And then the portal opened, sucking in the adventurer-- This door opened to darkness or light and in they walked--
Down, down, down, they fell, but gently did they land--
A car accident and an explosion, which sent the burning wreckage into the river, and surely they died--
From far flung galaxies-- From within the dungeon itself-- Arriving just as they predicted--
And the others were there. Before them was a Door.
Around them was the Great Something, which definitely went Somewhere, but it only lead them back There. This first platform. Made out of what appeared to be wood. Large enough for them to stand on but no larger. Sure, they could venture into the Great Something-- jump off the platform into it-- but they would always land back There.
A voice spoke from around, within, about them, in a language they all could understand, with the gravity of a black hole and the tone of dying stars,
"Already The Ended. Already The Beginning. Ensure The Cycle Does Not Halt. All As It Is Or Will Be Depends On You."
It would not answer any questions but damn if it didn't sound important. Perhaps there was debate--
And in this they found they could speak to each other, understand each other suddenly, even if it was only through feeling or gesture. Foreigners in a sense but not in communication any longer.
Eventually. Someone opened The Door.
And this was the first.
Beings stood before them with crooked fangs and-- There was a lovely village nestled in the foothills, a dark forest in the distance, and the sun-- Beaming down upon them, the desert sun blazed--
Event after event. Happening upon happening.
For hours they fought, blood soaked and panting, and the creatures kept coming-- Traps! Acid spewed from the walls and the wailing of trapped souls became louder-- Faster, pedal to the floor, as the machine-gunner continued firing at their pursuer-- Of course there was no way a Dragon could withstand the force of a Celestial Harpoon-- Deal closed, they shook hands with the Administrator, and the demons parted, revealing the next door--
These doors closed behind them, no matter what they did to try and prevent it, and they were always stuck wherever they found themselves, until their rather ambiguous "task" was complete.
That object refused to leave their side, no matter what they did-- Sure, it was rather ominously glowing, but it didn't weigh anything-- EXPLOSIVE power erupted with the sound of that cursed object-- They still had no idea if this thing was useful but they couldn't get rid of it--
Eventually they found themselves here.
In front of The Door.
And in a whisper signaling the dying breath of explosive creation, came the voice,
"Here Is The Last. Ensure The Cycle Does Not Halt. All As It Is Or Will Be Depends On You."
And thus, marks the beginning of the end, of this...
What it do! Here's some copypasta from THE INTEREST CHECK.
The RP concept is thus:
2 to 4 players have fought a bunch of Mini-bosses and trash mobs, because fate of the universe nonsense, and they have one last dungeon to complete in order to save the... everything. The world is based on a freestyle chaotic multi-verse nonsense concept aka I'll make it up based on bits and pieces gathered from the characters which enter and their completed character sheets.
A lot of this is going to be determined by what types of heroes decide to enter the RP-- if you're all a bunch of random mobsters, then y'all would have faced a bunch of semi-equivalent-strength enemies. If you're all gods... or maybe even an oddball mix of beings, well. You get the idea.
Every time a "boss" level enemy was slain (or perhaps even convinced to step aside), a portal or door has opened, which has lead to another strange place.
Much of the task has been completed so ALL of the characters will know each other on a more-than-acquaintance level-- y'all have fought alongside each other and maybe even (if two people decide) have formed the "romance". Some of you may like the party, some of you may hate the party, but the only way to get out of this weird dimension is to KILL the final boss... maybe.
Also, each player will be ASSIGNED a semi-cursed object that bound itself to said player. I will make up said object. Use it or nah, that's up to you tbh, but I just thought it'd be fun to throw that extra element of CHAOS into there.
ADMIN NOTES/RULES: - You will use punctuation. - Character Sheets in the OOC before the CS tab for approval. - Respect the hell out of each other. - Expect some horror/gore/explicit language. - Preference is y'all posting more than one sentence. - Post order will only come into effect if there's a FITE. - No God-Modding - Depending on how fast y'all post, that's how fast the RP is gonna go, cause I tend to MOVE. - Other Player Controlling must be with said player's consent and there must be discussion about it. (i.e. if two players are a heard of cats in a trench-coat TOGETHER they must discuss their actions together.) - If you're gonna do the SEX, fade to black or take it to DM's, but like... who has time to do that in a scary dungeon? ffs. - ... you're gonna have to convince me to make a Discord for it.
If anyone is interested/has questions, let me know!
[center]Character Name Goes Here Image of Character Goes Here If You Can Find One. Picture-less Also Accepted.[/center] [center] [sub][b]A quote of some sort that the character said during the adventure[/b][/sub] [/center] [u][b]Name[/b][/u] [indent][/indent]
[u][b]Age[/b][/u] [indent][/indent]
[u][b]Appearance[/b][/u] [indent]Describe the character and what they're currently wearing. [/indent]
[u][b]Personality[/b][/u] [indent]Description of personality, preferences, etc.[/indent]
[u][b]Habits/Quirks[/b][/u] [indent]Those tiny habits or quirks the party would know for having spent so long together.[/indent]
[u][b]Past[/b][/u] [indent]General biography of the character. Some can be kept vague for IC revelation purposes.[/indent]
[u][b]Moment of Heroism[/b][/u] [indent]An event that happened during the quest that the party witnessed.[/indent]
[u][b]Moment of Tragedy[/b][/u] [indent]An event that happened during the quest that the party witnessed[/indent]
[u][b]Strengths/Abilities[/b][/u] [indent]Name of thing your character is good at: And then a description of said thing.
Another one: Of those things.
And if you use magic: List spells here too.
[/indent]
[u][b]Weaknesses[/b][/u] [indent]Things your character sucks at: Description of said suckening.
Another One: Git gud. [/indent]
[u][b]Items/Equipment[/b][/u] [indent]Things currently held: Description[/indent]
[indent]another one[/indent]
[u][b]RELIC[/b][/u] [indent]A slightly cursed item that bound itself to the character that the GM will give you ha.[/indent]
Here's a character of middling quality with writing appearing as I add it.
Updated: June 15th, Midday
Clara
"Look, just because I'm a necromancer doesn't mean I'm evil. Unleashing armies of skeletal warriors just happens to be a very effective solution to most problems."
Name
Clara Vale
Aliases
The Dread Necromancer, The Smiling Necromancer, The Pale Wizard, and The Grave-robber*
Age
25
Appearance
Clara stands just above average height, and possess the physique of an unexpectedly active wizard. Her skin is an ever-shifting shade of light brown, and an observer would be hard-pressed to limit her to any single race or ethnicity. A fact that Clara takes great pleasure in and only the faintest hint of an English accent gives any suggestion of her true origins. Her soft face is framed by a forest of springy coils that dance with each movement that she makes. Her eyes are diamonds cast in midnight that sparkle equally with arcane light and boundless curiosity. Lips painted with violet rest most often in a warm smile.
Living her best Goth life, Clara prefers to wear alternating shades of gray or black. She pairs black jeans with plain black t-shirts only occasionally superseding the colors of the void with a collection of band t-shirts almost always depressing in nature. Clara wears minimal jewelry, her left wrist is adorned with three bangles of gold and she wears a silver ankh on a chain around her neck. Canvas sneakers are her jam and she vibes in a perfectly midnight pair of sneakers. To sanctify her coolness, she wears a black leather jacket at all times.
Personality
A necromancer hailing from a cyberpunk future, Clara is a fast-thinking spellslinger out to save the world. She is strange, enigmatic, and oozes with arcane energy from every pore. A modern necromancer in every way, Clara believes that it is her mission in life to show the multiverse that necromancy is a force of great good.
While steeped in death and the occult, Clara is intimately fond of people and the dead in equal measure. She is a vivacious creature full of life and warmth who does best when surrounded by others. She is generous in her disregard for money and values having fun above having a healthy bank account. She does best in loud places that are full of people, greasy food, and brilliant drinks. Left to her own devices she is prone to melancholy, long naps, and arcane experimentation that can threaten entire cities
Dishonest, but in the kindest way, Clara cultivates an air of mystery about herself, telling vague and ever-changing stories about her origins, travels, and adventures. The only recurring hints to her past are buried beneath cheerfully told noise.
Habits/Quirks
A research rebel, Clara enjoys filling the margins of her grimoire with sketches of people she meets and badly written poetry that a friend once described as "the sort of fan-fiction a thirteen year old girl would write as a joke."
Clara is alarmingly willing to read her poetry to recite her poetry at the merest mention of her mad scribbling.
Past
A wizard in a cyberpunk land, Clara is necromancer from a reality long since lost to technology and the promise of the future. The culmination of a particularly strong and noteworthy line of magicians, Clara practiced magic far beyond the printed expatiation date specified by the demands of her universe.
Planted in the binary sea of the digital matrix, Clara grew up in the sprawling megacity that had once been the Eastern seaboard of the United States of America. A gifted necromancer from her youth, she studied under the few great masters that remained. Brilliant in her capacity to harness horror for good, Clara occupied a niche in a world that had abandoned magic as impractical and neglected defenses against what had been deemed to be nothing more than idle superstition. Vanishing into the sprawl as soon as she was able, Clara cut her teeth as an arcane consultant operating in the shadowy realm outside of the corporate world.
Where others found darkness and lost themselves to hopeless cruelty and endless greed, Clara found purpose and came to believe that necromancy represented a novel way to bring great good to the world. Finding others like her, Clara became a legendary figure. The Smiling Necromancer who appeared from the shadows, not to murder cities with her armies of undead monsters, but to do what good she was could and to make the world a better place.
Eventually, Clara wandered across what remained of the United States after the megacorporations had taken over on a storied quest once posted on the electronic boards of her world. She traveled into the Walmart Economic Zone from the ExxonMobil Industrial Cities. She crossed the Ford Empire, traveled through the Hewlett-Packard Federation, and eventually arrived in the Western Kingdom of Apple. When asked by members of the party, she claims with a wry smile that she was simply searching for an old friend, the wizard FastSpell, last seen in what in the megacorporation glassed desert that had once been Silicon Valley.
Clara was said to have received an electronic chip from King Steve Wozniak XXI himself after saving the city from a demonic invasion. However, despite growing accolades she remained aloof and unaffiliated with any guild in the Western Kingdom of Apple. For a necromancer, she managed to maintain a surprisingly positive reputation despite her unapologetic status as a paid-by-the-hour mercenary. Not all trusted the necromancer however and many citizens of New Jobs City did not take kindly to her practice of the deathly arts and her habit of reanimating the recently dead. As her arcane power grew, the few wizards remaining on the Western Coast began to chafe at the many interesting ideas that young necromancer proposed.
Clara nonetheless established herself as a skilled mercenary and fearsome mage. Generally viewed as an affable, even kind figure, Clara maintained a surprisingly positive reputation for a necromancer and paid-by-the-hour criminal. However, not all the residents of New Jobs City had taken kindly to her fondness for the school of necromancy and her habit of reanimating the dead.
Despite the modest support of the royal court, Clara found herself fighting a losing political battle with a powerful cable of wizards that remained in New Jobs City. When the subject is mentioned, Clara explains with great indignation that her colleagues were offended by her alarming lack of greed (threatening the market value of magical services was widely seen as a most heinous crime) and to a lesser degree as a result of what she called misguided compulsions against necromancy that existed even among wizards. What began as a political battle, soon turned to bloodshed, and Clara found herself fighting for her life. Objecting to rumors that filled the net, Clara maintains that she killed other wizards strictly in self-defense.
It was a spell of seeking cast in the heat of battle that saw the young necromancer summoned before the first door. Clara remains uncertain why exactly it is that she was tasked with joining the party in their current quest to defeat the final boss. Especially given the low view of necromancers that she has discovered prevails across almost all of the multiverse. However, Clara harbors a suspension that her current situation might have something to do with her relatively recent reanimation of the Dread Empress Joanna IX.
Nonplussed, Clara has embraced the present dungeon dive as chance to do further good and redeem the proud school of magic known as necromancy.
Moment of Heroism
Clara's shining moment of heroism came when she saved the party from the clutches of a lich that had managed to incapacitate everyone but the necromancer. She feels that saving her comrades from being turned into hideous mockeries of the living eternally enslaved to the wills of a mad undead wizard can be widely concerned a big win for Team Necromancy.
It was either that or the time she taught a settlement of space primitives to read, resulting in the formation of en early society of Space Vikings.
Moment of Tragedy
Clara's moment of tragedy involves her role in the destruction of a small village the party had encountered after passing through one of the strange dimensional doors. Faced with five chapters of corrupted crusaders, the party was faltering when Clara resorted to an arcane ritual forbidden since time immemorial. The horde of undead spirits that Clara summoned consumed several armies worth of enemies and turned the tide of the battle. However, pushing beyond the her limits, Clara lost control, and the entire village was devoured by the ravenous spirits before she could banish them.
Strengths/Abilities
You're a Necromancer, Clara: Clara is a talented wizard focusing on the much feared and reviled art of necromancy.
Cyberpunk Survivor: Born a spell-slinging wizard in a dystopian cyberpunk city ruled by merciless megacorporations, Clara knows how to survive in environments filled with high-tech weapons, gangsters, corporate assassins, and enough pollution to kill a planet.
Friend of the Dead: Guided by the whispers of the dead, Clara has a knack for navigating dangerous environments and hostile situations despite her own disregard for pragmatic concerns. Some might call it a supernatural sixth sense, but Clara calls it game of necromantic instant messaging.
Hard to Scare: Dealing with the undead on a frequent basis has left Clara with a remarkably casual attitude towards all things related to horror and death.
Speaker of the Dead: Clara has a knack for conversing with the dead, managing to successfully interpret their often disjointed thoughts and understanding the strange, long dead languages that seem to be in vogue among the deceased.
Animate Undead: Creates an undead servant from a pile of bones or a corpse. The spell imbues the target with a foul mimicry of life and raising it as an undead creature that serves the necromancer in a mostly mindless fashion. Casting the spell on a pile of bones results in a skeleton, while casting it on a corpse results in a zombie. If desired by the necromancer, the undead servant can communicate and if it still possesses a mouth, it is possible to converse with the unliving being.
Summon Undead: An undead creature (humanoid) appears in a burst of smoke and fog. Once the vapor dissipates, the undead creature follows the commands of the necromancer until it is killed or banished to the grave once more. Spectral Hand: Using their own life force (or that of a close by creature), the necromancer materializes a ghostly, glowing hand. Despite being incorporeal in nature, the spectral hand is able to influence the physical world and can be used much like a normal hand.
Insect Plague: A swarm of exceedingly violent and fierce insects surges from the caster's hand. Fanatical in their loyalty to the necromancer that summons them, these insects will ceaselessly attack any creature that stands in the way of their new master, stealing life essence from their victims, triggering anyone with a fear of insects, and disrupting the concentration of all but the most disciplined of combatants.
Ray of Ruination: Enfeebles and exhausts a target with grim reminders of the inescapable certainty of death and a mountain of regrets.
Vampiric Touch: Wreathing their hand in terrible shadows, the caster harms a foe by touch, causing necromantic damage and siphoning a measure of whatever force drives the creature into their own being.
Blackfire: With dark words, a ray of necromantic black energy springs from the necromancer's hand, engulfing a target in chill black flames that feed on the fuel of their victim's life force and absorb any heat they contain. Crackling and hissing, the arcane flames emanate the smells of hot metal and sulfur, sickening the target, filling them with nausea and existential dread, and worse, it can spread rapidly to other creatures within range. The ghastly flames commanded by this spell cannot be extinguished by non-magical means (e.g., immersion in water or smothering) and any creatures killed by the spell are reduced to piles of nondescript black ash.
Chill of the Grave: A pale ray of icy cold death that erupts from the pointed finger of the necromancer, accompanied by the crackling moans of breaking ice, this spell freezes a target causing great harm and potentially immobilizing them.
Veil of Death: Flame-like shadows envelope the body of the target until the spell ends, wreathing them in all the aspects and vestments of true death and thus obscuring them from the senses of creatures that seek out the living.
Weaknesses
Not a Physical Combatant: Clara feels that whacking someone with her staff is too much work and prefers to leave physical combat or gunplay to her allies and undead servants.
Easily Tempted: Clara can resist temptation, she really can, so long as it's not very tempting, and so long as it doesn't involve ancient stores of necromantic knowledge or tasty pastries.
Hero of Horror: Clara is deeply saddened by the negative stigma that necromancers have acquired and their inevitable association with the forces of evil. As a result, in her haste to change the world for the better and to prove that she is a force of good, Clara often forgets to consider the safety or wisdom of her actions. She is impulsive, unceasingly kind, and prone to committing suicidal acts of heroism at the drop of a hat.
Items/Equipment
Bone Staff: For self-defense purposes, Clara wields a polished and enchanted staff shaped from brilliantly white bone.
Ancient Necromantic Grimoire: An ancient tome of arcane knowledge that Clara carries on her person at all times. Chiefly necromantic in nature, Clara jealously guards, religiously maintains, and frequently updates the horrific looking book. It is easily the young necromancer's prized possession and she would kill without hesitation to protect it.
Nokia Idoru Commlink: Clara carries a state-of-the-art, for 2077, electronic communications device in the pocket of her leather jacket. Stuffed to the brim with futuristic tehcnology the so-called commlink is an electronic device that is part-PDA, part-personal computer, part-cyberterminal, and part-global communications device running blazingly hot technomancer code powered by the souls of the dead. Beyond serving as a gateway for Clara to both the Augmented and Virtual Reality of the Wireless Matrix, she also uses it to blast her Gothic jams.
RELIC
A slightly cursed item that bound itself to the character that the GM will give you ha.
"Why can't we just zap the sea? It would make this whole section MUCH more tolerable,"
Name
Ampere
Age
20
Appearance
Ampere is rather small, given that he's a ratfolk, that shouldn't come as a surprise. He stands at 3" 1' (about one meter), and is completely covered in white fur, save for his tail, hands, and feet. His eyes are a strangely bright red, marking him as an albino of his kind, and he's wearing a red hat with similarly red robes that occasionally glow when they can still reflect a spell. He somehow managed to find boots that fit him, and they're a rather normal brown color.
Personality
Ampere is brash, rash, and often tries to act as fast as possible... often to his own detriment, as seen with the quote above. Despite his electrical powers, his preferred beverage is water, of all things, and while he does enjoy cheese, he hates it when others point out how stereotypical that is. He joined the party after finding out that they were at least willing to occasionally spare his kin, but whether his joining was a good or a bad thing... still remains to be seen.
Habits/Quirks
To Ampere, just about everything looks like it's weak to lightning, and that's usually his first suggestion for fixing a problem. He's also occasionally seen trying to put together some strange, broken device, though his lack of patience means that he'll give up for a while once it inevitably breaks again while he tries to fix the thing. The small, brass, spherical device is occasionally even thrown against a wall, any wall, during his fits.
Past
Ampere lived in a country where magic was hated, feared, and a world where his kind were generally looked down upon. It was assumed that ratfolk lacked the intelligence to use magic, at least, ever since it was confirmed that they could speak. Ampere didn't believe that for a moment, however, and he always tried to sneak a look at some magic book, or just try something on his own once he read enough. While he wasn't necessarily gifted in magic, he managed to learn a few spells before he met the party.
A few days before the other adventurers found him, Ampere took an interest in the seemingly endless reign of the country's leader. It seemed like whoever challenged him would end up tired, and beat up before the fight began. He also took notice of the water, and the generally low attendance of these recent fights, noting that the water would make his magic more effective, and the low attendance would allow him to not get caught. Ampere started trying to think of a plan, but then the adventurers arrived through some strange door, and they actually agreed to help him dethrone the leader, even helping him fight off the thugs that the leader hired to try to beat up Ampere, and they kept the other ratfolk from actually attending the fight, letting him use his magic without being seen as a magic-user.
As described in his 'moment of heroism', he actually defeated the former leader, however, rather than staying with his people, he decided to tag along with the other adventurers, with his first and only act as the rat king being to set a limit on how long someone can rule over the country.
Moment of Heroism
Soon after Ampere joined the party, he challenged the corrupt leader of his people to a one on one fight, and, using the water in the arena, his electrical spells, and his ability to heal himself, he managed to deal with said leader, who used hired thugs to beat up anyone who challenged him before this, just so he'd stay in power forever.
Moment of Tragedy
While Ampere was at least able to topple his corrupt ruler, he was unfortunately too late to stop the execution of a would-be party member by his own people. He still doesn't forgive himself for that.
Strengths/Abilities
A Bit of Everything: While he's not as strong as a dedicated knight, or as good at casting his spells as a dedicated mage might be, he at least does decently well with his both his magic, and physical strength. That is, not to mention his healing spells which include a situational revival spell.
Lightning Immunity: As he's zapped himself so many times with his own spells, either on accident, or on purpose, Ampere is completely immune to electricity, whether it's from his own spells, or an enemy's attack.
Magic:
Thundering Rage: A high-cost spell that has Ampere summon up to twelve lightning bolts, each of which can either hit nothing, hit an enemy, hit an ally, or hit him. This spell is the main reason he was able to build up his lightning immunity.
Lightning Bolt: A low-cost spell that has Ampere summon only one bolt of lightning. This one's easy to control, and can hit an enemy from about 120 feet away, as long as he can see them.
Energize: A moderate-cost spell that has Ampere use his lightning magic to heal one of his allies. This spell doesn't heal TOO much, but it DOES heal some magical power to said ally, as well.
Ground Out: A moderate-cost spell that has Ampere use his lightning magic to provide a temporary immunity to lightning to one of his allies that he can see, and is up to 30 feet away.
Shocking Fists: A low-cost spell that has Ampere coat his own fists in lightning magic, which makes his punches deal lightning-element damage for a short time. This effect is also necessary for another spell.
Defib: A moderate-cost spell that has Ampere use his lightning-enhanced fists to shock an ally back to life, or consciousness. This spell can ONLY be used while under the effects of 'Shocking Fists'.
Orb of Sparks: A high-cost spell that has Ampere use his lightning magic to summon an orb of electricity to the field. Said orb is controlled by the GM, and goes on their turn, but SHOULD act as an ally with its own set of spells.
Zap: A short-range electrical attack meant to hit one enemy for a decent amount of lightning-elemental damage.
Discharge: A medium-range electrical attack that is meant to hit everything, friend or foe, around the orb with a light amount of lightning-elemental damage.
Explode: An attack that sacrifices the orb to deal heavy lightning-elemental damage to everything around it. This 'spell' can be used at any time, but it is automatically used when the orb is destroyed.
De-Summon: A zero-cost spell that has Ampere unsummon any summoned orb he might have without having them explode.
Weaknesses
Low Defenses: Ampere is, unfortunately, rather frail. He has about the physical defenses of a mage without a whole lot of the magical defenses of one. This makes him a bit of a glass cannon in battle. He can dish out pain, but he can't take it.
Elemental Weaknesses: Ampere is actually weak to both ice and earth-elemental attacks due to his lightning powers.
Items/Equipment
Punch Gloves DX: Gloves that increase the wearer's strength, adding to their attack power. They also increase the wearer's speed by a decent amount, but do nothing for their magic power. Honestly, rather basic endgame weapons.
Robes of Reflection: It provides much less defense than most endgame armor, but it naturally reflects the first three spells cast on the wearer, sending said non-healing spells back to the caster... for better or worse.
RELIC
Perhaps it came to be as a magical manifestation of guilt... Or the maybe the quiet thirst for vengeance by the dead...
At some point, the blood slithered to him, in the dark of the night. Churning, yet making no sound. Boiling, but making no heat or steam. Only partially in his control, manipulated by an otherworldly will, it can serve as a source of liquid for his powers. ... when it decides to, that is. It waits and lurks atop his fur-- a black splotch among the snowy white.
This is what I have, so far. Please tell me if I need to make changes.
@Lugia Looks GREAT! Please relocate him to the character tab with the addition of the HIGHLY CURSED THING.
Congrats!
Perhaps it came to be as a magical manifestation of guilt... Or the maybe the quiet thirst for vengeance by the dead...
At some point, the blood slithered to him, in the dark of the night. Churning, yet making no sound. Boiling, but making no heat or steam. Only partially in his control, manipulated by an otherworldly will, it can serve as a source of liquid for his powers. ... when it decides to, that is. It waits and lurks atop his fur-- a black splotch among the snowy white.
@Rapid Reader She looks great so far! Once I can look at the complete thing, I'll hit you with that weird relic. I've got some ideas so far.
ALSO @Lugia, any ideas of who that "Potential Party Member" was-- the one mentioned in Ampere's story? I can run with making a brief NPC thingy for them, as someone the rest of the party knew, and we can do the collaboration on making them, if you wanna.
@Utrax I was thinking another ratfolk, perhaps a female, and one who was more of a paladin character. She would have actually found the party, and led them to Ampere's home town from somewhere else, and would have actually helped out the party in several random encounters, and maybe even a boss battle before finding her way to the rat city, getting caught using magic (divine magic, in her case, but they don't care.), and then set up for execution. Basically, if someone was going through the backstory of our characters as if it were a game, they'd think that my character was just a temporary replacement for her.
@Lugia Oooo! I like that idea. The resident holy Paladin Badass. She had some OP stats in said video game, a personality that lots of people could agree with, and was probably regarded as "more helpful" than Ampere? I can write up a little thingy for her incorporating all this content. Any ideas for a name?
@Lugia Angela works perfectly. And I'm officially going to give her an ANGEL WINGED SHIELD/HELM combo. Bless her.
@Rapid Reader Are you sure? ALSO SHE IS ACCEPTED. Slide her into the Character Tab!
Blessed Space Fairy Delicacy... Endless Mortal Conundrum...
They said not to eat it, not to touch it, and especially not to think about it. Too long did the thought linger-- the changing colors of the cake, the scent of it, and oh, how moist it must be-- Bound. Bound to you now, She Who Gives It Thine Thoughts, and it will ever linger in your mind. The cake materialized before her upon receiving enough thought, as the Space Fairies Warned, and has been with her ever since. It can disappear or be stashed away in a pocket or bag, not leaving any residue behind while maintaining its shape, and fitting into the small space with ease, but it appears floating in the air near her with too much thought. This is an object that draws attention-- too much attention. It can be eaten but will not fill-- there's always more cake left. When one eats it, they seem to become mentally... enfeebled. D umber and dumber until only eating the cake remains as a thought...