Adepts- Individuals with superhuman powers. These powers, called Septima (or Septimal Powers) come from cells called Septisomes, the configuration of which allows the Adept to control the elements, manipulate technology, grants psyonic abilities, or shape reality. However, each Septima only effects one unique area, regardless of how powerful the Adept is who wields it.
The appearance of these Adepts, which has increased in recent years, has caused a rift between these powered individuals, and the general populace. When the strain seemed to be reaching a breaking point, a rising corporation, called the Sumeragi Group, bought the majority of the world's power distribution grids, and presented their solution. Under their guidance, humans and Adepts would live in peace. The speed of the Sumeragi Group's research into Adepts was astounding, and brought many advances to technology.
However, there is a growing unrest in Adept communities around the world. National Leaders begin drafting laws in attempts to control Adepts, and activist groups begin claiming the Sumeragi group is involved in illegal activities, but these claims never seem to last.
Your adventure begins in the near future, when the Sumeragi Group is poised for solid control over major industrial points all around the world. You will play Adepts and humans in the small Asian country which houses Sumeragi's headquarters, and find out what awaits you in this brave new world.
Name: (Given name first, then family name if any, please.) Nickname: (If any. One will be earned based on performance) Age: (Oldest Adepts should be in their early 20's.) Eyes: (Eye color) Hair: (Hair Color) Description: (Appearance, either in text or as an image. No photos please.) Country of Origin: (Pick anywhere. Adepts will be given a reason to be near Sumeragi's center if you can't find one already.) Condition: (Adept or Non-Adept, and the like) Biograhy: (Short history and personality descriptions here.) Equipment: Lens- Left: Right: Ring: Pendant: (These are items that effect Septima use and other things from the game. The list can be found here. Please refrain from starting with any upgraded gear, and explain where the character got it. However, this gear is not common, especially to the general public.) Skills- (Skills and Septimal abilities will cost a certain number of points, as will specialized gear. You will start with 1,000 points, and earn other upgrades as the roleplay progresses. The points earned in missions for achieving certain conditions and making your character more powerful are called KUDOS. The end of the CS can be used to keep track of them.) Mobility:
Run (25 Points) Jump (25 Points) Flip (25 Points) Wall Jump [Bounce off walls by jumping.] (25 Points) Wall Slide [Grip walls to slow your descent.] (25 Points) Dash [The ability to reach full speed in an instant] (50 Points) Air-Hop [A second jump in the air. Must be gear or septima-fueled.] (50 Points) Air-Dash [A burst of mid-air speed in a forward direction] (75 Points) Rebound [Redirect mid-air as if wall jumping, or hang in the air at a fight's boundary. Basically it's air-flipping at fixed points.] (75 Points) [Relative to target.] Float [Rise above the ground and hover. Gear or Septima Fueled.] (100 Points) Drift [A mobile version of Float. Move in the air between fixed points relative to target. Gear or Septima Fueled.] (100 Points) Hover [Move in the air as propelled by a jet pack for a limited duration. Gear or Septima fueled.] (150 Points) Fly [Gear or Septima Fueled.] (200 Points) Phase [Temporarily leave an area or travel through a wall. Gear or Septima Fueled] (150 Points.) Teleport [Change locations at will in less time than it would take to get there otherwise. Minimum one half second. Technology or Septima based.] (200 Points)
Combat:
(Training for the same kind of weapon, i.e. Weapon Training- Traditional [Small], for knives, is a straight upgrade from the Familiarity variant for the same weapon, and both don't need to be taken at character creation. Upgrading later will basically equal having bought both, but Training replaces Familiarity.) Weapon Familiarity- Traditional [Small] (5 Points) Weapon Familiarity- Traditional [Medium] (15 Points) Weapon Familiarity- Traditional [Large] (20 Points)
Weapon Training- Traditional [Small] (10 Points) Weapon Training- Traditional [Medium] (25 Points) Weapon Training- Traditional [Large] (50 Points)
Battle Shoe [A soft shoe which makes little noise, but causes tripping in a double dash.] (10 Points) Super Sneaker [A stable shoe which allows Double-Dashing, and makes noise on hard surfaces] (10 Points) Combat Boot [Hard boots which makes noise on hard surfaces, and allows continuous dashing] (10 Points) Techno Boot [A boot infused with technology, such as a thruster.] (25 Points)
Simple Weapon (20 Points) Septima Attuned Weapon (50 Points) Special Weapon (40 Points) Septima Attuned Special Weapon (60 Points)
Septima- (If an Adept) [Septima use is finite, based on the body's EP. If all EP is depleted, the Adept enters Overheat, and Septima can not be used again until the entire amount is recharged. EP recharges over time, and can be charged by an Adept when not overheated.] Name: (Name of the Septima) Element:(What is controlled.) Standard Element- (100 Points) Psyonic Remote Manipulation[i.e. Controlling birds, machines, etc.]- (150 Points) Psychic Power- (200 Points) Reality Manipulating Power (500 Points) Existing Septima (500 Points) Existing Plot-relevant Septima- (1000 Points.) Color: [Each Septima has a main color.] Powers- (Septimal Powers are built out of the aspects listed below. Powers that use multiple aspects, such as a blast that drains energy from the enemy and feeds it into the user, would cost as much as the constituent parts, being an Element Generation: Blast, a Projected Adjust and a Self Adjust, for a total of 245 KUDOS points. To keep the stronger powers, such as reality manipulation based abilities, in check with everyone else, powers that both have the same type but have different functions, such as a field that surrounds the user with their element, and a field that effects the environment but not enemies, or a field that acts only defensively, each count as individual purchases of Element Generation: Field.)
Remote Manipulation: Tool [Control Septimal weapons/projections or devices like machines from afar.] (25 Points) Remote Manipulation: Mass [Control specific nonintelligent masses, such as liquids, plants, etc. from afar.] (50) Remote Manipulation: Animal [Manipulate animals or robots not created with RM:Tool from afar] (75 Points) Remote Manipulation: Individual [Ability to effect intelligent, sentient beings from afar.] (100 Points) Remote Manipulation: Group [Control large numbers of known Remote Manipulation targets] (50 Points) Element Generation: Shock [Make a very small burst of your element within reach of a body part.] (5 Points) Element Generation: Sphere [Make a small distanced instance of your element in one place. Spheres can linger in place.] (10 Points) Element Generation: Blast [Fire a single projectile of your element. Stacks] (20 Points) Element Generation: Beam [Launch an energy beam of your element] (50 Points) Element Generation: Field [Create a geometric field of your element around you] (100 Points) Self Adjust [Use septima to alter your own state] (75 Points) Projected Adjust [Alter the state of another with Septima] (150 Points)
Build: (Average- Health and EP/Resource are equal. Tin Battery- Health is half that of Average, EP/Resource increased 50%. Meat Can- Health has a 50% increase, EP/Resources at half.)[More added later] SP: (Default 3/3. Each extra SP costs 50 more points than the last. Selling SP starts at 100, but depreciates to 50 for further SP sold. As a result, selling all one's SP earns 200 points.) Special Skills: (Special Skills are abilities that outperform the normal limits of a character. They utilize SP, or Skill Points, which recharge slowly over time. Special Skills themselves have a cooldown time. Which is to say, depending on the pace, you'll have to wait a number of posts to use Special Skills again. Offensive skills usually have a certain mantra like verse or incantation which accompanies them, and usually requires calling out your Septima in some way. This can take the form of a haiku like verse, used in the least as a Mantra to focus this surge of power for an Offensive Skill. Example.)
(Offensive Skill slots for use can be purchased for 200 Points. By default, Adepts get three Skill slots that they can equip in battle, while regular humans get one. Special Skills are either Septima or gear fueled. Special Skills use at least one SP.) Offensive Skill 1 [Damage in a geometric area] (100 Points) Offensive Skill 2 [More Damage in a shaped area] (200 Points) (2 SP) Offensive Skill 3 [More Damage based on condition] (300 Points) (3 SP) Offensive Skill 4 [Large Damage in a large area, or large output] (500 Points) (3 SP)
Support Skill Recharge [Recharge EP/Resource in an instant. Recover from Overheat] (100 Points) (2 SP) Support Skill Power Charge [Temporarily increase Septima/combat effectiveness, defense, speed, etc.] (150 Points) (1 SP) Support Skill Heal [Use Septima or tech to recover] [Patch up] (100 Points) (1 SP), [Full Heal] (200 Points) (2 SP)
Kudos: Start: (1000 default, 0 used, BONUS: 0, 1000 Remaining) Total Used: Total Earned: Total BONUS: Highest Earn: Highest "Combo": Kudo net total:
Questions? Comments? Suggestions? Let me know! [Based on Azure Striker Gunvolt]
Not gonna lie, it sounds and seems cool. The shop just makes it better. Makes me wish I'd bought the games to play when I had the chance. May I reserve a spot, for the near future?
Is it okay to express interest? I know our previous playthrough was a disaster, but I've learned from my mistakes (well, the more unforgivable ones, anyway).
Edit: Actually, I just looked through my actions in that previous playthrough, and I must say that I looked batshit insane to people. I'm sorry for what I did and I can and have tried to do better. If my presence in this RP is too much of a burden, I'll leave.
Name: Kira Nickname: Superior Dance Sensation Hiko no Kira Age: 19 Eyes: Black Hair: Black Description:
Kira is a young woman of moderately athletic build, standing at 5'6", with spiky, jet-black, jaw-length hair parted on the left side with the majority of it, including her bangs, brushed towards her right side. Her eyes, equally black, are sharply angled, bright and confident. Her body is toned from a lifestyle filled with movement, with a particular emphasis on lower-body workouts. Her bust is smaller than average, but her hips are notably rounded, leading into powerful, meaty thighs. When not dressed in a stage costume, her day-to-day attire consists of short-shorts, colored a deep grey-almost black, which show off her legs from the thigh down to just below the knee, where a pair of bright orange leg warmers take over skin-covering duty, only letting up once they reach her ankles, exposing her bare feet. She pairs this with a matching dark grey hooded sweatshirt, the hood of which is usually up over her head in a marginally-effective attempt to hide her face from those with ill intent toward her, the torso of which features a long pocket accessible by either hand, and the sleeves of which can be un-zipped about a fourth of the way from the shoulder to prevent overheating. Also typically found wearing combination headphones+speakers connected to a music player, which she can utilize in battle to change her movement patterns.
Country of Origin: Japan Condition: Adept Biography:
A career entertainer attempting to make it big using her talent for dance, Kira found her big break when her Septima awakened within her and she put it to use in making her dance routines more unique than any other entertainer in the market at the time. Enthusiastic, brash, and with a bit of a temper issue, Kira approaches everything she's interested in with 110% of her near boundless energy. She prefers speaking in a casual manner with people, but will observe formality when culturally appropriate. She enjoys being the center of attention as much as she enjoys putting smiles on people's faces. She also enjoys getting into fights, having been a playground roughhouser in her early years and never really growing out of it. Foreign and local cultures also tend to pique her interest. Patience is not something that comes easily to her.
Gear- (0 Kudos) None Skills- Mobility: (250 Kudos) Run Jump Float [Through Grav Alter] Drift [Through Grav Alter] Combat: (10 Kudos) Weapon Training - Traditional [Small] - Kira is trained in the art of capoeira, which she travelled to Brazil specifically to learn. She can effectively fight by dancing, and is able to use different styles of music to change up her movement patterns. Septima- Name: What Goes Up Never Comes Down Element: Gravity [Basic Element (100 Kudos) Color: Black Powers- (425 Kudos)
Grav Room - [Element Generation: Field] - A large box shaped field, about the size of a two story suburban home when used outdoors, which shapes to fit the room she's in when indoors. Allows Kira to change the direction of gravity's pull for all living things within the field. Activation of field uses EP, lasts two minutes before dissipating. (100)
Grav Net - [Element Generation: Field] A flat rectangular field, about the size of Kira, which has the ability to increase the pull of gravity on any inanimate object touching the field, pulling it downward instantly ("downward" defined as whatever direction gravity is pulling in the area at the time of usage.) Uses EP to maintain. (100)
Grav Pull - [Remote Manipulation: Individual] - Affects any single person in her line of sight, which allows her to use gravity to pull them in a direction dictated by a bodily movement. Each motion requires EP to perform, more drastic movement requiring more EP than subtle ones. (100)
Grav Hurl - [Remote Manipulation: Mass] - Alters the effect of gravity on any single non-living mass in her line of sight. (50)
Grav Alter - [Self Adjust] - Alters the effect of gravity on her own body.(75)
Build: Tin Battery SP: 3/3 Special Skills: Active- 1: Prostrate Yourselves 2: Weightless 3: Known- Prostrate Yourselves - Kira significantly increases the pull of gravity for everyone but herself in a circle around herself, immobilizing and dealing damage to them. Has an active duration of 10 seconds. "Crushing pull of Earth Which makes all one day crumble Now demands, "Prostrate!"" [Offensive Skill 1] (100 Kudos) Weightless - Kira relaxes her muscles and exhales, holding her breath for a moment, draining tension from her body and mind alike. She then takes a reinvigorating inhale, sharpening her focus. [Support Skill Recharge] (100 Kudos)
Kudos: Start: (1000 default, 985 used, BONUS: 0, 15 Remaining) Total Used: Total Earned: Total BONUS: Highest Earn: Highest "Combo": Kudo net total:
Gravity Overture - Creates two rectangular fields of intense upward gravity under the ground/floor in front of her, aiming to pull the solid material upward and then turn the fields direction toward each other and crush anything/anyone between them. (100)
If you don't mind a new user, I'd like to put together a character. I'm a big fan of the Gunvolt series. Right now, I have an idea for a clairvoyant who's beginning to realize he has a time manipulation Septima.
Also, by plot relevant Septima, does that include ones like Phantasm Mirror or The Muse? If so, what does that mean for the characters who would normally possess them in the canon of the games?
(Just curious. I'm not seriously considering them for my PC.)
I have made some changes, including- spelling fixes, clarification of KUDOS, clarification of making Powers, and a fix on the math for SP buy/sell, and a KUDOS tracker at the bottom of the CS.
@RdMarquis Hello. I don't have anything against new users. Good to hear.
That would definitely include The Muse. It means that's where all their "points" went.
Would they be Joule's replacement, in that case, or a second Adept with The Muse?
And just to be clear, all of our character options have to be bought with that pool of 1000 points, correct? What do we do if there are any points left over?
@RdMarquis This is before that comes into play. Decidedly pre-Muse.
Yes. The only thing that I didn't point-budget is the equipment types from the game. I'm going to have to ask for "within reason" for that, because how you got it is as important as what it is. If you have extra points, you keep them. There's a log at the bottom of the CS.
Couple more questions (I'll try to get an application up by this weekend). Would you like us to describe any characters who might be part of our PC's background?
And are any specialized skills a PC might have also "within reason"?
Most importantly, am I thinking too hard about this? -_-;
Name: Kana Akhmatova Nickname: n/a Age: 22 Eyes: Very pale, watery blue, almost grey. Hair: Very dark brown, almost black. About to the small of her back. Description: Kana mostly takes after her mother in terms of appearance. She has her pin-straight black hair, which she's grown out long. It's usually tied either in a ponytail or a tight bun, depending on the situation she's in. She has her facial shape; rounded cheeks lead to a sharply pointed chin, though her cheekbones are significantly higher and more pronounced, giving her a bit of a haughty look sometimes. Her eyes--perhaps her most obvious take from her Russian father--are narrow and piercing, and do not angle downwards. Those eyes sit atop a narrow, hooked nose, like a falcon beak, which in turn surmounts a mouth of lips that, while full, are pale, nearly bloodless in appearance. Her skin doesn't lean far either way; it's a fairly faithful mixture of her parents' skin tones, resulting in someone too pale to be fully Japanese, but too dark to be Russian. She is naturally about 5'6" and on the slender side; though not devoid of curves, she's certainly not very full-figured. She is extremely fit. Her naturally narrow frame conceals--but cannot completely hide--a not insignificant amount of powerful, wiry muscle, especially on her upper legs and hips. She has a small yellow tattoo of a Schrenck's tulip on her left shoulder, usually hidden by her armor. When she's off-duty, she favors very lightweight clothing: tanktops and athletic shorts are the norm for her. When it's too cold out, she'll toss a hoodie--any color is fine, really--over the tanktop, and swap out the athletic shorts for casual jeans or high-waisted cargo pants that cut off just below her knees.
Of course, I haven't mentioned the elephant in the room, and the reason I specifically referred to her natural height. Starting at just below her kneecaps, her legs have been replaced with long, heavy blades of dark metal, the tips of which serve as her very-difficult-to-balance-on feet. These curved blades are viciously sharp, both on the inside and outside edges, and LONG: they extend her natural height from 5'6" to a sliver over eight feet, towering over most people. Consequently, she sticks out in essentially every crowd; if not just because of her height, because she's navigating through said crowd with bladed shins. When she's around other people and not working, she wears a pair of hard black plastic guards on the edges so she doesn't accidentally cut someone.
Country of Origin: Her mother is from Japan and her father is Russian. She was born and raised in Japan, and still lives there. Condition: Adept Biograhy: Kana really is not a fan of her Septima.
Up to the age of seventeen, she barely remembered she had one. Given its fairly specific conditions for activation, the only time it was useful was when it was her turn to cook for her mother Haruka and her younger sister Rika. She never used the thing because she barely ever held a knife. She went to school. She talked to her friends. She had an incredibly average childhood and adolescence. Her father Dmitry was a career airline pilot, so he was rarely home, but when he was, he lavished attention on his daughters. Until seventeen, she had a pretty good life. And her personality followed suit: she was happy-go-lucky and optimistic, always ready with a joke and a smile.
Then some asshole didn't stop on a red light, and both of her lower legs were completely destroyed by a heavy truck. Rushed to the hospital, she was patched up. But for some strange reason, her parents were never allowed to visit, or so they told her. She found out later that they were told she had died of blood loss in the ambulance. Her Septima--noted down as an anomaly on her medical record--had caught the attention of the corporation who owned the hospital, a truly colossal tech firm called Suzushii that had taken notice of her abilities, and decided to snatch her up. Instead of throwing her in a wheelchair and letting her get on with her now-inconvenienced live, they snapped her up and augmented her stumps with the formidable weapons that now dominate her silhouette. Then, when she was healed--a traumatized teenager, months later--they told her what she would be used for: an assassin. Those the higher-ups at Suzushii wanted to 'disappear' would be disappeared by her. And if she refused? Well, the debt that she was in now was immense. Dmitry, wanting to be closer to his family and blaming himself, had found a comfortable job teaching aviation in Moscow. If she refused, her bladed legs would be removed, and she would be thrown out on the street.
So, caught between a rock and a hard place, she chose the rock given to her, and began her wet work as a 'deniable asset' for Suzushii.
The surprising thing is that over the years of murder, her personality hasn't actually changed too much. While of course she's a bit traumatized because of what's happened to her and what she's done--she abhors violence, but has forced herself to do what she needs to--she's still a fairly cheerful, playful person. And while she's been buried in layers of pessimism and fatalism, at her core she's still an optimist with an unshakeable inborn faith that things will turn out okay.
Skills- Mobility: Run (25 Points) Jump (25 Points) Wall Jump (25 Points) Wall Slide (25 Points) Dash (50 Points) Air-Hop (50 Points) Air-Dash (75 Points) Mobility total: 275 Points Combat: Weapon Training- Traditional [Large] (50 Points) Combat total: 50 Points Gear: Tech Armor (Enables her air-hop and air-dash. Additionally helps her recharge EP and recover from overheat much faster when worn.) (100 Points) Gear total: 100 Points Septima- Name: Edgedancer Element: Knife (Psychic power: 200 Points) Color: Pale blue Powers- Waltz: When her Septima is active and she's holding a knife (which, since her legs are knives, is in fact ALWAYS), her physical strengh, her speed and reaction speed, her perception, and the speed at which she processes information and multiplied by roughly four to five times, making her an incredible physical threat. She stops being clumsy and becomes terrifyingly coordinated, able to strike with incredible accuracy multiple times per second with her legs. (Self-Adjustx4: 300 Points)
Tango: As she strikes with a blade--usually her legs--she can extend it up to twice its length in a snap, increasing her striking range by a pretty significant margin. It retracts just as quickly, before she can put her leg down again. (Self-Adjust: 75 Points) Septima total: 375 Points
Build: Average SP: 1/1 (2 sold for 150 KUDOS) Special Skills: Support Skill Power Charge (150 Points
Kudos: 0 Start: 1000 Total Used: 1150 Total Earned: Total BONUS: Highest Earn: Highest "Combo": Kudo net total: 0
Name: Rikku Akamine Nickname: Kyuubi Age: 21 Eyes: Red Hair: Pink Description: Tall (6’ 6”), willowy, and ethereal, Rikku has carefully cultivated a look that screams “mystery.” Their pink-white hair cascades in ringlets to their shoulders, and a pair of round red shades cover their equally red eyes. Their face is sharp, angular, vulpine, their sharpened teeth commonly bared in a grin, mocking or otherwise. Their skin is pale, almost white, enhancing their otherworldly facade.
For leisure clothing, they prefer stylish, billowy, traditional clothes, usually in black-and-white, or darker colors. For “business,” they wear a streamlined black combat outfit with all the trimmings, with a black-and-red haori thrown over the top. In combat, they always keep their trusty sword, Renkon, at their hip. Country of Origin: Japan Condition: Adept Biography: Rikku has divided their life into two neat categories: Before, and After. And they really don’t like to think about Before.
Their earliest memories are of the slums- the ramshackle buildings, the putrid smells, the sense of loss that came from being dumped there just because their hands occasionally caught on fire. The system wasn’t willing to take in an Adept as a ward. And whoever abandoned them obviously wasn’t willing to take that chance, either. Even they’re not entirely sure how they survived for as long as they did. All that matters is that they made it to After.
They don’t quite remember how they got started. Probably stealing food, or sneaking into a bath house, or something along those lines. However it happened, eventually someone noticed, and offered a job. It started out small; open this garage at this time. Get this trinket. Pick this pocket. But as it turned out, they were good at it. And more people started to notice. And with “legitimate” job opportunities being few and far between, Rikku needed every scrap they could get.
The jobs gradually got bigger. Break into this vault. “Persuade” this businessman. Access this computer. And as the jobs got bigger, Rikku got better. Soon, the underground was filled with whispers of their antics, of the mysterious youkai who stalked the night, stealing secrets and then vanishing without a trace.
Rikku found that they liked that idea. Very much. And so they leaned into it, hard.
Nowadays, Rikku sits quite comfortably in After, with bidders lining up around the block just to get a taste of their talents (relatively speaking, of course). For the resident Kyuubi of Akihabara, business is good. And they plan to keep it that way for as long as possible, no matter who tries to put a stop to it...
Skills/Gear-
Left Lens: Vigor Lens (restores SP faster)
Right Lens: Recharge Lens (increases EP recovery rate)
Ring: Traction Ring (single dash ability)
Pendant: Shield Medallion (Damage reduction)
Handheld: Ruler (Figure out the length of things easily)
Techno Boot (25) Septima Attuned Weapon- Renkon: A Septima-attuned, red-violet straight sword that can channel Rikku’s Foxfire to achieve myriad interesting effects. (50) Combat Suit (60)
Septima- Name: Foxfire Element: Element Generation: Fire (100) Color: Rose Pink
Sayuri- Cloaks Renkon in an aura of ghostly flames. [Element Generation: Shock] (5)
Tsubaki- Throws Renkon at an enemy, then recalls it in a surge of Foxfire. [Remote Manipulation: Tool+Teleport] (25)
Sakura- Throws a Foxfire shuriken at the enemy. [Element Generation: Blast] (20)
Shion- Forms a Foxfire clone of Rikku to fight at their side. [Remote Manipulation: Tool+Element Generation: Field] (125)
Higanbana- Creates and manipulates up to nine orbs of spectral flame, each of which Rikku can teleport to at will. [Remote Manipulation: Tool+Remote Manipulation: Group+Energy Projection: Sphere+Self-Adjust+Teleport] (160)
Build: Average SP: 1/1 (2 SP sold, +150)
Special Skills:Tekka Maki (100)- Surrounds Rikku with a ring of Foxfire blades, damaging nearby enemies.
Incantation: “Spin, stars in heaven! Strike down these foolish creatures With thy holy flames!”
Kudos: 1150 Start: 1000 Total Used: 1145 Total Earned: Total BONUS: Highest Earn: Highest "Combo": Kudos net total: 5
I hate to say it, but I'm going to have to withdraw interest in this game. I haven't been able to find the time to work on my character, and I don't think that's likely to change any time soon. Thanks for bearing with me. I hope you all have fun.