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05-28-2017, 12:08 AM
(This post was last modified: 01-17-2018, 01:58 AM by ElFailzalot.)
Character Name: Mothra (Mosura)
Character Source: Godzilla franchise
B-Lister (2 pts) (Supporting Character; Same canon)
[spoiler]
Role: NPC Prime for personal use. Ghidorah is in serious need of a hero-antagonist that can match his stature, and the One True King of the Monsters doesn't quite fit the narrative bill in this case (can you imagine BOTH of them in Camelot? Madness.) so I'm looking to the B-List for my first NPC Prime. I'm planning on her serving as a recurring foil that ruins Ghidorah's day, and like him, possessing both a humanoid and monstrous form. Primehood is required both for the level of direct opposition I anticipate them having( the multi-form thing, and the ability to match his staying-power) and because Omnilium use gels fantastically well with her characterization as a kind of anti-Ghidorah - a goddess of rebirth: healer, creator, and guardian of life.
It's Mothra time.
Appearance: In human form, Mothra appears as a tall, fit, Japanese woman with two 14-inch feathery white antennae emerging from just above her hairline. Her hair is black, and she wears it pulled up on top of her head in a large, tight, traditional bun, held in place with lacquered cherrywood twigs. She dresses in a white kimono robe with a black waistband and long, flowing rainbow sleeves, each of which has a big red dot on it. Her face is round and alert, but not terribly expressive, except when she smiles. She has big green circles of pigment, possibly make-up, possibly not, around her eyes, which while human enough in their shape, arrangement and size have, upon closer inspection, the compound structure of an insect’s eyes.
Mothra goes barefoot, but when she’s not paying attention she tends to start hovering around instead of using her legs. It’s very creepy.
Sometimes instead of the above, she’s a giant moth. Like, a REALLY giant moth you guys.
History: (Taking elements from the Showa film continuity, the Heisei continuity, the first Rebirth of Mothra film, and just a touch of embellishment)- In her native continuum, Mothra was the deity of the people of Infant Island, a tiny spit of land in the middle of the pacific ocean which was all that remained of an ancient and advanced civilization. The physical embodiment of the guardian spirit of the Earth, its people and its natural cycles, she was a healer by nature, but circumstances frequently demanded that she fight, spending her divine life-force in battle against all manner of terrifying abominations. Whenever one Mothra fell, however, a new one (or sometimes two) would be reborn in larval form from its predecessors egg, possessing the memories and knowledge of all previous Mothras.
Coming of age in the early 1990s, this particular incarnation continued her family’s decades-long war with Godzilla, her chapter of which ended in a tentative truce. She eventually ended up expending much of her life-force in order to stop a meteor from destroying the Earth, only to die battling desGhidorah (a malformed mutation born of King Ghidorah’s corrupt lineage that sought to drain the vital energy from the planet) in her weakened state. (Her successor sealed desGhidorah away, and about a thousand years later Godzilla stomped his face).
Reborn in the Omniverse, Mothra found herself reduced to a humanoid hybrid form, though she eventually regained the power to assume her true guise. She took up the role of a traveling healer, storyteller, soothsayer, and defender of the weak. Mostly, she spends her time in Camelot, the Tangled Green and the Pale Moors.
Personality: Mothra is very kind, incredibly patient, and genuinely hates fighting, but she’s also very psychologically tough. She prefers to mediate or heal, but if some great injustice or suffering riles her temper, she’ll do what needs to be done. In person, she’s generally very reserved, but has a wry sense of humor, and enjoys finding small ways to make other people happy. In short, she’s a lot like the Cool Mom from the more conflict-ridden sort of 80’s-era family drama.
The one thing that will make her completely unreasonable is if someone threatens her two fairy priestesses. She develops a sort of tunnel-vision when their safety is in danger, and may inadvertently cause a great deal of damage trying to help them.
Level: 5
Spent OM: 25200
Powers: (8000); Flight (1800), Healing (2500), Super Speed (1000), Burst Movement (800), Telepathy (1500), Basic Telekinesis (400)
Proficiencies: (4200); Ranged Proficiency (1000), Physical Strength (1000), Area Attack (600), Area Defense (400), Ranged Materialize (600), Remote Control (600)
Unlocks: (7500); Stat Upgrade I, II, III (7000), Spiritual Attunement (500)
Items: Vita Compass (800), Elixir x2 (200)
Consumed OM: (1000);
Transformations: (1500);
Tier 2 Powered-Up Form - Mothra (50 meter kaiju) - (1500)
Mothra is able to assume the form of a giant, brilliantly colored moth, fifty meters long in the fluffy white-and-black thorax with a one-hundred meter wingspan. Each wing swirls with rainbow colors, and has a big red dot in the middle. This monstrous insectoid being possesses tremendous magical and physical power, incredible flight-speed, and shocking durability for a creature that appears so frail.
Stats:
Base Mothra
ATK: 4 8
DEF: 3 7
SPD: 3 5
TEC: 3 3
Moves: (2100);
Prismatic Rays: (requires ranged proficiency, area attack proficiency) - (600 OM)
Mothra's main weapon, she is able to fire magical rainbow beams of destructive energy from her eyes. In human form, these beams are as big around as her eyeballs (two beams roughly two centimeters width, spaced about two-to-three centimeters apart) and travel as fast as a bullet for up to one hundred meters before dissipating. They create a small, intense explosion on impact, burning and tearing at the target with tightly focused concussive force, similar to standing in front of the mouth of a PVC pipe containing a fragmentation grenade (ATK score). She must charge for four seconds in-between blasts, and may only fire a maximum of 10 blasts in a one-minute period without incurring noticeable fatigue. This attack is very accurate, relying as it does on line-of sight, but cannot be used against anything outside Mothra's field of vision (this includes targets behind cover).
Kaiju Mode:
While in her kaiju-form, Mothra's Prismatic Rays change in the following ways:
-Range increases to 1 kilometer
-width increases to seven meters per beam. These kaiju-sized beams are strongest in a one-meter diameter zone running through the central axis of the prismatic ray, with the power diminishing proportionally as a target gets further from the maximum power zone (i.e, half the beam's radius from the central area = half the power)
-power increases (as per ATK score increase with powered-up form)
-maximum blast number decreases to six per one one-minute period, and were this version of the attack to somehow appear with a non-gigantic form to absorb the strain, that number would decrease to one.
Rainbow Shield: (requires Area Defense proficiency) - (300 OM)
Mothra has the ability to create a bubble of rainbow force around her body in order to protect herself from attacks. It’s very strong, able to deflect otherwise-crippling blows, though sufficiently powerful attacks (i.e. attacks that exceed her DEF score by 15% or more) may still pass through in a slightly weakened form, penetrating the bubble's surface as though it were made of highly viscous gel. It feels slippery to the touch, and slightly tingly, though unpleasantly so. The shield takes about 1 second to deploy, and requires her absolute concentration, so she cannot move while it’s in use (though she may hover in place rather than standing) or take any other action. Creating this shield is tiring, and it may only be maintained for up to forty-five seconds per fight.
Hurricane Winds: (requires ranged proficiency, physical strength, area attack proficiency, Telekinesis) - (600 OM)
By flapping her wings rapidly while in her powered-up kaiju-form Mothra can create tremendously powerful winds in a cone in front of herself one kilometer long and sixty meters wide at the base, tapering out to three hundred meters wide at its maximum range. While not damaging in and of themselves, the winds carry the force of the monster's wing-beats, and the effect is like being repeatedly and powerfully shoved (ATK Score), which can have the effect of knocking down opponents and sending them tumbling from the repeated, powerful pressure - though creatures that can fly whose SPD exceeds Mothra's ATK, or creatures with a combined ATK and TEC score higher than Mothra's ATK may be able to resist. Predictably, the effect is strongest the closer one is standing to the monster, waning to less than half-strength at the maximum distance. Using her wings in this way requires frantic motion on the part of Mothra, which wears her out fast. She can only perform this attack while hovering in place, and can't take any other action, and can only keep it up for seventeen seconds without rest.
Mothra also has the ability to create this effect telekinetically while in Human form, though the range is drastically reduced. If she uses Hurricane Winds in this way, the effect is fifty meters long by three meters wide at the base, tapering out to twenty meters at its maximum range. The previously mentioned effects and rules for resistance apply, as well as for the strength of the attack relative to distance. While creating this effect using her telekinesis Mothra must stand still, and can only maintain it for ten seconds.
Super Moves: (1400);
Tier 1 Super-Defense - Hardiness (600)
Mothra is incredibly tenacious, and combined with her magical power and status as a spirit of life, even very powerful attacks will sometimes fail to harm her (Neutralizes T1 super-attacks or less).
Tier 2 Super-Defense - Force of Nature (800)
Mothra is both a god and a monster, and the power that dwells within her is capable of denying all but the most fearsome of assaults (Neutralizes T2 super-attacks or less)
Secondaries
The Shyobjin
Not wanting to subject the people of infant Island to the trauma of a transplant into her new, chaotic world, Mothra has brought with her only her two telepathic fairy priestesses: the Shyobjin. They appear as a pair of identical japanese women roughly six inches high, dressed in bright robes, and round hats that resemble the stamens of flowers. They possess far weaker versions of Mothra’s own psychic gifts, and serve as her heralds and companions.The Shyobjin have no combat role, acting strictly as helpers and messengers to people in whom Mothra has taken a particular interest.
The Shyobjin always speak in unison, and are generally very shy when Mothra isn’t around. They are incredibly earnest, and care about all of the same things as their creator, though they are far more likely to make threats. In the past, they could increase or restore Mothra’s power using prayer and song, but this ability is now unreliable (Prayers from the Shyobjin are Mothra’s IC mechanic for Elixir use).
[/spoiler]
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06-18-2017, 10:05 PM
(This post was last modified: 06-18-2017, 10:10 PM by Larfleeze.)
Character Name: Cirrus Neon
Character Source: True Fist (a webcomic, the same as Chakravartin and Essent Allison)
C-Lister (1 pt) (Supporting character; niche series)
[spoiler]
Character History: A member of a family that had been acting as the enforcers for the nation of Antarctica for four hundred years, his older brother had broke connections and forced his family into mercenary work instead. Cirrus, the second-youngest of the current generation of Neons, is the strongest of his siblings, and threw himself into the job. Eventually he was hired by a woman named Harleque to be extra muscle for a terrorist organization, which pulled him into the main plot of True Fist.
He formed a rivalry with True Fist’s protagonist, and has since been a sometimes ally sometimes enemy of the main characters. This culminated in him ascending to the state of True Fist of the Vampire. He, along with Essent Rose Allison and others, used the power of their True Fists in order to defeat Sun Wu Kong, and once Chakravartin appeared, they were instrumental in driving him away from Planet Earth. He was pulled into the Omniverse soon after Chakravartin’s defeat just like Essent.
His Fist Persona - a goddess similar to Chakravartin named Bloody Vampire that has granted him his powers. She is in constant connection with his mind, speaking to him. She regards him as a younger sibling, and he reciprocates, fond of her presence in his mind.
Physical Description: a short, attractive man in his twenties with curly purple hair, dark brown skin, and yellow eyes. His ears are pierced, and two red-orange rings hang from them. He wears a dark purple shirt and black pants.
Level 3 (currently 11,000 OM available)
ATK 2: Very strong for a normal human.
DEF 1: Healthy human resilience.
SPD 5: Runs faster than any known animal.
TEC 2: Skilled fighter. Required for effective debilitating moves.
Proficiencies (1000): Physical Strength 1000 OM
Powers (7200): Burst Movement 800 OM, Mimic 2800 OM, Super Speed 1000 OM, Insight 1600 OM, Integration 1000 OM,
Moves:
Fist of the Vampire 300 OM - Mimic, Insight, Integration, Physical strength,
A slashing attack with a large glowing purple skeletal hand that causes blood to form on whatever it attacks, even if the skeletal hand doesn’t penetrate the object being attacked. When the blood is absorbed through the touch, Cirrus learns everything he needs about the source of the blood, including how to use any of his opponent’s moves. The initial slashing attack may be used offensively, but Cirrus will mainly only use it for blood-gathering purposes. As is, it’s no more dangerous than a knife being swung with the same strength.
When Cirrus duplicates an opponent’s move, the glowing skeletal hand will reshape itself into whatever tools are necessary for the move- i.e. transform into a gun and bullets if he’s copying a move requiring a gun. It will keep its purple glow regardless of how it changes.
The hand takes about a second to summon, and is somewhat fragile. If the skeletal claw is attacked directly with enough force to, say, break wood, it will shatter harmlessly and Cirrus will have to re-summon it and regather blood from his opponent to continue to use their moves.
Ambient Chi Claw 300 OM - Integration, Physical strength, Fist of the Vampire
By taking blood from an inanimate object he reinforces the skeletal hand with the same type of substance, taking on whatever aspects of what he absorbed - becoming firey if he scratches fire, becoming heavier if he absorbs stone, sharper if he absorbs steel etc.
The effects last at most an hour, and while he can stack them (Ex. absorbing steel then stone will result in more durable and heavier version of his steel claws) but combining the integration of two substances will cut how long the effect lasts heavily, down to ten minutes.
Integrating a third substance into the Ambient Chi Claw will result in the effects lasting only just over a minute. A fourth substance getting added will make it collapse almost immediately.
Powered up Form:
Stratus Neon 1000 OM - The combined form of Cirrus and the Fist of the Vampire. Their minds and bodies fusing into one being. Stratus is androgynous, slightly taller than Cirrus, with dark purple skin, fangs, and pointed ears. Their hair grows longer as well, and two larger versions of the skeletal hands used in Fist of the Vampire grow from their back, like wings.
ATK 4: Beyond normal human strength. Can break concrete with normal moves.
DEF 1: Healthy human resilience.
SPD 6: Runs faster than any known animal.
TEC 4: Extremely skilled. Has a noticeable advantage in melee combat, and can bullseye targets from afar.
Why he should be a Prime: a major adversary of Chakravartin's, and an ally to Essent. Me and Essent Rose Allison are currently thinking up a plot for Chakravartin and Essent to follow after the events of DA come to an end, where he intends to track her down and avenge a subordinate of his that Essent killed in their old universe before they came to the Omniverse.
Essent isn't particularly a battler, and would have to either surrender or continuously flee from Chakravartin. Cirrus appearing in the Omniverse would throw that into chaos, allowing Essent to make a stand against Chakravartin, as well as try and defuse Cirrus.[/spoiler]
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06-25-2017, 08:35 PM
(This post was last modified: 07-08-2017, 10:47 PM by All Might.
Edit Reason: Added more detail on All For One
)
Character Name: “All For One” or “Teacher”
Character Source: My Hero Academia
B-Lister (2 Pts) (Supporting antagonist; Same canon)
[spoiler]
Character History: At the beginning of the worldwide appearance of Quirks, the most powerful person in Japan was All For One. His Quirk, his superpower, quickly allowed him to take control of the criminal underbelly of Japan, and he almost outright conquered the nation. Unfortunately for him, and fortunately for Japan, the man’s brother found a method of defeating him: A Quirk called One For All. His brother passed this power on from hero, to hero, each new generation of One For All using it to stop All For One from conquering Japan, the simple overpowering brute strength enough to triumph over his combination of skills.
The eighth User of One For All was Yagi Toshinori, the hero known as All Might. All Might got farther than any of the heroes before him, and he injured All For One to the point where the hero had though his archenemy dead. All For One survived, horribly scarred, and decided to look into finding his own inheritor. All For One found a boy named Shimura, and began raising him to rule the villains of Japan in his place. Deciding his job was done, he threw himself into a final battle with All Might to protect his student Shimura. The battle was both hero and villain’s last in that universe, as he found himself in the Nexus after that point.
Physical Description: he’s surprisingly fit for his age, having a body that seems to be in its forties at most, with the exception of his face. All For One’s face is completely scarred over, besides his mouth, there are no intact features; his ears, nose, and eyes gone. He’s a tall man, nearly as tall as All Might. He wears a crisp suit, as befitting a mob boss. He used to wear a medical machine around his neck to monitor his health, but since coming to the Omniverse he has realized he no longer needs it. He will sometimes wear a metallic black skull mask to hide his scars when making public appearances.
(Unmasked and masked)![[Image: gk-UxxaMiEsnjJGtpa9Rune9-dMNjDDSoBo5Inmt...eYfLGy4K64]](https://lh3.googleusercontent.com/gk-UxxaMiEsnjJGtpa9Rune9-dMNjDDSoBo5InmtODEPU3UOVgca6Tpsh-pKb7C3d6BD46tfISTtQYOdVo5IMkeJm-5LCRQCFp1ehYuNKOlh3KQYImE7xU5EzUdHvPeYfLGy4K64)
Level 5
Total OM used: 19,000/22,000
ATK 3 - Almost unbelievably powerful. Required for near realistic-strength firearms.
DEF 3 - Astoundingly resilient, the kind of person who would make doctors marvel.
SPD 2 - Very fast runner. Required for parkour-like feats (e.g. running along walls for a short distance) (~20mph)
TEC 4 - Extremely skilled. Has a noticeable advantage in melee combat, and can bullseye targets from afar.
Proficiencies (3400): Physical Strength (1000), Ranged Proficiency (1000), Area Attack (600), Area Defense (400), Buff (400)
Powers (9100/12000): Mimic (2800) Basic Enhanced Senses (1400), Insight (1600) Basic Teleportation (1500) Growth (800) Malleability (1000)
Unlocks (5000): Stat Unlock 1 & 2 (3000 OM), Tier 1 Power Cap (2000)
Moves: (1500 OM)
[b]All For One - 300 OM - Buff, Mimic
Teacher may "teach" a single move he knows to someone else via three seconds of physical contact. This includes any move he has learned from Mimic. Anyone he teaches will only have access to the move for a half-hour in character. If the hour-limit on a Mimicked move runs out, anyone he has taught the copied move will also no longer be able to use it.
If the person he is teaching doesn't have the required proficiency or powers to learn the move, they will temporarily gain them in relation to the move, and the move alone. If he teaches a move that requires "Flight" they will be able to fly only when actively using the taught move. He can only give one move per person. If someone is already using a move that was given to them by All For One, and Teacher uses All For One on them again, the first move will be erased from that person and replaced with the new move.
It is only really comfortable or safe to use All For One once every half-hour, but he is able to use it more often than that. When he performs All For One, he feels sick. Performing it in rapid succession will have the effect of making this feeling of sickness increase, after five uses within ten minutes, he will become dizzy and unable to walk. If he uses it ten times within ten minutes he will become physically ill, prone to spitting up blood, and intensely dizzy, unable to move. Using it twenty times within ten minutes will cause him to lose consciousness for at least eight hours, or if already wounded, die.
He is unable to teach Supermoves.
Arm Coiling Air Propulsion - 600 OM - Physical Strength, Malleability, Ranged Proficiency, Area Attack, Area Defense
Teacher’s arm bunches up like a coiled spring, building kinetic energy for five seconds, sucking air from behind Teacher and gathering it within his arm. From that point, he may do one of two things:
Variation 1 (Area Defense/Physical Strength): Teache releases a high-pressure burst of air from his wrist in every direction except in front of his fist, pushing away projectiles and staggering back enemies, as well as speeding up the swing of his punch. He can punch with this arm three times before he runs out of stored air and it becomes a normal punch.
Variation 2 (Ranged proficiency/Area Attack): Teacher aims his arm and it springs forward, releasing a single stream of high-pressure air extending from his hand. The first few moments it comes out it is exploding forward, able to sandblast and forcefully push back anything within five feet of his hand. After that first two seconds of exploding, it takes the form of a narrow highly-concentrated stream of air coming from the palm of his hand, only about as wide as a quarter. He emits the stream continuously for ten seconds. He is able to change the direction of the stream by moving his hand. The force of getting hit by the stream is less than a bullet, but is quite painful as the sheer pressure scrapes away at the opponent for several seconds.
Bonespear - 600 - Physical Strength, Malleability, Area Attack, Area Defense
Teacher chooses an arm, and it begins to sprout spikes of bone from it. The spikes grow more and more numerous, until he is unable to use his arm due to the sheer weight.
It takes about a second for dozens of them to sprout from various points on his arm, facing outwards away from his body. These spikes will continue to grow for as long as his power is activated, becoming longer and longer, as well as heavier and more brittle the longer he allows them to grow. After about three minutes of uninterrupted growth, his arm will be so heavy with bone he is unable to move. Once growth stops, the spikes will begin to retract back into his arm after five minutes. He is only able to activate their growth once every ten minutes.
The spikes are about as durable as bone, as such, they will often splinter in the midst of his attack, fragments flying off of his arm with each impact. Using malleability, he is able to move, twist, and control the shape of the bone spikes, allowing him to create shields and specific weapon-shapes.
He can only use it on one arm at a time, and can technically cause it to grow on any part of his body, but in most cases it is most useful on his arm.
Why should he be a Prime NPC?
I’m planning for him to once again become the antithesis of All Might. He intends on going to Coruscant and conquering its criminal underbelly, he will create a gang (League of Villains) on Tier Five that will be working with and against the Westside canon being worked on by Luci and Harlan Higgs, and involved with the greater story of the gangs of Tier Five, as well as All Might’s personal greatest obstacle.[/spoiler]
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Character Name: Daiyousei. (mind you she has no official name that we know of)
Character Source: Touhou project
C-lister (1pt) (Supporting cast, niche series)
[spoiler]
Character Role: A npc prime that is a good friend to Cirno. While she has been in the omniverse for a while before Cirno has she works at a bar in the vasty deep for pocket change. Her main goal is to hold down the fort when Clownpiece and Cirno are gone and Daiyousei will be the brains of the duo's projects and such. Also to shut up Cirno when she needs to.
Character History: She entered the Omniverse after getting obliterated by Suwako after finding Cirno getting eaten by them. She went to the vasty deep after and found a job as a bartender. She knows about Cirno and Clownpiece being here just doesn't know where they are.
Daiyousei:
![[Image: Daiyousei.full.938813.jpg]](http://static.zerochan.net/Daiyousei.full.938813.jpg)
Level 5
Stats:
ATK: 3 (1)
DEF: 3 (3)
SPD: 5 (3)
TEC: 3 (3)
OM count: 24,300
Proficiencies (2400): Ranged proficiency (1000), area attack (600), area defense(400), buff (400)
Powers (4300): Flight (1800) , Master teleportation (2500)
Items,stats, etc. (16,100): Stat upgrade 1,2,3,4 (two in atk and two in defense) (15,000), Mobile Dataverse device (100) , communicator (200), Vita compass (800)
Moves (1500):
Sun sign "Solar flare" (area attack, area defense, ranged proficiency, buff) (600)
Daiyousei will raise her hand to the sky creating a pulsating ball of light that is about two feet in diameter. The ball of light will then split after five to ten seconds of charging (can fly and move around with ease just no running) The ten balls of one foot in diameter light will circle around her or one person of her choice creating a offensive shield that lasts two minutes and will dissipate any light balls not yet used or destroyed by the time limit. When someone is hit by one it will sting. (like someone slapping you across the face). Its like running a mile and requires a bit of concentration to keep up
Sun sign "Solar eclipse" tier one super defense (600)
Daiyousei will create a ten foot ball of light before throwing it at the super move used against her causing it to split off into multiple smaller ones if the move has multiple directions it goes at (will stop any tier one super offensive
Light danmaku (ranged proficiency) (300)
Daiyousei will point her hands outwards much like cirno’s icicle attack except it uses light balls (the diameter of each light ball is about a foot and fires at the speed of an arrow). The exhaustion and concentration is like firing a arrow. The move that im talking about is in the quotes.
Quote:Cirno can create a single foot ball (American) sized icicle in each hand (to fire she has to put her hand/hands out wards and they will fire in that direction). The time it takes for this to make is about a second and they fly at the speed of a bullet. There is no actual ammo limit except if she becomes too exhausted. (the exhaustion and concentration are both like firing a gun.) The damage out put is more like someone scratching you with a fairly old knife (not that sharp but can still harm). The effective range is about 15 feet. It can be used while on the ground or in flight. It can not be used with other moves.
[/spoiler]
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Character Name: San Yi
Character Source: Original Character
[spoiler]
---Invented for the Westside Canon, presumably by Luci or Harlan Higgs, got permission to flesh him out and control him.
Character History: He came from a more-or-less 'normal' world, albeit one in which Martial Arts were a much bigger deal than in our own. He taught taekwondo then, but his brother Joon Yi, a smuggler who became known as the Cleaver, began slowly wrapping him up in the life of organized crime. Soon, he was the leader of a small-time gang based in his martial arts school, when both he and his brother were brought to the Omniverse. Since then, he has been building the "Floating Lotus Posse" in Tier Five of Coruscant, with the intention of taking over the criminal underbelly of the Tier.
Physical Description: A heavyset and tall man, with broad shoulders. Korean in ethnicity, his body is darted with various scars, and his nose shows clear signs of having been broken in the past. He has a variety of outfits, but when fighting he prefers to do so in white loose-fitting pants, and shirtless. On his back, he has a large tattoo of his gang, and his school's symbol:
Level: 3
Stats:
ATK 3 Almost unbelievably powerful. Required for near realistic-strength firearms.
DEF 3 Astoundingly resilient, the kind of person who would make doctors marvel.
SPD 1 Average runner. (~10mph)
TEC 3 Very skilled. Can intentionally deflect projectiles back to their attacker with a degree of luck and the right move.
OM Count: 10,000
Items: Vita Compass 800, Communicator 200, Dataverse Device 100, Spiritual Attunement 500
Proficiencies: Physical Strength (1000)
Powers (3300): Master Acrobat (400), Basic Enhanced Senses (1400), Foresight (1500)
Moves:
Lotus Taekwondo (300) Physical Strength, Master Acrobat
A martial arts style built primarily around kicking with an emphasis on agility and striking power. He's very proficient, to the point that he is able to make a career of teaching others. The only downside is, despite his monstrous strength, skill, and agility in using the technique, he doesn't have the speed to back up his best attacks. As such, he has had issues with leaving himself open to attack when attempting to finish off an opponent with this style.
The fighting style consists of jump kicks, spin kicks, and hard strikes to the torso and head.
Tigerhead Brawling (300) Physical Strength, Foresight
A martial arts style invented by his subordinate Ding Wu, a Mixed Martial Arts style consisting of heavy strikes with the fists and feet. The principle is appearing to be wild and uncontrolled, while making sure your limbs are placed to block any attack coming for you, and to strike when the opponent is most open.
This requires a high degree of skill, and the ability to predict their opponent. Its greatest weakness is once again San Yi's lack of speed, as even though he is good at predicting his opponents, the style isn't very effective if the opponent is significantly faster than him.
Base: Floating Lotus Taekwondo (1000)
Base upgrades: Medical Center (1500), Tier One Fortification (1000)
A large instructional center that teaches Taekwondo at various ages and levels, and serves as the home, office, and central base for San Yi and the Floating Lotus Posse. Has four floors: The basement, where most of the Posse's less legal dealings go on. The practice floor, which is the largest floor, it contains the gym, instructional rooms, restrooms, locker room, and a small cafeteria. The second floor, contains the offices of the teachers employed by the school, as well as the offices of the Floating Lotus' top members, there are three apartments on this floor for Floating Lotus members who need to hide out for a few days. San Yi has a private office on this floor. The loft, San Yi's private floor, where he trains in solitude, also contains his private bedroom and restroom.
Why he should be a Prime NPC?
San Yi is a significant player in the underworld of Tier Five, running his own gang, with ambitions for the top involving the entire Westside Canon. He plays the role of a tempter: sometimes antagonist, sometimes helper in All Might's own life, urging the hero to compromise his code and "help" the community of Tier Five by joining the Floating Lotus Posse.[/spoiler]
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0
NPC Name: Meredith Silvis
NPC Source: OC (Star Wars)
[spoiler]
-------Meredith Silvis-------
Non-Player Character Information
Personality
Meredith is a broken individual. She’s a former Jedi General having served in the Clone Wars. She survived Order 66 and is now in constant pain, addicted to the pain killers her Hutt Cartel saviors used to keep her alive. She’s manic depressive and volatile, often being unpredictable. At the core Meredith is a Jedi still and wants to help people, but she’s beyond the point of jaded with the galaxy. She’s spent years running from Vader and his systematic execution of anyone accused of being Force Sensitive. She has a cybernetic left eye, but cannot see out of it as the procedure was done poorly. Meredith is in constant pain from old wounds inflicted during Order 66, but she manages with her addiction to various pain medication. Having been previously indebted to the Hutt Cartel, she met Obi Wan Kenobi on Tatooine and furthered her knowledge and the cause of the Rebellion before vanishing mysteriously.
Omni needed her for his playhouse
Name: Meredith Silvis
Character Source: Star Wars - Pre and Post Clone Wars era.
Age: 37
Level: 5
Spent OM: 25,800
Proficiencies (4200): Physical Strength (1000), Ranged Proficiency (1000), Remote Control Proficiency (600), Ranged Materialize Proficiency (600), Area Shield Proficiency (400), Area Attack Proficiency (600)
Powers (15,100): Enhanced Senses: Master (2000), Telepathy (1500), Stealth (1200), Foresight (1500), Survival (2000), Insight (1600), Phasing (1200), Flight (1800), Super Speed (1000), Master Acrobat (400), Telekinesis - Basic (400)
Moves (900): Double-Bladed Lightsaber (600), Heavy Blaster Pistol (300)
Super Moves:
Transformations:
Items:
Unlocks (7000): First Stat Increase (1000), Second Stat Increase (2000), Third Stat Increase (4000), Tier 1 Powers Cap (2000)
Base stats:
ATK: 4
DEF: 2
SPD: 3
TEC: 4
Move Descriptions for Meredith Silvis
Double Bladed Lightsaber (600):
A custom built double bladed, yellow colored, lightsaber granted to Meredith by her former Master Shaak Ti on Ziost when she returned to the wreck she had ended up in during Order 66. The hilt is about a foot long, capable of producing two blades that extend about 4 feet each way. The blades act like any normal lightsaber would, capable of cutting through most objects with ease. When twisted apart the saber can be split into two separate blades and stored in breakaway section of the O2 tank on her armor.
Czerka Arms Heavy Blaster Pistol (300):
A mass production heavy blaster pistol produced by Czerka Arms. Deadly up to 180 feet away, this weapon fires heavy laser rounds that can punch through light armor. The pistol is powered by a Power Cell located in the hilt that can be exchanged on the fly with spares. Each power pack contains enough energy for about 15 shots before it needs to be replaced. They can be fired as fast or as slowly as the user wants. Mind you, excessive and repeated shots through multiple energy packs has an inherent risk in melting the barrel of the pistol.
History
Full Backstory - [*spoiler]
Meredith was born in 45 BBY on Planet Corellia to Magnus and Liedel Silvis. The Silvis Family was one of a few diplomatic families on Corellia spanning back to the Old Republic. When the Galactic Republic was formed in 1032 BBY, Meredith’s ancestors were heavily invested in it’s success. Her family was loving and for the first few years of her life she lived the normal life of a young Corellian girl. Her father prided himself on teaching her the wisdom and lessons she would need to one day take his place as the head of the Silvis diplomatic seat. It wasn’t long after birth that her parents noticed traits in their young daughter expressed only once before in their lineage. Many generations prior there was a Silvis who had helped bring the Old Republic to victory in the Mandalorians along side Revan and Malak.
Jedi Master Tesharon Silvis. Meredith’s distant relative.
Master Teshara was a Consular and also an Executor of Revan for Republic forces. Meredith would float her various toys; her parents often finding their daughter in her room having tea parties suspended in the air. Of course when she would get excited and ask Mommy to see what she could do the whole thing would come tumbling down. Something the young Meredith would learn about in her formal years. While her father was disappointed that this meant he would not have his daughter succeed him, he was proud. Meredith was tutored by the best teacher her parents could afford until she turned 10. On that day, having previously been informed of what the Force was, Meredith and her parents went to Coronet Spaceport where they had charted a transport to Coruscant. Meeting them there was Master Shaak Ti with a group of younglings being taken to the Jedi Temple on Coruscant to be trained as well. With eyes filled with proud tears, Magnus and Liedel Silvis watched their daughter board the transport with the group.
This was going to be the last time they’d see their daughter.
Meredith spent the next two years going through rigorous basic youngling training. The young padawan to-be excelled at her teachings, but where she really shined was manipulating the force. She easily outshined her fellow students. Her favorite activity was the daily meditation session for her class, but even that came second to reading deep within the archives. On more than one occasion did Master Shaak Ti have to carry a young sleep Meredith from the library to her quarters, which she was almost never in. As Meredith was a student, her searches in the archives were monitored. While she was interested in proper saber form, she had already been enrolled in an Ataru class, and what truly interested her was the Force and these new people called the Jedi that had taken her from Corellia and were training her. Meredith missed her parents, but she had always wanted to go on an adventure like the ones she would have in her imagination. The year she turned 12 the pre-teen graduated and became a padawan, destined to be a Consular just like her ancestor whom she had been told about. Meredith was assigned to Master Shaak Ti due to their previous interactions in the library and the fact that Shaak Ti saw great potential in her new apprentice.
Two years prior Jedi Master Shaak Ti had been appointed to the Jedi Council and she was limited in what missions her and Meredith could do offworld as her day to day was managing affairs within the Temple. Ever the clever Togruta the senior Jedi found things for Meredith to do on Coruscant. With an entire planet rife with crime and trouble amidst a waning Republic the pair ventured all around the city planet solving various missions, ending crime regimes, and helping those in need. There were several missions over the next eight years that required Council Member Ti to be off world and each time Padawan Silvis learned something different. The pair focussed on Meredith’s connection with the force and sought to strengthen it as much as they could while further refining her mastery of the Ataru lightsaber form or Form IV.
Finally after 10 years of hard work Meredith was promoted to Jedi Knight in front of the Jedi Council in front of a very proud Master Shaak Ti. Unfortunately the tension in the Senate and in the Republic was worsening and Meredith was immediately dispatched offworld to handle certain missions requiring her tact. Everything begins to slide downhill with the dawn of 24 BBY and the end of Palpatine’s second term. With the Separatist Crisis reaching it’s peak, Knight Silvis approached her former Master and asked what she could do to help and was told that the best possible action was to further her knowledge and to spend some time in the Temple reflecting on everything she had learned for she feared that war was coming. Shaak Ti’s fear would be realized in 22 BY when Meredith was conscripted as General in the Clone Wars and deployed to backup the Jedi Forces on Geonosis.
The Clone Wars were hell. General Silvis partook in many of the major battles, deploying with the 101st Legion all across the battlefield. After a close call after the Battle of Kamino well into the second year of the war, Meredith was ordered to return to Corellia and take a short reprieve from the front line. She was to organize an orbital defense with the 29th Legion with which upon completion she would return to the 101st and participate in the Skirmish on Naboo, defending the Gungans against Grievous’ forces. She fought alongside General Skywalker for a brief moment before he was captured. Corellia is where she fell in love and went against everything she had been taught, but the war had reached the planet and her parents had died. Grief ridden she fell to passion and into the arms of an ARC Trooper she had taken a liking to that had been stationed with her forces.
With the the Naboo Skirmish over in 20 BBY, General Silvis and her 101st Legion bounced back and forth wherever they were needed, supporting columns of Clone Troopers that were spearheading invasions or defenses. The end of the war took a serious toll on Meredith. She had skirted with the dark side several times, but had managed to pull out of her tailspin at the last second. The 101st Legion took heavy losses during the Battle of Coruscant, something the burgeoning Jedi was not very good at handling. Her tipping point came on the day the Jedi Purge started while on Kashyyyk. When Order 66 came through Meredith with the Clone Officer she had fallen for, her person guards, and bunch of wookie soldiers. The 101st had been dispatched to help assist with cleanup after the battle.
When the order came in the clones massacred the wookie soldiers and attacked Meredith. They slashed out her left eye and peppered her torso with blaster fire before the clone she had gotten involved with killed them. If anyone was going to kill her, he would. Being an Alpha Class ARC Trooper he loved her, but he was compelled to kill her. Crippled and without her lightsaber, as it had been blasted in half, the two fought. With Meredith pinned to the floor, her eyes filled with tears, she fought back the knife ARC 55 was trying to plunge into her heart. In a desperate move she diverted the blade causing it to sink deeply into her shoulder, enough to break her shoulder blade, and with a cry of sorrow and pain she gripped her lover by the throat, draining the life from him through the force. Almost immediately she felt a surge of energy and an echo of hideous laughter. A sick taste came over her mouth as she pushed the dead trooper off her body. With determination to remain alive she couldn’t control herself and unleashed a force wave that buckled the very building she was in. Before long her anger was replaced with calm, and then guilt. With this came the immediate and immense shock of pain from the injuries she had sustained. With her left hand covering her bloodied face she hobbled to a transport amongst the chaos and escaped off world. As soon as the ship exited atmosphere she blacked out.
Meredith woke up six months later inside the transport she had stolen with the urging of her former Masters’ force ghost. The Knight had managed to safely land on Ziost before entering a hibernative state. Her body was covered with dry blood and the odor inside the cockpit was unbearable.Though her trance had spared her life, she still needed medical attention. Fortunately she managed to find a crew of salvagers who had spotted her ship. In exchange for keeping it for scrap they gave the wounded Meredith a lift off the planet to Nar Shaddaa where she was rushed to a medical center controlled by Azgrom the Hutt. The doctors repaired the damage to her left shoulder, removed her ruined eye, and patched up the blaster burns. Somehow she was in more pain than when she went under the knife, but there was nothing the 27 year old Knight could do about it now. After a few months of recovery and Meredith was still in tremendous pain. Truth be told the doctors had done a mediocre job at fixing her up. While they had returned complete motor function to her arm, the nerve damage was extensive and they hadn’t bothered repairing it.
This started a very tenuous relationship with Azgrom the Hutt. For Meredith could not pay her medical bills which created an opportunity for the crime lord to gain a new employee of indiscernible talent. Over time the Knight slowly learned the fate of Coruscant, The Jedi Temple, the Purge, and the state of affairs in the galaxy. With the knowledge at hand Meredith felt it was prudent to remain hidden and to adapt a new lifestyle in order to blend.
For 9 years following her recovery on Nar Shaddaa, Meredith Silvis became known as Viper, a Bounty Hunter renowned for her use of heavy tranquilizing poison and how fast she could strike before her target knew what she had done. Going into immense debt with her Hutt employer the undercover Jedi Knight acquired a Kuat Systems Engineering Firespray, a Droideka Destroyer Droid, and classified her old identity as Killed in Action. The unknown contact who managed her records alteration even doctored photographs of her corpse, as if he was familiar with her plight.
Meredith “Viper” Silvis was good at what she did, but you could hardly describe her as doing well. She had become heavily reliant on pain suppressants for her war injuries which had left serious scarring on the left side of her torso and waist, had adopted a patch to cover up her left eye socket, and developed a sort of manic depressive tendency due to the Jedi Purge and the state of the affairs she was in. She began employing the honey pot technique to certain bounties in order to catch her mark off guard to make administering poison that much easier.
After 10 years of being a bounty hunter in 9 BBY, the 36 year old Meredith sought out Telbya, because she needed more capital than her previous contact, Azgrom, was going to let her have. He put her to the test and she passed, so to keep his promise he bought out her debt with Azgrom and granted her the funds she needed, making her indentured once again. Upon questioning the Hutt’s decision he simply stated that “he would absolutely invest in someone with which he had spent such a large sum credits altering her war records.” Telbya had been the one to change her status to Killed In Action. Telbya liked Meredith because he could actually employ her Bounty Hunting skill to repay her immense debt and get some work done. Regardless of the fact that she now worked for a completely different Hutt, she was under the radar and Telbya wasn’t shy about keeping the supply of pain medication coming so she had nothing to complain about. It was a life she could sustain. Which is all she could ask for at this point.
[/spoiler]
Always Outnumbered, Never Outgunned
Posts: 109
Threads: 6
Joined: Jul 2014
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07-11-2017, 12:32 PM
(This post was last modified: 07-13-2017, 03:54 PM by Deadpool.)
NPC Name: Elijah Price, aka Mr. Glass
Character Source: Unbreakable (film)
C-List (Antagonist, niche series - 1pt)
[spoiler]
Character history:
(Early Life)
Elijah Price was born with Type I Osteogenesis Imperfecta, a rare genetic disorder which left his bones extremely brittle: merely being born was enough to break baby Elijah's limbs, as the attending physician quickly discovered. Young Elijah was relentlessly mocked throughout his childhood by the other children in the neighborhood, who often called him "Mr Glass" for his frailty; for good measure, constant visits to the hospital ensured that he remained isolated throughout his childhood, forcing him to seek solace in his one major hobby - reading comic books. However, as deleted scenes reveal, he continued his attempts to try and fit in, often with disastrous consequences: at a visit to a fairground, he attempted to ride one of the rougher rides - only to end up breaking several bones after his improvised safety padding slipped out of the ride.
Eventually, the bullying and potential for further injury got too much for Elijah, and he resolved to never leave the house again. However, his mother came up with a solution: buying a large supply of comics as presents for her son, she would regularly put one of them on a park bench just outside their house, essentially forcing Elijah to go outside to retrieve the comic before it could be stolen by a passer-by. Though this gradually had the effect of boosting his confidence and encouraging him to go outside, he never achieved much of a social life, and Elijah spent much of his time alone.
As he grew older, Elijah began to ponder the existence of a superhuman: drawing on his extensive knowledge of comic books, he came to believe that superheroes had once been a reality in history, that people with "real" superpowers had been lionized in history as mythical heroes and eventually exaggerated beyond reality by the modern entertainment industry. He even theorized that, if he represented the frailest a human being could be, perhaps there might be someone in the world who stood at the opposite end of the scale - someone who couldn't be injured like most humans. This was to form a lifelong obsession, beginning simply with him studying the newspapers for stories of people who'd survived catastrophic disasters without being harmed; however, this gradually grew to dangerous extremes.
As an adult, Elijah's devotion to comic books gradually inspired him to start his own comic book art gallery, Limited Edition; though regarded as a perfectly respectable business by the general public, it was also to become Elijah's workshop - his office becoming a planning center for continued attempts to locate his superhuman antithesis. Here, he would make bombs, plan future acts of sabotage, and chart the patterns of survival in catastrophes throughout the world - some of them planned by him, some entirely accidental.
Just prior to the events of the film, Elijah had begun his search for his opposite in earnest by bombing an airplane and burning a hotel to the ground, both incidents resulting in hundreds of casualties. Disappointed by the absence of survivors, he continued...
(Events Leading to Omniverse / Events During Film)
The film begins with Elijah orchestrating a train crash, killing a hundred and thirty passengers and crew. However, this time there was a survivor: David Dunn, a humble security guard. Seeking him out, Elijah plants a business card on the front of David's car, inviting him to Limited Edition; however, after hearing the eccentric art dealer's theory, David isn't convinced and leaves under the impression that he's being scammed.
Undeterred, Elijah follows him to the football stadium where he works, gradually charming him into an extended conversation. However, while walking past a queue of people waiting to be allowed into the stadium, David reveals an instinctive power to sense criminal behavior or past wrongdoings by touch, intuiting that one of the men in line is carrying a gun. Though Elijah considers this further proof of superhuman powers, David is once again dismissive. However, Elijah decides to follow the man out of the stadium, but trips while descending a flight of stairs and shatters several bones - though he is vindicated when he discovers that his quarry is indeed armed.
Now wheelchair-bound for the next few weeks, Elijah is assigned to physiotherapy and, as luck would have it, his therapist is David's wife, Audrey. Over the course of their time together, he learns that David supposedly injured himself in a car accident, ending his football career; however, Elijah believes that David faked his injuries and abandoned his future in sports in favor of his marriage to Audrey - a theory eventually proved true. David continues to disbelieve Elijah's theories of superhuman resilience, citing an incident in which he almost drowned, and considers ending their discussions after his son almost shoots him in an attempt to prove his powers exist. However, Elijah eventually convinces him that this vulnerability to water is merely a superhuman Achilles Heel, and encourages him to use his powers to seek out wrongdoers.
After doing so - managing to rescue two children from a murderous home-invader in the process - David attends an exhibition at Limited Edition to celebrate: here, Elijah congratulates him on finally discovering his true purpose in life, and shakes his hand. However, David's power to sense wrongdoing reveals Elijah's crimes to him - including the train crash - and he can only stare in horror and disbelief as his mentor reveals himself, claiming that the deaths were all justified as a means to find a true superhero.
Overwhelmed with emotion, Elijah explains that he finally knows his purpose in life - to be the arch-villain to David's hero, even going so far as to suggest that his childhood moniker, "Mr. Glass," should have alerted him to the fact that he was always a meant to be a villain. Unable to bear the truth, David leaves. The final captions reveal that David led police to Elijah, who was committed to an institution for the criminally insane. Despite his imprisonment, Elijah was satisfied that he finally achieved his goal in finding a superhero and justifying his own existence as a supervillain.
While sitting in his cell, one day he was abducted. when he awoke, he found himself at the Nexus.
Spent OM: 27800
Unlocks (0):
Items (3000): Starman [x2] (1000), Soldier Pill [x1] (300), Elixir [x10] (1000)
Stats:
ATK: 5
DEF: 0
SPD: 0
TEC: 5
Starting Proficiencies (5800): Physical Strength (1000), Ranged Proficiency (1000), Area Attack Proficiency (600), Ranged Materialize Proficiency (600), Debuff Proficiency (1000), Area Defense Proficiency (400), Remote Control Proficiency (600), Buff Proficiency (400)
Starting Powers (8000):Super Speed (1000), Burst Movement (800), Super Jumping - Basic (300), Master Acrobat (400), Hive Mind (400), Survival (2000), Insight (1600), Foresight (1500)
Starting Moves (3300): Glock 17 (300), Glass Cane (300), Coalition Goon (900), Paralysis Explosive (300), Advanced Homemade Explosive (300), Laser Blaster (300), Lacerative Claws (300), Spatial Shell Eruption (300), Spatial Shell (300),
Glock 17l
Range Proficiency ~ Used as Glass's personal weapon
This is Mr' Glass's personal weapon. The Clock 17 is a very reliable pistol. It's a semi-automatic weapon that uses standard 9mm rounds, holding 15 per clip. Bullets can be sent in rapid succession as fast as the user can pull the trigger.
Paralysis Explosive
Range Proficiency, Debuff, Area Attack Proficiency ~ Glass's personal weapon
A homemade explosive made by Mr. Glass. This explosive reacts on proximity, and sends out waves of electricity, which stuns and temporarily paralyzes the opponent for 5 seconds; this leaves the opponent vulnerable to whatever action takes place next, but any physical contact made with the opponent disrupts the paralysis and sets them free.
Advanced Homemade Explosive
Ranged Proficiency, Area Attack Proficiency ~ Glass's personal weapon
Your typical explosive made from ordinary household explosives. In terms of radius and power, it is about as powerful as a stick of dynamite--about a 6 foot immediate blast radius, with the next 4 feet afterwards feeling the after-effects.
Coalition Goon
Ranged Materialize Proficiency, Remote Control Proficiency, Physical Strength ~ Glass's personal move
Mr. Glass retrieves one of his Active Comics and opens it, summoning the goonies inside of its pages--specifically, Coalition of Evil goonies. Though are relatively unskilled and weak in comparison to even CoE Assists, Coalition Goons are very useful in terms of keeping an opponent occupied, or defending Mr. Glass from incoming attacks (non-Supers). Most of them are equipped with melee-style weapons--blunt objects, brass knuckles, knives, some may have small swords--but they lack any sort of grace or training, and thus any successful attacks with them are quite miniscule.
- Compared to Primes (and also Assists), Coalition Goons are relatively weak; either could handle multiple goons simultaneously, killing them with only a couple or even a single attack, and the damage they would receive would be minute.
- Each goon takes roughly 3 uninterrupted seconds to summon, and takes Mr. Glass's full focus to do. This means that while he is summoning goons, he is not able to personally defend himself, nor can he personally attack (though, he can command either previously made goons or any of his assists to defend him while he performing this move).
- There can only be a total of 10 goons active at the same time, which means that in order to summon any additional goons, the total number still alive has to be 9 or lower.
- Goons only understand simple commands, like "Attack!, and Defend!". They cannot distinguish between multiple targets; and when being used to defend, they only defend Mr. Glass and no one else.
Glass Cane
Physical Strength ~ Glass's personal weapon
This is the cane Mr. Glass uses to walk around. It is roughly 3.5-4ft in length wit a diameter of about 7in. Minus its two ends, which are encased in gold and rubber, the entire cain is made of glass. While its mainly used for its intended purpose, it can also double as a bludgeoner.
Laser Blaster
Ranged Proficiency ~ Astronaut Ape's weapon
Laser Blaster is a futuristic rifle which shoots powerful orange energy. It is a semi-automatic weapon-, but after 5 shots it requires a 5 second cool down before being fired again.
Lacerative Claws
Physical Strength ~ Jaguaro's claws
Jaguaro has extremely sharp nails--hands and feet--which he can use to lacerate his opponent like a feline.
Spatial Shell
Area Defense Proficiency, Ranged Materialize Proficiency ~ Sentryman's move
Sentryman can materialize a barrier of unknown energy either around himself or another person within 10 meters of himself. This barrier can only block non-Super ranged attacks, and has no effect on melee.
Spatial Shell Eruption
Ranged Attack Proficiency, Area Attack Proficiency, Debuff ~ Sentryman's move (can only be used right after Spatial Shell
After using Spatial Shell, Sentryman can choose to make the barrier explode outwardly, damaging anyone within 3 meters of the barrier--friend and foe alike. This can be used to also prevent incoming melee attacks, given that the opponent isn't already inside the barrier pre-eruption. The damage dealt is considered minimal, but this attack is effective at slightly disorienting whoever damaged (just a few moments of grogginess).
Super Moves (3400): [T1 - Utility] Transfer of Strength (600), [T1 - Defensive] FrankenBlock (600), [T2 - Defensive] FrankenBlock v2, [T1 - Offensive] Mightman Powerblast, [T2 - Offensive] Mightman Powerblast Advanced Ultimate Power
Transfer of Strength
[T1 - Utility] Buff Proficiency, Ranged Proficiency ~ Glass's personal super
Mr. Glass gathers his strength, and then transfers it to someone else (this includes Assists, but not the move 'Coalition of Goons'). He can transfer up to 3 of his ATK stats to someone of his choosing. After using this move, Mr. Glass can no longer use 'Coalition of Goons' for the remainder of battle, nor can he summon more than one Assist at a time for the remainder of battle; if more than one Assist is active when this Super is used, the excess Assists disappear.
FrankenBlock
[T1 - Defensive] Area Defensive Proficiency
If Frankenfist is active when this move is performed, the Assist lunges in front of or on the attack and defends all parties; if Frankenfist isn't active, Mr. Glass summons a temporary Frankenfist to perform the action.
FrankenBlock v2
[T1 - Defensive] Area Defensive Proficiency
Same as the original FrankenBlock, but fitted for stronger attacks.
Mightman Powerblast
[T1 - Offensive] Ranged Proficiency
Mr. Glass temporarily summons one of his favorite Active Comic heroes, Mightman, who shoots a green beam of energy from his hands towards the opponent. Afterwards, Mightman disappears.
Mightman wears all green, except for his cape, 'outer-pants', gloves, and boots which are yellow.
Mightman Powerblast Ultimate Power
[T2 - Offensive] Ranged Proficiency.
Same as the above version, but significantly more powerful.
Assist(s) (5000): [T1] Coalition of Evil - Astronaut Ape, [T1] Coalition of Evil - Frankenfist, [T2] Jaguaro, [T2] Sentryman
Mr Glass summons his Assists by extracting them from the pages of his Active Comics collection.
Coalition of Evil - Astronaut Ape
Astronaut Ape is a genetically mutated Chimpanzee, who was given altered intelligence for the purpose of space exploration. However, his new state of intelligence drove him to insanity. He wears an astronaut outfit and carries a blaster rifle.
ATK - 2
DEF - 1
SPD - 1
TEC - 1
Coalition of Evil - Frankenfist
Frankenfist was created by a mad scientist with a god-complex. After killing his 'father', he wandered the world for a purpose until finding the Coalition of Evil. He is not an evil creature by nature, but is extremely loyal to his partners. He looks like the famous Frankenstein creatures of fictional lore.
ATK - 2
DEF - 2
SPD - 0
TEC - 1
Jaguarol
Jaguaro was born in a tropical jungle, and imitated his surroundings while growing up. When he was finally discovered, as a young adult, he was captured and put on display at local zoos. Over time, he learned to hate society and promised to destroy it. He looks like a humanoid Jaguar.
ATK - 4
DEF - 1
SPD - 4
TEC - 1
Sentryman
Sentryman is the main rival of the Coalition of Evil. He is considered the defender of good and all things just, and vows to keep citizens safe from any threat. He is a masked, cape-less hero, who wears all blue except for his green 'outer-pants'; a golden star is stitched over his left breast.
ATK - 2
DEF - 3
SPD - 2
TEC - 3
[/spoiler]
[float=right]
Dante's Abyss Placings
2015 - 4th
2016 - 2nd
2017 - 4th
PVP Combat Record
(One-on-One)
3W - 0L - 0D
(TAG-TEAM)
1W - 1L - 0D
[/float]
Posts: 66
Threads: 12
Joined: Jun 2016
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0
Character Name: "Tor" The Distortionist
Character Source: The Distortionist
C-Tier (niche franchise - 1pt)
[spoiler]
Level: 3
Character history: The Distortionist resides in the mirror realm, which is basically a realm that links other worlds together. Others can come and go, but as a reflection, Tor must remain there. Resentful, he acts as a guide to those that are new, eventually finding a way to break their entry mirror without blame so they can't go home, as well as finding ways to blame them for the accident so they feel misirable for the rest of their lives.
But then one day he ended up in The Omniverse. Finally given a chance for fame and power, he decided to put his silver tongue to use. With his charm and brutality, he took over a small gang in Tier 5. He slowly grew his criminal empire, and while it isn't as large as the other gangs, the Westside Mirrors still proves itself capable of holding its own.
Physical Description:
Stats: (+1 Upgrade) (1000)
ATK: 3
DEF: 1
SPD: 3
TEC: 4
Proficiencies: Physical (1000), Ranged (1000), Remote Control (600)
Powers: (7100/8000) Adv. Super Jump (500), Master Acrobat (400), Elasticity (400), Adv. Enhanced Senses (1700), Insight (1600), Foresight (1500), Suppression (1000)
Moves:
Bat (Physical): 300 OM
Only usable in normal form. A metal bat approximately 3.5 feet long that's badly-dented near the top, with cloth bandages wrapped around the grabbing area for a comfortable and easy grip. It can be held with one hand, but to actually use it requires both of them. It's very obvious when he's about to swing, but it definitely hurts. Tor is very proficient with the weapon and can wield it with ease.
Springloaded (Physical, Ranged + Control, Elasticity): 600 OM
Tor's favorite way of hitting even harder comes in two versions. Version one involves twisting his torso around several times until he can't twist it any further, taking about 15 seconds. He can remain in that form indefinitely without discomfort, so he usually winds up before combat. When he wants to release, he balances on one foot and readies a swing (usually with the bat, but any similar weapon or even his fists will do), using the tension to rapidly unwind so his upper body spins around incredibly fast like a top for about three seconds as he swings his weapon of choice. As mentioned, he hits even harder and swings even faster. However, he becomes dizzy for several seconds afterwards.
He can also do a smaller scale version by taking three seconds to wind up an arm, allowing him to launch out a powerful punch as his arm unwinds. It's pretty powerful, but tiring as he has to force his body to twist faster than normal.
Arms of Doubt (Physical, Ranged + Control) 600(?)OM
Only usable in BR form. Two extra pairs of arms sprout out from his shoulders, capable of doing anything his regular arms can do. Not only that, his arms become thicker and more powerful. However, with them being packed so close together, it makes it near impossible to wield weapons without getting in the way of his other arms.
Alternate Forms:
Broken Reflection (1000)
![[Image: 18_by_ghost_and_pals-db5d2su.png]](http://orig10.deviantart.net/1da0/f/2017/100/5/0/18_by_ghost_and_pals-db5d2su.png)
ATK: 5
DEF: 2
SPD: 3
TEC: 1
Yeah, when you see this form, it means you messed up somewhere. While his regular form fights using grace and deceit, this form just wants to shred you to pieces.
Personal?: Yes
Why a Prime?: Well, it's difficult to hold a gang under your iron fist if you can die.[/spoiler]
Posts: 149
Threads: 14
Joined: Nov 2014
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07-16-2017, 08:05 PM
(This post was last modified: 07-17-2017, 04:26 AM by Simon.
Edit Reason: "Prime NPCs may either be up to your own character's level, or Level 5 if your character is Level 5 or below."
)
Character Name: Vergil
Character Source: Devil May Cry
A-List (5 pts)
[spoiler]
Character History:
[*spoiler]Twin bother of Dante, and fellow Son of Sparda. When both boys were just eight years old, their home was attacked and ransacked by demons in service of the Demon Lord Mundus. In the chaos, Vergil managed to escape the destruction while Dante stayed hidden in a secret room - both boys assumed their brother had died in the incident and went on separate paths.
While Dante seemed content to mingle with human society and suppress his nightmares, Vergil instead embraced the shadows. He took his inheritance, half of the Perfect Amulet and the Devil Arm Yamato, and set himself on a path of revenge and conquest among demon-kind. He grew cold and relentless, believing his human emotions were a weakness that held him back as he strove for more power.
After ten years of this, Vergil's well-laid plans somehow discovered Dante once again. He immediately attempted to re-connect with his long lost brother, and while Dante was not initially convinced, the memories eventually returned. Together, they set about on an invisible war against the demons trying to take the human world for their own, culminating in a decisive battle.
But in the aftermath, Dante and Vergil found that their ideologies radically clashed. Dante became callous over Vergil's disregard of the many human lives casually lost in the battle, while Vergil came to spite Dante's lack of honor and care for their father and his legacy. The conflict between the two brothers escalated and eventually came to blows. In the end, Vergil managed to escape, swearing he would inherit the power of Sparda alone and cut down anyone in his way.
It would be over a year before the brothers met again. In looking for a way to reclaim his father's power, Vergil stumbled upon Arkham, a mysterious archivist with a similar interest. Enlisting the man's help, the two worked together to raise the Temen-ni-gru, an ancient monolithic tower that once served as the primary gateway to the demon's world. By undoing the ritual that Sparda had himself created to seal the gate, Vergil would be able to enter Hell and reforge the Devil Arm of his father. To achieve this, however, he needed both halves of the Perfect Amulet that the Sons of Sparda were entrusted with.
Goading Dante out to a battle atop the Temen-ni-gru was easy. Vergil defeated his brother, stole the amulet, and in the process awakened Dante's devil half. But when Vergil's attempt to undo the tower's seal failed, Arkham revealed his own master plan- to pit the world's three strongest devil hunters against each other, unseal the gate himself, and claim Sparda's power for his own use. Vergil only narrowly saved himself from death as the tower transformed, climbing his way back up and entering the opened gate to Hell.
Arkham had obtained the power of Sparda, as he promised- but without the ability to control it, he was reduced to a formless blob, albeit one with god-like durability. Neither Dante nor Vergil alone could stop the man; thus, the brother formed a temporary truce and combined their strengths against Arkham. Reminiscing faintly on good times, they struck down the false inheritor righteously, leaving only one final opponent: each other.
There, on the edge of the human and demon worlds, the Sons of Sparda hosted their final battle. Ultimately, it was Dante to who seized victory and claimed their father's sword. Unwilling to submit entirely, Vergil reclaimed his half of the Perfect Amulet and plunged himself into the abyss, resolving that the sword of Sparda would never be completed and the gate between worlds would never open again.
It is at this time that Vergil is whisked into the Omniverse.
Acting upon the will to obtain anything he so desires, Vergil sets out into the world in hopes of obtaining new power. He discovers the Pale Moors and resides there for a long time, slaying demons and monsters alike to build his strength. After spending so much time among the creatures of darkness, slaying and absorbing their Omnilium, Vergil himself becomes twisted and corrupt in appearance.
Discovering the presence of Dante in the Omniverse, the dark Son of Sparda gives chase. A confrontation with the Noah clan exposes Dante, which allows Vergil to swoop in and take him down swiftly. He obtains Dante's half of the Perfect Amulet as a trophy- though is summarily frustrated when it turns out to be a worthless trinket in his hands.
Times have changed. Vergil is even stronger now, and he'll kill anyone for the chance to gain more Omnilium. All for his grand scheme of finding the god Omni and crushing him under his heel. And with the power to slay a god, nothing will dare question his rule over the evils of the worlds.[/*spoiler]
Physical Description:
[*spoiler] ![[Image: 564?cb=20150512170734]](http://vignette1.wikia.nocookie.net/devilmaycry/images/3/34/Corrupt_Vergil_%28Model%29_DMC4SE.png/revision/latest/scale-to-width-down/564?cb=20150512170734) [/*spoiler]
Level: 6
Spent OM: 34500
Stats:
ATK: 3
DEF: 2
SPD: 3
TEC: 4
Proficiencies (4200): Physical Strength (1000), Ranged (1000), Ranged Materialize (600), Area Attack (600), Homing (600), Area Shield (400), Remote Control (600)
Powers (9300/12000): Super Jumping [Basic] (300), Master Acrobat (400), Burst Movement (800), Survival (2000), Foresight (1500), Regeneration [Advanced] (1800), Telepathy (1500)
Items (1800): Vita Compass (800), Banishment Circle x2 (500), Isolation Verse (300), Communicator (200)
Unlocks (5500): Spiritual Attunement (500), Stat Upgrade II (3000), Powers Cap I (2000)
Moves (3000):
Yamato - 300 OM (Requires Physical Strength)
A Devil Arm personally belonging to Vergil, Yamato takes the form of a Japanese tachi - a sword with a fine blade, less than 3 feet long and possessing a mild curvature. The weapon proves to be a wicked dark blade with excellent aerodynamics, so sharp it actually cuts through air and can swung with the greatest of ease. Vergil uses a swordfighting style known as Iajutsu, a blade art that involves quickly unsheathing a blade to strike or counter-attack, then resheathing it immediately thereafter.
Judgement Cut - 300 OM (Requires Ranged Materialize Proficiency, Area Attack Proficiency)
Vergil charges demonic energy in a sheathed Yamato for about 2 seconds, then in a single instant draws and re-sheathes the tachi. The speed of the attack creates a dimensional rift about 2 meters in diameter and spherical in shape, up to 7 meters away. At a glance it appears to be a sphere of darkness, but a closer look reveals that it is actually swirling with barely-tanglible 'slashes' that deal damage as Yamato would. Vergil must remain still in order to execute this attack. He can perform this move up to three times in quick succession before exhausting himself temporarily.
Force Edge - 300 OM (Requires Physical Strength)
Once the personal Devil Arm of the Legendary Dark Knight, Sparda, the weapon was reduced to this basic form after it was used to separate and seal away the Demon World. The design is reminiscient of a claymore, with a three-foot long blade that tapers from a wide hilt to a pointed tip. While it lacks the ultimate power it once possessed, Vergil still carries it as a symbol of honor for his lost father. Though Vergil ultimately prefers his use of Yamato, the Force Edge can be used conventionally as a sturdy sword where Yamato would be inadequate or unavailable.
Round Trip - 600 OM (Requires Force Edge, Ranged Proficiency, Area Attack Proficiency, Homing Proficiency)
As a ranged option, Vergil can hurl Force Edge at an opponent as a spinning projectile, where it tracks out and hacks at a designated opponent for 5 seconds before flying back to Vergil. The flying Force Edge moves relatively slowly and is easy to knock away, however. Alternatively, Vergil can charge energy in the blade for 2 seconds and throw it out in front of him, where the sword proceeds to spin in place like a horizontal propeller, visciously hacking at any enemies in its 5-foot radius and creating a wind vortex that sucks in enemies within 10 feet- this, too, persists for a maximum of 5 seconds at a time.
Blade Block - 300 OM (Requires Area Shield Proficiency)
Vergil takes one of his swords and spins it around rapidly in front of him, deflecting most projectiles and guarding against low-power physical attacks. Vergil cannot move around while performing this, and he can only properly use this move for up to 2 seconds at a time.
Beowulf - 600 OM (Requires Physical Strength)
A Devil Arm forged from the spirit of Beowulf the Lightbeast, appearing as a set of flash gauntlets and greaves. Formerly a weapon of light, it has since become corrupted by Vergil's dark influence, and now sheds shadows. This weapon can be summoned/despawned at will with a moment's concentration, but cannot be effectively wielded in tandem with other weapons. With Beowulf equipped, Vergil can execute punches and kicks with significant strength, and can even charge these attacks with shadow energy by winding up a heavy blow for up to 3 seconds. However, these attacks can be stiff and predictable at times, and their limited range makes them easy to maneuver past.
Zodiac - 300 OM (Requires Beowulf, Ranged Proficiency)
The dark energy contained within Beowulf isn't just for looking flashy. By charging up an open-handed straight punch for up to three seconds, as with a normal charged attack, Vergil can form an orb of swirling darkness and thrust it at his foes. The orb materialises and grows in Vergil's hand as he charges it - up to the size of a volleyball - then when launched, it flies out to 10 meters in the span of a half-second [about pitching speed]. On impact, the orb bursts and deals damage like an equivalantly-charged Beowulf punch.
Summoned Swords - 300 OM (Requires Ranged Proficiency, Remote Control)
Guns and other projectile are too noisy for Vergil's taste- he prefers to fire magically-created swords at enemies instead. These swords are identical to the Force Edge in appearance, but rendered in a ghostly transparent blue. The weapon has the consistency of crystal, as it can pierce and cut, but will more often than not break on impact. The most basic use of Summoned Swords are as a remote, hands-free projectile: Vergil generates these swords with a half-second of concentration each, where they hover aside him until he wills them to fire at an enemy like an arrow. Vergil can fire these swords are quickly as he can summon them, or can stockpile up to six swords aside him.
No individual sword may exist for more than 10 seconds - if the limit is reached, the sword shatters and dissolves harmlessly. Being forged from Vergil's inner energy, repeated summoning of these swords can also drain his stamina quickly.
Super Moves (2800):
Spiral Swords - Tier 1 Super Defense - 600 OM (Requires Summoned Swords, Area Shield)
Pausing for a few moments, Vergil summons a horizontal ring of 10 swords, centered on him and pointed outwards to revolve around him; this ability is primarily used for an 'offensive defense', essentially creating a damaging area where enemies are dissuaded from approaching. The swords still only last for about 10 seconds, but they are resiliant enough to block up to the equivalent of a Tier 1 Super Attack.
Blistering Swords - Tier 1 Super Attack - 600 OM (Requires Summoned Swords, Area Attack)
Vergil concentrates hard for a couple of seconds, then whips his hand out to call forth a harsh rain of Summoned Swords that devastates a 3-meter-diameter area in front of him.
Energy Shield - Tier 2 Super Defense - 800 OM (Requires Area Shield)
When in need of more defense, Vergil can channel all of his magical power into a spherical blue barrier surrounding his person. The shield ripples and sheds energy constantly, creating waves of power that push away enemies and projectiles in the immediate area. Because the shield is so intensive, Vergil can only maintain it for a few seconds, and cannot move or attack whatsoever while using it.
Judgement Cut End - Tier 2 Super Attack - 800 OM (Requires Judgement Cut, Area Attack, Burst Movement)
For 3 seconds, Vergil gathers a massive amount of demonic energy with Yamato in hand. When he's ready, Vergil suddenly bursts forward, unleashes a devastating flurry of slashes upon all enemies in a 5-meter-diameter area, then bursts back to his original position in the blink of an eye, slowly re-sheathing his blade. The instant Yamato is fully re-sheathed, the wounds open and the victims suffer terrible, instantaneous damage.
Transformations (2500):
Devil Trigger - Tier 1 Powered-Up Form - 1000 OM
With a flash of lighting and a burst of demonic runes, Vergil manifests the demonic heritage in his blood to transform into a devil for a limited time. Brimming with this unbridled energy, Vergil is capable of attacking with far more force and intensity, but also with far more insanity.
ATK: 5
DEF: 3
SPD: 5
TEC: 4
Nelo Angelo - Tier 2 Powered-Up Form - 1500 OM
For a moment, Vergil allows himself to be overrun by the black evil in his heart, completely sacrificing his humanity to unleash the might of an absolute monster. He seems to physically grow in size, his armored carapace much more bulky and knightly. His head grows into a horned, demonic helm almost reminiscient of Sparda himself. In this state, Vergil proves himself as an avatar of annihilation.
ATK: 9
DEF: 6
SPD: 3
TEC: 4
Ranking: Prime, A-List. Recurring antagonist of Devil May Cry.
Why a Prime? My first approved use of Vergil as an NPC (seen in Arrival of the Noah) was piggybacked from an abandoned PC Prime; the player had long since switched out, and is currently known as Guilmon in the records. I thought it would be apt to give this Prime version of Vergil the sort of story it deserved. On top of that, Vergil being a Prime also means that he can grow and compete on equal footing with Dante, as he often does in the games.[/spoiler]
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08-06-2017, 06:51 PM
(This post was last modified: 08-27-2017, 04:34 PM by Jade Harley.)
Character name: Tom Nook
Character source: Animal Crossing: New Leaf
B-Lister (2 Pts) (Supporting cast; Same canon)
[spoiler] Character history:
When Nook was a young tanooki, he grew up out in the middle of nowhere. He was a determined young child with high ambitions and a lot of heart. He had a fairly happy childhood alongside his best friend and possible romantic interest Sable Able.[float=right] ![[Image: AaElJek.jpg]](http://i.imgur.com/AaElJek.jpg) [/float]
When he was old enough, he moved to the city to pursue his dream of being a businessman. “Dreams before money!” was his mantra, and his friends and family could only pray for his success.
What he found was a cold heartless world. He tried to strive forward, but was quickly met with indifference. He lived in poverty.
By the time he returned to his village, he was cold, almost heartless. He opened up a general store, and he made most of his money by bullying people into house extensions they didn’t need. That’s how his life was for years. He didn’t give a shit.
One day, he realized his responsibilities in real estate was taking far too much time, he decided to give his general store to his nephews and focus entirely on building homes. He would get involved with the Happy Homes Academy, where he would gain his employee Lyle. They’d get on each other’s nerves, but Lyle’s past as a corrupt insurance con artist gave them something to relate to each other over.
Nook found himself improving. He found he loved his job, and it was honest work. He even reconnected with the Able Sisters, rekindling the friendship he had with Sable all those years ago. Without realizing it, he had accomplished that goal from his childhood, and for once in his adult life, he was happy.
It was during the second year anniversary party of his real estate company that he was taken by Omni.
At first, he was confused why he was kidnapped by an all powerful god. But upon discovering his power to summon, he figured his real estate knowledge was needed. He explored the verses, trying to find places that needed his expertise.
Eventually, he came across the barely new city of Ambrosia. He worked with a number of builders to establish a construction company there, “Nook's Homes and Construction.” They are responsible for a large number of building constructions that dot the Ambrosian cityscape.
Nook found himself at the head of an empire, but he had learned a lot from his previous life. He promised himself not to be overcome with greed and corruption. While he misses his friends back home, he was once again at peace.
Physical Description: (originals only)
Stats:
ATK: 2
DEF: 3
SPD: 2
TEC: 5
Proficiencies (1000): Physical Strength (1000)
Powers (6000/8000): Flight (1800), Shapeshifting (1400), Insight (1600), Stealth (1200)
Unlocks (3000): Stat Upgrade I (1000), Stat Upgrade II (2000)
Items: Dataverse Device, Communicator, Vita Compass, Spiritual Enlightenment
Consumed Om: 3,100 (Items)
Moves: N/A
Total OM: 13,100
Level: 3
Why does this character have to be a prime? A man with extensive knowledge of architecture and business could do a lot with the power to summon. Tom Nook armed with Omnilium could be a powerful character indeed, but one more suited for support.
What role do they play in your story? His existence will explain where Ambrosia’s newer buildings keep popping up from and provide a character for PCs to interact with when they want to construct something. He will also build houses for Isabelle’s secondaries and establish a resort in her town. Not to mention, he’ll develop a business relationship with Izzy and Digby.
Are they an A, B, or C-Lister? B-lister[/spoiler]
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08-10-2017, 09:45 PM
(This post was last modified: 08-27-2017, 04:35 PM by Jade Harley.)
Character Name: Jakob("Ya-Cobe") Volkov
Character Source: Shadowrun OC
[spoiler]Character history:
Jakob grew up in a dystopian society, but specifically in Russia. His parents were a part of the army and weren't around most of the time when they were alive, and eventually died when he was almost 17. From then on his life was consumed with trying to give his younger sister Iyvone the life he knew she deserved.
Never seeing himself amount to anything, he focused on giving his sister every chance in the world to become something great. She went to school while he did odd jobs and mechanic work to provide her with everything she needed. Food, clothing, opportunities. He paid for her art supplies and everything. He was proud of that. Proud to be able to do anything he could for her.
Eventually, he got pulled into the Shadowrunning business as a getaway driver. Driver in general. Jakob had a long list of things he could operate and the skill to back it up. Pretty soon his pockets were full of money and he only had one person he wanted to spend it all on. His sister.
Being a Shadowrunner wasn't the safest job, he was shot at on a regular basis, but nothing seemed to scare the driver. Then came a really big job, big enough to provide everything Iyvone could ever want. It also came with a deadly risk, but Jakob couldn't say no. His little car has never been put through so much hell, but when he saw all those 0's at the end of the day, it was worth it.
Unfortunately, it had been the Russian Mobs he'd pissed off, and they weren't going to let him just slip away.
It had been a normal day, like any other. Jakob came home and walked through the door as he always did, only noticing the trip-wire after he tripped it, and a moment later he was thrown into the hall while half the building crashed down onto his left leg. He woke up to his sister screaming, his heart stopped and when he looked up he saw her desperately trying to reach out to him while the flames burned her alive. He reached out to take her hand, but when he did her formed turn to ash as it crumbled away and he realized the screams he'd heard had actually been alarms going off.
Shortly afterward Jakob's right arm was engulfed in flames, burning especially hot because of the unknown chemical in the air. After that, he can't remember much else.
Of course, he didn't remember much of anything due to the drugs. Every credit Jakob ever earned had been for Iyvone but was now dumped into saving his life. He had to be flown to a specialist in the area, his cybernetics weren't cheap, and whatever was left had gone to recommended painkillers and other medication.
Eventually, he was dumped out of his hospital bed, and between the pain of his heart, his mind, and his body, he quickly depleted through his pain killers and turned to other drugs. Bliss specifically, it dealt with the pain, and with time it even helped him to forget his dead sister. He just stopped thinking about it all together. After that, everything he did worked towards one goal, more drugs.
Oh, and food.
No longer did he care if he lived. With this freedom, it left the man to do insane things. He was a madman in battle. He was more scared of his past than he was of death. Ultimately, he was numb to the world beyond what he was doing at the time.
At some point, he found himself on the couch of an old acquaintance. She allowed him to stay for a time free, but when bills began to pile up she dragged him to work. Shadowrunner work. After some adventures together, the friend took it upon themselves to help Jakob with his past. He did a good job at avoiding the subject, but ultimately Omni was the one that stopped them from any progress, apparently entertained by Jakob enough to pull him into the Omniverse.
Physical Description: (originals only)
Standing at 5'6" Jakob is best described as lanky. With silver shaggy hair and dark gray tired eyes. He could use some sun, a good shower, and a home-cook meal most days. Normally wearing a wife-beater under a sleeveless hooded black vest-jacket with enough mid-drift to show off his skinny stomach, baggy black pants that swallowed his small frame, and trashed shoes no one would still be wearing.
Stats:
ATK: 5
DEF: 2
SPD: 0
TEC: 3
Starting Proficiencies:
Strength Proficiency (1000)
Remote Control Proficiency (600)
Starting Powers:
Survival (2000) - It's called being one lucky SOB
Starting Moves (*require pre-Approval unless basic*):
Cybernetic Arm (0 OM - Fodder)
THE PHYSICAL PROFICIENCY
Jakob lost his right arm, but in his world, cybernetic replacements are a very real thing. In fact, he lost his left leg as well but that doesn't offer any special benefits other than being able to walk. The arm is a modified representation of a sculpture his sister had made and looks a lot more buff than he actually is. As well its red chrome finish and a simple star design make this a work of art.
The modifications that have been put into it makes it deadly. (All of Jakob's 5 ATK is right here in this little arm) Jakob has used it to lift a mini fridge, carry said mini fridge up to a factory catwalk, and then throw said mini fridge at some poor guy. (He lived if you call crippled from the knees down living.)
Commonly used with his Crowbar to make someone's day very bad, he can easily end a common man with a single punch. (If he can hit them, that is.)
Crowbar (300)
Requires Physical Prof
While it's super useful as a common crowbar, this 8-inch piece of solid metal makes for a great club. Especially when in the robotic hand of Jakob. It moves as fast as he can swing it often at someone's head or kneecaps and has been used to pop off anything from a common lock to the jaw of some guy who was on the wrong side of the fight. (Yes, he was living at the time.)
Fodder: A special grip on its side allows him to stick it to anything and often it is to his metallic leg while he's not using it to ruin lives. If it is ever lost or broken, it only takes him a couple seconds to summon another one as it's a pretty simple object.
T1-Power UP: Kamakazee (1000)
Jakob's an addict to Bliss, but it's not the only drug he's smuggled into the OV. It comes in injection form, a pre-measured dose in a self-injecting 'epi-pen' like needle which he shoves into his body, usually his leg or chest, and in a matter of seconds, the drug takes effect.
ATK: +2
DEF: +1
SPD: +2
TEC: +0
(Spent OM: 4600)
(Level: 2)
Why does this character have to be a prime?
Jakob is someone I would want to play regularly and develop as a character properly.
What role do they play in your story?
Besides enriching all our lives with his antics? He and Ash come from the same world, and that should be interesting.
Are they an A, B, or C-Lister?
OC[/spoiler]
Warning: Anything that involves Ash should be rated M. Possibly higher.
Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
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08-12-2017, 12:01 AM
(This post was last modified: 08-27-2017, 04:16 PM by Jade Harley.)
Character Name: Isolda van Harnburg
NPC Source: Original
[spoiler] Character history:
Pre-Omniverse: Isolda van Harnburg hails from an Enlightenment-era European-analogue civilization on an Earth-like world that came under attack by the shadow of something powerful, ancient and dead at some point shortly before she was born. She grew up the daughter of a successful merchant, who she barely knew. She was mostly raised by a series of governesses, under the supervision of her uncle William Conrad - a man whose political ambitions were frequently frustrated by a combination of horrible luck and an unfortunate appearance. Isolda was brought up and educated with the expectation that she would play a role in managing her father's empire, and eventually marry for business reasons. She was a precocious child, curious but not terribly adventurous, and spent much of her time with her tutors, reading about far-off places, or listening to William lament his latest flawlessly-executed skin-of-the-teeth failure at currying influence among the military aristocracy. She loved facts, and hated surprises.
Throughout her childhood and into her adolescence, Isolda's world grew progressively more twisted and strange. It began small - minor earthquakes, unnatural storms, and the occasional rain of frogs, but the disturbances grew worse with time. Bizarre cults began to spring up; highly educated and devoutly religious people began to take on otherworldly characteristics, or sometimes vanish without explanation, and a sepia-toned mist started to spread across the continent, bringing with it a plague of spectral anomalies, phantom terrain and nameless terrors. It spread faster near scenes of carnage and death, quickly putting an end to an abrupt rash of small wars. By the time Isolda came of-age, the sun had turned red, with a black halo that never quite went away, and the stars were clearly visible in the violet noonday sky. Her uncle's ambitions turned away from politics, towards grimmer necessities, and he began to spend increasing amounts of time in conference with her father.
A quiet consensus existed that the world was coming to an end. Isolda became accustomed to a constant miasma of creeping, nameless doom.
Her father vanished when she was seventeen, snatched from his own study in broad daylight, along with both of his sons, and all of his household staff. Each missing person was replaced with a single brass coin. Isolda and her Uncle were among the first to explore the scene, come to call on her father following several days without any word - and Isolda was the first to visit the library.
Something happened to her in there, though she can't recall exactly what. She remembered her father's voice, the sensation of spiraling around a drain like water leaving a bathtub, and the conviction that a mistake had been made. When William and his servants found her half an hour later, she was staring at nothing. She was surrounded by a swirling sepia mist, and the scattered books around her feet were rustling, pages stirred by the spectral breath of dozens of whispering voices.
Things escalated very quickly after that. Isolda spent the next several years as a magnet for the creeping mists, and the horrible entities and phantom locales lurking within. Fortunately, she had also become a vortex of necromantic potency, powered by a resonant matrix formed from the ghosts of her father, her brothers, and their entire household staff. For several years, with the help of her Uncle and the remains of her father's business holdings, Isolda used her newfound power to prosecute a moderately successful war against the crumbling frontiers of her reality, driven by necessity and the growing chorus of voices in her head.
Sadly, Isolda could only be in so many places at once. When she was brought to the Omniverse, her world had become so haunted and duplicitous that it had been three weeks since she was positive she had seen another living human being.
Omniverse: Isolda has been in the Omniverse for several years. She spent some time in the Pale Moors, but they reminded her too much of her doomed home-world. After that, she knocked around Camelot and the Tangled Green fighting monsters, until it finally occurred to her that she didn't have to do this anymore. She could stay in one place, and be around people, and maybe try to come to grips with the many confused and angry ghosts that had become such an integral part of her existence.
She picked a valley in the Outerlying Duchies that nobody had laid a formal claim to yet, and set up a fiefdom, run by her uncle William Conrad, who she summoned for that purpose - and that's how Harnburg Castle was made. Since then, she's largely stayed in the background, content to let her uncle plot and scheme while she finds ways to keep herself entertained and enjoys her 'retirement'.
Physical Description: Isolda is a slight, fair skinned woman of average height in her early mid-twenties. She has bony shoulders and long, auburn hair, which she likes to wear braided with daisies or other wildflowers. Isolda' face is narrow and proud, and she does most of her emoting with her eyes and her forehead, tending towards the sardonic. She is frequently seen in a green silk dress with a high collar and mother-of-pearl fastenings.
Personality: Isolda is fairly approachable most of the time - well-spoken and confident, with just a hint of jumpiness, though affect a certain amount of courtly arrogance. Her temper, however, is erratic. She likes talking with new people, never having completely outgrown her curiosity about far-off places, but between the lingering trauma from her original world and the ghosts she still carries within her, she's prone to sudden outbursts - and with the powers she possesses, that makes her dangerous. She created Harnburg Castle and the surrounding town as a safe-haven, partially as wish-fulfillment and partially as a sort of therapy - giving her Uncle the political clout he wanted but never had, and giving herself a place to escape from responsibility and the world. Anything that makes her uncomfortable, and especially anything that seems to threaten her peace, has a chance of something her off.
Notably, she's aware of this flaw, and does try to keep her temper in check if an outburst is unwarranted - she's never liked violence, and she still thinks of human beings as a dwindling and precious commodity - but Isolda's ghosts are angry, and she's never entirely shaken the feeling that she could be attacked at any time, or the habit of suspicion regarding what really lives behind a person's face.
Spent OM: 24300
Consumed OM: (4000);
Stats (2 upgrades):
ATK:4
DEF:4
SPD:2
TEC:2
Starting Proficiencies: (4200 OM); Physical Strength (1000), Ranged (1000), Area Attack (600), Area Defense (400), Ranged Materialize (600), Remote Control (600)
Starting Powers: (6500 OM); Telepathy (1500), Advanced Telekinesis (1000), Phasing (1200), Stealth (1000), Flight (1800)
Starting Moves : (2100 OM);
Shatter: Requires ranged attack proficiency, 4+ ATK (300 OM) ( approved here)
This is Isolda's go-to attack. By pointing - with either a single finger or her entire hand, the effect is the same either way - she can unleash a piercing bolt of faintly sepia-toned glowing supernatural force, roughly the size of a golf-ball. The move takes three seconds to charge, during which time the projectile grows from a pinprick to its full size, hovering at the end of her finger or within the palm of her hand, before flying in a straight line in the direction she's pointed it, traveling at the speed of a low-calibre bullet for up to one hundred meters. The bolt strikes with force similar to that of a real-world musket (or a superior firearm - ATK score). This attack is moderately difficult to perform, equivalent to running up a flight of stairs, and so can't be used more than two or three times in rapid succession. Shatter can be charged and used while moving, although Isolda's aim suffers for it, and cannot be used with other moves. The charge may be interrupted by a solid blow.
With a Wave of my Hand!: requires telekinesis, ranged proficiency, area attack proficiency, 3+ ATK (300 OM) (approved here)
By sweeping their hand disparagingly through the air, a sufficiently powerful psychic can send their opponents flying. This attack requires a one second wind-up, in order for the user to draw a hand across their body, palm facing the opposite ear as though chambering a perfectly-formed pimp-slap (naturally, the sweep is backhanded; For maximum SCORN!)
When the arm is swung (which takes about 1/10th of a second), anyone standing within a 180 degree arc in front of the user out to a distance of twenty meters (within the range of their telekinesis and the plane of the swing) is pushed violently backwards, as though kicked hard in the chest by someone extremely powerful (users ATK score). If a targets DEF equals or exceeds the user's ATK, the effect is negligible, though if their TEC is lower than 2 they may still stumble. This attack deals no actual damage, unless a target hurts themselves falling (or the users ATK exceeds a targets DEF by 3 or more, in which case the damage is equivalent to being struck barehanded by someone with the user's ATK -2), and takes minimal energy to perform (though repeated uses will wind the psychic quickly, as flailing ones arms about wildly is wont to do.)
Ethereal Discontinuity: Requires Telekinesis, area defense proficiency (300 OM) ( approved Here)
If Isolda needs to protect herself, she holds out one of her hands and, taking a single second to focus, generates a ghostly shield. This barrier takes the form of a curved glasslike plane of sepia-toned haze, covering an irregular area roughly 1.5 meters square, and is capable of stopping or deflecting either four attacks with power (ATK plus considerations for opposing attack's charge time and such) equal to Isolda's DEF score, eight attacks with power less than her DEF score but greater than half of her DEF, or twelve attacks from a source whose power is less than half her DEF. If the ethereal discontinuity is struck by a source that exceeds her ability to defend by less than 50%, the barrier will evaporate but the attack will be neutralized. If the attack is stronger still, it will pass through unhindered, destroying the barrier in a crackle of green light and mildew-scented haze. This barrier is mildly tiring to create, like running a 100 meter dash, cannot be moved once it's been created, and Isolda has to focus on it to maintain it. She can travel while creating and maintaining this barrier, but cannot use other moves.
Fluff: Things viewed through the haze of Isolda's shield always look subtly wrong - generally shabbier in small ways, with few exceptions.
I WILL CRUSH YOU: Requires ranged materialize proficiency, area attack proficiency, 4+ ATK (600 OM) (approved here)
A highly dramatic attack for the seriously annoyed mentat. While standing still, (this move cannot be used while moving) the user throws one or both hands in the air and declares their intent in suitably dramatic fashion, which takes a minimum of 1 second (if they go with just 'Die'!) and a maximum of 4 seconds (if they say the whole thing, and dwell on the YOOUU). During this time, a plane of force three meters square and infinitely thin forms horizontally above the target, visible as a slight distortion in the air. The user then swings their hand (or hands) groundward, and the plane descends at the speed of a bullet, smashing the victim into the ground with tremendous force.
This attack is interruptable by a solid blow, both during the charge and during the execution. The target must be within fifteen meters of the user, and I WILL CRUSH YOU cannot be used in conjuction with other moves.
The exact strength of the attack depends mostly on the user's ATK score - as though they were somehow leg-pressing a giant manhole cover down on the target's head. At the maximum charge time, the force of impact only goes up by about 40%.
This attack is inefficient, and thus very draining, and can be performed only three times without rest, whether its been charged or not.
Don't you dare touch me!: Requires Telekinesis, Area-Attack proficiency, 3+ ATK - variable (600 OM) ( Approved Here as 'Personal Space'. Changed 'Kelly' to 'Isolda' in the description and altered the pronouns accordingly, but otherwise its identical.)
If Isolda needs a little breathing room, she can use her psychic powers to create some. She can do this in two ways.
Version 1: By focusing intensely, she can generate an instantaneous telekinetic shockwave, invisible save for the wave-front of dust it produces at ground-level and the effect it has on anything in its path, expanding spherically outward to a range of about three meters before dissipating (Force decreasing proportionately after first meter of distance from Isolda's body - one meter= full power, two meters = 50% power, etc.). This shockwave isn't designed to be damaging - rather, it's like being shoved extremely hard (Isolda's ATK score) - potentially knocking less sturdy enemies off their feet and forcing tougher ones back to a less-threatening distance (Enemy DEF score). As generating the shockwave requires Isolda to muster a lot of force extremely quickly across her entire body, it puts a great deal of strain on her energy reserves. This version can only be used once per fight; It cannot be used while moving at anything quicker than a walking pace - though it can be used mid-air if she has jumped - and cannot be used in conjunction with other non-item moves.
Version 2: The second use of Don't you dare touch me! is more powerful, but riskier in the heat of battle. By charging the attack for four seconds, Isolda can increase the power of the shockwave to the point where its genuinely dangerous - capable of breaking wooden furniture at middle-distance or cracking marble at close range (or more if his ATK score goes up). This version of Don't you dare touch me! has a slightly increased range - four meters instead of three, and the drop-off in power begins at 1.5 meters instead of 1 meter, though otherwise the same rules of distance-ratio and effectiveness apply. Isolda can charge it while doing other things - moving, or even fighting, though attempting the latter splits her focus and effectively reduces her TEC score by 2 for the duration of the charge-time - and the decrease becomes -3 if she's trying to use other psychokinetically-based moves (this reduction can't bring her TEC below 0, and she can't take other combative action while charging Don't you dare touch me! v2 if for some reason it would). The charge can be interrupted by a solid blow. This version of Don't you dare touch me! can be used more often (once every minute or so, each use incurring mild general fatigue, like running a 100 meter dash), as the charge-time makes it less stressful to perform - but it cannot be used at all if Isolda has already used version 1.
Super Moves: (2000 OM) (All approved here)
Be gone: Requires Ranged proficiency, Telekinesis - Tier 1 Superattack - (600 OM)
If Isolda decides she wants someone out of her face, she lets them know it - "Be gone". A tiny blue ember of force flashes between her and a target she can see within ten meters. Upon contact the target is propelled backwards at a slight downward angle - and a tremendous rate of speed. This results in a vicious impact with the ground, as though the target had been shot out of a black-powder cannon, sending them rolling and bouncing for several dozens of meters. Only those possessing a potency fit to match her own (T1 Superdefense/superattack) can hope to resist.
Indignant Cataclysm: Requires Area Attack Proficiency, Ranged Proficiency, Telekinesis - Tier 2 Superattack - (800 OM)
By focusing her frustration on whatever might be bothering her most at the moment, Isolda can wreak remarkable havoc. This attack effects an area fifteen meters in diameter, and happens in three stages. First, the ground within the affected area is sundered and bursts upward in a cloud of debris about five meters high, ranging in size from boulders to fine sand, creating a hole about three meters deep and wrong-footing anybody who might happen to be standing in the area. Second, the debris begins to swirl rapidly colliding with other detritus and battering anything caught within the area of affect. This stage lasts for four seconds. Finally, the entire mess explodes with horrible force.
Such Insolence: Tier 1 Superdefense, requires Telekinesis - (600 OM)
With a dismissive wave of her hand, Isolda either banishes or deflects an incoming attack, snuffing it out with the psychic heft of her contempt (neutralizes Tier 1 Superattacks or less)
Transformations: (2500 OM)
Ire - Tier 1 Power Up - (1000 OM) ( Approved Here)
Isolda van Harnburg isn't prone to tantrums - but the ghosts that fuel her psychic powers have a mind of their own. Anything exceeding the most trivial of annoyances causes her potency to rise - and makes her dangerous to be around.
Fluff: When this power-up is active, Isolda is surrounded by minor, malicious poltergeist activity.
ATK: +2
DEF: +2
SPD: +1
TEC: +0
Rage of the Forgotten: Tier 2 power-up - 1500 OM
By actively calling upon the ghosts she carries, drawing out their anger with her own, Isolda can drastically increase her potency.
Fluff: When Isolda uses this power-up, she's surrounded by strange shadows and flickering transparent faces. Whatever locale she happens to be fighting in will also take on a subtly more sinister aspect (though this change is purely cosmetic).
ATK: +5
DEF: +2
SPD: +2
TEC:+1
Unlocks: (3000 OM); Stat Upgrade I and II (3000 OM)
Items:
Base - Harnburg Castle Town + Tier 2 Base Defenses (4000 OM)
Harnburg Castle and the town that surrounds it were originally summoned by Isolda, including her uncle the Duke and many of his retainers and guards. The teardrop-shaped town wraps around the northern edge of the lake at the end of Harnburg Valley, in the shadow of a high crimson cliff that forms the valley's western edge. It consists of an abundance of half-timbered shops and larger, sturdier buildings constructed of timber and red granite blocks in late medieval style. For a place of its type, its remarkably clean, thanks to several streams that disappear into deep sinkholes near the town-limits, discharging into caves beneath the nearby lake, which the people have naturally taken to using as a way to make waste disappear. The roads are paved with cobblestone, and the populace are industrious, and mostly unconcerned with life outside their valley so long as it doesn't affect their ability to sell their various goods and services, or threaten their livelihood. They have a deep distrust of non-humans - especially elves - and a generally negative impression of the neighboring duchy of Shatterdun. Otherwise, they're largely unremarkable serfs.
At the center of town is Harburg Castle - a red stone keep surrounded by high curtain-walls and assorted support-structures, where the Duke holds his court, and Isolda spends most of her time.
Isolda's town was much smaller at the beginning, having grown naturally with time. The other villages and towns in Harnburg Valley were constructed, for the most part, by secondaries who moved into the valley, or out of the new town, using more mundane means over the intervening years.
Why does this character have to be a prime?Isolda's narrative role requires her to be capable of summoning, and she needs to be powerful enough to balance her presence against those of Ghidorah and Mothra.
What role do they play in your story? Isolda is, arguably, the secret center of this mess - she summoned Castle Harnburg, and the Duke, and the surrounding town - though at that point it was much smaller, and lacked the outlying towns and villages which have grown up since. Isolda's created an environment she's comfortable with, and is content, for the most part, to spectate and pursue more personal goals while her uncle expands Harnburg's influence - but with Ghidorah and Mothra converging on her valley, she's going to be forced to take a more active role. In short, she's the third corner of a triangle of conflicting interests - and she's at least as volatile as Ghidorah himself.
Are they an A, B, or C-Lister? : OC[/spoiler]
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08-14-2017, 09:29 AM
(This post was last modified: 08-27-2017, 04:20 PM by Jade Harley.
Edit Reason: Added a quick picture, like I meant to do.
)
Character Name: Velvet Scarlatina
NPC Source: RWBY series
B-Lister (2 Pts) (Supporting cast; Same canon)
[spoiler] NPC level: 3 (13,400OM)
Character history:
Not much is actually known about Velvet's personal history, but what we do know is that she is a second-year student of Beacon Academy, which trains young teenagers to become warriors that destroy the legions of Grimm in the world of Remnant. They are known as Huntsman and Huntresses protectors of the Kingdoms of Remnant. Velvet has seen many battles in just two years of training and is a very able fighter.
It is also notable that she is very shy because of the ridicule she gets from bullies about her faunus heritage.
Physical Description:
Velvet: The Mimic Master, surrounded by her weapons. Her 'actual' weapon is the box to her side, which is a camera and a projector. The projector creates the copies of her weapons into pearlescent see-through frames, as pictured on around her.
Velvet is an average sized teenage girl with the very notable feature of bunny ears. Her hair is long and dark brown, matching the color of her ears. She also appears wearing a dark-brown, long-sleeved jacket that comes down to her chest over the shirt. Her leggings consist of two parts: a pair of dark-brown shorts and a pair of black form-fitting leggings that come to just below her hips.
Her combat gear is comprised of a short, long-sleeved brown jacket with a golden zipper, brown shorts with golden detail and black leggings. She wears a black, semi-translucent undershirt beneath her jacket, along with golden spaulders and vambraces on both arms, as well as a similar belt, and her heel and toe are likewise protected.
Stats: (3000)
ATK: 3
DEF: 1
SPD: 3
TEC: 5
Starting Proficiencies: Physical Strength, Ranged Proficiency, Area Attack, Area Defense (3000)
Starting Powers: Mimic, Burst Movement, Basic Super Jumping, Master Acrobat, Insight (5900)
Starting Moves:
Light Copies - Requires All Proficiencies Velvet has, or copies related to the move, and Mimic.
Light Copies are unnaturally created weapons and arsenals that Velvet can create using her camera and her semblance. By taking pictures of the weapon and wielder in question, Velvet and copy the move up to precise techniques and structures.
A 'Hard-Copy' can be made from her camera which allows permanent access to the move or weapon Velvet creates with her camera and Semblance. The first two hard copies of her light copies are Ruby's Crescent Rose and Sun's Ruyi-Bang and Jingu-Bang
Crescent Rose (Requires Physical Strength, Ranged Proficiency) (600)
As its name implies, Crescent Rose's frame is colored rose red with black trims, with its large scythe blade forged into a crescent shape. Ruby's crest is engraved onto the circular swivel frame of the weapon. The scythe is roughly six feet long when fully extended, and must be bolted back after each shot, taking around a second to do so. There is no notable effective distance and mainly depends on the wielder's own accuracy.
The most notable property of Crescent Rose is its converting frame: it allows Crescent Rose to transform into different combat modes, from a full-scale scythe and sniper rifle form to a condensed rifle form. It can also fold up tightly and be holstered for more convenient transportation, stored underneath Ruby's cloak at her waist. Also, while it appears to be a bolt-action weapon, it does not need to be in its gun mode to fire.
The sniper mode can reach up to 300 meters, generally taking only a second to return the bolt. The clip holds around 10 bullets before it runs dry and needs to be reloaded.
(Approved Move stolen from Ruby's Roster)
Ruyi-Bang and Jingu-Bang(Requires Physical Strength and Ranged Proficiency) (900)
The weapon of Sun Wukong and easily recognizable as Shotgun Nunchucks. This weapon is first seen as a simple quarterstaff type of melee weapon, which later is shown to also be a pair of nunchucks that can shoot shotgun shells from both sides. In its Quaterstaff form, the shotgun cannot be used. The quarterstaff form is roughly 4' 6in long, while the nunchucks can reach roughly 1ft past the user's grip at maximum. The shotguns are used in 'lever-action mode' which requires the user to pull back the level on the bottom of the gun to fire a shot, then pull it forward to ready the next, making the use of bashing and blasting extremely easy on Ruyi and Jingu Bang. The range of the shotgun is fairly short, having effective spray at about 30ft. Each shotgun(four in total if you lost count) can hold six bullets, which need to be reloaded individually when emptied. This can take up to ten seconds without complication. If used in constant succession the damage can be devastating, but it is generally only good for a one time use given the reload takes too much time during a fight. They are used a fluid motion with intricate movements to work in conjunction with the shotgun to deliver the most damage. This weapon takes amazing technique to weild in nunchuck form.
Why does this character have to be a prime? Velvet is not a big character in the main plot of RWBY, but she is seen to much more powerful than a lot of the students at Beacon. She single handedly destroys an Atlesian Paladin by herself in which five of her classmates could not accomplish when combining their strength.
https://www.youtube.com/watch?v=ylBVjxlPCB8 <Example of Velvet’s combat abilities and moveset.
What role do they play in your story? I expect for her to meet up with Amber at some point, though she will not stay for long, she will likely join the Heaven & Earth Faction. Afterwards, she will be trying to eliminate a Grimm problem throughout the Omniverse.(Personal storyline) She may also join Dark Data if I remove Dawn from it.
Are they an A, B, or C-Lister? B or C. I'm not exactly sure and could use some insight. I'm pretty sure she's a B though.[/spoiler]
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
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08-16-2017, 12:55 PM
(This post was last modified: 09-17-2017, 05:07 PM by Jade Harley.)
Character Name: Kur Rox
Character Source: J&D, Original Character
[spoiler]Character history:
Kur's life was pretty typical, under the thumb of Baron Praxis while living in the slums. He adapted quickly to the shit going around him by laying low and keeping to himself.
Later while doing some missions for cash that he desperately needed, he and some buddies watched as Dark Eco corrupted several life forms. Later a friend of his revealed that he collected some for experimentations.
Kur wasn't a part of the process, but apparently his friend used the Eco to create new and interesting types of substance. The drugs promised anything between regenerating your youth to making you invincible. None of which it could actually do.
There are various flavors, but when it comes down to it, this stuff amplifies already existing drugs, while making them more addicting, and with ... interesting side-effects. Then again, if you subject yourself to enough Dark Eco one of two things happen: you die, or you become a monster.
Physical Description:
Standing just under 6 foot tall, Kur is mixture between muscular atheletic, and charismatic scumbag. His orangish brown hair was brushed back from his face with a pair of blue goggles, his green eyes looked tired when he wasn't smiling, and his jaw line was hidden behind a medium length bear that he wears wrapped around a metal ring.
His clothing is your typical citizen dusters and leathers. Thick toed boots, and a bag full of nasty chems and cash.
Stats: (3000)
ATK: 3
DEF: 1
SPD: 3
TEC: 5
Starting Proficiencies: Physical Strength, Ranged Proficiency,
Starting Powers: (5900)
Starting Moves:
What role do they play in your story? Eco Drug dealer used through stories.
Are they an A, B, or C-Lister? OC[/spoiler]
![[Image: Darkdata.png]](http://omniverse-rpg.com/images/badges/Events/Darkdata.png) Jak/Mar- Dynamite Kid/ DA 2018" (Translated text) ![[Image: hVDTXBF.gif]](https://i.imgur.com/hVDTXBF.gif) (Thanks Ezzy!)
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09-09-2017, 01:51 AM
(This post was last modified: 05-09-2018, 01:54 PM by Jade Harley.)
Character Name: Victor Creed / Sabretooth (from Earth 295)
Character Source: X-Men Age of Apocalypse / Exiles
B-Lister (2 Pts) (Supporting cast; Same canon)
[spoiler]Character history: This is Sabretooth from the Age of Apocalypse storyline, where he was one of the Horsemen of Apocalypse but defected to the X-Men. He later became a member/leader of the Exiles. He is pulled to the Omniverse after the return of Apocalypse. Since being in the Omniverse, he has mainly stayed in a small settlement in the Camelot verse. He has tried to settle down and avoid confrontation, but sometimes he has to go out and be the defender for his adopted little town. Once he hears Blink is in the Omniverse, though, he will seek her out.
Stats:
ATK: 4 + 1 = 5
DEF: 3
SPD: 2
TEC: 1
Stat Increase I (ATK) (1000)
Proficiencies: Physical Strength (1000)
Powers: Advanced Regeneration (2200), Survival (2000), Advanced Enhances Senses (1700)
Moves: Maulin' with Claws (300)
Transformation: Were-Sabretooth (1000)
Why does this character have to be a prime?
It'd be tough to have him as a secondary considering he raised and taught Blink from a young age. It would make writing any serious physical scenes with them a bit challenging if she is over-powered next to him. He's an important comic character in general, not just in her particular storyline, so I think he deserves to be taken seriously. Also, this is an 'alternate' version of Sabretooth, so me using him as a Prime doesn't rule out someone else playing the main Sabretooth later.
What role do they play in your story?
In the comic books from which both Blink and Sabretooth are pulled from, he raised her as his adoptive daughter and brought her on as an X-Men. They later had a bunch of storylines as part of the Exiles books.
Are they an A, B, or C-Lister? (If you don't know what this means, you didn't read the manual) - if they are original, just put 'OC' here.
B-lister. This character is probably more C-list, but he's an alternate version of a pretty popular dude, so I'll call it a B.[/spoiler]
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09-15-2017, 12:35 PM
(This post was last modified: 10-27-2017, 11:14 PM by Jade Harley.)
Character Name: Master Millet
Character Source: Mah-Bub-Chun-Ja-Mun, the source material of Ok Dongja/Sun Ogong
C-Lister (1 pt) (Niche franchise; Same canon)
[spoiler] Character history: Master Millet is one of the Five Grain Masters, the most famous and powerful human calligraphy sorcerers in the world. They were trained personally by the Jade Emperor, the King of the Nine Heavens and Emperor of the Universe. So they're pretty good. Master Millet was the most studious of them all, and by far the crankiest. While the other four played in the fields of Heaven, Millet read tomes upon tomes of arcane research. As such, he can cast magic the most effectively and powerfully out of the five. But he is not without his flaws. He has little patience for anything at all besides his studies, so he has only had one student to date. He hates more things than he likes, and when it comes to thinking on his feet, Master Millet is not so good. Imagine an Asian, calligraphy-obsessed grandpa Clint Eastwood. He has joined the Mages' Guild since coming to the Omniverse.
Character Description:
He's about three feet tall and looks like this.
Stats:
ATK: 4
DEF: 0
SPD: 1
TEC: 5
Starting Proficiencies: Physical Strength (1000), Ranged (1000), Area Attack (600), Ranged Materialize (600), Remote Control (600)
Starting Powers: Advanced Telekinesis (1000), Basic Enhanced Senses (1400), Insight (1600)
Starting Moves (*require pre-Approval unless basic*): All of Dongja's Moves and Super Moves.
Why does this character have to be a prime?
Master Millet is Dongja's master in this current storyline. It would not make sense for Master Millet to be able to teach Dongja anything new if he was a Secondary. While he isn't as important outside of the canon, he is a key character for about 1/8 of the source material's plot and is often eluded to as the one to go to when something freaky possesses your body and you have no answers left, like Dongja.
What role do they play in your story?
Master Millet will train Dongja (and eventually Ogong) to expand their use of calligraphy magic. Right now, though, he's working on bringing Ogong back to his body, and Dongja to his. Master Millet will also spend most of his time with his colleagues in the Mages' Guild, studying and contrasting between different types of magic and his own calligraphy kind.
Are they an A, B, or C-Lister? (If you don't know what this means, you didn't read the manual) - if they are original, just put 'OC' here.
C-Lister. If there were a D, he'd be a D-Lister (niche franchise).[/spoiler]
Odd hours. Call for appointment.
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10-18-2017, 01:55 PM
(This post was last modified: 10-27-2017, 11:14 PM by Jade Harley.)
Character Name: Sarah Watt
Character Source: Original
[spoiler]Character History:
Sarah lived in a world inhabited by humans with a modern level of technology alongside certain types of supernatural creatures, such as werewolves and vampires. The existence of these beings was well known to the human race, as they often went on massive killing sprees back in the day, before humanity developed ways of fighting back.
Now, though, with stake-loaded machine guns and silver bullets aplenty, the humans have taken their place at the top of the food chain. That's not to say that all fighting has stopped, though the supernatural creatures now live in hiding, for the most part, since simply being a non-human is considered an execution-worthy crime the world over.
Sarah was bitten by a werewolf as a child and was attacked by her family as soon as they found out. After narrowly escaping the police anti-monster team they called to have her 'put down', she went into hiding and was soon found and recruited by a gang of other supernaturals. This led to her becoming accustomed to a life of crime, so when Omni summoned her here it didn't take very long before she found her way to Coruscant's Tier Five and had joined another gang...
Physical Description:
Sarah is a black woman of average height and with a lithe build who keeps her hair tied back in cornrows. Her clothes vary, but they're always casual wear; nothing formal and no armour. Also, her feet are always bare.
Level: 2
Stats:
ATK: 3
DEF: 2
SPD: 3
TEC: 2
Proficiencies:
Physical Strength (1000)
Transformations:
Wolf Form [Tier 1 Power-Up] (1000)
A+2 / D+2 / S+1 / T+0
Black hair grows all over her body as it grows and changes shape (unfortunately shredding her clothes in the process) until she has become a huge black wolf; 17' long from snout to tail and 9' high at the shoulders. Aside from the size, she looks just like any other black-furred wolf.
Powers: N/A
Moves:
Wolf Fangs (300)
(Physical Strength)
Cannot be used in her Base Form. Whilst in her Wolf Form, Sarah has the teeth of a wolf.
Wolf Claws (300)
(Physical Strength)
Cannot be used in her Base Form. Whilst in her Wolf Form, Sarah has the claws of a wolf.
Spent OM: 2600/7000
Why does this character have to be a prime?
The 'Hand of the Empire' Quest needed my character to defeat an enemy Prime to be completed.
What role do they play in your story?
Originally a villain, not so much now...
Are they an A, B, or C-Lister?
OC[/spoiler]
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10-26-2017, 08:04 PM
(This post was last modified: 10-27-2017, 11:14 PM by Jade Harley.)
Character Name: Mima
Character Source: Touhou (PC-98)
C-Lister (1 pt) (Niche franchise; Same canon)
[spoiler] Character role: I'm bothering Marisa with her old master. :V She's low level because I plan on making her my first Force Prime too, but since Force Primes aren't out yet, she's just gonna be statted as an NPC Prime for now.
Character history: I’ll be terse.
Mima is from Hell. Prior to that- prior to that? She can’t remember. It’s not an effect of the Omniverse, she hasn’t remembered for a very long time. For a while she remembered her blinding hate and desire for vengeance towards humanity, but soon realized she could not remember why she had it. She remembers dying- horrible, being stabbed again and again- but by who, she does not know. For what reason, she does not know. She just knows it’s been a very, very long time that she’s been an Evil Spirit.
So she’s never been sure what to do with her life, now that she’s not so single-mindedly seeking vengeance against humanity for a reason she no longer has. She taught a human girl magic, just to see what would happen. The shrine maiden who exorcised her the first two times- she played with her for a while. She’d bother the folks in Makai sometimes. She’d bother Yuuka, she was entertaining. For a while she played around with the thought of becoming a proper god, since she hung around the shrine so often and it didn’t seem terribly difficult. However, if it wasn’t terribly difficult, why should she bother? It wouldn’t be prestigious, either.
But she didn’t get to ponder too long. Shortly after the non-resolution of the Makai incident, she was spirited away to the Omniverse.
Thus far in her time here- well, she's tried hanging out in the Pale Moors a bit, but that really hasn't worked out for her. There's a bit of a monopoly on the whole scaring people thing there, and everything's already taken. Not much room for ANOTHER evil ghost, especially one that honestly kind of sucks. The population has proven utterly jaded to her best attempts to frighten them. Not to mention, with the cloudy sky over Darkshire, her powers don't work as well as she requires attunement to the local starscape. (In a fodder sense, anyhow.) Still, it's not terrible as a vacation spot, so she'll head back there every so often- she is a ghost, so she fits in there. Maybe to show off at Hogwarts, she is a sorceress after all.
Instead she spends most (2/3-3/4) of her time in Camelot, presumably back to her usual job of professional Reimu-botherer at the Hakurei Shrine.
Physical Description: Here's some art.
Mima would be taller than most women if she had legs- the build of her torso makes it seem she’d stand between 5’9 and 6 feet. Unfortunately Mima does not have legs, her lower body instead being replaced by a tail not unlike that of a genie. This is rarely disguised, though it may sometimes happen to be covered by her overly voluminous skirts. Her brilliant green hair falls quite straight, has fairly distinct sharp bangs trimmed around her face, and is perhaps overly long. Her eyes are also green, a bit surprising given her overall aesthetic. Overall what build she has left doesn’t exactly belie her age- she looks like she might have been old enough to mother some kids before she died. She’s been the same age for a very, very long time though.
An Akuryou or Evil Spirit, unlike most ghosts, Mima is boiling hot to the touch- like putting your hand on a stove. Physiologically there’s quite a bit different between Mima and most ghosts, though the most notable for her would be that she retains a human form instead of just being a floating orb of spirit. The bat wings, really, are just for show- they don’t serve any purpose, they’re just something she tacked onto her form because she thought they’d be cool and impressive. (They are, aren’t they?) She is capable of going fully intangible if she pleases, but for the most part her torso is tangible while her lower half feels as though it is made of hot steam. She can still be injured there by physical attacks as long as the area is covered by clothes, however- some ghostly caveat.
Mima’s fashion sense is exactly what one would expect of a former witch with a god complex- ungodly, horrifyingly extra. Ballgowns. Stupid pointy hat with a sun on it. A literal cape- seriously, Mima. One of her dresses even has her name written on it (in kanji) in big, enormous purple characters. However, for the most part, she tends to stick to generally astronomical symbols, like suns, moons and stars, just because she likes them. She also carries a staff, however, it is too large and unwieldy to be used as a proper weapon- it is only used as a focus for magic when she needs to be super Extra. She’s fully capable of casting without it, she’s just a sucker for Aesthetic.
Level: 1+
Stats:
ATK: 3
DEF: 1
SPD: 4
TEC: 2
Starting Proficiencies: Ranged Proficiency (1000), Remote Control Proficiency (600), Area Attack Proficiency (600)
Running Total: 2200
Starting Powers: Flight (1800), Phasing (1200)
Running Total: 5200
Starting Moves:
600 OM: Ritual Sign [Orreries Sun] (Requires Ranged, Remote Control)
This move is long as hell so I'm just gonna link the approval.
Running total: 5800[/spoiler]
Yuuka Kazami Wrote:Do you think Yuuka *aims* the Master Spark? No. She decides which half of the world she wants to fuck.
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10-28-2017, 09:48 AM
(This post was last modified: 05-09-2018, 01:34 PM by Jade Harley.)
Character Name: Shotgun Steve
Character Source: Original
[spoiler] Character History:
Shotgun Steve's real name is actually Reginald Bennerton. He doesn't particularly like this name, so he changed it to something he thought sounded cooler... unfortunately, he didn't think of changing it quickly enough; had he done so from the moment he arrived in the Omniverse no one would have even suspected anything, but now many of his allies are aware of his real name, much to his chagrin.
Before coming here he lived on an alternate universe Earth, in which magic other supernatural phenomena were commonplace. As a normal human, though, Reginald was condemned to a life of mediocrity, whilst others went and fought glorious battles and became renowned as great heroes or terrible villains. Good or bad, he hated them all equally.
Ultimately, though, he decided to take his revenge upon them and so found himself a gang of like-minded fellows, bought up as much weaponry as he could, and then went out hunting. For the first couple weeks, things went well; they killed a few weak heroes and lesser villains, and managed to evade capture by their city's police force... but then their luck ran out, and purely by chance, as they walked down a street one day, they bumped into a seemingly ordinary businessman, causing him to drop his phone. He turned out to be an incognito supervillain, who took offence at this and decided to brutally murder them all. Doing so took him just over three seconds.
For some reason, Omni considered Reginald worthy of summoning to the Omniverse. As soon as someone told him the difference between Primes and Secondaries he immediately realised how lucky he had gotten... and promptly forgot all about the normal humans he had claimed to be standing up for back in his own world; becoming a Prime supremacist instead. He now views Secondaries as worthy of being nothing more than slaves... preferably his slaves, if at all possible.
He joined a gang called the Northside Wolfpack not long after showing up in the Omniverse and has been living on Tier Five ever since. He quickly rose through the ranks, yet wasn't at all satisfied, and made no secret of his desire to take his place at its head one day.
His path to realising that ambition hit a slight snag when his base was overrun by stormtroopers and the Prime accompanying them whilst he was out doing something else, and then ran into an even more serious issue when he got himself killed fighting them. He now seeks revenge, more than anything.
To this end he acquired a new, support-based, skill, after encountering a Prime named Arin Lishtar in the Nexus and deciding to combine their power in order to combat his nemesis...
Physical Description:
Steve has tanned Caucasian skin, is fairly tall and has a lean build. He's 52-years-old, and has grey hair which reaches just past his shoulders and is left to hang loose behind his back, as well as a wispy, bedraggled & short grey beard on his chin. His eyes are blue. He most often wears an unbuttoned grey leather waistcoat and a pair of ragged, old, loose white jeans, as well as black, steel-toed boots.
Level: 4
Stats:
ATK: 5
DEF: 3
SPD: 2
TEC: 3
Upgrades:
Stat Upgrade I (1000)
Stat Upgrade II (2000)
Stat Upgrade III (4000)
Proficiencies:
Physical Strength (1000)
Ranged Proficiency (1000)
Area Attack Proficiency (600)
Buff Proficiency (400)
Powers: N/A
Moves:
Pile a' Guns (900) – Approval
(Ranged Proficiency, Physical Strength, Area Attack Proficiency)
Steve has a huge pile of double-barrel shotguns and ammo for them carted around by his Secondaries. For the purposes of this move, that means he'll never run out of shells and if a gun breaks he can just replace it immediately. Reloading (or replacing) a gun takes two seconds.
Steve is strong enough that he can handle the recoil of a shotgun one-handed, and as such, he can dual-wield these weapons if he wants to, though doing so imposes a significant penalty to his accuracy.
In all other respects these are normal double-barrel shotguns. All his shotguns are 12 gauge and 48” long. They can be loaded with either slug or shot rounds, and can also be used as crude clubs in melee combat if necessary. The two ammo-types are equally strong, but the slugs have greater range whilst the shot has a small AoE: the effective range of slug rounds is 90m and their speed is 540m/s, whilst shot can only go up to 45m and 340m/s. The maximum spread of shot rounds is 50".
Because this move lacks much of a drawback, they don't deal quite as much damage as one would expect from a character with as high an ATK as Steve.
Electron Overcharge: Enhancement [Tier 2 Super Utility] (800) – Approval
(Buff Proficiency)
Steve Focuses on one of his hands for one second, during which time he cannot attack or move faster than walking pace. Over the course of this second, a blue-white luminescence slowly grows around the affected hand, and electricity begins to crackle around it as well. After being charged, he then calls out the word “Enhance!” and touches an ally, and the light vanishes with a noise like a clap of thunder. The ally tenses up for a moment as the electricity briefly courses through their body, before returning to normal.
After activation, this Buff has no lingering aesthetic effects. It slightly increases the strength of the target for one round as their body is driven beyond its normal limits, but its primary effect is to boost their combat skill by shocking their brain into working better. The idea is based on electroconvulsive therapy, but… just… don’t ask how it actually makes any sort of sense. It’s Omniphysics.
Stat Bonuses:
ATK +1
DEF +0
SPD +0
TEC +3
Spent OM: 11700/16000
Why does this character have to be a prime?
Partly because it would be nice to have a recurring villain for my character to face, and partly because I've already mentioned once that he's a Prime and would rather not have to go and edit that out. =P
What role do they play in your story?
Recurring Villain.
Are they an A, B, or C-Lister?
OC[/spoiler]
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01-19-2018, 09:21 PM
(This post was last modified: 02-25-2018, 05:12 PM by Jade Harley.)
Character Name: Alice Matrigold
Character Source: Touhou project (windows era with a bit of PC-98 era sprinkled in)
B-Lister (2 pts) (Niche franchise; Same canon)
[spoiler] Character history: Alice was a creation of Shinki the God and creator of Makai. Somepoint she moved away from Makai and into gensokyo taking the identity of a Youkai and living in the Forest of Magic. She and Marisa are fairly good friends when the two are arguing like a married couple. Marisa summoned Alice in an attempt to get some help with magical experiments and such.
Physical Description:
Quote: The dolls in the picture are what the dolls look like for the puppeteer move
Alice is 5'7 feet tall and wears that clothing as seen in the picture.
Atk: 4 (her dolls hit really hard for being well, dolls.)
Def: 2 (she isn’t that strong in terms of defense)
Spd: 2 (She isn’t much faster than a human)
Tec: 5 (she is quite proficient at controlling dolls
Starting Proficiencies: Ranged (1000), remote control (600), Homing (600)
Starting Powers: Flight (1800)
Moves:
Puppeteer (1800 Om) (requires ranged proficiency, melee proficiency, remote control, homing)
Alice is a puppeteer and as such has great control of puppets (each doll is about 1.5 feet tall. And they make them from scratch much like a doll maker would. they specifically are made out of a mix of wood and china.) She can control up to ten at a time (she has them on her at all times but it takes a second each to activate them so to speak); and doesn’t need to keep her attention on a single doll for much longer than a second or two (She can decide how many dolls she wants to do a command.). She can outfit her dolls with a slew of weapons before a fight begins. The max distance of each doll is about 50 feet and the move at a speed of 40 mph. Each doll is connected with strings meaning that if they are too be cut then they would lose any use for Alice. Each doll is as durable as a fairly durable piece of plastic (due to some enchantments increasing there durability in a combat situation). Outside of a battle she can use them for mundane uses.
She can move at ten miles per hour maximum, no matter how many dolls are on the field. But the more dolls that are in use the more strain on her mind and energy that will be used. She can use all ten dolls for ten minutes before the dolls will just stiffen up and stop moving.
Each doll in general can carry about 10 pounds alone and can hit fairly hard (akin to a hand sized rock being slung at someone) and somewhat accurately though they are can get overwhelmed if the owner stars blurting out commands really often. They have programming in them that allows them to make basic decisions that would too hard for alice to do in a combat situation when she is busy with multiple foes (like blocking, attacking after the initial command, dodging.) They can make somewhat basic plans on their own and coordinate with each other on a basic level as some more programming due to some preemptive planning on Alice's part.
The weapon’s of choice are a Bow (with a quiver of 50 arrows of 2 inches in length and fly at the speed of a typical arrow. It isn’t very accurate and has a max range of 40 feet.), Axe (3.5 inches in length for the Axehead and 4 inches long for the pole, swings quite fast as it’s based on a wood cutting axe), Sword and shield (the sword is 5 inches in length and one handed and the shield is 3 inches in width and 4.5 inches in width and can be used to protect a doll or alice.); Lance (the lance is 6 inches in length for the actual lance and 2 inches for the handle and requires 2 hands to properly use.). The dolls can fire five square shaped danmaku bullets in most cases (they don’t have a limit but it takes 3 seconds to fire another round) if they have two free hands. (5 inches in diameter and Fly’s at the speed of a bullet.)
Stat purchases I,II,III (7,000)
total cost: 12,800 if my math is correct
Why does this character have to be a prime? Because i want a pseudo faction of magicians (will give the way for marisa to get new moves and stuff.)
What role do they play in your story? I'm planning on having each of the magicians from the Windows era (patchy is the last one of the trio) be a sort of psudo-faction of their own. (selling dolls, clothing, helping Marisa on incident resolutions, learning new moves and generally being a go to area outside of Dalarian for magical help and assistance.)
Are they an A, B, or C-Lister? They most likely are B-lister being a main character in some of the fighting games. [/spoiler]
"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
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