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Name: Valen Agzhen

Setting(s): Modern Fantasy with higher levels of power

Gender:

Age: 38

Appearance: Despite his age, his ability keeps him looking young, having slowed his apparent aging gradually but exponentially. Has dark hair, brown eyes, and a fairly plain wardrobe consisting almost entirely of dull colors. He's also rather tall.

Ability: Invulnerability; all parts of Valen’s body, while they remain attached to him, are immune to any and all external forms of damage, seemingly only destructible through natural biological processes. Blades fail to cut him, fire fails to burn him, and poisons fail to sicken him. Even suffocation and starvation will cause no atrophy or lasting harm. His own cognition seems to be all that is required to moderate the growth of his hair and nails.

Weaknesses/Limitations: In spite of the apparent lack of actual damage, attacks that would normally harm him still cause him pain, albeit only temporarily since there is no lasting wound. The type and severity of the pain mimics the wound he would have received, as if the wound was actually inflicted, despite evidence to the contrary. Likewise, his skin possesses no special "hardness", and fragile weaponry such as thin blades will generally not shatter from a strike, simply stopping as it reaches him as if ignoring Newton's 3rd law. He remains completely unaffected by poisons and illnesses, but retains any kinetic forces imposed on him. (If you hit him really hard, he will fly very far) In addition, he will lose consciousness if deprived of oxygen or sustenance for too long, but will self-resuscitate when exposed to oxygen or when nutrients/water are forced down his throat, respectively.

Combat Equipment: Defaults to wielding a pair of Pistols and carrying around a few grenades. Strongly prefers gunpowder weapons because his best friend is a technomancer "obsessed" with making everything fire lasers.

Personality: Generally mild-mannered, Valen is calm and approachable. His methodical nature makes him highly reliable, though it also makes him easy to mess with. While chiefly motivated by self-interest, it's not for lack of conscience, and he prefers to do the right thing when his job isn't on the line.

History: Originally intending to join the military, Valen was invited to and subsequently hired by an evil organization through the power of nepotism. From there he went on to serve as a generic mook, apprehending "rogue" supers until his own powers were awakened. It was initially valued highly, and he was assigned to more demanding targets. This backfired as he failed time and again to meet the lofty expectations his ability commanded. Being functionally unkillable didn’t matter when most abilities trump guns in a head-on fight and several of his targets could literally throw him over the horizon. In the end, he was delegated to internal affairs where he could be put to use doing any dangerous job the organization needed done: Personal trainer who couldn't be hurt by their trainee, warden who couldn't be hurt by prisoners and R&D's test dummy who couldn't die no matter how unstable the weapon. Over the years, Valen came to occupy a position as right-hand man to Aaron, head of the R&D department and the friend who got him the job in the first place. Eventually Aaron informed him that he intended to betray the organization, which included blowing their entire workplace to kingdom come and escaping with all the captured Supers, seeking asylum through a contact of his. As far as Valen could tell, the heel-face turn was as a result of Aaron finishing one of his ridiculous experiments and not needing the organization's resources any longer. Seeing as how Valen's job tended towards unpleasant and how he was financially well-off after working for them for years, he went along with it, and for doing so, attained amnesty as part of Aaron's conniving negotiations.
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Name: Jacob "Jake" De'elcruz

Setting(s): Modern Fantasy with higher levels of power

Gender:

Age: 19

Ability: Capable of "charging" people and objects he has come into physical contact with. (Takes roughly one second, more if he can't concentrate, indiscriminate of size) At any given moment he can teleport said object(s) anywhere within "empty" space. He's become specialized with guns, enveloping charged bullets with a flashy glowing shells of energy. Although the bullets don't become more powerful per se, he can expend the charge on bullets to ricochet them instead of teleporting them, allowing him to redirect them without losing momentum three times per charge.

He's been practicing the creation of energy bullets, creating the shells without the bullets (and shooting them without a gun) with very mild success. The bullets hurt, but they're far from lethal. They can only leave nasty bruises at best, and have (very) short range before they fizzle out.

Weaknesses/Limitations: His teleport range is unlimited, but the destination requires visual confirmation. Although he doesn't always need to be directly looking at a destination, memory alone will often cause the attempt to fail, particularly if too much time passes, especially in places of heavier traffic where more minute differences can accrue. Most less-frequented locations can be memorized enough to teleport to for hours, and places of extreme familiarity like his home can last days. The teleport will fail if he tries to teleport an object to a destination that is no longer valid due to obstructions. He can only give any object one charge at a time, and cannot give charges to large structures. The charges expire after a couple of days, and he isn't very capable without his guns. Creating energy bullets himself expends a lot of energy for very little payout. It's mostly a parlor trick.

Combat Equipment: A pair of pistols and an excessive supply of bullets he keeps at home and charges on a daily basis. He teleports magazines full of bullets directly into his guns, but in teleporting them consumes their charge, needing further charging before he can fire charged bullets. The gun as well as the magazines have holes in them specifically to allow for physical contact with the bullets before he fires them.

Personality: A rather excitable person, he's an enormous romanticist, eager to dive into a fantastical adventure he's convinced exists, and is out there waiting for him. He's earnest and naive, liable to bite off more than he can chew at every opportunity. He's a huge idiot not especially wise.

History: Has had a rather ordinary life. He ran away from home at 18 to get away from his parents and has been living as a self-proclaimed adventurer ever since. Despite constantly being on the hunt for ancient ruins and evidence of outlandish conspiracies, he doesn't know the first thing about anthropology or cryptozoology, and mostly sustains his lifestyle through odd jobs, freelance vigilantism, and a web series of his "adventures" he puts out sporadically. Sucks at keeping a low profile and his parents are perfectly aware of his whereabouts, which he is in complete denial about.
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Name: Incurro "Ink" Lysander

Settings: Fantasy settings with explicitly magical elements or Adventure Time.

Gender:

Age: 23 (18 or so in Adventure Time version)

Ability: "Cursed" to suck in any and all forms of magic, no matter what form it takes in a setting. (e.g. heat vision, elemental manipulation, mind reading, etc.) This typically renders him completely immune to all magical/fantastical attacks and effects. Physical objects lose all magically imposed momentum as they touch him and magically generated attacks pass over him like a gentle breeze. He gains the ability to bite through and digest any magical object or creature he can fit in his mouth with no adverse effects. He can both smell and taste magic, perceiving it as sweet in both ways, and sense magic or enchantments in his vicinity, though he cannot discern their nature. If someone other than him is capable of smelling magic, he would smell of caramel.

Weaknesses/Limitations: The "Curse" part is that Ink needs to regularly consume magic or he will gradually lose his ability to control himself around magic wielders, eventually going completely feral followed by starving to death as his life force is used as a substitute. The curse brands him with a tattoo-like marking of an eye, which can be made to move along his skin slowly. Causing damage to the tattoo will immediately force him to violently spit up recently consumed magic, which disperses harmlessly in the atmosphere and immediately pushes him to the brink of starvation.

Combat Equipment: Carries around an ornate dagger enchanted to draw magic out of a victim, coalescing it onto the blade's tip. This allows him to absorb the magic of a victim without literally eating them. He calls it the Inkwell. He stole it from members of the cult that gave him his curse while trying to track down the actual perpetrators and figure out the purpose of it.

He also tends to carry around "cursed" candy, as a way to satiate himself in emergencies. He tells the enchanter he commissions to go nuts on them, and so they all contain random effects, most of which are dangerous.

Personality: Ink is nonchalant and kind of lazy. He generally tries to stay cool and collected but lacks impulse control. He has a weak conscience and is somewhat untrusting, though besides his curse's main downside, he's an open book. He's pragmatic and somewhat lacking in moral principles, though he at least values basic courtesy. He often can't resist being snarky and generally doesn't care what others think of him. He has a penchant for theft and an addictive personality. He's addicted to sugar and especially soda.

History: Comes from the prestigious Lysander family, known for producing skilled Paladins throughout the generations, and Ink was no different. As family tradition dictated, Ink was trained from a young age to become a Paladin; their iconic brand of Knight. To be a Paladin was to be a Vanguard; a beacon of hope and righteousness. The Paladin title itself is venerated, containing historical significance, and Lysander Paladins sometimes became elected officials (or other setting-appropriate position of power) simply because of the public and political clout granted by the title. The fighting style of a Paladin is associated with light magic, and likewise typically flashy and garish, making them stand out among their peers - as if the specialized training regimen wasn't enough. In addition, Paladins are taught to follow a strict code of conduct, upholding justice and righteousness wherever possible.

Ink didn't exactly enjoy this style of upbringing. The expectations both internal and external were crushing. The code of conduct was a load of bullshit and he didn't even think Paladins were cool from a spectator's perspective. They were overdramatic and excessive and he'd rather just have literally any other form of magic than the holier-than-thou shit constantly touted by his tutors as the ultimate in "heroism". Ink didn't want to be a hero. He didn't want to dedicate his life to serving the people; it seemed like a thankless job, and being a B-list (or even an A-list) celebrity just meant losing his privacy and being judged over every little thing he did. Still, he pretended to go along with it, up until the many enemies accumulated by the Lysander family over the years came back to haunt them. Ink and his family were attacked by a group of cultists. His parents were killed and he himself was subject to a strange curse that he has yet to fully determine the true nature of. Although he has his family wealth to fall back on, purchasing enchanted objects for his newfound voracious appetite was slowly bleeding him dry, leaving him no choice but to seek an occupation he can better use to help his current predicament.

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Name: Incurro II "Ink" Lysander

Setting(s): Supernatural Fantasy, Modern Fantasy, and Superhero settings.

Age: 15

Gender:

Ability: Cryptopsychology - Ink has a tattoo-like marking of an eye on his body. He can make it travel along his skin, albeit it's slow and highly sensitive to touch. The eye is capable of sight, and is capable of seeing monstrous abominations not visible to human eyes. These creatures cannot interact with the physical plane, phasing through objects and people, yet for some reason not phasing through the ground, even being able to jump and drop through floors of a building selectively. They are, however, perfectly capable of perceiving the physical plane, and can even try to interact with Ink upon noticing his attention. The resulting ruckus they cause can even attract the attention of other non-physical abominations, though they will generally dismiss it or even start fighting each other if Ink feigns ignorance, and most of them don't seem to have the attention span to follow him around for long. Other than Ink's ability, seemingly nothing is capable of interacting with these creatures, and their nature as external, independent beings is within doubt.

By consciously focusing on a particular emotion, Ink is capable of gradually attracting abominations on the other side. They do not seem to be aware they are being attracted, simply wandering to his vicinity and wandering off when he stops. Each of the basic emotions seems to attract different types of abominations. Over time, he has determined that anger is associated with aggressive abominations that tend to have a lot of horns and/or teeth, disgust is associated with insectoid abominations, fear is associated with intelligent and/or humanoid abominations, joy is associated with agile abominations, especially those with avian traits, sadness is associated with abominations resembling aquatic creatures, and surprise is associated with abominations that do not resemble life on Earth, often appearing inorganic. There seem to be more patterns, as he's accidentally attracted abominations with other unifying traits before. (plant-like, amalgamations, partially or completely skeletal, etc.) Their relationship to his emotions are a subject of curiosity and ongoing study to him.

Ink is capable of summoning abominations he can see by mentally designating them and "squeezing" his third eye, which he describes as being similar to trying to shut it tightly without an eyelid. Doing this seems to alert the abomination to his ability, and they will, without fail, immediately come up to him and try to enter his third eye by "melting" into it. The summon cannot be canceled once they make contact with his third eye, though this ability can be used to indirectly communicate its existence, which can get abominations to follow him around for a while. Although his third eye does not visibly change during the summoning, it will begin to "cry" a viscous black liquid, as if through the pores of his skin, which will soon morph into the abomination. Summoning them imparts them with a similar symbol of an eye somewhere on their body, but it does not have any of the weaknesses or functionality that Ink's eye does. Any abomination summoned by his ability will seemingly have an instinctual understanding of his ability, because they become begrudgingly hesitant to harm Ink unless he tries to harm them (in a meaningful way) or send them back himself. Other than that, they have absolutely no allegiance to Ink, but usually won't recognize the possibility that he intends to send them back from the start.

Ink has a number of theories of what his ability is, and what it could be able to do, but no matter what he tries, the abominations he summons never seem to act the way he wants them to.

Weaknesses & Limitations: Besides the aforementioned begrudging unwillingness to harm Ink, summoned abominations have no qualms pushing him around, hurting anyone around him, or even wrenching people out of his grasp. They tend to be violent and hostile, and those that aren't tend to be dangerous in other ways. It takes some luck to direct them towards an actual enemy, and the abominations intelligent enough to bargain with Ink tend to be duplicitous or conniving - assuming he can get past the language barrier to make a deal with them to begin with.

Additionally, damage to Ink's third eye is very painful, and will undo any summoning. Since it's only skin-deep, any superficial damage to the eye (e.g. a shallow cut, a visible bruise) will cause anything created by Ink's ability to melt into a viscous black fluid and inflict serious pain on Ink, sometimes even causing him to lose consciousness. Ink will be unable to move the eye or summon abominations while it is healing, and his vision through it becomes less precise depending on the nature of the wound, until it is healed. Although he recognizes the importance of utilizing this weakness to control his summons, the pain involved can lead him to hesitate or fail to draw blood. Summoned abominations will immediately notice failed attempts, and will generally take their chances trying to knock Ink out, ocassionally trying to kill him outright. Intelligent abominations may do one better and try to kidnap him. Abominations that melt back into black fluid will gradually reform on the other side. Abominations that (permanently) die in the physical plane are unaffected.

Ink cannot summon many creatures in rapid succession, with nothing happening on subsequent attempts. He can summon up to 3 with little time in between, but will take about 3 hours for each summon past that, wounds on his eye permitting.

Combat Equipment: Ink has been authoring a bestiary of some of the abominations he's seen in a book he calls the Atramentomicon. At least, that's what it's labeled on the first page. If anyone asks, he'll just say it's a journal, which is technically true, since he tends to write about the feelings associated with each abomination. It's full of drawings and zoological observations, and it helps him remember the finer emotional details necessary to attract the same type of abomination. The pages are made of a rather stiff type of paper, which helps when he tries to use it to give himself paper cuts. He also keeps a small but very sharp folding knife on him at all times, just in case.

Personality: Ink is pretty friendly, and for an introvert, he's pretty sociable too. Although he tends to avoid approaching others for no reason, he's the curious type, open to trying new things and attempting to befriend others with similar interests. He's a bit of an nerd and idealist, eager to indulge in the hypothetical, but that's not to be confused with naivety, as he is slow to trust others.

History: He was named Incurro the second, after his father, and is referred to as Ink or Junior in his household. He was born in the USA, but moved to Italy at a young age. When asked why they moved, his father says it's because it's what his mother wanted, while his mother says it's because the Adriatic sea is haunted, as if that's a good thing. His mother is "The Occult Hero, Esoterica", and his father is a reformed villain who changes occupations frequently. Despite this, they've never failed to provide loving guidance as he grew up. From a young age, Ink thought his family wasn't normal, but it took quite a while for him to think he wasn't normal either.

Ink gained his ability fairly recently, in his teenage years, and, soon after, accidentally summoned a crocodilian abomination in a fit of anger, which went on to bite through the arm of a classmate, instantly dismembering them. Although he was lucky enough to have the incident resolved without any casualties, the resulting aftermath made him scared to interact with his ability any further. For a while he thought he'd just learn to ignore his ability, but his mother insisted he should learn how to use it. She was morbidly curious about the nature of his ability, and did her best to get Ink as enthusiastic about it as she was. She would even ask for drawings of the creatures he could see sometimes, eventually getting Ink a journal for him to document his observations within. As the emotional associations of his ability became more clear, this journal came to take on a more personal meaning for Ink, and he began to carry it around with him at all times.

His ability soon become a subject of morbid curiosity and fascination for him, just like it was for his mother. As such, he's eager to pursue opportunities to summon abominations and properly see their capabilities in action, without causing undue harm.
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Name: Verik Innes

Setting(s): Most Fantasy settings

Age: 20

Gender:

Appearance: Blue eyes, black hair, and an understated yet meticulously chosen wardrobe. Cares far too much about how others view him, and his physique and grooming generally reflect that. He aims for an air of Sprezzatura to conceal his need for validation.

Abilities: Skill Drain - Verik can copy almost any spell or ability he's been affected by, but only for a single use, if he survives. He ignores the finer mechanics of the ability, using it based on his understanding of it. Each copied ability adds a small charm to his friendship bracelet.
Seal Pact - With the power of friendship, Verik can copy one spell or ability from a friend, for as long as they remain friends. He can only copy one ability per friend. "Sealing the pact" requires physical contact, and generates a friendship bracelet representing them, which is destroyed when the pact is rescinded.

Personality: Gregarious, with flirtatious and overall intrusive tendencies. He's an intensely social person, and can accordingly make some people uncomfortable. Although amicable in conduct, he somehow manages to be both calculating and dense simultaneously, caught up in the math of social equations and overly concerned about how every action reflects back on him. While his tendency to overthink helps him put up an elaborate people-pleasing facade, it can also cause him to miss the obvious writing on the wall, and his ability pressuring him to think of friendships as objectives certainly doesn't help. He cares far too much about how others think of him, and despite his outwardly cool, unbothered demeanor, he's extremely sensitive to sincere insults and being openly disliked.

History: Verik is among those who wanted to turn their Powers into a career but wasn't able to find an easy way to do so and ultimately had to settle for jobs where his Abilities were not pertinent. He looked up to various heroes and even villains, but because he had no friends with abilities that stuck around as he got to a working age, he had basically nothing to demonstrate for any employer. He could claim to have powers and then prove it later, but that would be completely unprofessional. Perhaps it was just an excuse to hesitate and procrastinate, but it's something his personality would not allow. Sick of the jobs of his past and present, he eventually decided to risk it all and abruptly move to the heroes, instead of hoping to find them around him. A larger super population and a power like his go hand in hand, and perhaps he could finally use it for the ends he's desired.


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Name: Lì (力), no surname

Setting(s): Most Fantasy settings

Gender:

Age: 16

Ability: Elemental manipulation, including earth, (both stone and fine particles) metal, water, (both pure/drinkable water and most liquids) air, fire, electricity, and non-descript "heavenly" energy. He has eight extradimensional storages for these elements, corresponding with the eight trigrams of Bagua (Heaven, Lake, Fire, Thunder, Wind, Water, Mountain and Earth) and can consume stored elements in order to enhance his physical qualities with other meanings of Bagua, depending on the consumed element, gaining general physical enhancements from Heaven, the ability to reflect most attacks from Lake, the ability to adhere to surfaces and people from Fire, a speed boost from Thunder, the ability to phase through objects from Wind, the ability to absorb energy attacks from Water, the ability to negate kinetic force from Mountain, and the ability to become stretchy and malleable from Earth.

He also has the ability to keep the potted plant hat on top of his head in any situation.

Weaknesses/Limitations: Despite the long list of applications, Lì's ability is a jack of all trades, master of none. His elemental manipulation can't hold a candle to a more focused element manipulator, and he is completely incapable of generating the elements himself; only able to pull them from his environment or induce their creation using other elements. His extradimensional storage space is fairly limited, roughly similar to his body mass for each trigram, and the consumption of elements for other effects is very heavy, only allowing him to use them for seconds at a time, divisible over only a few uses.

Combat Equipment: His ability is (allegedly) influenced by symbolism, and to that end he's been given a specialized outfit and very specific accessories. How does it help him? Magic, supposedly. Does it help him at all? He's not sure, actually. Depending on balance needs, it can go either way.

He thought the hat that doubled as a plant pot was tacky at first, but it's grown on him.

Personality: Was trained to be disciplined, and accordingly shows little emotion and a lot of drive. Every so often his true self shows, which isn't so disciplined, and reveals just how out of his depth he can be at times. He's not entirely fluent in English, and the language barrier can be a problem sometimes.

If the setting is appropriately non-serious, I'll google translate his dialogue a bit and then back to English, cleaning up annoyingly unreadable parts and going with any resulting misunderstanding for comedic effect.

History: An orphan for as long as he could remember, Lì grew up in a monastery in China. The monks there cared for him as if he was their own, though the financial burden of raising a child eventually exacted a toll on an already shaky financial situation. While the monks were discussing ways of cutting up the land the monastery sat on and selling it, Lì took it upon himself to prevent any unnecessary sacrifices, going behind their backs and eventually managing to "sell" himself to a rich foreigner interested in his abilities. In practice, he was trading the right to discretely adopt him for financial compensation, but he wasn't ignorant of the potential dangers in doing so, accepting the risks. The man who came to be his foster father was, frankly, a weirdo, but luckily not a pedophile. He was obsessed with religion and martial arts movies, globetrotting to immerse himself in different cultures and embracing seemingly all of them with no attention to their conflicts of principles. He ran a questionable dojo that mainly imitated works of fiction, teaching a flashy fighting style with little actual substance. Lì went along with it, and came to genuinely appreciate the physical workout and aspects of mental discipline, if not the actual martial art. As Lì's training advanced and his abilities grew, his wildly irresponsible father has come to trust Lì's ability to take care of himself, sending him out on missions investigating religious artifacts, challenging other Superhumans to friendly competitions, or training under an external teacher that he had previously trained under. (And moved on from prematurely)
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Name: Ilix Douglas (Pronounced like "helix")

Setting(s): Modern Fantasy

Gender:

Age: 26

Ability: “Mage body”; Ilix can duplicate her body and control any part of it remotely. She does not need to recreate the entire body and can create floating arms, legs, eyes, and so on, all with the functionality of its original, allowing her to sense things at a distance. She can do so selectively, effectively rendering the duplicate parts immune to pain or (predictable) sensory overload. She can move the various body parts with the same force she can move her own body, in any direction, unbeholden to gravity. The cross sections of her disembodied body parts are replaced with a solid black void, so most attempts (both deliberate and incidental) to chop up body parts into specific shapes often end up looking completely black, though they still have mundane properties and bisection does not negate Ilix’ control of either piece.

Weaknesses/Limitations: In addition to being limited to the parts that make up her body, (she cannot duplicate foods before they are broken down and integrated) she cannot create more than one copy of any unique part. She also must move all parts telekinetically herself, requiring focus to accurately visualize any applied motion. Creation is the same, limiting the speed at which she can create parts. The parts created are strictly not alive, and thus she finds it difficult to maintain a facsimile, having to control its breathing, blinking, and locomotion. While this is doable, she cannot meaningfully recreate speech, at best letting the body double make simple syllables. The duplicate has no functional distance limit, but it cannot be maintained as Ilix sleeps, causing it to disappear. It can also only be constructed within a few meters of her real body, and cannot be manifested through solid walls. (though it can be created on the other side of narrow gaps)

Combat Equipment: The only objects she can duplicate are her clothes for reasons that are either addressed by the setting or not addressed at all. She'll generally not plan to use any weapon, but might bring along a kitchen knife in some situations.

Personality: Ilix is unflappable, showing no concern even in the face of imminent mortal peril. She is calculating, irreverent, and extremely chill. She has a habit of attempting to psychoanalyze people and is surprisingly irresponsible, beholden to hardly any morals and driven mostly by greed. She is willing to go to great lengths to spite those that have wronged her, and is generous with her friends and allies, believing she should pay back twice what she receives.

History: Ilix is by all accounts a punch-clock villain. Supervillains need henchmen and she's basically two for the price of one. She has no problem handling viscera cleanup and no moral qualms about her actions after her depressing teenage years imparted her with powerful weaponized apathy. That being said, she's not a mindless drone, and isn't afraid to quit at inopportune timings when she's clearly not getting paid, or paid enough. She's partly responsible for a number of atrocities and responsible for thwarting certain evil plots as well. After all, her only loyalty is to money, and villains just tend to pay more. Arresting her is generally regarded as more trouble than it's worth, since she has a history of bamboozling cops and wasting their time.
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Name: Xzyckxse (Pronounced "zikes")

"Model Number": XZY0^52

Setting(s): Modern Fantasy & Sci-Fi Fantasy, especially those with higher levels of power

Gender:

Age: 1, with growth artificially accelerated to that of a teenager's.

Physiology: Xzyckxse is a cyborg, designed from birth for mechanical integration. His bones are largely metallic, and his blood is filled with nanomachines that automatically repair wounds and rebuild disfigurements. He has superhuman physical and mental capabilities; his strength and speed are olympic if not better, and he has partially digitized thoughts, able to compute things mentally, with google and a downloaded equivalent college education at his disposal.

Ability: Xzyckxse has 52 power cells within his body (or rather, that is his maximum capacity) that serve as infinitely renewable energy sources while they are within him. They are thin, rectangular, removable, can be reproduced using mundane materials (Primarily Silver, Tungsten, and Uranium) and are referred to as "cards" by his creator. Their power can be expended for a variety of systems, with the cards taking roughly a day to recharge themselves. Since one card needs to be dedicated to powering his mechanical functions or his own physiology will cripple him, He generally has access to 50 cards at any given moment. His cards cannot hold a charge for long after being removed.

Xzyckxse was originally designed to be able to analyze other abilities and reproduce those abilities, using the cards as a resource expended for ability activation. Unfortunately, the analytical demands required were deemed too impractical, and the feature was repurposed into imitating mechanics from different works of fiction.

There are four main systems he can use: The Storage system, the Weapon Materialization system, the Bullet Hell system, and the Parkour system.

His storage system, based on the Pokémon and Yu-Gi-Oh series, allows him to store objects and either willing or incapacitated creatures onto the cards, dematerializing then rematerializing them. These function as inescapable prisons as well as a form of hammerspace. Releasing stored objects/creatures expends the charge on the card, and less intelligent creatures will align themselves with him on a temporary basis when released, up until they realize they have no reason to do so. Cards used in the storage system cannot be used in other systems.

His Weapon Materialization system, based on Minecraft, allows him to arrange the cards in an imaginary grid in order to materialize simple weapons on the fly. Any creation in use must be saved to one of the cards temporarily to stabilize its form, which can count towards the materialization of the weapon. While free cards equal to the number of cards arranged are required to materialize the weapon, only one card used in its creation is required to expend its charge when the weapon is dematerialized. If that card is not also the card the weapon's design is saved to, it is possible to transform a materialized weapon between saved designs without expending additional card charges. Cards with saved designs do not count towards the materialization requirements of other weapons designs, and cannot be used for other systems without first releasing the design and expending their charge in the process. Weapons created through this system can modify their mass on the fly, allowing him to wield them with greater ease and force. The upper and lower limits to this effect are based on the number of cards used in its creation, acting as a divisor or multiplier. Oversized greatswords are, naturally, Xzyckxse’ weapon of choice.

His Bullet Hell system, based on the Touhou series, can in some ways be viewed as a more narrowly focused version of his original copy ability. With it, as long as his opponent is willing to fight and within range, Xzyckxse can declare a spell card duel, which will create a large rectangular barrier locking him and his target to a specific area until his opponent is defeated or he runs out of spell cards. Other people and objects can move in and out of the barrier freely, but bullets fired by his spell cards cannot escape the barrier. He can acquire spell cards by saving his perception of other abilities to cards, converting them into energy attacks in the process, and determining a pattern to fire them off omnidirectionally, with a bit of artistic interpretation involved. While in a spell card duel, Xzyckxse is functionally unkillable, with meaningful damage ending the current spell card instead of inflicting any real harm. His movements must be determined in advance as part of the pattern, and firing energy bullets generally requires him to stand still or at least slow down to be valid, so although he won’t be particularly agile in a spell card duel, he becomes a bit of a bullet sponge in the process, and most melee combatants will have to simply wait for the pattern to end, which generally takes between half a minute and three minutes per spell card.

Other than each spell card having a timer, there are three main caveats that carry over from the series it was copied from: The first is that he must declare the number of spell cards beforehand. Once he runs out without defeating his opponent, he is considered to have lost the spell card duel, and all of his systems become disabled for about an hour as a penalty. Mind that his mundane capabilities are unaffected. The second caveat is that it must be possible to dodge any spell card pattern. A wall of undodgeable bullets will not be recognized as a valid spell card, and spell cards that demand a lot of movement must take the target’s capabilities into account, lest they fail to activate. That being said, there’s no restriction on how difficult the patterns are to dodge, and realistically almost anyone Xzyckxse designates will be unable to weave their way through the dense barrages. The third caveat is that spell card duels are inherently non-lethal. A victory will always be declared before bullets fired by spell cards will leave someone in a state that will cause them to die. It will, however, leave enemies in a state that is unable to meaningfully fight back. The number of hits it takes to accomplish this varies by opponent, but against a civilian human it is typically just one or two bullets, with a particularly fit and healthy person potentially being able to take a third. Saved spell cards cannot be utilized in other systems without losing the saved spell card. Spell cards do not necessarily need an ability as their inspiration, but it must be some form of attack from an external source.

His Parkour system, based on Neon White, grants him extensive albeit resource-intensive movement abilities. By expending the charge on a card for each use, he can generate invisible floating platforms he can use as a foothold, launch himself in any direction with significant force, move a significant distance horizontally nearly instantly, or “stomp” the ground, descending with great speed and unleashing a shockwave around him when he lands.

Weaknesses/Limitations: Xzyckxse was made with an intentional design flaw: He can only use 52 cards. After he uses up 50 on his systems, he remains a powerful cyborg, but those with their own ability should reasonably have the upper hand and the means to apprehend him. In addition, while Xzyckxse is usually water-proof, meaningful wounds combined with water may cause him to short-circuit, essentially rendering his mechanical aspects inoperable until completely dried, where another card will be required for power. Access to his systems remain unaffected, but he'll be crippled by the sheer deadweight he'll have to carry around.

Combat Equipment: Besides a simple tactical knife meant for use after losing a spell card duel, all else is covered in his physiology, and his preferences for weapon materialization are utilitarian in nature. It's worth noting that he can change the color of his custom-made clothing and hair at will, potentially blending in with the background, but he cannot do this with his skin.

Personality: Xzyckxse roughly matches what one might expect from a robot, because he has a calm demeanor and a dispassionate, matter-of-fact way of speaking. He usually keeps to himself, lacking friends of a similar age and, more broadly, social skills in general. He is the artistic type, and is quite talented at a number of different mediums, but is extremely self-critical on any creative pursuit, claiming to owe much of his talent to his cybernetic enhancements and their ability to ease translation of his thoughts into his art.

History: Genetically engineered from a zygote and grown within a test tube, Xzyckxse is the magnum opus of a mad scientist not afraid to ignore ethical boundaries. His creation was funded by an evil organization of which his creator, Aaron, headed the R&D department for. Xzyckxse' completion heralded Aaron's betrayal of the organization, using Xzyckxse' spell card system to destroy their headquarters and his storage system to escape, with a host of captives the organization had kidnapped in tow. Aaron managed to obtain amnesty as a part of this, and has created a new laboratory to continue his experiments for a different team. Today, Xzyckxse generally serves as an assistant to Aaron, but he would rather Xzyckxse get out and expand his horizons. He would not specify anything specific. At a loss, Xzyckxse tried his hand at different types of art, or discussing philosophy with old men willing to ramble on about it with him. When asked if his task had been completed, Aaron simply answered "no".
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Name: Alan Cross

Setting(s): Pokémon settings that allow for RéBURST-esque human-pokemon fusion / the pokémon equivalent of hybrid digimon

Age: 17

Pokémon:
Alan's main partner is a reserved and unassuming Spewpa. It has the hidden ability, Friend Guard, and knows a variety of uncommon moves. In a one-on-one fight, however, it's mostly helpless.

Armor Abilities: After entering his armored form, Alan gains a massive defensive boost, covering his body in a chitin-like armor and providing him with a fur cloak highly resistant to cutting forces and magic attacks. He gains large gauntlets on either hand that can emit Spewpa's powders or create and launch webbing to help him disorient, weaken, distract or restrain his opponents. Electrifying the webbing is also an option. Finally, he is capable of generating energy barriers of two types; either a short-lived one to block attacks, or a weaker but long-lasting one to continuously dampen attacks. From an offensive perspective, Alan's armor form does almost nothing for him, only able to poison or moderately electrify. He can simply wrestle people into submission, but this is easier said than done against strong opponents.

Personality: Alan is pretty extroverted. He's not afraid to solicit strangers for conversation and loves getting people to laugh or smile. He'll often gas people up as a "sincere joke", and is pretty thick-skinned. Although he doesn't hate losing, he likes winning more, and has a bit of an ego. At times, he can be stubborn or confrontational, but he's hard to make genuinely mad. He doesn't take much seriously other than fights, which he takes extremely seriously, despite his persistent attempts not to.

History: Alan had a rather ordinary childhood. His mother was a trainer who acted as a member of a certain peace-keeping organization and his father ran a flower shop. They had a large garden in their backyard where they grew most of the flowers, and it attracted a variety of grass and bug pokémon to their home. Eventually, however, at the age of 14, he and his father got caught up in a plot against his mother. Assailants forced their way into their home and attacked him and his father. Alan didn't know what to do. His father told him to run, and in the panic of the situation, he did. Though, As he thought it through, he wasn't confident he could escape the tracking of pokémon for long. Perhaps that was just an excuse not to leave his father behind, but he decided he was either going to save his father or die trying. As such, he went to the gardens and beseeched all the pokémon within for help. They were all pokémon he had known for much of his life, pokémon he grew up with, but most weren't confident they could take on the intruders. He wasn't of much help himself, and as much as he tried, he couldn't rally them to attack together. Time was of the essence, so he gave up, cursing them, calling them selfish and ungrateful, but just as he turned around, he found a Spewpa quietly waiting behind him. He knew this one; it was the son of his mother's Butterfree. It wasn't exactly what he was looking for, but beggars can't be choosers, and at least it could use Protect.

He rushed back into the house, carrying Spewpa, and immediately put himself between the assailants and his father. Spewpa managed to block a single attack for him and retaliate with Stun Spore, but he knew better than to expect much from him. Right after guilt-tripping the other pokémon, he wasn't about to let Spewpa fight an unwinnable battle, so he never let go of it, protecting it from every attack that came their way. He knew the only way they'd make it out alive was with Spewpa's disabling abilities anyway. It was during this time when he was being cut, burned, and beaten to a pulp that he finally awoke the power to unify with Spewpa, donning its armor and finally being able to fight on even footing... with one of them. His father was unconscious and badly wounded, so he scattered Rage Powder to drag the fight outside, back to the gardens. Using himself as a distraction, he managed to allow his Spewpa and even some of the other wild pokémon still in the garden to gang up on the attackers. They became inundated with negative status effects, paralyzed, slowed, and struggling to inflict meaningful damage, but they were far stronger than an amateur and a bunch of wild pokémon. They eventually burned the garden down, forcing the wild pokémon out of hiding and soon after, out of the fight. They gradually beat Alan within an inch of his life, unable to land a decisive blow but having nothing to fear from him and Spewpa in return. It was only at the last possible moment, when Alan's legs gave out from under him and he fell to his knees did help arrive. His mother had come personally, and finished the assailants off with a single Hurricane, putting out the fires and leaving the arrests to her compatriots. Attending to her son was more important, but all Alan could think about at the time was his dad.

His father died that day, unable to be saved from his injuries even with the medics they had brought. Alan came to regret listening to his father, wishing he had never left him. Even if the more logical side of him recognizes the futility of stopping or even delaying the attackers without his armored form, he never got to say goodbye to his father, and no matter how hard he tries, he can't let go of the feeling that he failed him.

Alan eventually decided to train to join his mother's organization. Although protecting people is one of his goals, he can't say he chose his current path for purely moralistic reasons. He mainly wants revenge on the perpetrators, seeking nothing less than the complete dissolution of their cause, if not pure self-righteous vengeance.
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Name: Ceft Michaels

Setting(s): Most Fantasy settings that Lesua is allowed in; as an NPC or otherwise

Gender:

Age: 15

Ability: Ceft's body contains mild healing properties with supernatural medical adaptability. When any part of him is ingested or when any body fluid is applied directly to wounds, bleeding will gradually stop and natural healing processes accelerate. He functions as a human panacea, capable of combating almost any poison or disease and stabilizing many life-threatening conditions, assuming his ability is applied in a timely manner. While this ability does not have the same effect on himself, it seems to have at least some effect, giving him greater resistances to harmful substances and general illness.

As a side-effect, he is often described as minty.

Weaknesses/Limitations: Ceft's ability is more or less an expedited version of having a medic on hand. If you lose a limb, he can help you reattach it, but he can't help you grow it back. While his ability moves the boundary of no return, he can't save someone that is beyond saving. Furthermore, despite generally high potential potency, his ability doesn't ignore the laws of preservation of mass, and he'll need to provide more of himself when the situation calls for it. This is rather difficult to scrounge up without disfiguring himself, and performing a blood donation in the middle of a fight can cause his combat capacity to deteriorate.

Combat Equipment: As Lesua's primary bodyguard, Ceft was gifted two magic items that she made herself. Both of these objects were made to work exclusively with Ceft, becoming useless trinkets in the hands of others. The first was a weapon, to allow Ceft to protect Lesua in a fight. It takes the form of a golden cross necklace when not in use, and morphs into one of four different weapons, enlarging itself in the process, depending on how it is held when activated. Held from the bottom, it becomes a scythe, with a blade seemingly formed out of solid light appearing along one of the cross' short ends as the handle elongates. Held from either side, it will become either a handgun or a tonfa. In either of these two forms, it is capable of splitting into two, each the same size as the original. The handguns will fire bullets seemingly made out of light. The last form, when held from the top, will turn the cross into an ornate longsword, with short blue ornamental tassles on the hilt and crossguard. Despite the mystique of a shapeshifting holy weapon, all four forms only have mundane properties, besides the endless ammo supply of the handguns.

The second gift was a halo. A rather curious object, it seems to ignore gravity only when placed above Ceft's head. When worn and its activation is willed, wings of pure light will sprout behind Ceft's back. They appear to be mere decoration, because instead of flapping, they jostle themselves at best, and don't even connect to Ceft's body at all. Despite this, they still enable Ceft to levitate/fly while they are active, and have impressive maneuverability and respectable speed. They were given to him because his lack of innate mobility was seen as a problem. As Lesua's bodyguard, he was told that it was expected of him to always be able to fly to her rescue.

Personality: Ceft has a tendency to get nervous in mundane situations. He's rather shy, unable to speak his mind, and is often pretty easy to boss around. He's the chivalrous type, and isn't afraid to jump to the aid of those he feels need defending, though he's also deeply loyal to Lesua, and can easily take drastic action if she commands it, putting his life on the line and/or showing no mercy without a second thought.

History: Ceft is the youngest priest of the church of Lesua, a cult formed around a girl his age that his parents had joined shortly before meeting an untimely demise. Ceft was orphaned until Lesua declared that the church itself would take care of him, which mostly meant that he lives in the apartment across from Lesua's. Lesua's own ability inflicts her with megalomaniacal episodes, which were what caused her to form the church in the first place, but she is otherwise an ordinary albeit unsociable girl, and thus Ceft has developed a crush on her. Since Lesua lacks most of her powers outside of her episodes, he was assigned as her bodyguard because of his ability, (by her, to her dismay) and they've since become good friends, spending most of their time together on account of their entanglement with the church, status as independent orphans living across each other, and general avoidance of educational institutions. They even have keys to each other's apartments. Given that his home, his food, and the very clothes he wears are all paid for by the church, that Lesua saved him in his darkest hour, he can't help but feel that he owes Lesua for taking care of him for so long, and tries to repay the favor whenever he can.

Ceft, as per Lesua's request, tries to steer her towards humanitarianism during episodes or protect people from her wrath when he is able, though when it comes down to it, he will never go against her completely or refuse an insistent command. He has killed people for her, and is prepared to continue doing so, deeming her more important than his moral preferences.
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Name: Lesua Yzarus

Setting(s): Fantasy settings with higher levels of power

Gender:

Age: 16

Ability: Lesua's abilities are styled after her favorite class, the White Mage, from her favorite RPG, Penultimate Pipedream. This mainly enables her to fully restore the health of others, revive the recently deceased, erect barriers, launch magic "holy" attacks, or impart positive status effects such as passive regeneration and an automatic revival upon death, within a certain time limit. Like most of the game's mage classes, it can also fly and teleport short distances, (about a meter) though, just as in the game, she cannot teleport through walls or teleport rapidly, (it's more of a stylized dash animation) and her air speed is comparable to her ground running speed.

Of note is the game's subclass system, with her ability copying aspects of other classes within the game, particularly those that are useful when combined with a White Mage. Although not all of their abilities transfer over to Lesua, most of the useful aspects do:
  • The Black Mage, an offensive Mage class, allows her to utilize elemental attacks of most elements, instead of her default holy element. Although not stronger than her holy magic by default, she gains the ability to modify her "spells" from this class, such as condensing them into a speedy arrow, causing them to rain down periodically, or setting them to cast on a certain contingency. This applies even to her white mage spells, potentially multiplying or automating their healing effects, though she can't combine it with other subclasses, and the exponentially increased mana cost from the games translates over to sharply increased fatigue in reality.
  • The Hexer allows her to inflict a variety of status conditions such as Poison, Sleep, Paralysis, Fear, or Doom. Doom is typically the strongest option, causing a target to die unless the condition is magically cured or Lesua is defeated within a certain period of time. In reality, doom's timer has gone from a few turns to about 1 hour and is nigh impossible to cure without her. As in the games, Hexer status conditions have a reduced effect against enemies that are stronger than her, and Doom won't work at all.
  • The Bard, which can provide a variety of stat buffs for allies. Lesua copies most of its abilities without issue, and doesn't need to dress any of them up as a performance.
  • The Artificer, which can use magic and machinery to create specialized equipment and weaponry or autonomous minions. Lesua can't actually use most of its abilities, lacking the fantastical mechanical knowledge for it, though she is capable of enchanting or forging magic items just by condensing "magic", or whatever it is that makes her ability tick.
  • The Alchemist class allows Lesua to concoct magic potions, including ones that explode, buff allies, or inflict status effects on enemies. Most of its offensive applications are inferior to those of the Black Mage, most of its healing options are inferior to that of the White Mage, and most of its buffing or debuffing effects are inferior to that of the Bard or Hexer, though they do offer a few unique effects such as turning you into an intangible ghost for a few seconds or causing you to grow or shrink. Notably, she can loan or sell these potions to others, and the class, ironically, allows her to turn water into wine.
  • The Guardian class is a tank class that specializes in mobility; protecting allies no matter where they are, at the cost of offense. It allows Lesua to zoom across large distances to her allies at a moment's notice and keep them safe from almost any attack by redirecting it towards herself. Most of its other abilities are redundant with a White Mage's ability to generate barriers.
  • The Time Mage class can freeze a target in place or slow them down, forcing them to move in slow-motion. It can also accelerate allies, which stack with the Bard's enhanced speed buff. Finally, it capable of calling down Meteors; a non-elemental attack that also functions as the strongest spell in Penultimate Pipedream. Lesua is capable of using all of its abilities, to devastating effect.


Weaknesses/Limitations: About 95-99% of Lesua's abilities cannot be used unless she is undergoing one of her episodes, which are dramatic shifts in demeanor in which she is overtaken by delusions of grandeur, severe megalomaniacal narcissism, and an acute and very literal god complex. As an American, her idea of a god is heavily informed by Christian imagery, and thus, during her episodes, she often styles herself accordingly. She is highly vulnerable while her abilities are inactive, and really good at making enemies while her abilities are active.

She undergoes an episode when she wakes up every Sunday and returns to normal at midnight. It is possible to undergo an episode when she gets strong feelings of anger or desperation, and the opposite is true - exiting an episode early, when she gets strong feelings of guilt or self-doubt.

The aforementioned 1-5% are mostly just parlor tricks (small light shows) and substitutions for band-aids. Her ability to stem the bleeding of a severe wound is worse than a simple tourniquet, and is too time-consuming to be of use afterwards compared to Ceft's ability, which is already relatively slow. Her ability to launch magic attacks are comparable to, at worst, getting hit by a foam dodgeball.

Of note is that she maintains the ability to cure Hexer status effects.

Combat Equipment: Forces herself to wear an RGB gamer halo (styled according to a twisted perception of herself) which she absolutely hates and cannot remove without her abilities. It pings Ceft's halo automatically when she is in danger and can project a barrier around her for a limited time.

Personality: Sharply contrasting her personality during an episode, Lesua is an antisocial shut-in, and is usually quite glum whenever she has to go outside. She's constantly haunted by the guilt of her actions during episodes and hates that she has to continually rely on the church, an institution she thoroughly resents, to keep her safe from the mess she's created herself. Ceft and the other members of her church have already stopped numerous assassination attempts, and she's become very untrusting of others.

She's very fond of video games, particularly fighting games and RPGs, and has even won local tournaments before she was forced to divorce herself of her previous life. She can get quite competitive at them, and holds the speedrun world records for Penultimate Pipedream any% and 100%.

History: When she first got her abilities, it happened during school hours, and the tragedy that followed is one that's frequently been pointed to as a reason that superhuman abilities should be more tightly regulated and controlled.

She returned home after the incident a fugitive. She was given money by her father and, without any words or explicit command saying so, sent to live on her own. She came to live in a run-down apartment and slowly drove a lot of her neighbors away while keeping her landlord paralyzed in fear. She seems to generate money out of thin air during episodes, so she generally kept to herself, hoping her problems would somehow go away.

Somewhere along the way she seemed to have started a cult to herself, and purchased a nearby church from which to operate out of. Despite her own attempts to disband it, it only ever seems to grow as time passes. Some of her churchgoers are genuine believers that a deity has descended using her as a vessel, and there are children and elderly coming and going at her church with alarming frequency. Others seem to be attracted to her penchant for "divine retribution" against "enemies of the church" and seek to abuse the church as a sanctuary after illegal conduct. Although most criminals seem to genuinely turn around over time after joining the church due to its moralistic teachings, (which are seemingly pulled out of her own ass) turning the other cheek isn't one of them and the church's activities in some ways resemble that of a small mafia. It's gotten to the point where the church itself is known as a hub of criminal activity, featuring a corkboard full of bounties and a variety of dubious requests. Lesua, during her episodes, doesn't have any qualms with shady characters walking in to take on these requests, so long as they don't disturb the churchgoers, so even nonbelievers get in on the chaos.

She eventually came to meet Ceft, a young boy she appointed as a priest. His parents suffered an untimely demise at the hands of her enemies, which she in turn took bloody vengeance upon, and he was "adopted" by "the church", which in practice meant renting out the apartment across from hers. Apparently she deemed herself too weak outside of her episodes, and appointed him as a bodyguard, which she hated at first but gradually changed her mind about as he saved her time and time again.

Being a depressed teenage girl who just wants to play video games all day, she's come to rely on Ceft for a lot of things. He's always coming by and cooking or cleaning for her, even when she tries to get him to stop. He's pretty much the only friend she has, the only person she can play video games with, and the only person she can have a sober conversation with about how fucked up her ability and the entire church is. She can't help but feel indebted to him for taking care of her for so long, both during and outside of her episodes, but doesn't know how she could even begin to repay the favor.
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Name: Akio

Setting(s): D&D

Gender:

Alignment: Chaotic Good

Race: Human

Background: Runaway Noble (Noble with Charlatan's False Identity Feat)

Class: Druid

Subclass: Circle of the Moon


Personality: Despite his noble upbringing, Akio is easygoing and hates standing on ceremony. Although he's capable of showing the manners of a member of high society, there's nothing he hates more than pretentious snobs. He's a bit reckless, and has a penchant for getting involved where he doesn't need to, though he's surprisingly cool-headed and not as much of an idiot as his devil-may-care attitude might suggest.

History: Akio ran away from his life as a noble, abandoning his family name and forging a new identity for himself. He found he much preferred the company of commoners and a traveler's lifestyle. He mostly worked as a courier, delivering goods and messages between towns. He was camping in the woods one night when he stumbled upon a large mansion, just sitting there in the middle of the woods, far from any towns. Although curious, he wasn't going to intrude until a pack of wolves cornered him and forced him inside - the doors were unlocked, luckily.

Although he hadn't planned on staying for long, he was soon greeted by a short girl with long, curly white hair. Akio asked to meet with her parents, though she insisted she was the lord of the manor, and also a fully grown adult in her mid twenties. Akio, barely an adult at the time, was about a foot taller than her, though he didn't want to be rude when he was already intruding on her home, so he didn't comment on it further. He explained his situation, and a look of realization swept over the girl, before she moved past him and opened the door. The wolves immediately tackled her, and after a brief moment of Akio's panic, the girl started laughing as the wolves licked her face affectionately. "They're my precious children", she said. He didn't lower his guard as one of them growled at him.

The girl invited him to stay in her mansion, and against his better judgement, he accepted, if only because he was still curious about the strange girl and her empty mansion in the middle of nowhere. The girl said she already ate, but volunteered to make him dinner, and sat at the table with him, asking for his opinion on her cooking. The food was pretty good, if a bit salty, and he gave her his compliments. As he was finishing up and she was reading a book, he asked her why she had a mansion built in the middle of some woods, and also how she tamed a bunch of wolves. She simply responded that it was magic, to which Akio immediately asked her to teach him.

In the following days, Akio learned the basics of druidcraft. The girl started off trying to teach him wizardry, but it proved too boring for him to handle. Although they weren't doing anything special, learning the ways of a Druid proved exhausting. There also seemed to be a mosquito problem in his room, because he had irritating bite marks on his neck.

It all made sense when he announced he was ready to leave, returning to his travels. The girl didn't want him to leave, and had more than enough pure physical strength and speed to stop him. Turns out, she was a vampire, and apparently a very lonely one, because she refused to let him leave. In the end, he had to hold a knife to one of her wolves to get her to let him go, cringing as it sank its teeth into him all the while. She said she regret not turning him into a spawn, and swore she would find him again one day.

He managed to drag himself out of her castle and back to the nearest town, wrestling with the wolf as he did so, though even after managing to release it without tearing him to shreds, getting his wounds treated and coming to rest at a local inn, her vow to find him weighed on his mind.

Years passed by as he managed to avoid being found by both his family and the vampire girl. As dangerous as it was, he still felt he owed a lot to her as his mentor, but when he tried to visit the girl again, he found that her mansion was completely gone.

What kind of Vampire becomes a Druid, anyway? They don't exactly scream "communer with nature". In any case, he's continued on, learning more and more as a Druid. He's heard they can even change into animals, something he never once saw the girl do, which is ironic since Vampires are known to change into bats. Using his newfound magical abilities, he took on more work as an adventurer, though, perhaps even more ironic than the girl, he found he preferred close combat over sitting in the back, tossing around spells.
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Name: Arius de Fürst

Setting(s): D&D

Gender:

Alignment: Lawful Neutral

Race: Halfling

Background: Sailor

Class: Rogue

Subclass: Swashbuckler


Personality: An upright and uptight individual, Arius takes matters of honor seriously, but does not expect others to conform to his own moral code. He isn't afraid to bend or break the law and is willing to adapt to the circumstances, but he is strict with himself and those under his jurisdiction, not allowing any moral cutting of corners. He subscribes to the notion of honorable duels, and prefers to settle things in such a way, with a rapier in one hand and the other behind his back. That aside, his definition of an honorable duel is one without interference, and his actual fighting style tends to be frustrating to deal with, since it primarily relies on hit and run tactics. The idea that this isn't honorable is foreign and confusing to him. Despite being a rogue, he dislikes ambush tactics, and will usually only rely on stealth after combat has already begun, if at all.

History: A former sailor of a certain country's navy, he recently suffered a defeat that made him reconsider his own capabilities. Disbanding his crew with a mutual promise of reuniting one day when everyone has grown stronger, he has begun travelling the land in order to expand his horizons and better himself as a captain.
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