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Age of Avatars (Fantasy RP)

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kkhohoho Since: May, 2011
#1: Sep 27th 2021 at 9:01:57 PM

In the beginning, the world was one. A massive continent, countless elements and primal concepts swirling and bubbling like hot primordial soup. It was as beautiful as it was chaotic, a fascinating yet incomprehensible mass unable to support life or civilization. Unto this paradoxical wonder came The Creator. Whether it created the mass or if it was an anomaly, it took pity upon the land, reshaping it in its image. The disparate elements and concepts became neatly ordered, each largely contained in their own realms, but sprinkled just enough ain each to make their existence possible.

The chaos quelled, each land proved to be filled with magic and quickly became breeding grounds for all sorts of lifeforms, shaping their world and its magic as much as it shaped them. Despite each land and people being noticeably distinct from one another, they were connected by reverence of the Creator, the knowledge of their creation instilled in each race from their inception. It was that common knowledge that united the territories into a single land ‘One is all, and all is one.’ That was the path to true harmony, and one they followed as a single nation for many an age.

But it wasn't to last. As time went on, certain territories devolved into their own brands of madness or corruption, splitting into a separate entity. In the centuries since, their technology has continued to advance, fusing it with magic to push it beyond anyone’s expectations. But those same advancements threaten to drain their resources dry, and they know Soltara would never agree to lend them aid without a serious compromise. Their obsessiveness and desperation grow by the day, and the threat of war has become all but certain.

There is only one hope for Soltara. To summon the avatars, spirits from another world and embodiments of their respective territories. Only they can save Soltera and vanquish the darkness that awaits them all...


Hello, everyone! This is a fantasy RP, with some shades of Isekai. Each of you is a lost soul, fallen prey to an untimely end. Born on Earth, your souls have been summoned into another world, divided into two nations split into several territories. Each is based on a certain primal or essential concept or element. Life, Death, Fire, Water, etc. Each territory's culture or way of life is linked to that concept or element, and they can summon avatars that serve as the spirit of their land. Reborn as Avatars, power elemental spirits, you're given new life and purpose, bound to a sorcerer or summoner to serve their nation in their time of need. War is coming to Soltera, and they'll need as many Avatars as possible to defend themselves in its wake.

The catch is each spirit has been summoned as a form of penance. For one reason or another, your characters have all committed a perceived sin. Either it was seen as such in the eyes of the Creator or your character considers themselves to have sinned, even if they don't admit it. Once an Avatar has done their penance and served the land they've been bound to, they have three potential rewards. They can ascend to the afterlife, be fully reborn on either Earth or Soltara by the Creator, or stay an Avatar. Those who choose the last choice can pick one of the other two later on, and most do. But there is no ‘right’ choice, and all three options have been chosen at one point or another.


CHARACTER CREATION SHEET

  • Name:
  • Age:
  • Element/Concept: Each avatar is tied to a specific element or concept, with each mostly belonging to a single territory. This gives them powers based on that element, but will also affect their personality and appearance. An avatar is always representative of their element or concept, even if it's not plainly obvious.
  • Appearance: An avatar's appearance depends partly on how they see themselves, but also on the territory they've bound to. A fire Avatar might be wreathed in flames, a water avatar may have blue or shimmering skin, etc. They should fit their respective territory, but don't be afraid to be creative.
  • Personality: An avatar's personality is often similar to that of their past life, but slightly altered to fit their element or concept. An avatar of flame may be hot-tempered, an avatar of water could be calmer and more collected, etc.
  • Powers&Abilities: As an avatar, each character gains abilities based on their respective element or concept. A flame avatar could create fire, an electric avatar would generate electricity, etc. Don't be afraid to make them powerful, but don't make them broken. They can be strong, but they shouldn't be unbeatable. As a rule, each avatar is hard to hurt due to being a spirit, but they can be hurt.
  • Backstory: What was your character's life before they became an avatar? How did they meet their end? What was their perceived sin? Do they consider it a sin, or an injustice?
  • Miscellaneous: Anything you can think of that doesn't fit into any of the other categories.

This is where a lot of the initial world-building is gonna sit. Every character will get a territory in Soltera based on their respective element or concept. Each territory's culture or way of living is fundamentally tied to that concept, and there will be a new one for each character that gets accepted. Right now, there isn't a lot to show, but what there is should give you an idea of how they'll look.

TERRITORIES OF SOLTERA

     Memori (Death
Memori is the territory of Death, though it’s not as morbid as that would suggest. Gifted in necromancy, Memormians are able to raise the dead as skeletons, but they don’t do such things out of preservation. Living in a land that's hosted spirits of Death, they know nothing lasts forever, nor is it meant to. They live to the fullest, living each day like it’s their last because there’s a decent chance it is. They never embrace death or seek to hasten it, but treat it more like an old friend than an enemy. Instead, they use their necromancy for physical labor, such as harvesting the fields. In keeping with their philosophy, they often hold amazing feasts, but their large appetites necessitate larger crop shares, and their population isn’t large enough to handle it themselves.

The number of skeletons also represents a family’s magical talents. The more skilled or powerful a family is, the more skeletons they can summon and the more crops they can harvest. The most powerful families can use them as butlers or housecleaners, or other such professions. Skill in necromancy is equivalent to wealth, as most families live an agricultural lifestyle. With skeletons handling much of the labor, money isn’t easy to come by, but such a system helps most people stay self-sufficient. Skeletons themselves are soulless automatons, the souls that inhabited them departing to Menmas years ago. Some cultures would consider using them taboo, but as long as the soul is gone and the proper rites are performed, the Memorians don’t consider it offensive or a sign of disrespect.

Memorians worship the Creator as Mentis, Reaper of Souls. He brings order to the living and the dead, and guides everyone to Menmas, the afterworld that awaits them. Menmas is neither heaven nor hell, judging no-one based on what they’ve done in life. It is nothing but the next stage of existence. Because of this, Memorians don’t fear death, but neither do they race for it. They know they were given their mortal shells for a reason, and will not prolong or shorten their time in Soltara for longer than Mentis wills.

     Aquatos (Water
Aquatos is the territory of water, a small archipelago off the west coast Of Soltara. Made up of short amphibians, the Aquatons are at home in both land and sea, travelling between islands with sturdy ships for long distances and their own abilities for shorter trips. Using their affinity for water magic, they can quickly send their boats across the ocean without the need of oars or machines. They live in small huts across a series of long bridges, with the ocean a stone’s throw away. Most of them live as fishermen, but they also harvest large aquatic insects for food, selling them to other regions as a delicacy when their purses are tight.

As a rule, Aquatons tend to be cool, calm, and collected. Like the seas they live on, they’re fairly relaxed, taking things as they go and not getting worked up if things don’t go their way. Though in the rare event they’re provoked, they can become ferocious. But above all else, the ocean provides. It’s both a source of nourishment and serenity, a place they can relax and meditate after a long day’s work, or simply have fun. The younger Aquatons play in the water every chance they get, splashing each other and practising their control of the waves.

Aquatons worship the Creator as Aquas, they who parts the waves. They control the tides, making them ebb and flow as they see fit. If the tides are low, the creator is pleased. But if the tides or high, or a storm or tsunami is on its way, then they have displeased them. Aquatons who have lived a virtuous life are sent to the Low Tide, a place of rest and tranquillity. But those who have not are sent to the High Tide, and must struggle against the crushing waves to atone for their sins.

     Ferosia (Metal
Feros is the territory of metal, a closed-off cavern deep underground. It’s only accessible through a steel elevator, and can only be operated by native Ferrorians. Ferrorians are short but sturdy with bronze-like skin, their dense bodies strong and compact. Gifted with control over metal, they’ve created a small but robust metropolis, bustling with activity. They live in large metal buildings, connected by steel bridges and iron staircases. They make a living off creating weapons, tools, and intricate statues and trinkets with the metals and ores in the caves, selling them to other territories at whatever they can afford. They’ve even attempted to build factories that would allow them to produce such goods en masse, but each effort has always failed.

Most Ferosians are stern and sharp, treating their minds and bodies like well oiled machines. They’re a proud and industrious people, working nonstop to perfect themselves and their craft, but can be incredibly stubborn. Steeped in tradition, they’re slow to accept new ideas, preferring the old over the new. Because of this, they’ve been unable to make headway on their factories, unwilling to let other territories assist with their craft. The younger generation is more open-minded, convinced that letting flame or electricity users come over would help them towards industrialization, but the current heads refuse to budge. Even so, they’re generally intelligent and virtuous, perhaps to a fault. They may seem cold and unfeeling, but if another territory of Soltara is in trouble, they’ll always lend a hand.

Feros worship the Creator as Stelos, Forger of Steel. It was their hand that first carved what would be their home, and it is their inspiration that lets them indulge in their craft. Productive Ferosians who have lived justly ascend to Stelos’ Workship, serving as their personal craftsman and creating works they only dreamed of. But those deemed unworthy are sent to the Scrapheap, their souls bent and reforged until they are reborn, repurposed into virtuous and productive members of society.

     Infirma (Sickness/Filth
Infirma is the territory of sickness and filth. Long ago, the Infirmians weren’t too different from humans, but their land soon fell to sickness and despair. It was rotten to the core, the magic of sickness spilling out beneath the Earth and covering everything in miasma. But thanks to their connection to the land, the Infirmians were resistant and had some control over the disease. It didn’t make them immune, but it bought them time to come up with a solution. Their situation brought desperate ingenuity, and they created special suits and masks laced with magic to protect them from disease. They recycled and enhanced the nutrients coursing through their body, making food, drink, and breathing unnecessary. With the help of the Ferrosians and the Earth territory, they built a protective dome, protecting a small portion of the land from disease. The rest of their territory became a barren wasteland, but the Infirmians survived.

Infirmians tend to be apathetic to a fault. Even with the measures they’ve taken, their quality of living is low and their death rate is high, a consequence of living in a land of sickness covered with filth. Unlike the Memorians, they don’t have the same appreciation of death, seeing it as a curse they’re unable to solve. Using their magic, they can keep the sickness at bay, but a single step outside the dome or a breach in its framework can undo all their hard work in minutes. They’ve become fearful of the outside, keeping to themselves and forcing outsiders to stay far away. They have no interest in joining the opposing territories, but they don’t care for Soltera either, only nominally remaining a part of the nation. Their only concern is day-to-day survival, and they could care less about anything else. But their control over sickness gives them a reasonable deterrent against other territories and is one of the reasons war hasn’t happened sooner.

Even so, they’ve managed to use their experience with sickness and plague to their advantage. Unable to cure themselves with magic, they’ve become skilled in natural remedies, creating the largest apothecary in Soltara and selling their medicine to other territories for a pretty penny. It isn’t enough to wipe out the daily plagues, but it keeps things manageable and is a reliable source of revenue.

In the days of old, the Infirmains worshipped Plagus, Dispenser of Sickness and Disease. According to legend, it was Plagus that cursed the land to plague and pestilence, a punishment for a grievous sin that could never be undone. Debate about the nature of such sin continues to this day, but worship of Plagus has been in steady decline for centuries. Worshipping Plagus means worshipping a cruel and vindictive Creator, and that the state of their land is their own fault. Because of this, many Infirmians have turned to atheism, belief replaced with cold hard facts. Their land is dying, they are dying, and no Creator can change this.

     Flammes (Flame
Flammes is the territory of flame, home to the Flammians, beings with dark rocky skin like charcoal. They absorb heat from their surroundings to survive, and their land was once rich with heat and flame. But they absorbed so much heat that the land grew cold and barren, becoming a frozen wasteland. In desperate need of heat, they dug beneath the Earth, using their affinity to heat to seek out hotspots where the land’s magic was concentrated. They struck hot, unleashing massive pillars of flame across the land. With help from the territory of Earth, they contained them within humongous pillars, preventing them from ravaging the land further. Much of the land remains covered in snow, but the pillars exist to this day, exuding strong flames from their tops and giving the Flammians enough heat to survive.

The Flammians are a rudimentary hunter/gatherer society, their frozen and desolate environment keeping their culture in status. They wear the furs of animals for warmth, raising some for travelling the frozen wastes while consuming the rest, summoning flames to cook their food to perfection. Even then, they don’t need to eat much, the warmth of the flames providing most of their substance. Most Flammians are temperamental, passionate and joyus one moment but grumpy and hot-tempered the next. They open strangers with welcome arms, but their trust is broken easily, and can hold long grudges. Above all else, they are fiery and bold, but treat their friends and loved ones as family, and always wish to extend that same courtiness to others.

The Flammians worship the creator as Ignosis, Bearer of the Sacred Hearth. It is they that stoke the fires of the land, and they constantly pray to them for warmth. They believe the state of their land is due to gnosis stealing it for their abuse of its warmth. Some are angry with Ignosis, but others believe it was just, and that living according to Ignosis’ wishes is the only way to restore their land to its former glory. Those who live justly ascend to the Sacred Hearth, basking in holy flames that will never go out, but everyone else is snuffed and reduced to brainless coal, stoking the flames of the Hearth so others can ascend in their place.

     Veridia (Nature
Veridia is the territory of nature. Verdians are large burly humanoids with long arms and digitoid feet, covered in thick green fur from head to toe. Able to control natural plantlife, they live in a large community of small villages in an enormous forest, connected by long wooden staircases and longer bridges. Their houses are made from short trees with wide trunks, shaped from birth to have hollow bases for living in. The Verdians live off the land, using their magic to grow everything they need. Everything from food to construction materials to cotton is made from plants. For everything else, they sell their crops and materials to other territories, netting them a decent profit.

Most Veridians are spirited and serene, revelling in their connection to nature. They feel the earth beneath their feet, the sun tickling their fur, the wind cooling their face. They share a sense of openness amongst themselves, developing connections and relationships incredibly quickly. But these same connections can make them seem strange and alien to other territories. They’re so connected that they can come off as part of a collective or hivemind, knowing everything about each other and thinking in similar ways. They can appear passive or aloof, never getting too upset over inconveniences or tragedies if it’s part of the natural order. They take their time, putting so much thought into everything that it’s a wonder they get anything done. They are strictly vegetarian, their specific digestive systems incapable of eating meat. But they can be surprisingly insightful and decisive when need be. They’re harder to provoke than Aquarians, but if properly angered, they can be a terror to behold.

Veridians worship the Creator as Floros, the Grand Harvester. It is Floros who fertilizes the fields and spins the wheel of seasons, providing their crops and maintaining the natural order. Veridians who adhere to that order attend the Eternal Harvest, becoming eternally connected in blissful celebration of nature. But those who stray from it or disconnect from nature and the greater community are sent to the Rotting Fields, trapped and alone in a stinking wasteland of filth.

    Khao (Chaos) 
Khoa is the territory of chaos. While nominally aligned to Soltera, it is functionally an independent territory, only partnering with other lands when necessary. But the nature of Khoa means that functional government on a larger scale is all but impossible. The lands are in constant upheaval, the seasons coming and going every other week. Earthquakes, volcanoes, and other natural disasters happen several times a year, and its financial stability changes on a dime. Half of the other territories aren’t much more advanced, but they maintain a sense of unity that Khoa wishes they possessed.

Compared to other cultures, Khoans are much more unpredictable. The territory is divided into several villages and a crumbling city-state, and they all have their own sense of identity. What they have in common is strong self-reliance, independence, and fierce opposition to order. Most Khoans tend their own crops, sew their own clothes, build their own houses and do whatever else it takes to survive. They have positions of leadership such as village elders or mayors, but they’re subject to regular votes, and the leader of a community can change on a dime. The Khoans are constantly changing the rules, and that’s when they choose to obey them. But their affinity towards chaos has given them an incredible artistic spirit. Their stories, paintings and other works of art are second to none, and are sold to other territories for a steady profit. But at the end of the day, it’s every man or woman for themselves.

All Khoans worship the Creator, but what they worship the Creator as and how they worship him depend on who you talk to. The most common interpretation is Cthonis, the Celestial Jester. To Cthonis, the universe is a grand game, one only they know the rules to. Everyone is subject to their whims, and their fates depend on what’s essentially a cosmic coin toss. Which afterlife they’re sent to is chosen on a whim, so there’s no point in living a virtuous or sinful life. But in a way, it’s freeing. With nothing to drive them forward, the Khoans can live as they choose, as any potential consequences are meaningless.

     Macharta (Memory/Paper
Macharta is the territory of memory and paper. Memory is the primary concept, but it’s strongly supported through the use of paper. Macharta is largely made up of large, ancient cities, built on the ruins of what came before. Each and every stone has a history, and the Machartians remember it all. Their culture is built on the preservation of memory and tradition, with scores of libraries and tomes dedicated to preserving it. But doing would be almost impossible without endless amounts of paper. Memorians treat their books and scrolls with pride, and are by far the most literary territory in Soltera.

On the whole, Machartians are neat and orderly, slave to tradition and principle. They jot down every note or detail into their journals, no matter how minuscule, and have long memories. This has led to considerable gossip, as Machartians can never just let something go. All Machartians have control over memory, but use paper as a medium, their memories written into books and journals with but a thought. But their sense of culture is second to none. Gifted in prose and poetry, they have a love and respect for the arts, and their cultural traditions have spread across all corners of Soltera.

But some Macharatians use their talents for other ends. Honing their abilities to perfection, they can audit the memories of others for a price. If asked, they can remove unpleasant memories and add happy ones in their place, giving their clients the life they’ve never had. They also make excellent spies, scanning the memories of enemy agents and diplomats and stealing anything that proves useful. Both are professions suited only for the most skilled, but both are rewarding and profitable careers.

Machartians worship the Creator as Remni, The Eiditic Auditor. It is with his blessing that the Machartians have such gifts for memory. Those who commit to memory and tradition bask in the Atheneum, an endless library filled with every memory known to man. But those who become forgetful or stray from tradition are audited from existence, their souls and memories lost to the ether.

     Lensas (Lava
Lensas is the territory of lava, sister land of Flammes. Located off the coast of Flammes, it is a sea of molten flame, its civilization scattered across small islands made of igneous rock. Similar to the Flammians, the Lensians have hard molten skin, black and red igneous stone with molten cracks drawn across their bodies. They absorb the heat of the molten sea for substance, with little danger of running dry But their islands are under constant threat from the Dragolians, humongous serpents that live in the molten sea. The flames they breathe pose little threat to the Lensians, but they boast incredible strength, and their deadly claws can rip Lensians to shreds. With little choice left to them, the Lensians fought back, honing their skills and becoming a fierce but proud warrior society.

In contrast to the Flammians, Lensians are more intense. They can be patient and thoughtful, slow to anger. But they’re stern and rigid and prideful, always moving forward and never looking back, lest they stand still. If sufficiently provoked, they can break into a berserker rage, exploding with fury until they’ve destroyed everything in their path. They use their control over lava to travel between the islands, cooling small patches and pushing them against the seas. It’s also helped them combat the Dragolians. If enough Lensians pool their resources, they can trap them in ingenious rock or hurl molten boulders towards their heads. Every now and then, they manage to take one down, and their scales sell a pretty penny across Soltara. But many Lensians who travel abroad act as bodyguards and mercenaries, their strength and discipline making them a perfect fit. When someone needs some muscle thrown around, you can always count on a Lensians to be present

Lensians worship the Creator as Dregga, they who cool the flames. It is they who decide whether the seas and volcanos erupt or stay dormant. When they are cool, Dregga is pleased. But when they begin to shake, he is furious. With enough Lensians working together, they can quell the volcano’s fury, but their success is always attributed to Dreg’s blessing. Lensians who are strong and virtuous go to the Ashen Halls, where they engage in battle after glorious battle for eternity. But those who are weak or sinful are hurled to the Obsidian Wastes, turned into molten slag and punished for their misdeeds. There they stay until their sins have been purged, and are heated and reshaped into proper warriors before being reborn.

TERRITORIES/CONCEPTS OFF LIMITS: Life, Insanity, Greed, Destruction, Evil.


Think that’s it for now. Let me know if you have any questions about the RP and I'll do my best to answer them.


SIGN-UPS:

  1. Adrian Ayers, by LillyTheLitten
  2. Marius Kantaier, by TheNohen
  3. Areana Belova, by kaalban
  4. Fire/Flame, by Pentigan
  5. Renee, by Xabbynip09
  6. Lady Entropy, by sci300768
  7. Prescot Middleton, by Kingxana0
  8. Helena Katz, by FurnaceDoor
  9. Kevin Kreig, by jherhmeigringer
  10. Elly O'Hare, by Personally Quite Insane
  11. Blaise Orwell, by MichaelDj54
  12. Gale, by Akkun_K

Here's the discord link.

And here's the RP.

At the moment, Sign-up's are CLOSED. You are welcome to join the Discord and wait for an opening, but barring special exceptions, they are closed.

Edited by kkhohoho on Oct 11th 2021 at 10:42:04 AM

LilyTheLitten The Light That Blinds from Rarepair Hell Since: Apr, 2020 Relationship Status: Above such petty unnecessities
The Light That Blinds
#2: Sep 27th 2021 at 10:25:58 PM

  • Name: Adrian Ayers
  • Age: 22
  • Element/Concept: Water
  • Appearance: Wonder what his element is. Stands at 5'7.
  • Personality: Adrian has devoted his life to two things: one is to enjoy every little pleasure life gives him, for he may be dead tomorrow—and, technically, he was—and the other is to avoid introspection as much as possible, lest he realize how awful he's really been. This has led him to become rather impulsive, doing things as the whim strikes him and with little care for anything other than the immediate pleasure it brings. He's somewhat flighty and rather selfish, but he's polite and never talks down to or insults others. Becoming the Water Avatar has made him calmer, more collected, more patient—but he's still very much the somewhat hedonistic man he was in life.
  • Powers:
    • Water Manipulation: Unsurprisingly, Adrian has complete control over water, able to shape and manipulate it at will. He's unable to create water, limited to existing sources, but he can condense water from liquid vapor, so it's not usually a problem.
    • Aquatic Adaptation: Adrian is able to survive in underwater environments, able to breathe in water, swim extraordinarily well, and withstand high water pressure and extreme water temperatures. He is able to use his senses to perceive normally regardless of the distortion/pressure of the water, including ignoring various impurities that would otherwise reduce visibility.
  • Backstory:
    • Adrian was born into and grew up in a rather poor neighborhood. His mother died when he was a kid, and after she was gone, their family never seemed to have enough money. When his father's health started failing, Adrian began breaking into houses and stealing various knickknacks to sell for money. One night, this...didn't go too well, and a scuffle between Adrian and the owner of the house led to Adrian stabbing the poor man in the chest.
    • If asked, then after a moment to shake off the crushing guilt, Adrian would say that was what damned him. He doesn't have any other explanation for why, about a week later, he was kidnapped, knocked out, and thrown into the lake to drown. Which is what happened. He doesn't consider the whole "Avatar" thing a punishment, though; far from it, he thinks of it as a gift, and no one can tell him otherwise.
  • Miscellaneous: N/A

"Kept me waiting, haven’t you? Tch. No matter. Dawdle all you’d like. In the end, your defeat remains inevitable."
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#4: Sep 28th 2021 at 11:37:22 AM

  • Name: Marius Kantaier

  • Age: 35 years

  • Element/Concept: Metal

  • Appearance:
Marius still resembles his former human self to a degree. He is still a tall man, with his red hair lazily stroked back over his head and flowing down his shoulders. His posture leaned back and relaxed, hands in his pockets, while his green eyes gazing through the air, following random thoughts. His broad shoulders contrasting his youthful expression.

However, that is where the human elements end and his state as Avatar takes over. Marius skin is almost completely artificial. Forged out of dark iron and bolted together visibly, with black muscle-like fibers underneath. His neck comprises almost completely out of metal sinew and cords leading up to his face, the last remnant of flesh on him. His feet resemble talons, with three claws digging into the ground with every step he takes. In his chest, where his heart would be, a cylindrical container sticks out, where the mana-core that powers his artificial body is stored. He regulary has to switch it out for a new one to keep going, a fact that he is not too happy with.

Marius usually wears simple tunics and gloves, the latter of which are necessary for him to be able to touch and hold books and other fragile objects without his sharp fingertips damaging them. When in battle, he usually goes topless, as no armor can afford him better protection than his body anyway. Normally, he uses no weaponry, very much able to tear into his enemy with his bare hands.

  • Personality:
The first thing you could say about Marius is that he is lazy. Which may come as a surprise, given his status as the Avatar of Metal. Marius himself prefers cerebral studies and immersing himself in the knowledge and culture of his new home, rather than manual labor, if he can avoid it.

Slow to motivate or to engage, he rather spends his days learning or teaching other people, than to be involved in the complicated webs of politics and war. A severe distaste for conflict is something he displays very publicly.

However, this all belies a deeply stubborn soul within him. Once Marius is forced into action, he pursues it with the grim determination that stands in stark contrast to his normal laid-back personality. Ruthlessly pragmatic, he seeks to solve the problem laid out in front of him with the efficiency and coldheartedness of a tyrant, if it is needed.

And as hard as it can be to rise Marius to action, it can then be equally as hard to get him to stop, as he determines to finish a fight or task completely, whatever the cost for him or others. While he does not take pleasure in it, in Marius mind if he should take up a duty, he might as well finish it. And should one make him his enemy, he will not rest until he is sure that one can never threaten him or those he is responsible for again.

  • Powers&Abilities:
    • Body of Iron: Marius biggest asset is his tireless, artificial body. He needs neither sleep, nor food or water. Technically he can work day and night, if he could be bothered and has enough mana-cores to keep him powered up. In battle, it is very difficult to hurt him with mundance means and even other elements might find it hard to oppose him, should they be incapable of finding a way to damage him. With this body also comes a prodigious strength and the natural weapons that his limbs are.

    • Mind of Steel: While Marius may insist, that his mind is one of the few human things about him, it cannot be denied that his capacity for absorbing knowledge is unprecedented. Able to store information, no matter how detailed or sparse, and recall it almost perfectly, as well as having an uncanny ability to stay calm even in the stressfull of situations. He can execute complex plans within seconds and apply new information to his advantage with a speed that can be almost frightening.

  • Backstory:
Marius is pretty open about his past, as he feels there is little that would be worth noting. He grew up in a loving family, while having an only middling childhood. He got bullied, finished school, went to college and became a professor of military history. He made supposedly made peace with his flaws and otherwise lead a perfectly mundane life.

But there is an undercurrent of regret in his re-telling. One cannot help but perceive a deep-seated resentment towards his previous decisions. That he wasted his years on something he felt he had to do, rather than what he wanted. That his lack of drive prevented him from pursuing his talents to the fullest and instead led him languish in mediocrity.

Occasionally, one might hear him reminiscing about the arguments with his mother and how his desire to please her conflicted with his utter complacency. How he sought her respect, without wanting to actually work for it, and how it eventually soured their relationship. His celibate and mundane lifestyle coming over as a mere front, an expression of fear of risk, confining him to isolation.

But most of all what one might notice is that Marius never talks about how he died. In fact, he will not just avoid the topic, but skilfully change it whenever it comes up. Ultimately, one cannot help but wonder, if perhaps Marius, underneath his constant complaints about his duties and his status as an Avatar, may not be a bit too happy about being where he is now.

  • Miscellaneous: N/A

Edited by TheNohen on Sep 28th 2021 at 10:38:16 AM

kkhohoho Since: May, 2011
#5: Sep 28th 2021 at 1:30:17 PM

[up]Accepted.

Added Aqautos (Water) and Ferosia (Metal) to the list of territories.

kaalban Schrodinger's Human from everywhere and nowhere Since: Aug, 2015 Relationship Status: YOU'RE TEARING ME APART LISA
Schrodinger's Human
#6: Sep 30th 2021 at 9:17:48 PM

Hopefully this is fine.

  • Name: Areana Belova

  • Age: 17

  • Element/Concept: Sickness

  • Appearance: Areana's appearance is a far cry from her original human form. Her left eye is bloated with a colony of fungi, and a black ichor often spills from that part. The remaining right eye is of the color white. Her hair and skin seemed to be bleached, as they are sickly white as well. Occasional scars and wounds on her are scattered around her body. This description applies to her upper body, as her lower body is replaced with floating tendrils of wooden texture.

  • Personality: Areana Belova seems like a well-adjusted person, as in she comes across as pleasant and soft-spoken and careful in her speech. She is not ashamed of her state as the Avatar of Sickness. In fact, Areana in fact even carries a sense of pride of being one (it is due to her belief that she managed to overcome Sickness by becoming its Avatar).

    • But, she is quite apathetic to life and pain. As in point, she never cares if something is in pain. Under this category, this includes plants, pets or the people around her. If a person dies beside her in sheer agony, it will not shock her nor nurture a sense of melancholy. It is what it is, she would say. And, no, this supposed lack of empathy does not bother Areana. She carried on with immense pain in her life. What makes others different?

    • What brings her melancholy is the sense of loneliness that she had ever since childhood. Because, even if she tried to act pleasant, even if she was pleasant, Areana believed that she never found a true friend. One of her twisted beliefs is that, if she infects a person with as much sickness as she herself has, then that person would be her "true friend". She does not realize that her own apathy is what alienated her from others ultimately.

    • In short, Areana is a mild-mannered, yet subtly sociopathic, uncaring girl who struggles with loneliness caused by her own apathy.

  • Powers and Abilities:

    • Sickness and Pain Immunity: As an Avatar of Sickness, Areana is immune to the effects of all her illnesses, even if technically she carries them in her body. This applies to both pathological and non-pathological illnesses. As an extension of this power, Areana is also unable to feel pain of any kind. That said, that does not mean she is invincible.

    • Infection: Areana Belova also possesses an ability to infect objects, lifeforms and even individuals with her diseases (including non-pathological diseases). This extends to not only already existing diseases, but also diseases of her own design, with their own unique properties.

  • Backstory:

    • Areana Belova does not remember a time when she was not sick. She was born with a hole in her heart, her eyesight deteriorated throughout her life, her skin suffered through eczema. As far as she was concerned, her fate was intertwined with illnesses. The parents themselves were caring, although she quickly realized that they were exhausted with her illnesses (and, to an extent, to herself). Her status as a sick girl garnered sympathy, but not friendship. Some have even mocked her for it in their childish cruelty. But she carried on with this pain, physical or psychological. Perhaps as a way to cope with it, she came to believe that everyone is sick, is in pain one way or another.

    • Then, one day, a boy in the school took his own life. He was someone Areana knew, and she knew that he suffered from bullying and diseases. Yet, she was one of the people that never showed any support to him, even if there were countless opportunities for her to do so. After all, if she could carry on with the pain, why couldn't he?

    • Soon after, Areana acquired lung cancer, and eventually died from it. Her sin of apathy led to her becoming an Avatar of Sickness. Her goal, above all else, is to find out what she did wrong in the first place to become an Avatar.

  • Miscellaneous: N/A

Everything that lives is designed to end.
Pentigan Fwomph from The Underverse Since: Apr, 2010
Fwomph
#7: Oct 1st 2021 at 1:30:08 AM

So, who's up for some anger?

Name: They have a name, but do not divulge it to others. For practical purposes they answer to Fire or Flame.
Age: 29 at time of death
Element/Concept: Fire
Appearance: They are straight up wreathed in an inferno that covers their body and obscures detail. The few flickering glimpses besides reveal pale and heavily fire-scarred skin.
Personality: They are full of hate for this world; from the way it punishes them for a slight that was never seen as a flaw to how they are expected to fight to how their own body still burns. They don't want to be here, but the only way to get out of this situation is to play along with the duties for which they were summoned until such time as they can take vengeance for the suffering they have been put through. They have some sympathy for their fellow Aspects however, seeing them as just as trapped in this painful penance as themself.
Powers&Abilities:

  • Incarnated Inferno: They are everburning, a constant conflagration that harms anything that gets too close... Or that they specifically charge at. They have no control over the inferno and claim that they feel the burning pain despite being an elemental being of Fire.
  • Fuel The Flames:: While they no longer really need to eat normally, burning combustible fuel seems to energize them, increasing the heat of the flames and spiking the energy of their emotions.
Backstory: They don't speak of their past, because they believe that this world that subjects them to everlasting pain does not deserve to know anything of them. The few references they have made only reveals their death: A housefire, one they neither started nor had the means to stop.
Miscellaneous:

It's clearly a case of backroom political albumizing.
kkhohoho Since: May, 2011
#8: Oct 1st 2021 at 7:26:30 AM

[up][up]&[up] Accepted.

Infirma (Sickness) and Flammes (Flame) added to the list of territories.

Xabbynip09 Local idiot who is a sucker for cute 2d boys from America Since: Jul, 2021 Relationship Status: I know
Local idiot who is a sucker for cute 2d boys
#9: Oct 3rd 2021 at 4:12:26 AM

  • Name: She does have a name, but yet she doesn't want to talk about her name. Everyone will call her as Renee
  • Age: Unknown, but looks 19
  • Element/Concept: Nature
  • Appearance: Want to look? Her height stands around 5'3. The flowers in her hair can change their color depending on her mood.
  • Personality: Renee doesn't show emotions much and can be seen as if she doesn't care about anything. She is also blunt to the point she can throw hands at someone if they're being discriminative to someone. She is respectful towards ones opinion unless stated otherwise. However, if someone manage to befriend her, she is friendly and can talk about her interests she enjoys from her previous life. Becoming the avatar of Nature, she can be seen sitting on top of the trees where the wind blows east, but there are some days where she'll be indoors.
  • Powers&Abilities:
    • Healing power of nature: Unsurprisingly, Renee can heal with her hands. However, she can't heal people that is facing death with a smile, nor heal the ill.
    • Vines: Renee can use vines to not only to defend, but to attack as well. However, it's not immune to death and fire, so it'll end up being wither to death. If the vines is in the process of withering away, it'll hurt her.
    • Knowledge of herbs: Due to being the avatar of Nature, She can use to create some healing items for the people in case she wasn't around to heal them.
  • Backstory:
    • She can open up her past, but only if she wants to. She was born and grew up in a typical neighborhood. No abuse, just a average family. However, around middle school, when she talks about something she likes during lunch break, her friends just give her silence before she can go back and eat her lunch while they chatted away. She doesn't understand why, but keeps assuring herself that they have other interests to deal with. Years went by as she wasn't invited to her friends' hangouts while her anxiety and depression worsen since her parents think she's doing it for attention. She decided that the only way to make friends is to talk online and enjoy others company. She also joins a popular mmo game that can create avatars of your dreams and also help with social anxiety. She thought that it might help her feel less lonely and have friends that care.
    • All's well that ends well...expect it didn't end too well. Even after all just that, it makes worse for her. Whenever she talks to people online, they said that she makes them feel uncomfortable over rushing to get something done. When she shows something that she bought what she wanted, they ended up getting disappointed and tell her the next time she have the funds, she has to buy something they want her to buy. Not only that, but the popular mmo made her anxiety worse than it already is.
    • She realize the only sin that wasn't existed till now was discrimination; While she doesn't have that sin, humanity itself still has the sin regardless if people is aware of it or not. Deciding it was the best if she die instead breathing with the air full of judgement, she grab a knife without no one looking and cut her neck, hoping if she were to reincarnate, she would rather reincarnate where humanity don't judge for anything they do and like.
  • Miscellaneous: She is also trying to find what sin did Infirma cause its land to be stifle with sickness and disease. She gives them some healing items free of charge, considering their situation.

Edited by Xabbynip09 on Oct 3rd 2021 at 11:00:59 AM

“You bowl with 3 middle fingers” Oh hey, a troper wall
kkhohoho Since: May, 2011
#10: Oct 3rd 2021 at 7:01:47 AM

[up]It's mostly fine, but can I ask you to change the concept? It's my fault for not making it off-limits in the first place, but Life is supposed to be one of the antagonistic nations and the rival of Memori (Death). So choosing that one would make things somewhat inconvenient for me.

Maybe you could choose Plant or Nature? Your character can already control plants, and has a similar theme with her get-up. If you play up, say, the healing power of nature, it could work just as well.

Also, your character image links to the picrew, not the image itself. Think you can fix that?

Xabbynip09 Local idiot who is a sucker for cute 2d boys from America Since: Jul, 2021 Relationship Status: I know
Local idiot who is a sucker for cute 2d boys
#11: Oct 3rd 2021 at 8:02:15 AM

@kkhohoho I have fix the post via editing.

“You bowl with 3 middle fingers” Oh hey, a troper wall
kkhohoho Since: May, 2011
sci300768 Stuck being sane. Since: Aug, 2021
Stuck being sane.
#13: Oct 3rd 2021 at 8:38:06 AM

Name: Real name not revealed but goes by Lady Entropy/chaos (depending on who you ask) as her title. Evidently has given up on a proper name on account of refusal to give her former name and/or some other reasons.

Age: 20s, but no one can tell! Female.

Element/Concept: Chaos

Appearance: . . . Does she even HAVE a standard appearance? Yea that's a huge no. But there are consistent things that will always be there. Her gender is the only one on that list. Everything else is up to the whims of well... whatever chaos decides on.

Personality: In her mortal life, she had gotten used to dealing with and causing chaos. Now, she's still herself... just really liking chaos more than before. Despite this, she still tries to plan AROUND her concept. Which is just plans with backup plans with endless contingency plans. With contingency plans for THOSE plans! And most if not nearly all of her plans end up failing/being derailed several times over despite all of her efforts (like... 95% failure rate). Also for some reason, she is familiar with magic.

Despite her... mixed sanity at times, she is smart. To clarify, she has always been aware of how messed up her brain is, leading to insane moments. Strategy is something she is good at, but now uses a different one on account of her Concept. That and when in doubt, there's no kill like overkill.

Powers&Abilities: As implied, she more or less is aware of the flow of chaos. Though she controls chaos, it also affects herself. Hence her changing looks. When she actively uses her concept she causes and creates it. In addition she can determine the general flow of HOW it happens but not exactly. Meaning, even she can not fully predict exactly what will happen herself. But, she has the best chances of doing so vs everyone else. Is able to have an aura of passive chaotic effects that comes from herself. This can be turned on and off at will thankfully.

It's more like the butterfly effect but up to 11 and out of control overall. She can AIM and control the degree of it, but not full control over it (it IS chaos...). Nor can she fully predict the outcome.

Will of Chaos: She tends to notice where high concentrations of chaos is, given her avatar and all. And sometimes this is centered on herself. She can teleport to locations of high Entropy. To travel, she uses... usual methods. Being where chaos is strengthens her like dumping fuel on a fire. It is literally extra energy for her to do is things.

Control over chaos: Of course! This is what lets her do her... random things. But it's not FULL control befitting of her Concept. It's more like picking the "vehicle", "direction" (where), and then letting the "vehicle" speed in that direction and out of control while she does finer adjustments along the way until impact.

Chaos awareness: A needed thing, given her concept. This is exactly what it says. This is on constantly and passively, and can be amped up if needed with focus.

Backstory: In her mortal life she lived in a world where chaos was normal. When she died of not old age, but somehow burning to death... in the friggin north pole. Outside. Ignoring the freaky nature of her death, this caused a disaster that harmed her world (yes her world DID recover with time) which is why she was sent here and turned into an Avatar to repent for that. Though it was not entirely her fault, a good chunk of it IS. She refuses to discuss her past, due to multiple reasons. Implied to be a mix of embarrassment induced from hindsight and other factors.

Miscellaneous:

Edited by sci300768 on Oct 8th 2021 at 11:23:26 AM

I have no idea what to put here, oh well!
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#14: Oct 4th 2021 at 12:14:02 PM

Is there a discord-server for discussion?

And how exactly do we start out? Have our characters been active already for some time or have they just got there?

kkhohoho Since: May, 2011
#15: Oct 4th 2021 at 12:55:17 PM

[up]Sorry. Here's the discord. Put it at the bottom of the first post.

Most of you should get there at the start of the RP, but it's up to you. If you want to have your character come earlier, we can discuss it in the discord.

Added Veridia to the list of the territories.

Edited by kkhohoho on Oct 4th 2021 at 2:57:57 PM

kkhohoho Since: May, 2011
#16: Oct 5th 2021 at 8:35:02 AM

[up][up][up]It's not bad, but it could use some work.

  • Her Concept has less to do with Entropy and more with Chaos. Maybe ditch the first one and focus squarely on the second?

  • Her personality's a blank slate. About all we know is is she 'deals with chaos' and is a master planner. What's she like as a person? Is she friendly, goofy, maybe a bit unpleasant? What are her likes and dislikes? Who is she beyond being an agent of chaos? And maybe tone down the 'master planner' thing? Risks her being a Mary Sue.

  • Her powers aren't very defined. Looking at what's there, they boil down to doing anything at random. That isn't a bad idea, but it risks her being OP. Maybe settle on something more concrete or predictable?

  • Maybe make her death more grounded? Dying of a fire in the Arctic is one thing, but having it cause a global catatrosphe is another. Maybe Global Warming caused the fire, but that would have an ungodly number of implications that I don't want to deal with.

Edited by kkhohoho on Oct 5th 2021 at 10:35:20 AM

sci300768 Stuck being sane. Since: Aug, 2021
Stuck being sane.
#17: Oct 5th 2021 at 9:39:50 PM

Edits done

I have no idea what to put here, oh well!
kkhohoho Since: May, 2011
Kingxana0 Since: Oct, 2011
#19: Oct 7th 2021 at 4:45:12 PM

  • Name: Prescot Middleton
  • Age: 35
  • Element/Concept: Sickness
  • Appearance: Plague Dog
  • Personality: "Find the problem and research it until there is nothing left to be found, only then can you say it is solved." Prescot is a student of absolutes, once he has decided on something he will not question anything regarding it. However this makes him slow to act as to engrain any new belief takes time and research to ensure that he isn't wrong.
  • Powers&Abilities: Walking Wasteland- Prescot's entire body has become a living laboratory of biological horrors, to the point where direct contact with him can result in a horrible death for anyone without defenses against him. His breath is the equivalent to mustard gas, his sweat acidic, his skin radioactive, his teeth coated with diseases, his blood carrying any number of things best left unsaid.

Wasteland Modification: Given enough time Prescot can modify his own body to produce different effects depending on the enemies he is facing. While an enemy might be immune to one of his effects so long as he can focus he can force his body to produce any number of new biological terrors.

  • Backstory: Prescot was a brilliant scientist but an utter failure as a human being. Without much in the way of empathy or social manners he spent most of his life in a lab pouring over biological weapons for the U.N., mainly in order to find a way to combat the newest horrors that mankind might unleash upon itself. However his isolation came from the fact that he could never really connect with or understand other people due to how he viewed the world. His own bubble of absolutes meant that any minor mistake could blacklist someone in his mind. That being said those whom he viewed fondly he did go out of his way for, being the kind of co-worker who left gifts for the significant holidays and cards without directly interacting with others due to him knowing quite well that he was more on the odd side then not.

His death came outside of the lab when he pushed a kid out of the way of a car, his worldview making it impossible for him to do anything less given that children had infinite potential and despite his own brilliant mind they could go on to be greater then him. His sin is one of isolation from others, never trying to understand or embrace the differences outside of his world. As punishment he is forced to isolate from the world not just in his mind but in body, becoming a wasteland with legs that would hurt anyone that tried to become close to him.

furnacedoor from in the middle of something Since: Sep, 2020 Relationship Status: YOU'RE TEARING ME APART LISA
#21: Oct 7th 2021 at 6:12:31 PM

  • Name: Helena Katz
  • Age: 41
  • Element/Concept: Memory

  • Appearance: She can still see, because magic.

  • Personality: Helena is thoughtful, sedate, and prone to introspection. She's a planner who adheres strongly to the belief that "experience is the teacher of all things;" as a result, she favors incremental advancement over dramatic, risky changes. Since becoming the Avatar of Memory, she has acquired a dreamy, distant demeanour, as if she is always just slightly out of sync with the present moment. However, still waters run deep - she feels all of her emotions deeply and can occasionally be blinded by them.

  • Powers and Abilities:
    • Shades of the Past - Using artifacts of sufficient significance to their former owners, Helena can call forth the shades of ancient peoples to act on her behalf. They are utterly loyal to her, and retain the skills and knowledge they had in life, though most cannot speak. These shades are not souls; they are echoes of remembered passions.
    • Recall - By focusing intently on a nearby object or location, Helena can glean information on its history and any notable emotional attachments associated with it. For example, by using her Recall on an abandoned temple, Helena might receive a vision of the services which were once conducted there, or the internal schism which led to its abandonment. Places/objects with long or complicated histories can elicit confusing or overwhelming information, and Helena cannot always ensure that she gets all the information she is looking for; memory is fickle.
    • Memory Jog - By making physical contact, Helena can enhance the memories of others, allowing them to recall details of past events that would normally be lost. Because of this, she makes for a good investigator/interrogator, but there are also other benefits; learning and recalling new skills, for example, becomes much easier with Helena's memory enhancements.

  • Backstory:

    • In life, Helena Katz was a prolific researcher, a tenured professor in the Department of International History at the London School of Economics, and a single mother of identical twin daughters, Thalia and Iris. Her life was stable and happy, if sometimes made difficult by her children's antics.

    • Then, when she was 35 and her daughters were 7, the twins became infected with a rare strain of bacterial meningitis and were rushed to the hospital. Though Iris eventually recovered, Thalia passed away only a few days after her hospitalization. Helena was understandably devastated by the loss of her child, but her grief never faded with time. Despite herself she became resentful of her surviving daughter, whose face reminded her constantly of what she had lost. She began leaving Iris with her aunt (Helena's sister) for longer and longer periods of time, until eventually Iris was with her aunt more often than not. It was a slow, painful severing of ties, and it was finalized when, 3 years after Thalia's death, Helena accepted an offer to take a multi-year sabbatical at a Greek research institute, and transferred full custody of her living daughter to her sister. For the remainder of her life, she spoke to her daughter only on Christmas and her daughter's birthday. Even while she was doing it, Helena felt immense guilt over abandoning her daughter in this way, but it wasn't enough to make her change her mind.

    • Helena died three years into her sabbatical, on the anniversary of her daughter's death. It was an accident; the years spent in Greece had been rejuvenating, and she had even begun to consider reaching out to her daughter (who was now 13) again, but the anniversary of Thalia's death brought all the grief flooding back. In an effort to numb herself Helena got unbelievably drunk, and on her stumbling walk home she slipped and fell. Her head collided with a jagged piece of pavement, and the blow killed her instantly.

Edited by furnacedoor on Oct 7th 2021 at 6:19:25 AM

jherhmeigringer Since: Apr, 2021
#22: Oct 7th 2021 at 6:21:31 PM

Name: Kevin Krieg

Age:25

Element/Concept: Paper

Appearance: He looks like a living humanoid made of origami yet still being quite flat and edgy his joints have the most folds in order to move, he is completely white since he is made of paper after all and his nails are now pen points and his nose enlarged.

Personality: Juvenile and curious wanting to know every piece of information around him either for later use always in the benefit of the many, He is really honest about everything always coming off as authentic and what you see is what you get and can always keep a promise no matter what it is.

Powers&Abilities:

Just a piece of paper : His body is made of paper making him very light and bendy, He can completely unfold and fold his body to change shape with also color change for camouflage and imitation, He lacks internal organs and being torn doesn't kill him he could be able to piece himself back together(or use nearby paper that he hasn't created) with enough time, His edges are quite sharp like razor blades, Despite all of this he is weaker in durability than the average avatar.

Sealed : He can create paper the paper can store objects and even other stuff like fire or people if the paper is big enough, Ripping the paper releases the object but it can also be released if Kevin so desires or if a specific activator is added such as finishing to read something on said paper.

Your soul an open book : via touch with his nails the area affected will fold like a book revealing the object/person history if a person has enough willpower the effect will be ended. sometimes the info might appear scribbled this may happen because the victim doesnt remember it or they have buried it deep enough on the confines of their mind, Ripping pages dont do anything apart of the page just growing back, Kevin using the tips of his fingernails and if the target is unconscious or irresponsible he can scribble on the words making the victim forget about what was scribbled like amnesia.

Backstory: Kevin Krieg was a reporter always searching for juicy news because it meant a juicer pay and the chance to inform the public, One day he found out about the multiple OSHA violations in the nearby paper mill, They bribed the inspectors to not say a word Kevin took note of this but he was discovered he was offered a large sum of money to keep his mouth shut, He accepted with not much remorse whats the worst that can happen on a paper mill?

Turns out a lot can happen in a paper mill, 5 years of workers dying by accidents involving the machinery and lawyers denying any accusation from their family members realizing this he felt horrible, After saving the same amount of money he was given he went to the paper mill in order to repay it and be able to tell without everybody knowing that he let this happen, Sadly his naivety cost him his life as turns out they wont let this lousy reporter say a peep even if he repaid they couldnt afford the news to go on the public so he meets his end by being drowned in paper pulp and with a bit of bribing they convinced everyone it was just some drunk guy falling on the pulp.

His sin is greed if he only dint took the bribe in the first place maybe stuff wouldnt have ended this way.

Miscellaneous: When he was alive he was allergic to peanuts now he isnt because paper cant have allergies.

Edited by jherhmeigringer on Oct 8th 2021 at 10:21:36 AM

PossiblyQuiteInsane Where am I? What's going on? from the other side of the mirror Since: Oct, 2016 Relationship Status: Above such petty unnecessities
Where am I? What's going on?
#23: Oct 7th 2021 at 7:20:01 PM

  • Name: Elly O'Hare
  • Age: 12
  • Element/Concept: Filth
  • Appearance: A young girl with fair hair and skin that contrasts heavily with the grime and muck that is seemingly fused into her body. Her face is mostly clear, but the further down on her body you go the more prevalent the grime becomes, with her lower legs and feet composed entirely of putrid muck. She wears a dress that is beautiful on the surface level, but on closer inspection is woven together from garbage and refuse. Elly is forever accompanied by buzzing flies and a noxious odor.
  • Personality: Elly is innocent, but at the same time mischievous. Her upbringing has left her bereft of knowledge that others might find commonplace, and her wide-eyed curiosity can make her seem younger than she actually is. With that said, she's also an incorrigible prankster who loves nothing more than seeing the upper crust dragged down into the muck, and a skilled pickpocket who will swindle you when given half a chance.
  • Powers and Abilities:
    • Befoulment: Elly's very presence can befoul her surroundings if she so wills it, water becoming brown and noxious, air becoming thick and stagnant, and viscous muck seeping up from the earth. However, this cannot effect elements created or controlled by other Avatars.
    • Element Control: Anything unclean within fifteen meters of Elly is under her complete control, to do with as she wills. This can be be used for straightforward attacks, but also in more insidious ways, such as creating blinding dust storms, or turning ordinary mud puddles into quicksand-esque mires.
  • Backstory: Elly never had a comfortable life. She was brought up on the streets by parents who were barely able to provide for her, and from the moment she could walk, she had to beg, cheat, and steal to survive. She never bemoaned her life of squalor, because she didn't know anything else. Despite her circumstances, she had a loving family, and her skill as a pickpocket and swindler grew to the point that there was consistently bread on her table.
    Elly saw the wealthier citizens from who she would take as rivals rather than enemies, but unfortunately the sentiment was not reciprocated. One day she stole from the wrong person. The person who had had a little too much to drink, who put a little too much force into his retaliatory punch, who panicked and ran instead of calling for help when her head busted open on the metal grate. As for Elly's "sin" of theft, she's completely without remorse.

Edited by PossiblyQuiteInsane on Oct 7th 2021 at 7:21:25 AM

MichaelDj54 Up on Melancholy hill. from North of Normal, West of Weird Since: Mar, 2010
Up on Melancholy hill.
#24: Oct 7th 2021 at 7:31:07 PM

  • Name: Blaise Orwell
  • Age: 29
  • Element/Concept: Lava
  • Appearance: He may not like fighting, but he'll give it his all.
  • Personality: “Lava does not seek to destroy. Lava is content being left to its devices, but will not show kindness to those who dig too deeply, and greedily.” Blaise is a pacifist to the best of his abilities, as he does not like to fight in any capacity. That being said, however, he's not by any chance a coward. He knows everyone has a limit and he is no different. If someone were to face off with him, they should pray their end is swift.
  • Powers&Abilities:
    • Unceasing Flow: Blaise, as the Avatar of Lava, is utterly immune to lava and intense pressures.
    • Obsidian Sheen: Immune to his own Lava, a common tactic is to cover himself in it and harden it into Obsidian, for easy to use armor, and when he needs to, weapons.
    • Hot as the Earth's Core: As lava flows through his veins, Blaise has the ability to generate obscene amounts of heat, capable of melting even the hardiest stones. However, this is a concentrated effort and has to be focused on to do it.
    • Final Eruption: in a moment that takes all of his energy, all of his power, all of his rage, Blaise can manifest an eruption of Lava under a select area around him within 20 feet. However, this takes a lot out of him. How much is a lot? It knocks his ass out cold for at least a day after using it.
  • Backstory: There's one thing Blaise feels about his previous life: Ashamed. Blaise had an extremely intense anger problem and prone to violent outbursts. With very little control over his emotions, he quickly burned down several bridges as his life went on. He lost his friends. Lost his fiance. Lost contact with his family. Lost his job and left him, ultimately, with nothing. And with nowhere else to go, he lost himself to the vices of the world that gave him any kind of feeling. He turned to alcohol very, very quickly in a binge that didn't even last a week. Because as we know folks, beer and driving don't match well, so when that ended in a burning pyre of metal, gas, flesh and rubber. Now, dying tends to cause a lot of...evaluation on ones life, and realizing how much his anger, aggression and desire to fight literally cost him everything, he vowed to never hurt another person again, and to atone for his previous reign of terror.
  • Miscellaneous:

Edited by MichaelDj54 on Oct 7th 2021 at 10:21:00 AM

Is it selfish that I'm happy as we pass the setting sun?
kkhohoho Since: May, 2011
#25: Oct 7th 2021 at 7:54:53 PM

All accepted.

That said...

[up][up][up] The content of your sign-up's legit, but the grammar could use some work. It's one big jumble of run-on sentences. Needs periods, capitalization, etc. Think you could spruce it up?

[up]Could you go into his appearance a bit more? The reference pic isn't bad, but there isn't anything that says 'Lava.'

Added Khao (Chaos) to the list of territories. Sign-ups will be locked next Sunday, and the RP will start the same day. But anyone's who already talked to me about joining can take as much time as they need.

Edited by kkhohoho on Oct 7th 2021 at 10:34:14 AM


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