@DracoLunaris: Hm... Well, if the mana issue is resolved and only really for personal reference, then sure, that's fine. With regards to MP drops... I think that's an interesting risk-reward, but could be dangerous. Up to you which to pick, though my preference is towards the latter. As for the dash (blink)? I'd rather nerf it since it seems quite spammable in the video example, and phasing in and out of reality where you can dance around hits like that is rather tough to work around. Would rather it be a proper dash instead.
updated sheet: clarification about how card costs are just for context, added card names, added better descriptions for cards, added a few oddball cards I missed, dash description updated no longer makes her untouchable, mana generation has it's own section in abilities with the described mana stealing possibility outlined in it
Name: Rayne
Gender: Female
Appearance: Rayne is a halfling, with (pierced) pointy ears and a rather short stature.
Personality: Rayne is a kindhearted soul, brave if not daring, determined and honest even when it is to her own detriment. Despite having had some self confidence issues, she is no pushover, and will stand up for what she thinks is right even if the whole world is against her. She is notably very much against the idea of killing people, even if they are her enemies.
Brief History: Rayne comes from a world devastated by the byproducts of magitech, and while the regime responsible for that devastation has been overthrown, it was too late for the surface world. The sky was shattered, bathing the land in deadly radiation and the last living souls in the world had to hide away in a series of underground caverns known as Dungeonidas. Rayne herself was at one time member of the Knight Witches, a 5 women group that overthrew that regime, but was ejected from the group before battle for the fate of the world took place due to branding reasons (her name and that of the leader Robyn were considered too similar).
Despite this ejection (for, unbeknownst to her, very stupid reasons) Rayne still held the power of the link, the power to gain magical strength merely from having people put their faith in her. Thus, when the remnants of the regime's golem armies invaded Dungeonidas, and with the other Knight Witches nowhere to be found for unknown reasons, Rayne was the only one able to stand up against them.
After a series of conflicts, twists, turns, and conspiratorial backstabs she eventually discovered that the new society had simply traded one world destroying magitech powersource for another, hexoil, power stolen form the circle of life itself, one that began to slowly rend reality asunder as the war for Dungeonidas reached its peak. She delved into the cracks in reality, defeated the avatar of this new apocalypse, the fallen knight witch Robyn, and was poised to become the avatar of life itself, Gaia, charged with restoring life to her ruined world.
Then, instead, she found herself here, in this new one.
Universe of Origin: The Knight Witch
Equipment:
Armor: Rayne’s armor is somewhat fashion over form, but the solid plate covering her chest, shoulders and hips still provides a fair bit of protection
Runedge: An enchanted blade made to be far heavier than its form suggests
Abilities:
Flight: Ryne can effortlessly hover through the air, though her power walking pace speed leaves much to be desired.
Dashing: Rayne can perform a straight line dash, teleporting a fixed 3 meters in any direction and appearing again with a bright flash. While this used to render her untouchable while doing so, something about this new world causes this not to be the case, which is going to give her quite the scare when she first takes a hit while dashing. There is only a short half second cooldown between dashes, making it quite useful for mobility as well as dodging.
Weapon Summoning: Rayne can store weapons in her magic, and then pull them out in the blink of an eye to attack, before returning them to storage at the end of her stroke.
Magic Bullets: Rayne can fire large magic bullets from a hovering glyph at a slow but steady pace, and for little to no effort. They have a fairly limited range however, and simply dissipate when they exceed it.
Spell Cards: Rayne can use her mana to cast larger spells via special spell cards. Her max mana pool is pretty limited (and she can only briefly hold over her maximum), but she has incredible versatility in the spells she can cast. The only issue is that it is based on a deck and card draw system, with 10 cards in a deck, and 3 in hand, rather limiting her ability to effectively wield that versatility. (Rather than try and simulate this however, let’s say that once Rayne has cast a spell, she then has to cast a few other, different, spells before she can cast that same spell again). Note that these spells occur around her rather than being fired in a direction.
Ryne’s max mana is 8, however spell costs are for context only, and and we won’t be keeping track of the minutia
(6) Death Spiral - Creates a shmups worth of bullets for several seconds
(1) Seeking sword - fires a single phantom blade that homes in on and stun enemies
(2) Seeking swords - fires 3 phantom blades that homes in on and stun enemies
(3) Ethereal sword - summons a giant sword to spin around her for a while
(3) Magic ax - summons a giant ax to spin around her once
(3) Lightning - A vertical lighting bolt that strikes down from above her to below her
(4) Wrecking ball - causes two giant spiked wrecking balls to smash out from either side of her
(4) Armageddon - a massive wave of destructive magic
(1) Wreckless blast - which also hurts her
(1) Shockwave - a blast that destroy enemy projectiles,
(2) Parry - a blast that reflects enemy projectiles
(2) Flashbang - a blast that stuns enemies
(2) Runic bomb - a single touch/damage activated bombs
(4) Bombardment - a rain of several touch/damage activated bombs
(2) Cloud of darkness - Create a large lingering damaging cloud
(4) Electric orbs - 4 orbs of ball lighting fired around her in an X shape
(3) Flamethrower - replaces her magic bullets with a stream of flames
(3) Machine gun - massively increases fire rate, but reduces individual bullet size and damage
(4) Triple cannon - fire 3 bullets in a spread
(5) Shotgun - fire a dozen small bullets in a wide spread
(4) Boomerang gun - fire a crescent moon that pierces foes and terrain, and then comes back
(4) Hand Cannon - bullet size massively increased
(5) Ghost gun - makes her fire rapid fire multi shot homing terrain piercing bullets that also have much longer range
(5) Rocket launcher - bullets have no range limit, and explode in a 3 meter aoe on impact
(3) Death ray - replaces magic bullets with a lock on laser that does more damage the longer it hits a single target
(2) Reload - recasts the current weapon, letting it be active for longer.
(3) Gaia’s shield - summon a permanent ring of (destroyable) floating rocks,
(3) Magic shield - summon a temporary indestructible floating shield,
(4) Sentry gun - summon a floating automated turret that copies her current weapon
(5) War spirit - summon a dragon whelp shaped familiar that copies her current weapon
(2) Wise spirit - summon a temporary aven shaped familiar that fires seeking swords when she casts a spell.
(5) Etheria armor - Give herself magical armor, letting her take an extra hit (does not stack)
(0) Mana surge - Restore a point of mana
(0) Collection - Attracting all the mana in the area towards her
(2) Garbage collector - lets her gain 1 mana for each enemy destroyed for a time
(3) Manna gamble - makes the next drawn card cast 0
(0) Loan - refills mana entierly, but causes her to draw a hexed card that takes 3 mana to destroy
(4) Discard frenzy - for five seconds, all cards cost 0, but also have 0 effect
(0) Wild card - discards her hand and draw three cards
Momentos: Rayne can gain cards themed on the abilities of bosses she defeateds.
Mana bubble off: When Rayne hits a foe with an attack that does not use mana, that strike has a moderate chance of causing a football sized orb of mana to appear next to the impact site. This mana can be collected by anyone who has free capacity for it (as in they have used mana to cast spells) which includes, unfortunately, the target. Rayne’s natural mana regeneration is rather pathetic, meaning that unless she has time to rest, this (and a few specific cards) will be the only way for her to regenerate mana, barring the discovery of alternate/external sources.
The link: The more people who feel gratitude and have faith in Rayne, the more powerful she becomes (gained from people directly giving her thanks). Specifically her base bullet damage/rate of fire increases, and her mana bubble off chance and spell power/duration increases. These upgrades are noticeable, but not massively dramatic.
Personality: Dour and serious, Saria is a moral person, but her habitual bluntness and honesty obfuscate that. When it comes to soft people skills, she's almost clueless, and it's taken a long time for her to move past her own upbringing to tone it down. Now she's at least somewhat aware of how she's seen--and actually good with children--but she's still a harsh taskmaster if you wind up under her command somehow.
Brief History: Her father was not the greatest of parental figures, insisting that showing emotion was pointless--and she should just learn to solve her own problems. This attitude did carry her far, both in taking up boxing and all the way through to her doctorate, as well as doing nothing to prevent Saria from first becoming close friends with Kirsten Wright and then founding a research lab with her, where Saria would go to become the Head of the Defence section. It did, however, give rise to the rumour that she was cold-hearted rather than simply impossibly blunt. Over time, the research Rhine Labs was pursuing grew more and more ethically dubious, but Saria remained pretty much unaware of this--both through layers of bureaucracy and how it was often subcontracted to outside labs at its most extreme, with her own job being to basically deal with the cutting edge of science blowing up and endangering everyone. Until she rescued Ifrit: not only did the young girl and Olivia Silence finally manage to break some of her frostiness, finding out the truth of the incident lead her to part ways with Rhine Labs. Violently. Not that Kirsten ever actually accepted her resignation. She would go on to join Rhodes Island, although her ties to Rhine Labs didn't diminish that much between needing to address favours and going around cleaning up after their experiments anyway.
Eventually, with Kirsten finally revealing her true goal, Saria was involved in trying to stop that. Being ultimately unsuccessful, this meant that one of the Rhine Labs founders (and, given their name, probably the only other major owner) was now in space in cryogenic sleep whilst the only one of the Department Heads liable to object to her being in charge was also dead. Which left her, until this unexpected appearance in another world, in charge for the first time since its inception.
Universe of Origin: Arknights
Equipment: Well, obviously, she has her shield. It's generally not something needed much for her own benefit--and given everything she can do, might just be more symbolic of protecting other people--save for the fact that it has an arts unit embedded within it, without which her abilities would be rather constrained (since she doesn't have oripathy to use herself as a casting implement). On the other hand, since her skill lies in punching things, and she's been seen using arts without the shield in hand, she likely has another backup. Apart from that, she has a rather alarmingly gun-like injector syringe (whatever is in it seems primarily intended for first aid), a perfectly unremarkable combat knife, and... well, those are probably smoke grenades on her belt.
Abilities: Saria's primary noteworthy ability is her Calcification arts. In the strictest sense, this allows her to control the calcium around herself, which would seem to be quite a simple ability... except that she's a scientist with a very thorough background in preparing for danger and how she can best adapt it. The very simplest approach she uses it for is to make a rocklike barrier around her fists, so that she can hit things with impunity. The other most common usage is to form a protective layer just over her skin in general, which provides astonishingly good protection. But she's also used it to create free-floating barriers in response to attacks, launch a spike as a projectile weapon, and make the equipment of her enemies shockingly brittle. She's even adapted it to assist in emergency first aid. Aside from the blatantly supernatural, as a Vouivre, Saria is remarkably strong and tough even by the standards of the Ancients of Terra. She's quite able to smash concrete with her bare hands, and would probably be able to remain standing after most explosions, rather than being torn to pieces. Courtesy of taking up boxing when she was younger, and then remaining particularly active as head of Rhine Labs defence section, she can even punch through armoured glass without Arts assistance. Or powered armour with it. As the former head of the defence section, and later an operator working alongside Rhodes Island, she has extensive experience with tactical command and leadership. If she has a particular flaw there, it's that her plans are heavily defensive--although the casualties tend to be commensurately low as well. Saria also has a variety of other skills that aren't particularly useful in the current situation, such as being able to pilot a vehicle that doesn't exist here (and drive), as well as being a scientist. Strictly speaking, her speciality and doctorate is in biomedical engineering, but she was part of Rhine Labs since its inception, her role transitioned away from doing science a long time ago.
The Protagonists of the Elder Scrolls games(nerevarine, champion of cyrodil, the dovahkiin and the Vestige) wouldn't be allowed, judging from what I read on the first page, right?
@VitaVitaAR Ahh, that's understandable. Tbh, it's hard to decide with so much media out there. Hmm... but I'll go with Aerith if no one had selected her yet.
@VitaVitaAR Ok, hope this is good enough. Mind you this is a work in progress.
Name: Adrian Farenheights Tepes A.K.A.: Alucard
Gender: Male
Appearance: Alucard is a handsome young man with a chiseled and slightly pointed face, pale skin, long wavy pale blonde hair down to his back, and golden eyes. He usually wears a black suit and boots, a white shirt underneath accompanied by a white tie, a long black coat, and a long black cape he inherited from his father.
Personality: Adrian "Alucard" Țepeș could be said to represent the best of both his parents. Like his father, he is intelligent and deadly in battle, yet he possesses his mother's class and kindness. Alucard is often calm and composed, slow to anger and other displays of emotion, even when in battle.
Alucard at first glance looks like a cool individual of few words and strong determination. However, he also endures great suffering because of his vampiric heritage, a curse to roam the world forever the death of his mother Lisa by human hands, which made him feel cold and bitter toward humans. Alucard is pessimistic, always has a plan for everything, leaves nothing to chance and will do everything necessary to bring an end to evil, regardless of the cost.
Brief History:
Early Life
In the mid 1450s, Adrian Tepes was born to Vlad Dracula and Lisa Tepes. As the offspring of an unnatural bond between a human mother and a vampire father, he was born a "Dhampir" or half-vampire. Because of this, Adrian had special powers and was destined to be stronger than any human but not potentially as strong as his father. Nearly twenty years later, in 1475, Lisa was falsely accused of witchcraft and burned at the stake by the Bishop of Targoviste. This tragic event drove Dracula into a rage as he vowed to wipe all human life from the face of the earth in revenge for his wife's death.
Upon learning that Dracula had begun summoning demons from Hell to slaughter all humans, Adrian confronted his father, begging him not to kill innocent people for revenge, as it would not be what his mother Lisa wanted. When Dracula refused to listen, Adrian fought his father but was defeated, leaving him with a large scar on his chest. Beneath the city of Gresit, Adrian placed himself inside a coffin to recover his strength. A legend about him then spread, stating that a "sleeping soldier" awaited beneath Gresit and that he would be met by a hunter and a scholar.
The Sleeper Awakens
In 1476, Adrian, now going under the name Alucard (I.E.: the opposite of Dracula), was awakened from his slumber beneath Gresit by Trevor Belmont, of the famed Belmont Clan of vampire hunters, and Sypha Belnades, a magical scholar, thus fulfilling the prophecy of the "Sleeping Soldier." While Sypha believed Alucard to be good natured, Trevor was convinced that he was still Dracula's servant. With the hunter intent on killing him, Alucard had no choice but to fight Trevor, matching him blow for blow. During the battle, Trevor managed to land a hit on Alucard, slashing him across the chest with his Vampire Killer whip. Alucard retaliated by pinning Trevor on the ground, preparing to bite him.
Suddenly, he was stabbed by Trevor with a hidden dagger, the hunter intending to kill Alucard even at the cost of his own life. After seeing both Trevor and Sypha's resolve, Alucard stood down from harming Trevor and introduced himself, stating that he had been waiting for them to help him destroy Dracula. Convinced that the three of them could kill his father, Alucard set off with Trevor and Sypha on their journey.
The Battle Against Dracula
Reaching the Belmont Estate, the trio discovered the secret vault, which contained many mystical artifacts and volumes of arcane knowledge the family collected over the years. There in the vault, Sypha discovered a possible means to lock Dracula's castle in place, while Alucard informed the others about another find, that of a mirror that can be used to look upon faraway places.
As they prepared to locate Dracula's Castle, a horde of night creatures attacked. While Trevor held them off, Sypha completed the locking spell. Alucard used the mirror to locate Dracula's Castle, allowing Sypha to use her powers to transport the castle from Braila to above the Belmont Estate.
Alucard, Trevor, and Sypha together assaulted Dracula's Castle, wiping out his vampire army and generals before facing Dracula himself. Alucard's human allies were easily fended off by Dracula, forcing Alucard to take the fight to his father alone. They battled throughout the castle, smashing through walls and floors during their frenzied fighting. Eventually, the bloodshed reached Alucard's childhood room, where Dracula broke down as he realized he was fighting and trying to kill his own son, the last living link to Lisa that he had.
Overcome with grief, Dracula allowed his son to stake him through the heart. Alucard's allies arrived shortly after and beheaded Dracula and burned his remains, ending his threat for good.
The Aftermath
With Dracula dead, Alucard intended for Dracula's Castle to become his own tomb. Trevor however convinced him instead to become the guardian of Dracula and the Belmont family's combined knowledge and use it for the good of mankind. Alucard agreed and bid farewell to Trevor and Sypha as they headed off for another adventure. As he began to tidy the castle though, Alucard became overwhelmed by the grief he was feeling at losing both his father and his only two human friends.
Universe of Origin: Castlevania Universe
Equipment: -Alucard Sword: Alucard's family heirloom sword from his mother's side and also his weapon of choice. Especially effective against the undead and unholy due to its blessed silver blade. It is believed to be possessed by Lisa's spirit, as the sword can move of its own volition. The sword also enables Alucard to warp behind his enemies in a flash.
-Alucard Shield: Alucard's signature shield, which he can summon from thin air at will. Effective against most, if not all attacks. Even has the ability to reflect some of the damage back to the attacker.
-Alucard Mail: A special suit of invisible armor that protects Alucard from all manner of attacks both magical and physical. However, Alucard can still feel pain through the armor, especially when hit by a devastating attack.
Abilities: -Dark Magic: Although Alucard can more than hold his own physically, it is magically where he is truly dangerous. Like his father, Alucard can use many types of dark magic. It can be said that his powers is at least ½ of what Dracula's is, since Dracula trained him personally. Alucard mastered most of Dracula's own attacks, including casting Hellfire, "Soul-Stealing" or leeching off the energy of his slain foes to heal himself, and Demonic Megiddo, the ultimate magical attack, a powerful concentration of chaotic energy that can obliterate all life around it without damaging anything else, but at the cost of the user's own life energy.
-Shapeshifting: Alucard can shapeshift into a wolf, a bat or a cloud of mist. These are useful for either reaching areas hard to access by certain means or for attacking his enemies, as with certain relics in his possession, Alucard can run at mach speeds in his wolf form, unleash deafening sonic waves as a bat, and suffocate his enemies as a deadly cloud of poison gas. It is speculated that Alucard, like Dracula, has a "final form" that he can transform into, but he refuses to use it as he does not want to be like Dracula in any way.
-Superhuman Senses: Due to his vampire heritage, Alucard's sense of smell is very keen, being able to discern even a person's heritage and clan connection just from the scent of their blood. His hearing is also enhanced, allowing him to hear others even through walls.
-Weapon Master: Despite being a master swordsman, Alucard can utilize a variety of other weapons such as throwing knives and hatchets, spears and halberds, even some guns (no modern firearms, just the early black powder rifles and pistols). He is also well trained in the art of hand to hand combat, proving to be an exceptional martial artist.
Yo, I saw the "(Now Accepting)" part of the title, checked the synopsis, roster, and posts out which grabbed my interest.
On that note, among the various canon chars that I'd like to play, seeing @PKMNB0Y's Sanae pushed me to try writing Flandre Scarlet out. With the caveat that I'll be hella nerfing (or honestly just outright removing) her more... ridiculous powers, something something Isekai shenanigans caused her to lose those powers in the process.
Whaddya think?
P.S: I haven't been involved in any Group RPs for the last 2 years so I may be a bit rusty.
Considering throwing my own hat in the ring here with Mobius from Honkai Impact 3rd, a super-genius scientist who fused herself with cosmic alien DNA in the pursuit of evolution and her ideal of Infinity. As one of 13 heroes called the Flame Chasers, she fought against the apocalypse of a 50,000 year Samsara and managed to make contributions that would eventually help the next Era achieve victory where hers failed.
P.S: I haven't been involved in any Group RPs for the last 2 years so I may be a bit rusty.
Whoa, damn! Welcome back! Long time, no see! To think I'd happen to come across your first post here in years! It's like the stars aligned. XD
Well, I'll concern myself with that Alucard form after it's done. But, right, let's get to doing GM things here.
@Izurich: Hey, long time no see! With regards to Flan... I think the biggest problem with Flan is that her ability to destroy is just too fundamental to her as a character that justifying her without it seems... Difficult. Like, we've seen her in action very recently in 17.5, and the way things work out there is that the second she stops wanting to play around, uh... Well, Yuuma goes pop. Even if she isn't the sort of crazy psycho kid that fanon content loves to portray her as, losing her core ability changes her a bit too much for me to think that a nerf would be okay (if feasible to begin with). (This is ALSO ignoring the shenanigans she gets with things like Four of a Kind, Laevateinn, etc.;)
@Lewascan2: Starting to dig through data here to try and get a grasp on powers and the personality and the like, but it's sorta tough with how little info I seem to be getting off your link? I think my immediate concern is getting a grasp on the former and if the personality will mesh well (enough) with the cast as it stands.
@PKMNB0Y Yeah, I tell you honestly that was basically the best link I could give you. Honkai Impact unfortunately suffers from having extremely incomplete wikis in general, and for members of the Flame Chasers like Mobius, it’s even worse, because even in-game, she and her comrades are figures of mystery (and Mobius especially so in a lot of cases). It’s partially her mystique that makes her so menacing. Actually finding out what she can do kinda requires playing the game and teasing out her mysteries. Some of what she can do is only implied even. I can, of course, make an actually detailed list if you like (and would be doing so anyway for the CS by necessity).
As for Mobius’s personality… well, the best way to describe her is the evil scientist teammate who’s a secret tsundere at heart that actually means well, regardless of her methods. This seems to be the greatest takeaway on her. She is considered a hero for good reason, regardless of her spurts of sadism and pragmatic callousness. She likes to do her own thing, but she’s savvy enough to see where the winds blow and is overall interested in the betterment of the world and others around her. The more overtly heroic members of the cast might take issue with her, but Mobius is pretty good about working with people, regardless of differences. If the concern would be if Mobius would become an antagonistic force to most of the party? I’d say unlikely unless they really forced the matter. She’s had a teammate she literally goaded into genuinely trying to kill her before, just to test her regeneration abilities, and she still worked with him afterwards fairly nonchalantly. Though she doesn’t go out of her way to make enemies, Mobius personally has no problem working with people that might hate her guts, even enough to try (and probably fail) to kill her.
Overall takeaway is that I don’t think she’ll have any problem coexisting with the existing party unless she gets some serious enough “burn the witch” reactions. And even then, she has tolerated attempts at killing her with little more than amusement. She’s ultimately a multifaceted person, so I’m pretty confident in being able to keep her allied to the side of the angels.
I can’t really do it right now (at work, and it’s too busy), but I could definitely hunt down more detailed lore and other stuff about Mobius for you later. If you’ve never looked into Honkai lore before, it’s a pretty deep rabbit hole. Aheh.
@Lewascan2: Hm... Yeah, I guess that with that synopsis we're starting okay, but I'd have to see a detailed form before I make any calls one way or another.
And heaven knows I've been in enough rabbit holes, so any work spared from having me jump into yet another one would be greatly appreciated.