Hidden 10 yrs ago Post by TachyonBlade
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lydyn said
That's why I said most, at least so far? I dunno... lol. Don't really care. I say go for it! I just like having that power growth.


Power growth and potential is perhaps the best thing to do when creating a new character, because you can possibly make your character really powerful and awesome by endgame.
I, however, am going to go a different route. A character whose potential has been entirely reached, unless the GM decides to do something new.

and the endgame is really not that powerful.
Hidden 10 yrs ago Post by TheUnknowable
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I guess you're just one of those unfortunate people that gets powers, only they are really lame comparatively.
Hidden 10 yrs ago Post by Luminance
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Okay my CS is finished!! XD
Hidden 10 yrs ago Post by lydyn
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O.O *Goes to read!*

Edit: Very interesting backstory! Now her rogue power makes a lot more sense. ^.^
Hidden 10 yrs ago Post by carsgovroom
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This sounds interesting and I have an idea for a siren with hypnotic/influencing/persuasive type abilities (with limitations of course). Something that might make her a very good interrogator perhaps? I'll work on a sheet and flesh some of my ideas out.
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Sex: Female
Age: 25
Species: Sky Siren
Additional Appearance: Thea has the wings of a kestrel protuding from her back, with a wingspan wide enough to allow her to fly. When her wings are hidden she has what appears to be a tattoo like this on her back and arms

Powerset: Siren

  • Siren's Song (Class 3-4): The siren's ability to enchant others with their voice. Despite the name this ability is not limited to singing, and can be utilized through humming, whistling, or even speaking normally, and the effects can be increased through direct eye contact and physical touch. Once someone is under the enchantment of the song they are in a state of hypnosis and susceptible to the siren's persuasion and influence. There are limitations to what siren's can do with their song, and Thea is no different. Using the song requires energy and using it to influence and control a large group of people will quickly expend it. Even using it for an extended period of time on a single person can cost the siren energy. The stronger the mind of the person the siren is trying to enchant the harder it is for the song to remain an influence. It is also easier for a siren to use the song on a normal human than it is on a human with a paranormal ability or a fellow Otherkin. In fact it only the strongest sirens are able to maintain influence over an Otherkin's mind for very long. One of the biggest risks of a siren using their song on another for too long is something they call Sailor's Sickness, in which the effect of the song never leave the person even after the siren has lifted the enchantment. Although this is not Thea's strongest ability it is the one she is most skilled at.

  • Siren's Call (Class 2): A supporting ability to the Siren's Song, the Siren's Call enables the siren to project and emit their voice farther than human capability, creating a hypnotic lure. The call can be also utilized to project the siren's voice to specific people of their choosing, as opposed to all of the people within earshot of the call.

  • Siren's Wail (Class 5): A offensive/defensive ability of last resort which allows the siren to emit an extremely powerful, high pitched shriek that temporarily incapacitates all who hear it, giving the siren the chance to escape. By far a siren's most powerful ability, however the wail can only be used sparingly and drains the siren of nearly all of their energy in one go. Thea has only used it once before in her life.


Rogue power

  • The Breath of Life: Thea possesses the ability to breath life back into the deceased. There are serious limitations to this ability, such as she can only revive someone who has been dead for a few days at most. She can also only revive them for a few moments before they return to their deceased state. While she cannot use this ability to save someone from the darkness if death, it does give her enough time for them to answer a few questions.


Personality
Soft and delicate in appearance with a warm and unassuming disposition, Thea may appear to be in the wrong line of work. But despite the physical strength she may not possess she makes up for it with her strength in mind, will, and heart. She's clever with a quick mind and very adaptable, making her quite skilled in improvisation and character acting. She is observant, especially when it comes to people's body language and cues, and easy to trust. Off the clock Thea is naturally friendly and often humorous, enjoying a good laugh, and is usually found smiling. Despite that it can be fairly obvious at times that she has a large chip on her shoulder that haunts her, and that she's often sadder than she lets on. Still she hasn't let her past hinder her kindness or her determination. The girl is a survivor.

Her Siren persona while using her Siren's Song ability is very different from who she really is. She appears and sounds sultry, enigmatic, mysterious, and very femme fatale.

History


~~~~~



Sirens of the Sky

Can reproduce with humans? Yes

Physical abilities

  • Avian Physiology: Although for the most part Sky Sirens externally resemble human women, they posses traits that sometimes indicates that they are closer to birds than humans. Some of these traits include feathered wings on their backs, lightweight bodies due to hollow bones, furcula bones in their chest, bird-like lungs, as well as enhanced reflexes, speed, and eyesight.

  • Flight: Full grown Sky Sirens are capable of using their wings to achieve full flight. Younger Sky Sirens are able to are able to use their wings to glide.

  • Wing Camouflage: Much like humans Sirens have adapted to survive. As the world modernized it became harder and harder for the Sky Siren race to remain hidden and unnoticed due to the wings protruding for their backs. Over time with with help from the more magically talented Otherkin races they were able to develop a way to hide their wings through the use of tattoo looking birthmarks on their backs and arms.

  • Longevity: Sirens are by no means immortal or invulnerable, however they do possess longer life spans than humans, as well as longer youth.


Power set(s)

  • Siren


Culture
Sirens are a rather secretive species and they seem to prefer to remain a mystery to the rest of the world, even to the rest of the Otherkin. However there are a few things about their culture that is common knowledge. The Sirens, both of the sea and sky, are all female, and this has a great influence over their culture. It was theorized that some of the reasons they once lured sailors to their islands was for food, to take lovers, or for the malicious intent of murdering them. Many Sirens, sea and sky alike, still worship the ancient Grecian goddesses, although there is no real organized religion among the specifies. Due to the fact that there are no males in the species Sirens must take on human male lovers in order to reproduce, and they give birth to human sons and Siren daughters (however a Siren giving birth to a son is an extremely rare occurrence). The lack of males in their species could play a factor into why there have always been a relatively small number of Sirens in the world when compared to other species of Otherkin. Sirens are not loners and are usually found living in groups, typically family units. Perhaps due to the devastation to their population in the past the Sirens have developed a paranoid and suspicious nature, preferring anonymity and as much isolation as possible, a large change from the Sirens that lived in Ancient Greece. They do not have much interaction with other species with the exception of humans, whom they live among for no other reason than the necessity for reproduction.

History
One of the smaller but oldest Otherkin speices, there was once much mystery, myth, and fear surrounding the Sirens during the time of Ancient Greece, when mankind seemed to be very aware that there were monsters and gods living among them. All that seemed to be known of them was that they inhabited islands and lured passing sailors to their deaths with the sound of their voices. And for many years no one seemed to have a clear idea what the Siren species even looked like, some claiming that they lived in the ocean like fish, while others swore that they took to the sky like birds. What no one seemed to know was that there was not, and still is not, one race of Sirens but two, one in the sea and one in the sky. Sea Sirens resemble merfolk with their human-like torsos, arms, and heads and long scaly fish tails, which often leads to the two getting mixed up. Sky Sirens, on the other hand, appear largely human with the exception of the feathered wings on their backs. Despite the differences in physical appearances both races of Sirens share the same hypnotic ability to enchant others with nothing but their voices. Ancient Sirens used this gift freely and many times maliciously. As a result they were greatly feared during the Ancient Grecian times, being the cause of so many ship wrecks and deaths, and eventually the Grecian people began to hunt them in retaliation.

While the hunts were futile at first, a few men, armed with plugged ears, became successful at locating Siren families and killing them. It didn't seem to take long after the first successful Siren kill for the number of hunters start to expand and the number of Sirens, already small compared to other species of Otherkin, start to decrease. In order to protect themselves and the survival of their species the Sirens began to flee, leaving behind the homes that generations had made before them in order to find places more isolated and safe. Years began to pass, the ancient Grecian civilization came to an end, and Siren hunting became a thing of the past as the human race began to forget about the Sirens, writing them off as just a myth along with the gods and many of the other Otherkin species. It was only then that the Sirens, essentially endangered due to the devastation of the hunts as well as being isolated from the human males that they needed to reproduce, began to return from their exile. Now armed with the ability to camouflage their inhuman features, as well as with the caution against freely using their gifts, the Sirens began to assimilate themselves into human society in order to repopulate, hiding in plain sight.
Hidden 10 yrs ago Post by TheUnknowable
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luminance: Great backstory. I found two typos, though.
"he stopped going to school and no longer walked to to or back from ballet practice."
and "You are either with us or against us.
If it is the former then you will be killed along with them!”
The first was probably supposed to be "her to and back from", a the second should be "the later". Otherwise he wants to kill those with him and spare those against him.
Approved, though.
Hidden 10 yrs ago Post by Luminance
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Pfft, I thought I fixed those. Darn you laggy internet! BTW I think it is latter not later Xp
Lol thank you for letting me know, I wouldn't have noticed otherwise ^^'

But huzzah! Thank you for the approval X3
Hidden 10 yrs ago Post by TachyonBlade
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So many females.

This is the first time I've been in an RP where the female characters outnumber the males.

Probably good for my experience.

But anyways, I'm very nearly done
Hidden 10 yrs ago Post by TheUnknowable
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TachyonBlade said
So many females.This is the first time I've been in an RP where the female characters outnumber the males.Probably good for my experience.But anyways, I'm very nearly done


I know. I've been in RPs that were so imbalanced that we had people switching the gender of their characters to balance it.

Iydyn: Do you mind me having your character take mine on his first mission? It's a simple case of theft, so it shouldn't need a lot of power.

I've come up with ideas for three different missions, so when we four people approved I'll start the IC and the missions.
Hidden 10 yrs ago Post by carsgovroom
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Hope to finish my sheets by tonight. I hope her powerset isn't too powerful? But if you think it needs more limitations I can edit accordingly.
Hidden 10 yrs ago Post by lydyn
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TheUnknowable said
I know. I've been in RPs that were so imbalanced that we had people switching the gender of their characters to balance it.Iydyn: Do you mind me having your character take mine on his first mission? It's a simple case of theft, so it shouldn't need a lot of power.I've come up with ideas for three different missions, so when we four people approved I'll start the IC and the missions.


Females rule. :p But excluding that part, I always play females, since I am one. xD

As for the first mission, sure! Kaylia just needs to be told that she'll be tasked with helping out the rookie and she'll be more than happy to help. If I run into something you haven't covered in your stories though, I might ask questions about the thief, since Kaylia is supposed to be knowledgeable about these types of things. ^.^

Also excited to see your completed sheet Cars!
Hidden 10 yrs ago Post by TheUnknowable
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lydyn said
Females rule. :p But excluding that part, I always play females, since I am one. xDAs for the first mission, sure! Kaylia just needs to be told that she'll be tasked with helping out the rookie and she'll be more than happy to help. If I run into something you haven't covered in your stories though, I might ask questions about the thief, since Kaylia is supposed to be knowledgeable about these types of things. ^.^Also excited to see your completed sheet Cars!


Ok. What was stolen was a Grimoire, so he decided to sent the resident bookworms. I don't plan on drawing on my stories too much, though. I don't want to tie this story to the others too much, in case y'all have some better ideas.
Hidden 10 yrs ago Post by lydyn
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No, I meant the species of the thief. Anyways! I only meant lore-wise from your stories. Like I know a little bit about angels, spirits, and watchers ... so Kaylia does too, but my character knows more than I do right now, is all I was getting at.
Hidden 10 yrs ago Post by TheUnknowable
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ok. Haven't decided that yet. Could be anything, really. I'll let you decide.
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double post
Hidden 10 yrs ago Post by lydyn
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You're the GM, you decide, haha ... but if you feel that way, I figure the species of the thief isn't as important as what he stole or maybe it's just important it's a rookie mission for your character. ^.^
Hidden 10 yrs ago Post by TheUnknowable
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lydyn said
You're the GM, you decide, haha ... but if you feel that way, I figure the species of the thief isn't as important as what he stole or maybe it's just important it's a rookie mission for your character. ^.^


Well, it and the other two starter missions are supposed to just be basic missions for us to break the ice with.
That, and I was planning on saying that the thief stole it for a community of non-passing otherkin and half-bloods that live in the sewers. So it's more important that he stole it for the community, and what the community wanted it for, than that he is something in particular.

Edit: Added some lore to the interest check.
Hidden 10 yrs ago Post by TachyonBlade
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Name: Lieutenant Colonel (Rtd) John Rommel

Sex: Male

Age: 38

Species: Human



Powerset: Force Commander
"Lead me, follow me, or get the hell out of my way"

No army is complete, or even remotely capable of success without a competent commander, and the Force Commander is just that, a competent commander. But, he is no ordinary warmaster, for his almost-entirely supernatural capability of tactical control and personal power combined make him undefeatable when at the head of a large armed force, although he would be a poor opponent as an individual against any powerful being. Examples of Force Commanders throughout history have always been extremely successful, and many a time, two different people with the same powerset have clashed, creating spectacular battles of tactical superiority and resource management.

Examples are: Erwin Rommel, Lord Nelson, George Smith Patton, Hannibal, Constantine the Great, etc.


Take Aim! [TACTICAL]: "The art of war is precise, controlled violence."

The Force Commander's "Take Aim!" ability is a passively working boost that makes sure that he, and every one of his allies will never miss whatever they are aiming for, when using conventional weaponry.
WEAKNESS: Mind control/uncertainty can cause problems with this ability, such as by making sure that the Commander's ally aims for the wrong place.

Duelist Honors [OFFENSIVE]: "Leading through example"

While a commander must always focus on his men first, his men are useless without him. This ability is what gives the Commander powerset it's individual combat prowess, by allowing any wielder to apply any attribute of the simple elements of nature to a weapon or projectile he uses with fatal intent.

Honorifica Imperialis [TACTICAL]: "Wait, so if the enemy has us in artillery range, don't we have them in maneuver range?"

The Force Commander's main forte, as has been already stated, lies in the command of other people and resources and their usage in war, and this is the ability that makes this definite. Honorifica Imperialis gives the Commander the ability to strategize and make tactical decisions through almost god-like intuition and on-the-spot flashes of inspiration, giving him an edge of tactics and intelligent response over any other commander. Some would call it divine luck, others know better. (The some are likely right)

Medallion Crimson [TACTICAL]: "War is not only a matter of equipment, artillery, group troops or air force; it is largely a matter of spirit, or morale."

An army without morale is an army doomed to failure, as many a great tactician has discovered, but the Force Commander does not need to worry about morale. By simple use of energy, the Medallion Crimson allows the wielder to instill a feeling of imminent success and confidence, maybe to the point of folly, in any mind that sees the wielder favorably.


Rogue powers?:

Countering Forces of Personality [OFFENSIVE/DEFENSIVE]: "An open mind is like a fortress with its gates unbarred and unguarded, and an attacking mind is worse"

Whenever another person with any kind of telepathic powers attacks the mind of the wielder, this passive ability allows the wielder to counter attack and use the telepathic pathway opened by the attacker to take the fight to the telepath, contesting said telepath in a force of wills. If the wielder wins in this clash, he may continue to use this connection to get into the mind of the telepath, and do minor, but efficient attacks on the attacker's mind themselves.

Personality:
Personality Type: ESTP
John Rommel is a very gruff sort of man, stern and stubborn, stereotypically enough. He's considered one of the BIP's better assets and wildcards, who would almost always operate in the now more so than the future, which have caused several consequences of various types, but he's known to always get the job done. None so far have questioned how he was promoted to a supervisory role, but he would seem an odd choice for leadership roles, as he's intensely stubborn, and will not follow orders he deems as "inconceivably stupid". But, he's a likeable person by people who serve under him, or don't consider themselves superior to him.

He also is very adaptable, and can adjust himself to any situation and the use of a new technology very easily. He's a risk-taking man, who'll gamble everything he knows on a single meeting just to get a significant advantage, and is also very impatient, as many of the resident scholars have learned.


History:
WIP

Hidden 10 yrs ago Post by lydyn
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Very interesting character!
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