Edit form got long so I'm splitting it into Pokemon and non-Pokemon characters. crunch nom nom crunch [hider=The Judge][b]*Name:[/b] Pablo. He introduces himself as the Judge without exception, for reasons not openly stated. [b]*Universe:[/b] OFF [b]*Appearance:[/b] A pure white cat with a large head, surreal grin and rather stiff hind legs. Concept art [url=http://img3.wikia.nocookie.net/__cb20140528180603/offgame/images/f/fc/Judge_02.jpg]here[/url], in-game sprite art [url=http://img4.wikia.nocookie.net/__cb20140528165322/offgame/images/b/b6/The-Judge.png]here[/url], descriptive fanart [url=http://worldofoff.deviantart.com/art/The-Judge-386409945]here[/url]. [b]*Personality:[/b] Polite and dignified. The Judge is a knowledgeable, discerning individual who gladly interacts with others with a touch of wit and drama. Although the Judge is quite wordy, his attitude is not condescending, and treats others as equals. That said, the Judge can be authoritative when the situation requires it. The Judge is honest in what he says to or concerning himself or others, although not typically open about his own origins. Notably, Pablo is still grieving over the death of his brother and regrets the part he played in the destruction of his home universe, and his fear of repeating past mistakes may influence his decisions. [b]*Powers/Skills:[/b] The Judge can exert a psychic influence on an opponent's body. This induces brief surges of disabilities such as paralysis and blindness, or more direct damage by rupturing blood vessels to cause internal bleeding. The Judge's own body is that of an arthritic cat, not capable of significant harm. On paper, anyway. We all know how much damage a household cat can do in practice. Within the single warehouse of his own Zone 0, the Judge has been seen teleporting and may have possessed powers similar to the Guardians of other Zones, but these are localised to a building far away, granted by a being long dead. [b]*Brief Bio:[/b] The Judge is a cat who lived in a warehouse in a world of four surreal areas named Zones. An entity called the Batter turned up at the warehouse claiming to be a messiah, and the Judge taught him some skills before sending him on his way. The Batter first entered Zone 1, where he began his self-appointed task of destroying the spectres harassing the humanoid Elsen living there. After encountering Dedan, Guardian of Zone 1, the Batter observed him exploiting the Elsen's fear and paranoia, and eventually killed him. The death of Dedan led to Zone 1 collapsing into a colourless, lifeless world, and the Batter continued to Zone 2. The entity claiming to be Zone 2's Guardian was identified by the wandering Judge as Valerie, his feline brother. Valerie acted strangely and violently towards the Elsen, causing the Judge considerable confusion and distress. During a showdown, the true Guardian of Zone 2, a massive phoenix-like creature named Japhet, emerged from Valerie's body where he'd been hiding, killing him. The Batter slew Japhet in turn, and Zone 2 followed the same path as Zone 1. The Judge was deeply shocked by this, and remained in Zone 2 for some time, grieving. Meanwhile, the Batter continued to kill the Guardian of Zone 3 before entering a space called the Room, where the Queen of the Zones resided. The Batter killed both her and a mysterious child whose death had the same nullifying effect on the Room itself. Following this murder, the Judge finally reappeared to confront the Batter, condemning his rampage and regretting that he had allowed it to take place. In one ending of the game, the Batter killed Pablo, then extinguished the light illuminating the empty Zones forever. In the other, the Judge overcame the Batter, killing him at the price of spending the rest of his days in a bleached, empty world. Until that world collided with Crossover City. [b]*Equipment:[/b] Bad memories and a considerable vocabulary. [b]*Others:[/b] As a point of interest, he is known to have owned a basement full of narcotic sugar, possibly intended for personal use. Like everything else in OFF, though, there are unspoken shenanigans involved. His final duel with the Batter is accompanied with [url=http://www.youtube.com/watch?v=U7A7uhuxcyA]this[/url] theme regardless of perspective. His first, peaceful encounters in Zone 0 are accompanied by [url=http://www.youtube.com/watch?v=aqBNchZfVnU]this[/url] tune.[/hider] Nur Asenath was a design for a dragon roleplay, because pretending to be a dragon never really stops being fun. The roleplay never took off but I'm still quite proud of her design, even if the WIP note at the bottom of the sheet was never realised. Maybe especially if. [hider=Nur, the Cave Dweller]Name: Nur Asenath. Gender: Female. Dragon Race: Troglobite (Cave-Dwelling) Dragon. Nur belongs to a race with a small population, of which the members are mostly solitary. Maturation and breeding is very slow in this race and violent contact with other races is uncommon, allowing dragons like Nur to live great lengths of time. Troglobite dragons are usually eyeless and albino, observing their surroundings through other senses, often accompanied by magic. The race rests and interacts independently of the day-night cycle, passing into periods of low mental activity from time to time but never fully losing conciousness. Some are better adapted to the surface than others, and the most reclusive Troglobite dragons are easily burned by sunlight, or even bright moonlight. Few Troglobite dragons have flight-capable wings, but there are exceptions, mostly those with bat-like or moth-like tendencies that involve leaving the caverns at night. Troglobite dragons, like all dragons, vary in physiology and magical capabilities, but those that do have acute supernatural strength usually include some form of prescience or extra-sensory perception in their powers. Some are capable of projecting their spirits outside their bodies to see or communicate, or interpret glimpses of the future in dreams. Age: With no seasons or sun to keep count in the depths, Nur really doesn't know how old she is. By comparing her earliest memories of the surface to known years and extrapolating backwards, however, it can be assumed that her age is somewhere around the 2200 mark- Very old, but younger than many other elders. Position: Caretaker, although Nur behaves like more of a doorkeeper for the hatchlings. Although they do not often leave the very depths, Nur tracks their movements and keeps tabs on their activities and behaviour, aided by her telepathy, hyper-keen senses and lack of a sleep cycle. She also has an occasional mentoring task in observation and mental fortitude. When she can be bothered, she can also direct telepathic messages between caretakers and hatchlings- But she rarely does. Should the depths be endangered, this will be Nur's task, relaying messages and vital information between defenders due to her own lack of combat prowess. Physical description: For an elder dragon, Nur is exceedingly small. Although her proportions are very long and slender, she still measures only five meters from snout to tail tip. Her body is very thin and lacks scales, fur or any other covering. Her legs are similarly thin, stilt-like with outwards facing joints and small, clawless webbed hands. Having no purpose for flight, Nur's wing bones are not webbed, and instead form an umbrella of highly elongated finger-like appendages around her body, which are extremely sensitive to touch and vibrations. This spider-like array of appendages has limited movement, but the 'fingers' can retract very quickly if they touch something they don't like, or fold away completely into two grooves on the sides of her body. Nur's skull lacks eyes or structures where eyes could once have fit. Two long, movable, pinkish ears stretch from the back of her head, and four long tendrils extend from her lower jaw, further facilitating her sense of touch. Nur's nostrils are small and snake-like, but she often tastes the air with a dexterous forked tongue, which she uses to manipulate objects in place of her feeble hands. She also has an unnerving tendency to lick things, like other dragons, to inspect their taste. Nur has very small and evenly-spaced teeth, but a fast bite with a dizzying, disorientating venom, her best way of defending herself. This venom can also be breathed as a thin fog, but loses effectiveness in air. Beyond this, her only other remarkable feature is her tail, which is also prehensile and bifurcated into two lengths. History: Nur, as an Elder, was born from no parents- Her infant form crawled out of a Shrine. She instead took her clan name from the name of the Shrine, which was inscribed with the title 'ASENATH'. She does not know from whence her personal name originates, and assumes that it was intuition. Asenath-Nur, as she was called for many centuries, was among the last of the dragons to emerge from a Shrine. When the first true Cave Dweller came into the world, the Elder dragons had already made the sky their crown and the sea their mantle and the earth their throne, and had begun to produce offspring which would dominate the planet. The Heart of the World from which the First Shrine had sprung was already almost abandoned, as were the flooded, cold and lightless caverns that waited in limbo between the world's outermost layers and deepest core. Asenath-Nur's own abyssal Shrine was created here, and took the form of a broad and shallow pool in the rock, lined by perfectly formed and polished stone, surrounded by half-formed stone sculptures of unknowable meaning. The walls of the chamber were carved with dancing patterns only observable by touch in the darkness, and the roof curved from the walls and arched downwards over the pool to form a single spike, from which water dripped into the center of the pool. Asenath-Nur grew slowly, but steadily expanded her range as she matured, until caves extending from the Shrine of Asenath all the way to the very surface were part of what she considered her home. By the time she first encountered natural light and the void of the sky, the dragon was an adult powerful in magic. Asenath-Nur was a telepath, capable of projecting her spirit at great speeds outside of her body, taking in huge quantities of information unaided or entering the minds of other dragons she sensed high above and sharing their vision. In those early days Asenath-Nur's power was at its highest, and she could manipulate thought like clay, reading memories and overriding minds at her whim. By this time the other Elders were not alone, and the first few generations had grown into clans. Long before she emerged from the caves into the surface realm in person (dragon), she had already learned much of the races of above, of their feuds and settlements and growing cultures. In these days, dragons of other races had begun to find themselves lost in the deeper caverns. Asenath-Nur approached them, conversed with them, and usually guided them home, but stole their memories of how they had entered and left the abyss. Some, however, she took under her spidery wing. Starved of light they became blind, but their senses, and perception beyond senses, began to sharpen. These dragons became the family of Asenath-Nur, the parents of her children, which are now diverse in form. The Elder dragon was, for a time, something nearly godlike, a force which some were drawn to and some repulsed by, known on the surface almost exclusively by her roaming mind, cunning, wise, quick to learn. The few audiences she did host in person on the surface where held under the new moon, when sunlight was weakest, when she could appear with her spouses and growing tribe as a passive but extant power. It was at this time that her power began to waver. The Cave Dwellers had grown as populous as they would ever be. They no longer needed to unite to consolidate their ownership of the depths, nor did they require the protection of their common ancestor. Free to live in silent near-solitude, the tribe spread through the caverns. Her spouses now scattered far and wide, her children having produced offspring of their own, Asenath-Nur lost relevance to her race. A parent who had grown into a leader dissolved into a figure of history. History became myth and Asenath became Nur, an ancient recluse, who rested for many years in a chamber by her Shrine. Far from an involuntary fall from grace, her solitude suited Nur, whose task, she believed, was complete. Many years passed. The Shrine was forgotten by a race that no longer felt a need to congregate under one symbol, and Nur's power became a memory. [WIP, done but for a bit saying how she got involved with the hatchling project, and the fact that it's so much longer than it needs to be considering the lack of depth. Ideally the completed history will be condensed into about three paragraphs or so.][/hider] Sidwell is a realisation of a simple idea I've had for some time now, an attempt to play both a religious and an older character. [hider=Sidwell]Name: Innocent Sidwell. Age: 44. Appearance: Subtly waning. Innocent retains a head of dark hair, dark eyes and a good height for an adult, but his scalp is beginning to show through and a growing hunch in his back wears down his tallness while his eyes accumulate red mazes. Well veined, sundried skin tell of a long life outdoors. Half a beard populates his jaw. A dull tunic, dusty straw hat, and duller, dustier trousers provide his daily modesty, held together with a rope belt. Occupation: Beekeeper in a dale just south of Flidais, a temperate, grassy city perched between foothills. Innocent gets by with few visits to Flidais, selling honey, beeswax, animal feed and carvings to whoever might pass his cabin on the way and buying necessities from travelling merchants and nearby farmsfolk. Innocent plays a simple flute, carved and tuned by his own design, but does so poorly. Personality: Gentle enough to be called kind, but this trait is bred more from meek complacency than empathic feelings. Sidwell is a highly submissive individual, asking little from others and rarely questioning them or the services they require of him unless he feels personally threatened. Although he means only to live and let live, these traits may see him being labelled by some as a sycophant, and by most as a coward. Innocent is religious on his own terms. Terrified of death and hell, he believes that if he avoids human confrontation and keeps his world small and modest, he will avoid sin and be blessed by God, an attitude which has seen him safe thusfar. History: Innocent Sidwell was born in Flidais and, the youngest son to a mother of eight, was sent to the hill monastery even sooner than most novices. Sidwell entered monasticism as a child already conditioned to avoid the fierce competition of his elder siblings and live in modesty. Although this kept him in the favour of the prior, Innocent's ways changed as he matured. While his earlier compliance was forced by the pressure of his environment, he was now in a community wherein passiveness was self-motivated, and repressed adventurousness began to emerge. The prior tolerated Sidwell's growing cheek for a time, granted that he performed his duties and did not leave the monastery. He was expelled when finally caught in an act of homosexual conduct with another novice. The prior was shocked and betrayed and threatened both Innocent and the other novice with public exposure as they were punished and cast away, but his old love for Sidwell kept him from making true this threat, unknown to Sidwell, who that day was cursed with a terrible fear of exposure, of sin, and of living any less than a pious, modest, and celibate existence. Fleeing south on foot, Innocent found work as a farmhand for a time before he apprenticed under his predecessor beekeeper of the valley, and has made this his living for three decades.[/hider] Ceeln is the nonbinary offspring of internet biology and an experiment in worldbuilding. [hider=Ceeln][b]Name:[/b] Ceeln. [b]Age:[/b]Twelve years of rapid growth. Due to the short lifespan of kir subspecies, Ceeln can expect to live about another decade before reproduction and death. [b]Gender:[/b] Ceeln has no biological sex yet, taking the pronouns ke (s/he), kir (his/her) and kirself. Ceeln will grow internal genitals of both kinds towards the end of kir short lifespan, and will die upon rupturing kir body to release eggs and sperm. [b]Race:[/b] Kirghal, a race descended from segmented worms. Kirghal are not widely distributed, but can be populous in the cities they form part of. Their non-human physiology usually includes a handful of sensory tentacles around their head, fan-like gills, several sets of arms, and a long lower body suited for crawling or living in a tunnelled home for many years, but can vary widely. Kirghal are predominantly some combination of slow, blind, drab, bottom-dwelling and unintelligent (pick about three). Due to this they function as the lowest working class of several Mer cities. Those with a sedentary lifestyle are suited perfectly to menial tasks such as waste disposal (usually by feeding on it), tunneling, and filtering nutrients from plankton or volcanic vents. Intelligent or magical Kirghal may patiently use their bodies to construct living libraries. Fast, mud-crawling Kirghal may be set to use their natural venom and blind hunger to keep a city's border free of pests. Kirghal lucky enough to be born with bright colours and swimming fins may be unquestioning, ornamental servants of upper-class Mer or Tueda. This form of systematic servitude may be classified as slavery, but the Kirghal are ultimately the benefactors, as without the organisation of the more advanced races they would never achieve civilisation and its benefits. Most Kirghal live slowly and at length, dying upon reproduction. The inherent randomness of spawning inevitably produces some Kirghal with better combinations of traits than the majority, such as Ceeln, who though ke is nearly blind, magically impotent, and in the lowest class of Kirghal by life expectancy, is intelligent, free-swimming, colourful and venomous. These genetically lucky Kirghal are usually adopted into families of Tueda, with whom they share a closer lineage than the other races, and considered of noble birth. Not all Kirghal are city dwellers. In the far Dark, a Kirghal needs no intelligence to harbour a [url=https://www.youtube.com/watch?v=3H4J5QDQeA4]gruesome appetite[/url]. [b]History:[/b] Ceeln's egg was, like hundreds of others, collected by Merfolk during a Kirghal spawn so that shortly after birth ke might be assigned to an employment befitting his genes. Sorted at first into a collection of larvae that appeared to be promising palace handmaids due to their fins and bright colours, ke was one of two who appeared to possess an exceptional genetic composition due to their intelligence, which rejected the simplistic training of other servant-class Kirghal and stood on par with a Merfolk child. A Tueda family, the Nuul, made a bid for the upbringing of both the young Kirghal, which was granted. Although Ceeln and kir sibling Jvan were never allowed to assume the family name, they were raised with the same respect and pride shown to Tueda heirs. As the pair grew, however, it became plain that Ceeln was not a perfect Kirghal, as his development rapidly outsped that of Jvan, marking him as a Kirghal with an abnormally fast childhood and an abnormally short lifespan. Knowing that ke would die many, many decades before Jvan, whom ke loved above all else and considered a younger sibling, Ceeln took on a furious determination to aspire to the Merfolk Senate's few places reserved for intelligent Kirghal, and blaze the trail for Jvan to follow to a much longer rule. [b]Role:[/b] Ceeln's involvement with Tueda nobility has given kir a high education. Ke is literate and versed in scientific and political knowledge, and kir close relationship with the Kirghal working class has given kir an excellent knowledge of the inner industries of the Merfolk Empire. Ceeln is physically competent and has received some training in self-defense in addition to the natural protection granted by kir second set of jaws, which have an enormous bite strength, surprising reach, and venom designed to inflict an intense rush of pain and nausea. More relevant to Ceeln's chosen career, however, is kir elegant and exotic body, which ke uses to help win popular appeal and sometimes forge bonds through seduction. Ceeln is currently on the lookout for military experience and public acclaim to speed his way into the political scene. [b]Magic:[/b] None. [b]Appearance:[/b] I'm still drawing Ceeln, consider this a work in progress, but Ceeln's lower half is based on [url=https://s-media-cache-ak0.pinimg.com/736x/e5/eb/74/e5eb74cba5167d296fa0796849542fb7.jpg]this[/url] animal. Ke has four arms. The upper pair are well-muscled and masculine, resting on a torso with broad shoulders and a full bust. The lower torso is flat-chested, with arms that appear thinner and more feminine. Ceeln's scalp and upper face is a blank, mask-like surface with a handful of sensory tentacles and two expressionless eyespots over a pair of sultry lips and a vicious secondary set of mandibles under his chin. [b]Other:[/b] I... Don't think so? Kirghal are based on Polychaetes. This character probably derives quite a bit from the study of Julius Caesar I undertook for my ancient history assessment yesterday.[/hider]