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

Postby Naval Monte » Sun May 15, 2022 11:12 pm

Name: Alexandria Ashwood
Origin: Gnosis: White Mist

Gender: Female

Age: 58

Species: Human

Appearance: A short woman with a pale complexion, long wavy raven hair that reaches past her waist with side-swept bangs that reach past her chest and few strands that seem to act on their own accord as they stick out from place with some gray streaks, and gray deep set eyes with both age lines around them and a beauty mark under the right eye, and has a heart shaped face. Alex wears a gray blazer jacket with a gray vest and white dress shirt underneath it. She wears a black tie around her neck and wears gray shorts with gray suspender belts and stockings on her legs, ending with a pair black chukkas and black leather gloves she sometimes wears when dealing with delicate objects. She sometimes wears black rim reading glasses

Powers & Abilities:

Polymath: A born prodigy, Alexandria Ashwood has spent most of her life cultivating a diverse arrays of skills with the express purpose of using them for her life goal of exploring unknown lands and gathering as much knowledge and treasures she can find from them. To these end she has gained the following skills to earn these lofty titles:

  • Archaeologist
  • Anthropologist
  • Linguist
  • Naturalist
  • Explorer
  • Mechanic
  • Crazed Driver
  • Survivalist
  • Navigator
  • Translator
  • Conversationalist

Negotiator: Of all of her skills the best one she has learned and master is being an orator. Alexandria can charm people to listen to whatever she has to say and convince them to go through her schemes. Likewise she can be used to mediate conflicts or to persuade people to back away from doing things she disagrees with. Her luck at intimidation is rather mixed.

Self Defence: Alex was taught how to perform fencing as tradition for her family. While she does find the training helpful in truth she finds the time she learned using hunting rifles and pistols for self defense far more useful for her when she is out exploring.

Magecraft: Alexandria lacks the means to perform magic on her own, often she uses other people who are mages to perform magic for her. However not wishing to be left entirely powerless she has gained some magical artifacts whose powers she does utilize and even learned some rituals to perform some basic feats of spellcrafting such as divination, protection, warding, and communing with otherworldly beings as well as some simple blessings and curses.


Weaknesses:
- Alex is still human and as such possesses all of the same frailties and weaknesses a human would have.
- Alex requires magical artifacts and rituals in order to use magic. She is incapable of doing it on her own
- Alex has a gambling addiction so one should be careful not letting her play games of chance for too long.
- Alex’s erratic behavior may cause her to have wild mood swings.
- Alex’s workaholic nature can cause her to become obsessed with her task to an unhealthy level.
- Will always be hesitant on destroying artifacts and books even if the powers and knowledge contained will cause untold destruction and death.
- Once passionate about something she can become incredibly stubborn on being convinced to drop said subject, can become worse when combined with her workaholic nature.

Attack Potency: Human, save for weapons and spells being used
Speed: Human
Lifting Strength: Human
Striking Strength: Human
Durability: Human
Stamina: Human
Range: Can differ depending on weapon and has the same range with her magic as Liz.
Intelligence: High due to being a prodigy.
Equipment on Hand:
- Journal and pen
- Bag containing chalks, reagents, and other materials for rituals
- Flask for drinks
- Camera and tape recorder
- Pistol with additional ammo
- A few magical artifacts
- Pocket watch
- Reading glasses

Brief Bio/History*: Alexandria Ashwood was born into the Ashwood family line, one of the more influential and powerful families on the island of Krakoyea. Alexandria’s youth had her spend most of her time with her grandparents as her actual parents were often away in business trips. While this arrangement would often make the young girl sad her grandparents would do all they can to fill in the void left by her birth parents.

Her grandmother would take the role of her mother and show the young girl the affection she often lacked from her own mother and father, giving her toys and such. Yet it was her grandfather that would have the most profound influence on Alexandria’s life.

Theodore Thomas Ashwood was a archaeological professor and a fellow of anthropology at Cerridwyn university and it would be his stories of the expeditions he been on and stories of historical figures and civilizations that would inspire a young Alexandria to follow in her grandfather’s footsteps, a move that her parents tentatively respected.

She excelled in academia, hardly studying, and used her excess time -- weekends and holidays -- traversing the isles around Krakoyea. In her later years, she went on trips to the mainland to major museums and archaeological sites with her own money, or sometimes her parents' and grandparents', stolen of course with her parents while her grandparents were willing to lend her their money. While rarely sanctioned visits she often had cover from her grandfather when he could defend her.

She used this time to become gain a doctorate at her preferred field and to learn other skilled adjusted to it. As she was content to follow in her grandfather’s footsteps fate would intervene and reveal to her what she was missing in the world.

For you see there was another family member that Alex had positive interactions with, one Agatha Ashwood. Her aunt was despised by most members in the Ashwood line but Alex made it a point to see her every year just to check up on her as she lived alone on the rural parts of the island, close to the woods.

While her aunt was poor, Alex stayed with her for a few weeks every year as she hitchhiked her way across the country, constantly hunting rumours and cryptids. At first Alex thought it was just an excuse for adventure, one she didn’t mind. Later, she realised there was more to it. That these creatures were real, and her aunt was running herself ragged in pursuit of them, looking for the monster or the phenomenon that took her son from her. That's why she was destitute, and why she was cast out: a dead child is a stain on the bloodline. Worse still, she miscarried a few years after his death, sterilising herself and causing her husband to depart

These revelations would cause Alex to question everything she knew. Just as she was sure to have settled the pieces of her shattered worldview she would find out that her aunt passed away in the woods and in her will she left behind all of her books and collections, items that she found were connected to the occult.

From her aunts will she would discover that her family has deep roots in the occult and that her parents were trying to stamp out this part of the family for their generation and future ones. At first Alex hid what she had gained from her aunt but eventually the truth would be revealed and she and her parents would fight over the collection and the hidden roots of the Ashwoods.

What was said in those heated exchanges can only be said by those present but what resulted in those exchanges was a rift between Alex and her parents that never fully healed and her deciding to follow through the heritage that was almost lost.

Picking up the Ashwood bloodline's occult roots, which Alex's parents had tried to stamp out in their generation, she began to assemble a team of experts in the field to help her establish the Ashwood Syndicate, a group dedicated to studying, discovering, documenting, and protecting the paranatural. In these years she would elope with one of her own colleagues and come with a child.

She would almost lose this child however as a rival would attempt to assassinate her with an anomalous parasite. But a combination of magical healing and her stubborn will she would fight off the parasite and save her child, who would be born as Elizabeth Ashwood. However Alex would soon realize that during the episode with the parasite that Elizabeth had actually absorb the parasite while she was still developing, changing her and making it an accidental third parent.

In current times Alex has a complicated relationship with her daughter and has increase tensions with another group called Aegis who is also involved with the paranormal.

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 ambivalent to some while also being kind, caring, and even showing motherly qualities as she tends to problems and raises 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 displays great patience on certain tasks and matters once something sets her off she shows a fiery temper. To those that wronged her she takes an almost sadistic delight in extracting retribution from them. When she sets herself on a task she becomes dedicated to the task to an almost obsessive level until she is finished with the task. Otherwise when relaxing she shows an almost hedonistic delight in festivities as she shows off her more flirtatious and easy going side. It’s during these moments that she would try to skreet most responsibilities to enjoy herself, with the sole exceptions being magic and motherhood. Games of chance are a weakness as she can’t resist playing them to win something, even if it means she has to cheat to win.

Alex has a weakness for both sweets and cute things. Alex has a complicated relationship with Elizabeth, yet deep down she still loves her. She also has conflicting feelings towards the occult, it being an object of great interest to her yet also being a source to some of her personal issues. Alex’s sense of confidence can sometimes be admirable and other times it can be seen as narcissistic. She is a woman of endless contradictions and dualities.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Formal: Federal Commonwealth of Mira/Informal: Commonwealth of Mira (COM) or Miran Commonwealth, or simply the Commonwealth or Mira
Origin: Gnostic Disapria civilization (original)

Number of Members:
- Millions of transhuman clades and other organic citizens
- Billions of AIs and digitized organic minds
- 10K Artificial posthuman entities (organics upgraded to be posthumans or AIs created or upgraded by themselves to be posthuman)
Notable Members: Federal Council Members:

President: Gōchin Churagusuku

Prime Minister: Pema Dorje

Finance: Yoshiyahu Ben-Amnon

Defence: Michael Todd

Justice: Svanhildur Sigurðsdóttir

Education: Trương Văn Hiếu

Infrastructure: Michelle da Silva Lourenço

Foreign Affairs: Davaalkhagvagiin Chuvaamid

Crime Bosses: Maria and Meredith Lloyd

Mayor of the Capitol: Cadi Branwen

Shadowrunner: Felicity Catling

Shadowrunner: Hanna Blanchet

Shadowrunner: Pamela “Poppy” Lalande

Shadowrunner: Lalna Dalton

Shadowrunner: Rachel Ashwood

Shadowrunner: Jackie Welles

Political Leader: Deirdre Skye

Professor: Prokhor Zakharov

Corporate CEO: Sheng-Ji Yang

Corporate CEO: Nwabudike Morgan


Corporate CEO: ‘Kanopi’



Description of Faction's Tech, Powers, & Abilities:

Abilities: Complete interchangeability of limbs, organs, aesthetic features like hair and eyes, et cetera. Ability to modify the genome of living creatures both postnatally and prenatally. Able to digitize a person's consciousness through a gradual process which does not disrupt the continuity of their personhood. Human-Like artificial intelligences. Totally immersive and interactive virtual reality. Most people are able to digitize their brain for a few seconds to possess and operate compatible machinery or cloud-linked objects in their vicinity while remaining in control of their body. Ability to produce fully robotic and organic bodies, cybernetic enhancements, improve the intelligence of animals and other organisms/intelligences to human levels. Improve the intelligence of a human mind and alter it. Fusion and Antimatter production. Casual and routine interstellar travel and basic interstellar travel. Nanobot technology, which enables them to reconfigure their clothing and surroundings, and aid in human augmentation.

Limitations: They don't know how to make an AI which isn't basically just a simulated human brain (in fact some AIs are just copies of a human mind). Any AI not copied from a human mind is either a freak accident or forced itself into existence. Full cyborgization and digitalization of children can result in developmental issues and severe health and psychological issues. Cybernetic limbs and implants can be hacked to either control, damage, or infect users with viruses. Cybernetics can be rendered inoperable if exposed to powerful bursts of electromagnetic energy. Mind augmentation may cause unforeseen issues on some occasions and attempts to advance human intellect above human-level can cause changes in an individual that cause them to have trouble relating to people or to suffer from violent mental illness and issues with social awareness (whether this is inherent to the act of becoming posthuman or not is unclear).

Other Tech: Sentient export systems, atomic level precision manufacture using bionano and mechno nanomachines, micromachines, combining organic and inorganic materials in machines, smart materials and programmable matter, sentient vehicles and dwellings, memory metals, advance material science, advanced metamaterials, inexpensive solar sails and wind turbines, working DNI, autonomous robotic factories, skyhooks, space elevators and space foundations, orbital rings, mass drivers, spacehabits up to Bishop’s Rings, long-term terraforming and geoengineering, routine telepresence, cybertelepathy, advanced biosystem and mechosystem management, lazurogenic capability, neogen creation, utility fog, advance computation and data storage, room-temperature superconductors, Dyson swarm and power satitaltes, VTOL crafts and reusable rockets, Cryogenics and life extension.

Limitations: Lazuorgnic is limited on working genetic materials and after extensive study on the subject they attempt to revive. Dyson swarms only began some decades ago and as such the swarm isn’t at any size to cause any sufficient dark spots on their sun. Fabricators are not universal assemblers as often specialized printers are made for different materials and most often need time to construct new items (with complexity, rare elements and size adding time) and need materials and chemicals in order to create something as well as requiring maintenance and break time after work to prevent the machines from breaking. Megastructures such as Dyson Spheres and Ring Worlds are still inaccessible due to lacking the necessary technologies and materials for their construction. Hacking can still prove to be an issue for smart devices if their defense systems fail to stop it. Negon lifeforms can develop odd mutations without warning or if a flaw was not detected, sometimes sudden mutations just occur naturally. Sometimes climate and terraforming changes can produce unexpected results on the environment and on a planet. Robotic factories still require humans or something similar to observer activities and ensure everything is working in proper order. They lack certain technologies one would usually find in scifi civilizations. Most spaceships and habitats have to use acceleration and centrifugal force for artificial gravity, teleportation can only be done by beaming one's digital mind from one location to another. Faster than Light travel is absent and rift generation technology was lost along with many paratechnologies

Weapons: Strong kinetic personal weapons and limited-application of personal DEWs to bypass shielding technology. Armour and shielding; the former to defend against energy weapons and the latter suspending metals in the air and using eddy fields to push away incoming kinetic projectiles. Powered exosuits and mecha suits. Thermo-optic camouflage and holographic decoys. Monomolecular, nanite, and high-frequency melee weapons and projectiles (nanite bullets might be designed to consume enemy armour and flesh). A diverse array of cybernetic and genetically modified enhancements for military applications as well as shells altered specifically for war. Advance processing power as to create procongative predictions on the outcomes of battles. Consciousness transfer into new bodies after death and allowing other people to control different people to aid in the war effort. Nanoswarms and microbot swarms. Large wings of drones delivering a variety of weapons. Spider tanks and colosi walkers. Orbital weapons and spaceships providing space superiority. Many aircrafts from jets to militarized Aerodyne providing aerial superiority and cover. Advanced electronic and cyberware.

Limitation: Waste heat persist as an issue for them and as such many of their machines can break down if kept in prolong conflict and not spread widely. Because their computational infrastructure is based on organic principles (AIs being simulated human brains basically), they don't have the same processing power as other comparable civs. EMP weapons may pose an issue for some of their weapons. While hacking remains an issue most weapons have good cyber defences, requiring only the most advance civs to go through them. Several weapon systems and shields are networked, removing the network would cause them to run at a reduced performance. Removing soldiers from the network would temporarily make them disoriented. Should predictive models and simulations state they will have a much higher chances of defeat than possible victories they may surround before conflict even begins.

Esoterics: Mastery over the mind has unlocked a new field, psionics. This field however has also made them discover that certain rituals can produce seemingly magical phenomenon, certain items and locations seem to draw paranatural powers, and the existence of a extradimensional realm connected to people’s mind that is filled with entities. Worse they have discovered that this new power can turn some people into monstrous entities if corrupted by it or manifest horrors. Despite the great wonders and horrors found this is still a young field of science so much is yet to be discovered or understood.
Last edited by Naval Monte on Mon May 16, 2022 8:47 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.

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

Postby Petrokovia » Mon May 16, 2022 8:53 pm

Naval Monte wrote:
Name: Alexandria Ashwood
Origin: Gnosis: White Mist

Gender: Female

Age: 58

Species: Human

Appearance: A short woman with a pale complexion, long wavy raven hair that reaches past her waist with side-swept bangs that reach past her chest and few strands that seem to act on their own accord as they stick out from place with some gray streaks, and gray deep set eyes with both age lines around them and a beauty mark under the right eye, and has a heart shaped face. Alex wears a gray blazer jacket with a gray vest and white dress shirt underneath it. She wears a black tie around her neck and wears gray shorts with gray suspender belts and stockings on her legs, ending with a pair black chukkas and black leather gloves she sometimes wears when dealing with delicate objects. She sometimes wears black rim reading glasses

Powers & Abilities:

Polymath: A born prodigy, Alexandria Ashwood has spent most of her life cultivating a diverse arrays of skills with the express purpose of using them for her life goal of exploring unknown lands and gathering as much knowledge and treasures she can find from them. To these end she has gained the following skills to earn these lofty titles:

  • Archaeologist
  • Anthropologist
  • Linguist
  • Naturalist
  • Explorer
  • Mechanic
  • Crazed Driver
  • Survivalist
  • Navigator
  • Translator
  • Conversationalist

Negotiator: Of all of her skills the best one she has learned and master is being an orator. Alexandria can charm people to listen to whatever she has to say and convince them to go through her schemes. Likewise she can be used to mediate conflicts or to persuade people to back away from doing things she disagrees with. Her luck at intimidation is rather mixed.

Self Defence: Alex was taught how to perform fencing as tradition for her family. While she does find the training helpful in truth she finds the time she learned using hunting rifles and pistols for self defense far more useful for her when she is out exploring.

Magecraft: Alexandria lacks the means to perform magic on her own, often she uses other people who are mages to perform magic for her. However not wishing to be left entirely powerless she has gained some magical artifacts whose powers she does utilize and even learned some rituals to perform some basic feats of spellcrafting such as divination, protection, warding, and communing with otherworldly beings as well as some simple blessings and curses.


Weaknesses:
- Alex is still human and as such possesses all of the same frailties and weaknesses a human would have.
- Alex requires magical artifacts and rituals in order to use magic. She is incapable of doing it on her own
- Alex has a gambling addiction so one should be careful not letting her play games of chance for too long.
- Alex’s erratic behavior may cause her to have wild mood swings.
- Alex’s workaholic nature can cause her to become obsessed with her task to an unhealthy level.
- Will always be hesitant on destroying artifacts and books even if the powers and knowledge contained will cause untold destruction and death.
- Once passionate about something she can become incredibly stubborn on being convinced to drop said subject, can become worse when combined with her workaholic nature.

Attack Potency: Human, save for weapons and spells being used
Speed: Human
Lifting Strength: Human
Striking Strength: Human
Durability: Human
Stamina: Human
Range: Can differ depending on weapon and has the same range with her magic as Liz.
Intelligence: High due to being a prodigy.
Equipment on Hand:
- Journal and pen
- Bag containing chalks, reagents, and other materials for rituals
- Flask for drinks
- Camera and tape recorder
- Pistol with additional ammo
- A few magical artifacts
- Pocket watch
- Reading glasses

Brief Bio/History*: Alexandria Ashwood was born into the Ashwood family line, one of the more influential and powerful families on the island of Krakoyea. Alexandria’s youth had her spend most of her time with her grandparents as her actual parents were often away in business trips. While this arrangement would often make the young girl sad her grandparents would do all they can to fill in the void left by her birth parents.

Her grandmother would take the role of her mother and show the young girl the affection she often lacked from her own mother and father, giving her toys and such. Yet it was her grandfather that would have the most profound influence on Alexandria’s life.

Theodore Thomas Ashwood was a archaeological professor and a fellow of anthropology at Cerridwyn university and it would be his stories of the expeditions he been on and stories of historical figures and civilizations that would inspire a young Alexandria to follow in her grandfather’s footsteps, a move that her parents tentatively respected.

She excelled in academia, hardly studying, and used her excess time -- weekends and holidays -- traversing the isles around Krakoyea. In her later years, she went on trips to the mainland to major museums and archaeological sites with her own money, or sometimes her parents' and grandparents', stolen of course with her parents while her grandparents were willing to lend her their money. While rarely sanctioned visits she often had cover from her grandfather when he could defend her.

She used this time to become gain a doctorate at her preferred field and to learn other skilled adjusted to it. As she was content to follow in her grandfather’s footsteps fate would intervene and reveal to her what she was missing in the world.

For you see there was another family member that Alex had positive interactions with, one Agatha Ashwood. Her aunt was despised by most members in the Ashwood line but Alex made it a point to see her every year just to check up on her as she lived alone on the rural parts of the island, close to the woods.

While her aunt was poor, Alex stayed with her for a few weeks every year as she hitchhiked her way across the country, constantly hunting rumours and cryptids. At first Alex thought it was just an excuse for adventure, one she didn’t mind. Later, she realised there was more to it. That these creatures were real, and her aunt was running herself ragged in pursuit of them, looking for the monster or the phenomenon that took her son from her. That's why she was destitute, and why she was cast out: a dead child is a stain on the bloodline. Worse still, she miscarried a few years after his death, sterilising herself and causing her husband to depart

These revelations would cause Alex to question everything she knew. Just as she was sure to have settled the pieces of her shattered worldview she would find out that her aunt passed away in the woods and in her will she left behind all of her books and collections, items that she found were connected to the occult.

From her aunts will she would discover that her family has deep roots in the occult and that her parents were trying to stamp out this part of the family for their generation and future ones. At first Alex hid what she had gained from her aunt but eventually the truth would be revealed and she and her parents would fight over the collection and the hidden roots of the Ashwoods.

What was said in those heated exchanges can only be said by those present but what resulted in those exchanges was a rift between Alex and her parents that never fully healed and her deciding to follow through the heritage that was almost lost.

Picking up the Ashwood bloodline's occult roots, which Alex's parents had tried to stamp out in their generation, she began to assemble a team of experts in the field to help her establish the Ashwood Syndicate, a group dedicated to studying, discovering, documenting, and protecting the paranatural. In these years she would elope with one of her own colleagues and come with a child.

She would almost lose this child however as a rival would attempt to assassinate her with an anomalous parasite. But a combination of magical healing and her stubborn will she would fight off the parasite and save her child, who would be born as Elizabeth Ashwood. However Alex would soon realize that during the episode with the parasite that Elizabeth had actually absorb the parasite while she was still developing, changing her and making it an accidental third parent.

In current times Alex has a complicated relationship with her daughter and has increase tensions with another group called Aegis who is also involved with the paranormal.

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 ambivalent to some while also being kind, caring, and even showing motherly qualities as she tends to problems and raises 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 displays great patience on certain tasks and matters once something sets her off she shows a fiery temper. To those that wronged her she takes an almost sadistic delight in extracting retribution from them. When she sets herself on a task she becomes dedicated to the task to an almost obsessive level until she is finished with the task. Otherwise when relaxing she shows an almost hedonistic delight in festivities as she shows off her more flirtatious and easy going side. It’s during these moments that she would try to skreet most responsibilities to enjoy herself, with the sole exceptions being magic and motherhood. Games of chance are a weakness as she can’t resist playing them to win something, even if it means she has to cheat to win.

Alex has a weakness for both sweets and cute things. Alex has a complicated relationship with Elizabeth, yet deep down she still loves her. She also has conflicting feelings towards the occult, it being an object of great interest to her yet also being a source to some of her personal issues. Alex’s sense of confidence can sometimes be admirable and other times it can be seen as narcissistic. She is a woman of endless contradictions and dualities.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Formal: Federal Commonwealth of Mira/Informal: Commonwealth of Mira (COM) or Miran Commonwealth, or simply the Commonwealth or Mira
Origin: Gnostic Disapria civilization (original)

Number of Members:
- Millions of transhuman clades and other organic citizens
- Billions of AIs and digitized organic minds
- 10K Artificial posthuman entities (organics upgraded to be posthumans or AIs created or upgraded by themselves to be posthuman)
Notable Members: Federal Council Members:

President: Gōchin Churagusuku

Prime Minister: Pema Dorje

Finance: Yoshiyahu Ben-Amnon

Defence: Michael Todd

Justice: Svanhildur Sigurðsdóttir

Education: Trương Văn Hiếu

Infrastructure: Michelle da Silva Lourenço

Foreign Affairs: Davaalkhagvagiin Chuvaamid

Crime Bosses: Maria and Meredith Lloyd

Mayor of the Capitol: Cadi Branwen

Shadowrunner: Felicity Catling

Shadowrunner: Hanna Blanchet

Shadowrunner: Pamela “Poppy” Lalande

Shadowrunner: Lalna Dalton

Shadowrunner: Rachel Ashwood

Shadowrunner: Jackie Welles

Political Leader: Deirdre Skye

Professor: Prokhor Zakharov

Corporate CEO: Sheng-Ji Yang

Corporate CEO: Nwabudike Morgan


Corporate CEO: ‘Kanopi’



Description of Faction's Tech, Powers, & Abilities:

Abilities: Complete interchangeability of limbs, organs, aesthetic features like hair and eyes, et cetera. Ability to modify the genome of living creatures both postnatally and prenatally. Able to digitize a person's consciousness through a gradual process which does not disrupt the continuity of their personhood. Human-Like artificial intelligences. Totally immersive and interactive virtual reality. Most people are able to digitize their brain for a few seconds to possess and operate compatible machinery or cloud-linked objects in their vicinity while remaining in control of their body. Ability to produce fully robotic and organic bodies, cybernetic enhancements, improve the intelligence of animals and other organisms/intelligences to human levels. Improve the intelligence of a human mind and alter it. Fusion and Antimatter production. Casual and routine interstellar travel and basic interstellar travel. Nanobot technology, which enables them to reconfigure their clothing and surroundings, and aid in human augmentation.

Limitations: They don't know how to make an AI which isn't basically just a simulated human brain (in fact some AIs are just copies of a human mind). Any AI not copied from a human mind is either a freak accident or forced itself into existence. Full cyborgization and digitalization of children can result in developmental issues and severe health and psychological issues. Cybernetic limbs and implants can be hacked to either control, damage, or infect users with viruses. Cybernetics can be rendered inoperable if exposed to powerful bursts of electromagnetic energy. Mind augmentation may cause unforeseen issues on some occasions and attempts to advance human intellect above human-level can cause changes in an individual that cause them to have trouble relating to people or to suffer from violent mental illness and issues with social awareness (whether this is inherent to the act of becoming posthuman or not is unclear).

Other Tech: Sentient export systems, atomic level precision manufacture using bionano and mechno nanomachines, micromachines, combining organic and inorganic materials in machines, smart materials and programmable matter, sentient vehicles and dwellings, memory metals, advance material science, advanced metamaterials, inexpensive solar sails and wind turbines, working DNI, autonomous robotic factories, skyhooks, space elevators and space foundations, orbital rings, mass drivers, spacehabits up to Bishop’s Rings, long-term terraforming and geoengineering, routine telepresence, cybertelepathy, advanced biosystem and mechosystem management, lazurogenic capability, neogen creation, utility fog, advance computation and data storage, room-temperature superconductors, Dyson swarm and power satitaltes, VTOL crafts and reusable rockets, Cryogenics and life extension.

Limitations: Lazuorgnic is limited on working genetic materials and after extensive study on the subject they attempt to revive. Dyson swarms only began some decades ago and as such the swarm isn’t at any size to cause any sufficient dark spots on their sun. Fabricators are not universal assemblers as often specialized printers are made for different materials and most often need time to construct new items (with complexity, rare elements and size adding time) and need materials and chemicals in order to create something as well as requiring maintenance and break time after work to prevent the machines from breaking. Megastructures such as Dyson Spheres and Ring Worlds are still inaccessible due to lacking the necessary technologies and materials for their construction. Hacking can still prove to be an issue for smart devices if their defense systems fail to stop it. Negon lifeforms can develop odd mutations without warning or if a flaw was not detected, sometimes sudden mutations just occur naturally. Sometimes climate and terraforming changes can produce unexpected results on the environment and on a planet. Robotic factories still require humans or something similar to observer activities and ensure everything is working in proper order. They lack certain technologies one would usually find in scifi civilizations. Most spaceships and habitats have to use acceleration and centrifugal force for artificial gravity, teleportation can only be done by beaming one's digital mind from one location to another. Faster than Light travel is absent and rift generation technology was lost along with many paratechnologies

Weapons: Strong kinetic personal weapons and limited-application of personal DEWs to bypass shielding technology. Armour and shielding; the former to defend against energy weapons and the latter suspending metals in the air and using eddy fields to push away incoming kinetic projectiles. Powered exosuits and mecha suits. Thermo-optic camouflage and holographic decoys. Monomolecular, nanite, and high-frequency melee weapons and projectiles (nanite bullets might be designed to consume enemy armour and flesh). A diverse array of cybernetic and genetically modified enhancements for military applications as well as shells altered specifically for war. Advance processing power as to create procongative predictions on the outcomes of battles. Consciousness transfer into new bodies after death and allowing other people to control different people to aid in the war effort. Nanoswarms and microbot swarms. Large wings of drones delivering a variety of weapons. Spider tanks and colosi walkers. Orbital weapons and spaceships providing space superiority. Many aircrafts from jets to militarized Aerodyne providing aerial superiority and cover. Advanced electronic and cyberware.

Limitation: Waste heat persist as an issue for them and as such many of their machines can break down if kept in prolong conflict and not spread widely. Because their computational infrastructure is based on organic principles (AIs being simulated human brains basically), they don't have the same processing power as other comparable civs. EMP weapons may pose an issue for some of their weapons. While hacking remains an issue most weapons have good cyber defences, requiring only the most advance civs to go through them. Several weapon systems and shields are networked, removing the network would cause them to run at a reduced performance. Removing soldiers from the network would temporarily make them disoriented. Should predictive models and simulations state they will have a much higher chances of defeat than possible victories they may surround before conflict even begins.

Esoterics: Mastery over the mind has unlocked a new field, psionics. This field however has also made them discover that certain rituals can produce seemingly magical phenomenon, certain items and locations seem to draw paranatural powers, and the existence of a extradimensional realm connected to people’s mind that is filled with entities. Worse they have discovered that this new power can turn some people into monstrous entities if corrupted by it or manifest horrors. Despite the great wonders and horrors found this is still a young field of science so much is yet to be discovered or understood.

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

*Communist and Proud!*

User avatar
Laka Strolistandiler
Negotiator
 
Posts: 5010
Founded: Jul 14, 2018
Democratic Socialists

Postby Laka Strolistandiler » Tue May 17, 2022 6:37 am

Looks very interesting… May I ask if you tolerate large periods of inactivity (of course I will tell you when I have to leave)? Life hasn’t been easy on me.
||||||||||||||||||||
I am not a Russian but a Cameroonian born in this POS.
An autocratic semi feudal monarchy with elements of aristocracy. Society absurdly hierarchical, cosplaying Edwardian Britain. A British-ish colonial empire incorporating some partially democratic nations who just want some WMD’s
Pronouns up to your choice I can be a girl if I want to so refer to me as she/her.
I reserve the right to /stillme any one-liners if my post is at least two lines long

User avatar
Apto
Minister
 
Posts: 2576
Founded: Jan 13, 2012
Ex-Nation

Postby Apto » Tue May 17, 2022 7:16 am

"... A good ending, is never earned. Only children, believe in, happily ever after. You, and my daughter, are only children, who believe in, fairytales."
- Buldrokkas'tee, Yelena's adoptive father

Name: Yelena, FrostNova
Origin: Arknights
Gender: Female
Age: 20
Species: Cautus, Infected
Appearance:
Image
By 门徒 from Pixiv

Image

Powers & Abilities:
"Have some faith in your big sister."
Wintry Death - As the Yeti Squadron's Captain, FrostNova is a experienced commander and warrior both, who excels in guerilla tactics in the tundras of her home. Trained and taught by the legendary Patriot, FrostNova is learned in the ways of the modern battlefield where blade and sorcery meet firearms and drones. She is intimately familiar with the unforgiving nature of modern Ursus tactics, and years of campaigning has turned her into a seasoned veteran despite her young age, more than a equal to any Imperial Officer and able to match the best combatants of the regular Ursus Military in single combat. Her tactics and strategy are reflected in her personal combat style too, where Originium Arts are wedded seamlessly to conventional warfare to a degree rarely seen even in the armies of Terra's nations.

"Just a little pinch... And you fall to pieces."
Ice-Based Originium Arts - FrostNova's Originium Arts are a reflection of the cold that permeates her home, with her singing voice as the harbinger of winter. Whilst Originium Arts capable of manipulating heat is a known phenomenon, FrostNova displays a mastery over it that was previously unheard of in the modern battlefield, defying what was thought to be possible using modern Originium Arts. Not even other practitioners of similar Originium Arts are able to completely stave off her spells.
  • Hoarfrost Enchantment - By enchanting her weapons with hoarfrost, each strike from FrostNova robs the vitality and warmth of her foes, their limbs growing cold and heavy until they are unable to fight back. So too will their armor turn brittle, eventually shattering from the slightest amount of pressure from FrostNova. Even complex wonders of technology are not spared as the frost infiltrates their internal mechanisms, the cold rendering it useless. The more her foes struggle, the greater the spread of the Frost as even attempts to use Arts while under its influence accelerates the process.
  • Shard Formation - By freezing the moisture around her, FrostNova is able to condense them into deadly, black shards of differing sizes ranging from dozens of knife sized projectiles, to even something comparable to riot shields in size. Each of these shards are able to imbue the same effects as hoarfrost enchanted weapons, and are capable of parrying attacks that would have broken through city walls with ease.
  • Winter Breeze - In addition to using the ice shards as disposable shields, FrostNova is also able to manipulate the air into cold drafts to shield herself from projectiles by using sudden gusts of cold air to throw them off their intended path.
  • Nova - By channeling currents of cold air around her, FrostNova is able to compress them into a single point, before releasing it all into a violent shockwave that ripples around her, applying the effects of hoarfrost by stealing the warmth of whoever was caught in the blast be they friend or foe.
  • Whiteout - Among one of FrostNova's techniques is her ability to turn even a blazing inferno into a raging blizzard, suffocating any flame within moments of casting as a layer of blackened frost creeps across buildings and floors.
  • Winter Lullaby - At her peak, FrostNova is able to instantly turn entire city blocks, even small cities, and divisions of soldiers into ice sculptures who shatter into pieces at the slightest touch, stopping projectiles in mid-air as the vibration of molecules are halted through the sheer cold she outputs in a single instance. This spell is unable to discriminate between friend or foe, but can be used in a more limited and precise manner by causing specific areas to instantly freeze instead with but a single word from FrostNova, preventing other Casters from using something as small as their tongues to utter spells.
Weaknesses:
"No. Wipe your tears! You will not cry before your enemy."
Late Stage Oripathy - A plague from before recorded history, the Infected are universally reviled and Yelena is no different. Crystalline structures have began to form inside her body, replacing bone, muscles and organs. Yelena considers herself lucky that the disease has yet to rob her of her mind like it did so many others. Still, she has long come to accept that she may never reach adulthood, as her use of Originium Arts has accelerated her condition. Oripathy itself has no known cure, and can only be delayed at best, but it is not without benefits for those lucky enough to get them. Though Oripathy twists and warps the body, the Infected have been known to display a increased resistance to Originium Arts, and are able to burn the Originium inside their bodies to better fuel their own Arts, increasing its power and potency at the cost of the Infected's lifespan. Yelena in particular, has developed a incredibly severe version of a symptom seen in practitioners of Ice-based Originium Arts, and where their bodies seem to be hypothermic, Yelena is deathly cold enough to cause those who touch her skin extreme frostbite even through power armor, and make it so that she is seemingly unbothered by such temperatures. However, this comes at a cost. Her body is degrading and years of pushing herself has finally manifested as her inability to consume most foods, whilst also making it so that prolonged use of her Arts will cause her to lose consciousness. Attempts to use her spells on a large scale, freezing a City Block for example, will bring her close to death.

Attack Potency: Low 7-B, Small City
Speed: Subsonic
Lifting Strength: Average Human
Striking Strength: Street Class
Durability: Large Building Level
Stamina: Superhuman
Range: Kilometers
Intelligence: Gifted
Equipment on Hand:
  • Imperial-Pattern Arts Foci - Infected Casters are able to channel Originium Arts using the originium inside of their body, but it is considered hazardous for the Caster's health. As such, Arts Foci are handed out the Empire's Casters to ensure the longevity of their life. This particular focus comes in the form of a nondescript wand with a originium core. In other words, a glorified, thin, metal rod. Its purpose as a replaceable tool of war rather than a rich scholar's toy is made bare for all the world to see.
  • Imperial-Pattern Combat Knife - Your typical Caster is fragile and ill-equipped for melee combat, but not FrostNova. Relying overly much on her Arts has dire consequences for her health, and so she has learned to fight with a knife as easily as she would with Arts. This particular knife is one of many she's looted from the corpses of Ursus Soldiers, and shares the rugged and low-maintenance design philosophy of the Ursus military.
  • White Cloak - Perfect for blending in with the snow and ice of the northwestern tundra. These white cloaks are the uniform of the infamous Yeti Squadron. FrostNova's in particular, is frayed and burned at the edges after countless battles despite her attempts at maintenance much to her frustration as it is her most treasured possession.
  • Spicy Candies - Yelena's favorite. She doesn't like to share these treats with anyone as they often dislike the flavor, but she loves how deceptively warm they are. Normally, these are one of the few things her body can tolerate consuming during the end of her life.
  • Broken Sarkaz Charm - Part of a pair of charms she shares with her father. It is nothing ornate, just simple wood and metal, but he had told her that so long as the charm was never broken, she would never die, and he would always come to her side when she's in danger. It broke during her final battle in Lungmen however, and though Patriot was nowhere in sight, she still holds it dearly much like her cloak.
Brief Bio/History:
"I guess it doesn't matter, I could be a good guy or a bad guy. As long as I can be with you, dad, and my brothers and sisters... forever."​

Before she was FrostNova, Yelena was just the daughter of two former Imperial citizens, sentenced to die in the work camps due to their alleged opposition towards the Empire of Ursus' militaristic policies. They had contracted Oripathy during their stay, but Yelena loved them dearly still, knowing nothing else besides the world inside their work camp. She, her parents, and her grandmother were a lovely family of four, and though life was harsh and the guards cruel, she took solace in the fact that at least she was together with family. That all changed when the mine's overseers had the miners draw lots, and those who got the shortest end of the stick were to be punished as a method to control the miners through fear.

Her father died protecting her mother from the guards, crossbow bolts piercing his body. It was all in vain however, for her mother died soon after while mourning her husband, executed in the same method.

Yelena watched this, powerless, and afraid.

Her grandmother raised her all alone then, constantly living in fear of death.

Grandmother would die years after, shot by the guards as another example.

Throughout the years, this would repeat again and again, until the guards had executed every able-bodied miner in fits of frustration and sadistic rage. That left only the young and the children to work the mines. Yelena was 10 years old then, and though she feared the loss of life, she and the other children had formed a strong bond with one another. No one wanted to be hurt by the death of a friend, yet everyone feared dying unloved and unremembered more. Eventually, it was Yelena's turn to die, and in that moment, all that bottled up misery and sorrow exploded outwards. Fueled with nothing but the raw animal instinct to survive, Yelena was able to manifest Arts for the very first time in a explosion of emotion. The blood of her executioners froze, stopping them dead in their tracks, but she was just one fearful child against a troop of soldiers. She could only do so much against the spite of her foes.

Yelena was subdued, and was forced to watch as some of the other children were executed in her place. The girl screamed and raged and cried and begged and pleaded but no one would hear her no one wanted to listen and-

Image


A massive spear crushed the garrison troops of Ursus soldiers, as a mountain of a man made short work of them.

Patriot and his veterans, the soldiers who had bled for the Empire and had followed their beloved leader regardless of what the Empire of Ursus branded him, had campaigned through the northwestern tundra for what seemed like decades, doing their best to prevent atrocities like this from happening. Once more, they were too late. There were too many innocents dead to truly call it a victory.

The bodies of dead infected and the garrison began to freeze over, a thick coat of ice creeping through the ground draining all life away. Yelena met Patriot's eyes, and the man held her to comfort the grieving child. There, the essence of winter crept through his unarmored arms, his body offering futile resistance as his limbs suffered from frostbite, yet he did not flinch, and instead offered the girl his coat to keep her from the cold.

When Yelena had calmed down, she and the surviving children helped bury the dead. There were no tears left to shed then, and the process was deathly quiet. The mine was closed to the tune of explosives sealing the dreaded place away forever, and though memories of their childhood and the lives lost would forever haunt them, Yelena and the other children looked to Patriot and his veterans. They would start new lives and grow strong to honor the dead, and to escape from the terrors of the mines.

Image
By 十分之一 from Pixiv​


Yelena clung to Patriot like a child would to her father, and for her actions in the mines, the other children took to calling her Big Sister even when she was among the youngest of the group. Patriot was familiar with the look on Yelena's face, he had seen it all too often in the faces of those he fought, and those who fought alongside him. It was a desire for vengeance. He was not a man who would see a girl throw away her life for something so petty a cause, but he knew there was no alternative. If these children were to survive the wrath of an Empire, they would need to fight.

He only hoped they would make the right choices when the time came.

Several years would pass before Yelena and the other children would be able to support Patriot in combat, and in that time, the old man had learned to love her like he would his own child, and once her prowess with Originium Arts was made known on the battlefield, the soldiers of the infected patrol group would learn to utter the name 'FrostNova' in fear as the Yeti Squadron formed from the once helpless children of the mines.

Then, on one faithful day, they had met a kindred stranger. Talulah, a former Imperial Officer. She was skilled with both blade and tongue alike, someone even a bitter old man like Patriot could begrudgingly respect. Though the Empire had erred in many ways, its military traditions were still alive and strong. Yelena in particular, would develop a strong sense of kinship with Talulah, and this helped Patriot accept the girl's offer to join this "Reunion" despite his initial protests and belief that Talulah's ideals were borne from naivety. Under this new organization, Patriot and Yelena would march south, away from the tundra and into the warmth of the Empire's heartland to found a new home for the Infected.

Yelena would find herself betrayed however. Talulah had changed without warning, and took Reunion down a bloody path. The person she once called friend betrayed the ideals they had both believed in, throwing infected lives into the meatgrinder of war without so much as a care in the world if it meant achieving their goals of liberation. The infected who flocked to their care were lionized into wanting vengeance above everything else, to want for every wrong done upon them to be made right. They would burn the world to ash if that was what it took.

FrostNova wanted revenge too, she wanted freedom, and a place to call home.

But not like this.

When Chernobog burned, she was helpless as she watched Reunion murder and loot innocent and guilty alike, bringing untold horrors to its civilian population. For the very first time, doubt shook her heart. She had to confront Talulah. She had to end this madness.

Every time she tried to muster the courage to do so however, the words died in her throat. Someone was wearing her friend's face, talking with her voice, perverting the friendship and trust they held for one another. FrostNova could not bring herself to raise her blade against Talulah, and by the time she mustered the determination to do so, it was already too late.

She would die in Great Lungmen, fighting to save innocents to atone for her inaction in Chernobog, and to prove that the Yeti Squadron, that her brothers and sisters, did not die in vain.

In the end, her time ran out.

Image
"One less hope, one less legend for the Infected."​


Brief Personality Description:
Yelena is no longer the scared child she once was. As the leader of the Yeti Squadron, she adopts a commanding, taciturn personality adopted straight from Patriot's ideals of a True Warrior as defined by Sarkaz tradition. She says little in the presence of strangers, speaking only as necessary and keeping her distance. She serves as the unshakeable foundation the Infected in her care can look upon and rely on during times of crisis. Her gait and voice are confident, eyes looking ever forwards to the future to encourage those behind her to march in step and follow. In battle, she acts the part of a honorable fighter, refusing to demean her foes and praising feats of martial prowess even if it is done by the other side, and eager to match wit and blade with any who would seek to challenge her with a hot-blooded determination to prove herself superior. This façade of the stoic revolutionary however, is but a mask used to keep Yelena's emotions in control. She cannot risk being overwhelmed by it, as Originium Arts are incredibly reactive to high states of emotion which in turn can accelerate her Oripathy. In private, she talks to her adoptive father like one would expect a teenager to do, rude and fiercely independent, refusing anyone's pity and insisting on her ability to care for herself even as she pushes her Arts to the limit. This bloody-minded stubbornness to succeed on her own terms no matter what causes her loved ones no small amount of grief.

Ultimately however, Yelena is a optimist at heart, one who believes that hard work and sacrifice can prevail against the cruelty of the world they live in. She values her family above all else, even her own life. FrostNova may fight for the cause of Reunion, but Yelena fights to find a home for her loved ones. She dreams of the day when she can throw away her weapons and never look back, living a life free of bloodshed with friends and family. One day, the Yeti Squadron, Patriot, and even Talulah will be able to lay down their arms and finally be at peace. They'll all live under one roof, and live a normal life free of the discrimination faced by the infected.

If all that cost was to burn her life away with her Arts, then that was a price Yelena was willing to pay.
There is morality on the circumference of the MOOOOOOOOOOOOOOOOOOOOONN!!!

Previously, on "Bad Things Happening To Lovable Little Girls"....
- Flukes

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

Postby Petrokovia » Wed May 18, 2022 5:41 am

Laka Strolistandiler wrote:Looks very interesting… May I ask if you tolerate large periods of inactivity (of course I will tell you when I have to leave)? Life hasn’t been easy on me.

Of course! We all deal with being overwhelmed. Sometimes emotions leak out, something it's just stress. Sometimes it can feel very overwhelming, but as long as you have Faith, you can accomplish anything you set your mind to. Sometimes communicating some things can be really hard for people, or dealing with the past openly might cause them and their loved ones grief.

Apto wrote:"... A good ending, is never earned. Only children, believe in, happily ever after. You, and my daughter, are only children, who believe in, fairytales."
- Buldrokkas'tee, Yelena's adoptive father

Name: Yelena, FrostNova
Origin: Arknights
Gender: Female
Age: 20
Species: Cautus, Infected
Appearance:
(Image)
By 门徒 from Pixiv

(Image)

Powers & Abilities:
"Have some faith in your big sister."
Wintry Death - As the Yeti Squadron's Captain, FrostNova is a experienced commander and warrior both, who excels in guerilla tactics in the tundras of her home. Trained and taught by the legendary Patriot, FrostNova is learned in the ways of the modern battlefield where blade and sorcery meet firearms and drones. She is intimately familiar with the unforgiving nature of modern Ursus tactics, and years of campaigning has turned her into a seasoned veteran despite her young age, more than a equal to any Imperial Officer and able to match the best combatants of the regular Ursus Military in single combat. Her tactics and strategy are reflected in her personal combat style too, where Originium Arts are wedded seamlessly to conventional warfare to a degree rarely seen even in the armies of Terra's nations.

"Just a little pinch... And you fall to pieces."
Ice-Based Originium Arts - FrostNova's Originium Arts are a reflection of the cold that permeates her home, with her singing voice as the harbinger of winter. Whilst Originium Arts capable of manipulating heat is a known phenomenon, FrostNova displays a mastery over it that was previously unheard of in the modern battlefield, defying what was thought to be possible using modern Originium Arts. Not even other practitioners of similar Originium Arts are able to completely stave off her spells.
  • Hoarfrost Enchantment - By enchanting her weapons with hoarfrost, each strike from FrostNova robs the vitality and warmth of her foes, their limbs growing cold and heavy until they are unable to fight back. So too will their armor turn brittle, eventually shattering from the slightest amount of pressure from FrostNova. Even complex wonders of technology are not spared as the frost infiltrates their internal mechanisms, the cold rendering it useless. The more her foes struggle, the greater the spread of the Frost as even attempts to use Arts while under its influence accelerates the process.
  • Shard Formation - By freezing the moisture around her, FrostNova is able to condense them into deadly, black shards of differing sizes ranging from dozens of knife sized projectiles, to even something comparable to riot shields in size. Each of these shards are able to imbue the same effects as hoarfrost enchanted weapons, and are capable of parrying attacks that would have broken through city walls with ease.
  • Winter Breeze - In addition to using the ice shards as disposable shields, FrostNova is also able to manipulate the air into cold drafts to shield herself from projectiles by using sudden gusts of cold air to throw them off their intended path.
  • Nova - By channeling currents of cold air around her, FrostNova is able to compress them into a single point, before releasing it all into a violent shockwave that ripples around her, applying the effects of hoarfrost by stealing the warmth of whoever was caught in the blast be they friend or foe.
  • Whiteout - Among one of FrostNova's techniques is her ability to turn even a blazing inferno into a raging blizzard, suffocating any flame within moments of casting as a layer of blackened frost creeps across buildings and floors.
  • Winter Lullaby - At her peak, FrostNova is able to instantly turn entire city blocks, even small cities, and divisions of soldiers into ice sculptures who shatter into pieces at the slightest touch, stopping projectiles in mid-air as the vibration of molecules are halted through the sheer cold she outputs in a single instance. This spell is unable to discriminate between friend or foe, but can be used in a more limited and precise manner by causing specific areas to instantly freeze instead with but a single word from FrostNova, preventing other Casters from using something as small as their tongues to utter spells.
Weaknesses:
"No. Wipe your tears! You will not cry before your enemy."
Late Stage Oripathy - A plague from before recorded history, the Infected are universally reviled and Yelena is no different. Crystalline structures have began to form inside her body, replacing bone, muscles and organs. Yelena considers herself lucky that the disease has yet to rob her of her mind like it did so many others. Still, she has long come to accept that she may never reach adulthood, as her use of Originium Arts has accelerated her condition. Oripathy itself has no known cure, and can only be delayed at best, but it is not without benefits for those lucky enough to get them. Though Oripathy twists and warps the body, the Infected have been known to display a increased resistance to Originium Arts, and are able to burn the Originium inside their bodies to better fuel their own Arts, increasing its power and potency at the cost of the Infected's lifespan. Yelena in particular, has developed a incredibly severe version of a symptom seen in practitioners of Ice-based Originium Arts, and where their bodies seem to be hypothermic, Yelena is deathly cold enough to cause those who touch her skin extreme frostbite even through power armor, and make it so that she is seemingly unbothered by such temperatures. However, this comes at a cost. Her body is degrading and years of pushing herself has finally manifested as her inability to consume most foods, whilst also making it so that prolonged use of her Arts will cause her to lose consciousness. Attempts to use her spells on a large scale, freezing a City Block for example, will bring her close to death.

Attack Potency: Low 7-B, Small City
Speed: Subsonic
Lifting Strength: Average Human
Striking Strength: Street Class
Durability: Large Building Level
Stamina: Superhuman
Range: Kilometers
Intelligence: Gifted
Equipment on Hand:
  • Imperial-Pattern Arts Foci - Infected Casters are able to channel Originium Arts using the originium inside of their body, but it is considered hazardous for the Caster's health. As such, Arts Foci are handed out the Empire's Casters to ensure the longevity of their life. This particular focus comes in the form of a nondescript wand with a originium core. In other words, a glorified, thin, metal rod. Its purpose as a replaceable tool of war rather than a rich scholar's toy is made bare for all the world to see.
  • Imperial-Pattern Combat Knife - Your typical Caster is fragile and ill-equipped for melee combat, but not FrostNova. Relying overly much on her Arts has dire consequences for her health, and so she has learned to fight with a knife as easily as she would with Arts. This particular knife is one of many she's looted from the corpses of Ursus Soldiers, and shares the rugged and low-maintenance design philosophy of the Ursus military.
  • White Cloak - Perfect for blending in with the snow and ice of the northwestern tundra. These white cloaks are the uniform of the infamous Yeti Squadron. FrostNova's in particular, is frayed and burned at the edges after countless battles despite her attempts at maintenance much to her frustration as it is her most treasured possession.
  • Spicy Candies - Yelena's favorite. She doesn't like to share these treats with anyone as they often dislike the flavor, but she loves how deceptively warm they are. Normally, these are one of the few things her body can tolerate consuming during the end of her life.
  • Broken Sarkaz Charm - Part of a pair of charms she shares with her father. It is nothing ornate, just simple wood and metal, but he had told her that so long as the charm was never broken, she would never die, and he would always come to her side when she's in danger. It broke during her final battle in Lungmen however, and though Patriot was nowhere in sight, she still holds it dearly much like her cloak.
Brief Bio/History:
"I guess it doesn't matter, I could be a good guy or a bad guy. As long as I can be with you, dad, and my brothers and sisters... forever."​

Before she was FrostNova, Yelena was just the daughter of two former Imperial citizens, sentenced to die in the work camps due to their alleged opposition towards the Empire of Ursus' militaristic policies. They had contracted Oripathy during their stay, but Yelena loved them dearly still, knowing nothing else besides the world inside their work camp. She, her parents, and her grandmother were a lovely family of four, and though life was harsh and the guards cruel, she took solace in the fact that at least she was together with family. That all changed when the mine's overseers had the miners draw lots, and those who got the shortest end of the stick were to be punished as a method to control the miners through fear.

Her father died protecting her mother from the guards, crossbow bolts piercing his body. It was all in vain however, for her mother died soon after while mourning her husband, executed in the same method.

Yelena watched this, powerless, and afraid.

Her grandmother raised her all alone then, constantly living in fear of death.

Grandmother would die years after, shot by the guards as another example.

Throughout the years, this would repeat again and again, until the guards had executed every able-bodied miner in fits of frustration and sadistic rage. That left only the young and the children to work the mines. Yelena was 10 years old then, and though she feared the loss of life, she and the other children had formed a strong bond with one another. No one wanted to be hurt by the death of a friend, yet everyone feared dying unloved and unremembered more. Eventually, it was Yelena's turn to die, and in that moment, all that bottled up misery and sorrow exploded outwards. Fueled with nothing but the raw animal instinct to survive, Yelena was able to manifest Arts for the very first time in a explosion of emotion. The blood of her executioners froze, stopping them dead in their tracks, but she was just one fearful child against a troop of soldiers. She could only do so much against the spite of her foes.

Yelena was subdued, and was forced to watch as some of the other children were executed in her place. The girl screamed and raged and cried and begged and pleaded but no one would hear her no one wanted to listen and-



A massive spear crushed the garrison troops of Ursus soldiers, as a mountain of a man made short work of them.

Patriot and his veterans, the soldiers who had bled for the Empire and had followed their beloved leader regardless of what the Empire of Ursus branded him, had campaigned through the northwestern tundra for what seemed like decades, doing their best to prevent atrocities like this from happening. Once more, they were too late. There were too many innocents dead to truly call it a victory.

The bodies of dead infected and the garrison began to freeze over, a thick coat of ice creeping through the ground draining all life away. Yelena met Patriot's eyes, and the man held her to comfort the grieving child. There, the essence of winter crept through his unarmored arms, his body offering futile resistance as his limbs suffered from frostbite, yet he did not flinch, and instead offered the girl his coat to keep her from the cold.

When Yelena had calmed down, she and the surviving children helped bury the dead. There were no tears left to shed then, and the process was deathly quiet. The mine was closed to the tune of explosives sealing the dreaded place away forever, and though memories of their childhood and the lives lost would forever haunt them, Yelena and the other children looked to Patriot and his veterans. They would start new lives and grow strong to honor the dead, and to escape from the terrors of the mines.

(Image)
By 十分之一 from Pixiv​


Yelena clung to Patriot like a child would to her father, and for her actions in the mines, the other children took to calling her Big Sister even when she was among the youngest of the group. Patriot was familiar with the look on Yelena's face, he had seen it all too often in the faces of those he fought, and those who fought alongside him. It was a desire for vengeance. He was not a man who would see a girl throw away her life for something so petty a cause, but he knew there was no alternative. If these children were to survive the wrath of an Empire, they would need to fight.

He only hoped they would make the right choices when the time came.

Several years would pass before Yelena and the other children would be able to support Patriot in combat, and in that time, the old man had learned to love her like he would his own child, and once her prowess with Originium Arts was made known on the battlefield, the soldiers of the infected patrol group would learn to utter the name 'FrostNova' in fear as the Yeti Squadron formed from the once helpless children of the mines.

Then, on one faithful day, they had met a kindred stranger. Talulah, a former Imperial Officer. She was skilled with both blade and tongue alike, someone even a bitter old man like Patriot could begrudgingly respect. Though the Empire had erred in many ways, its military traditions were still alive and strong. Yelena in particular, would develop a strong sense of kinship with Talulah, and this helped Patriot accept the girl's offer to join this "Reunion" despite his initial protests and belief that Talulah's ideals were borne from naivety. Under this new organization, Patriot and Yelena would march south, away from the tundra and into the warmth of the Empire's heartland to found a new home for the Infected.

Yelena would find herself betrayed however. Talulah had changed without warning, and took Reunion down a bloody path. The person she once called friend betrayed the ideals they had both believed in, throwing infected lives into the meatgrinder of war without so much as a care in the world if it meant achieving their goals of liberation. The infected who flocked to their care were lionized into wanting vengeance above everything else, to want for every wrong done upon them to be made right. They would burn the world to ash if that was what it took.

FrostNova wanted revenge too, she wanted freedom, and a place to call home.

But not like this.

When Chernobog burned, she was helpless as she watched Reunion murder and loot innocent and guilty alike, bringing untold horrors to its civilian population. For the very first time, doubt shook her heart. She had to confront Talulah. She had to end this madness.

Every time she tried to muster the courage to do so however, the words died in her throat. Someone was wearing her friend's face, talking with her voice, perverting the friendship and trust they held for one another. FrostNova could not bring herself to raise her blade against Talulah, and by the time she mustered the determination to do so, it was already too late.

She would die in Great Lungmen, fighting to save innocents to atone for her inaction in Chernobog, and to prove that the Yeti Squadron, that her brothers and sisters, did not die in vain.

In the end, her time ran out.

(Image)
"One less hope, one less legend for the Infected."​


Brief Personality Description:
Yelena is no longer the scared child she once was. As the leader of the Yeti Squadron, she adopts a commanding, taciturn personality adopted straight from Patriot's ideals of a True Warrior as defined by Sarkaz tradition. She says little in the presence of strangers, speaking only as necessary and keeping her distance. She serves as the unshakeable foundation the Infected in her care can look upon and rely on during times of crisis. Her gait and voice are confident, eyes looking ever forwards to the future to encourage those behind her to march in step and follow. In battle, she acts the part of a honorable fighter, refusing to demean her foes and praising feats of martial prowess even if it is done by the other side, and eager to match wit and blade with any who would seek to challenge her with a hot-blooded determination to prove herself superior. This façade of the stoic revolutionary however, is but a mask used to keep Yelena's emotions in control. She cannot risk being overwhelmed by it, as Originium Arts are incredibly reactive to high states of emotion which in turn can accelerate her Oripathy. In private, she talks to her adoptive father like one would expect a teenager to do, rude and fiercely independent, refusing anyone's pity and insisting on her ability to care for herself even as she pushes her Arts to the limit. This bloody-minded stubbornness to succeed on her own terms no matter what causes her loved ones no small amount of grief.

Ultimately however, Yelena is a optimist at heart, one who believes that hard work and sacrifice can prevail against the cruelty of the world they live in. She values her family above all else, even her own life. FrostNova may fight for the cause of Reunion, but Yelena fights to find a home for her loved ones. She dreams of the day when she can throw away her weapons and never look back, living a life free of bloodshed with friends and family. One day, the Yeti Squadron, Patriot, and even Talulah will be able to lay down their arms and finally be at peace. They'll all live under one roof, and live a normal life free of the discrimination faced by the infected.

If all that cost was to burn her life away with her Arts, then that was a price Yelena was willing to pay.

Accepted! Sorry about the wait, and sorry my mind's been so screwy. I took a bit of a nap, and now I'm feeling a bit better. I might need some time still to take care of some family business. I don't plan on being gone for too long, though.
Last edited by Petrokovia on Wed May 18, 2022 5:42 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!*

User avatar
Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Fri May 20, 2022 2:38 am

Name: Sarah "Sadie" Selkirk
Origin: Original verse
Gender: Female
Age: 34
Species: Human
Appearance: Sadie is a tall woman (standing at around 5'11) with a pale, plain and freckled oval-shaped face. Her heavy light-brown hair is decorated with trophies from her hunts (including a necromancer's enchanted ruby ring and an iron claw from Black Annis, a particularly nasty Scottish witch.) and she's not considered particularly beautiful, but her heavy-lidded dark eyes have often been noted to be fiery and attractive, and she's said to be surprisingly pretty when she smiles. She's typically dressed in clothing common for witch-hunters during that time (think Lady Maria from Bloodborne) or a middle-class woman's 16th century dress and kirtle.
Powers & Abilities: An encyclopedic knowledge of dark magic and how to both counter it as well as kill rogue witches. If there's one thing she's good at, it's killing some mcfucking witches. Sadie is an exceptionally skilled fighter and very good with her two main weapons (sword and dual pistols). She has a strong sense of justice and a code of honor, loyal to her friends, the Church and the people she's supposed to protect. Sadie is highly resourceful and able to find creative solutions to a problem that lots of other people would've missed.

Weaknesses: She's human just like any other human, and because of that she's susceptible to all the things that a squishy mortal typically is. Plus she has a curse that's slowly killing her (when fighting a witch, one of her iron claws broke off and lodged itself in Sadie's chest. Tainted by the witch's malice, a blessed rosary is slowing down the claw tip's journey toward her heart but she hasn't found anyone able to remove it yet). Because of her traumatic experiences, she has a prejudice against magic and is suspicious of anyone who uses it and can sometimes be overwhelmed by a desire for revenge (ie, against her parents)

Attack Potency: Athlete
Speed: Athlete
Lifting Strength: Athlete
Striking Strength: Athlete
Durability:Athlete
Stamina: Athlete
Range: With her sword, about three and a half feet. With her pistols , about 300 yards.
Intelligence: Above average
Equipment on Hand: Rapier, pistols with cold iron bullets (cold iron is said to have an effect on magic), rucksack containing food, first aid kit, sleeping roll, various cool things she finds on her travels, a couple of her favorite books and a lute since she likes music. And the blessed rosary that’s slowing down her curse. She wears a gold locket around her neck with a picture of her son and late husband.

Brief Bio/History*: Sadie was born as Sarah Lucas, the eldest of three children to Anna (nee Campbell) and James Lucas in Caithness, Scotland around 1590. The Lucases and the Campbells were two powerful families of sorcerers, having had magic in their bloodlines for generations and producing some of the strongest wizards that the British Isles had ever seen...so there was all hope that their eldest daughter would grow up to be quite the little witch prodigy herself. From birth, Sadie was groomed to take over her father's seat as head of their family...until she wasn't.
You see, children born into magical bloodlines often show magical potential from their earliest moments, with the cutoff age being around seven or eight. When Sadie failed to show magic for the first three years, her parents were disappointed but assumed that she was probably a late bloomer and held out hope. When her ninth birthday came and went and not a spark to be seen, her parents had to concede that their prodigious daughter was born without the Gift, and never would acquire it. It was from that moment that little Sadie's life changed forever, it seemed that overnight her parents went from loving and doting to indifferent and even outright cruel. She fell from the family's little star to their little disappointment, and no matter how much she excelled at her other lessons or tried to win her parents' love back, she would never be treated with the same warmth that her early childhood had brought. Growing up in a town of witches didn't particularly help either, especially with children being as cruel as children tend to be. It seemed not a day went by that she was reminded about her lack of magic and how "lowly" that made her.

It all came to a head when she was out in the woods gathering wild berries around the age of twelve, running into three girls who were also there gathering herbs for their spells. The leader, Agnes Simpson (who would eventually become the notorious Black Annis) was one of her biggest childhood tormentors, and she hadn't changed a bit. They started harassing Sadie the way they usually did, and she made up her mind to move away and ignore them, the way she usually did. But when Agnes attacked her with magic and stole her basket, something inside the young girl snapped. She doesn't remember much about what happened after that, but she remembered that she came to with a gash on her forehead, everyone was bloodied and two of the girls unconscious. Only Agnes was still standing, holding a sharp stone and ready to do the work she had began. Sadie fled to a church she'd shelter down in to get away from her parents for a while, and stayed hidden there until Agnes gave up looking for her.

A group of men and women entered the church the next night, and found a terrified young girl with a healing head wound and a sharpened stick, the group was wearing long black coats and cross pendants around their necks. Sadie had heard of these types of men around her village...witch hunters. They were murderers, agents of torture, you fled from them at all costs and they had no qualms about throwing women and children onto the bonfire. But these people had shown her a kindness that none ever had. One of the women actually offered her medical treatment, two of the men looked concerned. They didn't see a worthless non-witch, they saw a scared child in need of help. Not wanting to go back to her parents, she agreed to go back with them as she had nothing left to lose. After about a year, they offered her a chance to join them, a choice she accepted. She took the surname Selkirk, meaning "church's hall" after where she was found, and all of a sudden she had a family, a purpose. She became terrifyingly efficient at hunting down dark witches, earning her the epithet Bloody Sadie.

Over the years while not killing witches, she embroidered and kept a cottage and even found time to have love affairs with both genders (though she had to be discreet given the time she lived in), she settled down with a handsome young farmer for a while and at twenty she had a son she named Bram. Steady career, a new baby, plotting revenge on the witches who made a living hell for her, life was good...that is until she came home one day and found her five year old missing and her husband gravely injured having tried to protect him. Rumors had been swirling for some time of Black Annis, a child-eating hag with iron claws that lived in the peaks of the Cairngorms. Immediately doing what most parents would do, she strapped on her witch-hunting gear and went to go get her child back...though in her haste of going without backup, the fight was far more difficult than it normally would've been, especially given how powerful Annis was. Eventually Sadie was able to defeat Annis and get her child back, alive but afraid though not without incident. One of Annis' infamous iron claws had broken off in Sadie's chest during the duel. Little Bram, bless him had tried to stop the bleeding and it worked, to some extent. Long enough for the other witch hunters who had been in the area to get Sadie to safety that is. They were able to save her life, but the claw was infected with a witch's dying malice, meaning it was slowly poisoning her while inching its way toward her heart.

For now she wears a blessed rosary which slows down the spread of the curse, the incident hadn't made her stop hunting witches..in fact she seems a lot more determined now, but slows down for the sake of her son and of course...ye olde curse.

Brief Personality Description*: Growing up the way Sadie has, you’d expect her to be bitter and cynical and jaded…and to an extent she very much is. Though luckily the good in her life and her belief in God (as well as her job’s mandated thrice-weekly “therapy sessions”) have helped her work on that somewhat. The hardship she’s suffered has made it so that Sadie has a lot of empathy for people in bad situations and wants to help them, and she has a strong sense of protectiveness toward the life she’s managed to make for herself. She does carry a prejudice towards witches and magic, after everything she just doesn’t trust it but she won’t kill a witch simply for the crime of existing as she doesn’t believe that’s what God wants. The bitterness and cynicism has faded somewhat with time but a faint undercurrent is still there, especially toward her parents whom she wants revenge on more than almost anything else.

She loves her son very much and will do anything to make sure he’s safe and happy, and he’s one of the few things that make her smile.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.
Last edited by Ceystile on Fri May 20, 2022 2:50 am, edited 1 time in total.

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

Postby Petrokovia » Fri May 20, 2022 3:02 am

Ceystile wrote:Name: Sarah "Sadie" Selkirk
Origin: Original verse
Gender: Female
Age: 34
Species: Human
Appearance: Sadie is a tall woman (standing at around 5'11) with a pale, plain and freckled oval-shaped face. Her heavy light-brown hair is decorated with trophies from her hunts (including a necromancer's enchanted ruby ring and an iron claw from Black Annis, a particularly nasty Scottish witch.) and she's not considered particularly beautiful, but her heavy-lidded dark eyes have often been noted to be fiery and attractive, and she's said to be surprisingly pretty when she smiles. She's typically dressed in clothing common for witch-hunters during that time (think Lady Maria from Bloodborne) or a middle-class woman's 16th century dress and kirtle.
Powers & Abilities: An encyclopedic knowledge of dark magic and how to both counter it as well as kill rogue witches. If there's one thing she's good at, it's killing some mcfucking witches. Sadie is an exceptionally skilled fighter and very good with her two main weapons (sword and dual pistols). She has a strong sense of justice and a code of honor, loyal to her friends, the Church and the people she's supposed to protect. Sadie is highly resourceful and able to find creative solutions to a problem that lots of other people would've missed.

Weaknesses: She's human just like any other human, and because of that she's susceptible to all the things that a squishy mortal typically is. Plus she has a curse that's slowly killing her (when fighting a witch, one of her iron claws broke off and lodged itself in Sadie's chest. Tainted by the witch's malice, a blessed rosary is slowing down the claw tip's journey toward her heart but she hasn't found anyone able to remove it yet). Because of her traumatic experiences, she has a prejudice against magic and is suspicious of anyone who uses it and can sometimes be overwhelmed by a desire for revenge (ie, against her parents)

Attack Potency: Athlete
Speed: Athlete
Lifting Strength: Athlete
Striking Strength: Athlete
Durability:Athlete
Stamina: Athlete
Range: With her sword, about three and a half feet. With her pistols , about 300 yards.
Intelligence: Above average
Equipment on Hand: Rapier, pistols with cold iron bullets (cold iron is said to have an effect on magic), rucksack containing food, first aid kit, sleeping roll, various cool things she finds on her travels, a couple of her favorite books and a lute since she likes music. And the blessed rosary that’s slowing down her curse. She wears a gold locket around her neck with a picture of her son and late husband.

Brief Bio/History*: Sadie was born as Sarah Lucas, the eldest of three children to Anna (nee Campbell) and James Lucas in Caithness, Scotland around 1590. The Lucases and the Campbells were two powerful families of sorcerers, having had magic in their bloodlines for generations and producing some of the strongest wizards that the British Isles had ever seen...so there was all hope that their eldest daughter would grow up to be quite the little witch prodigy herself. From birth, Sadie was groomed to take over her father's seat as head of their family...until she wasn't.
You see, children born into magical bloodlines often show magical potential from their earliest moments, with the cutoff age being around seven or eight. When Sadie failed to show magic for the first three years, her parents were disappointed but assumed that she was probably a late bloomer and held out hope. When her ninth birthday came and went and not a spark to be seen, her parents had to concede that their prodigious daughter was born without the Gift, and never would acquire it. It was from that moment that little Sadie's life changed forever, it seemed that overnight her parents went from loving and doting to indifferent and even outright cruel. She fell from the family's little star to their little disappointment, and no matter how much she excelled at her other lessons or tried to win her parents' love back, she would never be treated with the same warmth that her early childhood had brought. Growing up in a town of witches didn't particularly help either, especially with children being as cruel as children tend to be. It seemed not a day went by that she was reminded about her lack of magic and how "lowly" that made her.

It all came to a head when she was out in the woods gathering wild berries around the age of twelve, running into three girls who were also there gathering herbs for their spells. The leader, Agnes Simpson (who would eventually become the notorious Black Annis) was one of her biggest childhood tormentors, and she hadn't changed a bit. They started harassing Sadie the way they usually did, and she made up her mind to move away and ignore them, the way she usually did. But when Agnes attacked her with magic and stole her basket, something inside the young girl snapped. She doesn't remember much about what happened after that, but she remembered that she came to with a gash on her forehead, everyone was bloodied and two of the girls unconscious. Only Agnes was still standing, holding a sharp stone and ready to do the work she had began. Sadie fled to a church she'd shelter down in to get away from her parents for a while, and stayed hidden there until Agnes gave up looking for her.

A group of men and women entered the church the next night, and found a terrified young girl with a healing head wound and a sharpened stick, the group was wearing long black coats and cross pendants around their necks. Sadie had heard of these types of men around her village...witch hunters. They were murderers, agents of torture, you fled from them at all costs and they had no qualms about throwing women and children onto the bonfire. But these people had shown her a kindness that none ever had. One of the women actually offered her medical treatment, two of the men looked concerned. They didn't see a worthless non-witch, they saw a scared child in need of help. Not wanting to go back to her parents, she agreed to go back with them as she had nothing left to lose. After about a year, they offered her a chance to join them, a choice she accepted. She took the surname Selkirk, meaning "church's hall" after where she was found, and all of a sudden she had a family, a purpose. She became terrifyingly efficient at hunting down dark witches, earning her the epithet Bloody Sadie.

Over the years while not killing witches, she embroidered and kept a cottage and even found time to have love affairs with both genders (though she had to be discreet given the time she lived in), she settled down with a handsome young farmer for a while and at twenty she had a son she named Bram. Steady career, a new baby, plotting revenge on the witches who made a living hell for her, life was good...that is until she came home one day and found her five year old missing and her husband gravely injured having tried to protect him. Rumors had been swirling for some time of Black Annis, a child-eating hag with iron claws that lived in the peaks of the Cairngorms. Immediately doing what most parents would do, she strapped on her witch-hunting gear and went to go get her child back...though in her haste of going without backup, the fight was far more difficult than it normally would've been, especially given how powerful Annis was. Eventually Sadie was able to defeat Annis and get her child back, alive but afraid though not without incident. One of Annis' infamous iron claws had broken off in Sadie's chest during the duel. Little Bram, bless him had tried to stop the bleeding and it worked, to some extent. Long enough for the other witch hunters who had been in the area to get Sadie to safety that is. They were able to save her life, but the claw was infected with a witch's dying malice, meaning it was slowly poisoning her while inching its way toward her heart.

For now she wears a blessed rosary which slows down the spread of the curse, the incident hadn't made her stop hunting witches..in fact she seems a lot more determined now, but slows down for the sake of her son and of course...ye olde curse.

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

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

*Communist and Proud!*

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

Postby Petrokovia » Fri May 20, 2022 8:34 pm

Superstition

Name: Nurse Joy Emily Oak | Professor Samuel Franklin Oak
Origin: Pokemon
Gender: Female | Male
Age: 120 Chronologically; 24 physically; Due to being connected to the QSN and the QSN's recent connection to the higher multiverse, Joy has an amount of memories, experiences, and training which would only be possible with a natural lifespan of well over 100,000 years. | 165 chronologically; 56
Species: Homo sapiens amplificata
Appearance: [TBA]
Powers & Abilities: Medical and scientific knowledge, generations of lives of experience locked away in past memories.
Weaknesses: Joy Yorokobi has a minor stutter and is very shy; Oak is recovering from the after effects of psychic shock, but has recovered himself fully.
Attack Potency: Street | Street
Speed: Average Human | Average Human
Lifting Strength: Average Human | Average Human
Striking Strength: Street | Street
Durability: Street | Street
Stamina: Physically, moderate; mentally, extreme | Same
Range: Tranquilizer gun has a range of 222 meters; Pokeball launcher has a range of 500 meters.
Intelligence: Supergenius | Supergenius
Equipment on Hand: Tranquilizer gun and sleeping gas to capture enemies without harm, pokeball launcher to capture pokemon or other mysterious entities | Pokedex and research notes, a flower from Nurse Joy, and a heated blanket.
Brief Bio/History*:
The Pokemon World, a history

Arceus was the God of the Pokemon World, and had created Dialga, Palkia, and Giratina in order to create an expansive multiverse and allow all life its own ability for creation, and a flourishing realm filled with all forms of life. Arcues loved this life as it was Arceus, and Arceus loved themselves. All loved all and respected all, and all was right with the world. However, a self-evolved mechanism of a creature called Saklarion, who controlled Strange Matter (a form of matter known to turn all other forms of matter into it upon any contact whatsoever) and worked to infiltrate the multiverse. Saklarion infiltrated Giratina, the Pokemon with power over Antimatter, and made them to use Antimatter to cause destruction throughout the multiverse, and spread its disease to all forms of life. Arceus used Dialga, who controlled time with Dark Matter, and Palkia, who controlled Light Matter, to shift their powers together and form a portal to close off Giratina before they could accidentally spread Saklarion throughout the whole multiverse; Giratina themselves wished for Arceus to kill Giratina to avoid the spread of the disease, but Arceus could never bring himself to kill one of their own loved creations. Instead, he trapped Giratina in their own realm in order to heal them over time as they learned more about how to remove the curse which had afflicted the poor Pokemon, and isolated them from the rest of the multiverse to avoid the total annihilation of all life in existence, or even just one soul. However, after the great battle, Arceus had been infected by Saklarion themselves, and so drew themselves into an egg and slept for infinite eternities as Giratina had done in the Distortion World, hoping to one day remerge victorious.

After this, Arceus split their spirit in two complementary halves, Oak and Joy, and the two entered their world to explore it in a series of reincarnations, with their powers split to help monitor and control the other's destiny to keep them on track against Saklarion's manipulations.

Unfortunately, Saklarion traveled throughout the whole multiverse rapidly, overtaking it and rewriting the collective minds and wills of all life, no matter how powerful, as it drew more power the more minds it took over, literally changing the world in its image. Despite what Saklarion tells you, it is never too late to change the world. After all, what's written is written, but one could always write more, in order to change the world into an even better place, should they have the vision. They need only follow the desire, take care of the responsibility, and accept the challenge with a full heart. With perseverance and drive, any person can change the world, so long as they always follow their intuition, no matter what. And one could change it in favor of either love or disgust, and Arceus had always preferred to change it in the form of love, while retaining things like hate and toxicity as concepts to study, with the context that a loving person would naturally hate toxicity, toxicity being that which spread Saklarion to the world, but was not alive itself, merely the type of energetic system which Saklarion preferred.

Long ago in the Pokemon World lived a man named Professor Oak. He was once the strongest Pokemon Master in the world, unstoppable by anyone. But in one of his training matches, a particularly brutal explosion had thrown Oak through a wall, whereupon he had broken his back. Healthcare in the Pokemon world was phenomenal, able to heal literally any injury from any being who hadn't fully passed. Due to the great magic involved, once could even argue the case for resurrection from the dead or reversal of physical age. But everyone in the Pokemon World knew that the body had another component, a magical one; the Spirit, which used Life Energy. When Oak had broken his back, he had made a full physical recovery, sure, but spiritually, he had been broken. His entire life of researching the World of Pokemon gave him joy, and it had inspired the world to create the first Pokemon Center in Vermilion City, Kanto, staffed by a woman named Joy Yorokobi, whose entire life mission it was to help protect and save every Pokemon she could. She trained hard and researched long, and eventually found herself working alongside Professor Oak. The two fell deeply in love over the course of their research. Joy became Oak's obsession just as much as Oak had become hers. However, there was an accident at one of their research facilities killed Joy, and the medical-science couple were separated.

Oak was mortified, wrought with despair at the loss of his one and only love. He decided to take on the mission that Joy had left him, to maintain the world as a perfect utopia. Through his research, he discovered that it might be possible, with proper technology, to resurrect Joy. However, much of the data he needed was missing, causing accident after accident. But with each accident came new insight, showing that one could improve their efforts over time as long as they were given the knowledge. Oak discovered that the Pokemon known as Unown, a total hivemind collective, housed massive quantities of unobserved data. So much so, that it was blinding for most, and seeing the whirling of the Unknown was quite unsettling for some due to its speed and the power it generated, too. The Unown were actually pacifists in general, only attacking if someone broke the seal which they had put upon their temple. Oak had found the temple and at first even made a positive connection between the research team and the Pokemon.

As the Pokemon Centers spread, they also advanced both their knowledge and their technology. Once such technology was cloning, genetic research, and collective brain-heart unity devices, and through this, the Pokemon World had become a utopia where all humans were amplificatae, led by the Joys as an open, free council. They shared their memories so the total personality of Joy would never be lost, though each Joy had their own likes, dislikes, and quirks; eventually, some of them developed interests outside of nursing, and decided to follow their pursuits, which ranged just as varied as anyone else. Professor Oak found this endearing, and loved the Joys openly and freely.

However, there was a purely vindictive woman as a result to having lost the battle to Saklarion. If Oak was light, she was dark. This woman was the antithesis to Oak, the Joys, and absolutely everything they held dear and hoped for in the Pokemon World, and would try any strategy, use any method, any brutality, to usurp total power for herself. This woman was named Madame Boss, and she was a cunning woman; she knew that the loss of Joy had shattered Oak's spirit, and had figured out that this had directly caused the creation of the Unown, a clue Oak didn't posses, but she did. And one she intended to utilize and weaponize against Oak's very soul as well as the Joys themselves (who she took sadistic pleasure in torturing alongside casting Oak into the fire), thus causing problems for the Joys, the research teams, and eventually, the political establishment and society as a whole themselves.

Madame Boss was the true holder of the prism pokemon, Necrozma, but long ago was infected by Saklarion and succumbed to its toxicity. Madame Boss was struggling with the toxicity, when she met Oak and discovered his passion for Joy, she became jealous. She intentionally mislead and overdosed Oak on medication to make them delirious and unable to resume their research. Eventually, Oak caught on to the plan, and kicked Madame Boss out. Upon Madame Boss's departure, she released Necrozma, which was then captured by none other than the Mask of Ice, Pryce. Soon after Madame Pryce's death, there was a power struggle between Pryce and Giovanni, the hated son of Madame Boss. stolen Articuno from its home years ago and used it to terrorize the Johto Region. And now that he had the control over Necrozma, he was to terrorize the whole world.

After much research and work alongside his Pokemon, staff, and many comrades, Professor Oak and Co. had found an experimental way of taking back the Multiverse without any shed blood; Oak was found to have a very specific number attached to his soul, and due to his wisdom, experience, determination, and love for the people. Most people would not be up to the challenge of conquering Saklarion, as the shadowy entity had possessed the entire multiverse at this point, but Oak had been on this journey his whole life, and had made it a point of detaining and helping those around him, and stopping the forces of evil. Oak ascended into Arceus's sleeping body, doing cosmic psychic battle with Saklarion with the help of his reincarnated twin flame, Joy Yorokobi. The pair had fought long and hard over the past 30 hours, and were able to mostly contain Saklarion as well as cast the Masked Man back down to Earth to face justice for the crimes he committed against all life. When the Masked Man was smacked back to dirt, Lugia rose to challenge him to free Articuno and restore balance to the world, and reunite with the ocean.

Now that Oak and Joy have returned to the world, they strove to bring peace fully to the world, and save all life in the multiverse. When asked about what it was like, Oak replied:
"All that will happen has already happened, but with enough willpower, even a single person can change the world simply through the power of magical prayer, and thus change their destiny, too. It's quite like sliding down a branching waterslide, and being able to adjust the course as you go along. It's like travelling through an ocean of music."

When asked why the AntiChrist had turned all of the Joys into battleships, Oak speculated,
"It is strange, isn't it? I've always preferred peace, and found guns rather intimidating. Maybe it's because ships sail the sea, and something you might not know about me, I do find that my joy is often found within the ocean. But their personalities are different, so they are different people, so 're-writing' their personalities would be traumatic and unacceptable. However, I have confirmed that the Fleet of Fog are willing to help us in this endeavor. They have great stores of food, technology, and medicine. It also turns out, their cannons are conceptual wave-motion technology, meaning their beams effects are dependent on the user's will. If one wished, they could use them to create flowers the same way a pen may be used to write and enact violence upon the multiverse, or bring great safety, prosperity, and liberation. It is a massive responsibility which must be treated with the utmost care and respect."

Brief Personality Description*: Joy is a pacifist by nature, preferring non-violent solutions to problems. While shy, she is confident in her abilities as a medical professional, and aspires to greatness | Oak is a man who strives for peace and stability, and a world of deep compassion. While tired, he is still greatly driven to accomplish all of his goals, including stopping the Neo-Rockets from overtaking the multiverse and releasing Saklarion again. Oak's plan is to gather the legendry pokemon, trainers, and a crew of any other capable and brave souls to help him in stopping the Mask of Ice, Necrozma, and putting away the rest of the demon Saklarion.

The pair of them both believe in non-violent solutions above violent ones, with increased priority on rehabilitation, healthcare, transparency to the inner workings of the multiverse for all to understand, and with this, finally the liberation of all like from what Saklarion and the Mask of Ice (Marduk) had done as well as total liberation from the thousands of years of oppression from Saklarion through the multiverse.

Remember this wisdom:
Disturb not the harmony of fire, ice, or lightning, lest these titans wreak destruction upon the world in which they clash. Though the water's great guardian shall rise to quell the fighting, alone, its song will fail, thus the Earth shall turn to ash. Oh Chosen One. Into thine hands bring together all three. Their treasure combined, tame the beast of the sea.

*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.
Last edited by Petrokovia on Fri May 20, 2022 10:43 pm, 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!*

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

Postby Trapoletanius » Sun May 22, 2022 12:39 pm

Name: The Spitzfelde Alliance
Origin: Original Universe
Number of Members: Roughly 18 member nations around the world, with a combined population of ~500 million
Notable Members:
Emperor Heimerich XVIII - Holy Valtridic Emperor
Wulfila de Elmburg - Valtridic Prime Minister
Sigismund de Haddenfelde - Head of SA Joint Military Operations
Description of Faction's Tech, Powers, & Abilities: Technology is largely similar to Earth in the 1970s, but with some extra technology like mechs and advanced (partially magical) cybernetics. Magic is present but very lowkey, mostly miracleworking.

3rd Special Mechanized Force
Uniform

Name: Fenrich Kasakos Dzhioty
Origin: Original Universe
Gender: Male
Age: 35
Species: Human (Elyanian)
Appearance: 5'9", blond hair, brown eyes
Powers & Abilities:
Marine Experience: Spent 10 years in the Elyanian Royal Marines before joining SA Joint Military Operations (SAJMO), experienced in hand-to-hand and small arms combat.
Skilled Pilot: Highly trained in the operation of his M-60 Thiuderichs Armored Walker
Weaknesses: outside of his walker he is just a regular human, and thus can be killed like any normal human could
Attack Potency: Human (out of walker), Building Level (in Walker)
Speed: Athlete (out of walker), Superhuman (in Walker)
Lifting Strength: Human (out of walker), Class 5 (in Walker)
Striking Strength: Human (out of walker), Small Building (in Walker)
Durability: Human (out of walker), Building Level (in Walker)
Stamina: Human (out of Walker), nearly endless (in Walker)
Range: A few hundred meters with his pistol, a few thousand meters with his walker's main gun.
Intelligence: College educated, graduate of Eravasca Military Academy.
Equipment on Hand: Handgun, ammo, medkit, repair tools, a couple weeks worth of MREs, various survival tools
Brief Bio/History*: Born in the city of Sabiris, near the Elyanian capital of Eravasca, Kasakos was raised by his father alone after his mother died of cancer when he was young. Growing up on the stories of the great nomadic warrior-kings of Elyani history, he always dreamed that one day he would grow to be a soldier and emulate their great deeds. When he was out of secondary school, he immediately went into the military and proved himself as a competent leader at Eravasca Military Academy. From there he served in the Royal Marines for a decade, fighting in warzones across the world and showing time and again his leadership skills. 4 years ago, he was transferred over to SA Joint Military Operations to join a new specialized unit: the Special Mechanized Force.
Brief Personality Description*: On the field, Kasakos is a cold and professional operator, famous for his level head and good judgement. He rarely shows much emotion on missions, even hiding his eyes behind a pair of dark sunglasses to keep up appearances of professionalism. This attitude, however, sits in stark contrast with how he acts when he is out of uniform. Off the job, Kasakos is a lazy, relaxed, and sociable party lover.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Fenrich Rikhard Donne
Origin: Original Universe
Gender: Male
Age: 33
Species: Human (Anglic)
Appearance: 5’5”, red hair, green eyes
Powers & Abilities:
Army Experience: Served for 12 years in the Sæsanic Republican Guard
Skilled Pilot: Highly trained in the operation of his M-60 Thiuderichs Armored Walker
Weaknesses: outside of his walker he is just a regular human, and thus can be killed like any normal human could
Attack Potency: Human (out of walker), Building Level (in Walker)
Speed: Athlete (out of walker), Superhuman (in Walker)
Lifting Strength: Human (out of walker), Class 5 (in Walker)
Striking Strength: Human (out of walker), Small Building (in Walker)
Durability: Human (out of walker), Building Level (in Walker)
Stamina: Human (out of Walker), nearly endless (in Walker)
Range: A few hundred meters with his pistol, a few thousand meters with his walker's main gun.
Intelligence: above average
Equipment on Hand: Handgun, ammo, medkit, repair tools, a couple weeks worth of MREs, various survival tools, a blessed sun amulet
Brief Bio/History*: Rikhard was born in the city of Eoforic, in the central regions of the Sæsanic Commonwealth, to a humble working class family. It was a time of great economic turmoil for the Sæsans, and even with both of his parents working (his father as a miner and his mother as a maid) his family was still struggling to make ends meet. Due to this poverty, and his parents’ frequent absences, Rikhard ended up falling into a local youth gang committing petty crimes for money. He soon became fairly notable in the local crime circles for his tenacity, but after a while he began to feel that he did not belong there - after a run-in with the law, and a brief stint in prison, he decided it was time to turn his life around and joined the Republican Guard. He quickly rose through the ranks, distinguishing himself with his grit and bravery. When JMO was formed, he was seen as a natural candidate for entry, and was one of the first to be moved to the outfit.
Brief Personality Description*: Rikhard is very brave and tenacious, to a fault many would say. He never backs down from a challenge, and never runs away from a fight, even when he probably should do so. His life of crime is something he looks back on with shame, and he expresses a great amount of pride in the Guard for allowing him to turn his right around, even if others might mock their combat record.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Fenrich Arich Smietha
Origin: Original Universe
Gender: Male
Age: 34
Species: Human (Valtridic)
Appearance: 5’8”, blond hair, brown eyes
Powers & Abilities:
Military Experience: Served in the Valtridic Imperial Army for 5 years.
Engineer: Expert in engineering and repair.
Skilled Pilot: Highly trained in the operation of his M-60 Thiuderichs Armored Walker
Weaknesses: outside of his walker he is just a regular human, and thus can be killed like any normal human could
Attack Potency: Human (out of walker), Building Level (in Walker)
Speed: Athlete (out of walker), Superhuman (in Walker)
Lifting Strength: Human (out of walker), Class 5 (in Walker)
Striking Strength: Human (out of walker), Small Building (in Walker)
Durability: Human (out of walker), Building Level (in Walker)
Stamina: Human (out of Walker), nearly endless (in Walker)
Range: A few hundred meters with his pistol, a few thousand meters with his walker's main gun.
Intelligence: Above Average, extremely talented engineer
Equipment on Hand: Handgun, ammo, medkit, repair tools, a couple weeks worth of MREs, various survival tools, a pendant of Tälst
Brief Bio/History*: Arichs was born in a suburb of the Valtridic capital of Ächon, Arichs grew up idolizing his accomplished engineer father and the machines he created. He quickly showed aptitude with machinery in his own right, and began working as an apprentice of his father before being put into a prestigious engineering school. When [insert political crisis] came to its tensest moments, Arichs felt his nation would require the skills of a man such as him and immediately joined the army as a tank engineer. Soon, his skill was spotted by the nascent JMO, which soon offered him a position in the Special Mechanized Forces.
Brief Personality Description*: Despite appearances, Arichs is a very kind and romantic man, very slow to anger. His anger, however, is remarkable, and especially arises when one disrespects his gods or his Emperor.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Fenrich Citlalli Tepetl
Origin: Original Universe
Gender: Female
Age: 34
Species: Human (Tepēltecan)
Appearance: 5’5", black hair, brown eyes
Powers & Abilities:
Army Experience: Served in the Altecallan Army for 12 years
Skilled Pilot: Highly trained in the operation of his M-60 Thiuderichs Armored Walker
Weaknesses: outside of her walker she is just a regular human, and thus can be killed like any normal human could
Attack Potency: Human (out of walker), Building Level (in Walker)
Speed: Athlete (out of walker), Superhuman (in Walker)
Lifting Strength: Human (out of walker), Class 5 (in Walker)
Striking Strength: Human (out of walker), Small Building (in Walker)
Durability: Human (out of walker), Building Level (in Walker)
Stamina: Human (out of Walker), nearly endless (in Walker)
Range: A few hundred meters with her pistol, a few thousand meters with her walker's main gun.
Intelligence: Above Average
Equipment on Hand: Handgun, ammo, medkit, repair tools, a couple weeks worth of MREs, various survival tools
Brief Bio/History*: Born to a wealthy family in the Altecallan capital of Tlaxtetl, Citlalli grew up with very high expectations placed upon her by her parents. She was expected to excel at almost everything, and was harshly punished for falling short. Soon she found herself interested in politics and civil service, and decided the best way into those jobs (and away from her demanding parents) was through the military. She joined up with the Altecallan Army, where she served as an officer for a few years before being moved into JMO.
Brief Personality Description*: Citlalli is an extremely dedicated and driven soldier, always striving to better herself. Her upbringing means she is never satisfied with "good enough" and always strives to be the best in her field, even if this causes her to clash with her comrades.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.[/b]


Name: Fenrich Papnoute Awad
Origin: Original Universe
Gender: Male
Age: 34
Species: Human (Musiran)
Appearance: 5'4", black hair, brown eyes
Powers & Abilities:
Army Experience: Served in the army for 7 years
Skilled Pilot: Highly trained in the operation of his M-60 Thiuderichs Armored Walker
Weaknesses: outside of his walker he is just a regular human, and thus can be killed like any normal human could
Attack Potency: Human (out of walker), Building Level (in Walker)
Speed: Athlete (out of walker), Superhuman (in Walker)
Lifting Strength: Human (out of walker), Class 5 (in Walker)
Striking Strength: Human (out of walker), Small Building (in Walker)
Durability: Human (out of walker), Building Level (in Walker)
Stamina: Human (out of Walker), nearly endless (in Walker)
Range: A few hundred meters with his pistol, a few thousand meters with his walker's main gun.
Intelligence: Above Average, very well-read in philosophy and religion
Equipment on Hand: Handgun, ammo, medkit, repair tools, a couple weeks worth of MREs, various survival tools, a prayer book, a shooting star icon
Brief Bio/History*: Born in the city of Rhakotis to a local religious scholar, Papnoute grew up surrounded by faith and religious symbols, and immersed himself in not only his faith but the writings of cousin religions, too. He initially wished to be a scholar like his father, until he found himself conscripted to the army to fight insurgents. He fought valiantly for many years, deciding to stay out of a sense of obligation to his comrades, until one day he was noticed and transferred over to JMO.
Brief Personality Description*: Despite his position as a soldier, Papnoute is at his heart a scholar and a philosopher. He is a very curious and thoughtful man, always eager to learn from others and trying to keep an open mind. He is also very pious and devout in his worship of God, always keeping a prayer book and an icon for daily prayer.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


I've still got some stuff to add and touch up with these apps but I think they're finished enough to put out here now and touch up later. I just wanna get these out now so I can do other stuff with my day lol
Last edited by Trapoletanius on Mon Aug 22, 2022 9:26 pm, edited 2 times in total.
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
Petrokovia
Powerbroker
 
Posts: 7698
Founded: Jul 07, 2014
Democratic Socialists

Postby Petrokovia » Tue May 24, 2022 10:21 pm

Trapoletanius wrote:Name: The Spitzfelde Alliance
Origin: Original Universe
Number of Members: Roughly 18 member nations around the world, with a combined population of ~500 million
Notable Members:
Emperor Heimerich XII - Holy Valtridic Emperor
Wulfila de Elmburg - Valtridic Prime Minister
Sigismund de Haddenfelde - Head of SA Joint Military Operations
Description of Faction's Tech, Powers, & Abilities: Technology is largely similar to Earth in the 1970s, but with some extra technology like mechs and advanced (partially magical) cybernetics. Magic is present but very lowkey, mostly miracleworking.

3rd Special Mechanized Force
Uniform

Name: Fenrich Kasakos Dzhioty
Origin: Original Universe
Gender: Male
Age: 35
Species: Human (Elyanian)
Appearance: 5'9", blond hair, brown eyes
Powers & Abilities:
Marine Experience: Spent 10 years in the Elyanian Royal Marines before joining SA Joint Military Operations (SAJMO), experienced in hand-to-hand and small arms combat.
Skilled Pilot: Highly trained in the operation of his M-60 Thiuderichs Armored Walker
Weaknesses: outside of his walker he is just a regular human, and thus can be killed like any normal human could
Attack Potency: Human (out of walker), Building Level (in Walker)
Speed: Athlete (out of walker), Superhuman (in Walker)
Lifting Strength: Human (out of walker), Class 5 (in Walker)
Striking Strength: Human (out of walker), Small Building (in Walker)
Durability: Human (out of walker), Building Level (in Walker)
Stamina: Human (out of Walker), nearly endless (in Walker)
Range: A few hundred meters with his pistol, a few thousand meters with his walker's main gun.
Intelligence: College educated, graduate of Eravasca Military Academy.
Equipment on Hand: Handgun, ammo, medkit, repair tools, a couple weeks worth of MREs, various survival tools
Brief Bio/History*: Born in the city of Sabiris, near the Elyanian capital of Eravasca, Kasakos was raised by his father alone after his mother died of cancer when he was young. Growing up on the stories of the great nomadic warrior-kings of Elyani history, he always dreamed that one day he would grow to be a soldier and emulate their great deeds. When he was out of secondary school, he immediately went into the military and proved himself as a competent leader at Eravasca Military Academy. From there he served in the Royal Marines for a decade, fighting in warzones across the world and showing time and again his leadership skills. 4 years ago, he was transferred over to SA Joint Military Operations to join a new specialized unit: the Special Mechanized Force.
Brief Personality Description*: On the field, Kasakos is a cold and professional operator, famous for his level head and good judgement. He rarely shows much emotion on missions, even hiding his eyes behind a pair of dark sunglasses to keep up appearances of professionalism. This attitude, however, sits in stark contrast with how he acts when he is out of uniform. Off the job, Kasakos is a lazy, relaxed, and sociable party lover.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Fenrich Rikhard Donne
Origin: Original Universe
Gender: Male
Age: 33
Species: Human (Anglic)
Appearance: 5’5”, red hair, green eyes
Powers & Abilities:
Army Experience: Served for 12 years in the Sæsanic Republican Guard
Skilled Pilot: Highly trained in the operation of his M-60 Thiuderichs Armored Walker
Weaknesses: outside of his walker he is just a regular human, and thus can be killed like any normal human could
Attack Potency: Human (out of walker), Building Level (in Walker)
Speed: Athlete (out of walker), Superhuman (in Walker)
Lifting Strength: Human (out of walker), Class 5 (in Walker)
Striking Strength: Human (out of walker), Small Building (in Walker)
Durability: Human (out of walker), Building Level (in Walker)
Stamina: Human (out of Walker), nearly endless (in Walker)
Range: A few hundred meters with his pistol, a few thousand meters with his walker's main gun.
Intelligence: above average
Equipment on Hand: Handgun, ammo, medkit, repair tools, a couple weeks worth of MREs, various survival tools, a blessed sun amulet
Brief Bio/History*: Rikhard was born in the city of Eoforic, in the central regions of the Sæsanic Commonwealth, to a humble working class family. It was a time of great economic turmoil for the Sæsans, and even with both of his parents working (his father as a miner and his mother as a maid) his family was still struggling to make ends meet. Due to this poverty, and his parents’ frequent absences, Rikhard ended up falling into a local youth gang committing petty crimes for money. He soon became fairly notable in the local crime circles for his tenacity, but after a while he began to feel that he did not belong there - after a run-in with the law, and a brief stint in prison, he decided it was time to turn his life around and joined the Republican Guard. He quickly rose through the ranks, distinguishing himself with his grit and bravery. When JMO was formed, he was seen as a natural candidate for entry, and was one of the first to be moved to the outfit.
Brief Personality Description*: Rikhard is very brave and tenacious, to a fault many would say. He never backs down from a challenge, and never runs away from a fight, even when he probably should do so. His life of crime is something he looks back on with shame, and he expresses a great amount of pride in the Guard for allowing him to turn his right around, even if others might mock their combat record.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Fenrich Arich Smietha
Origin: Original Universe
Gender: Male
Age: 34
Species: Human (Valtridic)
Appearance: 5’8”, blond hair, brown eyes
Powers & Abilities:
Military Experience: Served in the Valtridic Imperial Army for 5 years.
Engineer: Expert in engineering and repair.
Skilled Pilot: Highly trained in the operation of his M-60 Thiuderichs Armored Walker
Weaknesses: outside of his walker he is just a regular human, and thus can be killed like any normal human could
Attack Potency: Human (out of walker), Building Level (in Walker)
Speed: Athlete (out of walker), Superhuman (in Walker)
Lifting Strength: Human (out of walker), Class 5 (in Walker)
Striking Strength: Human (out of walker), Small Building (in Walker)
Durability: Human (out of walker), Building Level (in Walker)
Stamina: Human (out of Walker), nearly endless (in Walker)
Range: A few hundred meters with his pistol, a few thousand meters with his walker's main gun.
Intelligence: Above Average, extremely talented engineer
Equipment on Hand: Handgun, ammo, medkit, repair tools, a couple weeks worth of MREs, various survival tools, a pendant of Tälst
Brief Bio/History*: Arichs was born in a suburb of the Valtridic capital of Ächon, Arichs grew up idolizing his accomplished engineer father and the machines he created. He quickly showed aptitude with machinery in his own right, and began working as an apprentice of his father before being put into a prestigious engineering school. When [insert political crisis] came to its tensest moments, Arichs felt his nation would require the skills of a man such as him and immediately joined the army as a tank engineer. Soon, his skill was spotted by the nascent JMO, which soon offered him a position in the Special Mechanized Forces.
Brief Personality Description*: Despite appearances, Arichs is a very kind and romantic man, very slow to anger. His anger, however, is remarkable, and especially arises when one disrespects his gods or his Emperor.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Fenrich Citlalli Tepetl
Origin: Original Universe
Gender: Female
Age: 34
Species: Human (Tepēltecan)
Appearance: 5’5", black hair, brown eyes
Powers & Abilities:
Army Experience: Served in the Altecallan Army for 12 years
Skilled Pilot: Highly trained in the operation of his M-60 Thiuderichs Armored Walker
Weaknesses: outside of her walker she is just a regular human, and thus can be killed like any normal human could
Attack Potency: Human (out of walker), Building Level (in Walker)
Speed: Athlete (out of walker), Superhuman (in Walker)
Lifting Strength: Human (out of walker), Class 5 (in Walker)
Striking Strength: Human (out of walker), Small Building (in Walker)
Durability: Human (out of walker), Building Level (in Walker)
Stamina: Human (out of Walker), nearly endless (in Walker)
Range: A few hundred meters with her pistol, a few thousand meters with her walker's main gun.
Intelligence: Above Average
Equipment on Hand: Handgun, ammo, medkit, repair tools, a couple weeks worth of MREs, various survival tools
Brief Bio/History*: Born to a wealthy family in the Altecallan capital of Tlaxtetl, Citlalli grew up with very high expectations placed upon her by her parents. She was expected to excel at almost everything, and was harshly punished for falling short. Soon she found herself interested in politics and civil service, and decided the best way into those jobs (and away from her demanding parents) was through the military. She joined up with the Altecallan Army, where she served as an officer for a few years before being moved into JMO.
Brief Personality Description*: Citlalli is an extremely dedicated and driven soldier, always striving to better herself. Her upbringing means she is never satisfied with "good enough" and always strives to be the best in her field, even if this causes her to clash with her comrades.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.[/b]


Name: Fenrich Papnoute Awad
Origin: Original Universe
Gender: Male
Age: 34
Species: Human (Musiran)
Appearance: 5'4", black hair, brown eyes
Powers & Abilities:
Army Experience: Served in the army for 7 years
Skilled Pilot: Highly trained in the operation of his M-60 Thiuderichs Armored Walker
Weaknesses: outside of his walker he is just a regular human, and thus can be killed like any normal human could
Attack Potency: Human (out of walker), Building Level (in Walker)
Speed: Athlete (out of walker), Superhuman (in Walker)
Lifting Strength: Human (out of walker), Class 5 (in Walker)
Striking Strength: Human (out of walker), Small Building (in Walker)
Durability: Human (out of walker), Building Level (in Walker)
Stamina: Human (out of Walker), nearly endless (in Walker)
Range: A few hundred meters with his pistol, a few thousand meters with his walker's main gun.
Intelligence: Above Average, very well-read in philosophy and religion
Equipment on Hand: Handgun, ammo, medkit, repair tools, a couple weeks worth of MREs, various survival tools, a prayer book, a shooting star icon
Brief Bio/History*: Born in the city of Rhakotis to a local religious scholar, Papnoute grew up surrounded by faith and religious symbols, and immersed himself in not only his faith but the writings of cousin religions, too. He initially wished to be a scholar like his father, until he found himself conscripted to the army to fight insurgents. He fought valiantly for many years, deciding to stay out of a sense of obligation to his comrades, until one day he was noticed and transferred over to JMO.
Brief Personality Description*: Despite his position as a soldier, Papnoute is at his heart a scholar and a philosopher. He is a very curious and thoughtful man, always eager to learn from others and trying to keep an open mind. He is also very pious and devout in his worship of God, always keeping a prayer book and an icon for daily prayer.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


I've still got some stuff to add and touch up with these apps but I think they're finished enough to put out here now and touch up later. I just wanna get these out now so I can do other stuff with my day lol

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

*Communist and Proud!*

User avatar
Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Tue May 31, 2022 4:19 pm

Working on a post right now.

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

Postby Petrokovia » Wed Jun 01, 2022 9:42 am

Ceystile wrote:Working on a post right now.

Awesome! Can't wait to see it!
Last edited by Petrokovia on Wed Jun 01, 2022 9:43 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!*

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

Postby Menschenfleisch » Wed Jun 01, 2022 11:08 pm

Name: Avarice, Ava Famei
Origin: OC, Empyrean
Gender: Arbitrary, everyone just uses female pronouns because it's easier that way
Age: Several tens of millions of years
Species: 'Maenad', a physical manifestation of a specific concept. In Avarice's case, she represents hunger.
Appearance: A blonde woman with red irises and extremely warm skin.
Powers & Abilities: Bending space to make certain distances longer or shorter by playing with perspective, extreme strength and speed, an incomprehensible mind (making mind reading impossible and most forms of mind control ineffective), resistance to time warping effects such as time dilation and temporal powers, has unpredictable effects on the minds of those who see her due to escaping the limits of their comprehension (intense fear and disgust in some, devotion in others), can paralyse or drive people mad with prolonged eye contact, immortality, regenerates body parts extremely quickly, induces an intense feeling of 'appetite' in people who see her, can manifest visible telekinetic 'jaws' to crush prey, can interact with and devour immaterial entities like ghosts, memories, concepts, etc.
Weaknesses: Lacks social inhibitions
Attack Potency: City level (7-B)
Speed: Hypersonic
Lifting Strength: Class T
Striking Strength: City level (7-B)
Durability: Town level (7-C)
Stamina: Next to infinite, though she still needs to eat from time to time
Range: Melee
Intelligence: Avarice thinks differently from either humans, animals, or computers. She has the ability to extrapolate events with perfect clarity several minutes or hours into the future, can effortlessly untangle unproven mathematical theorems, and accurately determine the physics of her surroundings (e.g. measuring gravity on a planetary body), but she doesn't apply it very often, or very effectively.
Equipment on Hand: N/A
Brief Bio/History*: Maenads are manifestations of concepts which are formed from the union of a human and another entity, a Euphoria, the partial manifestation of a concept created by human thought. The human component is obliterated in the process of forming a Maenad, which considers itself a completely different entity from either of its predecessors. Avarice hails from a world called Empyrean, a realm which has transcended physical law, leaving only dream logic to govern the way that they live their lives. Empyrean is constantly assaulted by incursions of humanity's fears, neuroses, and deeply held guilts. Avarice was formed out of a human woman making contact with a Euphoria representing the concept of destructive, unrestrained hunger, in an attempt to ascend to become a Maenad and to acquire sufficient power to defend her planet from other Euphories and monsters of the imagination. Not much of those initial intentions survived the process of becoming a Maenad. Also, she now thinks the word 'Maenad' is exceedingly lame, and tries her best not to use it.
Brief Personality Description*: Chipper, optimistic, always trying to be helpful, and deeply curious about the world around her. However, she absolutely lacks any life experience and is enthralled by basically anything and everything. She can be dreadfully sinister and horrifying without meaning to be.
Last edited by Menschenfleisch on Wed Jun 01, 2022 11:14 pm, edited 2 times in total.

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

Postby Naval Monte » Wed Jun 01, 2022 11:25 pm

Menschenfleisch wrote:Name: Avarice, Ava Famei
Origin: OC, Empyrean
Gender: Arbitrary, everyone just uses female pronouns because it's easier that way
Age: Several tens of millions of years
Species: 'Maenad', a physical manifestation of a specific concept. In Avarice's case, she represents hunger.
Appearance: A blonde woman with red irises and extremely warm skin.
Powers & Abilities: Bending space to make certain distances longer or shorter by playing with perspective, extreme strength and speed, an incomprehensible mind (making mind reading impossible and most forms of mind control ineffective), resistance to time warping effects such as time dilation and temporal powers, has unpredictable effects on the minds of those who see her due to escaping the limits of their comprehension (intense fear and disgust in some, devotion in others), can paralyse or drive people mad with prolonged eye contact, immortality, regenerates body parts extremely quickly, induces an intense feeling of 'appetite' in people who see her, can manifest visible telekinetic 'jaws' to crush prey, can interact with and devour immaterial entities like ghosts, memories, concepts, etc.
Weaknesses: Lacks social inhibitions
Attack Potency: City level (7-B)
Speed: Hypersonic
Lifting Strength: Class T
Striking Strength: City level (7-B)
Durability: Town level (7-C)
Stamina: Next to infinite, though she still needs to eat from time to time
Range: Melee
Intelligence: Avarice thinks differently from either humans, animals, or computers. She has the ability to extrapolate events with perfect clarity several minutes or hours into the future, can effortlessly untangle unproven mathematical theorems, and accurately determine the physics of her surroundings (e.g. measuring gravity on a planetary body), but she doesn't apply it very often, or very effectively.
Equipment on Hand: N/A
Brief Bio/History*: Maenads are manifestations of concepts which are formed from the union of a human and another entity, a Euphoria, the partial manifestation of a concept created by human thought. The human component is obliterated in the process of forming a Maenad, which considers itself a completely different entity from either of its predecessors. Avarice hails from a world called Empyrean, a realm which has transcended physical law, leaving only dream logic to govern the way that they live their lives. Empyrean is constantly assaulted by incursions of humanity's fears, neuroses, and deeply held guilts. Avarice was formed out of a human woman making contact with a Euphoria representing the concept of destructive, unrestrained hunger, in an attempt to ascend to become a Maenad and to acquire sufficient power to defend her planet from other Euphories and monsters of the imagination. Not much of those initial intentions survived the process of becoming a Maenad. Also, she now thinks the word 'Maenad' is exceedingly lame, and tries her best not to use it.
Brief Personality Description*: Chipper, optimistic, always trying to be helpful, and deeply curious about the world around her. However, she absolutely lacks any life experience and is enthralled by basically anything and everything. She can be dreadfully sinister and horrifying without meaning to be.


Unless there any objections to it I will say the app is acceptable
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
Roelandia
Diplomat
 
Posts: 582
Founded: Jul 28, 2014
Scandinavian Liberal Paradise

Postby Roelandia » Thu Jun 02, 2022 1:13 pm

Name: *undefined* Generally refered to as "Absorbio" (name does not do him/it justice)
Origin: Generally speculative, even to itself. Theorised to have been formed from the basic essence of the universe, said to be dark matter.u
Gender: Undifined, though generally appears male to most species.
Age: Unknown, though known consciousness of the current iteration spans back a mere 2 years.
Species: Unknown (even to itself), however known by many manes given by scientists, historians and even casual passer by's. Most common term is "essentialist".
Appearance: A humanoid figure completely black. It seems to absorb all the light projected at it and as such no depth in the figure can be observed from any angle as it basically appears as a black spot standing within the light. Even though it can be observed to have a head, the figure has no discernable nose, eyes, or mouth, nor any shapes that hint at their presence.
The further one moves away from it, the more the figure starts to blur and blend with the surroundings. It's only by close presence that it's "complete" form can be easily observed.

https://www.cio.com/wp-content/uploads/2021/12/thinkstockphotos-466976775-100688442-orig.jpg?quality=50&strip=all&w=1024

Powers & Abilities:

Absorb: Black mirror (capable of absorbing the very essence of a being by touch. It is then capable of mirroring the entity in all of its aspects, in effect becoming an exact "copy").

Weaknesses: instensly focused light directed against its body.
Attack Potency: matches the entity it mirrors
Speed: matches the entity it mirrors
Lifting Strength: matches the entity it mirrors
Striking Strength: matches the entity it mirrors
Durability: matches the entity it mirrors
Stamina: matches the entity it mirrors
Range: matches the entity it mirrors
Intelligence: matches the entity it mirrors
Equipment on Hand: none
Brief Bio/History*:
No known history, even to itself, possible as old as the universe itself.

Brief Personality Description*:
Mysterious. Communicates telepathically (ominous voice in head type of telepathic).
Is neither altrruistic nor egoistic and serves a higher purpose that is unkown to anyone.
Does however believe that the ends justify the means and will not behold itself to any kind of ethical princples.

PS: I have no idea whether this is a legal character (I tried to make it one though) but this seemed like fun so...
Last edited by Roelandia on Thu Jun 02, 2022 1:16 pm, edited 2 times in total.
Personal 8 values

Politiscales result

This nation represents my real life views
I don't use NS stats, but that goes without saying if you look at my factbooks.

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

Postby Petrokovia » Thu Jun 02, 2022 6:52 pm

Roelandia wrote:Name: *undefined* Generally refered to as "Absorbio" (name does not do him/it justice)
Origin: Generally speculative, even to itself. Theorised to have been formed from the basic essence of the universe, said to be dark matter.u
Gender: Undifined, though generally appears male to most species.
Age: Unknown, though known consciousness of the current iteration spans back a mere 2 years.
Species: Unknown (even to itself), however known by many manes given by scientists, historians and even casual passer by's. Most common term is "essentialist".
Appearance: A humanoid figure completely black. It seems to absorb all the light projected at it and as such no depth in the figure can be observed from any angle as it basically appears as a black spot standing within the light. Even though it can be observed to have a head, the figure has no discernable nose, eyes, or mouth, nor any shapes that hint at their presence.
The further one moves away from it, the more the figure starts to blur and blend with the surroundings. It's only by close presence that it's "complete" form can be easily observed.

https://www.cio.com/wp-content/uploads/2021/12/thinkstockphotos-466976775-100688442-orig.jpg?quality=50&strip=all&w=1024

Powers & Abilities:

Absorb: Black mirror (capable of absorbing the very essence of a being by touch. It is then capable of mirroring the entity in all of its aspects, in effect becoming an exact "copy").

Weaknesses: instensly focused light directed against its body.
Attack Potency: matches the entity it mirrors
Speed: matches the entity it mirrors
Lifting Strength: matches the entity it mirrors
Striking Strength: matches the entity it mirrors
Durability: matches the entity it mirrors
Stamina: matches the entity it mirrors
Range: matches the entity it mirrors
Intelligence: matches the entity it mirrors
Equipment on Hand: none
Brief Bio/History*:
No known history, even to itself, possible as old as the universe itself.

Brief Personality Description*:
Mysterious. Communicates telepathically (ominous voice in head type of telepathic).
Is neither altrruistic nor egoistic and serves a higher purpose that is unkown to anyone.
Does however believe that the ends justify the means and will not behold itself to any kind of ethical princples.

PS: I have no idea whether this is a legal character (I tried to make it one though) but this seemed like fun so...

It’s certainly an interesting idea! I don’t see anything wrong with it, so unless Crow or Mensch have a problem with them, they’re Accepted!
Will certainly be an interesting character to interact with!
Communist from Philly living with multiplicity; We literally are Petrokovia. We are very spiritual adherents to our religion.
Pro: AES, Juche, communism, armed revolution, God (Mikotorma), reappropriating monarchical terms for socialist things (what's in a name?), the ethereal spaceship polycule sent by Allah to guide us, freedom of expression and religion
Anti: Fascism, absolute monarchy, capitalism, imperialism, Demiurge/Saklas, bigotry of any kind
Note: I do not use NS Stats, NS Tracker, etc. I only use my own factbooks and written information; The main canon used is the Democratic Socialist Vesperist Realms of Petrokovia (DSVRP)
من خلال الشدائد وسفك الدماء إلى المجد نسير بنور قلوبنا على طريق ميكوتورماه
National Anthem: Our Country!
National Religion: Vesperism

*Communist and Proud!*

User avatar
Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Fri Jun 03, 2022 12:04 am

Name: Myrsky Hallowstorm
Origin: OC (Alternate-Earth)
Gender: Male
Age: 30
Species: Human/Elemental Hybrid
Appearance: Myr has a tall, lean build (around 5'10), has the blond, blue-eyed coloring of an average Finn and in the tradition of wizards, wears his hair long and thus keeps it in a ponytail or braid for convenience. He's considered exceptionally handsome (this was done by design, as the Storm King wanted his future vessel to be as beautiful as possible. They basically magically-genetic engineered a baby). He tends to dress in dark robes offset by brightly colored waistcoats and trousers, and always wears a pair of lightning-bolt shaped earrings.
Powers & Abilities:
Eye of the Storm: Being the son of a storm titan, Myrsky has exceptional control over weather magic. He can conjure lightning, powerful winds and storm clouds.
Magic: Myrsky is a powerful wizard and as such knows several magic spells for offense and defense, most of them kept in his famed grimoire.
Mood Rain: As a storm mage, Myrsky's powers can get a little...volatile and as such a small storm cloud will manifest over his head and cause rain and lightning when he's upset or feeling a particularly strong emotion The effect is usually confined only to himself and those people unfortunate enough to be standing too near him at the time, though during the rare times he gets really angry, he can accidentally cause a small storm (or heavy rainfall when he's sad), usually confined to a large room.

Weaknesses: He's RIDICULOUSLY magic dependent and the only mundane weapon he has is a knife he barely knows how to use. Stop his magic and he's pretty much useless in a fight.
Grimoire: His grimoire also serves as an amplifier for his magic, if he loses it his powers become significantly weaker.
Exhaustion: Using his magic on a large scale takes a lot out of him, the more magic he uses the more tired he gets. If he's too exhausted he can't use spells until he recovers and if he makes a storm too big it can screw around with the electrical activity in his body and REALLY mess him up.
Squishy Wizard: What it says on the tin. Dude can flood Mexico but he can't really take too many direct hits. Get a direct hit on him and it interrupts his spell.
Attack Potency: Usually Large Building, can become Country but that takes significant effort and becomes dangerous.
Speed: Average human without magic, with magic it can become supersonic (using lightning teleport)
Lifting Strength: Below average human without magic, Peak Human if he uses wind.
Striking Strength: Large Building Class to City Class is his safest range, any more than that is pushing it.
Durability: Below Average Human, he be squishy boi.
Stamina: Average Human
Range: Hundreds of Meters
Intelligence: High
Equipment on Hand: Grimoire
Brief Bio/History*: Myrsky was born in the Kingdom of Finland as the eldest son of Maritta Harrowstorm, a young and ambitious sorceress known for her beauty when she summoned the lord of storm elementals in order to augment her magical power. The two negotiated a contract, Maritta would bear a child that would eventually become an avatar for the elemental, allowing him to conquer the world one day and he would grant her great magic in return, it seemed like a small sacrifice to make and thus Myrsky was born. It was clear that the child was extraordinary from an early age, or as Maritta described him...more than a handful. Dealing with a toddler whose tantrums caused indoor storms wasn't something she learned in her grimoires, but what can you do? Originally born to be a pawn in his mother's magical schemes, she grew to genuinely love the child as well as the children she conceived later down the line in another relationship, Myrsky's younger half-brothers, Manu and Mikael.

Myrsky's life besides that was rather unremarkable, he went to college to study sorcery and had the occasional romance, getting top marks in his class and eventually winning an apprenticeship under the Royal Wizard of Finland. However on his seventeenth birthday, his life changed forever. He discovered a journal among his mother's things, detailing his conception as well as the deal she made with his sire, the Storm King...that Myrsky would become the storm elemental's vessel on his eighteenth birthday. The young wizard quite understandably wasn't having that shit, and so he became Royal Wizard with the goal of finding a way to seal up Dear Old Dad so that he could keep control over his own body. During his studies, he learned that there was a ritual that required the use of seven elemental crystals, scattered across the multiverse and thus his journey began.
Brief Personality Description*: Coming from two vain ass parents, Myr didn't stand a chance and is quite finicky when it comes to his appearance. He looks good and boy does he know it. Besides that, he's a pretty nice, outgoing guy and very outgoing, charming many of the people he comes into contact with...though his vanity and tendency to brag can get grating. He often acts way less serious than the situation calls for, but that's merely to distract himself from the possibility of losing his soul and will snap into shape when he needs to, being quite an effective ally for a glass cannon.
*Optional
Including his theme song just to be random: https://www.youtube.com/watch?v=5tz7Y0GLMI4
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.
Last edited by Ceystile on Fri Jun 03, 2022 12:07 am, edited 1 time in total.

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

Postby Petrokovia » Fri Jun 03, 2022 7:01 pm

Ceystile wrote:Name: Myrsky Hallowstorm
Origin: OC (Alternate-Earth)
Gender: Male
Age: 30
Species: Human/Elemental Hybrid
Appearance: Myr has a tall, lean build (around 5'10), has the blond, blue-eyed coloring of an average Finn and in the tradition of wizards, wears his hair long and thus keeps it in a ponytail or braid for convenience. He's considered exceptionally handsome (this was done by design, as the Storm King wanted his future vessel to be as beautiful as possible. They basically magically-genetic engineered a baby). He tends to dress in dark robes offset by brightly colored waistcoats and trousers, and always wears a pair of lightning-bolt shaped earrings.
Powers & Abilities:
Eye of the Storm: Being the son of a storm titan, Myrsky has exceptional control over weather magic. He can conjure lightning, powerful winds and storm clouds.
Magic: Myrsky is a powerful wizard and as such knows several magic spells for offense and defense, most of them kept in his famed grimoire.
Mood Rain: As a storm mage, Myrsky's powers can get a little...volatile and as such a small storm cloud will manifest over his head and cause rain and lightning when he's upset or feeling a particularly strong emotion The effect is usually confined only to himself and those people unfortunate enough to be standing too near him at the time, though during the rare times he gets really angry, he can accidentally cause a small storm (or heavy rainfall when he's sad), usually confined to a large room.

Weaknesses: He's RIDICULOUSLY magic dependent and the only mundane weapon he has is a knife he barely knows how to use. Stop his magic and he's pretty much useless in a fight.
Grimoire: His grimoire also serves as an amplifier for his magic, if he loses it his powers become significantly weaker.
Exhaustion: Using his magic on a large scale takes a lot out of him, the more magic he uses the more tired he gets. If he's too exhausted he can't use spells until he recovers and if he makes a storm too big it can screw around with the electrical activity in his body and REALLY mess him up.
Squishy Wizard: What it says on the tin. Dude can flood Mexico but he can't really take too many direct hits. Get a direct hit on him and it interrupts his spell.
Attack Potency: Usually Large Building, can become Country but that takes significant effort and becomes dangerous.
Speed: Average human without magic, with magic it can become supersonic (using lightning teleport)
Lifting Strength: Below average human without magic, Peak Human if he uses wind.
Striking Strength: Large Building Class to City Class is his safest range, any more than that is pushing it.
Durability: Below Average Human, he be squishy boi.
Stamina: Average Human
Range: Hundreds of Meters
Intelligence: High
Equipment on Hand: Grimoire
Brief Bio/History*: Myrsky was born in the Kingdom of Finland as the eldest son of Maritta Harrowstorm, a young and ambitious sorceress known for her beauty when she summoned the lord of storm elementals in order to augment her magical power. The two negotiated a contract, Maritta would bear a child that would eventually become an avatar for the elemental, allowing him to conquer the world one day and he would grant her great magic in return, it seemed like a small sacrifice to make and thus Myrsky was born. It was clear that the child was extraordinary from an early age, or as Maritta described him...more than a handful. Dealing with a toddler whose tantrums caused indoor storms wasn't something she learned in her grimoires, but what can you do? Originally born to be a pawn in his mother's magical schemes, she grew to genuinely love the child as well as the children she conceived later down the line in another relationship, Myrsky's younger half-brothers, Manu and Mikael.

Myrsky's life besides that was rather unremarkable, he went to college to study sorcery and had the occasional romance, getting top marks in his class and eventually winning an apprenticeship under the Royal Wizard of Finland. However on his seventeenth birthday, his life changed forever. He discovered a journal among his mother's things, detailing his conception as well as the deal she made with his sire, the Storm King...that Myrsky would become the storm elemental's vessel on his eighteenth birthday. The young wizard quite understandably wasn't having that shit, and so he became Royal Wizard with the goal of finding a way to seal up Dear Old Dad so that he could keep control over his own body. During his studies, he learned that there was a ritual that required the use of seven elemental crystals, scattered across the multiverse and thus his journey began.
Brief Personality Description*: Coming from two vain ass parents, Myr didn't stand a chance and is quite finicky when it comes to his appearance. He looks good and boy does he know it. Besides that, he's a pretty nice, outgoing guy and very outgoing, charming many of the people he comes into contact with...though his vanity and tendency to brag can get grating. He often acts way less serious than the situation calls for, but that's merely to distract himself from the possibility of losing his soul and will snap into shape when he needs to, being quite an effective ally for a glass cannon.
*Optional
Including his theme song just to be random: https://www.youtube.com/watch?v=5tz7Y0GLMI4
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

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

*Communist and Proud!*

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

Postby Naval Monte » Thu Jun 16, 2022 9:34 pm

Name: Stephen Vincent Strange
Origin: Marvel Universe
Gender: Male
Age: 45
Species: Human
Appearance: Here
Powers & Abilities:

Eldritch Magic: Doctor Strange is the master of the mystic arts. Being able to draw upon energy from his self, the universes, and other dimesnions he can perform a variety of spellcasting ranging from creating objects of pure magic, controlling elemental forces, transmutation and conjuration of materials, flight with his cloak, and creating portals through other locations and dimensions. More info on his magic

Master Physician: Strange was one of the world's most renowned neurosurgeons. His genius surgical skill allowed him to flawlessly perform extremely complicated surgeries with little to no mechanical assistance. Indeed, Strange's skills were superior to those of his colleagues Christine Palmer and Nicodemus West, as he was able to notice a cause of injury in a patient while neither of them could, thus preventing West from killing the patient. Strange's perfect record and reputation with the craft reached such a point that ultimately, he developed a penchant for undertaking only the most challenging but still viable of operations, in order to boost his huge ego. Despite losing the ability to perform surgeries after his hands were damaged beyond repair in a catastrophic car accident, Strange still kept his profound medical knowledge, which allowed him to give out directions to Palmer and West during surgery on the Ancient One. During his surgical career, Strange was able to develop entirely new techniques for performing highly complicated surgical procedures that he claimed would significantly advance medical practices for years to come. Strange was even able to perform surgery during the extremely stressful Battle of New York.

Expert Tactician: Strange's tremendous intellect contributes to his already incredible tactical insight. A highly ingenious strategist, Strange relied on pure wits to stop both Kaecilius and Dormammu himself due to his lack of experience in fighting supernatural forces. He used the Eye of Agamotto to trap the primordial entity in an endless time loop while using tactics of psychological warfare to mentally torment Dormammu instead of stopping him with magic and, as a result, ultimately succeeded in forcing his foe back into the Dark Dimension, taking the Zealots along with him.

Master Martial Artist: After studying under the guidance of the Ancient One and training with Karl Mordo for months, Strange became proficient in martial arts, both armed and hand-to-hand combat, with his skill being great enough to allow him to fight off and evade many of the far more experienced and extensively trained Zealots sorcerers attacks while trying to escape the New York Sanctum, overpower and kill Lucian Aster, and even managing to hold his own against Kaecilius himself reasonably well, with Strange notably managing to fight Kaecilius almost to a standstill in their last altercation by using the reconstructing landscape of Hong Kong to his advantage, although he was ultimately overpowered and only defeated Kaecilius by outsmarting him rather than defeating him in pure skill. Eventually, as he further practiced and trained, by the time of the Infinity War, Strange's skill and experience in fighting had improved significantly to the point that with help from Drax, Strange was even able to fight against Thanos himself in close-quarters combat, lasting longer than Drax, although Thanos only had the use of one eye due to the other being blinded by a webbed cotton and is quick to overwhelm Strange soon after beating back Drax. However, Strange's hands still suffer from severe nerve and bone damage as a result of his accident, further exacerbated by the unsuccessful surgeries made towards restoring his dexterity, meaning his hands are delicate and prone to intense pain should he attempt to directly strike something or someone, thus leading his technique to consist mainly of a combination of parries and the use of spells.

Whip Mastery: Strange was able to form Eldritch Whips which he used in various ways. He was able to pull back Thanos with the whips as well as attacking Gargantos.

Bilingualism: Strange is fluent in his native English, and becomes proficient enough with Sanskrit during his months in Kamar-Taj to enable him to study advanced books Wong deemed him not ready for, including the Book of Cagliostro.

Weaknesses:

Attack Potency:

Street level physically
Large island with magic

Speed:

Peak Human physically, unknown with magic

Lifting Strength:

Average human physically, unknown with magic

Striking Strength:

Street level physically. Building level with magic

Durability:

Street level physically. Building with magic with the capablity to push it to city for short amounts of time.

Stamina: Above Average

Range: Standard melee range, several miles with magic, up to Multi-Stellar with certain spells, and with portals Multiversal

Intelligence: Extraordinary Genius

Equipment on Hand: Eye of Agamotto, Sling Ring, Cloak of Levitation,

Brief Bio/History*:
Here
Brief Personality Description*:
Here
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.
Last edited by Naval Monte on Thu Jun 16, 2022 9:39 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.

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

Postby Petrokovia » Fri Jun 17, 2022 2:46 am

Naval Monte wrote:
Name: Stephen Vincent Strange
Origin: Marvel Universe
Gender: Male
Age: 45
Species: Human
Appearance: Here
Powers & Abilities:

Eldritch Magic: Doctor Strange is the master of the mystic arts. Being able to draw upon energy from his self, the universes, and other dimesnions he can perform a variety of spellcasting ranging from creating objects of pure magic, controlling elemental forces, transmutation and conjuration of materials, flight with his cloak, and creating portals through other locations and dimensions. More info on his magic

Master Physician: Strange was one of the world's most renowned neurosurgeons. His genius surgical skill allowed him to flawlessly perform extremely complicated surgeries with little to no mechanical assistance. Indeed, Strange's skills were superior to those of his colleagues Christine Palmer and Nicodemus West, as he was able to notice a cause of injury in a patient while neither of them could, thus preventing West from killing the patient. Strange's perfect record and reputation with the craft reached such a point that ultimately, he developed a penchant for undertaking only the most challenging but still viable of operations, in order to boost his huge ego. Despite losing the ability to perform surgeries after his hands were damaged beyond repair in a catastrophic car accident, Strange still kept his profound medical knowledge, which allowed him to give out directions to Palmer and West during surgery on the Ancient One. During his surgical career, Strange was able to develop entirely new techniques for performing highly complicated surgical procedures that he claimed would significantly advance medical practices for years to come. Strange was even able to perform surgery during the extremely stressful Battle of New York.

Expert Tactician: Strange's tremendous intellect contributes to his already incredible tactical insight. A highly ingenious strategist, Strange relied on pure wits to stop both Kaecilius and Dormammu himself due to his lack of experience in fighting supernatural forces. He used the Eye of Agamotto to trap the primordial entity in an endless time loop while using tactics of psychological warfare to mentally torment Dormammu instead of stopping him with magic and, as a result, ultimately succeeded in forcing his foe back into the Dark Dimension, taking the Zealots along with him.

Master Martial Artist: After studying under the guidance of the Ancient One and training with Karl Mordo for months, Strange became proficient in martial arts, both armed and hand-to-hand combat, with his skill being great enough to allow him to fight off and evade many of the far more experienced and extensively trained Zealots sorcerers attacks while trying to escape the New York Sanctum, overpower and kill Lucian Aster, and even managing to hold his own against Kaecilius himself reasonably well, with Strange notably managing to fight Kaecilius almost to a standstill in their last altercation by using the reconstructing landscape of Hong Kong to his advantage, although he was ultimately overpowered and only defeated Kaecilius by outsmarting him rather than defeating him in pure skill. Eventually, as he further practiced and trained, by the time of the Infinity War, Strange's skill and experience in fighting had improved significantly to the point that with help from Drax, Strange was even able to fight against Thanos himself in close-quarters combat, lasting longer than Drax, although Thanos only had the use of one eye due to the other being blinded by a webbed cotton and is quick to overwhelm Strange soon after beating back Drax. However, Strange's hands still suffer from severe nerve and bone damage as a result of his accident, further exacerbated by the unsuccessful surgeries made towards restoring his dexterity, meaning his hands are delicate and prone to intense pain should he attempt to directly strike something or someone, thus leading his technique to consist mainly of a combination of parries and the use of spells.

Whip Mastery: Strange was able to form Eldritch Whips which he used in various ways. He was able to pull back Thanos with the whips as well as attacking Gargantos.

Bilingualism: Strange is fluent in his native English, and becomes proficient enough with Sanskrit during his months in Kamar-Taj to enable him to study advanced books Wong deemed him not ready for, including the Book of Cagliostro.

Weaknesses:

Attack Potency:

Street level physically
Large island with magic

Speed:

Peak Human physically, unknown with magic

Lifting Strength:

Average human physically, unknown with magic

Striking Strength:

Street level physically. Building level with magic

Durability:

Street level physically. Building with magic with the capablity to push it to city for short amounts of time.

Stamina: Above Average

Range: Standard melee range, several miles with magic, up to Multi-Stellar with certain spells, and with portals Multiversal

Intelligence: Extraordinary Genius

Equipment on Hand: Eye of Agamotto, Sling Ring, Cloak of Levitation,

Brief Bio/History*:
Here
Brief Personality Description*:
Here
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

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

*Communist and Proud!*

User avatar
The United Penguin Commonwealth
Minister
 
Posts: 3478
Founded: Feb 01, 2022
Liberal Democratic Socialists

Postby The United Penguin Commonwealth » Wed Jun 22, 2022 6:44 am

I've never been in one of these roleplays. Are there constraints on the kind of character/organization that can exist? Is there any overall theme/genre that we're going for?
linux > windows

@ruleofthree@universeodon.com

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

Postby Petrokovia » Thu Jun 23, 2022 9:21 am

The United Penguin Commonwealth wrote:I've never been in one of these roleplays. Are there constraints on the kind of character/organization that can exist? Is there any overall theme/genre that we're going for?

No constraints, and different authors may explore different themes through their own character interactions or by starting their own arcs.
Communist from Philly living with multiplicity; We literally are Petrokovia. We are very spiritual adherents to our religion.
Pro: AES, Juche, communism, armed revolution, God (Mikotorma), reappropriating monarchical terms for socialist things (what's in a name?), the ethereal spaceship polycule sent by Allah to guide us, freedom of expression and religion
Anti: Fascism, absolute monarchy, capitalism, imperialism, Demiurge/Saklas, bigotry of any kind
Note: I do not use NS Stats, NS Tracker, etc. I only use my own factbooks and written information; The main canon used is the Democratic Socialist Vesperist Realms of Petrokovia (DSVRP)
من خلال الشدائد وسفك الدماء إلى المجد نسير بنور قلوبنا على طريق ميكوتورماه
National Anthem: Our Country!
National Religion: Vesperism

*Communist and Proud!*

User avatar
The United Penguin Commonwealth
Minister
 
Posts: 3478
Founded: Feb 01, 2022
Liberal Democratic Socialists

Postby The United Penguin Commonwealth » Thu Jun 23, 2022 10:14 am

Petrokovia wrote:
The United Penguin Commonwealth wrote:I've never been in one of these roleplays. Are there constraints on the kind of character/organization that can exist? Is there any overall theme/genre that we're going for?

No constraints, and different authors may explore different themes through their own character interactions or by starting their own arcs.


Cool. I have an idea, but I need to read the thread first to come up with a way to tie it in.
linux > windows

@ruleofthree@universeodon.com

User avatar
The United Penguin Commonwealth
Minister
 
Posts: 3478
Founded: Feb 01, 2022
Liberal Democratic Socialists

Postby The United Penguin Commonwealth » Tue Jun 28, 2022 2:37 pm

-disregard, accidental post-
Last edited by The United Penguin Commonwealth on Tue Jun 28, 2022 2:38 pm, edited 1 time in total.
linux > windows

@ruleofthree@universeodon.com

User avatar
Novaya Equestria
Senator
 
Posts: 4136
Founded: May 01, 2014
Democratic Socialists

Postby Novaya Equestria » Mon Jul 11, 2022 3:21 am

I've decided to join this RP, so here's my characters.


Name: Borealis Norsoutha III (Borealis Mir Norsoutha-Tomoshima III)
Origin: Original (Void)
Gender: Male
Age: 23
Species: Voidwalker Human
Appearance: Incomplete sketch of Borealis III. He looks like a Japanese-Filipino-American (or Japanese-American with Filipino blood in his veins) who has long dark blue hair with white and light-blue streaks tied to a ponytail, light blue eyes (described as aurora blue eyes), and a fair build that people will mistake him for being a girl. He wore a black WWII-era German military uniform that had no Nazi symbols and had red aiguillette, black-and-red shoulder boards and red strips that denotes the rank of a high-ranking admiral (more specifically, the naval loops of the Admiral of the Navy, a US Navy rank). Draped on the shoulder is a black caped, high-stand-and-fall-collared naval greatcoat with the same matching shoulder boards.
Powers & Abilities: While he doesn't have magic powers, his thaumaturgical broadsword allows him to use a number of powers though this require him to manually hold it. His abilities were to command larger military formations and adapt strategies as well as having a higher empathy. His leadership skills as well as combat prowess makes him a skilled leader.
Weaknesses: His lack of magic (or thaumaturgy) means he has to utilize his thaumaturgical broadsword to help him in combat. Otherwise, he is not different from other normal humans.
Attack Potency: Human
Speed: Athlete Human
Lifting Strength: Average Human
Striking Strength: Athlete Class
Durability: Athlete Level
Stamina: Athletic
Range: Extended Melee Range (if equipped with broadsword), Hundreds of Meters (if equipped with guns)
Intelligence: Gifted
Equipment on Hand: Thaumaturgical broadsword, Novayan military equipment (if personally leading a combat squad)
Brief Bio/History*: Borealis Norsoutha III (full name Borealis Mir Norsoutha-Tomoshima III), is the 115,115th Grand Marshal of the Novayan Stellar Commonwealth and the Supreme Commander of the Novayan Expeditionary Force and later the Atlas Expeditionary Fleet.
Brief Personality Description*: Borealis III is described as stern, strict and serious in terms of military and government activities, though this extends to more mundane activities such as debates regarding relationships. Once someone gets to know him, Borealis III would let out his true personality: a friendly, nice and more amicable person who, aside from his being a Free Worlds Movement radical (a term to those who wants to make social, economic, political and military reforms even if it means being stationed in a nation and/or world just to do that), holds family, friends and his girlfriend Kaede Takagaki in his heart, mind and soul and holds loyalty to his family, friends and his girlfriend to his heart. He also asks people to call him by his nickname "B3-san".
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

Name: Ushanka Mosin Aleksandrov Zoborov (real name: Vassily Aleksandrovich Zoborov)
Origin: Original (Void)
Gender: Male
Age: 22
Species: Voidwalker Human (Novayan)
Appearance: Vice Admiral Ushanka resembles a 22-year-old Russian-American with silver and brown hair and green eyes. He wore the same uniform as Grand Marshal Borealis III, with the difference being his black military uniform is patterned after that of the Russian Liberation Army's general uniform.
Powers & Abilities: Vice Admiral Ushanka doesn't have any magical powers, but he makes up for it with his leadership skills and combat prowess.
Weaknesses: He doesn't have any magical powers.
Attack Potency: Human
Speed: Athlete Human
Lifting Strength: Average Human
Striking Strength: Athlete Class
Durability: Athlete Level
Stamina: Athletic
Range: Extended Melee Range (if using swords), Hundreds of Meters (if using guns)
Intelligence: Gifted
Equipment on Hand: Any.
Brief Bio/History*: Vice Admiral Ushanka Zoborov (real name Vassily Aleksandrovich Zoborov) was a vice admiral in the Novayan Navy and one of two seconds-in-command of Grand Marshal Borealis III.
Brief Personality Description*: Vice Admiral Ushanka is also considered strict, stern and serious but once someone knows him, he is still the stern person albeit with a more reasonable and more friendly personality.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

Name: Pina Co Lada
Origin: Adapted (GATE: Thus the JSDF Fought There)
Gender: Female
Age: 21
Species: Voidwalker Human (Saderan)
Appearance: She resembles Pina Co Lada from GATE: Thus the JSDF Fought There but wore the same uniform as Borealis III, only she wears a service skirt and black pantyhose.
Powers & Abilities: Again doesn't have magic powers but makes up for it with her leadership skills and combat prowess.
Weaknesses: Obviously, her lack of magical powers.
Attack Potency: Human
Speed: Athlete Human
Lifting Strength: Average Human
Striking Strength: Athlete Class
Durability: Athlete Level
Stamina: Athletic
Range: Extended Melee Range (if equipped with sword), Hundreds of Meters (if equipped with guns)
Intelligence: Gifted
Equipment on Hand: Sword, any military equipment
Brief Bio/History*: Pina Co Lada was previously the Crown Princess and currently the Empress of the Saderan Empire, as well as a vice admiral in the Novayan Navy. She is one of two seconds-in-command of Grand Marshal Borealis III.
Brief Personality Description*: Similar to her GATE equivalent but has the air of a professional.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

Name: Wilhelmina Heinrike von Gebauer zu Berlichingen-Weizenbaum
Origin: Original (Void)
Gender: Female
Age: 22
Species: Voidwalker Human (Novayan)
Appearance: Captain 1st Rank Wilhelmina Heinrike looks like a German with black hair and wears a military uniform consisting of a double-breasted blazer (or whatever), white collared shirt, red necktie and service skirt. Worn over the uniform is a black high-stand-collared greatcoat that reaches to her ankles. Also wears boots.
Powers & Abilities: Unlike her comrades, Captain 1st Rank Wilhelmina Heinrike utilizes thaumaturgical powers through her greatcoat, where built within it is a paratechnological mechanism that allows her to summon skeleton soldiers and whatnot a la Clifford "Cliff" Unger from Death Stranding. This doesn't make her the next Extinction Entity, however.
Weaknesses: She has to summon skeleton soldiers who were killed. She can also temporarily be weakened if one has some anti-magic stuff that can decrease her ability to teleport and summon skeleton soldiers.
Attack Potency: Athlete
Speed: Athlete Human
Lifting Strength: Average Human
Striking Strength: Hundreds of Meters
Durability: Street Level (if utilizing her greatcoat's mechanism), otherwise Human Level (if her greatcoat's mechanism got EMP'd temporarily)
Stamina: Athletic (without her greatcoat's mechanism), Peak Human (with her greatcoat's mechanism)
Range: Hundreds of Meters
Intelligence: Gifted
Equipment on Hand: NV4 Assault Rifle, any military equipment
Brief Bio/History*: Captain 1st Rank Wilhelmina Heinrike von Gebauer zu Berlichingen-Weizenbaum belongs to the von Gebauer family on the zu Berlichingen-Weizenbaum families' side, hailing from the urban world of Germania III, one of the many worlds of the Novayan Stellar Commonewalth, and is an officer in the Novayan Navy.
Brief Personality Description*: Captain 1st Rank Wilhelmina Heinrike is known being quiet, serious and reserved, even in combat or military exercises, typical of her family who happened to partake in military services. Though if one were to have become friends of her, underneath her icy exterior is actually a caring person. Like her comrades, she has a high moral standard.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

Name: Scarlet Rangers
Origin: Original (Void)
Gender: Male
Age: 22
Species: Voidwalker Human (Novayan)
Appearance: Staff Sergeant Scarlet resembles a Japanese-Filipino-American with red hair and eyes. Unlike the others, he wore the standard Novayan Army military equipment, with the NOVMILPAT camouflage BDU being his everyday uniform.
Powers & Abilities: While lacking thaumaturgical powers, he makes up for it with his skills as an infantryman, a demolitions expert, and an infantry squad leader.
Weaknesses: His use of explosives may attract the attention of his enemies during missions, and also cause potential friendly-fire casualties by accident.
Attack Potency: Human
Speed: Athlete Human
Lifting Strength: Average Human
Striking Strength: Athlete Class
Durability: Athlete Level
Stamina: Athletic
Range: Hundreds of Meters (if equipped with guns)
Intelligence: Gifted
Equipment on Hand: Standard Novayan Army military equipment, XM8T Assault Rifle
Brief Bio/History*: Staff Sergeant Scarlet Rangers hail from a family who were known for their involvement in the government and military service as well as ardent supporters of (responsible yet regulated) gun rights. His love for explosions began when he gets to use his first firework. After a vehicular accident while at the age of 18, he becomes fast in drawing anime pics but also caused his love for explosives to be increased greatly, requiring some therapist sessions to make him control his love for blowing things up.
Brief Personality Description*: Staff Sergeant Scarlet is quite energetic and is known for making anime pics (even anime emojis) in a few minutes due to the vehicular accident, but his love for explosives (increased from suffering said vehicular accident) is enough to make all but some people to feel endangered. Once they learned why he's like that and decided to befriend him for once, he is still the eccentric person but is also friendly. Too completely and heavily friendly to the point he's like an American.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

Name: Kaede Takagaki
Origin: Universe Alpha-November-India-Mike-Echo (The IdolM@ster Cinderella Girls)
Gender: Female
Age: 25
Species: Earthborn Human (Japanese)
Appearance: Here is what she looks like. In addition, she wore a Greek chlamys and matching thighhighs which match the colors of her elbow gloves. Her high-heeled footwear is also replaced with no-heeled footwear of the same color and design (just without the high heels).
Powers & Abilities: If we take into account Granblue Fantasy (which she is featured in a collab), her powers were music-based.
Weaknesses: Her lack of weapons (unless she has a knife or a pistol) makes her vulnerable. Combine that with her being separated from B3-san and she's a lamb to the slaughter. On a more humorous note, her puns may or may not have any effect on B3-san, who happens to speak English with some Filipino and German words and a German and British accent mixed in.
Attack Potency: Human
Speed: Athlete
Lifting Strength: Average Human
Striking Strength: Below Average Human (normal), Athlete Human (if she uses her song-based magic/thaumaturgy)
Durability: Athlete Level (maybe?)
Stamina: Average Human
Range: Standard Melee Range (normal), Several Meters (with her song-based magic/thaumaturgy)
Intelligence: Above Average
Equipment on Hand: Knife, radio and pistol (if provided by B3-san)
Brief Bio/History*: Kaede Takagaki is the flagship idol of 346 Production, formerly a member of the corporation's Model Division. [url=project-imas.wiki/Kaede_Takagaki]Read here for more information.[/url]
Brief Personality Description*: Kaede was commonly known to be quiet and reserved, but is quite mischievous and devious for her age and especially when she gets drunk; she had to drink a ludicrously small amount of alcohol because B3-san (who happens to be a strict anti-alcoholist and a prohibitionist) doesn't want her health to deteriorate. On stage, however, her singing voice is loud, resonant and powerful (which is why B3-san had a crush on and developed a relationship with her, corporate culture be damned).
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.



I have more characters coming up, but for now this will have to do. Also, here are the ideologies of these characters of mine below. These ideologies of my characters were following the ideology standards of the Hearts of Iron IV mod The New Order: Last Days of Europe. The light blue color represents their actual ideologies.
Borealis III: Despotism (Military Junta/Military Dictatorship), Paternalism (Stratocracy/Oligarchy), Conservatism (Liberal Conservatism)
Ushanka: Paternalism (Stratocracy/Oligarchy), Paternalism (National Conservatism)
Pina: Despotism (Absolute Monarchy), Paternalism (Semi-Constitutional Monarchy), Liberalism (National Liberalism)/Conservatism (Liberal Conservatism)
Wilhelmina Heinrike: Progressivism (Social Democracy), Conservatism (Christian Democracy)
Scarlet Rangers: Liberalism (National Liberalism), Paternalism (Stratocracy), Progressivism (Democratic Socialism/Social Democracy)
Kaede: Liberalism, Conservatism (Liberal Conservatism)/Progressivism (Social Democracy)

NOTE: I don't know what ideology Kaede Takagaki follows, so I had to come up with this.

I will also be posting my factions' apps sometime after this whole conglomerative mess of whatever the frigging heck I am actually doing. And I'll be utilizing TNO's Government Ideas and Commanders systems to tell y'all much.
Last edited by Novaya Equestria on Mon Jul 11, 2022 3:53 am, edited 2 times in total.
READ BELOW!

I RP as Novaya, a Human militaristic nation (cuz anime) and an archipelagic country. I also RP as the Novayan Stellar Commonwealth, a FanFT/FanFFT nation.
Please refer to me/my nation as Novaya in both IC and OOC, NOT Novaya Equestria.

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