Hidden 8 yrs ago 8 yrs ago Post by Ryougu
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Ryougu He who rides the bandwagon

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A clownesque figure. While he appears to be some sort of jester, he speaks of some very real and important stuff. His body seems odd and his sharp, pointy nails definitely don't add to his normality. His appearance can be summed up as creepy. Despite being a creep, he seems to have a very flamboyant taste.


Name: ???
Age: ???
Gender: Male
Race: Human?

Personality:
Undiscovered

Plot Summary of Original content:
Undiscovered

Backstory:
Undiscovered

Weapons, Powers & Abilities:
Carries several small objects on his body, including several knives.

Short Range Teleportation
The ability to instantly travel any distance of up to 15 meters.

Quadruple team
He is able to create and control 3 clones of himself, while remaining mobile. The clones are frail, but possess the same speed and strength as he does. They can also teleport, but only up to 4 meters.

Levitation
Floating. Through the sky. Like flying without wings.

???
Unknown for now.

???
Unknown for now.



Author: Undiscovered
Real Name: Unknown
Age: Unknown
Gender: Unknown



Other: So little is known about him, why not give him a theme song?
Hidden 8 yrs ago 8 yrs ago Post by Ryougu
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Ryougu He who rides the bandwagon

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And of course, a henchman The character I'll be playing most.
Hidden 8 yrs ago 8 yrs ago Post by Letter Bee
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Letter Bee Filipino RPer

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Originally Kanie from Amagi Brilliant Park, now Kira Tachibana


Name: Kira Tachibana
Age: 18
Gender: Male

Personality: Kira fancies himself the ideal guile hero, coming up with plans and counterplans when faced with a problem or opponent, as well as a charismatic diplomat and leader able to combine the strengths of different factions. In practice, however, he is too dependent on his powers to a point not seen in the original source material. However, despite all this, Kira is genuinely a kind person who wants to help others, and should he find his supposed intellecutal gifts failing, he will fall back on aiding those he meets, taking small steps to create a fairer world where suffering is minimized. Nevertheless, Kira dreams of nobility and alliances, of coexistence and harmony, but deep inside, he doesn't know if he has what it takes to make that happen.

As regards his feelings for his author, Kira laments that he was created with such impossible dreams, dreams that his author had been told to make costly even in his original source material. Sometimes, he regards himself as cursed, when faced with challenges he was not equipped for, and blames his author for either spoiling him or not giving him the right talents or powers or equipment to deal with this 'real world'.

Plot Summary of Original content:

Action, Supernatural, Urban Fantasy, Intrigue

Credo of the Dawn - One Person's Dream, Free the World!

In the year 2012, the date of the Mayan Apocalypse, a new race of humanity emerges, born with powers that defy scientific comprehension. Reactions to these 'Empowered' vary greatly, with some considering them a miraculous gift from God, while others proclaim them monsters dangerous to Humanity.

In the year 2017, the Three Gorges Dam is destroyed by an Empowered terrorist, Escathon, and public opinion turns against the Empowered. A worldwide group, the Organization for the Preservation of Human Freedom versus Supernatural Terrorism (OPHFST), takes control of Earth, promising to protect them against the Empowered threat of terror. Thanks to new technological advances allowing one to counteract and restrain Empowered abilities, it was able to pass laws effectively enslaving the Empowered.

In the year 2027, one decade later, 19-year old Kira Tachibana, a member of the rich elite that produces Anti-Empowered technology, is caught in an experiment that gives him the powers of an Empowered. Barely managing to hide his abilities, Kira is set on a course that would change society forever...

Backstory: Kira was born just before the Empowered began manifesting en masse, to a physicist and biologist couple that soon found themselves drafted into the efforts to do research into these new beings and how to defend against them. This research brought their family new wealth and privileges, but also caused Kira's parents to slowly detach themselves from their son, causing no small amount of lonliness. His upbringing was left to a caretaker, Nina, who sang to him, told him stories, and oversaw his education when his parents could not bother to pay attention. But then, Nina turned out to be an empowered, one with the ability to pulverize solid matter; same as Escathon. She was then taken away and enslaved; and a few years later, Kira would learn that she died in a 'mining accident'.

In response to this, the young man was angry and outraged, particularly as his parents didn't sympathize with him, and were in fact glad to have such a freak away from their son. So, before it was too late, Kira decided to hide his feelings and dissemble, and then adopt the life of a socialite, so as to build up the skills and connections necessary to take revenge. That, and being an extravangant party guy was a great mask to obscure himself with. He also began attending the demonstrations and experiments of his parents' technology; he found it hard to understand their science, but knew that he needed to at least know what inventions would prove useful in getting revenge.

And eventually, he found it; his mother, against all rules, had made a forbidden invention - a serum that can transform a human into an Empowered. The reason she had? Pure curiosity. And so he stole said serum from where it was stored in his mother's private lab, and injecting himself with it. When his mother found out, Kira blackmailed her, saying that if she revealed his secret, he'll reveal that she made the serum; he had already stored computer data of such. And so, Kira was allowed to begin intrigues and schemes in order to bring down the OPHFST, and even made contacts with groups of Empowered hiding in secret to prepare for a rebellion. Using his powers, he built up a fake identity known as 'The Operator' who would slowly organize not just Empowered, but ordinary humans feeling that OPHFST was living well off their toil, as well.

Then, it all fell apart. Moments before the Rebellion, Kira's secret identity was exposed and he was imprisoned, to face the most grueling enslavement that his captors can devise. However, he met the head of OPHFST, who revealed that his true goals were not getting power and wealth at the expense of the Empowered, but rather using the latter's powers to achieve 'The Dissolution', an event by which Humanity is to be rendered down into pure energy, energy that would take on a singular conciousness, losing individuality to become a unified whole that will reshape reality itself to be more fair with less suffering. And if Kira gave him the secret of the serum, he can do just that.

And that's where the first season ends, with Kira's answer yet unknown...

Weapons, Powers & Abilities:

Kira uses a Japanese Longsword, or Tsurugi.

Kira is a moderate-to-decent hacker, fencer, and is fluent in both English and Japanese.

As for spells, Kira's unique ability is named:

Dream Conjuration - Kira can conjure up an object he has dreamt about in the past 24 hours, be it a glowing sword that can cut through lampposts, a mech (no larger than a city block or factory, of course), or something as mundane as a set of bandages and antiseptic. Note however that to prevent him from summoning a primal fear or something uncontrollable, the main restriction on Kira's power must be that the dream he had must not have made him feel afraid, disgusted, self-loathing, depressed, or weary of the world. In short, Kira can only conjure up something from sweet dreams, not nightmares.

------

Author: Meiko Tachibana
Real Name: Megumi Tosaka
Age: 25
Gender: Female
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The One The Only One!

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Name: Ming
Age: 19
Gender: Female
Race: Inumi

Personality: Ming is a confident warrior, she is smart and often uses her shield to take out others. She can is normally the first one to fight when she needs to be, she is always the first one to defend the innocent, and use herself as a decoy. Ming is kind and rather friendly when she isn't fighting. She will do anything to protect her people, her kind. Ming, due to her battle experience is very confident, some would say over confident. Due to her confidence she can at times underestimate her enemies and make terrible mistakes. She is short tempered and will get reckless or make mistakes when she is anger, attacking without thinking.

Plot Summary of Original content/Backstory: (Based off Naruto, Bleach, and many over Samurai Anime) For centuries, the Inumi and the Neko have been at war. Nobody knows why the war was started originally but it is a war that has gone on for far too long. It was the Inumi, the war raging race that started the war on the peaceful Neko, all they want to do is want to make peace, and make a truce. Inumi are known to train children as young as five years old to fight, and are forced to join the war when they are old enough. Ming was one of these children. At a very young age she was given her first Kendo stick. She was then trained viciously like all children. The training is harsh, children never come out unmarked. It is the first lesson they all have to learn. If you cannot defend yourself you will suffer and eventually, die. Ming learned this quickly. As she reached the age of six years she was able to defend herself quite well. She kept showing improvements and was naturally skilled with the way of the sword. However, she didn't like the style of a single sword. Normally children of war don't choose their weapon style until age ten but Ming was different. She knew exactly what she wanted. She chose the sword and shield and began to train in that style. She improved quickly, blocking and counter attacking. By the time she reached age ten she was at the top of her class. She was moved to an advanced class specifically for those who would fair well on the front lines of the war and to teach them advanced moves and techniues, because of this Ming began learning the Way of the Samurai at age Eleven, one year earlier than normal. The Way of the Samurai included the Laws of the Samurai and the Samurai Arts. It took Ming a while to understand the Samurai Arts and she had to keep trying to get the basic idea of them. at the age of thirteen Ming was getting the general idea of the Samurai Arts and was able to preform the most basic of Samurai Arts. Everyone was impressed with how quickly she was improving. She continued to train and learn the Samurai Arts as she grew older. With being so many, it wasn't until she reached the age of seventeen that Ming was able to learn all the Samurai Arts. At this point, she was ready for war. Ming went out to the front lines and joined the first squadrant. It was here that her skills really showed as she fought attack the Nekos who were known for their sheer magic power. By age Eighteen Ming proved herself to become leader of her own squadrant. She used her combat experience to win battles, she came up with unique strategy that surprised the enemy and allowed victory in several battles but the war wasn't won yet. When she reached the age of nineteen she was made the leader of the Royal Army due to her leadership skills and her war strategy. Ming came close several times in ending the war, almost killing Prince Kuro, leader of the Neko Army. Technically he was King but by Neko Law, he was too young to be named King. Until he aged old enough Yoruichi, a genius pet cat who was gifted Kuro's magic power advised him.

Weapons, Powers & Abilities: The only weapon she owns is the Scattered Leaf Sword and Shield.

She has mastered the Way of the Samurai and the Samurai Arts. (These are like Ninjustsu, so technically an ability)

There are hundreds of Samurai Arts. So I will list the more Powerful Samurai Arts, and the more commonly used ones. Note, when a Samurai Art is being used, one must say by Samurai Law, Samurai Art: (Enter Name here) I'll separate to commonly used to powerful

Commonly Used

Samurai Art: Eclipsal Night, this is just a simple art where the user creates a illusion of a solar eclipse for a few short minutes.

Samurai Art: Hero Slayer, this uses the moon's power to enchant the sword specifically to kill those whose morals are good.

Samurai Art: Villain Slayer, same as above, but this is using the sun's power. Only one can be used at a time.

Samurai Art: Falling Rain, it simply makes rain fall. Nothing more.

Samurai Art: Portal Jump, this allows the user to cut through the fabric of space to create a portal to a location that they wish. If any physical matter such as other people or swords get in the way, the portal is not created.

Samurai Art: Wall Hollow, this allows the user to phase through walls, as well as allowing attacks to phase through walls.

Forbidden Arts and Powerful Samurai Arts

Samurai Art: Raindrop Barrage, sometimes called Raindrop Strike. Allows the user to fuse with the raindrops, jumping from raindrop to raindrop. This is commonly used alongside with Falling Rain.

Samurai Art: Thousand Strikes/Shards. There are two versions of this. Thousand Strikes will create a thousand swords, including the original to attack a group or a single target of enemies. However, Thousand Shards will spilt the current weapon into a thousand sword sharps, these are quicker, more agile and faster than the swords of Thousand Strikes.

Samurai Art: Red Target, it places a target on the enemy, it hits as long as the sword is faced towards the enemy. It forces all attacks to be automatically aimed at the target, the red target basically allows attacks to hone in on the current target. However, if Red Target is used on two separate targets, it literally becomes useless. All range attacks fail.

Forbidden Samurai Art: Soul Link, this allows the user to connect their souls with each other. This means any damage done to the user would be split in half and go to the enemy, any damage done to the enemy be split in half and go to the user.

Basic concept for Raindrop Barrage.



Basic concept for Thousand Shards





Author: GW Lorance
Real Name: Greggory Wilson Lorance
Age: 45
Gender: Male
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Name: Rika
Age: 14
Gender: Male (Androgynous)
Race: Human

Personality: Rika is completely neutral. He is in perfect balance with everything he does. Rika cannot physically talk and is completely mute nor does he use sign language because of this it can be hard to have a conversation with him however he is incredibly smart and understanding. He likes to analyse everything around him. Rika is a friendly kid and wouldn't hurt a fly. He never gets angry no matter what you do to him, keeping perfect calm throughout all situations. The downside to him is that he can find it difficult to make friends. Rika is a sociopath, having no empathy or feeling no guilt for the actions or mistakes he has made. He is unafraid in most situations and stays quiet at all times. Nor does he have any remorse or shame even in extreme situations.

Plot Summary of Original content:

This is taken from several ideas. Including games, tv shows and anime. Namely Xalolin Showdown, Naruto and Jackie Chan Adventures

Anime Genres: The genres the anime fall in are Action, fantasy, family and Comedy.

Rika was born with a unique ability. To see the allignment of everyone. Who is good, evil or neutral and see all the sins someone has committed. As he grew up he didn't understand it, he asked his mother but she too had never heard of anything like it before. It was at age seven that she took Rika to a temple mountain where some monks explained that they knew what Rika was experiencing. According to the ancient monks Rika could see all that was yin yang and if Rika decided to stay, and was allowed to stay without the guidence of his mother, the monks would teach Rika the ways of the monks, and what his abilities meant. After some reluctants Rika's mother eventually agreed.

It was then that Rika began to grow up with the Monks who were called the Monks of Perfect Balance. They taught Rika how to keep himself in perfect harmony and balance. This alone took him until he was ten years old to fully learn at which point it was discovered that Rika was mute. He couldn't physically talk. So the monks decided to Teach Rika a new trick. How to open his mind up, and speak without speaking physically. Rika spent two years learning this, for he wasn't one to have a conversation. He stayed quiet and wasn't interested at first.

When Rika finally did learn to open his mind and speak without speaking, he said very little and his inner voice was very quiet as well as child like. However from what little they heard, the monks were able to determine his IQ levels were very high. During his last year Rika learned how to harness his perfect balance and to utilise it to control yin yang. This took Rika some time to understand and get the concept of but he learned faster than most.

Weapons, Powers & Abilities:
He has no weapons to speak off however he has managed to keep in perfect harmony and balance. Which gives him several abilities.

Rika is able to see the sins of everyone looks at as well as determine what their alignment is, good, neuteral or evil according to the morals he has been taught by the monks.

He is able to manipulate dark and light elements, such as shadows, light itself and general darkness using his Yin Yang manipulation.

Rika though he rarely uses it has the ability to speak through his mind to anyone he can see.
Lastly Rika is able to see and communicate, if he so wishes with spirits of the dead.

Dark Powers

Darkness Generation: He is able to create and generate darkness.

Darkness Solidification: This allows him to solidfy darkness. This also allows him to create solid dark spheres he can throw at enemies to attack and hurt them.

Darkness Creation: This allows him to make weapons or items out of darkness itself.

Shadow Manipulation: He can control shadows of himself, others and inanimate objects and bringing shadows to life, making them walk and do his bidding.

Nightvision: He is able to see perfectly through the night, no matter how dark it may be due to his dark powers.

Shadow Swimming: He is able to sink into and swim in shadow itself, thus allowing him to move through the shadows and come out from another area of darkness. This allows for quick travel. He can however be hurt by others while swimming.

Light Powers

Light Generation: Like with Darkness, he can create and generate light itself.

Light Solidification: He can solidfy light this allows him to create solid spheres of light to throw at enemies to attack them.

light Creation: This allows him to make literal weapons or items made from light itself.

Holographic Projections: Rika can create hollographic projections of his memories, thoughts and feelings. This is one of the few ways he can communicate even if he doesn't use it very often.

Invisibility: Rika can blend into the light itself, making him invisible. However he can still be heard and can still be smelled. He is unable to attack while invisible as he needs to focus on blending into the light to stay invisible.



Author: Spicer
Real Name: Jack Sands
Age: 45
Gender: Male

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Altasaire Unrequited Rage

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Name: Wynther Rhishand.
Age: Indeterminate, observable age about 20-25 years old.
Gender: Male.
Race: Human, outwardly.

Personality:
Wynther is lively and energetic in opposition to his contemplative sister, and to the destructiveness of his own ability. He is the ‘yang’ of the pair, drawing off his sister’s yin to stay focused and balanced.
He sees the world created by his Creator as an interesting Lie and considers it to have been a sort of a moral test for the beings therein to recognize their own ‘story-hood’. He also considers that his world has been lived-through by a huge number of people in a direct way (since it’s an RPG and not a passively consumed medium) to have been a gift of his Creator to the Created therein, that most of them have been squandering. One of his wishes is to release more of his world in the world of ‘Current Truth’ because while it’s truer than his own, it is fairly dreary for such a story-creature as he.

Plot Summary of Original content:
Genre: Mythic Fantasy, Action
Anathea and Wynther are the ‘iconic’ antagonist NPCs from the tabletop RPG ‘Dominae’. It is a contemporary fantasy role-playing game created by Sean R. Moran, writing under the name Sean R. Borgstrøm. The player characters there are supposed to be sovereign Powers called the Dominae; each is the personification of an abstract concept or class of things such as Time, Death, cars, or communication.
The world is challenged by the benighted Riders of the Legendary Judgement, who attack the world to destroy or test it, to find flaws or true Worth therein, or to show that it is no more than a profanation, a story told by a delusional Creator to itself, or in some other way a Lie.

Backstory:
The Riders come from the sea of formless potential at the edge of What Is, as self-creating, self-told living narratives seeking to supplant it and find flaws and inconsistensies therein. Given that an ‘Earth’ exists in the Rhishands’ world (Dominae RPG draws on many sources, including Christian and Norse mythologies, but adds numerous unique details to its setting. Though the everyday world in the game appears much like our own, it is actually only the Prosaic Earth, a lie that the world told to itself in a desperate attempt to explain suffering, and a rationalized delusion which conceals the true reality that would plunge most mortals into madness: the Mythic Earth, an animistic world where everything has its own sentient spirit) and some parts of the rulebook were written from a 4th-wall-breaking perspective, as the author describes the rules and setting details and discusses them with the (friendly) antagonists, the Rhishands roughly know what their Creator looks like (assuming his cameo is like the real deal.)

Weapons, Powers & Abilities:
Wynther’s World-Breaker’s Hand allows to target a certain part of the world the wielder could perceive in his mind's eye and remove that concept from the locality of his perception, pending the similar limitations: it could only target the things he's able to perceive as themselves (not their recordings, for example), it is limited in that it could not remove several drastically different concepts at the same time, and it cannot remove other bearers of their own legend or meaningful parts of their panoply. In addition it is a terrible weapon by itself, being an expression of cessation in material form, a hand bleeding terrible white-black unlight and corrosive radiance to smooth ‘unnecessary’ detail from the world.
Against non-storied and unfabled materials it will burn easily through armor and cloth, however its use against bearers of a personal legend or things tied into their panoply is more limited (if still dangerous.)
Even non-fabled but thick metal and stone is likely to take some time unless Wynther uses the Hand in active mode, because stone and metal are bearers of a diffuse legend of their own (as materials humanity has worked wonders with.)

Against such things it acts as a fairly potent source of corrosion, behaving roughly like acid or a high-temperature torch.
Common abilities:
Eyes of Judgement: The Rhishands can automatically intuit people, places, objects and events important to their story, or with a significant personal legend or mythic weight of their own. (This, of course, by necessity includes all other Creations.) The activation of this ability is instinctive and makes their eyes look like the starry sky. By its own this ability only discerns the presence of personal legend, not what it exactly is.
Kenning Assignment: The Rhishands can, after a small period of observation, sum up the impact of a given person in broad strokes into a nickname or mythic sobriquet. Further observation reveals details about their preferred modus operandi and mythically important abilities, with the most important being revealed first. Notably, this ability paints the possibilities discerned in broad, mythic strokes, as well as requiring interaction or observation for full effect.
Graceful Wicked Masques: As story-creatures even before their Creation, the Rhishands do not possess souls as they are commonly understood. Their soul-equivalent (which they call the Wishing Heart) is their mind and will, impressing the totality of their existence on the unformed, inchoate dust of the Is Not. Effectively, their Wishing Heart possesses a golem-puppet of unformed dust of unspecific potential. Abilities targeting human-like soul structure specifically or parts of living beings specifically do not find legal targets in them; abilities targeting all souls affect their material forms directly, instead. Attempts to discern their age return either time from their transition into the ‘Current World’ (i.e. real world, where their Creator resides), or nonsensical values.
Seven Signifiers of Self: As the creatures of Is Not, Anathea and Wynther have crafted inviolate anchors of their identities into their forms. Any effect trying to directly change one of such truths about them automatically fails. Specifically, any form they have should:
o be of the same outward gender,
o be humanoid,
o possess at least one hand
o be capable of speech
o have eyes
o have some detail of their default form
o have the capacity for sapience and cognition
Bright Costumes and Bold Makeup: By expending considerable time and effort of will (no less than a scene of preparations would suffice), Anathea and Wynther can temporarily change their appearance as long as it conforms to their seven inviolate signifiers of self.
Divine Aspect: The Rhishands can perform things that mortals can perform with effortless grace. There is no “may be” for them — they can either perform some feat, or not, if they apply themselves. Notably, it means that in a direct challenge only a bearer of some miraculous strength or someone directing their Will in furtherance of their personal legend can oppose them — a mortal with no weight or legend, even somehow more skilled than them, will invariably lose. Normally this means that to challenge them, one needs to clearly stand out from the rest in some (ig)noble fashion.

________________________________________

Author: Sean R. Borgstrøm.
Real Name: Sean Reginald Moran.
Age: 36.
Gender: Male.
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Name: Anathea Rhishand.
Age: Indeterminate, observable age about 20-25 years old.
Gender: Female.
Race: Human, outwardly.

Personality:
Anathea is outwardly solemn, composed and proper, often very critically-inclined over some minor particularity of the world, almost always with a hint of frustration on her face, as things seem to never go exactly just as she wanted them to. She is the 'ying' of the pair, drawing on her brother's energy to find a way forward without trying to make that way by choking all disorder of the world around her until it perfectly conforms to her views. This masks the screaming circle that is her mind - a being of structure and udnerstanding, she cannot stand those parts of the world "improper" or "out of their place", and was given to terrible rages when her mind was younger; much calmer now, she still considers the disorder unbearable, but stoically endures it for the sake of the progress.
She thinks that her Creator should be thanked if for nothing else but bringing about narrative structures when he dredged their world from the inchoate nothingness of nonbeing, but his crime of creation still far outweighs that good deed; appearing in the world lacking any sort of narrative, fairness or dharma, she's mortified at the implications of such an atrocity to its inhabitants, and wishes to bring more of her own world in the world of "Current Truth", that its denisens would not wander aimlessly through their lives, lacking any sort of purpose or meaning.

Plot Summary of Original content:
Genre: Mythic Fantasy, Action Anathea and Wynther are the ‘iconic’ antagonist NPCs from the tabletop RPG ‘Dominae’. It is a contemporary fantasy role-playing game created by Sean R. Moran, writing under the name Sean R. Borgstrøm. The player characters there are supposed to be sovereign Powers called the Dominae; each is the personification of an abstract concept or class of things such as Time, Death, cars, or communication. The world is challenged by the benighted Riders of the Legendary Judgement, who attack the world to destroy or test it, to find flaws or true Worth therein, or to show that it is no more than a profanation, a story told by a delusional Creator to itself, or in some other way a Lie.

Backstory:
The Riders come from the sea of formless potential at the edge of What Is, as self-creating, self-told living narratives seeking to supplant it and find flaws and inconsistensies therein. Given that an ‘Earth’ exists in the Rhishands’ world (Dominae RPG draws on many sources, including Christian and Norse mythologies, but adds numerous unique details to its setting. Though the everyday world in the game appears much like our own, it is actually only the Prosaic Earth, a lie that the world told to itself in a desperate attempt to explain suffering, and a rationalized delusion which conceals the true reality that would plunge most mortals into madness: the Mythic Earth, an animistic world where everything has its own sentient spirit) and some parts of the rulebook were written from a 4th-wall-breaking perspective, as the author describes the rules and setting details and discusses them with the (friendly) antagonists, the Rhishands roughly know what their Creator looks like.

Weapons, Powers & Abilities:
Anathea’s Axiomatic Words have TERRIBLE WEIGHT to them, on a scale that allows them to become truth by retroactively supplanting the contrary from the world. What is described becomes real, in a way.
It has two major limitations: first, the more complex the effect, the more detailed must be the description; second, the words do as the words are - they only affect the world in the range that they could be heard when spoken in ideal conditions, which naturally lends itself to the radius of the block. As well, they have the common limitation of Rhishands’ abilities: they cannot directly contradict facts of creatures of legend and their meaningful possessions, as those made from the same cloth and have similar level of terrible mythic weight. The words have a secondary use: they pierce obstacles placed in their way without any effort, unless the obstacle is miraculous in some way. Noise, wind, physical barriers, barriers of understanding and language (in case it is just speech and not world-changing speech) are nothing, and even the arrow of time could be transcended forward by bending the words in on themselves, creating star-light constructs of meaning that hang eternally until someone hears them.
These starlight constructs cannot affect reality directly, but make nice message capsules.
Common abilities:
Eyes of Judgement: The Rhishands can automatically intuit people, places, objects and events important to their story, or with a significant personal legend or mythic weight of their own. (This, of course, by necessity includes all other Creations.) The activation of this ability is instinctive and makes their eyes look like the starry sky. By its own this ability only discerns the presence of personal legend, not what it exactly is.
Kenning Assignment: The Rhishands can, after a small period of observation, sum up the impact of a given person in broad strokes into a nickname or mythic sobriquet. Further observation reveals details about their preferred modus operandi and mythically important abilities, with the most important being revealed first. Notably, this ability paints the possibilities discerned in broad, mythic strokes, as well as requiring interaction or observation for full effect.
Graceful Wicked Masques: As story-creatures even before their Creation, the Rhishands do not possess souls as they are commonly understood. Their soul-equivalent (which they call the Wishing Heart) is their mind and will, impressing the totality of their existence on the unformed, inchoate dust of the Is Not. Effectively, their Wishing Heart possesses a golem-puppet of unformed dust of unspecific potential. Abilities targeting human-like soul structure specifically or parts of living beings specifically do not find legal targets in them; abilities targeting all souls affect their material forms directly, instead. Attempts to discern their age return either time from their transition into the ‘Current World’ (i.e. real world, where their Creator resides), or nonsensical values.
Seven Signifiers of Self: As the creatures of Is Not, Anathea and Wynther have crafted inviolate anchors of their identities into their forms. Any effect trying to directly change one of such truths about them automatically fails. Specifically, any form they have should:
o be of the same outward gender,
o be humanoid,
o possess at least one hand
o be capable of speech
o have eyes
o have some detail of their default form
o have the capacity for sapience and cognition
Bright Costumes and Bold Makeup: By expending considerable time and effort of will (no less than a scene of preparations would suffice), Anathea and Wynther can temporarily change their appearance as long as it conforms to their seven inviolate signifiers of self.
Divine Aspect: The Rhishands can perform things that mortals can perform with effortless grace. There is no “may be” for them — they can either perform some feat, or not, if they apply themselves. Notably, it means that in a direct challenge only a bearer of some miraculous strength or someone directing their Will in furtherance of their personal legend can oppose them — a mortal with no weight or legend, even somehow more skilled than them, will invariably lose. Normally this means that to challenge them, one needs to clearly stand out from the rest in some (ig)noble fashion.

________________________________________

Author: Sean R. Borgstrøm.
Real Name: Sean Reginald Moran.
Age: 36.
Gender: Male.
Hidden 8 yrs ago 7 yrs ago Post by Dezuel
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Dezuel Broke out of limbo

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(Donning his regular clothes without armor. Nothing special about them)


(His armorlook when equipped)

Dezuel Incarnus
30
Male
Human

Personality:

Dezuel is a calm, calculating and scary character to some. He may speak in a soothing tone but the words he speak is meant to either cause them to lose their resolve and question their own ways, or to lure them into attacking him so that they've lower their guard providing him with a moment to attack them. He tries to not stain his hands or be led astray as he sees it. But his work is akin to that of a gardener, to tend to the garden he refers to as his world. Sometimes one have to pull some bad plants out in their roots however.

He is usually one who attempts to sway opponents with words prior to using his powers or weaponry. Either to have them stand down, join him or spread disbelief amongst them.

Some may consider him a friend, others may consider him a fiend. He is however out to do what needs to be done.

Plot Summary of Original content:
Fantasy/Supernatural

Backstory:

In a world wracked by constant fear due to the existance of those who wield the inborn powers of the elements and threatens the established magic learning majority. (Consider it a fight between wizards and sorcerers, those who learn the power and those which have the innate ability to use them) In the world of Terilia a particular powerful elementalist (sorcerer) has arisen and taken control over the kingdom using his dark gifts and powerful artifacts to crush anyone standing up against him. Lord Galaron Deathmantle.

That is when a group of six set out to find a fabled magical sword which may help them in their quest to stop this tyrant from enslaving the world. The hero of the story is Izarain, a young man who is an elementalist himself. But he has no intention of letting this evil lord enslave all non-elementalists.

Facing the fear and prejudice of the common people along his adventure he nontheless try to do the right thing. He tries his best for elementalists and magicians to co-exist together.

Wielding the inborn powers of fire and lightning he sets out with five companions, Joshina, Jigg, Bell, Malaran and Dezuel to fight against this evil.

Season 2

After having obtained the fabled sword and defeated lord Galaron at his castle a new enemy appeared. His former companion Dezuel reveals himself as a elementalist himself and seizes the fabled sword from Izarain's hands. Proclaiming to the entire world the formation of ELF (Elementalist Liberation Front) which in turn causes elementalists to gather under his banner and begin to wage war against the magicians whom has oppressed and hunted them down.

Izarain desperately tries to stop this war alongside his remaining companions, claiming that they can all co-exist together and make the world a better place. He tries to reach out to his former ally whose hellbent on purging the world of those who will not accept the new natural order.

Dezuel is the deuteragonist of the story whereof Izarain is the protagonist.

Weapons, Powers & Abilities:

Weapons:

- Astralus (Crystal sword, capable of absorbing and deflecting projectile and beam based energy attacks like lightning bolts)

- Bronze armor

Innate abilities

Water creation, Water manipulation, Ice creation, Ice manipulation

- Shape and create water and ice (A general summerize of how he can manipulate water. To form various tools or makeshift attacks. Such as just calling forth water to fill out the floor of a warehouse up to the ankles or to make his Tidal Wave power by amassing said water into one place, or manipulate raindrops to form up as orbs or twirling fountain streams midair to slam down on opponents at the force of a firemans firehose)

- Water orbs (Orbs of water he can throw in quick succession or float around him waiting to be lunged or used. Using his ice powers they can be transformed into jagged shards of ice

- Whirlpool (Sends out a whirling pool of spinning water in an attempt to cause foes caught in it's path to stumble or get carried away with it for abit. When amplified by ice it shoots shards of ice in all directions as it spins. (Think the sorceress ice orb from Diablo 2)

- Hydro spiral (His strongest attack. An inversed cone of water, where the sharp end of the cone is pointed towards the opponent, it starts up close to him and then gradually can be extended forwards to strike a single point at a distance of ten metres. This is mainly used to knock someone into something else or off their feet. Like being hit by a very strong fireman hose.) When amplified by ice it instead becomes a large spear of ice intending on impaling whose on the receiving end. This is the highest precision attack he has at his disposal.

- Aqua Javelin (A spinning orb formed cone is sent forwards and can create a line of water either horizontally or vertically at the wielders will in either end of said orb measuring up to a length of five metres on each side. Much like the Hydro Spiral this attack is mostly used to intercept enemies by knocking them away to try knock them down, into things or plainly try knock them into uncounciousness. When amplified by ice it becomes a wall of ice instead)

- Aqua Disc (A quickly rotating disc of water which he can toss at foes. This particular move would try to siphon the stamina of the target, aiming for the chest to try pull the breath away from them. Like being hit in the stomach by a big heavy frisbee. When amplified by ice it becomes like throwing a circular spinning saw. Clearly more lethal than the former.)

- Barrier (Creates a large barrier of water around himself which may ward him against particular forms of attacks. He can move to his free will while using this power, it serves several functions however.

BARRIER VARIANT

- Freeze barrier (He changes the water barrier into ice. Meaning if he charges someone with the barrier on they've get hit by a big globe of hard ice, or in the case of him activating it while they are inside of said barrier then they are caught in a ball of ice instead)

- Jagged peaks (This is a defensive move which first forms up as a ball of ice around him and later makes large shards of ice to protrude outwards from it in all directions. Like a porcupine would to a would be predator.

- Tidal wave (His second strongest attack, and also the one demanding most out of him, which is meant to target a large number of enemies at once. The signs of him usually preparing it is him calling forth water to start filling up the ground or floor in a larger area. Whereof ater he manipulates it back and forth before gathering all the water near him and sending it at full force against his foe. The wave itself is usually around 3 metres tall.) He cannot turn this power into ice when the tidal wave has been gathered. He may however turn the ankle-high water into ice however to make it slippery to walk on.

- Cannot drown while councious (He separates the actual water from the oxygen in the water, meaning he can absorb the air in the water and thus being able to breathe)

- Walk on water and ice (He may walk on water at will, and also sink down into it when the need arises. He may also move on ice like how one would use iceskates)

- Water senses (He can sense movement in the water under his control if for example a person is swimming or stepping into pools of water under his control he may also use this power on water he has not made himself but it requires him to take control of it first. He also needs a direct path to anyone in touch with sais water and cannot just feel it by raindrops or someone with wet
)

Author: Y.D
Real Name: Yohansuno Denisu
Age: 30
Gender: Male
Hidden 8 yrs ago Post by LazyJustice
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LazyJustice I'll Save the World....maybe.....eventually.....

Member Seen 7 yrs ago

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