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DjessNL Since: Jul, 2015
#26: Aug 9th 2015 at 9:04:01 AM

I'm sorry. I posted it and had to go for dinner, and only saw how it turned out just now. I'll be right on it. I'm going for a chunkless faction, of a single person.

Meanken Since: May, 2013
#27: Aug 9th 2015 at 9:38:52 AM

[up]Hmm. Ok, originally I had intended Chunkless factions to not have any generic mooks. However, if you only want to sign up as a single guy with mooks under him, kinda like a mercenary faction I'm assuing, I may be inclined to allow it. Do me a favor and add a bit to your signup about the mercenary's. Just use the supporting cast section to detail the group as a whole rather then a single guy. Also, can you give me an idea of how many of these guys you were thinking of having brought with Locke?

Also, the planned mercenarys, are they from the same franchise as Locke?

edited 9th Aug '15 9:40:40 AM by Meanken

DjessNL Since: Jul, 2015
#28: Aug 9th 2015 at 10:34:38 AM

They are not. Locke is from the Gentlemen Bastards, a fantasy series, and he is a conman. The mercenaries are, originally, supersoldiers from a Halo Machinima known as Red vs Blue.

The mercenaries aren't afflitiated with him, but they have worked for him once or twice before.

If this is not okay, I guess I could play a group of wandering children from across multiple universes aswell.

Meanken Since: May, 2013
#29: Aug 9th 2015 at 10:39:51 AM

[up]Alright, I would prefer not to have groups consisting of more then one franchise. But I may have a compromise. I can add the Red vs Blue mercs as an additional NPC faction, and Locke can be a single guy. Then he can work his conman ways on them, and possibly convince them to work for him. I won't be able to work in your "They worked for him once or twice before" bit, but this is the best compromise I can think of to make the idea work.

EchoingSilence Since: Jun, 2013
#30: Aug 9th 2015 at 11:43:53 AM

Still conflicted on who to use!

Goddamnit. Gundam, Terminator, so many different options yet to be said.

Locoman Since: Nov, 2010
#31: Aug 9th 2015 at 1:32:36 PM

Hmmm...

Hey Normandy, would you have a problem if I played as a small gang of chunkless Decepticons?

Meanken Since: May, 2013
#32: Aug 9th 2015 at 2:05:59 PM

[up]Oh, that would be very interesting

ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#33: Aug 9th 2015 at 3:42:51 PM

Yeah I think I will go with NMH 2 chunk. They give a bit more lee way with role playing to do different things while if I went Lollipop Chainsaw I would be stuck with chaotic evil zombies. Negotiations would probably be limited to Zed telling everyone else to go fuck themselves and the war plan would be a suicidal hyper aggressive offensive on all fronts. A shame, we could of had zombie koopas and centaurs spouting profanity.

Will try to get a signup soon, but will probably be busy today and tomorrow. If I do end up taking too much time, I will probably just copy paste my old sign up so I can at least still get in.

@ Gameguru GG: I get that he is supposed to be powerful and bad ass, and he should be, but even so Death comes off as a bit much. Not only does he have a laundry list of powers, but some of it include summoning 100 sickles per cast of a spell and "teleport in a variety of ways to confuse his opponents and distract them" which sounds like blink spamming. You are already accepted and its not my place to ask you to change anything, but I would at least like to know what to expect when encountering the guy so I can at least brace for impact.

How do you kill that which has no life?
GameGuruGG Vampire Hunter from Castlevania (Before Recorded History)
Vampire Hunter
#34: Aug 9th 2015 at 4:02:40 PM

Meanken actually did ask me about the 100 sickles thing... Basically, they are the size of knives... like throwing knives in the shape of sickles. They are not the size of Death's large scythe and more like glorified throwing knives or shurikens if anything. As for his teleporting, Death has a less predictable pattern than Dracula's Teleport-Triple Hellfire combination. Death's liable to teleport into the air, throw his sickle-knives for a while, and then teleport to a different location. He may throw the giant scythe of his which will return to him as well. Death cannot teleport when he's attacking and when he isn't attacking, teleporting is pretty much his version of dodging.

Wizard Needs Food Badly
Meanken Since: May, 2013
#35: Aug 9th 2015 at 4:16:39 PM

Bah, damn it, I must have missed the teleporting thing when I was reviewing it. I've been RP'ing with you got a while GG, so I don't think you're liable to abuse teleporting too much. That said, in the intrest of fairness I'm going to ask ya to stick to the same limitation that Fullmoon agreed to, with having Death suffer from a short cooldown time before he can teleport again when dodging. Is that fair?

GameGuruGG Vampire Hunter from Castlevania (Before Recorded History)
Vampire Hunter
#36: Aug 9th 2015 at 4:22:23 PM

Sure, Meanken... That's pretty much how both Dracula and Death's teleports work in any case. They have a cooldown during which they use one of their attacks. Otherwise, how could some hero with a whip take them both on?

edited 9th Aug '15 4:23:01 PM by GameGuruGG

Wizard Needs Food Badly
Meanken Since: May, 2013
#37: Aug 9th 2015 at 4:22:50 PM

[up]That's a fair point lol.

FullMoon feeling blue from Surface Since: Jul, 2012 Relationship Status: Shipping fictional characters
feeling blue
#38: Aug 9th 2015 at 4:25:00 PM

It's kinda interesting that the game my characters come from (Rosenkreuzstilette) is basically a Megaman + Castlevania game. Iris's father is basically a Dracula Captain Ersatz so it'll be interesting to have the two groups interact.

GameGuruGG Vampire Hunter from Castlevania (Before Recorded History)
Vampire Hunter
#39: Aug 9th 2015 at 4:25:58 PM

Sorry about not clarifying that, but I really did not want to write my Battleworld 2.0 signup from scratch, and that was the sign-up that was accepted for Battleworld 1.0.

Wizard Needs Food Badly
Meanken Since: May, 2013
#40: Aug 9th 2015 at 4:38:53 PM

[up]Also partly my bad, as I admit I skimmed it because it had been accepted in 1.0. But it's been cleared up now.

@Neet I get why you're a little concerned. I too would be a touch more concerned if Dracula had other supporting cast members on his side, but because Death is the only supporting cast not in direct opposition to him, I'm inclined to give a little more leeway on his power set.

UdtheImp from Stamford, CT (Series 2) Relationship Status: The Skitty to my Wailord
#41: Aug 9th 2015 at 5:07:08 PM

[up][up],[up]You can just copy and paste from the 1.0 sign up, right?

DAMMIT MARK, STOP HOTTING HELPY!!
Meanken Since: May, 2013
#42: Aug 9th 2015 at 5:08:16 PM

[up]Like I said in the opening post, yep.

GameGuruGG Vampire Hunter from Castlevania (Before Recorded History)
Vampire Hunter
#43: Aug 9th 2015 at 5:36:53 PM

I understand Neet's concern, so how about this... I heavily nerf Death, like really hit him with the Nerf bat, but I also add in Carmilla as well to have an extra supporting character for Dracula? I don't want things to seem completely unfair with Death. You can reapprove everything since I will repost my application again.

edited 9th Aug '15 5:41:16 PM by GameGuruGG

Wizard Needs Food Badly
Meanken Since: May, 2013
#44: Aug 9th 2015 at 5:44:28 PM

[up]I think Dracula could use another supporting character to interact with and send to do stuff, so if you'd like to do that, that is acceptable. For the moment I shall remove you from the accepted list just so there is no confusion.

ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#45: Aug 9th 2015 at 5:53:04 PM

If you want to keep your characters the way they are that is still cool by me. Though now I kinda want the debuff so bloody Camilla gets thrown in the mix, haha.

How do you kill that which has no life?
EchoingSilence Since: Jun, 2013
#46: Aug 9th 2015 at 6:03:36 PM

Okay so it's going to be a bit before I post my signup. I am down to Either Gundam or Terminator Resistance.

Meanken Since: May, 2013
GameGuruGG Vampire Hunter from Castlevania (Before Recorded History)
Vampire Hunter
#48: Aug 9th 2015 at 8:21:09 PM

Okay, here is my edited sign-up for the Castlevania Chunk... The major changes to Death is that he has lost every single ability that isn't related to his scythes/sickles and his teleportation except for adopting a human disguise. In addition, I've made clarifications for both Dracula's and Death's powers. I've also added Carmilla, of course. Please check it thoroughly to see if it meets approval, Meanken.


Powers: Dracula's power ultimately comes from his possession of the Crimson Stone, which he never lost. With it, he absorbed the soul of a dominant vampire lord, Walter Bernhard, thus gaining his powers. Dracula came to resemble Walter by having his own magical castle, legions of monsters, as Walter did before him, and even using some of Walter's attacks. Furthermore, Dracula's ability to repeatedly return from the dead may have been inherited from Walter Bernhard, as after being defeated by Leon Belmont, Walter said that with his powers, he would surely come back to life. Yes, Dracula can be brought back to life after being killed, but he comes back every century normally and takes years to return if someone actually tries to bring him back, so it should not be a factor in this RP.

Dracula has displayed great powers in battle. These include, but are not limited to the ability to spawn hellfire in various forms, such as simple balls of flame or burning meteor-like spheres; control over bats and other creatures of the night; the ability to transform into a wolf, mist, a bat, or other, more hideous forms to heighten his powers; a vast array of acidic Blood Magic; among other powers, such as teleportation, though after teleporting Dracula requires a cooldown period during which he usually attacks with his hellfire.

He also has the Power of Dominance, which allows him to absorb the souls of monsters he has killed or those that Death presents him and then use their abilities as his own or recruit them into his undead army and he is highly adept at the secret art of Alchemy and is a genius tactician. Dracula's Demonic Megiddo proves how much destructive force Dracula can throw out. The Demonic Megiddo is a humongous explosion of hellfire which requires him to charge up beforehand.

As a vampire, Dracula can also turn other humans into vampires by drinking their blood, though he rarely does this.

Personality: Dracula has shown a certain level of inconsistency regarding his personality, although common elements have been an outstanding malice regarding the human race and God, and a well defined superiority complex (he thinks every creature is inferior to him) when confronting his enemies. When facing his son, Alucard, Dracula shows a softer side, and a clear love for his son, and also expresses his eternal love for Alucard's mother as well.

Some of his most consistent traits however are his deep cruelty and indifference to all the destruction he brings with him, while somewhat taking pleasure on the suffering he inflicts on others. He also justifies his actions by claiming that it is not by his power that he comes back, but through the malice of humans that makes his return possible, going as far as questioning whether he is truly "evil" because of this.

Despite being challenged and defeated numerous times by the Belmont Clan, he always seems to play with them at first before using his full power, possibly underestimating them while at the same time enjoying his battles with the family, something he does mention from time to time as he even looks forward to his next encounter against the Belmonts after being defeated. Whenever Dracula's background is explained he often becomes what he is as a result of the loss of his loved ones and thus he can be seen as a rather tragic villain.

Backstory: Originally a human called Mathias Cronqvist, Dracula fell into madness after the death of his first wife, and became an immortal vampire thanks to the powers of the Crimson Stone. With his dark powers, he built his army of creatures and his fortress, Castlevania. Since the 11th Century, the Belmont Clan stood in opposition to Dracula, and legendary warriors confronted him each time he came back from the dead.

At some point during Mathias's unholy life, he built a magic castle in the province of Wallachia where he would recruit humans and other beings who had turned their back on God, or were shunned by the light.

One day, he met a kind woman named Lisa, with whom he would eventually become romantically involved. She reminded Mathias very much of Elisabetha, which was mostly the reason why he had fallen in love with her. Lisa loved Mathias very dearly despite his views on life and they would eventually have a son together named Adrian Fahrenheit Țepeș, who would be later known as Alucard.

Eventually, rumors started to spread that Lisa's medicinal practices were a form of witchcraft. This caused her to be arrested and sentenced to death by the authorities. Lisa was captured and crucified, an event Adrian witnessed but was prevented from intervening in. As the execution would have traditionally occurred during the daylight hours, Mathias would not even become aware of it until hours later, and when he learned of this, it drove him over the edge. Eventually, he changed his name to Dracula Vlad Țepeș and plotted his revenge against mankind for ruthlessly taking away what mattered most to him.

Dracula, angered at humanity for the loss of Lisa, sent his legions against the people of Europe. The church sent many armies in opposition, but none returned.

After several months, Dracula's forces had almost completely wiped out the armies sent by the Eastern Orthodox Church, and had conquered whole countries. A vampire hunting descendant of Dracula's old friend, Leon Belmont, who went by the name Trevor Belmont, was planning to assault Dracula's Castle. Dracula as the human Mathias Cronqvist was responsible for the death of Leon's betrothed, Sara, in the 11th Century. Since then Leon had committed his kinsmen to hunting down and destroying Dracula.

  • Supporting Cast
    • Name: Death
    • Age: Immortal
    • Appearance: A stereotypical Grim Reaper.
    • Personality: Death is loyal and devoted to Dracula. He is Dracula's right-hand man through and through.

Powers: In his world, he is a grim reaper who, under normal circumstances, would help the souls of the dead to the afterlife, but has instead joined up to serve Dracula as his right-hand man. However, since Death is outside his home reality, he has lost access to the complete immortality and much of his power granted to him as a grim reaper. He can be dispelled, even killed, by more than just divine weapons now. Death is also instantly aware that being on Battleworld is an unnatural circumstance.

Death can transform into a human (Zead which was merely a disguise). Death is a master of the long hook, a scythe in battle. This can be used to reap the soul of his victims with ease though this requires the victims to die first. He can also command his Scythe to fly like a boomerang and home in to an enemy. His most popular spell is the ability to create many sickles to support in battle or to create a diversion while he goes for reaping. Death can create small to big sickles to large scythes that cover a wide area. He can summon up to 100 sickles though the more scythes/sickles he summons at once, the smaller and less powerful each individual scythe/sickle is. Summoning 100 at once will lead to the individual sickles being as small as throwing knives, while summoning a single scythe will make it as large as he himself is. Death is also able to teleport, though he does require cooldown time within which he attacks. He uses long range teleportation by opening a portal of darkness or slashing a portal.

Backstory: This mysterious being forges an alliance with Mathias Cronqvist - who later becomes known as Dracula - in 1094. Initially, Death pretended to be a servant to Walter Bernhard, owner of the Ebony Stone. However, he later betrayed Walter after Leon Belmont defeated him with the Vampire Killer.

It is revealed that Mathias had the Crimson Stone, a stone much more powerful than the Ebony Stone. With Walter defeated, Mathias gained access to Walter's Ebony Stone, giving him both of the vampire's treasures. To add insult to injury, Mathias used the Crimson Stone to suck out Walter's soul and place it inside the stone. The soul becomes a power source to fuel Mathias's dark desires.

Crushed by Mathias's turn to the dark forces of evil, Leon was ready to slay his former friend when Death arrives and challenges him in the final showdown of the game. Even though Death was defeated, Mathias made his escape after some parting words with Leon. With Mathias gone, Leon swore that no matter where he should go, the Belmont Clan will hunt him and his kind down forever.

Since then, Death has proven to be Dracula's most loyal and devoted servant.

  • Supporting Cast
    • Name: Carmilla
    • Age: Physically in her twenties
    • Appearance: Carmilla wears a leather corset which covers up just enough of her body to look like a one-piece bathing suit. She also wears leather boots that go up to her thighs and leather gloves that go halfway up her upper arm. She has black hair, pale skin, and fangs befitting a vampire. She has been known to wear red dresses on occasion.
    • Personality: Carmilla worships Dracula like a god. Her greatest joy is shredding humans and let their blood splatter on her. Carmilla views humans as nothing more than prey and always looks down upon them. She is aggressive and provocative.

Powers: Carmilla is a vampire and one of the few that Dracula employs on a regular basis. However, she lacks much of the power that either Dracula or Alucard have. She can create batlike wings from her back at will and can summon a giant human skull to ride upon as a flying vehicle. She can also blast dark energy at her enemies in either a ball or beam form and can even do so while riding her giant human skull from its mouth. Carmilla is also an expert physical combatant trained to fight, can shoot damaging dark energy gas from her palm, and uses a long chain whip in mockery of the Belmont clan.

As a vampire, Carmilla can also turn other humans into vampires by drinking their blood, though she usually only has one servant at a time.

Backstory: Not much is known about Carmilla's backstory. She claimed to have originally been Countess Mircalla von Karnstein, and became a member of Dracula's army just prior to the death of Dracula's wife Lisa. However, Carmilla did help spark the great witch trials that killed not only Sypha Belnades' parents and sister witches, but possibly Lisa herself as well. Could she have had ulterior motives for sparking the witch trials despite her worship and loyalty to Dracula?

  • Supporting Cast
    • Name: Trevor Belmont
    • Age: Twenties
    • Appearance: Trevor is equipped with a breastplate, shorts, boots and two shoulder plates. He has long, brown hair.
    • Personality: Trevor is a proud warrior confident of his abilities but solemn and cautious. He is a bit of a hot head and straight forward, and perhaps slightly rude, however, he remains a man of justice fighting for good.
    • Powers: As a direct descendant of Leon Belmont, Trevor wields the holy weapon known as the Vampire Killer which takes the form of a Morning Star. If the Vampire Killer is used as a weapon by someone who is not a direct descendant of Leon Belmont, it will drain the life of him or her, potentially killing said user. However, it is safe for others to merely have the Vampire Killer in their possession so long as they do not wield it as a weapon. As a holy weapon, the Vampire Killer is able to destroy undead, demons, and other beings of chaotic power as good as any weapon can kill a human. In addition, Trevor is trained in the use of using the Vampire Killer. Trevor also carries cross-shaped boomerangs, flasks of holy water, throwing daggers and throwing axes.

Backstory: In Wallachia, during the year 1476, the people became disturbed when monsters, who had until that point only been talked about in legend, started to appear in populated areas. According to rumors, they were commanded by a mysterious Count in black known as Dracula. Viewing the situation with great concern, the Eastern Orthodox Church sent out their troops to subdue to the threat. Because he was suspected to be a vampire, a secret team was deployed to find and defeat Dracula.

After receiving no word from Wallachia for some time, the Pope turned to the Belmont family as a last resort. Trevor Belmont stepped forward to end the oppression of Wallachia. He was a descendant of Leon Belmont, and was feared by the people because of his powers. Therefore, the Belmont family lived outside of society.

During his journey, Trevor gathered many allies that would join him in his fight against Dracula.

The first was a rebel fighter known as Grant Danasty, who had been turned into a demon by Dracula, and had been placed at the Clock Tower as a guard. After Trevor defeated his demon form, Grant turned back into a human and joined him as an ally.

The second companion was the witch Sypha Belnades. She was part of the hunting party formed by the Church to take on Dracula. Because the people of Wallachia were known to be afraid of witches, Sypha had disguised herself as a man in order to move around without concern. She was eventually captured by a cyclops and was turned into a statue. After Trevor managed to put an end to the monster, she was freed of her petrification, and decided to go along with him.

The last ally to join was Alucard, Dracula's son. He did not agree with his father's actions, and decided to stop him. However, he realized that he was not strong enough to do this alone, and decided to search for an ally that could help him. When Trevor came across Alucard, he was promptly challenged to a duel. After Trevor emerged victorious, Alucard admits that the Belmont is stronger.

  • Supporting Cast
    • Name: Sypha Belnades
    • Age: Twenties
    • Appearance: She wears a blue robe, cape and hood, and has long blond hair and blue eyes. While she is a rather attractive looking woman, the looseness of her robes makes it hard to tell her gender if her hood is up.
    • Personality: She is very much biased against creatures of the night and is the Castlevania character closest to becoming the monster she hunts. Outside of that, she is a cipher to those who do not know her, being cold and distant to even her allies.
    • Powers: She has access to fire, lightning, and ice magic, which she mainly uses throw Fireballs, Lightning Balls, or Icicles respectfully in either one or more directions at a time through channeling with her staff... The magic spells could probably kill a mook easily, but not bosses. The magic spells will harm allies if Sypha isn't careful. The ice magic will also freeze water for a limited time and can freeze mooks. There isn't much difference between her fire and lightning magic other than the element and the possibility of being burned or shocked respectfully.

Backstory: Sypha Belnades was a witch who harnessed the energy of spirits to command the power of the elements. Sypha grew up among witches in Wallachia. When she was very young, children of the night, including the vampire Carmilla, darkened the hearts of men and helped spark the great witch trials which resulted in the death of many of Sypha's sister witches. Both of her parents were killed in the process.

Sypha escaped and was found wandering near a monastery in Wallachia and was granted protection by the church. Sypha would remain at that monastery for some time and would train as a monk. She eventually mastered the elements of fire, ice, and lightning by making a deal with spirits. Sypha had a burning desire to destroy anything tainted by darkness who she felt was responsible for mankind's actions against her kind and would become a hunter for the Church.

In Wallachia, during the year 1476, the populace became disturbed when monsters, who had until that point only been talked about in legend, started to appear in populated areas. According to rumors, they were commanded by a mysterious Count in black known as Dracula. Viewing the situation with great concern, the Eastern Orthodox Church sent out their troops to subdue to the threat. Because he was suspected to be a vampire, a secret team was deployed to find and defeat Dracula.

Sypha was part of the hunting party formed by the Church to take on Dracula. Because the people of Wallachia were known to be afraid of witches, Sypha had disguised herself as a man in order to move around without concern. She was eventually captured by a Cyclops and was turned into a statue.

After receiving no word from Wallachia for some time, the Pope turned to the Belmont family as a last resort. Trevor Belmont stepped forward to end the oppression of Wallachia.

Trevor managed to put an end to the cyclops, and Sypha was freed of her petrification. She then decided to go along with Trevor in his impromptu team of vampire hunters.

  • Supporting Cast
    • Name: Alucard
    • Age: Physically 18
    • Appearance: Much as Dracula can take on a variety of forms, so can Alucard... The form he has in Castlevania III is that of a Classical Movie Vampire like his father. However, Alucard also looks like a teenager, which makes him look younger than his father.
    • Personality: Alucard, at first glance, looks like a cool individual of few words and strong determination. However, he also endures great suffering because of his blood curse, a curse to roam the world forever fighting and having to endure the death of his friends and colleagues. Alucard is pessimistic, always has a plan for everything, leaves nothing to chance, and will do everything necessary to end Dracula regardless of the cost.
    • Powers: Alucard is an adept swordsman and typically wields one-handed swords. Alucard's other attacks use dark magic. As a shape-shifter, Alucard can change himself into a bat, a wolf, or even mist. Although Alucard can more than hold his own physically, it is magically where he is truly dangerous. Like his father, Alucard can use many types of dark magic, it can be said that his powers is at least 1/2 of what Dracula's is, since Dracula trained him personally. Alucard mastered most of Dracula's own attacks except the Demonic Meggido. His own version of the Power of Dominance only allows Alucard to heal his wounds rather than to use the monster's abilities.

Backstory: Adrian Fahrenheit Țepeș, better known as Alucard, is the Dhampir son of Dracula.

As the offspring of an unnatural bond between Dracula and a human woman named Lisa, Adrian had special powers, preordained to be stronger than any human but not potentially as strong as his father, especially in the dark arts. After Lisa was killed, mistaken for a witch, Adrian grew up under the influence of his father, whence he was taught in the dark arts and moulded into a warrior who would one day fight for the side of evil.

Adrian's existence did not come without quirks, as the gentle, human side of his mother always seemed to cloud his "better judgement", as Dracula would have put it. Before his mother's death, Adrian was by her side. Even though he was enraged, she insisted that he not take that anger out on the humans, as their lives are already full of hardship. With those thoughts forever implanted into his being, his mind always wandered as he questioned his father's intentions. After standing by for as long as he could, he broke away from his father's army and disappeared. Understanding that Dracula was going to impose his wrath on the people, Adrian would turn his efforts toward destroying his father's army, hopefully encouraging him to reconsider. Furthermore, he chose to go under the name "Alucard" — his father's branded name in reverse — to represent that he stood for beliefs opposite those of his father.

In 1476 when Trevor Belmont was on his own quest to hunt out the Count Dracula, who had controlled his son to become evil, Alucard would be waiting for Trevor Belmont to come by. Alucard attacked Trevor at this point, testing his skills in battle. Alucard was surprised by Trevor's strength when he was defeated and asked if he could join Trevor on his quest.

  • Supporting Cast
    • Name: Grant Danasty
    • Age: Twenties
    • Appearance: Grant dresses like a pirate, wearing a red bandana and pants, a green vest, a blue undershirt and brown boots.
    • Personality: Despite being a thief, Grant cares about disadvantaged people who end up hurt by tyrants like Dracula. He may steal money and valuables from the rich, but he will give much of it to the poor people in towns who need that money to survive. As such, one can call this thief a true noble soul despite his thieving ways.
    • Powers: Being a thief, Grant is very agile. He is able to jump great distances, climb most walls, and hang from anything. In addition, Grant is skilled in the use of daggers, using one as a close-range weapon as well as having throwing daggers and axes.

Backstory: In Wallachia, during the year 1476, the populace became disturbed when monsters, who had until that point only been talked about in legend, started to appear in populated areas. According to rumors, they were commanded by a mysterious Count in black known as Dracula. Viewing the situation with great concern, the Eastern Orthodox Church sent out their troops to subdue to the threat. Because he was suspected to be a vampire, a secret team was deployed to find and defeat Dracula.

Around the same time, within Wallachia, a group of rebels were plotting to overthrow Count Dracula. However, they were no match for Dracula's dark powers, and the members of the resistance all met gruesome ends. Grant Danasty, a noble thief from Wallachia was among them. He was turned into a demon and was put in the Clocktower as a guard.

After receiving no word from Wallachia for some time, the Pope turned to the Belmont family as a last resort. Trevor Belmont stepped forward to end the oppression of Wallachia.

Trevor managed to defeat Grant's demon form, turning him back into a human. He then decided to go along with Trevor in his impromptu team of vampire hunters.

  • Supporting Cast
    • Name: Shanoa
    • Age: Twenty
    • Appearance: "I am the morning sun, come to vanquish this horrible night!"
    • Personality: She is an emotionless amnesiac because of what had happened to her during the ritual. Those who see her describe her as being doll-like, in that she speaks in a monotone and has a cold, rational demeanor, often protesting if she does not see the point of something. However, unlike Ramlethal Valentine or Aigis who have emotions deep inside their cold, rational exteriors, whatever emotions Shanoa had were sealed away in the ritual along with her memories. She cannot feel emotion like other humans nor can she remember anything prior to the ritual, though she does desire her emotions and memories back.

Powers: Shanoa can harness the power of Glyphs, which allow her to use a variety of abilities should she obtain them. For this RP, Glyphs will be obtained mainly through the killing of enemies. Shanoa can only wield two Arm Glyphs and one Back Glyph at a time. She also requires her shoulders to be bare to absorb Arm Glyphs and her back to be bare to absorb Back Glyphs, which justifies her shoulderless, backless outfit. She can also combine Glyphs, to form devastating combos either with a spell or with a massive weapon.

As Shanoa comes from very early in her game, she currently only has a few Glyphs. First, she has the Arm Glyph Confodere given to her by Barlowe, which allows her to summon an ethereal crimson-colored rapier. She also has the Arm Glyphs Secere, which summons an ethereal sword; Macir, which summons an ethereal hammer; Ascia, which summons an ethereal throwing axe; Arcus, which allows Shanoa to fire ethereal arrows from an ethereal bow; Culter, which allows Shanoa to throw ethereal daggers; Torpor, which can freeze enemies weak to ice or who have been beaten in battle and can also unfreeze those who had already been frozen by the Torpor Glyph. In addition, Shanoa has the Back Glyph Magnes, which creates an attractive magnetic field that allows her to fling herself from stationary objects made of iron. Various other Glyphs she may be able to obtain in Battleworld are listed here.

Equipment: Shanoa carries a map to Wygol Village and a Book of Spirits from the early 19th century, which details various creatures in the world of Castlevania known to exist at that time.

Backstory: Shanoa was chosen as a vessel for Dominus by Barlowe. However, before the performing of the ritual, she was attacked by her adoptive brother and fellow Ecclesia member, Albus. Since that time, she has lost her emotions and memories. Upon awakening, Shanoa heard Barlowe's version of the events and received the order to retrieve him and the Dominus glyphs from Albus.

In reality, however, the Dominus glyphs were created from the remains of Dracula himself, thus they are nothing but a manifestation of his power. One Dominus glyph alone is so powerful that it can consume anyone foolish enough to absorb it. Because the glyphs draw from Dracula's own dark power, his will can easily consume the mind of the wielder. Shanoa is the only known person capable of wielding the Dominus glyphs without that handicap, but even using a single glyph of the Dominus triad still damages her. When the three glyphs are combined into a union, Dominus' full power is unleashed: killing everyone in its presence, including the bearer.

When Shanoa was to become the bearer of Dominus, Albus pleaded Barlowe to let him be its bearer instead, to spare her the consequences of using Dominus. Barlowe agreed to this request, then sent Albus off on a great errand. Sensing that something was wrong, Albus returned to Ecclesia shortly before the ritual was to take place, and discovered that Barlowe lied to him upon having a chat with Shanoa; in his anger, he interrupted the ritual taking place and stole Dominus in retaliation, causing Shanoa to lose her memories and emotions.

  • Recurring Cast
    • Name: Elizabeth Bartley
    • Backstory: Originally the regal countess Elizabeth Bathory, she is the niece of Dracula. In 1421, she was tried and killed for being a vampire. However, she was inadvertently revived by an amateur witch almost 500 years later. The revived Bathory had one goal in mind... The revival of her dear uncle. Soon after learning of the tangled alliances between nations in the early 20th century, she came up with a way to set off the powder keg. As such, Bathory, now taking on the alias of Elizabeth Bartley, had the Archduke of Austria assassinated knowing that it would start a War to End All Wars... The war that would later be known as World War I. In 1917, she attempted to stop heroes John Morris and Eric Lecarde from thwarting the resurrection of the Count. Her plan, however, ultimately failed, as she, and later Dracula himself, were slain by the two vampire hunters. She was brought to Battleworld by Dracula's second wish.
    • Powers: As not only a vampire, but a niece of Dracula, Elizabeth Bartley can summon simple balls of hellfire and teleport with the latter of which being limited in use by a cooldown period. In addition, she can also turn other humans into vampires by drinking their blood. Bartley can also transform into a Medusa form, which can be described as a green-scaled snakewoman with hair made of snakes and with a large snake tail replacing her legs. In this form, she can breath hellfire and spit out balls of hellfire from her mouth, use the snake tail to attack opponents, and has sharp claws that can damage opponents.

    • Name: Lisa Țepeș
    • Backstory: Count Dracula's second wife and the mother of Alucard, Lisa was burned as a witch and because of this, Dracula began his war against humanity. She was brought to Battleworld by Dracula's first wish.
    • Power: Because of certain events on Battleworld, Lisa has become a mutant. Her mutation has pretty much unlocked her latent holy power which allows her to heal others. No regenerating limbs or resurrecting the dead, as per usual with this sort of power, of course. Lisa also can't just spam this power as it would use up her 'magic' like Sypha with her elemental spells. It also requires her to touch the person she's healing which will make her vulnerable to attack. She also has innate regenerative abilities as well, but they also function by the same rules minus needing to touch herself. She is also a very skilled doctor for the 15th Century.

    • Name: "Doppelganger"
    • Backstory: The last remaining lieutenant of Dracula's from 1476 other than Death and Carmilla, it is a doppelganger who serves Dracula loyally.
    • Power: As a doppelganger, it can take the form of any humanoid being and use his or her powers in a weakened state as they are neither real nor as strong as the original. It is never seen in its true form.

  • Chunk
    • Name of the World: Castlevania
    • Description: It is a humongous Haunted Castle surrounded by the Mad Forest in the front entrance and a mountain range in the back entrance. As a creature of chaos, Castlevania constantly shifts in layout, so the layout of the castle is never consistent.
    • Contents:
      • The Main Hall: This is, perhaps, the most defining area of the castle. Its typical form is two halls featuring pillars and worn-out-curtained windows; sandwiched in between is an alcove split by an unpassable wall with a fishman-inhabited water trap below it as the only means to get around.
      • Alchemy Lab: This is the fairly huge lab where whomever or whatever dabbles in science to create all kinds of devious contraptions.
      • The Castle Ruins: This name is misleading because this area of the castle serves a couple of purposes. The ruins are actually a baron area of the castle that would ordinarily serve as a lookout or bell tower. These towers have shown to lead into the following area.
      • The Chapel: Evil beings need a place of worship, too, and Dracula's castle provides them a place to do so. The chapel, always adorned by the stained glass windows, is usually home to long interconnecting regular and vertical chambers, separate bell towers and other religious artifacts.
      • The Abyss: It seems as though once you've reached the top of the castle, the only way to continue further is to drop down this long pit. This is due to the castle being separated into two sections by the courtyard.
      • Underground Areas: These can be anything from underground waterways, underground caverns, catacombs or abandoned mines. In most instances, it's from these basement-type areas that the heroes have sneaked into the castle to avoid coming in from the main hall. Other times, it's where you'll end up for traveling near The Abyss.
      • The Outside Ruins: These grounds could be seen early in the series—after emerging from the underground—as an incomplete area of the castle. A common reoccurrence here is a nesting ground for eagles who like to carry and drop hunchbacks. Otherwise, it typically leads into the castle's latter half via a final cavern (which is sometimes covered in ice) that serves as a direct basement to the dungeon.
      • The Dungeon: No evil castle is complete without one. Only the lower portion of this area seems to be the actual dungeon, however—therein, it's more or less another type of laboratory, as you'll find when you reach its upper levels. It'd be best to describe point H as a dungeon/torture lab, where Dracula sends hapless victims to be impaled, embalmed, skinned and mummified. Oh—and his closest ally, Death, likes to hang out around here, too.
      • The Storage Facilities: Dracula's army is sure to plunder, and he needs somewhere to store all of these riches and artifacts—this is certainly the place. When comparing the maps from each game, we find that this could be anything from a treasury, to a hall of mirrors, to a water supply of some type.
      • The Upper Bridge: This is just one long bridge, and it's usually crowded by all different bat types. The bridge itself is a connector of the uppermost right towers and the clock tower (and sometimes the castle keep itself). It's perennially prone to collapse as you walk upon it, too.
      • The Clock Tower: It's almost a given that you will in each game trek upward through a clock tower. In essence, you'll go through room after room of gears, pendulums, spokes, spinning cylinders, moving platforms and any other number of dangerous contraptions while fending off Medusa Heads and while circumventing spike traps. If you make it out alive, you'll find yourself (usually) at the castle's heights.
      • The Castle Keep: While its design seems architecturally impossible, this doesn't prevent the keep from remaining Dracula's favorite place to relax while sipping on some warm blood. The keep encompasses a stairway that leads upward through a short hall and into a throne room. It's at this, the highest point of the castle, that many of the Belmont-Dracula battles have occurred.
      • The Ceremonial Room: When it's time to resurrect Dracula from his unearthly realm, the forces of darkness usually gather here to hold the respective rituals, be it through sacrificing, chanting or unwavering homage. Dracula can also use these closed quarters as a second throne room away from the keep.
      • Castle Entrance: In the more straightforward titles, this is where your adventure begins moments before you make your way into the castle. This long entranceway, itself, is meant to be a bridge that connects the Forest of Silence to the castle's entry point.
      • Long Library: Evil needs to read, too? I doubt it—but the castle has its own huge library for the sake of cosmetics. Therein, this is one of the least-traveled areas of the castle. There's always a catch: It's haunted, too, so you'd better believe that its books will come alive and then shake, rattle, and generally obtrude your path.
      • The Armory: This is a sometimes-present sub-entrance into the castle keep. Depending on the castle's structure at the time, this connector area is home to knights who act as a last line of defense.
      • Mountain Range: Think of this boundary as a back entrance into the castle. This path through the mountains, through more woods, and over the docking bay leads into the basement (again, into any of the underground areas). And as its name suggests, the ominous mountains that surround and guard the sea will be the primary visual.
      • The Castle Center: This front-most area of the castle is a road not often traveled. There's hardly a theme to its presence other than to act as the castle's active center point and to provide several shortcuts into its rightmost towers. The heart of this area is simply a collection of stone halls whose job it is to connect together several areas of the castle, including the library and the colosseum.
      • The Towers: There are quite a few towers, many uncharted, lining the upper regions of the castle, and their entry points are many. These can be the aforementioned lookout and bell towers or, more likely, the recurring towers found throughout the series: The Observation Tower, the Duel Tower, the Tower of Art, the Tower of Sorcery, etc. For the sake of consistency, we can say that towers have a semblance of themes, like the storage facilities that can take the place of treasuries; that is, while the appearance may be different, the tower's job is the altogether the same.
      • The Garden: This first courtyard-connected area can be found outside of the main halls' end. This rarely-traveled path leads through a short woodland and into the courtyard itself.
      • The Courtyard: This is more or less the whole outside area between the two halves of the castle, and it leads directly into the castle center. The courtyard is home to all types of decor and miscellaneous cave entries, and it houses the castle's very own graveyard. From the courtyard, you can easily reach the Outside Ruins, too.
      • The Outer Wall: The Outer Wall isn't an area per se, as it actually spreads through the whole back of the castle's right side. It reaches high up and can encompass several areas in the castle's latter half.
      • The Inner Den: This neglected castle area, with its myriad of moving platforms, is used as means for transporting into the castle's upper regions (mainly its towers) the materials manufactured elsewhere. More urgently, the forces that lurk here serve as the main defense for the castle's latter half when infiltrators come in through any of the underground areas or the mountain range.
      • The Gallery: This is sort of a museum in honor of the Tepes family, as you'll see many pictures, statues, sculptures, tapestries and any other artifacts that have been collected over the eons. Everything here is well-designed, too, and mostly carved from marble. The gallery is prone to stretch around and behind other existing areas in proximity and thus covers an increasingly long horizontal distance.
      • The Warehouse: Below the main halls and just above the catacombs is another storage facility. Its positioning is logical because it's easy to from here transport goods to the entrance and into and out of the castle. In the warehouse, you'll find boxed goods, books, damaged artwork, artillery and anything else for which Dracula couldn't find another place.
      • The Colosseum: Violence isn't exactly something to which Dracula is a stranger, and even an immortal Dark Lord needs some entertainment to boot. When he's in need of a good time, he'll come here and pit some of his soldiers against castle intruders, against each other or perhaps against a giant demon bull. The colosseum is also the perfect place to (a) store his weapon collections and to (b) send his weapon-using minions to train further.
    • Specialties: Castlevania is bathed in eternal night, which is caused by Dracula's presence. Should Dracula be killed, the castle will collapse and a normal day and night cycle will resume in the area.
    • Population: Dracula's Army, which consists of various animals, monsters, demons and undead. The theme in regards to the army are creatures from Gothic Horror and Classical Mythology, but look here for a full listing.

edited 27th Sep '17 11:36:29 PM by GameGuruGG

Wizard Needs Food Badly
Meanken Since: May, 2013
#49: Aug 9th 2015 at 8:25:45 PM

[up]Ok, looking good to me. You are once again accepted

Locoman Since: Nov, 2010
#50: Aug 10th 2015 at 7:29:13 AM

  • Main Character
    • Name: Steeljaw
    • Age: A few thousand years old or so.
    • Appearance: A-woo, werewolves of Polyhex.
    • Personality: Steeljaw is not your ordinary Decepticon leader. While most other Decepticon commanders pride themselves on brute force and intimidation, Steeljaw relies on his charm and guile to get what he wants. Perhaps what makes him so threatening is the fact that he genuinely believes that what he's doing is right, and will go to any length necessary to get what he wants. Affable he may be, but when he's pushed just a little too far or his back is up against the wall, he'll quickly show you why it's not a good idea to get on his bad side.
    • Powers: Steeljaw is a quick thinker and good at manipulating others to get what he wants. Although he's been stripped of his ranged weapons, he's still got a pair of razor-sharp claws to back him up, as well as above-average speed and agility.
    • Equipment: N/A
    • Backstory: While most other Decepticons were content to lay down arms after Megatron's surrender, Steeljaw refused to abandon the Decepticon cause and took to sedition, trying to quietly overthrow the current leaders of Cybertron. Unfortunately, his revolution was quickly quashed and Steeljaw himself was sent offworld aboard the prison ship Alchemor. After the ship crashed on Earth, Steeljaw escaped and began building a new army from the many escapees.

  • Other Teammates
    • Name: Thunderhoof
    • Age: A few thousand years old or so.
    • Appearance: EYY-OOOO!
    • Personality: Thunderhoof is something of a grump; he's bitter, cynical, and unafraid to take out his frustrations on the nearest target. He rarely forgets a grudge and is more than willing to repay any grievances in kind. His years of experience controlling "legitimate businesses" means that he does know when to switch the stick for a carrot if he really needs to get what he wants.
    • Powers: One of the heavy-hitters on the gang, Thunderhoof didn't get his name for nothing; his powerful stomps send energy through the ground and are capable of knocking just about anything off their feet. His horns aren't just for show either - coupled with his prodigious strength, they're capable of putting a dent into most fortifications.
    • Equipment: N/A
    • Backstory: On Cybertron, Thunderhoof was the head of a successful criminal empire, and had successfully bribed off most of the local law enforcement. Unfortunately, someone tipped off the authorities about his activities, and before long Thunderhoof was arrested and shipped offworld aboard the Alchemor. Now Steeljaw's second-in-command, he's still bitter about the fact that he used to be the head honcho.

  • Name: Underbite
  • Age: A few thousand years old or so.
  • Appearance: Tall, dark and handsome.
  • Personality: Compared to Underbite, Thunderhoof is a silent ninja. Underbite is loud in pretty much every sense of the word; he's full of bravado and bluster, and endlessly brags about his criminal feats. In fact, he's the only member of the gang who hasn't even bothered to disguise himself as an Earth vehicle. He's something of a glutton, prone to gorging himself on metal.
  • Powers: Which might not be a bad thing. As a "Chompazoid", this Decepticon gains a temporary boost of power with every piece of metal he eats, exponentially increasing his strength. These power-ups don't last for very long, however, meaning that Underbite needs to constantly eat in order to get the strength he craves. While eating metal powers him up, accidentally ingesting other materials like plastic drastically weakens him and can even temporarily put him out of commission.
  • Equipment: N/A
  • Backstory: Underbite claims to have devoured Nuon City in its entirety. This feat is somewhat undermined by the fact that nobody seems to have heard of Nuon City, meaning that Underbite is making things up... or he was particularly fastidious about making sure that nobody made it out alive to tell the tale.

  • Name: Fracture
  • Age: A few thousand years old or so.
  • Appearance: It's always about a bounty.
  • Personality: Smug, self-confident, and self-assured, Fracture is an odious presence to be around in the best of times. In his line of work as a bounty hunter, there's no trick too underhanded or gambit too sneaky for him to employ. He's driven by the idea of a hunt, and will continue to relentlessly pursue and psychologically torture his prey long after the need has passed. He's thrown his lot in with Steeljaw out of convenience rather than any real shared agenda.
  • Powers: As a bounty hunter, Fracture is a capable fighter and a master tracker.
  • Equipment: Fracture also happens to be a Deployer, and has formed a bond with a pair of Mini-Cons named Airazor and Divebomb. Both of them are just as thuggish as their ally Fracture, and can be used to surprise an opponent, scout out areas, or set up traps. When not in use, they transform into shoulder-pads for Fracture; he can fire them off like missiles if the need arises.
  • Backstory: Fracture and his Mini-Cons came to Earth after the crash of the Alchemor to round up wanted criminal Bumblebee. He was quickly taken down by his rival Drift and had his ship destroyed, stranding him on Earth. He eventually teamed up with Steeljaw, hoping to get revenge on the Autobots for his humiliating defeat.


  • Name: Clampdown
  • Age: A few thousand years old or so.
  • Appearance: Don't hurt me!
  • Personality: Clampdown is a scuttling, sneaky, slimy snitch; when things go south he's prone to turning tail and fleeing. If he can't make a getaway, then he'll squeal on others in the hopes of escaping any punishment. Perhaps for this reason, he's hated by pretty much every member of the gang... especially Thunderhoof.
  • Powers: If he really needs to fight, he'll use his admittedly powerful claws to put the squeeze on foes.
  • Equipment: N/A
  • Backstory: Clampdown was a criminal informant on Cybertron, and was responsible for Thunderhoof's arrest and incarceration. He later tried to blackmail a member of the High Council, which got himself arrested and placed in the same prison ship as Thunderhoof. After landing on Earth, he tried to make nice with the Autobots in the hopes of avoiding the furious Thunderhoof. This didn't exactly work, and Clampdown found himself pressganged into Steeljaw's team instead.

Anyway, that's my idea for the gang. If this conflicts with anything Normandy has planned, then say the word and I'll go to one of my backups (he kind of has first claim on the TFs in this RP_.

edited 10th Aug '15 7:32:05 AM by Locoman


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