01-17-2018, 11:02 PM
(This post was last modified: 01-27-2018, 11:24 AM by ElFailzalot.)
NPC Name: The Everyman
NPC Source: A Beginner's Guide to the End of the Universe
Are they an A, B, or C-Lister? C-Lister? (Main character, though of an extremely obscure (and extremely silly) series)
[spoiler]Character history: The universe ended. The big bang stopped going bang, and started going crunch. Everything was reduced to a singularity. But the collective consciousness of the human race gathered into a single being, who imposed his will upon the decaying universe and stopped it. When there was nothing but a void left, he created some last vestiges of reality, and in the end managed to stop the singularity from consuming everything. It cost him his life, but his body broke apart and scattered, seeding new life so that the once-empty fragment of a universe wasn't so empty anymore.
Physical Description: The Everyman is...quite generic, in every sense of the word. He stands out in no way whatsoever, and yet everyone seems to see him slightly differently. His form is so bland and 'average' that it wouldn't be hard to see him as just a featureless stick figure, rendered in such lack of detail that anyone could fill in any details they desired, were he rendered in some form of media with a diverse viewerbase. He stands at an average height, with an average build, with no outstanding features of note.
![[Image: ABeginnersGuideToTheEnd_8442.jpg]](http://static.tvtropes.org/pmwiki/pub/images/ABeginnersGuideToTheEnd_8442.jpg)
(Pictured: The Everyman, holding Blazing Hot Betty aloft, standing next to Snuffy the Pooch)
Total OM Spent: 11,700
Level: 3
Stats: (Stat Upgrade I + II)
ATK: 3
DEF: 3
SPD: 3
TEC: 3
Proficiencies: (3,000); Physical Strength (1000), Ranged (1000)
Powers: (2,300); Survival (2000), Basic Super Jumping (300)
Moves: (1,800); Repeating Flintlock (300), Blazing Hot Betty (1,200), Siege Hammer (300)
Repeating Flintlock (Requires: Ranged) 300 OM (Approval)
A simple flintlock pistol, with four barrels and a rotating chamber. Functions as a standard, one shot per barrel weapon. It packs a moderate punch, but isn't terribly accurate, only having any relaible accuracy out to about 15 meters. It takes 6 seconds to reload each individual barrel, and the Everyman carries an extra four rounds with him at any given time; summoning more beyond that takes two seconds per round. In a pinch, he can technically fire anything that he can fit down one of the barrels, not just the rounds specifically made for it.
Blazing Hot Betty (Requires: Physical Strength, Ranged, Debuff) 1,200 OM (Approval)
Blazing Hot Betty is a unique sword, forged from the Everyman's reality-warping powers of CREATIVITY. Rigged together from the remains of a broken lightbulb, a broken wine bottle, and a magnifying glass, it is a standard blade, just over three feet long from pommel to blade point. It is razor sharp, and serves as a solid melee implement, though it is made of glass, and when struck against other weapons it runs the risk of being damage, or breaking altogether. If the blade does break, it can be repairs, though it takes fifteen seconds to do so. In addition, the blade does have a limited supply of power for its added functions, in the form of a battery. When it is drained completely, it takes fifteen seconds to fully recharge it, which requires full concentration though doesn't prohibit moving to avoid getting clobbered, and consumes stamina equivalent to sprinting up a lengthy flight of stairs.
Additional functions of the sword include being able to use the lenses to focus ambient light, heating the blade up to let it deliver an additional punch with its next strike. Focusing the light necessary takes five seconds, and the blade will only remain heated for up to ten seconds, or until a strike is landed, whichever comes first. This doesn't drain from the sword's battery, but does have a small stamina drain attached to it; it's relatively efficient compared to the damage it produces, but overuse will still exhaust the Everyman pretty quickly.
The sword can also convert this energy into a blast of light, focused into a laser. It takes 6 seconds to prepare and focus the necessary power, during which time the Everyman must remain stationary. When fired, this burst of energy is no more than three inches in diameter, and can reach up to 30 meters before fizzling out. It has impressive force, and can be sustained up to three seconds before the charge of power runs out. Firing this laser completely drains the batter of the sword with just one shot, and the recoil tends to make the Everyman stumble a little. On top of that, the laser can only be used with a full battery charge, making it...situational, at best, to try and employ.
As a final note, the sword can be lit up like a regular lightbulb. It can be used to light dark areas, or switched on as a sudden surprise in a fight to catch an opponent offguard, temporarily blinding them and shrouding the blade in light, making it harder to judge where it is to block it properly. The blinding effect is fairly minimal, only lasting for about three seconds -- it's just like suddenly having a lightbulb turned on in your face. From a full charge, the light function can be maintained for up to thirty seconds before the battery is fully drained.
Siege Hammer (Requires: Physical Strength) 300 OM (Approval)
The crazy result of the Everyman using his reality-warping CREATIVITY powers to combine a battering ram with a lance. The result is a solid metal shaft, about two meters long, topped with a massive hunk of metal and iron shaped like a massive sledgehammer head, with one striking face capped with a metallic ram's head. The entire head is nearly two and a half feet from one striking face to the other, and forms a rough cylindrical shape just a little over a foot in diameter. The weapon is extremely slow and ponderous, taking nearly two full seconds just to wind up for a swing, but it hits like a runaway freight train if it connects. It is extremely heavy and unwieldy, however, and with every swing (even if it hits), the Everyman is left unbalanced and recovering for a full second afterward, during which he is completely open.
Super Moves: (600); T1 Super Attack -- MOTHER. FUCKING. LASER BEAM. (600)
MOTHER. FUCKING. LASER BEAM. -- T1 Super Attack (Requires: Ranged) 600 OM (Approval)
Identical in every respect to the normal usage of Blazing Hot Betty's laser attack, but far more focused and potent. The beam is narrowed down, to just an inch in diameter, and burns a target for three seconds before exploding, throwing the target back with tremendous force -- and also knocking the Everyman off his feet from the recoil. It's a powerful thing, but it's not the best thing to use wildly, due to energy drain.
Assists: (1000); T1 Assist -- Snuffy the Poocch (1000)
Snuffy the Pooch -- T1 Assist -- 1000 OM (Approval)
The Everyman's loyal canine companion. Appears as a perfectly normal, mundane dog, save for the fact that she is purple. Reasonably intelligent and capable, and determined to protect the Everyman.
ATK: 1
DEF: 1
SPD: 2
TEC: 1
Why does this character have to be a prime? The Everyman is...kind of dumb. Really, really dumb. His usual antics are liable to see him end up very dead, very fast; being able to come back from that and keep going is something of a necessity for him.
What role do they play in your story? Alternately an antagonist, ally, and source of comic relief. [/spoiler]
NPC Source: A Beginner's Guide to the End of the Universe
Are they an A, B, or C-Lister? C-Lister? (Main character, though of an extremely obscure (and extremely silly) series)
[spoiler]Character history: The universe ended. The big bang stopped going bang, and started going crunch. Everything was reduced to a singularity. But the collective consciousness of the human race gathered into a single being, who imposed his will upon the decaying universe and stopped it. When there was nothing but a void left, he created some last vestiges of reality, and in the end managed to stop the singularity from consuming everything. It cost him his life, but his body broke apart and scattered, seeding new life so that the once-empty fragment of a universe wasn't so empty anymore.
Physical Description: The Everyman is...quite generic, in every sense of the word. He stands out in no way whatsoever, and yet everyone seems to see him slightly differently. His form is so bland and 'average' that it wouldn't be hard to see him as just a featureless stick figure, rendered in such lack of detail that anyone could fill in any details they desired, were he rendered in some form of media with a diverse viewerbase. He stands at an average height, with an average build, with no outstanding features of note.
![[Image: ABeginnersGuideToTheEnd_8442.jpg]](http://static.tvtropes.org/pmwiki/pub/images/ABeginnersGuideToTheEnd_8442.jpg)
(Pictured: The Everyman, holding Blazing Hot Betty aloft, standing next to Snuffy the Pooch)
Total OM Spent: 11,700
Level: 3
Stats: (Stat Upgrade I + II)
ATK: 3
DEF: 3
SPD: 3
TEC: 3
Proficiencies: (3,000); Physical Strength (1000), Ranged (1000)
Powers: (2,300); Survival (2000), Basic Super Jumping (300)
Moves: (1,800); Repeating Flintlock (300), Blazing Hot Betty (1,200), Siege Hammer (300)
Repeating Flintlock (Requires: Ranged) 300 OM (Approval)
A simple flintlock pistol, with four barrels and a rotating chamber. Functions as a standard, one shot per barrel weapon. It packs a moderate punch, but isn't terribly accurate, only having any relaible accuracy out to about 15 meters. It takes 6 seconds to reload each individual barrel, and the Everyman carries an extra four rounds with him at any given time; summoning more beyond that takes two seconds per round. In a pinch, he can technically fire anything that he can fit down one of the barrels, not just the rounds specifically made for it.
Blazing Hot Betty (Requires: Physical Strength, Ranged, Debuff) 1,200 OM (Approval)
Blazing Hot Betty is a unique sword, forged from the Everyman's reality-warping powers of CREATIVITY. Rigged together from the remains of a broken lightbulb, a broken wine bottle, and a magnifying glass, it is a standard blade, just over three feet long from pommel to blade point. It is razor sharp, and serves as a solid melee implement, though it is made of glass, and when struck against other weapons it runs the risk of being damage, or breaking altogether. If the blade does break, it can be repairs, though it takes fifteen seconds to do so. In addition, the blade does have a limited supply of power for its added functions, in the form of a battery. When it is drained completely, it takes fifteen seconds to fully recharge it, which requires full concentration though doesn't prohibit moving to avoid getting clobbered, and consumes stamina equivalent to sprinting up a lengthy flight of stairs.
Additional functions of the sword include being able to use the lenses to focus ambient light, heating the blade up to let it deliver an additional punch with its next strike. Focusing the light necessary takes five seconds, and the blade will only remain heated for up to ten seconds, or until a strike is landed, whichever comes first. This doesn't drain from the sword's battery, but does have a small stamina drain attached to it; it's relatively efficient compared to the damage it produces, but overuse will still exhaust the Everyman pretty quickly.
The sword can also convert this energy into a blast of light, focused into a laser. It takes 6 seconds to prepare and focus the necessary power, during which time the Everyman must remain stationary. When fired, this burst of energy is no more than three inches in diameter, and can reach up to 30 meters before fizzling out. It has impressive force, and can be sustained up to three seconds before the charge of power runs out. Firing this laser completely drains the batter of the sword with just one shot, and the recoil tends to make the Everyman stumble a little. On top of that, the laser can only be used with a full battery charge, making it...situational, at best, to try and employ.
As a final note, the sword can be lit up like a regular lightbulb. It can be used to light dark areas, or switched on as a sudden surprise in a fight to catch an opponent offguard, temporarily blinding them and shrouding the blade in light, making it harder to judge where it is to block it properly. The blinding effect is fairly minimal, only lasting for about three seconds -- it's just like suddenly having a lightbulb turned on in your face. From a full charge, the light function can be maintained for up to thirty seconds before the battery is fully drained.
Siege Hammer (Requires: Physical Strength) 300 OM (Approval)
The crazy result of the Everyman using his reality-warping CREATIVITY powers to combine a battering ram with a lance. The result is a solid metal shaft, about two meters long, topped with a massive hunk of metal and iron shaped like a massive sledgehammer head, with one striking face capped with a metallic ram's head. The entire head is nearly two and a half feet from one striking face to the other, and forms a rough cylindrical shape just a little over a foot in diameter. The weapon is extremely slow and ponderous, taking nearly two full seconds just to wind up for a swing, but it hits like a runaway freight train if it connects. It is extremely heavy and unwieldy, however, and with every swing (even if it hits), the Everyman is left unbalanced and recovering for a full second afterward, during which he is completely open.
Super Moves: (600); T1 Super Attack -- MOTHER. FUCKING. LASER BEAM. (600)
MOTHER. FUCKING. LASER BEAM. -- T1 Super Attack (Requires: Ranged) 600 OM (Approval)
Identical in every respect to the normal usage of Blazing Hot Betty's laser attack, but far more focused and potent. The beam is narrowed down, to just an inch in diameter, and burns a target for three seconds before exploding, throwing the target back with tremendous force -- and also knocking the Everyman off his feet from the recoil. It's a powerful thing, but it's not the best thing to use wildly, due to energy drain.
Assists: (1000); T1 Assist -- Snuffy the Poocch (1000)
Snuffy the Pooch -- T1 Assist -- 1000 OM (Approval)
The Everyman's loyal canine companion. Appears as a perfectly normal, mundane dog, save for the fact that she is purple. Reasonably intelligent and capable, and determined to protect the Everyman.
ATK: 1
DEF: 1
SPD: 2
TEC: 1
Why does this character have to be a prime? The Everyman is...kind of dumb. Really, really dumb. His usual antics are liable to see him end up very dead, very fast; being able to come back from that and keep going is something of a necessity for him.
What role do they play in your story? Alternately an antagonist, ally, and source of comic relief. [/spoiler]

