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Zarkenis Ultima
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Founded: Feb 22, 2011
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Postby Zarkenis Ultima » Mon Mar 11, 2019 11:08 am

Union Princes wrote:
Zarkenis Ultima wrote:You should probably polish the grammar a little bit, but the app looks fine overall.

How strong can these clones grow? And do all of them gain superhuman condition simultaneously when they're in close proximity?


In a way, yes. Though I don't know what you mean by "grow" since clones all start off with Sienna's existing skill set but diverge based on the task they perform.


...Her second power. Combined arms.
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Union Princes
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Postby Union Princes » Mon Mar 11, 2019 1:28 pm

What about the second power?
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Zarkenis Ultima
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Postby Zarkenis Ultima » Mon Mar 11, 2019 1:31 pm

Union Princes wrote:What about the second power?


Zarkenis Ultima wrote:How strong can these clones grow? And do all of them gain superhuman condition simultaneously when they're in close proximity?
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Union Princes
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Postby Union Princes » Mon Mar 11, 2019 1:48 pm

Zarkenis Ultima wrote:
Union Princes wrote:What about the second power?


Zarkenis Ultima wrote:How strong can these clones grow? And do all of them gain superhuman condition simultaneously when they're in close proximity?


yes, do you mean the powerlevel?
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Zarkenis Ultima
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Postby Zarkenis Ultima » Mon Mar 11, 2019 1:54 pm

Union Princes wrote:
Zarkenis Ultima wrote:


yes, do you mean the powerlevel?


Yes.
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Union Princes
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Postby Union Princes » Mon Mar 11, 2019 8:01 pm

At near max level, (max level would require them to be practically standing shoulder to shoulder), Sienna and her clones are bulletproof to small and medium arms fire, anything bigger than a 0.50 cal would puncture the skin but the internal damage will still be heavily reduced which will allow Sienna and her clones to keep on fighting with holes in their bodies. They're also highly resistant to elemental damage such as fire, ice, and electricity up to many hours before the damaging effects start affecting them.

As for strength and endurance, they can battering ram through walls and doors while carrying machineguns with ammo belts around them.
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Vanquaria
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Postby Vanquaria » Tue Mar 12, 2019 12:59 am

Union Princes wrote:At near max level, (max level would require them to be practically standing shoulder to shoulder), Sienna and her clones are bulletproof to small and medium arms fire, anything bigger than a 0.50 cal would puncture the skin but the internal damage will still be heavily reduced which will allow Sienna and her clones to keep on fighting with holes in their bodies. They're also highly resistant to elemental damage such as fire, ice, and electricity up to many hours before the damaging effects start affecting them.

As for strength and endurance, they can battering ram through walls and doors while carrying machineguns with ammo belts around them.


No such thing as 'medium arms fire'. And one of her weaknesses is "...can die quite quickly" because she is "Still Human" yet clearly this doesn't apply to her "Combined Arms" power so it obviously is not actually a weakness.
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Union Princes
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Postby Union Princes » Tue Mar 12, 2019 8:11 am

changed the weakness
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Zarkenis Ultima
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Postby Zarkenis Ultima » Tue Mar 12, 2019 6:08 pm

@UP: Sounds like the clones become too powerful in close proximity, I'll need you to tone down their strength and durability. In addition, could you clarify what the first limitation means?

@Vanq: First one seems a bit too powerful but his limitations are reasonable so, both are accepted.
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Turmenista
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WIP

Postby Turmenista » Tue Mar 12, 2019 10:08 pm

Moved as well.
Last edited by Turmenista on Tue Apr 02, 2019 2:22 pm, edited 2 times in total.

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Zarkenis Ultima
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Postby Zarkenis Ultima » Wed Mar 13, 2019 8:53 pm

Here's a couple apps I've been working on for a while, these are new Cabal members to be introduced post-Warwolf. No bios because that would be spolierific :P

Name: Alice Ferrero
Age: Biologically 15
Gender: Female
Race: Human
Appearance: Here; with Herakles Armor (minus the weapons)
Young Blood?: No
Bio: N/A
Powers:
  • [Enhanced Condition]: Alice's capacity to take and dish out punishment is monstrous, allowing her to withstand powerful explosions, throw heavy vehicles with ease and continue to function after taking normally critical damage. Her reflexes and reaction speed are enhanced to the same degree, and while her agility is significantly less improved, it still puts her well above even highly trained humans.
  • [Cybernetics]: Alice has several technological implants that improve her ability to function. Most notable is that her eyes are fully cybernetic, giving her eyesight far above the most gifted humans and offering her a dynamic HUD that displays a myriad of information adjusted to her situation. She also has brain implants that improve her learning capacity and muscle memory.
  • [Herakles Mk I Combat Armor]: The armor Alice wears on occasion. In addition to massively improving her survivability, the armor suit incorporates jet boosters, magnetic boots and gloves, a cloaking device and even a force field generator. It also contains several chemical injections, some of them to improve her combat performance and others to keep her condition stable.

Limitations:
  • Rather obvious, but Alice is a much more formidable combatant with her armor than without it. If caught without the Herakles suit, her odds diminish.
  • The Herakles suit greatly increases Alice's durability, but also greatly decreases her agility, forcing her to resort to ill-controlled, destructive jumps if she wants to move quickly.
  • The suit's cloaking device can only function when she is moving very slowly or standing still.
  • The suit's force field excels at protecting against kinetic weaponry, but damage from other sources can quickly wear it down.
  • While her eyesight is greatly enhanced, none of her other senses are. The information her HUD provides is also limited to the directly observable.
  • In order to properly function, she requires a regular intake of certain chemicals without which her condition quickly worsens.
  • She also requires large amounts of nutrients in order to sustain her enhanced body.
  • While she can learn quickly, at the moment she lacks combat experience and any sort of formal training.
  • She may be difficult to harm, but by the same token, any damage incurred takes very long to heal (and will not heal if she is not otherwise in optimal condition).

Weaknesses:
  • [Air Poisoning]: The air that regular humans breathe every day is noxious to Alice, and will begin to weaken her upon exposure. In order to function at all, she needs a special respirator; this constitutes a clear, critical weak point. Needless to said, the damage caused by air poisoning isn't something her healing factor can handle.
  • [Frail Eyes]: Her cybernetic eyes lack a filtering function and as such, overly intense visual stimuli can easily stun her; if strong enough, her eyes will temporarily shut down, leaving her blind.

Name: Zhang Fen
Age: 20
Gender: Male
Race: Human
Appearance: Here
Young Blood?: No
Bio: N/A
Powers:
  • [Combat Training]: Fen has received extensive martial arts training throughout his life, making him highly skilled at both armed and unarmed combat, and has been involved in countless battles against various types of opponents, giving him a wealth of experience. Of particular note is his mastery of fighting against sorcerous or magical foes.
  • [The Path of Shadow]: A form of combat Fen has mastered, this mystical art allows him to use the power of shadows to aid him in battle. In practical terms, his agility increases exponentially when covered in shadow, and he has the ability to either harness shadow as a corporeal substance (which can be used to create temporary armor, weapons or clones) or as an incorporeal energy that can harm foes directly, piercing their defenses.
  • [Claw of the Silver Dragon]: A mystical artifact Fen possesses, an arm-mounted blade which he can conjure or vanish with a simple recitation. It has the ability to 'cut' through magic, able to negate all but the strongest mystical effects with but a swing. This allows Fen to fend off magical creatures with ease, destroy enchanted equipment, negate boons and even cut through illusions.

Limitations:
  • Fen cannot gain any enhanced durability or strength from his mastery of the Path of Shadow; save for the boost to his agility, he is always peak human in terms of physical prowess. He also quickly loses this agility once he steps out of the shadows.
  • Fen needs to be covered in shadow in order to create shadow clones or constructs, or to gather energy to unleash a shadow attack.
  • While his shadow attacks can pierce most defenses, Fen still needs to connect a blow in order to cause harm through them.
  • Complete focus is required to perform the recitation to summon the Claw. As such, Fen cannot fight or move during it.
  • Anything that the Claw can't touch, it can't cut through. Spells need to be intercepted by the blade in order to be destroyed, for instance.

Weaknesses:
  • [Fire]: Fen's clones and constructs are vulnerable to fire-based attacks, which will eat quickly through them; likewise, though they are much rarer, fire-based defenses will prevent a foe from receiving any harm from Fen's shadow attacks.
  • [Theft]: The Claw can be wrestled away from him while it is manifested, and potentially used against him - while he does not employ sorcery, it is still a powerful weapon and, in any case, losing it leaves him vulnerable to magical attacks and spells.
  • [Ranged Attacks]: Discounting the possibility of using shadow constructs as projectiles, Fen has no ranged abilities whatsoever, making him easy pickings if an opponent has ranged attacks and the ability to keep distance from him.
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Finland SSR
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Postby Finland SSR » Wed Mar 13, 2019 9:53 pm

Zarkenis Ultima wrote:Here's a couple apps I've been working on for a while, these are new Cabal members to be introduced post-Warwolf. No bios because that would be spolierific :P

Name: Alice Ferrero
Age: Biologically 15
Gender: Female
Race: Human
Appearance: Here; with Herakles Armor (minus the weapons)
Young Blood?: No
Bio: N/A
Powers:
  • [Enhanced Condition]: Alice's capacity to take and dish out punishment is monstrous, allowing her to withstand powerful explosions, throw heavy vehicles with ease and continue to function after taking normally critical damage. Her reflexes and reaction speed are enhanced to the same degree, and while her agility is significantly less improved, it still puts her well above even highly trained humans.
  • [Cybernetics]: Alice has several technological implants that improve her ability to function. Most notable is that her eyes are fully cybernetic, giving her eyesight far above the most gifted humans and offering her a dynamic HUD that displays a myriad of information adjusted to her situation. She also has brain implants that improve her learning capacity and muscle memory.
  • [Herakles Mk I Combat Armor]: The armor Alice wears on occasion. In addition to massively improving her survivability, the armor suit incorporates jet boosters, magnetic boots and gloves, a cloaking device and even a force field generator. It also contains several chemical injections, some of them to improve her combat performance and others to keep her condition stable.

Limitations:
  • Rather obvious, but Alice is a much more formidable combatant with her armor than without it. If caught without the Herakles suit, her odds diminish.
  • The Herakles suit greatly increases Alice's durability, but also greatly decreases her agility, forcing her to resort to ill-controlled, destructive jumps if she wants to move quickly.
  • The suit's cloaking device can only function when she is moving very slowly or standing still.
  • The suit's force field excels at protecting against kinetic weaponry, but damage from other sources can quickly wear it down.
  • While her eyesight is greatly enhanced, none of her other senses are. The information her HUD provides is also limited to the directly observable.
  • In order to properly function, she requires a regular intake of certain chemicals without which her condition quickly worsens.
  • She also requires large amounts of nutrients in order to sustain her enhanced body.
  • While she can learn quickly, at the moment she lacks combat experience and any sort of formal training.
  • She may be difficult to harm, but by the same token, any damage incurred takes very long to heal (and will not heal if she is not otherwise in optimal condition).

Weaknesses:
  • [Air Poisoning]: The air that regular humans breathe every day is noxious to Alice, and will begin to weaken her upon exposure. In order to function at all, she needs a special respirator; this constitutes a clear, critical weak point. Needless to said, the damage caused by air poisoning isn't something her healing factor can handle.
  • [Frail Eyes]: Her cybernetic eyes lack a filtering function and as such, overly intense visual stimuli can easily stun her; if strong enough, her eyes will temporarily shut down, leaving her blind.

Name: Zhang Fen
Age: 20
Gender: Male
Race: Human
Appearance: Here
Young Blood?: No
Bio: N/A
Powers:
  • [Combat Training]: Fen has received extensive martial arts training throughout his life, making him highly skilled at both armed and unarmed combat, and has been involved in countless battles against various types of opponents, giving him a wealth of experience. Of particular note is his mastery of fighting against sorcerous or magical foes.
  • [The Path of Shadow]: A form of combat Fen has mastered, this mystical art allows him to use the power of shadows to aid him in battle. In practical terms, his agility increases exponentially when covered in shadow, and he has the ability to either harness shadow as a corporeal substance (which can be used to create temporary armor, weapons or clones) or as an incorporeal energy that can harm foes directly, piercing their defenses.
  • [Claw of the Silver Dragon]: A mystical artifact Fen possesses, an arm-mounted blade which he can conjure or vanish with a simple recitation. It has the ability to 'cut' through magic, able to negate all but the strongest mystical effects with but a swing. This allows Fen to fend off magical creatures with ease, destroy enchanted equipment, negate boons and even cut through illusions.

Limitations:
  • Fen cannot gain any enhanced durability or strength from his mastery of the Path of Shadow; save for the boost to his agility, he is always peak human in terms of physical prowess. He also quickly loses this agility once he steps out of the shadows.
  • Fen needs to be covered in shadow in order to create shadow clones or constructs, or to gather energy to unleash a shadow attack.
  • While his shadow attacks can pierce most defenses, Fen still needs to connect a blow in order to cause harm through them.
  • Complete focus is required to perform the recitation to summon the Claw. As such, Fen cannot fight or move during it.
  • Anything that the Claw can't touch, it can't cut through. Spells need to be intercepted by the blade in order to be destroyed, for instance.

Weaknesses:
  • [Fire]: Fen's clones and constructs are vulnerable to fire-based attacks, which will eat quickly through them; likewise, though they are much rarer, fire-based defenses will prevent a foe from receiving any harm from Fen's shadow attacks.
  • [Theft]: The Claw can be wrestled away from him while it is manifested, and potentially used against him - while he does not employ sorcery, it is still a powerful weapon and, in any case, losing it leaves him vulnerable to magical attacks and spells.
  • [Ranged Attacks]: Discounting the possibility of using shadow constructs as projectiles, Fen has no ranged abilities whatsoever, making him easy pickings if an opponent has ranged attacks and the ability to keep distance from him.

No bios - they can't be accepted. ;)
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Zarkenis Ultima
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Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Wed Mar 13, 2019 10:04 pm

Finland SSR wrote:
Zarkenis Ultima wrote:Here's a couple apps I've been working on for a while, these are new Cabal members to be introduced post-Warwolf. No bios because that would be spolierific :P

Name: Alice Ferrero
Age: Biologically 15
Gender: Female
Race: Human
Appearance: Here; with Herakles Armor (minus the weapons)
Young Blood?: No
Bio: N/A
Powers:
  • [Enhanced Condition]: Alice's capacity to take and dish out punishment is monstrous, allowing her to withstand powerful explosions, throw heavy vehicles with ease and continue to function after taking normally critical damage. Her reflexes and reaction speed are enhanced to the same degree, and while her agility is significantly less improved, it still puts her well above even highly trained humans.
  • [Cybernetics]: Alice has several technological implants that improve her ability to function. Most notable is that her eyes are fully cybernetic, giving her eyesight far above the most gifted humans and offering her a dynamic HUD that displays a myriad of information adjusted to her situation. She also has brain implants that improve her learning capacity and muscle memory.
  • [Herakles Mk I Combat Armor]: The armor Alice wears on occasion. In addition to massively improving her survivability, the armor suit incorporates jet boosters, magnetic boots and gloves, a cloaking device and even a force field generator. It also contains several chemical injections, some of them to improve her combat performance and others to keep her condition stable.

Limitations:
  • Rather obvious, but Alice is a much more formidable combatant with her armor than without it. If caught without the Herakles suit, her odds diminish.
  • The Herakles suit greatly increases Alice's durability, but also greatly decreases her agility, forcing her to resort to ill-controlled, destructive jumps if she wants to move quickly.
  • The suit's cloaking device can only function when she is moving very slowly or standing still.
  • The suit's force field excels at protecting against kinetic weaponry, but damage from other sources can quickly wear it down.
  • While her eyesight is greatly enhanced, none of her other senses are. The information her HUD provides is also limited to the directly observable.
  • In order to properly function, she requires a regular intake of certain chemicals without which her condition quickly worsens.
  • She also requires large amounts of nutrients in order to sustain her enhanced body.
  • While she can learn quickly, at the moment she lacks combat experience and any sort of formal training.
  • She may be difficult to harm, but by the same token, any damage incurred takes very long to heal (and will not heal if she is not otherwise in optimal condition).

Weaknesses:
  • [Air Poisoning]: The air that regular humans breathe every day is noxious to Alice, and will begin to weaken her upon exposure. In order to function at all, she needs a special respirator; this constitutes a clear, critical weak point. Needless to said, the damage caused by air poisoning isn't something her healing factor can handle.
  • [Frail Eyes]: Her cybernetic eyes lack a filtering function and as such, overly intense visual stimuli can easily stun her; if strong enough, her eyes will temporarily shut down, leaving her blind.

Name: Zhang Fen
Age: 20
Gender: Male
Race: Human
Appearance: Here
Young Blood?: No
Bio: N/A
Powers:
  • [Combat Training]: Fen has received extensive martial arts training throughout his life, making him highly skilled at both armed and unarmed combat, and has been involved in countless battles against various types of opponents, giving him a wealth of experience. Of particular note is his mastery of fighting against sorcerous or magical foes.
  • [The Path of Shadow]: A form of combat Fen has mastered, this mystical art allows him to use the power of shadows to aid him in battle. In practical terms, his agility increases exponentially when covered in shadow, and he has the ability to either harness shadow as a corporeal substance (which can be used to create temporary armor, weapons or clones) or as an incorporeal energy that can harm foes directly, piercing their defenses.
  • [Claw of the Silver Dragon]: A mystical artifact Fen possesses, an arm-mounted blade which he can conjure or vanish with a simple recitation. It has the ability to 'cut' through magic, able to negate all but the strongest mystical effects with but a swing. This allows Fen to fend off magical creatures with ease, destroy enchanted equipment, negate boons and even cut through illusions.

Limitations:
  • Fen cannot gain any enhanced durability or strength from his mastery of the Path of Shadow; save for the boost to his agility, he is always peak human in terms of physical prowess. He also quickly loses this agility once he steps out of the shadows.
  • Fen needs to be covered in shadow in order to create shadow clones or constructs, or to gather energy to unleash a shadow attack.
  • While his shadow attacks can pierce most defenses, Fen still needs to connect a blow in order to cause harm through them.
  • Complete focus is required to perform the recitation to summon the Claw. As such, Fen cannot fight or move during it.
  • Anything that the Claw can't touch, it can't cut through. Spells need to be intercepted by the blade in order to be destroyed, for instance.

Weaknesses:
  • [Fire]: Fen's clones and constructs are vulnerable to fire-based attacks, which will eat quickly through them; likewise, though they are much rarer, fire-based defenses will prevent a foe from receiving any harm from Fen's shadow attacks.
  • [Theft]: The Claw can be wrestled away from him while it is manifested, and potentially used against him - while he does not employ sorcery, it is still a powerful weapon and, in any case, losing it leaves him vulnerable to magical attacks and spells.
  • [Ranged Attacks]: Discounting the possibility of using shadow constructs as projectiles, Fen has no ranged abilities whatsoever, making him easy pickings if an opponent has ranged attacks and the ability to keep distance from him.

No bios - they can't be accepted. ;)


I'm the Co-OP, I can do whatever I want as long as Tom doesn't mind :P
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Tomia
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Postby Tomia » Thu Mar 14, 2019 10:39 am

Zarkenis Ultima wrote:
Finland SSR wrote:No bios - they can't be accepted. ;)


I'm the Co-OP, I can do whatever I want as long as Tom doesn't mind :P

*nods*

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Union Princes
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Posts: 3987
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Sat Mar 16, 2019 8:37 pm

Name: Jennifer Jane Doe
Age: 14
Gender: Female
Race: Human
Appearance:
Image

Young Blood?: Yes
Bio(Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written):
Powers:
  • [Unbreakable Bones]: Jennifer's bones could withstand under immense stress and physical force. It would take heavier weaponry to cause cracks open her bones.
  • [Diamond Skin]: Like her bones, Jenny has unusually resilient skin that is impervious to any physical harm or damage. Bullets, blades, and explosives just seem to bounce off of her as if they were made of Styrofoam.

Limitations:
  • Just because her bones are near-indestructable doesn't mean she is invulnerable. A well-place strike with a small enough weapon between the ribs can still damage her internal organs.
  • Other than the fact that blunt weapons would have little effect on her, poison is still viable as a method to dispose her.
  • Apply enough blunt force and her internals organs can risk rupture while her skin and skeleton remain unscathed.

Weaknesses:
  • [Overzealous]: The attack dog of her team. Fierce, violent, and loyal to the bitter end; she would never abandon her friends and comrades even when facing total defeat. Jenny would fight and shoot until there was nothing left to fight and shoot. She would never surrender even if she was outnumbered 1,000 to 1. Her overall enthusiasm towards her teammate and herself would lead her to overestimate her allies' capabilities.

Likes: America, guns, fighting, adventure, family, and friends
Dislikes: Communists, Nazis, anyone threatening her home country and those close to her

Additional Information -
Birthday: 12/17
Theme song: Rocket Jump Waltz
Favorite food: Burgers and Fries
Greatest fear: Defeat

Name: Jennifer Jane Doe
Age: 14
Gender: Female
Race: Human
Appearance (pics if possible):
Image

Young Blood?: Yes
Bio(Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written):
Powers:
  • [Unbreakable Bones]: Jennifer's bones could withstand under immense stress and physical force. It would take heavier weaponry to cause cracks open her bones.
  • [Diamond Skin]: Like her bones, Jenny has unusually resilient skin that is impervious to any physical harm or damage. Bullets, blades, and explosives just seem to bounce off of her as if they were made of Styrofoam.

Limitations:
  • Just because her bones are near-indestructable doesn't mean she is invulnerable. A well-place strike with a small enough weapon between the ribs can still damage her internal organs.
  • Other than the fact that blunt weapons would have little effect on her, poison is still viable as a method to dispose her.
  • Apply enough blunt force and her internals organs can risk rupture while her skin and skeleton remain unscathed.

  • [Brooding Paranoia]: Since Jenny is the guard dog, that makes Jennifer the sentry cat. Quiet, thoughtful, and always listening, she keeps a watchful eye on her surroundings to prevent being ambushed. Of course, Jennifer's stone face and cold red eyes hide her true emotions of her protective love over her siblings and parents. She believes she constantly sees threats every where at anytime making her worry for her twin sister's safety. Jenny doesn't try to make friends nor even attempt to make herself known. She's alone in the regard in restraining Jenny's crazy antics.

Likes: Peace, calmness, comfort, her family, and her home.
Dislikes: Anyone who threatens her family.

Additional Information (Optional; remove if unused)-
Birthday: 12/17
Theme song: Rocket Jump Waltz
Favorite food:Ice cream
Greatest fear:Death of her family.
There is no such thing as peace, only truce between wars

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Solisian Union
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Founded: Apr 22, 2018
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Postby Solisian Union » Sat Mar 16, 2019 8:44 pm

Why are there two applications for basically the same person?
^_^

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Bentus
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Posts: 4495
Founded: Dec 18, 2013
Iron Fist Consumerists

Postby Bentus » Sun Mar 17, 2019 1:18 pm

Character might not male an appearance for some time but figured I'd put her up and get some feedback :)

Name: Hel, Goddess of Death
Age: She doesn't keep track
Gender: Female
Race: Asgardian
Appearance (pics if possible): Img 1 Img 2
Young Blood?: Not yet
Bio(Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written):
The birth of an Aesir is usually a momentous affair. It is a time of celebration that sees the streets of Asgard fill with its citizens as they welcome a new member of the divine dynasty that rules over their realm. The repercussions of such a birth, reverberating out from Asgard and down through the years as the new God grows into maturity, are enough to draw the attention - for better or for worse - from the denizens of all of the Nine Realms. Especially when Asgard stood at its prime, and the Aesir stood supreme over a Kingdom that spread from the halls of Odin’s Palace to the shores of Midgard, tribute would come in from throughout the Realms to honour the birth and the parents. Dignitaries would bow their heads in respect, kneeling at the feet of the babe as they made a dutiful pledge of fealty. Such a display of majesty and grandeur was only fitting, after all.

But Hel’s first few moments of life could hardly have been more different. Born crying - the youngest of her siblings - Hel was greeted by the frigid cold of a blizzard in Jotunnheimr, with only her mother’s embrace to calm her. There were no opulent caravans to honour her, no prominent dignitaries who had crossed the branches of Yggdrasil to see her, and not even the skyline of Asgard to introduce her to the Aesir’s incredible achievements. Having carried her children in secret, the giantess Angrboda had hiked for miles into the wilderness to ensure that not even the rest of the tribe would be aware of the nature of her birth. She had committed a sin for her people, having fallen in love with one of their most hated of foes. The land of giants once competed with Asgard for dominance in the Nine Realms, standing proud as its equal and as its opponent, but defeat after defeat in war after war had left Jotunnheimr and its people as a shadow of its former self. Only a stubborn, noble pride allowed them to keep their heads held high, while feeding a deep-rooted distrust and hatred of both Asgard and the Aesir.

Knowing the shame and dishonour that her half-breed children would bring on her and her tribe, Angrboda had travelled to the remote cavern to give birth alone and out of sight. The deed had been difficult and not without risk, but the greatest challenge was yet to come as she stood tired at the edge of the sharp, frozen cliff. She had planned to dispose of the youngest first, standing firm despite her fatigue as she held Hel out over the edge. The young Aesir, entirely unaware of the danger which she faced, simply smiled as she gazed into her mother’s cold expression. Like each of her siblings, Hel had been born noticeably deformed. Half of her body appeared to be in a state of decay, with muscles, flesh and bone taking the place of skin. But despite her best efforts, Angrboda found herself unable to be repelled by the girl’s appearance. Instead, she saw the beauty in the girl’s other half, and the bright, uncorrupted innocence in her eyes.

She stayed motionless on that cliff for nearly an hour, ignoring the freezing conditions as the sharp winds cut at what little energy she had left after giving birth. The giantess tried to simply act and push aside the maternal seed that had been planted in her heart, but it was ultimately to no avail. Despite everything, and despite the risks, Angrboda couldn’t bring herself to toss aside her children and instead found herself clutching all three of them close as tears sprang to her eyes. She made the decision in that moment to dedicate herself to them and to protect them to the best of her abilities. The remote cavern overlooking the cliff would become their home, secluded from both her own kind and the Aesir to hopefully provide them with at least a chance at living their own lives. It was at that moment that Angrboda felt another presence watching other them, a silhouette in the snow that had remained silent throughout the ordeal. Narrowing her gaze and drawing her blade as if to protect her new brood, the giantess paused as recognition slowly dawned on her features. Loki, the Trickster God of the Aesir, was paralysed as he laid his eyes on his three children.

It was hardly an ideal situation to raise three less than normal children, but the small family made do. Angrboda did most of the work, teaching and caring for her children with a dedication and love that she had never felt before. Loki was hardly ever around, only ever appearing once or twice in a season to spin tales for the curious Hel or to present her brothers with gifts or trinkets. His visits helped the family maintain their lifestyle, and his magic ensured that they could avoid detection. However, as Hel grew older, Loki would prove to be even bolder and take her on journeys to Asgard while being hidden beneath a glamour to mask her deformities. The young Aesir fell in love with the city, although her brothers Fenrir and Jormungandr cared little for the glittering skyline and the vibrant streets. It felt for a time that such a happy, simple existence could continue forever. But the fates had other plans, and would eventually turn their gaze towards the Aesir that had been born in the Land of Giants.

It would be the oracles who would tell Odin, in their own cryptic way, of the children born of his adopted son. The old and wise King would often consult the services of the seers with his court, using their insights into the windings of fate to advise his own decisions and rule, but even he was taken aback by the severity of their premonitions. In what is said to have been a scene that left Odin’s throne room silent, they spoke of the devastation that would be wrought by the three spawn of Loki and Angrboda, connecting them all to the most feared prophecy of all: Ragnarok.

Caught and with nowhere to run, Loki divulged his secrets and led Odin to where his small family lived in blissful ignorance of the crimes that they had been foretold to commit. Hel could still remember the night when the Valkyrie descended through the clouds, riding their steeds while letting out their battlecries. Her mother, with a look of fear that sent a shiver down the girl’s spine, had instructed her and her brothers to run while she drew her own weapon to fend off Odin’s chosen warriors. Hesitating at first, Hel eventually heeded her mother’s pleas and turned to find somewhere, anywhere, she could hide until her mother could come find her. The image of her mother, standing firm on the snow-covered ground, was the last time that Hel would ever see Angrboda alive. Despite her prowess on the battlefield, and her determination to protect her own, the giantess never stood a chance against the immortal warriors.

Found cowering in the depths of the cavern that she had called home, Hel was dragged out screaming and in chains. Considered a criminal for her role in a prophecy that she had never heard of, the girl was dragged alongside her brothers to be presented before Odin and his court as prisoners awaiting their punishment. Tired and sore, Hel looked up to see the one-eyed King staring down at her from his throne, his merciless gaze appraising her silently as the other Aesir stayed dutifully mute before his throne. The girl froze as she saw Loki among them, the wind knocked from her lungs as she realised how her own father must have betrayed them all to save his own skin. The Trickster God, as if admitting his own guilt, refused to meet the eyes of his own daughter and instead chose to turn away from the sight of his children in chains.

The cold shock in Hel’s chest slowly turned to anger, however. Despite the fear that lay like a stone in her stomach, the young girl ignored the pounding in her chest as she remembered her mother’s final stand. Instead of shying away from Odin’s unyielding gaze, Hel chose to meet it head on with a defiant stare. Determined not to appear weak or beg for mercy, she did what nobody had ever expected. Driven perhaps by a lack of understanding for exactly how precarious her situation was, or by a false arrogance, Hel drew back the saliva in her throat and spat onto the marbled floor of Odin’s Palace. With that single display of defiance, the young girl irrevocably sealed her fate.

Each of the children were thrown off the edge of Asgard, hurled by Odin’s unimaginable strength so that they were scattered to the farthest reaches of the Nine Realms. It was as she watched her brothers thrown aside that Hel’s facade of strength broke down, and she wept for both the wolf Fenrir and the serpent Jormungandr as they vanished into the depths beside the bifrost. Crying until she was all out of tears, it came time for her turn to be banished. Shaking in fear, the girl could only mutter one final plea. But even though his gaze appeared uncaring and remorseless, the All-father hesitated with the youngest child. Her brothers had undeniably been monsters, beings too dangerous to ever allow to truly roam free, but he could feel the burning heart of am Aesir in the girl despite her outward deformities. Odin’s duties were many, but chief among them was his responsibility for his people, and this girl’s blood undeniably made her one of his charges. And yet, he couldn't afford to ignore the threat that she posed not only to the Aesir, but to Asgaard as a whole.

It was thus, that Odin read out his sentence. Hel was left silent by his booming voice, her teary eyes struggling to understand his words as he declared her to be the guardian of the Nine Realm's lost souls, bestowing upon her both a power and a burden. Confused and still reeling from seeing her brothers tossed aside like pieces of trash, Hel wanted to ask what it all meant, to say that she just wanted to go back to how things were in their cavern by the cliff, but she didn't get a chance. Odin’s firm hand shoved her over the edge and Hel felt herself falling through the void between worlds. She wouod scream as she fell, and would be the sibling to fall for the longest time, plummeting down from Asgard until she would eventually land at the very bottom of the world tree Yggdrasil, where the nourishing light of the heavens struggles to pierce the darkness.

When she awoke, Hel was in a desolate landscape, populated only by frail trees and vultures that circled in the constantly dark and cloudy sky. Nervously propping herself up on her arms, the young Aesir glanced around the cold and unwelcoming expanse to find it devoid of anything vibrant or colourful. She called out at first, cautiously seeing if anyone would respond or come to see where she had fallen, but instead she was greeted by nothing but the silent stares of abandoned souls and vultures curious if she would soon become their latest meal. Shivering under the weight of isolation, Hel would pull herself close as she felt herself alone in an entire alien world. She fought a losing battle against the feelings welling up in her chest, until eventually the girl’s entire frame shuddered with sobs. Burying her head in her knees, Hel couldn’t hold back the tears as the events of the past day finally made their impact known. She wanted nothing more than to be held in her mother’s arms once more, or to play with her brothers outside their home, but instead she was met by memories of her father’s guilty stare.

Wiping her eyes as she sniffled in an attempt to stop the waterworks, Hel felt her heart beginning to harden. It wasn’t fair, and it wasn’t right, but nobody had ever promised her that her life would be handed to her on a platter. What did she care about Odin and the Aesir? Why should she allow her father’s betrayal to hold her down when she was finally free from the false love and affection that he had shown her all these years? Her mother wouldn’t have wanted her to simply roll over and accept fate as having dictated her life, and so Hel looked upon the dead world that she would now call home. She vowed to make the most of it, to prove to the others that she would survive and thrive against their wishes. She would make her new home the envy of the Nine Realms, but keep it all to herself as the ultimate revenge. It would be an entire world for her, where nobody could ever dare hurt her or her family again, and she knew exactly what she’d call it.

Helheim: her kingdom.

For years, Hel would dedicate herself to gaining influence and control over her new world. She would collect and organise the unwanted souls that fell into her midst and use their strength to erect walls and keeps as monuments to cement her power. With a perseverance and a deliberate decision to ignore any overtures from her father, she would eventually come to terms with the duties that Odin had assigned her. But Hel refuses to consider herself to be the same as the other Aesir, remaining separate and jaded as she grew. Her deformed appearance and the whispered stories of her origin served to convince the others of her ilk to give her a wide berth in return, which suited the young Goddess of Death just fine. She settled into the status quo, earning a reputation as a brusque outsider with a malevolent streak of mischief that unfortunately reminded the other Aesir of her father's youth.

Hel eventually stopped caring for Asgard, having realised the rot of arrogance and narcissism that lay beneath its glittering surface, and instead looked forward to her visits to Midgaard. Often she would travel to the mortal plane when a particularly large influx of souls were travelling to her realm, or when a stray being got lost and couldn't quite find it's way to Helheim. It was easy work, but Hel always made sure to find enough time to wander and explore the alluring human world. She found the short lived lives of its inhabitants fascinating, and was both confused and enraptured by how they saw value in their brief flickers of existence. But she was never allowed to stay on Earth, and the invisible chains of banishment would inevitably pull her back to Helheim.

Overall, Hel was content and probably would have stayed that way if the world had not continued to change around her. Gradually, Asgard's power began to wake as its influence declined over Earth. Hel was able to find fewer and fewer excuses to skirt her banishment and visit Midgaard, until she found herself only able to visit the mortal plane once for each decade or more. Increasingly frustrated, she would lash out and express her dissatisfaction through defiance and mischief. It was during one act of rebelliousness that Hel snuck into Asgard to steal one of her father's copies of the Necronomicon to teach herself the dark arts that he used so effortlessly. It all likely would have been tolerated regardless, had one of He's brothers not reminded the Aesir of how different the siblings truly were.

Fenrir had been invited back to Asgaard after his initial banishment, tasked with being a guard dog for Odin's vault and the accumulated treasures from his conquests. But his ferocity and inhumanity brewed resentment and suspicion, until eventually a few Aesir led by Thor decided that it was best to bind him in case he ever turned on them. In the ensuing struggle, Fenrir would bite off the hand of the God Tyr in an act that was portrayed as violent and rabid. Banished once more from Asgard, Fenrir was sentenced to an eternity tied to an immovable stone where he would live out his years in isolation.

Finding out the fate of her brother, Hel was furious. She decided that it was tike to take matters into her own hands. Travelling unannounced to Asgaard unannounced and in secret, she slipped past Heimdall's sight in an effort to cut her brother free. She never once entertained The thought of getting caught, so sure she was in her own capabilities and powers, but Hel would hardly have begun cutting the magical rope binding her brother when a squad of armed Valkyries would call put to her from prison entrance.. Caught in the act, but unwilling to give up, Hel instead wielded her own blade as Odin’s chosen steppes forward to apprehend her. With a fire lit in her chest, Hel proved to be more defiant than the warriors had initially expected, and a number of them fell in the ensuing battle before Thor himself appeared to put a swift end to Hel's resistance.

Dragged once again in chains before Odin, Hel was reduced to a prisoner, except this time faced with the crime of defying Odin and slaying a flock of his Valkyries. Tired of the young woman's constant sense of entitlement, and enraged by her actions against the Valkyries, Odin decided that he had to take action. He declared that Hel would be bound to Helheim for all eternity, never again allowed to set foot in any of the other Nine Realms - including Midgaard. Shocked by the sentence, Hel tried to resist the pull of Odin's words, but found herself powerless as his magic dragged her cursing back to her realm as she realised that her one escape from her monotonous existence was being closed off before her eyes.

Hel would seethe at the unfair, so-called justice from her grandfather. She also knew that only one person would have had the knowledge to detect her intrusion into Asgard, since he had been the one to show her the secret entrances and passageways all those years ago. Seething at her father and all of his ilk, Hel decided that she wouldn't allow Odin's judgment to bind her. Pouring over the Necronomicon, she found a way to breach her banishment and to claw her way back to Midgaard. It wouldn't be easy, and she would need to get her hands on an Odinstone in order to succeed, but Hel had little to lose by trying. And besides, she knew that it would feel amazing to see the look on Odin's face once he realised what she'd done.

All she needed to do was to get her hands on an Odinstone; or as the humans called it: a Dragon Crystal.
.
Powers:
  • [Life-force Absorption]: As the Goddess of Death, Hel drain the life-force of the organisms near her. Sentient organisms can use their willpower to resist the drain, and it is easier for Hel to drain the energy of those who are closer to her. Physical contact allows for the most efficient use of her powers, and even the strongest willed beings have only been able to delay the sapping of their life force if they are unfortunate enough to suffer the touch of Death.
  • [Injury Immunity]: Hel’s mortal body is not truly living and can use life energy to heal and repair itself from even the most grievous of injuries. As such, Hel can withstand and keep fighting despite suffering wounds that would incapacitate or kill a mortal. Physical attacks will slow her down, but a bullet for instance will not be as effective as physically destroying a part of her body, since she could continue to fight with little difficulty even with a round embedded in her undead chest.
  • [Dark Arts]: Having trained herself from a copy of the Neconomicon itself and combining its teachings with her own powers, Hel is a potent practitioner of Dark Magic. Often considered too dangerous and forbidden for use, and largely banned and outlawed by groups such as the Phantom Brotherhood, the Dark Arts nevertheless survive in cults and rogue wizard covens in no small part due to its cruel and destructive potential.
  • [Enhanced Physical Abilities]: Although Hel isn’t as strong as many of the other Aesir, she still gains enhanced strength and resilience from her divine bloodline.

Limitations (Reasons why your char can’t end the universe):
  • (Not of this world) - In order to overcome Odin’s banishment and his immense magical powers, Hel effectively transferred herself to a vessel in Midgard while leaving most of her essence torn between Earth and Helheim. Doing so, she cannot call upon the full extent of her abilities as an Aesir and the Goddess of Death. Some concrete consequences of this include a limitation to the range that she can drain the life of others and the rate at which she can do so.
  • (Power of the living) - In Midgard, Hel needs to use life energy in order to use her powers. While she is able to regenerate her supply of magical energy by draining the life of organisms around her, she can also run out or low in the midst of a battle. This would mean that she would lose the ability to cast her spells.
  • (Ritualistic Preparation) - The more powerful and dangerous magic spoken of in the tomes of the Dark Arts require sophisticated and complex rituals in order to be performed. Specific ingredients, strangely worded chants and ornate runes are just some of the steps that Hel must go through to fully exploit her magical abilities.

Weaknesses (Reasons why someone could kick their ass):
  • [Bodily Degradation]: Hel’s soul is an intruder in Midgard, and Odin’s magic is constantly working to tear her back to Helheim. This manifests itself in an erosion of her physical form, with her mortal vessel steadily degrading over time. Hel has to spend life energy in order to halt and slow the degradation, forcing her to find a supply or risk eventually entirely losing her grip on Midgard.
  • [Phylactery]: Even as an Aesir and the Goddess of Death, Hel could never hope to call upon enough power to really defy Odin. Even after studying the Dark Arts for centuries, there was no spell that Hel could perform that could overturn the will of the Allfather, but she did find a way to get around it. By embedding an Odinstone - a fragment of the original seed that sprouted the World Tree - in her necronomicon, Hel might be able to channel its power to act as an anchor for her in Midgard. It would be able to hold back Odin’s power, and allow her the foothold she would need to maintain her presence in the mortal realm. Fortunately, the greatest concentration of Odinstones - called Dragon Crystals by the humans - could be found at her destination: Earth. But by binding her essence to an Odinstone, Hel makes herself vulnerable to anyone who could threaten it or gain control over it. If someone were to take the Odinstone from her, they could use it to command Hel to do their bidding or shatter it and banish her from Midgard. As such, she goes to great lengths to keep it safe.
  • [Light/Holy Magic]: As the ruler of Helheim and a practitioner of Dark Magic, Hel is vulnerable to Light and Holy magic. Healing spells wound her and wardings keep her at bay. Especially with only a fraction of her original power available in her mortal form, Helheim has to be careful about what kind of magic she opposes, since a powerful spell could easily banish her in an instant from Midgard, leaving her entirely at Odin’s mercy.

Likes: Freedom, Country Music, Magic, her brothers
Dislikes: Pretty much her entire family, her grandfather in particular, people telling her what to do, authority figures, prophecies

Additional Information (Optional; remove if unused)-
Theme song:Raise Hell - Dorothy
Favorite food:
Greatest fear: Being trapped
Last edited by Bentus on Fri Apr 12, 2019 11:35 am, edited 5 times in total.
- - Bentus
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1 2 3 >4< 5
Possible threat.
Forces active in a warzone.
At peace.
Member of The Galactic Economic and Security Organization

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North America Inc wrote:13. If Finland SSR or Bentus anyone spams the Discord with shipping goals, I will personally tell your mother.

How Roleplays Die <= Good read for anyone interested in OPing

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North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Wed Mar 20, 2019 4:39 pm

Image

Faction Name:San Diego Militia (Regional Force of the True Patriots)
Faction Location/Territory: Southern California
Tech Level: MT
Description/Lore:
In 1992, an apocalyptic manifesto known as the Nation of One, was published and released onto the fledgling internet; penned by a man named Walter Kovacs, the 1000 page work was divided into different sections on a variety of topics such as the state of the Union, the threat of Globalization, the loss of the Individual, the Gifted, and his theory of so called Power Inequality. The Superhero Human Rights Act had allowed for the militarization of superheroes and allowed them to patrol the streets at will; Kovacs argued that this did not go far enough. The bloated military and federal government were finally being limited and we the people were finally going against the Weberian theory of the monopoly of power; however, Kovacs hated the so called hypocrisy of superheros that actively fought against vigilant groups made up of average individuals. While these groups were being resisted, federal laws constituting gun control were merely an attempt to create a division of those who were born or lucky enough to be granted powers and those who weren't. The protection of Second Amendment was paramount due to this; as superheroes were not adequate to deal with the rampant crime facing the United States.

Kovacs praised the idea of a superhero but held some deep criticisms of the current system. The rampant commercialization had allowed them to become the tools of the NGOs, the Deep State, and other large corporations that supplied them with their equipment; while at the same time, superheroes had no reason to clean up the streets or do anything to actually address the issue. Quite the contrary, they actually worsened the situation. Escalation of criminals to villains to super-villains was causing greater and greater damage to the core infrastructure and people of the United States, while crime rates continued to rise. Superheroes had a vested interest in order to keep crime rights high as it fed into their net worth, cult of personalities, and gave them a purpose through perpetual violence. Their costumes and child like antics has also allowed for what he called the 'effeminate generation' were our children will become rapid followers of superheroes and blindly worshipped their brand and caring little about the damage they caused.

On the last chapter he called for a Nationwide Citizen Militia of local leaders to do the same as superheros and prove the importance of civilian involvement. This last chapter has become the most circulated part of the manifesto and most often used for recruitment; even though the Nation of One also called for the end of law enforcement and the use of those funds to fund rehabilitation of low tier criminals. The most common talking point that was popularized and parroted was the need of a militia to work just as Superheros. While Mr. Kovacs was never physically seen and many question whether it was actually his name, it didn't stop this nationwide hit from becoming a tool for the American Rifle Association and other gun lobbyist firms. Inner City Crime which had always plagued the United States since the early 80s was soon the excuse used by suburban homeowners for their own pseudo-militarization; this new glut of militia members attracted everyone from the concerned fathers to blatant White Nationalists.

After the First Invasion, as these groups called it, a new large scale organization was created to oversee and connect these local cells for political action. The True Patriots were formed to act as a Second Amendment oriented group as well as to lobby Congress to not pass any new new anti-vigilant policies. Superheroes who complained about or opposed militias and vigilant would often find the court of public opinion turn against them as talk radio and one mainstream news network would often complain about their hypocrisy.

The San Diego Militia was formed in 1996 after the Waco Incident as a way to ensure citizen vigilance and a close community outreach. The group started off as relatively small but as the "The Nation of One" became one of the most popular books of the 90s and the formation of the True Patriots Political Action Committee, their members soon measured in the ten of thousands. SDM soon began expanding into Long Beach, Los Angeles, Irvine, and other Southern California Cities, making their name itself a misnomer. What started off as local potlucks, shooting range events, and calls to vote has soon escalated into something else entirely; the rise of new gangs, superheroes, and mercenaries had allowed for local anxiety to reach boiling point. Groups such as Los Sicarios and the Black Apostles continue to plague the community and bring crime from south of the border. The Young Bloods were seen as nothing more than teenagers, with half of them not even being locals. Not even WarWolf itself was spared as they are seen as the tools of the Elites and mercenaries of foreign agents, more interested in brandishing power armor than protecting their homes.

Jaime Alvarez, a veteran of the First Contract War, Green Beret, and PL First Responder, ascended into the role of SDM Commander late last year; ever since the group has seen increased activity, organization, and fervency. Members on the weekends actively head out to the deserts of the Imperial Valley to exercise and perform combat training. Armor has become standardized and physical requirements has seen the SDM become an active combat fighting force; while they have not performed any raids as of yet, it looks as if Alvarez is ready to do so at any moment.
Army Size (If any): 2,500
Races that are part of the faction: Humans
Additional Info:

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Vanquaria
Senator
 
Posts: 4809
Founded: May 09, 2014
Ex-Nation

Postby Vanquaria » Wed Mar 27, 2019 12:21 am

Last edited by Vanquaria on Tue Apr 02, 2019 1:28 pm, edited 3 times in total.
Vanq commands a quiet respect that carries its own authority. He is the Hitler of NS.


"I took away Vanq's YB for deliberatly ignoring me"
"I know Vanq is a very good writer and this is how he treats someone of lesser skill?"
"I would love to have a writer of your caliber along for the ride"
"neo and vanq do a dbz fusion to form 1 big shitposter then get erased from NS by kyrusia"
"Which is the level of memeing I expect from Vanq"
"brigadier general comes on, pulls a vanq and calls us all autistic"

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Finland SSR
Post Marshal
 
Posts: 15312
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Tue Apr 02, 2019 11:05 am

This thread is starting to slip from the first page of my "View your posts" tab.

What's your character's favorite video game?
I have a severe case of addiction to writing. At least 3k words every day is my fix.

Read my RWBY fanfiction!

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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Tue Apr 02, 2019 11:32 am

RTS games for Kyle and Max.

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Absolon-7
Diplomat
 
Posts: 953
Founded: May 11, 2014
Psychotic Dictatorship

Postby Absolon-7 » Tue Apr 02, 2019 11:57 am

Finland SSR wrote:This thread is starting to slip from the first page of my "View your posts" tab.

What's your character's favorite video game?

Casimir's is either Tekken 7 or Witcher 3 and Viv's is Pokemon Black 2.

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Union Princes
Senator
 
Posts: 3987
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Tue Apr 02, 2019 12:28 pm

Finland SSR wrote:This thread is starting to slip from the first page of my "View your posts" tab.

What's your character's favorite video game?


Team Fortress 2 and Plants vs Zombies
There is no such thing as peace, only truce between wars

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Zarkenis Ultima
Post Czar
 
Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Apr 02, 2019 1:04 pm

Finland SSR wrote:This thread is starting to slip from the first page of my "View your posts" tab.

What's your character's favorite video game?


Probably Hey You, Pikachu!
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread

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Finland SSR
Post Marshal
 
Posts: 15312
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Tue Apr 02, 2019 1:08 pm

Zarkenis Ultima wrote:
Finland SSR wrote:This thread is starting to slip from the first page of my "View your posts" tab.

What's your character's favorite video game?


Probably Hey You, Pikachu!

Kiris pls

Floyd canonically plays a lot of Touhou because he wants bullet hell shooters to test his superhuman senses. Renata is probably a fan of something simple and casual, like Wii Sports. :P
I have a severe case of addiction to writing. At least 3k words every day is my fix.

Read my RWBY fanfiction!

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