Follow TV Tropes

Following

A Game of Gods Season 4: Interest Check/Signups

Go To

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#151: Sep 14th 2023 at 7:45:21 PM

@GeekyGirl: I'm grateful for your interest, although as I noted in the OP, I am currently only accepting signups from people who are already in the RP or who I personally approach. I also don't really feel as if the long-form prose that we use in the RP thread is for everyone, so please make sure you are interested in RPing in that format.

That said, I would be willing to give you a chance if you are still interested. I would also appreciate you running whatever your character or territory idea(s) are by me before you sign up, so that you don't end up spending a long time writing something only for me to have to reject the idea for problems that I would have foreseen. If you would like to chat about your ideas in real time rather than in posts or PMs, my handle on Discord is simply "darksidevoid".

Edited by darksidevoid on Sep 14th 2023 at 10:45:35 AM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Uncandescent One Brunch Man Since: Jul, 2010 Relationship Status: Coming soon to theaters
One Brunch Man
#152: Sep 17th 2023 at 1:36:19 PM

I think it’s time we blow this scene

Get everybody and the stuff together

Okay,

Three,

Two,

One,

Let’s jam!

Territory Signup

Main Character

Name: Spike Spiegel

Age: Late twenties

Appearance: “Water can take any form. It drifts without effort one moment, then pounds down in a torrent the very next.”

Universe: Cowboy Bebop

Personality:

  • Casually aloof, affably amiable, and occasionally playful, Spike is the epitome of the devil-may-care, too-cool-for-school attitude. In fact, if it weren’t for the fact that he needs money for things like food, spaceship fuel, and all-important cigarettes, Spike would be mostly content with spending his days pursuing his hobbies: lazing about, eating, honing his mind and body to its physical peak, getting up to no good in assorted bars, and just generally minding his own business. But unfortunately, he lives in a universe that doesn’t care what he thinks, so this cowboy has no choice but to saddle up, and do pretty much the only thing that he’s really good at: hunt down prey.

  • When it comes to chasing down a bounty, Spike is resourceful, persistent, motivated, and unattached. He’ll go after bad people who did bad things, but when it comes down to brass tacks, it’s all just business. Spike has no great sense of justice, doesn’t feel the need to impose his personal morality on anyone else, and for the most part, just wants to keep his head down and attend to the task at hand of catching people that other people are going to pay him a bunch of money for— though, admittedly, the more exciting jobs are preferred. But that doesn’t mean that he doesn’t have a heart, and if faced with a perilous situation right in front of his face, whether it be an innocent in danger or the dying wish of a stranger, he is often compelled to intervene, even if it ends up being to his personal detriment.

  • On a more significant level, Spike is deeply dissociated from the events going on around him at any given time, feeling as though his time spent since leaving the Red Dragon Syndicate is something akin to a dream, one that he could wake up from at any moment. As a result, he finds it difficult to take many things seriously, up to an including life-threatening situations, and is often able to survive simply through a lifetime of honed instincts and a well-developed ability to just not die. There is one soul out there who can sing a song sweet enough to wake him from his slumber, that is if he doesn’t meet someone Vicious enough to do it first…

Backstory:

  • Spike’s earliest dreams are red. Whether it’s the red soil of the terraformed surface of Mars he called his home, the red insignia of the Red Dragon Syndicate who brought him in and raised him, or the red blood he spilled in their name. Spike went from a boy to a man in this hellish environment where might made right, and Spike made sure that he was always right. His main partner in crime, a fellow hitter appropriately named Vicious, was often by his side. Together, they were unstoppable. Together, they made the streets run red.

  • The only problem came in the form of Vicious’s girlfriend, Julia. After a hit gone bad, Julia ended up nursing Spike back to health, which sparked a romance between the two. Spike found a reason to live beyond violence, and Julia finally saw a way out. But then, of course, Vicious found out.

  • On the day that Spike and Julia were due to run away together, Vicious cornered Julia in their apartment. He provided ultimatum: either Julia go to the meeting and kill Spike, or he was going to kill them both. As a result, Julia never showed up to the meeting, choosing to go into hiding instead. Heartbroken, Spike proceeded with his plan to get out, faking his own death, and escaping into a new life.

  • Now, he hunts bounties for money on the Bebop, gliding up and down the solar system for the sake of a dream, keeping himself breathing until he hears her serenade drift through an open bar window. Then, he might finally be able to wake up…

Powers/Abilities: None

Skills:

  • Professional Assassin: Spike has been trained, from a very young age, to hurt people. To that end, he has extensive knowledge of and practice in Jeet Kune Do, the martial art founded by one of his idols, the legendary Bruce Lee. This expertise also includes a variety of firearms, pole weapons, thrown knives, and even antique weapons such as nunchucks, due to Spike's fascination with older martial arts movies. He is also very comfortable around explosives, both thrown or planted, though if he's gotten to the point where he is willing to use them, things have gotten very dire indeed. On the lighter side of things, he is quite skilled at sleight-of-hand, which frequently comes in handy when he needs to slip something in or out of someone else's pocket, or if he just wants to make someone laugh.

Equipment:

  • Pistol: Spike quite literally never leaves home without it. His weapon of choice is a Jericho 941 R.

  • Throwing Knife: Something that he keeps in his back pocket. Just in case.

  • Private Arsenal: When Spike needs a person or group of persons incredibly, aggressively dead, he has a stash of weapons hidden around the Bebop that he can load himself up with. This includes several types of pistols, a smattering of hand grenades, and remote-controlled explosives that he can detonate with a switch. He typically wears a trench coat along with these weapons in order to better both conceal and carry them, and him leaving the Bebop with said trench coat on is a good sign that a whole lot of people are about to die.

  • The Swordfish II: Combining the sleek profile and casual utility of a motorcycle with the aerodynamic capabilities and built-in firepower of a fighter jet, the Swordfish II is Spike’s primary vehicle, whether it comes to flying about town, or pursuing a fleeing target. Though outwardly not particularly remarkable in his home dimension, under the hood, the Swordfish II is a repurposed racing craft, designed for maneuverability, handling, and above all else, speed. With VTOL capabilities and fold-up wings that allow it to fit snugly into most conventional parking spots, the Swordfish II is the sleeper build to end all sleeper builds, even sporting the ability to enter and exit the atmosphere should the need arise. The Swordfish II also comes with two main types of armaments: a quartet of machine guns mounted on the ends of the vehicle’s wings, two on each, that are mostly used to disable the vehicles of fleeing suspects. To that end, the individual rounds are strong enough to pit concrete, tear through car bodies, and do very nasty things to flesh, if it came to it. Slung underneath the Swordfish II’s main body is plasma cannon on a pivoting turret, that can fire a beam of concentrated energy strong enough to shatter concrete and melt steel. This weapon takes several seconds to charge up, and fires in a continuous beam for 3-5 seconds afterwards, during which the turret can pivot and sweep the beam across a surface or through a space, if desired. After usage, the plasma cannon takes several minutes to recharge. In case of hot pursuit, the Swordfish II can also launch vision-obscuring bright flares from its rear compartment, in order to either shake off or disorient a pursuer. And in the unfortunate event that someone or something needs a tow, the Swordfish II has two deployable towing cables, one on the end of each wing.

Territory/Followers: None

Supporting Cast

Name: Jet Black

Age: Late thirties

Appearance: “I’m the Black Dog, and when I bite, I don’t let go.”

Universe: Cowboy Bebop

Personality:

  • Jet is a kind, caring, considerate, and honorable person, wrapped up in the exterior of a gruff, stern, and at times uncompromising ex-cop. Paternal beyond his years, Jet always has a proverb ready for a given situation, a tool available for a given problem, and a way out for someone in a given jam. Even though he no longer wears a badge, he can’t keep himself away from the siren song of catching bad guys, though most of the time, it seems like he’s busier cleaning up after his comrades than anything else.

  • Jet always keeps a promise, never backs out on a deal, and genuinely cares about the well-being of the people involved in their jobs, whether it be the innocent bystanders that he goes out of his way to protect, or his fellow crew members, who he sometimes feels helpless to truly assist with their real problems. To that end, he cooks, he cleans, he picks up after their messes, and though he complains, he’ll always be around to do it again. Even when it comes to his friends and colleagues, the Black Dog never lets go.

Backstory:

  • Jet Black had a long, storied career with the solar system’s premier interplanetary security force known as the ISSP, or Inter-Solar System Police. They called him the Black Dog, due to his dogged persistence to bringing each and every criminal that crossed his path to justice. This made the population he swore to protect feel safe, but it made certain other people feel very, very nervous. Eventually, they decided to do something about it.

  • One night, Jet was lured into an ambush that left him critically injured, so much so that he lost his left arm. Suspecting foul play but never able to prove it, Jet quit the police force in disgust, switching to a career where people were at least honest about where their money was coming from. But deep down, he was still that same investigator, running down criminals who thought they could escape from the law. He might not have a badge, and his arm might be mechanical, but he feels as though the hand of justice is still on his side…

Powers/Abilities: None

Skills:

  • Professional Investigator: Jet had a long and storied career as a member of the ISSP, which has granted him a series of skills that have seen him well in this new realm of bounty hunting. Jet is an avid combatant, comfortable using his bulk and strength to subdue opponents with minimal fuss, even able and willing to use the durability of his mechanical arm to his advantage if he needs it to absorb a deadly blow. He is also extremely knowledgeable about a variety of topics both social and technological, having had his ear to the ground and his nose to the grindstone for years in order to keep ahead of criminals. His mechanical expertise means that he is often the one maintaining and fixing the crew's assorted vehicles, something that he may grumble about, but never neglect. And finally, if any of their cases have a scientific element to them, Jet is frequently the one running the tests, processing the results, and providing the answers that allow them to crack the case once and for all.

Equipment:

  • Pistol: Because you can't fight bad guys without one. His weapon of choice is a Walther P99.

  • Mechanical Arm: Due to the injury that made Jet leave the police force, Jet now has a mechanical left arm. Due to its materials, it is resistant to blades, bullets, and the like, but it isn't much stronger than Jet's remaining organic arm. However, as a man of sizable build, this strength is still considerable, though not superhuman.

  • Hammerhead: If the Swordfish II is a motorcycle combined with a fighter jet, then the Hammerhead is a tow truck combined with a hovercraft. Far more humble in its aspirations than his partner’s vehicle, the Hammerhead is also a highly-maneuverable aircraft capable of entering and leaving the atmosphere. However, rather than any kind of overt armaments, the Hammerhead is equipped with only a large claw situated on a mechanical arm, that can be used to aim and fire a retractable harpoon from the claw’s center with significant accuracy. This harpoon can then be drawn back to either reel in a fleeing perp, or a flailing comrade. Originating from the water-covered moon of Ganymede, just like Jet and the Bebop itself, the Hammerhead can either land on the ground with traditional landing gear, or sit on top of the water, and propel itself like a boat.

Territory/Followers: Technically, the Bebop itself is registered in his name. But otherwise, no.

Name: Faye Valentine

Age: Early twenties

Appearance: “You know the first rule of combat? Shoot them before they shoot you.”

Universe: Cowboy Bebop

Personality:

  • At a glance, Faye comes off as the classic femme fatale, a seductive, distant figure who has it all figured out, and everyone in a given room wrapped around her finger. But after about five minutes of talking to her, it becomes clear that this is pretty much all a ruse, and that she is in reality rude, impatient, indelicate, brash, stubborn, selfish, bitingly sarcastic, and honestly kind of a jerk. Constantly abused by a world that heaps debt on her shoulders at every turn, Faye has responded by being untrusting of everyone and everything, deciding that she’s better off alone.

  • As her time with the crew of the Bebop has worn on, this attitude has shifted, though only slightly. She’s decided that it’s better to get others to do the dirty work for you, maybe. It’s only fair that she contributes to the general ship fund, sometimes. She’s going to leave this time in search of her fortune and home and memories and never come back, until she does. Faye continues to probe her status at the Bebop like a tongue nudging a mouth sore, never quite willing to admit to herself that she might have found herself a place to land. And of course, it will be a cold day in Hell before she tells this to any of them…

Backstory:

  • Faye’s current earliest memories involve waking up in a sterile white medical facility, after being awoken from cryogenic slumber. They told her that she had been healed from her great injury, but that she had lost her memories in process. For a few short minutes, she was pure, pristine as fresh-fallen snow, an innocent soul prepared to confront a brand-new world.
  • Then, they told her about the crippling amount of medical debt that she’d inherited from her procedure.

  • This exploitative shock, along with a series of other betrayals, taught the person that Faye had become one lesson, very quickly: trust no one but yourself. To that end, she floats through the solar system, swindling here, bounty hunting there, and gambling all around, in a desperate attempt to escape from the crushing weight of her inherited debt. And maybe, somewhere in the middle of all that, she can recover her memories, and catch a glimpse of the person that she once was…

Powers/Abilities: None

Skills:

  • Professional(?) Gambler: In response to being put into a world where she owes more money than she may ever be able to reasonably pay back, Faye has developed a very particular set of skills, and is willing to cheat, lie, cheat, steal, and cheat in order to conquer this mountain of debt. The most obvious of these is her less-than-honest approach to gambling, having developed a suite of skills and tricks to deceive others while in the heat of a game of chance. For when that inevitably goes south, she's also a fairly good shot with a gun, able to hit pinpoint targets at range while under a variety of stressful conditions. She also really wants to think that she's a master of seduction and intrigue, but 100% does not actually have the patience for it, and will usually just end up punching someone in the back of the head and taking their stuff, being more than passable when it comes to fisticuffs.

Equipment:

  • Pistol: To get out of sticky situations. Her weapon of choice is a Glock 30.

  • Submachine Gun: To get out of really sticky situations. This one is a Heckler & Koch MP5K.

  • Knockout Drug: For when you need someone unconscious, but just can't be bothered to knock them out yourself. A single-shot dose of green liquid kept in an injectable vial, this drug is meant to be pressed directly into the neck. After injection, a human of average height, weight, and build will fall unconscious after just a few seconds. This will then keep them down for a few hours, after which they will wake up woozy, but mostly unharmed. Faye has a few of these on her at any given point in time.

  • Magnetic Manipulator: A combination bangle and set of dice that Faye can use to make the dice show any result that she wants. Naturally, she uses it for only the most law-abiding purposes.

  • Concealed Communicator: A small, wireless transmitter that resembles a closed lipstick case. Once twisted open, it reveals a small camera, which can transmit her face and voice to a device capable of receiving it.

  • Hairpin: Because even in a high-tech world, the humble hairpin can still open a lock or two.

  • Redtail: Faye’s personal zipcraft, the Redtail is a lot of ways just like her; loud, unapologetic, and more than willing to user overwhelming force at a moment’s notice. While not as fast as the Swordfish or as hardy as the Hammerhead, the Redtail makes up for it in both enhanced maneuverability, and pure, raw firepower. On either side of the main body and cockpit are two large guns, which can be switched out for various types of ammunition. At present, Faye has a rotation going of machine gun fire, and both air-to-surface and air-to-air missiles. In a pinch, she can even deploy a chaff package through the rear of the vehicle, spreading debris that can distract, divert, and deflect incoming projectiles or pursuers honing in on her position. Finally, it has a deployable claw, that can stretch out on a retractable arm to snag onto objects, with which she will almost certainly be making a quick getaway.

  • Remote Control Bangle: A separate bangle that Faye uses to control the Redtail from afar. She has a reasonable amount of control using it this way, able to fire distinct weapons systems and make precision landing maneuvers using only these controls, coupled with select voice commands.

  • A Whole Bunch Of Failed Betting Tickets From The Racetrack: Whoa, hey, get out of here, you don't need to see that. Go on, get!

Territory/Followers: None

Name: Edward, aka Radical Edward, aka Edward Wong Hau Pepelu Tivruski IV

Age: Early teens

Appearance: “Ed made up that name for Ed, isn't it cooool~?"

Universe: Cowboy Bebop

Personality:

  • Edward is… quirky. Having spent vast amounts of time on her own in a volatile landscape that can change at any moment, Edward has adapted to this by developing a wide variety of methods to entertain herself at any given point in time. These include referring to herself in the third person, giving herself cool names, and hacking into secure institutions and putting faces everywhere, just cuz its cool. Motivated almost entirely by either a sense of childish whimsy or the looming specter of loneliness, Edward thinks nothing of leaving a trail of well-meaning, playful chaos in her wake, even as she yearns for a place to call home.

  • Now she found a home on the Bebop. It’s working out pretty good so far! Yay!

Backstory:

  • Life on Earth in the year 2071 is a little rough, to say the least. An accident involving the Earth’s moon has left part of it in pieces, which now rain down chaotically onto the Earth’s surface seemingly at random, jeopardizing anything on the surface. Humanity has adapted to this by either taking to the stars, or moving underground, taking shelter from the meteoric menace that permeates every day life. Those who stay on the surface are either poor, desperate, or don’t know any better. For a while there, Edward was all three.

  • Proving that the apple doesn’t fall far from the tree, Edward got her start wandering the wastelands when her dad dropped her off at daycare one day, and then simply forgot to pick her up for two years straight. Edward eventually up and left the daycare to make her own way in the world, wandering in and out of orphanages like a stray cat, all the while picking up the eccentric habits and technological finesse that would allow her to become the master hacker Radical Ed. But through it all, Edward had two main goals: find a family to replace the one she’d lost, and maybe find a way off of a planet that gets bombarded with space rocks every ten minutes.

  • Edward managed to fill both of these criteria by essentially shouldering her way onto the Bebop. After helping them out on a job with the promise of membership in their crew, and then using her 1337 haxor skills to make them hold up their end of the bargain afterwards, Edward has cemented herself as a valuable member of the Bebop’s crew, even if she isn’t so hands-on about the whole bounty hunting thing.

Powers/Abilities: None

Skills:

  • Professional Hacker: Edward is extremely skilled in a form of futuristic hacking known as "web diving", due to hours and hours and hours of self-taught practice while navigating an asteroid-strewn hellscape. Edward is skilled enough to breach the cybersecurity defenses of the likes of private financial institutions, encrypted government files, and even spaceships of sufficient-enough complexity. Edward is also highly knowledgeable in a variety of esoteric topics, such as biology, computer science, mechanical engineering, and board games, able to play chess at a master level. She can also do almost all of those things with her toes, or upside-down, or while doing a handstand, or balancing a number of things on her head, being highly acrobatic for seemingly no particular reason other than simple boredom.

Equipment:

  • Tomato: A trusty computer named after one of Edward's dearest childhood friends, this reliable piece of machinery has been through Edward's side through thick and thin, not to mention countless meteor strikes. Edward has made countless modifications to the device over the years in order to increase performance and processing power, and once she sits down in front of it, the world might as well be a tomato that she can throw at will.

  • Scooter: Despite not having a cool name, Edward's trusty motorized scooter is more than capable of getting her where she needs to go, able to accelerate to speeds matching a typical motor vehicle, or a speeding train.

  • (Stink) Pistols: A pair of guns that shoot a spray of debilitating scent at her opponents, that isn’t actually particularly good at debilitating anyone. But Edward is trying very, very hard to be a real bounty hunter, and we should all give her some credit for that.

Territory/Followers: None

Name: Ein

Age: Unknown

Appearance: “Bark!”

Universe: Cowboy Bebop

Personality:

  • The exact inner workings of Ein’s mind are an enigma. But, for the most part, he seems content with living his life with people thinking of him as a smarter-than-average dog, rather than a much, much smarter than average dog. He still eats dog food, takes dog naps, and plays with dog toys—but he also enjoys human board games, helps humans solve crimes, and enjoys human companionship, particularly that of Edward. Ein has a pretty good thing going on onboard the Bebop, and as long as they provide him with food and a place to lay his furry head, he’s more than happy to live up to his title of Man’s Best Friend.

Backstory:

  • Ein is a Data Dog, a hyper-intelligent Welsh Corgi genetically-engineered on Mars for purposes known only to the scientists that brought him into existence. These experiments were done in secret, due to being very, very illegal, and if things had gone as planned, one could only imagine the causes that Ein’s incredible intelligence would have been forced to be put to.

  • But, naturally, human greed got out, and someone spilled the beans on Ein’s existence. Someone else then broke into the laboratory where Ein was being kept, and stole the dog from under the scientist’s broken noses. Once a bounty was put on this kidnapper, a chaotic rat race ensued, stretching to involve the jilted scientists, the vicious kidnapper himself, and a luckless pair of bounty hunters only looking to cash in on the reward.

  • Long story short, Ein managed to outsmart absolutely everybody. The kidnapper and the scientists went to jail, Ein ended up on the Bebop, and Spike and Jet decided to keep him as a normal dog, having no inkling that he was more than meets the eye. Knowing that his current situation is his best and possibly only chance at a normal life as a dog, Ein keeps his head down, eats his treats, and every once in a while, subtly provides a key insight that helps the crew catch a slippery bounty. A dog can’t eat if his owners don’t get paid, after all.

Powers/Abilities:

  • Enhanced Intelligence: As a Data Dog, Ein possesses intelligence not only on par with a human, but far in excess of it, able to calculate angles, match patterns, draw conclusions, and navigate complicated tactical situations with a speed and ease that outstrips most two-legged minds. Unfortunately, he is in no way able to talk, or otherwise communicate this information in a way that a dog wouldn’t otherwise be able to do, such as the humble bark. While this probably wouldn’t be that much of an obstacle if Ein really put his enhanced mind to it, Ein keeps his incredible intelligence very, very close to his chest, knowing that there are numerous people who would very much like to buy him, dissect him, or both if they knew the truth. To date, he has informed exactly no one, and plans to keep it that way. As for anyone figuring it out themselves, well, who would suspect the humble Corgi?

Skills:

  • Professional Dog: Ein is, above all else, a dog. And as a dog, he has a few capabilities that humans don't, most namely a sense of smell many hundreds of times more potent than a human's. Ein can use this sense of smell to track down a scent if he is given the personal item of a target, but as Ein has no formal training in the likes of being a bloodhound, this process is imperfect at its best. Ein can also use his furry little paws to run at great speeds, and his furry little jaws to bite down with significant force, but he's still a Corgi, not even coming up to the knee of most people. A fierce combatant, he is not. However, being an animal, he is also able to communicate with other animals, and if they are willing, he might even be able to convince them to help out in a perilous situation. Sometimes, it pays to have friends in knee-high places.

Equipment:

  • Pistol: I’m just kidding, he doesn’t have thumbs, he can’t carry a gun. He ain’t got nothin’.

Territory/Followers: None

Territory

Name of the Territory: The Bebop

Universe of Origin: Cowboy Bebop

Description: The Bebop is a repurposed interplanetary fishing trawler originally designed to both fish the seas of Ganymede, and then transport their catch across the solar system. After Jet purchased it, he has modified both its communication systems and engines to make it fit for bounty hunting, and it now serves as his and his crew's main base of operations. The ship is 142 meters long, 69.2 meters wide, 45.6 meters high, and weighs 1567 tons. While somewhat aged, the ship is still fully functional, and the crew has done their best to make it a home.

Contents/Locations: As the place where the crew spends the majority of their time between bounty busts, the Bebop sports many of the amenities that one would have in a typical house. It has a living room, a kitchen, a bathroom, and individual quarters for each of its crew members. But in keeping with its status as a spaceship, it also has a room dedicated to piloting and navigation, with a suite of holographic displays to aid in such. The long, wide, flat deck of the ship is connected to an interior vehicle garage by a series of airlocks, and contains an elevated platform meant for pushing the crew's assorted vehicles to the deck. To aid with space logistics, the deck can be magnetically locked to turn it into a runway of sorts, so that ships don't float away before they are ready to glide. On the topic of floating, the ship sports a rotating centrifugal ring around its center, which allows for artificial gravity to be generated when traveling through the depths of space. This ring can be stopped manually if one knows how, and the ship has handles placed at strategic intervals throughout the hallways in order to facilitate zero-G pushing and pulling. In particularly desperate times, the ship can even be set to auto-pilot, though this is more for ferrying passengers great distances rather than precision maneuvering. Finally, the ship is filled with various nooks and crannies that can be used as everything from hidey-holes to storage space, and not even those that live there are overly-familiar with every last inch of it.

Specialties: The Bebop itself does not have any specialties in particular. However, it is the storehouse for a variety of equipment that the Bebop crew uses as situations call for, which anyone on-board can use for a given job. This equipment includes:

  • Material Analyzer: An analyzing suite that can provide readings on a wide variety of substances by comparing it to an internal database. Tests include spectrographic and material, and the device can both run limited simulations and fabricate materials into slightly different forms using an attached laser.

  • Alfa Catch: A complicated piece of machinery involving a helmet and a screen, that can display the last thing that a comatose person saw by reading their brain waves.

  • Scanning Glasses: A set of high-tech glasses that can be configured to zoom in, track heat signatures, or run people's faces through the Bebop's database in order to spot criminals who have substantially changed their faces.

  • Net Launcher: A shoulder-mounted cannon resembling a bazooka, it instead shoots out four weighted ends connected together by a large net. Useful for catching small, slippery targets, or up to three regular-sized humans at once.

  • Flamethrower: A flamethrower about the size and shape of a typical machine gun, with a fuel canister built into the weapon itself. Good for speed-cooking kebobs, and frying alien menaces.

  • Listening Devices: Useful for listening in on sensitive conversations, the Bebop crew has access to listening devices little bigger than a fingernail, that can then be hidden in objects such as discarded cigarettes or poker chips, and then listened to in real-time from afar.

  • Swordfish II Add-Ons: The Swordfish II has several optional add-ons, that can be attached to the vehicle as a given job demands. These add-ons include missiles that can be loaded on and fired from the craft's wings, though due to their cheap quality, they have poor tracking capabilities. Spike can also attach a spear-like satellite dish to the vehicle, the cable of which can be plugged directly into jammed or otherwise digitally-inaccessible electronic devices in order to give Edward an opening to hack into them.

  • Personal Communication Device: Chunkier and with way more buttons than a cell phone, it serves essentially the same purpose, providing both a video and voice connection to anyone who you know the information for. Everyone on the Bebop has one of these devices, which they use to plan, strategize, and bug one another about groceries.

  • Spacesuits: For all of your space-walking needs. In addition to containing their own air supply and protection from the vacuum of space, each suit comes equipped with a switch the magnetize the suit's soles, allowing it to remain tethered to the outside surface of a spaceship. There are currently three such suits aboard the Bebop, one each for Spike, Jet, and Faye.

  • Handcuffs: Any good bounty hunter's go-to restraints.

  • Cigarettes: I’m not saying that the crew of the Bebop has a nicotine problem, but the ship doesn’t have No Smoking zones as much as it has Clean Air zones.

Population: Just the five unlucky cowpokes described above.

Edited by Uncandescent on Sep 17th 2023 at 4:38:46 AM

If I had that kind of power, I'd have dropped a meteor on your house ages ago~
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#153: Sep 17th 2023 at 2:01:49 PM

@Uncandescent: Spike Spiegel and the Crew of The Bebop are accepted.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
SushiKraken6414 Fool From The Depths from Somewhere...Nowhere....Wherever Since: Aug, 2022 Relationship Status: Having tea with Cthulhu
Fool From The Depths
#154: Sep 22nd 2023 at 6:33:46 AM

Alright. After a lot of deliberation, and some talking with darkside, I think I'm ready to put my own territory into the mix. Here we go.

Main Character

Name: Ianthe

Age: Her exact age is unknown, but she seems to be in her late 40s or early 50s

Appearance: (Sorry I couldn't find a transparent image for her like the others)

https://static.tvtropes.org/pmwiki/pub/images/20230426180506_1.jpg

Universe: Cassette Beasts

Personality: Ianthe is kind and benevolent, always willing to give anyone she meets the benefit of the doubt and help out anyone she can. However, she can also be strict and pragmatic if she needs to be, and will do whatever she thinks is necessary to ensure the most people are happy. She's a born leader, and won't hesitate to take charge of a situation in order to guide everyone to the best possible outcome. She's very good at managing lots of different people and variables, and she won't stop until she finds a solution that can make everyone happy while also being productive. She also deeply loves her wife Wilma, and would do anything for her. All in all, she'll fight fiercely to protect the ones she cares about, and is not someone you want to make an enemy of, no matter who you are.

Backstory: Not much is known about Ianthe's past before she ended up on the island of New Wirral, although from what she's eluded to, it seems she was a private detective of some kind. However, one day, with no warning, she woke up on the island of New Wirral, a strange place outside of the multiverse where people and creatures from all over time and space seemed to have washed up. After making a home for herself in the island's main settlement of Harbourtown, she went on to found the Ranger's guild, a group dedicated to protecting everyone on the island and ensuring everyone's safety and prosperity.

Supposedly, Ianthe was the first person on New Wirral that cassette tapes could be used to record the forms of the island's bizarre wildlife, allowing you to shapeshift into the creatures' forms if you had a tape player. She's one of the most knowledgeable people on the island about monsters and tapes, and is one of the only people on the island reliably capable of performing fusion with someone, that someone being her wife Wilma. If you're on New Wirral and you've got a problem, chances are Ianthe can solve it.

Powers/Abilities: None. She's a normal human, in very good shape for her age but with no special abilities otherwise. Technically, the ability to transform is an innate power that humans possess that cassette tapes merely channel and make easier to do, but not even Ianthe knows this, so she's effectively still reliant on the tapes in order to transform.

Skills:

  • Leadership: Ianthe is a very experienced and accomplished leader, and is great at managing large groups and getting them to unify for a single goal. She's the leader of the rangers, and exceptional at her job.

  • Tactics: Ianthe is also a skilled tactician, and is an expert at using the right combination of moves in combat to get the optimal result. There's not many situations she can't adapt to or plan around.

Equipment:

  • Cassette Tapes and Tape Player: Ianthe's main tools that she uses for combat are her trusty tape player and several cassette tapes. Ianthe can use her cassette tapes to record any non-human life-form, which she can then use her tape player to temporarily assume the form of. Notably this doesn't hurt the lifeform at all, it just saves their data, it doesn't capture them like a Pokemon. Some entities are more difficult to record than others, mainly, the more powerful and/or alien something is, the harder it is to record. If an entity doesn't want to be recorded and actively struggles against the process, then that also makes things much harder, but if an entity wishes to be recorded of their own free will, then that makes things much easier. Notably, recording an entity requires whoever's using the tape for the recording to stand in place for a good bit (around five to ten seconds I would say) while they use it, and if they're attacked or otherwise disrupted during this time, it makes the recording much more unlikely to be successful. Ultimately though, whether a recording is successful is mostly going to up the discretion of the GM and whoever's playing the character that is getting recorded.

  • Once Ianthe transforms into the form of the entity recorded on one of her tapes, she can use the moves and abilities of that entity, and has all of their strength and durability. However, she possesses none of their memories and doesn't have her mental capacity upgraded, as her mind is still her own, just now in a different body. Any damage taken in this state transfers to the tape, and if the tape suffers enough damage, it will break and become unusable until its repaired. If a tape breaks while someone is currently in its form, they will be forced back into their original form, and take a good bit of damage in the process.

  • Notably, there are some rare cases of people who have remained in one particular monster form for a long period of time to start acting like that monster, gaining their mannerisms and becoming almost feral. However, almost no-one actually stays in a single form long enough for that to happen, and anyone suffering from this is usually fairly easy to snap out of it simply by defeating them in battle, causing their tape to break and putting them back in their default form. Fortunately, this has never happened to Ianthe, at least, not that anyone knows of.

  • Ianthe possesses two tapes with monster forms recorded on them, those being Gearyu (a gargantuan lizard-like creature similar to a tyrannosaurus made almost entirely out of metal gears) and Robindam (a large robot made of plastic that resembles Robin Hood and wields a bow that fires suction cup arrows which are far more powerful than they appear). She's also capable of fusing with her wife Ianthe when both of them are in combat and in monster forms, creating a fusion of the two monsters that is as powerful as both combined. In addition, she keeps a collection of empty tapes on her for the purposes of recording monsters, those being 10 Basic Tapes (which record monsters at the basic efficiency rate) and 5 Chrome Tapes (which are much more effective than Basic Tapes, recording at 3.5 times the normal efficiency rate).

Territory/Followers: Ianthe is the leader of New Wirral's guild of Rangers, meaning that the entirety of the rangers willingly follow her. However, there a few rangers who are extremely useful to have on speed dial. The first is her wife Wilma, who normally works at the desk of the Ranger HQ and helps supply other rangers with materials but is just as capable as Ianthe when in a fight and has been happily married to her for years. The second is actually a group of rangers known as the Ranger Captains, who are 12 of the most capable rangers in the entirety of New Wirral, second only in combat capability to Ianthe and Wilma. 12 is obviously way too many to list in detail here, but they're absolutely going to be relevant to the RP, so I gave a quick rundown to darkside on Discord. As for territory, Ianthe doesn't really own anything in New Wirral per se, but due to her position as leader of the ranger's guild she's allowed to stay basically anywhere she wants, though she spends most of her time at Ranger HQ in Harbourtown.


Supporting Cast

Name: Wilma

Age: About the same as Ianthe

Appearance:

https://static.tvtropes.org/pmwiki/pub/images/250px_wilma_2.png

Universe: Cassette Beasts

Personality: Wilma is kind and caring to her very core, and just like Ianthe, is always willing to help out those in need. She is gladly willing to help those just starting out as rangers get everything they need to grow and thrive, and loves Ianthe deeply with all of her heart. However, when something threatens this kind old lady or her wife, she'll reveal that beneath her kind and caring exterior is a woman who's tough as nails when things are down to the wire, and just like Ianthe, is willing to do anything to ensure the safety of those she loves and cares about.

Backstory: Even less is known about Wilma's past than Ianthe's, and she quite enjoys keeping herself mysterious. However, it's likely she didn't know Ianthe before she came to the island, and they bonded and eventually married on New Wirral (this is really more of a headcanon but to my knowledge there's nothing that can disprove it). She's been a member of the rangers for almost as long as Ianthe has, and is just as knowledgeable about the island as her. If you think she's in any way weaker than her wife, you're in for a nasty surprise.

Powers/Abilities: Same as Ianthe.

Skills:

  • Tactics: Similar to Ianthe, Wilma is very adept at assessing a situation and finding the best possible way to come out on top. She's truly a force to be reckoned with when it comes to combat, due to her ability to chain just the right moves together with devastating effectiveness.
  • Bartering: Wilma is good at convincing people of the best possible deal in a trade situation for both her and them. Fortunately, she's a kind soul, so she's only ever used this skill for the good of both parties, but if she really had to, she would be more than capable of tricking someone into accepting a deal that only benefits her.

Equipment:

  • Cassette Tapes and Tape Player: Wilma has her own tape player and tapes that function just like Ianthe's, as many people on New Wirral do. She has two tapes with monster forms recorded onto them, those being Djinn Entonic (a ghostly cosmic waiter made out of smoke and light wearing a tuxedo and carrying a plate of drinks) and Decibelle (a feminine, harpie-like creature with huge wings that are composed of loudspeakers with ribbons attached to them). She's also capable of fusing with Ianthe when both of them are in the form of a monster, combining their strength together. Just like her wife, she carries 10 empty Basic Tapes and 5 empty Chrome Tapes.

Territory/Followers: Wilma doesn't have quite the same undying loyalty from the other rangers that Ianthe does, but her relationship with Ianthe grants her quite a good bit of respect and prestige, and the Ranger Captains are still perfectly willing to follow her orders. Similar to Ianthe, she doesn't really own any property, but is allowed to stay wherever she wants.


Name: Kayleigh

Age: Around 20 or 21

Appearance:

https://static.tvtropes.org/pmwiki/pub/images/186px_kayleigh.png

Universe: Cassette Beasts

Personality: Kayleigh is kind, friendly and eager, always ready for an adventure. She greatly respects Ianthe and Wilma, and is a loyal member of the rangers, though she has far less experience compared to most of the people there. She has a love of music, but hasn't actually explored that hobby in a long time, and has been largely too busy with ranger work to get back into it. She possesses a powerful sense of determination though, and if she thinks she needs to do something, she will devote everything she can to doing it. Her unflinching loyalty to her friends and her boss is truly a force to be reckoned with.

Backstory: It's unknown exactly when Kayleigh arrived on New Wirral, but what is known is that it wasn't the rangers who found her first. She was found by the settlement of Mourningtown, and befriended by its charismatic leader, Dorian, who it's implied she was in a romantic relationship with. However, his relationship with her was abusive, and little did she know, he was indoctrinating her into an unhealthy isolationist cult worshiping an evil god known as Mourningstar. However, eventually Kayleigh realized how little Dorian actually cared about her, seeing that she was just a tool and a trophy for him, and fled, finding and joining the rangers and staying loyal to them ever since.

Powers/Abilities: Same as Ianthe and Wilma.

Skills:

  • Mastery of Sirenade: Though Kayleigh only uses 1 monster form in particular, that being the monster known as Sirenade, she is one of the single most adept people at using that form on New Wirral, and is very comfortable in that body. She is capable of pulling all kinds of tricks with this form, and can push it to its limits, able to attack with power that others using the form of Sirenade simply can't muster.

Equipment:

  • Cassette Tapes and Tape Player: Kayleigh, like every ranger, carries her own tape player and cassette tapes. She only carries one tape with a monster form recorded on it, that being Sirenade (the pre-evolved form of Decibelle, a beast with a smaller megaphone wings and a microphone for a tail), though as previously mentioned she's much more adept at using it than most. She also carries 5 empty Basic Tapes and 5 empty Chrome Tapes.

Territory/Followers: Kayleigh doesn't have any followers, not being high enough up in the ranger ranks to warrant such a thing, but she does have her own house in Harbourtown, the main settlement where most of the people in New Wirral reside and home to the rangers.


Territory

Name of the Territory: New Wirral

Universe of Origin: Cassette Beasts

Description: New Wirral is a huge island in the middle of an ocean, existing somewhere outside of time and space prior to being transported to the Frontiers. It's home to all sorts of people from all over the multiverse, who were mysteriously transported there by an unknown force. There are two settlements on the island, the town by the sea called Harbourtown and the fortified town atop a hill known as Mourningtown, but most of the island is wilderness aside from the ruins of a failed settlement and an old abandoned mall that just showed up one day where almost all of the cassette tapes on the island originate from. The island has all kinds of environments, from basic grassy forests and hills perpetually locked in autumn in the east, to marshes, meadows of cherry trees and towering snowy mountains to the west, not to mention the huge lake in the middle of the island.

Contents/Locations: (Note that I'm only going over the major man-made locations and ruins, as I already discussed most of the natural locations in the description)

  • Harbourtown: The main settlement of New Wirral, home to the rangers and most of the population. It's located by the ocean, and has a large variety of shops and buildings, including the Ranger HQ, which acts a sort of town hall. It's been on the island for 101 years, ever since the first settlers were shipwrecked there, and will hopefully remain there for many more.
  • Autumn Hill and Mourningtown: Autumn Hill is a hill where it always seems to be fall, the leaves of the trees forever orange, the main color of the whole area. It's home to several interesting creatures like Bulletinos (fiery living bullets the size of dogs that rapidly dash around when startled) and Allseers (metallic UFO-like beings that float around looking for prey), but its most notable feature is the second main settlement of New Wirral located atop it, Mourningtown. Once a peaceful place, every since a strange man named Dorian showed up and became its leader, it's become home to a hostile cult known as the Mourningtown Cult thats a threat to anyone who comes near. Anyone traveling near the hill now has to be careful, or else they might run into a dangerous cultist...
  • Falldown Mall: Atop the cliffs at the edge of a forest near the aforementioned Autumn Hill are the ruins of an abandoned shopping mall, where basically all of New Wirral's magical cassette tapes come from. It's patrolled by strange monsters resembling damaged plushies filled with stuffing, and haunted by even stranger ghostly forms of already known monsters, so like Mourningtown, it's best to be careful there. However, if you stick around for long enough without falling prey to the mall's perils, you can score some serious loot. Though be warned, there's just the smallest chance that if you stray too far off the path, you might encounter something far, far more malevolent and powerful than what normally lurks there...
  • New London: A little bit south of Autumn Hill, located in the middle of the Badlands, is the failed settlement of New London. It was supposed to be a town comparable to Harbourtown, and it seemed like indeed it was going to be. Then, all of a sudden, it was wiped out by an unexpected disaster, and now only ruins remain. The only person who really hangs out there now other than ghostly and skeletal monsters is Captain Penny Dreadful, who's obsessed with all the ghost stories about this old place.
  • Piper Farm: Just to the west of Harbourtown, accessible by a bridge and close by to the island's biggest marsh, is the farm known as Piper Farm, where a group of farmers use the jelly collected from the gelatinous monsters known as Jellytons that roam the marsh to grow huge, delicious pumpkins. However, due to a strange side effect of the jelly, sometimes they pumpkins mutate into pumpkin monsters called Jumpkins, so they have to be careful. One thing's for sure, these people can make some delicious pumpkin pie!
  • Landkeeper Offices and HQ: A faction known as the Landkeepers have set up several offices around New Wirral, where they conduct their operations. The Landkeepers are a group of pale people resembling vampires (though in reality they're human) who want to bring capitalism to the non-capitalist society that is New Wirral, by force if necessary. It's believed that in addition to the offices they've set up on the island, they also have a headquarters where their leader resides, though its location is unknown to anyone but the Landkeepers themselves. It's located beneath the large marsh in the west of the island, and normally is kept hidden below the surface of the mud, but can emerge if the Landkeepers wish it to. Inside is the Landkeeper's true leader, an Archangel and the sentient embodiment of capitalism, Mammon. What's an Archangel, you ask? Well...
  • Mer-Line Stations: Hidden throughout New Wirral are the entrances to dark, abandoned subway stations that are all connected to each other, where there are two main things of note. The first is the only friendly face in these places, a talking variant of the island's normal Traffikrab monsters named Magikrab, who can help transport you from station to station and is generally very friendly to outsiders. However, lurking deeper in the depths are things that are a lot more hostile. Contained within each train station is a being known as an Archangel, an eldritch abomination of great power that embodies an idea created by humanity. These monstrosities are nothing like the island's normal monsters, and are actively hostile to anyone brave or foolish enough to cross their path. Fortunately, they're mostly confined to these stations, which tend to be concealed and out of the way, so you usually have to specifically go looking for them in order to find them.
  • Though, on the topic of Archangels, there's three main ones of interest that stand out from the others of their kind. The first is the Mer-Line, the train network itself, which is a sentient being stretching across the cosmos, with the entire island of New Wirral being located on top of its back. It's responsible for bringing everyone currently stranded on New Wirral to the island, supposedly as part of some sort of test. Overall, its not outright evil, but its Blue and Orange morality has definitely caused some problems. Second is Aleph, the sentient embodiment of war and conflict. This strange triangle-headed being rampaged across the multiverse as a leader of a group made up of several other Archangels, before one of them, our third Archangel of interest, Morgante, turned on him. Morgante, the sentient embodiment of rebellion, was Aleph's lover before she realized just how much damage he was causing. She dragged him to New Wirral, and has been fighting him beneath the island in the tunnels of the Mer-Line as part of a Sealed Evil in a Duel situation for many years. However, these years of fighting such a strong foe have weakened her, and she might fall to him any day now...

Specialties:

  • Monster Wildlife: The island of New Wirral's most notable feature is that it is home to all sorts of strange and colorful monsters, all of which possess phenomenal powers and have strength and stamina beyond that of humans. All of these monsters, from the humble Traffikrab to the towering Artillerex, fit into one of 14 elemental types, some of which are the classics you've come to expect like Fire, Water, Plant, Lightning and Ice, while others are more out there like Plastic, Glass, Glitter and Astral. These types all interact with each other in a variety of interesting ways, which are too numerous to list here but crucial in a fight between two monsters. All the monsters that can be found on New Wirral can be recorded by the island's magical cassette tapes, though some are harder to record than others.
  • Rogue Fusions: Occasionally, two wild monsters on the island will fuse together into one, creating a powerful beast that tends to be a threat to everything around it if not taken down by an experienced ranger quick. It's part of the job of the rangers to manage these creatures, and ensure they don't cause devastation. Humans in the form of monsters can also fuse together, but this phenomenon is much rarer, with only Ianthe and Wilma plus the ranger captains being capable of it. These fusions are generally much more controlled, due to not being between beings that are essentially wild animals. The uncontrolled Rogue Fusions of the island's native monsters are caused by the Mer-Line, as part of its strange test for everyone it's brought here, but no-one of the population is aware of this.

Population: As mentioned previously, aside from the monsters that reside on the island, New Wirral's population is made up entirely of people from other universes who were one day transported there. The exact number of people currently residing on the island is unknown, but it's mostly likely somewhere around 10,000.

Something's Fishy Here...
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#155: Sep 22nd 2023 at 7:07:03 AM

@SushiKraken6414: New Wirral and its denizens are accepted.

Edited by darksidevoid on Sep 22nd 2023 at 10:07:59 AM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
wikkit Since: Sep, 2009
#156: Oct 23rd 2023 at 11:47:44 AM

  • Name: Remilia Scarlet
  • Age: Old (looks 10)
  • Appearance: "Ring, ring ring, Scarlet Calling"
  • Universe: 『東方Project』
  • Personality: Regal, cold, smug, the vile vampire acts the part of the aristocrat. She looks down on everyone and demands respect despite being a fuckin 10 year old. Her demeanor can actually give off the impression that she is actually that refined, but this is tempered just as much by her childish whims. Greatly prone to pursuing random flights of fancy like some kind of superpowered Mr. Toad, it's up to the rest of the mansion to keep her in line without questioning her authority too hard. When she loses her cool, she tends to act more her age.
  • Backstory: At some point in the distant past, there was some vampire who decided to bite a ten year old girl of vaguely French ancestry and her sister. This was probably a mistake. The pair would then spend quite a long time being vampires, with Remilia being renowned and feared in her homeland of Europe - but this isn't really that important, is it? What really matters is that she eventually dumped her entire house into Gensokyo. This and her initial rampage were apparently so devastating in effect that the entire setting had to be re-written to include a universal non-violent means of problem resolution. Besides, like, talking. From that point on, Remilia was involved in a bunch of bullshit: she almost killed everyone a second time, she built a rocket to go to the moon, she fought aliens, she hosted a lot of parties.
  • Powers/Equipment:
    • Vampire Strong: Able to run, leap and move at blinding speed, she's able to keep pace with a bullet train on even terrain. Her body is able to regenerate in under a minute from almost any damage as long as the head is left intact. She's strong enough to tear a man in half and lift a tank over her head. She can manifest as a burst of bats or disperse into mist, and she is overall just kind of busted.
    • Manipulation of Fate: Nobody on God's green Earth knows what this ability actually does besides Jun'ya Ota, so I'm not going to bother. Still, if you ask Remilia, she would say that she is able to alter the outcome of any future event and change fate on a whim. If you ask her about the limits, she'd probably say 'uhuhuhu' and not explain. It's up to your characters to figure out if she's lying or not.
    • Embodiment of Scarlet Mist: The one real magic spell she knows. From her fingertips flows an ever-growing magical fog, deeply red, that is able to drown out the sun in large portions of the local region. It plunges all that it covers into permanent red twilight. Even if this would eventually cause crops to fail and people to starve, she originally used this so she could go outside without a parasol.
    • Vampire Weak: She can't go out into direct sunlight without burning - she would turn to ashes within a minute of exposure, though a parasol allows for enough coverage to not die. She can't cross flowing water and can't leave the confines of the Mansion when it rains. She doesn't like garlic, and she has the strangely eastern bane of roasted soybeans and sardine heads impaled on holly branches. She is decidedly not weak to crosses, but still is still weak to silver. Fire burns her effectively and she can't enter a residence without being invited once before. A stake to the heart will immobilize her, though not kill her. Requires the blood and flesh of humans daily.
    • Flight: She can hover around at, like, 80mph max.
  • Territory/Followers: She owns the entire property that is the Scarlet Devil Mansion, and probably claims ownership of everyone inside of it that isn't named after a flower that is primarily enjoyed by middle-aged wine aunties. For actual leadership, it's Sakuya, Meiling, and the horde of Fairy Maids - immortal beings who are wholly immortal, reforming on death, and (nominally) trained in cooking and cleaning. They're not actually good at these tasks and require constant supervision to get work done effectively. In a smaller number are Hobgoblins, ugly things who are good at hiding and sneaking around. They're better at doing chores on their own willpower, but they're more demanding and don't work the same long hours. Lastly, she owns a chupacabra. Like, just straight up a chupacabra, not a Mexican anime girl. It is fast and hard to catch, but it's merely a strange animal, really.
  • Equipment:
    • Gungnir: A magic spear that may or may not be related to the more famous one, it can act like a lightning rod for magical energy. When its user feeds enough power into it, it turns into a bolt that can supernaturally pierce through very dense materials when thrown hard enough. Aside from being unbreakable, however, it's a normal spear.

  • Name: Patchouli Knowledge
  • Age: Old (looks 20-ish)
  • Appearance: "Don't bulling me."
  • Universe: 『東方Project』
  • Personality: People say she's gloomy, and she is, but she is a good listener. Stoic and soft-spoken, though prone to embarrassment over her weak constitution. She's a bit agoraphobic and vastly prefers the comfort of her own home, and in general, will go out of her way to remain comfortable, even over her own status in the eyes of others. Takes her work as a magician seriously. Prefers books to people.
  • Backstory: Well, she's a little north of 100 years old, she managed to become best friends with an evil vampire, and she's spent most of her life acquiring and organizing a lot of books. All else is left up for me to imagine and that'll come when it becomes relevant!
  • Powers:
    • One-Week Magician: Combining the elements that all matter comes from, Fire, Water, Earth, Wood and Metal into a variety of spells with use in combat. These spells can conjure these into existence, but they are considerably more effective with an already existing source to work with. The combinations are profuse in number and quite versatile, but given how weak her constitution is, she's generally unable to use more than two at a time. The sole exception is the 'I'm giving it my all' combination of all five, which is nothing more than an outpouring of random elemental shots with no coordination or finesse.
    • And 52 of Those A Year!: She is an accomplished magician beyond the simple manipulation of elements, able to do quite a lot with her own knowledge. With the combined resource of her library's records? That's right, baby - it's the bane of all RP sign up sheets, the 'I can do whatever I want' magic and alchemy power listing! The only limitations are that this always requires prep-time and procurement of resources, and that DSV can slap my shit whenever he feels like it. Additionally, given the thing listed right below, she can't perform too much magic in one sitting without passing out.
    • Yer a: She's a Magician with a capital M, which means that she's some kind of weird being who attained immortality at the cost of abandoning humanity. What does this really mean for her? She doesn't need to eat or drink, and she's considerably more resistant to toxic compounds than a normal human.
    • Weak as Hell: This near-universal power of magic is tempered by how physically inept she is. She spends all day inside and that's no good in the first place, but her alchemical work involves much mercury, arsenic, and other poisonous stuff. She even has untreated asthma and anemia! All of this together means that she's so weak she can barely leave the house in the first place. With how her magic is draining to perform, she is considerably limited in how long she can last in engagements.
    • Flight: She can hover around at, like, 10mph max.
  • Skills: Beyond magic, she's good at studying, writing, and the natural sciences. She doesn't really bother with other things, as she's long past the need to care for herself.
  • Equipment: Assorted magical books that, in order to not tax her weak physique too hard, can often float on their own.

  • Name: Sakuya Izayoi
  • Age: Old (looks 20)
  • Appearance: "wan"
  • Universe: 『東方Project』
  • Personality: She can act like a perfect maid and, unlike her boss, never breaks her cool. This isn't to say that she's always like that, as she's a bit of a weirdo sometimes and enjoys humor and pranks. She'll be a bit sassy to her own employer, even! But she's quite unflappable when she decides to put on the persona. Gives off an air of someone who just can't be bothered by life's troubles; the kind of person who seems to have it all on first glance.
  • Backstory: She might have been a vampire hunter at some point. Maybe. It's in-universe hearsay. What we really know is that she's been working as Remilia's chief of staff for a very long time and this will, hopefully, continue. Unlike Remilia she's a bit more proactive in things, and shows up a bit when there's a new incident to deal with in Gensokyo.
  • Powers/Equipment:
    • The Manipulation of Space-Time: She has near-complete mastery over time and space, and with this, she can do an unimaginable amount of things - freezing time in place, altering the rate at which it passes, bend the dimensions of local space, drag out echoes of things from future and past points in the timeline, remove something wholly from the local timeline, and make tea steep faster. The only thing it can't seem to do is reverse time. The most important thing is, and this is a big 'but', this ability will only be allowed to function within the Scarlet Devil Mansion's boundaries.
    • Flight: She can hover around at, like, 40mph max.
  • Skills: An immaculate expert in every field that would be expected of a maid. Perfect at throwing knives as weapons. Good at household maintenance for furniture, upholstery and the like. A decent fisherwoman.
  • Equipment: She's got a lot of these silver knives that aren't out of the ordinary. She can abuse her time nonsense to throw many at one time, though. She also carries around various cleaning utensils.

  • Name: Hong Meiling
  • Age: Old (looks 30-ish)
  • Appearance: "JAAOOOOOO"
  • Universe: 『東方Project』
  • Personality: She's probably the most moral, upstanding and friendly person in the house. Always willing to greet people who come by with a smile, and she doesn't take things very seriously - a cool, chill lady. She does work hard, but she does fall asleep on the job on occasion, and even when awake it's not that hard to convince her to grant you entry. Kind of self-conscious about being one of the only Chinese people from Gensokyo. Has an overactive imagination.
  • Backstory: ...she works for Remilia, I guess? Yeah, sure. She dreamed about fighting a giant catfish and everyone laughed, but that giant catfish showed up in a game for real like a decade+ later. Now who's laughing?
  • Powers/Equipment:
    • Qi Manipulation: With focus and steady breathing, she can alter the flow of vital life energy within her own body, and others as well. This allows her to project short-ranged blasts of this energy as an offensive maneuver, strike at pressure points to shut off the flow of others and paralyze them temporarily, and heal illnesses.
    • Flight: She can hover around at, like, 40mph max.
  • Skills: She's legitimately great at martial arts despite being "only" as strong as a human at peak physical health. Tai Chi is the primary method, but that's more of an extension of her qi manipulation techniques - she also practices Shaolin kung fu to make up for gaps in her offense. Being as old as she is, she's on the level of any non-supernatural human master. She knows how to cook and is greatly skilled in the art of standing in place for hours at a time. Being able to do nothing without going insane is a skill, you know? An effective diplomat who knows how best to handle human-youkai relations, unlike the rest of these freaks.
  • Equipment: She has a nice hat.

  • Name: "Koakuma"
  • Age: Old (looks late teens)
  • Appearance: "Once you break out of this narrow world, the future will surely be rose-colored!"
  • Universe: 『東方Project』
  • Personality: Under Patchouli's direction she is a hard worker and an able one, who tends to her duties in the library without complaint. However, on her own, she tends towards playing tricks on people, can change her tastes and allegiances quickly, and in general acts without much contemplation. Possesses a capacity for unimaginable cruelty.
  • Backstory: Truthfully, the being known as Koakuma is kind of an odd one. She is a summoned and bound demon, serving Patchouli, but the circumstances in which this occurred aren't something she or her master will talk about openly. What does this mean for terms of backstory? What did she do before all of this went down? It is a mystery and all that really matters is that she's the only other one in the world that knows how the library is really organized.
  • Powers/Equipment:
    • Kinda Sturdy I Guess: Able to take more damage than a human and regenerate - though slowly. Something like the loss of an arm would take a couple of days to heal.
    • Flight: She can hover around at, like, 40mph max.
  • Skills: She's not really a magician and, in fact, is prohibited from performing her own magic. However, she certainly knows a lot about magic, and can help those who need to be pointed in the right direction. Additionally, she's a good librarian and is decent at making tea.
  • Equipment: She doesn't even have a nice hat...

  • Name: Flandre Scarlet
  • Age: Old (looks younger than 10)
  • Appearance: "Ran ran ruuuuuuu"
  • Universe: 『東方Project』
  • Personality: Not super well-adjusted. Despite the whole 'locked in the basement for centuries' business, she's not insane, just a bit odd and unsociable. Pretty friendly when you get to know her. Unlike Remilia she doesn't try to hold up pretensions of being anything other than a kid, and she can be a bit bratty when it suits her.
  • Backstory: At some point in the distant past, there was some vampire who decided to bite a ten year old girl of vaguely French ancestry and her sister. This was probably a mistake. The pair would then spend quite a long time being vampires, with Flandre having the unique position of being so fuckin OP that her sister had to convince her to stay indoors for the next 495 years. And she listened! As you can imagine it was quite boring, but after that point (and the events of Touhou 6), she had the ability to leave her house...and did it like, twice. Maybe she's just a bit of a hikkikomori now. Hopefully she'll get out a bit more now.
  • Powers/Equipment:
    • Annihilation: As per agreement, this ability has been removed, but is listed here for posterity's sake. Flandre is capable of destroying matter with nothing more than a thought and the flex of a hand, with no observable limit.
    • Vampire Strong: Able to run, leap and move at blinding speed, she's able to keep pace with a bullet train on even terrain. Her body is able to regenerate from almost any damage as long as the head is left intact. She's strong enough to tear a man in half and lift a tank over her head. She can manifest as a burst of bats or disperse into mist, and she is overall just kind of busted.
    • Vampire Weak: She can't go out into direct sunlight without burning - she would turn to ashes within a minute of exposure, though a parasol allows for enough coverage to not die. She can't cross flowing water and can't leave the confines of the Mansion when it rains. She doesn't like garlic, and she has the strangely eastern bane of roasted soybeans and sardine heads impaled on holly branches. She is decidedly not weak to crosses, but still is still weak to silver. Fire burns her effectively and she can't enter a residence without being invited once before. A stake to the heart will immobilize her, though not kill her. Requires the blood and flesh of humans daily.
    • Flight: She can hover around at, like, 80mph max.
  • Skills: Not much, really. Kind of stunted at anything beyond brute force combat (which she is a natural prodigy at), and grade-school level arts and crafts.
  • Equipment:
    • Lævateinn: A magic spear that may or may not be related to the more famous sword, it can act like a lightning rod for magical energy. When its user feeds enough power into it, it turns into a bolt that can supernaturally pierce through very dense materials when thrown hard enough. Aside from being unbreakable, however, it's a normal spear. Additionally, unlike Gungnir, it's...rather unaerodynamic.

Territory
  • Name: The Scarlet Devil Mansion
  • Universe of Origin: Miss Marple Mysteries
  • Description: A big fuggin mansion that's painted some shade of red pretty much everywhere. There's like three actual residents and dozens of staff solely to support those three.
  • Contents/Locations: The mansion's outside property is fenced and has a hedge maze and garden, where exotic (to the Japanese) spices and alchemical ingredients are grown. On top of the roof is a large clock tower, perfect for boss fights silhouetted against the moonlight. Inside, it is a luxurious place with every sort of comfort you could imagine inside an expansive Victorian mansion - and it seems a bit larger from within, somehow. The majority of the places contained are within expectation, but built into the basement is The Great Library. This place is definitely larger than it should be, being a sprawling maze of bookshelves that's quite easy to get lost in. Any number of books can be found here from across time and nations, magical and mundane. Additionally, there's some places built even deeper into the mansion than this, but we don't talk about those.
  • Specialties: Tea parties, extravagant non-tea parties, decorum, magic and Euro-Japanese fusion cuisine. That's it. You're visiting someone's oversized house, they don't have an 'industry' meant to support more than about three people at a time. The magic is the only bit that needs to be expanded upon. It's a place that's infused with natural energy, and people from outside this setting will find themselves able to cast magic with greater ease. This extends to even 'normal' people; though real magic will probably remain impossible for them, they can probably learn how to fly like the rest of the 'hus do.
    • Magic is all but free in the fantasy land of Gensokyo, and the SDM is no exception. Aside from what Patchouli can work herself (which is quite a lot), the Great Library contains a huge repository of magical knowledge that contains who-knows-how-many tomes of lore that can be perused by those who can decipher them. This knowledge isn't universally able to be reverse engineered by those from outside of Gensokyo's unique ways, but a good deal of it can.
    • The most important thing to bring up is the Hakurei Spell Card System: Even if they're out of Gensokyo, to make things sane for people, within the grounds of the Mansion no one is able to kill another. Instead, all violence and magic is rendered non-lethal, with the worst that ever happens being minor bruises and superficial clothing damage. This extends from the weakest punch to the ability of a God, and there's no means of breaking it. Additionally, rather than just fighting, people are able to craft Spell Cards - magic manifestations of one's ability to express themselves and create beauty. To be more precise, people can craft them to shoot out thousands of magic bullets at once in a dizzying storm of firepower...still non-lethal, of course. This is what the SDM crew are used to dealing with, and they're willing to show this to anyone.
  • Population: Aside from the people listed above, it includes a host of fairies and hobgoblins. There are no people who live in the Mansion that aren't contracted to work there, are friends with the owner, or owned outright.

Edited by wikkit on Oct 23rd 2023 at 12:51:05 PM

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#157: Oct 23rd 2023 at 12:53:21 PM

The Scarlet Devil Mansion and its denizens are accepted.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
GameGuruGG Vampire Hunter from Castlevania (Before Recorded History)
Vampire Hunter
#158: Nov 2nd 2023 at 9:27:10 PM

Maria Renard

  • Name: Maria Renard
  • Age: 28
  • Appearance: "My name's Maria... Maria Renard."
  • Universe: Castlevania: Symphony of the Night
  • Personality: Maria is pretty kindhearted and somewhat proper in attitude. Additionally, she is a determinator through and through, even though doubts and regrets now plague her mind in regards to what happened to both Annette and Richter.
  • Backstory: Maria Renard is a vampire huntress from the year 1798. However, her vampire hunting began in 1792 when the Dark Priest Shaft kidnapped Maria, Annette, and two other women under the orders of the Dark Lord Dracula. Sensing great power within Maria, he attempted to make Maria into a servant of Dracula. However, Shaft was interrupted by the appearance of Richter Belmont, latest of the Belmont Clan and Annette's fiancee. Once she was saved, Maria insisted on coming to save Annette and the other women. While Richter did not want to let a then 12-year-old Maria come to harm, she demonstrated the ability to summon one of the Four Sacred Beasts at a time. As such, Richter reluctantly agreed to accept her help. While, the two did defeat Dracula, they were unable to save Annette and the other women. Even worse, Annette was made into a vampire and they were forced to kill her.

    Four years later, Richter disappeared without a trace and Maria went out searching for him. Maria, now 17, had been searching for a year when she stumbled on Dracula's Castle. However, she was not the only one to seek out answers as another was inside the castle searching for clues. His name was Alucard and he was the rebellious son of Dracula. Maria and Alucard would encounter each other in the castle as they discovered that Richter Belmont was the Lord of Dracula's Castle and Alucard was forced to kill him. Afterwards Maria said farewell to Alucard, and began searching for what caused Richter's madness. It had been a year since then when Maria, now 18, was brought to the Frontiers. After a decade, she chose to put herself into cryo storage instead of returning back to her world. It has been about a century, and Maria has returned to the Frontiers.
  • Powers/Abilities: Maria has the magical ability to summon and command the Four Sacred Beasts: Xuan Wu/Genbu the Turtle, Bai Hu/Byakko the Cat, Zhu Que/Suzaku the Redbird, and Qing Long/Seiryuu the Dragon. These Four Sacred Beasts are much stronger than normal animals. While Bai Hu, Zhu Que, and Qing Long usually attack enemies, Xuan Wu instead allows Maria to use her shell as a shield. Maria can only summon one of her beasts at a time though. She can also use her innate magic to Double Jump.
  • Skills: Maria is good at training birds, having trained both doves and owls to attack her enemies. Additionally, she is good with riding horses.
  • Equipment: None Yet.
  • Territory/Followers: As mentioned before, Maria has the Four Sacred Beasts.

Wizard Needs Food Badly
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#159: Nov 3rd 2023 at 9:21:53 AM

Maria Renard is Accepted.

Edited by darksidevoid on Nov 11th 2023 at 12:24:37 PM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
TheodoreHastings Since: Jan, 2013
#160: Nov 11th 2023 at 5:40:34 PM

Name: Havoc (Legal/Birth name is Carmine)

Age: 31

Appearance: The Red Giant of Heaven's Warnote 

Universe: Darker Than Black (also Battleworld 2.0)

Personality: Arguably one of the crudest models of Contractor to ever exist, Havoc is selfish, highly rational and analytical, and devoid of almost all sense of conscience and ambition. Having survived being the merc of (in order:) a cutesy circle of Hell called Toto Bunny, the Galactic Empire, and Nyarlathotep himself, Havoc is more than a little tired of all this multiverse bullshit. If she had her say, she'd probably try to find a bed to crawl into and let the world forget about her. Deeeefinitely a Debby Downer right now.

When she's in a lighter mood, Havoc can be sarcastic, catty, and more than a little curious. It'll be a cold day in Hell when she laughs or smiles at something that isn't some kind of twisted humor, but at least she's growing more and more human. Just don't bring up Nyarlathotep or Shadows or pretty much anything related Persona, because she is traumatized with a capital T.

Backstory: Formerly a monster among monsters, Havoc is generally considered one of the most notorious Contractors to ever exist. Her ability to generate hard vacuumsnote  at will allowed her to take out entire city blocks with just one use; for maximum carnage, she'd make the vacuum underground, disrupting the surface infrastructure and causing collapses in earthquake-like effects. By the time she was summoned to Battleworld, the canonical Havoc had already been dead for months. Amber wished in the Havoc who was still in her prime, and with her presence on the planet the tension between the Syndicate camps only worsened.

Almost immediately after being summoned, Havoc wasted no time making enemies. Antagonizing pushovers like Mikado Ryugamine ultimately led her to clash in the ring with Carlos Ramirez, wizard and self-defined Lady's Man Extraordinaire:tm:. Ramirez won the match, and did Havoc the super cool and awesome solid of putting a bullet in her head. No, seriously, she asked him to do it; death cancels all payments for a Contractor's ability, so dying and getting resurrected right away was the preferable option.

After the fight, Havoc snuck off to get hired by Usalia, the Overlord of Toto Bunny. This arrangement lasted as long as Havoc's patience for all the cutesy gooey bullshit surrounding her at all times, but she at least got a healing spell and two magic SMGs out of the deal—tools she would put to fantastic use when the Galactic Empire invaded Toto Bunny, and Havoc switched sides to help slaughter the inhabitants. Now a recruit under the command of Grand Moff Tarkin, Havoc was stationed on the Death Star to watch the fledgling Battleworld explode like fireworks!

Of course, the Empire wasn't the only entity interested in Havoc's services. Nyarlathotep approached Havoc before the climactic battle on the Death Star, offering her a position by his side if things went poorly for the Emperor. Havoc accepted, and would eventually request Nyarly's aid to escape the exploding space station, but not before she delivered a mortal blow to Carlos Ramirez in their rematch.

Now a part of Nyarlathotep's team, Havoc's new mission was to spread panic and paranoia across Battleworld. She stole the Vampire Killer from Trevor Belmont, and gifted it to Count Dracula. She assassinated Emperor Gramis Solidor, leader of the Archanian Empire. With the help of Carmilla, she spread mayhem in the town of Morioh literally minutes after it arrived on Battleworld. Yet despite their gains, Nyarly's enemies kept getting the upper-hand in their skirmishes. The Shadow of Shadows turned Vergil and Lady into monsters, and with two promising lieutenants under his command, Nyarly was beginning to question why he kept Havoc and Carmilla (with their increasing losing streak) around. As an act of loyalty and dedication, Nyarly forced Havoc to kill herself so that he could revive her a moment later—a cruel and literal reminder that Havoc owed her life to her Master.

This second act of meeting her maker was kinda the straw that broke the camel's back for poor Havoc. Seemed like nothing really mattered anymore, and consequences were pretty meaningless when an evil god was about to earn whatever he wanted. She went to Devil May Cry to tell Nyarly's enemies about what happened to Lady and Vergil, who had been captured earlier that day. She spelled out what was going on in Nyarly's pocket dimension, not because she was switching sides, but to illustrate how pointless it was to try and fight Nyarly—especially on his home turf. The advice was noted, and Havoc was taken into custody in the Velvet Room.

The heroes ventured into Nyarly's realm the next day, and despite all of her expectations they managed to survive and return to Battleworld. Now rid of the Master who had been holding her leash for what felt like an eternity, Havoc finds herself on a new planet, in the service of a figure she'd aided on a whim several days before...

Powers/Abilities: Canonically, Havoc can create what amount to giant death balls where not even atoms can exist, but here (as on Battleworld) that is what we in the business like to call "overpowered as fuck." So she's been downgraded from "Hard vacuum" to "High-pressure vacuum," the kind you're more likely to find in places like outer space. Here are the rules for it, pending GM approval:

  • The area of effect is only ten feet in diameter, and she must have direct eye contact with it to initiate the vacuum. This airless bubble cannot move, and lasts no longer than 1 minute.

  • The effect is not immediate. From the activation to about 5 seconds in, the victim will feel little more than light-headedness. After five seconds, oxygen depravity will start to cause more serious damage: signs of hypoxia, decompression sickness, and (if the victim tries to hold his/her breath) explosive decompression will become evident. By the tenth second, the victim is either unconscious or dead.

  • Due to the concentration needed to sustain the bubble, Havoc's movement is limited to walking speed and simple actions. If she is struck, this concentration is broken and the bubble disappears.

  • This ability cannot be spammed. Havoc must wait one minute before activating the ability again.

  • The price for using this ability is to ingest blood, at least half a pint of it. However, Havoc still has a normal human body, and can't digest that much blood without making herself sick. To avoid that outcome, Havoc...well, makes herself sick, just in a different way. Not gonna spell it out for you, but there's a reason why she's so scrawny.

Havoc also memorized a healing spell she learned in Toto Bunny. It can save her skin if she's really really hurt, but otherwise it's not going to pop up much. Since she's not inherently magical or anything, she can't use it more than once per conflict, so don't expect her to waste it on helping somebody else.

Skills: Havoc's an expert in hand-to-hand combat and proficient in small firearms. Her preferred weapons of choice are SMGs, though she's sadly lost the Super Guns she got in Toto Bunny, along with the rest of her gear.

Interestingly enough, all of Havoc's equipment is currently in the Velvet Room! It's in the room which the SEES had her staying in while the heroes were off fighting Nyarly.

Equipment: Currently, nothing but the clothes on her back.

Edited by TheodoreHastings on Nov 11th 2023 at 5:41:20 AM

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#161: Nov 11th 2023 at 9:24:15 PM

Havoc is Accepted.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Cutegirl920fire CG for short from NYC apparently (Rule of Three) Relationship Status: Paris holds the key to my heart
CG for short
#162: Jan 27th 2024 at 9:00:42 AM

Been fixated on Hamlet lately and I brought her up on the Discord, so here she is!


Free Agent

  • Name: Ophelia
  • Age: Young woman; probably somewhere between 18 and 20.
  • Appearance: "O, woe is me, To have seen what I have seen, see what I see!" Ophelia is a slim woman standing at around 5 '4" feet tall. Her long, messy auburn hair is adorned with several kinds of flora (peonies, rosemaries, daisies, rues, violets, heliotropes, and sunflowers). Her eyes are a bright teal, her skin is a light blue with dark lapis-colored markings throughout her body, her ears are replaced with pointy fins, her hands are webbed, and she has gills on her neck. Ophelia mainly wears a fine, light-colored medieval-era gown; she doesn't bother with shoes. When her legs transform into a mermaid tail, it's around 5 feet long and the scales shine with the same color as her markings.
  • Universe: Hamlet AU
  • Personality:
    • Ophelia is an eccentric, well-meaning woman. While burdened by her mental health issues, she is a kind soul willing to help others out. While generally obedient with whoever orders her, Ophelia's been trying to develop her own agency ever since she got isekai'd to the Frontiers and she may not obey demands that go against her morals and/or desires.
    • She has a tendency to ramble about whatever's on her mind, whether it'll be flowers, what she's feeling, or her past. Sometimes these ramblings may develop into concerning topics that are an indicator of her mental state.
    • Hamlet. O' Hamlet. Ophelia has been making a good effort on moving on from Hamlet but his rejection still pains her dearly. If her mind lingers on him for too long or something/someone reminds her of him, Ophelia will end up spiraling and have a mental breakdown. Suspecting that she might not have much of a choice in a particular situation may provoke that response as well.
  • Backstory:
    • Daughter of Polonius, the Danish king's advisor, and his presumably deceased wife, Ophelia was your typical noblewoman in medieval-era Denmark, with Laertes serving as her highly overprotective brother. She and the Prince of Denmark, Hamlet, had a passionate romance in spite of the men in her family warning her about him. Then Hamlet's father suddenly died and Claudius, Hamlet's uncle, became king. After an encounter with his father's ghost, Hamlet learned that Claudius murdered his father to take his crown and the prince set out to avenge his father.
    • As part of his plan, Hamlet decided to start faking his madness to gain himself some time and to prove Claudius' guilt. By then, Laertes was away in France and Claudius and Polonius wanted to see what's causing Hamlet's madness. Polonius in particular was convinced that Hamlet had gone mad over his love for Ophelia, so he ordered his daughter to return Hamlet's letters. Ophelia obliged and attempted to return the letters, but Hamlet snapped at her and rejected her, telling her to go to a nunnery, which may or may not be a metaphor for a brothel. A combination of the rejection, her father later dying, and overall lacking any agency due to being controlled by the men in her life, Ophelia succumbed into madness and despair. She sang about her madness, gave away flowers, climbed up a tree and ended up drowning after the branch broke and she fell into the nearby brook in what was likely a suicide attempt. As she drowned, she heard two voices simultaneously speaking to her: "You're just like us; your love unrequited, bound by water and tragedy. Come, join us and become one." Those two voices were The Little Mermaid and Clytie.
      • The Little Mermaid was the daughter of a sea king who had a noted fascination with the human world. She fell in love with a prince who she saved from a storm and brought him to shore near a temple but realized that he never saw her, which upset her. After being told that mermaids lack souls from her grandmother, the Little Mermaid sought out a Sea Witch who gave her a potion to turn her human in exchange for her voice. The Witch warned the Mermaid that she can't return to the sea if she becomes human and she'll only obtain a soul if the Prince falls in love with her and marries her, which the Mermaid accepts and becomes human. Upon becoming human, the Prince finds her washed ashore and despite becoming quite fond of her, he doesn't fall in love with the Mermaid. The Prince's parents want him to marry a princess but he doesn't want to as he was in love with the woman at the temple he was taken to but as it turns out that the temple woman and the princess are the same person, he declares his love to her and their wedding is announced. The Mermaid despairs upon seeing the wedding, but her sisters come to give her a dagger from the Sea Witch where if the Mermaid kills the Prince and lets his blood drip on her feet, she'll return to her mermaid self and her suffering will end. However, she couldn't bring herself to kill the Prince, so she threw herself into the sea, dissolving into sea foam and instead of ceasing to exist, she ascended into heaven as an air spirit.
      • Clytie was an Oceanid Nymph who loved the sun god, Helios, dearly. Due to being cursed by Aphrodite for revealing her affair with Ares, Helios left Clytie for a mortal princess, Leucothoe. Struck with jealousy and anger, Clytie ratted out the affair to Leucothoe's father, who ordered Leucothoe to be buried alive as punishment for being an unmarried woman who's no longer a virgin. Helios failed to save Leucothoe in time and turned her corpse into a frankincense tree instead. Because of Clytie's actions, Helios refused to look at her anymore and distanced himself from her. She longed for Helios nonetheless, staring at the sun for nine days straight without eating or drinking, eventually transforming into heliotropes, flowers that follow the sun. Modern retellings replace Helios with fellow sun god Apollo and Clytie's heliotrope form with sunflowers, despite Ancient Greeks likely not knowing what sunflowers are as they're native to the Americas.
    • Submerged in the brook, Ophelia closed her eyes, accepting the presence of the Mermaid and Clytie. When Ophelia woke up, she found herself in the Frontiers, having become a composite being with the Mermaid and Clytie (and by extension a human-mermaid-Oceanaid hybrid). Realizing that she's free from the manipulative restrictions she once had, Ophelia seeks out to explore the opportunities in her new life.
  • Powers/Abilities:
    • Hydrokinesis: Ophelia is capable of manipulating water, shaping it in any way she wants and using it to grab things, move around, create shields around her and attack others, whether it'll be with physical close combat or shooting the water as projectiles. She can use up to 45 gallons of water at once and any further will strain her body heavily. The more water and force she uses, the more energy she uses up. If she uses up too much energy, Ophelia would need to rest and if she doesn't, she'll pass out and become unconscious for a while. Her recovery speeds up if she relaxes in a body of water. Ophelia cannot create water on her own, only able to control pre-existing water. If she's in a completely arid place with no access to water, she's out of luck.
      • "Bloodbending": Theoretically, with enough concentration and determination, she could control the fluids within an living organism and forcibly move them around like puppets as 70% of a human's body consists of water and non-human bodies would likely have a similar amount. Depending on the victim's willpower, the process usually lasts a few minutes but more strong-willed targets would break out of it earlier. This obviously doesn't work on beings who don't have liquids in their bodies, such as machines, ghosts, golems, and Al. Ophelia is unaware that she's capable of performing this aspect of her hydrokinesis and even if she was, she doesn't have the heart to do such a tortious act on anyone.Note for DM 
    • Mermaid Biology: Whenever Ophelia is submerged in water, the lower half of her body transforms into a mermaid tail. She's a fast swimmer, capable of going up to 40 MPH while swimming. The gills on her neck allow her to breathe underwater and thus, they prevent her from drowning. Her sight is enhanced when she's underwater, being able to see further than the average human (around 20/5 vision). When Ophelia returns to land and dries off, the tail transforms back into legs.
    • Oceanid's Domain: If Ophelia is specifically in a body of ocean/sea water (whether it's the coast of a beach or she's dropped right in the middle of an ocean), her strength, agility, stamina, and durability doubles. She does not receive these buffs in any other kind of water bodies (i.e rivers, lakes, baths, pools) and she'll lose the buffs if she leaves the ocean water after a minute or two.
    • Affinity for Water: Ophelia finds herself instinctively drawn to bodies of water that are at least the size of the average bathtub. She can sense water bodies that are 50 feet away at max. If you're in the middle of a desert and Ophelia randomly wanders off in a specific direction, chances are that there's a big source of water nearby.
  • Skills:
    • Botanical Knowledge: Ophelia is especially knowledgeable on flowers and herbs, both from a botanical standpoint and a symbolic standpoint. She's able to use herbs to treat wounds, infections, and sickness.
    • Swimming: She's decent at swimming and her mermaid tail certainly helps.
  • Equipment:
    • Flowers: She has loads of flowers in her hair. How she doesn't lose most of them when she swims is a mystery.
    • A Sack: Contains herbs of numerous kinds and even more flowers. She wears it on her waist.
  • Territory/Followers: N/A
  • Trivia:
    • Ophelia's text will be Teal.
    • Unless she's reciting lines from the original play, she will be speaking in modern English. I don't know how to write Shakespearean English without resorting to a translator. It'll come off as incredibly cringe if I attempt to do so.
    • How she became a composite fusion with the Mermaid and Clytie is not unlike how some Servants from the Fate Series are Composite Characters of at least two different people.

Edited by Cutegirl920fire on Jan 27th 2024 at 9:05:39 AM

Victor of HGS S320 | "There's rosemary, that's for remembrance. Pray you, love, remember."
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#163: Jan 27th 2024 at 10:38:27 AM

Ophelia is accepted.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#164: Jan 30th 2024 at 11:45:21 AM

The additions and changes to the Voya Nui signup are accepted.

Edited by darksidevoid on Jan 30th 2024 at 2:45:31 PM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
SushiKraken6414 Fool From The Depths from Somewhere...Nowhere....Wherever Since: Aug, 2022 Relationship Status: Having tea with Cthulhu
Fool From The Depths
#165: Feb 12th 2024 at 5:29:26 PM

Dropping another guy here to spice things up because it's been a while since I brought in New Wirral. Enjoy.

  • Name: Spamton G. Spamton

  • Age: Unclear. If you measure him by how long he’s technically existed, he’s barely a day old, but in terms of mental and physical maturity, he’s maybe in his late 20s or early 30s.

  • Appearance: NOW'S YOUR CHANCE TO BE A BIG SHOT!!! He’s only a little over three feet tall.

  • Universe: Deltarune

  • Personality: Spamton is, first and foremost, a salesman, and will do whatever is necessary to obtain that sweet, sweet kromer (money) he so desires. Driven by a mix of greed and desperation, he will do absolutely everything in his power to talk anyone he encounters into giving him their money. The only way to get him to stop is to exploit the one thing he cares even more about than kromer, and that’s freedom. Spamton is obsessed with breaking the invisible strings that hold him captive, of becoming his own master, of calling his own shots and making the big decisions, and in order to do that, he needs more than just money. He needs power, and, if he can get his hands on it, a brand spanking new body far better than his lousy old one (though that’s going to be a lot harder to get), and if that won’t suffice, then he’s perfectly willing to resort to other more illicit methods of breaking the strings that bind him…like, for instance, taking a human soul for himself.

  • Spamton’s mannerisms are bizarre and disjointed, and he has a strange way of speaking that mostly utilizes ALL CAPS ASIDE FROM CERTAIN WORDS HE WANTS TO EMPHASIZE WHICH ARE IN [Brackets]. He sometimes uses Insane Troll Logic, has long since lost whatever previous shaky grasp he had on sanity, and anyone who spends more than a minute in his presence can easily tell there’s something very very wrong with him. Somehow he’s even more unnerving on the rare occasions he breaks character, with there being a few scarce moments when his personality seems to completely change for a few seconds and he desperately begs for help in a very different tone of voice while his eyes turn to static, only to pop back to normal a few moments later and act like nothing happened. Overall, though it’s not often he ever actually directly harms anyone, he’s an extremely unsettling individual to spend time with.

  • Backstory: Some time ago, in the distant town of Hometown, a mysterious individual known as the Knight channeled their power into the ground, and from it burst forth a Dark Fountain, a geyser of dark energy which transformed everything around it into a new shape and bestowed previously in-animate objects and concepts with life, bodies and personality, making a whole new world out of all the random junk lying around. The result of this being done in the computer room of the local library was that an internet-themed land was created, and in the dark and dingy depths of that land lurked Spamton G. Spamton.

  • When he first started out, Spamton was an unsuccessful salesman, always looked down upon by his peers and never seeming to ever truly make a profit. Still, he always yearned for that one elusive “big shot” he believed he could claim if he was persistent enough, and eventually, his dreams came true. He received a phone call from a mysterious individual who offered to help him, and through that individual, he became wildly rich and famous, soaring leagues above the salesmen who had once looked down on him. He was finally on top of the world, he was finally what he always wanted to be…a BIG SHOT. However, nothing can last forever, and one day, the mysterious caller who had granted him fame and fortune ceased all communication with him, disappearing without a trace. Without this individual, Spamton’s money and popularity went down the drain, and he quickly found himself evicted from his fancy home and thrown out onto the dark city streets. From there, he desperately searched for a way to regain some semblance of his former power, clinging onto any money he could. He knew there was a magnificent body hidden deep within the Queen’s mansion. If he could just get his hands on it, he could be a BIG SHOT once more…

  • Power/Abilities:
    • Peculiar Head: Spamton’s head is oddly disjointed from the rest of his body, and he can rotate it a full 360 degrees with very little difficulty, as well as being able to enlarge it to many times its normal size.
    • Vacuum Mouth: Spamton can enlarge his head, unhinge his jaw, and inhale to suck up everything nearby ala Kirby. The smaller something is, the easier it’s going to be for him to suck it up. Any PCs or important NPCs that are swallowed will be spat out a few moments later rather than outright consumed, though this process does damage them considerably.
    • Minitons: If he wishes, Spamton can spit out miniature versions of himself from his mouth to temporarily do his bidding, such as retrieving something or attacking someone. However, these minitons do not last for very long before disappearing, only about 30 seconds at most, have less offensive power than the real thing, and he can only summon up to around 6 or 7 of them at a time.
    • Word Bullets: Spamton can also spit out projectiles resembling words from his mouth, which do damage to anything they touch, with some of the words including “$DEALS$” “$VALUES$” and “$CHEAP$” among others.

  • Skills:
    • Economics: While his knowledge can be…questionable sometimes, Spamton overall is, if not the most reliable source, then at least the most entertaining source of knowledge of the ebb and flow of the almighty dollar.
    • How Does He Know???: Spamton has an unusual and eerie ability to know things about people he’s only just met he really has no right to know, such as their name even if they never tell him it, and sometimes even details about that person that seemingly no-one else knows. (Anything Spamton knows about a PC beyond just their name will be negotiated with that player and the GM beforehand)
  • Equipment:
    • Pipis: Spamton carries around with him at all times several large, round blue objects called Pipis, which when touched by anyone except him, explode into pieces of blue shrapnel. He can use them as a strange sort of shrapnel grenades if he so wishes.
    • Wares: Where would a good merchant be without his WARES? Spamton has numerous copies of three different items on his person that he can sell to others, those being the S. POTION that he claims is a healing item, (actually an item called S. POISON which restores a bit of health then rapidly begins to drain health away), a blade known as “THE BIG ONE” he claims can cut anything to pieces (actually a sword which has broken in half) and a BSHOT BOWTIE which he claims provides incredible defense against attacks (actually an old, worn and frayed bowtie which doesn’t provide much defense at all).

  • Territory/Followers: None

  • Notes: This is my usual voiceclaim for him.

Edited by SushiKraken6414 on Feb 12th 2024 at 5:37:55 AM

Something's Fishy Here...
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#166: Feb 12th 2024 at 5:57:35 PM

THE BIG SHOT IS [Accepted by all stores in perpetuity]!

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#167: Feb 21st 2024 at 10:46:34 AM

The addition of Enter's (Taisen Expanse) new disguise ability is accepted.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
FergardStratoavis Stop Killing My Titles from And Locations (Not-So-Newbie) Relationship Status: And here's to you, Mrs. Robinson
Stop Killing My Titles
#168: Mar 15th 2024 at 6:30:17 AM

-drumroll-

    open/close all folders 

Main Character

     Josette Capua 

  • Name: Josette Capua
  • Age: 18
  • Appearance: The head of the company in all-but-name
  • Personality: Brash and bold, Josette could be considered an almost archetypal tomboy; being the only girl in a crew of twenty-some men, including two older brothers, does that. She talks loud, but often lacks the means to back her words up, an issue that caused her and her family no end of troubles in the past. Now that they no longer have to resort to piracy, Josette’s mellowed down some – but she is still quick to throw metaphorical hands if the need arises. Despite her aggressive nature, she’s still a responsible type, effectively running the admin of the Capua Delivery Company. Not always honest with herself, especially when difficult romantic notions are considered.
  • Backstory: Once, the Capua Family were a minor nobility in the Erebonian Empire; a well-to-do name that made no trouble for others and was a kind senior to those below them. In light of Baron and Baroness Capua’s passing, the family name was inherited by the eldest of their children, Don Capua. Don wasn’t the worst with money, but ended up trusting the wrong people, which ended with the Capua lands and wealth confiscated by the Empire when the creditors knocked on their doors one too many times. The Capua siblings resorted to sky-piracy to survive, and have made a new, more notorious name for themselves during that career.
    • Josette was oftentimes the front of their schemes, until one of them went too far and culminated in the siblings being caught and detained. That could have been the end of the Capua name, were it not for bigger and more menacing villains rearing out to trouble the Kingdom of Liberl. Through a set of unlikely circumstances, the Capua ended up helping the good guys in routing the baddies (some grumbling was involved). One thing led to another, and the siblings suddenly found themselves with a royal pardon and the funds to cover up their remaining debt from the hands of the Queen of Liberl herself. Thus came the idea of the Delivery Company; a job that may be tedious in some fashions, but suits the siblings much better.
  • Powers/Abilities/Skills:
    • Decent with a gun and quick on her feet
    • Knows her way around fixing minor technical mishaps
    • As the person responsible for the company’s accounting, has maths and ledgers down to a science
    • Supreme cooking and housekeeping abilities
    • Very convincing at playing a demure young noblewoman; it’s basically second nature.
  • Equipment:
    • Orbal guns – Two orbal pistols, though she usually only uses one and pulls the other out for stickier situations. While efficient in terms of ammo usage and recoil dampening, orbal weapons are on the whole less powerful than their blackpowder peers, with less stopping power and lasting damage.
    • Tactical orbment – What looks like a fancy pocketwatch is in actuality a personal magic enabler. By using the inner stamina of the wielder, the so-called orbal arts can be invoked for offensive and supportive purposes both. Normally, it is possible to switch out the quartz crystals inside the orbment to achieve new combinations of available arsenal; unfortunately, being stranded in another world severely limits Josette’s options. As her innate element is Earth, that means she is capable of calling forth sizable rocks to chuck at enemies or setting up rocky barriers for herself and her allies.
    • A few low-yield orbal bombs for quick getaways; more to stun than seriously harm.

Supporting Character 1

     Kyle Capua 

  • Name: Kyle Capua
  • Age: 25
  • Appearance: The responsible middle sibling
  • Personality: Laid-back and low-key; usually the voice of reason between Josette’s brashness and Don’s larger-than-life boisterousness. Can keep his cool much better than the other two, but it comes with the territory of being the main pilot – but he’s not immune to shenanigans or misplaced pride, especially when it comes down to his skill at aviation or mechanics. Josette and Don both know how to prod him the right way, so he’s wise not to rise above his station for fear of terrible embarrassment.
  • Backstory: Don’s the leader, Josette’s the face of the company – and Kyle is the glue keeping it together (when Josette isn’t, they glue different things). Always a supporter more than a person in charge, the middle Capua sibling is comfortable with his position aboard.
  • Powers/Abilities/Skills:
    • Can handle a firearm, but is usually more of a melee fighter, and a wily kind that will sneak in a blow where you least expect it
    • Extensive pyrotechnical knowledge and a mean throwing arm to implement it with
    • Skilled pilot and mechanic
    • Can play the violin.
  • Equipment:
    • A standard military-issue sword employed by Erebonian soldiers; ol’ reliable
    • An orbal pistol sidearm
    • A selection of thrown orbal explosives and smoke bombs for getaways.

Supporting Character 2

     Don Capua 

  • Name: Don Capua
  • Age: 32
  • Appearance: Not an actual mafia don (anymore)
  • Personality: As big and loud as he appears; half the overbearing elder brother and half the unlikely father figure for his younger siblings and his employees alike. A bit childish, a bit too trusting, and terrible when angered – but he means well, and tries his best to rehabilitate himself after putting his family through the wringer with his incautious actions. Don’t try to mess with his siblings, or he’ll mess you up.
  • Backstory: As the head of the Capua family, it was up to Don to maintain the wealth left behind by his parents. Things were alright, until a cunning conman was able to swindle Don out of the money – and later, out of their possessions and noble titles. Forced to become sky-pirates, things were alright for a time until Don started acting strangely violent and bloodthirsty. The kidnapping of a liner with passengers, and even planning to execute them – it was something the other siblings were willing to fight him over, until a rescue party showed up to give Capuas the business. As it later turned out, Don was just one of the many victims of a strange brainwashing device employed by the real villains hiding in Liberl at the time, and once again this trouble came from his overt trust. He’s working hard to make up for it for his siblings.
  • Power/Abilities/Skills:
    • Prodigious physical strength that comes with being the size and weight of a shaved bear, though he’s not really a skilled fighter
    • Loud, booming, and commanding voice that can be easily heard if need to
    • Some piloting skills, though he’s nowhere near as good as Kyle
    • Some mechanical skill by necessity, though he’s the worst at tinkering out of the three siblings
  • Equipment:
    • A big honking orbal cannon that would normally be mounted on wheels or strapped to a vehicle. Inaccurate but devastating, delivering high-yield explosive payload in a wide area. Also makes for an effective bludgeon.

Territory

     The Bobcat 

  • Name: The Bobcat
  • Universe of Origin: Trails Series
  • Description: The Bobcat is an older-model orbal airship that dates back to the Orbal Revolution’s first revelations about 50 years back. Its line was among the first designs for general purpose VTOL aircraft. Good for its time, the Revolution left it and many such once-revolutionary designs in the dust quickly enough – but the surplus of these models have found their way around Zemuria as private aircraft and transportation means for less scrupulous types. The Capuas were able to commandeer and then retrofit the Bobcat on their escape from the creditors, and the vessel’s been serving them since. Able to achieve a top speed of 2300 selge per hour (roughly about 230 kph/143/mph) and with agility unmatched even by modern airship units (although at a cost of armoring), it’s a plucky thing that matches the Capuas’ scrappy determination. It wields double rotary cannons for defense, able to fend off aerial monsters or light aircraft with it.
  • Contents/Locations: The Bobcat is a house of twenty-some people, and it’s been outfitted to the best of abilities to make living onboard comfortable. The conditions are a bit basic, but sufficient, though it can get cramped if the entire company is on-board. The baggage lock is the most pertinent area these days, containing enough space for their cargo. The ship has a few orbment chargers around the vessel that can help with maintaining the (generally long-lived) weaponry and other devices.
  • Specialties: The ship is outfitted with primitive rebreathers that can help with higher altitudes or an odd poison attack; it’s also got a steady supply of nice and toasty company outfits.
  • Population: Other than the Capuas, the Bobcat houses a group of twenty-some sky pirates-turned-employees of the company, various lowlifes and dregs the siblings have recruited during their banditry days. They are a hardy and resourceful lot, responsible for menial work around the ship like securing the cargo or observing the Bobcat’s systems. Each of them can handle themselves in a scrap with their surplus military blades and shoddy orbal guns, but they aren’t a challenge for any half-decent fighter even in numbers. Don’t think you’re dealing with some opportunistic bandits though – they are loyal to a one to the siblings, and woe betide you should you think of harming any of them, especially Josette.

     Orbal Energy 

This is a general elaboration pertaining to the Bobcat’s systems and its inhabitants’ various equipment. Orbal energy is a utopian mix between fossil fuels and renewables – originally mined and refined from seven different flavors of septium (Fire, Water, Air, Earth, Space, Time, Mirage) into sepith, and then into small and round quartz crystals, its phenomenal performance enabled the Orbal Revolution that started 50 years ago and is still ongoing at a dramatic pace (for example, combat orbments turn from Victorian pocketwatches to spanky new iPhones within a few years). Orbal technology is efficient and long-lasting, environment-friendly, and can be recharged with more of the same technology to a certain extent. That does, however, make it incompatible with more conventional fueling systems; while Zemurians are familiar with combustion engines, these are regarded as mere diversions in the technological tree, the same way the steam engine didn’t take off in our reality (incidentally, steam engine is what the pre-Revolution Zemurians used most pertinently). The Bobcat and its inhabitants won’t have to worry about it for a while yet, but it will become an issue eventually.

Edited by FergardStratoavis on Mar 15th 2024 at 11:50:48 AM

grah
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#169: Mar 15th 2024 at 8:59:30 AM

@Freg: Please put the name of each subject in the folder line (rather than "Main Character" or "Supporting Character") and the category they belong to directly above the folders, so that it's easier for people to search for your character and territory's names. Aside from that, I see no problems, so Capua Co. are accepted!

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Scipion3 Léodagan, the Bloodthirsty from Kaamelott castle Since: May, 2018 Relationship Status: Barbecuing
Léodagan, the Bloodthirsty
#170: Mar 17th 2024 at 11:24:56 AM

After a long time during which I admit I had a bit of desinterest for the thread, I'll try to post more often. But I also decided to try to add a chunk for the first time.

The Underworld (Universe: Kid Icarus)

Main Character

  • Name: Medusa, Goddess of Darkness, Queen of the Underworld

  • Age: Unknown

  • Appearance: Medusa appears as a tall, beautiful woman with pale skin, but claws instead of hands and most notably snakes on her head. This appearance is a facade, a mask that she put on to hide her true, ugly face, that of a cyclop.

  • Personality: As a major goddess, Medusa appears regal, serious, rarely raising her voice. But she is cold, cruel, sadistic, and cunning, lacking some of her subordinates's more amusing traits. She is violent enough to see a bloodbath as "festive". She possesses a lack of respect for the lives of others, a dark sense of humor and can have a flirtuous side when she tries to manipulate others to her cause. The fallen goddess holds nothing but contempt for mortals, and despises humans in particular, seeing them as a fickle bunch and sniveling creatures. Her hatred for them is only matched by her venom. Thus, beware if you cross her, for the vengeful goddess will hunt you down and make you suffer until your last breath. Medusa can also be pragmatical, grudgingly working with people she despises if that serves her interest, and as a proud woman, she hates being a pawn in someone else's game.

  • Backstory: Medusa formerly ruled the Heavens alongside Palutena, the Goddess of Light. But while the latter took it upon herself to protect humanity, Medusa despised them and frequently attacked them, turning dry their crops, poisoning their rivers, and petrifying them. Palutena eventually took action, transforming Medusa into a hideous cyclop, reflecting what she saw in her black heart, and exiling her into the Underworld. Furious, Medusa swore revenge and managed to rally the Underworld under her command when the actual ruler, Hades, "disappeared". She invaded Skyworld and captured Palutena, but she was eventually defeated by Pit, an angel captain of Skyworld's army. After this defeat, Medusa was resurrected after 25 years by Hades. Oblivious to the true cause of her return, she rebuilt her army and was about to enact her revenge on the Goddess of Light and her "pet" when the evil realm got transported into Frontiers.

  • Powers and Skills: Being the de-facto leader of the Underworld army, and one of the strongest deities of her realm, Medusa is no pushover.
    • Image projection: Medusa's powers allow her to communicate telepathically to others and project large astral projections of herself whenever necessary.
    • Dark magic: Medusa is well-versed in dark magic. She can teleport around in the area she is currently in, use telekinesis to send not-sapient obstacles in her ennemies's path, spit explosive mines, use eye beams, lasers, and turn people into stone with a well-aimed shot coming from her fingers when it comes into contact with someone. She can also spit poison from her hands, and she can claw with them.
    • Size changing: Medusa, at the height of her power, can grow herself to humongous size, making her far more durable and deadly. She also used this form to plague mortal cities.
    • Cyclop form: When pushed to her limit, Medusa releases her full power, revealing the monstrosity she has been turned into. She can decapitate herself should her body be chained, allowing her head to float and attack at will, with her snakes firing at her enemies, and her main eye capable of creating a deadly blast of darkness, and dark energy skulls. Note that contrasting her reserved personality, she is outgoing in that form, screaming and cackling madly.
    • Souls shaping: Medusa can shape the souls of the dead found in the Underworld into copies of monsters. On paper, this would make the Underworld army unstoppable, but one soul does not equal one monster. Furthermore, Medusa is incapable of fully resurrecting someone, only able to create weaker copies at best.

  • Equipment: Medusa is rarely seen without her long serpentine staff, which she uses to teleport, or as a fighting tool.

  • Territory: Though she is the Queen of the Underworld and rules its entirety, Medusa herself resides in her castle, at the center of the realm. A very large gothic structure alternating between large caverns and red-decorated rooms. The castle is protected by a large golem creature, and is filled with the most fearsome creatures of the Underworld.

Supporting Cast

  • Name: Twinbellows, the Ferocious

  • Age: Unknown

  • Appearance: Twinbellows appears as a demonic giant two-headed dog on fire

  • Personality: There isn't much to say about Twinbellows, as it is a beast, though it is smarter than most monsters that populate Medusa's realm. The Underworld's watchdog is faithful to its job and its master. This destructive beast will more than happily burn its foes if she so desires.

  • Backstory: Originally it's gatekeeper, and as one of the most powerful creatures in the Underworld, Twinbellows participated in the invasion of Skyworld, guarding one of the Three Sacred Treasures Pit needed to defeat Medusa. It was the first boss to fall against the angel. It would also be resurrected 25 years later.

  • Power/Skills:

    • Physical strength: This goes without saying, but Twinbellows is fast and strong. Its howls are ear-deafening, and it attacks with vicious bites, large claws, a large burning tail, and powerful charges.

    • Fire breath: Twinbellows can also breathe small flames and large fire lasers from its two heads.

  • Territory: Though Twinbellows has no actual territory on its own, it can sometimes be assigned near the Underworld's entrance.


  • Name: Dark Lord Gaol

  • Age: Unknown

  • Appearance: Gaol appears as a towering man, clad in a imposing dark armor, with a deep distorted voice. In actuality, she is a rather beautiful woman.

  • Personality: Gaol is faithful to Medusa, and she is usually serious and cool-headed in battle, though she doesn't hesitate to mock her opponent, especially if it's personal to her. She can have some respect for worthy foes. She usually doesn't speak a lot.

  • Backstory: Once a human mercenary, Gaol was sent to spy on the Underworld forces, but was captured and trapped inside a cursed armor, enslaving her to Medusa's will. She now acts as a general in the Underworld Army.

  • Power/Skills: As a former human mercenary, Gaol already knows how to fight on her own with various weapons. The armor she now wears allows her to do several feats, however.
    • Dark magic: Gaol can use various attacks involving black magic. She can fire projectiles or create AOE around herself to repel her opponents. She can also summon some Underworld troops to aid her in a fight.
    • Barrier: Gaol can summon a magical shield for a few seconds in front of her, reflecting projectiles at her enemies.
    • Levitation: Gaol can fly with her armor.

  • Equipment: Gaol is never seen without her armor. In fact, that cursed creation is the sole reason why she's serving the Underworld.

  • Territory: Gaol holds her own castle, a dark fortress befitting the Dark Lord with a large garden within. Said castle is situated in the ravine leading to the Underworld entrance and serves mainly as a secondary way of exit for the monsters.


  • Name: Hewdraw, the Three-Headed

  • Age: Unknown

  • Appearance: Hewdraw is very big dragon-like creature with three heads. He can fly without wings. The purple one is the oldest.

  • Personality: The first of Medusa's top commanders, each head has a distinct personality, though they all share some gluttonous attributes. This causes them to frequently argue with each other, which can grow quickly intolerable. The blue one hates its "siblings", is quite vain, and is the most hungry of them. The red one would be the "nicest", but also the most impulsive. Lastly, the purple one is the smartest, and is arrogant, though it can respect its opponents. As the original, it has superiority over his brothers.... sometimes.

  • Backstory: Like the other original generals of the Underworld, Hewdraw participated in the Underworld invasion of Skyworld under Medusa's orders. After its defeat and resurrection 25 years later, it has grown two additional heads.

  • Abilities:

    • Physical strength: A large beast, Hewdraw can fly, swim, and deliver powerful bites and tail swaps. Even as a single head, they can charge, stomp, and crush their foes with ease.
    • Projectiles: Hewdraw has a number of projectiles: Fire blasts and large lasers from their mouths, eyes and horns launching their own scales at their enemies, and more.
    • Regeneration: The three heads can sever themselves from their body and can survive decapitation. The bodiless heads can also regenerate and grow back their own bodies, though they need a large body of water for that.

  • Territory: Not much to say about it. As a flying beast, Hewdraw tends to live in the Underworld's sky.


  • Name: Pandora, Goddess of Calamity

  • Age: Unknown

  • Appearance: The Goddess of Disaster and Calamity was once the most beautiful fighter of the Underworld. Those days, however, her appearance is that of a living ball of fire, that can turn literally red when angry.

  • Personnality: Once sassy and proud of her former beauty, Pandora is at first glance nonchalant, indifferent, and aloof, though she has sarcastic tendencies. However, the goddess is actually unpredictable, unhinged, and delights in illusions and treachery. Most of the things she does and says are an act to manipulate others. When things don't go her way, she can easily lose her temper.

  • Backstory: Pandora served as a powerful fighter in the Underworld army, and one of their top commanders. Due to an incident, she lost her body and she took the form of a pure manifestation of her will. As a ball of vapor, the deity participated in Medusa's invasion of Skyworld and was defeated, then resurrected as well.

  • Powers:
    • Telepathy: While she's unable to create projections of herself like Medusa, Pandora can still communicate through the minds with others.
    • Ball of vapor: Pandora can sink into the ground and go through walls.
    • Projectiles: Pandora has a lot of those. From creating fireballs and fiery disks to spitting bombs and purple rocks. Note that sending her bombs back at her is quite effective. She also has a vacuum beam to get her opponents to touch her fiery body.
    • Illusions and trap: Pandora can conjure illusions in battle, and she can summon various traps like booby-trapped chests named Pandora boxes and trap circles, immobilizing her enemies. And of course, she can play dirty and fake her own death to lower her opponent's guard.
    • Amazon Pandora: As Amazon Pandora, her former form she can summon a heart-shaped barrier to reflect projectiles, and she can use heart-shaped energy blasts.
    • Teleportation: Both Pandora and her Amazon form can teleport. Note that Pandore creates portals for herself to teleport. Hr Amazon form doesn't need that.

  • Equipment: Pandora herself guards the Mirror of Truth in the Labyrinth of Deceit. That mirror can copy anything that stands before it, affiliating the copy with the Underworld. It serves as a secondary way for the army to produce troops, aside from hoarding and molding souls. As Amazon Pandora, she was equipped with a sword and was quite competent with it.

  • Territory: Pandora resides in the Labyrinth of Deceit, her own realm. This nonsensical place, hidden in a space pocket is as twisted as she is, filled with illusions, dead ends, and traps.


  • Name: Thanatos, God of Death

  • Age: Unknown

  • Appearance: Thanatos appears as a fat genie with red clowny eyes and large blue lips. You would expect something more intimidating from the God of Death, but don't be fooled by his appearance. Thanatos's various forms usually borrows some of his traits.

  • Personality: Thanatos is eccentric, flamboyant, and even childish at times, befitting his clowny appearance. It's hard to get a read on him as a result, and he can grow quickly annoying. However, he shares his love for carnage with his fellow Underworld commanders. Goofy, he hates being ignored. Despite his position, the god of Death is also quite lazy, spending most of his time dozing off rather than guiding the souls of the dead to their resting place. Interestingly enough, though the Underworld is the land of the dead, Thanatos isn't outranking Medusa, and he is quite content with it.

  • Backstory: The God of Death's job is to oversee the souls in the Underworld, but Thanatos is lazy, leaving that work to the Reapers. He is the most important of the Underworld's commanders, acting as Medusa's right-hand man. Like his fellow commanders, he was defeated and resurrected years after following Medusa's invasion. Note that before his resurrection, he was called Tanatos without the extra "H". Apparently he added it himself to make himself more "Hamazing".

  • Powers:
    • Telepathy: Just like Pandora
    • Levitation: Thanatos can fly and levitate on his own.
    • Dark Magic: Thanatos can use a number of attacks, such as poisonous skulls or dark fireballs.
    • Shapeshifting: Thanatos's main ability is to transform into anything he desires. He can shapeshift his hand to a big spiky ball for example, or transform completely. This includes a bat, a nesting doll containing several more, the smallest containing a mini version of the god, a large Urn filled with skulls inside, a giant leg, and a sword protected by spears.
    • Glow Dragon: Thanatos can summon a large glow aura in the shape of a glow dragon around him for a few minutes. This allows him to go very fast and obliterate anything in his path.

  • Territory: As the God of Death, you would expect Thanatos to live inside the Reaper Fortress, located in a ravine where most Reapers, soul-hoarding monsters reside. Instead, he left the job to the Reapers and their gigantic leader, the Great Reaper, and is dozing off in his own palace, located in the City of Souls.

Territory: The Underworld

  • Description: Located far beneath the surface world, the Underworld is very large and is a hellish place, mainly comprised of barren landscapes with dead trees rivers of magma, and red water, with a red-painted sky. Lightning often strikes here. A lot of ravines can be found here, some of them filled with crystals. The Underworld is where souls go after death, where they can be reincarnated, consumed, or fade away.

  • Locations: There are several fortresses in the Underworld: Medusa's castle, which can be found in the center of the Underworld, the Reaper's fortress, which is found in ravines, Pandora's labyrinth, hidden in a space pocket, and Thanatos's palace, located around the City of Souls. Said city is located deep in the Underworld's depths. It is a crystalline city where the souls reside to find their resting place. A massive eel-like creature resides there, eating unlucky souls. The city is also home to the Rewind Spring, a magical spring that can reverse the effects of time on anyone who comes into contact with its waters.

  • Speciality: The Underworld is well... underground. So its location is beneath the rest of Frontiers's chunk, and don't have exact "borders" with them. To access it, one needs to reach a huge ravine and plunge towards it. Deep beneath, is a magical door that would normally require a special key, but in its absence, Twinbellows is taking over the guarding duty.

  • Population: The Underworld is crowded with monsters of all kinds, (you can find a list here) all of them are thirsty for destruction. Their intelligence is limited, following their leaders and blindly attack anything that isn't one of their own without someone to give orders their power levels and utilities vary, from mere minions and scouts like the Monoeyes and the Skuttlers, to extremely dangerous, like the Ornes, nigh-invincible ghosts that can kill with prolonged contact or the Reapers, responsible for carrying the souls of the dead. There are also strange monsters, like the Eggplant and Tempura Wizards, who can turn their foes into walking food for a short time. The primary method to create more monsters is through capturing souls and molding them together to create one. Obviously, the Underworld leaders tend to do that, overstepping their boundaries in the process.

  • Note: The Underworld was previously ruled by Hades, a charismatic deity rumored to be far more powerful and destructive than Medusa. But the true lord of the Underworld has vanished and is nowhere to be found. Only Thanatos of all people seems to know about his whereabouts, but good luck making him talk.

Edited by Scipion3 on Mar 24th 2024 at 11:08:17 AM

"You're married like me, you know monstrosity can take many forms."
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#171: Mar 17th 2024 at 6:57:27 PM

@Scipion: Looks good for the most part! Please make the following changes:

  • Medusa
    • Dark Magic: Limit the teleportation by putting a distance limit, and say that she can only teleport to places she has been to before. Limit the telekinesis by specifying that she can't use it on sapient beings. Specify that the petrification can be dodged.
  • Thanatos
    • Glow Dragon: Put a reasonable time limit on this ability. I'm thinking a few minutes at max.
  • Underworld
    • Population: Obviously any insta-death abilities of the monsters is not going to be workable, so make sure to specify that such things only kill with sustained contact. Other than that, looks good.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Scipion3 Léodagan, the Bloodthirsty from Kaamelott castle Since: May, 2018 Relationship Status: Barbecuing
Léodagan, the Bloodthirsty
#172: Mar 18th 2024 at 4:10:56 AM

[up] Nerfs added. I'll let you check if I forgot anything.

"You're married like me, you know monstrosity can take many forms."
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#173: Mar 18th 2024 at 5:49:23 AM

Very good! The Underworld is accepted!

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Oggy123 Kirby from Jakarta, Indonesia Since: Oct, 2013
Kirby
#174: Mar 20th 2024 at 7:22:42 AM

Are you accepting signups?

Edited by Oggy123 on Mar 20th 2024 at 9:22:55 PM

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#175: Mar 20th 2024 at 7:47:13 AM

Apologies, but these signups are currently only open to either current players of the RP or people whom I personally approach. At the moment, I believe I'm waiting on one person in particular to sign up, but that's it, and we are more or less at capacity as-is.

If you're interested in crossover RPs, however, I'm helping to GM three others that I'm fairly sure are going to re-open signups any day now, so I'd suggest keeping an eye on them until they do! Those are There And Back Again, Somewhere Over The Rainbow, and Up, Up, and Away. All three are set in the same multiverse as one another, and the major creative mind behind each is the same (Troper LizardOfAus).

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs

Total posts: 176
Top