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Duel Monsters: Of Myths and Magic [OOC/Not Started/Not Accepting/PG-16]

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IC

 

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~A Zai RP~

~Logo by Thar~

 

Rules & Information

Spoiler

First thing's first. All NCM and RP section rules apply. Easy things you should know already. Secondly, my word is law here. What I say goes, and that is final. Again, obvious crap. Now, onto the actually important stuff.

Roll for resurrection!

Welcome to Duel Monsters: Of Myths and Magic, the successor to a similarly named and very much dead RP on good ol' YCM. OMM is a Yu-Gi-Oh! RP more or less in name only (which is why we're using the in-universe name for the card game as opposed to the irl one), and is in many ways much more like a game of Dungeons and Dragons (Or more accurately, D20 modern, but we'll get to that). What do I mean by that? Well, instead of being based on the Yu-Gi-Oh! anime, OMM is based on the lore of the card game itself: the story lines that can be gleaned (or are at the very least hinted at) through card arts, card effects, and occasionally actual written lore printed for the game itself in the real world. To put it in the simplest of terms, OMM is sort of like to the story line of duel terminal (and indeed the DT universe exists as part of OMM's setting. Again, we'll get to that). The key difference, however, is that it is set in a bizarre, anachronistic world inhabited by and composed of not just those in duel terminal, but every card ever printed, meaning almost any individual ever printed on a Yu-Gi-Oh! card could be a player character or an NPC, and every locale, object, character, and event ever shown on a yugioh card exists in some way, shape, or form.

Plot wise, OMM is to be a fairly typical episodic fantasy adventure with a grander, overarching plot. Think of it like a text based tabletop roleplaying game, minus the numbers and dice rolling. Though it will feature some of the story lines that have been in the card game over the years (i'd be utterly remiss if Gagagigo didn't appear somewhere), the main focus will be on the player characters and the adventures that forge them into a band of heroes. Expect many of the tropes you'd find in Lord of the Rings or a D&D campaign to be present and accounted for here. The cast will be questing, exploring, acquiring loot, and growing more powerful as the story progresses. That being said, I'm not leaving all of the anime influence out of the RP. Instead, I'm trying for an entertaining mix of roleplaying game and anime goodness. Despite all the insanity, I do plan on taking the story and characters pretty seriously (hence the PG-16 rating). While things can be lighthearted and humorous, the overall RP will attempt to tell a serious epic, and things can and will get pretty dark when the situation arises.

Full disclosure though, I'll be doing things somewhat differently from how I normally handle hosting. Posts will be more descriptive, and the story much more open-ended and affected by player choice. This means of course that there will be some bumps along the way, but if it works out I think it will prove to be a very fun, entertaining roleplay. As well, I'm not looking for an overly large number of players. The RP isn't limited acceptance by any means, but ideally I'd only like to have 6, maybe 7 players maximum, since that's about the largest group of player characters one can usually have in an RPG before things start to break down. I'm also running a discord server for the RP. If you want in, ask for the link and ye shall receive.


Setting

Spoiler

OMM takes place in the world of Millenian, a massive, anachronistic world (or worlds, no one is quite sure) that is home to wizards, cyborgs, dragons, sentient plants, cartoons, and everything in-between. Even the size and scope of Millenian is nebulous and ill-defined, and none of its inhabitants are exactly sure how large it is, how it came to be, or even who came up with the name. Biomes, locales, technology, and even the local laws of physics and the passage of time can vary from place to place on Millenian. In many ways, it resembles a strange patchwork quilt, sewn from pieces of an uncountable number of distinct worlds, so much so that such a description might even hold a grain of truth.

Distinct areas of Millenian are often referred to as Zones. Unlike the real world, where regions tend to blend and flow into one another, Zones on Millenian are plainly and obviously different from one another, and the borders between them are distinct and immediate. Traveling from one zone to another is almost like stepping across a border on a map: there is a clear dividing line between two clearly different places. What's more, the locations of the Zones relative to one another don't seem to add up to any logical whole (hence the prevailing theory that Millenian is actually pieces of many worlds interconnected with one another). In simple terms, it means that though each Zone seems to physically border any number of other Zones, those Zones in turn may not possess borders with the Zones that they logically should border, based on their arrangement around the previous Zone. For instance, one could hypothetically go west from within Zone A to Zone B, and north from within Zone A to Zone Q. However, there is no way to get from within Zone B to Zone Q, despite the fact that they share a border from the perspective of Zone A. To make things even more complex, Zones can occasionally shift in location relative to one another, and sometimes even connect to different time periods in different zones. Every Zone has a number of these inconsistencies, meaning that, unless one has some kind of guide or map to help them navigate from zone to zone, one can easily get hopelessly lost navigating Millenian.

As said before, nearly everything about Millenian can vary from zone to zone, but since traveling between zones is easily accomplished (sans the navigational difficulties, of course) its plausible, even likely, that one could encounter any sort of being in any given zone. This of course often breeds conflict, and as such Millenian tends to be a very violent, often dangerous place. Many beings, collectively referred to as adventurers, take advantage of this. They make a living traveling from zone to zone, selling their skills to those in need, or those who can pay handsomely. This isn't to say that Millenian is entirely lawless, however. There are nations, some of which span multiple zones, and one can find safety and civilization nearly anywhere, if they know where to look.

In a phrase, Millenian is anything and everything, and as an adventurer, it is your oyster.



Plot

Spoiler

Our tale begins smack in the middle of a large zone called Verhaven, specifically in a dirty, near-future city known as Carousel. Walled, armed to the teeth, and patrolled by its force of Science Solider storm troopers, this once vibrant metropolis is under constant threat from hordes of sentient insects that have all but annihilated everything outside the city walls. Though the menace of the bugs is fierce, Carousel has so far managed to hold its own, in no small part thanks to Victor- an advanced cybernetic warrior who has become the de facto leader of Carousel's defense forces. In the past few weeks, however, the insects have unleashed a new threat: the parasite paranoid. These virulent, infectious parasites burrow into the bodies of hosts, taking control of them and turning them into half-insect monstrosities, which in turn become breeding grounds for more parasites. The paranoids have taken their toll, and it looks as though Carousel may at last fall to the bug onslaught.

Enter: you. In a last ditch effort to save the city, Victor has called for a band of adventurers to do the impossible: infiltrate the bugs' main hive, find their queen, and slay her- throwing the bugs into disarray long enough for Carousel to mount a counterattack and reclaim their zone. You and your compatriots have answered the call, and have arrived in Carousel to prepare for your dangerous mission. Little are our intrepid adventurers aware, however, that this job will set in motion a chain of events that will affect the destinies of everyone on Millienian.



Applications

Spoiler

Obviously, characters are to be taken from existing Yu-Gi-Oh! cards. You need not limit yourself to a monster card, however. Any being (or thing, if you want to get creative) that has been printed on any card is eligible (with some exceptions, obviously. It wouldn't be fair to have God from the Solemn traps in the party, for instance). All I ask is that you steer clear of cards with overly detailed story lines (like Gagagigo), and monsters that would obviously be too powerful to be adventuring. It might also be a good idea to select a card that has evolution or sequels of some kind, as these can provide you with inspiration for character growth and new powers as the party grows stronger.

It should also be noted that your app will serve as a character sheet of sorts, and will contain things such as an inventory list, a list of powers and abilities, alignment, and other such information. As such it would be a good idea to keep your app regularly updated with pertinent information as the RP progresses. As well, it may be easier to write your app in a google doc, since it will be simpler to edit. If you choose to do this, simply provide the link.

Name:
Age: (if applicable)
Gender: (If applicable)
Depicted In: (preferably their own monster card or a card that prominently showcases them)
Race: (Not all monsters are humans, obviously. State what kind of being the character is to the best of your ability)
Alignment: Where your character falls in terms of being good or evil, and lawful or chaotic. Done exactly the same as in Dungeons and Dragons (the blurbs below are taken directly from Wikipedia). A character can be:
Lawful Good (LG)- A lawful good character typically acts with compassion and always with honor and a sense of duty.
Neutral Good (NG)- A neutral good character typically acts altruistically, without regard for or against lawful precepts such as rules or tradition. A neutral good character has no problems with cooperating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the bending or breaking of rules, they do not suffer the same inner conflict that a lawful good character would.
Chaotic Good (CG)- A chaotic good character does what is necessary to bring about change for the better, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well. Chaotic good characters usually intend to do the right thing, but their methods are generally disorganized and often out of sync with the rest of society.
Lawful Neutral (LN)- A lawful neutral character typically believes strongly in lawful concepts such as honor, order, rules, and tradition, and often follows a personal code. Examples of lawful neutral characters include a soldier who always follows orders, a judge or enforcer that adheres mercilessly to the word of the law, and a disciplined monk.
"True" Neutral (N)- A neutral character (a.k.a. true neutral) is neutral on both axes and tends not to feel strongly towards any alignment, or actively seeks their balance. Most animals, lacking the capacity for moral judgment, are of this alignment, since they are guided by instinct rather than conscious decision.
Chaotic Neutral (CN)- A chaotic neutral character is an individualist who follows their own heart and generally shirks rules and traditions. Although chaotic neutral characters promote the ideals of freedom, it is their own freedom that comes first; good and evil come second to their need to be free.
Lawful Evil (LE)- A lawful evil character sees a well-ordered system as being easier to exploit and shows a combination of desirable and undesirable traits. Examples of this alignment include tyrants, and undiscriminating mercenary types who have a strict code of conduct.
Neutral Evil (NE)- A neutral evil character is typically selfish and has no qualms about turning on allies-of-the-moment, and usually makes allies primarily to further their own goals. A neutral evil character has no compunctions about harming others to get what they want, but neither will they go out of their way to cause carnage or mayhem when they see no direct benefit for themselves. Another valid interpretation of neutral evil holds up evil as an ideal, doing evil for evil's sake and trying to spread its influence. Examples of the first type are an assassin who has little regard for formal laws but does not needlessly kill, a henchman who plots behind their superior's back, or a mercenary who switches sides if made a better offer. An example of the second type would be a masked killer who strikes only for the sake of causing fear and distrust in the community.
Chaotic Evil (CE)- A chaotic evil character tends to have no respect for rules, other people's lives, or anything but their own desires, which are typically selfish and cruel. They set a high value on personal freedom, but do not have much regard for the lives or freedom of other people. Chaotic evil characters do not work well in groups because they resent being given orders and do not usually behave themselves unless there is no alternative.
Description

Spoiler

A picture of their card art will suffice (fan art is cool too!), although if there are any differences between that depiction and how the character looks in-story, note them here. Its also a good idea to include the character's size and any other noteworthy physical characteristics here.


Personality

Spoiler

Alignment covers part of this, but you should also still be able to give me a decent idea of what kind of person the character is here. likes, dislikes, general disposition, etc.


Backstory

Spoiler

Be as brief or as descriptive as you want, but the more detail you include, the more I have to work off of in building story threads and the overall world of OMM. Good things to include would be things like the character's home zone, how they started adventuring, and other important personal information that they might or might not bring up in conversation.

Personal Quest: While this can be alluded to in the backstory section, spelling out for me what your character's ultimate end goal or driving motivation is will help me in creating story threads and introducing NPCs. Put it here in as brief a form as possible.


Inventory

Spoiler

Again, this is free form, but its a good idea to include any particularly important items the character carries with them. You'll also be using this space to keep track of loot the character acquires.


Powers and Abilities

Spoiler

Also free form, but try as best you can to give me a good, clear idea of what your character is capable of, how they fight, and what they are skilled at. This section also might be updated as the RP progresses and the cast grows stronger. It might be a good idea to include their character class (a one word descriptor of their job and abilities, like fighter or wizard or gunslinger or chef) too. Feel free to get creative.


Misc.

Spoiler

Anything you'd like to include that doesn't fit in one of the above categories.

 



The Party

Spoiler

The Blacksmith- Melanie

The Shield- Gardna

The Sword- Rin

The Druid(s)- Sanwich

The Hotshot- Shin

 

Edited by Zai

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Gardna, the Ultimate Shield

 

Spoiler

 

BigShieldGardna-TF04-JP-VG-2.jpg

"Don't worry, my friends; I am your shield!"


Name: Gardna

Age: Unknown

Gender: Varies

Race: Shield Avatar

Depicted in: Big Shield Gardna

Alignment: Base lawful, morality varies based on item

Description:

Spoiler

 

Gardna is not so much a person holding a shield, but rather a humanoid projection of the shield itself. The base form Gardna takes is that of a robust man or woman with long hair. Any features on this form depend directly on the personality of the shield it possesses. These features include body shape, skin color, hair color, eye color, voice, clothing, and even gender. Other cosmetic details not limited to markings on skin, piercings, etc.

The shield that Gardna currently possesses projects it in the image of a large, muscular man with tan skin, long and thick black hair, eyes shrouded black, red pants, heavy brown boots, and a turquoise sleeveless tunic with purple zebra stripes.

 

Personality:

Spoiler

 

In its essence, Gardna is a loyal friend to whomever it accompanies. Its primary responsibility is, to no one’s surprise, to be a shield. In the face of danger, Gardna stands its ground against any threat that stands against it or its friends. In exchange for such loyalty? Constant maintenance and care for the shield it possesses, for any sign of damage or wear on the shield respectively shows as injuries and age on its avatar.

Personal quirks in addition to Gardna’s undying loyalty and guardianship depends on the nature and craftsmanship of the shield itself. Whether it’s the materials used or the cosmetic details, said features will be personified however it seems fit. If the shield is cursed, however, Gardna will depict that of the nature of said curse as well as take on a more evil personality, albeit still remain loyal to the party.

 

Backstory:

Spoiler

 

The exact origins of Gardna are unknown, even to itself. However, it often speculates on certain events in its lifetime. Dating back to ancient times, old wizards would prepare for battles by infusing magic into weapons and armor, including shields. During a battle against druids, the natural essence of their magic would influence the infused magic within these shields, inducing what would essentially be life within said magic and turning them into artificial spirits. These spirits would become incarnative beings whose only method of personification would be through whatever object it possesses, in this case being shields. After its original owner died, Gardna took form as a humanoid depicting as a personification of the shield it was infused within, serving the wizards against their fight against the druids with unmatched ability to disrupt the latter’s magical abilities and winning the battle.

The original shield that Gardna possessed was eventually destroyed after it fell into a pool of lava, releasing it to aimlessly wander as a spirit in search of another shield. Eventually, the spirit came across a statue that wielded one. Upon possession, it broke off said statue and Gardna took form once more, serving as a guardian of the city where the statue stood. In time, the party he would travel with would ask for his aid on their quest, to which he would happily oblige.

 

Personal Quest: To protect his companions as they go out to fulfill their own destinies, finding any shield along the way that would best serve that purpose.

Notable gear: Whatever Gardna infuses itself into becomes the sole item in its possession as an avatar.

Skills and Abilities:

Spoiler

 

Antimagic Aura: Despite Gardna’s magical nature, its spiritual composition grants it immunity to this ability. While possessed, a shield gives off an aura that negates the magical effects of any spell or enchantment except curses or divine presence.

Barrier: Gardna can exploit its essence in the form of a dense magical wall that can block practically any attack. Upon infliction, damage does not heal and will exhaust at a certain point, causing it to break and require some time to recharge for future use.

Shield Throw: Gardna’s avatar can throw whatever shield it possesses like a discus. While thrown, the avatar can remain where it is while tethered to the shield by a thin string of its own essence. While in flight, the avatar can reform wherever the shield goes. For example: If it throws the shield at an enemy but they dodge, Gardna can reform behind them. Should the attack land, Gardna can return the shield as a boomerang would without having to reform.

Shield Bash: A powerful melee move where Gardna thrusts its shield forward, releasing a burst of energy that knocks the opponent back with brunt force. This ability can also be used as a rush attack, where Gardna runs with shield in front, dealing immense charging damage like a battering ram.

Fragmentation: If Gardna’s shield gets broken, its avatar splits with it, becoming multiple, smaller versions of it, and the fragments of the shield will reform into smaller versions of its original form. The power of each fragment becomes a fraction of the original based on its size. While fragmented, the smaller Gardnas can take perform a ritual to recombine the shield.

 

 


 

 

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A Bright-Eyed Adventurer

Spoiler

Name: Caraminus (nicknamed Bright Eyes for his cheery disposition)
Age: 2-4 years (depending on if you count egg incubation or not)
Gender: Male
Depicted In: Black Dragon's Chick & Red-Eyes Baby Dragon
Race: Dragon
AlignmentNeutral Good
Appearance

Spoiler

Related imageRelated image

    Even as a hatching his species is on the larger side of around 3' ft and are often heavier than they appear. Caraminus is an average 2'10 when on his hind-legs, when on all fours (his preferred state) he's just below 2 feet tall. When he's particularly excited and chirping happily it's not uncommon for a small burst of flame to escape his beak. More closely resembles "Black Dragon's Chick", however since that doesn't show it's body I'm using both card's art as reference.

Personality

Spoiler

Caraminus can mostly be described by two words, happy and innocent. He's mostly happy to help and will try to do the right thing but due to his young age he can easily be convinced of just about anything by someone he views as an authority figure. Like most children his emotions are volatile and, while cheerful and at peace tends to be the default, are prone to sway on a dime, going from a bawling mess of sadness back to his happy self at the drop of a hat (or more specifically the drop of his favorite snack), and with those swaying emotions comes a dramatic shift in the strength and volume he is capable of with his fire breath.

Backstory

Spoiler

Before hatching Caraminus' egg was poached by a knight from a legion who trained and used young dragons as steeds. His egg was given to that knights son as a right of passage, he was to be that child's first steed and was to be raised and trained along side him. Yet upon the eggs hatching the excitement of Brien, the paladin-to-be, became pity for the dragon his father had stolen. He no longer sought to join his family, seeing the confused and scared face of Caraminus (whom he later gave the nickname "Bright Eyes") changed something in him. Thinking it wrong to take these "lovely creatures" away from their home he ran away, hatchling in tow, to return the young Caraminus to his home. Along the way Caraminus learned from the boy as much as he could about the world and by the time they arrived at the land he believed his father had found the egg Caraminus had bonded with Brien and wanted nothing more than to stay with him, so much so that he had to be tricked into not following him back.

    A stranger amongst dragons and seemingly abandoned by the closest thing he had to family, Caraminus wandered across Millenian in search of the first face he ever saw, accidentally becoming a member of the occasional band of thieves along that way that used his innocence, small size, and ability as a portable blowtorch/campfire to their advantage. His most recent group left him behind in Carousel in a panic as the insect enemy attacked. lost and dejected, Caraminus still holds out hope that "his father" is looking for him as well somewhere.

Inventory

Spoiler

Caraminus owns very little but something he tries to keep with him at all time is the remaining shell of his egg as, while travelling to return him home, Brien used it as a makeshift nest for the young dragon having found it not only incredibly durable but useful as a dish for food and water and as place to hide Caraminus from onlookers. He continues to nest in it as it serves a great deal of comfort to the young dragon and also uses it to store anything useful he might find.

Powers and Abilities

Spoiler

Flight - due to his young age and relatively small wingspan "hover" would be a more appropriate name for this ability as, for a short amount of time, it allows Caraminus to float 4-5 feet from the ground, allowing him to get to hard to reach places or over short ravines.

    Caraminus is from a particular dragon tribe that have form-changing abilities, while he hasn't completely mastered the various forms he can take he is currently able to take on two forms outside of his base. These form changes are exhausting and cannot be held for long periods of time, as such their optimal use is as a "quick change" to be used for a sudden instant when needed.

    Metal Morph - A defensive form that gives his scaled body added protection with a metallic coat, however, the added weight makes it impossible to fly.

    Meteor Mode - This transformation is built for speed, while he can't fly particularly high  still this form greatly increases the speed and length at which he can zip through the air and makes him more akin to a miniature kinetic impact missile. Caraminus cannot breath fire in the form but the speeds he reaches can make his body hot to the touch.

Growth Spurt - a one-use ability that that will cause Caraminus to begin his species rapid aging process to his adult form, with this change comes more control over existing abilities as well as more forms he can take for combat, each with their own distinct advantage. (this ability will only be used if/when the host gives permission and only if it's an appropriate time story-wise and will be accompanied by an updated list of powers and abilities)

Fire Breath - While not very strong usually, the black and red flames Caraminus can create vary in power based on his emotional state. From a small puff when happy to short but hot sparks when sad. the key to this powers usefulness lies in both his and his parties ability to reliably control his emotions.

    Tantrum - not truly a separate power in of itself, "tantrum" is the name given to Caraminus' fire breath at full force. As the name implies at the moment Caraminus is only capable of this ability when he's been upset to the point of a complete meltdown where he will attack uncontrollably and indiscriminately.

Misc.

Spoiler

Caraminus' favorite treat is very common a sweet tasting fruit that reminds him of Briens home.

Caraminus' name was chosen by Briens father, thus Brien took it upon himself to rename the dragon "Bright Eyes" after running away. He still prefers Caraminus though as it's what he's used to.

Caraminus has a fear of men in armor instilled in him by Brien to keep him from exposing himself in public areas where knights or soldiers are prevalent.

While viewed as "animals" by most dragons tend to vary in levels of intelligence and in most cases simply lack the ability to communicate with other species verbally.

 

 

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Question. How would cards like Don Zaloog work, where you can’t have one without the rest of the gang?

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Capitalism, ho!

Spoiler

bzk48GW.jpg

“The best part about smithing is everything made of metal gets to be whatever you want it to be.”

Name: Melanie
Age: 26
Gender: Female
Race: Human
Depicted in: Witchcrafter Schmietta
Alignment: Neutral Good

Appearance:

Spoiler

t2pvc70.jpg
source

Height: 5'1"

Personality:

Spoiler

Melanie is an optimistic type, but also not the sort who believes in things just working themselves out on their own. No, for things to work out, you need to put in the time and effort to work it out yourself. Being a cheery girl who welcomes a challenge, it should hardly be surprising that Melanie tackles her difficulties in life with enthusiasm and the will to fix her problems personally. After all, there's nothing in life money can buy that hard work can't also earn on its own, even if it takes a while. That's not to say she wouldn't rather just buy her way out of tough times, though. Quite the contrary.

Melanie values material wealth greatly. In addition to being a frugal spender who generally tries to cut as many costs as possible, she's a rather greedy sort, with her first thoughts about something new often being how she can use it for profit. She would never do something legally or ethically wrong for money, but as long as it doesn't break any laws and doesn't hurt anyone, Melanie is pretty willing to go pretty far to make a worthy sum of cash. Naturally, this also includes working herself to the bone, fiting in with her stance on working hard for things to go well.

If there's one thing Melanie takes pride in, it's her work as a blacksmith. Everything she crafts is done so with passion, love, and painstaking attention to detail. She's quite the perfectionist when smithing is involved, and is willing to reforge the same weapon twenty times if it means she'll get everything to be just right the twenty-first time. And why shouldn't she take her work seriously? It's her life! Aside from it being a job that suits her perfectly, it’s also her entire livelihood. It's a practical job involving practical things, but also one that lets her creativity run wild with her free time. When she was running a shop, there were often items for sale that can only be described as "strange", and even those were the ones that didn't get thrown into the reject pile.

Biography:

Spoiler

Hailing from a peaceful zone of vast farmlands and developing cities, Melanie had a natural aptitude for fire magic. It was a trait she took great pride in as a child, except... there wasn't really much call for fire magic, short of lighting torches and keeping the hearth warm in the winter months. While she was still able to leave her rural home and study at an academy of magic, there wasn't much else Melanie could really do with her studies afterward. Trying to make a living with her magic alone would be all but impossible, she soon realized, and it would be better to use it as a way to make the job she did take up a bit more convenient. But what?

Working as a courier let her see all different parts of the city, but it was much of the same and grew boring fast. Going back home to work on a farm was out of the question; not wanting to live the farmer's life was a major part of why she left home to visit the academy in the first place! Bounty hunting sounded fun, but Melanie would have preferred a job that didn't put her life in danger. And being a librarian was just too complicated.

It was when she passed by a blacksmith at work that inspiration struck. Seeing them at work made everything suddenly click in Melanie's head. The hot forge was a perfect place to make life easier with magic, the simple but varied work suited her to a T, and it was a relatively safe job she could do from within the city. It was by all means the perfect job! She took out a loan to open a workshop of her own, and went on to run a reasonably successful business. Melanie's Metalworks was a good go-to shop for metal goods for about six years, though a few weeks ago, Melanie announced that she'd be closing the shop for a while.

Her zone was no stranger to foreign traffic, and word of lands far beyond got around quite a bit. While most of it was of no concern to the blacksmith, there was one story in particular that caught her attention. A mineral called exodium, often nicknamed the metal of the gods, was out there somewhere. It weighed virtually nothing, yet was all but unbreakable, and had other special properties no other metal possessed that could only be called magical in nature. And Melanie wanted some. If she could get her hands on that legendary ore, there was simply no telling what sort of wealth would come from it!

And so, trusty tool in hand, Melanie left her humble abode behind to seek out the mythical ore.

Personal Quest: Get her hands on some exodium and make something with it.

Inventory:

Spoiler

“The Tool”: A massive tool of Melanie’s creation. Can be used to hammer, grab, and pinch items she’s smithing. Due to the size and weight of the tool, it can also be used as a melee weapon capable of crushing or skewering enemies. Not for sale.

Inferno Drill (prototype): An experimental tool of Melanie's design, using a combination of metal and magic. Functions similarly to a grenade, except instead of exploding entirely, the explosions only come out the back, allowing the item to rocket through the ground to make mining easy by using the drill mounted on the front. Although the prototypes are small enough to fit in the palm of her hand, Melanie claims the final product is meant to be "really really big". Currently carrying: 4

Powers and Abilities

Spoiler

Smithing: Melanie - being a blacksmith by profession - should be expected to be pretty handy with a hammer and anvil. And indeed, she is quite the blacksmith. Weapons, armors, and more are at her fingertips to create if given the materials, and if she’s unable to repair something made of metal, it clearly didn’t need fixing in the first place.

Pyromancy: The primary means by which Melanie defends herself, though she also uses it to aid in her smithing. Capable of conjuring and manipulating fire, this is a school of magic in which Melanie not only has a natural knack for, but has thoroughly studied.

Haggling: The years running a shop and trying to earn as much and spend as little as possible have given Melanie a good eye for bargains. Be it selling high or buying low, Melanie has quite the merchant’s tongue.

 

 

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19 hours ago, MetalSonic said:

Question. How would cards like Don Zaloog work, where you can’t have one without the rest of the gang?

The same way any other card would work. Related cards and characters can be a part of your backstory or possibly tag along as NPCs, but for instance playing the entire dark scorpions gang (even though they all do appear on the same card) would not be allowed simply due to the amount of characters involved.

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Interested. I will get an app up as soon as possible!

EDIT: Here it is, all done~!

The Avenging Angel

 

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"I'll cut you down myself. You, and everyone else who would do evil!"

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Name: Rin

Age: 25

Gender: Female

Race: Angel

Depicted In: Queen Angel of Roses

Alignment: Lawful Neutral

Appearance:

 

Image Reference

Tall and slender with snow-white skin and long golden hair, Rin is a vision in red, clad in an elaborate long-sleeved dress with puffy shoulders, a plunging neckline, and ruffled skirts inlaid with gold, worn with black stockings and high heels. As an angelic being, she has a pair of fully functional wings, crimson in color, that resemble a mass of rose petals. She wields a long and extremely sharp claymore with a golden hilt, crowned by a rose in full bloom. Despite her elegant and ladylike appearance, she is extremely strong and an expert swordswoman.

Personality:

 

Steadfast and courageous, Rin takes her duty as an angel very seriously, doing her best to strike down injustice, protect the innocent, and punish evildoers wherever she goes, at whatever cost. She has a strict moral code--indeed, considerably stricter than most people's--that compels her to hold herself and those around her, especially her allies, to a high standard, with little room for mistakes. She can be surprisingly ruthless when it comes to dealing with enemies, usually preferring to cut them down personally rather than give them a second chance, assuming their crimes are serious enough. Similarly, she has no qualms about putting herself in harm's way in what she views as her one-woman battle against evil, so long as she's able to see her convictions through to the end. Some would even argue that her bold courage, however inspiring, borders on an utter lack of self-preservation. Beneath her gallant exterior, however, Rin harbors a dark secret and a deep fear that could have disastrous consequences.

Biography:

 

Rin was born and raised in the White Rose Cloister, one of several floating islands that form part of a much larger compound, home to many of Millenian's guardian angels, known simply as "The Sanctuary". From a young age, she was instilled with high moral values and a sense of self-sacrifice, ultimately setting out upon the path to became an avenging angel, showing great potential along the way. Yet when the moment came to raise her as a full member of the Angelic Order, several of her superiors hesitated, some of them even expressing outright concern that she wasn't fit for the position due to flaws in her character. Crushed by their refusal and convinced that she had failed those around her, Rin left the sanctum of her own volition and descended to the lower levels of Millenian, determined to hone herself and prove her worth by confronting evil face-to-face, no matter how long that might take.

Although she has obtained a handful of impressive victories since then, even making something of a name for herself in the process, she has yet to hear back from the sanctuary. And she has yet to conquer the nameless fear inside of her. The fear that tells her that no matter how hard she tries, she simply might not be good enough. The fear that tells her that if she ever truly loses control, something bad might happen. Something evil.

Personal Quest: The way she sees it, Rin is on a personal mission to strike down evil in all its forms. In doing so, she hopes to gain redemption for her past failures (even though she still doesn't quite understand said failures) and eventually rejoin her kind.

Inventory:

 

Scarlet Edge: A long and extremely sharp claymore that can be conjured at will by its owner. It is much heavier than it looks.

Powers & Abilities:

 

Angelic Flight: True to her angelic appearance, Rin's wings aren't just for show. She is capable of high-speed flight, allowing her to engage airborne targets and outmaneuver ground-based foes.

Blade Mastery: Rin is an expert swordswoman, having received extensive training in the discipline since she was very young. Although the claymore is her personal weapon of choice, she is proficient using most kinds of conventional weapons.

Thorn Magic: Rin's deep affinity for plant-based magic allows her to conjure thorns and roses from her own body. She most commonly uses this ability to summon long flexible vines laced with deadly sharp thorns in order to pin down enemies.

Edited by Saiba Aisu

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Name: Lucy

Age: 21

Gender: woman

Depicted In: Kozmo Farmgirl, Kozmourning, and Kozmo Lightsword

Race: Human

Alignment: chaotic good

Description:

Spoiler

dauq7t5-ddef8607-95d2-4d3c-881c-1876e5c8

Personality:

Spoiler

A young adventurer looking to make her name in history, Lucy has a habit of getting herself into fights she knows she can't win, but her ego doesn't let her believe that. She takes on bounty hunting jobs from law enforcement agencies from all over Millenian, hunting down nefarious criminals and bringing them to justice, dead or alive. However, she resents having to listen to authority figures, which has gotten her into trouble in the past. Her best friend, LQ and her have an unbreakable bond. If you hurt one, you become both of their enemies. Any other alliance she has is temporary and will end the moment they become inconvenient. She has abandoned a number of other partners for death, and she asks herself if she is a horrible person for doing so, but her pride tells her that she isn't. In her industry, the only person you can trust is yourself.

Backstory:

Spoiler

From Kozmotown, a town known for its psychic population, Lucy had it rough. She was from an impoverished section of town that was largely ignored and left to its own devices. Because of this, small organized crime was commonplace. Lucy herself ran a small repair shop for spaceships. Since she didn't have a lot of money, she resorted to looting the local scrapyards to find parts to use. At one of these scrapyards, she found a robotic dog that she took back to her shop and fixed up. The robot dog, LQ as she named it, was a prototype hunting hound meant to be used by the town's law enforcement, but never went into production due to some issues of aggression that never could be worked out. Lucy never experienced this however. In fact, the dog would act exactly as a dog would. It played fetch, it relaxed most of the day, and sat next to her when she at dinner. 

During a normal day of making repairs to some rich playboy's ship, a fight broke out between two gangs outside her shop. While Lucy tried to stay out, LQ's instincts kicked in and joined the fight, attempting to non-lethally apprehend the fighters. Lucy tried to stop LQ, but was unsuccessful and got dragged into the fight as well. Unfortunately, she was drastically outnumbered and the fight became a free-for-all. Psychic powers were flying all over the place as junk around the street soared into each other. The fighting seemed to just get bigger and bigger as new combatants seemed to pour in. Deciding that this had gone on for long enough, Lucy highjacked the playboy's ship and took off with it, promising herself that she would eventually give it back. Eventually.

After some time drifting from one town to another, she found her way to Carousel, where she would stay low for a while. Deciding that she didn't want this city to become like hers, she joined the law enforcement of Carousel, only to then judge it as a clogged bureaucracy that couldn't properly bring justice, and thus left. She then took it upon herself to bring order to the streets and began hunting down crime bosses around the region on her own. Her vigilantism was eventually brought down by a crime boss named Zera the Mant, who took a liking to her because she freed up the market allowing him to encroach on other areas. He offered Lucy the chance to work for him as a bounty hunter taking out his rivals. Seeing no other options available at the moment, Lucy accepted the job and became a bounty hunter. Despite this, Lucy sometimes wonders what would of happened if she had stayed with the police, or even if she just became a mechanic again. However, the deal with the devil she made won't let her, as no one leaves Zera's group without a fight, she learned. 

Personal quest: Lucy's personal quest is to stop living a life of violence and to be able to go straight. By joining this quest, she hopes to gain the recognition as a hero and be able to leave Zera behind her.

Inventory:

Spoiler

Blaster pistol - A laser handgun. Using her psychic powers, she can hit small targets from significant distances. 

Lightsword - A sword she took as a trophy from a past bounty hunt. It can deflect other blasts, but otherwise she doesn't like to use it much since it requires to get too close. 

satchel - Contains parts to repair LQ or other machines. One use only.

LQ - A robotic dog that is equipped with non-lethal methods of attacking opponents. 

Forerunner - Kozmo Forerunner; A ship Lucy stole from a rich playboy she was suppose to repair. a fast freighter with just enough firepower to ward off pirates. It has a small cannon on the front and two turrets on the sides. She can operate it by herself, but it was designed with comfort in mind first, so it has weak armor and the weapons on it need to be manually controlled. The pilot seat only has access to the small cannon on the front of the ship.

Powers and Abilities:

Spoiler

Psychic abilities- Lucy has the ability to move things with the power of her mind. Heavier objects take more time to actually affect, especially if taken by surprise. It can be used on living beings, but cannot ragdoll. In addition, she can use these abilities to see clearly over a significant distance to hit small targets from miles away. 

Mechanic - Lucy used to own her own mechanic shop in Kozmotown. She's gotten pretty good at repairing ships.

Edited by MetalSonic

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Was going to wait until after I got my own app done but its taking too long as it is so lets get things rolling. Will edit accepted apps into the OP when I’m not on mobile.

On 6/26/2019 at 8:21 PM, Thar said:

Gardna, the Ultimate Shield

 

  Reveal hidden contents

 

First up, first accepted. Inventive concept and bonus points for oldschool goodness.

 

On 6/27/2019 at 4:31 PM, |0P| said:

A Bright-Eyed Adventurer

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Name: Caraminus (nicknamed Bright Eyes for his cheery disposition)
Age: 2-4 years (depending on if you count egg incubation or not)
Gender: Male
Depicted In: Black Dragon's Chick & Red-Eyes Baby Dragon
Race: Dragon
AlignmentNeutral Good
Appearance

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Related imageRelated image

    Even as a hatching his species is on the larger side of around 3' ft and are often heavier than they appear. Caraminus is an average 2'10 when on his hind-legs, when on all fours (his preferred state) he's just below 2 feet tall. When he's particularly excited and chirping happily it's not uncommon for a small burst of flame to escape his beak. More closely resembles "Black Dragon's Chick", however since that doesn't show it's body I'm using both card's art as reference.

Personality

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Caraminus can mostly be described by two words, happy and innocent. He's mostly happy to help and will try to do the right thing but due to his young age he can easily be convinced of just about anything by someone he views as an authority figure. Like most children his emotions are volatile and, while cheerful and at peace tends to be the default, are prone to sway on a dime, going from a bawling mess of sadness back to his happy self at the drop of a hat (or more specifically the drop of his favorite snack), and with those swaying emotions comes a dramatic shift in the strength and volume he is capable of with his fire breath.

Backstory

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Before hatching Caraminus' egg was poached by a knight from a legion who trained and used young dragons as steeds. His egg was given to that knights son as a right of passage, he was to be that child's first steed and was to be raised and trained along side him. Yet upon the eggs hatching the excitement of Brien, the paladin-to-be, became pity for the dragon his father had stolen. He no longer sought to join his family, seeing the confused and scared face of Caraminus (whom he later gave the nickname "Bright Eyes") changed something in him. Thinking it wrong to take these "lovely creatures" away from their home he ran away, hatchling in tow, to return the young Caraminus to his home. Along the way Caraminus learned from the boy as much as he could about the world and by the time they arrived at the land he believed his father had found the egg Caraminus had bonded with Brien and wanted nothing more than to stay with him, so much so that he had to be tricked into not following him back.

    A stranger amongst dragons and seemingly abandoned by the closest thing he had to family, Caraminus wandered across Millenian in search of the first face he ever saw, accidentally becoming a member of the occasional band of thieves along that way that used his innocence, small size, and ability as a portable blowtorch/campfire to their advantage. His most recent group left him behind in Carousel in a panic as the insect enemy attacked. lost and dejected, Caraminus still holds out hope that "his father" is looking for him as well somewhere.

Inventory

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Caraminus owns very little but something he tries to keep with him at all time is the remaining shell of his egg as, while travelling to return him home, Brien used it as a makeshift nest for the young dragon having found it not only incredibly durable but useful as a dish for food and water and as place to hide Caraminus from onlookers. He continues to nest in it as it serves a great deal of comfort to the young dragon and also uses it to store anything useful he might find.

Powers and Abilities

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Flight - due to his young age and relatively small wingspan "hover" would be a more appropriate name for this ability as, for a short amount of time, it allows Caraminus to float 4-5 feet from the ground, allowing him to get to hard to reach places or over short ravines.

    Caraminus is from a particular dragon tribe that have form-changing abilities, while he hasn't completely mastered the various forms he can take he is currently able to take on two forms outside of his base. These form changes are exhausting and cannot be held for long periods of time, as such their optimal use is as a "quick change" to be used for a sudden instant when needed.

    Metal Morph - A defensive form that gives his scaled body added protection with a metallic coat, however, the added weight makes it impossible to fly.

    Meteor Mode - This transformation is built for speed, while he can't fly particularly high  still this form greatly increases the speed and length at which he can zip through the air and makes him more akin to a miniature kinetic impact missile. Caraminus cannot breath fire in the form but the speeds he reaches can make his body hot to the touch.

Growth Spurt - a one-use ability that that will cause Caraminus to begin his species rapid aging process to his adult form, with this change comes more control over existing abilities as well as more forms he can take for combat, each with their own distinct advantage. (this ability will only be used if/when the host gives permission and only if it's an appropriate time story-wise and will be accompanied by an updated list of powers and abilities)

Fire Breath - While not very strong usually, the black and red flames Caraminus can create vary in power based on his emotional state. From a small puff when happy to short but hot sparks when sad. the key to this powers usefulness lies in both his and his parties ability to reliably control his emotions.

    Tantrum - not truly a separate power in of itself, "tantrum" is the name given to Caraminus' fire breath at full force. As the name implies at the moment Caraminus is only capable of this ability when he's been upset to the point of a complete meltdown where he will attack uncontrollably and indiscriminately.

Misc.

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Caraminus' favorite treat is very common a sweet tasting fruit that reminds him of Briens home.

Caraminus' name was chosen by Briens father, thus Brien took it upon himself to rename the dragon "Bright Eyes" after running away. He still prefers Caraminus though as it's what he's used to.

Caraminus has a fear of men in armor instilled in him by Brien to keep him from exposing himself in public areas where knights or soldiers are prevalent.

While viewed as "animals" by most dragons tend to vary in levels of intelligence and in most cases simply lack the ability to communicate with other species verbally.

 

 

Denied. While I like the character concept as a whole, saying no on the basis of its powers and abilities. Not necessarily overpowered,but the ability to spontaniously reach full maturity on command isn’t adequitely explained and takes away from the appeal of playing a young dragon that’s still learning the ways of the world. As well, the idea that the red-eyes archetype simply polymorphs into their various fusion/equip materials is.... odd, to say the least. Do they change shape and fuse together? Is there a time/energy limit? How do they learn to do this? What causes the divergent evolutionary paths that the dragons take (darkness, flare, metal, alternative, wyvern etc)? What about the other members of the archetype that aren’t dragons? I think this needs to be reigned in some and explained more thoroughly so that I know how and why this works and what the limitations are. Give it some edits and we’ll see.

I’d also strongly reccomend joining the discord server if you haven’t already. Its a much easier way to communicate. PM me if you’d like an invite.

On 6/27/2019 at 10:37 PM, Yui said:

Capitalism, ho!

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Accepted. Easy to write for, clear cut motivations, and hotpants. What’s not to like?

 

On 6/29/2019 at 3:28 PM, Saiba Aisu said:

Interested. I will get an app up as soon as possible!

EDIT: Here it is, all done~!

The Avenging Angel

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Accepted. I think she’s more of a lawful good than a lawful neutral (LN becoming her alignment if she ever truely falls), but alignment is a fuzzy thing that gets interpreted many different ways so it isn’t a big deal. Its nice to see an underepresented monster type in the party as well.

also reccomending joining the discord server. Just PM me if you’d like an invite.

On 6/30/2019 at 10:36 PM, MetalSonic said:

Name: Lucy

Age: 21

Gender: woman

Depicted In: Kozmo Farmgirl, Kozmourning, and Kozmo Lightsword

Race: Human

Alignment: chaotic neutral

Description:

  Hide contents

dauq7t5-ddef8607-95d2-4d3c-881c-1876e5c8

Personality:

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A young adventurer looking to make her name in history, Lucy has a habit of getting herself into fights she knows she can't win, but her ego doesn't let her believe that. She takes on bounty hunting jobs from law enforcement agencies from all over Millenian, hunting down nefarious criminals and bringing them to justice, dead or alive. However, she resents having to listen to authority figures, which has gotten her into trouble in the past. Her best friend, LQ and her have an unbreakable bond. If you hurt one, you become both of their enemies. Any other alliance she has is temporary and will end the moment they become inconvenient. She has abandoned a number of other partners for death, and she asks herself if she is a horrible person for doing so, but her pride tells her that she isn't. In her industry, the only person you can trust is yourself.

Backstory:

  Hide contents

From Kozmotown, a town known for its psychic population, Lucy had it rough. She was from an impoverished section of town that was largely ignored and left to its own devices. Because of this, small organized crime was commonplace. Lucy herself ran a small repair shop for spaceships. Since she didn't have a lot of money, she resorted to looting the local scrapyards to find parts to use. At one of these scrapyards, she found a robotic dog that she took back to her shop and fixed up. The robot dog, LQ as she named it, was a prototype hunting hound meant to be used by the town's law enforcement, but never went into production due to some issues of aggression that never could be worked out. Lucy never experienced this however. In fact, the dog would act exactly as a dog would. It played fetch, it relaxed most of the day, and sat next to her when she at dinner. 

During a normal day of making repairs to some rich playboy's ship, a fight broke out between two gangs outside her shop. While Lucy tried to stay out, LQ's instincts kicked in and joined the fight, attempting to non-lethally apprehend the fighters. Lucy tried to stop LQ, but was unsuccessful and got dragged into the fight as well. Unfortunately, she was drastically outnumbered and the fight became a free-for-all. Psychic powers were flying all over the place as junk around the street soared into each other. The fighting seemed to just get bigger and bigger as new combatants seemed to pour in. Deciding that this had gone on for long enough, Lucy highjacked the playboy's ship and took off with it, promising herself that she would eventually give it back. Eventually.

After some time drifting from one town to another, she found her way to Carousel, where she would stay low for a while. Deciding that she didn't want this city to become like hers, she joined the law enforcement of Carousel, only to then judge it as a clogged bureaucracy that couldn't properly bring justice, and thus left. She then took it upon herself to bring order to the streets and began hunting down crime bosses around the region on her own. Her vigilantism was eventually brought down by a crime boss named Zera, who took a liking to her because she freed up the market allowing him to encroach on other areas. He offered Lucy the chance to work for him as a bounty hunter taking out his rivals. Seeing no other options available at the moment, Lucy accepted the job and became a bounty hunter. Despite this, Lucy sometimes wonders what would of happened if she had stayed with the police, or even if she just became a mechanic again. However, the deal with the devil she made won't let her, as no one leaves Zera's group without a fight, she learned. 

Personal quest: Lucy's personal quest is to stop living a life of violence and to be able to go straight. By joining this quest, she hopes to gain the recognition as a hero and be able to leave Zera behind her.

Inventory:

  Hide contents

Blaster pistol - A laser handgun

Lightsword - A trophy from a bounty hunt, the lightsword is a retractable laser sword that can deflect laser bolts

satchel - Contains parts to repair LQ or other machines. One use only.

LQ - A robotic dog that is equipped with non-lethal methods of attacking opponents. 

Forerunner - Kozmo Forerunner; A ship Lucy stole from a rich playboy she was suppose to repair. It's a fast freighter with just enough firepower to ward off pirates.

Powers and Abilities:

  Hide contents

Telekinesis - Lucy has the ability to move things with the power of her mind.

Mechanic - Lucy used to own her own mechanic shop in Kozmotown. She's gotten pretty good at repairing ships.

Denied. Needs a little cleanup before I accept it. Like I said above, alignment is very subjective but she seems to be far more of a chaotic good than a chaotic neutral. A CN wouldn’t care one way or another how others see their actions, and aren’t focussed on doing good for others so much as they are their own self interest. As well, is Zera... warrior of zera? Or related in some fashion? As for her talents, you haven’t listed anything in relation to using her laser sword or her blaster. Is she not skilled with these weapons? Does she prefer not to use them? Or did you just forget to include that she has sword and marksmanship skills? As well, I’d like to know if there are any limits on her telekinetic powers. Are heavier objects harder to lift? Is there a limit on it? Are these her only psychic talents? Last thing- does the forerunner require a crew? If so how does she operate it solo? 

Like I said above, just needs a little cleaning up. You should also join the discord server. If you want an invite send me a PM.

 

 

 

 

working on getting my own app finished in the next few days, aaaaaand after that we should be ready to start.

Edited by Zai

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2 hours ago, Zai said:

Denied. While I like the character concept as a whole, saying no on the basis of its powers and abilities. Not necessarily overpowered,but the ability to spontaniously reach full maturity on command isn’t adequitely explained and takes away from the appeal of playing a young dragon that’s still learning the ways of the world. As well, the idea that the red-eyes archetype simply polymorphs into their various fusion/equip materials is.... odd, to say the least. Do they change shape and fuse together? Is there a time/energy limit? How do they learn to do this? What causes the divergent evolutionary paths that the dragons take (darkness, flare, metal, alternative, wyvern etc)? What about the other members of the archetype that aren’t dragons? I think this needs to be reigned in some and explained more thoroughly so that I know how and why this works and what the limitations are. Give it some edits and we’ll see.

completely reasonable, I figured the growth spurt ability was a bit of a stretch anyway and only really included it as a nod to the card's effect. in terms of the transforming abilities i can certainly get more specific with how they work and which forms can be taken. honestly i kind of didn't even think about time/energy limits because of how i intended to have him use the power (in sudden instant bursts) and that was probably near sighted. I'll rework it and have it back in a couple days at the latest

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I edited my app to address what you asked. By Zera, I was thinking of Zera the Mant, since it's the only thing that I could think of that would fit the role.

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Sanwitch The Meek

Spoiler

Name: Sanwitch

Age: 28 (Serafine), unknown (Sangan), 7 months (Sanwitch)

Gender: N/A

Depicted in: Sanwitch

Race: Human-Demon Hybrid

Alignment: True Nuetral

Description

Spoiler

Image result for sanwitch

Personality

Spoiler

    Sanwitch is a composite of the two beings they’re mind is made of, Serafine was clever and conniving while Sangan was on the more innocent side, mischievous at best but not wanting to involve himself with others. Sanwitch is certainly intelligent and desperate to go back to being two separate people they aren’t particularly interested in using others unless they see absolutely no other option. They particularly enjoy quiet moments of contemplation when they can relax.

Backstory

Spoiler

    A fusion of the demon Sangan and a witch named Serafine. The pair met in an underworld prison after a wild night around town. Sangan, in a panic to escape conviction for a crime he didn't commit, was easily convinced by the clever three eyed witch to perform a magical ritual that fused the two together in order to escape. This new form, which the combined minds called “Sanwitch”, was quickly released as, just like Serafine intended, they couldn’t be detained by underworld law as “Sanwitch” is considered a separate individual from the two cellmates.
    Sanwitch quickly discovered that the power they held as Serafine had been channeled into the empty vessel that was once Sangan and the two could no longer separate. They currently are seeking out a possessed clock that can rewind their personal time to before they fused together. Figuring such a thing would live in a machine heavy zone they headed to Carousel.

Inventory

Spoiler

Blackroot staff

A staff made from the root of a tree from the Black Forest, it allows for easy casting of nature based spells
Sangan Vessel

The body of Sangan, it acts in unison with Sanwitch and always floats by their side, it carries the sealed away powers of Serafine and acts as a living weapon to unleash Sangans demonic magic.

Powers & Abilities

Spoiler

Nature Mastery

Sanwitch can generate and control plant life around them to a degree, they can create thin vines and herbs of any kind and can use them to entangle and trip up enemies. They can also use this ability to warp and stretch their staff for hand to hand combat.
Healing Remedy

Sanwitch can somewhat accelerate the healing process by imbuing magic into herbs.
Fiendish Fury

using the Sangan Vessel they can release a wave of dark magic to disorient enemies. This dampens their Nature Mastery ability for a short time.
 

Misc.

Spoiler

The spell that fused the two was taught to Serafine by her sister.

while the Serafine part of them wants her power back the Sangan part of Sanwitch wants to separate to be reunited with his love.

Serafine, as one connected with forest spirits, is a vegan while Sangan eats souls. Sanwitch compromises by being a vegetarian.

 

 

Edited by |0P|

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Highway to the Danger Zone

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"They don't call me 'Trigger' for nothing. One shot and you're done, pal."

Name: Shin "Trigger" Kazama
Age: 28
Gender: Male
Depicted In: Speed Spell- Silver Contrails, Speed Warrior, Junk Speeder
Race: Human
Alignment: Chaotic Good
Description

Spoiler

dckzp7c-d555f384-9a42-484c-9806-9707c465

 

After his augmentations, Shin stands at an imposing 6 feet 2 inches, with his well developed pilot's physique having improved to near Adonis-like levels. Contrasting his incredibly masculine body is his face, with big, expressive blue eyes and long, thick honey colored hair. In fact, were it not for his numerous scars (which the long hair helps mask) and his prosthetic arms, he'd be nearly irresistible to the opposite sex (as well as anyone else who happens to swing that way). Usually, Shin sticks to his customized power armor, which is pictured above, but if the situation calls for it or he has time enough to relax, he'll opt for an ensemble featuring his old flight jacket. The one constant in his wardrobe, regardless of circumstance, is his billowing white scarf, which is among his most treasured possessions. Shin is accompanied nearly everywhere he goes by Count- a support droid that assists him in maintaining his power armor as well as helping him navigate Millenian.


Personality

Spoiler

Once upon a time, Shin Kazama was the prototypical reckless, cocksure flyboy. He didn't give a damn about rules, or manners, or even his own mortality, and he had the skills and raw talent to back up his bravado. But, as with all people, reality eventually caught up to him. He lost his best friend, then his plane, and finally, his home, all in spite of his best efforts.

Beaten, but not quite broken, Shin still remains a fiery braggart. He's quick to anger, and quick to act on it, but, with a few exceptions, he's also quick to forgive and forget. What's changed, however, is his confidence, and with it his awareness of his own mortality and fallibility. He's been humbled, thoroughly, by his past experiences, and though this has given him some much needed perspective, it has greatly wounded his pride and self esteem. Nowadays, he's prone to brooding, and is quite a bit less reckless than he once was. He's hesitant now, fearful even, and at times, this can hamper his effectiveness in combat.

Shin is still somewhat difficult to get along with though. He can be rough and blunt, even to people he considers friends, and he doesn't have much of a filter. As a matter of fact, just about the only things Shin seems to be quiet about are his past and his own feelings. Hypocritical as that may be, considering how rude and judgemental he's capable of being, it comes less from Shin's ego than it does his own inability to cope with what has happened to him. In other words, Shin is hurting, and he doesn't know how to cope with it, so instead he buries his pain and tries his hardest to cover it up by projecting the cocky flyboy persona that used to be part and parsel of his personality.

Despite it all though, its pretty easy to tell that Shin's a good guy at his core. He's always the first to volunteer to fight when people need protecting, and doesn't much care for the hows or whys. He may not be the best at showing it, but he does genuinely care for people, especially his friends and companions, and is always willing to put his life on the line for a good cause.


Backstory

Spoiler

Shin comes from Strangereal, a zone that at one point was very similar to modern day earth (save for its anthropomorphic reptiles, who lived mostly harmoniously with the resident humans). Here, he was a fighter pilot- the ace of his squadron and possibly the best flyboy in the air force. His best friend was also his wingman- callsign Count. As fate would have it, it was Trigger and Count who intercepted the first UFO to break the atmosphere, shooting it down after it turned hostile. Unfortunately, it survived the crash, and out of the crater emerged an apocalyptic threat: parasitic lifeforms later identified as "Graydle".

More UFOs followed as the alien slime began infecting all the organisms it came in contact with- almost completely assimilating the native reptile population and devastating their human counterparts in a few short months. The Graydle were nearly impervious to conventional weapons, simply budding off whenever they took too much punishment and multiplying using the biomass from assimilated organisms. Soon, the air force was completely overwhelmed and powerless to stop additional Graydle craft from making planetfall. Even Count was shot down in combat with the Graydle flyer organisms, leaving Shin to sortie alone.

A solo flight against hordes of aliens went about as well as could be expected, and though Shin took a few down with him by flying his plane through their bodies, he was defeated and nearly mortally wounded, losing both of his arms in the wreckage of his aircraft. 

It wasn't the end, though. Strangereal had figured out a way to fight back. When hit by an object with sufficient mass and velocity, the integrity of the Graydle's forms were disrupted, rendering them susceptible to incineration via high energy weaponry. Fighter jets did the trick, of course, as Shin and Count had discovered, but flying airplanes at supersonic speeds into ground targets was a crazy proposition, and didn't leave much room for living to take out the Graydle with an energy weapon afterward. Instead, a new weapon was devised- a human weapon. Cybernetically and biologically augmented, these soldiers were given powered armor suits that enabled them to move at supersonic speeds overland. The mission of these "Speed Warriors" was simple: hit the Graydle as hard as you can, literally, then destroy them with an energy weapon when they were vulnerable.

Shin volunteered for the augmentations from his hospital bed, and was part of the first wave of Speed Warriors to deploy after his recovery. The strategy worked, at least for a time, but soon, the Graydle adapted, merging into chimeric monstrosities that were impervious to the speed warriors' kinetic attacks. All was soon lost, and the survivors of Strangereal were forced to flee from their own zone as the Graydle completely subsumed it. In the confusion of the final evacuation, Shin found himself on his own in an unfamiliar zone, save for his newfound droid companion, whom he named Count in honor of his fallen wingman. Ever since, the pair have been wandering Millenian, making a living as adventurers while searching for other survivors as well as allies and new weapons to use against the Graydle, in the hopes that one day, they may return home.

Personal Quest: Gain allies and weapons in order to return to Strangereal and defeat the Graydle, so that Shin and any other survivors can rebuild their home.

Inventory

Spoiler
  • Power Armor- Shin's speed warrior armor has been heavily modified and improved in the three or so years he's been adventuring. Its thruster system has been massively upgraded, allowing it not only to propel Shin at speeds reaching Mach 2 when using the glide wheels attached to the suit's feet, but also to fly and maneuver at lower altitudes where the air is breathable. In addition, the armor plating itself has been reforged and reinforced using alloys found in various zones, allowing Shin to take far greater punishment as well as resist some of the effects of more supernatural phenomena found in different zones like magical attacks. The final and most important upgrade is the backpack, which houses a device that resembles a carburetor. In actuality though, it is a hard light generator he acquired in his travels, used for projecting energy around Shin's limbs while in combat. Theoretically, using hard light augmented kicks and punches while moving at supersonic speeds should be able to instantly disintegrate a Graydle Organism, though Shin has yet to be able to test it against one.
  • Count- Shin's traveling companion is a technorganic droid that he has named Count, after his old wingman. Fully sentient, but incapable of proper speech, Count communicates mostly through robotic beeps and whistles, and hovers using an internal anti gravity generator of some sort of alien design. Originally, Count was a nonsentient robot used for repairing speed warrior equipment. However, it came in contact with a Graydle parasite during the evacuation of Strangereal, and through a process that Shin still doesn't quite understand, merged with it and took on its present form- becoming neither robot nor alien slime monster, but an advanced living metal being with its own independent intelligence. Count considers his prime directive to be maintaining and upgrading Shin's armor, but due to the merger giving the robot life, this has also expanded to include the organic "component" within, and as a result Count is principally dedicated to Shin's well being and morale, which has greatly endeared him to the otherwise hostile fighter pilot. Count is capable of reconstituting various tools (from something simple like a screwdriver to something as complex as a cartography unit) from the liquid metal material within his body, and is also able to morph the screw shaped protrusions on his body into extendable limbs to help facilitate repair or other tasks. Shin suspects that Count might just hold the key to defeating the Graydle, or possibly communicating with them, and so does his utmost to keep his droid companion out of harm's way.
  • Scarf- An item of purely sentimental value, Shin's scarf was once Count's, taken as a replacement for the orange one that he lost along with his plane in the war against the Graydle. Shin will never go into battle (or anywhere, really) without it, despite it being an obvious liability (someone could grab it), and he takes great pains to keep it clean and intact. On the plus side, it gives his silhouette a much-needed heroic look.


Powers and Abilities

Spoiler
  • Augmentations- Shin has been cybernetically and chemically augmented in order to become a speed warrior, which has bestowed upon him enhanced strength, speed, and stamina, even when not using his armor. He can run faster than an olympic sprinter, lift hundreds of pounds easily (though his cybernetic arms also help), and shrug off damage that might cripple normal men. Shin likens his physical attributes to that of a superhero, but this being Millenian, which is inhabited by actual superheroes, his abilities might not measure up as well as he thinks.
  • Piloting- He may be a little rusty, but if it flies, Shin can pilot it. He fights on the ground now, but the sky is where he feels he truly belongs, and it shows whenever he gets into an air or spacecraft. His augmentations also let him resist G forces when dogfighting, which gives him a bit of an edge in an air battle.
  • Solider- Shin is a soldier, and as such has had training in various martial arts and the use of firearms, both of which he has a great deal of practical experience in using against the Graydle. As well, he is also knowledgeable when it comes to tactical planning, though his area of expertise is in air combat and as such he's not quite as adept in directing a squad of people on the ground.
  • Boost Knuckle- In order to further enhance the force of his punches, Count has installed rocket thrusters into the gauntlets of Shin's power armor. When used while moving at high speed, this can result in a punch that hits the target at over twice the speed of sound. Naturally, it does quite a bit of damage.
  • Scrap Kick- A "signature move" of sorts that involves moving at maximum speed, gaining altitude, and drop kicking an enemy while enveloping Shin's leg in hard light from his back mounted generator. When executed correctly, Scrap Kick hits with twice the force of a boost knuckle, and is naturally capable of taking out just about anything. However, even with his augmentations and improved armor, Shin's legs simply can't take the punishment from repeated strikes at speeds which are nearly double what the speed warrior armor was originally designed to handle. As such, he can only realistically use it once or twice in any given fight before the strain is liable to cause muscle damage or worse.


Misc.

Spoiler

Theme- Lighthouse

 

 

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On 7/4/2019 at 9:43 PM, |0P| said:

Sanwitch The Meek

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Backstory

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Inventory

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Powers & Abilities

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Misc.

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Accepted.

And with these four, I think that we're in a solid enough place to start. Apps are closed for the time being, but may reopen in the (near) future.

IC thread will be up in the next few days.

Edited by Zai

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