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The Characters.

Posted by TimothiusFor group 0
Timothius
GM, 2 posts
Wed 18 Mar 2009
at 19:51
  • msg #1

The Characters

This is where any and all character info will be posted. Once a character has been fleshed out, he or she will go here. If you need help, lemme know through a PM.

Name:
Age:
Archetype: (Mage? Warrior? Technopath?)
Symbol Attribute:

Description:


Height: 0'0"
Weight: 00 Lbs.
Hair Color:
Eye Color:
Fur/Skin Color:
Quote: "."


Personality:



Powers:

1.) Your power here (Attribute here) -

2.) Your power here (Attribute here) -

3.) Your power here (Attribute here) -



Skills:

1.) Your skill here -

2.) Your skill here -

3.) Your skill here -


Weaknesses:

1.) Your weakness here (Attribute here) -

2.) Your weakness here (Attribute here) -

3.) Your weakness here (Attribute here) -


Equipment:

1.) Your equipment here (Magic/Mundane/Tech) -

2.) Your equipment here (Magic/Mundane/Tech) -

3.) Your equipment here (Magic/Mundane/Tech) -


History:
This message was last edited by the GM at 22:58, Sat 21 Mar 2009.
Emerald
player, 1 post
Wed 18 Mar 2009
at 20:00
  • msg #2

Re: The Characters

Name: Emerald Haynsworth
Age: 30
Archetype: Archaic
Symbol Attribute: Chaos

Description:
A red fox. Typical of her race, she has a white muzzle, black fur at the tips of her ears, black fur on her hands and on her feet. Unlike a real fox, though, Emerald stands on her hind legs, has a humanoid look to her body. Her hair (which is also red like her fur) goes shoulder-length and curls slightly. On the front, her hair fluffs over into bangs. Her emerald-green eyes suggest a bright soul in that body. Emerald usually wears a set of green arcane looking clothes (More covered in Equipment).
( For a pic, go to http://www.deviantart.com/deviation/6708797 )

Height: 3' 2"
Weight: 32 Lbs.
Hair Color: Red
Eye Color: Emerald
Fur Color: Red, White and Black. Fox fur pattern.
Quote: "It's not the years in your life, it's the life in your years."


Personality:
Emerald has a bright and cheerful personality, but a level head. When things get serious, Emerald likes to use cunning and smarts to survive or win. She is quite friendly and adapts to the people around her quite well without being simply a "yes" girl. With a background that involved betrayal, desperation, great loss and being on the wrong side of the law, Emerald has a kinship with shadier characters. She understands the darker side of people just as much as the brighter side. That said, Emerald plans to do what she can to spread the message that love is, in fact, real and only those who don't want it at all will never have it.

Emerald has great pride in her skill as a thief and when it comes to the streets, she can stand her ground and talk big with the best of them. But on the other hand, where everything else in concerned, Emerald is oddly humble and seems to think little of herself, believing herself too corrupt or too weak to be compared to "greater heroes". Therefor, Emerald is never afraid to ask for help except when it comes to her thievery.

Finally, Emerald is feeling the fact that she isn't getting younger. 30 years old and still single makes Emerald feel antsy about finding romance and soon. This causes her to sometimes get a little flirty if she thinks a guy might like her. But it's made much worse when she gets drunk. Emerald is slow to trust people, but quick to act like she trusts them.


Powers:

1.) Treasure Hunter (Order) - Emerald has a nose for finding what she wants, be it an ancient relic, magic item, or even hidden treasure. She doesn't realize this is actually a power, so she tends to take it for granted. So while she'll get "hunches" that she follows, she does her research anyway to be sure.

2.) Conduit (Thunder) - Emerald was born with a stronger inclination towards the forces of magic and thus seems to be a perfect conductor for them. While Emerald might be able to learn magic spells eventually, this isn't how she usually uses it since she collects magic items. However, whether Emerald is unconscious or not, she can be used as a conductor of magic just like a magic wand. If used this way, Emerald proves to be more powerful than most magic conduits.

3.) Fox (Nature) - Emerald has all the pluses that come with being a fox. Superior hearing, reflexes and speed. Though the speed really just makes her as fast as an average fit female human, it is incredibly fast for her size. Also, she is agile, allowing her to make turns and zigzags faster than average.


Skills:

1.) Book Writing - Emerald knows a lost art that allows her to write books called "Link Books" that quite literally have links to new worlds inside of them. This takes time, so it's not like she can suddenly write a book or even have one written within the day. It can take as long as a couple weeks and as short as a few hours, depending on what she is writing. For example, if she is simply making a copy of a linkbook she's already made before, that is incredibly easy. But making a new book is not. She also knows how to make books that link to any one world she has visited before. This process is also easier than making a link to a world of her own imagination. Emerald owns several linkbooks already (Please see Equipment for more).

2.) Thief - Emerald's days as a thief have not ended and thievery will always be a part of her. As such, she has acquired very impressive thievery skills. Emerald can steal the watch off your wrist (unless perception is listed specifically in your character sheet as a power or skill) and is capable of high-end infiltration due to experience as a cat burgler. This means Emerald is quite stealthy. Emerald knows certain people from thieves guilds and is renowned among them as one of the upper-end thieves.

3.) Entertainer - Emerald is a great singer and performer! She writes her own music, but likes singing hers AND other people's music all the time. She also can't help but go into a dance when she does. Thankfully, she knows how to dance decent too.

4.) Casino Familiarity - Emerald knows all about Casinos and all the games in them. She is decent (But not great) at Poker and other such gambling games. This is handy for socializing with the kind of people who are into casino activities and gambling.

5.) Acupuncture - Emerald knows how to numb spots and cause pain in a few spots by hitting key points. She is not a martial artist, but if she is able to poke or hit the right spot, she could cause a lot of pain in a fight. While this could be useful for interrogation purposes, she rarely gets pleasure out of that. This requires for pinpoint accuracy, so her recipient needs to be still. If someone is trying to dodge her, chances are she can't pull off any of the desired effects.

6.) Winter Survival - Emerald knows how to survive extreme cold conditions. Where a normal person would not know what to do in a wintery area, Emerald would at least know what steps to take. While she doesn't know how to build an igloo, Emerald at least knows how to do the rest such as fish, forage, find the right place to stay temporarily and most importantly how to keep as warm as possible.

7.) Good Liar - Emerald can fool the average person and even a somewhat perceptive person most times. Her acting skills go along with being a thief and having to give convincing lies sometimes when caught, but Emerald is no master at this. Good enough to get along, though and keep most in the dark as to her intentions and such.

8.) Keeper of Secrets - Emerald knows a great deal of secrets concerning the Universe. Physics, Magic, Technology, why these things exist, which gods are real, which ones are not, how circumstances work (Such as Murphy's Law). Emerald even knows the secrets of *gets silenced*


Weaknesses:

1.) Thief's Pride (Chaos) - Due to her pride as a thief, Emerald does not use magic when stealing (that includes an infiltration style mission) as that would be "cheating" and thus she would lose her touch. The only exception is if something more than herself is at stake, such as the lives of a village or something, but even then she is hesitant to turn down a challenge.

2.) Casino Phobia (Chaos) - Thanks to her childhood trauma (See History) combined with years of skulking over it, Emerald has a fear of casinos. She can only last 10 minutes in a casino before her "Good Liar" skill is nullified. At 15 minutes, she becomes nauseous. At 20 minutes, she gets vertigo and extreme paranoia and will head for the nearest escape as soon as possible. At 25 minutes, she breaks down crying and curled up in the fetal position, unable to take any actions until she is far away from the place for a period of 30 minutes.

3.) Instrument of Chaos (Chaos) - Emerald has a somewhat small will when it comes to the whims of chaos. Should Emerald be influenced by chaotic magics or technologies or anything at all that guides her towards chaos, Emerald is more susceptible to it's control. This also means that if someone decides to use her as a conductor of chaotic powers, Emerald can not resist it and sometimes will just give in willingly.


Equipment:

1.) Goggles (Magitech) - A pair of green goggles with blue lenses rest on the top of Emerald's head. They have a number of functions. They are capable of seeing spirits that are otherwise invisible, seeing the magic properties of an item like what a magic item can do or what elemental alignment it has, can serve as binoculars and have a number of vision settings such as infrared vision and night vision. Should the binoculars be exposed to a means of nullifying magic, only the technological parts work. Likewise, if they are exposed to some means of nullifying technology, only the magic parts work. If both happen at once, they are just good for eye protection. Finally, they are waterproof, making them usable under water. For purposes of RP, the magic and technological functions are discussed below:

    Magic Options - Spirit Sight, Magic Sight, Item Identification
    Tech Options - Far Sight, Infrared Vision, Night Vision
    Mundane Options - Underwater Goggles, Ultraviolet Protection, Auto-tint Sun Protection

2.) Atmospheric Clothing (Magic) - This ornate green tunic with matching pants have been infused with magic. The power of this clothing allows Emerald to survive in any environment such as cold, hot, or even a vacuum for a short period of time. As a side benefit, this protects Emerald from attacks that involve hot or cold effects (Such as a flame thrower or someone throwing a bucket of liquid nitrogen on Emerald). There is a limit, of course. The clothes can protect Emerald for 5 minutes in a volcano or in absolute zero temperatures. After that, the magic begins weakening and Emerald starts feeling the effects of her environment. However, in temperatures from 30 below 0 to 100 degrees, the magic of this enchantment does not weaken. When the magic has weakened, if Emerald gets to a place that does not stretch the clothing's limits, then the clothes require an hour of "recharge" time to go back to the way they were before.

3.) Combat Gear (Technology) - While Emerald usually doesn't wear this, Emerald has a set of combat gear stashed in her closet at home. The gear has the very nice feature of making Emerald entirely invisible. While special scanners and such detection devices might see her, Emerald can not be detected by normal vision or heat vision and even has some protection from satellite vision (Think stealth bombers). It is composed of the following:

    A) Durable full-body tights that have some fire resistance.
    B) Padded armor that includes plastics, metals and a few other alloys for protecting said parts from being harmed.
       These parts cover the shoulders, upper torso, hips, forearms (including hands), feet and legs up to a little past
       the knees. These are the parts that generate the stealth features.
    C) C-10 Canister Rifle. This handy weapon has a dual projectile feature that allows it to fire either the standard
       high-intensity heat beam laser or ?? MM shells. It has a scope with laser sighting on it. This is handy in case
       the target is immune to energy fire or, conversely, immune to high-impact damage.
    D) Spec-Ops goggles. Not the same goggles that Emerald normally wears, these are pure technology and have
       all the tech features from the other set of goggles (Far Sight, Infrared Vision, Night Vision) with a few extra nifty
       features: 1) They have protection from bright lights such as a nuclear explosion. 2) They have a connection to
       Emerald's mainframe at home, allowing her to access information on something she sees. The information is
       displayed on the goggle lenses for Emerald to see. Think "Terminator" sight. ;) Also, since these goggles
       belong to the "Combat Gear", they only function with the gear indefinitely. Apart from the gear, these goggles
       do not work.

For a pic of the Combat Gear: http://timothius.deviantart.co...craft-Ghost-25831319

4.) Thief Gear (Mundane) - Emerald has a special outfit for infiltration and such thiefly missions. There is nothing technologically or magically special about it. It is, however, made of a special elastic cloth that helps Emerald's skin to breath well, making it feel quite comfortable. The clothing is nearly soundless and hugs Emerald's form like tights. On the outfit are a number of tools for using in infiltration the old-school way. This includes the standard array of thief tools such as a number of lock-pick tools, a glass cutter, some chalk and other things of this nature. None of it electronic.

5.) Medallion of Second Chances (Magic) - Should Emerald get attacked with something overwhelming and everything else on her winds up destroyed, Emerald herself will remain in tact thanks to this medallion. Once it protects Emerald, however, it will vanish and it will take Emerald a full RP of trying to obtain another in order to replace it. Of course, if something is causing magic to be banished from the area, the medallion will simply not work. In which case, the medallion does not vanish, even if Emerald herself is vaporized.

6.) Books (Magitech) - A mysterious set of books that use the ultimate blend of technology and magic, Emerald carries the following books on her whenever wearing the Atmospheric clothing:

    BOOK 1) The Book of Memory - This book is her prized possession because it
     allows her to travel to any place she wants it to memorize. So if she is in
     New York City and tells the book to remember the place, it will let her
     teleport there next time. But it can only remember ONE place at a time.
    BOOK 2) Wardrobe Book - This is a link to a pocket dimension where she keeps
     all her clothes. And she has quite the assortment.
    BOOK 3) Legend - This book records information about people she meets and gives
     her a very broad description of them. It adds information as she learns more.

7.) Misc Mundane Items (Varied) - Emerald carries an assortment of handy tools at all times for a number of reasons, though she does not carry these when wearing her Thief's Gear. A) Laser Measure - Just a handy measuring tool used in order to measure the size of a room simply by pointing the laser from one end of the room to another. B) Penlight - Having tired of carrying a large, heavy flashlight long ago, Emerald carries a much lighter and smaller light known as a penlight. It is surprisingly bright for it's size and can really help in dark situations. ;) C) Lighter - Need a smoke? Emerald always has a lighter handy! Well... it may be handy for smokers who need a light, but Emerald carries it more for the purpose of starting a fire quick if need be.

8.) Knives (Mundane) - Emerald always *always* carries a number of knives on her for a number of reasons. She has a "Swiss Army Knife" for utility uses, she has a dagger for self defense and she has a number of backup knives.

9.) Hair Pin (Mundane) - Emerald has a special hair pin that doubles as a lock pick. Due to this fact, she doesn't use it for it's normal use as a hairpin, but keeps it hidden inside her hair rather than wearing it for show.

10.) Secret Mansion (Varied) - Emerald has a mansion stored away somewhere in a pocket dimension. In it are many magical artifacts that have many uses. Most of them, she keeps in the mansion. The mansion itself is a magical fortress as well as a physical (or Mundane) and technological one. Emerald usually has something for everything, but doesn't like relying that much on these precious objects and prefers to keep most of them (especially her mansion itself) a secret anyway.


History:
Emerald was born in a humble setting with poor parents who were addicted to gambling at casinos. When Emerald was about 10 years old, addiction took her parents beyond being broke and they wound up having to sell her to the Casino as a slave. Emerald's adventures began. She soon managed to escape the Casino slave life and wound up living on the streets, scrounging for food and having to learn how to pick pockets. Emerald had been spotted, but with a lot of luck and fate seeming to be on her side, she was never actually caught. Thanks to this fact, Emerald got very good at thievery and was soon swallowed up by the local thieves' guild.

Her life as a thief alone was still somewhat lonely. When a pair of loving people found Emerald and took pity on her, they adopted her and the thieves' guild decided to leave it be since the two had strong ties to the community. Emerald was slow to trust again thanks to being sold out just a couple years back, but her new brother helped her trust again thanks to being a peer. Between the love of her new brother and parents, Emerald was kept from becoming entirely selfish like most thieves raised on the street. In fact, as her faith in her new parents grew, Emerald even went the path of cheer and love. She cared about people, especially the poor and downtrodden thanks to her ability to connect with them on a personal level. But unknown to her parents, Emerald soon returned to the thieves' guild and continued serving them as a member.

When she reached adulthood, Emerald had effectively lived a double-life: One where she was a top-notch thief who was stealing from the rich and giving to the guild (and herself), the other where she was a singer at various taverns and the like. Her "day job" was as a taxi driver. She could scout out every place she moved to and get familiar with the people there, keeping her pulse on the local goings on as it were. Once in a while, she would "catch a break" and get a job as a limmo driver in order to scout her next targets for thievery. It seemed like she had a pretty good thing going, but her life took a major turn when curiousity got the best of her one day on a vacation.

Emerald was vacationing in an area where some archaeologists were digging and, curious, she decided to ask if she was allowed on site as a guest. With some arm-twisting and going through the right channels, Emerald was able to get a tour. What she saw fascinated her greatly. She never knew something so "dull" as archaeology would catch her eye. Yet there it was. Emerald decided to get into it part time so she could continue her life the way it was, but she could not prepare for what was waiting for her. By a twist of fate, it would be Emerald who wound up digging up certain secrets. Her... not another. When she found what she found, she investigated further and learned of a secret passage to another place: The Heart of the Universe. At first, she wanted to share with her fellow archaeologists. But her thief side knew the importance of keeping one's mouth shut, so she did. And it's a good thing.

Emerald went to this mysterious place and learned in her time there that she was destined simply by here being there to be the next lore keeper of the secrets of the universe; a job that required her to both use and keep those secrets, keeping them out of the hands of everyone else, good and evil alike. What she learned in those years is covered in her list of skills. To this day, Emerald keeps this new occupation, convinced the weight of the entire universe rests on shoulders if at least in part.
This message was last edited by the player at 22:26, Wed 18 Mar 2009.
Darkthorne
player, 2 posts
Wed 18 Mar 2009
at 20:14
  • msg #3

Re: The Characters

Name:  Darkthorne

Archetype:  Kasketon Scout

Age: 67, Looks early 20's.  Kasketons haven't been given the chance for death by natural causes yet, but the oldest are 300ish with no signs of slowing down.

Description)
  Darkthorne looks about average for a Kasketon.  But that's not helpful to those who don't know what that is.  You've got you've basic six foot thinly muscled humanoid gig going for starters, so lets list what's different than say, the usual Human.
  Short black hair isn't anything noteworthy, and his skin being dull gray is the lesser quirk and a common cliche for aliens isn't it?  The solid red glowing eyes and literal shark toothed grin on the other hand, seem to have been borrowed from a different genre of monster movie.

Attire)
  Having some moment of brain failure, so here's some of the only decent X-com art I've seen, http://www.itchstudios.com/psg...quad/lineup_xcom.jpg  left look along with enclosed helmet, and right look.

Personality)
  Darkthorne has a rather low key outlook for a Kasketon.  This is helpful in his task to explore new worlds, as 'Violently slaughter them before they do it to us' is a highly useful survival skill the Kasketons realize is in dire need of a dimmer switch.  As such, Darkthorne has the patience to usually ask first, sometimes second when attacked, but still resort to 'bite that dragons skull open' desperate measures when its needed without hesitation.
  Sarcasm and straightforward honesty are frequently interchangeable.  Going from 'So I'll just walk up and ask them nicely not to kill us all then' to 'If I thought you were an idiot you'd be the first person I told' without skipping a beat... Wait, which one was an example of which?
  His outlook on Magic and those who use it is that 'I don't hate them any more than they hate me'.  And While grasping he isn't perfect when it comes to double standards, he hates it when people can't admit to them.  Or worse, people who demand he 'keeps an open mind' then go on to claim there is only one specific way something can be, ever.

Symbol Attribute)  Chaos (Of course)

History)
  -???: Kasketons are slaves to their 'Masters', Mystics drawn to Kasketon to take advantage of the inherent increase in Arcane power the world provides along with others intent on taking advantage of it.
  -473: Groups of Kasketons escape, intent on freeing their world and themselves but lacking mystical aptitude.
  -300: Crude tech weapons are developed by the free Kasketons.
  -200: High tech weapons are developed by the free Kasketons.
  -127: 'Mortality Effect' theory established.
  -97:  Prophetic requirements to entity extermination bypassed via 'Mortality Effect' for first time.
  -1:  The former Masters summon a pair of Deities to Kasketon intent on ending things.  The inherent increase in Arcane power on Kasketon allows them to fully manifest and leave the 'Masters' influence.  The 'Masters' flee Kasketon sure their former slaves will die in the chaos.
  -0.5:  A group of Mages and Clerics arrive on Kasketon and attempt to stop the Deities.  They fail in death.  Kasketons figure it's the thought that counts.
  0: A God dies at the hands of the Kasketons, the second flees back to their realm.
  2: All surviving Kasketons of age are armed and trained, a tradition to continue.
  10: The first 'Mortal City' is completed, their first permanent sanctuary from the Supernatural thanks to large scale Mortality Effect Field.
  78: Kasketons clear out the worst of the devastation from the pair of Deities.  They shift focus from reactive survival to systematically closing still existing dimensional rifts.
  112: Kasketons neighboring planet is Terraformed.  Roughly half the population remains on Kasketon in order to continue its reclamation and to prevent further attempts at taking advantage of its Arcane enhancing properties.
  135: A rift is opened by the Kasketons to the surviving Deity's realm and an assault team enters.  An hour later they return having finished the job left undone 135 years ago with many wounded but none dead, surprised to report the Deity as stronger on Kasketon than their own realm.
  136: Darkthorne is born.
  151: Kasketons reach a point of stability on Kasketon, through a lesser degree of rift occurrences due to their own reputation compared to the Arcane benefits of their world and finally clearing out existing problems.
  153: Rift research is turned towards exploration, just for its own sake as their first activity not based purely on their survival.
  158: Darkthorne completes Scout Training.
  203: Present time.  Darkthorne enters the 'Heart of the Universe' as part of the Scout exploration program.


  Abilities)

Mental Sanctity:  Kasketon minds are safe from intrusion, as well as able to recover from mental trauma and go 'meh' to someone trying to show off how fancy infinity is.  This does make them often oblivious when attempts at anything ranging from telepathic communication or someone trying to tear their mind apart is attempted.  Also works as a handy method to debunk claims of Omniscience.

Biological Efficiency:  Kasketons have a stack of cliche perks usually associated with near immortals.  Dieing of old age? It hasn't come up yet, though not until recently have any survived past 300ish without being killed.  Natural or unnatural poisons and diseases?  Not a problem.  They don’t need to eat, drink, take a restroom break or sleep.

So Long As They Live: Kasketons are able to heal from any Non-Fatal injury given enough time.  Limbs grow back in a week, broken bones heal in a day, organs in hours, cuts and bruises in minutes.  They'd survive a missing heart just as well as a Human would.

Eyes Glow For A Reason:  It seems those glowing eyes are not just for show, as Kasketons are able to see even in the complete absence of light, as well as deal with pesky 'do not look directly into retina frying flash'.

Physical Capacity:  Kasketons have the capacity for great physical feats.  The rise in technological prowess and countermeasures to the Arcane have resulted in most soldiers less personally capable than in the past.  Modern Scouts focusing their training on personal skill surpass this, able to lift a single Ton and mildly embarrass Olympic acrobats.  However this is still nowhere near past capability.


  Flaws)

Make No Promises:  Kasketons do not give their 'sworn word'.  They feel that because they can not be absolutely certain they will keep to it, then it would be foolishly arrogant to do so.

Magically Lacking: It may have been precautions leftover from their former masters, or an effect of their reluctance to use such themselves.  But Kasketons are not very capable at directly using magic themselves beyond developing a sixth sense variety of 'detect magic' despite their knowledge in its workings.


  Skills)

Kasketon Scout:  Darkthorne is a Scout.  His usual Job before the dimensional exploring was to do the obvious, aid in repairs and emergency medical situations to isolated facilities, and make up for the lack of powered armor and fusion cannons with skill, better physical capabilities, and sheer personal violence.
  Combat:  Scouts are trained to hit hard, fast, and hopefully not have the same happen to them.  Specific Kung Fu or Military combat is a bit difficult when enemies come in all shapes and sizes.  To make up for this, More violence.  Violence and guns, and low tech weaponry (just in case).
  Repairs:  While they can do a quality repair job on most things they can take a good look at, patching things up into serviceable condition in a hurry is a strong focus.  This is because a dragon doesn’t care if you would like a bit more time to get a shield generator up and running again.
  Combat Medic:  some days 10 doses of all purpose generic health packTM isn't quite enough to get by.  As such Scouts are trained to try and keep people alive through situations where that’s a bit of a snag before they can get some real medical attention.
  Solo Recon:  A lot of people can notice what's going on.  It's a bit more tricky when you want to pull this off without being noticed yourself.  Traditional recon and tracking methods are mixed with the knowledge of the Arcane to determine and hopefully avoid the notice of threats, again to lower their reliance on equipment.

Arcane Research:  You don't spend an untold amount of time enslaved by, then centuries fighting the supernatural without picking up a lot of things fast.  Kasketons do not use the Arcane arts themselves, but Scouts develop the sixth sense equivalent to 'detect Magic' on top of their academic learning.

Dimensional Theory:  Every Kasketon is taught at the very least the details on closing dimensional rifts.  They grasp the mechanics of dimensional travel just fine.  However only just recently have started exploring unknown worlds with Scouts.

Gear Recall: A Scout is never truly unarmed.  When you deal with dimensional rifts popping up every other minute, your kind picks up a few things.  While opening rifts and traveling between worlds is beyond them without aid, Many Kasketons have learned to 'reach' into a physical plane layered above others. A reliable means to access personal equipment regardless of what world, dimension, or time they are in.  However, just as this access is secure from those they would not want to reach or prevent it, a Kasketon can only 'find' what they have placed themselves.  As such they still highly value mundane storage means.  While such items are easily shifted back and forth at will, initial placement takes uninterrupted time and attention to accomplish.

Grasp Of Language:  Often taken for granted as Kasketons have not really had many to talk to beyond themselves with their single language.  They quickly grasp spoken, written, and body language being able to put together the rest through complete BS educated guesswork.  Of course, there needs to be some example of such.  A little hard to pick up on a secretive language if they never see or hear it.


  Equipment)

Current Gear Recall Items;Itself not Magic, Not Tech:  A pair of each Equipment entry, but only one Scout Cycle.  Several Kasketon Military jumpsuits (fancy word for functional clothes with pockets a plenty), quite boots.  Scout Pistol cartridges and charger (charger cant work while in Recall space as well.  What would take a minute takes hours).  A pair of Non-Combat Environmental suits. Duh misc items any RL person could easily have.  Repair kit,  A pile of 'Clockwork' themed parts, and schematic for a Clockwork Guass Bolter.

Scout Suit;Fancy Mundane/tech:  An environmentally sealed light combat armor.  The environmental seal is backed up by a personal version of how the hell they manage not to get sucked out into space in every open space dock ever in case of suit breach.  Can take a plasma cannon shot and live, but that also results in 'oh sweet mercy! Where did my skin go!' ouch and lacking armor there anymore.  The helmet is tougher and can link up with scanning and communications methods the user has.

Scout Pistol;Tech:  Scouts make use of a heavy laz pistol, offering enough firepower harm armored beings.  Aside from it being easier to use one handed, it occasionally provide the short lived advantage others underestimating it's firepower, and to make the assumption it's his preferred means of combat.
  Provides Semi-Auto and Burst fire, along with a beam function at greater energy usage. (100 Full charge, 10 for a beam).

Scout Knife;Fancy Mundane:  Sometimes you need a literal edge when more complex weapons fail and brute strength isn't enough.  A combat knife with hand-guard and insulated grip, it is shaped from a plate of dropship armor able to withstand combat against energy weapons and similarly durable physical ones.

Pile of Tech
Com System: Duh
Zoom/thermal/cliche package view: Helmet and gun scope, able to link with eachother.
Motion Scanner:  Not the kind on convenience store doors, the 'Why's it work through solid objects?' kind outa Alien or X-com.
Arcane Scanner:  Detects and analyzes Supernatural stuffs.

Medical Kit;Tech, Mundane:  A small emergency Medical device designed for one handed usage to the wounded area or Medical Ports in Kasketon Suits.  Not able to deal with that 'decapitated' or 'your heart is missing' issue.  It has enough supply to mix 10 usages before it needs a refill.  A more traditional medical kit is also handy, but that’s a bit hard to put to use mid combat on yourself.

Grappling Cables;Tech, Mundane? DUH.  Comes in underarm and batman grapple gun style varieties.

Contact Shades;Mundane:  Because glowing red eyes tend to show up in the dark.  Soft contacts along with more traditional shades are handy when not wearing a helmet.

Scout Cycle;Tech: An unarmed flying cycle constructed from Kasketon Dropship materials (Even if Darkthorne dies from orbital bombardment/volcano/Swedish Chef accident, his ride will remain).  With advanced versions of scanners, Subspace 'trunk' alongside storage hatches.  Environmental field generator, more advanced medical setup, and repair setup.  And of course tow grapples.
This message was last edited by the player at 08:29, Sun 29 Mar 2009.
Cham
player, 4 posts
Thu 19 Mar 2009
at 02:37
  • msg #4

Re: The Characters

Archetype: Avatar
Name: Cham (Chammy to his friends)
Age: Unknown, even to him, but he has centuries-worth of knowledge flowing through him. Before being possessed, he was about the equivalent age of 24.

Description:

General Description- A small, toony-looking raccoon with blue primary fur, black stripes and mask, and large, black ears, hands, feet, and nose. He has a large bushy tail, usually as long as he is tall, a long pointed snout, and white eyes with no visible pupils. His mask usually moves as ones eyebrows would to indicate emotion.  He has three fingers and a thumb on his hands, and three toes on his feet. Cham usually has a little bit of a belly on him, but isn’t fat or muscular.  His face usually has something of a smirk on it.

Visual Aid: http://chameleonice.deviantart...on-Concepts-68635542

Height: 3’
Weight: 30 lbs (Typically)
Fur Color: Blue/Black (Typically)
Eye Color: White
Skin Color: Dark Blue
Quote: "Hiya! Let's do something NOT boring today."

Attire: If he wears anything on a regular basis, it’s an open red vest with a white nametag (Cham) on the front of it. Otherwise, nothing inappropriate is showing on his body, so he has no problem going without clothes. He sometimes puts on attire for show, but it usually has only no real protective value. It’s just for show.

Personality: He’s almost never serious, and his personality is typically very uneven. He often plays jokes and pokes fun at others, but sometimes he does it just for fun and other times he does it to prove a point or show someone something.  He’s always highly selfish, however, and has no interest in things that he can’t get involved with.

Symbol Attribute: Chaos

Powers:

Chaos Blink (Hey! What’s that behind you!?) (Light) – Cham can teleport short distances (only a room’s length) at will.  However, he can only perform this action if someone is NOT looking at him or paying attention to him.  He can effect this by covering himself up with something, like a blanket or cardboard box.

Chaos Manifest (Hammer Space) (Chaos) – Cham can pull various items out of nowhere whenever he needs them. The items are merely props, however, and can never be harmful or seriously effect other living beings.  Even if it’s an exploding package, the blast would only cover someone in soot rather than causing any real damage.  At most, he might be able to tickle or push someone, but even that is severely limited.  His items are almost always for himself and disappear after use.

Chaos Physics (Look at me, mom! No internal organs!) (Chaos) – The laws of physics do not apply to Cham.  In fact, he almost seems to rebel against them.  Stretching and squishing his body, walking on ceilings, floating, standing on his tail, losing a limb only to have it pop back onto his body… Basically, if a Tex Avery cartoon character can do it, so can Cham. However, he cannot have controlled flight.

Natural Raccoon (Oooh! Shinies!) (Nature) – Despite all of the Chaotic Avatar business, Cham is still a raccoon at heart and, when not using his abilities, has many of the capabilities and tendencies of a raccoon. He is fairly agile, good at picking up sounds, and capable of climbing a number of surfaces. He also loves shiny objects and sparkly jewels, even if he has no need of their monetary value.

Skills:

Chaos Theory (I am the Wizard that did it!) – Cham has access to realms of imagination from histories prior, but he has no control over this access.  Oftentimes it takes the outward form of quoting from literature, but he’s also been known to randomly say things from religious theories, historical figures, and stuffed, talking bears.

Weaknesses:

Chaos Control (Do I really need a nickname for this?) (Order) – Cham has rules when dealing with others.  He cannot back down from a direct challenge issued by another being, no matter how ridiculous, stupid, or dangerous it may be.  He is also required to answer any question asked of him… but he doesn’t have to answer truthfully.  In fact, he rarely gives a straight answer, even when there’s no reason to be mysterious or silly about it.  Also, none of his powers can directly effect a living being. He cannot physically change their bodies or move them without their consent.  He also cannot kill other beings.

Chaotic Flaw (Underbelly of the Hedgehog) (Chaos) – Cham is extremely weak to psychic or mind-based attacks.  His powers are also deeply weakened when in a place of high, pure order, such as a courthouse.  As such, he tries to stay out of organized society.

Equipment:

Vest (with nametag) (Mundane) – The only permanent physical equipment that Cham carries, and also the only physical reminder of where he came from. Provides no real protection, though the item itself has the same properties as Cham and goes where he goes.

History:

Cham was your average everyday raccoon, working 9 to 5 at the local Whammo-Mart on his home planet.  He lived a good life and had plenty of friends and hopes and dreams, but that all ended when a mysterious package was placed in the return bin at store.  Even though it was taped heavily on all sides and had ‘Do not open until X-Mas’ plastered all over it, his curiosity got the better of him and he cut the box open.

That was when everything changed.

After opening the box, he found an incense carrier nestled between some bunches of newspaper funnies.  Upon lifting up the carrier, a strange scent assaulted him and took control of his entire mind and spirit.  To everyone else, it looked like Cham had dropped dead on the floor.  What had really happened, though, was an amazing change to his essence as it was taken over by the power of a Trickster spirit and turned into an avatar of Chaos.
Now he has faint memories of his past life while his mind has become a mix of his own and the Trickster spirit that’s traveled the cosmos for countless ages.  He doesn’t even know where he’s going any longer or what his plans for the future are, but he somehow doesn’t really care about that any longer.
This message was last edited by the GM at 21:05, Thu 26 Mar 2009.
Prism
player, 1 post
Fri 3 Apr 2009
at 16:48
  • msg #5

Re: The Characters

Work in progress.

Name: Prism
Age: about 2,000 years (sort of)
Archetype: Space Explorers
Symbol Attribute: Light/Order

Description:

Usually humanoid shape...
Height: 5'5"
Weight: 255 Lbs.  (Due to being as dense as pacted sand.)
Hair Color: Bald
Eye and Skin Color: Frosted glass that refracts a rainbow of colors.
Quote: "We believe learning to be the highest pursuit of life."

Prism generally takes on a gender neutral humanoid shape for the sake of the humanoid alien races it encounters.  The surface resembles frosted crystal (  http://ecx.images-amazon.com/i...JL._SL500_AA280_.jpg ) and is in constant color flux.  Prism is not an individual, but rather a nation of tiny crystal bugs.  ( http://knuks.net/finepix/album_Macro/Crystal%20Bug.jpg )

Personality:
Prism is a community of astronomers, scientists, and explorers.  More aggressive individuals exist, but their voices are few.  As a whole, Prism's people are non-aggressive, but they are willing to fight to flee from violence if need be.  Insatiable curiosity drives the Prism community.


Powers:

1.) Resist mind reading (Attribute here) - Reading the mind of a Vetipe is as easy as it gets for a psychic... but that's reading an individual Vetipe's mind.  Reading the hive mind is like trying to listen to every radio station in the world simultaneously.  In the same way, Prism is unable to project community thoughts clearly to other telepaths.

2.) Teleportation (Attribute here) - Takes the same amount of energy regardless of distance.  1/day.  Leaves Prism drained and in need of rest.  Can be used as a weapon.

3.) Disperse (Attribute here) - Only in desperate need, the community can dissolve into a cloud of individuals, flee to a new location, and re-form.  Leaves Prism drained and in need of rest.

3.) Disperse (Chaos) -

- Shape shift: Can change shape almost as easily as move.  Bladed hands.
- 360 degree vision.

Skills:

1.) Your skill here -

2.) Your skill here -

3.) Your skill here -


Weaknesses:

1.) Your weakness here (Attribute here) -

2.) Your weakness here (Attribute here) -

3.) Your weakness here (Attribute here) -


Equipment:

1.) Your equipment here (Magic/Mundane/Tech) -

2.) Your equipment here (Magic/Mundane/Tech) -

3.) Your equipment here (Magic/Mundane/Tech) -

- Force field belt: Self contained atmosphere, minor defenses vs non-magical attacks.
- Plasma pistol: Basic science self-defense.
- Palm PC: Science database of countless star systems, alien cultures and languages, and alien technology.



History:
The Vetipe are very tiny by most people's standards.  At about 1/10 mm in length, an individual Vetipe is barely visible to the naked human eye.  An individual Vetipe resembles a glass bug with a very angular shape much like a prism.  This shape and barbed legs enable the Vetipe to lock together in tight community groups and work as a unit.  Community groups can be as small as a human finger, consisting of tens of thousands of Vetipe, or as large as an Elephant with hundreds of millions of Vetipe inside.  The average community is about the size of a cat.  While individual Vetipe are technically sentient when aline, they are capable of only the most basic thoughts and instincts.  However each has a telepathic link with nearby Vetipe, creating a sort of hive mind.  The more Vetipe that congregate, the more intelligent the community becomes, and this intelligence is shared by each individual.

Such a hive mind would have crippling drawbacks if not for some advanced concessions.  The larger the community, the more specialized individuals become.  Most communities choose leaders through a representative democratic process, and these "brain bug" leaders direct community thought and action.  One of their many duties include the censorship of certain "unnecessary" thoughts from the hive mind.  For example, if the entire hive mind were allowed to be aware of the death of an individual every time it happened, if everyone were allowed to feel the pain being felt by that person's family, the entire community would be in a state of perpetual mourning.  Of course, if a community is faced with an enormous catastrophe such as a gunshot wound, everyone mourns the lost the same way a nation would mourn a city being destroyed by an asteroid.

Vetipe need two things to thrive: sunlight and minerals (mainly silicon).  Vetipe live off sunlight, converting it into usable life energy through a form of photovoltaics.  Most communities prefer taking on a simple geometrical shapes such as a pyramid, but when sunlight is lacking, they take on shapes that maximize sunlight exposure, resembling crystal trees.  Communities can change shape as needed, and often take on shapes according to the current artistic trends, morphing from angular to more curved shapes as tastes change.  Some times communities will do some terraforming, usually for the sake of art.

Vetipe cultures as diverse as any other sentient race.  Art, music, philosophy and other pursuits are as different from one community to another as they would be from Africa to China.  Crime and war are not unheard of, but are comparatively uncommon.  Because needed resources are so plentiful, most often conflicts are resolved with the two parties simply parting ways.  If an internal disagreement within a unified community cannot be resolved, the community will dissolve and re-form as two smaller communities.

One such community, named Prism, was long focused on space exploration science and made a breakthrough in space travel.  They learned a way to teleport the community through focusing community life energy.  Those who were unwilling to explore the stars split off from the main community and were left behind.  Since then, Prism has been exploring the stars, encountering many different forms of life.  Prism has learned to trade with aliens and has obtained some useful artifacts and scientific knowledge.
This message was last edited by the player at 15:44, Mon 06 Apr 2009.
J'Renn
player, 2 posts
Sun 22 Mar 2009
at 03:11
  • msg #6

Re: The Characters

Name: J'Renn of Garendi from Farell  (J'Renn)
Age: 25
Archetype: Technological
Symbol Attribute: ?

Description:
A sky blue skinned humanoid, her hair is long, white, and divided in three sections on her head by a pair of bare skin tentacles that start at the forehead above her eyes, and flows down the back of her head with her hair to the middle of her back, or rest on her shoulder and on her chest, depending on if she feels formal, or casual.  Her hands have three thick fingers, and a thumb, her feet, plantigrade with two large toes on each foot.  She stands tall at all times. On her vessel, which ia also her home, she is usually in a leotard with an open belly and back, and bare feet, when off her vessel she wears a black jumpsuit, and a pair of long gloves that conceals her weapons, on her feet a pair of black traveller's boots.

Height: 5'10"
Weight: 160 Lbs.
Hair Color: White
Eye Color: light blue whites, and dark pupils.
Skin Color: Solid sky blue all over, can turn as dark as cobalt blue if exposed to sunlight for long periods of time.
Quote: "How can you expect to hear my thoughts when you can't even hear your own?"

Species info: Garendian
Garendians are a blue skinned uni-gendered species, who communicate solely through telepathy.  They cannot make any sort of vocalizations, aside from the whisper of thier breaths through their mouths, but their hearing is as sharp as your average humanoid.  Telepathic communication is also how they interface with thier technology, even their long range communications is a form of machine created telepathy.  Garendians are technologically advanced, possessing vessels with FTL drives that sends thier vessels thousands of times faster than light.  Full spectrum particle weapons, one shot may be a charged nadion beam, the next a positron stream, the next a common laser weapon, fully customisable to fit most enemies.  Shields that can withstand their own weapons.  Vessel control systems controlled by telepathy, so even medium and large vessels can be controlled by a single pilot.  Garendians, being unisexual can mate with any member of their own species.  Mating takes place when two Garendians take hold of each other's hands and thousands of nematocysts activate, impaling each other's palms delivering a fair amount of genetic material via hypodermic injection.  After genetic material is exchanged, both participants become pregnant.After the first year the telepathic abilities emerge, and the child's education begins, in eutero.  Mothers carry the larva for 3 full years, when the larva separates itself in a cocoon from the parent.  The cocoon continues to grow for another two years before a fully developed Garendian emerges.  The young adult continues to grow, and gain muscle mass for another year.

Garendi had just come from a decades long war with the Hur'Q (Hurk) leaving the Hur'Q homeworld in ruins, and their military in tatters, barely able to keep the pirate activity away from their own space.  Once the Garendian catch wind of the Hur'Q's last desperate effort for revenge they send a single, well equipped vessel to intercept the Hur'Q.



Personality:
This is a person on a mission.  J'Renn is in a race to reach the core, the competition she knows of is a species her people narrowly defeated in a costly war.  Figuring their enemies are desperate enough to make the trip all the way across the universe J'renn was sent to stop the enemy of her people, or to destroy the core if her enemy cannot be stopped.  She's normally in a good mood, willing to engage in conversation, and tends to trust beings she can hear and read in her mind,


Powers:

1.) Telepathy (Order) - J'Renn communicates solely via telepathy.  She can read anyone's unshielded thoughts as if they were speaking them aloud, but if she needs to dig up thoughts buried deep in someone's mind she can with effort, and with physical contact, peel away the curtains of someone's mind.  This can be dangerous depending on how much resistance the victim puts up.  She can also project her thoughts onto unshielded minds, her opinion, her feelings, even a piercing scream.  She can also selectively ignore minds that she dosen't care to hear from, she can also block out other telepaths to a ceartain degree.

2.) Moderate strength (Nature) - She has been given the usual military strength and endurance training and is about as strong as human male athlete of the same size.

3.) Sex is a weapon (Nature) - Both of her hands contain thousands of nematocysts, that can be activated, and inject a few hundred CC's of genetic material.  While not specifically toxic, or deadly, but it can cause quite the allergic reaction as an alien's immune system gets rid of the foriegn body fluids.  This would be an embarrasing last ditch effort, as it is a very intimate act to her.


Skills:

1.)  Garendi pilot:  She can pilot any Garendian vessel from fighter to battlestation by herself.  A pilot is also capable of affecting field repairs, and regular maintainance of thier vessel.

2.) Garendi warrior:  She is skilled in hand-to-hand combat and is well trained in the use of Garendi weapon gauntlets.

Weaknesses:

1: Telepathy reliant (???) - Should her telepathy fail due to neural trauma, or some kind of telepathic ward she would be unable to communicate, or use most of her technology.  She'd also be cut off from her vessel, and the significant backup it can provide.  Also she will have great difficulty communicating with those immune to telepathy.

2. No backup - She is far from home, and has no allies at the center of the universe, also as of yet no enemies.  She cannot afford to make enemies in this area of space.  Her ship is powerful, but not powerful enough to take on multiple ships of the same class.  Also with her technology being quite a bit difrent from the local technologies she's her only supply of spare parts, and repairs for her vessel.


Equipment:
1.) Pel'Rae: (technological/biological) Her vessel: a 3 story 60 meter radius perfect semi-sphere containing the vessel tree Pel'Rae.  The tree is the heart of the ship as well as the main power supply, and computer.  Pel'Rae keeps contact with it's pilot via a telepathic link.  The link is strengthened by a telepathic amplifier, keeping the pilot in full controll of the vessel even if they are separated.  Distance does play a factor in command delay.  Even though contact can be maintained from a lightyear away, the pilot needs to be within 500 miles for the pilot to be able to take manual piloting cotroll.  Maximum effeciency is gained when the pilot is in physical contact with the ship.  The ships weapons and defenses are formidable, capable of taking on single ships one or two hull classes larger.  Enemies the size of battle stations, and dreadnaught/carrier groups can take it down with some losses.  Pel'Rae also is equipped with matter/energy conversion technologies  such as transporters, and matter replicators.  The replicators can perfectly replicate any object it has a pattern for, the more complex the matter the longer and more energy it takes to replicate.  the replicator, however cannot replicate life.  Give it a person, or even a single cell organism it can replicate its corpse perfectly, but it cannot make a living thing.  Though it can make a pretty convincing steak dinner.  The vessel also contains a full array of sensors and scanners to look around inside, and outside the vessel.

2.) Gauntlets: (Technological) A pair of elbow length gloves that conceal several types of weaponry.  On the palms of each glove is a plasma burst emitter that are capable of firing a plsma pulse that explodes on impact.  Firing rate is slow, one shot per hand every 3 seconds.  On her 3 fingertips for both hands 6 inch beam claws can be extended, the claws can cut through most common metals with ease.  Specialized, heat resistant metals, and force fields will take longer to cut through.  On the back of her hands are shield emitters, a single glove can stop small-arms fire up to the equivalant of a rocket propelled grenade.  Used in tandem the gloves can stop a single blast from a fighter ship's laser cannon.  the gloves can only use one function at a time per glove, and are controlled via her telepathy, should her telepathy be negated, the gloves will be useless to her. The gloves use a regenerative power source, after being depleted the gloves need a few hours to return to full efectiveness.  The shield is the biggest energy hog.

3.) Scanner: (Technological) A PDA sized device that scns for normal things.  Life forms, chemical makeup of object, and other tricorder stuff.  It has no screen as it also is interfaced via telepathy.
This message was last edited by the GM at 21:17, Thu 26 Mar 2009.
Mittens
player, 5 posts
Fri 3 Apr 2009
at 17:07
  • msg #7

Re: The Characters

Another work in progress.  Yes I realize Prism isn't completed.  Sue me.  Timo gave me the go-ahead to plop Mittens on the throne of the fire kingdom.

Name: Mittens
Age: 29
Archetype: Adventurer, Elemental Mage, Queen of the Fire kingdom.
Symbol Attribute: Fire

Description:
http://timothius.deviantart.com/art/Mittens-17649035
An experienced adventurer from a world of magic and monsters, Mittens is rather new to the world of technology.  In her adventures she mastered elemental magic, especially fire magic.

Height: 5'2"
Weight: 138 Lbs.
Hair Color: Brown
Eye Color: Brown
Fur/Skin Color:
Quote: "Jack of all trades, master of one.  Or would I be a Jill of all trades?"


Personality:
Outgoing, cheerful, and above all, adventurous.  Loves a challenge and is eager to try something new (with few exceptions).


Powers:

1.) 5th level Clear Mind (Light) - The amount of magical energy recovered once meditating increases with each passing moment.

2.) 4th level Magic Attack Bonus (Fire) - A first level fire spell cast by Mittens will hurt a lot more than the same spell cast by a novice.

3.) 3rd level Fast Cast (Lightning) - The same spell cast by a novice would take noticeably longer.

4.) 2nd level Magic Defense Bonus (Earth) - Better at resisting magic spells than a novice.

5.) Conserve MP (Order) - Uses less magical energy to cast a spell than a novice would.

6.) 4th level Resist Petrify (Earth) - Why?  I have no idea.

7.) Convert (Death) - Swaps remaining life with remaining magic energy.  Can be used once every 10 minutes.  Used when magic energy reserves are getting low, but very risky to use in combat.

8.) Chainspell (Lightning) - For one minute, spell casting time is reduced to zero.  Multiple spells being cast in rapid succession will deplete magical energy reserves very quickly, so this ability is best used in concert with convert.  Casting can still be interrupted with silence, paralysis, knockdowns etc.  This ability can be used once every two hours.

9.) Elemental Seal (Dark) - For 1 minute, the next single spell cast will have greatly increased chance of penetrating resistances.  Can be used once every 10 minutes.

10.) Magical Spells (Multiple) - Too many to list.  For a complete spell list visit: http://wiki.ffxiclopedia.org/wiki/Red_Mage and http://wiki.ffxiclopedia.org/wiki/Black_Mage



Skills:

1.) Gear Swap - Vanish from view for a second, reappear with different armor on.  How?  The world may never know.

2.) Magic Skill - Has the following magic ratings: (A would be a master, F would be a novice)

SkillSkill Ranking
Elemental MagicA+
Enfeebling MagicA+
Dark MagicA-
Enhancing MagicB+
Healing MagicC-
Divine MagicE


3.) Combat Skill - Has the following combat ratings: (A would be a master, F would be a novice)

SwordB
DaggerB
StaffB-
ClubD
ArcheryD
EvasionE
ParryingE
ScytheE
ShieldsF
ThrowingF


4.) Artisan - To fund her adventures, Mittens became an master woodworker and an expert bonecrafter.

Weaknesses:

1.) "Your spell is interrupted." (Chaos) - Like most mages, Mittens uses chants and gestures to cast spells.  Through focused practice, she has learned to do this very quickly, but being physically attacked while casting a spell can still sometimes interrupt the spell.  Being bowled over is very likely to interrupt the spell.  Finally, if she were silenced with duct-tape or restrained such that she couldn't gesture, she'd effectively be nothing more than a restrained woman.

2.) Responsibility is a bad word (Darkness) - Due to her extreme love of adventure, anything that would put a long-term hindrance on her freedom to chase adventure is very frightening to her.  Top of this phobia list is taking on obligations.  Top of that phobia list is romance because it leads to parenthood - in her mind the biggest, most restrictive responsibility in the whole universe.  "I'd sooner lose my left arm than get pregnant."

3.) Reckless (Fire) - Often so anxious to chase an adventure, she'll wind up in over her head.

4.) Techno-n00b (Darkness) - Wouldn't know to plug in a toaster.

5.) Morally Ambiguous (Death) - A.K.A. "Do as I say, not as I do."  Mittens loves goodness, uprightness, and virtue as much as the next person, but she is rather frank about not being virtuous.  Sure killing a sentient being to steal their money is technically immoral, but let's face it - not many of your friends will begrudge you killing a dragon or a few hundred orcs in the process of raiding their hoards.  They're just "monsters" after all.  They probably did the same thing to get the hoard in the first place.  This has become even more pronounced now that she runs the Fire Nation.

Equipment:

1.) Ruler's Ring (Divine) - Every ruler of an attribute gets this ring. The ring can teleport their owner and anyone he or she touches to the owner's respective city's throne room. It can not teleport anywhere else; not even the place it just came from. The ring is somewhat sentient, understands when it is in danger it can not handle and will warn their wearer to leave if such danger occurs. Should the ring get destroyed somehow, it will vanish just before destruction can overtake it and it will teleport to its respective ruler's throne room unharmed.

2.) Ruler's Crown (Divine) - Each ruler has their own crown shaped for their position. Whoever wears this crown is respected by everyone to some degree and anyone of the same alignment is bound by law to obey the wearer's every command. It has the power to stay on the head of it's wearer no matter what until the wearer willingly takes it off and gives it to someone. It also has the power to protect it's wearer from any form of mind control, even giving it's wearer reminders to not take it off when they are tempted by words.

Fire: This "crown" represents fire and appears as fire emerging from the eyes.

3.) Gredilox Gobbiebag (Magic) - Crafted by none other than the legendary goblin, Bluffnix, this magical bag can carry 70 items of any size or weight and still weighs the same.

4.) Adventuring Gear (Magic) -

NameTypeDescription/Effect
Warlock's Armor SetMagic Armor (Head, Body, Legs, Feet, Hands)Magically improves the following: Physical Defense, MP, Agility, Dexterity, Mental Fortitude, Charisma, Iintelligence, Resist Vs. Water, Resist Vs. Dark, Shield Skill, Parrying Skill, Healing Magic Skill, Enhancing Magic Skill, Enfeebling Magic Skill, Elemental Magic Skill, Spell interruption rate down, and Enhances "Fast Cast" effect
JoyeuseMagic SwordFrequently attacks twice and improves Resist Vs. Dark.  Mittens' pride and joy, this sword was recovered from the powerful sea monster Charybdis.
Duelist's TabardMagic Body ArmorObtained during a Dynamis Beaucedine Raid, this extremely rare piece of Relic Armor improves Physical Defense, MP, Agility, Healing magic skill, and Enhances "Fast Cast" effect.
Elemental StaffsMagic ImplementsOne for each element including light and dark, these staffs improve Resist vs. their opposite element, improve the potency of magic spells of the same element, and have various effects unique to each.
Scorpion harnessMagic Body ArmorCoveted by fighters of all sorts, this magic armor improves physical defense, Health, Resist Vs. Water, Resist Vs. Dark, Accuracy, and Evasion, but significantly lowers Resist Vs. Ice magic.
Wizard's Attire SetMagic Armor SetTypically not used much any more except for the hat on occasion.  A memento from Black Mage questing.
Igqira Weskit SetMagic Armor SetA masterpiece of bonecrafting, this set improves several mage attributes - most notably, magic attack bonus.  It also puts a curse on anyone who inflicts physical damage on the wearer.  Afflicted characters have their maximum health, Magical energy, and Movement Speed reduced.
Vial of Echo DropsMagic MedicineOne drop removes magical silence.
Vial of poisonnot magicA relatively mild poison intended to be consumed by the owner, though still potentially lethal if used when one is weak.  Being poisoned prevents magical sleep effects.
Melon PiesMagic FoodImproves max magical energy and intelligence for about half an hour.
Numinous ShieldMagic ShieldA masterpiece of woodworking, this round shield magically improves Resist vs. all elements by a significant amount.  Also improves the wearer's max magical energy and their mental fortitude.
Lawlz Gilz!Magic CurrencyThough Mittens has millions worth of this weightless, incorporeal currency from her home world, it's worthless to the citizens of the Fire Nation.  No matter, there's always the royal treasury.
White Mittensmundane clothingGiven to her by a friend.  Kept as a memento.
Chocobo WhistleMagical trinketSummons her trusty chocobo to her side.
Etc.Magic TrinketsEarrings, Necklaces, Rings, Belts.  Mittens carries around a variety of these to that improve her combat effectiveness and adventure survivability on a lesser scale than the larger pieces of gear.


5.) Fire Kingdom Army (Magic and Tech) - Burninating the countryside.  Burninating all the peasants.  Burninating all their cottages!  Thatch roofed cottages!  A detachment of female bodyguards follows Mittens everywhere.  How embarrassing.

History:
While traversing the shadow realm on a quest for the elusive Duelist's Chapeau, (heck, why not work at getting Excalibur while you're at it?) Mittens encountered a strange fire mage and his entourage.  Before they could even exchange names, they were both attacked by a squad of demons.  They worked together and defeated the demons, one of whom was carrying a powerful magical relic.  Mittens and the fire mage both wanted the relic, so naturally a debate over who it should belong to ensued.  The two agreed to fight a duel to determine the lucky winner of the relic.

After a long epic battle, Mittens defeated the mage by the skin of her teeth.  It was then revealed that she had just defeated the king of the Fire Kingdom, and that tradition required her to take the throne in his place.  She was reluctant to take on such a big responsibility, but she was told that if she refused, a bloody civil war would likely result.  She turned out to be very qualified for the job - extremely powerful and ruthless.  Since then she's squeezed being the new Fire tyrant in between adventures.
This message was last edited by the player at 18:06, Sat 04 Apr 2009.
Blake
player, 3 posts
Life is worth living.
Even when you're dead.
Thu 16 Apr 2009
at 09:43
  • msg #8

Re: The Characters

Finally getting around to putting this in the thread.

Name:  Blake
Age: Let's put it this way, he was the Death king between the official 2nd and 3rd ones.  (looks mid 20's)
Archetype:  Wrath
Symbol Attribute: Death

Description:  A tall person in a faded brown hooded cloak...  What, you want to know what's under there?
  Blake has medium length black hair, pale skin, and black irised eyes.  They are tall and broad, in the pro-wrestler sort of way.  His clothing consists of a simple brown long sleeved shirt and pants.  Worn but serviceable soft leather boots prevent him from going barefoot.  His clothing always ends up clean and whole again, but he often lacks the flesh over his knuckles unless he's making a point not to stand out as much.

Height: 7'1"
Hair Color:  Black
Eye Color:  Black Irises
Skin Color:  Pale and lifeless *rimshot*
Quote: "No, I would never eat someone's delicious brains...  I did not say delicious, your clearly imagining things."


Personality:  Rampage of vengeance some other guy got the credit for aside, Blake tries to be a bit more pleasant about things when he can/feels like it.  It's easy to forgive those trying to kill him for that alone, when it is only an inconvenience.  However the reasons for it can sway his opinion widely.  He's passed through bitter cynicism regarding all life shortly after his violent run as Death King.  The fact that most people are not jerks, or at the very least merely trying to simply live their life has given him a desire to cut most people some slack.
  He's really a nice guy.  He's just also a violent maniac.  However that works.
  He's conflicted when it comes to the worship of Deities.  His personal situation instills a deep by default faith in Osseousal, and accepts that Gods are around.  But reliance upon them (Dude, why didn’t you back up OUR army?), or unreasonable in scale demands from them (Worship me, and me only for your insignificant mortal life, or suffer for eternity by default) disgust him.


Powers:

1.) Rip And Tear:  Where would many a slasher film be without the ability to punch off someone's head, or swing an occupied sleeping bag around as easily as a pillow?  The average shambling zombie can easily tear a person in half, while Blake can do the same to a Terminator.  No, he's not Superman.  However, Superman pitches around Oil Tankers and launches things into the sun.  By comparison Blake dual wielding a pair of tanks is downright reasonable.

2.) Your Hate Just Makes Me Stronger:  Less than benevolent (To Blake) methods and abilities that specifically target Death Symbol or Undead (or intangible when he's been kersploded)  heal Blake.  The Life>Death thing in general remains.

3.) You Call That Breaking My Spine?:  Like a Hockey mask wearing monstrosity, Piercing, cuts, and crushing that leave him mostly whole have negligible consequence.  Significant structural damage can be recovered from easily, so long as he hasn't been finished off.  The shock from a whole lost extremity takes about a third of his stability (though interestingly, a lost head is not as bad as a lost limb).  Being cut in half, fittingly enough, takes half.  Fire always has an effect on his stability, burns as a side effect ala 'lol, My Lightsaber is so awesome' get ignored.  While still having a physical form, he can't recover stability until nothing happens to him for several minutes.  Or if he opts not to reform lost parts and manages to put them back on.  He can release his full stability at will, but this doesn’t let him regain physical form any faster.

4.) I'll Be Back: - When Blake has been burnt/dismembered/etc enough, his body dissolves and all his belongings (aside from his monetary equivalents) end up in a pile/ashes/however well they would have held up.  A phantom of himself turns up a distance away in a semi-random direction that while unhindered by...  Well it's faster to say Don't bother.  He can't interact with the physical plane beyond conversations with those who can see such things.  He can be seen and heard by all in exchange for time otherwise spent regaining stability.  It takes an hour for him to recover enough stability to reform on his own, unless there is outside assistance.  But when he chooses to, he reforms with clothes and cash only unless he reaches his remains and they haven't been looted yet.

5.) Stabilized Existence: - Blake's own existence, along with objects and those in contact with him if he wishes are protected from transmutation, or he may keep their current state constant.  He could not be turned to Stone for example, his memories can not be altered, he could not be shifted through space or time without his consent.  A hot frying pan could remain so as long as he's holding it, wooden gates will hold up to a battering ram.  He can remove small alterations to reality easily, but more significant things require him to use up stability.

6.) Not Quite Dead:  A bit of a given, but Blake doesn’t have those pesky needs of the living.  He also doesn't have a craving for Brains/Souls/Blood/Kittens, but that doesn’t stop him from joking about it at times.  His body temperature is pleasantly average, if he forgets about that whole 'breathing and beating heart' thing a lot.


Skills:

1.) Born King: - His initial manifestation being as the Death King has left some slight influence.  He can choose to have his phantom appear, or physically manifest in the Death Ruler's throne room (possibly a bad idea).  A combination of his Undeath, enforced stability, and traits of the Death Crown prevent more direct mental shenanigans.  But suggestions and more subtle things still work.  He does not have the aura of respect to those of the Death Symbol, but weaker beings of Death can at least sense their chances against him.
(Took some liberties assuming the Death Crown at least used to be a fancy 'Death Mask' http://en.wikipedia.org/wiki/Death_mask )

2.) Masterwork Folding Chair: - A combination of his own strength, his Stabilizing influence, and inability to hang on to equipment very long have made Blake well practiced in putting whatever is handy to use as a weapon as durable as the finest forged magic weapon.  Though he's perfectly fine with actual weapons.

3.) Results Are In, Fast Zombies: - While he lacks the finesse of a trained martial artist, Blake is fast enough to get the job done without getting torn apart too badly.  Just because you can ignore a sword through your lungs doesn’t mean you should.

4.) Holy Undead Dude: - The position of High Priest of Osseousal has defaulted to Blake.  Unfortunately, Blake knows absolute zilch about how to go about this (Having only a weekends time in the temple before promotion to Osseousal's Vengeance).  On top of the fact Osseousal has never been a very hands-on deity and never cared for membership drives, this usually ends up more of a trivia detail about Blake that is a liiiitle hard to prove.  Would you believe someone was the Pope if they couldn’t even remember half the commandments, and you'd never heard of the religion?


Weaknesses:

1.) "Kill it with Fire!": (Nature) - Blake really hates hearing that.  While the Symbol doesn't add any extra kick, literal Fire hurts his structural stability regardless.  Again, burns as a side effect ala 'Lol, my Lightsaber is so awesome!' get ignored.

2.) Unnatural: (Death) - To the various sorts who sense that sort of thing as a specialty or quirk, Blake has the equivalent of a neon sign floating over him that says 'I'm a mockery of Life and Nature,'.  The cliche problem of dogs, or various animals in general hating the Undead/Terminators/Mailmen just because is a non-issue at least.  Don't confuse unnatural with Unholy, as he is not the latter.

3.) What Is This, Diablo?: (Chaos) – While Blake is capable of maintaining/replacing A) his clothes, and B) his wallet, when he's regained physical form, everything else he had on him is still in his old corpse/in his pile of ashes/pawn shop after someone looted it.

4.) Isn't Death The Final Order?: (?) - A quirk due his stabilized condition, Blake can not take advantage of the inherent superiority Death has over Order.  This even extends to any Death based equipment he may come across.  Things work as they tend to anyways, just without the extra oomph.


Equipment:

1.) Clothes: (Mundane) – Nothin fancy here.


History:

A long, long time ago in the Life realm, there was a city... Wait, that could be anywhere.
A long, long time ago in the Life realm, there was a city, where the God Osseousal was casually worshiped.   That’s better.
A man with no family left, and nowhere else to turn went to the High Priest of Osseousal, who took it a bit more seriously, and was allowed to join the temple.
A short time after that, a small army lead by the Death King came for the one direct gift Osseousal had granted them, a scroll to manifest Osseousal's vengeance at the will of its reader.
Understandably, the High Priest and the people of the city did not want to hand something like that over.  Unsurprisingly (if unfortunately), the cliche jerkface king did not like that answer, and a localized zombie Apocalypse ravaged the city.
The young disciple considered fleeing the temple with the scroll as the High Priest and all he knew fell, but there was nowhere to run from the dead, and soon he and the scroll were brought before the Death king.  The ritual required a Holy one of Osseousal, and the young disciple was all that was left in that regard, as well as all that was left alive in the city.
And so, the Death king preformed the ritual, with the young disiple unable to do anything but wait.  He considered cursing out Osseousal, but knew the one to blame was right in front of him. And it would be a bit difficult to do anyways, as he was missing his tongue at the moment.

The ritual neared it's end, and Osseousal appeared before the Death king, armor of bone and body of bone.  And they asked,
"ARE YOU SURE YOU WANT TO DO THIS?"

The Death king of course said "Yes!", eyes glinting behind the mask of the Death King.  They really should have paid more attention to the instructions before using the ritual.
The Body of the disciple and the soul of the Death King were obliterated, as it was the will of the reader Osseousal's vengeance manifested.

"CLAIM YOUR BODY, THOUGH ITS FORM MAY CHANGE.  CLAIM VENGEANCE, THOUGH ITS MEANING MAY CHANGE.  MY VENGEANCE CAN NOT BE STOPPED, AND I CAN NOT STOP MY VENGEANCE.  ONLY MY VENGEANCE WILL CHOOSE WHEN TO STOP.  AND WHEN YOU All ASK 'WHY?', REMEMBER.  I DID ASK IF HE WAS SURE."

Osseousal was gone.  The Death kings body rose.  They had nothing to say.

Osseousal's vengeance was not swift.  Even the mortal sin wrath of God given single form against an army of Death could only do so much.  But for two years it was very, very thorough.  Eventually the small personal army of the Death king gone, those unrelated attempting to stop it injured, the 'Mad Butcher King' was slain by the Life King.  For however long it was talked about, they said he did not even put up a fight as their remains dissolved.  The relics of the Death king alone on the ground.

But that was a long, long time ago.
This message was last edited by the player at 09:50, Thu 16 Apr 2009.
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