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05-20-2018, 12:17 PM
(This post was last modified: 05-21-2018, 05:48 PM by ElFailzalot.)
(05-18-2018, 12:47 PM)Albert Wesker Wrote: NPC Name: Cerise Schwarzgrau
NPC Source: Original (Based in RWBY)
Character history: [spoiler]Cerise is a huntress (in training). Along with a prospective member of certain....other organizations. Before that, she was trained in a grueling, but effective, means by her sole living family: her uncle, Mikado. His tutelage is the source of most of her combat experience and other skills, as well as most of the scarring and wounds she sports. His influence also explains the presence of her eyepatch: Mikado was born blind in one eye, and wore an eyepatch to cover his useless eye. When her own eye was damaged, Cerise opted to do the same.
She has lead....a somewhat complicated and unfortunate life. Most of it is beyond her and out of memory, the worst events happening before she could be aware enough to remember or even be truly sorry or sad about them. Her parents were both lost when she was very young, and it was some time before Mikado could be tracked down and agreed to take her in. That was where the sad parts of her story ended, and the more troubling and complicated parts began instead.
It was while she was unconscious, hospitalized after being caught on the wrong side of an apparent terrorist bombing, that she was picked out by Omni to be brought to the Omniverse...[/spoiler]
Physical Description: [spoiler]
[float=right] [/float]Cerise is a rather diminutive person, standing in at only four foot five inches in height, even with the slight heel of her usual boots. Matching her short height, she is likewise incredibly slim and slight, actually being more than slightly underweight, and barely clocks in at 80 pounds, with all of her various equipment and clothes. Her hair is a light pink in color, and is long enough to mostly cover her eyes, though typically only covers her right one with her typical method of styling it. In the back, she has it tied into a simple braid, and it is long enough to reach the small of her back. Her eyes are a much darker shade of pink, and sport vertically slit pupils, much like a feline or reptile. Her right eye sports heavy scarring around it, and is noticeably lighter in color than her left, leading her to keep it covered with an eyepatch. Not typically seen, Cerise sports a pair of fangs very much likened to a snake, measuring approximately one and one half inches. Much like those of many vipers, they are capable of folding against the roof of her mouth when not in use; they are rarely seen, except when she is about to bite someone, or caught by surprise (in which case, yes, she does in fact hiss).
She typically wears a long black coat, reaching to ankle length and sporting long sleeves and a high collar. It almost seems just slightly too big for her. It is trimmed along every hem and edge in a dull brown-gold color. Under the coat, she wears simple, plain clothing in dark colors. Finishing the attire are a pair of white gloves, and knee-high boots. The interior of her coat contains numerous small pockets, pouches and holsters for storing her equipment and items. Over her right eye, she wears an eyepatch, completely covering it and obscuring not only the entire eye, but the entire eye socket as well. The band for it wraps around her head and is secured behind her head, though mostly kept out of sight under her hair, only visible around her face. At around her left temple, Cerise has a small hairpin in her hair, in the shape of a skull.
Cerise's outfit is designed to encourage perceiving her as frail and mostly harmless, and she cultivates matching body language and demeanor to go along with that, but underneath it all she sports a physique at odds with her small stature and apparently meek demanor. A surprising amount of scars and old wounds, mostly healed by time but still evident. And a well-toned frame, which suits her athletic and highly acrobatic form of combat, always on the move, quite well.[/spoiler]
Personality: [spoiler][float=right]![[Image: jDOFRPz.jpg]](https://i.imgur.com/jDOFRPz.jpg)
[/float]Cerise has, quite literally, two sides to her personality. Not through any complicated means or trauma inflicted on her or anything so complex and distressing. Just careful manipulation and cultivation of a facade which she wears over her actual, inner thoughts and feelings. A lesson she learned by equal parts imitation of her Uncle, and carefully watching the reactions of those around her.
Externally, she seems little more than a quiet, somewhat shy and nervous, and very withdrawn individual. Timid and meek, always seeming to have trouble finding her proper words or having trouble not stumbling or stuttering over them, and she seems hesitant to actually voice any strong opinions or sentiments disagreeing with most anyone. Not to say she never does, especially when directly asked for her actual thoughts, but she will rarely volunteer such of her own volition. She likewise puts forth a strong desire to be helpful, and to succeed at any task set to her, however minor or major it might be. And one facet of this external mask that actually holds true, she is actually...very easily frightened or surprised. And quite oblivious to what might call common social cues, taking much longer to pick up on things that most might consider obvious. But she does have some backbone and courage, even in this seemingly frail and one step away from breaking facade. Actual danger, threats to herself or especially those she actually cares about (as few and far between as that number genuinely is), will get her quite angry. And in such times, it can be hard to completely prevent this carefully-constructed mask from slipping off. Such an act as this is most often reserved for those she has to actually spend any significant amount of time with, or wants to set an impression of harmlessness.
Behind that mask, she's quite different. Still relatively quiet and soft-spoken, but with a much more clear, concise manner of speaking and acting. Far more steady and composed, and she has no trouble saying exactly what need be said. She is quite cold and short, in fact, and doesn't waste words or actions. She is also much more prone to actually smile or properly emote, when she doesn't have to put up her timid facade, even if it is in something of a mocking, insincere or false way -- the type of smile where it's not genuine, it never really follows all the way through. It's quite the load off her shoulders and a relief when she doesn't have to worry about maintaining such a delicate balance of how she acts, after all. It is a subtle change, marked mostly by tone and how she carries herself more than anything, but quite stark compared to her usual apparent demeanor. Around those she has little reason to care about, or who she actively despises or has need to deal with in a negative manner, she most often drops pretenses of her meek and feeble self to let a little venom out and speak how she truly feels. No holding back her thoughts or opinions, and she will openly voice contradicting thoughts or opinions. Her drive to succeed and be useful -- not only that, but to succeed at any cost and be the best possible -- is stronger than ever now, and rather than something as benign as 'trying her best', she will actively work to twist and contort things into her favor, even if it means seriously hurting the chances -- or well-being -- of others in her way.
....even with all that, though. She's not heartless. Cold, highly practical and ruthless when she has to be, most definitely. She is detached and distant, only feigning attachment or some semblance of a relationship most times to foster trust. All born of some combination of a ruthless attitude thoroughly trained into her from day one of her training and education -- everyone is, at some extent, expendable. Actual attachment makes it harder to treat them as such. Years of bitterness, spite and carefully-measured isolation have instilled a very specific outlook which she struggles to fully understand and follow through on. She doesn't like it, but her own inner drive to succeed and be accepted by the last real family she had lead her to ignore her own misgivings and embrace it anyway.
That said, however...she is still young. And it's hard to maintain such a cold and distant outlook, and she has let her focus slip and actually grow genuinely fond of and attached to certain people before. They're gone now, for the most part, and not actually here, and that lack of any actual ties has only worsened the bitterness and spite that helps foster this negative, cold attitude. It's made her even more withdrawn and prone to cracking the timid facade she normally bears. And also a profound sense of sadness. She is even more cold and withdrawn, keeping her actual feelings under lock and key to prevent any further attachment. Professional and arms-length is how she prefers to keep interaction, and does everything in her power to make it so.[/spoiler]
Other Character Notes: [spoiler]Just a few other character notes about Cerise which might come in handy for interacting with her:
-- Not readily apparent, but Cerise is cold-blooded. One reason for keeping so much of her body so thoroughly covered, on top of the extra space to keep her equipment safely concealed; her coat, especially, is well insulated and regulated to keep her temperature mostly normal. To such an end, bare-skin contact tends to feel unnaturally cold or cool, not at normal human body temperature.
-- Her right eye, under the eyepatch, has actually been replaced with a cybernetic. It accounts for most of her keen analytical ability when judging opponents or targets and their abilities. If her eyepatch were ever removed, the eye even glows faintly in sufficiently dim lighting.
-- She is always quite soft spoken and relatively quiet. What most would consider as not quite as low as a whisper, but certainly speaking very softly, tends to be her normal speaking voice; typical conversational volume is most often her raising her voice. Only when absolutely necessary, as when trying to be heard over the noise of a fight or when she is in genuine distress, does she ever do anything approaching shout.
-- She has a strange sense of humor, mostly reserved for when she stops her act of being a frail and timid little thing. Most often jokes made in this state are at the expense of her current conversational partner.
-- She is always looking around and observing her surroundings, always. Searching for things of note, ways to quickly evacuate an area, things to use against someone in a chase or fight, or places she could hide.
-- When in a fight, she will rarely stay in one place for long. Always moving, slipping into and out of cover and darting around. She will almost never confront an opponent directly, preferring to keep on the move and make quick attacks from hiding, striking from behind or in a blind spot. When forced into more direct combat, she prefers to use any tool at her disposal to make an opening to get away.
-- She is not above using any trick in the book to turn things in her favor, if it comes down to it. Even dirty tricks. If it's effective, it doesn't matter. She doesn't have any qualms about doing whatever is necessary, even if that should happen to be amping up her pitiful, meek and timid persona. She's actually developed a talent for over-exaggerating injuries and pushing herself to the point of crying nigh instantly to facilitate such things. This even extends to things like using her own allies as a shield to avoid harm to herself.[/spoiler]
Fighting/Combat Notes: [spoiler]
-- Cerise is, if nothing else, a seasoned combatant. Her young age hampers her actual battle experience somewhat, but her profession and what she trained for in her home world still give her far from insignificant skill.
-- She is tactical when she must fight, making use of the environment as much as she can. Whether to hide or slip out of sight, set an ambush, trip or push an opponent off a ledge, knock something from higher up down onto them, and anything else to gain an advantage.
-- Her forte is as a ranged fighter, using her pistols as a primary weapon. They are well suited even to usage in nearly melee range, and even when pressed into close combat she won't abandon them right away.
-- When she does switch away from her guns, she employs anything she can. She doesn't favor any other option strongly over another, instead relying on what would be most effective.
-- She is actually a capable fighter employing martial arts and unarmed combat when she must. She uses her small size and flexibility to her advantage to slip in close and around opponents, and whenever possible tries to use their own strength against them, especially against larger foes.
-- When resorting to using the blade of her huntress brace, she typically uses the buckler form of her rune circle technique in combination with it, in a sword and shield method.
-- While far from a coward, she won't hesitate to retreat or flee from a losing battle, using her various poisons and means to stun or slow down a target to do so.
-- Cerise takes a slow, methodical approach to combat for the most part. She tends to open with a fierce attack, usually some kind of quick barrage from her pistols, trying to quickly disorient or distract her target and slip out of sight, simultaneously observing how they react to it. She continues in this manner, switching up and varying her attacks to build a profile of how her target fights and reacts before adapting her own means to counter them and moving in for the kill.
-- Cerise will not hesitate to go for a killing blow if an opportunity presents itself.
-- She tends to focus on placing her attacks with intent to do damage as well as cause maximum pain, intending to wear her targets down, knowing she doesn't have the brute force to resort to the overwhelming firepower to simply batter them down with brute force in short order.[/spoiler]
Stats: Stat Unlock I and II (3000 total)
ATK: 2
DEF: 1
SPD: 3
TEC: 6
Starting Proficiencies: 3,600
-- Physical Strength (1,000)
-- Ranged (1,000)
-- Area Attack (600)
-- Debuff (1,000)
Starting Powers: 8,000/8,000
-- Super Jumping (Basic) (300)
-- Master Acrobat (400)
-- Stealth (1,200)
-- Suppression (1,000)
-- Insight (1,600)
-- Foresight (1,500)
-- Fusion (Basic) (1,000)
-- Symbiosis (1,000)
Starting Moves: 4,500
Enigma Lily -- 1,200 OM (Requires: Physical Strength, Ranged, Debuff) -- Approval
[spoiler]A pair of pistols that serve as Cerise's primary weapons. They feature a handful of hidden and secondary features in addition to being firearms. At their most basic, they serve as reliable firearms, with a 12-round capacity and a fire rate of two rounds per second. Thanks to stabilizers and silencers built into the weapon, there is virtually no recoil to interrupt accuracy for continual fire, and the weapon is nearly completely silent. They fire energy bolts rather than bullets, which hit with a sharp concussive and burning impact, akin to a very small explosion (roughly two inches in diameter), and are effective to a range of 45 meters. The guns do not need to be reloaded, but after expending their ammunition capacity each one takes four seconds to recharge before it can be fired again. In addition to this effect, at close range -- within six feet -- the guns eject a burst of fire similar in shape and effect to a shotgun burst; it does moderate damage on top of the bullet, and spreads out to an effective diameter of 3 feet at its furthest point, but its range is minimal.
Alternately, rather than the incendiary burst effect, the guns may be switched to an alt-fire mode. In this mode, the weapon's ammunition capacity is dropped to only 8 rounds, its fire rate to one round per second, its effective range to 30 meters, and its recharge time increase to 6 seconds when depleted. To compensate, the guns now fire concentrated beams of energy, roughly a foot long and two inches in diameter per shot. They hit with the same burning, mildly explosive impact as the bullets, but deliver far more impact and tend to bore and tear through or into targets before detonating in their small blast.
The secondary effect of the weapons is the ability to transition to an alternate form. A flick of a catch on the weapon, and the barrel of the gun flips vertical with the grip, into a straight mass not unlike the hilt of a bladed weapon. After this, it projects a beam of energy which coils into a long cord, approximately twelve feet long, and functions as a whip. It is effective as a weapon and as a tool, for any purpose a regular whip of comparable length might serve, and strikes with a cutting/slashing impact and the same burning sensation as the gun's bullets. Transitioning to or from one form to another takes approximately two seconds -- per weapon, if she opts to change both of them.
The weapon's final feature is the ability to charge energy into its whip form, taking five seconds to build up requisite charge. This charge cannot be interrupted by losing focus or taking damage, as it requires simply holding down a trigger to gather and hold the charge, but if she is hit hard enough or disarmed then the charge can be lost. When sufficiently energized, the whip's next strike will deliver a serious jolt of electricity, inflicting much more damage than usual and leaving the target in question stunned and paralyzed for several seconds (10 seconds, minus one second for every point over Cerise's ATK her opponent has in DEF); the time of effect is divided in half, first being completely paralyzed then simply stunned and sluggish in movement. The charging effect does temporarily overload the weapon, meaning it cannot be charged again for approximately twenty seconds after use. It should be noted, the energy to overcharge the whip in such a manner has to come from somewhere -- in this instance, directly from her, making it have a noticeably tiring effect on her even with just one use, which only gets progressively worse. This limits the number of times it can be used, but also restricts it to being used with only one whip at a time; trying to use it with both would drain too much energy too quickly and weaken her grip, losing the charge in both.[/spoiler]
Huntress Brace -- 2,100 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff) -- Approval
[spoiler]A weapon worn on Cerise's left wrist. It serves as an armored bracer, and her primary defensive implement for blocking attacks she cannot avoid. Beyond that, it features two weapons built into it: a blade and small crossbow. Both weapons are hidden and concealed within the bracer when not actively deployed and in use, making them hard to spot or notice at first glance and well-suited to surprise attacks against unwary foes. Only one may be in use at a time, and deploying either one, or concealing it again takes one second -- thus, switching from one to the other would take two seconds.
The blade is unremarkable, being fifteen inches in length when deployed. Suited well enough for slashing and thrusting attacks, it is sturdy enough to be used to block some attacks as well. It features a groove down the center, which can be used to contain poison. This poison, when in use, coats the blade in a liquid sheen which shimmers faintly purple, heralding its presence for anyone observant enough. When struck by this poison, it delivers no effects right away. The effects take five seconds to manifest, at which point they will be subjected to excruciating pain throughout their entire body, akin to having their blood on fire. The actual damage inflicted by this poison is minimal, but the effects can severely debilitate and hamper a struck target's combat performance. The effects last for fifteen seconds, with tougher targets able to shrug it off quicker (effects last one less second per point of DEF target has more than Cerise's ATK). The poison takes five seconds to properly apply, and only remains viable for fifteen seconds when applied before vaporizing; within that window, it is only good for one strike. The poison in question is actually venom, from Cerise's own fangs, and so her supply of it is technically limitless -- though she only carries two doses of it for quick application at any given time, and acquiring enough to coat the blade if those two are used would take nearly thirty seconds.
The blade also features a powerful mechanism allowing it to be driven out of its concealment with extreme force, enabling it to deliver an extremely powerful strike. Usually employed on heavily-armored or protected targets to crack through said defenses, or simply to deliver a heavy wound. It is unwieldy and requires precise lining up for optimal damage, limiting its use to circumstantial ones against paralyzed or incapacitated targets, or from stealth or surprise. It takes time to prepare and properly pressurize the blade for this shield-cracking strike, usually much more time than can be spared during the fray of combat, limiting it to one use per battle in most cases. If by some miracle she can find a suitable hiding place to work on it, it takes 45 seconds to properly pressurize and ready the blade for this strike.
The crossbow on the weapon is fairly unremarkable, save for its ability to hold more than one bolt at a time. It holds up to six bolts in a revolver-esque cylinder within the armored bracing, and the cylinder can be rotated to select a specific bolt to fire. When fully loaded, it is capable of firing one bolt per second, and can be fully loaded again at a rate of four seconds per bolt, though only requires one bolt to be loaded in order to fire. It is a completely silent weapon, and while its effective range is only 20 meters, it can be equipped to fire a range of different types of ammunition for specialized effects:
-- Standard bolts, typical of a crossbow. They inflict moderate damage, but have no special effects. Cerise carries 18 such bolts at any given time.
-- Smoke bolts, which release a cloud of thick, obscuring smoke on impact. Smoke cloud bursts into a three-meter radius area, restricting sight to just a few feet at best. The cloud will begin to disperse after roughly ten seconds, and be gone entirely by fifteen seconds. Cerise carries only 3 such bolts at any given time.
-- Explosive bolts, which explode in a powerful blast two meters in radius. It is purely concussive in nature, and features minimal shrapnel or debris save for what is blown apart by the explosion itself, but does serve to hurl targets in its range away, and inflict a painful ringing in the ears of those too near to the blast. With a direct hit, the target can be knocked flying up to three meters, that distance diminishing rapidly as they near the edge of the explosive effect. Cerise carries only one such bolt at a time.-- Grapple bolts, which feature a sturdy cord attached to the bolt, and a clawed head which latches onto whatever the bolt hits; the claws are sturdy and powerful enough to dig into even stone and secure a hold. Once attached, it can be used to try and pull a target off balance, off a cliff, or to tie them up. Of course...it could also be used to pull Cerise around by a stronger foe. It has other uses, such as anything a regular grappling hook might be used for, and helping her scale walls, traverse wide gaps or save herself from a long fall. Cerise carries 6 of these bolts at a time.[/spoiler]
Rune Circle -- 600 OM -- Approval
[spoiler]Cerise quickly traces a small circle in the air, which glows purple and solidifies into a ring of runic symbols, roughly a foot in diameter, which slowly spins. When formed, it settles into place on the back of her left wrist, much like a buckler shield might, and can be used as such, with the interior of the circle being solid to anything save for Cerise and her own weapons. The shield takes two seconds to form up, and will last indefinitely until dismissed, taking no energy to maintain it once summoned, though the initial summoning does have a mild energy drain. It cannot be disarmed or removed from her person, unlike a normal shield, though can be broken with a powerful enough strike, or repeated blows; it is more suited to warding off and deflecting or parrying attacks than outright blocking them.
Alternately, she can quick-summon the shield in a fraction of a second, doing so in a flash of purple light. When done in such a manner, the shield only lasts for two seconds, hovering a few inches from her outstretched fingertips before fading. The energy cost is somewhat higher than the normal usage, but serves as a good snap-defense to take some bite out of sudden attacks.[/spoiler]
Snakebite -- 300 OM (Requires: Physical Strength, Debuff) -- Approval
[spoiler]Being a snake faunus, Cerise possesses a set of fangs in her mouth, perfectly suited to biting and piercing any unfortunate targets she can manage to get ahold of. She is also, as it turns out, a venomous snake. The same venom is used to coat the blade in her Huntress Brace, though when delivered by a bite it is much more potent, as it is fresh from the source. Preparing to deliver a bite takes two seconds to ready her fangs and get the venom ready to flow before she can strike and make the bite attempt. Should she manage to successfully bite a target, the poison is injected and takes effect nearly immediately. Initially there will pain, as associated with a bite, then over two seconds, during which Cerise must maintain the bite to fully inject the venom, it will rapidly start to burn and agonizing pain will spread and radiate from the bite wound, and within three further seconds it will spread throughout a foe's body. Thereafter, for the next twenty seconds, the target will be subjected to immense, crippling pain and agony; the more pure, potent venom will even do actual damage to their body, though the amount of pain makes it seem like much more damage than it actually is. For all its virulence and potency, however, the venom runs its course quickly, and for every point of DEF the target has greater than Cerise's ATK, it will subtract two seconds from the duration of the poisoning. Owing to a multitude of factors -- the time it takes to build up the venom (nearly two minutes between bites), her small size and the difficulty it imposes of actually biting a, let alone one who is aware of the venom -- it is only easily usable once in a battle.[/spoiler]
Poison Spit -- 300 (Requires: Ranged, Debuff) -- Approval
[spoiler]A trick Cerise developed as a surprise attack. Rather than biting to inject her venom, she can opt to spit it at a target. The preparatory period remains similar as for an actual bite; three seconds to ready her fangs and dispense the venom into a suitable mouthful for spitting. While less effective at crippling them, it is much easier to use effectively, and uses less of the venom at once. A suitable amount can be gathered and spat every 30 seconds; it can reach up to 20 feet, at about the speed of a high-pressure water pistol, or about half the speed of an arrow, before spreading into a (relatively) harmless mist and losing effectiveness. Within that range, it will be as if getting splashed with acid or something else highly caustic. It will cause immense pain, and temporary blindness if it strikes the eyes. These effects last for five seconds upon exposure, minus one second for each point of DEF a target has more than Cerise's ATK.[/spoiler]
Transformations: 1000
T1 Power Up: Flower Shroud -- 1000 OM -- Approval
[spoiler]Visually marked at first by the image of a flower taking shape over the small skull pendant Cerise has pinned in her hair. It glimmers and sparkles in hues of deep purple and lighter flecks of pink, like some sort of crystal. Moments after it appears, thick curtains of shadow, tinged with an edged in brightly glowing purple and shot through with patches of pale blue and white, spring up around her, sweeping around in obscuring patterns from her knee level down. Careful observation may spot the occasional form of flower petals in the shifting curtains of shadow. It marks an increased expenditure of energy for a matching increase in power, improving her strength and movement abilities markedly, and the dense output of energy serving as a mild cushion and shield to protect her at the same time.
ATK: +2
DEF: +1
SPD: +2
TEC: +0[/spoiler]
Super Moves: 1200
T1 Super Attack: Black Hunt -- 600 OM (Requires: Ranged, Area Attack) -- Approval
[spoiler]Cerise holds up her left arm, focusing and gathering energy into it. As she does so, the same crystalline flower marking and curtains of dark energy from Flower Shroud spring up around her. The required energy takes three seconds to gather, into a mostly transparent orb hovering several inches over her upraised palm. The orb in question pulses with shades of the same deep purple and pale blue as the aura around her, and distorts air and light around it. When gathered, she then throws the orb of energy at her target, which results in a backwash of energy that blows away the aura around her and makes a deep, reverberating bass rumble. The orb will zip across ground toward its target, moving at speeds comparable to a bullet. Upon reaching its destination, traveling up to 100 meters, or on impact with anything, it explodes in a blast 10 meters in diameter, with a dull rumble that deafens as much as it destroys anything caught within its range and leaves only a perfectly smooth, glassy crater in its wake. It is a powerful attack, certainly, though a heavily draining (SP cost) and fairly linear one.[/spoiler]
T1 Super Defense: Lore Wall -- 600 OM -- Approval
[spoiler]A more powerful variation on Rune Circle, Cerise traces a ring in the air, approximately two feet in diameter, which glows faintly with a pale pink hue. After a second, it solidifies into a spinning circle of runic symbols, which hovers six inches from her fingertips, centered on her hand. The center of the circle acts as a powerful vacuum-like effect, drawing attacks in and nullifying them. It is capable of absorbing any number of weaker attacks, or one powerful attack, before the power used to create it runs out. It can be held for up to 30 seconds, or until it has absorbed enough punishment to collapse.[/spoiler]
Items: 200
-- Communicator (200)
Spent OM: 21,500
Level: 5
Why does this character have to be a prime? For reasons stated below.
What role do they play in your story? Cerise will be an intermittent contact, informant and assistant to Wesker in the near future, and in the longer term one of his Force Primes (when Forces launches).
Are they an A, B, or C-Lister? - if they are original, just put 'OC' here. Original
Just a quick bump for this one for completion. Had some things I was tinkering with and ironing out, all done with that now. Moves and everything also all approved now, and linked to the posts where they were.
"Hold on a second, I have a call..."
"Yes, this is Wesker. Go ahead."
Posts: 27
Threads: 7
Joined: Jan 2018
Reputation:
0
NPC Name: Maya "Echo" Visari
NPC Source: Killzone: Shadowfall
Character history: Echo is a Helghast spy who is Half Vektan and Half Helghast. She wants nothing more to end the war between New Helghan and Vekta and end the tensions between both sides. However, Echo is fairly protective of her people and when it comes to killing someone, she will do so for certain reasons but her own morality is grey. She is Visari's granddaughter, however.
Physical Description:
Stats:
ATK:3
DEF:2
SPD:4
TEC:3
Stat Upgrade I
Stat Upgrade II
(3000 OM)
Tier 1 Power Cap
Tier 2 Powers Cap
(3000 OM)
Starting Proficiencies:
Starting Powers:
Suppression (1,000)
Master Acrobat (400)
Stealth (1,200)
Insight (1,600)
Super Jumping (Basic) (300)
Starting Moves (*require pre-Approval unless basic*):
Why does this character have to be a prime? Maya has her own goals, not only to change minds of other folks, but help Lucas in his own Shadow Marshall Work as a Helghast spy.
What role do they play in your story?Deaugestrist- Support Character
[b]Are they an A, B, or C-Lister? B lister
Posts: 150
Threads: 17
Joined: Oct 2014
Reputation:
0
NPC Name: Dan Dastun
NPC Source: The Big O
A-, B-, or C-Lister? C-Lister
[spoiler] ![[Image: l0I0SlW.jpg]](https://i.imgur.com/l0I0SlW.jpg) [/spoiler]
NPC Name: Norman Burg
NPC Source: The Big O
A-, B-, or C-Lister? C-Lister
[spoiler] ![[Image: WQIZ31u.jpg]](https://i.imgur.com/WQIZ31u.jpg) [/spoiler]
NPC Name: R. Dorothy Waynewright
NPC Source: The Big O
A-, B-, or C-Lister? C-Lister
[spoiler] ![[Image: 0Cwn7gn.jpg]](https://i.imgur.com/0Cwn7gn.jpg) [/spoiler]
Posts: 27
Threads: 7
Joined: Jan 2018
Reputation:
0
NPC Name: Michael Kellan
NPC Source: Killzone:Shadowfall
A-, B-, or C-Lister? C-Lister
Posts: 0
Threads: 0
Joined: Mar 2016
Reputation:
0
(05-18-2018, 11:44 AM)Captain Marvelous Wrote: NPC for Marvelous, my primary antagonist for my first long storyline. He has moves and stuff but none of them are very special, very basic stuff. If you would rather I take up two threads to get this guy cleared I shall do so.
[spoiler]![[Image: th?id=OIP.e19oGja-_sVUIW0YadjAVAHaKr&pid=Api]](https://tse3.mm.bing.net/th?id=OIP.e19oGja-_sVUIW0YadjAVAHaKr&pid=Api)
NPC Name: Basco ta Jolokia
NPC Source: Kaizoku Sentai Gokaiger
Character history: Once nakama to Captain Marvelous, Basco was a space thief taken in by AkaRed to join his Red Pirates. There Basco helped gather the Ranger Keys and cooked for his comrades, a jovial amiable sort. He was in it for the Greatest Treasure in the Universe, which required all the Keys to find and unlock. But AkaRed kept secrets, secrets the sneaky Basco discovered. AkaRed had no intention of using the Keys or the Treasure for himself, Marvelous or Basco. He intended to freely give the people of Earth all they had worked hard to obtain. AkaRed was from Earth, a secret he kept from Basco and Marvelous, and the former could not control his anger.
Basco betrayed the Red Pirates to the Zangyack Empire, sealing AkaRed's death warrant. Sacrificing himself so Marvelous could escape with the Keys, GokaiGalleon and Navi. Basco swore to recover the items he considered to be his and set out to become a famous privateer, given weapons and a wide berth by the Zangyack in exchange for only raiding their enemies.
In time Basco and Marvelous met again, but Basco had several surprises for the Gokaiger. He had many previously unknown Ranger Keys and the ability to create shadows of the former warriors to fight for him.
In normal continuity this rivalry carried on until a final pirate's duel ended with a victorious Marvelous. Not so in the Omniverse. Arriving long before his rival, Basco has been gathering the Omniverse versions of the Ranger Keys and recovering his alien strength. He intends to find the fabled Greatest Treasure in the Omniverse and thinks Marvy-chan's arrival will only make things easier. After all, any keys gotta former nakama gathers will just be his for the taking anyway. Here he is once again clearly superior to Marvelous, alone and without much of his power. So he tolerates Marvelous and even puts him on the track of the Keys and the Treasure.
Physical Description: Basco human form is that of a skinny foppish pirate, a feather boa around his neck and a long coat. He wears a cap with a feather in it and holds himself like someone not used to physical confrontation. His true form however is that of a blood red demon pirate with glowing eyes and terrible speed, exceedingly adept at murder and martial arts. He is almost never seen without his pet secondary space monkey Sally, who is armored in metal and has a hollow stomach that Basco stores stuff in.
Level: 5
OM: 16,200/18,000
Stats:
ATK: 3
DEF: 3
SPD: 4
TEC: 3
Starting Proficiencies:
-Physical Strength (1000 OM)
-Ranged Proficiency (1000 OM)
-Area Attack Proficiency (600 OM)
Starting Powers:
-Burst Movement (600 OM)
-Basic Super Jumping (300 OM)
-Master Acrobat (400 OM)
Starting Moves:
-CariBlade (requires Physical Strength) Essentially the same as Marvelous' Gokai Saber but not built to interface with the Ranger Keys or equipped with a grappling line, a heavy gold cutlass enhanced with alien technology to always have a super sharp edge. It sparks when it strikes an opponent. (300 OM)
-CariBlaster (requires Ranged Proficiency) Essentially the same as Marvelous' GokaiPistol, a high tech alien weapon designed to harden ambient energy into solid bullets that fire in quick bursts and explode on impact. Not equipped to interact with the Ranger Keys in any way. (300 OM)
-Sally's Cymbals (Physical Strength, Burst Movement, Master Acrobat) Basco's pet space monkey Sally fights defensively using a pair of highly resistant cymbals as shields. Though good at what he does, Sally excels at protecting his master. As long as Sally is on point he can keep one opponent busy just blocking any moves targeted at Basco, jumping around and being a distraction. Sally cannot attack while defending his master. (300 OM)
Super Moves:
-Final Wave: Privateer Slash (T1, requires Strength, Ranged, Area Attack) Much like the Gokaigers' Final Waves, Basco can pour his dark power into his CariBlade and launch a series of devastating long range slices that appear as dark red energy waves. This move has a slow buildup but once launched is hard to dodge the fast moving cutting waves. This fires at a range but not very far away, within Basco's line of sight. He can only use this move in his True Form (600 OM)
-Final Wave: Privateer Blast (T1, requires Ranged Proficiency, Area Attack) Basco charges his dark power into his CariBlaster and fires a ball of malevolent red energy. This attack explodes, causing a storm of red energy and fire to those caught in the small blast radius. (600 OM)
-Final Wave: Privateer Flash (T1, requires Burst Movement, Physical Strength) Basco charges his entire body with dark power and then moves fast as a bolt of red lightning, shooting past the opponent once, twice, three times before coming to stop and resheathing his weapon. At that point a delayed reaction causes the slices to take effect, electrifying and burning at the same time as it cuts. This movement is very fast and hard to see coming. (600 OM)
-Super Sally (T1, requires Burst Movement) Sally can leap in front of his master to shield him from the worst hits. This can block a T1 Super Move but it damages Sally instead, causing the Assist to drop, Sally to flee or be knocked out and usually convincing Basco it's time to ship out. (600 OM)
Assists and Transformations:
![[Image: 180?cb=20140401164406]](https://vignette.wikia.nocookie.net/powerrangers/images/9/95/Sari.jpg/revision/latest/scale-to-width-down/180?cb=20140401164406)
-Sally (Tier 1 Assist) - ATK 1, DEF 3, SPD 1, TEC 1. Basco's pet space monkey can fight even though she is a Secondary with little will of her own. She doesn't talk but she does carry two large symbols she uses to block with. She also has a hollow stomach container that Basco stores things in. (1000 OM)
![[Image: 180?cb=20140401171153]](https://vignette.wikia.nocookie.net/powerrangers/images/1/1f/Basco%27s_Trumpet.jpg/revision/latest/scale-to-width-down/180?cb=20140401171153)
-Raparatta (Tier 1 Assist) - ATK 2, DEF 1, SPD 1, TEC 2, by slotting up to 5 of his Ranger Keys into his technomagic trumpet Basco can summon mindless copies of sentai warriors to fight on his behalf. Though they lack the depth of moves of the original they can still mimic the originals' fighting style. Basco currently has all the Sixth Ranger and Extra Hero Keys.
![[Image: latest?cb=20140408091453]](https://vignette.wikia.nocookie.net/powerrangers/images/b/bd/BascoTVA.PNG/revision/latest?cb=20140408091453)
-True Form (Tier 1 Powered Up Form) ATK 5, DEF 4, SPD 5, TEC 4. In his terrifying true alien form Basco no longer looks foppish or frail but rather demonic and frightening. His whole body is heavily armoured and he moves with a dark red flow that is hard to follow with your eyes. This is the form that earned him a huge galactic bounty back in his home dimension. (1000 OM)
-Biogiants (Tier 1 Powered Up Form) ATK 6, DEF 6, SPD 3, TEC 3. These are bio-engineered giant warriors that are kept in a shrunken, dormant state until Basco needs a huge distraction. He keeps them in Sally's stomach container. They are as big as is allowed for the Powered Up Form, towering over most buildings, and can usually fire energy akin to using Basco's CariBlaster. Though powerful they are dumb and can't do much but smash stuff. Basco has no way of controlling them once unleashed, so he tends to flee during their rampage. (1000 OM)
Unlocks:
-Stat Upgrade 1, 2, 3 (7000 OM)
Why does this character have to be a prime? They are the primary villain of my arc, perhaps the reason there are Ranger Keys in the Omniverse at all, and my rival to find the Greatest Treasure in the Omniverse. He has enough stuff going on that to make him as anything other then a Prime would be to do him a disservice.
What role do they play in your story? Basco is going to be who sets Marvelous on the road of finding the Ranger Keys and the Greatest Treasure in the Omniverse. They are there to completely outclass me at first and give me a strong benchmark of how tough I need to be before I can surpass him and avenge his murder of my mentor and adopted father AkaRed. I imagine he's letting me do the hard work so he can steal my Ranger Keys later.
Are they an A, B, or C-Lister? C-lister, not the main villain of a not too popular series.
-------
And also a Secondary;
![[Image: 2liu613.png]](http://i51.tinypic.com/2liu613.png)
Character Name: Navi
From: Kaizoku Sentai Gokaiger
Type: C-lister
A non-combatant robot bird, Marvelous' inherited Navi from AkaRed, who built the tiny robot to help treasure hunt. Though pretty incompetent and cowardly, Navi is capable of a very limited form of prognostication, giving cryptic riddles that lead Marvelous to wherever he needs to go to find the next treasure he seeks. Easily captured, Navi is actually built to interface with the Ranger Keys but only once all of them have been collected and the Grand Power within them unlocked. Marvelous calls him "Bird", to which Navi never misses the opportunity to correct him. "I'm not a bird, I'm Navi."[/spoiler]
Basco: Total OM math seems a little off, re-check that. T1 assists only have 5 stats total without a power-up boost, you've got 6 assigned to both. Might wanna run the moves through the move approval thread.
Navi: Good.
(05-20-2018, 06:13 PM)Lucas Kellan Wrote: NPC Name: Maya "Echo" Visari
NPC Source: Killzone: Shadowfall
[spoiler]Character history: Echo is a Helghast spy who is Half Vektan and Half Helghast. She wants nothing more to end the war between New Helghan and Vekta and end the tensions between both sides. However, Echo is fairly protective of her people and when it comes to killing someone, she will do so for certain reasons but her own morality is grey. She is Visari's granddaughter, however.
Physical Description:
![[Image: tumblr_n31exgYK7s1r39jbio1_500.png]](https://78.media.tumblr.com/b3e8a3e2a07835c2d0ae3ae631433b11/tumblr_n31exgYK7s1r39jbio1_500.png)
Stats:
ATK:3
DEF:2
SPD:4
TEC:3
Stat Upgrade I
Stat Upgrade II
(3000 OM)
Tier 1 Power Cap
Tier 2 Powers Cap
(3000 OM)
Starting Proficiencies:
Starting Powers:
Suppression (1,000)
Master Acrobat (400)
Stealth (1,200)
Insight (1,600)
Super Jumping (Basic) (300)
Starting Moves (*require pre-Approval unless basic*):
Why does this character have to be a prime? Maya has her own goals, not only to change minds of other folks, but help Lucas in his own Shadow Marshall Work as a Helghast spy.
What role do they play in your story?Deaugestrist- Support Character[/spoiler]
[b]Are they an A, B, or C-Lister? B lister
(05-22-2018, 02:02 PM)Lucas Kellan Wrote: NPC Name: Michael Kellan
NPC Source: Killzone:Shadowfall
A-, B-, or C-Lister? C-Lister
Why'd you include the T1 and T2 powers cap when Echo only has 4500 OM worth of powers? With the reasons you have, doesn't seem like she doesn't need to be a prime.
Either way, both of these would put you at 3 points. At level 1 you only have 2.
If you see me around and you got questions, just give a shout. I'm happy to assist.
Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade
Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
Posts: 170
Threads: 20
Joined: May 2014
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(05-18-2018, 12:47 PM)Albert Wesker Wrote: NPC Name: Cerise Schwarzgrau
NPC Source: Original (Based in RWBY)
Character history: [spoiler]Cerise is a huntress (in training). Along with a prospective member of certain....other organizations. Before that, she was trained in a grueling, but effective, means by her sole living family: her uncle, Mikado. His tutelage is the source of most of her combat experience and other skills, as well as most of the scarring and wounds she sports. His influence also explains the presence of her eyepatch: Mikado was born blind in one eye, and wore an eyepatch to cover his useless eye. When her own eye was damaged, Cerise opted to do the same.
She has lead....a somewhat complicated and unfortunate life. Most of it is beyond her and out of memory, the worst events happening before she could be aware enough to remember or even be truly sorry or sad about them. Her parents were both lost when she was very young, and it was some time before Mikado could be tracked down and agreed to take her in. That was where the sad parts of her story ended, and the more troubling and complicated parts began instead.
It was while she was unconscious, hospitalized after being caught on the wrong side of an apparent terrorist bombing, that she was picked out by Omni to be brought to the Omniverse...[/spoiler]
Physical Description: [spoiler]
[float=right] [/float]Cerise is a rather diminutive person, standing in at only four foot five inches in height, even with the slight heel of her usual boots. Matching her short height, she is likewise incredibly slim and slight, actually being more than slightly underweight, and barely clocks in at 80 pounds, with all of her various equipment and clothes. Her hair is a light pink in color, and is long enough to mostly cover her eyes, though typically only covers her right one with her typical method of styling it. In the back, she has it tied into a simple braid, and it is long enough to reach the small of her back. Her eyes are a much darker shade of pink, and sport vertically slit pupils, much like a feline or reptile. Her right eye sports heavy scarring around it, and is noticeably lighter in color than her left, leading her to keep it covered with an eyepatch. Not typically seen, Cerise sports a pair of fangs very much likened to a snake, measuring approximately one and one half inches. Much like those of many vipers, they are capable of folding against the roof of her mouth when not in use; they are rarely seen, except when she is about to bite someone, or caught by surprise (in which case, yes, she does in fact hiss).
She typically wears a long black coat, reaching to ankle length and sporting long sleeves and a high collar. It almost seems just slightly too big for her. It is trimmed along every hem and edge in a dull brown-gold color. Under the coat, she wears simple, plain clothing in dark colors. Finishing the attire are a pair of white gloves, and knee-high boots. The interior of her coat contains numerous small pockets, pouches and holsters for storing her equipment and items. Over her right eye, she wears an eyepatch, completely covering it and obscuring not only the entire eye, but the entire eye socket as well. The band for it wraps around her head and is secured behind her head, though mostly kept out of sight under her hair, only visible around her face. At around her left temple, Cerise has a small hairpin in her hair, in the shape of a skull.
Cerise's outfit is designed to encourage perceiving her as frail and mostly harmless, and she cultivates matching body language and demeanor to go along with that, but underneath it all she sports a physique at odds with her small stature and apparently meek demanor. A surprising amount of scars and old wounds, mostly healed by time but still evident. And a well-toned frame, which suits her athletic and highly acrobatic form of combat, always on the move, quite well.[/spoiler]
Personality: [spoiler][float=right]![[Image: jDOFRPz.jpg]](https://i.imgur.com/jDOFRPz.jpg)
[/float]Cerise has, quite literally, two sides to her personality. Not through any complicated means or trauma inflicted on her or anything so complex and distressing. Just careful manipulation and cultivation of a facade which she wears over her actual, inner thoughts and feelings. A lesson she learned by equal parts imitation of her Uncle, and carefully watching the reactions of those around her.
Externally, she seems little more than a quiet, somewhat shy and nervous, and very withdrawn individual. Timid and meek, always seeming to have trouble finding her proper words or having trouble not stumbling or stuttering over them, and she seems hesitant to actually voice any strong opinions or sentiments disagreeing with most anyone. Not to say she never does, especially when directly asked for her actual thoughts, but she will rarely volunteer such of her own volition. She likewise puts forth a strong desire to be helpful, and to succeed at any task set to her, however minor or major it might be. And one facet of this external mask that actually holds true, she is actually...very easily frightened or surprised. And quite oblivious to what might call common social cues, taking much longer to pick up on things that most might consider obvious. But she does have some backbone and courage, even in this seemingly frail and one step away from breaking facade. Actual danger, threats to herself or especially those she actually cares about (as few and far between as that number genuinely is), will get her quite angry. And in such times, it can be hard to completely prevent this carefully-constructed mask from slipping off. Such an act as this is most often reserved for those she has to actually spend any significant amount of time with, or wants to set an impression of harmlessness.
Behind that mask, she's quite different. Still relatively quiet and soft-spoken, but with a much more clear, concise manner of speaking and acting. Far more steady and composed, and she has no trouble saying exactly what need be said. She is quite cold and short, in fact, and doesn't waste words or actions. She is also much more prone to actually smile or properly emote, when she doesn't have to put up her timid facade, even if it is in something of a mocking, insincere or false way -- the type of smile where it's not genuine, it never really follows all the way through. It's quite the load off her shoulders and a relief when she doesn't have to worry about maintaining such a delicate balance of how she acts, after all. It is a subtle change, marked mostly by tone and how she carries herself more than anything, but quite stark compared to her usual apparent demeanor. Around those she has little reason to care about, or who she actively despises or has need to deal with in a negative manner, she most often drops pretenses of her meek and feeble self to let a little venom out and speak how she truly feels. No holding back her thoughts or opinions, and she will openly voice contradicting thoughts or opinions. Her drive to succeed and be useful -- not only that, but to succeed at any cost and be the best possible -- is stronger than ever now, and rather than something as benign as 'trying her best', she will actively work to twist and contort things into her favor, even if it means seriously hurting the chances -- or well-being -- of others in her way.
....even with all that, though. She's not heartless. Cold, highly practical and ruthless when she has to be, most definitely. She is detached and distant, only feigning attachment or some semblance of a relationship most times to foster trust. All born of some combination of a ruthless attitude thoroughly trained into her from day one of her training and education -- everyone is, at some extent, expendable. Actual attachment makes it harder to treat them as such. Years of bitterness, spite and carefully-measured isolation have instilled a very specific outlook which she struggles to fully understand and follow through on. She doesn't like it, but her own inner drive to succeed and be accepted by the last real family she had lead her to ignore her own misgivings and embrace it anyway.
That said, however...she is still young. And it's hard to maintain such a cold and distant outlook, and she has let her focus slip and actually grow genuinely fond of and attached to certain people before. They're gone now, for the most part, and not actually here, and that lack of any actual ties has only worsened the bitterness and spite that helps foster this negative, cold attitude. It's made her even more withdrawn and prone to cracking the timid facade she normally bears. And also a profound sense of sadness. She is even more cold and withdrawn, keeping her actual feelings under lock and key to prevent any further attachment. Professional and arms-length is how she prefers to keep interaction, and does everything in her power to make it so.[/spoiler]
Other Character Notes: [spoiler]Just a few other character notes about Cerise which might come in handy for interacting with her:
-- Not readily apparent, but Cerise is cold-blooded. One reason for keeping so much of her body so thoroughly covered, on top of the extra space to keep her equipment safely concealed; her coat, especially, is well insulated and regulated to keep her temperature mostly normal. To such an end, bare-skin contact tends to feel unnaturally cold or cool, not at normal human body temperature.
-- Her right eye, under the eyepatch, has actually been replaced with a cybernetic. It accounts for most of her keen analytical ability when judging opponents or targets and their abilities. If her eyepatch were ever removed, the eye even glows faintly in sufficiently dim lighting.
-- She is always quite soft spoken and relatively quiet. What most would consider as not quite as low as a whisper, but certainly speaking very softly, tends to be her normal speaking voice; typical conversational volume is most often her raising her voice. Only when absolutely necessary, as when trying to be heard over the noise of a fight or when she is in genuine distress, does she ever do anything approaching shout.
-- She has a strange sense of humor, mostly reserved for when she stops her act of being a frail and timid little thing. Most often jokes made in this state are at the expense of her current conversational partner.
-- She is always looking around and observing her surroundings, always. Searching for things of note, ways to quickly evacuate an area, things to use against someone in a chase or fight, or places she could hide.
-- When in a fight, she will rarely stay in one place for long. Always moving, slipping into and out of cover and darting around. She will almost never confront an opponent directly, preferring to keep on the move and make quick attacks from hiding, striking from behind or in a blind spot. When forced into more direct combat, she prefers to use any tool at her disposal to make an opening to get away.
-- She is not above using any trick in the book to turn things in her favor, if it comes down to it. Even dirty tricks. If it's effective, it doesn't matter. She doesn't have any qualms about doing whatever is necessary, even if that should happen to be amping up her pitiful, meek and timid persona. She's actually developed a talent for over-exaggerating injuries and pushing herself to the point of crying nigh instantly to facilitate such things. This even extends to things like using her own allies as a shield to avoid harm to herself.[/spoiler]
Fighting/Combat Notes: [spoiler]
-- Cerise is, if nothing else, a seasoned combatant. Her young age hampers her actual battle experience somewhat, but her profession and what she trained for in her home world still give her far from insignificant skill.
-- She is tactical when she must fight, making use of the environment as much as she can. Whether to hide or slip out of sight, set an ambush, trip or push an opponent off a ledge, knock something from higher up down onto them, and anything else to gain an advantage.
-- Her forte is as a ranged fighter, using her pistols as a primary weapon. They are well suited even to usage in nearly melee range, and even when pressed into close combat she won't abandon them right away.
-- When she does switch away from her guns, she employs anything she can. She doesn't favor any other option strongly over another, instead relying on what would be most effective.
-- She is actually a capable fighter employing martial arts and unarmed combat when she must. She uses her small size and flexibility to her advantage to slip in close and around opponents, and whenever possible tries to use their own strength against them, especially against larger foes.
-- When resorting to using the blade of her huntress brace, she typically uses the buckler form of her rune circle technique in combination with it, in a sword and shield method.
-- While far from a coward, she won't hesitate to retreat or flee from a losing battle, using her various poisons and means to stun or slow down a target to do so.
-- Cerise takes a slow, methodical approach to combat for the most part. She tends to open with a fierce attack, usually some kind of quick barrage from her pistols, trying to quickly disorient or distract her target and slip out of sight, simultaneously observing how they react to it. She continues in this manner, switching up and varying her attacks to build a profile of how her target fights and reacts before adapting her own means to counter them and moving in for the kill.
-- Cerise will not hesitate to go for a killing blow if an opportunity presents itself.
-- She tends to focus on placing her attacks with intent to do damage as well as cause maximum pain, intending to wear her targets down, knowing she doesn't have the brute force to resort to the overwhelming firepower to simply batter them down with brute force in short order.[/spoiler]
Stats: Stat Unlock I and II (3000 total)
ATK: 2
DEF: 1
SPD: 3
TEC: 6
Starting Proficiencies: 3,600
-- Physical Strength (1,000)
-- Ranged (1,000)
-- Area Attack (600)
-- Debuff (1,000)
Starting Powers: 8,000/8,000
-- Super Jumping (Basic) (300)
-- Master Acrobat (400)
-- Stealth (1,200)
-- Suppression (1,000)
-- Insight (1,600)
-- Foresight (1,500)
-- Fusion (Basic) (1,000)
-- Symbiosis (1,000)
Starting Moves: 4,500
Enigma Lily -- 1,200 OM (Requires: Physical Strength, Ranged, Debuff) -- Approval
[spoiler]A pair of pistols that serve as Cerise's primary weapons. They feature a handful of hidden and secondary features in addition to being firearms. At their most basic, they serve as reliable firearms, with a 12-round capacity and a fire rate of two rounds per second. Thanks to stabilizers and silencers built into the weapon, there is virtually no recoil to interrupt accuracy for continual fire, and the weapon is nearly completely silent. They fire energy bolts rather than bullets, which hit with a sharp concussive and burning impact, akin to a very small explosion (roughly two inches in diameter), and are effective to a range of 45 meters. The guns do not need to be reloaded, but after expending their ammunition capacity each one takes four seconds to recharge before it can be fired again. In addition to this effect, at close range -- within six feet -- the guns eject a burst of fire similar in shape and effect to a shotgun burst; it does moderate damage on top of the bullet, and spreads out to an effective diameter of 3 feet at its furthest point, but its range is minimal.
Alternately, rather than the incendiary burst effect, the guns may be switched to an alt-fire mode. In this mode, the weapon's ammunition capacity is dropped to only 8 rounds, its fire rate to one round per second, its effective range to 30 meters, and its recharge time increase to 6 seconds when depleted. To compensate, the guns now fire concentrated beams of energy, roughly a foot long and two inches in diameter per shot. They hit with the same burning, mildly explosive impact as the bullets, but deliver far more impact and tend to bore and tear through or into targets before detonating in their small blast.
The secondary effect of the weapons is the ability to transition to an alternate form. A flick of a catch on the weapon, and the barrel of the gun flips vertical with the grip, into a straight mass not unlike the hilt of a bladed weapon. After this, it projects a beam of energy which coils into a long cord, approximately twelve feet long, and functions as a whip. It is effective as a weapon and as a tool, for any purpose a regular whip of comparable length might serve, and strikes with a cutting/slashing impact and the same burning sensation as the gun's bullets. Transitioning to or from one form to another takes approximately two seconds -- per weapon, if she opts to change both of them.
The weapon's final feature is the ability to charge energy into its whip form, taking five seconds to build up requisite charge. This charge cannot be interrupted by losing focus or taking damage, as it requires simply holding down a trigger to gather and hold the charge, but if she is hit hard enough or disarmed then the charge can be lost. When sufficiently energized, the whip's next strike will deliver a serious jolt of electricity, inflicting much more damage than usual and leaving the target in question stunned and paralyzed for several seconds (10 seconds, minus one second for every point over Cerise's ATK her opponent has in DEF); the time of effect is divided in half, first being completely paralyzed then simply stunned and sluggish in movement. The charging effect does temporarily overload the weapon, meaning it cannot be charged again for approximately twenty seconds after use. It should be noted, the energy to overcharge the whip in such a manner has to come from somewhere -- in this instance, directly from her, making it have a noticeably tiring effect on her even with just one use, which only gets progressively worse. This limits the number of times it can be used, but also restricts it to being used with only one whip at a time; trying to use it with both would drain too much energy too quickly and weaken her grip, losing the charge in both.[/spoiler]
Huntress Brace -- 2,100 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff) -- Approval
[spoiler]A weapon worn on Cerise's left wrist. It serves as an armored bracer, and her primary defensive implement for blocking attacks she cannot avoid. Beyond that, it features two weapons built into it: a blade and small crossbow. Both weapons are hidden and concealed within the bracer when not actively deployed and in use, making them hard to spot or notice at first glance and well-suited to surprise attacks against unwary foes. Only one may be in use at a time, and deploying either one, or concealing it again takes one second -- thus, switching from one to the other would take two seconds.
The blade is unremarkable, being fifteen inches in length when deployed. Suited well enough for slashing and thrusting attacks, it is sturdy enough to be used to block some attacks as well. It features a groove down the center, which can be used to contain poison. This poison, when in use, coats the blade in a liquid sheen which shimmers faintly purple, heralding its presence for anyone observant enough. When struck by this poison, it delivers no effects right away. The effects take five seconds to manifest, at which point they will be subjected to excruciating pain throughout their entire body, akin to having their blood on fire. The actual damage inflicted by this poison is minimal, but the effects can severely debilitate and hamper a struck target's combat performance. The effects last for fifteen seconds, with tougher targets able to shrug it off quicker (effects last one less second per point of DEF target has more than Cerise's ATK). The poison takes five seconds to properly apply, and only remains viable for fifteen seconds when applied before vaporizing; within that window, it is only good for one strike. The poison in question is actually venom, from Cerise's own fangs, and so her supply of it is technically limitless -- though she only carries two doses of it for quick application at any given time, and acquiring enough to coat the blade if those two are used would take nearly thirty seconds.
The blade also features a powerful mechanism allowing it to be driven out of its concealment with extreme force, enabling it to deliver an extremely powerful strike. Usually employed on heavily-armored or protected targets to crack through said defenses, or simply to deliver a heavy wound. It is unwieldy and requires precise lining up for optimal damage, limiting its use to circumstantial ones against paralyzed or incapacitated targets, or from stealth or surprise. It takes time to prepare and properly pressurize the blade for this shield-cracking strike, usually much more time than can be spared during the fray of combat, limiting it to one use per battle in most cases. If by some miracle she can find a suitable hiding place to work on it, it takes 45 seconds to properly pressurize and ready the blade for this strike.
The crossbow on the weapon is fairly unremarkable, save for its ability to hold more than one bolt at a time. It holds up to six bolts in a revolver-esque cylinder within the armored bracing, and the cylinder can be rotated to select a specific bolt to fire. When fully loaded, it is capable of firing one bolt per second, and can be fully loaded again at a rate of four seconds per bolt, though only requires one bolt to be loaded in order to fire. It is a completely silent weapon, and while its effective range is only 20 meters, it can be equipped to fire a range of different types of ammunition for specialized effects:
-- Standard bolts, typical of a crossbow. They inflict moderate damage, but have no special effects. Cerise carries 18 such bolts at any given time.
-- Smoke bolts, which release a cloud of thick, obscuring smoke on impact. Smoke cloud bursts into a three-meter radius area, restricting sight to just a few feet at best. The cloud will begin to disperse after roughly ten seconds, and be gone entirely by fifteen seconds. Cerise carries only 3 such bolts at any given time.
-- Explosive bolts, which explode in a powerful blast two meters in radius. It is purely concussive in nature, and features minimal shrapnel or debris save for what is blown apart by the explosion itself, but does serve to hurl targets in its range away, and inflict a painful ringing in the ears of those too near to the blast. With a direct hit, the target can be knocked flying up to three meters, that distance diminishing rapidly as they near the edge of the explosive effect. Cerise carries only one such bolt at a time.-- Grapple bolts, which feature a sturdy cord attached to the bolt, and a clawed head which latches onto whatever the bolt hits; the claws are sturdy and powerful enough to dig into even stone and secure a hold. Once attached, it can be used to try and pull a target off balance, off a cliff, or to tie them up. Of course...it could also be used to pull Cerise around by a stronger foe. It has other uses, such as anything a regular grappling hook might be used for, and helping her scale walls, traverse wide gaps or save herself from a long fall. Cerise carries 6 of these bolts at a time.[/spoiler]
Rune Circle -- 600 OM -- Approval
[spoiler]Cerise quickly traces a small circle in the air, which glows purple and solidifies into a ring of runic symbols, roughly a foot in diameter, which slowly spins. When formed, it settles into place on the back of her left wrist, much like a buckler shield might, and can be used as such, with the interior of the circle being solid to anything save for Cerise and her own weapons. The shield takes two seconds to form up, and will last indefinitely until dismissed, taking no energy to maintain it once summoned, though the initial summoning does have a mild energy drain. It cannot be disarmed or removed from her person, unlike a normal shield, though can be broken with a powerful enough strike, or repeated blows; it is more suited to warding off and deflecting or parrying attacks than outright blocking them.
Alternately, she can quick-summon the shield in a fraction of a second, doing so in a flash of purple light. When done in such a manner, the shield only lasts for two seconds, hovering a few inches from her outstretched fingertips before fading. The energy cost is somewhat higher than the normal usage, but serves as a good snap-defense to take some bite out of sudden attacks.[/spoiler]
Snakebite -- 300 OM (Requires: Physical Strength, Debuff) -- Approval
[spoiler]Being a snake faunus, Cerise possesses a set of fangs in her mouth, perfectly suited to biting and piercing any unfortunate targets she can manage to get ahold of. She is also, as it turns out, a venomous snake. The same venom is used to coat the blade in her Huntress Brace, though when delivered by a bite it is much more potent, as it is fresh from the source. Preparing to deliver a bite takes two seconds to ready her fangs and get the venom ready to flow before she can strike and make the bite attempt. Should she manage to successfully bite a target, the poison is injected and takes effect nearly immediately. Initially there will pain, as associated with a bite, then over two seconds, during which Cerise must maintain the bite to fully inject the venom, it will rapidly start to burn and agonizing pain will spread and radiate from the bite wound, and within three further seconds it will spread throughout a foe's body. Thereafter, for the next twenty seconds, the target will be subjected to immense, crippling pain and agony; the more pure, potent venom will even do actual damage to their body, though the amount of pain makes it seem like much more damage than it actually is. For all its virulence and potency, however, the venom runs its course quickly, and for every point of DEF the target has greater than Cerise's ATK, it will subtract two seconds from the duration of the poisoning. Owing to a multitude of factors -- the time it takes to build up the venom (nearly two minutes between bites), her small size and the difficulty it imposes of actually biting a, let alone one who is aware of the venom -- it is only easily usable once in a battle.[/spoiler]
Poison Spit -- 300 (Requires: Ranged, Debuff) -- Approval
[spoiler]A trick Cerise developed as a surprise attack. Rather than biting to inject her venom, she can opt to spit it at a target. The preparatory period remains similar as for an actual bite; three seconds to ready her fangs and dispense the venom into a suitable mouthful for spitting. While less effective at crippling them, it is much easier to use effectively, and uses less of the venom at once. A suitable amount can be gathered and spat every 30 seconds; it can reach up to 20 feet, at about the speed of a high-pressure water pistol, or about half the speed of an arrow, before spreading into a (relatively) harmless mist and losing effectiveness. Within that range, it will be as if getting splashed with acid or something else highly caustic. It will cause immense pain, and temporary blindness if it strikes the eyes. These effects last for five seconds upon exposure, minus one second for each point of DEF a target has more than Cerise's ATK.[/spoiler]
Transformations: 1000
T1 Power Up: Flower Shroud -- 1000 OM -- Approval
[spoiler]Visually marked at first by the image of a flower taking shape over the small skull pendant Cerise has pinned in her hair. It glimmers and sparkles in hues of deep purple and lighter flecks of pink, like some sort of crystal. Moments after it appears, thick curtains of shadow, tinged with an edged in brightly glowing purple and shot through with patches of pale blue and white, spring up around her, sweeping around in obscuring patterns from her knee level down. Careful observation may spot the occasional form of flower petals in the shifting curtains of shadow. It marks an increased expenditure of energy for a matching increase in power, improving her strength and movement abilities markedly, and the dense output of energy serving as a mild cushion and shield to protect her at the same time.
ATK: +2
DEF: +1
SPD: +2
TEC: +0[/spoiler]
Super Moves: 1200
T1 Super Attack: Black Hunt -- 600 OM (Requires: Ranged, Area Attack) -- Approval
[spoiler]Cerise holds up her left arm, focusing and gathering energy into it. As she does so, the same crystalline flower marking and curtains of dark energy from Flower Shroud spring up around her. The required energy takes three seconds to gather, into a mostly transparent orb hovering several inches over her upraised palm. The orb in question pulses with shades of the same deep purple and pale blue as the aura around her, and distorts air and light around it. When gathered, she then throws the orb of energy at her target, which results in a backwash of energy that blows away the aura around her and makes a deep, reverberating bass rumble. The orb will zip across ground toward its target, moving at speeds comparable to a bullet. Upon reaching its destination, traveling up to 100 meters, or on impact with anything, it explodes in a blast 10 meters in diameter, with a dull rumble that deafens as much as it destroys anything caught within its range and leaves only a perfectly smooth, glassy crater in its wake. It is a powerful attack, certainly, though a heavily draining (SP cost) and fairly linear one.[/spoiler]
T1 Super Defense: Lore Wall -- 600 OM -- Approval
[spoiler]A more powerful variation on Rune Circle, Cerise traces a ring in the air, approximately two feet in diameter, which glows faintly with a pale pink hue. After a second, it solidifies into a spinning circle of runic symbols, which hovers six inches from her fingertips, centered on her hand. The center of the circle acts as a powerful vacuum-like effect, drawing attacks in and nullifying them. It is capable of absorbing any number of weaker attacks, or one powerful attack, before the power used to create it runs out. It can be held for up to 30 seconds, or until it has absorbed enough punishment to collapse.[/spoiler]
Items: 200
-- Communicator (200)
Spent OM: 21,500
Level: 5
Why does this character have to be a prime? For reasons stated below.
What role do they play in your story? Cerise will be an intermittent contact, informant and assistant to Wesker in the near future, and in the longer term one of his Force Primes (when Forces launches).
Are they an A, B, or C-Lister? - if they are original, just put 'OC' here. Original
Another mild bump.
"Hold on a second, I have a call..."
"Yes, this is Wesker. Go ahead."
Posts: 126
Threads: 5
Joined: Apr 2017
@Albert Wesker: Cerise looks good. *Gives a fancy stamp of approval.*
Posts: 27
Threads: 7
Joined: Jan 2018
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05-24-2018, 11:39 AM
(This post was last modified: 05-24-2018, 11:40 AM by Lucas Kellan.)
NPC Name: Maya "Echo" Visari
NPC Source: Killzone: Shadowfall
[b]Are they an A, B, or C-Lister? B lister
Never mind then, I'll just play Echo then. Thanks!
Posts: 0
Threads: 0
Joined: Mar 2016
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05-24-2018, 11:48 AM
(This post was last modified: 05-24-2018, 11:57 AM by ElFailzalot.)
(05-24-2018, 11:39 AM)Lucas Kellan Wrote: NPC Name: Maya "Echo" Visari
NPC Source: Killzone: Shadowfall
[b]Are they an A, B, or C-Lister? B lister
Never mind then, I'll just play Echo then. Thanks!
![[Image: tumblr_n31exgYK7s1r39jbio1_500.png]](https://78.media.tumblr.com/b3e8a3e2a07835c2d0ae3ae631433b11/tumblr_n31exgYK7s1r39jbio1_500.png)
If you see me around and you got questions, just give a shout. I'm happy to assist.
Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade
Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
Posts: 150
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05-26-2018, 01:12 AM
(This post was last modified: 05-26-2018, 01:14 AM by Roger Smith.)
(05-22-2018, 01:58 PM)Roger Smith Wrote: NPC Name: Dan Dastun
NPC Source: The Big O
A-, B-, or C-Lister? C-Lister
[spoiler] [/spoiler]
NPC Name: Norman Burg
NPC Source: The Big O
A-, B-, or C-Lister? C-Lister
[spoiler] [/spoiler]
NPC Name: R. Dorothy Waynewright
NPC Source: The Big O
A-, B-, or C-Lister? C-Lister
[spoiler] [/spoiler]
Bumparoni and cheese.
EDIT: And one more
NPC Name: Big Ear
NPC Source: The Big O
A-, B-, or C-Lister? C-Lister
[spoiler] ![[Image: du5g0rt.jpg]](https://i.imgur.com/du5g0rt.jpg) [/spoiler]
Posts: 49
Threads: 4
Joined: Jun 2017
05-26-2018, 07:16 PM
(This post was last modified: 05-26-2018, 08:18 PM by Ebonywood Hellscythe.)
NPC Name: Edelith Hellsbane
NPC Source: OC
Relevant Move Approvals: http://omniverse-rpg.com/showthread.php?...#pid133312
Physical Description:
[spoiler]Edelith stands at 1.65m/5'5", but often appears to be a tad taller due to her hat. She typically wears warm winter-style clothing and lets her blonde hair flow freely. Despite this, her amber eyes have a notable fire behind them, subtly warning everyone not to draw her ire. Shielded by her calm, lightly flushed face is a wealth of wrath just waiting to boil though. Regardless of her mood, she walks everywhere, always holding a certain poise about herself. Skin smooth and uncalloused, she's ever-graceful... until the situation calls for something else.
She's reasonably athletic, but no more than you'd expect from the average fighter. Besides a generally well-honed level of skill, her main strength comes from her sheer resilience. Even without integrating rocks into her skin, most low calibre bullets tend to bounce off her leaving a scratch at best. She doesn't wear armour, and she still feels squishy (albeit warm - see lithosphere), but weak attacks just won't pierce through her skin more than a little bit at most. There's no real visual cue to indicate this, and seeing her take a hammer to the face and pick herself up afterwards can be almost comical.
![[Image: d9bd35c52e8cb65a51a2fb003192f5e46058ba29.jpg]](https://safebooru.org//images/2447/d9bd35c52e8cb65a51a2fb003192f5e46058ba29.jpg) [/spoiler]
Personality:
[spoiler]From the onset, Edelith is kinda and bubbly, yet one might note how casually she seems to hold her sword. Regardless of the situation, it's always held in a relaxed reverse grip when not in use. She's supportive, helpful, and generally talkative - yet regardless of the tone or emotion behind her voice, everything she says is always soft and well enunciated. Despite her outgoing attitude, she's physically always closed off, avoiding any form of physical contact except that through her clothing - but even then she's wary. While she wears gloves, she'll even try to avoid handshakes, simply responding with a wave, a grin, a smile, and a happy greeting. Whenever someone is notably close to her, she'll always make an effort to subtly shuffle away.
Common 'happy' voice lines, often accompanied by a head tilt or a slight raise of pitch:
"Heyya!" "Hihi!" "Hey there, wassup?" "You need something?" "Woah, nice moves." "At this rate, you won't even need me in the party." "Huh, you're pretty smart."
However, as suggested by her casual attitude around her weapon, she'll very quickly turn to violence. Be it the reveal of an enemy, someone pushing her, or someone doing something she really disagrees with. Whatever sets her off, the result is always the same. Fire, lava, and molten rock very quickly begin to encase her body, shifting around her like a second skin (a mixture of her powerups, the move lithosphere, and the integration power). This starts basic, with it just covering an arm, or her sword, but can go even further to the point where it completely absorbs her clothes (due to roleplay-physics, they'll somehow be intact when she calms down). The extent of this depends on how mad she actually is (e.g. maybe she's just executing a show of force, or maybe she's gotta smash a big bad guy), and how much energy she has to spare. When angry, she still walks everywhere, but moves with much less finesse, making jagged movements. Her voice is rougher, louder, and she'll happily slur her vocabulary and use an array of often repetitive insults with some more colourful comments mixed in. She might swear, but usually, cuss words will be sparse. She's straightforward and to the point. Luckily, she calms down just as easily as she heats up, making it easy for someone to placate her diplomatically after an accidental misstep.
Common 'angry' voice lines, often accompanied by a stomp, smash, or a rough hand motion:
"Get over here so I can melt your face off." "GRrrrrrrrrrrr." "Urgh, just die already." "You. Out of my way. I can handle this."[/spoiler]
Character History:
[spoiler]Edelith is just your everyday friendly adventurer. She grew up in a somewhat futurist yet fantasy-like nation, both with technology and a monster problem. Her homeland was cold most of the year round, with rare patches of grass under the heavy snow. As a result, she discovered her prowess with heat based earth magic at a fairly young age and has since joined her fair share of parties for slaying all sorts of monsters across the lands. Outside of her natural 'talents' and the personality that fuels them, there is little special about her past. Aged at 19 with no major ties or allegiances, she was taken by Omni right as her rock-covered fist buried itself in an ice dragon's skull.
After waking up in the Nexus, she wandered into the Frozen Fields. Unphased by the cold, she did little besides explore, occasionally meeting others but mostly travelling solo, trying to find a place to call home or a simple 'bash this guy' cause she could get behind.[/spoiler]
Proficiencies (2600):
-- Physical Strength (1000)
-- Ranged Proficiency (1000)
-- Area Attack (600)
Powers (2000/8000):
-- Integration (1000)
-- Super Speed (1000)
Moves (2400):
-- Cocytus (300) Requires: Physical Strength
[spoiler]When composed, Edelith solely uses her sword. She holds it with one hand, makes quick deft strikes, and moves her body the bare minimum amount, doing no more than shuffling where possible. The sword, Cocytus, is about 1.2m long (including the handle). The grip is made of a thick nigh-unbreakable wood which quickly shifts into dull dark magical ice further down the blade. The main edge of the weapon is sharp, while the back is blunt and the sides are smooth. Besides the handle, the majority of the sword is cold. Not cool enough to freeze anything, but wounds caused by it will often feel numb.[/spoiler]
-- Mantle (300) Requires: Physical Strength
[spoiler]Edelith's primary weapon when things "go to shit", or when she really wants to fuck someone up. By channelling energy over 2 seconds, during which she cannot use Cocytus or sword arm but may otherwise act as she pleases, molten rock shoots out of her palm, covering her sword. This turns what was previously a light weapon into a solid 1.2m hot rocky bar with a big double-sided hammerhead at the end. The hammerhead extends about 15cm away from the staff both ways, and is just as thick, dealing strong concussive blows with its square face. It leaves small singes on any that touch it and more potent burns on those who remain in contact for longer periods. Every part of the hammer is hot, but Edelith can touch it safely. Even when she's fully capable of holding the heavy weapon in one hand, but will usually opt to use both. She prioritises strong sweeping blows - so what if they can dodge? She'll hit eventually. By winding up the hammer for about a second and hitting something, she can cause the hot rock to shatter, revealing Cocytus underneath in perfect condition.[/spoiler]
-- Lithosphere (1200) Requires: Integration, Physical Strength, Area Attack
[spoiler]Edelith's body is naturally hot. Her blood feels much warmer than usual and looks almost like lava, and her skin is almost burning to touch. Due to this being a passive effect, it's fairly weak under normal conditions: touching her will only deliver a painful stick and burns will only be caused by prolonged physical contact. However, should someone draw her ire, she can channel all this heat into a specific area of her body - such as an arm, shoulder, or leg, drastically increasing the heat enough for it to do damage. The smaller the area, the more potent the heat is, but the area has to be palm-sized or larger, and leg sized or smaller to deal damage. This takes about a second of concentration to initiate and constant focus to maintain, preventing her from executing anything out of the realm of normal weapon attacks, blocks, and dodges. While active, she can split her focus to other activities this move allows at the cost of lowered combat ability, but nothing else. The heat doesn't extend past her skin meaning she will still need to touch someone to harm them, but anyone near to her will still feel the warmth. The heat is strong enough that it can be felt through both her clothes and any integrated materials at full strength. Taking damage won't cause her focus to drop, and once she chooses to end this, the heat will redistribute itself over the next second. She can't focus the heat again until after it's redistributed. Due to the heat continuously damaging those who touch it, if given enough time she can melt her way through most obstacles.
Furthermore, regardless of where Edelith is, she always has a supply of rock stored within her magic she can tap into and absorb, regardless of the situation. This comes with all the usual benefits and drawbacks of the integration power. But, to access it, Edelith has to stand still and concentrate completely, as well as expend a small amount of energy. This takes up to 5 seconds, depending on how much she absorbs. Taking damage will not interrupt this, however, but creating matter is a bit more difficult than utilising existing materials.
Lastly, should someone really draw her ire, Edelith can channel even more energy out from under her skin. This takes about 2 seconds of concentration to reach full force (Edelith can move, attack, and dodge as normal - just not focus on other techniques), and due to the effort required she can only maintain this for 15 seconds at most before she's left completely breathless. Wherever her heat previously resided, it is automatically redistributed throughout her body at such a temperature that anyone within 5ft of her will suffer. This does high damage up close - particularly to those touching her - and lower damage to those further away. While there aren't any actual flames, lava or magma might appear to bubble under the surface of any integrated rock, and she's surrounded with a heat haze. Edelith will typically pair the non-passive variants of this move with her integration and her powered-up forms, and often opt to use her hammer in unison. Edelith cannot be harmed by her own heat.[/spoiler]
-- Fissure (300) Requires: Ranged, Area Attack
[spoiler]After channelling energy for 8 seconds, during which she can take damage but cannot move or do any else, Edelith swings her hammer straight down into the ground. The force from the blow tends to push past all blocks, but successfully stopping it will prevent this attack. If the hammer hits the floor, it sends out a loud focused shockwave straight forwards towards her target. The wave is 3m wide and comes in two parts - both start at the same time but have different speeds:
>The first travels at 6km/s through the ground, reaches 100m, and tends to do no more than shake and stagger anyone standing on an affected surface, likely preventing them from evading the second wave (including trees or platforms above the shockwave). Rivers, steep trenches deeper than 3m, and other gaps will block this - but it can travel through any solid terrain (including both sand and indestructible things such as the Nexus floor), and follows the curve of the land while passing under walls and barriers.
>The second passes through the air just above the initial wave, reaching about 3m high, moving at the speed of sound in air (343m/s - about bullet speed). While it can reach the full 100m, and follows the general curves of the land, it can be blocked by strong physical obstacles, and weakened by partial obstructions (such as a tree only blocking part of its path), but tends to smash through most barriers unless there are multiple in its way. It's very powerful and hits all in its way with a crushing wave of force. This travels through those affected somewhat, and tends to feel like being hit by a truck or large hammer. Even more armoured opponents will be knocked off their feet by the blow. Often it will leave cracks and tears throughout any rigid landscape it passes over, with hot (non-damaging) steam rising from the fissures.
Those not in the direct path of the shockwave will still feel the vibrations under their feet, followed by a loud crack. Due to the straightforward and brutish method used to execute this attack, it doesn't tend to fatigue Edelith more than a normal hammer swing but does leave her out of breath for a few seconds afterwards.
[/spoiler]
-- Cataclysm (300) Requires: Ranged, Area Attack
[spoiler]
After channelling energy for 5 seconds, during which she can take damage but cannot move or do any else, Edelith thrusts her weapon (or just her fist) straight up into the sky and mentally thinks of her attack's destination. The instant she finishes the action, bubbling lava rockets out from the ground around her and shoots upwards at the speed of a bullet. The lava is hot, and the eruption has a diameter of 3m. The burst lasts for 1 second, and once in the air the lava arcs towards Edelith's target, following the path of a semi-circle (rather than a parabola). This causes it to hit her target from above (unless they're above her). The lava cannot travel any further than 100m, so can be targetted at anything within about 32m of Edelith (assuming they're level with her). While technically lava, it varies in strength based on Edelith's ATK, so will often be weaker (but something even stronger) than the real thing. The lava tends to spread and spray a couple of metres from the impact site, but cools down to solid rock within a few seconds at most. This attack doesn't have much of an energy cost, so if left alone Edelith will happily use it multiple times in a row before needing to take a breather. Edelith cannot be harmed by her own lava, and is forced to stand completely still while lava is being generated.
[/spoiler]
Super Moves (0):
Transformations (2500):
-- T1 PUF - Outer Core (1000) Requires: Integration
[spoiler]When the need calls or her fiery emotions fall out of control, Edelith can encase her entire body and weapon in a moving mass of hot steaming rock, with the notable glow of lava bubbling under the surface. This, despite being hot, won't do any damage unless paired with her Lithosphere move. Regardless, standing near to her is still incredibly uncomfortable. Edelith is forced to move much more slowly in exchange for the armour and power the magma shell provides. Her rocky shell is covered with cracks, allowing precision weapons to still have a shot at her - but even her skin underneath is incredibly hard. Furthermore, the constantly shifting nature of the rock can make it increasingly hard. Should someone succeed in breaking the rock with a blunt weapon or explosive, it will general reform within a few seconds at most. The molten armour tends to cushion blows, preventing Edelith from being pushed back or for a powerful strike to damage her through her provisional armour. In addition to empowered abilities, her sword - Cocytus - is also engulfed with rock and magma (see Mantle). Edelith will always try to combine this powered-up form with her integration power (by absorbing rock into her skin).
ATK: 7
DEF: 10
SPD: 0
TEC: 3[/spoiler]
-- T2 PUF - Inner Core (1500) Requires: Integration
[spoiler]Edelith taps into an increased reserve of power, causing even small flames to flicker out through the cracks of her rocky armour (these just feel hot, but do no damage unless paired with Lithosphere). Due to the anger burning through her veins, her movements are even rougher - but have much, much, more power behind them. Outside of those minor changes, Edelith's Inner Core is otherwise identical to Outer Core outside of stats.
ATK: 11
DEF: 13
SPD: 0
TEC: 2[/spoiler]
Assists (0):
Items (300):
-- Comminicator (200)
-- Mobile Dataverse Device (100)
Artefacts:
Bases:
Unlocks (24000):
-- Stat Increases I to IV (14000)
-- Power Up Boost I (10000)
Base stats (T1) [T2]:
ATK: 2 (7) [10]
DEF: 7 (10) [13]
SPD: 2 (0) [0]
TEC: 3 (3) [3]
Spent OM: 33800/33999 (Level 6)
Why does this character have to be a prime?
So she can bulli Arin before he can bulli Ebony. Because I wanna write about some chick who can properly smash stuff in her quest for justice! And so she can reasonably provide a challenge for other characters in my roleplays, as needed. And so I can prove integration is totally a good useful power, guys.
What role do they play in your story?
Primarily an antagonist to antagonists. Less "I gotta protect the good guys" and more "this bad guy pisses me off, I'm gonna smash them". I mostly want to write a character who can display large degrees of violence without actually hurting themselves too much. Obviously, brute force won't always succeed, so there's some clear potential for growth here in that regard, should someone best her through skill or speed.
Are they an A, B, or C-Lister?
OC
Posts: 0
Threads: 0
Joined: Mar 2016
Reputation:
0
(05-26-2018, 07:16 PM)Ebonywood Hellscythe Wrote: NPC Name: Edelith Hellsbane
NPC Source: OC
Relevant Move Approvals: http://omniverse-rpg.com/showthread.php?...#pid133312
Physical Description:
[spoiler]Edelith stands at 1.65m/5'5", but often appears to be a tad taller due to her hat. She typically wears warm winter-style clothing and lets her blonde hair flow freely. Despite this, her amber eyes have a notable fire behind them, subtly warning everyone not to draw her ire. Shielded by her calm, lightly flushed face is a wealth of wrath just waiting to boil though. Regardless of her mood, she walks everywhere, always holding a certain poise about herself. Skin smooth and uncalloused, she's ever-graceful... until the situation calls for something else.
She's reasonably athletic, but no more than you'd expect from the average fighter. Besides a generally well-honed level of skill, her main strength comes from her sheer resilience. Even without integrating rocks into her skin, most low calibre bullets tend to bounce off her leaving a scratch at best. She doesn't wear armour, and she still feels squishy (albeit warm - see lithosphere), but weak attacks just won't pierce through her skin more than a little bit at most. There's no real visual cue to indicate this, and seeing her take a hammer to the face and pick herself up afterwards can be almost comical.
[/spoiler]
Personality:
[spoiler]From the onset, Edelith is kinda and bubbly, yet one might note how casually she seems to hold her sword. Regardless of the situation, it's always held in a relaxed reverse grip when not in use. She's supportive, helpful, and generally talkative - yet regardless of the tone or emotion behind her voice, everything she says is always soft and well enunciated. Despite her outgoing attitude, she's physically always closed off, avoiding any form of physical contact except that through her clothing - but even then she's wary. While she wears gloves, she'll even try to avoid handshakes, simply responding with a wave, a grin, a smile, and a happy greeting. Whenever someone is notably close to her, she'll always make an effort to subtly shuffle away.
Common 'happy' voice lines, often accompanied by a head tilt or a slight raise of pitch:
"Heyya!" "Hihi!" "Hey there, wassup?" "You need something?" "Woah, nice moves." "At this rate, you won't even need me in the party." "Huh, you're pretty smart."
However, as suggested by her casual attitude around her weapon, she'll very quickly turn to violence. Be it the reveal of an enemy, someone pushing her, or someone doing something she really disagrees with. Whatever sets her off, the result is always the same. Fire, lava, and molten rock very quickly begin to encase her body, shifting around her like a second skin (a mixture of her powerups, the move lithosphere, and the integration power). This starts basic, with it just covering an arm, or her sword, but can go even further to the point where it completely absorbs her clothes (due to roleplay-physics, they'll somehow be intact when she calms down). The extent of this depends on how mad she actually is (e.g. maybe she's just executing a show of force, or maybe she's gotta smash a big bad guy), and how much energy she has to spare. When angry, she still walks everywhere, but moves with much less finesse, making jagged movements. Her voice is rougher, louder, and she'll happily slur her vocabulary and use an array of often repetitive insults with some more colourful comments mixed in. She might swear, but usually, cuss words will be sparse. She's straightforward and to the point. Luckily, she calms down just as easily as she heats up, making it easy for someone to placate her diplomatically after an accidental misstep.
Common 'angry' voice lines, often accompanied by a stomp, smash, or a rough hand motion:
"Get over here so I can melt your face off." "GRrrrrrrrrrrr." "Urgh, just die already." "You. Out of my way. I can handle this."[/spoiler]
Character History:
[spoiler]Edelith is just your everyday friendly adventurer. She grew up in a somewhat futurist yet fantasy-like nation, both with technology and a monster problem. Her homeland was cold most of the year round, with rare patches of grass under the heavy snow. As a result, she discovered her prowess with heat based earth magic at a fairly young age and has since joined her fair share of parties for slaying all sorts of monsters across the lands. Outside of her natural 'talents' and the personality that fuels them, there is little special about her past. Aged at 19 with no major ties or allegiances, she was taken by Omni right as her rock-covered fist buried itself in an ice dragon's skull.
After waking up in the Nexus, she wandered into the Frozen Fields. Unphased by the cold, she did little besides explore, occasionally meeting others but mostly travelling solo, trying to find a place to call home or a simple 'bash this guy' cause she could get behind.[/spoiler]
Proficiencies (2600):
-- Physical Strength (1000)
-- Ranged Proficiency (1000)
-- Area Attack (600)
Powers (2000/8000):
-- Integration (1000)
-- Super Speed (1000)
Moves (2400):
-- Cocytus (300) Requires: Physical Strength
[spoiler]When composed, Edelith solely uses her sword. She holds it with one hand, makes quick deft strikes, and moves her body the bare minimum amount, doing no more than shuffling where possible. The sword, Cocytus, is about 1.2m long (including the handle). The grip is made of a thick nigh-unbreakable wood which quickly shifts into dull dark magical ice further down the blade. The main edge of the weapon is sharp, while the back is blunt and the sides are smooth. Besides the handle, the majority of the sword is cold. Not cool enough to freeze anything, but wounds caused by it will often feel numb.[/spoiler]
-- Mantle (300) Requires: Physical Strength
[spoiler]Edelith's primary weapon when things "go to shit", or when she really wants to fuck someone up. By channelling energy over 2 seconds, during which she cannot use Cocytus or sword arm but may otherwise act as she pleases, molten rock shoots out of her palm, covering her sword. This turns what was previously a light weapon into a solid 1.2m hot rocky bar with a big double-sided hammerhead at the end. The hammerhead extends about 15cm away from the staff both ways, and is just as thick, dealing strong concussive blows with its square face. It leaves small singes on any that touch it and more potent burns on those who remain in contact for longer periods. Every part of the hammer is hot, but Edelith can touch it safely. Even when she's fully capable of holding the heavy weapon in one hand, but will usually opt to use both. She prioritises strong sweeping blows - so what if they can dodge? She'll hit eventually. By winding up the hammer for about a second and hitting something, she can cause the hot rock to shatter, revealing Cocytus underneath in perfect condition.[/spoiler]
-- Lithosphere (1200) Requires: Integration, Physical Strength, Area Attack
[spoiler]Edelith's body is naturally hot. Her blood feels much warmer than usual and looks almost like lava, and her skin is almost burning to touch. Due to this being a passive effect, it's fairly weak under normal conditions: touching her will only deliver a painful stick and burns will only be caused by prolonged physical contact. However, should someone draw her ire, she can channel all this heat into a specific area of her body - such as an arm, shoulder, or leg, drastically increasing the heat enough for it to do damage. The smaller the area, the more potent the heat is, but the area has to be palm-sized or larger, and leg sized or smaller to deal damage. This takes about a second of concentration to initiate and constant focus to maintain, preventing her from executing anything out of the realm of normal weapon attacks, blocks, and dodges. While active, she can split her focus to other activities this move allows at the cost of lowered combat ability, but nothing else. The heat doesn't extend past her skin meaning she will still need to touch someone to harm them, but anyone near to her will still feel the warmth. The heat is strong enough that it can be felt through both her clothes and any integrated materials at full strength. Taking damage won't cause her focus to drop, and once she chooses to end this, the heat will redistribute itself over the next second. She can't focus the heat again until after it's redistributed. Due to the heat continuously damaging those who touch it, if given enough time she can melt her way through most obstacles.
Furthermore, regardless of where Edelith is, she always has a supply of rock stored within her magic she can tap into and absorb, regardless of the situation. This comes with all the usual benefits and drawbacks of the integration power. But, to access it, Edelith has to stand still and concentrate completely, as well as expend a small amount of energy. This takes up to 5 seconds, depending on how much she absorbs. Taking damage will not interrupt this, however, but creating matter is a bit more difficult than utilising existing materials.
Lastly, should someone really draw her ire, Edelith can channel even more energy out from under her skin. This takes about 2 seconds of concentration to reach full force (Edelith can move, attack, and dodge as normal - just not focus on other techniques), and due to the effort required she can only maintain this for 15 seconds at most before she's left completely breathless. Wherever her heat previously resided, it is automatically redistributed throughout her body at such a temperature that anyone within 5ft of her will suffer. This does high damage up close - particularly to those touching her - and lower damage to those further away. While there aren't any actual flames, lava or magma might appear to bubble under the surface of any integrated rock, and she's surrounded with a heat haze. Edelith will typically pair the non-passive variants of this move with her integration and her powered-up forms, and often opt to use her hammer in unison. Edelith cannot be harmed by her own heat.[/spoiler]
-- Fissure (300) Requires: Ranged, Area Attack
[spoiler]After channelling energy for 8 seconds, during which she can take damage but cannot move or do any else, Edelith swings her hammer straight down into the ground. The force from the blow tends to push past all blocks, but successfully stopping it will prevent this attack. If the hammer hits the floor, it sends out a loud focused shockwave straight forwards towards her target. The wave is 3m wide and comes in two parts - both start at the same time but have different speeds:
>The first travels at 6km/s through the ground, reaches 100m, and tends to do no more than shake and stagger anyone standing on an affected surface, likely preventing them from evading the second wave (including trees or platforms above the shockwave). Rivers, steep trenches deeper than 3m, and other gaps will block this - but it can travel through any solid terrain (including both sand and indestructible things such as the Nexus floor), and follows the curve of the land while passing under walls and barriers.
>The second passes through the air just above the initial wave, reaching about 3m high, moving at the speed of sound in air (343m/s - about bullet speed). While it can reach the full 100m, and follows the general curves of the land, it can be blocked by strong physical obstacles, and weakened by partial obstructions (such as a tree only blocking part of its path), but tends to smash through most barriers unless there are multiple in its way. It's very powerful and hits all in its way with a crushing wave of force. This travels through those affected somewhat, and tends to feel like being hit by a truck or large hammer. Even more armoured opponents will be knocked off their feet by the blow. Often it will leave cracks and tears throughout any rigid landscape it passes over, with hot (non-damaging) steam rising from the fissures.
Those not in the direct path of the shockwave will still feel the vibrations under their feet, followed by a loud crack. Due to the straightforward and brutish method used to execute this attack, it doesn't tend to fatigue Edelith more than a normal hammer swing but does leave her out of breath for a few seconds afterwards.
[/spoiler]
-- Cataclysm (300) Requires: Ranged, Area Attack
[spoiler]
After channelling energy for 5 seconds, during which she can take damage but cannot move or do any else, Edelith thrusts her weapon (or just her fist) straight up into the sky and mentally thinks of her attack's destination. The instant she finishes the action, bubbling lava rockets out from the ground around her and shoots upwards at the speed of a bullet. The lava is hot, and the eruption has a diameter of 3m. The burst lasts for 1 second, and once in the air the lava arcs towards Edelith's target, following the path of a semi-circle (rather than a parabola). This causes it to hit her target from above (unless they're above her). The lava cannot travel any further than 100m, so can be targetted at anything within about 32m of Edelith (assuming they're level with her). While technically lava, it varies in strength based on Edelith's ATK, so will often be weaker (but something even stronger) than the real thing. The lava tends to spread and spray a couple of metres from the impact site, but cools down to solid rock within a few seconds at most. This attack doesn't have much of an energy cost, so if left alone Edelith will happily use it multiple times in a row before needing to take a breather. Edelith cannot be harmed by her own lava, and is forced to stand completely still while lava is being generated.
[/spoiler]
Super Moves (0):
Transformations (2500):
-- T1 PUF - Outer Core (1000) Requires: Integration
[spoiler]When the need calls or her fiery emotions fall out of control, Edelith can encase her entire body and weapon in a moving mass of hot steaming rock, with the notable glow of lava bubbling under the surface. This, despite being hot, won't do any damage unless paired with her Lithosphere move. Regardless, standing near to her is still incredibly uncomfortable. Edelith is forced to move much more slowly in exchange for the armour and power the magma shell provides. Her rocky shell is covered with cracks, allowing precision weapons to still have a shot at her - but even her skin underneath is incredibly hard. Furthermore, the constantly shifting nature of the rock can make it increasingly hard. Should someone succeed in breaking the rock with a blunt weapon or explosive, it will general reform within a few seconds at most. The molten armour tends to cushion blows, preventing Edelith from being pushed back or for a powerful strike to damage her through her provisional armour. In addition to empowered abilities, her sword - Cocytus - is also engulfed with rock and magma (see Mantle). Edelith will always try to combine this powered-up form with her integration power (by absorbing rock into her skin).
ATK: 7
DEF: 10
SPD: 0
TEC: 3[/spoiler]
-- T2 PUF - Inner Core (1500) Requires: Integration
[spoiler]Edelith taps into an increased reserve of power, causing even small flames to flicker out through the cracks of her rocky armour (these just feel hot, but do no damage unless paired with Lithosphere). Due to the anger burning through her veins, her movements are even rougher - but have much, much, more power behind them. Outside of those minor changes, Edelith's Inner Core is otherwise identical to Outer Core outside of stats.
ATK: 11
DEF: 13
SPD: 0
TEC: 2[/spoiler]
Assists (0):
Items (300):
-- Comminicator (200)
-- Mobile Dataverse Device (100)
Artefacts:
Bases:
Unlocks (24000):
-- Stat Increases I to IV (14000)
-- Power Up Boost I (10000)
Base stats (T1) [T2]:
ATK: 2 (7) [10]
DEF: 7 (10) [13]
SPD: 2 (0) [0]
TEC: 3 (3) [3]
Spent OM: 33800/33999 (Level 6)
Why does this character have to be a prime?
So she can bulli Arin before he can bulli Ebony. Because I wanna write about some chick who can properly smash stuff in her quest for justice! And so she can reasonably provide a challenge for other characters in my roleplays, as needed. And so I can prove integration is totally a good useful power, guys.
What role do they play in your story?
Primarily an antagonist to antagonists. Less "I gotta protect the good guys" and more "this bad guy pisses me off, I'm gonna smash them". I mostly want to write a character who can display large degrees of violence without actually hurting themselves too much. Obviously, brute force won't always succeed, so there's some clear potential for growth here in that regard, should someone best her through skill or speed.
Are they an A, B, or C-Lister?
OC
If you see me around and you got questions, just give a shout. I'm happy to assist.
Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade
Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
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05-27-2018, 07:46 PM
(This post was last modified: 05-27-2018, 07:47 PM by The Future Warrior.)
NPC Name: Vivian
NPC Source: Original
Character history: [spoiler]There is little to say about Vivian's history. He grew up in a world much like many fantasy worlds. He was always a little unhinged and fond of dangerous games and tricks, but never really did much beyond simple mischief. It wasn't really until a series of unfortunate events lead to an accident which took his life that things took a turn for the worse. Obviously, Vivian died.
But it wasn't exactly...permanent. He got better. And a whole lot stronger.
And his former pranks and mischief slowly escalated and got worse and more chaotic. More dangerous, more deadly and demented. He wasn't exactly 'evil', but the amount of damage and chaos he ended up causing made him as feared as any tyrant.
At least once people realized who he was.
It was during the midst of one of his sprees of tricks and mischief that he was snatched up from home and plopped down in the Omniverse. And once here, he went right back to work, playing his games and sharing his fun with anyone and everyone. Whether they wanted it or not![/spoiler]
Physical Description: [spoiler]
[float=right] ![[Image: 9srB4mB.jpg]](https://i.imgur.com/9srB4mB.jpg) [/float]Vivian stands in at just shy of five foot six inches in height, though a combination of heeled boots and the large, silly hat he wears often make him seem a good few inches taller. His skin is a light, pale shade of purple, and his hair is a bright pink color, sporting a greatly fluffy and curly texture, and being long enough to easily reach his knees. His eyes are a pale green color, and even seem faintly luminous at times, almost like a cat's, with his eyelids colored a much darker purple than his normal skintone.
Despite his slim appearance, he is actually in very good shape. It's clear that he's been through his fair share of altercations and fights, and that his freakishly unnatural strength doesn't just come solely from his magic. Only a few scars and old wounds mar his skin, though its clear his main method of surviving a beating is equal parts willpower and not taking said beating in the first place, really.
His clothing is rather on the tight and form-fitting side, designed quite intentionally to show off his form and physique and leave...relatively little to the imagination. It features rather a lot of pink and purple in it, and with a fair amount of frill, fluff and lace to it. It's very pretty, really, or so he says. Strangely enough, none of his clothing ever seems to take any damage or so much as come out singed from the ridiculous fire and heat he so often slings around.[/spoiler]
Personality: [spoiler]Vivian is...little short of a monster hidind under the veneer of a playful, often flirtatious trickster. He loves playing games and teasing people, taunting them and playing tricks and pranks -- which can run the gamut all the way from harmless to life-threatening -- and deriving immense joy from their reactions and horror. When they stop giving him the reactions he wants, he tends to quickly lose his playful demeanor and get vicious, swiftly upping the stakes until they return to their horrified state and keep playing along, or simply ending them and moving on to his next playmate.
Vivian has always been more or less immortal, and death has been only a minor stumbling block. Much like Primes do here, he always came back after a while, so his view of death is somewhat distant and detached, and it's only really another cog in the puzzle for how he can best mess with people and get his laughs.
Sometimes he inadvertantly ends up helping people, or doing good for a community by targeting an actual villain or evil individual as the object of his games and pranks. His vicious playtime has just as often seen entire villages reduced to cinders and ash.
Who or what other people are don't really matter. Hero or villain, good guy or the scum of the earth, peasant or noble, none of it really makes any difference. All that matters is how willing they are to take part in his amusement, and how much they can stand his constantly escalating playtime. Pleasing him is good, and if you do 'well' enough he may eventually even let you 'win' and go free.
But only if you play along and let the devil have his fun and get his pleasure from your torment.[/spoiler]
Stats: Stat Increase I, II, III and IV purchased (14,000)
ATK: 7
DEF: 1
SPD: 1
TEC: 5
Starting Proficiencies: 4,600
-- Physical Strength (1000)
-- Ranged (1000)
-- Area Attack (600)
-- Area Defense (400)
-- Ranged Materialize (600)
-- Debuff (1000)
Starting Powers: 5,600/8,000
-- Phasing (1200)
-- Hive Mind (400)
-- Disassemble (800)
-- Super Jumping (Basic) (300)
-- Master Acrobat (400)
-- Malleability
-- Telepathy (1500)
Starting Moves: 5,400
Too hot to handle! -- 600 OM (Requires: Physical Strength, Area Attack)
[spoiler]Vivian's body always seems to hover just a little in the abnormally high range, but never enough to do much more than be rather warm to the touch. With a little effort and focus, though, he can consciously raise the amount of heat generated.
-- With just a second to focus, he can raise his body temperature to an extent where physical contact becomes extremely unpleasant and painful, adding extra punch to melee attacks as well as making touching him in turn inadvisable, as well as making the air within about six feet of him much warmer and more stifling, akin to a desert or arid volcanic region -- highly uncomfortable and a mild deterrent, but not truly damaging. His merest touch or melee strike is sufficient to cause most forms of wooden or cloth objects to begin to smoke or even combust with a few seconds of contact. The ground underfoot will typically begin to steam and smoke if he stays in one place with this variant, as well. This variant does features a constant minor drain on stamina while active, akin to always being on the move even when standing still, but nothing too severe.
-- The second variant involves Vivian amping up his body heat to an even greater degree, to the point where thee air around him starts to spark and shimmer. This takes three seconds of focus to prepare and activate, during which Vivian is required to remain still and focus on it. It makes even the lightest touch from Vivian scald and burn horrible, capable of making most regular metal objects glow red hot, rapidly begin to heat up and grow uncomfortable and then painful to hold. This aura of intense heat radiates out to several feet around Vivian, a little over double the range of the weaker variant (roughly a dozen feet); within this range the air is extremely hot, seeming almost on the verge of combusting, and inflicts damage akin to the extra heat of the weaker variant, and makes breathing and even moving difficult tasks for anyone else within the effected range. The ground underfoot will tend to smoke, burn and melt, leaving charred and glowing footprints in his wake. While active, it has a greater stamina drain than the weaker variant, equivalent to not only always being on the move but virtually sprinting while doing so, draining energy several times more quickly and limiting usage to around a minute before it sputters out on its own. It also requires focus on it to maintain -- Vivian is limited solely to basic melee combat and cannot use Moves which require a charge time while this is active.[/spoiler]
Shade Fist -- 600 OM (Requires: Physical Strength, Phasing, Debuff)
[spoiler]A simple maneuver, but a devilishly effective one. After two seconds of windup and preparation, Vivian just delivers a simple punch (or any melee strike, really), which releases a burst of fire and heat around the impact point for a little extra damage, but also causing the impact site to be horribly scalded and burned with a debilitatingly painful wound, as it bursts into flames. They only persist for about eight seconds, but they stubbornly resist all efforts to put them out in that time.
The alternative option, involves another two seconds of windup and preparation and the resulting strike phases right through his target, seemingly harmlessly...until a burst of fire explodes inside them, doing immense damage and inflicting the same burning effect, only now inside them and much more agonizingly painful as a result.
Either variant has a minor stamina drain, with the second one being noticeably higher. The pre-attack focusing period does require uninterrupted focus, and even a relatively minor attack can disrupt it. Once prepped, the charge can only be held for up to five seconds before being lost.[/spoiler]
Heat Cloud -- 600 OM (Requires: Ranged, Ranged Materialize, Area Attack, Debuff)
[spoiler]Vivian holds up one hand, index finger raised and a small spark of fire gathering at his fingertip. Over the next five seconds, during which he can move about to dodge attacks or otherwise act as normal, he gathers and prepares energy.
When prepared, he must come to a halt and take aim for a full second, selecting a target zone anywhere within fifty meters of himself. When he has picked his target, he points and snaps his fingers, resulting in the selected point glowing bright red for half a second, spitting out sparks and heat, before the air in a five-meter radius around his target location to erupt in a blazing cloud of fire and suffocating heat. The output of energy is sufficient to burn most wooden objects to ash and leave even rock glowing red hot and melted. The force of the explosion is also extremely potent, throwing targets within it away from the center a significant distance of up to a dozen meters from the center.
The alternative method is virtually identical to the first, right down to its charge time, manner of execution and size of effect. The only difference is that the explosion is much less forceful and features much more flame, setting everything in range ablaze and covering them with searingly painful flames. This burning effect lasts for about ten seconds, and the extreme pain not only makes concentrating on much of anything difficult, the swirling flames make it difficult to see clearly as well.
Either option has a significant stamina drain, reflecting the power and area of effect, though the simple point-and-click nature of the attack does somewhat mitigate the fatigue. Additionally, while he can move and act as normally while charging, taking even a moderate hit will disrupt his concentration and lose the spell.[/spoiler]
Heat Haze -- 300 OM (Requires: Physical Strength, Debuff)
[spoiler]Vivian prepares and gathers energy for about two seconds, during which he has to remain still, which manifests as a shimmering haze of heat around him. When ready, he can hold the resulting charge for up to five seconds before it expires. In that time, he delivers a simple bit of physical contact -- it could be anything, from a punch, kick, headbutt, tackling someone, or just a light slap or touch -- to deliver the effects. When done, the target is surrounded in a shimmering 'dome' of heat-distorted air, which greatly obscures and obstructs sight, in addition to a sweltering heat which makes breathing more difficult, but imposes no great penalty. Anything beyond a few feet becomes hazy and indistinct, little more than blurred masses of color and vague shapes. These effects last for around ten seconds before fading.[/spoiler]
Molten Kiss -- 300 OM (Requires: Physical Strength)
[spoiler]Vivian focuses for about six seconds, during which time he can move about and otherwise act as normal, and greatly increases and amps up the level of heat in his body, focusing it to a single limb -- typically his fists. When ready, the affected area will begin to glow a bright orange-red color, releasing hissing trails of vapor and steam as the moisture in the air vaporizes, and the air around it visibly shimmers and distorts from the heat.
While active, it serves onle one purpose: to disarm a foe. By latching onto and taking hold of a weapon in a foe's hand, the sheer heat output will make it rapidly heat up, growing uncomfortable, then painful, and then nigh-impossible to hold onto over several seconds if they cannot wrest it out of his grasp. If she can manage to make them let go, his continued grasp will cause it to completely melt to a pile of useless molten material and slag over the next several seconds. This is more effective on weapons which can be quickly resummoned, as the destructive effects are permanent. For those which are of a more permanent nature, the effects begin to wear off shortly after this ability runs its course; the item(s) will begin to cool and revert to their usual state over the course of the next 30 seconds, restored to full functionality -- though still incredibly hot to the touch -- by that point, and return to normal over the next several seconds. In regards to items which are required for the use of Super Moves, the huge expenditure of energy required allows an opponent to re-create the effected weapon nigh-instantly for the purposes of the move.
This requires a noticeable stamina drain to activate, though once it is can be maintained for up to a minute with only minimal extra energy expenditure. While this is useful for disarming a foe, it does nothing to stop them from using other weapons or re-summoning the destroyed one. It is a highly taxing manuever, however, and though technically there is no limit to the amount of weapons or items which could be destroyed, once its length of effect runs out it cannot be used again in the same battle.[/spoiler]
Tease -- 300 OM (Requires: Ranged, Debuff, Telepathy)
[spoiler]Vivian teases and taunts a given target for a few seconds, typically with playful, suggestive comments and jabs, and always ending with a wink and blowing a kiss. It requires eye contact for the duration, and is mostly intended to draw attention and focus and serve as a distraction, as the real punch of the attack comes in a telepathic assault designed to make the gesture far, far more appealing and distracting than it would ordinarily be, leaving the target flustered and embarrassed, lowering their effective fighting abilities. The effects normally last for around fifteen seconds, though targets with a sterner mind can resist it better, lowering the duration by one second for every point of TEC the target has. It is mildly draining to use, but as it is mostly a distraction tactic and relatively easy to avoid, it is mitigated somewhat.[/spoiler]
Shadow on Fire -- 300 OM (Requires: Ranged, Ranged Materialize, Debuff)
[spoiler]A technique which requires some delicate aiming to be successful, but a highly effective one. Similar to preparing for Heat Cloud, Vivian spends eight seconds to gather and prepare energy, focusing it into a fingertip which sparks with a small flame. During this time he can freely move about to dodge and avoid attacks, but that's about it, and even a relatively minor attack will make him lose the gathering spell. When it is prepped, he takes aim and points at his target -- the shadow of one of his opponents. It requires him to focus and zero in, keeping his aim steady and finger leveled and pointed precisely at their shadow for two full seconds. If he can manage it...the target's shadow erupts in flames. Only in shadow form, and their actual body will bear no physical signs of the fire, but it will do damage all the same, ravaging them with terrible injuries and pain. The effects last for about five seconds, with the benefit of being absolutely impossible to extinguish until they burn out naturally.[/spoiler]
Suffocate -- 300 OM (Requires: Area Defense)
[spoiler]Vivian focuses and builds up energy over five seconds, during which period he can move to try and dodge attacks as normal but not much else, before letting it loose in an aura around him. It takes the form of concentrated heat, which shimmers and gusts around him in sharp, focused gusts swirling masses, reaching out to about six feet away. The affected area becomes a virtual desert, the moisture and air near completely choked out and strangled with the intense heat. It forms an effective shield, forcing foes to keep their distance lest they begin to suffocate or dehydrate from the heat and lack of air -- this does no actual harm, as primes are a hardy lot in that sense, but does make it more than a little uncomfortable. Its primary function is to distort and destroy proejctile attacks, with weaker ones being crushed, burned or fizzled out by the drastic, oppressive environment, and stronger ones being partially melted, blunted or blown off course of a direct impact to lessen their impact and damage. It's intended to mitigate damage rather than stop it outright. The effects last for about fifteen seconds, and carry a moderate stamina drain along with them.[/spoiler]
Eruption -- 300 OM (Requires: Ranged, Ranged Materialize, Area Attack)
[spoiler]Vivian crouches down, resting his hand against the ground. Over the next three seconds, he focuses and gathers energy, before releasing it in the form of a huge pillar of intense flames, ten feet in diameter, centered on any point within thirty meters. It packs a significant punch, capable of throwing anything caught within it dozens of feet into the air. Aside from its damage it doesn't do much else. The stamina drain is fairly minor for the nature of the attack, given how much absolute focus and concentration goes into it; Vivian is completely open and vulnerable while preparing it, and even a fairly minor hit will ruin his concentration.[/spoiler]
Fire Gun -- 300 OM (Requires: Ranged)
[spoiler]Vivian holds up the index and middle fingers of either or both of his hands, similar to a child making a finger gun, and over a second a small ball of fire about two inches in diameter forms at his fingertips. Once formed, he can use it much like an actual gun, firing small bolts of fire -- about an inch in diameter and three inches long, vaguely resembling a small comet. They can be fired quite rapidly, one 'bullet' of fire from each hand every half a second. Their effective range is up to 30 meters before they fizzle out, within that range they hit with a small burst and searing impact, and they pack a similar speed to bullets from the handguns they imitate. Individually they inflict only minor damage, relying more on volume of fire to deal any serious harm. There is an almost negligible stamina drain for each shot, though given the rate at which they can be fired and the sheer amount often fired to pin down, harass, or actually damage foes, even that minor drain can add up. When done firing, Vivian blows out the flames at his fingertips like a candle, taking only half a second per hand.[/spoiler]
Firefly -- 300 OM (Requires: Ranged, Area Attack)
[spoiler]Vivian holds out his hands, fingers spread, and slowly forms a small ball of fire at the tip of each one. It takes about two seconds per finger to form them, and while he can move about freely while preparing this attack, taking even a minor hit will disrupt the delicate focus needed. Once he had reading all ten fingers, he can begin the actual attack: letting the gathered fire break apart and fly off to hover around him, forming a three-meter radius cloud of glimmering motes of shining green flame, similar in appearance to fireflies. Once they have been formed, these sparks will follow him and maintain their relative position, lasting for up to a minute. Anyone aside from Vivian who comes into contact with them will trigger an explosion roughly two feet in diameter, and while each individual one deals only moderate damage, the likelihood of triggering just one is almost nonexistant. Vivian himself is uneffected by these explosions, though he also cannot set the fireflies off himself. This attack actually has a surprisingly high stamina drain, and requires intense focus to properly prepare and execute it.[/spoiler]
Burn with me! -- 300 OM (Requires: Physical Strength, Area Attack)
[spoiler]A simple technique which involves Vivian either grabbing hold of his target, such as with a grapple or simply a crushing hug -- or similarly being grabbed by his opponent, or otherwise in similarly close proximity. When in such a position, he simply flares a massive amount of heat and seemingly immolates himself, his entire body being covered in flames. While this does no damage to him, whoever he's sharing a special moment with won't be so lucky, as the flames blaze and flare up around him in a two meter radius, four meter tall conflagration which tends to melt and burn through the ground while active. It takes three seconds to activate, and the massive blaze lasts for another three seconds. All it requires is time to gather the energy, and minimal focus, so he can't really be interrupted even with damage, but the stamina drain is appropriately high for the power of the attack.[/spoiler]
Wildflowers -- 300 OM (Requires: Ranged, Area Attack, Telepathy)
[spoiler]Vivian sweeps his hand out in front of him, releasing a shower of sparks which hit the ground in a five meter wide and three meter deep arc in front of him. Over the next ten seconds, the sparks will take root and blossom into blazing, glowing patches of flowers formed of flame, flickering and dancing in all shades of color.
Once fully formed, they begin to exhibit a hypnotic sway and seem unnaturally alluring, drawing and tempting foes in to liteally stop and smell the flowers. Aside from being a solid distraction, anyone who does actually get within about a meter of the patch of flowers will find them suddenly lashing out with whips and tendrils of fire, burning and grabbing them to yank them right into the middle of the flower patch -- whereupon it detonates after five seconds, whether it managed to pull them in or not. The resulting blast is extremely potent, spreading out to a twelve meter radius in total and turning the effected area into a blasted, firey wasteland.
The attack is actually very draining to use, and difficult to use effectively, requiring constant focus to maintain and allow the firey flowers to grow properly. Once they have grown, they can be maintained for up to 30 seconds before starting to burn out and die off. Vivian is free to move and act mostly normally during that duration, but can't do much more than use regular attacks. He can take a minor hit or two without breaking his focus, but a strong enough hit will disrupt it and ruin the spell.[/spoiler]
Mirror Flame -- 300 OM (Requires: Area Defense, Ranged, Area Attack)
[spoiler]Typically used as a quick snap-counter against sudden projectiles, Vivian releases a swirling wall of flame in front of him, with a 3-meter diameter, taking only half a second to do so. The wall of fire is only a few inches thick, and completely opaque, blocking sight. The wall of fire only works against attacks coming from the direction Vivian was facing at the time of creating it, but in that direction it will absorb and completely melt down and destroy most normal projectiles, before spitting out globs and bolts of flame back in the direction the attack originally came from at about the speed of a bullet in retaliation, mimicking the overall size and form of the destroyed projectiles. The shield only lasts for about two seconds when formed, making it only suited to a quick defense, and does no damage on its own, only the return fire effect does any such damage. The stamina drain for creating it is minimal, though absorbing and returning fire from blocked attacks carries a significant drain, with more numerous or powerful ones draining energy proportionate to the attack in question. It has virtually no effect on melee attacks or super moves.[/spoiler]
Transformations: 2,500
Burn -- T1 Power Up -- 1000 OM
[spoiler]Vivian ramps up the level of heat he puts off, and focuses it to burn brighter, hotter, faster. It surrounds him with a burning halo of embers and smoke, even making his eyes seem to shimmer faintly gold, and increases his combat potential quite noticeably.
ATK: +2
DEF: +0
SPD: +2
TEC: +1[/spoiler]
Overheat -- T2 Power Up -- 1500 OM
[spoiler]Vivian dramatically increases the heat and power of the flames he commands, ramping the effects up to such an intensity that embers and smoke not only dance constantly around him in a burning halo, but his hair is constantly lifted and blown around like he's standing in the middle of a blazing inferno's chaotic wind patterns, shot through with strands of flame and streaming smoke in his wake.
ATK +5
DEF: +0
SPD: +2
TEC: +3[/spoiler]
Super Moves: 1,400
Veil -- T1 Super Defense, 600 OM (Requires: Phasing)
[spoiler]Vivian simply burns a great deal of energy to temporarily power up his phasing ability, making him completely invulnerable to all damage, up to and including the power of a T1 Super Attack. It takes only half a second to completely transition to this super-phased state, which lasts for up to 30 seconds or until it has absorbed the requisite punishment.[/spoiler]
Outta Sight -- T2 Super Defense, 800 OM (Requires: Phasing)
[spoiler]Vivian again increases the speed and power of his phasing ability, just dropping right into his own shadow and out of sight below the ground. This lets him escape from nearly anything, up to even the devastation of a T2 Super Attack, and he can remain in his hiding place until the attack he chose to dodge has run its course, at which point he simply pops back out of the ground where he was beforehand.[/spoiler]
Items: 300
-- Communicator (200)
-- Mobile Dataverse Device (100)
Spent OM: 33,500
Level: 6
Why does this character have to be a prime?
He will be an eventual antagonist or foil to Graowr, once she finishes her current quest. The prime part comes from needing him to start out stronger than her, relatively speaking, and then continue to grow and keep up with her own increases in strength.
What role do they play in your story?
Antagonist. Very much antagonist. Also just a general source of inspiration for others to try and stop his crazy shenanigans, and anytime someone needs a crazed maniac to cause trouble for them.
Are they an A, B, or C-Lister? - if they are original, just put 'OC' here. Original
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NPC Name: Jo'on Yorigami
NPC Source: Touhou Project (15.5, Antinomy of Common Flowers)
Character history:
[spoiler]No one really knows where Jo’on Yorigami came from. As one of the many gods of pestilence, she just sort of... is. She exists because humans are materialistic beings, and love to flaunt their wealth. And that’s what she embodies; the moral decay caused overindulgence in material wealth, the need to show off your success through things. Thus, it comes as no surprise that she shows those traits as well. Alongside her sister Shion, the god of poverty, she travels from town to town and city to city, flaunting the money she gathers along the way.
Money she doesn’t exactly gather through legitimate means. You see, because Jo’on embodies the frivolous spending of money, she must also take full advantage of it in other people. She’s a con-artist, through and through, and loves nothing more than tricking people into spending their hard-earned cash on dumb things. And she also gets a great deal of enjoyment from... convincing people to part with that money. Not for material things, but simply for safety. From her. Not just a con-artist, but also an extortioner.
And if she ever needed it, her sister, who was always surrounded by an aura of financial misfortune, who would almost immediately lose any cash that she even managed to scrounge up off the ground, was there to lend a helping hand. Even if she was slow, or unmotivated, her mere presence could cause people to lose money. They were a terrifying, nigh unstoppable duo that could drive anyone to financial ruin. And that perhaps caught Omni’s interest. What’s a world without a few con-artists to scam the idiots out of a few quick bucks?
Of course, only Jo’on got lucky. That’s how it always was, after all. All the fortune falls to the god of wealth, and all the misfortune to the god of poverty. In the midst of the Perfect Possession incident, before it had been "resolved," and before she was beaten, Jo’on found herself grabbed, placed in a whole new world, with a whole new set of schmucks to scam.[/spoiler]
Physical Description:
[spoiler] ![[Image: yorigami_jo_on_antinomy_of_common_flower...5f0843.png]](https://cdn.discordapp.com/attachments/444633946207027200/450474388287127563/yorigami_jo_on_antinomy_of_common_flowers_and_touhou_drawn_by_harukawa_moe__39de7cb4c15ff4476b5f0843.png) [/spoiler]
Stats (Stat Increase I, II, III, IV 14000):
ATK: 7
DEF: 2
SPD: 3
TEC: 2
Starting Proficiencies (4000): Physical Strength (1000), Ranged Proficiency (1000), Area Attack Proficiency (600), Area Defense Proficiency (400), Debuff Proficiency (1000)
Starting Powers (7500/8000): Flight (1800), Burst Movement (800), Master Acrobat (400), Teleportation - Master (2500), Survival (2000)
Starting Moves (5600): All moves have been pre-approved.
Gem-Studded Rings (Physical Strength) (300):
[spoiler]As a devoted lover of material wealth, it’s no surprise that Jo’on owns a lot of bling all over her person. Some of it which can even be weaponized! All ten of Jo’on’s fingers are decorated with large, sparkling gemstone rings in varying colors. The gems set within each gold ring measure about half an inch in diameter and have some surprisingly sharp edges to them, essentially meaning that she has a very expensive and exceedingly fabulous set of makeshift brass knuckles on each hand. As if Jo’on’s punches didn’t hurt enough. Of course, since she absolutely loves to show off how wealthy she is, she has tons of replacements should they break or something, and can quickly replace them with extras found in her purse/aura.[/spoiler]
Gucci Purse (Physical, Ranged, Teleport) (900):
[spoiler]A very expensive, gold-leather purse that Jo’on carries around with her just about everywhere. Since it’s the thing she uses to carry all her riches, it has a fair bit of heft, meaning that being smacked upside the head with it hurts a surprising amount. Not too much though, as it’s still light enough that she can swing it around fairly quickly. Other than just swinging it around, she can also just... hurl it at someone she finds particularly annoying. Since she has a good arm and the purse isn’t too light, she can launch it a good 50 meters or so before it loses too much momentum to be anything more than a nuisance. Of course, even if it didn't have such a short drop-off, it isn’t a really effective attack by any means, and at most will simply leave one hell of a bruise.
Rather, Jo’on tends to use the purse to close the distance between her and an enemy. She can, at any point, choose to immediately teleport to her purse. This takes the usual amount of energy associated with teleportation, meaning that it, of course, can't be done if her purse is out of teleportation range, and using it in rapid succession quickly wears her out. Alternatively, she can immediately make her purse reappear back on her person, which can be done even if it’s out of teleportation range. In both cases, her purse automatically ends up slung over her arm.[/spoiler]
Pestilence God’s Aura (Physical Strength, Area Attack) (600):
[spoiler]As a pestilence god, Jo’on is wreathed in a godly aura. This takes the form of brilliant golden flames that erupt from her being. While for the most part, these don’t do anything but look very pretty and add to her general, expensive and gaudy look, she can use them to augment her physical strikes. To do this, she naturally wraps these golden flames around a striking limb of hers (usually her fists, but she’s been known to kick or even headbutt some poor sap), allowing her to not only hit harder, but also hit even if she misses someone, since this gaudy aura surrounds her skin by about 25cm away. While they do take on the appearance of flames, this aura actually takes on a physical form while she’s using it to strike, and being hit by it feels as though you’re being hit by her fist itself. Of course, while she’s capable of doing this naturally with no wind-up, it also takes energy to do, so it wears her out slightly faster than punching normally.
Alternatively, at the expense of even more energy (but not time, it’s just as quick and easy to do), she can expand this godly aura even more. This can get up to half a meter around the striking limb, and reach up to a meter past, hitting slightly harder than she can normally. This gets more draining the larger she makes it, of course. At max size, it’s something that leaves her winded and a bit tired, but still something she can use rather frequently.
Fodder: Another thing that Jo’on uses her aura for - other than just for hitting things really hard - is stashing away her larger riches. It acts as an incredibly glamorous hammerspace that she can store anything too large for her to carry on her person. It would also be useful for hiding things too valuable to risk, but Jo’on likes flaunting her wealth too much for that. Storage is quite simple; all she does is drop the item she wants to hide away into the glorious golden flames surrounding her, which takes about as much time as if she was storing it in her purse. Though it’s as straightforward as that, other people still can’t reach in and grab things; Jo’on needs to do it herself. However, a hit solid enough to knock her off her feet will cause some random item to eject itself from her aura. If, for whatever reason, Jo’on’s carrying something they own, then that item will pop out, guaranteed. It should be noted that she can’t store items other people own without either their OOC permission or without first stealing that item via a move of her own. Of course, it also can't be used to hide away artefacts. Something about them just interferes with the hammerspace.[/spoiler]
Whirlwind of Bills (Ranged, Area Attack, Debuff) (300):
[spoiler]Jo’on throws money at her enemy! No, really. After standing still and digging through her godly aura for 3 seconds, she wrenches thousands of dollars worth of paper bills free from the confines of her golden flames and throws them forward with so much strength that they're whipped up into a powerful twister, measuring up to 3 meters tall and 1 meter wide, which flies forward about 10 meters. This whirlwind rages for 2 seconds, holding enough force within it to throw any poor sap caught within it off their feet and spin them around. While it doesn't do any damage outright, it leaves enemies dizzy and easier to punch for about 2 seconds after the winds fade away, and an enemy that's too busy spinning around is an enemy that she doesn't have to worry about being attacked by. Of course, throwing things as light as bills as hard as she does hurts. While it only wears her out marginally, it does put a strain on her arm, and overuse will lead to her throwing out her arm/wrenching her shoulder eventually. Technically, she could do this without literally throwing money away, but where's the fun in that? She has more than enough cash to spare anyway so why not?[/spoiler]
Cash Explosion (Area Attack) (300):
[spoiler]Jo’on burns away all her wealth, quite literally. Or rather, not really all of it, or even close to all of it. Just enough to make poorer people weep. With about 2 seconds of stationary charge time, she conjures up a pair of cash-filled briefcases, one in each hand, and shakes them open, throwing hundreds of bills into the air around her. Then, after casting these briefcases aside, she simply... snaps her fingers and ignites all of the money in the air, causing it to explode. Violently. This creates a fireball surrounding Jo’on about 4 meters in diameter that's strong enough to hurl everyone caught within it out, but doesn't harm Jo'on herself. Since she has a lot of money, using this frivolously isn’t really an issue for her (the same can't be said for people who could actually use the money though), but conjuring up these briefcases wears her out enough that she needs to be careful anyway, lest she tire herself out too quickly.[/spoiler]
Fountain of Riches (Ranged, Area Attack) (300):
[spoiler]Jo’on throws away even more wealth! After charging and concentrating for 3 seconds (during which she can move around as normal), the pestilence god throws some of her godly aura to at the ground in front of her, up to 1 meter away. Upon hitting the ground, these brilliant golden flames explode into a shimmering conflagration, blasting upwards up to and 10 meters high and 1 meter wide in an instant, and fizzling out a second later. Unlike when she punches, these flames take on an ethereal form and actually burn. But that’s not all! Untold amounts of riches also explode up from her aura - massive, glittering gemstones and brilliant gold bars all bludgeoning and cutting whatever poor, unfortunate soul happened to get caught in the blast, also flying up to the apex of the fountain before raining back down to earth. Jo’on herself doesn’t seem to particularly care that she’s wasting all this wealth, and has so, so much to spare that the only limiting factor is how tiring it is to use. With its moderate drain, it leaves her a bit winded after each use, but isn’t disabling, allowing her to use it a solid few times in a fight.[/spoiler]
Repossession (Physical Strength, Debuff) (300):
[spoiler]A much nicer word than ‘stealing.’ Sometimes something other than bling or cash catches Jo’on’s eye. Perhaps it’s a fancy weapon or an expensive device. Whatever it is, Jo’on wants it. So she takes it. After charging all of her godly aura for 8 seconds (a charge that requires all of her concentration, but can move around during), she unleashes a devastating, golden-wrapped punch right towards her enemy, with the intention of knocking them out of their senses for just a few seconds. If she successfully hits, her enemy is stunned for just long enough that she can take that shiny thing that caught her eye without having to fight over it. She can only take one thing, and it can’t be an artefact or consumable. Only item/weapon moves - things that she could feasibly take off their person - can be repossessed. Once she has it, she simply... stashes it away, somewhere. She can’t use it herself so that’s all she can really do. If it’s small enough that she can shove it into her purse, that’s where it goes. Or maybe she squirrels it away in her godly aura for retrieval later. Either way, it’s gone. Very gone. Her ability to make people lose their assets makes it so that things that would allow someone to wrest control of it back from Jo’on (such as dissolving the weapon, resummoning it, grabbing it with telekinesis, etc.) just... don’t work. For all intents and purposes, she owns it now. However, they can still make a new one much, much faster than if they had to form a completely new one out of Omnilium. 15 seconds of concentration is all it takes to get a replacement, but Jo’on still keeps the one she “repossessed.” Of course, they could also just hit her really hard and knock it out of her aura, if that's where she stored it (following the rules of her Pestilence God's Aura, all it takes is a hit strong enough to knock her off her feet). Or just beat her and force her to give it back. The combined wear of both charging up that powerful, stunning punch and repossessing the item so that it’s irretrievable means that she can’t use this move more than once in a fight. It’s just too draining.
Of course, should she win a fight, she could just take the things anyway (and could even take things that she couldn't feasibly mug them for), but that's not nearly as fun. She enjoys being hated by people, so taking something of theirs mid-battle is right up her alley.[/spoiler]
Shakedown (Fodder):
[spoiler]If there’s one thing Jo’on has a knack for, it’s finding money. Not on the ground or hidden in corners or anything. Oh no, that’s too low for her. She much prefers ‘finding’ money hidden on someone’s person. She knows exactly how to shake someone down to get them to drop all their riches. Not just in a literal sense, she’s also fully capable of punching the money right out of someone. Just gotta hit them in the right spots, jostle them in a certain manner, and they can say goodbye to all their hard-earned cash.[/spoiler]
T1 Super Attack: Poor Sign “Super Poverty Bomb” (Ranged, Area Attack) (600):
[spoiler]The concept of financial assets just withering away, now in physical form! Jo’on raises her hands above her head and pours her pestilence god power into the air, forming a massive, sickly-dark purple ball of aura, measuring about 2 meters in diameter. She then proceeds to just hurl this ball at her enemy, sending it racing at about the speed of an arrow. It flies for about 100 meters before disappearing, and passes through anyone and anything it hits. Other than hurting like hell, this ball also burns away some of the money possessed by anyone hit by hit. Not just the money held on their person, but also those in bank accounts and such, for some reason, making it capable of plunging people into poverty. Though it’s strong, Jo’on doesn’t particularly like using it because then there’s less money for her to steal earn.[/spoiler]
T2 Super Attack: 80's Extortioner (Physical Strength, Area Attack) (800):
[spoiler]Sometimes Jo’on needs to do more than shake someone down. Sometimes she needs to prove a point, make someone fear her, take them for everything they own, and then some. Jo’on grabs hold of whatever poor sap drew her ire by the collar of their shirt (or their neck or something), wraps her golden aura around her fist, and just proceeds to absolutely wail on them, punching them a dozen or so times, with such amazing force that it knocks most of their money loose. Whilst they're stunned from the sheer strength of her assault, she hoists them up and shakes them down, in a completely literal fashion this time, taking absolutely everything they own. Of course, this doesn’t satisfy her either. Once she’s confident she’s stripped them of all the wealth they have on their person, she sets them back down (usually they’ll be a bit shaky on their feet), and attaches a debtor’s note to them, basically just informing them that they still owe her a lot more money, which she fully intends to collect eventually. Jo’on then charges up for one last punch, and just completely decks them with the full force of her godly aura, a punch so strong that it sends out golden shockwaves up to 5 meters surrounding her fist.[/spoiler]
T1 Super Utility: Possession Stripping “Slave Robber” (Physical, Burst Movement, Debuff) (600):
[spoiler]Having decided that she’s had enough of people getting along, Jo’on simply hurls herself at a fused enemy and, using some of the tricks she’s learned from Perfect Possession, just... rips one of the participants right out of it. Once she has this person in her grip, she unleashes a blast of her power directly into them, completely sealing off their ability for fuse for 1 round. This can be blocked by Super Defenses.[/spoiler]
T1 Super Defense: Pestilence God's Shield (Pestilence God's Aura, Area Defense) (600):
[spoiler]Seeing a powerful attack is headed her way, Jo'on quickly shapes and solidifies her malleable golden flames into a shield of some sort in front of/surrounding her. The size this shield takes varies, but it's always just large enough to protect her from whatever the attack was. In the case of smaller attacks like bullets, it'll be just large enough to stop the bullet, while against big AOEs like explosions, she'll find herself enveloped in a brilliant golden ball. This shield lasts until either the attack has past or more than a T1 worth of damage has been sustained, in which case it breaks.[/spoiler]
Why does this character have to be a prime? I need someone to run the nebulous mafia that's been "helping" Clownpiece out and a canon prime is just the thing.
What role do they play in your story? As mentioned above
Are they an A, B, or C-Lister? B-List
And her secondary sister because RIP Shion lol
NPC Name: Shion Yorigami
NPC Source: Touhou 15.5, AoCF
A-, B-, or C-Lister? B-List
[spoiler] ![[Image: yorigami_shion_antinomy_of_common_flower...aef8c8.png]](https://cdn.discordapp.com/attachments/444633946207027200/450472398727413770/yorigami_shion_antinomy_of_common_flowers_and_touhou_drawn_by_harukawa_moe__a17ce784cf3e6ef594aef8c8.png) [/spoiler]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
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Requesting permission to use Wartortle as part of Mickey's Cinnabar Island quest. Mickey's gonna steal something from him that belongs to the Cinnabon peeps.
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(05-28-2018, 03:35 PM)Mickey Mouse Wrote: Requesting permission to use Wartortle as part of Mickey's Cinnabar Island quest. Mickey's gonna steal something from him that belongs to the Cinnabon peeps.
Go for it.
Always Outnumbered, Never Outgunned
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06-01-2018, 08:31 PM
(This post was last modified: 06-01-2018, 08:45 PM by Jack Darby.)
NPC Name: Starscream Clone - Dubbed by me Sunshout.
NPC Source: Transformers Prime
A-, B-, or C-Lister? C Lister.
NPC Name: Arcee
NPC Source: Transformers Prime
A-, B-, or C-Lister? C Lister.
Posts: 12
Threads: 5
Joined: Mar 2016
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06-01-2018, 08:44 PM
(This post was last modified: 06-01-2018, 08:45 PM by Alex.)
@Jack Darby
Bumblebee, Optimus Prime, and Megatron are all A-List, since they're arguably the three Transformers average human beings would know and recognize.
So Bumblebee is a no, but the other two you're good with.
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Posts: 491
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Joined: Mar 2015
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06-02-2018, 01:51 PM
(This post was last modified: 06-02-2018, 03:27 PM by Gildarts.)
CHARACTER NAME: Kratos (Ghost of Sparta)
CHARACTER SOURCE: God of War Series
CHARACTER HISTORY: His story begins in the time of Athens and Sparta, when the empire of Greece is booming. Bringing the Grecian gods (and norse now too!) to life, Kratos had lost his family due to a vow of allegiance to Ares, the original God of War. Sorry, did I say lost? I meant Kratos slaughtered his own family in pursuit of power, and then deeply regretted it having found he had been tricked by Ares. Eventually throughout the series he solves puzzles, riddles, and discovers the deep tragedies that the greek gods bear and continues his story throughout the game’s series. He kills a lot of Gods and finds himself sitting on the God of War’s throne at Olympus, before giving it up. He flees the pain he has caused and the past he feels. Now, he has a chance for redemption, in the new game, he has a son and raises the son as we encounter some awesome Norse mythology themes.
----- I’m taking Kratos from the new GOW, however I have not completed it yet at the time of this post.
PHYSICAL DESCRIPTION: PLEASE NOTE THE WHITE ON HIS SKIN IS THE ASHES OF HIS FAM HOW EFFED UP AND BADDASS IS THAT?! ALSO NOTE THAT THE CHAINS ARE BOUND TO HIS FLESH.
https://upload.wikimedia.org/wikipedia/e...ar_III.png
I am pulling Kratos from GOW4 and he has a beard, as well as (spoiler) acquires the chains and his duel godslaying blades later and at the end of the game which means the chains are not canonically attached, however I will state that he has the chains back on him.
STATS:
ATK: 4
DEF: 2
SPD:2
TEC: 2
STARTING PROFICIENCIES: physical strength (1000), ranged prof (1000), area attack (600), area shield (400) homing (600) debuff prof, (1000) remote control (600), homing (600)
POWERS: Fusion (1000), Symbiosis (1000), master jump (800)- double jump lollll- burst movement (800), basic regen (1800)
Why does this character have to be a prime?
Because he’s cursed for eternity and isn’t allowed to die not even canonically!
What role do they play in your story? Separate branch from Gil yo’ (i’m quite drawn to that anyway) but he’s cursed by the Gods and swore eternal vengeance, probable he will go to Omni eventually.
+1 Omniverse grumpy brute who does awesome death scenes.
A lister! He’s the star of GOW (cost 5 points NPC)
-Didn’t add any moves and will be doing separately (during/after approval here), - have the phys prof so I should be good.
- He has the ability to breathe underwater because of Poseidon
Total OM spent in this post before moves: 11,200 OM
Total overall: 20,000 (leaves plenty of room for moves!)
"I have never met a strong person with an easy past." -Atticus
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