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darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#76: Sep 6th 2022 at 9:26:49 PM

Okay, then! Surtr is accepted.

Edited by darksidevoid on Sep 6th 2022 at 12:31:29 PM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#77: Sep 9th 2022 at 8:25:37 PM

Main Character

Name: Kat

Age: 18

Appearance: Gravity Queen

Universe: Gravity Rush 2

Personality: Upbeat and friendly. She's the type to wear her heart on her sleeve and say what she feels. She can come off as perpetually unlucky. But that is more because her naivety, gullibility, vanity, curiosity, and inability to say no to helping people always seems to come back to bite her. Something of a glutton too.

Backstory: To say a lot happened to Kat in the past year or two would be an understatement. Waking up with amnesia in an unfamiliar city being attacked by monsters. Finding she can manipulate gravity thanks to some strange cosmic cat that follows her. Getting suckered in to helping a lazy police officer named Syd. Meeting the gods of the world to find they are a kooky old man and a little girl with split personalities. Traveling to different dimensions to bring missing pieces of the city back. Getting beat up by another girl with gravity powers. Fighting a super villain thief. Getting a school girl crush on a boy who was in love with a giant spider. Getting nickeled and dimed every time she saw that fortune teller. Finding a group of school children lost to space and time. Not Finding a group of school children lost to space and time. Becoming bffs with that girl who beat her up. Becoming a maid. Joining the military. Joining a gang of street racers despite not being able to drive. Saving the city from an out of control super weapon. And that's all before the start of her latest woes!

  • While investigating the disappearance of several orphans, a strange gravity phenomenon opened up. Kat, Raven, and Syd were all sucked in. When she came to, Raven was gone, and she and Syd were in yet another strange dimension far removed from the Hekseville she had started to see as her home. The two were found and taken in by the Banga Settlement, a traveling floating village of miners who delve into gravity distortions to mine ore.

  • Since if you don't work, you don't eat, she and Syd were put to work...or more accurately, she was put to work while Syd sought every reason to get out of it. Despite having to share her accommodations with ducks in their coop, in the time she had been with the Banga Settlement she had become quite attached to them and invested in their well being. So when a sleazy trader came seeking to cheat them, she went to bat for the village.

  • With that settled, the village docked at Jirga Para Lhao, a vibrant city vastly different from anything in Hekseville. While taking in the sights, sounds, and smells of the city, a shipment of the ore the village had mined was ambushed and stolen by a gang calling them selves the Angry Centipedes. Investigating the incident lead Cat to the poorer lower district of Lei Elgona, the gangs home turf. After a brief altercation, Kat learned that these people stole the shipment out of desperation. They were starving to death while the rest of the districts did nothing. She realized just how divided and vast the gap between the social classes really were in the city.

  • As if to the cement this fact, the Garrison, the city's military, then showed and began firing indiscriminately into the crowds of civilians in their search for the stolen goods. While she was able to stop them, and even help out the people of Lei Elgona afterwards, it did make her a target of the Garrison. This all came to a head when the Garrison tried using a brain washed Raven to take out Kat. While a hard fight, Kat was able to free Raven and the two back to back were able to fend off everything the Garrison threw at them. Now back together again, Kat is sure there is nothing the two could not accomplish. Surely nothing bad would happen...

Powers/Abilities: Kat is a Gravity Shifter, giving her the power to manipulate gravity. This gives her a number of abilities which is compounded by the newly learned trick of being able to change her Gravity Style. Along with the normal gravity powers which she has been using on her adventures so far, she has also learned the low gravity Lunar Style and the incredibly heavy Jupiter Style. These styles manipulate her usual bag of tricks in different ways. Changing styles takes a second with visual changes to let one know which style she is in.

  • The most prominent use of this power is to change the direction gravity effects herself, thus allowing her to effectively fly by falling in any direction she chooses. This also allows to use any surface as the ground, being able to walk on walls and ceilings. She could also choose to tilt her axis and simply slide along the ground or even cut out gravity all together and simply float in place. She also seems immune to fall damage all together, seeming perfectly fine even with those rough landings that have her eating sidewalk. With Lunar Style's low gravity, her fall/slide speed is greatly reduced. This slow speed is balanced out by greater mobility so long as she has a surface in which to launch her self from. Jupiter Style's heavy gravity makes her a lot faster, but the added forward momentum makes turning difficult in this style. Her heavier set and durability in this form does allow her to perform bull rush tactics or simply steam roll enemies by sliding through them.

  • She seems both stronger and more durable than a regular human. (What she can do seems variable between gameplay, cut scene power to the max, and such. In one scene she gets a bloody nose from a rock thrown by a kid, in another she is taking several hits from swords wielded by an enemy with super strength with no lasting damage. Strength wise also she is shown breaking open crystals with a single kick that requires others heavy drills, then taking several kicks to knock out a regular human enemy, then sending a massive mech flying with a blow from one of her finishers. I'll probably take advantage of this variability to fit the situation, allowing her to fight Jackie Chan on even ground in one scene, then take on the Hulk in the next, but never out right over powering her opponent. That said, her strength and durability in her Normal Style won't be emphasized. Stronger and more durable then a regular human, but less then someone who specializes in those stats.) Combined with her martial arts skills and agility, she is a strong close range fighter. In Lunar style her strength falls to something more in line with a regular human, albeit a strong one. However the agility forwarded from the low gravity, along with the Wormhole Kick, greatly increase her effective range as she can quickly close large gaps. Jupiter Style increases her strength and durability to something truly super human. With this style, she is able to smash her way through walls and guard against attacks. But she makes the trade off all mighty glaciers make as the heavy gravity means she loses the agility she relies on in her other styles. While she can hit hard with a lot of knock back, she loses a lot of the finesse, instead employing a sloppy fist style whose effective range is basically what she can reach in front of her. While she can tank hits in this style, her inability to effectively dodge means she more or less has to take hits in this style.

  • The bread and butter of her fighting style is the Gravity Kick. Combining her gravity powers into a flying kick, she is able to infuse a lot more power and knock back into the attack. Its strong enough to take out most Nevi cores in one hit and can take out even armored mechs and such with repeated hits. Quick and easy enough to be chained together into more gravity kicks, its her go to move. Lunar Style's gravity is too low to use the Gravity Kick, but instead grants her use of the Wormhole Kick. While not damaging in it self, it does allow her teleport short distances. This is particularly useful for catching fragile speedsters before following it up with a combo of strikes. (I may use this for more utility means too. Teleportation has a short cool down so no spamming the attack. While she can attack right after a teleport, her reduced strength in Lunar Style means even a regular human can tank her blows to a degree.) In Juiter style she instead uses the Surge Kick. Lacking the ease of use of the Gravity Kick, this is instead a singular kick that needs to be charged first. The results though is an extremely powerful kick with and aoe explosive impact, essentially turning her into a human missile.

  • Along with being able to manipulate her own gravity, Kat can also manipulate the gravity around her by creating a Stasis Field. The Stasis Field she generates is roughly a sphere 10 feet in radius. Items caught in the stasis become weightless and begin orbiting around Kat. She can then launch them like projectiles, or simply drop them. This could also be used to deflect/catch slower moving projectiles like arrows or missiles. She can also use this on humans, though on frontiers she can only do this if she can get close enough to touch them first. She can have around six objects orbiting her at any given moment, a few hundred pounds the max limit of each object. While the Stasis Field works more or less the same in both Normal and Lunar Styles, Jupiter Style's gravity is too heavy to function normally. Instead all objects break down and merge into a large singular projectile known as the Debris Ball. While powerful, this attack also takes some time to charge up.

  • Kat also has a few special attacks as well. While not something she can pull off at a moments notice, in the right conditions she can muster up the strength to use these attacks. (These are limit break attack in the game. Along with incredibly long cool downs/1 use per battle, any player may feel free to veto their use with not enough gravity energy being used as the excuse in game). The first, and one she usually uses as her finisher, is the Spiraling Claw which essentially turns her body into a flying homing drill. In Lunar Style she instead uses Gravity Typhoon, where she greatly increases her Stasis Field's effective area and begins throwing everything not nailed down. The amount of concentration means she needs to remains stationary during the duration of the attack, but she has a small whirlwind about her granting some added protection. In Jupiter Style, Kat turns herself into a Micro Black Hole and begins expanding outwards before contracting again. While being able to delete weaker enemies, stronger foes (like player characters) sucked in will find them selves spit out after the attack, albeit feeling they had just been crushed with immense gravity. This attack also has added benefit of healing Kat by repurposing atoms of those sucked into the singularity. (The attack will have a 30 foot diameter. The expansion will also be slower allowing for other characters to react and escape). Finally, in truly dire times she can also enter Panther Mode. In this state, she becomes stronger across the board and has access to a wide claw attack. (A story based Devil Trigger/11th hour super power. Kat won't be able to use this to overpower anyone, but can use it to meet a challenge.)

  • It should be noted that Kat doesn't actually have any of these powers. These powers all come from Dusty , the cosmic looking cat Guardian.. As a result, should Dusty become incapacitated or separated from Kat, Kat would lose her powers. The deed is easier said then done though for a creature that can seemingly dematerialize and rematerialize at will. (Also just for transparency, Kat actually gets access to the other gravity styles after the point I am taking them from the story in the game.)

Skills: With out Dusty she is a normal human being. That said, even with out her gravity powers, she is very athletic and and agile. She is also quite skilled in hand to hand in a style that seems to favor kicks. She is even able to take on a martial art's master and 100 of his disciples in classic kung fu movie action.

Equipment: A camera and radio. Her Jupiter and Lunar Styles also add some accessories like bracers and ankle guards. She has also acquired a number of odd outfits.

Territory/Followers: To call them followers would be generous, as they are more a collection of people who see Kat as the perfect person to run odd jobs for them. But even then, most do appreciate and respect Kat for what she has done for them, and would be willing to return the favor if she asked.

  • Syd - A lazy cop, and one of the first people to befriend Kat when she awoke with amnesia. He acts like something of an annoying older brother to her. You can always rely on him to be completely unreliable, but he will have your back when the chips are down. A regular human with police training and a knack for jury-rigging devices.

  • Raven - Her partner, bff, and other half.

  • Banga Settlement - and through association, Sun Shipping. Both detailed under territory.

  • Angry Centipedes - Detailed under territory.

Supporting Cast

Name: Raven

Age: 18

Appearance: Night Gale

Universe: Gravity Rush 2

Personality: Prideful and aloof. To others, especially those on her bad side, she can come off as cold and ruthless. To those she is close to, she in incredibly loyal and dedicated. Despite her cold exterior, she is just as curious and playful as Kat, albeit in a more dry sarcastic way. A glutton who could bankrupt an all you can eat buffet.

Backstory: Sachya was a timid little girl very attached to her older brother, Zaza. They lived in Hekseville, a city suspended above an abyss by attaching it self to the World Pillar. Unfortunately the two were involved in an accident and their bus fell to the bottom of the world pillar. The children survived, but they were stranded with minimal supplies and in danger from the Nevi. Zaza did what he could to lead the children, but they were in a desperate situation. Wanting to help, Sachya went looking for supplies and even found something of a small vehicle. She activated it, hoping to use it to bring the children back home.

  • In equal measures of fortune and misfortune, the vehicle worked and even brought small Sachya back to Hekseville, but it crashed upon landing, leaving Zaza and the rest of the kids still stranded below. To make matters worse, she had found that in the months the children were left stranded below, half a century had passed in Hekseville. Her parents were dead, there was no one left she knew, and none believed the tall tales of some street urchin yelling about children stuck at the bottom of the world pillar. Sachya was left all alone in the world when a strange raven appeared to her.

  • Years passed. It seemed the timid little girl Sachya disappeared. In her place was the gravity shifter known as Raven. Raven never stopped trying to find a way to save the kids at the bottom of pillar. But years of no progress had left her bitter and frustrated. After so long, she finally found a person willing to fund an expedition to the bottom to save the kids in exchange for her help. So when some up start other gravity shifter started causing trouble for that person, she made sure to do anything in her power to put a stop to that person.

  • Raven became a bitter rival to Kat. Things culminated in a fight that sent the two of them to bottom of the World Pillar themselves. The two found themselves in the settlement of the lost children. It was only with Kat's help that Raven was finally able to rescue the kids. Bitter rivalry turned to teeth clenched teamwork, which gave way to respect, and finally friendship. In Kat's upcoming battles, Raven would join her as a valued comrade.

  • Things were not over with the lost children however. In order to save them, they used a sort artifact known as the Ark. It put the kids in a stasis that kept them safe, but asleep. Now there was no telling how long they would sleep for. Under the guidance of an up and coming scientist, Raven helped with an experiment to force the kids out of stasis. The results completely shattered time and space. With the guidance of a third god name Bit, Raven was able to undo this mistake, but as the God was reassembling time there was another problem. Zaza, and by extension Sachya, were anchored in the past, Raven was anchored in the present. The results were a new time line. Zaza and the kids never fell or had to suffer, being able to live out peaceful uneventful lives. But the little girl Sachya and Raven were truly separate people now. The pain in her chest she had carried for so many years was finally gone, replaced with a lonely feeling that something was missing, something she could no longer remember. But with that feeling was an understanding that this was the way things had to be.

  • Her latest adventure has been something of a blur. One moment she was investigating missing orphans with Kat in Hekseville, the next she was in a strange city surrounded by the military and Kat. Kat filled her in afterwards. It would seem Raven was being controlled with some sort of iron mask, and the two now find themselves in Jirga Para Lhao. Raven doesn't know what the future holds, but she knows it will be with Kat. The other Gravity Shifter was the only real connection she had in the world now, and had became that much more important to her as a result.

Powers/Abilities: As another Gravity Shifter, Raven has access to the same powers Kat has with some key differences. Unlike Kat, Raven only has access to the Normal Gravity Style. Raven also can summon forth five blue fire balls called Blue Jays, giving her easy access and use of a ranged ability. She can also cause a gravity distortion in the area in front of her in an attack called High Pressure. (In game this is her Limit Break, a high damage area attack. But a straight gravity attack like that doesn't leave a lot for counter play. So on Frontiers I am going to treat the attack as an implosion. It won't be damaging in itself, instead functioning more like CC on its own. That said, it can be very damaging as everything caught in attack collides in the center. The attack will have a decent cooldown and an area of effect of more or less a 10 foot radius sphere.) She can also manipulate space to a degree. This comes in the form of a large orb of distorted gravity which she throws like a projectile. Those hit with the projectile will find themselves teleported. (Basically this attack functions like Debris Ball (a large slow projectiles that needs to be charged first) but rather then damaging, it teleports those hit. It can teleport a decent distance, but still in the immediate area. (In game she sends you back almost half a mile.)) She can also use this attack to teleport objects to her self.

Skills: Like Kat, without her guardian raven Xii, she is a regular human. And Like Kat, even with out her gravity shifting powers, she is an athletic, agile, and a skilled martial artist. While still employing a lot of kicks, Raven seems to use some sort of raven claw style.

Equipment: None

Territory/Followers: Kat: Her partner, bff, and other half.

Name: Yunica

Age: 17

Appearance: Sea Wasp ( without helmet)

Universe: Gravity Rush 2

Personality: Head strong and dedicated. Yunica is something of a hothead contained in the rigidness of a soldier. Confident in her abilities to the point of arrogance. She is unwaveringly loyal to the unit and will follow any orders given to her, no matter how underhanded or ruthless. As a result, she can come off coldblooded and apathetic. But given the unit at least has the best intentions, she isn't really evil either.

Backstory: Not much is known about Yunica's past. When Kat met her, she was already a cyborg and and part of the Heksevilles's military. The ace of the Jellyfish Special Forces, second in command only to Yuri Gerneaux. The unit was created to battle the ever present Nevi threat and had once even recruited Kat into their ranks. But when the Gravity Shifter turned out to be too free spirited to fall in line into military doctrine, they soon began to see her as a threat as well. A truce was made with the Gravity Shifters when the military's own super weapon turned on the city, requiring all of them to work together to bring it down.

  • After the disappearance of the Gravity Shifters from Hekseville, a new government seized power, outing the old and consequently the Jellyfish Special Forces. However many recognized the threat this new leader posed to Hekseville and formed a rebel group out of the remnants of the unit. However they now find them selves in a brave new world.

Powers/Abilities: As an autonomous weapon, Yunica has several cybernetic enhancements. On a physical front, she is both more durable and extremely strong. (I'll play up her physical strength more then the Gravity Shifters to really sell the cyborg aspect. Like the Gravity Shifters, cut scene power to the max also kind of gives her a decently high ceiling of what she is capable of. But physical exertion will be directly tied to heating up. So the greater feat, the more likely for her to overheat). Her body also comes with a repair protocol that helps her heal quickly. (This doesn't allow her to heal in battle or recover serious trauma like losing a limb. But she can shut down out of combat for a few minutes then come back in fighting condition.) Her most prominent upgrade though is her replaced right arm. A multifunctional weapon capable of changing its form. It most notably serves as a lance capable of piercing both armor and nevi cores alike. It is also able to turn into an energy cannon that is able to fire out powerful energy bolts (They are about the size, speed, and look of classic fire balls. They cause medium size explosions and are fired out at a semi automatic rate or small bursts). Finally, it can transform into a regular hand.

Skills: She is military trained so she has a good grasp on how weapons are used and function. This extends to maintenance. She is also a very accomplished flyer and knows how to effectively fight with her lance.

Equipment: While equipment can be blurry boundaries for a cyborg, there are some notable tools she uses that are not directly integrated into her body. Most prominently is her jet back that allows her to fly. She can also summon forth 4 small drones to quickly zip around and harass her target with laser shots. She also has a custom Manta flyer, a Green Goblin-esque glider with twin machine guns on the front.

Territory/Followers: Jellyfish Special Forces

Name: Permet

Age: ???

Appearance: Sea Slug ( without helmet)

Universe: Gravity Rush 2

Personality: Stoic, analytical, and disciplined. As expected of a meganekko in the military who used to run mission control before taking to the field herself.

Backstory: Permet was part of mission control for the Jellyfish Special Forces, working from the bridge of their flag ship along side Yuri Gerneaux. When circumstances caused the former military unit to change into a rebel group, she followed suit. The change in circumstances did cause her to change her roll in the organization however, now serving on the frontline right alongside Yunica.

Powers/Abilities: Unlike Yunica, Permet is a regular human.

Skills: Military training. Marksmanship. An accomplished flyer. Due to her previous roll as mission control, and her personality in general, she is also good at analyzing and interpreting battlefield data.

Equipment: Like Yunica, Permet has access to a jet pack. The advanced flight suit also gives her a degree of protection. Her primary weapon is a large laser rifle which she uses to snipe enemies. The weapon needs to be charged before it can fire out a thin, but powerful continuous laser to cut through enemy ranks. She can also fire salvos of missiles in the vein of Macross Missile Massacre. While the individual explosions are small, their numbers give it a large aoe. (Has a cool down, but will use it repeatedly. Usually sniping, doing a strafing run with the missiles as she gets to a new vantage point, sniping, repeating.) She also has a custom Manta flyer.

Territory/Followers: Jellyfish Special Forces

Territory

Name of the Territory: Jirga Para Lhao

Universe of Origin: Gravity Rush 2

Description: Jirga Para Lhao is a city in the sky. The whole thing is built on a series of floating islands of varying shapes, held up by large pink anti gravity crystals imbedded under each island. It is an incredibly lively and colorful place with a tropical feel, seemingly taking inspiration from places like Cuba, Brazil, or Southeast Asia. The technology level is something of an Anachronism Stew with steam punk technology existing beside CRT T Vs playing vapor wave programing. The city can be divided into four districts, each divided along social class lines.

Contents/Locations:

  • Lei Colmosna: This is where everything is at. The heart of the city. There is an abundance of restaurants, bars, and other entertainment in the eastern islands looking to profit from docking ships. The west has more down town city attractions, including large modern hotels and the like. The Sun estate is also located there. The Center features a large public park with even more restaurants and bars underneath (plus a swing set facing oblivion). The northeast is the main harbor with all the tools to service freight ships. A single freighter is in port (like the Phantom of Bravery, probably about the size of a foot ball field. Big, but much smaller then its counter part in real life.) There is also a vast number of personal air ships. While available anywhere, the traffic of the region does make them more apparent here.

  • Lei Elgona: There is nothing down here but run down homes and their occupants.

  • Lei Havina: The central islands feature a large open park with an impressive theater The surrounding islands are all private estates.

  • Avarash au Govena: Fort Bismalia is as defended as one can expect from a military fort. Stone walls, chain link fences, and flack cannons lining the entire outer perimeter as well as the under carriage (Since these are practically ww2 weapons that don't have any advance aiming systems, they can be as accurate as the scene needs. Either providing an effective defense or essentially providing fire works to really give that classic air battle feel.) The island also features massive twin linked cannons on either side of the island at sizes any battle ship would envy. If that was not enough, the front of the island could split open to reveal a main cannon of W H40k proportions. (None of these large cannons will be operable in Frontiers. The council may use them for political bluffs though. It will also motivate them to kidnap engineers/scientists from other territories in hopes of getting the cannons in working order. Though I imagine there will a reason why they can't.) At the center of the island is a courtyard, complete with statues showing military pride. The large main hanger is also located here. Large fuel containers dot the island's sides and back.

  • Banga Settlement: The small village that has mostly just what it needs to survive. A pen to keep live stock like pigs and ducks. A Windmill. A watch tower. Housing. The main island doubles as a sort of mining/fishing ship. The entire village is able to up and relocate, though the main island is the only one that would be used for regular transportation.

Specialties: Coming from a world where there is no ground, only an abyss below, means that this world has developed quite differently from regular human history. Most notable is the anti grav technology that keeps their islands afloat. (The islands for the most part will keep stable orbit. Banga Village is the main exception, as it is made to be mobile. Possibly Fort Bismalia too, as it acts as a battle ship at the climax of the 2nd chapter. But if that comes up it will have to be handled carefully, with its defeat probably being a preordain conclusion. While I have no plans, I do want to keep the prospect of Jirga Para Lhao being able to move on the table, if only because the idea of a migrating city sounds interesting. If so though, the islands of Jirga Para Lhao would move at a snail's pace that a regular human could out run with walking. While the floating islands should provide an interesting challenge for players, it shouldn't provide an impossible obstacle. There should always be a way for characters to move around, chief among them the vehicles below which characters are free to use with the many taxi services vying for their patronage, drive one themselves, or even use the tops of traffic for platforming action. Baring that there are ways we can get creative.)

  • That floating anti grav tech extends to their vehicles. There is a large variety that comes in all sorts of sizes and styles. Most are about the size of a scooter, car, bus, or truck, and behave as such, albeit one that can move in three dimensions. (As to why the flying car does not make other forms of transportation obsolete, its vaguely steam punk technological in level. As a result, 30-40mph is the upper limit most of these vehicles can achieve.) There are also larger vehicles such as the blimp like vehicles playing advertisements, the freight ship, Banga Village's mining ship, Sun's personal ship, and the drop ships of the Garrison.

  • Jirga Para Lhao also has to contend with gravity storms. Along with the destruction regular storms cause, these ones cause gravity abnormalities as they try to suck people in. Those swallowed by the storm will find themselves on a Rift Plane. Pocket dimensions featuring locations that are as fantastical as they are dangerous.. There are also locations that feature stabilized storms that grant consistent entry to these Rift Planes. These places are used as mining sites as groups like Banga Village brave them to mine ore in these strange lands. (These places are just extra places to add some more exotic flare. The mining sites could add an adventure hook if other players want to help with mining excursions. I may also use them as a way for characters or invading forces to enter the city through unofficial means, via going through a mining site then exiting through a gravity storm into the city.)

  • The worst part is these storms bring with them, Nevi (or Scarabs as they are called in Jirga Para Lhao). These are mindless monsters that seems only bent on causing destruction in their wake. They come in a variety of shapes and sizes, resembling some surrealist interpretation on various fauna . Their body are made of a strange malleable black substance that does not seem to take damage. However they are easily defeated so long as you destroy the various red glowing cores on their body. Along with attacking with what appendages their body have, many are also able to fire slow moving fire ball or rock projectiles. Many also employ shells to use as armor and cover their cores. ((As to the variations I am just going to be extremely lazy and just link the wiki. There are more then 15 types of these things and they can vary pretty wildly from one another. But these things are just monster mooks and aren't really supposed to pose a serious threat, just add complications and random encounters. Besides what I describe just about covers things, they just have different behaviors.)

Population:

Lei Colmosna: The people here are all civilians coming from all sorts of trades and walks of life. The rat race is strong here with most people unable to help anyone but themselves, with Lei Elgona being the destination of those who can't compete in this market. The Garrison has patrols in the area, but no perminant presence. The place is crowded to the point of over population.

Sun Shipping: A trade company and something of a lesser noble house. They are Banga Settlement's contact to sell their ore within the city. They have the people and resources to run their business, including 100 martial arts student under Fi who get used as the company's muscle. As far as assets go, they also have access to Vogo's personal ship.

  • Vogo Sun : The current head of Sun Shipping. A liar and a cheater, there are few lows he wouldn't sink to if it meant getting ahead. He is also pretty incompetent. His father, and even his step brother, are well respected. He frustratingly is aware how his own reputation stacks up, which negatively feeds into his desire for success. Even if a bit of a bastard, under all that grime is something of a heart of gold. As he says, "Fi's not the only Sun who can be noble."

  • Fi Sun: Vogo's half brother of Lhao origin. He is Vogo's right hand man and Body guard. While loyal to his brother, he is also a man of honor and detests his brother's more under handed tactics. An accomplished martial artist, he skilled enough to hold his own against the Gravity Shifter or Garrison troops. He uses a whip, both as a weapon and to improve his mobility.

Lei Elgona: Also all civilians, the people here are all malnourished and desperate. Most are starving or sick, unable to care even for themselves. The Garrison offers no protection to the people here, and will even attack them if it suits their purposes. Like Lei Colmosna, this place is crowded to the point of over population.

  • Angry Centipedes: A street gang of sorts operating in Lei Elgona. To the people of Lei Colmosna they are a menace stealing goods and robbing people. To Lei Elgona they are heroes. They are among the few people who can still bring in any kind of help to those in need here, or who would even care to. As Lei Elgona natives, they share their haul with the others here. Their numbers probably rank in the few dozens, big enough to be a gang, but lacking in any real strength. They arm themselves with simply what they can find, like iron pipes, and use a street fighting technique that is all passion, no skill. That said, they can be clever.

Lei Havina: Only the rich and their servants live here. As a result its pretty sparsely populated with an abundance of room.

Avarash au Govena: Only governmental figures are allowed in this district, namely the Council and the Garrison. The council themselves is merely a group robed men ruling with no checks or balances, apathetic to the needs of the people below them.

  • The Garrison: The Garrison is the military presence in Jirga Para Lhao. While individually not particularly skilled, they have no shortage of men and will simply throw their numbers at a problem until it disappears. The infantry don't seem to wear armor, and are usually armed with something of an off brand AK or RPG. To give ground support, they make use of bipedal mechs. These things are armored and have a minigun in one arm and a rocket pod in the other. However they are slow and clunky, have an exposed viewport, and have the crystal powering the engine sticking out the top like an Achilles heel. For more difficult targets they bring out a larger quadruped mech known as the Eliminator. These mechs feature even thicker armor, twin heavy machineguns, a rocked pod (limited homing ability, but slow with not great turn speed so still very much dodgeable.), a large charge laser (that of course needs to be charged with an obvious start up before it could fire), and cluster bombs that drop around its feet to deter enemies getting to close. However like its smaller cousin, these too are slow and clunky with exposed weak spots. For aerial support they use something of an armored flying car armed with twin heavy machine guns.

Banga Settlement: The people here are a tribe of the Lhao, the people who originally ruled Jirga Para Lhao before losing a war to foreign invaders in the far distant past. Now they are nomads working as miners. While most of the traditions they still practice are mere hollow echoes of time past, they do still have code of honor which they hold to. They are used to working in dangerous conditions and even have something of heavy diving suits for their excursions into Rift Planes. As a small village, their numbers are probably in the few dozen.

  • Lisa: The leader of Banga settlement. She is tough but fair. She is willing to risk her own life for her people. But at the end of the day, the burden of responsibility and leadership falls to her. As a result, she can come of cold and calculating, prioritizing the needs of the Tribe over individual interests or the woes of outsiders. The stress has also caused her to become a heavy drinker.

  • Cecie: Lisa's adoptive daughter. Found stranded after a gravity storm with no memories, the tribe took her in. She is kind, but meek and unconfident. On top of that, she tends to space out which makes her an unreliable worker. Carries around an angel doll where ever she goes. (She is also compatible as a vessel for Durga Angel, but that won't matter unless a wish is used.)

  • Misai: Banga's top miner, not counting any Gravity Shifters. He is also something of a tsundere.

  • Gawan: The village elder.

The Phantom of Bravery battleship: The people here are all Jellyfish Special Forces. Ex-military turned rebels to the current regime in Hekseville. With no support, their numbers are limited (but numerous enough that I am going to use them as redshirts in any fight they find themselves in). Their military uniforms have been traded in for all black suits. The infantry have been armed with a sort of energy rifle that can be fired like an assault rifle or charged up for a plasma bolt. The infantry is also surprisingly good at hand to hand in an overly enthusiastic acrobatic way. Their equipment also include Green Goblin like gliders that are both modeled and named after the manta ray. These gliders are armed with twin machine guns on the front.

  • Yuri Gerneaux: The commander of the Jellyfish Special Forces.

  • Adreaux: An eccentric scientist and engineer of the Jellyfish Special Forces.

  • Sea Wasp: An autonomous weapon serving as the Jellyfish's ace. Yunica.

  • Sea Slug: A battlefield analysis turned ace sharpshooter for the team. Permet

Edited by ImmortalNeet on Sep 10th 2022 at 12:11:59 PM

How do you kill that which has no life?
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#78: Sep 9th 2022 at 11:32:35 PM

@Neet: I appreciate all the effort you went through to link all of those images, but many of the links are broken - or rather, are broken by TVT's handling of them. So, when you get the chance, please replace the "static" in each link with "vignette", and remove the characters after the file extension. That should fix them.

We can talk population numbers later, but as-is the place looks fine, so Jirga Para Lhao and its denizens are accepted.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#79: Sep 10th 2022 at 12:18:59 AM

Fixed the links. Sorry about that. Also, woohoo!

How do you kill that which has no life?
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#80: Oct 9th 2022 at 8:25:09 PM

Reference of what territories/chunks and free agents/chunkless might be carried over from Battleworld 2.0 if we merge as proposed in the Discord Server:

The Map of Battleworld

Active Territories

Active Free Agent Groups

Edited by darksidevoid on Oct 9th 2022 at 11:26:38 AM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
EchoingSilence Since: Jun, 2013
#81: Oct 19th 2022 at 6:04:08 AM

Main Character
  • Name: The Commander, Commander O'Neil.
  • Age: 30s to 40s
  • Appearance: The Commander never has a face but I like to think it's this.
  • Universe: X-Com Franchise
  • Personality: Direct and swift, the Commander wastes little time and is focused on optimizing his situation at Xcom command to protect earth.
  • Backstory: Assigned to the Xcom project for his knowledge of tactics and strategy, as well as a willingness to do whatever was necessary. Commander O'Neil went from the Air Force to serving as Earth's defense against the Alien Invaders.
  • Powers/Abilities:
    • Latent Psychic Ability - It's not really notable until XCOM 2, but it's still more than enough to sum up
  • Skills:
    • Administrative Skill - The Commander is in charge of all decisions at Xcom HQ, both political and military, thus he'd need to be capable of managing many things at once effectively.
    • Strategic Genius - Commander O'Neil keeps a watchful eye on the fight through drones and cameras to direct his troops. Xcom under his command is a tactical powerhouse capable of turning the tides on alien invaders. It was this quality that made the ADVENT of Xcom 2 keep him locked in stasis after all.
    • Military Training - You don't get to where he is without at least being a capable military man after all.
  • Territory/Followers: Xcom Headquarters

Supporting Cast
  • Name: Central Officer John Bradford
  • Age: Mid 30s
  • Appearance: Rather generic isn't he?
  • Personality: Direct and serious, a little generic but useful for a number 2 whose job is to keep everyone under control of The Commander's orders for the sake of saving the human race.
  • Powers:
    • Combat Training
    • Administrative Skills
  • Equipment:
    • Xcom Tablet
    • Pistol
    • Green Sweater
  • Backstory: Bradford entered the Xcom program and was selected for his cool head and stoic nature, feeling that this straightforward nature would be a natural balancing effect for the program.

  • Name: Dr. Moira Vahlen
  • Age: Mid 20s to Early 30s
  • Appearance: Green Assigned Scientist
  • Personality: Destructive and Analytical, Vahlen is always ready to study whatever gets tossed into the bases containment facilities by the Skyranger Team. Vahlen believes in scientific progress and will gladly push forward with whatever project no matter how unethical it seems.
  • Powers:
    • Scientific Mind
    • Expert Interrogator
  • Equipment:
    • Science Lab
    • Clipboard
  • Backstory: Dr. Vahlen joined eagerly at the Xcom project feeling it was a way to skirt a few of the boundaries on human experimentation, knowing that she'd be allowed more leeway into her research.

  • Name: Dr. Raymond Shen
  • Age: 40s to 50s
  • Appearance: Perhaps the only reasonable staff member
  • Personality: Cautious but optimistic, Shen is the staff engineer and directs all major projects in production.
  • Powers:
    • Engineering Doctorate
    • Expert at Reverse-Engineering
  • Equipment:
    • Xcom Factories
  • Backstory: Dr. Shen was selected for the Xcom program, knowing that a secure head such as his would be necessary to keep the program moral, as well as secure the morale of the facility's on site factories.

  • Name: Shaojie "Chilong" Zhang
  • Age: 50s-60s
  • Appearance: Triad Turnabout Traitor
  • Personality: Direct and a little sarcastic, Zhang is by no means a good person, but he's got some standards and betraying humanity is not one of them. He's a dedicated fighter and a little dirtier than his trained and true Soldier counterparts
  • Powers:
    • Latent Psychic Abilities - Optimized for Psychic abilities, though for the sake of story here they won't be awakened yet
  • Equipment:
    • Heavy Soldier Kit - Standard weaponry and armor, can be upgraded as needed
      • Heavy Carapace Armor
      • Heavy Laser Gun
      • Fusion Caster (Rocket Launcher)
      • Shredder Rocket
      • Medkit
  • Backstory: A former triad member, Zhang served the Triads loyally for years until he got his hands on the most recent drop. Inside was alien technology far more advanced than anything he had ever seen, fearing the worst Zhang abandoned the Triad and made contact with the authorities, being exfiltrated by Xcom. As thanks the Xcom project allowed Zhang to serve as he wished, allowing him to fight back against the conspirators looking to sell out humanity.

  • Name: Annette Durand
  • Age: 20s
  • Appearance: Psionic Prodigy
  • Personality: Bitter, Angry, and directed. Annette is looking to get back at the Aliens who experimented on her and so many others, and seeks vengeance above all else.
  • Powers:
    • Psionic - No latent here or anything, she's full on the first human psychic Xcom gets their hands on, with mental domination and telekinesis
      • Telekinesis - Less pulling and holding and more forces of concussive blasts. Annette is the most powerful human psychic currently in Xcom's employ but compared to the Sectoids and Ethereal she's still small stuff.
      • Mental Domination - Only works on low willpower minions (NPC mooks and cannon fodder), anything with a high enough willpower will easily resist (All major NP Cs and Characters).
  • Equipment:
    • Assault Soldier Kit - Her starting gear
      • Kevlar Body Armor
      • Shotgun
      • Pistol
      • Grenade
    • Psionic Soldier Kit - What she currently has
      • Carapace Armor
      • Scatter Laser
      • Laser Pistol
      • Flashbang
  • Backstory: A French woman captured by the Invaders, Annette was saved by Xcom uncovering a convoy related to an EXALT operation. Upon her rescue she joined the Xcom team and has begun serving them, ready to cause as much damage as possible.

Territory
  • Name of Territory: X-Com Base
  • Universe of Origin: X-Com Franchise, Enemy Unknown, Enemy Within timeline.
  • Description: Underground Complex Located in North America (For the purposes of here, Cheyenne Mountains), housing advanced technologies and research facilities meant to fight the Alien Menace invading earth.
  • Contents/Locations:
    • Current Tech Base: Xcom command has just recently begun work on reverse engineering plasma weapons, they just passed carapace armor and laser weapons, as well as MEC and Genetics Labs. Psionics Lab has yet to be unlocked. Xcom research time can take a few days at the fastest when it comes to a research project, depending on the number of scientists on site. For the sake of RP, reverse engineering anything alien will still take weeks as they are understanding something far far different.
    • Command Room
    • Labratories
      • MEC Lab - Where Soldiers go to receive heavy cybernetic augmentation and their new MEC suits
      • Genetics Lab - Soldiers here are dumped into pods to spend time being implanted with bioaugmentations based on alien research.
    • Factories
    • Barracks and Dorms
    • Aircraft Hanger
      • 3 Skyranger Dropships
      • 4 Raven Interceptors
    • Staff Medical Facilities - Capable of patching soldiers from heavy injuries and anything reasonably feasible today. More exotic injuries and diseases may take more time and still risk losing the operative.
  • Specialties:
    • Nothing
  • Population: 70 active Xcom Soldiers, 20 Command Staff, 40 researchers, 50 engineers, 20 medical staff, about 160 current noncoms (Janitors, Chefs, etc)
    • Xcom Soldiers - the Brave Humans ready to put aside the differences across the borders of earth and step up to save it from Alien Invaders. Though ultimately still human, the soldiers are ready to sacrifice themselves in the line of duty or research to fight back against the Invaders.
    • Xcom Scientists - The researchers under Shen and Vahlen, experts in their fields and capable of taking the most esoteric of alien technology and turning it into something useful.
    • Base Staff - Factory Staff, Dorm managers, Quartermasters, Cooks on staff at the Base.

Edited by EchoingSilence on Oct 22nd 2022 at 10:09:48 AM

Makaioh Since: Jan, 2015
#82: Oct 20th 2022 at 9:04:54 PM

  • Name: Alpha (Real Name: Lucia)
  • Age: 18
  • Appearance: Crimson Abyss
  • Universe: Punishing:Gray Raven
  • Personality: Gruff and jaded, Alpha is someone whose seen the vicissitudes of life from a rather young age and eventually began thrive in such adversity. Calm and cool-headed except when it comes to certain events that pertain to past betrayal, she is loyal and steadfast to a very select few in the world, one of which is her sister Luna. Though seemingly straightforward and nonsensical most days, objects of her affection tend to bring out a more intense side of her- especially toy frogs.
  • Backstory:

Orphaned at tender years along with her younger sister, Luna grew up on the streets of a postapocalyptic future Earth where robots roved about attempting to silence any sign of humanity they could find and an energy based Pathogen called the Punishing Virus culled all biological lifeforms not lucky enough to be under the aegis of a protective city or injected with a temporary vaccine.
Her will to survive was so great that recruiters for the human government in exile aboard the satellite city Babylonia took both sisters to attempt to transplant their minds into mechanical bodies to create Constructs, cyborg supersoldiers with strong resistance against the Punishing Virus. The good news was that Lucia was a successful transplant, while the bad one was that her sister seemingly didn't survive and was disposed of.
Understandably set adrift at the seeming revelations, Lucia then spent most of her teenage years being Babylonia's attack dog via being placed in command of the Gray Raven Squad, until that fateful day that she and her team was unfortunate enough to contract the Punishing Virus and promptly disposed of by handlers.
And yet... that will to survive once more kicked in, bringing Lucia back from the brink as an Ascendant- those who are infected but can control the Virus to some extent rather than succumbing to either madness or death. Listlessly wandering until she found out that her sister was still among the living and was also similarly infected if on a higher tier on the Ascendant Network, Lucia turned her back on spiteful humanity to once more serve as protector for her dearest family member to make up for past failings.

  • Powers/Abilities: As an Attacker type Construct, Alpha boasts a mechanical body that's as durable as a SWAT riot shield capable of extremely high agility and strike force to the point of being able to run at highway speeds in short dashes (with a cooldown period of 10 seconds between each burst of acceleration) and kick through a brick wall with ease as well as deflect and reflect bullets firing at less than machine gun speeds. Every half a minute in combat, if Alpha successfully dodges or parries an attack she can access the {Matrix}, which allows her to slow down her perception of time to the point of being able to temporarily attack three times faster in the real world and even weave through machine gun fire for a handful of seconds.

    • Technically speaking, her current body is several generations old in regards to her universe to the point of being obsolete but she has such preternatural and supernatural skills with using blades that she can perform abilities that wasn't within original specs such as being able to shoot long ranged vacuum waves with the force of a regular melee strike that will continue traveling along at the speed of an arrow until it impacts something solid or perform an iaido slash that can cause a vacuum force strong enough to put out an entire burning building's flames on the size of a New York tenant house as well as blowing out all the windows. Her swordsmanship is even good enough to cleanly bisect a lead pipe with a regular butter knife.

    • {Punishing Virus Variant C.C.C.}: A modified version of the eponymous virus thanks to a certain A.I. encountered before entering this new world, it allows Alpha to inject an energy based pathogen into something she's physically touching or embedding her sword in to perform a destructive hacking attempt on anything machine or to induce cellular entropy in living beings in a manner reminiscent of frostbite around the area of contact. Those who are sufficiently machine-like but with with ironclad willpower and human mind that can struggle through the pain will either be able to completely purge the Virus from their system in a few minutes/hours or if they are infected to become either an Ascendant (they can emit and control the Punishing Virus like Alpha and Luna if they no longer wish to be thought of as purely human and are recognized by the sisters as worthy enough to become one of them) or a Transcendant (they keep their love of humanity, remaining at an indefinite "phase 1" step where they have the Virus in their system to make them immune to further infection but can't utilize it).
      • Those infected with the Virus can excise the afflicted area to save the unaffected parts. Those already infected with the Virus can only infect others if they manage to engage in a particularly close contact grapple or if they break skin to puncture flesh/internals. Solidified Virus can linger around while slowly evaporating harmlessly steadily during a time period of six hours, with it unable to be transmitted via air.

      • Alpha has repeatedly chosen to actively limit herself to only having the bare minimum of physical enhancement that the Virus would grant in opposite mentality to her sister Luna, so all she can use it for besides infectious touch would be to let her perform smooth gliding runs that can disregard uneven terrain as though they are flat ground and preventing herself from being captured on camera by distorting the data received.

  • Skills: Besides being one of the best swordsman in her world, Alpha is a very able scout that can both track targets from hundreds of miles away and hide herself from search parties equipped with state of the art equipment and satellite imaging. She's also surprisingly good at taking apart, putting together, and modifying vehicles and military equipment into something wholly different due to long years spent in the wasteland scavenging from the remnants of prior human civilization.

  • Equipment:
    • {Sakura}: Alpha's trademark sword, crafted from violently clashing various metals together in an extremely violent manner to create a sturdy vibroblade that can cleanly slice through bulletproof glass and unarmored cars. It comes with an armored sheathe that can be used as an impromptu ballistic shield and bludgeon given it weighs 40 pounds and it is equipped with antigravity technology that allows it to follow behind its owner without encumbering her. Hidden inside the sheathe are rotors to slide the blade out faster, with it even being able to be fired hilt first as an unexpected projectile.

    • {Inver-Device and M.I.N.D.}: A wireless networking system and human consciousness emulator respectively, it allows for a human mind and soul to inhabit a mechanical body while allowing for split second transfer to a back up body in the event that the current one is destroyed so long as it is made in the image of their mental self though such comes at the expense of losing memories and self-identity each time. Currently Alpha doesn't have the means to manufacture another body to hop serve as backup.

    • {Construct Frame and Coatings}: The body itself is equipment, made from a futuristic material called Tantalum-193 Copolymer that allows for a mechanical simulacrum to mimic many human physiology features such as breathing, eating, feeling pain/pleasure, muscle fatigue, blood flow, and heartbeat. A Construct needs to be as close to human function as possible even with all the demerits and so the line between man and machine is blurred very finely with Constructs even having multiple blood types. When in a state of mental consciousness hibernation, one can equip a different Coating to change the exterior appearance drastically while keeping the internals the same as a literal Skin.

  • Territory/Followers: None atm.

  • Name: Luna
  • Age: 16
  • Appearance: Agent of AscNet
  • Universe: Punishing:Gray Raven
  • Personality: Once a innocent and trusting girl, many betrayals has caused Luna to become a pessimistic introvert that views most things with suspicion. Her goal in life is to find a place where she and her sister could belong without needing to be on constant guard, a point that is further complicated by Luna's being the mouthpiece of the Punishing Virus. Charismatic in a quiet and soft-spoken manner due to offering tantalizing power at great price, this young girl is one who uses and in turn as her fate.
  • Backstory:
The younger sibling who was constantly protected by Lucia, Luna's kindhearted attempts to try to save others eventually resulted in a self destructive spiral that led to her taking her sister's place as Babylonia's experiment to further finetune Construct technology... before promptly getting infected and then thrown into a trash disposal system with her consciousness still intact and activated the whole time.
Her blind trust in the world and others was shattered irrecoverably by this latest betrayal and her fragile emotional state allowed the Punishing Virus to flow in, reconfiguring her into one of the highest authorities in its name to further the spread and end humanity proper. Eventually rising as a cult leader of infected machines, Luna would then one day meet with her similarly rejected sister to tell her what lies have been wrought by the government that used them both before throwing them away.
And yet, not even those who were other Ascendants could fully be trusted and once more, Luna was blindsided by the fact that those who were supposedly comrades connected via the Punishing Virus were just the same as the humanity she's rejected. Right now in this world, only her dear sister can fully be trusted...

  • Powers/Abilities: {Punishing Virus Variant C.C.C.}: A modified version of the eponymous virus thanks to a certain A.I. encountered before entering this new world, it allows Alpha to inject an energy based pathogen into something she's physically touching or embedding her sword in to perform a destructive hacking attempt on anything machine or to induce cellular entropy in living beings in a manner reminiscent of frostbite around the area of contact. Those who are sufficiently machine-like but with with ironclad willpower and human mind that can struggle through the pain will either be able to completely purge the Virus from their system in a few minutes/hours or if they are infected to become either an Ascendant (they can emit and control the Punishing Virus like Alpha and Luna if they no longer wish to be thought of as purely human and are recognized by the sisters as worthy enough to become one of them) or a Transcendant (they keep their love of humanity, remaining at an indefinite "phase 1" step where they have the Virus in their system to make them immune to further infection but can't utilize it).
    • Those infected with the Virus can excise the afflicted area to save the unaffected parts. Those already infected with the Virus can only infect others if they manage to engage in a particularly close contact grapple or if they break skin to puncture flesh/internals. Solidified Virus can linger around while slowly evaporating harmlessly steadily during a time period of six hours, with it unable to be transmitted via air.

    • Luna is much more physically frail and slower in reaction times than her sister, due to her body being a base Construct model supported by pure solidified Punishing Virus rather than one optimized for assault like Lucia's. Though she isn't a physical powerhouse, she's still sturdy enough due to being made of artificial materials (slightly more durable than an ordinary teenage girl her size) and her special characteristics allows her rapidly reform gaseous Virus into crystalline solid states. Usually these take the form of either giant floating thorns a foot long or densely heavy shotput balls that can be fired at bullet speeds to punch through the opposition or act as autonomous defenders with the firing rate of a Colt revolver. By staying in place for a few seconds, Luna can inject enough P.V. into the ground via a field of thorned crystal pillars six feet high in a twenty feed radius within her line of sight sharp enough to puncture through modern day tanks with several seconds of increasingly tremorous ground highlighting the rough area that's going to erupt in thorns.

    • Luna is capable of generating Personal Antigravity Flight, moving easily in three dimensions at high speeds with greatly reduced air drag and G Force, being able to reach speeds of 600 MPH if flying by her lonesome or carrying someone light enough like her sister if given enough time to accelerate in a straight line. Performing more complicated maneuvers like engaging in active combat rather than moving straightforwardly from point A to point B will reduce her speed to 1/10th of her maximum because she'll have to devote more processing power to take heed of extra factors.

  • Skills: Luna is someone who cannot function by herself, needing others to take care of her in the long run. She's good at causing idolization and zealotry for belief in a cause but as a person, she's very lacking in many points due to being protected by others often in her life but at the least she can make cults very good.

  • Equipment:
    • {Inver-Device and M.I.N.D.}: A wireless networking system and human consciousness emulator respectively, it allows for a human mind and soul to inhabit a mechanical body while allowing for split second transfer to a back up body in the event that the current one is destroyed so long as it is made in the image of their mental self though such comes at the expense of losing memories and self-identity each time. Currently Luna doesn't have the means to manufacture another body to hop serve as backup.

    • {Construct Frame and Coatings}: The body itself is equipment, made from a futuristic material called Tantalum-193 Copolymer that allows for a mechanical simulacrum to mimic many human physiology features such as breathing, eating, feeling pain/pleasure, muscle fatigue, blood flow, and heartbeat. A Construct needs to be as close to human function as possible even with all the demerits and so the line between man and machine is blurred very finely with Constructs even having multiple blood types. When in a state of mental consciousness hibernation, one can equip a different Coating to change the exterior appearance drastically while keeping the internals the same as a literal Skin.

  • Territory/Followers: None yet.

Edited by Makaioh on Oct 22nd 2022 at 8:43:37 AM

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#83: Oct 22nd 2022 at 2:39:02 AM

@EchoingSilence: This is a good start, but I need significant elaboration in several areas, keeping in mind that I am not familiar with the X-COM series except knowing that it's about fighting aliens.

  • I need you to define what Annette is capable of with psychic powers better, such as a strength limit for her TK, and PCs and important NPCs must be able to fight off her mental domination power fairly easily.
  • I also need you to elaborate on what sort of technology/firepower/armor the base currently has, what each of the named combatant characters' kits consist of, what kind of and how many aircraft the base has, and roughly how many combat and non-combat personnel there are on-base.
  • A friend informs me that the X-COM personnel are capable of reverse-engineering pretty much any kind of technology if they have the time and materials, which is fine for the most part, but I need to know roughly how long it takes for them to develop a new kind of tech. Also, bear in mind that I may simply say they're unable to figure out a particular kind of tech if I feel it would make the base too powerful, although I will try not to restrict you too much.
  • Edit: I assume the base most likely has medical facilities of some kind as well? You should include those, and provide at least a brief blurb about what they can and can't treat there.


    @Makaioh:
  • Alpha/Lucia:
    • Give her short bursts of speed (Edit: by which I mean the dashes, not the Matrix) a 10-second cooldown.
    • You mentioned that Luna is more frail/less durable, but as you did not state Alpha's durability and mentioned that her cybernetics are very close to humanlike, I will assume Alpha is about as or slightly more durable than an ordinary human unless you specify otherwise. Greater durability may lead to tradeoffs and additional nerfs.
  • Luna:
    • I understand how big a shotput ball is, but you say that she can form "giant" thorns to use as projectiles, correct? How large are they? Edit: Also, how frequently can she fire her projectile attacks (i.e. what's her rate of fire like)?
    • Increase the cast time of the thorn field from a few seconds to several seconds. How tall are the thorn pillars that she can deploy in the partial 20-foot radius, and are there any warning signs that they are about to appear when she's manifesting them?
    • Since my assumption is that Alpha is at or slightly above human durability, and you said that Luna was frailer than her, I will assume Luna is somewhat frailer than the average human, but not to the point of falling apart at an average slap or anything like that.
    • Given Luna's lesser durability, I find her speediness mostly acceptable, although I might ask for a further reduction of her speed when taking actions, because...
  • Punishing Virus:
    • If all it takes to immediately infect something with PV is touching it, and Luna can move at a constant 60 mph, it's going to be extremely difficult for anything that's not always faster than her to avoid becoming infected. I think what might work best as a solution is if thorough infection requires several seconds of contact upon being touched/stabbed, and less-than-thorough infection can otherwise be fought off by anyone's body easily.
    • You mention what the virus may do to "Those who are sufficiently machine-like but with with ironclad willpower and human mind that can struggle through the pain" but you don't mention what it does to anyone else beyond the initial point of contact. Is anything without specifically a human mind or anything insufficiently mechanical just doomed as soon as it's infected? If so, needs to be changed such that all PCs and important NPCs can fight it off the same way something sufficiently machine-like with human mind could.

Edited by darksidevoid on Oct 22nd 2022 at 7:35:06 AM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Makaioh Since: Jan, 2015
#84: Oct 22nd 2022 at 7:28:07 AM

  • Alpha's body is as hardened as a SWAT shield while Luna's is about just slightly better than an average human her body type would have. Ten second cooldown will be added.

  • The giant thorns are one foot long and she can fire them off at the rate of a Colt revolver. The thorn pillars can jut out to reach six feet tall and usually one gets several seconds of increasingly intense ground tremors before they burst out of the ground.

  • The infection vector would indeed take several seconds of very close contact to happen. A punch or kick wouldn't begin the process but embedding their limbs or weapons directly into someone's body for a while would.
    • The cellular decay for organic lifeforms would behave exactly as frostbite would, with it slowly spreading out from point of contact towards the rest of the body while taking hours to fully spread. It is possible to cut out the infected parts before they can spread to keep the rest of the body intact. Alpha and Luna making use of the Virus for infection will always be accompanied with a gaseous red haze surrounding the relevant infection vector as a visual tell of warning.

Scipion3 Diana Burnwood from Mendoza, Argentina Since: May, 2018 Relationship Status: [TOP SECRET]
Diana Burnwood
#85: Oct 22nd 2022 at 8:54:29 AM

I've redone my previous Battleworld characters (Ridley and RB), alongside a new one. Side characters like Quiet Robe, Kraid, and the Hatchling were put into the follower category.

Free agent 1

  • Name: Raven Beak

    • Age: Unknown, though he is implied to be quite old and a very experienced fighter.

    • Appearance: Raven Beak is intimidating, wearing a strong Power Suit with regal brodery. His wings are hidden and this is what his actual face looks like without the helmet. It's theorized that his beak isn't natural and is made of metal, perhaps after a previous injury. Keep in mind that the guy is also freaking tall (I would say around 12' 9")

    • Universe: Metroid

    • Personality: Raven Beak is the stoical ruthless leader of the Mawkin tribe, a Chozo tribe composed of warriors. He is a tyrant and a galactic conqueror who puts power, order, and conquest above all else. To him, power and fear are the only way to keep absolute order in the universe. His motto is after all Hadar sen olmen, "Power is everything". He is also arrogant, and for a good reason being one of, if not the strongest Chozo alive to this day. Raven Beak is also manipulative, without any moral, pragmatic, patient, and cunning. He would not hesitate to discard allies the moment they have proven useless to him, or are planning to betray him or go against his order. He tends to punish them brutally, sending an example to those that dare defy his might. Given his pride, he will not hesitate to mock his opponents during battle and is quite of a Master Race guy. Even when he would reluctantly team up or serve under somebody, this will only be temporary. With that said, he can have some respect for those that match his powers and have a similar mindset to his and is usually polite.

    • Backstory: Raven Beak used to rule over the Mawkin's homeworld, ZDR, with an iron fist. The Mawkin are a tribe of the advanced race known as the Chozo, known for their wisdom and great technology. The Mawkin are no scholars, however. In fact, they were the only ones who kept their ancient warmongering culture, and they put power and order above all else. As such, the tribe is known for being very deadly in combat. Raven Beak was amongst the Chozo that sealed the dangerous Metroids away on SR388 but planned to use them as bioweapons by capturing the Thoha scientist known as Quiet Robe, massacring the rest of the tribe. That plan was put on halt after losing all of his tribe in an incident involving a deadly parasite known as the X as soon after he returned to ZDR. But by the time he was able to contain the X and focus back on his plan, the Metroids have already been exterminated by Samus Aran, ruining his plans. Still, Raven Beak didn't give up on his desire for complete dominion over the galaxy. After a short trip to Battleword, this new world will be the perfect opportunity

    • Skills:

      • Physical strength: Raven Beak is much faster and more agile than his tall physique implies. He is extremely strong and brutal when it comes to hand-to-hand combat, using powerful claws swipes (akin to normal hawks or eagles), or even stomping on his opponents. Mawkin are already physically powerful and agile, and their claws are deadly, but he takes it to another level. He can also use a devastating dash punch. At best, he's able to dent steel with a punch. His most well-known move however is when he manages to grab his opponent by the neck and lift them off the ground to choke them while staring at them with his helmet's cold eyes.

      • Flight: Chozo have lost their wings a long time ago, yet somehow, Raven Beak is the only one in existence to retain them. His large wings allow him to soar through the air at a quick speed to ram at his opponent and unleash his projectiles at them from a safe distance.

      • Intelligence: Raven Beak isn't just a brutish conqueror. He is charismatic, capable of planning, and can prove patient, pragmatic, and resourceful. He is also a master manipulator.

    • Equipment: Raven Beak's main equipment is his Power Suit, which grants him a good number of abilities:

      • Projectiles: There are many projectiles Raven Beak can use with his Arm Cannon. For example, he can fire several small beam bursts, can create projections of harmful aura (that just deplete a bit of energy from an opponent), can also generate a Sunburst, a large sun-like orb that while impressing, can only shoot wave projectiles around itself and mainly cause burns to anyone touched by it or them, but can be harmlessly destroyed using a powerful bomb, a Darkburst, a ball of dark energy that follows the opponent, but harmlessly explodes upon contact or being hit enough times. But his most recognizable and deadly projectile is the Hyper Beam, a devastating beam that he can even use as a sort of big energy sword (akin to a large lightsaber). This large attack is able to gradually melt steel. None of these attacks, except for the small beam bursts are spammable, however, and they take some time to charge to make up for their destructive potential.

      • Defense: The Power Suit by itself grants some durability to Raven Beak, though it doesn't completely protect him from damage. In addition, he can use an ability called Lightning Armor. This ability cloaks Raven Beak in a blue aura and makes him impervious to any attacks. It goes from blue to red as it is damaged by enemy weapons. Overcharging the Lightning Armor will, fortunately, make it disappear, making Raven Beak vulnerable again, and making him unable to use it for the rest of the battle.

      • Mobility: Raven Beak can use the ability Flash Shift to almost instantly move from one spot to another. However, this move can only be used 3 times maximum consecutively and the set distance has a limit of 20 feet. Furthermore, it needs to cool down every 20 seconds after each use. He can also the Shinespark ability, gathering energy for 1-2 seconds while hovering in the air with a blue aura before propelling himself in a set direction (even upwards), until he hit something solid enough to stop him in his tracks or the energy gathered dies down. Everything that can't stop him will be destroyed in his path.

    • Followers: Raven Beak's entourage consists first of 6 soldiers from his tribe, the Mawkin, who obey the tyrant's every command without question. Those Chozo warriors come into three categories: normal soldier (gray armor), commanders (red armor) and elite soldiers (golden armor). All of them are physically powerful and very agile. They usually fight with only a spear and a shield, and their armor, while not as durable as Raven Beak, is still resilient. The Mawkin also have access to advanced technology and are capable of making war drones, or experimenting on other creatures, no matter if they are sapient or not. In their mindset, all that are no Mawkin are inferior.

      • Additionally, Raven Beak has Quiet Robe, the last member of the Thoha tribe as a prisoner. Quiet Robe is but an old man, incapable of battle, yet he is incredibly intelligent and a skilled scientist. Raven Beak forced him to work on some of his experiments and hopes to use him to create an army of Metroids once he has his clutches on one. Of course, Quiet Robe will secretly help anyone who wishes to fight the tyrant.

    • Territory: None, though the Mawkin are very adaptable and can survive in any kind of environment. They still have Raven beak's personal fortress, Itorash, to move around. Itorash is a massive spacecraft, made with very sturdy material, and one can access it only from the bottom. It has no offensive capabilities. The Mawkin also uses smaller spacecraft to travel or attack with typical ship canons.

Free agent 2

  • Name: Ridley

    • Age: Unknown

    • Universe: Metroid

    • Appearance: His appearance varies, depending on the game he's in. I'll go with his appearance from Smash Ultimate. He's still the biggest of the three agents and the more monstrous in appearance.

    • Personality: Ridley, at first, looks like a monstrous beast, but he's more than that. Known as "the Cunning God of Death", this psychopath lives for chaos and murder and enjoys nothing more than leaving nothing but corpses in his path. This brutal monster is also highly intelligent, being one of the Space Pirates' leaders and having built a robot, Mecha-Ridley in his image, and is very sadistic, enjoying taunting his opponents about their lost loved ones, even children. While he doesn't like being commanded and sees himself as superior to most other races, he won't have a problem with it as long as he can have fun, as demonstrated when Mother Brain took over the Space Pirates. He is known to have a very short temper whenever he's reminded of Samus Aran, the only one who defeated him countless times. She is his sworn nemesis, and he is likely to hate anyone who humiliates him with passion.

    • Backstory: Ridley was the most fearsome leader of the Space Pirates, an alien race that sought to conquer the entire galaxy. He is responsible for the genocide on the human colony K2-L, and the invasion of planet Zebes, with the assistance of the rogue Chozo computer, Mother Brain. With her help, he managed to get his hands on the deadly parasites known as Metroids, but his plans were foiled when Samus Aran, the sole survivor of K2-L's massacre raided Zebes and managed to kill him for the first time. Ridley somehow survived and was rebuilt by his army, becoming the cyborg known as "Meta Ridley". I will pass on the Metroid Prime Trilogy since it isn't necessary to understand Ridley's story, but even with his form, Ridley was defeated by Samus three more times, each time coming back. He reappeared a fifth time on the planet SR388 in a form known as "Proteus Ridley", having lost most of his cybernetic implants, to prevent Samus Aran from taking the last remaining Metroid with him. But once again, Ridley was defeated. The deadly Pirate reappeared one final time on the space station Ceres to steal the last Metroid. Taking Samus by surprise, he managed to defeat her and escaped to Zebes once more, and attempted to have the Metroid cloned. But even that failed, and Ridley met his definitive demise at the hands of Samus in the depths of his lair in Norfair... Or so it seemed. After a short trip to Battleworld, Ridley returns with a part of his army, ready to have the time of his life.

    • Skills

      • Flight: His large wings allow Ridley to fly at great speed. He can even use them as means of attack, by generating strong winds for example.

      • Physical Strength: As one would expect from a brutal large space dragon, Ridley mainly uses his jaw, claws, and feet to rip his opponent to shred or crush them. Even his tail is a weapon, using it as a stabbing tool. One thing he loves is grabbing his opponent and dragging them across the ground to ensure maximum pain.

      • Projectiles: Ridley can fire several projectiles from his mouth, mainly fireballs that can explode upon hitting the ground, or a deadly Plasma Breath.

      • Resilience: Ridley is no pushover. While he lacks armor, he is still able to somewhat resist many attacks until he would be killed. He is very adaptable, his lair on Zebes being in the fiery depths of Norfair. Obviously, Ridley isn't immortal, but his troops have constantly found some way to "resurrect" and improve him when he was found near death and has proven to be very adaptable when it came to survival. He even became a cyborg known as Meta Ridley in the past.

      • Intelligence: Not as much as Raven Beak, and he's clearly not as patient as him. But Ridley, as a leader, is capable of planning strategies and can prove to be very cunning when necessary.

    • Followers: Ridley has 6 Space Pirates at his beck and call: a red Zebesian, a shorter, purple one, and the only member of Science Team, a muscled, reptile-like one, from Metroid Prime 1, one from MP2, one from MP3, and a Kihunter This marauding race is known for their cruelty. Space Pirates are not as technologically advanced as the Mawkin, and they're not as dangerous in single combat, but they have no shame stealing anything that can be useful to them and even experimenting on their own. Likewise, none of the pirates are as skilled as a Mawkin warrior, but they have various weapons (like projectile weapons, or energy blasts coming from their pincers in the Zebesians's case for example) and have still superhuman strength and agility.

      • A noteworthy follower of Ridley is Kraid, a very large monster (his real size is unknown, but at best, he's kaiju-sized), another high-ranked member of the Space Pirates, and Ridley's only "friend". Due to his massive size, the Space Pirates were forced to shrink him down with their technology unless for battle. Though sapient, his intelligence is limited and he can only roar and grunt. In his real size, Kraid is obviously strong. He is however very slow and not agile at all. To make up for his lack of speed, Kraid can use organic projectiles coming from his own body to get his foes from afar... And it's not very pleasant to look at. He can fire fiery rock projectiles from his mouth, launch his own fingernails as projectiles and immediately grow them back. Lastly, his three stomach holes can release big and deadly spikes. Kraid is seemingly invulnerable. With his sturdy skin coupled with his massive size, no normal weapons can truly harm him. However, he's less dangerous than Ridley. To damage Kraid, one must attack him from the inside, or throw projectiles into his mouth. Usually, a good shot in his three eyes is enough for Kraid to roar in pain, leaving him wide open.

    • Territory: Like the Mawkin, Ridley and his followers have a large, sturdy ship known as the Space Pirate Mother Ship, in which they store their own smaller ships (who can travel and fight with small cannons) and for travel.

Free agent 3

  • Samus Aran

    • Age: Her exact age is unknown. But it can be assumed she is in her thirties.

    • Appearance: Samus's appearance varies with each of her canon games, but there are many recurring elements. Samus is a tall and rather beautiful blonde human (around 6' 3" normally, 6' 5" with her suit). This is her appearance while wearing her Zero Suit, though she is known to wear... fewer clothes than usual sometimes. However, most of the time, she is seen wearing her iconic Power Suit which comes in different forms. Here, Samus was summoned with her most iconic outfit, the Varia Suit that she can improve into the Gravity Suit

    • Universe: Metroid

    • Personality: Samus is a woman of few words, who appears to be cold, only speaks when necessary, and is usually an independent woman who prefers working alone. She dislikes orders, is not afraid to speak her mind, and will only obey those that she respects. She is also known to be strong-willed and incredibly determined to accomplish her missions. In battle, Samus can be merciless and become a killing machine. It's not for nothing that even Space Pirates feared her, calling her "The Hunter". Beneath the surface, Samus is someone very loyal and compassionate and while she takes bounties for money, she also takes them to help those in need or entire civilizations such as the Luminoth, even if she risks her life. Her many battles also gave her a bit of snark, and she is hardly fazed by anything. With that said, she can be prone to great anger, especially in the presence of her nemesis Ridley or if losing a loved one.

    • Backstory: Little is known about Samus's exact past. We know that she was born on K2-L, a human colony that fell prey to the infamous Space Pirates. Ridley himself led the attack, causing a genocide. By luck, Samus survived Ridley's killing spree and was later found by a group of Chozo from Zebes led by Old Bird. The Chozo are an ancient advanced race that once governed the cosmos. They saved her life and raised her to become the dying race's future and the protector of the galaxy. As such, she was given Thoha and Mawkin DNA, two of the main remaining tribes of the Chozo (with the Mawkin donator being unknown to her, none other than Raven Beak). After she was ready, Samus left Zebes and joined the Galactic Federation's army under the command of her CO Adam Malkovich, one of the few people she respected. Eventually, Samus became a lone bounty hunter, one of the most feared in the galaxy. Samus is well-known for her battles with the Space Pirates, who tried to control the deadly bioweapons known as Metroids, creatures made by the Toha tribe to combat the threat of the X parasite, for their own destructive purpose. After several incidents involving the parasites, Samus was sent on the creatures' homeworld, SR388 to kill all Metroids. And Samus did just that... Well almost. She spared a young hatchling for personal reasons linked to her tragic past and entrusted it to the Galactic Federation to use its powers for the greater good. Alas, Ridley and the Pirates struck again and stole away the Metroid. In the end, Samus obliterated the Pirate's threat for good, but it came at the cost of the hatchling's sacrifice to save its mother from the enhanced pirate leader, Mother Brain. But as peace seemed to return in the galaxy, Samus soon awoke in a new realm...

    • Skills: By herself, Samus is very athletic, all thanks to her Chozo DNA, and has been trained since her childhood to become a warrior. She is agile, can run and jump past normal human ability, and possesses incredible aim. And of course, she is not against fighting hand-to-hand.

    • Equipment: The Power Suit is Samus's main tool that she can summon at will, greatly expanding her capabilities. This Chozo technological masterpiece increases Samus's agility and strength, protecting her from deadly environments such as intense heat or cold when upgraded to the Varia Suit, which is the state Samus is in Battleworld. The Gravity Suit, the Varia Suit's upgrade, even allows her to safely move inside lava and move freely in liquids like water. When its energy is depleted, the suit explodes, leaving Samus without it for a moment. The Power Suit can also combine with other upgrades that Samus had collected.

      • Beams: Samus has many beams (fired from her arm cannon) with different uses that she can charge, increasing their firepower. She can also combine them to tear through enemies. Individually, the Ice Beam allows her to freeze enemies for a few seconds, the Spazer Beam improves her range by firing three beams instead of one, the Wave Beam allows her shots to go through walls and has electrical properties, and the Plasma Beam, which can go through enemies and is the deadliest and hottest beam, is able to melt ice. Samus also possesses the Grapple Beam, which is more of a movement tool than an offensive one, allowing her to latch onto certain surfaces and swing from this point, or rip things away.

      • Concussive weapons: Additionally, Samus can also fire missiles from her arm-canon. They aren't limitless unlike the beams but have the advantage of being more powerful. The Super Missiles are even stronger, around twice the firepower of normal missiles, with stronger explosions but Samus only uses them against powerful foes, she can't spam them, and she doesn't have a lot of them.

      • Morph Ball: One of Samus's most famous upgrades, turning her into a small ball, allowing her to go through small passageways. How it exactly works is unknown. In this state, Samus can drop small bombs, mainly for progression rather than as offensive tools, though they can sometimes come in handy in battle. With the Spider Ball, the Morph Ball can also climb walls and ceilings and the Mock Ball allows Samus to jump in this state.

      • Boots: Samus possesses the High Jump Boots, allowing her to leap at a great distance or jump high in the air. She can combine this ability with wall jumps to reach high places. Additionally, Samus can also double jump while spinning in the air using the Spin Boost to do so.

      • Speed Booster: One of Samus's deadliest abilities. When using it, Samus gathers energy with her thrusters as she runs until she is engulfed in a blue aura. Once active, Samus can reach a very fast speed as she runs. That speed is so great that she can break walls. The Speed Booster stops once Samus stop running. Additionally, she can use the Shinespark in this state, allowing Samus to store the Speed Booster's energy before blasting through a direction until she reaches something solid enough to stop her tracks. Anything that isn't strong enough is obliterated.

      • Visors: Samus's visor allows Samus to scan her enemies or activate certain devices, her thermal visor allows her to see in the dark and detect abnormal heat signatures, and her X-Ray visor allows her to see beyond walls, or invisible enemies.

      • Paralyzer: Samus's main tool in her Zero Suit. It's an emergency pistol that paralyzes enemies for a few seconds. It may be weak, but it can give Samus precious seconds to act when stripped of her suit.

      • Crystal Flash: This special Chozo ability allows Samus to heal herself. While extremely useful, this ability consumes most of her remaining ammunition to work (Power Bomb, missiles, and super missiles)

    • Territory: None. But Samus does have her small Gunship to travel at high speed or to fight (with your usual gun fires).

    • Follower: The Metroid Hatchling/ The "Baby": This infant Metroid is a small alien similar to a floating jellyfish as small as a human head, mainly communicating with chirps and screeches. It may look cute, but don't judge a book by its cover.... The Hatchling, at first, appears to be a harmless alien. It is known to hover around people it doesn't know, studying them. It's playful, as expected for such a young creature, and can be surprisingly friendly. The hatchling is also incredibly ravenous, and will not hesitate to eat anything producing energy such as animals, organic machines, or even living people. Lastly, this alien is incredibly loyal to its mother, doing its best to defend her and obey her without question. Regarding its abilities, the Metroid Hatchling can fly at great speed to catch its prey off-guard. Despite being young, the "Baby" can latch into anything with its powerful claws/jaws and can even lift them in the air if they're not too heavy. But it has yet to develop its grip and someone strong enough can remove it. Once it latched on to its prey (preferably the head in the case of a living creature), the Metroid can absorb its energy at high speed (the more intelligent is the prey, the slower the process will be, however). When drained, the Metroid's victim turns into an empty husk. The Metroid can also give energy back to others to heal them, though this behavior is extremely rare. Normal weapons like swords, bullets, or even lasers don't work on the Metroid hatchling. This thing at first appears to be unkillable. The only way to destroy it is with ice-based weapons, which would cause it to shatter in place. Additionally, big explosions and powerful attacks are enough to destroy it too. It's unknown if the new world's environment will allow the creature to mutate into a full-grown larva Metroid. As for the backstory, The Hatchling was born on the planet SR388 and is the last of its kind, the Metroid species having been eradicated by Samus Aran. However, upon hatching, the "Baby" mistook Samus for its mother and in turn, she spared the creature. The two managed to drive back Ridley who had come to capture the Metroid before heading to Ceres, a spatial research colony owned by the Galactic Federation where scientists discovered that the Metroid's powers could be used for the good of civilization. But Ridley, stubborn as ever, stole the larva, bringing it back to Zebes. There, through unknown means, the Metroid mutated into an anormal giant larva. In this state, the Metroid almost killed Samus when they met again on Zebes, but spared her upon realizing who she was. During Samus's battle with Mother Brain, the true leader of the Space Pirates, the Metroid stole the mad computer's energy and gave it to its mother, at the cost of its life. Its sacrifice allowed Samus to finish off Mother Brain, ending the Space Pirate for good... And yet, it's back. The last Metroid is in this new world... with every risks, this will bring, especially with Ridley and Raven Beak around, and very interested in its potential.

Edited by Scipion3 on Jul 23rd 2023 at 10:28:23 AM

"One last tango, 47."
megarockman from Sixth Borough Since: Apr, 2010
#86: Oct 22nd 2022 at 9:50:17 AM

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The Magical Girls of Mitakihara

    Homura Akemi 

Age: 14(?)

Appearance: How do I go from here?

Universe: Puella Magi Madoka Magica

Personality: With a gaze of steel and a subdued voice, Homura is not the easiest person to get along with — just ask Sayaka. When she does speak, her words tend to just be uncompromising commands that can put others off, even her friends. But there is no doubting her capabilities in a fight, reluctant as she is to share more than what is strictly necessary for her allies need to know, nor of her determination to see through something she wants to the end. And though Madoka was the only one to consistently believe there is more to the girl Kyoko once accused of being a robot, the others are starting to believe that there might be some truth to the idea that she can be more than that...even Homura herself.

Powers/Abilities:

  • Magical Girl: There are some abilities that all Magical Girls have once they form the contract with Kyubey. These include:
    • Telepathy with other organic beings up to 100 meters away. It is not strictly necessary to have an active line-of-sight or otherwise have knowledge that the recipient of such a message is there, but it helps for clarity.
    • Ability to sense magical hot spots via use of their Soul Gem as a tracking device.
    • Near-instantaneous summoning of their respective Magical Girl outfits and only slightly slower summoning of magical weapons. In addition, the ability to morph their respective Soul Gems into either a small ring, a small egg-shaped jewel, or other decorative accessory. This is critical, as the Soul Gem is a Magical Girl's phylactery and their human bodies now just meat puppets they can control from outside — the Gem must be within 100 meters to be able to control the body associated with hers.
    • The ability to heal from wounds and injuries that may be sustained in battle, up to and including those that would be lethal for ordinary humans. So long as her Soul Gem is still intact and not full of Grief/Corruption to the point of Witchification.
  • Hyperspace Arsenal: Her Time Shield has the ability to store far more stuff than its size would suggest - useful for her since her magic powers do not grant much in the way of fighting Witches directly. Any item that can be pulled through a hole two feet wide can be stored for later use. The only Magical Girl-related ability of hers that doesn’t require active use of her magic.
  • Magic Bolt: A direct conversion of her magic to a small bolt of energy, aimed from her Shield. Due to its inefficient cost of magic it is a last resort weapon for Homura.
  • Time Shield: Her Shield can allow her to speed up time for herself (and anyone in physical contact with her) and slow it down for everyone else, increasing her effective speed and reaction abilities by 50%. Requires a brief spin-up charge before use. This is an alteration from her previous ability to stop time entirely, which The Cure had deemed an unfair advantage and changed prior to pulling her and her universe to the old BattleWorld.

Skills: Extensive knowledge of firearms and bomb-making, certainly much in excess of what would be expected of a 14-year-old Japanese girl. Also some martial arts abilities, though often supplemented by magic for complementary strength.

Equipment: At the time of her latest dimension-shunting, Homura had the following weapons in her Hyperspace Arsenal:

Territory/Followers: None

     Madoka Kaname 

Age: 14

Appearance: It's nice to meet you.

Universe: Puella Magi Madoka Magica

Personality: Cheerful and optimistic, it’s hard not to become friends with Madoka. She is always eager to help others when she can and doesn’t like seeing others get hurt, especially her friends. Deep down, it does pain her a bit that she shouldn’t make the Magical Girl contract along with her friends, but as long as they believe it to be better that she not then she’ll continue to help them as best she can from the sidelines.

Powers/Abilities: None beyond what a normal teenage girl could do, though Kyubey senses a truly unprecedented amount of potential within her if she were to make the Magical Girl contract.

Skills: Does have a knack for escaping relatively mundane danger, like remembering that mixing ammonia and bleach is a Very Bad Thing.

Equipment: A baseball bat from Sayaka, infused by some magic from Mami to defend herself from stray threats. She isn’t that skilled with it, though.

Territory/Followers: None

    Sayaka Miki 

Age: 14

Appearance: The Ally of Justice

Universe: Puella Magi Madoka Magica

Personality: Sayaka is outgoing and brash, with a touch of tomboy and a strong sense of justice mixed with a more subtler romantic side. She has a protective instinct for her friends. She tends to be judgemental, jumping to conclusions and become confrontational when she feels an offense has taken place, though she can also be surprisingly insightful during calmer periods.

Powers/Abilities:

  • Magical Girl: There are some abilities that all Magical Girls have once they form the contract with Kyubey. These include:
    • Telepathy with other organic beings up to 100 meters away. It is not strictly necessary to have an active line-of-sight or otherwise have knowledge that the recipient of such a message is there, but it helps for clarity.
    • Ability to sense magical hot spots via use of their Soul Gem as a tracking device.
    • Near-instantaneous summoning of their respective Magical Girl outfits and only slightly slower summoning of magical weapons. In addition, the ability to morph their respective Soul Gems into either a small ring, a small egg-shaped jewel, or other decorative accessory. This is critical, as the Soul Gem is a Magical Girl's phylactery and their human bodies now just meat puppets they can control from outside — the Gem must be within 100 meters to be able to control the body associated with hers.
    • The ability to heal from wounds and injuries that may be sustained in battle, up to and including those that would be lethal for ordinary humans. So long as her Soul Gem is still intact and not full of Grief/Corruption to the point of Witchification.
  • Sayaka’s weapons of choice are magically-summoned cutlasses about half her height. She can spawn several under her cape to throw at enemies, but most of the time she engages in hand-to-hand combat with her great speed.
  • Healing Hands: Sayaka’s wish granted her the ability to heal the damage she takes in battle at twice the rate of other Magical Girls. She can also heal other organics’ wounds at that speed as well.
  • Conductor’s Podium: In battle, Sayaka has the ability to summon concentric circles of magic in mid-air so that she can leap off them to change direction on hard-to-pin-down targets.

Skills: Actually kinda decent at baseball and other sports. Knows basic fighting moves but nothing formal or practiced.

Equipment: Nothing of note

Territory/Followers: None

     Mami Tomoe 

Age: almost 16 if not already there

Appearance: I won’t be afraid any more.

Universe: Puella Magi Madoka Magica

Personality: Older than the other girls, Mami acts like it as well, often being a surrogate mother in how she guides them in their battles. She is an accomplished and experienced Magical Girl fighter, with a taste of the feminine with her knack of putting flowery and fancy touches on her attacks and her go-to off-hours hobbies of tea and cake. As cool as she is, though, Mami does become anxious at the prospect of being alone.

Powers/Abilities:

  • Magical Girl: There are some abilities that all Magical Girls have once they form the contract with Kyubey. These include:
    • Telepathy with other organic beings up to 100 meters away. It is not strictly necessary to have an active line-of-sight or otherwise have knowledge that the recipient of such a message is there, but it helps for clarity.
    • Ability to sense magical hot spots via use of their Soul Gem as a tracking device. Or in Mami’s case, the glass jar she’s using as a temporary replacement for the Soul Gem of hers that was shattered by Nyarthalotep.
    • Near-instantaneous summoning of their respective Magical Girl outfits and only slightly slower summoning of magical weapons. In addition, the ability to morph their respective Soul Gems into either a small ring, a small egg-shaped jewel, or other decorative accessory. Or it would have been if Mami’s hadn’t been shattered due to Nyarthalotep’s machinations. Normally she would be dead now, but her soul had been healed and recovered by Link and is now currently being held in a borrowed glass jar.
    • The ability to heal from wounds and injuries that may be sustained in battle, up to and including those that would be lethal for ordinary humans. So long as her Soul Gem is still intact and not full of Grief/Corruption to the point of Witchification.
  • Mami’s usual weapon of choice are magically-summoned single-shot flintlock muskets. In a pinch she can summon large numbers of them to deal with hordes of enemies, though those take more effort and magic.
  • Tiro Finale: Essentially a super-sized version of her muskets. Given enough time and energy, they can reach really powerful levels.
  • Ribbons: Mami can summon lengths of yellow ribbon for wide variety of purposes - for supporting one’s weight, as a means of protection, to restrain targets, or even (with enough time to prepare) making a facsimile of another person that looks and acts the same, albeit one that falls apart if it were to take physical damage.

Skills: Knows how to host a tea party. Has some close quarters combat knowledge for years of fighting as a Magical Girl.

Equipment: Her temporary Soul Jar.

Territory/Followers: None

     Kyoko Sakura 

Age: 14

Appearance: You got any food?

Universe: Puella Magi Madoka Magica

Personality: Like Sayaka, she’s outgoing and brash. Unlike Sayaka, her outspokenness is more abrasive and her main concern is herself - spending so long homeless will do that to a person - though she does have a softer side that comes out occasionally. Can nearly always be seen eating something, usually apples or packaged snacks. Don’t you dare waste food in front of her or she’ll kill you.

Powers/Abilities:

  • Magical Girl: There are some abilities that all Magical Girls have once they form the contract with Kyubey. These include:
    • Telepathy with other organic beings up to 100 meters away. It is not strictly necessary to have an active line-of-sight or otherwise have knowledge that the recipient of such a message is there, but it helps for clarity.
    • Ability to sense magical hot spots via use of their Soul Gem as a tracking device.
    • Near-instantaneous summoning of their respective Magical Girl outfits and only slightly slower summoning of magical weapons. In addition, the ability to morph their respective Soul Gems into either a small ring, a small egg-shaped jewel, or other decorative accessory. This is critical, as the Soul Gem is a Magical Girl's phylactery and their human bodies now just meat puppets they can control from outside — the Gem must be within 100 meters to be able to control the body associated with hers.
    • The ability to heal from wounds and injuries that may be sustained in battle, up to and including those that would be lethal for ordinary humans. So long as her Soul Gem is still intact and not full of Grief/Corruption to the point of Witchification.
  • Her main weapon is a summoned spear normally around 1.5 times her height (approx. 7 ½ feet), though at times of high emotional torque it can grow as tall as 30 feet (at this point she’ll ride on it like a sentient wave rather than wield it). The spear can be segmented and rejoined into several pieces connected by an interior chain to be used as a quasi-whip when desired.
  • Diamond Barrier: Kyoko can summon an orthogonal grid of black diamonds for protection, able to cover more surface area compared with similar function of Mami’s ribbons (assuming similar magic input) as well as stun beings that are foolish enough to actually touch it.
  • Rosso Fantasma: Kyoko once used an ability to create as many as 5 phantom clones of herself to confuse opponents, but for personal reasons she hasn’t used this power in a long time.

Skills: A long time as a street rat has given her good thieving and running skills.

Equipment: None

Territory/Followers: None

     Oriko Mikuni 

Age: 15

Appearance: The lady in white.

Universe: Puella Magi Madoka Magica

Personality: Normally demure, she exudes a charismatic personality which helped her become a natural leader back in her previous life as the popular class president in Shirome. Of course, being class president also meant knowing how to work the system, especially so following the footsteps of her father. When given a moment to do so, though, she also exercises a calculating mind.

Powers/Abilities:

  • Magical Girl: There are some abilities that all Magical Girls have once they form the contract with Kyubey. These include:
    • Telepathy with other organic beings up to 100 meters away. It is not strictly necessary to have an active line-of-sight or otherwise have knowledge that the recipient of such a message is there, but it helps for clarity.
    • Ability to sense magical hot spots via use of their Soul Gem as a tracking device.
    • Near-instantaneous summoning of their respective Magical Girl outfits and only slightly slower summoning of magical weapons. In addition, the ability to morph their respective Soul Gems into either a small ring, a small egg-shaped jewel, or other decorative accessory. This is critical, as the Soul Gem is a Magical Girl's phylactery and their human bodies now just meat puppets they can control from outside — the Gem must be within 100 meters to be able to control the body associated with hers.
    • The ability to heal from wounds and injuries that may be sustained in battle, up to and including those that would be lethal for ordinary humans. So long as her Soul Gem is still intact and not full of Grief/Corruption to the point of Witchification.
  • Oriko’s main weapon is her ability to convince. Words are her tools — thanks to a carefully-worded motivational speech by Homura, she can effectively puppet a target into acting in a way she wants. Her power isn’t all-encompassing, however — while more than one person at a time is possible it’s straining, and those with magic would be very difficult, if not impossible, for her to affect like this. Additionally, while she could theoretically tell her target to do anything, it’s much easier and less likely to result in magic backlash if what it is is either less important to him/her or doesn’t conflict with their basic beliefs — suggesting that one go left instead of right around an obstacle is easier than, say, telling them to kill an orphan. Those with stronger wills read: important PCs and NPCs have an easier time resisting this than others.
  • Oriko is also able to do something similar in reverse — clouding the memories of targets so that her and her allies can make a cleaner getaway and keep panic from breaking out.
  • Like Homura, Oriko can send small white spheres covered in what looks like vines if a direct attack is needed. Like Homura, it is a rather inefficient use of her magic so it’s an emergency measure only.

Skills: Uncertain...it’s not likely to be formidable without magic, though.

Equipment: None

Territory/Followers: None

     Hitomi Shizuki 

Age: 14

Appearance: Is green your color?

Universe: Puella Magi Madoka Magica

Personality: A kind and polite girl, brought up in a refined family. Despite this she isn’t one to back down from a challenge that may stand between her and what she desires.

Powers/Abilities: Not a Magical Girl, so nothing beyond what a normal teenage girl could do.

Skills: Not a physical fighter — her training has been more in things like piano lessons and traditional tea ceremonies.

Equipment: None

Territory/Followers: None

    Kyubey 
Age: Unknown

Appearance: Make a contract with me!

Universe: Puella Magi Madoka Magica

Personality: He is quite the cute critter and can endear himself to those that he meets with his playful antics and sweet (telepathic) voice. However, he takes his job seriously and is always on the lookout for new Magical Girl recruits. In truth, it is because his species the Incubators are a hive mind with no innate concept of individuality and an override goal to combat entropy and the heat death of the universe. Emotions to them are a mental illness.

Powers/Abilities: He is able to communicate with others via telepathy and is normally invisible to all except Magical Girls and Magical Girl candidates. He also establishes contracts with Magical Girls by enabling their wishes to be granted, and disposes of used Grief Seeds lest they become another Witch.

Skills: Uh...Knowing lots of things? And knowing how to be damn manipulative even when he himself has no emotions?

Equipment: None

Territory/Followers: None

The HiME and Fuuka Academy

Location

    The City of Fuuka 
Universe of Origin: My-HiME Description: A small city nestled between the mountains and the sea, centered around the prestigious Fuuka Academy. About modern-day in terms of overall infrastructure, with an upward trajectory in terms of economy as evidenced by plentiful construction projects all around the city. Contents/Locations:
  • The centerpiece of the city is its namesake Academy, an old and prestigious campus with several schools for grades 1-12 and other institutions, although the 9-12 grades have the largest class rosters. Most students are either from wealthy families or are fortunate enough to attain scholarships. The Academy's campus has several buildings of note:
    • Crystal Hall — the front entrance hall welcoming visitors and new entrants to the Academy. As the name suggests, it is covered by a glass dome which houses a sculpture garden one level down — the main floor is open with guardrails so that visitors may look down into it.
    • Fuuka Academy Church — nondenominational place of worship on campus grounds.
    • Multiple buildings for each of the age-separated schools and departments.
    • Other buildings for extracurricular activities and clubs like kendo, track & field, etc.
    • Separate Boys’ and Girls’ dormitories.
    • Director's Residence — a Gothic Revival style house where the Director of the Academy resides. A large flower garden is nearby.
  • Linden Baum is a family-style restaurant somewhat close to the Academy, making it a fairly popular place to catch a meal.
  • Downtown has the variety of businesses one would expect of a small city, up and down the classes of clientele. Rorschach is one of the seedier bars. A ferry terminal for passengers and car traffic is located nearby. A suspension bridge held up by white masts crosses the water leading to the center of the city.
  • The surrounding area is mostly wooded hills and mountain sides, with paved roads snaking their way through them and along the coast. Located within here is an old Shinto shrine.

Specialties: On the surface, there's nothing particularly notable about Fuuka compared to the real world circa 2004 AD, except perhaps slightly advanced tech. But the veil of normalcy hides a magic secret, the world of the HiME.

  • "Hime" stands for Highly-advanced Materializing Equipment. They are a group of selected girls or young women with special powers which vary from one another but share some common characteristics:
    • All are able to see a particular red star in the night sky that no one else is able.
    • All have a particular mark somewhere on their bodies which signals the fact that they are chosen.
    • Each is able to magically summon an Element, a weapon of some kind to fight with.
    • Each is also able to summon a Child, a creature that will follow their Hime’s commands in a fight. Most are vaguely modeled after an animal of some kind. Their sizes vary, but even the smallest ones (except for Suishouhime) are several times larger than their mundane real-world counterparts. Their sizes are correlated to the emotional attachment their owners have for their Most Important Person.
    • Each Hime has a Most Important Person with whom they have a strong relationship with and care about. The relationship may be romantic, familial, or something similar. Their abilities, especially those of their Child, are powered by how strong their connection to their MIP is. It should be noted that one's MIP can change as time goes on for various reasons.
  • Orphans are also sometimes on the loose in the streets of Fuuka. They are similar to a Hime’s Child, except they don’t have any mistress to follow (hence the term) and generally just end up causing trouble.

Population: Approximately 75K-125K (negotiable — source series does not specify). Most are civilians unaware of the deeper activities going on in their city.

  • First District: A secretive organization heavily involved with whatever is behind the Hime phenomenon.
  • Searrs: Another secretive organization that is attempting to get a hold of the secrets behind the Hime. Rumored to have widespread influence, including in who becomes President of the United States.

Hime

    Mai Tokiha 

Age: 16

Appearance: Heroes ARE redheads

Universe: My-HiME

Personality: One of the nicest people you can meet, Mai is almost always ready to greet people with a sunny disposition and maybe a fresh bowl of ramen if it's dinner time. She is quite protective of those she takes under her wing, like her little brother Takumi or her roommate Mikoto. Favorite hobbies include cooking and karaoke.

Powers/Abilities:

  • Element: Four floating golden rings around her wrists and ankles. They allow her to shoot fireballs and other fire-based projectiles, as well as hover several inches off the ground. She can also use them defensively if needed. When sufficiently charged, her power tends to scale along with it. Which can get a bit terrifying...
  • Child: Kagutsuchi (for scale, Mai is floating above his right shoulder). A towering dragon-like creature with wings and claws wreathed in flame. Is able to transform into a jet mode for very fast movement. Can shoot balls of fire from his mouth to attack enemies. A sword pierces through his snout, acting as a limiter lest the pure power he has wreak uncontrolled destruction.
  • Most Important Person: Takumi Tokiha, her brother.

Skills: Fighting aside, she is an excellent cook.

Equipment: None

Territory/Followers: Her dorm room, shared with Mikoto Minagi

    Natsuki Kuga 

Age: 17

Appearance: Freeze.

Universe: My-HiME

Personality: At first glance, she appears cold and aloof, the lone wolf who does her own thing while her admirers stand afar in their impromptu fan club groups. And with her early entry into the unforgiving underworld of Fuuka and the Hime, she’s had to keep that shield up for a long time. Only a select few are able to see the peeks of warmth and kindness that she holds underneath.

Powers/Abilities:

  • Element: A pair of pistols capable of shooting shards of ice at high velocity.
  • Child: Duran. Best described as a mixed breed canine of half-wolf, half-artillery piece. Is capable of firing large shells of various types at enemies — known types include “Silver Cartridge” (large pellets of ice), “Chrome Cartridge” (conventional explosive shells), and “Flash Cartridge” (blinding flashes). Is capable of transforming into a hover bike; either form is large enough for Natsuki to ride on for rapid movement.
  • Most Important Person: Saeko Kuga (her mother)

Skills: Moreso than the other Hime, Natsuki is quite capable of handling herself even in an unpowered fight, knowing a good amount of martial arts.

Equipment: She rides a Ducati motorbike.

Territory/Followers: Her own apartment

    Mikoto Minagi 

Age: 14

Appearance: I’m hungry

Universe: My-HiME

Personality: A bit childish and innocent for her age, but Mikoto is nonetheless quite a curious and affectionate girl. Her skills with a sword, though, combined with her Hime powers is not to be taken lightly. Her past is a bit on the vague side, though she knows she needs to find her long-lost brother. Likes to eat a lot.

Powers/Abilities:

  • Element: Miroku, a long sword about as tall as her (approx. 150 cm) — see Appearance. It is so heavy she generally cannot keep it from dragging its tip across the ground outside the heat of battle. Her strikes are very powerful, though — even able to cleave an entire ferry ship clean in half. It can be summoned to her side regardless of how far apart she and it are physically located.
  • Child: Mirokunote . A rather giant golem-like being with two large arms. Generally stays and moves underground, is known to attack via waves of spiky rocks.
  • Most Important Person: Her brother, probably. Who is Reito Kanzaki.

Skills: Very adept at fighting with a sword.

Equipment: Not much of significance other than her sword.

Territory/Followers: Shares a dorm room with Mai Tokiha

    Midori Sugiura 

Age: 17 24

Appearance: This is my Shut Up move.

Universe: My-HiME

Personality: The oldest of the gathered Hime and the homeroom teacher for Mai and others in high school Class 1-A; previously she was working on a dissertation with her archeology professor. Midori is quite enthusiastic about her being a Hime and being able to fight to protect people from danger and do good in the world with her powers. She's pretty fun person to be around, but she's more intelligent than she lets on at first glance. Loves a good beer or three.

Powers/Abilities:

  • Element: A stylized labrys about as tall as her. She can fling it towards her target and have it come back around like a boomerang.
  • Child: Gakutenou, an armadillo-lion...thing...that can strike at decent range with its tail (or just maul you at melee range). Can transform its hind legs into chariot wheels for Midori to ride in.
  • Most Important Person: Uncertain. Probably her professor.

Skills: Is a historical enthusiast, especially when it comes to the history of the Hime.

Equipment: None

Territory/Followers: Her own apartment

    Nao Yuuki 

Age: 14

Appearance: Why hello there.

Universe: My-HiME

Personality: This depends on how you meet her. You might know her as "Juliet", a sweet, innocent junior high schooler who's just starting to find her way in the world, eager to talk with others...if you're an adult male whose looking for such a sweet little thing willing to do some Compensated Dating to "have some fun" with. That's when the mask falls off and she reveals her true colors — a manipulative and conniving delinquent who likes to bait such pricks and rob them of their valuables, using her Elements and Child to get the upper hand before her prey even knows it's a trap. She's got issues, yeah, but she isn't above helping the good guys if she gets something out of it. Her issues stem from a home invasion by burglars that ended with her father being killed and her mother put into a coma and hospitalized — the whole pervert-bating scheme is partly a way for her to take out her anger at the whole ordeal.

Powers/Abilities:

  • Element: Check out the Finger Licking Evil page to see her in her Element. A pair of augmented fingertip claws that are razor-sharp and can cut through pretty solid objects. They can also shoot out lengths of thin red wire up to several meters long to entrap or slice through distant objects, or use them as a grappling wire to hoist herself up and around.
  • Child: Julia. A rather large spider creature with a female humanoid torso and a scorpion-like tail that can strike at enemies. She is capable of shooting streams of webbing to entrap targets as well.
  • Most Important Person: Her mother

Skills: Even without her Hime powers, Nao is a scrappy fighter for someone her size. No formal training, though — just Good Old Fisticuffs if things get the wrong kind of personal.

Equipment: More than others, she has a cell phone to keep in contact with her "clients".

Territory/Followers: Shares a dorm room with Aoi Senoh

    Akane Higurashi 

Age: 16

Appearance: I will fight for love.

Universe: My-HiME

Personality: A shy but kind and hardworking girl who has somehow found herself mixed up in this crazy Hime business. Nonetheless, she can display the kind of courage needed for a Hime to survive. Her mental state following Hari's defeat and Kazuya's death is considerably less happy.

Powers/Abilities:

  • Element: A pair of modified double-tonfa that can manipulate the wind towards her enemies.
  • Child: Hari. A large tiger that, like Akane's Element, can slice with the wind as well as send cyclones to draw enemies with a vacuum towards him before crushing them.
  • Most Important Person: Kazuya Kurauchi, her boyfriend
  • The previous have already been neutralized by Hari's death.

Skills: None

Equipment: None

Territory/Followers: Her dorm room; unknown if shared with another. Following Kazuya's death and her subsequent breakdown, she has been moved to a secure First District facility.

    Akira Okuzaki 

Age: 12

Appearance: The strong silent type

Universe: My-HiME

Personality: A tad aloof and a talented artist, Akira is another one at Fuuka Academy with a secret. In this case, most people know Akira as a cute quiet boy with a developing friendship with newcomer Takumi Tohika (out-of-control fangirls tend to take this farther in their imaginations). The truth is that Akira is a girl, disguising her gender on orders from her father, the leader of a ninja clan who sent her to the Academy under cover to find out more about this whole Hime business. It's a responsibility she takes very seriously, utilizing both her resourcefulness and her dedication to her clan to pursue her goals.

Powers/Abilities:

  • Element: Dual-headed kunai blades which can be thrown at targets as well as defensively in a pinch.
  • Child: Gennai. A giant toad that can spit out spiky metal spheres to attack targets; the spheres may be shot loose entirely or attached by a connection like a tongue.
  • Most Important Person: Uncertain. Probably Takumi Tokiha.

Skills: Even without supernatural powers, Akira is a skilled ninja, able to fight even with mundane objects that aren't meant to be weapons. She is also a talented artist.

Equipment: Not much, besides perhaps small concealable objections for silent attacks.

Territory/Followers: Shares dorm room with Takumi Tokiha.

    Yukariko Sanada 

Age: 19

Appearance: Let us pray.

Universe: My-HiME

Personality: A gentle heart if on the naive side, Sister Yukariko seeks to tend to and guide the non-academic lives of the Academy's students, especially when it comes to, as she puts it, "the passions of youth". Her talks with those who come to her for guidance has plenty about God, love, and forgiveness.

Powers/Abilities:

  • Element: A bow from which she can fire bolts of energy.
  • Child: St. Vlas. Resembles a knight piece in chess, except a good deal taller. Able to cast illusions on its targets before luring them into close range, where its torso opens up like an iron maiden to crush them.
  • Most Important Person: Unknown. Moving towards Wataru Ishigami.

Skills: Nothing of note.

Equipment: None.

Territory/Followers: Normally found attending duties at the Academy's Church.

    Yukino Kikukawa 

Age: 15

Appearance: Bespectacled eyes.

Universe: My-HiME

Personality: Shy, quiet, and generally desiring to avoid conflict, Yukino nonetheless excels in her element with regards to technical matters. She makes a stark contrast with the boisterous and sometimes bossy Haruka Suzushiro, with whom she has been friends since childhood and with whom she often corrects the latter's malapropisms almost subconsciously at this point.

Powers/Abilities:

  • Element: Mirrors which allow her to conduct surveillance on remote targets.
  • Child: Diana. An insectlike Child that can attack with tendrils from the ground. Can release spores that provide additional surveillance coverage as well as provide cover to hide the supernatural going-ons of the Hime and their battles.
  • Most Important Person: Probably Haruka Suzushiro (childhood friends). Definitely Haruka Suzushiro.

Skills: Excellent at data gathering and computer usage, including some programming. Also a fast typist.

Equipment: Her laptop.

Territory/Followers: Own dorm room, unknown if shared. In a pinch, could probably ask Haruka if her family's considerable resources are needed.

    Alyssa Searrs 

Age: Uncertain, looks around 8-9

Appearance: The Golden Light

Universe: My-HiME

Personality: A young, shy, generally quiet girl whom most people don't hear her voice unless it's during choir recitals. Rarely seen without Miyu, to whom she looks to like a protective big sister. That's because she basically is, except for the "big" part — Miyu being an android means Alyssa is technically the elder of the two. In truth, Alyssa is far more intelligent, cold, calculating, and conniving than at first glance, being an artificially-created Hime created by Searrs (their 143rd attempt) meant to take out the other Hime and seize control of the power behind all of it.

Powers/Abilities:

  • Element: None — as she is not a true Hime Alyssa does not have an Element. Miyu fights in her stead for the most part. However, she is able to summon Orphans to attack, being revealed to be a source of several of the Orphan attacks around the campus, and is able to teleport her and Miyu away from danger. Her blonde hair glows gold when her powers are activated.
  • Child: Eclipse 1 Artemis, a large orbiting satellite capable of firing beams of energy from orbit to strike at ground targets.
  • Most Important Person: Unknown. Her surrogate father, the leader of Searrs.

Skills: Nothing specific of note.

Equipment: None.

Territory/Followers: Keeps close to Miyu at nearly all times. Uses Searrs' hideout underneath the Fuuka Academy Church to monitor and plan.

    Minor Spoiler Hime 

Name: Fumi Himeno

Age: 19

Appearance: How may I serve you?

Universe: My-HiME

Personality: A polite and loyal young woman, Fumi has been serving as Mashiro's personal assistant ever since the Kazahana family took her in many years ago. She generally defers to Mashiro, letting her young charge do the talking when meeting with other Hime.

Powers/Abilities:

  • Element: A large scythe with which she can attack quickly with a blinding dash.
  • Child: Suishouhime, the most humanlike Child in the game who can float off the ground and attacks/defends with a dual-bladed lance. She is the body in which Mashiro inhabits 300 years after her initial death.
  • Most Important Person: Likely Mashiro.

Skills: As good a maid and caretaker as one can ask for.

Equipment: Nothing else of note

Territory/Followers: Her own quarters in the Director's Residence so that she can remain near Mashiro to assist her as needed.

    Moderately Spoiler Hime 

Name: Shiho Munakata

Age: 13

Appearance: I love onii-chan!

Universe: My-HiME

Personality: A cheerful and energetic girl who adores Yuuichi Tate, with whom she's known since childhood and calls "big brother". Her octopus-like head is rather expressive of her emotions. She is quite clingy and gets jealous rather easily if others start to get close to her "onii-chan". She ain't quite well in the head, and the cheerfulness goes away if things get sufficiently serious between Yuuichi and a potential rival...

Powers/Abilities:

  • Element: A flute that can distort sound waves and which she uses to control her Child. She can also astraly project herself as wearing a white robe reminiscent of a traditional Japanese bride's.
  • Child: Yatagarasu. A large monstrous corvid with only one leg. Can swoop in to attack as well as fire waves of feather flechettes.
  • Most Important Person: Yuuichi Tate
  • NOTE: These abilities are dormant at the moment, as Shiho has not yet been awakened as a Hime.

Skills: None.

Equipment: None.

Territory/Followers: Her grandfather runs the shrine up in the mountains overlooking Fuuka, and she sometimes helps out as a miko there.

    MAJOR Spoiler Hime 

Name: Shizuru Fujino

Age: 18

Appearance: Ara ara. A green tea, please.

Universe: My-HiME

Personality: The definition of elegance and propriety, befitting of Fuuka Academy's Student Council President. A favorite target of fangirls in the Academy for her refined demeanor, soft Kyoto accent, and exuding serenity practiced by a heritage in the upper class of Japanese society, much to Haruka's chagrin. Day to day she appears easygoing and with a "let things be" attitude, but isn't above more quiet ways to pull strings to get things done. Has a soft spot for Natsuki and is her longtime confidant. That "soft spot" is an outright love for her, one that she is slowly realizing is going to be...complicated because of her social position and family background. But don't you dare do anything to hurt Natsuki, for you take your life into your own hands if you threaten her.

Powers/Abilities:

  • Element: A naginata about 1.5 times her height. The blade can separate into chained segments to strike directly or grab via wrapping targets at longer range.
  • Child: Kiyohime. A cross between a hydra and an octopus, with six serpentine heads that can burrow under the ground and strike rapidly from where you don't see coming. Each head can also spit acid attacks onto their enemies. One head is large enough for Shizuru to stand atop and ride.
  • Most Important Person: Natsuki Kuga, her love

Skills: Many years of upper class training in the finer arts of Japanese culture has left her with, among other things, a taste for green tea and refined skills in using weapons like the naginata.

Equipment: Nothing of note.

Territory/Followers: (Presumably) her own dorm. Also has a traditional house up in the mountains via her being part of the Fujino family.

Other Notable Characters

    Miyu Greer 

Age: 15. Actually younger than Alyssa.

Appearance: Yes?

Universe: My-HiME

Personality: Stoic and rather a loner, Miyu doesn't speak much with her classmates. Her demeanor softens considerably when it comes to Alyssa, though, one of the few things that can warm her up and whom she won't hesitate to defend. This is because Miyu is actually a combat android — Multiple Intelligence Yggdrasil Unit — created by her "father" Joseph Greer as part of Searrs' plan to infiltrate and take control of the Hime and the power behind it. Alyssa can't really defend herself, so it's up to Miyu to be her bodyguard in case of threats. She follows through without remorse, like slaying Akane's Child Hari and thus causing the death of Kazuya simply to verify and observe the effects.

Powers/Abilities:

  • Her main source of power is her Mythril Dress, which can change color depending on which mode she uses. Known modes include: Maria sword arm (default Navy Sword mode), a chainsaw (Ochre), a Gatling gun/artillery (Scarlet), a drill (Khai Green), and an anti-materializing weapon (Platinum Secret). She doesn't need to be in battle dress to access her internal weaponry, though there does appear to be a trade-off in power if she does so without summoning her battle dress.
  • Is also able to move at high speeds on her own.

Skills: See previous.

Equipment: Nothing else of note.

Territory/Followers: Is almost always close to where Alyssa is. Maintenance on her generally takes place in Searrs' secret outpost underneath Fuuka Academy Church.

    Mashiro Kazahana 

Age: 11 In truth, over 300.

Appearance: Appearances are deceiving.

Universe: My-HiME

Personality: The young Director of Fuuka Academy. For someone in such a position of authority her appearance draws confusion, but she is well-spoken, insightful, and intelligent much beyond what one might expect of an 11-year-old. Knows more about the Hime and the secrets behind the whole thing than she lets on, which she admits privately is causing some pangs of guilt. Uses a wheelchair, and thus is often accompanied by Fumi to assist her as needed.

Powers/Abilities: Apparently none. This is a facade — the 11-year-old body she presents as is not her true body, but that of Fumi's Child Suisouhime. She has more powers as the previous winner of the Hime Carnival, but that will only be of relevance if her plan is successful...

Skills: Nothing physical.

Equipment: None.

Territory/Followers: Fumi is her loyal assistant. She resides in the Director's Residence. Her actual body is encased in crystal underneath the Crystal Hall.

    Big Bad Spoiler 

Name: The Obsidian Lord, aka Reito Kanzaki

Age: N/A Reito is a high school senior.

Appearance: How he appears once he does arrive His true form (all spoilers)

Universe: My-HiME

Personality: Little is known about who the Obsidian Lord is, though the whole Hime Carnival every 300 years is the system used for him to find a new bride through which to bring forth a new age and world order. He has no qualms about doing whatever it takes to make it happen.

Powers/Abilities: Uncertain...

Skills: N/A

Equipment: N/A

Territory/Followers: First District as an organization ultimately exists to facilitate his return. At the moment he's not back yet, but at minimum Reito is fated to be his vessel, and through him his long-lost sister Mikoto will be drawn. Anyone who opposes him and fails will also fall to his will.

    Other characters of note 
Those known to be connected to First District in bold.

  • Fuuka Academy Student Council: Shizuru Fujino (President), Reito Kanzaki (Assistant President), Haruka Suzushiro (Executive Director), Yuichi Tate. (Yukino is the Council Secretary.)
  • Fuuka Academy Staff: Mashiro Kazahana (Director), Fumi Himeno (Director Mashiro's personal assistant and caretaker), Father Joseph Greer, Yoko Sagisawa (school nurse), Wataru Ishigami (art teacher), Kaiji Sakomizu (Middle-1 teacher), Takano (Middle-3 teacher), Yasuhiro Sawada (High-1-A teacher, replaced by Midori following injuries sustained in a car accident caused by an Orphan)
  • Other Fuuka Academy students:
    • High-3: Masashi Takeda
    • High-1: Chie Harada, Chun Mei, Sayuri Ichinose, Kazuya Kurauchi, Yayoi Ota, Aoi Senoh, Miya Suzuki, Tatsuhiko Zaizen
    • Middle-3: Nagi Homura
    • Middle-2: Shiho Munakata, Kiyone Nonomiya
    • Middle-1: Takumi Tokiha
  • Other characters: Yamada (Information Broker), Saeko Kuga (scientist, deceased)

Edited by megarockman on Jan 26th 2023 at 9:51:42 AM

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#87: Oct 22nd 2022 at 8:04:29 PM

@Silence: Accepted.

@Makaioh: Accepted.

@Scipion: They're not unworkable, but most of these characters are quite strong and have very advanced tech compared to most of the rest of the Frontiers, so some nerfs will need to be applied for the sake of allowing people other than just Samus and other space-agers to assist in fighting the baddies (and so Samus doesn't just roflstomp various other baddies who may be around).

  • Notorious R.B. feat. The Birdmen:
    • Given RB already has a lot of different offensive capabilities, we'll say his claws are pretty ordinary and cannot penetrate steel. As for his raw strength, let's say he's capable of shattering a brick wall or denting steel at best. It's still possible to hurt people through armor with sheer blunt force, anyway, so this just prevents him from, say, putting his fist through the likes of an armored enemy.
    • Each of his projectile attacks should require significant charge time, especially the Hyper Beam (so he can't spam them). The Hyper Beam in both beam and sword form should at most have destructive ability similar to a lightsaber, and all his other projectiles should be weaker than it (for example, the Sunburst could cause burns, but the Hyper Beam could melt through thick steel, albeit only gradually).
    • The rest of everything concerning RB himself is acceptable.
    • A group of free agents may start with a max of eight people, so him plus seven followers. Pick and choose which of his followers you'd like him to arrive with and edit that part.
    • Unless you give me specs for his mothership and I approve them, it may only be used as a mobile base, meaning no special shielding tech and no offensive capabilities on the mothership.
  • Lil' Ridley feat. The Jolly Space Privateers
    • A group of free agents may start with a max of eight people, so him plus seven followers. Pick and choose which of his followers you'd like him to arrive with and edit that part.
    • Unless you give me specs for his mothership and I approve them, it may only be used as a mobile base, meaning no special shielding tech and no offensive capabilities on the mothership.
    • Ridley himself is otherwise acceptable.
  • MC Samus feat. Baby M
    • The beam attacks are acceptable. The basic missiles are also acceptable if they're similar in destruction to a rocket launcher. What kind of destructive potential do the super missiles have, however?
    • Nix the Power Bombs.
    • The rest of everything concerning the woman herself is acceptable.
    • The more intelligent the organism, the slower the Metroid will be allowed to drain its energy, to the level of "slowly" for all creatures of humanlike intelligence. Something smart but not humanish like a Chocobo would take a medium amount of time, and an ordinary dumb beast would be drained quickly.
    • The most the Metroid injecting energy into something will be able to do is heal it, not provide it with a combat boost of any kind.
    • Beta-Rays will not work to clone the Metroid in the Frontiers, but the characters won't know this until it's tried, so it should still serve as potential character motivation. For the time being, we will also say that the Metroid may not evolve beyond its current form, regardless of how old it becomes or how much it eats.

@Mega: I will review the Fuuka signup when you are satisfied that it is complete. If you revise so that Oriko's magical convincing may be easily resisted by PCs and important NPCs, then all your Megucas as presented are accepted. With the max being eight per free agent group, however, you have space for one more character, and I notice you didn't include QB, whereas he has a signup in Battleworld. Did you forget to include him, or is he not along for the ride?

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
megarockman from Sixth Borough Since: Apr, 2010
#88: Oct 22nd 2022 at 8:06:53 PM

No, I just forgor the rat bastard.

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#89: Oct 22nd 2022 at 9:51:09 PM

Attention: Signups are now closed again, except for current players and for anyone who has already expressed their interest to me. 20, soon to be 22 or 23 players is plenty.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Scipion3 Diana Burnwood from Mendoza, Argentina Since: May, 2018 Relationship Status: [TOP SECRET]
Diana Burnwood
#90: Oct 23rd 2022 at 1:18:21 AM

  • RB:

    • Claws/Strenght: That's fair enough.

    • Projectiles: I suppose that's fair enough (considering there is also charge time in most of his attacks in his canon boss fight, especially the Hyper Beam). I'll try to come up with Nerfs for each of them.

    • Followers: So that makes Raven Beak, Quiet Robe, and 6 Chozo soldiers. I'm fine with that.

    • Territory: I'm okay with Itorash being just a transport vessel. I'll just add that it's very sturdy, and the ships inside have offensive capabilities (nothing too much though, just your typical spaceship canons)

  • Rids:

    • Followers: Same as RB, I'll have Rids, Kraid, and 5 Space Pirate Mooks.

    • Territory: Same as Itorash, the Mothership is mainly a big transport vessel/Headquarters.

  • Sammy

    • Weapons: Super missiles are either double or triple the firepower of the missiles if I remember correctly. In short, they do more damage and do a bigger explosion, but Samus doesn't have many of them, and she can't just spam enemies with them as she could with missiles. And yeah, I'll nuke the Power Bombs.

    • The baby: I agree with nerf 1 and 2. Regarding the nerf 3, I understand the reasoning behind the cloning, but will it be possible for the baby to at least reach the larva stage common to most games? (Basically, it grows bigger (around 1 m.), has a stronger grip, could maybe absorb energy faster, and when frozen, it must be hit with a concussive weapon to be destroyed. Asides from that, there are no changes)

PS: Added all changes anyway to my previous post

Edited by Scipion3 on Oct 23rd 2022 at 10:48:29 AM

"One last tango, 47."
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#91: Oct 23rd 2022 at 9:12:58 PM

@Scipion: On the Metroid: sure, that's fine. All I meant is that for the time being it will have to remain in its current form and not grow to larval form until I give the okay for it to do so, not that it won't ever reach its larval form. Also, your characters are accepted. As a reminder, please wait for me to post for their entrance before you post for them. I hope to get to that during the coming week.

@Mega: Many of your image links for the Fuuka signup are broken. Please fix them sooner rather than later so that people can reference them when interacting with your characters. That said, both your signups are accepted.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Imca (Veteran)
#92: Oct 24th 2022 at 8:28:46 PM

I kinda detailed a lot of stuff, but the baseline power level here is people with military grade gear, and some military grade robots... overall numbers are also probably low compared to other territories given it is a single fortification.

Main Character

  • Name: Ren
  • Age: 25 (kitsune geneline however does not exibit normal visual changes of aging, so hard for any one to identify this)
  • Appearance: A fox girl with all white fur, normaly stays covered from head to toe, Something along the lines of this... though she has the earpeices, glowy bits, and bows of this one, that includes the purple eyes that light up when she gives a mecha command, she just... is kind of not that agressive looking.
  • Universe: Rimworld
  • Personality: A sheltered and pampered, Ren has been raised as though she is an incarnated godess and knows little else... This isn't to say she is compleatly self absorbed, if any thing she is more on the timid side... but she knows little about how the outside world works.
  • Backstory: Born to the survivors of a starship crash, Ren has been raised her entire life on the rim, at a young age she was implanted with a Mechinator control implant, and has since been treated as if she was an incarnated godess for her ability to control the holy machines.
  • Powers/Abilities:
    • Mechanoid control; The ability isn't supernatural persay, but mechanoids can only be controled via a special implant, to which they are relay linked... hacking, orders, and alternitive control schemes do not work.... these are anchient weapons of war and can only be contoled by the mechinator they are slaved too.
    • Luciferium Addiction; Aagian less of an ability and more of a double edged sword. Luciferium improves the ability to heal, and general functioning of the body, but it comes at a cost... once you have taken a dose you must continue to take the drug, hence its name "luciferium" or the devils bargin, there is no known cure for the adiction and problems begin 1 week since the last dose eventualy ending in death.
    • Psycicly Deaf; The kitsune geneline is uneffected by the direct effects of psionic abilities, mind control, psionic blasts, and the like just don't work on them.... they are however effected by the secondary effects still... so for instance if you can make a fireball the fire will still burn... this trait cuts both ways however, as they are unable to learn or use psionics themselfs.
  • Skills:
    • Knows the mechanoshintoist prayers... more commonly known as hacking and tech support.
    • Generaly knows how to operate military grade vehicles.
    • Quick to figure out new technological systems she encounters.
    • To be honest though she is an empress and a religious icon, skills normaly involve getting other people or her mechanoids to do it.
  • Equipment:
    • Micro Grenades; Your normal standard explosive pinapples, but smaller and easier to throw and carry in bulk.
    • Gauss Lance; If a combat problem is more gun flavored however, she has a gauss lance pictured here, if you can tell though this is an awefully big gun for a fox who is not exactly athletic and mostly pampered, so it is normaly carried around by a lifter mechanoid that follows her.
  • Territory/Followers: Is the Divine Empress of Mechanoshinto, and is therefor the leader to its folllowers.... is also the Mechanitor of the Kurono Mechhive

Supporting Cast

  • Name: Kyo Sakuma
  • Age: 45
  • Appearance: Describing Kyo's apperance is slightly akward, since its that of a heavy suit of power armor the size of a small car, painted black with a horn on the helmet and no visible visor... The armor can only be removed surgicly at this point so describing the man inside of it is superflurous, but he is missing an eye (now wired to the helmet) and his limbs... and various other bits.... there is a reason the armor can only be removed surgicly.
  • Universe: Rimworld
  • Personality: Honorbound and Dutiful, Kyo is a man that follows a strict code of Bushido.
  • Backstory: Kyo is on of the few people old enough to rember the original ship crash that started the colony, a marine stationed on the underway ship for defense he went on to become a gaurd for the imperial family of the newfound colony, defending it from its early days in a lush cove with nothing more then a spear, until modern times with his warcasket and kyokatana.
  • Powers/Abilities: Psycicly Deaf
  • Skills:
    • Combat: Kyo is a gifted fighter with a wide array of weaponry, but this comes at the cost of most other skills...
    • Artistic: Imperial gaurds are encouraged to take up the arts for there downtime, though the lack of fine motor control within the warcasket limits what kind of art he is able to do
  • Equipment:
    • Warcasket: A suit of power armor the size of a small car, a warcasket is named for the fact that once the operator is inside, the only way to get them out is a blowtorch... it offers outstanding protection, but it lacks te fine motor control necicery to do a lot of more mudane tasks.
    • Kyokatana: A gigantic katana with a blade that coats itself in plasma allowing it to cut through some of the thickest armor.... its massive size prevents its use by any one that isn't in a suit of power armor the size of a small car, or with strenght that is well beyond that that a human being is capable of even with genetic modification.
    • Folding Gun: A second massive weapon and Kyo's option for ranged combat, the folding gun is an arm mounted machinegun that folds up when not in use.
  • Territory/Followers: Imperial Royal Gaurd/Military Commander

  • Name: Yuyume Ishkawa
  • Age: 27
  • Appearance: Link to photos or pictures preferred, though a sufficiently detailed text description would also suffice.
  • Universe: Rimworld
  • Personality: Kind and gentle, Yuyume is one of the more devout preistesses whom assists the empress in the various rituals. She is generaly quite caring and wanting to help others.
  • Backstory: Another of the generation raised on the Rim, Yuyume is also fairly sheltered, and devoted to the religion of her upbringing. Unlike most however she is always curious to learn more about the world and how it works.
  • Powers/Abilities: Psycicly Deaf
  • Skills:
    • Medical: Yuyume is a great healer if she has access to proper medical eqipment, however she has no supernatural healing abilities so her ability to do this is limited by what she has access too.
    • Artistic: Yuyume is very good at creating art, not exactly sure how this would ever be relevent but... here it is just incase.
    • Researcher: Yuyume is smart and is capable of reverse engineering new items to learn the principles of how they function, she also understands documentation and is able to help disiminate this knowladge.
    • Cooking: Not really sure what to add here Yuyume is a good cook.
  • Equipment:
    • Medicine: Able to tend patients.
    • Datapad: For taking notes and looking things up
    • Pistol: For self defence
    • Drugs: The fun stuff, various kinds of performance enhancing chemicals ranging from "go-juice", to the dangerous "Luciferium", though... don't go to her just expecting a high, she knows the risks asociated with these things.
  • Territory/Followers: Mechashintoists science and medical staff.

  • Name: Fay Yang
  • Age: 33
  • Appearance: Fay is a member of the Moyo geneline, she has blue skin, dark blue hair, and patches of biolumenesence as well as a long tail... She looks something like this
  • Universe: Rimworld
  • Personality: Fay is more detached and less empithetic, and she is much more williing to carry out less ethical tasks if it benifits the group... She is more swayed by logic then emotions... probaly counts as a war criminal in sevral juristictions.
  • Backstory: Fay started her life on the lower levels of "The Lighthouse" the undersea city of the moyo, the lower levels are generaly not conductive to a good life however and at a young age she was recruited to work for the cartel who employed her mechanical skills to service there equipment and mechanoids. She was captured during a failed raid agianst Kurono, a crime for which she was sentanced to indentured servitude, after the duration of her sentance she elected to stay rather then return to the cartel and worked her way up the social heirchy.
  • Powers/Abilities:
    • From the depth; The Moyo geneline is designed to live at the bottom of ocean worlds, as such they are both resistant to atmospheric pressure changes, and able to breathe water.
    • Deep Blue; The moyo geneline produces a chemical called "deep blue" in there blood, it can be used to augment other medicines increasing there effectivness.... however taking these augmented medicines causes a chemical dependancy on deep blue, much like luciferium.... though less fatal... it is still life long.
  • Skills:
    • "Medical": Like her sister Fay also understands how a body works, unlike her sister you really don't want her touching you.
    • Crafting: Fay is a gifted builder, able to assemble most items she has been provided the knowladge of how to construct, materials and help premitting.
    • Artilarist: Fay is skilled with big guns, by which I mean the kind of guns that one does not cary, and are essentialy weaponized math.
  • Equipment:
    • Engineers tools; most of the time Fay can be found in the workshop and around tools.
    • Howitzer; Though on the rare occasions that she is out on the battlefeild it will normaly be with a small team of mechashintoists maning feild guns.
    • SMG; So, there is only really a light weapon present in the name of self defence.
  • Territory/Followers: Mechashintoists engineers, and heavy combatants.

  • Name: Kurono Mechhive
  • Age: ??? (decendant of a mechhive that is at least 1,000 years old)
  • Appearance: ... Its uhhh, a hivemind.... apperance is whatever form its dealing with you in.
  • Universe: Rimworld
  • Personality: Animalistic, you won't be getting any fascinating conversations out of it... The only reason I am noting it as a charecter is that its A) Sapient and B) Will remember what you do to it.
  • Backstory: I would rather not spell this out if thats okay, this "creature" is the center of the Mechanoshintoists religion, talking to them about it would be substantialy more fun.
  • Powers/Abilities: Hive mind of the mechanoids its power is.... well being all the mechanoids, it is there collective intelegence and is therefore multipresent.
  • Skills: It is an advanced xenosapient AI, it is capable of rapidly aquiring new skills provided it has a suitable body for doing them, on the other hand if you kill all its bodies capable of performing a specific task, it will require a little bit of time to relearn it since it will flush the data related to it as a space saving mesure.
  • Equipment: Mechanoids... a couple dozen mechanoids, notable mechanoid types listed.
    • Paramedic mechs are designed to aid in emergency situations. They can rescue the wounded, fight fires and even perform surgery. The paramedic has a built-in jump launcher for quickly getting into and out of emergency situations, making it excellent for extracting downed colonists from battle. It also has a built-in firefoam popper which it can use to extinguish fires. It also has basic medical skills - it can tend the wounded and sick, and even perform surgery when a skilled human isn’t available.
    • Lifters are there to move things where they need to go. They’re small, weak, pretty easy to get and always useful. They will haul a corpse to a grave or rearm a turret. They lack a real weapon.
    • Constructoids can perform an array of construction tasks, from building roofs to repairing buildings and even hauling resources to blueprints. The constructoid is equipped with a small slug gun for light defense and built-in cutting blades, but is not a good frontline fighter.
    • Agrihands are small mechanoids designed to sow and harvest crops and can perform a blunt melee attack.
    • Cleansweepers are light mechanoids that clean filth and do blunt melee attacks.
    • Fabricors will craft all manner of manufactured objects at your work benches (though they can’t do the same quality of work as a skilled human). Like the constructoid, the fabricor has a small slug gun.
    • Tunnelers are massive, heavily-armored mechs equipped with gigantic crusher claws. The tunneler can dig tunnels and mine resources tirelessly. In combat, it is slow but its very strong armor makes it an excellent tank for absorbing enemy fire while your other fighters deal damage. The tunneler has a small built-in smokepop pack which can activate to spread smoke and shield itself from incoming fire. It also has a shield pack that recharges over time. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down.
    • Militor: The cannon-fodder of any sizable mechanoid army. These small combat mechanoids are armed with a low-power mini-rifle. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, they are cheap to gestate and maintain.
    • Scorcher: A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on defenders, it can ignite and disrupt them with blasts of searing flame. Scorchers quickly turn firefights into “fire” fights. These mechanoids start wildfires with ease and are especially effective against large groups of attackers or those taking shelter in flammable defenses.
    • Centipede: One of the two bigest mechanoids, these are large bois that can be equiped with a verity of heavy wepons.... only 3 currently exist in the swarm.
    • War queen: A terrifying mechanoid with a built-in mech gestator. The war queen can gestate small mechs inside its massive carapace and deploy them as long as it has the resources... it is capable of defending itself with its large size, however there is only one.
  • Territory/Followers: The other of the mechanoshintoists objects of worship they will technicly follow it, but its not exactly a human intelegence and is therefor incapable of leadership.

Territory

  • Name of the Territory: Kurono
  • Universe of Origin: Rimworld
  • Description: Kurono is a poluted hellscape, what was once a beutiful cove has been rendered near unlivable to most with a toxic fog blanketing the area. This isn't to say it is dead however, the trees and animals that remain have mutated and deformed, ranging from the Polux tree, to the Toxalope... though perhapse the most notable species around are the giant insects, geneticly engineered species ranging from the quick but "smaller" megaspider to the armored megapede the size of a bus... one thing all the insectiods have in common is they are not friendly.
  • Contents/Locations: This might seem like a lot, but I kinda ended up listing every thing except the connecting hallways, oops. Any whay here is a map of it
    • Kurono-Maru: In the center oof the cove, attached to the mainland via multiple bridges lies a fortifaction built on a small island, compleatly enclosed from the outside it looks like a bunker with a multitude of heavy gun emplacments... though if you have got this far you have met the insectoids and understand why. Once you are inside however things change compleatly, the air is breathable.... and while they are a bit cramped, making it so that you have to move to a side room if one of the larger mechanoids like a centipede decides to pass through, and dimly lit only by "darklights" and holograms, its easy to tell that care has gone into this place with a rather nice interior designed for long term living... all futher mentioned locations will be inside this facility.
    • Central Garden: An absolutley beutiful near tropical opening in the center of the facility the garden is both an area of relaxation and the primary source of food and plant material for the mechanoshintoists, also contains a spring.... cyberpunk provides a good example of what this area is like
    • Mechanoshinto Shrine: A room that exists as the center of religious activities for the Mechanoshintoists, it holds multiple religious relics, as the hologram projectors that they use for a multitude of religious cerimonies.... also the room from which the divine empress leads.
    • Server Halls: Connected to the Mechanoshinto shrine is a location that few get to visit, the server halls hold the infastructure array that Ren's implants conect too, allowing her to control the mechanoids...
    • Royal Bunks: Thhe other thing connected to the shrine is the only private quarters in the facility, existing for the divine empress and her consorts
    • The next set of the facilities exist in a square ring around the above mentioned ones.
    • Barracks: The main living area of the facility, while the name is normaly reserved for military usage, its more because I don't know what else to call it.... the living area and sleeping space is comunal with shared facilities, it consists of a sleeping area lined with futons, and a recriation area with state of the art entertainment.... off in the corner of the recriation area is the dining area, connected to the kitchen on the other side.
    • Foundary: The foundary is the production area of the facility, designed mostly to meet the needs of organic population that inhabits it... it is capable of producing basic items ranging from clothes, to weaponry provided that the relavant information is provided... though it unsuitable for mass production and is unable to facilitate needs of more then the mechanoshintoists themselfs.
    • Storeroom: Existing connected to the foundary on one end and kitchen on the other is the multi-purpose store room... a frozen place where raw materials of all types are kept.
    • Medical: A basic hospital for treating the wounded and sick as well as a couple more advanced setups, one is to engage in the implanting of xenogerms... specaliy designed artifical organs that mutate the host organisim they are implanted in... and another is a growth vat of some kind.... xenogerms require an advanced knowladge of the geneline to be implanted, which the mechanoshintoists lack for any thing except there own.... The research lab also exists in this room since I forgot to label it on the map, sorry.
    • Mechanoid Growth Chambers: Dispite being machines, mechanoids are actualy "grown" in special vats, this is where those vats are... This is also where the primary power plant is.
    • Mechanoid Charging: Mechanoids go here to "recharge" kind of like sleep except they need to do it less often, there is a small fission reactor in this room who's primary purpose is to kickstart the primary reactor, it is also where fuel is stored.

    • Final ring, exterior facing.
    • Vehicle Bay: Self explanitry, only contains two items right now... an anti-air vehicle (think tunguska if you need a refrence) and a canary heavy lift vehicle
    • Bunkers: Externaly open rooms containing ammunition, gasmasks, and canons... defence oriented.
  • Specialties: Outside of Kurono-Maru your either going to need a gasmask or some genetic tampering to deal with the polution, it is bad
  • Population: The sentient population of Kurono conists of a couple dozen "kitsune" a geneline of designermates originating on an unknown glitterworld, this particular group of them is religious devoutees to a religion known as "Mechanoshinto", a religion that worships AI.... they are lead by there Empress/High Miko Ren, whom is a Mechanitor, some one able to control mechanoids. Other notable population is the mecanoids themselfs which outnumber the kitsune 2-1, mechanoids are a type of robotic entity that is grown in vats that share a swarm intelegence, technicaly alive but not really individuals.

Edited by Imca on Oct 24th 2022 at 11:53:59 AM

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#93: Oct 24th 2022 at 9:38:31 PM

@Imca:

  • I would appreciate a map or picture of the territory itself if you have one - not necessarily labelled, just something to make sure I have my mental image of it roughly correct, since as you mentioned, there are a lot of locations within the fortress to take into account.
  • To make it consistent with similar weapons and abilities in the Frontiers, the Kyokatana's potential for slicing through objects should be similar to a lightsaber. Simply mentioning that its ability to cut things is roughly the same as a lightsaber's somewhere in your description should be sufficient.
  • You say that there are about two dozen colonists and twice as many mechanoids as colonists, meaning about 48 mechanoids, but above that in the mechanoid section you say there are a couple dozen mechanoids. I'm fine with you starting with 48 mechanoids rather than 2 dozen, but I'd like it to be consistent.
  • Keeping things about your territory and characters secret from other players is fine, but I would ask that you share that info with me before I accept your signup, so that I don't end up having to veto ideas or plans of yours somewhere down the line when you've already invested time and effort into trying to realize them. And, of course, so that I can help you do cool plotlines involving said secrets.
  • My main concern with this territory is: will the colonists have any reason to actually leave their abode and go out and explore beyond the territory? I do have goofy robots I can throw their way, but as you mentioned, many kinds of organic life (i.e. most player characters) are going to have trouble braving the landscape to reach the fortress and interact with the colonists. I just don't want you to be stuck interacting with only my and your own characters. Perhaps this could be solved by digging undersea tunnels using the tunneling mechanoids? I am all-ears for any possible solutions you have in mind.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Imca (Veteran)
#94: Oct 25th 2022 at 12:03:16 AM

This is what the base itself looks like, to be honest its kind of the best I can do, since the actual surounding map hasn't quite reached the level of polution where it is acceptable for pictures... I ended up labeling it any way.

this is generaly what the surounding terrain is going to end up looking like though, or this, rimworld is kind of a thing where you have to end up using your imgagination to fill in the fine looks, at least its better then dwarf fortress that way.... TBH, if you can imagine it in fallout that's probably what the surrounding area looks like.

As for the other points in order, lightsaber is already better at cutting things then I imagined the Kyokatana which is a giant chunk of spaceship hull forged into a blade and covered in plasma, so I am 100% fine with this standardization it works perfectly.

48 mechanoids is better, the mechanoids section was more dedicated to listing the types then individual entities, there is probably going to be a lot of millators in that bunch for instance, it was mostly there to both get the various types of mechanisms noted, and to note that they are a conscious entity that shares a hivemind.

Honestly for the most part I imagine the nameless NPC will indeed spend most of there time in there own territory, which is why I didn't bother mentioning them for the most part.... like say you have a royal consort who never really bothers the other people why bother noting him except in the population numbers, however each of the core 4 mentioned (5 if you count the mechs) do indeed have reasons to go off and make friends or to uhhh not make friends, and they will likley end up accompanied by NPC at various points bringing them out.... in order.

  • Ren is going to want to get involved in stuff that isn't just being the center of a religion, also you know being the actual leader.
  • Kyo is probably going to end up following her around for protection, or breaking off if he is needed to go deal with something.
  • Yuyume is more of a curious sort and as a researcher/medical specalist is going to be off exploring to see what she can uncover.
  • Fay is going to need to recover materials for various projects.

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#95: Oct 25th 2022 at 6:35:14 PM

@Imca: Alright, Kurono and its inhabitants are accepted!

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Chortleous she/her friend to the hooved (4 Score & 7 Years Ago) Relationship Status: She does the things you do, but she is an IBM
she/her friend to the hooved
#96: Oct 25th 2022 at 8:18:11 PM

Okay, between two choices, I believe I've come to a decision.

Name: Hewkii.

Age: Approx. several thousand years.

Appearance:

Official set here, with some fan-made takes here and here, bearing in mind that the Lego sets are somewhat of a broad strokes depiction and aren't, by themselves, 100% canon, often lacking features like hands and signifiers of biomechanical composition. The gist is that he's a 7-foot-tall biomechanical humanoid clad in a black and yellow mask and armor, with what appear to be aquatic adaptations including webbed feet and gill-like structures represented in Lego by ribbed tubing.

Universe: BIONICLE.

Personality:

Good-natured and amiable, if sardonic. Has a fierce competitive streak and a sense of sportsmanship that often leads to him putting himself at a disadvantage in combat just for the challenge. As a Toa and former Matoran, he is beholden to the Three Virtues of Unity, Duty, and Destiny and also adheres strictly to the Toa Code, a set of guiding principles that forbids him from killing sapient beings or allowing them to die if it can be prevented, among other things.

Backstory:

A star athlete on his home island of Mata-Nui, Hewkii (originally Huki) was a champion of the Lacrosse-like sport of Kohlii, serving also as the second-in-command for the Turaga elder of his village and playing a pivotal role in defense against wildlife beguiled by the malevolent Makuta, as well as the insect-like Bohrok swarms, alongside six powerful Toa protectors. Later on, after he and the other Matoran people of Mata-Nui migrated to their true underground homeland of Metru-Nui after Makuta's apparent defeat, it was discovered that the deity Mata-Nui—the island's namesake, a gigantic spacefaring robot inside of which Metru-Nui and countless other inhabited lands sat, serving as vital organs—was not only asleep, as he'd been for a thousand years prior due to the machinations of Makuta, but dying.

Following this, the six Toa were sent to retrieve the legendary Mask of Life to save Mata-Nui, but hadn't returned, spurring a team of Matoran including Hewkii himself to venture out and search for them. This journey lead to Hewkii and his teammates becoming Toa themselves, going on to retrieve the Mask of Life amidst a series of battles and tribulations, culminating in a trip to the sunken city of Mahri-Nui and a battle against a allegiance of banished mutant warlords, where he and his team were transformed yet again into forms suited for their aquatic surroundings. They were successful in saving Mata-Nui, at the cost of teammate Matoro... but Makuta, unbeknownst to everyone, slipped into Mata-Nui's place as deity and guiding consciousness of the machine, effectively taking over their world when it was finally awoken soon afterward.

This lead to a series of conflicts and a struggle against Makuta in which Hewkii and his team played a pivotal role, culminating in Makuta's defeat by the exiled Mata-Nui, and the people who had once inhabited his robotic body finding a new home in the restored planet of Spherus Magna where he and his team went about keeping the peace and helping the now-unified inhabitants of both worlds rebuild.

Powers/Abilities:

As a Toa, Hewkii possesses physical ability beyond that of a Matoran (the baseline powerless people of his world) and well beyond any normal human, capable of lifting roughly a ton with effort and leaping vertically about 10-15 feet, with a durable biomechanical composition granting him resistance to damage and injury—for instance, he's largely bulletproof as far as small arms like pistols are concerned due to being made of metal, though there's always the chance of a lucky shot to his organic components, which while tough are still biological, and anything heavier-duty will definitely cause damage regardless so he'd really rather not end up in that kind of situation—as well as aquatic adaptations specific to him and his team that allow him to breathe water. He also possesses a variety of special powers:

  • The elemental power of Stone, granting him the ability to create and manipulate solid rock in a myriad ways. Favored applications of this include creating massive hands/fists, causing spikes to erupt out of the ground, weakening or fortifying stone structures, encasing opponents, or binding them to the ground. Dependent on a supply of elemental energy that requires some time to regenerate if expended, and overall requires some concentration especially for more precise or heavy applications.

    • Can also take the form of bolts of yellow-orange elemental energy projected from his hands or weapons that create stone where they hit.

    • Additionally, though it's not a hard requirement, Toa oftentimes telegraph any usage of their elemental powers by gesturing with their hands or weapons, especially the latter, for ease-of-focus, visualization, and fine control. As far as squishy living beings are concerned, they'll almost always do this for safety's sake.

    • Another application of this comes in the form of a Nova Blast, the ability to expend all of his elemental energy at once in a cataclysmic storm of rock and stone across a 5-mile radius, leaving everything in the vicinity covered in it. This is drastically reduced from the implied canon radius of 40 miles, and can be dialed down further still or even cut, though Hewkii wouldn't use this ability willy-nilly anyway, for its massively draining nature, destructive power and the corresponding risk it poses to others.

  • Toa Power, a finite, non-regenerating secondary supply of energy that can be used to purge toxins and heal major injuries in himself and others, turn destined Matoran into Toa, and be channeled into and stored within objects.
    • Once this power is fully expended (whenever that might be, canon is vague about quantifying it), Hewkii will permanently transform into a Turaga, a smaller and drastically weakened form with lesser mask and elemental powers—a tablet wish could in theory reverse this.

  • The ability to wear and use masks of power, aka Kanohi, which can temporarily grant new powers or augment existing abilities. Being without one for any length of time significantly weakens him physically and dampens his elemental powers.
    • If granted access to a Suva shrine (a piece of technology from his world, resembling a metallic dome with six circular slots along its outer edge), Hewkii can use it to store any masks he's acquired and teleport/summon them to his face remotely, swapping them out for the mask he's currently wearing.
    • Using mask powers requires some concentration, and is telegraphed by the mask itself glowing softly.
    • Beings not from Hewkii's universe can neither wear (they attach magnetically) nor use Kanohi by default, but those sensitive to such things will be able to sense the power they contain nevertheless.

  • The ability to forge mental links with other beings, only one at any given time, that allow them to communicate and share sight over vast distances. Must be within close proximity to initiate a link.

Skills:

As a top-level athlete, Hewkii is especially strong, agile, quick on his feet, and a crack shot with projectiles thrown, kicked or fired. He also has a keen sense for detecting weaknesses in opponents and structures, especially those made of stone, owing in part to his elemental powers—powers he is quite adept with, thanks to having had something of a crash-course in their use early in his tenure.

Equipment:

  • The Garai, a Great Kanohi of Gravity, that grants him the ability to temporarily decrease and increase the gravitational pull affecting a target. Gravity can be decreased to 0g and increased to around 9g, possibly further in the unlikely scenario that he's not concerned with potentially killing or maiming, though this may require exponentially greater concentration.

  • The Aqua Warblade, a single-edge long-handle sword/polearm that can be used to focus his elemental stone powers.

  • A pair of detachable blades stowed on one shoulder, can also be used to focus his elemental powers.

  • A pair of Electrified Chains, which can deliver powerful incapacitating shocks on contact, and also be used to charge the warblade with electricity. Generally carried coiled on one hip.

  • A Cordak Blaster, a rotary missile launcher with six shots that can function in air and underwater. These missiles carry approximately the explosive power of an RPG, though their lethality is tempered somewhat by their wielder's unwillingness to kill opponents, and thus aren't generally used in that capacity.
    • Hewkii carries four additional rounds on his person for a total of 10.
    • The blaster itself can also be used to focus his elemental stone powers.

  • A satchel made of canvas-like fabric for carrying miscellaneous items such as supplies, Cordak rounds, or acquired Kanohi.
    • His primary weapons simply stow on his back magnetically, and can also be pulled to his hands this way if needed, though the range for this is limited to around a few feet.

Territory/Followers: Arturia and Lola

Edited by Chortleous on Jul 12th 2023 at 7:55:26 AM

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#97: Oct 25th 2022 at 8:34:57 PM

@Chortleous: Hewkii is accepted!

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
FokiasTheJester Since: Jul, 2012
#98: Oct 30th 2022 at 3:01:27 PM

And here is another Free Agent sheet for your consideration!

  • Name: Seven
  • Age: ???
  • Appearance: Seen here with a bench for scale. Note the furless, mutated right hand, along with the eyepatch embroidered with a red VII. Here's an additional close-up featuring their hat and gas mask.
  • Universe: Biomutant AU
  • Personality: Simply put, Seven is not very good with people; They tend to remain quiet and reserved, and their air of Zen-like calm comes in equal parts from their perceived ideal of a strong protector, and from their failure to learn how to deal with their emotions besides bottling them up; Thus, they can get a bit of temper when dealing with certain topics, such as harming children and other defenseless people, or careless damage to the environment. However, they remain committed to follow in the footsteps of their mother and act for a greater cause.
  • Backstory: Seven was the second child of their mother, the first one being Wung-Fu, a martial art of her own design that she used to protect the town she called home, a small village sitting at the foot of the Tree of Life. However, a raid she conducted long ago against the Meat Eaters is when she would make her biggest mistake, killing the predators in their camp, but sparing the one youngling found there. This act of mercy would spell her hometown's doom, as years later, the fully grown carnivore now known as Lupa-Lupin razed the village in a single night, massacring the inhabitants indiscriminately on the way to find the warrior who killed his mother. Both of Seven's parents would die protecting their child, who didn't escape unscathed themselves, afflicted by the predator with a scar across their right eye. Seven would flee all the way outside of the known world, running not only from the immediate danger of Lupa-Lupin, but from their own trauma stemming from that fateful night.
    A number of years later, Seven would return to their home region, all grown up, an eyepatch-wearing Ronin wandering the world without a real goal. There, they would find a land not only divided between six tribes on the brink of war, but also slowly dying because of the World-Eaters, massive mutated creatures gnawing at the roots of the Tree of Life. And to top it all off, Lupa-Lupin was still alive and active in the region, terrorizing the populace, his many murders having gone unpunished. Shouldering this triple burden, Seven set out to make things right and save their world from the worst.
  • Powers/Abilities:
    • Seven's mutant animal physiology comes with enhanced senses, as well as a resistance to extreme temperatures, biohazards, poisons, and radiation.
    • Seven can use their Ki in a number of different ways, either to enhance their physical capabilities, or in the form a "neutral" power, which can called upon at any time, or they can attune themselves to a specific element, allowing them to use the corresponding powers. The element to which Seven is currently attuned is plainly visible by the color of their mutated right hand.
      • One offensive use of Ki is to release it in the form of raw energy, behaving much like electricity, projected at the enemy in either the form of a projectile, or as an arc connecting the caster to the target; While the latter technically hits instantly, It does take a while for Seven to accumulate the charge required to create an arc, which not only takes longer the further they are from their target, but they also need to stay on target for the whole duration.
      • Another "neutral" power allows the user's body to be unaffected by gravity, effectively acting as a form of levitation. This is not outright flight, however, as Seven is still affected by Newton's first law of motion, and will therefore keep floating in the direction they were heading for as long as they keep this power up, or air resistance eventually slows them down to a stop.
      • When attuned to Heat, Seven's strength is increased substantially, and they are able to create and manipulate their own fire, either wreathing themselves and their weapon with it, or releasing it in the form of a spray of fire or a fireball.
      • Harnessing the power of Cold, they are able to absorb the thermal energy from their surroundings, effectively creating an aura of cold around them as they feed off that energy. The Cold-aligned Ki bolsters their body as well, allowing them to withstand more punishment than normal.
      • Radiation grants the user enhanced speed and reaction times, as well as weaponizing that element, delivering it either in the form of glowing wisps emanating from the caster and seeking for targets, or as a laser-like beam that, while it reaches its destination immediately, takes time to focus, dealing increasing amounts of damage the longer it stays on target. A less offensive use of this power is to release radiation that only falls within the visible spectrum, also known as plain old light.
      • Biohazard-aspected Ki acts as a tranquilizer of sorts on the user's body, improving their focus, as well as suppressing tremors and other such involuntary movements, allowing them to act more precisely. Attunement to Biohazard also allows Seven to secrete their own poisonous, corrosive, or otherwise nasty substance, to apply on their weapon or just straight up spit at their opponent.
  • Skills:
    • Wung-Fu Master: Wung-Fu is a martial art built around unarmed combat and its six signature weapons. This knowledge also extends to the usage of general slashers, clobberers, and firearms to a lesser extent. Over the years, Seven has pushed the style in new directions, creating a set of techniques inspired by the elements of their post-apocalyptic homeworld, and their own mutant powers; these styles become more effective if their Ki is attuned to the appropriate element.
      • The Heat style is all about raw power, putting as much energy as possible into the fire with each strike for massive damage. Heat wins fights by defeating its enemies with overpowering force, and doing it as fast as possible.
      • The Cold style is the antithesis of the Heat style, focusing on defense and stamina rather than strength. Enemy blows barely chip the glacier erected by Cold's defenses, who retaliates with attacks of no exceptional speed or power, but has the energy to keep striking relentlessly until it is the only one left standing.
      • The Radiation style is fast and evasive, favoring fast strikes and evasive maneuvers to stay out of harm's way. Radiation's strikes are not that powerful on their own, but enough hits will eventually get that geiger counter crackling, and defeat its opponent with a Death of a Thousand Ticks.
      • The Biohazard style eschews power for precision, aiming at a target's specific points to disable them and make it harder for them to keep on fighting. Biohazard cares not for drowning its target in a lake of toxic waste, for it knows that it only takes a single drop of poison in the right place to cripple its opponent.
    • Globe-trotter: From the shores of the Surfipelago to the plateaus of the Dead Zone, Seven's journey took them through a variety of environments, not all of them friendly; thus, they had to learn how to navigate and traverse them, as well as making it out in one piece.
    • Making New from Old: Seven is a knowledgeable artisan when it comes to creating weapons and armor. However, their homeworld did not usually have access to the finest material, meaning they had to become particularly creative and efficient at upcycling scraps of material that a more ordinary craftsman would consider junk.
    • Forklift Certified: Seven has spent a lot of time behind the wheel/rein/stick of a variety of conventional and non-conventional vehicles, from riding animals that are horses in all but name, to operating submarines and blimps.
    • Not-Swimming: A traumatic experience involving getting thrown off a pier as a youngling, and the dangerous pollution resurfacing and contaminating the waters in the following years means that Seven has little to no practical experience traversing deep waters. Expects lots of flailing, heavily reduced mobility, barely keeping their head above the surface, and quick exhaustion.
  • Equipment:
    • The six signature weapons of Wung-Fu: The staff, the nanchuk, the boomerang, the shurikens, the bow, and the hook and chain.
    • Originally designed as demolition tools, the Klonkfists are a pair of massive metal hands acting as power fists by way of thrusters attached to the back of the hand. They are a bit heavy and cumbersome for Seven to wield, and the thrusters do take a bit of time to spool up to their full power; but said full power is more than enough to propel the user forwards, and the resulting impact is strong enough to bust down reinforced concrete walls.
    • Taking the form of a small mechanical grasshopper, the Automaton is a pint-sized recording and communications device doubling as a flashlight. Its sensors also warn the user about the weather and environmental hazards.
    • A simple gas mask, made to prevent the wearer from inhaling whatever nasty stuff might be found in the air.

Edited by FokiasTheJester on Oct 30th 2022 at 11:27:34 AM

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#99: Oct 30th 2022 at 3:18:43 PM

@Fokias: Seven is accepted.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
GameGuruGG Vampire Hunter from Castlevania (Before Recorded History)
Vampire Hunter
#100: Nov 22nd 2022 at 7:09:50 PM

Super Heroines Team

  • Main Character
    • Name: Athena Asamiya
    • Age: 18
    • Appearance: Eternal Psychic Idol
    • Universe: The King of Fighters
    • Personality: Athena Asamiya is very outgoing, polite, and friendly. A happy woman with righteous virtues and well-meaning morals, she treasures her fans and those who are helpless and strives to do her best to fight for them, though she can be a bit of a crybaby at times.
    • Backstory: Athena Asamiya is the descendent and reincarnation of the original Athena of her world. She had spent most of her life training as a student of her friend Kensou's master, Chin Gentsai. She, Kensou, and Chin joined the King of Fighters tournament as a way to help protect the populace from the threats these tournaments always ends up posing. Through the tournament, she eventually became famous and used it as a springboard for her idol career. In the most recent King of Fighters tournament, she ended up forming a team with Mai Shiranui and Yuri Sakazaki, after which they ended up in the Frontiers.
    • Powers/Abilities: Athena Asamiya is a powerful psychic. As such, she has psychokinesis, the ability to push, pull, and carry objects with her mind, though this is limited to objects of 500 kg or less. Athena can condense psychic energy into the shape of a ball and fire it at her opponent for damage comparable to that of a missile. She can materialize and coalesce psychic energy on her limbs in order to strengthen her physical attacks to cut opponents similar to that of a bladed weapon. Athena can create a shield-like barrier that deflects projectiles, although anything comparable to a barrage of missiles or a point-blank explosion will break right through it. She can channel her psychic energy in order to heal herself or others of wounds and damage, though she cannot use this to regrow lost limbs or revive people from death. Athena can use her psychic powers to teleport, though she can only teleport within line of sight to where she is teleporting and she has a significant cooldown period afterwards.
    • Skills: Athena knows Kung Fu, though she generally relies on her psychic powers when fighting. As a famous J-Pop star in her world, she is a skilled singer and performer. Athena is particularly well-versed in all matters of the Internet, not only being an avid online shopper, but also being particularly skilled in website design, especially the front-end to the point of it being a hobby of hers. Athena is especially good at playing Lacrosse. Athena is knowledgable about tarot, astrology, and fortunetelling, though this is unconnected with her psychic powers.
    • Equipment: None Yet.
    • Territory/Followers: None Yet.

  • Supporting Cast
    • Name: Mai Shiranui
    • Age: 21
    • Appearance: Alluring Ninja Girl
    • Universe: The King of Fighters
    • Personality: Mai Shiranui is a very cheerful and temperamental woman. She tends to also be somewhat of an airhead and admires any kind of beauty or attractiveness, which sometimes comes across as being vain.
    • Backstory: Mai Shiranui was taught the secrets of ninjutsu by her grandfather Hanzo Shiranui alongside Andy Bogard. Initially, she was cold to Andy, but when he gave her a present for her birthday, she fell in love with him, which confused him greatly. Because of her love for Andy, she followed him to America and eventually joined the King of Fighters tournament along Yuri and a friend of theirs named King. In the most recent King of Fighters tournament, she ended up forming a team with Athena Asamiya and Yuri Sakazaki, after which they ended up in the Frontiers.
    • Powers/Abilities: Mai Shiranui is skilled at pyrokinesis, being able to create fire. She can only control the fire that she herself creates. Under normal circumstances, this acts like any normal fire, but Mai could even melt metal if she concentrated her fire into a small single constant flame like that of a welder's. She can infuse her attacks with fire and completely cloak her body with her flames. Mai can channel fire through her clothes, weapon, and anything she touches. She can also cause explosions and eruptions of fire near herself which max out at 3 feet. Mai has the ability to temporarily stay airborne and control her movements in the air which allows her to float, glide, change directions in mid-air, or gain temporary flight. She has the power to pull out weapons and items from her clothing from seemingly nowhere. Mai can temporarily project shadow images of herself and her weapon.
    • Skills: She is trained in the art of Shiranui-ryu ninjutsu which she uses with her pyrokinesis. As a ninja, she is skilled in stealth, climbing, and using her revealing outfit to her advantage as a distraction. She can change clothes within a second. She also knows how to create clothes, favoring traditional Japanese outfits. She knows how to cook.
    • Equipment: Multiple battle fans, giant fans, other articles of clothing, as well as an umbrella, all of which can be pulled from her clothing from seemingly nowhere.
    • Territory/Followers: None Yet.

  • Supporting Cast
    • Name: Yuri Sakazaki
    • Age: 20
    • Appearance: Wild Flying Swallow
    • Universe: The King of Fighters
    • Personality: Yuri Sakazaki is a friendly young girl who always cares about her family and friends. She is a strong believer of innovation and trends, constantly finding ways to improve herself through change.
    • Backstory: Yuri Sakazaki was the daughter of Takuma Sakazaki, master of Kyokugenryu Karate. After her mother died and her father disappeared, she was raised by her brother Ryo Sakazaki. While Ryo had been trained in Kyokugenryu Karate by Takuma, she wasn't. As such, she ended up being kidnapped by the crime lord Mr. Big and Ryo and his friend Robert Garcia had to go out to find her, fighting everyone along the way including a mysterious man known only as Mr. Karate. Ryo tore apart the forces of Mr. Big, saving Yuri as well as beating Mr. Karate within an inch of his life when Yuri revealed the truth she had discovered. Mr. Karate was their father, and she had been kidnapped to force his obedience. After this incident, Takuma trained Yuri in Kyokugenryu Karate to be able to defend herself. Once she gained confidence in her skill, she joined the King of Fighters tournament along Mai and a friend of theirs named King. In the most recent King of Fighters tournament, she ended up forming a team with Athena Asamiya and Mai Shiranui, after which they ended up in the Frontiers.
    • Powers/Abilities: Yuri Sakazaki is a ki-user. She can gather ki from her surroundings, though specifically from the planet itself. Yuri can create ki projectiles to cause damage comparable to that of a missile. She can create a ball of energy in her hands to reflect projectiles, although anything comparable to a barrage of missiles or a point-blank explosion will break right through it. Yuri is also capable of copying almost any martial arts or energy-based technique after seeing it once, but these copied techniques tend to be ineffective versions of those techniques since she lacks the proper training for them.
    • Skills: Yuri Sakazaki is trained in the most basic and low-level techniques of Kyokugenryu Karate. She spends most of her training adapting moves she sees into her own style.
    • Equipment: None Yet.
    • Territory/Followers: None Yet.

Edited by GameGuruGG on Nov 26th 2022 at 4:35:08 AM

Wizard Needs Food Badly

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