries to find the headmaster's office and alert the headmaster as soon as possible about the attack; however, she discovers from the headmaster's computer that the academy's security had been compromised via a virus uploaded in an eerily similar manner like the virus used in the Fall of Beacon Academy and Vale.

Thinking quickly upon spotting a police patrol down in the streets, Hannah used her flashlight as a signal lamp to flag down the police and initiate a lockdown of the campus at once. Unfortunately, while the police got Hannah's urgent message, their communication and security systems had also been compromised as well; however, refusing to give up and pressed for time, Hannah instructed the police to rush over to the nearest power plant and tell them to cut off the power, thereby allowing the academy and the police to free themselves from the virus. In the meantime, Hannah rushes back to her friends in hopes of alerting them of the cyber attack; however, before she could reach them, the Slaver Guild and White Fang attack at once, subsequently clashing with one another and juggling the academy between their crosshairs as dawn slowly broke - the Battle of Shade Academy had began.

Separated from her friends, Hannah had to fight her way through the chaos while helping any fellow huntsmen/huntress-in-training build up a defense and evacuate the academy with the police awaiting outside. Unfortunately, Team BRNZ and NDGO were among the teams stuck with the crosshairs, whom were providing extra security to the academy in the weeks following after the failed attempt to capture Hannah and Ruby. Even as Hannah arrived and rescued both teams from certain death, they proceeded to attack Hannah out of revenge, which subsequently ends in failure as they are mowed down by White Fang and Slaver Guild goons/thugs alike; however, Hannah manages to get out alive proceed to rescue and evacuate everyone else in the academy.

Eventually, the police manage to cut the electric supply to Shade Academy, clearing the academy of the virus and relinquish all control of the virus; however, while their communication systems were still compromised, it wasn't long until Team CFVY and Team RBYN (Ren, Blake, Yang, and Nora) arrive and help reclaim control over Shade Academy. The headmaster was still nowhere to be found; however, upon searching further into the depths of the academy, Hannah encounters the headmaster ... already dead ... at the hands of a would-be assassin - one with a familiar face to Hannah. It was Poison Talon Seven (aka Ursula Gringo), a female assassin who was hellbent on revenge for the death of her father at the hands of Hannah Blikdase herself; however, the assassin wasn't alone, since she was accompanied by six other assassins (Poison Talon One through Six), all hellbent as well on skinning the cat before them.

Seeing no choice but to directly fight the elite assassins before her, Hannah had already accepted her fate that she was going to die either way. Outnumbered, outgunned, outwitted, but never outmatched, Hannah valiantly and vigourously fought all seven assassins, fighting tooth and nail even if it meant bitting the flesh and stabbing their eyes out just so she could kill them as quickly and decisively as possible. Even so, while only able to kill Poison Talon One, Two, Three, and Five, the other assassins were able to gain the upperhand on the Steadfast Tin Faunus Soldier in what seemed like the end of an intense and bloody display of long odds.

But before Poison Talon Seven and the other assassins could carry out their victory plan, Ruby and Jaune came to the rescue, protecting their friend from what should've been a pyrrhic victory for the assassins; however, Hannah and Poison Talon Seven continued to exert heavy resistance despite the help of their fellow comrades. Eventually, Poison Talon Seven attempts to flee, only for Hannah to catch up, finish the fight, spare Talon Seven's life and turn her in to the police. But just as Hannah turned Ursula into the Vacuo police, Team CFVY and RBYN confront Hannah at the front entrance of the academy, thinking that they finally apprehended the Steadfast Tin Faunus Soldier; however, Snowcroft arrives via a Bullhead with Hannah's former militia comrades, already telling them the truth on Ruby and Jaune's innocence.

Stunned by the revelation, Team CFVY and RBYN initially deny the evidence until Ruby and Jaune arrive on the scene beside Hannah and Ursula. Purposely unarmed and verbally testing CFVY and RBYN's collective resolve to shoot them, Hannah and her friends (plus Hannah's former militia commander and comrades) eventually convince CFVY and RBYN to stand down, subsequently resolving the issue and decisively declaring Ruby and Jaune's innocence. Team BRNZ and NDGO - not far from the scene - eventually back down and come to senses about the innocence for the 'Silver-Eyed Terrorist' and the 'Blonde Arc Bastard'; however, following the revelation, Hannah's former militia commander relieves Hannah of all crimes, including her crime of treason and desertion - impressed and happy by Hannah's noble and steadfast quest to clear Ruby and Jaune's names at last.

With the Vacuo Police and Military moving in to restore order and security to Shade Academy (alongside Ursula's arrest), Hannah and her friends (now including CFVY, RBYN, BRNZ, NDGO, and her former militia commander and comrades) come together to formulate a plan to counterattack Salem's next move; however, Hannah sat down to rest some time later ... only to stop moving as her pulse suddenly ceased. Her eldest clone, Geist, discovered that Hannah's heart stopped beating, which the other clones and nearby doctors quickly diagnosed that internal trauma and all the stress she accumulated in her life had finally killed her, leading to a mourning lead by Ruby and Jaune, followed with team RBYN, CFVY, RBYN, BRNZ, NDGO, and Hannah's former militia commander and comrades - whom offered a formal apology to the now deceased Hannah Van Blikdase Andersen.

But unbeknownst to everyone, what the doctors failed to notice was that Hannah had actually eaten an herb that caused paralysis, whom she prepared years earlier and saving it until she saved and cleared the names of Ruby Rose and Jaune Arc. Only Geist was aware of the plan and played along, almost genuinely led into believing that Hannah had actually died. For now, everyone is lead into believing that Hannah is dead, leading to her body being preserved into a cryogenic coffin and shipped back to Vale for her family to identify and then buried back in Mistral ... except all that was never able to happen.

On route to Vale, the airship and its convoy ran into a storm, leading the airship into crashing off the coast of the Valish border. Almost in no time, a worldwide rescue operation had been conducted to recover Hannah and her coffin; however, hours into the investigation and recovery, the rescue teams discover that Hannah Blikdase and her coffin were missing. No traces of herself and her clones were ever found in the wreckage, leading investigators and the rescue operation into believing that Hannah Blikdase is permanently lost to the sea.

Off the record, however, Hannah Blikdase and her clones successfully escaped and fooled the world into believing that they were no more. Free at last, Hannah Blikdase hid away in the wilderness, eventually disappearing somewhere in the central mountains of Vale, where she settled down and lived in isolation. Though her peace would not last no more than a month when a mysterious fog in the mountains takes her onto a voyage through the multiverse...


Brief Personality Description*: Hannah can be incredibly stoic and quiet whenever she is under enormous stress, in an incredibly bad mood, or when being stealthy (especially when she is with other people). On the other hand, she can be simply sociable and forgiving; however, having been abused by her father, served in a militia for seven years, and fended for herself since she was a 7-year old girl, Hannah can sometimes be a a calm, collected, and withdrawn individual whenever she is outside of combat and remembering such bad memories. In addition, when out in the field, Hannah can sometimes be partially or completely insensitive to her own well-being whenever she sees her fellow comrades in danger or die right in front of her; a trait that can either make her a courageous soldier or a foolish lamb sent to the slaughter. Elsewhere, as a well-trained militia operative and as well as probably being the youngest war veteran to walk the earth, Hannah is no stranger to the grittiness and cruelty seen on the battlefields - as exemplified by her humble professionalism expressed out in the field. Unlike huntsmen/huntresses-in-training around her age, Hannah does not seek war as a place for glory and fame - having already seen the true face of war and the horrors that come with it as well - for a young adult female her age; whom she had already developed a cool and collective yet competent and battle-harden attitude to war.
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

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Naval Monte
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Posts: 13927
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Sat Nov 17, 2018 7:19 pm

Union of Albandrite Socialist Republics wrote:
Name: Edward Richtofen
Origin: Call of Duty Zombies Primis Timeline
Gender: M
Age: Early 40's
Species: Human
Appearance: (Image)
Powers & Abilities: High Stamina, Great intelligence and light knowledge about possible outcomes in future events due to access to the Kronorium (However, the Kronorium continues to change, thus the usefulness of this knowledge is incredibly limited), excellent proficiency with any firearm and empowered melee weapons.
Weaknesses: While able to sustain more damage than the average human due to strength from years of battling the undead and with access to certain power educing drinks, Richtofen is susceptible to a lot of injuries that could kill a normal human.
Attack Potency:10-A
Speed: Athletic Human
Lifting Strength:Regular human
Striking Strength: Human class
Durability: Athlete level
Stamina: Athlete level
Range: Medium
Intelligence: High
Equipment on Hand: Ray gun, KN-57, Mauser c96, vials of blood with a mysterious purpose, the Kronorium and a trench knife.
Brief Bio/History*: Richtofen is a scientist from an alternative Germany in WW1. Richtofen was part of an elite science group known as "Group 935" and worked with his close associate Doctor Maxis, he has a connection to a complex series of multidimensional events thanks to contact with an alternative reality. Richtofen traveled between multiple timelines and dimensions to achieve a complex plan that ended up with peace in another realm from a great ancient evil kept by an endless cycle. However the cycle broke and things have changed...
Brief Personality Description*: Richtofen is grim, and quite serious with his position in the grand scheme of the multiverse. Slowly his sanity is being swept away as the infinite possibilities of the Kronorium consume his mind.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.



Name: Tank Dempsey
Origin: Call of Duty Zombies Primis Timeline
Gender: M
Age: Late 20's
Species: Human
Appearance: (Image)
Powers & Abilities: High Stamina, excellent proficiency with any firearm and empowered melee weapons.
Weaknesses: While able to sustain more damage than the average human due to strength from years of battling the undead and with access to certain power educing drinks, Dempsey is still susceptible to a lot of injuries that could kill a normal human.
Attack Potency:10-A
Speed: Athletic Human
Lifting Strength:Regular human
Striking Strength: Human class
Durability: Athlete level
Stamina: Athlete level
Range: Medium
Intelligence: Medium
Equipment on Hand: Thompson submachine gun, trench shotgun, M1911 Pistol, bowie knife, Trench Knife.
Brief Bio/History*: Corporal "Tank" Dempsey is an American Marine who fought in the United States Marine Corps. On November 19th, 1917, Corporal "Tank" Dempsey of the United States Marine Corps was sent to spy on the German Group 935 due to reports of "prototype armored weaponry...strange lights in the sky...a mysterious plague...and even giant metal men," in Northern France. There he met Richtofen and joined forces after the greater scheme of events were revealed to him.
Personality: Tank is a soldier who focuses on the mission and the survival of his team mates. At times he gets frustrated and becomes Brash but he tries to keep levelheaded.
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.




Name: Nikolai Belinski
Origin: Call of Duty Zombies Primis Timeline
Gender: M
Age: Early 30's
Species: Human
Appearance: (Image)
Powers & Abilities: High Stamina, excellent proficiency with any firearm and empowered melee weapons.
Weaknesses: While able to sustain more damage than the average human due to strength from years of battling the undead and with access to certain power educing drinks, Nikolai is still susceptible to a lot of injuries that could kill a normal human.
Attack Potency:10-A
Speed: Athletic Human
Lifting Strength:Regular human
Striking Strength: Human class
Durability: Athlete level
Stamina: Athlete level
Range: Medium
Intelligence: Medium
Equipment on Hand: Haymaker 12 shotgun, Dual Mauser C96 pistols.
Brief Bio/History*: Nikolai is an exiled Russian Soldier who was sent by his command to go to Northern France to investigate Group 935's activities. Upon finding Richtofen, he joined forces with Richtofen to solve a greater multidimensional crisis.
Personality: Nikolai is a calm and intelligent individual who seeks to find the greatest answers to life. He is a proud Communist who does not seek glory but rather a conclusion to chaos.
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.



Name: Takeo Masaki
Origin: Call of Duty Zombies Primis Timeline
Gender: M
Age: Early 30's
Species: Human
Appearance: (Image)
Powers & Abilities: High Stamina and excellent proficiency with any firearm and empowered melee weapons.
Weaknesses: While able to sustain more damage than the average human due to strength from years of battling the undead and with access to certain power educing drinks, Takeo is still susceptible to a lot of injuries that could kill a normal human.
Attack Potency:10-A
Speed: Athletic Human
Lifting Strength:Regular human
Striking Strength: Human class
Durability: Athlete level
Stamina: Athlete level
Range: Medium
Intelligence: Medium
Equipment on Hand: Vapr-XKG, Samurai Sword, Mozu Revolver.
Brief Bio/History*: On October 6th, 1917, Captain Takeo Masaki of the Imperial Japanese Army was dispatched to France by the Emperor to gather intel on Group 935's weapon technology. He met up with Richtofen and the three other Primis crew members. He felt a great sense of dread as he was trusted into an inter dimensional war.
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.



Name: Edward Richtofen
Origin: Call of Duty Zombies Ultimis Timeline
Gender: M
Age: Early 60's
Species: Human
Appearance: (Image)
Powers & Abilities: High Stamina, Great intelligence, vast knowledge of multidimensional travel and excellent proficiency with any firearm and empowered melee weapons.
Weaknesses: While able to sustain more damage than the average human due to strength from years of battling the undead and with access to certain power educing drinks, Richtofen is susceptible to a lot of injuries that could kill a normal human.
Attack Potency:10-A
Speed: Athletic Human
Lifting Strength:Regular human
Striking Strength: Human class
Durability: Athlete level
Stamina: Athlete level
Range: Medium
Intelligence: High
Equipment on Hand: Ray gun, Wunderwaffe DG-2, Bowie Knife.
Brief Bio/History*: Richtofen is an ex-General of the German Wehrmacht, Head scientist of Group 935, and former member of the Illuminati. Richtofen is known for his cruel and unnatural tests on innocent populations that he conducted on innocents throughout the entirety of World War II. He accquired Drunk Soviet, Nikolai Belinski, Japanese Spy Takeo Masaki, and US Marine Tank Dempsey as test subjects for his mad science. However due to an outbreak of the undead and plans for a grand domination of the multiverse and the armies of the undead, he took them as unwilling allies in his dark plan.
Personality: Richtofen is manic, insane and sadistic. He finds specific joy in causing pain to others and never seems to take scenarios all too seriously. He has a hatred for his "allies" and is eager to get rid of them after the completion of his plan.
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Takeo Masaki
Origin: Call of Duty Zombies Ultimis Timeline
Gender: M
Age: Early 30's
Species: Human
Appearance: (Image)
Powers & Abilities: High Stamina and excellent proficiency with any firearm and empowered melee weapons.
Weaknesses: While able to sustain more damage than the average human due to strength from years of battling the undead and with access to certain power educing drinks, Takeo is still susceptible to a lot of injuries that could kill a normal human.
Attack Potency:10-A
Speed: Athletic Human
Lifting Strength:Regular human
Striking Strength: Human class
Durability: Athlete level
Stamina: Athlete level
Range: Medium
Intelligence: Medium
Equipment on Hand: Type 100 SMG, Samurai Sword, Python Revolver.
Personality: Takeo values honor in combat, and is questioning of his supposed allies.
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.



Name: Tank Dempsey
Origin: Call of Duty Zombies Ultimis Timeline
Gender: M
Age: Early 40's
Species: Human
Appearance: (Image)
Powers & Abilities: High Stamina, excellent proficiency with any firearm and empowered melee weapons.
Weaknesses: While able to sustain more damage than the average human due to strength from years of battling the undead and with access to certain power educing drinks, Dempsey is still susceptible to a lot of injuries that could kill a normal human.
Attack Potency:10-A
Speed: Athletic Human
Lifting Strength:Regular human
Striking Strength: Human class
Durability: Athlete level
Stamina: Athlete level
Range: Medium
Intelligence: Medium
Equipment on Hand: Thompson submachine gun, trench shotgun, M1911 Pistol, bowie knife, Trench Knife.
Brief Bio/History*: Corporal "Tank" Dempsey is an American Marine who fought in the United States Marine Corps. He was abducted by the Third Reich on a spying mission against Group 935 and forced to ally with Richtofen once a Zombie outbreak occured.
Personality: Tank is brash and rude. He spews slurs and obscenities every other minute and only has respect for Nikolai.+
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.




Name: Nikolai Belinski
Origin: Call of Duty Zombies Ultimis Timeline
Gender: M
Age: Early 50's
Species: Human
Appearance: (Image)
Powers & Abilities: High Stamina, excellent proficiency with any firearm and empowered melee weapons.
Weaknesses: While able to sustain more damage than the average human due to strength from years of battling the undead and with access to certain power educing drinks, Nikolai is still susceptible to a lot of injuries that could kill a normal human.
Attack Potency:10-A
Speed: Athletic Human
Lifting Strength:Regular human
Striking Strength: Human class
Durability: Athlete level
Stamina: Athlete level
Range: Medium
Intelligence: Medium
Equipment on Hand: PPSH41, Bottle of Vodka, Trench Knife
Brief Bio/History*: Nikolai is a Red Army soldier, a raging drunk since the death of his wife, he has tricked himself into believing delusions about supposed former wives to hide the pain of his loss. He was caputed by group 935 during the battle of Stalingrad and tested on, eventually forced to help Richtofen upon the outbreak of the undead.
Personality: Nikolai is a raging drunk, who suffers from multiple delusions about his life.
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Your apps are good but the one with extensive multidimensional travel might need to be changed to dimensions tied to his universe because travel to universes not tied to his own is a recent development. Also how do they travel to other worlds?

Hannah is accepted.
Last edited by Naval Monte on Sat Nov 17, 2018 7:32 pm, edited 2 times in total.
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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

Postby The Palmetto » Sat Nov 17, 2018 7:35 pm

Kraician and Yekrenese Atlantic States's app is accepted, though I should ask why you have only one post so far. Are you using a puppet or are you new to the site?
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."

User avatar
Kraician and Yekrenese Atlantic States
Civil Servant
 
Posts: 7
Founded: Nov 17, 2018
Ex-Nation

Postby Kraician and Yekrenese Atlantic States » Sat Nov 17, 2018 7:47 pm

The Palmetto wrote:Kraician and Yekrenese Atlantic States's app is accepted, though I should ask why you have only one post so far. Are you using a puppet or are you new to the site?


(YEKRENIA): Okay, might as well tell you (and perhaps everyone else who is reading this reply), but me and Kraicia have decided to merge our Nationstates together and share one account. I've been in the dark for a while, and things are not looking great for me due to the hurricane and college. I understand this is extremely awkward, but as best friends, not only can me and Kraicia no longer stand withholding secret from each other, but we're both stuck individually. So we decided to merge together as one, that way we can share ideas and make posts that we tend to have difficulty creating when done alone. I have lots of catching up to do, while Kraicia still has some loose ends to tie up, and we're trying to help each other out to get things going again. Otherwise, I thought I put up my old app again so that I can reenter this RP.

(KRAICIA): I've seen this RP before but I never bothered to explore it; however, I did hear about it from Yekrenia a while back. Now I'm not a RWBY RPer unlike Yek, but I'm afraid I had left a mess behind in previous RPs. With Yek and I using the same account now, we can be able to create posts together and put them up after much needed revisions and reviewing. Also, the benefit of a co-op account like this also allows us to continue putting together posts for one another even if one of us is offline for long periods of time. Oh, and before I forget, consider our merging as the birth of a new nation, since we are technically a dual-monarchy now.

EDITED: We don't expect you to understand immediately, since this is an exotic idea conjured among ourselves.
Last edited by Kraician and Yekrenese Atlantic States on Sat Nov 17, 2018 7:48 pm, edited 1 time in total.

User avatar
Naval Monte
Postmaster-General
 
Posts: 13927
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Sat Nov 17, 2018 8:24 pm

I'm familiar with the concept of shared accounts and seen them before they are still rare to me. So it's gonna take a while for me to get use to that.
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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