OPEN
A few things you ought to know
- Don't come to me with "I wanna RP anything with you" - Please. Have an idea of what you want to do before contacting me, whether you like something I posted here or if you have some of your ideas, at least a general overview.
- I am at UTC+1 (DST currently off) and I work anywhere between 4:50 and 16:00, depending on the day I might just be too tired to do anything and decide to take a breather. However until I message you saying it's over or a message from my next of kin arrives notifying you of my demise, I will come back. Poke me in a PM or if I am taking too long for your liking =)
- I don't have the energy and time to write advanced these days, so casual it will be. If the settign is a comedy, I'm up for whatever, even free through discord and some such.
- Typos are OK, we're here to have fun not to get our English grade. But have mercy and at least try ;D
- Not too fond of slice-of-life. Real life takes care of that all too well.
- No romance for the sake of it being there. If it evolves naturally in the game, great, but nothing predetermined.
- As for multiple characters and doubling - I'll play whatever and whoever I feel like, usually jsut the one main character. Others would be secondary/NPC in most cases unless I have a clear idea of how the character should fit into the story.
- PM or thread only.
Originals
I have plots for these (as in long term storyline), not just premises that for some reason people around here seem to call the former =P
A member of the royal family is being in some way mistreated by their own parents. Deciding they have had enough, the royal heir leaves home and sets to find their own destiny, taking only their most trusted servant with them.
My character: Servant
My character: Servant
These are more premises than plots. I have the setting, and we'll see where it goes. Most of them rather experimental.
The human's job takes a new turn when a highly sophisticated computer he is using slowly starts thinking on its own. Can be a computer in a science lab, spaceship, android, ...
No character preference
No character preference
Fandoms:
- First contact (NRP!): ME canon or your OC race makes first contact with my OC race.
- Post ME2: I'd like to play a setting where either a paragon-ish Shepard stays with cerberus and tries to steer them the right way, or a renegade jerk says 'fuck the Alliance and their jail' and makes Omega their new base of operations.
- Post ME2: I'd like to play a setting where either a paragon-ish Shepard stays with cerberus and tries to steer them the right way, or a renegade jerk says 'fuck the Alliance and their jail' and makes Omega their new base of operations.
Characters:
These are my mainstay characters that I like to employ. If you have a setting any of them would fit, gimme a call. Histories and personalities will have to be fitted into your setting of course.
Helia Sunstrider
"The shade of death hovers at the threshold, but my blessed blade dims not. No peril too great, no ghastly grip too cold, for in celestial forges my heart was wrought!"Gender: Female
Age: 17
Voice: Anna Hutchison
Theme: 4Minute - Say huh
Color scheme: White and gold
Appearance:
Helia is a relatively average girl appearing a bit on the heavier side due to her hobbies, standing 168 cm tall and weighing just shy of 70 kilos. She however has a bit lower body fat percentage than is usual for her size and age, as she spends a lot of her time either training in martial arts or hiking in nature. Her skin is on the paler side, and she has a bunch of smaller scars from falling a bit too often for her linking.
The girl's face is angular, with prominent cheekbones and pointy chin. Her eyes seem to always have a glitter of mischievousness in them, as if she intended to pull the rug from under you or put a whoopie cushion on your seat at any moment. Whenever it is the least bit sunny, her freckles come out and cover her face. She cuts her hair short and styles it into a perfect mess.
Her wardrobe is a bit boyish, preferring garments with utility such as cargo pants, hiking boots and a vest full of pockets. There is always at least one swiss knife on her, and usually a couple of snacks and a first aid kit. Despite being fit, she usually slouches in her seat or leans against the wall.
History:
Helia's mother is a first generation Greek immigrant. Her father was an American with Irish roots reaching all the way back to the potato famine. She did not live in Angel Grove for most of her life, only relocating there for high school. This was caused by an unhappy situation in her family. Her father was killed in a gang shooting, being in the wrong place at a bad time. Her mother took this hard, succumbing to alcoholism, which led to Helia being neglected at first, abused later, and money always being tight.
As such, Helia decided to spend as much time as she could away from the house. Her situation is better now that she makes a bit of her own money serving juice and cleaning at a juice bar by the school grounds, as well as being more than able to stand up to her eternally drunk mother, and on weekends she spends her time outdoors either practicing martial arts to ensure no one hurts her ever again, or just enjoying nature, hiking and camping outside, or going swimming on the public beach. Sometimes she can be found loitering around the city if there is nothing better to do, anything to stay away from home.
During one of her parkour sessions, she misjudged a jump and fell down from several stories onto a concrete floor. Her body was broken, and as she was coming to realize this was where her life would end, her vision went completely white. An entity talked to her, telling her of a darkness coming to Earth, and made a pact with her: Her life, for becoming the lightbringer to Earth. After Helia accepted, the voice, her patron, revealed herself to be Sol, a consciousness of the star Earth is orbiting.
Returning her consciousness to her body and healing her, Sol bound a portion of her power to Helia and tasked her to find other champions, as only together will they be able to repel the darkness.
Personality:
Extrovert - Cheeky - Mischievous - Playful - Energetic - Protective - Helpful - Stubborn - Stingy
Likes and dislikes:
+ Fresh food - Something she greatly enjoys, as usually she gets her food in a nonperishable form bought in advance on discount.
+ Attention - She appreciates the company of her few friends greatly, as her parents never spared her much thought.
+ Swimming - Most fun you can have for just the price of a swimsuit, even better if you can get some snorkeling gear.
- Bullies - While Helia was never really bullied at school, she suffered enough at home, and as such tolerates none of it.
- Schadenfreude - Helia can't help but giggle when she sees a relatively harmful misfortune happen to someone, such as missing the elevator. She hates this about herself, but cannot help pulling pranks at times.
- The day before paycheck - Money has always been tight, and eating leftovers and scraps gets old quick.
Skills:
Combat: Grappling, kickbox, short blades
Common: Survival, cooking, mending broken things
Relationships:
Finn: First running into each other at freshman year, Helia chased away some guys who were bullying Finn. While they do not have many hobbies in common, they have a remarkably similar collection of miserable experiences others call childhood. Helia enjoys talking to the guy, as with the exception of fashion choices, the two of th can relate to each other's woes the most, and if not offer helpful insight, at least be an understanding listener to vent at.
Sa'Cha: Helia pretty much only has protecting others in common with Sa'Cha, which makes him okay in her book. She didn't talk to the man too much yet though, mostly meeting by proxy through some of their other friends. "Pretty boy" and "Rich kid" would be words Helia would describe him with.
Bruce: The two met in some of the practical skill classes, sharing a bit of a knack for fixing things. Where Bruce's skill is more focused on automobiles and generally learned in advance, Helia's abilities are broader and often a result of learning by doing, oftentimes in an emergency. She's always happy to talk shop.
Magical girl form:
Battle theme: Immediate music - Mercurial
Flare gauntlets: The Sun warlock's primary weapons are armored gauntlets. They are capable of manipulating light, from flash-blinding enemies to creating hard-light blades. The gauntlets serve as Helia’s magic focusing equipment, and they can transform into silver wristwatch and bracelet for concealment.
Corona robes: The robes of the Sun Warlock are made with more direct combat in mind, incorporating just enough armor not to disturb the flow of magic through the wearer’s body, but still significantly improving the protection of the wearer’s vital areas. The robes are copper in color, with the armor plates having the sheen of polished metal. The fabric of the robes is rather on the heavier side.
Luna: Luna is Helia’s familiar, a moon spirit owl. Helia can link into Luna’s senses, allowing her to see and hear whatever the spirit owl does.
Spells:
Level 1: Searing blades - Helia summons two hard-light patas with which she can engage in melee battle.
Level 1: Clarity - With every attack, Helia attunes more with her target, having easier time finding weaknesses and reacting to their actions.
Level 1: Star power - The power of the Sun gives Helia the ability to perform at peak shape. She can usually strike and retreat to cover afterwards where others would only be able to do one.
Level 2: Sunshield - Helia can summon a hard-light shield to block an attack.
Level 2: Star empower - The warlock can focus the power of her patron onto an allied target, giving them a temporary boost of speed and strength.
Level 3: Light leech - Helia can suck the light from her environment, depleting or disabling the sources, to replenish her own power.
Level 3: Starshield - The warlock summons a protective bubble around an allied target that can negate a single attack. The shielded target can not act while the shield is surrounding them.
Level 4: Deflect - Instead of blocking an attack with the shield, Helia can deflect it, which consumes less of her power.
Level 4: Radiant aura - Helia passively emits sunlight that replenishes the energy of nearby allies, healing small injuries, waking them up from a daze and giving them clear focus.
Level 5: Reflect - The shield can now absorb the incoming attack, and Helia can send the energy back as an attack of her own.
Level 5: Deep clarity - The attunement to her enemy reaches new levels, allowing Helia to notice the most minute details and react to her opponent’s actions almost before they happen.
Level 6: Solar flare - When Helia attacks with her hard-light blades, she can also launch a sweeping wave that damages anything in front of her.
Level 6: Divine light - The warlock can summon divine light that can heal a fatal wound.
Level 7: Solar storm - Calling upon the power fo the Sun, Helia strikes all enemies in her vicinity with solar flares.
Level 7: Solar flare - Summoning a massive solar flare, Helia blasts anything in its path.
Name:
Race: Half elf
Gender: Female
Age: 19
Voice actor: Emily Neves
Theme: C21FX - Blood Red Roses
Appearance:
Due to her elven heritage, Tala has quite a nice figure, lean and dextrous. Her body build favors speed and agility over strength and durability. Despite being about 180 cm tall, she only weighs about 60 kilos. Her skin is a light tan mix of her human mother and elven father.
Her face is a bit more angular than that of a human, with prominent sky blue eyes common to elves and full rose red lips. Most of her features are shrouded in her clothing and an unkempt mane of shoulder length raven hair. Her ears are pointy, but of regular human size.
The thing everyone will immediately notice is her red cloak and hood, making her look like a figure from a fairy tale. Her face is further covered in an equally colored scarf. Under that she wears sturdy traveling boots, leather pants and jacket reinforced with metal in key areas. Her gear is full of pockets and belts that can be used to store and hang stuff for her job. Last but most important to her is the leather satchel with a boobytrapped lock that holds most of her supplies and tools.
When in comfortable environment such as a house or ship cabin, Tala likes to wear a long grey skirt and loose blouse of the same color, coupled with her brown work apron, so she can have her tools at hand at all times.
The halfling wears a ring which is a symbol of her rank as an alchemist. The ring is made of gold with 4 runes and 4 gemstones spaced equally around its circumference, each pair representing one of the four elements. The ring ranks her as a journeyman.
The woman holds herself in a way that makes her look smaller than she really is, huddled up and slumped. Oftentimes she picks far corners of a room to sit, hiding behind a crowd or travelling in an enclosed carriage. She prefers to keep her face hidden behind her hair and hood when talking to others.
She doesn’t like large gatherings of people where someone could cause her trouble because of her bastard heritage, but in small groups or between four eyes, she opens up and is quite friendly.
Skills:
Abilities:
Equipment:
Trivia:
- Human: Tala Halfelven
- Elven: Aranel Kuu’datto
Race: Half elf
Gender: Female
Age: 19
Voice actor: Emily Neves
Theme: C21FX - Blood Red Roses
Appearance:
Due to her elven heritage, Tala has quite a nice figure, lean and dextrous. Her body build favors speed and agility over strength and durability. Despite being about 180 cm tall, she only weighs about 60 kilos. Her skin is a light tan mix of her human mother and elven father.
Her face is a bit more angular than that of a human, with prominent sky blue eyes common to elves and full rose red lips. Most of her features are shrouded in her clothing and an unkempt mane of shoulder length raven hair. Her ears are pointy, but of regular human size.
The thing everyone will immediately notice is her red cloak and hood, making her look like a figure from a fairy tale. Her face is further covered in an equally colored scarf. Under that she wears sturdy traveling boots, leather pants and jacket reinforced with metal in key areas. Her gear is full of pockets and belts that can be used to store and hang stuff for her job. Last but most important to her is the leather satchel with a boobytrapped lock that holds most of her supplies and tools.
When in comfortable environment such as a house or ship cabin, Tala likes to wear a long grey skirt and loose blouse of the same color, coupled with her brown work apron, so she can have her tools at hand at all times.
The halfling wears a ring which is a symbol of her rank as an alchemist. The ring is made of gold with 4 runes and 4 gemstones spaced equally around its circumference, each pair representing one of the four elements. The ring ranks her as a journeyman.
The woman holds herself in a way that makes her look smaller than she really is, huddled up and slumped. Oftentimes she picks far corners of a room to sit, hiding behind a crowd or travelling in an enclosed carriage. She prefers to keep her face hidden behind her hair and hood when talking to others.
She doesn’t like large gatherings of people where someone could cause her trouble because of her bastard heritage, but in small groups or between four eyes, she opens up and is quite friendly.
Skills:
- Combat: Tala isn’t as good in combat as most other mercenaries and knights, specializing more in supporting them with her alchemical equipment or acting as a scout where her ranged weapon and good sight come into play - when she is forced to combat in the first place. She is also apt at laying traps.
- Archery: Due to in part to her heritage and part to her training, Tala is a spectacular marksman and can spot a target farther than most others.
- Potion making: The most basic of alchemy, the half elf can create all sorts of potions, from healing salves through beverages to poisons. she allows herself a little vanity in the form of rose perfume.
- Metalworking: Tala can refine and cast metals. She is no smith however, and her skills are more fit to creating jewellry and some smaller, specialized items such as locks. She could repair and strengthen a blade, but she couldn’t create a good one from scratch.
- Machinery: Something the alchemist is studying in detail right now. She is good enough to create locks, components for firearms and the like, but her skill is not yet good enough to make delicate parts like clockwork, which is a requirement for the next rank in the guild.
Abilities:
- Dexterity: Not on par with an elf but greater than that of a human, Tala has easier time dodging blows and overcoming obstacles.
- Superior senses: Due to her heritage, Tala’s senses are sharper than a human’s would, especially her eyesight and hearing.
Equipment:
- Blitzkrieg: Her precious ballista. Resembling a crossbow with its looks, the arms on the weapon are actually wound up by torsion springs. This allows for the barrel to have a wider bore and for each arm to be winded separately, reducing the strength needed to do so. It takes bolts from gravity loaded magazine that can hold 5 bolts. The weapon has very precise sights that allow Tala to precisely hit a target at 60 meters and quite reliably up to 200. As far as ammunition goes, Tala carries armor piercing bolts in the magazines, and the folding stock of the weapon can hold 4 extra pieces that she usually reserves for specialized ammunition, such as poison rounds or the boomsticks.
- Hunting knife: a longer blade strong enough to hold Tala’s weight if for example embedded in a wall to be used to give her a boost. It can also be mounted on the front of the Blitzkrieg in a bayonet lock. There is a capillary slit running the length of the blade to hold poison if needed.
- Boomsticks: the halfling can use her alchemy in combat rather effectively. The sticks are shaped in a way that allows them to be fired from her weapon, albeit at greatly reduced range, or they can be used separately. Tala can manufacture various types, form explosive through shrapnel to smoke, along with different fuzes, such as contact or timed.
- Deck of cards: She carries a deck of cards around with her. Nobody know if or how the deck is marked or whether the girl is just a good player, but she wins more often than not.
Trivia:
- Her moniker is 'Blood Rose'. She had it even before she set of a keg of black powder to escape the purge, due to her cloak and preferred fragrance.
Name: Margaret von Eisenberg
Race: Human
Gender: Female
Age: 30
Occupation: Witch, mercenary
Appearance:
Margaret is a huge woman, as all people from the cold northern lands are. She stands some 185 centimeters tall and weighs just shy of 75 kilograms. As one who lives by the sword, she keeps her body in pretty good shape. As all Nords, her complexion is unusually pale.
Perhaps her most stunning features are her eyes and hair, both an unnatural red color. Her eyes seem to glow ever so slightly in the dark like the embers of a dying fire. She keeps the hair loose and shoulder length. Since she used to travel a lot she isn’t used to keeping her hair perfect and thus is always a bit messy looking.
She wears a thick fur cape that covers her back and sides, regardless of the season. Under the cape are sturdy leather pants and a jacket littered with pockets and belts to carry her stuff. She wears an armored vest, elbow and shin guards, but they are all hidden under her clothing.
Equipment:
Margaret’s armor is relatively light and scarce, only protecting her vital areas and parts of her body she can attack with, such as shins and knuckles. The armor is made out of lighter alloy than steel, and albeit it is not as durable, it allows her to move more easily.
She carries a satchel around that contains materials and some equipment necessary for her witchcraft. The satchel has a booby trapped lock to prevent greedy hands from taking some of her possessions from under her nose.
Weapons:
While she makes a hefty use of magic, it is not suited to all tasks. As such, Margaret carries a one and a half hand sword. The blade has a slit in the middle which acts as a capillary to hold poison or other substances, and its guard is decorated with rubies.
Finally she has a stiletto knife in her boot as a last resort.
Powers:
As a parting gift from her alchemy teacher, Margaret’s eyes were enchanted to allow her to see a tiny bit better in the dark. It isn’t enough to give her proper night vision, but it makes spotting living beings and moving around in the night more easy.
Abilities:
Humans are the jacks of all trades masters of none, and as such Margaret doesn’t possess any special inborn abilities.
Talents:
Growing up in the snowy, cold northern mountains, Margaret is resistant to the whims of weather. Despite wearing fur all the time, she hardly ever feels hot, and yet can go on in a snowstorm if the wind speed is not high enough to make traveling by foot impossible.
While she is no weakling, she prefers a balance between offense and defense, and between strength and agility. Over the years of travelling, she built a decent stamina.
Magic:
Ah, her source of coin. Margaret is very skilled witch, versed in many things, none of which an esteemed magician or even a necromancer would have anything to do with. While she claims not to be able to weave grand spells of destruction or raise an army of unliving servants, she can beat a stronger opponent through trickery and cunning.
Fortune telling: Margaret carries magical cards with her. Aside from being able to enforce her other tricks with them, she can use them for telling fortunes. Her predictions are accurate, but the cards are not always easy to read and there can be a mistake in the interpretation.
Wards and charms: A very useful technique, the witch can construct wards that affect the area around them. The effect can vary, from blocking magic to shocking people around with electric bolts. She is not as skilled as a full alchemist and can only dream of building animated constructs. Charms are personalized, small wards that only affect the person holding them.
Alchemy and potion making: A skill that makes quite the portion of her income, Margaret can mix various concoctions, from medicines to ales. Her salves are taking effect over time though, unlike holy items that work instantly, however they are more potent if there is time to apply them properly.
Spellcasting: As a witch, Margaret will not be raining fire and ice shards on armies, even though she can still pull off a good fireball if she needs to. Instead, her magic is more focused on hexes and curses, made to hinder her opponent rather than neutralize them. These range from simply causing the target to lose balance into turning an unsuspecting man into a sheep for limited time. She can also prepare her spells and bind them to gemstones which can be used later without the need to spend her own mana on creating the spell, only the tiny bit required for activating it.
Trivia:
Race: Human
Gender: Female
Age: 30
Occupation: Witch, mercenary
Appearance:
Margaret is a huge woman, as all people from the cold northern lands are. She stands some 185 centimeters tall and weighs just shy of 75 kilograms. As one who lives by the sword, she keeps her body in pretty good shape. As all Nords, her complexion is unusually pale.
Perhaps her most stunning features are her eyes and hair, both an unnatural red color. Her eyes seem to glow ever so slightly in the dark like the embers of a dying fire. She keeps the hair loose and shoulder length. Since she used to travel a lot she isn’t used to keeping her hair perfect and thus is always a bit messy looking.
She wears a thick fur cape that covers her back and sides, regardless of the season. Under the cape are sturdy leather pants and a jacket littered with pockets and belts to carry her stuff. She wears an armored vest, elbow and shin guards, but they are all hidden under her clothing.
Equipment:
Margaret’s armor is relatively light and scarce, only protecting her vital areas and parts of her body she can attack with, such as shins and knuckles. The armor is made out of lighter alloy than steel, and albeit it is not as durable, it allows her to move more easily.
She carries a satchel around that contains materials and some equipment necessary for her witchcraft. The satchel has a booby trapped lock to prevent greedy hands from taking some of her possessions from under her nose.
Weapons:
While she makes a hefty use of magic, it is not suited to all tasks. As such, Margaret carries a one and a half hand sword. The blade has a slit in the middle which acts as a capillary to hold poison or other substances, and its guard is decorated with rubies.
Finally she has a stiletto knife in her boot as a last resort.
Powers:
As a parting gift from her alchemy teacher, Margaret’s eyes were enchanted to allow her to see a tiny bit better in the dark. It isn’t enough to give her proper night vision, but it makes spotting living beings and moving around in the night more easy.
Abilities:
Humans are the jacks of all trades masters of none, and as such Margaret doesn’t possess any special inborn abilities.
Talents:
Growing up in the snowy, cold northern mountains, Margaret is resistant to the whims of weather. Despite wearing fur all the time, she hardly ever feels hot, and yet can go on in a snowstorm if the wind speed is not high enough to make traveling by foot impossible.
While she is no weakling, she prefers a balance between offense and defense, and between strength and agility. Over the years of travelling, she built a decent stamina.
Magic:
Ah, her source of coin. Margaret is very skilled witch, versed in many things, none of which an esteemed magician or even a necromancer would have anything to do with. While she claims not to be able to weave grand spells of destruction or raise an army of unliving servants, she can beat a stronger opponent through trickery and cunning.
Fortune telling: Margaret carries magical cards with her. Aside from being able to enforce her other tricks with them, she can use them for telling fortunes. Her predictions are accurate, but the cards are not always easy to read and there can be a mistake in the interpretation.
Wards and charms: A very useful technique, the witch can construct wards that affect the area around them. The effect can vary, from blocking magic to shocking people around with electric bolts. She is not as skilled as a full alchemist and can only dream of building animated constructs. Charms are personalized, small wards that only affect the person holding them.
Alchemy and potion making: A skill that makes quite the portion of her income, Margaret can mix various concoctions, from medicines to ales. Her salves are taking effect over time though, unlike holy items that work instantly, however they are more potent if there is time to apply them properly.
Spellcasting: As a witch, Margaret will not be raining fire and ice shards on armies, even though she can still pull off a good fireball if she needs to. Instead, her magic is more focused on hexes and curses, made to hinder her opponent rather than neutralize them. These range from simply causing the target to lose balance into turning an unsuspecting man into a sheep for limited time. She can also prepare her spells and bind them to gemstones which can be used later without the need to spend her own mana on creating the spell, only the tiny bit required for activating it.
Trivia:
- Voice: Tracy Scoggins
- Theme: ATLAS - Mistress Of The Burning Light
- Margaret has a huge appetite, and you will not satisfy her with vegetables and fruit either.
- She enjoys betting games, having an easy time winning some extra coin due to her swindles and witchcraft.
- The witch is a happy drunk.
Name: Hiraga
Also known as: The Third; The Guardian
Age: Ancient
God status: What exactly goes here?
Parents: Sun - Moon
Personality:
The guardian goddess is connected to Earth, its state directly affecting her mood. In general, she is non-conflicting and among the Gods can be considered neither good nor evil. She has no mercy however, and her judgement is always an eye for an eye. Should someone decide to stripmine a mountain range and fall large forests to build machines of war, they will find their shipyards claimed by beasts of the seas and their factories swallowed by fissures caused by an earthquake. As such, she is as much a rather unpredictable element.
On a personal level, if one doesn’t give her any grief, Hiraga is a pleasant fellow. Her favorite era of human history was the time when Queen Victoria ruled in England, when the Guardian enjoyed long talks sat near a fireplace in a leather chairs, enjoying a sipping whisky old enough to order its own whisky. She is a philosopher and preserver, although once upon a time she might amuse herself by playing harmless tricks on clueless humans.
True form:
Hiraga is a shapeshifter, however the form she was born in is an ethereal being looking like a small intangible star, however noone else has ever seen her as such.
Form on Earth:
Her representative form is that of a giant white tiger, but the Guardian takes on many forms depending on what suits her at the moment. If she needs to travel she finds the wings of a dragon the fastest, but when speaking to a human, she might look just like one of them.
Powers:
Hiraga is the Nature’s guardian: If everything is well on Earth, her own powers are weakening, to the point of falling into slumber in what could be called a ‘golden age’. However if the land suffers, the goddess’ wrath will rain upon those responsible in force unmatched. If the world would be nearing its End, she gains the power to to bring judgement day, purge the original world of all life and remake it anew from her own essence. Even prior to the war, nobody dared to think what would happen to Earth if she was slain, and no one was certain she could be.
To her followers, she offers the gift of reincarnation, having the power to anchor their soul in a new body. Those who are offered and choose to receive it are remade as beings and beasts of myths that aid her watch the land. While she is not omniscient, she has the ability to glimpse the life of any given soul to pass judgement on it.
Weapon:
The Third wields a gem that she enchanted with a part of her own power. The gem allows anyone who bears it to transmute elements and stay eternally young. During the ages it has been known by many names, such as the philosopher’s stone or the holy grail.
Other:
Hiraga’s symbol is the last letter of any alphabet, a silent reminder that no one should upset her, or it may be the last action they ever take.
Also known as: The Third; The Guardian
Age: Ancient
God status: What exactly goes here?
Parents: Sun - Moon
Personality:
The guardian goddess is connected to Earth, its state directly affecting her mood. In general, she is non-conflicting and among the Gods can be considered neither good nor evil. She has no mercy however, and her judgement is always an eye for an eye. Should someone decide to stripmine a mountain range and fall large forests to build machines of war, they will find their shipyards claimed by beasts of the seas and their factories swallowed by fissures caused by an earthquake. As such, she is as much a rather unpredictable element.
On a personal level, if one doesn’t give her any grief, Hiraga is a pleasant fellow. Her favorite era of human history was the time when Queen Victoria ruled in England, when the Guardian enjoyed long talks sat near a fireplace in a leather chairs, enjoying a sipping whisky old enough to order its own whisky. She is a philosopher and preserver, although once upon a time she might amuse herself by playing harmless tricks on clueless humans.
True form:
Hiraga is a shapeshifter, however the form she was born in is an ethereal being looking like a small intangible star, however noone else has ever seen her as such.
Form on Earth:
Her representative form is that of a giant white tiger, but the Guardian takes on many forms depending on what suits her at the moment. If she needs to travel she finds the wings of a dragon the fastest, but when speaking to a human, she might look just like one of them.
Powers:
Hiraga is the Nature’s guardian: If everything is well on Earth, her own powers are weakening, to the point of falling into slumber in what could be called a ‘golden age’. However if the land suffers, the goddess’ wrath will rain upon those responsible in force unmatched. If the world would be nearing its End, she gains the power to to bring judgement day, purge the original world of all life and remake it anew from her own essence. Even prior to the war, nobody dared to think what would happen to Earth if she was slain, and no one was certain she could be.
To her followers, she offers the gift of reincarnation, having the power to anchor their soul in a new body. Those who are offered and choose to receive it are remade as beings and beasts of myths that aid her watch the land. While she is not omniscient, she has the ability to glimpse the life of any given soul to pass judgement on it.
Weapon:
The Third wields a gem that she enchanted with a part of her own power. The gem allows anyone who bears it to transmute elements and stay eternally young. During the ages it has been known by many names, such as the philosopher’s stone or the holy grail.
Other:
Hiraga’s symbol is the last letter of any alphabet, a silent reminder that no one should upset her, or it may be the last action they ever take.
Name: Autonomous Superhuman Termination and Regulation Automaton
Alias: ASTRA, Alexandra Blair Stark
Age: Appears to be 18
Gender: Appears to be female
Appearance:
Alias: ASTRA, Alexandra Blair Stark
Age: Appears to be 18
Gender: Appears to be female
Appearance:
Alex doesn’t appear to be anything out of the ordinary, in fact her build is rather lanky and ‘underwhelming’ as far as the average on the academy goes. For her whooping 187 centimeters of height she claims to only weigh 63 kilograms. She seems fit within her options and seems to have great stamina. Her skin is as white as it gets.
Her face seems as ordinary as the rest of her - not too angular, not too rounded. She has dark green eyes and a short mane of blond hair that she keeps cut to a mikado and flowing over one side of her face.
Alex doesn’t use clothing, instead morphing her skin to look like it, most often going with a jumpsuit and a jacket. She doesn’t really ‘change’ for combat other than donning her armor if the situation calls for it.
Despite her best attempts, more observant people can still tell there is something inhuman about her - the way her skin is just a bit too cold to touch, or the precise and controlled way she carries herself, but her body language is slowly improving to blend in better.
History:
Created by Tony Stark, ASTRA is meant to be the deterrent to all future threats to Earth. Combining the thoughts behind Ultron and the Sentinels, this unit is the first prototype of intended many. Designed to be able to counteract most known and possible future threats, ASTRA units are capable of emulating many powers present in other superhumans, aliens and technological contraptions, albeit often simply as a byproduct of the functional parts of the design, and while it matches none in its specific field, an ASTRA is capable of keeping up, with the whole system intended to counteract by employing larger number of units, rather than one superpowered robot.
To prevent the disasters that were the Sentinels and Ultron, ASTRA code is based heavily on that of Ultron-15, capable of feeling emotions. Furthermore, Alex did not achieve consciousness by accident and was brought online and educated by Mr. Stark to create a desirable personality.
A cover story was needed for her, and thus ASTRA assumed the identity of Alexandra Blair Stark, a misbegotten daughter of her creator, one he only recently become aware of with the death of her mother who kept her existence hidden from him.
Construction and powers:
ASTRA’s body is shaped around a strong endoskeleton fashioned out of secondary adamantium. Mobility is achieved through series of electric servos for precise motorics and hydraulics for heavy duty. Most of its core hardware is stored in the chest and abdomen, with only its sensor suite located in the head. The skin is made out of nanites.
Despite being a walking supercomputer and thus having a shorter learning curve, it still takes time for ASTRA to master certain things like martial arts. Furthermore Alex didn’t bother learning much of what she doesn’t need, as her drive space may be impressive but it is far from encompassing all of knowledge.
Minor shapeshifting - ASTRA’s nanoskin can change its shape, color and to some degree mechanical properties. The shape is limited by the endoskeleton, always restricting it to humanoid shape although in special cases not all of it needs to be covered by the skin.
Energy absorption - ASTRA is powered through its skin which can transfer various energy sources into its powerplant - the unit is mostly powered by solar energy. The capability is limited though - for example it can still be damaged by fire given enough exposure or high enough temperature.
Superhuman physique - Unarmored, ASTRA can lift up to 20 tons with each arm or 60 tons with both providing it can distribute the weight properly. It can also move about 3 times faster than a human and it has wider range on its joints, capable of for instance reverse bending elbows.
Superhuman mind - The robot has large memory and the computational power of the best technology. It also possesses significantly shortened reaction time and short range telepathy (Max range of 1 m, requires physical contact for detailed readings) and technopathy facilitated through the nanites in its skin.
Sensors and transmitters - The robot is aware of more than a human, capable of seeing and hearing a wider spectrum, and can also transmit such signals.
Equipment:
As the base robot is made to be able to mimic a human, something more is needed for those tough fight when the nanoskin just wouldn’t last long enough. As such a new suit of powered exo-armor was developed along with it. It is somewhat modular in a way that additional equipment can be mounted on the outside, but unlike the Ironman suit, it is not capable of functioning without being fully assembled.
Composite armor - With bulkiness not being the issue, the armor was made out of a composite improving upon the nickel-gold alloy. It is worth noting that it was designed to take the brunt of damage from the front and there the armor is heaviest. With the need to accept a pilot, the armor also has weak spots.
Forcefield emitters - ASTRA armor is equipped with the next step from Ironman’s repulsor -, the multifield generators. It can create electric, magnetic, repulsor and graviton fields around itself. The more complex the field the more it subtracts from its processing power - for example, a tractor beam is pretty easy, but creating a gravity field to safely deflect a hail of bullets over large area might take enough processing power that ASTRA can not move itself.
Increased strength - Once the armor is on, ASTRA can lift up to 300 tons. However, the armor’s mobility suite is far clankier, and limits ASTRA to human speed.
Relationships:
Tony Stark - Alex considers Tony as a father despite it initially being only a cover story. In fact, she’s full fledged daddy’s girl, albeit now they don’t get to see each other often - it only makes her treasure those moments more. Vice versa, Tony initially created ASTRA with a purpose, but the prototype’s personality started growing on him, making him think over his plans for her.
Trivia:
Voice actor - Molly Quinn
Other fandoms I am familiar with
RP can be based on game events that happen as we play along if you think it's an interesting concept
- Star Conflict
- Homeworld
- Spiral Knights
- Sanctum
- FreeSpace
- Bionicle
- Warcraft
- Hidden Dimensions
- Runescape (F2P events only)
- Age of mythology
- Creeper world
- Rainbow six 3
- Kerbal Space Program
- BattleTech (Tho I only played Mechcommander 2)
- Wings of Dawn
- Star Conflict
- Homeworld
- Spiral Knights
- Sanctum
- FreeSpace
- Bionicle
- Warcraft
- Hidden Dimensions
- Runescape (F2P events only)
- Age of mythology
- Creeper world
- Rainbow six 3
- Kerbal Space Program
- BattleTech (Tho I only played Mechcommander 2)
- Wings of Dawn
- RWBY
- Code Geass
- Fairy Tail
- Digimon
- Dragon Ball
- Fate/Kaleid liner prisma Illya
- FMA Brotherhood
- Kämpfer
- Murder princess
- No game no life
- Sora no Otoshimono
- Samurai Girls
- Ro-kyu-bu
- Mai-HiME
- Gochuumon wa usagi desu ka?
- Spice and Wolf
- Code Geass
- Fairy Tail
- Digimon
- Dragon Ball
- Fate/Kaleid liner prisma Illya
- FMA Brotherhood
- Kämpfer
- Murder princess
- No game no life
- Sora no Otoshimono
- Samurai Girls
- Ro-kyu-bu
- Mai-HiME
- Gochuumon wa usagi desu ka?
- Spice and Wolf
- Foundation
- Inheritance
- Jonathan Strange & Mr. Norrell
- How I won the war
- The Foresight War
- Magikdämmerung
- Inheritance
- Jonathan Strange & Mr. Norrell
- How I won the war
- The Foresight War
- Magikdämmerung
- Babylon 5
- Stargate
- Quite a few Power Rangers
- Painkiller Jane
- Stargate
- Quite a few Power Rangers
- Painkiller Jane
Generic pairings
Nothing comes to mind right now.
Let me know through a PM if interested.