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Voyage Through the Multiverse (Open) (OOC 2)

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Gurori
Postmaster-General
 
Posts: 11349
Founded: Jun 24, 2015
Ex-Nation

Postby Gurori » Tue Dec 25, 2018 7:17 pm

sniff

Name: Elio
Origin: Pokémon (One of the universes with Mega Evolution & Z-Moves)
Gender: Male
Age: 11
Species: Human
Appearance: I personally prefer the SM version
Powers & Abilities:

Skilled Pokémon Trainer: Being a Pokémon Trainer, Elio has a few Pokémon which he can use both inside and outside battles.
Z-Power Utilisation: Elio can utilise Z-Power in the form of Z-Moves, so long as the Z-Crystal he uses matches the typing of his Pokémons' moves.

Weaknesses: He is only human, so all human weaknesses apply.
Attack Potency: Street Level
Speed: Athletic Human
Lifting Strength: Regular Human
Striking Strength: Street Class
Durability: Street level
Stamina: Average
Range: Standard Melee
Intelligence: Gifted
Equipment on Hand: Z-Ring, Nigh-Infinite-Capacity Bag: Pokéballs, Healing Items, Z-Crystals
Brief Bio/History*: Elio was born in the Kanto region but recently moved to Alola. There, he would choose his first Pokémon, courtesy of the local Pokémon Professor, who just so happened to be Elio's cousin... Well actually, the Pokémon seemed to have chosen Elio and not the other way round. Following that, Elio embarked on the Alolan Island Challenge, where he obtained a Z-Ring, some Z-Crystals and captured some Pokémon... The story picks up from there.
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.

(There is a page for Elio on VSBW but I highly doubt that a child has the lifting strength of an athletic adult.


Name: Torracat
Origin: Same universe as Elio
Gender: Male
Age: 3
Species: Torracat
Appearance: Meow
Powers & Abilities: Fire Manipulation, Darkness Manipulation, Superhuman Physical Characteristics
Weaknesses: Ground Type, Rock Type, Water Type
Attack Potency: Small City (Note: Destructive Capacity probably less.)
Speed: Sub-Relativistic
Lifting Strength: Class 50
Striking Strength: Small City Class
Durability: Small City level
Stamina: High
Range: Standard Melee, Hundreds of Metres with some attacks
Intelligence: Gifted
Equipment on Hand: None
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: Dew
Origin: Same universe as Elio
Gender: Female
Age: 4
Species: Dewpider
Appearance: Dewpider
Powers & Abilities: Water Manipulation, Poison Manipulation, Water Breathing
Weaknesses: Flying Type, Rock Type, Electric Type
Attack Potency: Multi City Block+ (Note: Destructive Capacity probably less)
Speed: Subsonic
Lifting Strength: Class 1
Striking Strength: Street Class
Durability: Multi City Block+
Stamina: High
Range: Standard Melee, Hundreds of Metres with some attacks
Intelligence: Above Average
Equipment on Hand: None
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: Biggie
Origin: Same universe as Elio
Gender: Male
Age: 5
Species: Raticate (Alolan)
Appearance: BIGGIE CHEESE
Powers & Abilities: Darkness Manipulation, Resistance to Mind Manipulation. Complete Immunity to Psychic Type moves. Superhuman Physical Characteristics.
Weaknesses: Fighting Type, Bug Type, Fairy Type
Attack Potency: Small City (Note: Destructive Capacity probably less unless there's a whole fuckin' army of 'em)
Speed: Sub-Relativistic
Lifting Strength: Class 50
Striking Strength: Small City Class
Durability: Small City
Stamina: High, it can swim across entire oceans.
Range: Standard Melee
Intelligence: High in battle. Above instinctual otherwise.
Equipment on Hand: None
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.

VsBattleWiki has some weird stats for Litten's evolutionary line and Rattata's too. I had to improvise Dewpider's.

Elio's team may change as Pokémon evolve and if he captures more. He presumably has more Pokémon in the Storage System.
Gurori is currently being refurbished, please excuse any inconsistencies in the meantime.
Puppet master of Neo Gurori.

This nation will never reflect my actual views.
Also, NS Stats are absolutely non-canon.

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

Postby Rostavykhan » Tue Dec 25, 2018 10:51 pm

Arc Name: Dead Man's Party
Moderator: Torsiedelle/Rostavykhan (Torii)
Genre: Supernatural, Adventure, Horror
Summary: The Black Stag Inn is a mysterious place; a lonely resort in the heart of the desert, the Inn is where several strangers find themselves, along with their bodies, scattered along the first-floor casino. The Inn Keeper seems nonplussed by his ghostly guests and their corpses, and he's not the only one. Death himself has arrived at the Black Stag, and he has business with the newcomers.

These guests aren't the first. Others have found themselves trapped in this Inn before, and now make up its regular inhabitants. The world outside of the Inn is a void - a dark, dead world, with only the fading light of a long-set sun illuminating the edge of the horizon. Evil things lurk in this dimension, and they know that there are mortal souls there now...and they will do anything to drag their souls down to join them in their purgatory forever.

The guests will find that, somewhere on their bodies, will be a small, black mark. This is their brand - one of seven deadly sins that afflicts them. The inhabitants of the shadowy realm will take advantage of this, and try to tempt their new friends. The guests must resist, and cooperate, if they want to make it out. The way out is simple: pass a number of trials, and don't kill each other in the process. If they can overcome their bad habits and remove their brands, then Death will deem them worthy, escorting them back to the world of the living. If they fail...then their bad side will consume them.
Last edited by Rostavykhan on Tue Dec 25, 2018 10:54 pm, edited 1 time in total.
LEARN TO HATE ; TOTAL HATRED FOR TOTAL WAR
LIVE, LAUGH, LOVE | FEED, SEED, SNEED
 

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

Postby The Palmetto » Wed Dec 26, 2018 11:52 am

Rostavykhan wrote:
Arc Name: Dead Man's Party
Moderator: Torsiedelle/Rostavykhan (Torii)
Genre: Supernatural, Adventure, Horror
Summary: The Black Stag Inn is a mysterious place; a lonely resort in the heart of the desert, the Inn is where several strangers find themselves, along with their bodies, scattered along the first-floor casino. The Inn Keeper seems nonplussed by his ghostly guests and their corpses, and he's not the only one. Death himself has arrived at the Black Stag, and he has business with the newcomers.

These guests aren't the first. Others have found themselves trapped in this Inn before, and now make up its regular inhabitants. The world outside of the Inn is a void - a dark, dead world, with only the fading light of a long-set sun illuminating the edge of the horizon. Evil things lurk in this dimension, and they know that there are mortal souls there now...and they will do anything to drag their souls down to join them in their purgatory forever.

The guests will find that, somewhere on their bodies, will be a small, black mark. This is their brand - one of seven deadly sins that afflicts them. The inhabitants of the shadowy realm will take advantage of this, and try to tempt their new friends. The guests must resist, and cooperate, if they want to make it out. The way out is simple: pass a number of trials, and don't kill each other in the process. If they can overcome their bad habits and remove their brands, then Death will deem them worthy, escorting them back to the world of the living. If they fail...then their bad side will consume them.


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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Morrallia
Bureaucrat
 
Posts: 64
Founded: Sep 16, 2018
Ex-Nation

Postby Morrallia » Wed Dec 26, 2018 5:52 pm

Name: Kazuma "JAKQman" Krushineda
Origin: Noitu Love (Original Verse)
Gender: Male
Age: 17
Species: Human

Appearance: He resembles a typical Japanese male superficially--black hair, brown eyes and a light tan. But his build is slightly muscular due to his years fighting in the Mainland. His jet black hair is ruffled, giving him a ruffian look to match his brash and hotheaded personality. The clothes he wears are strange--like a more "modern" contemporary style of Earth clothing, which he often damages due to his risky behaviour and compulsive fighting.

= Powers & Abilities =
+ TRANSFORMATION: Kazuma's been touched by the 'H', a mystic force that grants power in the form of transformations. By destroying and reconstructing material around him, it takes the shape of a playing card--a Jack--which allows him to become JAKQ (or "Jackman" to him), a primarily melee-focused form.

+ CLOCK UP: This card grants Kazuma super speed for anywhere from 10 to 177 seconds. Once the time runs out his speed reverts back to the appropriate levels.

+ CLONE: This card allows Kazuma to create up to 52 copies of himself. These clones have drastically less durability than he does and one punch can dispel them easily, however they can still attack, deal damage and act of their own accord (to a degree), so they are treated as a force multiplier.

+ BULK ON: This card, true to Kazuma's nature, increases his size to a bulky, muscular form. His speed and agility are drastically lowered in this form, and he cannot use the CLOCK UP card while in it. His physically attacks will deal more damage however, IF they manage to connect with their opponent.

= Weaknesses =
- Kazuma needs to transform in order to unlock his abilities.

- His temper can make him seem foolish and, at times, gullible. The right troll or goad can easily make him lose focus, or lure him into a fight he cannot otherwise win.

Attack Potency: Street / Small Building when transformed
Speed: Peak Human / Superhuman when transformed (using the 'Clock Up' card, Kazuma's speed increases to Supersonic for short period before reverting him back to Peak Human speed)
Lifting Strength: Peak Human / Superhuman when transformed
Striking Strength: Athlete Class/ Wall Class when transformed
Durability: Athlete Level / Wall Level when transformed
Stamina: Peak Human / Superhuman when transformed
Range: Extended Melee Range (unless using a certain card)
Intelligence: Average, but if Kazuma applied himself and learned to control his temper he would be Above Average
Equipment on Hand: Wrist device, cards, not much else

Brief Bio/History*: Kazuma was born in raised in the Mainland, a vast stretch of waste, destruction and nothing else. He was nothing more than a thug and brawling punk for most of his life, getting by from odd jobs and underground fights known as "scraps". He gained his abilities from a job gone south--as usual--when he snuck into a Changecorp facility, with the task of nabbing some "sweet loot". What he nabbed was an experimental property that changed his physiology, allowing him access to powered forms which take the shape of playing cards. From there, Changecorp took an interest in him for his high compatibility with the JAKQ form. He? Would rather be left alone to continue his life of fighting and taking the spoils in the Mainland, but the elite have other plans . . .

Brief Personality Description*: Opting to leave this blank.
Anti-this stupid trend of putting political beliefs in signatures. You're all kids playing big man on a rip-off of the Civilization series. If you all knew how to influence policies and run nations you wouldn't be on a Mongolian basket weaving forum (this one). Time to grow up, children.

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

Postby The Palmetto » Wed Dec 26, 2018 6:10 pm

Morrallia wrote:
Name: Kazuma "JAKQman" Krushineda
Origin: Noitu Love (Original Verse)
Gender: Male
Age: 17
Species: Human

Appearance: He resembles a typical Japanese male superficially--black hair, brown eyes and a light tan. But his build is slightly muscular due to his years fighting in the Mainland. His jet black hair is ruffled, giving him a ruffian look to match his brash and hotheaded personality. The clothes he wears are strange--like a more "modern" contemporary style of Earth clothing, which he often damages due to his risky behaviour and compulsive fighting.

= Powers & Abilities =
+ TRANSFORMATION: Kazuma's been touched by the 'H', a mystic force that grants power in the form of transformations. By destroying and reconstructing material around him, it takes the shape of a playing card--a Jack--which allows him to become JAKQ (or "Jackman" to him), a primarily melee-focused form.

+ CLOCK UP: This card grants Kazuma super speed for anywhere from 10 to 177 seconds. Once the time runs out his speed reverts back to the appropriate levels.

+ CLONE: This card allows Kazuma to create up to 52 copies of himself. These clones have drastically less durability than he does and one punch can dispel them easily, however they can still attack, deal damage and act of their own accord (to a degree), so they are treated as a force multiplier.

+ BULK ON: This card, true to Kazuma's nature, increases his size to a bulky, muscular form. His speed and agility are drastically lowered in this form, and he cannot use the CLOCK UP card while in it. His physically attacks will deal more damage however, IF they manage to connect with their opponent.

= Weaknesses =
- Kazuma needs to transform in order to unlock his abilities.

- His temper can make him seem foolish and, at times, gullible. The right troll or goad can easily make him lose focus, or lure him into a fight he cannot otherwise win.

Attack Potency: Street / Small Building when transformed
Speed: Peak Human / Superhuman when transformed (using the 'Clock Up' card, Kazuma's speed increases to Supersonic for short period before reverting him back to Peak Human speed)
Lifting Strength: Peak Human / Superhuman when transformed
Striking Strength: Athlete Class/ Wall Class when transformed
Durability: Athlete Level / Wall Level when transformed
Stamina: Peak Human / Superhuman when transformed
Range: Extended Melee Range (unless using a certain card)
Intelligence: Average, but if Kazuma applied himself and learned to control his temper he would be Above Average
Equipment on Hand: Wrist device, cards, not much else

Brief Bio/History*: Kazuma was born in raised in the Mainland, a vast stretch of waste, destruction and nothing else. He was nothing more than a thug and brawling punk for most of his life, getting by from odd jobs and underground fights known as "scraps". He gained his abilities from a job gone south--as usual--when he snuck into a Changecorp facility, with the task of nabbing some "sweet loot". What he nabbed was an experimental property that changed his physiology, allowing him access to powered forms which take the shape of playing cards. From there, Changecorp took an interest in him for his high compatibility with the JAKQ form. He? Would rather be left alone to continue his life of fighting and taking the spoils in the Mainland, but the elite have other plans . . .

Brief Personality Description*: Opting to leave this blank.


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: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Wed Dec 26, 2018 6:24 pm

And Discord is down, great. Is it down for anyone else
Last edited by Naval Monte on Wed Dec 26, 2018 6:30 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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The Palmetto
Negotiator
 
Posts: 5216
Founded: Feb 05, 2017
Ex-Nation

Postby The Palmetto » Wed Dec 26, 2018 6:31 pm

Naval Monte wrote:And Discord is down, great. Is it down for anyone else


Not me, no.
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: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Wed Dec 26, 2018 6:33 pm

The Palmetto wrote:
Naval Monte wrote:And Discord is down, great. Is it down for anyone else


Not me, no.


It is for me.
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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Rostavykhan
Minister
 
Posts: 2187
Founded: Sep 30, 2017
Corrupt Dictatorship

Postby Rostavykhan » Wed Dec 26, 2018 9:37 pm

Naval Monte wrote:
The Palmetto wrote:
Not me, no.


It is for me.


Down for some, fine for others. Usual Discord stuff.
LEARN TO HATE ; TOTAL HATRED FOR TOTAL WAR
LIVE, LAUGH, LOVE | FEED, SEED, SNEED
 

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Naval Monte
Postmaster-General
 
Posts: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Thu Dec 27, 2018 8:22 am

Rostavykhan wrote:
Naval Monte wrote:
It is for me.


Down for some, fine for others. Usual Discord stuff.


God damn it Discord
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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Slenderman The CreepyPasta King
Postmaster-General
 
Posts: 10939
Founded: Jan 11, 2014
Ex-Nation

Postby Slenderman The CreepyPasta King » Thu Dec 27, 2018 8:09 pm

Name: Death/the pale horseman
Origin: Darksiders/the bible (the darksiders version is obviously different, but he did originate from the bible, as a horseman at least)
Gender: Male
Age: unknown
Species: Nephilim
Appearance: Image
Reaper form: Image
Powers & Abilities: Redemption: One of Strife's handguns that Death wields.
Death Grip: A power that allowed Death to use a ghostly hand to pull items towards him or pull himself to certain points.
Voidwalker: A power that allowed Death to create portals in certain surfaces, it could also be used to travel through time once it had been upgraded with the Phasewalker.
Wrath Powers: Death could wield powers from both the Necromancy and Harbinger skill trees.
Soul Splitter: A power that allowed Death to split his spirit into two forms while turning his physical body to stone.
Reaper Form: Death can transform into a large hooded being with skeletal wings and wielding a massive scythe. He can also summon this form for brief moments during battle and when opening chests and doors. Although this materialized shape is smaller and ghostly in comparison, transparent and smoky. His Deathgrip appears to be the hand of his reaper form.
Accelerated Healing and Regeneration: Death appears to have both an extraordinary amount of durability and phenomenal regenerative capabilities. He has shown to be capable of being impaled through the chest by Chaoseater and thinking virtually nothing of it, which has in fact happened on two separate occasions (one of which was by his own hand). On one occasion, he was also run through the chest by the Nephilim weapon Affliction, a sword that inflicts wounds that become instantly necrotic. The angelic General Abaddon, for instance, was grazed across the eye with it, and not only could angelic medics not save the eye, but they were barely able to keep Affliction's necrosis from spreading further. Had the blow been dealt to any lesser angel, they almost certainly would have died, and the blow greatly weakened Abaddon himself for a considerable time. Death however, managed to not only survive being impaled through the chest by Affliction, but was in good enough shape mere minutes afterwards to engage with War in an armed standoff against Abaddon and a squad of angelic soldiers.
Reaper Storm:

Death transforms his body into a maelstrom of bone and steel, shedding anything that gets too close. While he can't take damage in this form, lighter enemies are flung about by the storm, rendering them helpless. He can only stay in this form for a few minutes at a time until the sven seals are broken. Also looks like tike what the grim reaper looks like, just bigger and with bone wings.

Ghoul summoning:
Fittingly enough, Death is a skilled necromancer. He can summon up to three ghouls to do his bidding. They will set enemies ablaze with their strikes and upon death they will violently explode, further damaging anyone they were attacking.

Crow Summoning and Dust:
Death can call upon a murder of crows to swarm and attack his enemies. They have some power over cold, and enemies attacked by them will be occasionally be encased solid ice or slowed down. The crows can also somehow return part of the damage they've done to enemies as health to Death. Death also has Dust, a crow who acts as his companion and follows him wherever he goes. While he doesn't aid him in combat, Dust will point him in the right direction if he's ever unsure of where something is.

Soul Splitter:
By seperating his soul from his body and splitting it into two, Death can effectively clone himeself. His physical body will turn to stone and become invulnerable. Unfortunatly Death can still take damage in his disemboided state, and the projections of his soul cannot move simultaniously, albeit the latter could easily just be a gameplay limitation.

Frenzy:
One of Deaths most powerful attack that uses all of the Wrath(magical energy) that Death currently has available. It sends a volley of energy blasts that home in on a target and strikes them multiple times. Death can quickly replenish his wrath reserves by physically attacking enemies.

Weaknesses: Bears the burden of almost single handedly slaughtering his race, excluding the other horsemen, at the whim of the charred council, he has shown to be arrogant, sarcastic and cold towards his opponents. After the green fragments of Crowfather amulet became imbedded with him, he needed anger in order to perform powerful attacks.

Attack Potency: At least City Block level (Should be superior to the other Horseman as he is feared much more than his brothers. Fought and decapited the Leviathan, later destroyed bosses, which can cause this much damage and sacrificed himself in order to restore humanity after a fierce fight with Absalom) Large City level in his reaper form
Speed: Subsonic (Blitzes regular enemies with ease) with Supersonic reactions and combat speed (Dodged Samael lightning and kept up with the Avatar of Chaos)
Lifting Strength: Class 5
Striking Strength: At least City Block Class (Harmed those who were fighting evenly with him)
Durability: At least City Block level (Regeneration, immortality and the nature of his reaper form makes him difficult to kill)
Stamina: Very high (Easily repressed the emotions of the Grand Abominations, which caused others to fall into madness)
Range: Extended melee range with weapons. Tens of meters with his abilities
Intelligence: Death is extremely intelligent as he created powerful weapons from the remains of the fallen race of the Ravaiim, he is also capable of formulating intricated plans and solve complicated puzzles and is extremely knowledgeable in the art of combat.
Equipment on Hand: Harvester (his scythe, you know, the grim reaper's one)
Brief Bio/History*: He is the most powerful of the Four Horsemen and their leader. He is the eldest of the surviving Nephilim ever since he carried out the extermination of the rest of their kind on the orders of the Charred Council. He is feared throughout the universe, more so than any of the other Horsemen.
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 Slenderman The CreepyPasta King on Fri Aug 28, 2020 11:18 am, edited 2 times in total.
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Naval Monte
Postmaster-General
 
Posts: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Fri Dec 28, 2018 12:11 am

Name: Sans
Origin: Undertale
Gender: Male
Age: Unknown
Species: Monster/Skeleton
Appearance: ImagePowers & Abilities: Can control and use many bones for variety of different attacks, possess gaster blasters which fire off destructive white beams, has gravity control powers that act as telekinesis, incredibly fast, teleportation, knowledge about timelines and temporal anomalies along with possessing some time warping powers. Attacks bring about Karmic Retribution, which causes the sins of a person to damage them over time. He can manipulate souls.

Weaknesses: Sans is very lazy so he rarely acts unless he feels there is no other choice or is forced to act. He also secretly harbors terrible secrets that eat away at him and give him a somber side that he normally hides. He is very weak both in term of his hits and the fact that a single hit can defeat him, the fact he becomes extremely vulnerable once he us tire only compounds the issue. His jokes and puns iis an acquired taste for some people, but can be a hassle (*cough* Papyrus  *cough*).
Attack Potency:Building Level
Speed:Hypersonic (though might be faster due to teleportation)

Lifting Strength: average human
Striking Strength: weak human
Durability: very weak
Stamina: Above average
Range: At least dozens of meters via bone attacks, significantly higher via Gasterblasters and teleportation to an unknown extentIntelligence: high
Equipment on Hand: Bones, gaster blasters, hot dog, phone
Brief Bio/History*:Sans along with his brother both moved to Swondin were they acted as guards keeping on eye out for humans. In his job as a sentry he often practice his knock knock jokes in front of the door that lead to the ruins were eventually he would meet Toriel who would tell him jokes from the otherside of the door. Soon she asked Sans a promise to protect any human that came down to the underground and will normally not the type to make them Sans made the sole exception for Toriel. This promise would end up coming to play as Sans would soon meet and later befriend Frisk, meeting the young human in his adventure through the Underground.


Later Sans would tell Frisk about the promise he made and wishing him luck on his journey. When all of Frisk's friends came to meet him after Toriel stopped her former husband from forcing the child to fight both he and Toriel finally met face to face (which after Toriel told a bone related joke cause Papyrus to scream that he was stuck in the worst ending). Like papyrus he too was absorbed by Flowey the Flower but like the rest was saved by Frisk and followed his brother to the aboveground. Even in his new environment Sans is still lazy despite opening his own diner with Grilby.

Brief Personality Description*: Sans is laid back, often sleeping on the job and taking breaks. His laziness is a combination of fatalism and apathy. He wonders if his indolence stems from his knowledge that any progress he makes will be erased when the timeline resets. Conversely, he suggests that this knowledge could be "a poor excuse for being lazy."

Though Sans is usually agreeable, he becomes eerily serious at particular moments. He is also observant; Sans reads the protagonist's expressions and can often tell when they have already done certain tasks. He enjoys making skeleton-related puns and the fact that he performs at MTT Resort hints that he may be a talented comedian. He enjoys science fiction and loves to drink ketchup. He also hates making promises.

Sans may have a scientific background. Evidence includes the quantum physics book, workshop, his relationship to Alphys, affinity for science, and his timeline research.


Name: Papyrus
Origin: Undertale
Gender: Male
Age: Unknown
Species: Monster/Skeleton
Appearance: Image
Powers & Abilities: Has many bones that he can control and use as attacks, has a special blue attack that can distort and control gravity (with the side effect that the person inflicted by the attack is blue), Is very strong and durable, is acrobatic, overwhelmingly determination, is knowledge about puzzles, charming personality, can be witty at times.Weaknesses: He is extremely optimistic and innocent, even to the point that he believes that total monsters can still be good inside. He such a goober that in most serious fights Papyrus has a chance of being torn into tiny smiling pieces even though he is freaking strong. Papyrus is occasionally rather oblivious and nonobservant, such as when he tries to rub different kinds of creams and "sauces" behind his ears, only to realize that he doesn't have any ears. His cooking is also not the best in the world and some could be considered a biological hazard or weapon if one feels sadistic to use it as such.

Attack Potency: Small Town
Speed: Peak Human
Lifting Strength: Unknown
Striking Strength: small town
Durability: small town
Stamina: High
Range:Likely multiple meters with bone attacks

Intelligence: Decent
Equipment on Hand: Bones, armor, secret dating clothes, spaghetti, phone, car keys
Brief Bio/History*:Some time before Frisk fell down to the Underground Papyrus and Sans showed up in the frozen land known as Snowdin and asserted themselves. Sometimes after moving to Swondin Papyrus met and befriended Undyne who along with training him to become a future member of the royal guard also began to teach him how to cook (mainly so he can find something else to do). When Papyrus finally had his chance of catching the first human to have finally enter the Underground he acted has a sort of weak antagonist to Frisk as not only did Sans outright helped Frisk avoid being seen by Papyrus but Frisk was able to get pass all of his puzzles (each one having their own amusing ways of backfiring on the skeleton).


Finally when it came to the point when he and Frisk would have to fight Frisk both dodged Papyrus's attacks and flirted with him enough times to even date the skeleton (a date that ended with Frisk being sent to the friend zone). After being befriending the human Papyrus assisted him by phone by giving advices on different puzzles found in the Underground and even tried his best to convince Undyne to not attack Frisk. When he and many of Frisk friend's went to meet him and after Toriel stop Asgore from forcing the young human to fight he along with his brother were absorbed by Flowey who became Asriel Dreemurr. After Frisk saved his and everyone's soul and broke the barrier Papyrus and Sans moved to the aboveground where Papyrus fulfills his dream and gains his own car.

Brief Personality Description*: Papyrus is a flamboyant skeleton who presents a confident, charismatic image of himself. He works hard and, despite his brash personality, is kind at heart. He is optimistic and innocent even when the protagonist beheads him in a Genocide Route. He is also occasionally oblivious and nonobservant, but can be cunning at times, as seen when he uses reverse psychology to trick Undyne into befriending the protagonist.

Papyrus believes in others just as much as he believes in himself. He has so much faith in his abilities that he waited outside of Undyne's house all night and begged her to accept him into the Royal Guard. Seeing his persistence, Undyne offered to train him but instead gave him cooking lessons.

He cooks spaghetti in his spare time, though many characters seem to think that he is not very good at it. One of the reasons for this is because Papyrus never ate spaghetti himself to complete the chef's guidebook to cooking by tasting their creation before serving. He, therefore, cooks spaghetti only because everyone else loves to eat it, indicating he does not play favorites. He loves puzzles and japes, as shown in the numerous puzzles he prepares for the protagonist as well as his collection of "complex tomes about puzzle creation." Though advanced puzzles may seem cerebral, Papyrus also enjoys children's books and is somewhat childish with the decoration of his room. He also collects action figures.Papyrus also watches Mettaton's TV shows (which he now has on the surface after become a star there).


Name: Alexandria Ashwood
Origin: Gnosis (OC)
Gender: Female
Age: 48 (physically, actual age is 78)
Species: Formerly human, now a wraith/lich
Appearance: A Welsh born woman with a pale complexion. Being at 5’0/152 cm she is even shorter than her own daughter and weighs at 150 Ibs/68 Kg, she has a soft, plump, and voluptuous figure due to her less active life style in the later years of her life (three sizes being 35/33/42 or 89/84/107 cm).

Her face is very similar to that of her daughter however her cheeks are slightly rounder, her lips aren't as downturn as her daughters as that was a trait inherited from her father and she has a beauty mark on her right cheek close to her eye, her eye color is also gray instead of green as that too is another trait she got from her father, a few age lines are visible under her eyes. She has long wavy raven hair that reaches the small of her back with side-swept bangs that reach to her breasts and few strands that seem to act on their own accord as they stick out from place, forcing the woman to try and push them back in place, an ordeal that normally fails. A few strands are gray due to both aging and stress.

She wears a dark lavender cotton shawl with a white linen empire-style blouse underneath. She has a pearl studded black choker around her neck, ruby ear rings dangling from her ears, golden bracelets with sapphires at the top, bottoms, and sides around her wrists and two around her ankles. While her hands and elbow are covered by a black bridal gauntlets she has a emerald ring on her right ring finger that is visible. She wears a gray liten skirt that reaches above her knees with slits cut to the sides, revealing glimpses of her legs whenever she moves. The skirt is held by two suspender belts that are placed around her her shoulders. Her legs are covered by black pantyhose connected by the straps attached to a garter belt, her feet are covered by black low heel shoes. Both skirt and leggings form fitting as they accentuate her thighs and hips. The blouse has a small round bump on the stomach area, something she grumbles about when no one is looking.

When acting as her Weiss persona her clothing changes so her main attire is a white long coat with the inside being silver with an elbow length shoulder cape and a hood with yellow rims, both the cape and coat are tattered at the end. She has a light gray blouse with yellow edges and buttons. She has a silver sash around her waist with a yellow belt with a silver buckle, her white skirt above the knees and she wears light gray pantyhose, she wears yellow and white winklepickers. She wears a mask to hide her face as Weiss.

Powers & Abilities:

Humanities Scholarship: Alexandria took a course on the humanities with the one close that she ended up focusing the most being History which made her go down the path of a Historian for her profession; thus she has historical, anthropological, and archaeological knowledge. With them Alexandria knows plenty of details of the history, culture, arts, philosophy, religion, linguistics, customs, and rituals of ancient people and their civilization from the distant past. The parts of her teaching when it comes to different writing systems and languages becomes very useful for her magic and for decoding occult secrets hidden behind a language barrier.

Estimate Value: Alexandria has been around so much priceless artifacts and relics that she can guess what is the value of the objects in question is worth. This knowledge also allows her to haggle with the items to get them on a much better price or to convince someone that the worth of the item is lesser or greater than its actual worth

Deductive Reasoning: Alexandria has great deductive abilities as she can take noticed of things that most would mess, able to make correct guesses on the intention of people, and crunch down many possibilities on what she is dealing with. Having access to Celestial Order libraries, books, databases, catalogs, and registers to find specific information she is searching for greatly aids her, as well as her old cover as a Historian so she can gain access to museums, libraries, and universities not tied with the Order.

Stage magician: Alexandria was trained in skills that are often used by stage magician; possessing skills like hypnosis, sleight of hand, pickpocketing, lockpicking, and escapology. She would eventually teach a few of these skills to her daughter, also using some of them to entertain her when she was little.

Medical Knowledge: Alexandria may not be a doctor she has however  gain enough medical skills and knowledge from back when she was alive to take on the role of a temporary doctor should an actual one not be present and to save a person until proper medical help arrived. Alex know what to do when treating injuries, bending broken bones, and curing illnesses. She often mixes her medical knowledge with magic.

Viper's Kiss: Alexandria is knowledgeable when it comes to different types of poisons and drugs that not only can she identify which poison and drug was 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. However this knowledge can also be used for medical purpose as well to treat different illness, injuries, and toxins. She taken up studying botany once just to improve this skill.

Charismatic: Much like her daughter Alexandria is a charismatic individual who is capable with communicating with anyone. Her charisma makes it easy for her to understand people and for people to be drawn to her, making friends and allies easily. Alex can use her charisma to make her attempts at seduction much more effective, to be a good negotiator and diplomat and to allow her to persuade people into following through her ideas; she can even reassure a person if they have doubts about her plans. This also makes it easy for her to lie and manipulate people should she need or want too.

Midget Stealth: Alexandria during her time training up as a mage had to learn how to keep a low profile. From disgusting herself to learning how to break and enter without being seen to even following people without being noticed it blending into the crowd the best she could. She also uses her magic to assist with hiding, sneaking, and infiltration. Her being a wraith greatly boosts her stealth skills while at the same time making it pointless.

Bodily Harm: Alexandria in her years as a mage learned to never over rely on magic and she decide to hone her body to be used as a weapon. Her fighting style employs evasive maneuvers, quick strikes, and counter moves, she is willing to use cheap shots if it means winning a fight. Learning from a few mages and now as a wraith she combines her anomalous powers with her physical attacks. At times weapons like blades and guns are used but due to being a lich she finds herself not using weapons as much.

Survivalist: Alexandria knows several survival skills should she be in the wilderness or in a disaster zone. These skills range from hiking and backpacking, fishing and hunting, setting up traps and archery. She also knows several tricks to increase her odds of survival just as how to purify water from streams and rivers to prevent drinking in dangerous bacteria and which plants can be used for medicine. Alex can even do tree and rock climbing and has learned navigational tricks to prevent herself from becoming lost as much.

Intuition: This ability can allow her to "read" other people's body language, choice of words and other subconscious signals. With this ability Alexandria  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: Alexandria 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 and ancient paganism, voodoo, divination, and chaos magic. Alexandria 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.

Sixth Sense: Alexandria often has feelings about things, often these feels 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.

Death Sight: Alexandria can see death in everything. She does not see things in the physical world as they appear, but as they someday will be. A person about to die might appear cadaverous, with hollow eyes and jaundiced skin; a car destined to crash will appear dented in advance. Much of the world seems decayed or near collapse. Billboards are tattered, roads are potholed, paint is peeling, metal is rusting, buildings are crumbling. This can be used to find weak spots and measure their lifespan.  All Wraiths are touched by the Abyss and are able to see the creeping influence and the inevitable death of everything. Because of this, deathsight is an ability that every wraith possesses.

Enhanced Awareness: A strange abilities that some mages possess, which usually manifests to those who had enough experience with the supernatural. This allows Alexandria  to see other dimensions through thin parts of the veil, see vague 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, is always on when it comes to spotting otherworldly beings. Alexandria can provoke these visions on happening but she would still have no control over them. Alexandria has found that by holding an object tied to a past event and performing a minor makeshift ritual she can gain small visions if the events it was present in, this can work for objects that will play a future role. 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.

Wraith Physiology and Arcanois: As a Wraith, Alex’s Corpus (term for wraith body) is compose of ectoplasm. This otherworldly substance is malleable but incredibly durable, allowing wraiths to take on many punishing hits before they eventually break. Ectoplasma also had self repairing capabilities so even if a wraith does receive injuries they will eventually be healed. Ectoplasm is invisible to entities in certain dimensional levels of reality and is intangible to matter in those levels, thus making wraiths invisible and intangible in those levels unless they use their powers to be visible and intractable. While wraiths can produce unlimited amount of energy they can only draw a finite amount of it as overuse seems to bring about fatigue to their bodies and mind. Resting can deal with fatigue and while wraith's don't need to eat or drink to survive they can do so to recover from fatigue or for pleasure. Ectoplasma is also immune to gravity and due to its extradimensional properties can appear in different places in other dimensions.

the Arcanois are the arts of the dead, the source of a wraiths power. By channeling her Pathos, the part of Azoth that is emotional energy, and the ecotoplasm of both her own spirit and Stygia she can display various supernatural feats that can affect both Stygia and the world of the living. As her time as a wraith Alex learned the powers of the Arcanois for she couldn't use magic until she finally gain a body of her own. The Arcanois that Alex know are:

Phantasm: This Arcanois allows a Wraith to create illusions that can trick both normal and supernatural senses and can manipulate the dreams of both the dead and the living. This power can allow her to put others to sleep, create dreams for beings who would normally lack the ability to dream, and remove the soul of those sleeping so they can be with her in spirit form until they wake up.

Keening: The power to manipulate emotions through sound. With her own voice Alexandria can sing to make people a certain way or to use her voice as a weapon. Alex knows how to be very subtle with this power, sometimes sneaking in effect when speaking to people.

Pandemonium: with her own will she can manipulate chaos to generate powerful forces that can create various supernatural phenomenon. These range from objects moving on their own, liquids appearing from the walls or ceiling, temperature fluctuation, and more. Thus Arcanois is the one responsible for the phenomenons associated with hauntings.


Outrage: This power allows manifest their will upon the world in the form of a powerful force. The classic application is moving objects with just their will, creating the phenomenon associated with poltergeists. This power can also be used to augment her corpus natural capabilities and can alter other sources of energy like heat, cold, electrical current, and wind. Velocity and recoil can be affected by this power but Alex isn't too skilled with that application as she focused more on the elemental aspects.


Flux:Flux affects the structure and reaction of matter in both the material world and underworld. She can find flaws in an item and either heal it or exploit it to destroy it, fix or improve an item, or outright weaken it so it can be easily destroyed. This power is unusually forbidden and those who practice it are arrested by Stygian authorities and severely punished.


Lifeweb: This power can allow Alex to strengthen, weaken, or watch over both hers and other Wraith's anchors. While it only focuses on a singular aspect of wraithly existence it is surprisingly flexible. As Alex found she can monitor both her own anchors and others. Ties to anchors can be severed, created, strengthened, or weakened.


Embody: This power allows her to interact with the physical world when she was a Wraith. This power can allow her to touch objects in the physical world, talk with people, and be seen by people. If she channels enough pathos she can even appear as a solid living human being. She can also use this power to alter how people perceive her.

Castiage: Castigate allows Alexandria to manipulate and tame her own shadow along with the shadows of other wraiths. This power is a blessing in Wraith society for not many wraiths can use this power. Not only can see tame shadows but she can even undo some of the damages they have down to a Wraith and should she risk her own life may potentially bring a Wraith back after being consumed by their shadow. She can use this power to protect wraiths from specter, the Wraiths who became corrupted by their shadows. Thus power is risky for if she over uses it and mess up she will be consumed by not only her own shadow but the shadow the wraith of whoever she is treating, as a mess up with this power can also make her shadow stronger.

Moliate: The Corpus (term for wraith body) is highly malleable as it can change shape and through practice Alex has learn the wraithly art known as Moliate, the power to change the shape of her own Corpus and the Corpus of other wraiths. Wraith Corpus is also known to be incredibly tough as a wraith hit by a car in Stygia  can easily get back up with no problem and the Corpus carries regenerative capabilities. Moliate can allow Wraiths to create objects and organisms from their Corpus.

Inhabit: Inhabit allows Alex to manipulate, control, and posses technology. This control can be as subtle as making automatic doors open on their own to more overt methods as making a car drive on It's own or a tv set or a computer monitor show images from her memories or from Stygia. This power works well for her with modern and ancient technology but more futuristic and paranormal technologies she needs to have a good grasp on how they work or else her attempt on controlling them would fail.

Puppetry: One of the most controversial Arcanois that is within the restriction list, Puppetry allows a Wraith to possess living beings and control them. From plants to animals and finally humans, once a Wraith us inside they can control a person's body and even influence their thoughts and behavior. This power can even be used to to harm or heal the person that is being possessed. Bones are either broken or mended quickly, cuts are made or closed up, illnesses either suddenly strikes the victim or suddenly vanishes. The person possessed can even become stronger or weaker depending on the Wraith's mood.  

Usury: This power can allow Alexandria to trade or steal the very forces that wraiths thrive on. From pathos to ectoplasm, this power can allow her to give away her own powers to heal and empower others at the expensive of herself or be stealing the power of other wraiths to heal herself and increase her own power, over siphon can cause her to break down a wraith and absorb them into her being. Because Azoth made by the soul and ectoplasma is compose from the soul she can also use this power on the living, even draining someone's soul out of their body.
 
Magical Intuition: This ability makes Alexandria act a lot like a magical compass needle as she can sense the power of people, places and objects. This ability also allows Alexandria 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 the witch can feel whatever emotion someone is feeling as long as she sees their aura, if this link lasts long it becomes a mind link and she can sense what is in their mind. Alexandria 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. Alex as a Wraith has a power called Life Sight which acts very much like her aura sight so it has merged with this ability. Life sight is the counterpart to Death Sight.

Magic: Alexandria 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, 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.

Alexandria was known in her lifetime for being a powerful ceremonial magician, her magic drawing heavily from the hermetic paradigm of the western occult underground. This eclectic paradigm allow her to draw rituals and spells from the paradigms that influenced hermeticism like Christian Gnosticism, Hebrew Kabbalah, Egyptian and Greco-Roman Paganism, Indian Tantric rituals, Alchemy and Astrology. In her travels she even merged some rituals and spells from eastern magical paradigms that aligned with her own.

Being a Wraith in Stygia means that Alexandria was able to find spells and rituals that were lost and forgotten when the traditions that made them died out or from grimoires that were burned centuries ago. As a lich her powers have grown and she finds magic to be used much easier, some spells just being done with only a few gestures and words along with her will.



Weaknesses:

Alex's main weakness is her shadow, the darker aspect of her personality and soul. Her shadow is always present to whisper into ears to either sway her into negative actions or thoughts, undermine everything she has or will accomplish, and to see her fail at everything and succumb to the abyss, to embrace of oblivion. Besides whispering to her it can also create audio-visual hallucinations that can even affect her sense of taste, touch, and smell; even her extra sensory powers not safe from her shadows meddling as her shadow has been known to mess with those as well.

Her shadow can also appear and control her dreams, forcing Alex to go through harrowing nightmare and fight her shadow for control over her dreams. Her shadow can also use its own powers to torment Alex like making her slip secrets publicly, producing an aura of mistrust and fear that affects other people around, or tinge her powers with abyssal energy. Alex can ask her shadow to boost her powers with it's dark powers but doing so risks making it stronger and growing the likelihood of it undermining whatever plans she has or even taking control over her.

Her shadow at times tries to control her. These can range from affecting her mood and emotions, to controlling specific parts of her like her voice and limbs, to full blown control over her body; an event which renders her mind into a powerless observe as her shadow uses her body to exercise its powers and will to fulfill its it's dark desires and ruin Alex's life. The shadow can even obscure what it during such events be making her mind dormant. Being in places with strong negative energies and residual emotional/psychic energies can increase the power of her shadow and make it more problematic.

Should her form be badly damaged to the point of being obliterated or suffer tremendous damage from the lost of an anchor she would go through a terrifying event known as Harrowing. In this she is stuck in a surreal play where her shadow acts as a director and creates scenes using her own memories and fantasies to make her disconnect from reality and her own identity. These plays normally are made targeting an aspect of Alex like her body, her anchors, or her ego, but if she is close to the abyss than these plays will be set to try and end with her being destroyed or turning into a spectre. While Harrowings are mental plays the fact her shadow can draw on the powers of the abyss in such plays means real world harm can be inflicted on these plays along with mental ones.

Should Alex succumb to her shadows powers she would become a specter, a wraith consumed by their inner darkness and a member of a hivemind that wishes to bring all wraiths to their lives and ultimately become a part of the abyss. While she can still return back to normal the power of her shadow and whether it is in or close abyss tainted grounds, objects, and beings can make it harder, especially as it growing in power makes it more like a entity of the abyss. Should ahead return back not only would she be stuck in a state that is between wraith and spectrum granting the powers of two but living in a temporary state that can see her become a wraith again or be permanently stuck as a spectre. In this hybrid state her personality would see noticeable changes due to be tainted by her shadow and because of the trauma of becoming a spectre and remembering all actions she has committed while as a spectre.

As Lich her powers are indeed great but the raw energy she release can affect the area she is in should she stay in them for to long, worse her shadow can also influence these changes. Sometimes in high emotional distress her powers can manifest uncontrollably and as a lich she often stays alert encase officials from Stygia sends out agents and bounty hunters to take her out as they find liches to be a threat to their power, there are other wraith groups that also hunt liches for different reasons. She also keeps an eye out for specters, necromancers, soul eaters and other entities and groups who would want to harm or enslave her for being what she is. This combined with the fact she was paranoid as a mage due to her enemies on life has only made her more anxious and paranoid. The same issues that plagues mages still affects her, mainly the insanity and corruption. She also has other supernatural weaknesses and problems that her haves.

As a lich she has the dual weaknesses to both anti magical and soul based weapons, powers, and tactics. She also has the same weaknesses that wraiths how iron and salt act as repellents and how salting and burning her body could banishing her to Stygia along with performing a last rite by either a faithful priest or a mage. Destroying her anchors can weaken her presence on the material world and her power, destroying all would make her incapable to return to the material world. Areas enchanted with supernatural powers to keep certain entities our cults sites, demonic haunts and holy grounds are off limits to her unless the powers behind them summon her in their domain, even then she might be at their mercy once inside. Magic, practically those affecting otherworldly beings and especially necromancy, are very effective on her. Resolving her issues can make her finally leave both the world of the living and the underworld.

Due to her death sight she sometimes avoids looking at people so not to see how they will look when they eventually die. While she was optimistic in life and tries to be in death she finds it hard to stay as such some days due to what has happened to her. The fact she can't always trust her personality due to her shadow means that she hesitant on some of her actions and sometimes second guesses herself. She is keeps people at distant length due to her fears on her shadow harming them. As stated before she can be selfish at times and not be consciousness on it and has a gambling addiction that she is in denial about.


Attack Potency: Building level with just her Arcanois, level various with her magic.
Speed: human normally but can be made superhuman when augmented by her powers... when not cheating with Dimensional travel and magical conveyance.
Lifting Strength: human to superhuman with arcanois use
Striking Strength: human normally, superhuman when using acranois, various with spells and summons.
Durability: superhuman
Stamina: High, being a ghost does that to you
Range: point blank to kilometers, range changes depending on her spells and arcanois.
Intelligence: High
Equipment on Hand: An enchanted shawl for protection, a pearl necklace that is an amulet for a few spells, her emerald ring also being amulets along with the bracelets and ear rings, three knives used for rituals followed by a fourth one used solely for combat. A few gemstones act as conduits to store spells and runes stones for divination and spellcraft; both contain in the same pouch. The final set of items are an enchanted card, a smartphone from whose functions she still has yet to fully understand or how to use, and an enchanted metal staff that can be used for magic and used as a weapon. Most of these items save for the staff come from Stygia and as such follow her to the afterlife, the staff does so because of enchantments.


Brief Bio/History*: Born from a mage and a father who was retired double agents who worked with the allies to undermine the Nazi occult effort to win the war and achieve world domination Alexandria lived a shockingly normal life until she was twelve years old. This long period of normalcy was due to both parents agreeing that she should live her life in peace and not have to deal with the hardships and dangers of magic. But this time if peace would come crashing down when members who were once part of Karotechia, a secret department of the SS made to experiment and weaponize the occult, attacked her home to get revenge on her father for his betrayal and her mother for being a member if the secret division of the OSS that ultimately stopped the Karotechia. While their attack failed her father was inflected by a curse that made him waste away.

This action would make the young girl feel not only determine to embrace her family's heritage on magic to save her father from the curse but to get revenge in those who curse him. For a while she learned from her mother and once she learned what she can from her mother and her family's magic she would temporarily be a member of a local coven before leaving it due to internal drama and strife, but still coming out with some knowledge of magic. It would be by the time she was in college that she would be approached by the Celestial Order with the promise to teach her more on magic and in exchange she worked with them, seeing the benefits they offered her she accepted their offer.

When she could she would begun her journey throughout the world to not only learn more about magic but also fulfill some missions for the Order. In her adventures she would encounter many enemies and allies, she would even meet the man who would become her husband in her travels. The final years of her travels would end with her dealing with the same members of the former Karotechia who know called themselves the Order if the Black Sun. She would go through many months, if not a year or two, fighting them and other Karotechia remnants before she ultimately defeated them and Alex finally undoing the curse, even though her father by that point only lived for a few years due to the curse taking much out of him.

Alex would eventually be married and would still deal with both Order and mage business and juggle it with her cover job and being a wife, a stressful act but was bearable due to her husband supporting her. She would find her workload being lessen when she was pregnant as trying to be a mage in her state difficult. Sadly she would lose her husband due to being hit by a drunk drive just before her daughter was born, leaving her alone to raise Elizabeth. While it was hard raising Elizabeth alone she tried her best, even trying to give her a normal life. However with Elizabeth being born a mage and practicing it in secret until discovered she was forced to teach her about the secret world, but still tried to give her a normal life while dealing with their secret life. This life would end when she was murdered by a creature acting as an assassin hired by an enemy within. the order due to her being associated with a political group within the Order that they despised.

In Stygia she tried to return back to the world of the living and avoid the authority that feared and hated her, spending a decade to gain the power needed to return back. Yet before she could she was summoned by a necromancer who intended to make the lich his servant. Before he can succeed he was interrupted by Order agents who killed him and freed her from his binding, in graduate she rejoined the Order. She would continue to work with the Order and keep a watch on her daughter when she can, keeping her distance as not to interfere in her life… until now.

Brief Personality Description*: Alexandria is a complex woman: brilliant, erratic, passionate, committed, idealistic, talented, charming, insulting, bold, incautious, arrogant, and sometimes shortsighted when she lets her ambitions on a goal get the best of her. Yet she can also be cold, aloof, and shy to some while also being kind, caring, and even showing motherly qualities as she tend to problems and raise the spirits of others. Both a great companion to have as well as a chore to be around, those are some of the words others have used to describe her.

While she has a much larger fuse than her daughter Alexandria can also possess a fiery temper just like her, though when she reaches the highest point of her rage she tends to carry a frigid fury as claimed by those that have seen her on that state. Just like her daughter she can be sarcastic and sardonic and she can be flirty when she wants to be, though can still be fluster if others flirt back and especially if they were the ones to start it. She also feels somewhat self conscious about her weight. Normally she shows no signs if it bothering her but mention it a few times and it would begin to bother her, this also gives for her height. Alexandria can also be a crafty and conniving woman, she is not above cheating, lying, and using other underhanded methods if it means she gets results. She also likes to toy with people whenever she feels it would help her achieve her goals or if she feels bored.She is also selfish to some extent but often is unaware or unwilling to admit just how selfish she can be until called out on it.

Alexandria loves playing games of chance and is a self admitted gambler, though refuses to admit the possibility of being a gambling addict. Alexandria still possesses a rebellious spirit that while has been tampered with are still persists within her heart and is one that has passed to her daughter. This spirit she claims is tied to the Ashwood spunk that is both a great boon and bane for the family; largely depending on where that spunk leads them. Sometimes this determination, courage, and spirit can lead her to partake dangerous risks as she would have a hard time backing down if she feels too motivated.

She tends to squeal and gawk over things she considers cute; ranging from animals to people to even objects and other things like couples who she think are cute together, this caused her to try and play matchmaker when she was younger and while she doesn't do it as often now this old habit sometimes resurfaces from time to time. She can also be a sap when it comes to love and family as most often than not those two reasons would be good enough to make her help someone. Despite her moments of brilliance she can be a bit ditzy at times, this is compounded by the fact that sometimes she tends to be awkward around people, especially in a large group.

Her time in the afterlife along with several other events in her life has resulted in her developing some cynicism but she fights to retain her idealism from her youth, balancing the two. She also can be moody and melancholic if left alone to think about the past or reminded of post events that hit hard on her. Like other mages she can be paranoid and secretive. Her fear can sometimes hinder her actions and effect her planning, sometimes to the point that it affects others around her.
Last edited by Naval Monte on Wed Aug 26, 2020 1:28 pm, edited 19 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.

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Naval Monte
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Posts: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Fri Dec 28, 2018 12:39 am

Gurori wrote:sniff

Name: Elio
Origin: Pokémon (One of the universes with Mega Evolution & Z-Moves)
Gender: Male
Age: 11
Species: Human
Appearance: I personally prefer the SM version
Powers & Abilities:

Skilled Pokémon Trainer: Being a Pokémon Trainer, Elio has a few Pokémon which he can use both inside and outside battles.
Z-Power Utilisation: Elio can utilise Z-Power in the form of Z-Moves, so long as the Z-Crystal he uses matches the typing of his Pokémons' moves.

Weaknesses: He is only human, so all human weaknesses apply.
Attack Potency: Street Level
Speed: Athletic Human
Lifting Strength: Regular Human
Striking Strength: Street Class
Durability: Street level
Stamina: Average
Range: Standard Melee
Intelligence: Gifted
Equipment on Hand: Z-Ring, Nigh-Infinite-Capacity Bag: Pokéballs, Healing Items, Z-Crystals
Brief Bio/History*: Elio was born in the Kanto region but recently moved to Alola. There, he would choose his first Pokémon, courtesy of the local Pokémon Professor, who just so happened to be Elio's cousin... Well actually, the Pokémon seemed to have chosen Elio and not the other way round. Following that, Elio embarked on the Alolan Island Challenge, where he obtained a Z-Ring, some Z-Crystals and captured some Pokémon... The story picks up from there.
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.

(There is a page for Elio on VSBW but I highly doubt that a child has the lifting strength of an athletic adult.


Name: Torracat
Origin: Same universe as Elio
Gender: Male
Age: 3
Species: Torracat
Appearance: Meow
Powers & Abilities: Fire Manipulation, Darkness Manipulation, Superhuman Physical Characteristics
Weaknesses: Ground Type, Rock Type, Water Type
Attack Potency: Small City (Note: Destructive Capacity probably less.)
Speed: Sub-Relativistic
Lifting Strength: Class 50
Striking Strength: Small City Class
Durability: Small City level
Stamina: High
Range: Standard Melee, Hundreds of Metres with some attacks
Intelligence: Gifted
Equipment on Hand: None
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: Dew
Origin: Same universe as Elio
Gender: Female
Age: 4
Species: Dewpider
Appearance: Dewpider
Powers & Abilities: Water Manipulation, Poison Manipulation, Water Breathing
Weaknesses: Flying Type, Rock Type, Electric Type
Attack Potency: Multi City Block+ (Note: Destructive Capacity probably less)
Speed: Subsonic
Lifting Strength: Class 1
Striking Strength: Street Class
Durability: Multi City Block+
Stamina: High
Range: Standard Melee, Hundreds of Metres with some attacks
Intelligence: Above Average
Equipment on Hand: None
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: Biggie
Origin: Same universe as Elio
Gender: Male
Age: 5
Species: Raticate (Alolan)
Appearance: BIGGIE CHEESE
Powers & Abilities: Darkness Manipulation, Resistance to Mind Manipulation. Complete Immunity to Psychic Type moves. Superhuman Physical Characteristics.
Weaknesses: Fighting Type, Bug Type, Fairy Type
Attack Potency: Small City (Note: Destructive Capacity probably less unless there's a whole fuckin' army of 'em)
Speed: Sub-Relativistic
Lifting Strength: Class 50
Striking Strength: Small City Class
Durability: Small City
Stamina: High, it can swim across entire oceans.
Range: Standard Melee
Intelligence: High in battle. Above instinctual otherwise.
Equipment on Hand: None
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.

VsBattleWiki has some weird stats for Litten's evolutionary line and Rattata's too. I had to improvise Dewpider's.

Elio's team may change as Pokémon evolve and if he captures more. He presumably has more Pokémon in the Storage System.



That torrcat shouldn't be that fast at it's stage also the power it has belong to island and mountain busters, not small city.
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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Gurori
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Posts: 11349
Founded: Jun 24, 2015
Ex-Nation

Postby Gurori » Fri Dec 28, 2018 12:42 am

Naval Monte wrote:
Gurori wrote:sniff

Name: Elio
Origin: Pokémon (One of the universes with Mega Evolution & Z-Moves)
Gender: Male
Age: 11
Species: Human
Appearance: I personally prefer the SM version
Powers & Abilities:

Skilled Pokémon Trainer: Being a Pokémon Trainer, Elio has a few Pokémon which he can use both inside and outside battles.
Z-Power Utilisation: Elio can utilise Z-Power in the form of Z-Moves, so long as the Z-Crystal he uses matches the typing of his Pokémons' moves.

Weaknesses: He is only human, so all human weaknesses apply.
Attack Potency: Street Level
Speed: Athletic Human
Lifting Strength: Regular Human
Striking Strength: Street Class
Durability: Street level
Stamina: Average
Range: Standard Melee
Intelligence: Gifted
Equipment on Hand: Z-Ring, Nigh-Infinite-Capacity Bag: Pokéballs, Healing Items, Z-Crystals
Brief Bio/History*: Elio was born in the Kanto region but recently moved to Alola. There, he would choose his first Pokémon, courtesy of the local Pokémon Professor, who just so happened to be Elio's cousin... Well actually, the Pokémon seemed to have chosen Elio and not the other way round. Following that, Elio embarked on the Alolan Island Challenge, where he obtained a Z-Ring, some Z-Crystals and captured some Pokémon... The story picks up from there.
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.

(There is a page for Elio on VSBW but I highly doubt that a child has the lifting strength of an athletic adult.


Name: Torracat
Origin: Same universe as Elio
Gender: Male
Age: 3
Species: Torracat
Appearance: Meow
Powers & Abilities: Fire Manipulation, Darkness Manipulation, Superhuman Physical Characteristics
Weaknesses: Ground Type, Rock Type, Water Type
Attack Potency: Small City (Note: Destructive Capacity probably less.)
Speed: Sub-Relativistic
Lifting Strength: Class 50
Striking Strength: Small City Class
Durability: Small City level
Stamina: High
Range: Standard Melee, Hundreds of Metres with some attacks
Intelligence: Gifted
Equipment on Hand: None
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: Dew
Origin: Same universe as Elio
Gender: Female
Age: 4
Species: Dewpider
Appearance: Dewpider
Powers & Abilities: Water Manipulation, Poison Manipulation, Water Breathing
Weaknesses: Flying Type, Rock Type, Electric Type
Attack Potency: Multi City Block+ (Note: Destructive Capacity probably less)
Speed: Subsonic
Lifting Strength: Class 1
Striking Strength: Street Class
Durability: Multi City Block+
Stamina: High
Range: Standard Melee, Hundreds of Metres with some attacks
Intelligence: Above Average
Equipment on Hand: None
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: Biggie
Origin: Same universe as Elio
Gender: Male
Age: 5
Species: Raticate (Alolan)
Appearance: BIGGIE CHEESE
Powers & Abilities: Darkness Manipulation, Resistance to Mind Manipulation. Complete Immunity to Psychic Type moves. Superhuman Physical Characteristics.
Weaknesses: Fighting Type, Bug Type, Fairy Type
Attack Potency: Small City (Note: Destructive Capacity probably less unless there's a whole fuckin' army of 'em)
Speed: Sub-Relativistic
Lifting Strength: Class 50
Striking Strength: Small City Class
Durability: Small City
Stamina: High, it can swim across entire oceans.
Range: Standard Melee
Intelligence: High in battle. Above instinctual otherwise.
Equipment on Hand: None
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.

VsBattleWiki has some weird stats for Litten's evolutionary line and Rattata's too. I had to improvise Dewpider's.

Elio's team may change as Pokémon evolve and if he captures more. He presumably has more Pokémon in the Storage System.



That torrcat shouldn't be that fast at it's stage also the power it has belong to island and mountain busters, not small city.


That's how I reacted when I saw Litten's stats
Gurori is currently being refurbished, please excuse any inconsistencies in the meantime.
Puppet master of Neo Gurori.

This nation will never reflect my actual views.
Also, NS Stats are absolutely non-canon.

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

Postby Demincia » Fri Dec 28, 2018 1:42 am

Torracat has 90 base speed, the same as Pikachu which VS Battles (because they're shit) classes as 10-50% the Speed of Light. I think it's safe to say that's bullshit, and can be taken with a grain of salt.

Alolan Raticate is lower, at 77 base speed. Dewpider has a glacial 27 base speed, the only way it's moving subsonic is if you strap it to an F-22
Last edited by Demincia on Fri Dec 28, 2018 1:45 am, edited 1 time in total.

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Petrokovia
Powerbroker
 
Posts: 7698
Founded: Jul 07, 2014
Democratic Socialists

Postby Petrokovia » Fri Dec 28, 2018 5:13 am

Demincia wrote:Torracat has 90 base speed, the same as Pikachu which VS Battles (because they're shit) classes as 10-50% the Speed of Light. I think it's safe to say that's bullshit, and can be taken with a grain of salt.

Alolan Raticate is lower, at 77 base speed. Dewpider has a glacial 27 base speed, the only way it's moving subsonic is if you strap it to an F-22

VSBW has Pikachu as Massively Hypersonic+ due to being able to dodge lightning point blank (a feat that’s surprisingly common in Pokémon). It’s Raichu that’s listed at Relativistic speed tier, scaling to Red’s poliwrath; Relativistic poliwrath is legit, coming from the manga (it intercepted Doom Desire at point blank range, DD being made of sunlight).

So Relativistic Pokémon is legit, but saying your torracat is sub-relativistic tier is like saying your ten year old brother can keep up with Usain Bolt.
Last edited by Petrokovia on Fri Dec 28, 2018 5:23 am, edited 1 time in total.
Communist from Philly living with multiplicity; We literally are Petrokovia. We are very spiritual adherents to our religion.
Pro: AES, Juche, communism, armed revolution, God (Mikotorma), reappropriating monarchical terms for socialist things (what's in a name?), the ethereal spaceship polycule sent by Allah to guide us, freedom of expression and religion
Anti: Fascism, absolute monarchy, capitalism, imperialism, Demiurge/Saklas, bigotry of any kind
Note: I do not use NS Stats, NS Tracker, etc. I only use my own factbooks and written information; The main canon used is the Democratic Socialist Vesperist Realms of Petrokovia (DSVRP)
من خلال الشدائد وسفك الدماء إلى المجد نسير بنور قلوبنا على طريق ميكوتورماه
National Anthem: Our Country!
National Religion: Vesperism

*Communist and Proud!*

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Petrokovia
Powerbroker
 
Posts: 7698
Founded: Jul 07, 2014
Democratic Socialists

Postby Petrokovia » Fri Dec 28, 2018 5:20 am

Also note that VSBW stats for Pokémon are peak stats, not average.

Just because Poliwrath is listed as Relativistic on VS Battles doesn’t mean every poliwrath is relativistic. I’ve run into this argument before, and I want to get ahead of it, because it’s honestly a stupid point. It’s like if a site compiled the peak performances of humans, and someone said “that’s stupid, most people can’t do that,” while entirely missing the point.

But anyway, this is my point: Relativistic/Island Level Pokémon is legit, but the Pokémon in Guori’s app shouldn’t be anywhere near that level, since they clearly are not anywhere close to that peak.

If you’re apping for Usain Bolt, a 25 mph running speed is fine, but if you’re apping for a middle school track enthusiast, it’s too much.
Last edited by Petrokovia on Fri Dec 28, 2018 5:22 am, edited 2 times in total.
Communist from Philly living with multiplicity; We literally are Petrokovia. We are very spiritual adherents to our religion.
Pro: AES, Juche, communism, armed revolution, God (Mikotorma), reappropriating monarchical terms for socialist things (what's in a name?), the ethereal spaceship polycule sent by Allah to guide us, freedom of expression and religion
Anti: Fascism, absolute monarchy, capitalism, imperialism, Demiurge/Saklas, bigotry of any kind
Note: I do not use NS Stats, NS Tracker, etc. I only use my own factbooks and written information; The main canon used is the Democratic Socialist Vesperist Realms of Petrokovia (DSVRP)
من خلال الشدائد وسفك الدماء إلى المجد نسير بنور قلوبنا على طريق ميكوتورماه
National Anthem: Our Country!
National Religion: Vesperism

*Communist and Proud!*

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Naval Monte
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Posts: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Fri Dec 28, 2018 12:57 pm

Slenderman The CreepyPasta King wrote:---


Naval Monte wrote:---


Both are accepted.
Last edited by Naval Monte on Sun Dec 30, 2018 1:02 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.

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Naval Monte
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Posts: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Tue Jan 01, 2019 5:45 am

I might post later after I get some rest.
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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Korhal IVV
Senator
 
Posts: 3910
Founded: Aug 29, 2015
Ex-Nation

Korhal’s characters and factions

Postby Korhal IVV » Tue Jan 01, 2019 7:28 pm

Name: Admiral Yi Sun-shin
Origin: An alternate dimension where Earth has been a spacefaring race since 1000 BC, after benevolent aliens uplifted the previously primitive species. Thus, in this Earth, Yi Sun-shin is a spacefleet admiral of the Terran Federation.
Gender: Male
Age: 4,189, extended with biotechnology
Species: Homo sapiens
Appearance: This
Powers & Abilities:
Malefic Arrows - It is said that sufficiently advanced technology is indistinguishable from magic. That being said, Yi is able to channel psychic energies into his arrows with his enhanced mind, giving them high levels of penetration. Tank armor and steel walls can be pierced by said enhanced arrows. His bow is named Piercer.

Chronophagic Blade - Yi wields a sword called the Eternal Night, and every time he slays an enemy, the remaining lifespan of the killed foe is added to that of Yi's, as well as healing whatever wounds he has.

Telepathy - Those benevolent aliens offered any willing humans a chance to enhance themselves with the same psychic powers they are endowned with. Yi in this case has telepathy and mental manipulation powers, allowing him to confuse mentally weak enemies with illusions and screaming voices before cutting them down. In addition, he can communicate directly to a person's brain.
Weaknesses: Even with his speed and enchancements, Yi is still human. Weapons of mass destruction, such as a nuclear bomb, can suffice to destroy him from a safe distance. However, someone who is more powerful, faster, and smarter can defeat him in one on one combat. In addition, he is reliant on his weapons to fight, so separating him from Eternal Night and Piercer will almost gurantee death on his side. The problem is, no one has ever managed to. Yi wonders who will be the first.
Attack Potency: Street Level +. Relies primarily on the Eternal Night and Piercer to destroy anything.
Speed: Sub-sonic. Biotechnological enhancements allow Yi to move with blinding speed in battle.
Lifting Strength: Above average human.
Striking Strength: Building Class. Strikes with enough power to slice a skyscraper.
Durability: Athlete Level. Relies primarily on his armor and speed for protection.
Stamina: Extremely high. With his bio-enhancements, Yi can fight on and on for hours without tiring. The chronophagic powers of the Eternal Night allow him to constantly recover from injuries, as long as he is fighting cannon fodder. However, powerful hits can make him sore, especially if he is parrying extremely powerful attacks with his sword.
Range: Almost 10 kilometers when using Piercer. Normal human range when wielding Eternal Night.
Intelligence: Very high at 140. A tactical genius and a brilliant commander, it was his brilliance that allowed 10 United Nations Cosmo Navy warships under his command fight off 130 enemy ships without a single loss in his own side.
Equipment on Hand:
Eternal Night: A sword made from chronophagic alloys, it sharpens itself every time it takes a life. It's kill count numbers in the hundreds of thousands. It has a ghostly sentience, as it contains the soul of a dead Ensari champion within it. It guides with Yi's strikes with cold desire for murder and slaughter.

Piercer: A bow created by the most brilliant human scientists, it guides its arrows to their unfortunate victims with cold precision, just like the ghost within. The arrows it launches return to the bow after the target is killed, ensuring that Yi never runs out of arrows to fire. Piercer has the soul of a dead Ensari Ranger within it, which grants the bow sentience and its ability to guide its arrows.


Brief Bio/History*: Born on Earth, Yi never seemed to be the future Grand Admiral of the United Nations Cosmo Navy. He did poorly in school from kindergarten to elementary, and was always trouble for his family. Despite that, his family never gave up the notion that their youngest son was destined for greatness. They were not wrong.

Tired and disgruntled, Yi searched for himself, for answers, and for his purpose. He watched as his brothers went off to the navy. One of them was captain of the destroyer Yukikaze, and the other the Overseer of a space port. "I wish I sat on that chair and command that ship,", he thought as his captain brother showed him a picture of the Yukikaze's bridge. "I wish that I an Overseer too,", he also thought as Overseer brother showed him what's its like to be a space sport overseer. Finally, it was the motivation he needed. He abandoned the gangs of Seoul. Instead, he enrolled into school again after almost five years of soul searching. His mother and father couldn't be prouder to see that their son is the top of the class, straight from first year high school to graduating college. Finally, he announced to them that he will be an admiral, no matter what. He enrolled into a naval academy for four years, and passed once again as the top. However, before he can become an admiral, he has to be a captain first. Luckily, he was not relegated to a small destroyer. He was instead captain of the UNCNS Andromeda, the first of a class of state of the art battleships. Despite the diplomatic approach the Earth Federation takes towards other galactic powers, the Sakkadian Empire declared war against it. The Cosmo Navy and the Sakkadian Armada met in a bitter battlefield in the Lenka System, five hundred light years away from Earth. Both sides emerged bloodied, but though the Earth Federation won that battle, it had not yet won the war. Already, much of the Navy was destroyed, while the numerically superior Sakkadians poured on more forces. In Lenka, most of the Navy's leadership was effectively wiped out. With most of the leaders dead, the Federation searched for a capable man to take the burden of Grand Admiral. They found the captain of the Andromeda fit, and despite his fear and hesitation, swore to defeat the Sakkadians once and for all. With the Cosmo Navy unable to reinforce the Tau Ceti fleet, Yi-sun Shin had to make do with 10 battlecruisers, survivors of the First Battle of Tau Ceti, and his flagship, the Andromeda. He found a ion storm, nearby, and proceeded to go near it, but far enough not to fall into it. The arrogant Sakkadians attacked his fleet with all their might. 130 Sakkadian ships attacked the Tau Ceti Defense Fleet near the ion storm, but Yi had lured them into a trap. Concealing the storm's location by jamming the communications and scanners of the Sakkadians, he made them fly blind. They pursued his fleet arrogantly, but the entire Sakkadian fleet slammed straight into the ion storm. None survived.

With such a display of tactical brilliance and might, the Sakkadians accepted defeat for once. The Empire stopped assaulting the Federation. But troubles still come as space rifts open. The Andromeda is sucked into one of these rifts, and along with it the Grand Admiral.
Brief Personality Description*: While a stern admiral with unorthodox methods, Yi is not who he seems to be at first glance. He may seem to be harsh and sometimes unforgiving, but beneath that mask is someone that cares for the crew of the Andromeda, for his friends, for his family, and the people of Earth as a whole. Personally fulfilling the wishes of dying crew members, Yi commands respect and love all the same. In battle, he gives no quarter, for he knows that one gap in judgement can mean the end for him and those that he cares for. He kills the enemies of the Federation with no mercy and in cold blood.
*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: High Starseer Aurelia Icebreath
Origin: The same universe as Yi Sun-shin here.
Gender: Female
Age: 5,298. Long lives are natural for her species.
Species: Ensari, the same benevolent aliens that uplifted Earth.
Appearance: This
Powers & Abilities:
Telekinesis: She can lift multiple objects no heavier than a truck with her mind.

Psychic Channeling: Imbues her force sword with destructive power, allowing her to fire a stream of lightning out of it, as well as letting it cleave through stone, tank armor, steel walls, and the like with ease.

Cryomancy: True to her title, she has a breath of ice. With a power that can only be described as magic, Aurelia can cast spells of frost on her enemies, rooting them in place, which is a convenient way to deal with especially powerful enemies. She can also cast bolts of penetrative ice that can kill anyone that is unlucky to get hit at their flesh.

Psychic Lightning - Conjures a blast of focused lightning in a target direction. It can be amplified into a full fledged psionic storm, though that drains her energy.
Weaknesses: She relies primarily on her speed for protection, as her armor is not good at stopping anything bigger than machine gun bullets. Stunning her, flashbangs, and explosives are all very dangerous to her. She also requires time to say incantations.
Attack Potency: Half Block. Some of her spells can affect a pretty large area.
Speed: Sub-sonic. She jumps from one target to another in a blur of death.
Lifting Strength: Below Average
Striking Strength: Building. Her force sword can cleave through most things with ease.
Durability: Human. One good stab and she's down.
Stamina: Very high. Ensari are naturally superhuman in both speed and stamina.
Range: Long range when using magic. Melee when using the force sword.
Intelligence: Very high at 148. Ensari are naturally intelligent, and Starseers, more so.
Equipment on Hand:
Force Sword: A powerful blade that when imbued with psychic energies destroys most things with ease.
Spellbook: For spells. And incantation.
Brief Bio/History*: Not much is known about the High Starseer, other than that she rose through the ranks to become the commander of the Ensari warfleet that acted in concert with Yi Sun-shin’s Tau Ceti Defense Fleet. Twenty years later, however, her flagship, the Lunaven, in which she was also aboard in, was sucked alongside the Andromeda into a space rift that appeared randomly.
Brief Personality Description*: Wis and old as she is, she is still unsecure and socially inept at times. An Ensari of few words, Aurelia is known for being a “war freak”, as Yi put it, as she draws her blade almost every time the slightest tension rises. No one knows it, but she has a liking for the admiral.
*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: The Andromeda and the Lunaven
Origin: These two battleships, flagships of the Earth Federation and Ensari League respectively, were sucked into a space rift, which then vomited them out into a different universe.
Number of Members: 5,000 crew in the Andromeda and 1,780 in the Lunaven.
Notable Members: Yi Sun-shin and Aurelia Icebreath
Description of Faction's Tech, Powers, & Abilities: Two sides of the same coin. The rugged and hard edges of human technology contrast with the graceful and organic machinery of the Ensari. In their midst are some psychics, humans and Ensari alike. Their power varies from the destructive Pyromancer to the gentle Healer. Their technology is fundamentally the same, though their outward appearance is what differs. These ships can warp 500 light years at a time with their warp drives. Overall, they are a daunting foe to face, though it is their limited numbers that is their greatest weakness.

Name: The Terran Federation (Universe C-137)
Origin: An expansive, democratic nation that controls well over five thousand star systems, it is allied with the Ensari League, who uplifted the previously primitive human race to a grand empire. The Ensari, an ancient yet declining race, wished to share their achievements to one of the primitive races in the Milky Galaxy that fits their standards. They chose humanity, from all the races. Though initially seemingly violent and warlike, they are also seen to be gracious, cunning, brilliant, and ambitious, which attracted the ancient race to humanity. In 1000 BC, the grand fleets of the Ensari descended on Earth, and peacefully offered to lift humanity to the stars, but in one condition. The Earth Federation must never fight wars of conquest, only wars of defense. The humans accepted this, and in the course of 5,000 years, the Federation has become a major powerplayer in the galaxy, alongside the reptilian Sakkadian Empire and avian Azerian Enclave. The Sakkadians once declared war against the Federation, which in turn caused the rise of the great Grand Admiral - Yi Sun-shin. Defeating the attackers against all odds, the admiral and his Ensari ally were sucked into a space rift, and the Federation raced to find them. Waiting for one of the rifts to appear again, an entire expedition fleet of one hundred warships charged in, searching for the lost.
Number of Members: 500 billion spread across five thousand systems
Notable Members: Grand Admiral Yi Sun-shin, High Starseer Aurelia Icebreath, and Expedition Commander Lanthar Shiero
Description of Faction's Tech, Powers, & Abilities: Technologically advanced and occasionally gifted with psionics, the Federation is truly a force to be reckoned with if provoked. Anti-matter beams from their starships are already deadly on their own, but they also have bio-enhancements, genetic modification, psionics, and high warp travel. It is rumoured that the Federation is attempting to decipher multiverse travel, though progress is slow.

[spoiler]Name: Ensari League
Origin: OC
Number of Members: 462,817,980,611
Notable Members:
High Elder Shud
Archcleric Tarven
Archcleric Daral
Archcleric Soldera
Description of Faction's Tech, Powers, & Abilities: The Ensari are an ancient and highly advanced species that has prodigious psychic capabilities. While pacifistic, they are not to be trifled with, as their Sarvaa crystals power the world ending fury of their weapons. Their ships, while usually outnumbered, are fully capable of ripping apart numerically superior enemy formations with ease with their powerful energy cannons. On the ground, it is the same. Their troops are usually heavily augmented with cybernetics and psionic amplifiers, and it makes them very dangerous to deal with. Examples of their exemplary technology are Twilight Gunships, Guardians, the Shadowlord, and others.

They are vulnerable to being surrounded due to their limited manpower.

Name: Sakkadian Empire
Origin: OC
Number of Members: 572 trillion
Notable Members:
Emperor Sakeron
First Prince Kumtak
Description of Faction's Tech, Powers, & Abilities: The Sakkadians rely on numbers more than anything else. They swarm their enemies with tides of expendable attack drones, while their elite forces destroy the enemy from behind with lethal shots of plasma. They lack any psionic potential, but outmatch most races in terms of raw physical strength.

Despite their massive numbers, they lack any initiative in battle other than destruction. With that said, they were the main rivals of the Terran Federation for domination in the Milky Way before the Swarm appeared.

Name: Azerion Enclaves
Origin: OC
Number of Members: 62 trillion
Notable Members:
Grand Regent Murkiaza
Description of Faction's Tech, Powers, & Abilities: The Azerions are elegant and swift; they fight with the grace of a ballerina and the deadliness of a blademaster. Their warships speed through the void, outrunning almost every counterpart as their solar sails propel them with great speed. With that said, they have highly sophisticated weapons, but they themselves are fragile and vulnerable to damage.

Name: Vanadorian Armada
Origin: OC
Number of Members: 172 billion
Notable Members:
Executor Brigantes
Description of Faction's Tech, Powers, & Abilities: Masters of nanotechnology and matter manipulation. Their understanding of science lets them break the laws of science themselves at time; their nanoforges are capable of transmuting dark matter to baryonic matter, thereby allowing them to create entire fleets out of dark matter. It is a slow process, however, so ships would not be materialising out of nowhere.

Name: Sarkuzian Heirarchy
Origin: OC
Number of Members: 182 trillion
Notable Members:
Heirarch Alatain Vi Sarkuz
Description of Faction's Tech, Powers, & Abilities: Masters of biological warfare and pathogenic weaponry. A young and expansionist empire, the Sarkuzians are known to wipe out half a planet’s population without firing a single shot. When the Swarm came, the Heirarchy’s forces were almost untouchable, as they simply gassed entire swaths of Swarm forces. However, they do have difficulties adjusting their biological weapons when the Swarm adapts to it.

Name: Valhallan Kingdom
Origin: OC
Number of Members: 15 trillion
Notable Members:
High King Jonser Vhalek
Description of Faction's Tech, Powers, & Abilities: Having transcended mortality and ageing itself, the Valhallans are essentially immortal, save for when they are killed in battle. They have their massive drone legions fight their wars on the ground, though they themselves staff their mighty warships on space. Their flagships have the almighty Flamespire Cannons; superweapons that channel a stream of high speed particles. It is capable of causing a star to go supernova, and can destroy a small moon.

Though Valhallan ships are powerful, they are by no means invincible. They are vulnerable to swarm tactics.

Name: Elyzian Stations
Origin: OC
Number of Members: 430 trillion
Notable Members:
Highlord Zoltar Hurkea
Description of Faction's Tech, Powers, & Abilities: The Elyzians are most well known for their mighty railguns and relativistic kill engines. Though Elyzian starships are usually outnumbered by a massive margin, the devastating long range firepower of Elyzian railguns are more than enough to make up for it. Very few Swarm ships are able to withstand more than a few hits from an Elyzian RKE, and such weapons are capable of ripping through an entire line of enemy ships. The shells fired by their railguns are fitted with warp drives that send the deadly ordinance into faster than light speeds, obliterating almost anything that stands in its path. However, such shells are expensive to produce, and are last resort measures. Usually, the Elyzians stand in a defensive line formation, firing volley after volley of electromagnetically propelled shells into enemy formations.

Elyzian ships are slow and cumbersome, and are usually low in numbers. They are most effective at destroying massive capital ships, but are weak against highly mobile destroyers and fighters.

Name: Westorosian Unity
Origin: OC
Number of Members: 71 billion
Notable Members:
Starqueen Iztarzia
Description of Faction's Tech, Powers, & Abilities: One of the most highly advanced races in the Andromeda Galaxy. The Westorosians are by far the furthest along dimension related technology, using compactified higher dimensions to power their ships, weapons, and the barrier itself. Such technology is refered to as Dimensional Wave Technology, and the Westorosians take great pride from it. In addition, they make great use of gravitons and other exotic particles in their weaponry. Graviton beams and hadron cannons are the main weaponry of Westorosian ships and stations.

Westorosian ships, while having extremely powerful weapons and a virtually infinite power source, are vulnerable to being outflanked due to the singular direction orientation of their weapons.

Name: Asteria Undivided
Origin: OC
Number of Members: 399 trillion
Notable Members:
Exarch Salar Landum
Description of Faction's Tech, Powers, & Abilities: Asterians are masters of planetary devastation and orbital bombardment. Their massive and cumbersome warships bear within them world ending weapons that could scour a planet’s surface clean of all life. However, Asterian ships are not suited for antiship combat; such tasks are left to their Westorosian allies to deal with.



Name: Lelouch Vi Britannia AKA Zero
Origin: Code Geass
Gender: Male
Age: 18
Species: Human
Appearance: Image
Powers & Abilities:


The Geass of Absolute Dominion: Lelouch is able to command anyone to do anything(provided that it is within their capabilities to do so). Once afflicted with a Geass command, the affected person cannot stop theirself until their command is fulfilled or if they are killed while doing so.

It does not work on Code Holders such as VV and CC, and requires direct eye contact to work(meaning that visors and darkened glasses are able to prevent it from working). Also, it only works on individuals within the Code-verse. Player characters cannot be affected.
Weaknesses: He is merely a high school senior with the power to command anyone alongside an absurdly high amount of intelligence. He relies on manipulation and strategy to crush his enemies; he is not very good at actual combat, even when using a Knightmare Frame. When threatened in a Knightmare fight, he often relies on actual aces such as Kallen or Tohdoh to take the brunt of enemy attack while he does his job from behind.
Attack Potency: Human
Speed: Human
Lifting Strength: Human
Striking Strength: Human
Durability: Human
Stamina: Not a lot; he is a boy that doesn’t do any strenuous work, and is rather thin. Running for more than a block can easily tire him out.
Range: Presumably as long as an entire auditorium at the peak strength of his Geass; around a few meters when of lesser power. When using the Gawain or the Shinkiro, his range would be more than several kilometers using the Gawain’s Hadron Cannons or the Shinkiro’s Zero Beam.
Intelligence: He is extremely intelligent, being able to calculate the Absolute Defense Field of the Shinkiro like it is nothing and crushing Britannia’s forces from time to time despite extremely overwhelming odds with brilliant strategies. The only people that were able to match his intellect are Li Xingke of the Chinese Federation and Prince Schneizel of Britannia. All other commanders that he faced were utterly defeated by his ingenuinity and brilliance.
Equipment on Hand: Britannian Pistol, Zero Mask and clothes. The Knightmare he uses depends; on the initial phases of the Black Knight’s existence, he uses a custom Burai. Later, he uses the Gawain, and in their exile to Horai Island, he uses the Shinkiro.
Brief Bio/History*:
Brief Personality Description*:
Lelouch is an individual who is calm, sophisticated, and arrogant due to his aristocratic upbringing. At school, Lelouch conducts himself as a sociable, likeable, and often easy-going student; however, in reality, this is a mask to hide his true nature. As Zero, his true nature is expressed. His charisma and beliefs in justice gain him the trust and respect of many soldiers and leaders.

Lelouch possesses very strong philosophical beliefs, which define both his actions and his motivations. Perhaps his most notable is that he rejects his father's beliefs of Social Darwinism. He believes the world can live in cooperation rather than through conflict and struggle. To achieve this aim, he believes that the ends justify the means; he is willing to commit acts of evil if it means bringing down a greater evil in the process, and is always focused on getting results regardless of the methods used. Lelouch also has strong beliefs concerning death and killing, thinking that one should only kill if they are prepared to die themselves.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.[/spoiler]

Name: Imperium Secundus AKA Ultamar
Origin: 40K
Number of Members: 80 trillion +
Notable Members: Roboute Guilliman, Vulkan, Leman Russ, and Lion El-Johnson.
Description of Faction's Tech, Powers, & Abilities: Like the greater Imperium of Man before them, Ultramar uses the same technology that defined the now dead Imperium. Shrouded by the seemingly senseless rituals of the Adeptus Mechanicus and being purely salvaged from past ages, their technology would not seem very advanced. However, while being mysterious and at times extremely difficut to decipher, the technology of the Imperium Secundus is still quite powerful. In their arsenal are cyclonic torpedoes that can crack planets into pieces, lascannons whose power can vaporize even the strongest foe, and the noble Space Marines, the greatest bulwark against terror. The bastion of power that is Ultramar controls 500 planets in the Ultima Segmentum, and has absorbed many of the fleeing refugees from other Imperial worlds.

Name: Ulthwe/Biel-Tan Alliance
Origin: 40K
Number of Members: 40 billion~
Notable Members: Eldrad Ultheran, Kysaduras, Autarch Mauyron, Avale Swifteye, Yriel Ulthanash, and Illic Nightspear.
Description of Faction's Tech, Powers, & Abilities: Inheriting their technology from the ancient Old Ones themselves, the Eldar that survive wield the most advanced technologies in the entire galaxy, save for the deathless Necrons who precede even them. Ulthwe and Biel-Tan have been combined into a single massive worldship, brought together by utilizing the same Craftworld sized Webway gate sought by the Eldar of Lugganath once before. The Seers of Ulthwe the Damned are amongst the most powerful psykers in the galaxy, using their prodigous psychic abilities to both guide their people to better futures and crush their foes in battle. Meanwhile, the warriors of Biel-Tan are the deadliest, their Swordwind living up to its name as it cuts through its foes like a hot knife through butter. This alliance has taken in all of the Eldar that survive in the entire galaxy. Exodites, Corsairs, and Craftworlders whose homes have been destroyed have been integrated into the last Great Two. The alliance has the favor of the Harlequins as well, the Laughing God more than obliged to assist the Craftworlders in his great game. No one has ever dared invade the joint Craftworlds, for even entire Chaos warfleets are annihilated by the devastating arcane weapons that defend them. But it is not yet known if such defense is sufficient when all of Chaos descends...

Name: Tau Meta-Empire
Origin: 40K
Number of Members: 10 trillion
Notable Members: Aun’o, Commander Hopeshield, Commander Flamespire
Description of Faction's Tech, Powers, & Abilities: The T’au are unique in that they actually advance their technology further instead of being confined by dogma, unlike the humans of the Imperium. By the 51st Millennium, the Tau have created highly impressive machines of war. Foremost amongst them was the Enlightened Class Battlecruiser, which has a sentient artificial intelligence controlling it. Armed with numerous weapons that will put even an Imperial battleship to shame, these warships with artificial brains know no fear in battle. Its first test flight saw it singlehandedly defeating the fleets of several minor lords, proving its seaworthiness. Another is that they churn out drones by the millions by the hour, as their war against the Necrons has proven to be difficult. Armed with shells that kept burning their targets once they hit, the Tau have put the Necrons at bay. But who knows how long they will stay that way?

The first Tau psyker was documented in the 47th Millennium. This new caste of Tau were called the Nyar’o, the “Ascended.” More and more were born with psychic capabilities ever since, and the Tau have been careful to train every single one to be of use.

Name: Necrons of Solemnace
Origin: 40K
Number of Members: 150 billion~, not counting scarabs
Notable Members: Trazyn the Infinite
Description of Faction's Tech, Powers, & Abilities: They are not creatures of flesh and blood, these Necrons, but android warriors whose immortal forms are forged from living metal. As such, they are almost impervious to destruction, and their mechanical bodies are swift to heal even the gravest wounds. Given time, severed limbs reattach, armour plating reknits and shattered mechanical organs are rebuilt. The only way, then, to assure a Necron's destruction is to overwhelm its ability to self-repair, to inflict such massive damage that its ancient regenerative systems cannot keep pace. Even then, should irreparable damage occur, the Necron will often simply "phase out" -- an automated viridian teleportation beam returning it to the safety of the stasis-crypts, where it remains in storage until such time as repairs can be carried out.

The Necrons emerge from their slumber, ready to conquer the galaxy
The sciences by which such feats are achieved remain a mystery to outsiders, for the Necrons do not share their secrets with lesser races and have set contingencies to prevent their supreme technologies from falling into the wrong hands. Should a fallen Necron warrior fail to phase out, it self-destructs and is consumed in a blaze of emerald light. Outwardly, this appears little different to the glow of teleportation, leaving the foe to wonder whether the Necron has finally been destroyed or has merely retreated to its tomb. Victory over the Necrons is therefore always a tenuous thing, and a hard-won battle grants little surety of ultimate victory. For the Necrons, defeats are minor inconveniences -- the preludes to future triumphs, nothing more. Immortality has brought patience; the perils that the Necrons survived in ancient times carry the lesson their race can overcome any opposition, if they have but the will to try. And if the Necrons possess only a single trait, it is a will as unbending as adamantium.

Name: Eldrad Ulthran
Origin: Warhammer 40K
Gender: Male
Age: Over 10,000
Species: Eldar
Appearance: This
Powers & Abilities: Eldrad has supreme mastery over the psychic arts. Like all his Farseer kin, he can read the future by casting wraithbone runes, communicate telepathically across huge distances, and enter visionary trances that allow him to observe the galaxy without moving a muscle. In battle, he can melt the minds of those who cross him, summon eldritch blasts, and even hurl aside war machines with a pulse of thought. To Eldrad, such crude displays of power are last resorts. He is a master in the arts of manipulation, so adept at tipping the scales of destiny that he can influence the course of fate with a single death, just as a master fencer kills with a single thrust. He has saved the Craftworlds on numerous occasions. Once, he even attempted to save the men of the Imperium from the cataclysmic events of the Horus Heresy -- though his warnings fell on deaf ears.
Weaknesses: Despite his supreme psychic ability and intricate manipulations, Eldrad is still bulnerable to direct attacks. Things that can destroy the Chief Farseer are things such as weapons of mass destruction, which can destroy him from a safe distance. Daemons and other ethereal creatures whose strength is simply greater than his own can defeat him in single combat. Anyone who is better than him can best him(obviously).
Attack Potency: Town Level
Speed: Superhuman
Lifting Strength: Athlete
Striking Strength: Building
Durability: Wall
Stamina: Superhuman
Range: Several meters with psychic lightning, melee with witchblade, kilometers with his telepathy, and several meters with telekinesis.
Intelligence: Very High
Equipment on Hand:
Armour of the Last Runes - The runic scripts upon Eldrad's breastplate of Eldar Armour are incredibly powerful wards against harm. One schooled in deciphering Eldar Lexicon runes would see they speak of enduring until the final dying of the light.
Staff of Ulthamar - This ancient Force Staff is always carried by the chief Farseer of Ulthwé, and forms a hyperspatial link with the Infinity Circuit of that Craftworld. Drawing on its power, Eldrad is able to access the wellspring of power and wisdom that flows through the Craftworld, enhancing his psychic powers.
Shuriken Pistol - Shuriken Weapons (such as the pistol) are the primary type of anti-personnel weapons used by the Eldar. Utilising gravitic pulses, a mono-molecular disc of plasti-crystal taken from the weapon's magazine is accelerated down the barrel of the weapon, hurling it at the target at incredible velocity. The accelerator creates a peristaltic shift from the front to the rear of the firing chamber, hurling the shuriken missiles forward at a tremendous velocity. A burst of several missiles can be fired in a fraction of a second in this way. The weapon's magazine is then pushed up by a degree of nanometers and the cycle repeats. The disadvantage of Shuriken Weapons is that the lack of rifling in a Shuriken weapon's barrel reduces the weapon's accuracy drastically, thereby reducing its maximum range to one well under that of its solid slug ballistic counterparts. The Eldar minimise this disadvantage by utilising their own natural speed and their vehicles' lightning quick acceleration to close the distance with their enemies.
Witchblade - A Witchblade is the standard weapon of Eldar Warlocks and Farseers, and is essentially a potent Force Weapon. When wielded by a psyker in melee combat, they are utterly devastating. Used to enhance and unleash the latent psychic power of the wielder, Witchblades are effective against all targets; humanoid, xenos, beast, daemon or vehicle. A Witch Blade contains a helix-shaped, crystalline psychic matrix embedded with runes to channel and focus a Seer's psychic energies.
Ghosthelm - The Ghosthelm is a helmet worn by Eldar Farseers. It incorporates intricate crystalline psychic circuitry which helps to mask the wearer's soul or spirit in the Warp, protecting them from the depredations of daemons and other Warp entities.
Runes of Warding - Runes of warding are essentially rune shields that give limited protection from projectiles and melee attacks.
Runes of Witnessing - Runes of Witnessing can be seen as a holographic projection. The runes project a hologram, usually to show others what has happened in the past.
Brief Bio/History*: Eldrad is the Chief Farseer of the Craftworld of Ulthwe, and is the great manipulator that steers fate into the favor of the dying Eldar race. As he and the Ynnari fought the daemons of Slaanesh on the Crone World of Belial IV in an effort to retrieve one of the Crone Swords, a dimensional rift opened in the midst of the battle, devouring the Chief Farseer and a small segment of the Ynnari warhost: 4 Wraithblades, 3 Wraithguard, 10 Dire Avengers, a Spiritseer, and 7 Fire Dragons. They were thrown into the abyss, never to be seen again...
Brief Personality Description*: The archmanipulator that is Eldrad puts the survival of the Eldar race above all else. He will sacrifice a thousand human worlds to save one Craftworld if need be. Anyone that is not an Eldar is either a foe that is to be destroyed or a tool to be used. That is the painful truth in this galaxy of pain.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.
[/spoiler]
ABTH Music Education ~ AB Journalism ~ RPer ~ Keyboard Warrior ~ Futurist ~ INTJ

Economic Left/Right: -0.13
Social Libertarian/Authoritarian: 0.21
Supports: Christianity, economic development, democracy, common sense, vaccines, space colonization, and health programs
Against: Adding 100 genders, Gay marriage in a church, heresy, Nazism, abortion for no good reason, anti-vaxxers, SJW liberals, and indecency
This nation does reflect my real-life beliefs.
My vocabulary is stranger than a Tzeentchian sorceror. Bare with me.

"Whatever a person may be like, we must still love them because we love God." ~ John Calvin

User avatar
Naval Monte
Postmaster-General
 
Posts: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Tue Jan 01, 2019 9:22 pm

Korhal IVV wrote:---


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

Postby Trapoletanius » Tue Jan 01, 2019 9:23 pm

AT LONG LAST

Name: Captain Stanij Wowčer
Origin: Terra Ascendant
Gender: Male
Age: 46
Species: Human
Appearance: 6'0"
Image
Image
Powers & Abilities: Cybernetically enhanced eyesight, strength, and speed
Weaknesses: Human weaknesses
Attack Potency: Wall Level
Speed: Superhuman
Lifting Strength: Class 1
Striking Strength: Wall Level
Durability: Wall Level
Stamina: Superhuman
Range: 500m
Intelligence: above average
Equipment on Hand: Standard Issue M-45 Pistol - 16-round, 9×19mm pistol
Brief Bio/History*: Born in the year 2220 (12,220 in Holocene dating) in the Bornitz (Boranecy), a suburb of the Dresden Megalopolis, to the Sorbian family of Awgust and Měrana Wowčer. His father worked as a minor overseer at a civilian cargo port in Earth-orbit, while his mother served in the Imperial Army as part of the Earth Defense Garrison; as such, Stanij grew up with space and military service in his heart. During his early years, he excelled as engineering, mathmatics, and history, graduating high in his class. When he turned 18, Stanij enlisted in the Imperial Naval Academy in Santiago, where he studied to be a Naval Officer. Once he graduated, he was assigned as an Ensign to the INS Hernán Cortés, a Heavy Cruiser serving in the Colonial Defense Fleet. He served admirably aboard the vessel for many years, participating in countless border skirmishes and pirate-hunting expeditions. When he was 34, Stanij was promoted to the rank of Captain after the death of his commander in a border skirmish. He was then given command of his first warship, the Venice-Class Corvette INS New Delhi. After a few years of service, he was moved to the Kansai-Class Frigate INS New England and sent to the Imperial-Reeman border to patrol and guard against a potential invasion which was rumored. The rumor was found to be true, as soon the Reemean Territorial Defense Forces launched an assault upon the Empire wish a massed fleet, with the intent to raid and disrupt colonial systems as much as possible. Stanij served proudly and bravely in this conflict, proving his mettle in the thick of some of the largest battles with a calm and measured endurance, leading the Empire to victory during the pivotal Battle of Apollyon IV. Unfortunately, towards the end of the battle, the INS New England was crippled and boarded by a Reemean strike team, who almost entirely destroyed the AI systems. After the battle, Stanij was transferred to the Martian Imperial Shipyards to await assignment to a new warship, an Attica-class Frigate which would be known as the INS Conaught.
Brief Personality Description*: Stanij is a stern, professional man, taking his position as captain very seriously. He's notable for how calm he is even in the most dire situations. Ever since the Battle of Apollyon IV, he has become a much more reserved and cautious commander, abandoning his previous headstrong and aggressive approach.
*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: INS Connaught, or just Connaught
Origin: Terra Ascendant
Gender: Programmed Female
Age: 5
Species: Sapient Warship (Attica-class Frigate)
Appearance: Human Holographic Avatar: 5'6"
Image

Warship Body: 1,295m long, 248m tall, 314m wide
Powers & Abilities:
Weaknesses:
Attack Potency:
Human Avatar: Peak Human Level
Warship: City Level
Speed:
Human Avatar: Peak Human Level
Warship: Sublight max speed of 10%c, capable of FTL travel
Lifting Strength:
Human Avatar: Peak Human
Warship: N/A
Striking Strength:
Human Avatar: Peak Human
Warship: N/A
Durability:
Human Avatar: N/A (made of light)
Warship: Contitnent-Level
Stamina: Near Limitless
Range: Massive
Intelligence: Genius
Equipment on Hand: 262 Railgun Cannons
264 Missile Silos
Brief Bio/History*: Initial designs for the ship that would become the Attica-class Frigate began 23 years ago, when the Imperial State Shipyards were tasked with drawing up a new warship to replace the aging Kansai-class Frigate. Connaught herself was first laid down in 2251 at the Imperial Martian Dockyards, construction lasting 10 years before she was christened and launched. The captain assigned to her was one Stanij Wowčer, a veteran captain with years of experience, and the Hero of Apollyon IV. She found the captain's command style to be highly demanding, as he constantly tested her and pushed the limits of her ability. The two have now served together for 5 years, travelling from the shipyards of Mars to the distant colony of Invictus III. In that time Connaught has faced down some of the greatest enemies of the Empire, from the nimble raiding craft of the Reemeans to the extremely advanced cruisers of the Velutarians and, with the guidance of her captain and support of other ships in the fleet, has overcome them all.
Brief Personality Description*:
Connaught is a relatively young and inexperienced warship, eager to prove her skill to both her captain and fellow warships in the Imperial Navy.
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.
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
Naval Monte
Postmaster-General
 
Posts: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Tue Jan 01, 2019 9:30 pm

Trapoletanius wrote:---


Accepted
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
Naval Monte
Postmaster-General
 
Posts: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Wed Jan 02, 2019 4:43 pm

Anyone got kicked out of the sever due to a outage?
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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Third French Commune
Attaché
 
Posts: 80
Founded: Dec 18, 2018
Ex-Nation

Postby Third French Commune » Wed Jan 02, 2019 6:13 pm

The Palmetto wrote:snip

Am I allowed to have a machine swarm?
Homosexual and proud.

Pro: Communism, Anarchism, Free Speech, Democracy, Liberty, Equality, Devolution, Confederation, Human Rights.
Anti: Capitalism, Fascism, Censorship, Dictatorship, Centralisation, Authoritarianism, Hierarchy, Central Government, Slavery.

Hobbies: NationStates, Sims 3, Mount and Blade Warband, Reading about Politics. Just ask me.

Old nations include:
The Transhumanist Commune

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