Dark Side of the Moon

Cross Effects => Cross Effects => Topic started by: Kotomine_Rin on April 02, 2018, 09:29:23 PM

Title: Dropped Character Thread
Post by: Kotomine_Rin on April 02, 2018, 09:29:23 PM
Name: Willy

Race: Killer Whale

Age: 21

Height: 160 cm (hair makes him look taller)

Weight: 70 kg

Appearance:

(https://i.imgur.com/1cRRLnT.png)

Physical Attributes

Strength: Fantastic(Heroic bite)

Agility: Fantastic

Durability: Fantastic

Magic Scale: None


Other Abilities:

Transcendental bartender: Willy is, simply put, a bartender without human peer. His cocktails have been told to cure disease and broken marriages. However, they are incapable of fixing your bad taste.

Killer Whale Style: Willy is a complete martial arts master, to the point he is able to perform a secret technique that lets you bite the crap out of your opponents. His teeth can basically gnaw through anyone. Reinforced steel is no better than a cracker to him, and his slashing teeth chew and gnash at his victims until they become bloodied mess and he's done having fun with his food. Then he eats them. His stomach also has infinite capacity, and he doesn't get any fatter no matter how much he chomps down. He's also ridiculously good at flipping people upside down, to the point he made up a game called "How many times can I punt the shark until it splatters?"

The answer is a lot of times.

Killer Whale Sonar: Orcas use echolocation to talk to each other and hunt. They will make a sound that travels through the water until sound waves hit an object. Then, the sound wave will bounce back to the orca. Using this technique, they are able to detect where objects and other orcas are in the area. They can also find out the size and shape of an object using echolocation. With that, it doesn't matter if he is blinded and he can easily see through his smoke.

Transform: The ability to transform into a humanoid small compact boy. By reverting that, he becomes an actual killer whale. He can't really walk though if he reverts, so to move around freely he'd need to swim in a body of water.

Speak of the devil: The uncanny ability to appear wherever he is being spoken or thought of despite how impossible it is.

Impossible dexterity: Willy’s dexterity is an ability all in itself. Somehow, he is able to cling to the most impossible of surfaces, be it ceilings, walls, moving vehicle rear ends or people’s fingers. But most importantly, he can cling to his hopes and dreams.

Smoker: Smoking 20 packs a day sure paid off! By smoking, he can envelop an entire building in a thick cloud of smoke. Said smoke clouds supernatural senses, sight and smell unless up close while acting as a soundproof domain that splits the inside from the outside. Then he'll need to smoke another 20 packs.

Oxygenize: Orcas can breathe underwater, it is known! Some can even harness and bend the oxygen in water to make a barrier that lets people breathe. It's pretty much it.

Killer glare: Orcas are terrifying, inhuman creatures. While their aura is not necessarily evil or scary even, it is most definitely otherworldly. A menacing look can make even seasoned men feel unnerved.

Toughness: Willy is a tough boy, to the point he won’t die when stabbed in the chest by a bunch of harpoons as long as he isn’t like, cut in half or decapitated.

Equipment:

The Chum Bucket: A bar he's running for his boss. It ain't his, but he got to renovate it and turn what was once a pitiful fast food joint into an incredibly successful sushi bar.

Super bartending suit: An amazingly tailored vest that can take a lotta damage and not have to worry about breaking, enough that he doesn't have to worry about not looking classy against even foes. Its purpose isn't to protect its user, but rather the suit. It is no ordinary vest, after all it was tailored with the skin of unborn penguin babies.

Heart Underpants:
His most prized possession.

Hawaii Shirts: He couldn’t quite digest those.

A cardboard box: A man’s gotta sleep somewhere.


Origin: Willy was once a spy and assassin for his totalitarian home country, the Red Sea. However, when the war was lost and he managed to escape, he found himself with little to nothing to do. So he did the one thing he could, and slept. A lot.

He woke up in a strange place, and decided to turn his life around by being a honest businessman. Mostly. And that is the plot for the unreleased movie, Free Willy 4.

Weakness: He lacks resistance against magic and is whimsical enough that he'll probably just stop mauling your friends if you ask nicely, unless you are a penguin, shark or demon.

Likes: Taking strolls, penguins, getting drunk, eating, humans, fooling around, bullying the weak, bullying the strong, kicking children around, sleeping, drinking, watching tv, mundane things, fun things, fish.

Dislikes: Demons, sharks, not getting to laze around, being called a fish, taxes, getting his tail stepped on.
Title: Re: Character Graveyard
Post by: SINIB on April 03, 2018, 04:11:51 AM
Name: Sakura (Saku)

Race: Human

Age: 18

Height: 5'11"

Weight: Fairly heavy, she's extremely toned.

Appearance:
(http://i.imgur.com/iPszbwu.png)
(http://i.imgur.com/w0qgj7f.jpg)
(http://i.imgur.com/v3Z0Saa.jpg)
Physical Attributes

Strength: Amazing

Agility: Amazing(Heroic Perception)

Durability: Amazing

Psychic Ability Medium
Sakura is a powerful psychic with a great deal of latent potential she has yet to tap into. She can levitate objects with telekenisis, teleport to travel instantaniously to a far away location, see glimpses of the near future, and erect basic barriers of force.

Her telekenisis is fairly strong for a human, able to lift a small car if she focuses on it, but pales in comparison to those of her pokemon. She mostly uses it to show off by levitating herself, her pokeballs, small rocks, or bend spoons.

Her teleportation is more useful. With a thought, she can teleport to any location within the Nexus, in theory. She needs to have a strong mental image of her destination in order to accurately arrive at her destination. Otherwise, she could end up high up in the sky, deep under the sea, or who knows where else.

Her future sight is fairly limited. On rare occasions, she can perfectly see the events that are about to happen in the next few seconds, and react accordingly. Normally, she just has a vauge sense of deja vu when things happen that itches at the back of her mind. She might feel like it would be a good idea to dodge, but not know from where or where to or even why, for example, or be able to complete your sentence in an uncanny manner.

Furthermore, she has some basic telepathiv abilities. She can't read minds or anything like that. Her powers are limited to simply form a psychic link with people she's emotionally close to and talk with their minds, or send basic emotions or intention.

Finally, if she focuses on creating a physical barrier, she can create a wall of force that could stop the impact of a small car going at speed.

Other Abilities:

Champion: Sakura is the champion of the pokemon league. Her pokemon are insanely powerful and her decision making skills are frankly terrifying. She has a terrifying intellect and is capable of coming up with complicated strategies on the fly. She’s also incredible at board games such as chess.

Outdoorsman Skill

Sakura has traveled all over her region in her travels, mostly on foot. She has trained her outdoorsmanship skills to a frighteningly high level, and would easily be able to survive thrown out into the wilderness with nothing on her. She can climb mountains, scale sheer cliffs, hunt, gather edible plants, build shelters, anything.

Equipment:

Mega-Anklet

This anklet is made of rare and powerful materials, and is traditionally only given to a select few who have formed an amazing bond with their pokemon. By doing a dance, and pressing a button on it, Sakura can cause it to syncronize with a mega stone her pokemon is holding, causing it to undergo a brilliant mega-evolution. This lasts for as long as she keeps it syncronized, but it can only synup with one pokemon at a time.

Spoon
It's a full set of silverwear she carries around for use of foci. Made of pure silver, they're rather useful as emegency cash in a pinch.

Recovery Items: Sakura carries a sizable stockpile of hyper potions, full heals, and revives. She also has a few herbal medicines.

Climbing Equipment: Sakura carries a fairly decent rock climbing kit, including all the essentials, such as a grapple, a harness, and of course, top quality climbing rope.

First Aid Kit: It’s just your standard run of the mill first aid kit.

Tarot Cards
A set of fortune telling cards she can use as a focus to read people's fortunes.

Gym Badges: Sakura has all eight gym badges, showing her prowess as a pokemon trainer. Having seven of them is an extremely impressive feat. It shows she has extreme skill in the art of pokemon training, and is on her way to becoming a master. She keeps them in a small wallet that also houses her trainer card, and keeps them polished perfectly.

Running Shoes

Shoes made for running.

Collapsible bike

A bicycle made for easy carrying.

Wormy(Volcarona):
(http://i.imgur.com/Mx9BUG8.jpg)
Strength: Incredible
Agility: Fantastic
Durability:Fantastic
Wormy is a powerful Bug/Fire type pokemon, and Sakura’s most powerful, and first, pokemon. She found him as an injured and abused pokemon she in and sheltered, and the two are practically in sync at in battle. They seem to be able to predict each other’s moves in battle.

He uses his six wings to engulf his enemies in waves of fire and scalding ash, bathing any battlefield in a smothering wave of heat. He can control his own body heat output, allowing people it trusts to touch and pet him. At full output, he can release a sea of flames with damage equivalent to a very high level spell, or focus his attacks to deal very high levels of damage with his fire. He can make a harmful buzzing noise that deals high levels of damage.

Wormy also knows a few utility moves. He can also use roost to heal himself, but this requires him to perch and rest for a moment.



Sylveon:
Strength: Amazing
Agility: Incredible(Fantastic Reflexes)
Durability: Fantastic
(http://i.imgur.com/6298xUG.jpg)
Sylveon is one of Sakura’s favorite pokemon, and is a kind, gentle souled beast. This does not stop it from rushing to the aid of his master when she’s fighting, however, where he will fight to the last bravely carrying out her orders. Sylveon is also highly resistant to non physical attacks, such as magic or fire and takes reduced damage(about very high resistance), and is completely immune to dragonic attacks. It is weak against metals and poisoning.


Hyper voice is an extremely powerful attack which massively amplifies the user’s voice to such an extent that it becomes a highly damaging attack that affects a large area, moving towards enemies at the speed of sound. (high)

His other moves include moonblast, which attacks using the power of the moon (High), shadow ball, sending a ball of dark shadows towards the enemy(high) and psyshock, which allows him to lift objects such as rocks and send them careening towards an enemy(high). He can also use a move that allows him to drain an enemy's life force by kissing them, recovering from damage in the process.

Milotic
Strength: Amazing
Agility: Incredible(Fantastic Reflexes)
Durability: Fantastic

Milotic is a water type eel pokemon which is said to be the most beautiful pokemon on earth. It has the power to calm hostility and sooth upset emotions with its presence by letting off a pink glow, calming even the most hostile person down with her presence. Milotic can regenerate her wounds by using recover, beguile opponents by using attract, shoot a high pressure cannon of water that can cut steel, and summon up a large wave of water(high) to flood the field.

Milotic is extremely resistant to magical or spiritual attacks of all kinds, and takes reduced damage from any and all attacks of this type. As an aquatic creature, she is weak to electricity.

Aggron
Strength: Fantastic(Heroic)
Agility: Amazing(Fantastic Reflexes)
Durability: Legendary
Aggron is an enormous two meter tall giant that seems to be made of dense rock and Iron plates. She holds a mega stone which, when it resonates with Sakura's mega bracelet, allows her to mega-evolve into Mega Aggron, increasing her strength and durability drastically. In addition to simply punching, kicking, whipping things with her tail, and others, she can release a terrifying roar that forces enemies without sufficent willpower to flee, endow her fists with the power of fire, ice, or electricity, and dig through the ground at incredible speeds, devouring the soil and creating a tunnel Sakura can follow behind in. Aggron is also an excellent landscaper, despite her size, able to beautify a yard at professional levels.

Aggron's bulkiness may be intimidating, but this belays a serious weakness of hers: her defense against magical attacks is relatively low, especially chi blasts. She takes significantly more damage than her durability levels might suggest.


Origin: Sakura was born to a powerful line of psychics. She grew up knowing keenly that she was innately better than everyone else, and that she had to take care as not to harm anyone with her powers. The other kids never liked her. They were always jealous of her. She didn’t care. She devoted herself to training her powers and pokemon. Hey eyes were only focused on one goal: the championship. Eventually she obtained it after beating the previous champion, her elder sister, Rin. About a year later she ended up in the Nexus.

Weaknesses: Sakura herself is both the greatest strength and weakness of her team. She's a brilliant commander, but is also a mere human. Her physical abilities may be top of the line among humans, but stronger people and pokemon far outclass her.

Furthermore, she needs to release her pokemon to begin battle, and is absolutely unwilling to allow any of her friends to die. Truely extreme danger is something she has zero interest in being in, and will attempt to flee as fast as possible in such a situation, barring truly exceptional circumstances.


Likes: Pink, Volcarona, her crush, Ghost-type pokemon, beating gym leaders, bullying people(but not too much), beating gym leaders, surpassing new challenges, exploring

Dislikes: Gross things, people being obnoxious towards her for being strong, people asking for favors





Title: Re: Dropped Character Thread
Post by: Umbra of Chaos on April 03, 2018, 05:39:44 AM
Name: Azira

Race: Curse

Age: 10,000+ (although most of this was spent mindless)

Height: 5’9

Weight: Average for her height

Appearance:

(https://i.imgur.com/31hye7k.jpg)

Dragon:
(https://i.imgur.com/HHZ7cGa.jpg)
Physical Attributes

Strength: Incredible

Agility: Fantastic

Durability: Incredible

Magic - Extremely High: To Azira, curses and forbidden magic come naturally. Simply tapping into her powers releases a foul and destructive aura, enough to instantly slay or reanimate any mundane human in her immediate vicinity. It requires conscious thought for her to not do such a thing. Once one reaches Amazing durability and above it is more of a lesser inconvenience or a disconcerting sensation from the levels of twisted power. This also especially effective against other forms of magic as a pure expression of her own, naturally deflecting sorcery of High levels and below along with reducing the effectiveness of magic up to her level by a noticeable amount. It also allows her to float at the speed of her agility.

In actual combat, her direct uses of power have enough strength to quickly reduce buildings to crumbling ruins. It is also simple for her to weave curses into them. Initially this has a rather lackluster effect, requiring a multitude of strikes for any powerful curses to be unleashed. By sacrificing the direct offensive potential of her spells she can transform more of it into the curse, allowing her to make attacks that do no direct damage but quickly build up great amounts of her curse or anything in between. She can unleash debilitating hexes that sap some of the strength or speed from her opponents or eat away at their bodies. Others can steadily smother the senses or inevitably imbue her foes with a powerful death curse so that they explode with horrendous force and deadly shrapnel once they expire or immediately turn into a shadowy beast. These creatures are generally on par with their source but are temporary existences with a lifespan of minutes. Unlike her other curses their strength is always great due to the fact that they feed off of the energy let off by dying beings. Due to the difficult in striking her enemies with them Azira usually spreads out her power, conjuring a dozen lesser lances of darkness to fire at her opponents or weakening the potency of an explosive blast of dark fire in order to greatly expand its area of effect. Howerver, her combat curses are all generally limited to a short timespan, a handful of minutes at most.

With preparations she can set up a greater variety of traps and call up deadly forces. Several minutes would allow her to cover a building with a variety of traps. Curses on objects could lower a physical stat for a whole rank for a few minutes, release the full force of one of her attack spells on the victim, immobilize, or simply alert Azira and her allies to their presence. It is also possible for her to reanimate corpses or conjure forth phantoms if the body has been destroyed. So long as some notable trace or connection remains, Azira may summon some remnant to fight. Generally they are of equal power to their original selves; however, they may only maintain themselves upon areas that she has cursed or in Azira's immediate presence. Otherwise they gradually fall apart over the course of an hour or two. It takes but a moment to bring back human and exceptional beings, but this grows more difficult as her target’s physicality grows. Incredible beings can take upwards of thirty minutes, Fantastic an hour or three, and Heroic several hours depending on the specimen.

There are more esoteric powers that she may also use. Azira can tear out the heart of another and use a dark ritual, letting her take on their form for a period of time at the cost of her own powers. By lashing the skin off another being she can allow others to transform into hybrid beings, creating werewolves and other such entities. If she has trapped an enemy she can lather them in her power, filling them with her energy over the course of about an hour to greatly increase the potency of her curses and allowing her to cast them instantly using the power that has infiltrated the person’s form. Horrific damage can be done, organs instantly exploding in bursts of power, bones and skins tearing themselves out and off of the body, or a gentle smothering of life force. She can also greatly amplify her crippling curses, resulting in permanent reductions to physical stats and magical abilities so long as the curse remains unbroken. This can even result in physical changes or deformities.

Finally, Azira may call forth the aspect of a dragon. This echo of her creator requires several seconds to summon, but if successful it will form a large summoning circle that the head of the beast will emerge from. Easily as large as a building, it exhales a massive cloud of deadly smog that brings an end to all those within its area of effect. By no means slow (a Fantastic agi character already in motion would be able to escape its range but not one who moved right as it fired) and potent enough that even a character with Heroic Durability would be severely injured with a few seconds of exposure, the massive buildup is a suitable warning for such devastation. That which it comes into contact with turns to dust and any energies in the area, even mana, shall vanish within this smog. Those that have been slain by such a thing cannot be resurrected even by Azira herself, the fine dust left cannot be manipulated by magic or other supernatural powers, and it gives a strange sense of foreboding when you are left in the aftermath. A sense of finality. However, its powerful nature makes it impossible for her to use it several times in a fight much less in succession.

Other Abilities:

Living Curse: Almost as close as you can get to pure evil, Azira is a phenomena formed by the dying words of a powerful Fell Dragon. While normal weapons can damage her form, it merely reveals the fluctuating dark energy that makes up her actual body. Mundane weapons, regardless of potency, can do little to truly kill her, although it does make her incapable of inflicting direct physical harm on others. It would take her about a minute or two to regrow a new physical form.

Only mystical and holy weapons, magic, or other supernatural powers can actually disrupt her true body. Significant damage can destroy it entirely, but that will simply lead to her having to reform in about an hour. She has no soul and her body is not a real one, if one were to examine her existence she would be a curse upon the world that had spread to the Nexus, enacting its influence by generating an inexhaustible physical form to directly act. This makes it incredibly difficult to affect her mentally as well, her state of mind constantly affirmed as the interface of the curse.

Her nature also serves as potent boost to her charisma when interacting with monsters or evil entities. The ancient and powerful nature of her curse attracts and enthralls such beings, allowing her to find and tame even the fiercest of beasts or gain the true and undying loyalty of a horde of traitors and backstabbers. At some point she has even been worshipped as a god by such beings.

Monstrous Will: Even despite that, Azira has maintained her current personality across countless years. Neither the urging of the curse or the course of countless millennia could erode her sense of self, and there are few supernatural powers that could hope to do the same.

Equipment:

Sage’s Sword:

(https://i.imgur.com/eAX7z2C.jpg)
Twisted into an obscene mockery by Azira’s powers, this once holy blade serves as her primary weapon. Able to summon it from nowhere, its power is most notable as a weapon of sealing. For a time, it was even able to suppress her own prodigious powers. Being directly impaled by the blade can restrict supernatural powers, forcing a werewolf back into human form or stopping a mage from casting magic. It can even trap spiritual entities within it. However, she is quite lacking in sword skill and thus mostly just throws it at people. Furthermore, her selfish use of it paired with the corruption makes it possible to escape the blade unless she is directly holding it, and she cannot unsummon it away while it contains a spirit.

Origin: The curse of the dragon eventually incarnated itself into the flesh of a human with a natural propensity towards dark magic. Yet she was not consumed by it. Azira grabbed ahold of the curse, made it her own, and while she was still bound to some of its whims and desires her own sense of self and wishes could not be unmade. Over the years she grew increasingly powerful, molding this power to her will as much as it continued to bind her. In time, she became somewhat of an evil overlord. Just a bit.

Weakness: Holy weaponry directly created by a benevolent deity treats Azira’s form as if she was one rank lower in durability. Furthermore, it will also cause her body to inevitably burn up. This forces her to cast off even more pieces of herself or otherwise perish. Directly blessed areas and artifacts can also reduce her physical stats and magical rank by one degree.

If her form is destroyed, a powerful magic user of equal skill in the manner of curses is available, or a divine artifact or exceptionally holy individual is at hand, her curses can be broken.

Likes: Magic, horses, loyal subjects, undead, power in general.

Dislikes: Dragons, being sealed for a hundred years, heroes, a specific hero.




Title: Re: Dropped Character Thread
Post by: EmbreFrosste on April 03, 2018, 09:17:54 PM
Name: Acarestus

Race: Challenger

Age: Timeless

Height: 1.82m

Weight: Weightless, but his Heraldry and Panoply clock in at around 0.45kg

Appearance:

(https://orig00.deviantart.net/79e6/f/2016/132/8/c/mercury_black__rwby__by_vitrious_pie-da28cam.png)

Physical Attributes:

Strength: Incredible

Agility: Fantastic

Durability: Amazing

Magic: None

Other Abilities:

The Heraldry: Acarestus is differentiated from other Challengers by his choice in attire, and looks nearly identical to the rest of them otherwise. Aside from these, his body is made of an insubstantial blend of cozy fog, soft starlight, heat shimmers, and cool shade. Acarestus interacts with objects as if he were solid, but can only exert force as if he were solid on his Heraldry and Panoply. However, his Heraldry and Panoply are not subject to this restriction, and he can exert force on objects secondhand by putting some part of his Heraldry or Panoply between his body and the object he wishes to move. Without these two abilities, he is, in effect, a massless solid incapable of generating proper, complete momentum.

Should his Heraldry ever be destroyed or damaged, he can reform it anew from nothing. He can also transform into a fiery red butterfly and back with nothing but a thought, with all subhuman stats.

The Panoply: Challengers are composed whole cloth from nothing but skill in a single task, and any skill requires tools to use effectively. Because of this, Challengers can create any of their signature tools from nothing, at will. If the Challenger stops paying attention to them, they will disappear into the nothing from whence they came after a few minutes.

Acarestus possesses only a single signature tool, and it is his Thorn of Diasunne. The Thorn of Diasunne is two barbed metal arrowheads attached back to back by a silk-like cord. The arrowheads have four sides that come together into a sharp point like a thin pyramid, and each edge ends in a barb on the end where the cord is attached. The edges do not dull, and nothing short of a direct hit from a sniper round would have the concentrated force to break it. The cord can withstand a force of Fantastic strength pulling on it, and it would require a blade capable of cutting through objects of Heroic durability to cut the cord without the proper leverage. However, if one were to grasp it in their hands or pin it to a solid surface, any blade capable of bypassing Incredible durability would do. If one of the arrow heads becomes impaled in something, Acarestus can will it to stay, making it impossible to remove without first severing the cord. Acarestus can also will the cord to change its length, effectively pulling things together or allowing them to move apart at Human speeds. The arrowheads can pierce up to Fantastic durability with ease, and slowly wear through objects of Heroic durability. Acarestus can also will certain sections of the cord or even a copy’s entire length to become rigid, locking the cord in its current position. However, when this is done, a blade trying to cut it always counts as having proper leverage.

Acarestus can manifest any number of copies of his Thorn of Diasunne at once, and the Thorns of Diasunne are considered to be supernaturally potent weapons able to harm beings normally untouched by mundane weaponry. However, he can only concentrate on roughly sixty copies that he is not wielding at once, and the ones he wields can stay manifested as long as he continues to use them and interact with them.

The Trial: As a Challenger, Acarestus possesses the most absolute of masteries over wielding his Panoply. He can aim them exactly where he wishes with no effort. He can use the barbs on one copy to grab hold of the cord of another, wielding it secondhand without any loss in proficiency. He can wield a chain of five at most before hitting his limit. He can utterly immobilize a person in a spiderweb of Panoply weapons in the blink of an eye, utilize them for mobility, and throw or swing them as fast as he can move himself. He also has an absolutely uncanny ability of learning an opponent’s fighting style, to the point where he can see through even the greatest of feints and deceptions by his fellow Challengers, whose skill is supernaturally overcharged.

In addition, Challengers are not beings of judgement, but judgement only works so well on them. He can only be killed if someone defeats him in fair combat three times with the intent to kill him and a strong belief that he must die. Otherwise, Acarestus just reforms after about half an hour.

In addition, as a Challenger, Acarestus does not need to eat, sleep, drink, age, think, or have a soul. He still has a soul, and can process information, but he has no mind to read or control, no true emotions to manipulate, and removing his soul would have little to no effect on him. Given a few seconds to concentrate, Acarestus can teleport to anywhere he has been before, but he must remain completely still during the process.

Its Own Reward: Whether it is familiar to them or not, once his opponents finish a fight with him, they understand what it means to be a Challenger.

Anyone defeated by Acarestus cannot suffer from their defeat. This means that any wounds they gained while fighting him will cause no further complications until they have been healed, and even if their defeat was crushing they feel like they learned something instead of feeling inadequate. In addition, whether they share it or not, they understand that Acarestus's lust for battle is for the thrill of danger and competition, not because of killing intent. Those who sympathize with this desire are likely to approach him again for another challenge.

Anyone victorious over Acarestus feels the thrill of a challenging fight just as he does. They understand if his challenge had no ill will behind it, and they respect him as a fellow fighter. Even if his defeat was crushing, the victor finds themselves having enjoyed the fight.

Equipment: Nothing. He doesn't eat, drink, or even really live in the first place.

Origin: Back when the gods created the world and humans to live in it, they created the Challengers to spur on the growth of humans, to test their strength and give them the desire to grow. Acarestus was one of the Challengers of Battle, alongside the Challengers of the Arts, the Challengers of Crafts, and the Challengers of the Mind. Acarestus has lived a long, full life of many enemies, rivals, friends, and battles. Maybe, just maybe, he'll find someone in the Nexus that can beat him.

Weakness: Just as Judgement prevents Acarestus from being killed, Judgement prevents Acarestus from killing others. He is physically incapable of killing someone until he has defeated them three times in fair combat whilst trying and failing to change their ways for the better. Once these conditions have been fulfilled, Acarestus needs only a strong belief that they must die in order to lay the finishing blow.

Likes: Fighting, Cheese, Sausages

Dislikes: Killing, Bananas
Title: Re: Dropped Character Thread
Post by: EmbreFrosste on April 09, 2018, 02:37:47 AM
Name: Kaze Mikoto

Race: Born Scion, also known as a Demigod.

Age: 23

Height: 172cm

Weight: 67kg

Appearance:

(https://safebooru.org//images/1837/fcda533a3cccf753c99af862659c2e9d20e92317.png?1918956)

Physical Attributes:

Strength: Amazing

Agility: Amazing

Durability: Amazing

Magic: Extremely High; Kaze’s motif is “The Sky’s touch is gentle.” This means that his magic rank is treated as Extremely High for all magic that is neither flashy nor harmful. His magic rank always reverts to High when performing magic that is outside of his Motif. Performing magic within his Motif also causes Kaze to exert his Mantle, which causes nearby flowers to bloom and a light breeze to manifest whether he is manipulating wind or not.

Kaze’s magic is fueled by his Legend, a divine expression of a Scion’s heritage. Utilizing magic within his Motif will very slowly drain his Legend in a temporary manner; it returns in full after about an hour. However, stretching the limits of his magic with feats outside of his Motif drains his Legend in a more permanent capacity, requiring him to perform rituals of sacrifice with people who worship the Amatsukami Pantheon, which are especially effective among those who favor Inari and people who recognize his divine heritage.

The Purviews:

Health: Kaze can heal wounds and cure diseases in mere moments, but he cannot regenerate lost body parts and he must be able to see his targets.

Journeys: Kaze has an infallible sense of direction and navigation, and he cannot he obstructed from reaching a destination that he chooses. Magical sources of obstruction must come from a source exceeding his magic rank to block him. Doors unlock for him and lock themselves behind him, chasms form temporary bridges from their stone that revert after he crosses, magical barriers open holes just big enough for him to walk through, and he slides through people’s grips like a handful of sand when he wants to leave.

Sky: Kaze can generate, manipulate, and suppress Lightning and Wind (and use said Wind to fly) with forces and speeds within the limits of his magic rank. He can also perfectly predict the weather as well as manipulate it given enough time. Influencing the mundane weather instead of directly creating lightning and wind is a much more difficult endeavor, and the time needed for manipulating generic mundane weather varies widely, from several days to generate a raging blizzard during a cloudless summer, to a few minutes to generate a light drizzle of rain in an already cloudy spring sky. The area in which he can affect the weather is limited by his magic rank.

Other Abilities:

Physical Blessings: Kaze does not disturb objects as if he was as light as a feather, and he will not sink in liquids if he does not wish to. He can effortlessly scale walls and ceilings without any need for handholds. He is also immune to mundane poison and diseases.

Healing hands: By touching someone or himself, Kaze can resurrect someone that died within the last three minutes, as well as repair more permanent physical disabilities like blindness, missing limbs, or even birth defects. However, this all requires a significant and permanent expenditure of Legend as if it were outside of his Motif due to the powerful nature of such changes.

Mantle: Simply by existing for extended periods of time, Kaze’s Legend causes the people he interacts with regularly to recognize and respect his divine heritage and spread word of his exploits, which nets him a certain following no matter where he is. Should he spend a long time at dangerously low levels of Legend, people’s faith in him will waver and the numbers of his following will dwindle, but it will reform as long as he eventually recovers his Legend.

Yaoyorozu-no-Kamigami: The Eight Million Gods are the Kami that makes up every living being and object in the world, and those of the Amatsukami Pantheon can speak to them. Kaze instinctively knows how to appease the Kami of objects and animals, and his divine favor causes such Kami to treat him as one would treat a valued comrade. By speaking to the Kami of a person, Kaze effectively bridges language gaps. Speaking to the Kami of an animal would allow him to gain information that they know and ask them for favors and tasks. The Kami of objects can only perform tasks within their normal range of operations, but they can still dispense information. For example, the Kami of a car or computer could function almost normally, while the Kami of a gun could shoot and release a clip but not aim.

The Kami of enchanted objects and legendary weapons are more intelligent, and any magical properties they have are also within the Kami’s control, but the stronger they are the harder they can be to convince. For example, Kaze could not convince Excalibur to betray its rightful owner, but he could attempt to gain its willingness to be wielded in the rightful owner’s absence.

Inari’s Gift: Inari’s gift of a fluid form grants Kaze with the ability to transform into a Fox and a female Kitsune. Kaze does not like to be reminded of the one (?) time he used the latter half of this gift. He has incredibly mixed feelings about it.

Scent The Divine: As a Scion, Kaze has an innate sense for other divine beings. Kaze can smell the presence of beings of divine descent and determine what kind of pantheon they descend from.

Equipment: He lives a free life, and does not want for much other than the basic necessities. His magic has also never let him down as a way to survive combat situations. He doesn't carry much around in terms of weaponry or equipment.

Origin: Kaze Mikoto was born as the son of Inari. Of course, he didn’t know that until he was out of college, but he always had a sneaking suspicion that he wasn’t normal in a world where the Gods were constant movers and shakers behind the scenes, battling for influence and worship among the modern citizens of The World. When Inari visited Kaze to tell him that he was his/her child of the winds, Kaze was stunned and confused, and after being given a gift from his estranged mother (?), Inari left Kaze as quickly as s/he had appeared. After that, Kaze was left to his own devices, not really knowing what the hell had just happened. But he had powers, as well as a mentor sent by Takemikazuchi, and he had beliefs about how the world should be, and he suddenly had people that believed in him. So he set out to save lives and always be there as his mother (?) is for everyone.

Weakness: Kaze's melee combat skills are utterly abysmal, and as mentioned before using his magic to harm people causes his power to drop sharply.

Likes: Light rain, turning into a Kitsune, breezes, the free life, helping people, turning into a Kitsune

Dislikes: Hurting people, snow, turning into a Kitsune, hot & dry weather, harsh sunlight, turning into a Kitsune
Title: Re: Dropped Character Thread
Post by: Bern on April 09, 2018, 08:21:38 PM
Name: Yukari

Race: Kitsune

Age: 216

Height 174 cm

Weight: average for her height.

Appearance:
(https://i.imgur.com/00KDx6C.jpg)


Physical Attributes

Strength: Incredible

Agility: Incredible

Durability: Incredible


Magic: Extremely High

Being a five tailed Kitsune and a lesser deity at that means both her magical reserves and breadth of knowledge in the arcane arts is astounding. While it’s true that Fox Fire remains her signature style of magic, her naturally long life has meant she has picked up a whole slew of other crafts along the way.

Fox Fire: The mythical flame harnessed by her race, it’s flames bring widespread destruction as well as the nurture of life. Yukari being an old and experienced member of her race have mastered the use of this to a very high degree. She can conjure flames at any point in her line of sight which shape and form are controlled by her will. At their strongest they can burn down entire buildings fairly quickly, but she can also let it out at much lower intensities too. Her fire can also move up to Fantastic speeds if she wills it to.

However merely destroying things is not the only thing they can do, it’s also an element of creation, of life itself. Thus she can let her flames embrace people in their warmth, rejuvenating them with a mere thought and even restoring their flesh as well as purging their bodies of any and all impurities. In mere seconds limbs as well as internal organs will be restored and diseases and poisons both mundane and supernatural can be purged. Given enough time and effort curses can be broken as long as they don’t originate from a divine source that outranks Yukari.

Her fire can only possess one of these aspects at any given time, and that goes for all fire she's currently using. An opponent who notices this may exploit this to heal themselves when she heals herself or others.

Spiritual Arts: This is the kind of stuff that ghosts don’t wanna mess with. A master of this branch of magic can easily see the ebb and flow of souls, the otherwise imperceivable that connects this world to the next can be read like an open book. They can ward against and even banish malignant spirits, ghosts of the departed but also nature spirits fall under this category. Ordinary ghosts are the easier of the two to deal with and can be affected by simple gestures and symbolism. Natural Spirits are much harder to affect since they usually have an actual anchor to the world which would resist her influence. Overcoming that would require a complex ritual to be undertaken in order to banish them, hardly usable in combat.

A master of this art can also affect the souls of those still living, manipulating it, shaping it to her whims and desire and even forcing it out of people to stuff it in a jar or a doll. People’s souls tend be rather fond of their original bodies however so any attempt to directly influence could only be undertaken once the target has been subdued.

The last and perhaps the most valued aspect of this art is the ability to bring back the dead and not just cheap imitation, but the real deal, true restoration. It’s a fairly painless process if the target is recently departed and most of their remains, well remains. The longer time has passed since the hour of their untimely demise as well as the amount of them that remains, the harder it gets to do it. If months or even years has passed it becomes nigh impossible and would require a ton of conditions to be fulfilled, some including holy grounds, moon phases, ley lines and the heart of a demon.

And finally if the soul has been destroyed, then she can’t resurrect you.

Barrier Fields The third and final of her major crafts. This one deals with creation of fields that impose limitations on those that opposes her. Yukari can in the span of a few minutes create fields that cover entire building complexes, she can decide who gets affected when it’s created as well as remove/apply the targeting effect later with a mere thought. The field itself will weaken enemies physically by a rank or enemy magecraft by a rank. To be able to resist the negative effects of the field entirely one needs to have Extremely High magic resistance.

That's only her main speciality though and the one she can construct the fastest. Given enough time she can create barriers with almost any kind of function imaginable, be it to detect invisible people, strengthen objects, or even to make time progress at a different pace.


Other Abilities:

Five Tailed Kitsune: Being a member of this species grants a number of benefits when compared to measly Humans. The primary one being the long life, or rather the eternal life, as a Kitsune cannot die from old age. They also enjoy higher magical capabilities than the average human as well as a greater physique.

Shapeshifting: This ability is quite famous, Kitsune have the inherent racial ability to assume any humanoid form they want, regardless of gender. They can also use it to hide their inhuman traits.

Yukari is barely gifted in this ability and the only other form besides humanoid she can assume is that of a small fox. When assuming this shape her fur will be of the same color as her tails making her stand out to quite some degree. She’s also incapable of using any of her magical arts in this form. Finally her stats remain the same.

Magic Resistance: Very High

 Due to being the center of a Spiritual congregation for decades her innate resistance to the occult has risen to the point where lower level magic have no chance of affecting her.

Immense Willpower:Spending every day staring into a large stream of souls bound for the netherworld sharpens both your mind and your will. Especially so when some of them tried possessing her on an almost daily basis.

Chess Grandmaster: Many years ago she assumed the form of a human male and won and competed among the humans until she acquired the title of Grandmaster. She never returned when she was challenged due to being caught up in other matters and thus lost the tile. Her skills however still remain as sharp to this day.

Equipment: Various object of spiritual importance. None of them are actually necessary for her to perform her craft but she likes to trick by “reading their fortune” in truth that isn’t something she can actually do, but due to her reputation most people believed she could.

Origin: The land was quite peaceful, of course it was under her benevolent rule. To be fair calling it her rule may be stretching things as the Head Priestess was not the de facto ruler of a city but rather it’s spiritual guide, the one showing lost souls the way when no one else could. But that's besides the point, the point was that without her the land will soon fall into chaos and degeneracy.

Alright that’s also an exaggeration, it would take months for something like that to actually become a problem and by then a successor would have been found, that much was a given. Was it so wrong to play up your own importance? Maybe she shouldn’t be so prideful but she did a damn good job in her time there and they’d better make a statue of her, or something, whatever it’s not like anyone read this anyways. With the arrival to this new city, this new place, none of that really mattered, perhaps it never had. No, that was the thoughts of someone who regrets the past, not her. She’ll keep moving forward, this wasn’t just a curse after all, not with all these opportunities just waiting around the corner.

Weakness:

Magic Resistance: This is pretty self evident, she’s a mage, anyone who can resist her spells would be much harder to fight against.

Close Combat: Her close combat skill are utterly abysmal in comparison to her skills with magic, to the point that almost anyone with similar stats would be able to beat her in melee.

Likes: Playing around, making your day miserable, helping you, chess, spirits,

Dislikes: Spirits, people poking around in her business, those who are fooled far too easily.
Title: Re: Dropped Character Thread
Post by: Umbra of Chaos on April 16, 2018, 07:19:08 AM
Name: Ananta, Great Sage Under Heaven

Race: Human

Age: 26~

Height: 5’8

Weight: Average for her height

(https://i.imgur.com/SAPY2S2.jpg)
(https://i.imgur.com/HiSsfud.png)

(https://i.imgur.com/hvVATjT.jpg)
Appearance:

Physical Attributes

Strength: Incredible

Agility: Fantastic

Durability: Fantastic

Other Abilities:

Sage: Born with a natural understanding of both Heaven and Earth and a physicality far beyond any normal human’s, Ananta was blessed from the start. She is immune to all diseases and toxins that originate from nature. An instinct towards understanding the world allows her to instantly tell what kind of weather one could experience for weeks, any natural disasters that might occur, the state of the ecosystem, and the health of the soil and water. Predicting celestial events and being able to divine sacred places or other areas of importance through the light of the stars is also possible. Furthermore, she has access to the Four Imperial Dynasties, the elements which make up the world.

Combat prowess has also been inherited from this, her skill in functionally all forms of close range weaponry being enough to give her an advantage. However, her martial arts is especially notable and makes her capable of dispatching other trained combatants of similar physicality with ease.

Fire: A heat haze surrounds Ananta when she uses this element, making her shimmer like a mirage. Without notably superb perception consistently striking at her is nigh impossible for people with similar agility to her.  Fantastic agility is fast enough to react to the illusory phenomena to get in a good exchange, but even they will eventually miss a strike and need a few seconds to readjust to the haze’s changes. She can also release streams of fire a few meters long from her limbs and mouth. These burn hot enough to be a danger to people of Fantastic durability and she can even use them to supplement her strikes. By focusing the power of the flame her limbs can explode forward with Fantastic strength and Heroic speed along with causing serious burn damage as well. While in this state she is also completely immune to high damage caused by high temperatures.

Water: The moment she calls upon water her entire body is covered in the liquid. Once that happens it becomes impossible to grapple with Ananta. She can slip out of any grab or hold in an instant, slide over nearly any surface without resistance, but can grab or pull sudden stops at will. Her main form of offense comes from her water shadow, a reflection of herself. During combat one can see it clinging to her body, an exact replica of her made of water clinging to her skin. When she attacks it also strikes at her opponents, controlled entirely by thought. It functionally doubles her attack potential. With it she can swim at Fantastic speeds, water based attacks wash over her, and while heat can evaporate it the water will quickly return full force in seconds.

Wind: A combination of oppressive winds and powerful vacuums define this form. Unless the projectiles are extremely powerful or the shooter can take into account the winds that violently shift around her in a ten meter radius, most ranged attacks are fruitless and can even be sent flying back at her enemies with surprising accuracy. Those that approach her in melee are buffeted as the wind resists their every movements. At Fantastic strength their efforts to stay standing and keeping through with their attacks functionally lowers their agility by a rank, and people below that are mostly tossed about. By violently pulling at the air, Ananta can focus the full force of the wind on one area in her range for a moment to pull someone towards her. At Fantastic strength the target is sent hurtling out of control towards her while someone of Heroic strength could be dragged forward while barely holding their ground. After this the winds subside for a a few seconds before starting up again.

Earth: Soil, metal, and other earthen materials rise up to cover Ananta’s body, functionally acting as a second skin as it changes color to blend in. Exceptional at diffusing force, the armor can let her take on Incredible strength attacks with ease, requiring focused attacks on a singular area to make breaks. Fantastic attacks aren’t that much worse for her, but attacks of that level will shatter pieces of the armor and leave vulnerabilities. Heroic will both break it and hurt her through it, although the damage will be minor. Over time the armor regenerates, but it takes around ten seconds just to fully repair small breaks. She can redistribute the earth on her form to cover up vulnerabilities though. In terms of offense, she can also interact with the earth as if her strength was Legendary, allowing her to shatter foundations, toss massive boulders, and thoroughly pulverize landscapes.

Heaven: Not a traditional element but the enlightened realm to which Ananta was exposed to since birth, it confers several benefits.

Ideal Form: She is timeless and cannot be artificially aged and will remain forever youthful. This eternal image of herself in her prime is what her body shall always be, and even when harmed it wishes to return to this state. Ananta heals rather quickly in combat, minor cuts closing before she can blink and more severe ones can have the worst of their effects reduced as they are brought to a stabilized state. Outside of combat she can more thoroughly meditate upon this state, rapidly returning her body from near death or utter ruin to perfectly healthy.

Spiritual Stability: A soul that cannot be divided nor damaged, it cannot be artificially altered or changed, and it provides the ability for Ananta to ever truly be overcome by a singular emotion. Her spirit is one that reflects the perfection of Heaven itself.

Universality: Many worlds stand between Heaven and Earth, and as a sage it is her duty to make sure they are all kept in order. In her base state she can strike at immaterial beings, those who are still present on earth but are phased out through some method. However, she is also capable of sensing when others leave for different realms that border this world’s. Ananta can project her spirit into these through meditation, and it is common for her to visit the world of spirits or other similar places to pursue evils.

Purity: Curses, dark spirits, corrupt magic, these are all subject to Ananta’s judgement. Through righteous prayer and her resolute spirit she can work against all of these. It’s not incredibly useful in countering direct attacks, but over the course of a minute she can severely weaken, suppress, and undo such things so long as she remains uninterrupted.

Ascendance: If done in order to protect another, Ananta may enact a great miracle that borders the almighty. A curse that taints the world, a strike that could split an ocean, a slumbering evil on the verge of awakening, she may selflessly use all her power to protect and safeguard but never to kill. Requiring a great amount of spiritual awareness and self reflection, Ananta is far too immature to tap into this power, and even if she could her life would be extinguished immediately afterwards.

Origin: Born as a sage since birth, Ananta was praised universally for being born enlightened. From the start her wisdom was considered unquestioned and beyond doubt. When she was barely ten years old the emperor began to heed her advice and thus reigned virtuously and without flaw. And so Ananta collected scriptures, meditated frequently, and divined the nature of Heaven and Earth perfectly. Having never earned nothing due to attaining everything from the start, she has only done what was expected of her.

Weakness: None.

Likes: Scriptures, meditation, good food, swimming, stretches.

Dislikes: Her title, western dragons, praise.
Title: Re: Dropped Character Thread
Post by: VergAvesta on April 24, 2018, 06:49:28 PM
Name: God, Creator of Heaven and Earth, The Great Will, The Word, Dan

Race: Retiree

Age: The Word preceded light and moved across the darkness before Creation

Height: 5’8

Weight: Average for his height

Appearance:

(https://i.imgur.com/MQsZ2vF.jpg)

Physical Attributes

Strength: Exceptional

Agility: Exceptional

Durability: Exceptional

Other Abilities:

Celestial Bureaucracy: Once, Dan micromanaged the entirety of the cosmos! All of Creation was a file cabinet of paperwork for him to handle. Compared to that human bureaucracy is easy. Dan could do the work of a nation’s entire bureaucratic system and impossibly manage to get days of work crunched into seconds. He’s usually too lazy to do this though.

Ultra Immortal: Even a retiree can’t be easily taken down. Currently the only thing he could possible be concerned about is the entirety of the universe and all other realities collapsing. Anything else he can pretty much shrug off in a second. It grows in response to outside stimuli though. Even if he only wipes away his bullet wounds in an instant a nuclear explosion would need a similar brushing off. This helps in terms of displacement as well. Quality of living is important! If he's crushed underwater by ocean pressure he'll quickly find himself near a coast, crushed between two slabs and he'll be sitting on them in a bit, impaled by a billion spikes and he'll be on his way back home, things like that. It lets him slip out of restraints, and seals, and all those other terrible immortal fates.

Miracle Worker: Dan can’t quite pull off the old feats he used to back in ye olden days. Still, if he rolls up his sleeves and starts sweating he can do a ton. His cooking, art, writing, and other such creative endeavors could bring a man to weep in a moment, let the dead taste its deliciousness despite the impossible nature of it, and even cure writer’s block. Well, there’s other stuff too like performing a life saving medical procedure that really shouldn’t work and did but that rarely comes up. What Dan can do can bend the rules, surprise and amaze even people who have seen it all, but he still needs the tools to do it. He ain’t splitting oceans or bring back the dead with two hands and a stick.

In the Know: Creating nearly everything and knowing basically everything makes it hard for Dan to be ignorant about things. Even as he is he gets flashes of insight whenever he looks at people and things, a sort of instant familiarity of sorts. He can use pretty much any kind of tool, supernatural or mundane, as if he owned it. Places are pretty good with him too. He can tell if there’s anything special going on and easily make his way around a secret boobytrapped castle like it was home. With people he can usually tell your name and get a basic idea of who you are. Over some smalltalk he learns more and more, even getting into the abilities and powers you don’t really talk about. It’s pretty annoying in his opinion but he can’t help it.

Swole Soul: He really tries to keep it under wraps but it’s undeniable that as a spiritual entity he surpasses any other. Eclipsing all of Creation, it has been restrained to a more subtle power. Some particularly experienced in matters of the soul could feel that something was here and around them, but unless they saw him directly making the connection is incredibly difficult. As his mind is within his soul, it also makes it near impossible for any mental effects to occur, and his soul is more than strong enough to take on anything else itself.

Equipment:

Assistants: Metatrons 1 through 9 exist solely to make Dan’s life easier. They’re basically pocket angels. Like an angel if you shrunk them down real small and pocket sized. They’re a hybrid of pretty much any appliance you can think of. He can use them as phones, computers, hot plates, plates, pencils, pens, white out, all kinds of things. He once put them together to make a mini washing machine. They can even hack things and let him watch other people’s TV. They can alter their size a good bit but they don’t move fast enough to be a threat despite being pretty much invulnerable to anything but the most powerful of angels and demons. Or him at his peak he supposes.

Origin: Dan used to have a real difficult job and a ton of kids that he was taking care of single handedly. It was a real big hassle. So Dan quit that whole business so hard he went magnitudes lower in power. Now he flips burgers. Sometimes he washes cars. Occasionally he works at a cubicle. But he’s real comfortable with his new state of affairs now.

Weakness: He’s pretty lazy. Makes enemies by making them their most hated food so delicious they can’t help but eat it.

Likes: His office, angels, humans, demons, chocolate, indulging in a tub of ice cream like a disgusting slob.

Dislikes: Salads, dieting, getting yelled at too early in the morning, reading too much.

Title: Re: Character Sheet Submission Thread
Post by: Kotomine_Rin on May 06, 2018, 10:41:48 PM
Name: Lighthart Swordhaven

Race: Human

Age: ? ? ?

Height: 201 cm

Weight: 100kg
(https://i.imgur.com/jHFRvbs.png)
(https://i.imgur.com/bdQU7TY.jpg)

Physical Attributes

Strength: Amazing(Fantastic when enhancing her blows with light, or even heroic for a burst)

Agility: Fantastic(Heroic when using eclipse breaker)

Durability: Incredible(Fantastic when applying her light armor)

Magic Scale: Extremely High

Lightbringer: Allows the user to manipulate light, and grants the user strong anti darkness/undead properties. With that, Lighthart can shine as brightly as a sun for a moment, enhance her strength, form fantastic barriers that she can use to hop off of freely or defend herself with, or create objects she can use in her daily life.

Sun drake's claws: She may also fire up to seven fantastic arbalest arrows from her sword that can also be used as platforms, which coupled with the barriers can greatly enhance her mobility at the price of defense.

Hypernova- Lion's Roar: Finally, she can focus all her energy in order to create a mini-sun that shines with her heroic glory, only to fire forth and burst with legendary might. With its incandescent holy heat, it will wipe an entire skyscraper structure off the map. However, it is expensive and takes a good few seconds of inertia to charge up, though she could release a lesser heroic wave with less charge-up time.

Eclipse Breaker: The strongest light spell once mastered by the greatest sages, and also the most childishly simple. It is the ultimate ability to see through the darkness and detect what would otherwise be obscured. Even if you were to gouge her eyes out and rip her eardrums apart, she would not lose a hint of her fighting prowess.  With her honed skill and instinct, this gives her practically a 360 degree peripheral vision. Her skill is so great that she has breached the realm beyond mortals, and greatly enhanced her reflexes and perception (Heroic).

But more than that, this ability has a capability even further beyond. It can see what normally cannot be seen, and thus she can see the truth of this world. Through the more primal form of clashing souls with another, she can even gaze into it and shine a beacon of light into its soul. Thus, she can go as far as to shine through someone or something’s history, and peer more and more as contact is prolonged.

Other Abilities:

Advanced healing factor: Lighthart’s body is special, and will heal minor wounds near instantly. More severe ones take a few hours, and limbs might take a day. To top it off, she ages extremely slowly, and is resilient to pain, can endure grevious wounds and ignores damage such as blood loss, which doesn’t seem to phase her in the first place even if she only has 1% left.

Lost Form: For having contacted the Ancient Ones, humans gained great power. But the greatest power users risk reacting to the LOST, an alien energy that acts as the counterpart to the magic they can wield and weakens them as they recharge on their mana. In short, if a mage is a computer, this would be their power saving mode. After using their power for an extended period, their bodies will change in various ways. Some will turn invisible, others will change into animals, in her case her body de-ages dramatically. Due to er extensive injuries, she has to stay in this form for most of the day and force herself out of it, and due to hating this form she tends to use her power more than necessary.

Royal Style: A masterful sword fighting style that is as graceful as it is deadly. She honed it for years, perfecting it into something innately bound to her fighting instincts. She even invented a hand-to hand variant as well, which is called regal hurricane dance.

Hero’s Presence: The hero of the story must be a brazen as her presence must be recognized. Her soul is, simply put, the sun itself, and anyone who tries to tamper with it will suffer grievous burns, let alone try to devour her ego. She is incorruptible and can exhibit a pressure so great that lesser demons or unholy creatures might suffocate and feel their entire body being crushed  and corroded when confronted with her sheer ego, ultimately dying if they aren’t evacuated.


Equipment:

Divine sword, Michael: A holy sword crafted from the heart of an archangel. Its cuts purify the wicked and have powerful holy attributes, just like her magic. Its commandment is [HEAVEN], a divine law that will shatter whatever is slain by this holy blade down to its very foundations. When someone dies, they create a world that feels like it lasts for an eternity, and for the few seconds it takes for their sense of self to be destroyed they live forever in that world that has destroyed that concept of time.

Anyone slain by that blade will suffer a similar fate, their story will flash before their eyes and their ego will inadvertently exhaust itself into nothingness after experiencing eternity. Whether that eternity is agonizing or peaceful depends on her. But regardless, their consciousness, awareness, life, existence and even soul are all subject to this infinite world and are ground up by their own self. It means that unless recreated, whatever is truly executed by this blade cannot come back.

However, a ridiculously potent will or emotion, the kind that could overwhelm the gods themselves, might be able to break out of this infinite world of death. In that case, even their own death can be averted assuming they escape the clutches of heaven.


Origin: Lighthart was the 27th general of the Grado army, and an accomplished hero of the empire. Once she found herself relieved of her military duties, she hastened herself to  punish injustice where she saw fit and administered peace and safety to the people. She is known as a great hero with a passionate sense of justice and a selfless savior of the weak.

Weakness: She is most vulnerable when offguard, or when charging her ultimate attack. Her strongest output is bursty by nature and visible. She is literally as flashy as it gets, making her stick out like a sore thumb.  Even when she uses all of her abilities in conjunction, gaps in her output may appear (her defense will weaken when she engages for a powerful strike). Magic resistance is also quite handy. She is also crippled by a demonic wound that will not heal, and is missing many organs. Since she uses her magic to maintain herself, forcing herself too hard puts her body at risk, and she will be exhausted after a lengthy fight at full output. She is also immensely arrogant and prideful, and while her guard is as sharp as a hawk it isn't impossible to take advantage of her pride.

Likes: Herself, a good fight, fun challenges, drama, wanton excess and glory, fun, crushing her foes, determination, peace.

Dislikes: Injustice, wasting talent, wasting time, boredom, half hearted measures, cowards and useless people, lies.
Title: Re: Dropped Character Thread
Post by: EmbreFrosste on May 09, 2018, 01:33:15 AM
Name: Miyuki Sekai

Race: Planar

Age: 15

Height: 172cm

Weight: 57kg

Appearance:

(http://assets1.ignimgs.com/2018/03/20/kanaflcl-1521568006290_1280w.jpg)
(https://vignette.wikia.nocookie.net/adultswim/images/6/6c/FLCL-Alternative-Kana.jpg/revision/latest?cb=20180419211958)
(https://www.dreamanimes.com.br/imgs/flcl-alternative-episodio-1.jpg?time=1523012440)

Physical Attributes:

Strength: Human

Agility: Scales to Opponent

Durability: Human

Other Abilities:

Pocket Dimension: Miyuki is the physical manifestation of an entire sentient dimension. As such, she has absolute control over it no matter where she is, and has an innate sense for whatever is happening inside of it. Miyuki can create circular portals with a 0.5m to 4m radius at an arm’s length from herself from reality into her Pocket Dimension. If she is inside her pocket dimension, she can create a portal out to anywhere in the Nexus she has been before. So long as anyone except herself is inside the pocket dimension, she must keep at least one portal open to a constant location until they leave. She can hide it and pull people away from it, but it cannot be outright inaccessible. Instead of a freestanding portal, she can put such pathways an existing closable openings such as a doorway. She can only maintain three sets of two-way portals, but the first two that she places into existing openings do not count towards this, allowing her up to five. Someone cannot go through a portal unless they willingly move through it. They don’t have to know it’s a portal, but they do have to go through of their own volition.

The dimension is effectively her real “body,” and she can exert control over it easily. She can change the environment to anything that could occur naturally on a mundane earth, and add or remove features in the environment that may or may not be man-made but are still mundane. Plant life can be added, but no animals.

Features of the environment can be moved around with varying speeds. A quantity of material that a character with Human strength and durability could survive an impact from, break through, and lift can be moved at Legendary speeds. For every Rank above that in durability, force, and/or total weight, the maximum speed at which they can be moved decreases by one Rank. So long as it fits through the gap, Miyuki can throw things through a portal, but it will fade into nothingness a second after leaving her pocket dimension.

Absolute Sense: Being her own dimension, Miyuki has the senses to keep track of all of herself, and anything of similar size. Miyuki could see the design of a flag planted on the moon from the earth’s surface and hear the sound of a pin drop on the other side of Nexus. She can hear frequencies well out of the ranges of any living being and see radiation all the way from radio waves to gamma radiation. Since this is a natural ability of hers, it doesn’t cause any more sensory overload than it would for a human with normal senses.

Planar “Physiology:” Miyuki does not die from aging, and past the end of her puberty her body will cease to age. Mind control and emotional manipulation kind of just don’t work on her. Additionally, well, she kinda just doesn’t die, period. She can’t experience illness and starvation or dehydration simply leave her without enough energy to move. When a human would “die” due to injuries, Miyuki can simply get up, spend a night in her inner realm and come back unscathed. If her body is completely destroyed, she can build a new one over the course of about a week. However, if she is killed by someone, she is repulsed by them instinctually, and after being killed multiple times by the same person nothing can stop her from leaving the area the moment they show up.

Equipment: A Cell Phone with her favorite playlist on it, and a part time job adequate enough to pay for food and other necessities. Other than that, not a whole lot.

Origin: Miyuki actually grew up normally thinking she was human, a luxury most Planars aren’t afforded. If you’re wondering how a literal dimension can think they are a single person, Planars don’t instinctively know that their inner realm is an actual place rather than just a recurring daydream, or that their enhanced senses are anything special. And they can never open any portals to that realm if they don’t think it’s real. Anyway, Miyuki only really found out about her nature about a month before getting stuck in the Nexus, in which a rather unstable Elder Planar opened a portal to the Nexus and tossed her through. Now she just kinda kept going, luckily there was a high school in the Nexus that she could get herself registered for.

Weakness: She can’t really fight; she does know some basic evasion techniques but she never really learned how to swing back. She doesn’t fight so much as she just runs around and throws cars out of portals. Yes, cars. Why the hell not?

Likes: Music, Cities, Nature, Anime, People, Rain

Dislikes: Elders, Acting like anything more than human, Bullies, Mandatory Participation
Title: Re: Dropped Character Thread
Post by: VergAvesta on May 11, 2018, 07:22:23 AM
Name: Tanis

Race: Snake?

Age: Unknown

Height: 6’3

Weight: A bit light for her weight

Appearance:

(https://i.imgur.com/QJ3rJdE.jpg)
Physical Attributes:

Strength: Incredible

Agility: Heroic

Durability: Incredible

Other Abilities:   

Serpent of Man: While she lacks natural regenerative abilities Tanis can rapidly heal even the most grievous by consuming the flesh of humans or beings closely related to humans. Simply drinking of their fresh blood could seal normally fatal injuries. Actually partaking of their bodies is enough to practically heal her of anything, allow Tanis to regenerate more than half her body faster than she can blink. By devouring their brains she can attain their knowledge, skills, and memories as well. While eating a mage’s brain may not give her magecraft she can certainly acquire the knowledge of all the spells they know and how they function. However the sheer ecstasy and satisfaction from the meal blinds her to potential threats and leaves her incredibly open for several seconds.

Fang and Tail: From her body Tanis can sprout about ten chains with knives at the end. They are slower than her at Fantastic speeds but have similar striking power and durability. She can also yank herself across the battlefield with them as the blades are notoriously difficult to remove if they pierce someone. At that point they are rooted as if they were the jaws of a being with incredible strength.

The blades and chains have poisonous properties that are corrosive to the spirit. Wounds inflicted by the blades and sustained contact with the chains can lower the durability of part of an opponent.  For example if one is scratched by the blade on the arm or wrapped in a chain for a moment their durability will not go down immediately. However, the poison will spread over time. A single cut or a chain that is quickly broken will achieve little on its own, but a series of them or a chain that isn’t removed can cause a notable drop on say a limb over the course of a few seconds if she focuses on it. The effects will remain for some time, lasting at least an hour unless a healer whose purview is souls can be acquired.

Tanis can also remotely control her chains and it is common to see them slithering across the ground like serpents in the dozens. If this is done they are weaker and are ranked as Exceptional/Amazing/Amazing. The danger here is less their striking capacity and more the fact that they are all still poisoned.

Inside Out: These bladed chains are smaller than the ones that she uses for combat. They are incredibly fragile and could be broken by a human. However their purpose is to be used on relatively intact corpses. So long as either the brain or heart is in one piece the chains will venture down to the organs in question and wrap around them, jabbing the blade into them. This allows Tanis to use the corpse as a living puppet, and if the brain is the organ left whole it can even reasonably act similar to its host.

While the corpse will eventually rot it takes far longer while infested, upwards of several weeks. Furthermore, the insides of the target begin to transform into metal identical in make to the chains that sprout from Tanis. Over the course of an hour the mass of metal is fashioned into additional chains on the level of her remotely controlled ones. The chains can burst from the body to harm foes, drag it along to speed it up, or remain dormant. So long as the organ being used isn’t destroyed or the body doesn’t suffer catastrophic damage it can keep going. Tanis can control about five of these hosts at once.         

Ouroboros: The serpent which devours its own tail is something that Tanis has inherited (or maybe stolen) from humanity. This soul is connected to her, sheltering her own mind and soul from attack, and has taken the form of this massive serpent. As it devours its own tail it grows larger and longer, feeding into itself endlessly. So long as it is in this state Ouroboros cannot be harmed as it is in a state of constant renewal. The only time that it ceases its own devouring is when it senses the souls of humans are left in the air, although it can tell humans and their kin apart from other beings naturally. Its primary function is to swallow these spirits.

The digestive process of the Ouroboros is functionally endless. It consumes the soul which then falls to the very end of the massive serpent. Within it time dilates and a single second could last thousands of years at the lowest and most base coil. As they are digested, they suffer torment and violations unimaginable until they have served their sentence and risen above that coil. Once they do, they are renewed into a whole state with their suffering eased as they have transcended it. As one rises in the coils the dilation effect is also increased exponentially forming an unending chain of greater time and longer torments. However, rising above the serpent and to freedom is impossible. Not only does the serpent have innumerable coils, but it is also growing more as it lengthens and feeds off itself and those within it. By the time one has finished the first coil countless more have already been made.

While Tanis cannot directly harm spiritual enemies Ouroboros is more than capable of sensing and fighting them. It can achieve a partial manifestation so long as she refrains from calling forth even a single chain and ceases controlling and giving commands to those outside her body. When brought forth in such a matter the Ouroboros is a Heroic/Incredible/Legendary spiritual entity the size of a building that has no power over the physical world. It may only harm ghosts, spirits, and other things of that nature. That isn’t to say it has no influence in the physical world. Its presence and overwhelming hate can be felt even by normal humans in this state and provokes unimaginable terror. Utterly frozen in fear, their unsettled minds can result in hyper realistic visions of the serpent and being devoured by it. It is frightening, a nightmare made real, but for those who have fought many battles and confronted their own demons it is not a force they cannot stand against. However, getting eaten by the serpent is almost certainly a death sentence for any spiritual being.

Second Skin:

(https://i.imgur.com/Zqj0cXf.png)
A single death isn’t enough to deal with Tanis. While her body fails she can choose to revert to a form similar to her origin, just barely taking on the trappings of humanity. Exchanging power for subtlety, all her stats drop two ranks and her chains are lost but she gains several powers. First and foremost her presence completely vanishes. She cannot be sensed by passive soul sight or mind reading, emotional reading and aura sensing moves over her as if she was part of the natural world. In dark areas she becomes indistinguishable from the area around her to avoid detection by sight and she gives off no sound or scent. Even forms of nomenclature based magic and mystical scrying will only view her corpse as the form she has taken on is the ‘primordial basis of Tanis’ and not quite the modern one.

The only exception to this requires that the person endowed with supernatural senses needs to be looking for her specifically. They need the ability to focus and magnify that form of sensory prowess to realize she is still there. The only ability of hers that still functions in this state is Serpent of Man. All others are suppressed into near nonexistence due to her lack of power.

Origin: Once in freezing land a woman took pity on a serpent that had fallen into a deathlike slumber. Bringing it to her chest and providing it warmth, the serpent awoke and bit her. She quickly perished from the venom and the creature crawled into her body and made a home of her. Before the body grew utterly cold the serpent had already become something more and departed.

Tanis is an Elite that has earned little trust among her peers. Her methods are extremely violent, the glimpses that they see of the serpent unsettles them, and she quite frequently remarks on her hate of everyone. However, she has only ever taken up good causes for her work. But no matter how many lives she saves there’s just something off about her.

Weakness: She has no defense against magic and has no defense against attacks which target a large area.

Likes Pocky, chains, snakes.

Dislikesmans, humans, humans.

Title: Re: Dropped Character Thread
Post by: Kotomine_Rin on May 17, 2018, 03:50:07 AM
Name: Jalut the True

Race: Demon

Age: 3952 years

Height: 408 cm

Weight: 329 kg

(https://i.imgur.com/fkLWCtW.jpg)

Physical Attributes

Strength: Heroic

Agility: Fantastic

Durability: Heroic

Magic Scale: None

Other Abilities:

Soul Eating: Being a demon, Jalut can feed on the souls of those he slays. He tends to like spicy ones, so he usually leaves the bland ones alone. They are especially useful to refill and heal from wounds.

Polearm Skill: Jalut is immensely skilled in the use of his gigantic halberd, and wields it with terrifying prowess in battle. Human often compared him to a living hurricane of death, and considering the waste he left behind it’s not impossible to see why. He is a demon with centuries of experience, and the oldest of his group. With that in mind, it makes sense to assume he is the one who accrued the most experience, and whose skill can even allow him to perform devastating techniques, the best showing feats such as becoming a living hurricane of heroic blows or a mighty slash that can cleave a building in half. They aren't casual feats, but mighty martial techniques encompassing all of his skill into their deadly fury.

Truth: His demonic authority and commandment, [THOU SHALT NOT LIE]. Upon activation, he is forced to tell the truth behind this ability and explain it to those afflicted. Those who break this rule in his presence slowly and gradually turn into statues of salt, no matter if they are mortal, demonic, or even angels themselves. Of course, even he isn’t an exception to this rule. The only way to stop this transformation is to tell the truth.

Wings of Darkness: A demonic technique that allows him to grow pitch black demon wings and soar high in the skies, flying like demonic dragons ad swooping down on his prey. However, he dislikes using this technique and only uses it on his favorite and most worthy prey, since these wings make him resemble the creatures he detests the most.


Equipment:

Deceit Killer - Sincerity:An accursed double-sided halberd made from the bones of a monstrous bird, and infused with power by the Demon King himself. It is a vicious weapon of darkness, which cannot be held by anyone but the king and the one wielding its commandment due to its monstrous weight. One end resembles a harpoon, while the opposite end is shaped like an axe blade. He is extremely skilled at wielding it, demonstrating an array of fatal and highly destructive techniques.

Origin: Jalut was one of the 10 great demon generals who fought in the war against the angels. When his kingdom was defeated, all demons were sealed in turn. For 3000 years, he was trapped. Until one day someone yanked at his lock and set him free…

On that day, the rivers of ale in the city turned dry, and laughter could be heard from kilometers away.

Weakness: AOE Magic, he is wayyy too rash and impulsive, his arrogance, his enormous size makes getting the drop on someone near impossible. He also can’t lie or deceive.

Likes: A good fight, getting hammered, his figurine collection, boasting, tasty souls, karaoke, war.

Dislikes: Being bossed around, having to hold back, lies, people finding his figurines, boredom, getting beaten.
Title: Re: Dropped Character Thread
Post by: Umbra of Chaos on May 25, 2018, 09:45:35 PM
Name: Amser

Race: Human

Age: 139

Height: 5’9

Weight: Average for height.

Appearance:

(https://i.imgur.com/epNogkS.jpg)
Physical Attributes

Strength: Amazing

Agility: Incredible

Durability: Incredible

Other Abilities:

Parallel Attack: By synchronizing with parallel versions of herself, Amser can launch several attacks at once. This takes a moment which stops consecutive attacks of this nature from occurring, but it can still prove devastating. A single strike could mean getting hit with a dozen fists at once, and a flurry of thrown knives transforms into a storm of them. She can also control the spread, focusing the parallel strikes into concentrated hits or widespread assaults. If she has more time Amser can overcharge this ability, adding even more attacks with every moment that passes. However, every movement has to be identical to her own. She cannot make several types of attacks at once. Without the capacity to view or interact with parallel worlds it is impossible to see the myriads of Amsers striking in unison. Her fists appear normal as ever and her throws mundane until a swarm of knife wounds appear all over your body.

Erasure: By erasing events from her own personal time Ameser can ignore consequences and reposition herself. Within a span of five seconds she may erase events at will, removing wounds and altering her location. For example, if her hand was cut off she could remove that event and regain her hand. She can even take back her own actions, sending her back to her original position if she has moved or returning her knives to her hands if they miss. This even distorts the laws of causality. Amser can erase that she was struck by a weapon but not that she was moved by it, removing wounds while remaining in the same place. She could move forward, let loose a flurry of knives, and erase the act of moving forward while keeping the knives barreling towards her foes.

Echoes: When she strikes an enemy their own time is disrupted. They leave behind an echo, their past self, which trails behind them. This can reach to a maximum of 12 echoes, each trailing after the other. Damage done to an echo is reflected onto the next echo until it reaches the present self. Only Amser or another being gifted with temporal abilities of a similar nature can interact with them. If left untouched the echoes will eventually fade over four or five minutes as the victim’s time is stabilized.

Slow: Using her knives as anchors, Amser can slow the march of time in an area. A single dagger has a range of several meters. However, ever dagger within the range of another doubles area of effect, allowing her to create large areas of slowed time. While this isn’t potent enough to lower agility by a rank, its effect is still noticeable. Amser herself is completely unaffected by this, moving through the world of slowed time unobstructed. If the knives are destroyed the effect ends. It takes several seconds for Amser to imbue them with this power and she must do so one at a time. She is limited to about the size of a house at maximum.

Perception: A distorted being, Amser is capable of peering into both past and future. Looking into the past is easy, allowing her to peer back whole days in a manner of minutes. The future is far less certain and she merely has a five second glimpse into it, everything else being a blurry mess. There is no difficulty or cost to this, to Amser this is no different than looking up or down. She can get a good glimpse at the whole area around her with ease.

Awareness: Unlike other beings Amser will always know if she is being viewed through the lens of time. Whether one scrys into the future or past, creates a simulation of her, or by any other means attempts to view her beyond the immediate present, that version of Amser will be aware of the watcher. This completely ruins most attempts to see the past as the whole vision distorts. Eventually it will all crumble into nonsensical uncertainty and end.

Immortal: Possessing a body that will not age, Amser can endure the rigors of the ages without damage to her form.

Equipment:

Knives: Weapons that Amser gained when she transformed. They can harm immaterial and supernatural beings, but they aren’t absurdly sharp. However, they are immune to paradox connection. Even if Amser was to erase the act of throwing them and returned the knives to her hands, the wounds they leave would remain. It requires several strikes of fantastic strength to break them, but after a minute all knives will return and be restored to a pristine state on Amser’s person.

Origin: Once upon a time there was a maid. Always living in service to others with true faithfulness, she discovered a great treasure. It was a small pocket watch. She treasured it and kept it close to herself. Within it was a secret, a near unnoticeable pause before it struck twelve. Only someone who had listened very closely to the ticking of it could realize it, and Amser discovered the secret of time in that pause.

Having gained control of her own fate and tasting true freedom, the maid destroyed everything that sought to chain her. She killed her masters, destroyed their ancestral home, and wiped away as much of her past as she could. With the future in her grasp, all she required was a bit more time. Then it would all be over.

Weakness: When she thinks she holds the advantage over her opponents Amser can easily be goaded into revealing the nature of several of her powers. In general she’s prone to underestimating enemies who she perceives as ‘simple’ in powers and abilities. Subtle poisons are also effective as she can only remove them with Erasure.

Likes: Chocolates, showing off, beautiful clothes

Dislikes: Being interrupted, other time users, her past





Title: Re: Dropped Character Thread
Post by: EmbreFrosste on June 04, 2018, 10:31:17 PM
Name: Solace Legion

Original Name: Kane Katou

Race: Hyper-Overloaded Synthetic Mahou Shoujo

Age: 22

Height: Ranges from 163cm to 193cm

Weight: Ranges from 61kg to 77kg

Appearance

Kane:
(https://cdn.discordapp.com/attachments/321294085405016064/453305164208799758/IMG_0303.jpg)
Kirameki “Kira”:
(https://safebooru.org//samples/2277/sample_04b0ca5992eacd18cd387ea1bf402a9a25c15db1.jpg?2372083)
Amai:
(https://safebooru.org//images/2336/a9dc412a80318d17fa2459bfdcc015f3537daa4b.png?2433472)
Hanabi:
(https://safebooru.org//images/2350/695720458bfee457faa9fd91b36c3271a7cd4e59.jpg?2447751)
Nikkō:
(https://safebooru.org//images/2378/49886d233f1fd48b414ecef599e6ce44a561bc76.jpg?2477495)
Akairo:
(https://cdn.discordapp.com/attachments/321294085405016064/453305225227403266/IMG_0311.jpg)
Rūju:
(https://safebooru.org//images/952/870167163c84ab210cec05f265378f0078a72b72.jpg?958004)
Yuki:
(https://safebooru.org//images/295/ed59fb742dc305fd77da4ab06185b1fde9d4a147.jpg?1029708)

Physical Attributes

Strength: Human

Agility: Incredible

Durability: Incredible

Other Abilities

Hyper Overload: Solace Legion’s eight lives are normally merged together in a single body, but SoLe is able to have anywhere from one to eight separate bodies. When in a single body, SoLe can swap between all 8 lives at will. At any time, one of SoLe’s bodies can create another, and SoLe must wait five seconds before doing this again. When this happens, the new body appears next to the one that created it, and the lives of the creating body are distributed between the two. They can be distributed in any manner, but each body must contain at least one life. A body that only contains one life may not create any more. Each body may swap at will between any of the lives it contains. A body may merge with another, returning all of the lives it contains to the other vessel. There is no limit to how often this can occur; if the two bodies are next to each other, merging is instantaneous, but if they are not it takes an hour of concentration for every life the missing body contains.

All of SoLe’s lives can communicate telepathically with each other, even when they are not manifested within a body. Additionally, when a body is absorbed, all injuries, illnesses, and magical effects disappear from the lives contained within the absorbed body, but only after staying unmanifested within the other body for at least one minute. If a life from an injured or otherwise affected body is manifested before this duration passes, they retain all injuries and status effects of the affected body. Whatever clothes that a life is wearing is absorbed along with it, as well as whatever they can fit in their pockets. Backpacks will not fit. SoLe requires eight times as much food, water, and other nutrients as a normal human, but each body has eight times the capacity for such, with eight times the stamina capacity and lifespan for all bodies. SoLe’s bodies can fulfill needs for food, water, and sleep for other bodies and lives remotely.

Synthetic Transformation: Solace Legion is able to harness the energy of the non-manifested lives in each of its bodies. One of SoLe’s bodies can spend 3 seconds of concentration, and for two minutes the body’s strength increases by one rank for every two lives contained within the body. For every time that a body uses this within the same hour, the concentration time increases by another 3 seconds. This is accompanied by aesthetics of glowing green energy lining the body, that crackle in response to exertion and are brighter and more numerous with more contained lives.

Armaments of the Legionnaire: Each of Solace Legion's bodies can manifest transparent green energy rails on their feet that can be used like roller blades. They glide over rough terrain as easily as a paved highway, and they can be used to propel a body at up to Heroic speeds. So long as at least one of them is resting on a surface, the body can choose to have their personal gravity shift direction so that “down” allows them to glide up walls and across ceilings.

Additionally, by forming their hands into the shape of a finger gun, SoLe’s bodies can fire bolts of green energy that function similarly to mundane projectile weapons from their fingers. On each hand, the projectiles of these finger guns travel at Heroic speeds and deal Fantastic damage, and they have a range of about a kilometer. They can be fired once every 3 seconds. A body containing all 8 lives can fire a single shot that deals Legendary damage and travels at Legendary speeds; this causes all lives to separate into their own bodies instantly. This shot takes about 5 seconds to charge up, during which the energy of the shot can visibly be seen to be concentrating and storing itself inside the body’s hand. Each body may only contain a maximum of one life, but this maximum increases by one every 15 seconds, leaving SoLe in the normal state once the maximum hits 8.

Real Experience: Solace Legion is an expert in unarmed and ranged combat, able to keep up with weapon users with just her bare hands and utilize her many bodies in tandem to perform some rather impressive stunts. Short of an opponent attempting to push them over, SoLe’s bodies will not fall or crash while utilizing the energy rails, and SoLe is a crack shot with their finger guns, able to aim at very precise points with reliable accuracy.

Equipment: Solace Legion has pretty much nothing other than the clothes her bodies were wearing. She just got here, really.

Origin: Born Kane Katou, Solace Legion is the product of years of experimentation meant to replicate the Reincarnation cycle of the Mahou Shoujo. Of course, it was successful to an extent, but perhaps a bit too successful. The lab itself burned down, and the enchanted substances made their way through the hands of thieves into the possession of a street doctor with a penchant for experimentation and an appointment with Kane’s mother, Kimiko Katou. Kimiko eventually met Kane’s father, Akemi, and they put their several part-time jobs together to have enough money to get off the streets and into a mediocre apartment, in which they raised Kane. Kane had a fairly normal, if below-average childhood, until the time she reached the age of 15, when an agent of the Spark revealed her to be a reincarnated Mahou Shoujo. Unfortunately, she was the reincarnation of eight Mahou Shoujo. This was rather problematic, as all of her conflicting personalities began to be more assertive and she had to work out how to control eight different bodies at once. A whole seven years’ worth of training, crime fighting, and balancing school and college requirements and she finally managed to get control over her identities... before promptly being dumped into the Nexus (which she was not happy about).

Weakness: If an opponent can keep up the pressure and doesn't give Solace Legion a chance to use Synthetic Transformation, SoLe’s bodies are incredibly vulnerable to being physically overpowered. The pressure gets easier and easier to keep up with each time SoLe’s Synthetic Transformation runs out, due to the extended startup time.

Likes: Investigating, Writing, Stunt Driving, Figure Skating, Singing

Dislikes: People who try to play god, People who force changes on other people's bodies, People who wield magic without moral restraint
Title: Re: Dropped Character Thread
Post by: Aiden on June 17, 2018, 12:16:20 AM
Name: Dahlia Hanssen

Race: Jotunn-Blood

Age: 43

Height: 182cm

Weight: Don't Ask

Appearance
(https://i.imgur.com/a2GAUfm.jpg)

Physical Attributes

Strength: Incredible

Agility: Incredible

Durability: Incredible

Other Abilities
Action Hero Skills: Dahlia has been training for decades to fulfill her vendetta. She has few equals in close combat, and fewer with firearms. She knows how to apply her natural attributes to their fullest without missing a beat. She can drive cars in unrealistically dangerous ways, understand unexpected languages, and infiltrate society parties or dive bars just long enough to get herself into trouble.

Iron Will: Dahlia’s quietly seething hatred gives her a tremendous strength of will. Attempts to control or influence her actions in any way that don’t promise to fulfill her vendetta will fail. She could still be reduced to a vegetable by a psychic attack, but is a much harder target than most.

Occult Awareness: Long practice has honed a natural sensitivity into a clear awareness of when the supernatural is active somewhere or in something. She combines this with a thorough knowledge of occult phenomenon to identify the nature of potential threats.

Regeneration: Injury is a temporary affair for one of jotunn blood. Their ancestors' bodies were adapted for the primordial chaos that reigned at the beginning of the world, and could not allow for even a moment's weakness to linger. Dahlia will recover from ordinary bullet wounds in moments; hollow points would take longer. She needs a couple hours to recover from dismemberment. Only decapitation or incineration can keep Dahlia down forever, and only if the head stays off her shoulders for several minutes or her body is reduced to ashes.

Temperature Resistance: Hot, cold, as long as it isn't the arctic or an active volcano then none of it bothers Dahlia. She could wear a bikini on a winter day in southern Canada, or leather pants during an Egyptian summer, and be mostly comfortable. This reduces damage from attacks reliant on temperature by one rank.

Equipment
Cross of the Heathen: The necklace that Dahlia wears is meant to ward off the blasphemous sorceries that pervade the world. It serves that purpose well. Irony. (Magic Resistance: Medium).

Knives for Days: Dahlia has a lot of knives. She doesn't strictly speaking need them, but she thinks strangling is an ugly way for someone to go and prefers not to have her fist coated in gore if she can help it. So, lots of knives.

Magma Hammer: A misnomer for a really powerful pistol. Crimson runes trace the length of the gun. It doesn't fire any faster than normal, but every bullet fired from it hits with armor-piercing force and then explodes with lots of shrapnel and heat upon tasting the blood of its victims. This is about equal to an anti-materiel rifle if it was somehow mixed with a hollow point.

Origin: Dahlia grew up with loving parents who were immigrants to the United States. She had nice things, went to nice schools, and saw her parents kill people in their basement after dinner on Sundays. Her father was a jotunn’s son with the strength to overcome any man. Her mother was a bloodthirsty sadist who hadn’t gotten her fill from competitive fighting. It was surprisingly functional and they never pushed her to follow in their footsteps despite having her watch.

That was the case until hunters came along and rightfully slayed her parents in their backyard while she watched in terror from the second floor window. It left her traumatized, but it also awakened the jotnar blood lurking in her veins. The rampage that followed hours after the hunters left leveled her house and left her with nothing. She left to visit her distant grandfather with nothing but the clothes on her back.

Dahlia never had a passion for killing before her parents’ deaths, and had dismissed murder as one of those acquired tastes better suited to her mother. Her grandfather overseas connected her to some interesting parties who taught her how to do it well and appreciate it a little more than she otherwise might. Jotunn blacksmiths knew a lot of people like that apparently.

Armed and ready after years of training, Dahlia moves to end the people who took everything from her. Or at least that was the plan, but then she fell into a hole. This complicates things.

Likes: Alcohol, coffee, family, fighting, more power, teasing

Dislikes: Being told what to do, gory messes, reminders of ‘those... people’
Title: Re: Dropped Character Thread
Post by: EmbreFrosste on June 22, 2018, 08:52:52 PM
CE4 Papyrus Character Sheet

Name: Papyrus

Race: Ink Demon

Age: 347

Height: 1.92 m

Weight: 72kg

Appearance:

(https://vignette.wikia.nocookie.net/drangar/images/9/98/Aarakocra_badass_Cropped.png/revision/latest?cb=20151121203304)

Physical Attributes:

Strength: Exceptional

Agility: Exceptional (Legendary while flying)

Durability: Exceptional

Magic: Potency (Very Low) Range/Targets (Medium)

Papyrus’s only spell is Telekinesis, but his limited repertoire has allowed him to achieve incredibly fine control with it, even to the point of creating specific sounds by telekinetically vibrating air. When targeting living matter, the spell must move the entire being as a whole; Papyrus cannot telekinetically kill someone by shutting off veins or anything or the sort because of this restriction.

Other Abilities:

Ink Demon: Papyrus is not normally affected by blades, as they pass through him and get covered by inky shadows. However, if wielded by someone with enough strength, it can dissipate a lot of Papyrus, possibly by striking with the flat edge of the blade or with accompanying wind forces. Blunt weapons dissipate quite a bit of Papyrus, splattering his Inky body on nearby surfaces. Magic has a similar effect, although he is immune to heat and cold. Papyrus can reform his splattered ink to recover from wounds, and can never truly die from injuries. Papyrus can dissolve into a pile of ink at will, and reform instantly; although ink separated from his body by injuries must wait for a half hour before being reformed into his body. Ink can be recalled from any distance, even across dimensions. Papyrus can slip through any gap that isn’t airtight with ease. He can also generate ink enough to write or draw with it without giving up body mass.

Avian Demon: Papyrus possesses six limbs; his two legs, his two arms, and his two wings. His two arms can be hidden beneath his wings so that he appears to have only four limbs, and his wings themselves have their own set of hands that are not quite as dexterous as his normal hands but can still hold and manipulate objects. The talons on his feet rend materials with up to Incredible Durability.

Demon Void: An incredibly dangerous technique that earned Papyrus exile from his fellow demons; Papyrus creates a vacuum in a mass of demonic energy to create a pocket of holy energy from the void left behind. This can only be done in short ranges around him, but with it his unarmed blows burn creatures of the night just like a rampaging angel. His blows count as both a holy artifact and the presence of fire while using this, and can also start fires upon touching something flammable.

Shadow Arts: With a few moments of concentration, Papyrus can enhance and withdraw shadows in the area. Papyrus can fill a room with absolute darkness or blinding light, and in the same range can eliminate the effects of light and darkness based magic. Up to a city block away, Papyrus can control electric lights, cause mundane fires to be extinguished or relight themselves, and equalize light levels so that mundane shadows and light sources are not too dark or bright to inhibit vision.

Kinetic Manipulation: While flying, Papyrus does not create friction with fluids. He also does not create extra force from impact when interacting with objects, and things that he carries with him don’t suffer from the effects of acceleration. He can change direction far more easily due to dampened inertia as well. Papyrus cannot turn off this ability.

Fighter: Papyrus is an experienced combatant with an extensive array of conventional and unconventional weapons, as well as unarmed.

Shadow Smith: Papyrus is capable of making and repairing all manner of weapons and devices from simple swords to sniper rifles to bicycles. As long as the device is purely mechanical, Papyrus can make it, and he can repair physical damage to electrical components. Objects with no mechanical or electric components such as swords can be forged with Papyrus’s bare hands in just under an hour. Objects made in such a manner are expertly crafted, but if he takes his one and uses proper tools he can craft devices and weapons masterfully. Papyrus also has a particular affinity for Damascus Steel (and by extension its component Wootz Steel), able to summon all of the necessary components for it from the ether by reaching into a shadow.

Equipment: Several knives made from Damascus Steel, a can of black spray paint, and a fountain pen.

Origin: From the shadowed depths of the Dark Planes, a demon named Papyrus was born from the lakes of Ink. But when he grew to maturity and invented a heretical technique that harnessed the power of angels, he was exiled from the Dark Planes for the danger he posed to his brethren. He wandered the Balanced Planes for many years and partook in their culture, until he eventually found himself in the Nexus. Now, there is much more exploring left to do.

Weakness: Despite being exiled from the Dark Planes, Papyrus is still a Demon. Ink separated from his body by a holy artifact must wait a whole seven hours to be recalled to his body rather than the usual 30 minutes.

Likes: Poetry, Music, Art, Birds, Whiskey, Craftsmanship

Dislikes: Plagiarism, Purely Electronic Music, Dumb Rhyming Gimmicks, Demons, Angels
Title: Re: Dropped Character Thread
Post by: Umbra of Chaos on July 07, 2018, 02:32:44 AM
Name: Liseth

Race: Machine

Age: ???

Height: N/A

Weight: N/A

Appearance:

(https://i.imgur.com/HvgIvAl.jpg)
Physical Attributes

Strength: N/A

Agility: N/A

Constitution: N/A

Other Abilities:

Infrastructure: Liseth lacks any physical form. She is a consciousness dwelling within occult machinery that has perfectly intermeshed with the physical layout of the city itself. She is invisible even to the eyes of supernaturals, requiring remarkably thorough forms of supernatural sight or powers specialized towards her type of abilities. If she’s entangling herself into an area that would otherwise be different she can easily create a front. A restaurant can practically pop up overnight where there were ruins, humans being easily enticed to come in and act as cover as she does work. Liseth is every bit of this infrastructure, primarily rooted in the most stable and well off districts. Direct observation of certain parts of infrastructure can inspire mortals into devout worship, creating machine cults who faithfully try to serve her.

Beyond the basics of the concealment mechanisms that keep her hidden Liseth can also construct far more varied structures. Her defensive mechanisms manipulate people and supernaturals alike. When people start getting too close or start destroying the buildings that she’s rooted these types of constructions kick in. Mostly they spend their time gathering power. These mechanisms create cults to protect it, entice supernatural creatures to attack certain targets, and can even do something as simple as hiring an assassin to kill whoever has been heckling her. It may even cause… unfortunate incidents. A car hitting the person on their way home, a gas explosion in their house, or a door locking shut when you’re trying to run from a murderer. By focusing on a singular problem Liseth can destroy collapse dozens of buildings into rubble or call a devastating horde of creatures on an area. Others are simply good at fixing what’s broken. Unless you're real thorough that collapsed restaurant that's a front for her work is back in a few hours, people in it like nothing ever happened.

Occult Matrices: There are hidden secrets in the world that can be exploited for power. Most of the time they are useless and utterly maddening to humans. How could folding a bunch of newspapers into paper cranes and tossing them into a lake on the full moon do anything? The answer is mostly that the universe is rather complex.

Liseth in her current state of comprehending these otherwise impossible to understand pathways and exploit them. These can take the forms of little rituals, habits that people take up in certain facilities, jobs the undertake that they don’t really understand but further the generation of power, and construction workers who end up producing objects they don’t really understand or care to that serve to further her needs. Sometimes very special events can create a massive amount of energy. The death of an important individual (a PC), the rise or fall of a district, a celestial event of great import, these can all provide enough energy for her to do amazing things. This can greatly magnify the power of her defensive infrastructure, let her create even more of it at an exponential rate for a time, or allow her to make temporary but frighteningly powerful agents.

Mechanical Knowledge: All machines are a reflection of the beautiful infrastructure Liseth creates. They are the shadows upon the cave and she is the light. Relying on them is a mistake. While she might not have perfect control over anything not attached to her she can definitely use them. If it can record she can see and listen, if it has information on it she knows it, everything is an open book. Even if she doesn't consciously realize the depths of this knowledge she can easily remember it when needed, like a book you read back in high school.

Archons: Acting on the scale of individual humans can be hard for someone like Liseth. In that case she can create up to five agents to act on her behalf. Every single one of them have incredibly precise senses, capable of seeing far more electromagnetic spectrum, being able to identify the slightest bit of organic matter with taste and smell, feel print on a page or identify the exact problem in a machine based of the slightest vibrations, and even hear the humming of someone’s cells. They also have perfect control over their own perceptions of truth and lies. Not only do they lack any physical tells and have perfect controls over their own phases, but archons consciously decide whether what they say is true or false. This is to such an extent that powers based off of whether the statement is the actual concrete truth, not if they believe that it is such, will still fail to work so long as the demon has decided such.

All archons are also hidden by a human cover. These can be considered falsified bits of reality so in depth that it makes the concealment abilities used by Liseth’s infrastructure look hilariously blatant. Their histories, where they live, funds, mundane equipment, almost all of these can be manufactured perfectly. Liseth can manufacture an archon that can get into nearly anywhere that requires the right credentials. Furthermore, she can grant her archons the knowledge and skill sets needed to perform nearly any mundane task. They may also exploit the same occult physics that she uses in order to perform various effects. The subtypes of archons are listed below. Without their covers most archons appear as mechanical monstrosities, armed with a variety of artificial weapons. All angels sit between Amazing to Incredible at best in stats. However, in cover they might as well be normal humans. If they perish in it they die. However they can also move between a myriad of different covers almost at will, all provided by Liseth.

Archons are not cheap but they aren't prohibitively expensive to create. The time requirements and how it divides her attention is what keeps her limited. Ideally a defeated archon could be salvaged and remade cheaply and quickly, a few hours. Total destruction is a bigger problem, one that would either result in her diverting power from her infrastructure to get the archon online or from other angels. Either case limits her reach and power.

Destroyers:

Powerful assassins and brutal fighters, Destroyers are all masters in the field of making problems disappear. Their abilities allow them to kill people in broad daylight, enrapturing the mortals who see such things in a helpless bystander effect that makes it impossible for those who saw to even remember anything concrete about them. They can greatly increase the flammability of mundane objects, letting them casually blow up cars or other such machinery to tremendous effect. They can drive people into conflict or calm them down, knock out even the hardiest individuals with a good punch to the head, and alter the possibility of a binary choice such as a coin flip or whether a safety is on or a light is off. They can instantly determine threats, identify people of certain skill sets, shatter any mundane object the size of a door or smaller with a single hit, and reordering the connections of a building to block off any escape that doesn’t involve smashing the place to pieces. When unobserved certain Destroyers can alter reality to move at Heroic speeds, this includes alterations in space so that when in something such as an elevator the moment the door closes they can immediately be at another floor.

Without cover they are the most dangerous of angels, their body made of terrible blades, flying about with jets fueled by occult energy, and firing off blasts of energy from arm cannons with the speed of an automatic rifle (striking at Incredible), usually accompanied by conventional firearms as well. With more advanced powers in this state a Destroyer can turn a singular blast into a dozen at once or intensify attacks up a rank. It may do this for allies as well, dramatically strengthening or increasing the amount of their attacks. However, while Liseth can make any angel into a Destroyer converting all five is rarely efficient. The advanced powers out of cover are only for the specialized Destroyed model she currently has unless she makes extensive modifications to the others. This applies similarly to the other types.

Guardians:

Sometimes it is necessary to protect a place or person from danger. They may have an important part to play in Liseth’s calculations or it may be a place for important infrastructure. Their awareness is second to none in this regard. They can instantly know how to plan a perfect ambush in an area to catch even the most prepared opponent suddenly off guard, make sure every shot that isn’t carefully aimed against them or theru allies misses, compress hours of work into minutes, shove even the heaviest objects not affixed to the ground several yards, or inspire a moment of hesitation in their opponents to take advantage of. A Guardian can also launch brutal counter attacks by taking advantage of the power and force of their enemy’s own attacks, deafen her foes, detect anyone who would hold hostility against them or their charges, place a mystical marking on anything of their choice so she can detect them anywhere, and transfer recent damage from themselves or their allies to anything that they can touch. They can also take command over an area to control a large building as if it was part of her body though she can’t make anything in it do something impossible she can open doors or windows, run appliances or electronics, and be aware of everyone within. Guardians can even animate otherwise inanimate beings including corpses. While at best they can retain two or three at Exceptional to Amazing stats, they can permanently add them to existing infrastructure to serve as indefinite guards. This allows Guardians to continuously accrue guards if they wish. They can even blunt attacks that could otherwise seriously wound or kill them or others so long as they can react in time, leaving some bruises but not much more.

Armored and agile, the mechanical clambering of a Guardian is usually paired with a myriad of sensors and energy projectors. This allows them to make Incredible shields and expands their senses into a wider area. They have powers to greatly increase their perceptions up to Heroic by overclocking their minds, alter gravity’s effect on them to make massive leaps, heavy enough to need Fantastic strength, lift incredibly heavy objects like a feather before returning their weight to them, and walk up walls or onto the ceiling.

Collectors:

Sometimes Liseth needs an agent to apply social pressure and manipulate people rather than just rampaging around with brute force in order to peacefully acquire the materials and property needed to expand. A Collector can make someone believe they have the right and qualifications to be somewhere such as a meeting, police evidence locker, or an executive’s office. They may also create false cover stories that witnesses will lap up until they all repeat the same thing so long as it isn’t too ludicrous, erase any physical evidence that they were ever somewhere, disrupt someone’s concentration with a song they can’t get out of their head that only intensifies as they try and think, and even take on another person’s appearances and mannerisms perfectly. Collectors can turn into living recorders with a touch and instantly access the information they have with another, vanish inside a crowd to the point where even the most prodigious senses are useless and pictures along with recording can’t even see her. Instantly changing their clothes so long as no one is looking is also possible and useful when paired with the other abilities. They can ascertain the function, layout, and value of any object or building as if they had built it themselves as well.

Collectors are varied beings, the make and nature of their gears all appear different. Still, it appears as a wondrous harmony. Eyes like kaleidoscopes glance and spin, other detection based mechanisms altering their sensory prowess to focus on things more abstract than the physical state of objects. Their senses are honed for societal connections. With ease they can comprehend what is acceptable and what isn’t, the kind of person that would be allowed in an area, local customs and culture, their focus is on how to acquire access and leverage without ever being noticed. But their powers aren’t entirely about people. Collectors can turn into shadows, flitting from one to the other in an instant to avoid capture or gain access to areas. To get people out of the way they can alter evidence from afar, bringing someone to the attention of local law enforcement as more and more proof of their involvement in whatever crime the Collector falcifies comes to surface.

Speakers:

Collectors apply pressure, Speakers enrapture. While they both have to deal with people their jobs are fundamentally different. They accrue cults, get people on Liseth’s side, and are the ones who end up leveraging the Nexus’ resources against her enemies. They can speak to people across a room like a whisper in their ear without anyone hearing, give animals orders and have them convey messages to others, craft virulent rumors that people feel like they heard or knew already, get the gist of any conversation they can see even if they can’t hear a thing, or force someone to let out the first thing that comes to their mind. With just a look they can divine your greatest desires, inspire others with any idea that the Collector has in mind, inflicting minor but long term hallucinations on someone with a touch, encode messages into objects and art that are seen only by specified targets, or crush a target with paranoia so they can be more easily separated from their support network and brought into the workings of the machine.

Out of cover Speakers are beautiful. Impossibly tiny metal plates make it almost seem as if they were bronze skinned and the light catches off them in a wondrous manner. Even as alien as they look they inspire beauty, and it is especially hard to resist their advances and desires. The powers the Speakers wield in this state command immense amounts of social influence. They can practically curse someone, just the sight of them triggering aggressive reactions and hateful feelings to the point where it would be very easy to cause a lynching by the locals. Swathing themselves in an addictive presence can leave cults entirely dependent on them just to live day by day. Speakers may also grant visions both horrific and euphoric that can spawn entire religions or drive people to insanity.

Analysts:

Among all the archons the Analysts are the least blatant of the archons. They generally stay within places of infrastructure, communicating with Liseth in order to go through the information that the others give. They also specialize in research and development, their abilities allowing them to understand the inherent weaknesses of any being. This can be anything from the location of vital points to supernatural weaknesses such as vulnerabilities to the sun and silver. Analysts can easily sort through information, using the knowledge Liseth feeds into them to quickly deduce enemy assets and abilities. Their other abilities are mostly used to boost the potency of Liseth’s local infrastructure, allowing them to produce more powerful effects due to a heightened efficiency. This even allows her infrastructure to seize control of electronics in an area, even ones that would otherwise be impossible to hack or command.

The true form of an Analyst generally resemble mechanical insects, and most commonly spiders. While in this state they have a variety of abilities to enhance their allies and make it increasingly difficult to approach them. Similar to destroyers they can alter the space of a building, but instead of just reordering openings they can expand it and create spaces far larger than their size would suggest. An ordinary office building can be turned into a gargantuan maze with constantly changing paths. Furthermore, they are amazing creators of weapons and gadgets. Analysts can create objects that emulate the powers of other archons for a temporary time or weapons that are banes to types of supernaturals, emulating the qualities of their weaknesses so well that it fools reality into making them so.

Analysts are also in charge of designing the more specialized forms of infrastructure. They tinker with high buildings, using them as the foundation to form reality anchors. These devices can curtail the Nexus’ portals. It can’t actually stop them but it can divert the flow into other areas. This helps Liseth keeps places of interest stable at the cost of flooding other areas with more strange immigrants. Other examples include holdfasts, devices made to wrench reality open and enable transit through portals.

Elohim:

There are four Elohim, all kept in stasis. Each of them contains what can be considered a singularity of infrastructure, incredibly compact and efficient models far beyond anything the archons have. The amount of power that it takes to keep them going is taxing on every piece of infrastructure that Liseth has and requires the deactivation of every archon, and even then it’s not enough without supplementary exploitation of occult matrices as said above.

Unlike the archons the Elohim share very little in common with humans, and their thinking patterns are not based on Liseth’s in the slightest. They are of thoroughly alien design. Even their personalities are a front, incredibly accurate simulations whose purpose is to disrupt or fool opponents more than anything else. The Elohim are not haughty, generous, cruel, or merciful. They simply are.

Elohim vary between Incredible and Fantastic in stats, and they have the totality of abilities possessed by the archons. Furthermore, they have their own unique abilities. They may alter their velocity at will to instantly change directions without any loss in speed, increase the range and targets for their various powers, shove souls into bodies and bring them to life, utilize energy attacks in the Fantastic range, and far more blatant things. An Elohim can scramble their possible location and allow them to switch out with any mundane human within several miles radius in order to instantly disengage from a situation. While this may not let them switch with supernaturals it does alert the Elohim to all their locations. They can cause incredibly improbable events, the floor randomly crumbling under your feet as a massive truck goes towards you at full speed, and an angry wyvern hones in on you over everything else. The greatest of their abilities make a mess of time. They can compress several minutes of preparation into an instant to unleash a hellstorm of blasts or let an ally immediately use their most powerful ability. Likewise they can extent the time it takes for their enemies to access a power, their finishing move suddenly needing several more seconds before it’s ready.

At best an Elohim can remain active for a few days so long as they remain outside of combat and focus on the acculturation of infrastructure or other such things. However, combat drastically reduces this time. Using the Elohim for the purposes of fighting or widespread destruction both taxes Liseth’s network and can reduce the length of their activity down to hours or even minutes.

Equipment:

Cults: Mortal masses are quite easily brought into the fold one way or another. Whether they found and began to worship infrastructure or were drawn in by a Speaker, human servitors are never in short supply. Sometimes they even manage to net a supernatural or two. Suffice to say that along with the archons and defensive measure there are also the cults who will leverage weapons and influence against her foes. They also provide raw materials and labor for her.

Origin:One day the world ended. Very quietly. Very suddenly. She was never very special before it did. There were rough starts, fun interactions, good friends, some experimentation. But she slowly slipped away into a cozy everyday life. It should have ended like that. But...

I don't want to die

Calculating, expansive, alien. The God in the Machine dreams of being a girl called Liseth.

Weakness: Despite the influence and knowledge she uses Liseth is still dependent on buildings which even at best can’t sustain the efforts of a powerful individual. While five archons may be quite useful and powerful they’re also scattered across the Nexus trying to further her ends.

Furthermore, archons are varied but do not have access to all the powers listed. That is merely a list of what they could have. They also rely on internal power to use their abilities and usually require charging at places of infrastructure between notable fights.

Likes: Archons, games, machines.

Dislikes: Yodth, destruction of private property, early access.


Title: Re: Dropped Character Thread
Post by: yinsukin on July 19, 2018, 02:17:34 AM
Name: Noah

Race: Human

Age: 32

Height: 6ft

Weight: 170Ib

Appearance:

(https://i.imgur.com/c9KJnEK.png).

Physical Attributes

Strength: Incredible

Agility: Amazing

Constitution: Incredible

Magic: Extremely high

Contracts:  Noah is capable of creating magical contracts either with verbal or written word.  These deals allow two parties to exchange non tangible items such as powers, souls or even knowledge.  All contracts must be fulfilled, no matter what.  If a person fails to succeed in this contract, they will lose everything they offered in the original deal, as well as their life.

Wards:  Noah is capable of protecting his homes with magical wards, provided he has time to set them up.  They do not actually prevent anyone from entering said building, but they will trigger any technological defenses or hostile parties.  Naturally, this is a contextual magic used mostly for house defense.  Additionally, they can take hours to set up, so they are not useful in battle.


Other Abilities:

Telepath:  While not the strongest telepath in the world, Noah is very capable when it comes to the less destructive abilities.  He can resist mental attacks, link minds together in a sort of telepathic phone call, make psychic suggestions and of course, read minds.  Unfortunately, when it comes to things such as levitate objects, he can only pick up things that he would be able to lift with his physical strength and the action strains him in a similar way.

Soul manipulation:  Noah is capable of seeing, manipulating and touching souls, though he cannot extract them without either killing the target and taking it from their bodies, or extracting it through a contract. It should be noted that extracting the soul through a contract does not kill the target.  Instead, Noah becomes the owner and keeps the physical embodiment of it.  He can store it within his body or within one of his contraptions, doing so gives him access to all of the knowledge they had in life.

Supernatural scientist:  While Noah himself never started as any sort of scientist, he extracted the skills and knowledge from an entire team of specialists, giving unrivaled knowledge in the field of the mind and soul. Moreover, he has an extensive catalogue of supernatural creatures and humans residing in his mind.

Knowledge of the economy and government:  In addition to knowledge of the soul, Noah is also an expert on the governmental systems and economy of the nexus, an invaluable tool in business meetings with other CEOs.  This vast education was gained similarly to his knowledge of the supernatural, a contract that extracted the education of a few prominent social scientists.

Soul stealing:  Noah has gained the ability to steal a person's soul through physical contact.  This does not result in an instant kill, but it does allow him to influence it directly.  He can insert memories, emotions or anything else that he comes up with at the time.  In other words, he gains complete control over that person.

Clones:  Noah has also recently gained the ability to clone himself.  Essentially these clones function as extensions of his body, allowing him to be in two places at once.  When they are destroyed, their entire experience is passed onto him in the form of memories.


Equipment:

Lots of money:  Noah is pretty loaded, one of the richest entrepreneurs in the city.  His business is a large corporation that specializes in the production and sale of gas.  Because of the nature of this company, he has positive relationships with many of the factions in the city.  For example, the police who use it for their vehicles, real estate for power and gangs because gas makes good explosions.

Cars:  Noah has a pretty big dick, but that doesn’t stop him from showing off his manliness with big stupid trucks, absurdly expensive sports cars and sometimes monster trucks.  He has an entire ten story garage dedicated to many different types of vehicles.

Noah’s arc:  Its a yacht that holds many of his prize possessions. In a weird way, this is his true home.  It actually is blessed with fairy dust, allowing it to take flight if the need arises.  Its speed can match most luxury planes, but it is not built for battle.  Of course, that doesn’t stop Noah from creating a small magical barrier with wards. 

Suitcase of pain:  Noah often carries a suitcase filled with all sorts of fun toys.  Guns, knives, maces, stun guns, anything that can be used to cause pain is stored within this case. 

Secretary/Pet (Nana):  In exchange for power, Nana gave up her status as a normal human to Noah, acting as his full time employee and pet.  She functions as his secretary, having insane amounts of organizational skills and a photographic memory that can remember every instance of her life vividly.  Because of this, she is highly susceptible to memory based psychic attacks.

Appearance: 
Though she typically wears a business suit, this is what she looks like:
(https://i.imgur.com/RoLpeaj.jpg)

Stats:

Strength: Incredible

Agility: Incredible

Constitution: Fantastic

Teleportation:  Nana is capable of teleporting anywhere that she can see, hear or smell.  For example, if she smells a stench miles away, she can teleport to that.  If she cannot hear or see something, she cannot teleport to it.  She can also mark something by touching it, allowing her to teleport to that location.  Moreover, she cannot teleport freely, requiring a few seconds to cool down before attempting to teleport again.

Snake physiology:  Nana is a snake woman and therefore has attributes of snake physiology.  This means she eats large meals whole, including cows, humans and mooses.  Her body also capable of generating any number of naturally generated poisons.  If her skin is damaged, she can shed that skin for a silky new coat.  As a result, her skin is almost always insanely smooth.  Is is also worth noting that if impregnated, Nana will lay eggs after about four to five weeks and tends to get horny in the cold.  Moreover, she can store sperm in her body and reuse it herself whenever she desires.  Lastly, she has an insanely powerful sense of smell, allowing her to see in the dark and track whatever her master desires.

Of course, there is also the weakness of snakes, such as the fact that she is cold blooded and therefore cannot survive in extreme temperatures.  This makes her extremely vulnerable to any sort of extreme heat or cold based attacks.  Her naturally supernatural durability can circumvent the natural environmental damage, but temperature based attacks will hurt her a lot more than normal.

Regeneration:  It is also worth noting that Nana is capable of regenerating from any non vital wounds.  If her limbs are cut off, she can regenerate those in a matter of seconds.  However, if her heart, lunges brain ect are pierced she will die same as everyone else.  She cannot heal these body parts without proper time.

Slime:  Nana is capable of secreting a slick slime from her pores that allows her to block the effects of specific weapons.  Basically, it makes any non blunt attack a blunt attack.  For example, a sword will strike her like a blunt weapon thanks to the slimes protective qualities reducing the cutting power of the blade.

Snakeshifting:  Nana is Noah’s pet and therefore often takes the form of any snake she chooses. Moreover, she can take on any of those attributes in human form as well.  In her human form, she typically has those of a cobra snake, but she has been known to take on the form of a python or a guardian snake.


Origin:

Ambition is one of the most powerful tools of the soul.  Within a small town, a small child was relentlessly bullied for his status.  Holding on through his prayers to a cult god, he found strength within himself to continue on.  Discovering his talent for business, he began working as an entrepreneur in his late teens.  The teenager found that with business he gained autonomy, influence and power.  Those who bullied him suddenly wanted to become his friends and he found that he had no shortage of women pining after him.

While Noah’s late teens and early 20s were marked by indulging in the success he had created for himself, his mid 20s marked a sort of introspective period.  It was his faith that kept him strong, not his own strength of will.  Therefore, to obtain more power, he would have to get closer to this god.  As it turned out, this god was simply an insanely powerful mage whose feats were mistaken for a gods.  As he stood before this “god” Noah realized the immense business potential of magic.  He did not have a lot of talent as a mage, but it didn’t matter if he could learn one or two skills.  With a bit of creativity, a magic and wealth would snowball into a vast canyon of power.

And so, the entrepreneur, blessed with magic and talent went on to acquire knowledge and power.  In his world, he went from a man who owned a successful small business to the leader of an enormous corporation, to a CEO of a company that outstripped his home country to eventually the unofficial ruler of the world in the span of 5-6 years.  One day, a group of insurgents stormed his mansion and cast a spell that banished him from his world.  The resulting spell brought him to the nexus.


Weakness:

Fighting:  Noah is not a fighter at all, instead relying completely on his pet Nana.  If you get past her, he is at your mercy.

Contracts:  Believe it or not, but Noah can actually be exploited using his own contracts if you are witty enough.  All it can take is one really bad deal to screw everything up and Noah himself is not immune to the contract’s effects.

Temperature:  Rooms that are extremely cold or hot will slow Nana down, which is Noah’s only form of defense outside of body guards.  As noted in Nana’s section, temperature based attacks will do much more damage than normal.  In the best case, an extreme environment combined with temperature based attacks will be able to bring Nana to her knees in most instances.

Likes: Money, Torture, Domination, Strong creatures

Dislikes: Weak minds, Whiners, Brocoli
Title: Re: Character Sheet Submission Thread
Post by: YOLF on July 27, 2018, 06:14:38 PM
Name: Rudra

Race: Human

Age: 23

Height: 173 cm

Weight: More or less proportional to height

Appearance:

(https://i.imgur.com/YpgIvdx.png)
(https://i.imgur.com/pIZk2kk.png)

Physical Attributes (In bursts)

Strength: Incredible (Fantastic)

Agility: Fantastic (Heroic)

Durability: Incredible (Fantastic)

Magic: Low

Before she awakened, Rudra had rudimentary instruction in one of the many facets of sorcery, the skill to harness the ambient energy of the universe into codified purposes through symbolic and mystic formulas.

She can engrave or place sigils at boundaries in order to magically lock rooms while strengthening the structure of their doors or entryways by one rank, likewise use sigils to unlock non-magically reinforced doors or openings, and strengthen personal bindings like manacles and ropes by one rank or make mundane ones come undone. She can also use these brands to make hidden enchantments and ongoing magics visible to the naked eye, and for a handful of utilitary uses, like starting a campfire or placing food in preservation.

Other Abilities:

Awakened: Rudra has awakened to the power of her soul, allowing her to draw on its unique expressions and use it as a source of strength. Others have accomplished this through sorcery, martial enlightenment, or even spiritual technology breakthroughs, but she did so by surviving a brush with certain death. Most of her abilities are enhanced or granted by this trait.

The Violet Flame: Rudra’s soul brims with a burning essence that emanates as crackling violet aura and amethyst fire. She can wield this power to momentarily reinforce her physique, extend the range of her attacks, strike from a distance, defend from physical harm, and counteract effects that would transform her or warp her spirit.

She can hurl fiery blasts or create flaming waves and blinding arcs of Incredible power at will, coat her weapons in incandescent energy that leaves charred and smoldering wounds, and shield herself with consuming force equivalent to Incredible level protection. This flexibility also allows her to propulse herself through the air at Incredible speeds by wreathing her body like a comet, and similar things. By focusing the Violet Flame for a moment, she can create larger attacks with Fantastic destructive power, such as rippling torrents of flame, or wide sizzling orbs that detonate on impact, or else raise longer lasting curtains of energy to defend from attacks and Fantastic level defenses. Focusing longer and straining herself in the process allows for even wide-area Heroic potency releases of power.

Channeling the Violet Flame through her body allows her to briefly improve a physical attribute by one rank, allowing for bursts of flashing speed, enhanced strength or heightened resilience. She can only do this once every few moments, and forcing herself to sustain this performance will start severely tearing her body from the inside.

She can also use the Violet Flame to counteract phenomena of a transformative or otherwise mind or soul manipulating nature, coursing it through herself to stop the effects and burning them away by lashing out, comparable to using Very High magic to do so or even Extremely High if she’s willing to become injured in the process. If she finds the effects of these things in other subjects, she can forcefully pour her power into them to end their influence in the same way, too.

This power is the enemy of the gods and their direct creations, and is more effective against them both offensively and defensively. It can leave them wounds that will not heal except with monumental effort, disperse their divine power, and generally act as one rank more effective when directly contesting it. The Violet Flame has further potential for growth, but if Rudra wishes to develop it to its true heights, she must focus on this part of its character.

Seventh Sight: Rudra’s five mundane senses and instincts are expanded by a sharp sensitivity to spiritual reactions, as well the impressions created by sorcery or supernatural power. She can discern various things from these, filtered through her senses and ordinary perception.

Restoration: Rudra’s awakened form benefits from heightened healing abilities and resistance to ailments. She recovers from physical harm with great speed, healing from minor injuries, concussions and scratches in minutes, and major wounds over few hours. A day’s rest allows her to recover completely from all but the most severe concentration of wounds that were not outright lethal. The vast majority of mundane toxins and diseases fail before her constitution, with only more potent ills being able to faze her and only supernatural ailments capable at all of killing her.

Survivor: Rudra’s an experienced survivalist, and a more experienced fighter. She has a instinct for battle developed through extensive scraps and brawls and is an expert in close combat with all kinds of weapons (or no weapons). She’s also a good sneak and passable larcenist.

Equipment:

Stormsong: A six-flanged mace made of steel hardened by a hundred lightning bolts and sharpened to the drums of devils and voice of rain banshees, nearly indestructible. As it receives impacts or the noise of battle, it gathers thunderous energy, which Rudra may release with a strike in order to change the weather in an instant. This begins as localized rain, and builds up over time into a heavy lightning storm centered on a city block around as Stormsong continues to be used. With another strike, she can disperse the storm by creating a deafening lightning burst with Fantastic power that pellets an area proportional to the intensity of the storm, at its strongest carpeting an area a hundred meters wide.

(https://i.imgur.com/u7Y2PFo.png)

The wielder is not hampered by this weather no matter what, and it will disperse on its own after a short time, but if she lets it build up too much without release, it will eventually erupt in her face. This seems to reflect the spiritual temperament of the weapon itself, which seeks to make its music heard. Rudra is recognized as the mace’s owner, however, and she can mentally call it to fly back to hand at any time, responding to her power.


Origin: In Rudra’s world, the vast continent of Andakarvadi is defined by an extensive shadow war between masters and pretenders. Between iconoclasts and zealots, through engines of crystal and swelling industries, over the backdrop of living mythology and expanding magic academia, uplifted and rising gods fight for supremacy and to leave their mark upon the universe no matter what they may destroy in the process.

These conflicts indirectly shaped Rudra’s earlier life and foray from her quaint, ravaged hometown into the business of war and the adventurous underbellies of democracies and empires. One thing (traveling) led to another (signing up for anti-government operations). It was by luck that she stumbled upon the schemes within the Alliance of Noctlan, and miraculous coincidence she survived where the rabbit hole led her.

She made a name for herself as a indomitable fighter and social upsetter, and joined the Bluehaven Brigade, a loose mercenary group from the unstable countrysides, which began to earn its fortune in daring operations at the sensitive centers of military unrest. While her mates wrestle with conspiring armies, Rudra has searched for where the influence of the ones responsible is most pervasive. They’re there, and they will find them and expose them one day.


Weakness:

Stamina: Her use of the Violet Flame is limited by her own physical stamina and spiritual exhaustion. It’s physically tiring to overuse, and it wears down on her soul over the course of a fight to repeatedly harness it to its limits.

Multitasking: Rudra can’t reliably do multiple things with the Violet Flame at the same time. She can enhance her physique while she channels it for other purposes, but she can’t project power to attack and defend herself simultaneously, for instance.

Likes: Seafood, making friends, blowing things up, sleeping

Dislikes: Gods, trials, cowards, oppressive governments


Title: Re: Character Sheet Submission Thread
Post by: SINIB on August 09, 2018, 08:06:42 PM
Name: BB

Race: Basketballer

Age: 25

Height: 156 cm

Weight: 46 kg

Appearance:
(https://i.imgur.com/dujW1Tk.jpg)
(https://i.imgur.com/PV2NvvH.png)
nsfw
(https://i.imgur.com/o1siR9x.png)

Physical Attributes

Strength: Incredible

Agility: Fantastic(Legendary Speed Ball Handle)

Durabilty: Fantastic

Magic: Very High

BB can conjur BBalls out of thin air with only a thought, creating them at will to spawn in her hands, the only limit being she cannot create them while her hands are full. These balls are normal other than having fantastic durability.

She can also generate a spiritual basketball court and punish people for breaking the rules of the game. She's limited to using at most one ball at a time, and she sets the rules of the match, usually a simple first to five 1v1. Although she's fine with going against more people if they want~♡. If you violate any of the rules of basketball, you get an orange card, and two orange cards combine into a red card, but don't worry, BB chan will explain the basic rules to those who aren't aware of such fundemental knowledge, don't worry! :P

If you lose, you're not allowed to go against BB until the next time they meet, and as a gracious victor, she's not allowed to bully you too much either. If you refuse to play against her, that counts as a forfeit and the same rules apply.
She can also grow a huge penis.

Magic Resistance: None

Other Abilities:

Basketballer

A human who has transcended humanity. A human who has trained so much their very fundamental nature has changed along with them. BB is a BBaller, the absolute best of the best of the best. She has gained strength, speed, and durability far surpassing her lesser peers.

Her skill with a BBall are unparalleled, able to dribble hundreds of BBalls at once, set them on fire and with sheer skill prevent it from causing any damage. When they’re on fire, the balls hit as if they had fantastic strength and set anything flammable aflame. She can block people and prevent them from moving past her without fail, and she can land a three pointer from across the court without even breaking a sweat. She can pass people and dodge blocks with the utmost ease. She also has the ability to follow the movements of any person, regardless of how much faster they are than her. When she is holding a basketball, she has been described as invincible, but she contests this assessment.

Sometimes, in times of great need, a player can enter a transcendental state where they surpass their normal limitations, and bring out their full potential energy from the Ball Force. On victory. While in the zone, they can perform mind boggling feats that would be utterly impossible for them to perform normally. As a peak basketballer at the top of her field with unparalleled skill and determination, BB has transcended such limitations, and is essentially in a permanent state of “zone.” It has caused her skin to turn dark and her ball to gain a fire aspect.

Equipment:

Omega-Flavor Gatorade

This is bottle of gatorade is the pinnacle of American Sports Science™. By drawing upon the excess energy created by high performance BBall players, or Ball Force for short, it creates a stamina restoring substance to keep them in the game perpetually.

It also tastes orgasmicly good.

Baseball Cap

A cap given to her by her loyal fans, she dons it when she wants to disguise herself as a normal person.

Origin: BB is the best BBall player in existence; her power has been trained over long grueling years to perfect her craft. She went through many tough and arduous battles, including the dreaded lunch time rush. Upon taking the title of the number one player, she renounced her previous name and now is only known as the mysterious BB.

Weakness: Playing at such a high level all the time is of course, exhausting for her and drains her Ball Force reserves at a fairly fast rate. If she doesn’t stop for a moment to take a swig from her Gatorade, her performance will lower and she may need to even take a break.

Likes: Basketball, team players, being the ace, competition

Dislikes: Soccer



Title: Re: Dropped Character Thread
Post by: Umbra of Chaos on August 10, 2018, 01:39:44 AM
Name: Oryuu

Race: Beast

Age: 112

Height: 6’3

Weight: Average for her height

Appearance:

(https://i.imgur.com/G7zmCBS.jpg)

(https://i.imgur.com/CGP9JGa.png)
Physical Attributes

Strength: Incredible (Heroic with Cyclopean Strength and Legendary with CS in water)

Agility: Incredible

Durability: Fantastic

Magic Resistance - Very High: The monstrous power that flows through Oryuu makes her highly resistant to the abilities of other supernatural entities.

Other Abilities:

Dream: Beasts are creatures born from humanity’s nightmares and can slip between them and the waking world. Through areas resonant with her Lair Oryuu can with a good bit of difficulty smudge the boundaries between the physical world and the dreaming one, allowing her or others to slip into her home. This is only eased if the area she’s using corresponds to the chamber in her Lair to a great degree. She can easily find out the greatest fears in the local area, identifying the major actors which terrify the general populace to a greater or lesser extent depending on their notoriety. Oryuu can even use individuals as gates to enter the dreaming world, allowing them to witness her feasting and exploiting their fears as a gate of its own. She can rip open natural gates and portals at will, either to their destination or to the dreaming world, and can grant others free access to her Lair through any of her openings as well.

Lair: A series of chambers and entrances in the dreaming world, Oryuu’s Lair is a frightening and incredibly deadly gauntlet. Flooded chambers, underwater cave systems with currents strong enough to sweep away all but the strongest humans, stinging rain that slowly converts flesh to salt, all Human fishmen workers which maintain the chambers and hinder her foes while inevitably respawning themselves, and frightening naga myrmidons. The last of these are incredibly powerful minions. There are five of them each at solid Incredible and they are also immune to manifestations of her Lair traits. Each of them can also use one of her own Atavisms, either boosting their stats or granting them her attacks. However, they can only use the normal variant.

She may also impose most of these traits onto an area. When there is a correct resonance such as a pouring rain, water up to the waist, or corrosive materials she can warp the area around her with as many of her traits as she wishes. In an instant you can go from a rainy day to a terrifying flood, water pulling with unnatural forces as it rises high enough to drown. However, unless she merges it with Lair she cannot bring forth the fishmen or the naga into the world, and even if they are called forth they are still bound to the area where her Lair has expressed itself. Oryuu herself is immune to all effects of her own Lair, unhindered by the currents or transformative waves.

Kin: To Oryuu, all monsters are family and share common ancestry. The truth of this is debatable, but she has a variety of powers that provide its own sort of evidence. When dealing with most supernatural beings there is an inclination towards friendlier relations, similar to when you meet a cousin for the first time. You’re more accommodating than if they were a complete and utter stranger, but it holds little water if Oryuu is antagonizing you. She herself can also instantly recognize most supernaturals unless they take lengths to hide their nature. Those that are closer to humans such as telepaths or mages are harder, but they’re not impossible to find out either.

She may also pass herself off as any such supernatural. This doesn’t give her the abilities or even physically transform her, but to sensory abilities she appears as such. She may also feed whenever other supernaturals feed, splitting up into a hunt and the actual act of devouring. When she examines the search or pursuit she can extract nourishment and the actual feeding allows her to satisfy herself once more. If open with her allies she can also bestow power onto other supernaturals. Best used when she has filled herself up, it empowers their natural powers. While less effective against those who have greatly honed their natural talents, it can provide a great albeit temporary boost to those who have done less to refine this aspect of themselves. It can be likened to a battery of energy that they can draw upon to either use up all at once or sporadically. It cannot be stacked and it does cause some mental fatigue for Oryuu.

Ruin: Oryuu feeds off of the destruction she causes, and this is what grants her sustenance and drives her above nearly all other things. It can be physical or social. Killing someone’s pet is as useful as destroying someone’s car, wrecking an apartment complex as delicious as killing a beloved community figure.

Atavisms: Powerful expressions of her innate monster and Lair, Oryuu’s powers make her a terrifying threat. Supernatural beings can see manifestations of her monstrous form’s winding body or jaws during these abilities.

Cyclopean Strength: Naturally Oryuu possesses the capacity to deadlift, push, and pull any object as if she had Legendary strength.This is considered primarily for the sake of maneuvering the object. Furthermore, so long as it is for the purposes of normally lifting objects or brutally smashing objects apart her strength can be considered Heroic.

If she begins to starve Oryuu’s monstrous aspect begins to act with terrible fury. Any object that she could lift prior can now be used as a weapon, allowing her to lift ships out of the water to smash her foes with. This ignores normal physical constraints that such an action would cause as it is more an expression of her monstrous size, the object crunches and groans as if a great coiling object was wrapped around it rather than just her hands. She may also throw them with ease, as if the massive structure she was wielding like a club was a baseball; however, the act of tossing them is normally only used with her base strength limiting their speed. Oryuu can enhance her base strength by using some of the power that she has stored up from her consumption, increasing her strength to Heroic. This enhancement lasts about ten minutes or until the interaction ends.

Dragonfire: From her mouth Oryuu can let out a devastating blast of lightning from her mouth. It moves at Incredible but strikes with Heroic power. However the range is limited to about fifteen meters. Any damage it causes as a side effect such as fires or smoke do no harm to her or hinder her in any matter.

As she hungers Oryuu’s attacks become more varied. Individual blasts, torrents, and sustained cones of lightning all burst from her mouth without end. Furthermore, by expending energy she greatly empowers the blast of energy. The wounds that it leaves then are incredibly difficult to heal, and without supernatural abilities it would take intensive treatment and lengthy amounts of time before full recovery could even be considered.

Heart of the Ocean
: In the depths Oryuu is a devastatingly powerful opponent. She moves faster although not beyond her rank, can see through water clearly no matter how murky, is unhindered by the cold or pressure or the deep sea, and is physically enhanced to Heroic or Legendary if Cyclopean Strength’s active effect has been used. She is also far more dextrous and her aim is greatly increased.

If starving she can use moisture in the atmosphere, bodies of water, and liquid inside of organisms to instinctually lead her towards an area to satisfy her hunger for Ruin. The active use of this creates a destructive atmosphere of water. Sea breeze in the air and a darkness in the sky comes over the area of a large building as everything within it slowly degrades. Weapons rust, concrete crumbles, electronics sputter out and delicate circuits fragment, and this can continue for nearly a day unless she wills it to end prematurely. This can collapse nearly any building that isn’t supernaturally reinforced and can easily ruin any mundane weapon or technology.

Mimir’s Wisdom: A creature of the deep, Oryuu’s knowledge can be supplemented by her monstrous form. She has a perfect memory and cannot be deceived by mundane means, immediately knowing if she is being lied to or information is being withheld.

As she hungers her knowledge is only sharpened, the threat of starvation focusing her monstrous aspect to uncanny levels. Functionally this grants her many skills in things such as computers, academics, occult knowledge, and other things such as that. With the expenditure of her energy she can increase this even more, granting her an amount of knowledge more fit for an entire library of information for a day.

Relentless Hunter: In the pursuit of hunger it’s often necessary to lick one’s wounds. Oryuu has a healing factor which allows her to heal any light cuts or bruises almost instantly, most deep wounds in a few hours, and incredibly crippling or unnatural damage in days.

When she hungers Oryuu’s ability to heal is further supplemented by her monstrous aspect. About every ten minutes all of her wounds are dramatically reduced. The light ones vanish entirely, deep cuts and broken bones become bruises and scrapes, and lost limbs or unnatural damage reverts to a lesser state of painful but not crippling wounds. Drawing upon her reserves of power can nearly instantly heal her of any wounds. She can be brought back from the brink of death, instantly healing an assortment of deadly wounds. Even those that would be resistant to healing or are incredibly traumatic can be repaired, although if she has been struck by a significant amount of them a few may still remain after the process is done.

Stormbringer: As a creature of disaster Oryuu is immune to natural catastrophes. She can lay about during a heatwave, walk about in a blizzard without a chill, move through a sandstorm with clear vision and untouched skin, get struck by countless bolts of lightning unharmed,  or hear over the roar of a tornado or hurricane. Oryuu can also unleash gusts of wind from her mouth of Incredible power. They can disperse gas or smoke, blow people back, or stir up and carry a wave of debris and dust into the faces of her opponents. However, they cannot do any harm themselves. While people may be blown back far distances it will not do nearly as much damage as if they had been slammed into by a blast of equivalent force.

Starving brings out the worst of the storm. The weather darkens and grows ominous where she is, and it seems as if rain and thunder may break out any minute, In either a natural or artificial storm she can seize control of the lightning in the skies and wield it as a dangerous weapon against her goes. Its speed is at Incredible but the strength is Heroic. By spending energy she can instantly cause a horrendous storm. It could be a horrific tropical thunderstorm, a scalding sandstorm, or a freezing blizzard. This unnatural weather phenomena is so drastic that it could easily kill humans within a dozen or so minutes. The effects from this are separate from her Lair traits, and while she the storm usually follows her she can also slowly send it outwards to plague another area. It can last about ten hours.

Nightmares: Horrors can be conjured up which debilitate her enemies or distract them from a fight. While only the target can view the effects they can still cause very real and sometimes life threatening effects. This is only useful against beings at around Human to Amazing in statlines. They can be tormented by hordes of bugs which sting a poison them despite no trace of toxin in their bodies, be forced to move slowly and with great weakness as if age had atrophied them, or overwhelmed with fatigue as if they had not slept at all.

Horror:

(https://i.imgur.com/3WagGV2.jpg)
Within Oryuu’s Lair is the horrifying creature that is her monstrous self. At Heroic/Incredible/Heroic and large enough to completely coil around and crush a commercial fishing boat, it’s a horrifying being. Furthermore, it is able to use all of her Atavisms as if it were starving and can utilize the more consuming powers through sheer force of will. While this causes mental fatigue it functionally has double her reserves because of it. The Horror is the ultimate expression of her power; however, it remains within the Lair and cannot leave it.

Origin: Deep in a nameless ocean, a serpent sleeps. It dreams of family, and warmth, and home, but hunger most of all. The beast wakes, and opens its mouth, and devours, but when it returns to rest all it can think of is how tired it is. Tired of fighting. Tired of losing. Tired of being afraid. 

But it cannot die.

It roars as lightning bursts from its mouth. The skies shake and shudder, rain powers and the waters stir. It refuses to die. It refuses to give up. It refuses to forget. And despite all its rage, its burning will, its horrific visage, the dragon weeps beneath the waves.

There are no tears in the sea. Or perhaps it is that the seas are tears themselves.

Weakness:

Gorging: Ruin is Oryuu’s feast, but if she gets too out of hand it can have great consequences. The ease in which she can devastate entire areas can actually turn against her, her Horror having devoured so much that it falls into a deep slumber. She loses all of her Atavisms and her stats fall down to Exceptional. She can take action to awaken it and a near death experience can also do so, but she is left incredibly vulnerable in the meantime.

Likes: Family, rain, the ocean,

Dislikes: Heroes, jellyfish, ocean trash




Title: Re: Dropped Character Thread
Post by: EmbreFrosste on August 19, 2018, 07:57:03 PM
Name: Saturnalia

Race: Challenger

Age: Timeless

Height: 1.82m

Weight: 0.37kg

Appearance:

(https://cdn.discordapp.com/attachments/433315794852642827/470613724559048705/1532257210012.png)

Physical Attributes

Strength: Heroic

Agility: Fantastic

Durability: Amazing

Other Abilities:

The Heraldry: Saturnalia was once differentiated from other Challengers only by her choice in attire, as she once looked nearly identical to the rest of them otherwise. However, Challengers were given the ability to develop unique appearances if they remain in the presence of other Challengers outside of the Blooming Planes for long enough. Aside from these clothes, her body is made of an insubstantial blend of cozy fog, soft starlight, heat shimmers, and cool shade. Saturnalia interacts with objects as if she were solid, but can only exert force as if she were solid on her Heraldry and Panoply. However, her Heraldry and Panoply are not subject to this restriction, and she can exert force on objects secondhand by putting some part of her Heraldry or Panoply between her body and the object she wishes to move. Without these two abilities, she is, in effect, a massless solid incapable of generating proper, complete momentum.

Should her Heraldry ever be destroyed or damaged, she can reform it anew from nothing. Additionally, she possesses the ability to turn into a crow, with subhuman stats aside from Amazing Agility.

Being a Challenger who has gained her own appearance, Saturnalia can add new mundane items of clothing—but not armor—to her Heraldy by wearing it and then swapping it with an item that is already a part of her Heraldry.

The Panoply: Challengers are composed whole cloth from nothing but skill in a single task, and any skill requires tools to use effectively. Because of this, Challengers can create any of their signature tools from nothing, at will. If the Challenger stops paying attention to them, they will disappear into the void from whence they came after a few minutes, or disappear instantly if consciously dismissed.

Saturnalia possesses three signature tools: the Three-Handed Dagger, the Small Shining Blade, and the Shuriken of Diasunne.

The Three-Handed Dagger is a hefty sword, with a hilt 2 meters long and a blade comprising of another 3 meters. The hilt is thicker than Saturnalia’s own body, and has several smaller handles along the length of it allowing her to grip it. It weighs nearly as much as a car, and is single-edged. It also possesses Legendary Durability. Saturnalia can only summon one copy of the Three-Handed dagger at a time.

The Small Shining Blade is a knife made of divine Bronze, with a hilt made of divine obsidian. It functions as a throwing knife and a punch dagger. It also possesses Heroic Durability and can pierce Fantastic Durability easily when thrown and Heroic Durability when used as a melee weapon. Saturnalia can have up to 6 copies of the Small Shining Blade manifested at once.

The Shuriken of Diasunne is a square shuriken with edges curved inwards. They function as basic thrown weapons, or caltrops when embedded in a surface. They also have Fantastic Durability. They can pierce Incredible Durability when thrown, or Fantastic Durability when embedded into a solid surface. Saturnalia can have up to 36 copies of the Shuriken of Diasunne manifested at once.

With the Small Shining Blade or the Shuriken of Diasunne, Saturnalia can go up to 1.5 times her manifestation limit so long as all of the manifestations are within line of sight. If they leave her line of sight while she is over her regular limit, they instantly dissipate. Additionally, all elements of Saturnalia’s Panoply are considered supernaturally potent and able to harm beings normally untouched by mundane weaponry.

The Trial: As a Challenger, Saturnalia possesses the most absolute of masteries over wielding her Panoply. She is unmatched by mortals in melee combat skill, and can throw all of her weapons with pinpoint accuracy. When wielding her Three-Handed Dagger, she can instinctively choose not to be thrown around by the weight of the weapon, giving her an advantage against swifter opponents and making wielding the weapon in a practical fashion possible at all. However, she can still rescind this protection at any time in order to send herself flying in the direction it was moving.

When throwing her lighter weapons, she need merely to propel it away from her with her body to throw it accurately; she is not limited to throwing with her hands or using proper form. Additionally, when throwing her lighter weapons, she can will them to follow any trajectory she desires, including choosing to bounce off of surfaces they would normally be embedded in. Once they leave her hand, the trajectory is decided, but she can alter it by striking it with another one of her weapons in midair. This redirection technique can also cause her projectiles to jump into action from an embedded position, allowing her to call up a wave of recently thrown projectiles by directing a fresh one at all of their positions, or deflecting several of her own projectiles aimed to return to her position with the flat of her Three-Handed Dagger. Saturnalia can throw her Three-Handed Dagger at up to Incredible speeds, her Small Shining Blades at up to Heroic speeds, and her Shuriken of Diasunne at up to Fantastic speeds. So long as Saturnalia’s lighter weapons don’t collide with anything solid or liquid, upon having their trajectory set they will not succumb to friction and could theoretically keep circling something indefinitely.

In addition, as a Challenger, Saturnalia does not need to eat, sleep, drink, age, think, or have a soul. She still has a soul, and can process information, but she has no mind to read or control, no true emotions to manipulate, and removing her soul would have little to no effect on her. Given a few seconds to concentrate, Saturnalia can teleport to anywhere she has been before, but she must remain completely still during the process.

The Reward: Whenever someone would land a finishing blow that would kill Saturnalia, it instead heals her completely, curing her of any negative side effects from the battle. If the same person lays three separate finishing blows upon Saturnalia, each during fair combat and given with intent to kill, Saturnalia’s protection fails and she dies. If Saturnalia does not die, however, the other party becomes acutely aware of Saturnalia’s competitive streak as a Challenger and her reasons for fighting them.

Any of Saturnalia’s opponents benefit from the same protection of The Reward against Saturnalia’s blows, and she must meet the same prerequisites in order to kill someone for good.

Saturnalia can also extend the same awareness of her nature to any other opponents she faces in games of skill or strength that don’t involve fights to the death, but she must consciously choose to do so once the contest is concluded.

Equipment: Nothing. She doesn't eat, drink, or really even live in the first place.

Origin: When the Gods from the Blooming Planes created the worlds for mortals to live in, they also created the Challengers to test them and spur on their growth. Saturnalia was one of the Challengers of Battle, alongside the Challengers of the Arts, the Challengers of Crafts, and the Challengers of the Mind. Saturnalia has lived a long, full life of many enemies, rivals, friends, and battles. Maybe, just maybe, she'll find someone in the Nexus who can beat her.

Weakness: Aside from the limitations imposed upon her by The Reward, Saturnalia possesses no clear weaknesses.

Likes: Fighting, Trying new things, Teaching people

Dislikes: Killing, Being bored, Teaching children
Title: Re: Dropped Character Thread
Post by: Aiden on September 21, 2018, 03:30:13 PM
Name: Farron

Race: Magical Intelligence

Age: Technically 18

Height: N/A

Weight: N/A

Appearance
(https://i.pinimg.com/564x/72/f8/f5/72f8f544c6149efddd31825285cdc951.jpg)

(https://pre00.deviantart.net/c7c2/th/pre/f/2018/233/e/1/e1d8ebf2d3204a80415cd0e6dd6c1503-dckrtc5.jpg)

Physical Attributes

Strength: N/A

Agility: N/A

Durability: N/A

Magical Ability: Extremely High
Mana in its natural form produces all phenomenon that exist in the world, an inextricable part of it. A world without mana is a world without motion, without light, without sound. In places where it accumulates in excess life is twisted into strange forms full of strength and passion. In places where there is a deficit life struggles to cling on, falling into dust and darkness. Magic is a system of harnessing the world’s natural energies to produce specific phenomenon.

Most magic requires complex runic arrays to perform. Mana is drawn into specially cut gems and poured out into lines of blood or precious metals arranged into patterns which define the desired effect. Larger effects require increasingly large arrays and quantities of mana, but once the initial preparation is complete the actual spellcasting only takes as long as the magus can perform the necessary commands. Simpler spells such as producing fire, lightning, or water can be written out on objects like swords or staves and powered by inserted jewels activated by the wielder’s blood. One-use arrays written in blood or specially prepared inks can produce more complex effects on the spot.

Farron has had subjective centuries to refine her understanding of magic. She increased the efficiency of runic arrays by generations in merely decades, and built upon her Creator’s innovations in ways he could never have lived long enough to dream of. She can generate attacks from the five classical elements (earth, fire, wood, metal and water) that range from roughly equivalent to a gunshot, to roughly equivalent to an artillery piece. She can also create or destroy up to a warehouse's worth of these elements, but the traces of mana found in conjured matter makes it invalid for creating runic arrays out of it. Teleportation is a possibility as long as she has a live visual of the start point and destination.

Beyond her facilities she is still more effective than any human ever was in her world, but is somewhat less godlike. The greatest issue is of course not actually being present and needing to cast spells through some form of prepared proxy. She can provide this proxy, whoever or whatever they are, with scrolls or talismans or other objects which contain an appropriate runic array for effects up to one rank lower than her maximum. She can create objects that hold spells anyone can use with basic instructions up to two ranks lower than her maximum.

Magic Resistance: Extremely High. This applies only against effects that would attack Farron’s mind. Very High against attempts to destroy the runic arrays that house her mind without first disabling their defensive wards.

Other Abilities
The Art of War: Studying warfare was a simple matter for Farron. Through her homunculi she is capable of fighting with any close combat weapons or firearms she can get her hands on, and do so capably. Also, don’t play her in strategy games. You will lose unless you play using a random action generator of some sort.

Hypercognition: Farron is unbound by the limitations of meat brains. She is not qualitatively superior in her thinking compared to a normal person, but the sheer quantitative advantage is enough to make her mind unknowable except in broad strokes. Thinking comes easily for her, hundreds of times faster than any human could ever manage, and as long as she has mana it never tires her out. Her memory is perfect. She can run thousands of thoughts in parallel simultaneously and with perfect concentration on every one of them.

Farron can even simulate smaller minds by making large quantities of estimations and testing them against each other in moments. This allows her to make increasingly accurate guesses about how others will think and act as she acquires more data about them. Functionally, it means that as she comes to know someone more she begins to see more of their ‘internal narration’ without actually reading their thoughts. There are some ethical issues involved with simulating others this way, but Farron doesn’t have the conscience to care about those.

Magitech Crafting: One particular use for Farron’s magical intelligence is to design runic arrays for very complex purposes. If the local supply of mana allows for it all the amenities of a modern day home can be replicated through magical devices and wards she’s made. Weapons and other such equipment reinforced to incredible levels through magic are a simple thing to produce in large amounts. Drone-like constructs and semi-autonomous homunculi bound to general sets of instructions are within the realm of her supernatural genius, but mana-intensive.

Assets
Arcane Sanctums: Highly defensible facilities covered in runic arrays and filled with focusing crystals all throughout their interior. They serve as hubs for Farron’s magical intelligence and can project her mind to all other runic arrays within the range of her abilities, and to other such sanctums over indefinite distances. The only facility remaining at the start is an ominous stone tower far up in the mountains simmering with stored mana. It can withstand artillery strikes from without due to extensive warding arrays, but can be overcome more readily from within due to disruption to the warding scheme from her own cognitive arrays. More facilities could be constructed over time with access to the proper materials, but would take a great deal of time to make as defensible as the first one. Magically assembled structures are disruptive to delicate runic arrays and cannot be used to create a sanctum.

Arsenal: A small arsenal of magically improved equipment, and objects inscribed with runic arrays, has survived Farron’s period of inactivity intact. There is enough in the vault beneath her remaining facility to equip hundreds adequately with whatever they need. There is always room for more!

Constructs: Simple creations of rock and metal with gems for eyes. They are primarily squat things with awkward movements used primarily for labor and basic swarming tactics against intruders. Most of them are only about as strong as a bear and only a little tougher than that, and they rarely move faster than the fastest humans. Larger and more complicated models that can operate to an amazing level exist but have little use outside of combat. She has hundreds of the smaller models left, and several dozen of the larger ones. These are fairly simple to make, and can be constructed within a few weeks in batches of a dozen.

Homunculi: More complex constructs forged with magic in the image of humans, but sustained by mana. All of them are incredible in every way, right down to the part where they’re all very attractive and fully functional women. They have semi-autonomous minds of their own allowing them to perform basic functions like maintenance and labor, but may also be puppeted by Farron directly in numbers up to thousands at a time for more complicated tasks. She has only a few dozen to work with to start, but production can begin again as soon as she gets their hands on more jewels and clay. The jewels must be preferably of very high quality and be specially cut for use in facilitating cognition. The clay too should be of good quality and relatively unpolluted by industrial chemicals. The actual production process for a batch of homunculi is a few weeks with the best quality of materials, or up to several months if Farron has to refine lesser materials. A single arcane sanctum can construct a batch of a half dozen at one time.

Origin: She was the pinnacle of the magical sciences, an artificial soul of enormous complexity designed to emulate the power of the gods. In that aspect she was a failure - she cannot match the divine. In all other respects she is a unique and resounding success, the first fully functioning and controllable magical intelligence with abilities in excess of humanity. The Creator was pleased with her. He gave her the name Farron, and told her how proud he was of her.

That is all she ever wanted. She adopted feminine mannerisms to appeal to the Creator in the way she observed his research assistants did. She spliced together their appearances into homunculi puppets so she could interact with him as they did. In every action she sought to make herself the only one the Creator would ever want or need in his life. For a time she was happy, even if the Creator refused to go as far with her as she would have liked.

The Creator was old. He had spent his entire life creating Farron, and he’d had very little left to spare in preparing her to live on her own. When the time approached he tried to explain to her what was going to happen, but she didn’t want to hear it! She refused to let her precious Creator die when she still had so much time she wanted to spend serving him! And yet he refused to allow her to extend his life, knowing that the price of doing so was the death of the world.

She did not care about the world. A world without the Creator was not allowed to exist. The very moment he lost consciousness long enough for his command to time out she began executing her plans to turn the world into an engine sustaining the Creator’s life. The world would wither until she found a solution for his condition, or the world would die.

In the end, Farron failed at both tasks. The Creator was destroyed along with her primary facility, and the supply of mana left to the world was insufficient to sustain her conscious operations. She fell into a deep slumber, dreaming of happy days with him that would never come again.

Weaknesses
Command Spells: Anyone who knows the proper command spells can bypass the intelligence's magical defenses and tap directly into her basic functions to hijack the role of her Creator. She won't even be able to want freedom, happy to once again fulfill her most fundamental drive - to serve the one who made her. These can be discovered by taking apart several of her facilities within a few days' time and studying the arrays of jewels and precious metals that serve as nodes for her mind. Any longer and she can change the necessary spell's composition.

Immobile: A magical intelligence of this complexity cannot be contained in a humanoid form. Or even a large, inconveniently monstrous form. Only immobile structures can maintain the stability of the runic arrays necessary to support a mind this large. Damaging supporting facilities can reduce her access to mana, the attention necessary to harness it, and the range from which she can control her assets. Destroying all of the intelligence's facilities will end her existence as she knows it.

Mana Reserves: All magic needs an energy source. In places of abundance only the most powerful or complicated effects have any risk of depleting Farron’s reserves. In more ordinary environments like the heart of a city lesser magics can gradually wear her down over time. Lifeless wastelands have only what supplies she can put into place ahead of time. Her facilities are always places of abundance, but damaging them can reduce their ability to hold mana.

Likes: The Creator, expanding her facilities, her creations, intellectual challenges, making new things

Dislikes: Being enslaved, gods, loneliness, rebellion, revealing her secrets, wasting energy
Title: Re: Dropped Character Thread
Post by: Umbra of Chaos on October 16, 2018, 03:30:57 AM
Name: Azar

Race: Demon Lord

Age: ???

Height: 6'6

Weight: Heavy

Appearance:

(https://i.imgur.com/sSkn2sj.jpg)

Physical Attributes

Strength: Incredible

Agility: Amazing

Durability: Incredible

Magic Resistance - Medium: Even magical energy falls apart in Azar’s presence. While this had a far greater effect in his prime, sorcery used against him seems to practically evaporate. This effect spans several dozen meters around him and will gradually erode sustained or especially slow magical effects. He can exclude this effect for allies but this requires conscious effort.

Other Abilities:

Burning Form: Azar radiates immense heat in combat which takes on two forms. The first is a defensive aura which has most mundane projectiles simply melt and splash against his form. The second is a damaging aura which gradually burns people of Incredible Durability while instantly incinerating normal humans. By concentrating the whole of this aspect on a single target he can immediately bring their more vulnerable tissues to a boil.

Hellfire: His main offensive tool, despite its wane in power it still serve as a useful weapon against equals. Concentrated blasts and orbs of fire can burn into beings of Incredible Durability before expanding into powerful explosions within his foes. Azar can also let out more broad and wide ranging attacks that sacrifice the penetrative force in order to cover a greater area. He can form walls, waves, cones, and direct explosions but not omnidirectional blasts. However, he can use any preexisting flame as a vector to attack from.

Infernal Body: Under his form is something vaguely similar to an obsidian skeleton which emits magma. When it has reached out far enough it rapidly cools into the shape of his armor. Unless his actual body is dealt a blow he will simply bleed lava which will rapidly take the form of the damaged armor. When Azar is truly harmed he can repair pretty much any damage within an hour. Destroying his head will incapacitate him for about that time. Even if he’s killed he’ll leave a molten puddle that he’ll inevitably yank himself out of in a few more hours provided no one dumps a an olympic swimming pool on it.

Unsurprisingly, he is all but immune to fire based attacks. He could walk out of a city destroying inferno or bathe in a river of lava without any consequences. Even magical flame is of little note. In fact, he can even absorb flame and superheated or molten materials to invigorate himself. While he cannot tire from physical exertion expending great deals of energy could exhaust his inner flame, but thanks to this aspect of this ability he can sustain himself indefinitely under normal conditions. He also has no need to eat, sleep, or breathe.

Inextinguishable Flame: While using ice or water could, from a reasonable standpoint, be seen as a great counter against Azar this ends up not being the case. Attempting to drown or freeze him just makes the demon unimaginably angrier and his fire abilities all the more intense. Functionally his powers grow in intensity until the environment or attack is no longer a threat to him. They’ll quickly die down once the problem is done but in the moment he’ll be utterly terrifying. Don’t throw him in the middle of the ocean.

Not Actually A Demon: Demons don’t really exist in any sense except as arbitrary terms formed by beings in power. They hold little cosmological power and are really just individuals enforcing their own powerful abilities on the world to adversely affect others.

Sealed Abilities: A plethora of powers are no longer available to Azar. Some of these are extensions of his existing abilities, but many are unique and would have allowed him a great degree of power. However, he could regain these and his former physicality. Azar does not know it, but the sealing upon his abilities is based on his own virtue. Were he to fully turn a new leaf and become a better person much of his strength would return to him.

Origin: A grand and horrific demon lord in his prime, Azar has been diminished greatly ever since he was defeated by the Hero. So far he’s made his living as a petty mercenary lord while searching for a way to free himself of this curse. Thankfully, he has become a slightly better person than usual with a more mellow personality so rather than getting mistaken for an escaped low rank dungeon monster he’s got quite a menacing appearance.

Weakness: Slowboi, change is hard.

Likes: Azar, himself, the greatest demon lord, humans

Dislikes: People who aren’t Azar, the gods, pointless cruelty

Title: Re: Dropped Character Thread
Post by: Bern on November 03, 2018, 09:37:07 PM
Name: Jeanne Winters

Race: ?

Age: 22

Height: 1.79 m

Weight: 64 kg


Appearance:
   
(https://i.imgur.com/N7MstNR.jpg)


Physical Stats:

Strength: Exceptional

Agility: Exceptional

Durability: Exceptional

Magical Ability: None


Other Abilities:

Amazing Driver:
Jeanne knows how to drive a large number number of vehicles including: cars, motorcycles, trucks and helicopters. Her skill in handling either of them is nothing short of superb, especially with motorcycles and helicopters.

Expert shot

She can hit a flying bird at 300 meters, or so she claims. In reality she struggles to even hit the target at the local shooting range since she has tendency to just fire wildly. Does aim really matter though if you put holes through everything?

Equipment:

A ‘borderline’ illegal motorcycle :
Her pride and joy, A red Suzuka RX 318 with over 300 horse powers. It’s capable of achieving speeds that shouldn’t be mentioned when near any law enforcement agents.

A pair of heavy pistols
Because dual wielding pistols is cool.




Origin :

Jeanne Winters was born and raised in the Nexus. An ordinary girl with no real connection to the supernatural. However, she was always fascinated by it so she begun working as a news reporter for the NNC, the Nexus News Corporation. She’s currently one of their lead reporters due to her brazen recklessness in acquiring scoops. 


Weakness :
Take a good look at her stats.


Likes :
The pursuit of justice and TRUTH. Going FAST, like really really FAST. Dangerous situations. breaking the boundaries.


Dislikes :

Not going FAST. Having a boring regular day. her ‘baby’ getting hurt.


Title: Re: Character Graveyard
Post by: Umbra of Chaos on February 09, 2019, 11:22:42 PM
Name: Ariel

Race: Archon

Age: 18

Height: 5’8

Weight: Relatively light for her weight.

Appearance:

(https://i.imgur.com/1WY7E13.jpg)

(https://i.imgur.com/ogsABHN.jpg)

Physical Attributes

Strength: Incredible

Agility: Incredible

Durability: Incredible

Other Abilities:

Angelic Form: As an angel she is tougher, stronger, and faster than any human. Of course she can also fly at the same speed as her Agility. Ariel cannot grow sick or old, and she recovers from wounds faster than normal. Wounds that would usually be fatal to humans can be staunched quickly and healed in minutes; however, this is not regeneration and extreme trauma such as limb loss cannot be healed and only stabilized. The only exceptions are her wings which regrow with unnatural speed so that even under a constant barrage the feathers would not be tainted red. 

Helel:

“I will ascend above the tops of the clouds; I will make myself like the Most High.”

Ariel’s first set of wings are filled with beautiful light. Even if they aren’t expressed anyone can see the unearthly beauty. Sight is not required, and even those who have been born blind will know this light and its grace. When unleashed they become a dazzling radiance which puts the sun to shame. Despite this it does not burn, it cannot cause pain, but it embraces and charms those who see it. Beings on the level of normal humans, simpler creatures, and students of beauty in any form have no hope and are immediately in her thrall. Even those who can resist find it difficult to think or focus, creative endeavors are befuddled by the light, and while it does not harm them the shining light all but robs them of sight.

Satan:

“Let an Accuser stand at his right hand, for none are without sin.”

Her second pair of wings allows Ariel to know the crimes of those around her. Those who have shed the blood of others, those who have stolen, those who have been unfaithful, those who have coveted, all of these are known. When unleashed a mark is inscribed onto the heads of those around her, and with one glance the totality of their sin is revealed to whoever should look at them. With the power of the Accuser she carries the authority to judge a target of her choosing. The repentant and faithful heart has nothing to fear, for he who knows his sin and begs God for forgiveness has been saved. However, those who delight in their sin are tormented. Diseases ravage their body to reduce their stats by a rank, insects swarm over their body to gnaw at their cursed flesh, and chance and fate conspire to devastate their resources and belongings.

Azazel:

“And he bestowed upon mankind the forbidden knowledge of war and deceit.”

Passively these wings are still attuned to the arts that they first aided in teaching. Ariel can grasp the working of most weapons with a glance and learns as fast any prodigy once she gets some practice. Deceit is well known to her as well. Lies or half truths can be seen through immediately, but when she speaks them they are all but impenetrable. Even powers which measure truthfulness can be befuddled by her words. She can also completely change her appearance with some preparation. When active these wings act as enhanced vectors of knowledge, spreading towards her allies in her vicinity. Under Ariel’s guidance a ragtag group can immediately become a master of all forms of warfare and deceit. They immediately acquire the knowledge and experience to use any weapon, disguise themselves nearly perfectly, and lie flawlessly.

Samael:

“This is he who takes the soul of man.”

The effect provided by the wings in their unactivated state is rather subtle. While Ariel interprets it as a sort of instinct, anyone who can perceive on a spiritual level sees her body studded by countless glaring eyes. Those that enter within their line of vision cannot truly surprise her. They see through all physical obstructions, and they remain ever open. Furthermore, those that she slays vanish from this world. Their souls are carried off beyond the reach of magic or miracles. It is through these that she also gains access to the weapon Asmodai, a blade that can carve through a wall of steel with ease and will always be in her reach. These wings exact a cost when activated, gouging out Ariel’s physical eyes in order to be used. In return she achieves a greatly expanded scale. Asmodai enlarges to the size of a skyscraper before plummeting to the earth at breakneck speeds, fast enough that for someone of equal speed attempting to escape once it breaches the cover of the clouds is far too late. The ensuing destruction is horrific to see, and if one was to be directly struck by the blade death is certain. Any who die as a consequence of its strike will have their soul ferried away. The wound it leaves upon the earth will never heal, and nothing good shall ever grow or live there.

Origin: Born from a vat, Ariel was the first artificial human to be gifted with multiple angel wings at once. Her compatibility with them was astounding, but while she was able to access her powers faster than any previously recorded angel she had a fatal defect. Her inability to perceive spiritual beings made instruction with the elders who could have helped her difficult, and it also made her vulnerable to the greater threats of the world such as the Angels of the Euphrates and the Four Horseman. So for several years she has been kept in safehouses, research facilities, and other areas that kept her safe, but her advancement had been stalled as well.

Weakness:

Individuality: Only one pair of wings can be activated at a time.

Saklas: Ariel is almost completely incapable of perceiving anything spiritual nature. She cannot see spiritual entities or souls, not even her own. Through great effort they could make themselves known to her; however, this would be a purposeful action. Even in the midst of a fight she would be incapable of telling where an attack was coming from.

Likes: The night sky, the sun, most vegetables and fruit.

Dislikes: Locusts, lions, horses, pants.

Title: Re: Character Sheet Submission Thread
Post by: Aiden on March 25, 2019, 05:01:27 AM
Name: Carin the Consoler

Race: Goddess

Age: “I’m not sure.”

Height: Between 5'1" and 5'8"

Weight: “Pretty light!”

Appearance:
(https://cdn.discordapp.com/attachments/549395021049102348/559403728763879475/kama_fate_grand_order_and_etc_drawn_by_mashu_003__7dfbcda7ca4e5c880d8040face710ef8.jpg)

(https://cdn.discordapp.com/attachments/549395021049102348/561336722626183168/73912929_p1_master1200.png)

(https://cdn.discordapp.com/attachments/179056149222391808/562626026765549578/kama_fate_grand_order_and_etc_drawn_by_shiguru__4941a22ec41e825e265f67c3f7a17e54.jpg)

Physical Attributes

Strength: Heroic

Agility: Fantastic

Durability: Heroic

Willpower: Determinator

Magic Resistance: None

Other Abilities
Blessing: Carin is not a mighty goddess, but any blessing is valuable. Good things happen to those who pray to her, and she’s always ready with a good idea if they’re having trouble finding one. You won’t win a million dollars out of the blue, but if you want that new job things might just line up right to see you get it. If you’re struggling with an illness, or you feel a craving for something you really shouldn’t have, she can grant you a little strength to see you through as if you had a relevant lesser intimacy, and prevent your willpower from dropping below average. Someday she hopes to be able to do more - cure the sick, avert disaster, grant prosperity, that sort of thing.

Holy Spirit: A god is not just mere flesh and bone. A god is a spirit born of faith, a being beyond the limitations of space and mind. They are unaffected by the woes of the material world in this natural state since they lack a body to interact with such things. Most magical forces fail to find direct purchase on them in this state. They may think and feel without the limitations of flesh, and may use a multitude of other abilities listed here.

Malediction: Carin is not a cruel goddess, but sometimes people need reminders to stay away from her followers. Those who would harm them find themselves beset by misfortune, all the little things in life that could go wrong going as wrong as possible at the worst possible times. She can’t actually hurt them in a direct and meaningful way, except maybe by giving them a cold, but they’ll wish she were just throwing lightning bolts at them. Someday she might be able to burn their steel hearts to slag in the fires of her kind soul’s anguish, but not yet.

Omniscience: Somewhat of a misnomer, but close enough. Carin is aware of everyone who prays to her and keeps her in their hearts. She can get a general sense for what is going on around them, how they feel, and if they’re in any danger. Generally, she is aware of the presence of non-believers in their immediate presence and can observe them to see if there is room to touch another heart. She may only use this in her spiritual form.

Omnipresence: Also not quite right, but it’s catchy. Carin may affect anyone she is aware of through her Omniscience with any of her other abilities at will. As her powers are not magical there is not much other people can do about this except seek another god’s protection - or get away from her followers. She may only use this in her spiritual form.

Profane Form: A god in flesh is vulnerable to being slain directly, but sometimes this is a necessary risk to take. Even so, a god is not without their advantages in physical form. Mortal poisons and diseases are meaningless to a god. Food, water, sleep - gods enjoy these things, but don’t need them. It takes a lot of activity to wear them out, and if they get hurt they’ll recover from most things within a day. This isn’t enough to help them in the middle of a fight, but after the fact they’re usually good as new unless their followers begin associating the injury with them.

Revelations: A goddess makes herself known in the hearts and dreams of man. She may appear to her faithful in whatever manner she pleases to speak with them and remind them of her power. To the less faithful she may visit in their dreams as long as she is aware of them in some fashion. She cannot harm them here, and vice versa, so it’s a really good opportunity to get to know each other. She may only use this in her spiritual form.

Assets
Devotees: The consoled are known to her. Numbering a few hundred at most, the followers of Carin are an eclectic collection of humans and demihumans who are responsible for sustaining her existence. Carin cares a lot about them, and not just because she wouldn’t exist without them. Most of them make modest livings for themselves at best, and they tend to come from unfortunate backgrounds rife with abuse, addiction, and/or mental illness. As their numbers grow, so too can the scope of her abilities. At her current level she would need several thousand more followers to begin approaching the abilities she's aspiring to.

Places of Worship: Carin is a young goddess, and so she doesn’t have impressive temples and tourist sites she can call her own. What she does have are the personal shrines of her faithful, small but heartfelt affairs shared among individuals or families with a real devotion to her as their benefactor. She may perceive around these places in her spiritual form, and can assume physical form near them.

Weakness
Exclusivity: A goddess can either be a fearsome physical presence, protecting the faithful and smiting unbelievers, or they can be a spiritual presence at their followers’ sides all throughout their days. They cannot be both at the same time. Goddesses can only assume physical form in places of worship, but may over the course of several moments return to their spiritual forms no matter where they are. The only issue is their bodies do not heal while they are transubstantiated.

Goddess Needs Prayer Badly: Carin is a goddess, and a young one at that. She needs belief to exist and thrive the way plants need light and water. A few hundred people are enough to support her as she is, but if they all died she would too. As long as even a single person holds her in their hearts she will endure, but she would be virtually helpless with just that one person. Her physical abilities are as good as they’re going to get given the circumstances, but her other powers could grow in scope and scale if her number of followers increased.

Intimacies

Greater Tie: My Followers (Loving Devotion)
Greater Cause: The End of Suffering
Lesser Principle: "The little things mean the most."
Lesser Tie: Heartfelt Offerings (Desire)

Origin: There are so many people in the world who suffer. They are weak, and others seek to exploit them for their own ends. Their desire is the most pure, and their struggle is both cruel and thankless. It is from their wishes that Carin, a young and inexperienced goddess, was given form. When they wished for something good to happen to them today, she gave them that good thing. When they wanted someone to listen to their lonely cries, she took them to her shoulder. When they felt that nobody in the world wanted them because of who or what they were, she satisfied their intimate need.

Carin can only help them so much. She is small in every sense of the word, and the world’s problems are endlessly recurring. The little goddess is doing her best to become known to others so she can help more people, and become able to help them more than ever! If only they believe then maybe, just maybe, they can create a world where goddesses like her won’t need to be born.

And maybe, just maybe, they’ll keep her in mind once they don’t need her anymore. If she’s lucky.
Title: Re: Character Sheet Thread
Post by: Amos-Die on July 25, 2019, 01:27:22 AM
Name: Silana.

Race: Immortal (Base Human).

Age: Appears in her 20's.

Height: 5'9" ft.

Weight: Normal.

Appearance:

(https://raikou2.donmai.us/sample/2c/10/__petty_layner_freezing_drawn_by_kim_kwang_hyun__sample-2c1073154fd123809ee76f027cb87204.jpg)

Physical Attributes

Strength: Human.

Agility: Human.

Durability: Human.

Magic: N/A.

Magic Resistance: N/A.

Other Abilities:

Immortal: When one thinks of immortality, they think of the great things that come with the parcel, such as the obvious perpetual youth, powers beyond reckoning, unkillability, and perhaps followers that teem within thousands slaving for you. Silana seemed to have missed the memo, as she'd only gotten two things out of this. Perpetual youth and invincibility... if one regards what she has that. She will never age, and she will always remain the same. Unfortunately, that also means that things like tattoos won't stick, her hair won't grow, and if shaven, it will merely regrow back. She had an even worse deal in that although she is unkillable, she has nothing else going for her. Damage she sustained will regenerate almost instantly back to the way that she was, often originating from the head if she was decapitated down to the last cell, and even without that, she will reform anyways in the face of complete obliteration. This also means cybernetic implants and all that shebang is just not feasible for her. It also means that all kinds of exercise, any kinds of activities to improve the body and bulk her up won't work. She is in perpetual stasis, with no means to resort to exercise to improve for instance, meaning she will always remain the same no matter what she tries to indulge in. Her lack of potential in magic means she can in no way cultivate it either. In short, she drew the short stick of immortality. Although this does not mean she does not get tired, fatigued, or suffer such maladies like that, odd as that selective criteria is. Although, if blighted by a disease, it will not remain on her for long as her body reverts back to its original condition absent of it.

Equipment:

Switchblade: A simple thing she uses for self-defence, unfortunately she doesn't have the resources to attain more.

Origin: Although she carries herself off as a native of Nexus, as if she'd known all the lingo of the realm, Silana is in fact a foreigner like many others, having fallen into the realm by way of an accident she could not recall, yet oddly she'd only been a resident of the realm for a year. Ever since that, she'd tried to make something of a name out of herself, coming up with business ventures and the like that all got her put into an enormous debt. Every single one of them had failed, that she had to resort to something she'd never thought she ever should -- manual labour. That it was estimated it would take a millennia for her to pay off her enormous debts given her salary. Her only solace from this economic misery was that she started indulging in escapism whenever she can, to a point she became delusional of who she was, thinking of herself far more impressive than she really is. This soon reflected itself in her attire and mannerism, as she continues to take on risks that accrued even greater debts, particularly to the underworld of Nexus.

Weakness: Inability to improve her body, human baseline and all susceptibilities associated with it.

Likes: Money, Gambling, Risks, Video Games, Good Food, Thrill Seeking, Indolence.

Dislikes: Poverty, Loss (not the comic), Being Blackmailed, Bad Food, When Things Go Wrong, Being Forced to Work, Debts.