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Character you have created: April Newton

Alias: Miss Megaton

Speech Color: ADFF2F | Green Yellow

Character Alignment: Hero

Identity: Secret

Character Personality: Miss Megaton is a symbol of hope, positivity, and perseverance to the people she protects. She's quick with a smile, and she always looks for the best in others. Although her responsibilities demand a lot of her, she never loses sight of "the little guy," those individuals with whom she may only have a passing interaction but for whom Miss Megaton would sacrifice anything. She's fiercely protective, so when someone threatens innocent life, she can easily turn up the intensity.

As April Newton, she is no less tenacious. Careful never to step too far out of line -- lest she shatter the girl-next-door illusion and inadvertently reveal her identity -- she nevertheless stands up for what she believes in with an unwavering determination. Utilizing the power of the press, she gives voice to those in need of one, and she fights to enact change on a scale far grander than even Miss Megaton can achieve.

Uniform/Costume:

Miss Megaton / April Newton




Origin Info/Details:
Tragedy struck the life of April Newton early, as her father -- Dr. Henry Newton -- perished in a mysterious accident while working for Zenith Dynamics, a mega-conglomerate with a focus on cutting-edge technology. The circumstances surrounding Henry's death were never clearly disclosed, and even young April detected something suspicious afoot. Still, it would be many years before she had the chance to do anything about it, and so life went on.

After graduating with a degree in mixed media journalism, April moved to nearby Century City and procured an internship at the Chronicle, the city's oldest and most respected institution. Parlaying this internship into a full-time executive assistant position, April worked diligently and obediently until the day that a story involving Zenith Dynamics landed on her desk. A disgruntled former employee claimed to have evidence of Zenith's dirty dealings, but the editor, April's boss, declined to move forward with the lead.

April took matters into her own hands.

Infiltrating Zenith under the guise of being a full-fledged reporter, April tried to dig up information that might give her a lead on her father's untimely demise. However, she was promptly caught snooping around and escorted back to the ongoing demonstration of a new cold fusion reactor. There, amongst Zenith's scientists and other members of the press, April's life changed forever. A catastrophic failure inside the reactor caused it to explode, and April was caught squarely in the blast. Her body was bathed in experimental radiation and irrevocably transformed.

Though April tried to go back to business as usual, it was obvious that something had changed. She felt different. Stronger. And periodically, she seemed to produce bursts of radioactive energy. After one of Zenith's lab technicians tracked her down, he deduced what had happened. April had been transformed into a living nuclear reactor, with all the subsequent strengths and dangers. The technician helped April contain her powers, and together they formulated a plan.

April wouldn't just find justice for her father, as she had originally intended. Instead, she would use these newfound powers for the betterment of Century City at large as... Miss Megaton!

Hero Type: Energy - Radiation

Power Level: World Level

Powers: When April became Miss Megaton, she was imbued with the awesome and destructive power of the atom. She is capable of spontaneously generating radioactive emissions which vary in intensity from harmless, concussive bursts to concentrated blasts capable of melting through solid steel. Her ability to manipulate these energies ranges from pinpoint precision to devastating areas of effect. Whenever she encounters a sufficiently powerful source of radiation, she has a limited ability to absorb and redirect this energy.

Moreover, Miss Megaton's exposure affected not only her ability to produce radiation but also to detect it. She is sensitive to electromagnetic radiation, granting her the ability to see in the entire visible spectrum as well as x-ray, infrared, and radio waves.

In addition, the raw power coursing through her body grants her many other gifts. She's incredibly strong and far more durable than the average human. She possesses the power of flight, and she can move at exceptional speeds. Overall, she's healthier and more resilient, and she recovers from injury at an increased rate.

Attributes (Select one at each category):
Height: 5'8"
Weight: 125 lb
Strength Level: 100+ Tons
Speed/Reaction Timing Level: 200 MPH (flying)
Endurance at MAXIMUM Effort: 3 Hours
Agility: 5x Human Level
Intelligence: Average
Fighting Skill: Untrained
Resources: Average

Weaknesses: Though she's incredibly tough, she's not indestructible. She can bruise, and she can bleed, even if it does take a superhuman effort. In spite of her strength, she's more effective at a distance, and she can easily get overwhelmed in melee by an opponent of equivalent -- or greater -- might. Additionally, when she's pushed to her limit, it can exhaust the energy that drives her powers; until it can regenerate, she's entirely human again.

On a psychological level, Miss Megaton's unflagging optimism can be turned against her. She's quick to trust, and her belief in the essential goodness of others can override her good sense when dealing with those who have proven to be unworthy of that trust. Like any good hero, her commitment to protecting the innocent can be used against her.

Supporting Characters:
Daisy Miller: April's best friend since childhood. Their fathers were business partners, so they spent a lot of time around each other growing up. After both men were conscripted by Zenith Dynamics to work on a classified project and subsequently perished in an "industrial accident," April and Daisy grew even closer in their shared grief. They've been inseparable since.


Jefferson Boone: Lab technician at Zenith Dynamics. He was the first person to be saved by Miss Megaton, back during the accident which gave her her powers. Jeff took it upon himself to track down April and volunteer his services as her personal "superhero assistant." He helped April learn to control her powers, and he designed her costume. For which he's very proud.


Michael (Mickey) Holtz: Chief editor at the Chronicle, April's boss. Mickey worked his way up from the newsroom, so he's put more blood, sweat, and tears into the paper than anyone else around... and he's extremely possessive of it as a result. Though he can be overbearing and close-minded at times, he holds himself and others to the highest standard of journalism. Consequently, he cuts April very little slack.


Peyton Campbell: The Chronicle's crackshot photographer with a bit of a rebellious streak. She takes an instant liking to April and aspires to bring her out of her shell. Peyton has a nose for danger, which makes her extremely good at her job but often gets her into a lot of trouble. She faces it all with a smile, much to the consternation of Mickey.


Luke Gardner: Bartender at McCaffrey's, a downtown pub frequented by April & Daisy. April's had a crush on him for a while, but she's yet to work up the courage to ask him out... despite Daisy's constant pestering.


Isaac Vance: The young CEO of Zenith Dynamics who inherited the company after his father's death following a protracted illness. Vance was an unrepentant playboy and socialite before reforming his ways and claiming his birthright. He is the driving force behind Zenith's push for publicity and integration with Century City life.


Sinclair Davis: A mysterious executive at Zenith Dynamics with ties to the deaths of Dr. Newton & Dr. Miller.


Do you know how to post pictures on RPG boards?: I sure hope so.

Post Catalogue:
Volume One
Issue #1
Issue #2
Issue #3
Issue #4
Issue #5
Issue #6
Issue #7
Issue #8
Issue #9
Issue #10

Volume Two
Issue #1
Issue #2
Hidden 4 yrs ago Post by Klumsykrow357
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Klumsykrow357

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Alejandro Fernando Roberto Grange:



Speech Color:
Lime Green

Character Alignment:
Walking the line...in more ways than one

Identity:
Only his two friends, sister, and dad know about his powers, but only one friend knows everything that he does with those powers.

Hero Type:

Brick/Gray Matter

Power Level:

City Level
















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Terminal Rancorous Narrative Proxy

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People of Interest




Groups of Interest





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KaiserElectric Spaghetti Enthusiast

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The Man Emperor Europa Undivided/Cattra the Impurrishable

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SrslyAnArtist Badass Bitch / Struggling to live

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banner credit to Hellis



True Name: Odette Favre

Spotify Playlist - The Rose Leyline

Alias: The Ambassador of the Fair Folk, The Faerie Mistress, The Ambassador

Speech Color: Thistle

Character Alignment: Chaotic neutral - Villain

Identity: Known

Character Personality: Cold, colder now. Previously she had begun to gain warmth of new allies, fleeting romance, and a fire lit under her future. Embittered, condescending, unassuming. After three years The Ambassador has assumed only one role. She is a ruthless opportunist, selfish and poised. With a single-minded focus on consolidating power prior to her disappearance to prevent her prophesied downfall, she now believes it had unfolded under the destruction wrought by the invasion.

Once a trendsetting, ballet Soloist of the Paris Opera House - Odette Favre's civilian life was that of opulent comfort. Earned by way of being a talented dancer and comfortably padding her bank accounts by illicit means working with the Shroud Syndicate. A materialistic attachment to her creature comforts. A social chameleon, keeping people at arm's length only allowing friends and lovers to see what she wanted them to see. Various forms of manipulation kept sharp in her toolbox.

Ambitious from a young age, the sheer strength of will and focus is shown in her excellent spell casting. A sharp memory for detail to keep her repertoire of spells, and complex choreography. Unshakable confidence in her skills. What she sees as confidence could easily be mistaken for a very large ego, that has been steadily fed and bruised by her exploits.

Ultimately at her core, her empathy for her fellow human being is shockingly minimal and very specific. However, she cares deeply for her connection to the Fey and has shown shades of empathy for strange creatures. Well-versed in rules, lore and expectations of the Fey she is polite to a fault. Manners matter, easily repulsed by crude behaviour or language. Her temper is quiet, reserved. How she expresses it is often in forms of cruelty, precise action and she struggles to reign in any extreme shifts in emotion. Try as Bach does to encourage her.

The Ambassador casts a long and mysterious shadow, for those she pulls into her inner circle (willing and not) do they get glimpses of this terribly flawed and heavily influenced woman. Some would count themselves lucky and unlucky to call The Ambassador their ally. For where she steps, trouble follows and often she is personally perpetuating it.





Hero Type: Mystic

Power Level:
City - Portals are used to travel anywhere on Earth and into different dimensions. Her power upper limits remain on a city level.

Powers:

Opening Rifts/Door Ways– Traversing Fey Realms
->Adept at finding cracks and bleeding spots along Earth's leylines. Using them to open rifts to create a doorway. Typically opening doors to Faerie Realms, places on Earth, or entrances directly to the Arcane Stream. Odette is well-practiced in opening doors through the Arcane Stream. Able to open several portals (Up to 6) in an area close to a Leyline, the further away the less she is able to open. The doors she uses for portals are built directly from the Arcane Stream, very difficult to break down unless another mage or witch knew how to create portals from the Arcane Stream as well. Otherwise, the portal remains until Odette wills it away. The portals are akin to stepping in and out of a river. With the endurance and years of precise skill practice, opening portals do not take serious amounts of energy. Though absolute concentration is a must.

Spell Casting
-> Has an impressive repertoire of spells memorized. She uses Words of Power to give her spells intention and power. Until they are spoken they have no power. Locator spells, levitation spells, illusion spells, minor healing spells, luck sapping hexes, magical ward and trap spells.

Fundamental-Elemental Manipulation
-> Basic manipulation of the magical elements. Earth, Air, Water and Fire. Learned each skill through elemental sprite masters. Bach however taught her Earth and it is her preferred magical element to use.

Elemental magic takes a lot of concentration and power, due largely to her skill level. i.e if she whips up a storm it'll take a full day of rest to be back to normal. While possessed by Bach she has mastery over Earth elemental magic. Able to grow trees from seeds, at full power possible to rattle tectonic plates.

Item Enchantment
-> Able to enchant items with magical purpose, even enchanting certain parts of her own body. Small-time stuff barely registers as use of energy. Bigger objects and intentions take more energy.

Summoning Fey
-> Drawing sigils and calling upon the Fey by name. She will strictly only call upon Fey she has met personally for help. While the sigil is only a form of communication, it is no feat for Odette to transport them to her location for direct help.

Multilingual
-> Fluent in French (native), English and Common Fey. Bach however translates and speaks many more Fey languages for Odette.

Attributes:
Strength Level: Athletic, has the strength to carry dead weight. When possessed by Bach, has superstrength to lift 5 tonnes/4.5k kilos.
Mobility: Magically assisted for jumping, balancing and landing at the limit of a normal human. With the added strength of possession, she can run, jump, react a few steps above a normal human being.
Intelligence: Above average. Experienced with faerie political games, tricks and ridiculous expectations. Readily employs those same tricks to get what she wants. A masterful manipulator.
Fighting Skill/Tactics: Trained for self-defence, can throw a decent punch and wiggle her way out of holds. She would much rather someone else do the punching to be sure. She makes use of illusion spells, usually casting fogs or charms that make her appearance or face easily forgettable to any curious eyes to protect her identity. During a fight or operation, she is methodical, akin to a hungry spider patiently waiting for her prey to step into traps. On the offensive, she'll readily push her enemy into a portal opened over the Atlantic ocean.

Resources:

-> Small Apartment building in the heart of Paris. Her home on Earth, well fortified by magical wards. Protected by a household Fey, Vienna. Invisible to humans but magically linked with the home. Able to reject and turn away unwanted intruders, guests or enemies. Answers only to the building owner, Odette.
-> Remanents of an apartment building she once owned now lay in ruin, burned to the ground from the alien invasion. Not for the first time, she finds herself homeless and presumably Vienna along with it having been tethered to it.

-> A Yew Tree in the Faerie Realms belonging to Bach. A home and sanctuary, protected by similar wards. It is a home base for the pair of them and they share equally in its ownership. Equipped with creature comforts and absolute safety from local Fey as well.

-> Permanent Portal: Paris. It is a permanent portal Odette strictly controls. Months of work from both Odette and faerie alike resulted in a portal permanently stationed on the edge of Paris. It is incredibly difficult to dismantle even by a mage who knows how to create them. It is infused with a variety of magics, protected by the most powerful wards, cloaked by illusion spells to trick even the most powerful magical creatures. The small forest is littered with the bodies of the alien invaders, along with bones of various creatures who got lost in it, human and animal alike.

-> Library of Grimoires, magickal knowledge collected from all areas of the Faerie Realms stored safely in her apartment.
Gone, ruined by the fire.

-> The Tattoo - The tattoo on her back is imbued with a charm to protect her against hostile Fey and faerie magic.

-> Countless favours, alliances, factions of Fey she is connected to. Easily accessible to draw on for help, advice, knowledge and power.

Weaknesses:

Magic Limitations: Her magic is limited to how well-rested she is and her calorie count for the day. Even while possessed it takes a full day's worth of rest. Pushing past those limitations can result in immediate shock, fainting, bloody noses, worst-case scenario coma or spontaneous combustion depending on the energy output. Her limitations have shrunk having received plenty of practice increasing her efficient output.

Silence: While Odette tries her very best to keep her enemies at a distance, her ability to spell cast is directly linked to her being able to speak. Silenced/gagged/unconscious, she is forced to rely on her allies for help.

Possession: Possession provides a boost in physical and spell casting strength, it is a unique weakness, while Odette loses her invulnerability to the touch of Iron/Steel - Bach gains the ability to survive it. While they are together, Odette also gains an aversion to fire. If they are not treated in a timely manner once touched by Iron/Steel it can permanently harm both of them.

Human Constraints: Human as can be as much as she tries to trick her enemies. Sickness, injury, a knock around the head, bullet holes, exhaustion, exposure. She is a powerful sorceress but she is still very human.

Polite to a Fault: Unlike Fey she is not bound to correct mannerisms and precise speech. Though she respects those same guidelines and lives by them. Any foe smart enough to use them against her can and will be successful. i.e no harm can befall a guest in her home, gifts of virtue or boons must be well received then repaid in kind - no exceptions, handshakes are binding, etc...

The Yew Tree/Permanent Portal: Different from the tree they call home, this Yew Tree is planted to solidify their soul pact. It not only symbolizes their pact but acts as a construct of the permanent portal from Paris to the Faerie Realms. They have shrouded it with every protection spell they know as well as safeguards against natural disaster. Its dual importance is a well-kept secret while it functions as a permanent portal.

Internet: Odette may keep her name under lock and key around the technologically absent Faerie but anyone interested in simply looking up her Instagram or Twitter feed could easily uncover her identity. (See CAH Season 2, Noir posts for this very instance) Thankfully for her, it doesn't matter anymore.



Allies/Enemies:


Hooks:

  • Parisian Soloist: The Ambassador was a headlining Soloist ballet dancer. Those familiar with ballet, performing arts may know of a blue-haired French dancer.
  • Interdimensional Political Scene: Odette is not unique in being a mortal with a reputation among the Fey, she has had brief contact with witches and high courts of the Fey. Whether American or European connections, whispers of the Ambassador are never far from word of mouth or her exploits.
  • Lucrative And Illicit: Her connection with the Shroud Syndicate has placed her with firm lines back to the Syndicate's home city, Lost Haven. In Lost Haven, she can be recognized by her apparent lack of disguise when working amongst the other criminals. A healthy dose of fear to rumours that circulate her presence.
  • Deal Maker and Breaker: With the right connections either by mystical or criminal, looking for her particular brand of help whether it is to move, kidnap, or terrorize The Ambassador's moral ambiguity allows room for a great deal of work to be done.
  • Pawns Pawns Pawns: In the happenstance of crossing paths with the Ambassador, if someone demonstrates skills/wit/unique abilities to catch her attention - she will attempt to garner whatever is of use. She is a shameless opportunist and believes what she wants is rightfully hers to exploit.
  • Dreadful Undead: Odette has a personal aversion to the undead, necromancy and the forms it takes.




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Summaries





Sample Post



Hidden 4 yrs ago 4 yrs ago Post by DraconiWarlord
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DraconiWarlord Broke The Infinity +1 Sword

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Character you have created: Liam Porter
Alias: Citadel
Speech Color:Olive
Character Alignment: Hero
Identity: Secret
Character Personality:Liam is an outspoken and proud person. He is overconfident and thinks he can win any battle. He is also quick to anger and believes crime should be stopped, no matter what. He also likes to joke around and cracks quips while in battle. He's charismatic, and not afraid to share his views about something. Of course, he's also intelligent, dutiful, and efficient, but those are sometimes overshadowed with a habit of being frightening as well. His charisma shines through on most days, however. Though most with people who know his secret identity.
Uniform/costume:Citadel has a suit made out of steel, and powered by tiny solar and lunar panels covering his suit, giving it that metallic look. A visor would allow him to see outside his suit, and a suit AI would alert him of hazards that he couldn't see. He would wear an emblem of a grey and blue shield on his chest. Plates of armor would cover his torso, and glowing pads on his hands and feet would allow him to run superhumanly fast and create energy blasts.
Origin Info/Details:Liam, or Citadel, is 16 years old. When he was 15, his father, a former robotics engineer who had a small fortune, finally finished work on what he called the Citadel supersuit. when he tested it out, with his son Liam taking notes, a villain collapsed a building on top of the suit- with Jacob Porter, Liam's father inside. Jake Porter was killed. Liam later dug out the suit, removed his father's body, and vowed he would stop crime from now on. Citadel was born.
Season 1/2 Summary:None
Hero Type:Energy-Electricity/Speedster
Power Level:B: City Level
Powers:Superspeed- He can run at superhuman speeds, though if her runs tooo fast, around Mach 4, his suit's power is shorted out. Energy Blasts- He can shoot blasts of electricity at his foes. Super Jump- Citadel can jump very high, but not control his direction nor fly because of weight. Super Strength- Citadel is very strong in and outside of his suit, and can punch out bricks from walls. Cannon Charge- this is what Citadel considers his "special power". He can charge up a blast of energy and create a small area of destruction, launching him and everyone else around him. It takes his suit two days to charge the blast itself, and his suit has to be at full charge before doing it, which takes about a week to reach full charge, so he is unable to use it often. Invulnerability- The Citadel suit is like a suit of armor. It protects it's wearer, and absorbs regular and some superpowered hits.
Attributes (Select one at each category):
Height: 6 feet, 2 inches.
Weight: 149 pounds
Strength: Citadel is very strong, as mentioned earlier, and on a scale of 1 to 10, he is a 8/10.
Mobility: While it may not look like it on the outside, the Citadel suit is very mobile and easily maneuverable- on the ground. He cannot fly, and cannot control his suit when he uses his "Super Jump" ability.
Intelligence: Liam Porter is in the "Superior" range of IQ, and has an IQ of 126.
Fighting Skill: Citadel is great at combat. His super-strength, combined with his armor, makes him a hard-to-beat foe. On a scale of 1-10, his fighting skill is a 8/10.
Resources:
Liam Porter has his father's laboratory, his family home he lives in with his mother, extensive knowledge on robotics and general technology, an AI robot, and a supersuit at his disposal. His father's lab serves as his secret base, and his technology knowledge helps him create more additions and boosters to his suit. His home mainly is the place where he eats, sleeps, and takes care of his mother. His AI is his eyes and ears, reporting criminal activity and treating his wounds after battle. His suit allows him to fight crime.
Weaknesses:The Citadel suit is strong, but slow-moving. Citadel's biggest weakness is that an EMP will render his suit immobile, unless he speaks the Manual Removal Passcode. In this state, he can easily be dispatched.
Supporting Characters:|Hayley Vernon-Hayley is Liam's best friend. She is 16 years old. She met him when they were 8, and she later found out his secret of Citadel. She helps him maintain his secret identity. When needed, she dons a suit and becomes Comet, sharing the same powers and weaknesses as Citadel. | Lori Porter- Lori is Liam's mother. She is 46 years old, and a police detective. She does not know Liam is Citadel. At first, Liam didn't tell her he was Citadel because he was afraid of putting her in danger, and he still is, but then he learned he has negative view about Citadel, calling him a "menace". Liam does not want to tell her, and goes to excessive lengths to keep his secret. | Police Chief Hunnicutt- Mr. Hunnicutt does not know Liam's secret identity. He is 46 and dating Lori Porter. He tries to be nice to Liam, and Liam tries to be nice to him. Mr. Hunnicutt shares the same views about Citadel as Ms. Porter does.
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Sample Post:-One Year, Seven Months, And Six Days before present day- I followed my father, struggling to keep up. I could tell he was excited. If he was showing me his laboratory, he must have made a breakthrough. Problem was, his laboratory looked like an abandoned warehouse. "Dad?" I asked. "Yeah, Liam?" he replied. "Is THIS your lab?" I questioned him as he pressed a keycard into a small loose brick. "Yes, Liam. Yes it is." And then his lab opened up. It only looked like an abandoned warehouse on the outside, deterring people from what was actually a magnificent place of scientific study inside. White walls lined with blue neon lights and arches, microscopes, supercomputers, robots! "Dad? Which one of these utterly amazing things did you want to show me?" I asked. "Well, Liam. I completed it. I completed my supersuit."
"SUPERSUIT?" I exclaimed. "Yes." he casually replied. "I spent years working on this. It has superhuman speed, jumping, and strength. Energy blasts, too. AND... an arm cannon. Look." "At what?" I asked him. "Sasha, bring Citadel." He said. "Yes, Dr. Porter." A disembodied voice obediently replied. And in a glass chamber, a suit of metal came down. It had a small visor where a person's eyes would be, and the rest of the suit was covered in plates of metal. I could see glowing circular pads. I assumed the energy blasts came out of that. The chamber fully touched the ground, and the glass door swung open. "Liam, my son, this. Is. Citadel!"

-One Year, Seven Months, And Four Days Prior to Present- I spun my head toward the stone monster. I dropped my clipboard. It was a hulking humanoid, with a block-like monster. It had illuminated yellow eyes, and it was MADE OF STONE. My father, in the Citadel suit, whipped around. "I AM GOLEM! WHO DARES CHALLENGE ME?" The beast boomed. "I do!" My father yelled. "I am Citadel!" "Dad, no!" I said. That golem would destroy him. My father rushed toward Golem. And I was right. Golem picked my dad up with his gigantic hand, spun him around a few times, and threw him into a building. "NO!" I screamed. Then, he stomped on the building. Repeatedly. I ran into the building's wreckage. I found the Citadel suit, and muttered the Manual Removal Password with tears in my eyes. Inside his own suit was my father's mangled corpse.

-One Year, Seven Months, And Four Days Prior to Present- No. "NO!" I yelled. "EVIL, YOU CAN'T ESCAPE ME!" And suddenly, the Citadel suit attached itself to me. "Oh...shit." I muttered. I looked out the window-now without glass. Golem laughed. "WEAK! CITADEL IS WEAK!" He yelled. A rage boiled up inside me. "What's the Cannon at?" I said to Sasha, the suit AI. "Cannon primed, Liam." Sasha replied. "Good." I sped out of the building and looked up at Golem. I aimed the cannon at his head. "Activate cannon." And a ball of electricity shot up at the stone monster. He moaned and toppled. I was sent back a hundred yards. "I couldn't save my father. I'm a failure." I said, depressed. "You're not a failure." Sasha replied. "You are Citadel."
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SgtEasy S'algood bro

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PERSONAL INFORMATION


CHARACTER CREATED
Myrrdin Dialis

SPEECH COLOUR
Killarney - Normal
Palatinate Purple - Wendigo

CHARACTER PERSONALITY
Myrrdin is a virtuous and empathic person. Despite a sense of disconnect with everything in terms of other religions and politics, he has an unwavering commitment to fairness, justice and courage. He has no hesitation to sacrifice his own life in the goodness of the human side of his character. He is kind, compassionate, and intuitive to those around him with the goings of the universe and the spirit world around him. He allows for his humbleness to brush off any possible ego he would have as a person. For those lost in life or in who they are as a person, he is patient to teach and enable those he comes into contact to understand their destined role. Outside of the rules governed by Morrigan’s court, he will disregard any other rules that lay outside it, regardless of political or religious origins. Yet while many uncertainties don’t phase him at all, there is a sense in his green eyes of hesitation and a lingering hunger in them.When a primal side to him surfaces, he turns more predatory and feral.

DESCRIPTION
Myrddin has a lean build, enough muscle on his bones that would allow him to do menial tasks with ease. His face is fairly gaunt, filled out from the beard that grows from it. His hair is shoulder length, walnut brown in colour with several strands of grey running through the wavy mane. His eyes are deep set, a deep verdant green showing knowledge through them. His beard runs shades of reds, browns, blondes and grey.

ORIGIN
Myrrdin’s history is shrouded with mystery, but his accent indicated he is of Welsh origin. He started practicing as a druid from a young age. Once he came of age, he was tasked with traveling the world and protect all forms of nature as he saw fit. The path he took ranged from the highlands of Scotland, where he encountered a small herd of kelpies to the arid lands of the then-Persian empire, encountering the armies with manticore in their ranks. While his travels did, indeed, take him to the Americas, his life nearly ended one harsh winter. However, by spring, he managed to pull himself through. Despite his life still in hand, something scarred him and left him a changed man.
His history after this point is uncertain as he did stumble into the Fey Wilds, but has since become one of the current ruler’s court.

SEASON 1/2 SUMMARY
As he is a character coming in S3, there’s nothing outside of being in Morrigan’s court in the Fey Wilds.

SUPPORTING CHARACTERS
Outside of occasional collaborations with animals, Myrrdin’s associates are long dead. In recent times, he acts as one of the members of Morrigan’s Council.

ALTER EGO IDENTITY


ALIAS
Pagan, Wendigo

CHARACTER ALIGNMENT
Walking the Line

IDENTITY
Unknown, even by modern-day standards.

UNIFORM/COSTUME
Myrrdin’s outfit has changed over the decades. However, for the past century, his outfit tends to be more practical for his personal day-to-day business. Underneath his mane of brown and greying hair, an assortment of brown leathers, animal fur, and woven linen adorn his body. His upper body is mostly protected by a brown leather tunic with lighter colored leathers sewn into it in an archaic, tribal pattern of a long-forgotten era. The same material and pattern pavers the pauldrons that sit on both of his shoulders. The skirt that hangs from the waist was just a simple brown fabric with light brown leather trim with fur lining the edges of it. Brown trousers, fur-lined soft leather, boots, and a hard leather, fur-lined wrist guards finish the aesthetics that are covered by a long, green cloak. His belt has a drinking horn and several pouches hanging from it.

Below is a visual depiction of the clothing Myrrdin is wearing:


HERO TYPE
Mystic/Supernatural

POWER LEVEL
World Level
Normal, Minotaur-forme and Wendigo-forme (Minotaur)

City Level
Manticore-forme and Wendigo-forme (Manticore)

Street Level
Kelpie-forme, Wendigo-forme (Kelpie) and Wendigo-forme (Human)

POWERS
Nature magic
Myrrdin’s true source of his power is the ability to control the natural world around him, ranging from the weather to the trees and animals.

Weather/Season Magic
One of his prominent skills in nature magic is his ability to control the weather around him. While any weather could be generated on a whim, Myrrdin’s strengths is enhanced if he uses weather that is associated with the 4 seasons of Earth (e.g. Fog Generation in Autumn, Blizzard Generation in Winter, Rain Creation in Spring, Storm Generation in Summer).

Elemental Channelling
The other prominent skills in nature magic is the ability to control the 4 natural elements of the world (Solid, Liquid, Gas and Plasma) to be able to control various elements (Solid = Earth, Liquid = Water, Gas = Air & Plasma = Fire).

Animal Manipulation
His connection to nature allows him to influence animals and their behaviours to do what he wished them to do.

Plant Magic
While not used as often in the modernizing world, Myrrdin’s magic can control plants to do his desired wishes.

Disease Magic
Recent magic he has learned due to his curse, Myrrdin is able to control various diseases and parasites to afflict enemies with blight and pestilence. He tends to use this as a last resort as it can draw on the curse.

Dowsing via crystal
Myrrdin is able to locate things with the use of a crystal. This isn’t limited to just objects but also people and locations. However, he needs to have a clear idea in his mind on what he needs to locate.

Abjuration
Healing Magic
In order for him to survive as long as he had against creatures he is fighting against, he was taught on how to manipulate nature around him to speed up the healing process on himself. For the 300+ years he has been around, he has been able to use this magic to heal all near-fatal wounds on himself and others.

Enchanted Armour
In his viewpoint, the best way to help against any form of damage is to prevent it in the first place. To do this, he is capable of enchanting clothing on himself and others to become an effective barrier to all attacks. With the enchanting as well, he can imbue them with various properties to resist different types of attacks.

Shapeshifting
One of the magical abilities Myrrdin has as a druid is his ability to transform into different animals that he has seen. While any animal is in his scope, he tends to draw on the forms of mythical creatures he has seen during his travels

Kelpie-Forme



Manticore-Forme



Minotaur-Forme



Curse of the Wendigo
In order for him to survive in the wild a long time ago, Myrrdin paid the ultimate sacrifice in his humanity. Upon eating the flesh of his recently-deceased companion, an ancient curse was placed on him of the Spirit of the Wendigo. With the curse, he has access to some traits and abilities:

Cold and Disease immunity
As the Wendigo is the Spirit of Winter, the North, and coldness, Myrddin’s human self is immune to the cold and anything associated with it (snow, ice, etc). Not only that but the enhanced body, as well as his druidic origins, allows him to shrug off even the deadliest of diseases.

Enhanced body
Myrrdin’s body is enhanced well beyond that of a human being. His strength, speed, durability, endurance, senses, and reflexes are amongst those that are enhanced in his normal form. Once he transforms into the Wendigo, these are further enhanced as well as his leaping and dexterity to the point that it enters the supernatural realm.

Natural Weaponry
His Wendigo-forme creates razor-sharp claws, vicious flesh-ripping fangs, and wicked sharp antlers that are used to their fullest extent.

Predatory Instinct
The Wendigo is a natural predator. Being one with nature as well, Myrrdin is capable of tracking and stealth seen in predators in the wild. As a Wendigo, he is able to predict the movements of his quarry and harry them into his hands for the kill.

Healing Factor
In both his natural and other forms, Myrrdin has a healing factor that allows him to heal any wounds inflicted on him. However, the factor just allows him to heal non-life-threatening wounds at an above-average rate to humans in his human form. His Wendigo-forme’s healing factor is enhanced to the point where it appears to be invulnerable, though the reality is the healing is just above his human form but masked by the decaying flesh of the form.

Cannibalism Empowerment
While his Wendigo-forme does not have any need for this ability, the use of cannibalism has allowed Myrrdin to live well beyond his means (beyond 300 years). The only thing cannibalism seems to do is decelerate the effects of aging.

Possessive Transformation
If he over-exerts himself, Myrddin’s concentration slips to allow for the curse to manifest into his ‘true’ self. His body shifts into a ‘fourth’ forme, the Wendigo-forme. Unlike his other forms, the Wendigo-forme has only one drive: to feed on the flesh of man. His body morphs to an emaciated shape with one of the key attributes being a sharp-fanged skull of a deer with red eyes or an emaciated form. The one difference of the Wendigo-forme over the other forms, however, is that this form is able to take possession of the other forms, creating multiple forms of the Wendigo and adding the attributes of the curse to the attributes to those formes to make them more powerful:







Famine Inducement
As a consequence of transforming into his Wendigo-Forme, an area around him (depending on what form the curse is possessing) induces starvation in any living being caught up in it. While not death-threatening, it can be to a point where it can debilitate anyone in his vicinity.

ATTRIBUTES
Height: 6’2”
Weight: 165lbs
Strength: While his strength in human form is that of a peak human, he can shift into a powerful minotaur, which is capable of lifting tanks with ease. Plus his wendigo-forme augments the strength of any of his forms into supernatural levels.
Mobility: He is highly mobile for a human being, this is further enhanced by his various forms, especially his manticore-forme and kelpie-forme when in water. This is enhanced when in his wendigo-forme.
Intelligence: In contrast to everything else, Myrrdin is highly intelligent, even in all of his non-wendigo forms. However, that disappears when he transforms as the hunger to consume human flesh is the only driving force.
Fighting Skill: A master in the druidic arts, Myrrdin is highly skilled in magic and high fighting skills are more prevalent in his creature forms than his human form. The discipline disappears when he transforms into a wendigo.


WEAKNESSES
While he has a strong regeneration factor due to his Wendigo curse, he is still human. He can still feel every pain of any attacks and there is a limit of his healing factor before it fails him. It is why he has learned to use abjuration magic to treat and prevent injuries from getting to him in the first place. Another weakness of his, although he is ashamed to be afflicted by this, is that he has cannibalistic tendencies. He tries to stave off this hunger for human flesh, but it can only work for so long before he turns into his Wendigo-Forme. Once in the forme, the consumption of human flesh is the only thing outside of Morrigan’s influence that can quell it. Finally, with the Curse of the Wendigo being supernatural and mystic in nature, any being that is capable of using magic can easily recognize it from him. To magic users, the sense of hunger for their kind’s flesh, greed for anything they want, and a slight scent of decay in the air around him.
OTHER
Resources:
Outside of his natural attire and numerous pouches filled with things from seeds to jerkies of unknown origins, he does wield a powerful staff of druids: a twisted oak staff with a lone, glowing blue gem that floats between two ends at the top of the staff.


Do you know how to post pictures on RPG boards?:
Ja, kan ik de photos postmen.
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