Hidden 10 yrs ago Post by TalijaKey
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Lost Cause said
Yeah, I'm pretty much there as well.


My avi is a summoned earth spirit XD lucky and unlucky there. She has zero combat experience. But is pretty defensive.
Hidden 10 yrs ago Post by Psyga315
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Lost Cause said
Yeah, I'm pretty much there as well.


I'm neutral towards the power levels.
Hidden 10 yrs ago Post by ayzrules
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so for the power things we can have pretty much anything we want, right? with no basis off some canon charrie?
Hidden 10 yrs ago Post by grandsword
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yes
Hidden 10 yrs ago Post by ayzrules
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ok so i'm a bit confused about the skills thing-should the 'before' part be related to what you actually can do irl, or can we just make it up?
Hidden 10 yrs ago Post by grandsword
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Well, ideally it should be what you can do IRL. But, some people might have doctored it up, this being the Internet and all.
Hidden 10 yrs ago Post by rawkhawk64
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rawkhawk64 Master Gamer

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Username: rawkhawk64

Character nickname: Rawk

Gender: Male

Appearance: Rawk stands at an even six feet tall, and weighs 200 pounds. He has shoulder-length brown hair, and brown eyes. Rawk has some musculature to him, but nothing noticeable. He can perform physical work, but his stamina and strength are nothing to write home about. Rawk likes to wear blue jeans, sneakers, and a brown hoodie over various t-shirts. Rawk is a big fan of video games, and all of his clothing is video game related. His hoodie even has a symbol of the Hylian Royal Family from the Legend of Zelda universe. However, he is a big fan of several other games, and has much lore memorized, especially Nintendo franchises.

Personality: On the surface, Rawk comes across as a loner. He seems very anti-social, preferring to spend his time tinkering with technology, or play Chess. He has a very cynical view about people, and will trust the worst conclusion about people if given the chance. However, Rawk's intelligence will usually allow him to keep his thoughts to himself. However, once you get past the walls he's built, you'll find him to be a loyal and true friend, who will do anything in his power to help you. However, due to past trauma, once you hurt him, it'll be a while before he forgives you. However, the misdeed won't be forgotten, and you won't get as close as before. Dealing with Rawk requires someone with a lot of patience, and a level head. Rawk is also extremely persistent and stubborn, not giving up or backing down until a solution is found. He has an eidetic memory, recalling even the slightest details on a whim for a few minutes. Combined with high attention to detail and high perception, very little escapes Rawk's notice. Rawk is also a gamer, which he attributes his memory skills and attention to detail to.

Alignment: Protagonist

Skills:

Before: Excellent strategist, above average marksman, above average swordsman, decent hand-to-hand, 170 IQ, eidetic memory, high attention to detail, high perception

After: Expert strategist, excellent marksman, excellent swordsman, 700 IQ, perfect photographic memory, high perception

Powers: Due to his high intelligence, Rawk gained several psychic abilites.

Technokinesis: Rawk can control all manner of technology, bending it to his will. This allows him to hack a system without leaving a trace, entirely re-program a computer, or re-arrange its circuitry to make a mobile attacking force, if needed and among other viable applications.

Telekinesis: Rawk can telekinetically control any solid object less than 200 pounds with his mind, so long as it's within a thirty foot radius. This allows him to set up barriers, deter enemy movement, and any other sort of environmental manipulation that he deems necessary. If any form of matter is within ten feet of him, he can manipulate it with relative ease.

Clairvoyance: Rawk's mental prowess became so great once he entered the Cyber World, he became able to percieve things that ordinary people can not. Ghosts, all but the most psychically-blocked enemies... very little can hide from Rawk's mental perception.

Levitation: Rawk can levitate himself off of the ground. This has many useful and practical applications. Increased gravity requires more mental concentration to achieve similar effects to Earth's gravity conditions, while less gravity requires less concentration.

Mediumship: Rawk can communicate with any dead spirits he happens across. Useful for gathering intel.

Psychometry: By touching an object, Rawk can gain perfect knowledge about an object or person, including unique attributes and any unknown-hidden information. One of his most hated abilities, as he learns more about people than they want him to know. This power is reactionary, and cannot be controlled. It's essentially constantly "on".

Retrocognition: Rawk gets a perfect perception of past events by being in a location where something signficant has happened.

Telepathy: Rawk can communicate with anyone, and can recieve anyone's thoughts that they actively broadcast. So... be careful what you think around him, as the ability is also one that is constantly "on".

Chess control: Due to his expert strategy skills and high intelligence, when he entered the Cyber World, Rawk gained the ability to summon and control various Chess Pieces, each with their own strengths and weaknesses. He can control up to five Pieces at a time while doing other things. This is because he is subconsciously controling each piece, thus allowing the pieces freedom of movement at their discretion, but they each do as he would do. Each of the Pieces have the following attributes:

Common to all:
Shared Fields of Vision- The Pieces each see what all other active Pieces see. Rawk is also privy to this information.
Shared Thought Process- Since Rawk is telepathically linked to each Piece, and each Piece to each other, their teamwork is flawless.

Pawn:
The weakest, but most useful, of the Pieces. The Pawn can fire off an energy-based attack at a rate of one per every three seconds. The attacks pierce through only the weakest of armors. However, the Pawn possesses the unique ability to mimic the form, sound, and any other attributes of anyone and anything. While replicating, the only things the Pawn does not recieve are abilities/powers unique to that person. Using some of his other Psychic abilities, Rawk can have the Pawn take the shape of someone significant to a foe. The Pawn also can Promote itself to another Piece, at the cost of the Pawn itself. If replicating someone's form, they will be shown to have a violent death, usually the body spontaneously exploding in a shower of blood. Rawk must Promote a Pawn in order to use other Pieces.

Knight:
This is the jack-of-all-trades Piece. Better than average melee and hand-to-hand combat, along with better than average defenses and rapid movement, make the Knight a tough enemy to deal with. The Knight's rapid movement is attributed to the horse he rides, which is a fierce and durable steed. Before the Knight can be harmed, his horse must be defeated. The horse can actually carry a second passenger with it, whether it be a fellow Knight that's horseless, or another Piece that's not a Rook. The Knight is a fierce fighter, never backing down until defeated. One knight alone is a decent threat to a Boss, but two or more Knights, or a Knight paired with a Rook or Bishop will give a Boss a very rough time indeed. The Knight likes to team up with Rooks and Bishops.

Equipment: Dual cyber swords, each strapped to his wrist via rubber and plastic bracelets. His swords can never be separated from him, and he is immune to any damage caused by them. The rubber can stretch up to five feet before snapping back.

Other: He travels with Link.


Username: ZeldaMaster1998

Character nickname: Link, Hero of Hyrule

Gender: Male

Appearance:


Personality: Link overrode his controller's personality easily, and thus is now in full control of his own actions. He bears the Spirit of the Hero, meaning that he possesses an unbreakable spirit. Link is humble, yet brave; always willing to use his strength and valor to help those in need while showing no signs of cowardice. While he's not the most verbose person in the world, Link isn't mute either. He's always willing to engage in conversation and make new friends. His stubborn persistence even made friends with Rawk, and the two have become steadfast friends. Link knows when to be serious, and when he starts talking in a no-nonsense tone, it's be in your best interest to pay attention to what he is saying.

Alignment: Protagonist

Skills: Before entering, he was a huge gamer, one of Rawk's only true friends, but was very shy and a bit of a coward.

Powers: Besides possessing some magic attacks, Link's powers are limited, and he relies on his equipment for combat.

Din's Fire: Link can use the spell in two ways: he can either shoot fireballs at his foes (Zelda's special from Smash Bros.) or in a protective fire dome that can destroy weak enemies and burn wood (Ocarina version).

Farore's Wind: Link can use the spell for short-range or long-range teleportation. Long-range teleportation requires a warp point. Link is allowed a maximum of three warp points per world, and creating another requires erasing a previously-made warp point.

Nayru's Love: A spell that stops any and all damage from Link and his allies. The spell lasts for a full minute, and can be used on allies. It's use rapidly drains Link's magic.

Hidden Skills: Link possesses knowledge of how to use all of the Hero's Shade's Hidden Skills
Back Slice- Link rolls around his opponent, slashing them across their back
Helm Splitter- Link leaps over his opponent, striking at their head before landing behind them, still facing them.
Shield Attack- Link uses his shield to strike, knocking all but boss enemies down, and knocking projectiles off course
Ending Blow- Link stabs a downed foe in their chest, instantly killing them
Mortal Draw- Link keeps his weapons sheathed until his foe is within striking distance, then cleaves them in half with a powerful blow
Jump Strike- Link performs a standard jump attack, releasing a wave that knocks back stronger foes and defeats weaker ones
Great Spin- Link's spin attack unleashes a powerful wave that defeats all but the strongest of foes. It can even knock back bosses.

Equipment:
Hammerspace Bag: Where Link stores most of his items. The bag is actually an alternate dimension of unlimited space, so he can store anything and everything he needs in it, and summon them at will as needed.
Master Sword: This blade is indestructible, and possesses the ability to vanquish evil and break spells and curses that involve powerful, dark magic.
Hylian Shield: First crafted by Lanayru the Thunder Dragon, this shield is completely indestructible.
Dual Hookshots/Clawshots: These allow Link to cross gaps, attaching to grapple points or embedding into certain surfaces; while Clawshots serve the extra purpose of being able to grab items.
Hero's Bow: Able to fire standard arrows. With magic, Link can fire Fire, Ice, or Light arrows.
Quiver: Allows Link to carry 60 arrows. Upgradable.
Bomb Bag: Allows Link to carry up to 40 Bombs.
Boomerang: Can stun targets and sever medium-strength ropes. Can hit up to five targets.
Fire Rod: Grants Link limited pyrokinesis.
Ice Rod: Grants Link limited cryokinesis.
Pegasus Boots: When used, increases Link's speed to beyond superhuman levels.
Roc's Feather: When used, increases Link's agility to beyond superhuman levels.
Bottles: Link has 20 of them, and can carry many useful items. Currently, only 10 are filled. Five Red Potions (restores wounds), and five Blue Potions (restores magic)
Goron Tunic: Allows Link to withstand even a volcano's temperatures, but he's not fireproof.
Zora Tunic: Allows Link to breathe underwater. He can also swim fine, and is able to use any of his equipment (sans Fire Rod) and spells (sans Din's Fire) underwater.

Other: He can gain any equipment from any LoZ game. This incarnation, while looking like TP, is actually not any of the other Links, but possesses the memories and skills of all the Links that ever existed.

Hope those are okay for first-timers. I tried to make Link seem like a pseudo-veteran.
Hidden 10 yrs ago Post by rawkhawk64
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Oops... double post...
Hidden 10 yrs ago Post by Kalamadea
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Rawk, I do know what you mean by the Hidden Skills and what each one is, but not everyone would. I need you to explain what each one is.

For those who don't wish to power up their characters, it's fine. I kept saying that to make it clear because a while back, someone joined Multiverse and got all pissy when he found out how underpowered his characters were compared to the others. I just want to avoid that, so if you are aware of it and wish to continue anyway, I can accept you guys.
Hidden 10 yrs ago Post by Rin
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Yeah, I think I'm just going to step out. ^^; Sorry about that. Hope things go well for the rest of you, though.
Hidden 10 yrs ago Post by Kalamadea
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I hate to see you go. You sure you don't want to at least give it a chance?
Hidden 10 yrs ago Post by Kafka Komedy
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Do you guys still think Taokafka's underpowered? I'm thinking about boosting him up, but I want your opinions.
Hidden 10 yrs ago Post by Kalamadea
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He's accepted already, but you can boost him up again if you like. I'll have to review your sheet again, of course, but that's probably obvious.
Hidden 10 yrs ago Post by Kafka Komedy
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Eh, whatever. It'll be fine.
Hidden 10 yrs ago Post by rawkhawk64
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Described the Hidden Skills of the Hero's Shade.
Hidden 10 yrs ago Post by Psyga315
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Alright, gonna post another character, if that's okay.

Hidden 10 yrs ago Post by ayzrules
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hey, sorry my charrie sheet isn't done, i'm tired and i need sleep and i didn't get time to finish it today because of a paper i decided to procrastinate plus the guild wasn't working for me
it should be finished sometime tomorrow at 16:00 eastern standard time, or 21:00 gmt
sorry for the delay
Hidden 10 yrs ago Post by rawkhawk64
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Decided to try a couple of villains, too!

Username: Sanicfan1991

Character nickname: Turbo Mecha Sonic, usually shortened to just Mecha Sonic

Gender: Genderless, commonly referred to as male

Appearance:






Personality: Mecha Sonic forced control from his original creator, who was only a prankster. Now, Mecha Sonic is a cruel and cold-hearted killing machine who loves to see people suffer and cares for nobody whatsoever but himself, showing no mercy to anyone, taking innocent lives. He also seems to view himself as a god. He views his opponents as being unworthy and do not deserve to have the power of the Chaos Emeralds or even live. In short, he's become pure evil. Mecha Sonic has displayed a very witty personality at times, though this is overridden when he loses something he wants. The thing that sets Mecha Sonic apart from the other Sonic robot models was his persistence. His goal was to do that which he was programmed to do: destroy Sonic and gather the Chaos Emeralds

Alignment: Antagonist

Skills/Powers: Before being sucked into Cyberspace, he was skilled in setting up pranks, but not much else.

Mecha Sonic is incredibly fast and strong and uses martial arts style attacks in battle. He also possesses a machine gun and missile launcher in his arm although they are not used quite as often; the machine gun seems ineffective on his foes in many cases due to speed or defense, but the missile launcher is devastating to everyone, even himself. Mecha Sonic also uses energy beams and blasts in battle, the strongest of which must be charged up before use. Being made out of metal, Mecha Sonic has impressive defenses and can recover from most attacks rather quickly. He also possesses an energy shield reminiscent of the magnetic barriers in Sonic games. He can keep it up for two minutes, and it's unknown how much force is required to destroy it. Mecha Sonic is capable of flying at will due to built-in jets and can remain airborne for an unknown length of time, perhaps indefinitely. He can also roll into a ball and spin around in the same manner as Sonic, a technique he uses for attacking, defending, and mobility. Mecha Sonic can also copy abilities from any fighters he comes across, and use them as easily as an expert would. So far, Mecha Sonic has copied the following abilities:
Sonic's Light Dash: After charging, he can move so fast, time seems to stand still.
Shadow's Chaos Control: With no Chaos Emeralds or other sources of power, Mecha Sonic can perform flash steps. With Emeralds, he can teleport long distances, even traveling across universes.
Shadow's Chaos Blast: After charging, creates a massive explosion with a five foot radius.
Shadow's Chaos Spear: Fires a medium-strength blast at foes. Can be charged to the point that bosses will be severely damaged.
Silver's Telekinesis: By concentrating power, Mecha Sonic can manipulate his environment at will.

Although quite powerful unaided, Mecha Sonic can make himself even stronger by using the Chaos Emeralds. Although he can use all seven Emeralds to enter a Super form, he only needs four to power up. This Semi-Super form greatly increases Mecha Sonic's speed, power and defense, as well as making him even faster than Sonic. Semi-Super Mecha Sonic also needs less time to charge energy attacks and is capable of stronger energy attacks, including one that can destroy an entire island. Of special note, when Mecha Sonic transforms into Metallix, he gains mastery over dual-wielding two blades, each two feet long.

Equipment: Metallix only: Two purple-bladed laser swords, which can be controlled remotely.

Other: Mecha Sonic has fallen under someone's control, though it's anyone's guess as to who's control it is.
Username: StreetFighter68

Character nickname: Master Akuma, or M. Akuma

Gender: Male

Appearance:




Personality: As seems to have happened to his friend, her character overrode her personality rather quickly, and by force. Master Akuma is an amalgamation of Akuma and Master Bison, both from the Street Fighter universe. Now, with their personalities merged, they are fiercely loyal to the same entity that controls Mecha Sonic. M. Akuma still lusts for battles with strong opponents, and wants nothing less than for his unknown master to control all of existence so he can rule his own universe. Akuma's warrior sense still holds strong, and he will only fight foes that he believes are worthy, or might become so. He prefers an even fight, though he will perform lethal sneak attacks. However, Bison's arrogance is present, and M. Akuma thinks of himself as nothing less than a god. He only sees his mysterious master as his superior.

Alignment: Antagonist

Skills: Her only notable skills were deception, trickery, and an aptitude for meanness.

M. Akuma is a master of several forms of martial arts, including the specialized Ansatsuken art, which was developed to murder foes.

Powers: M. Akuma may be arrogant, but Akuma's Satsui no Hado mixed with Bison's Psycho Power makes M. Akuma able to back up his arrogance easily. M. Akuma also has several powerful moves at his disposal, including:
Gohadoken- Strong purple energy projectile that can be rapidly fired. It's use by M. Akuma is devastating to weak foes, and stronger foes will be left weakened by it.
Goshoryuken- Strong punch encased in purple flames that rips apart all but the strongest of armor. Can only be used by masters of Ansatsuken.
Tatsumaki Zankukyaku- A strong spinning kick that hits multiple times. Great for crowd control as well.
Hyakkishu- A flipping kick that can be used to rapidly close the distance to a foe.
Kongou Kokuretsuzan- M. Akuma gathers energy into his fist, before slamming it violently into the ground. This causes an earthquake, and a purple explosion of pure energy radiates five feet from M. Akuma.
Psycho Crusher- M. Akuma charges himself with energy, before flying at an opponent like a torpedo, causing a great amount of damage.
Head Press- M. Akuma jumps into the air, flips forward, and lands perfectly on a foes head, smashing them with great force. He then instantly backflips off of them, landing a safe distance away. Fatal to all but strong enemies and bosses.
Psycho Cannon- M. Akuma's other projectile attack, this energy-based projectile can cancel other projectile attacks.
Psycho Punisher- M. Akuma stomps on the ground, stunning his foe. He then grabs their head, and lifts them while levitating, charges his other hand with energy, and punches the in the gut. The charged energy then explodes out of their other side, causing grievous harm, and can be fatal if the wounds are not immediately tended to.
Shun Goku Satsu- M. Akuma's most powerful attack. At full power, it is fatal to anyone who is caught by it. M. Akuma glides rapidly at his foe, grabs them, and then rapidly pummels them mercilessly. It also destroys a targets soul.

M. Akuma is also capable of flash steps, which he uses to dodge attacks and continue brutal combos. It should also be noted that with the mixing of the Satsui no Hado and Psycho Power, M. Akuma suffers none of the drawbacks from these abilities.

Equipment: None

Other: He is being controlled by the same entity as Mecha Sonic.

Note: Is Dark Samus the only entity under the control of Phaaze? If not, perhaps I could edit Mecha Sonic and M. Akuma to be controlled by Phaaze as well? I dunno how that works, so I figured it was worth a shot to ask.
Hidden 10 yrs ago Post by Kafka Komedy
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Okay, I changed my mind. I've eliminated the Seithr restrictions on Taokafka's Drive, Overdrive, and Astral Heat. Please tell me if this is over powered, Kalamadea.
Hidden 10 yrs ago Post by Kalamadea
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Not at all, Kafka.

Finally got around to reading your sheets in detail. Rawk. Link is accepted, but could you possibly reduce the number of Pieces to two on Rawk? You actually did go a bit overboard, even for this RP, lol. The reason for this is I do actually want the newbies to be a bit less powerful than the veterans, simply because they're new. You can add new Pieces as you gain Crucible pieces, but I'd rather not have the entire set just to start off.
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