"I'll do whatever it takes to become the Wizard King!"
AKA:
"The Despair Eating Demon", "Stupidsta", "Anti-Magic Boy/Brat/Wielder"
Age:
17
Gender:
Male
Affiliation:
Adventure-Driven Hero
Personality:
Asta is a headstrong, intelligent, and loyal young mage whose actions are lead by his ambition: to become the Wizard King of the Clover Kingdom. Asta is the type of person who will be the most adamant to run into battle guns blazing before any of his comrades. He is extremely persistent and won't back down from any challenge without a decent fight first.
While he is shown to act incredibly stupid, hyperactive, and dorky out of combat and around companions, he possesses an intelligent and sensical insight in battle. The boy possesses a large sense of loyalty to his comrades and will argue and even fight in honor of those he values. Asta's morals are built off of principles of justice, believing everyone can be saved, and thus is a pacifist, not killing if not necessary.
Biography:
In the world Asta hails from, each and every person possesses some form of magical ability or skill predestined for them from birth. Asta, however, was born into this world completely magicless, spending his early years training his physical body to make up for his lack of mana. The people of the world Asta live in tap into their magical abilities through thick magical books called "Grimoires" which contain their magic specific range of spells. On the day that all those who came to the age of 15 in Hage village from the Grimoire Towers. As many of the other children gained their spell books, Asta did not. It was not until he ran into conflict with an angry chain-based mage that a 5-leaf clover Grimoire had chosen Asta as it's owner, producing a rusted, black sword.
However, the boy was still unable to produce proper spells and magic.
Asta also developed a rivalry early with his childhood friend, Yuno, who was assigned the fabled 4-lear clover Grimoire. The two had made a promise to the other that they would compete throughout their lives to become the fabled "Wizard King", ruler of the Clover Kingdom, where Asta hails from. After being assigned his Grimoire, however, the next step for any mage is to join one of the nine magic knights guilds based on an interest-assessed entrance exam meant to examine a mages skill in magic and combat. Being inept in the field of magic, no magic knight squads showed interest in the boy, but after shouting his disapproval, he was selected by the Black Bulls Squad, which was widely considered the worst magic squad to be placed in.
During a war initiated by the neighboring Spade Kingdom, Asta and many other Magic Knights had united in the Heart Kingdom to learn how to produce more powerful spells. After a 6-month training period, Asta learned new abilities and combat techniques studying under powerful warriors of the Heart Kingdom. After ultimately losing the first wave of attacks created by the Spade Kingdom, where Asta had learned he had been in possession of a Demon, Liebe, who gave Asta his Anti-magic powers. Asta returned home to train under the Black Bulls Vice captain Naucht Faust, who taught him how to unionize with his Demon to become more powerful.
Powers/Skills:
Anti-Magic: Asta is able to utilize Anti-Magic, which acts as a neutralizing force of magic, however, it can only be produced through his Demon Liebe and the blades active in Asta's grimoire, forcing the ability to require masterful accuracy.
Demon-Slayer Sword: A large blade which can be extended in size, reflect magic attacks off of it's blunt side, and is able to be summoned remotely from long distance.
Demon-Dweller Sword: A short sword able to produce aerial slashes of anti-magic. Similarly, it can absorb an elemental magic attack's energy and redirect it as a slash of the same caliber.
Demon-Destroyer Sword: Able to perform the phenomenon known as a causality break, which can summon anti-magic tendrils to absorb and remove the aftereffects of spells.
Demon-Slasher Katana: Uses selective cutting which is defined as a long-range aerial slash only meant to damage the intended target, avoiding those Asta wishes to protect.
Black form: Overflowing himself with his sword's anti-magic, Asta allows his body to be coated in the magic, allowing increased strength and speed.
Demon-Unionization: Combining the bodies of Asta and his demon, Liebe, they are able to combine their powers, creating a shell of anti-magic around Asta.
Blade-Surfing: With flying brooms being a common type of travel in the four magical Kingdoms, Asta learned to channel his Anti-magic into a blade to act as a broomstick.
Ki: Allows Asta to sense magical presence despite not having any himself.
Teleportation for real is the go to for me. If you have any questions about Asta, or need me to make any changes, lmk and I will do so.
Gonna read through the IC once my day gets a little less hectic.
Glad to have ya man! And surprisingly, Asta here's the first proper anime/shounen kinda rep we got...Anyhoo, having read over him, nothing seems to stick out as too concerning, and hey, more teen heroes! xD You're accepted! When you can, throw him up in Characters. :)
Whew! About a half an hour later and I have managed to read page one of the IC! Gonna run a quick errand than I return to my reading adventure. Hopefully I can throw Asta into the mix by the end of the night!
Starting with Sylar; mostly fine, barring a few things. Firstly, I don't wanna give him the chance to go nuclear, if only because it means any confrontations with the heroes could boil down to 'stop or I'll blow', and not many of them would be willing (or able, really) to call his bluff....If he even intends for it to be a bluff. Still, I'll let him be able to let out an outburst of radiation energy. Not nearly like a nuclear bomb, but still fierce, enough to cause serious damage to enemies, allies, and likely himself, though not enough to outright kill him. So it can still be a big move, but not a huge enough threat that it forces the heroes' hands every time lol
The telekinesis will also need to be lightened; no splitting people into pieces 'n stuff with it. Could still lift some heavy-duty objects and chuck 'em around, but with more difficulty and a smaller weight limit than prior. But beyond that stuff, I like him. Accepted!
Data is a great addition, as, well....Our great heroes were lacking many bright minds, to put it lightly. Accepted!
Last but not least, Ash....First of all, can I mention how weird it is we're gonna get two evil-slaying gunmasters in the hero team? xD. Joking aside, I can't think of anything to hold him back; accepted! Get 'em over to Characters :)
And that's my final hero (*ahem*, 'heroine') done and dusted. Expect future apps here to be on the ne'er do well side of the divide.
"I simply cannot let such a crime against fabulosity go uncorrected."
Name: Rarity Nicknames/Titles: Element of Generosity Age: Mid 20s - 30s (speculative) Gender: Mare - Unicorn Affiliation: Heroine
Personality: A dedicated and diligent clothing designer by-trade, Rarity's career and interactions with her friends and clientele betray a genteel, generous spirit. Despite coming from working-class stock, Rarity maintains very strict standards in both her ethics and the way she carries herself. In her, there are only a few who could find a friend ready to lend a hoof.
At her worst, however, Rarity is prone to histrionic outbursts when things go wrong, gets caught up on insignificant details to an OCD-like degree, she regularly allows her vanity to get the better of her, and her imagination while 'in her element' has an occasional tendency to run away from her. The latter usually results in crimes of fashion (or ANY art at all!) so bizarre that it's likely any other mare in her position would have been incarcerated in the name of good public order.
And whatever you do: DON'T deliberately muss her mane or - Celestia forbid! - dirty her coat! Not even the Doom Slayer could save you from Rarity's wrath when her appearance has been 'violated'!
Biography: An Equestrian unicorn born within the rural town of Ponyville, Rarity's dedication to her trade had seen her gain significant success; within a turn of a decade, her Ponyville establishment (Carousel Boutique) has not only become an Equestrian byword in trend, but she had also opened a branch in Canterlot, Equestria's capital (Canterlot Carousel) and runs a third distribution store in Equestria's modern trade city New Manehatten (Rarity for You).
A considerable part of her astonishing success can be attributed to her close circle. Dubbed the Mane Six and headed by royal protege Twilight Sparkle, this sextet of ponies have saved their homeland from calamity on multiple occasions, growing their characters and maturing much about themselves in the process. Rarity has her faults and vices; she can't say, however, that she'd be the same pony she was without her friends to help her back up.
Powers/Skills: Fashionista Extraordinaire A career boutique salesmare, designer and seamstress all rolled in one, Rarity is more then capable of turning - to use a human turn of phrase - 'a sow's ear into a silk purse'. Unfortunately for her, aside from the obvious fact that her new-found 'position' on the Paradox Engine would require her to adapt to a predominantly human anatomy, any tailoring she does would require everything from material and machinery, all the way down to thimbles and needles. All which she has a notable dearth of.
Gem-Finding An innate 'sixth sense' allows Rarity to track down valuable crystals, minerals and gems. Vital for some of her more flamboyant projects (and possibly an interesting side revenue-generator), this capability has been exploited at least once by the unscrupulous.
Magic - Telekinesis A basic magical capability found in unicorns or Equestria's magically-inclined, Rarity can effortlessly levitate and manipulate most objects (and the odd person) with little thought. Given her demanding line of work and as a member of the Mane Six, this has proven invaluable, even if not unique.
Magic - Defence/Attack The ability to project an energy shield around the summoner, or to 'fire' non-lethal or lethal energy against a foe. While rarely utilised, more trying times for her homeland had seen Rarity wield her magics in defence of her friends, monarch and nation on several occasions.
Close Combat While averse to dirt and frequently seeking out diplomatic options, it would be considered ill-advised to mistake Rarity's genteel restraint for weakness. Endanger her or her friends and a well-struck hoof could shatter an unprotected human's jaw or break bone.
Amatuer Sleuth A side gig she undertook when a friend got implicated in fraud, Rarity undertook a brief 'career' as 'Detective Rarity' while trying to clear her friend's name. While successful in the investigation, her detective abilities are shallow; these draw from a sharp eye for detail, intimate knowledge about her associates and a great deal of pony charm and luck. Poirot, Holmes or a forensic scientist she is not.
Also, almost missed her, but yeah, Rarity's accepted.
"There's no reason for increased volume. I'm scanning your interrogatives quite satisfactorily. I am the voice of Knight Industry 2000's Micro processor, K.I.T.T. for easy reference, KITT if you prefer."
Name: Knight Industries 2000's Micro Processor
Nicknames/Titles: K.I.T.T., KITT
Age: N/A, but the vehicle is a Pontiac Trans-Am from 1982, making it at least four years old near the end of the first series.
Gender: N/A, referred to as male
Affiliation: Hero
Personality: KITT is an advanced supercomputer installed inside of a black Pontiac Trans-Am. He is self-aware and displays personality traits much like an actual person would. One of his most important features is that he is altruistic- his prime directive is to protect human life, and especially the life of his operator and partner, Michael Knight. He is bound by his programming to obey the orders of his creators, unless this would violate this directive. KITT can not only think for himself, he is also capable of learning and speaking with humans.
KITT has his heart (or engine? Or micro processor?) in the right place, but he does have a bit of an ego, being rather full of himself sometimes. On top of that, he is quite sensitive and easily insulted. He gets back at detractors with witty and/or snarky remarks.
Biography: Once upon a time, there was a man named Wilton Knight. A brilliant genius, he was the founder of the Foundation for Law And Government (also known as FLAG) and Knight Industries. He created a highly advanced machine known as the Knight Automated Roving Robot (KARR for short). A remarkable invention, KARR was a Pontiac Trans-Am capable of driving itself, yet the great Knight made a rather damning mistake. KARR was geared for self preservation, and thus would prefer to protect itself rather than humans. Oops.
Scrap that. Let's try this again.
Once upon a time, there was a man named Wilton Knight. A brilliant genius, he was the founder of the Foundation for Law And Government (also known as FLAG) and Knight Industries. He created a highly advanced machine known as the Knight Industries Two Thousand (KITT for short). A remarkable invention, KITT was a Pontiac Trans-Am capable of driving itself, with the important distinction that KITT's prime directive is to protect humans.
Originally, KITT's AI was stuck inside a US government computer, but Wilton Knight figured that it would be much more useful if it were to fight crime, and thus the AI was put into a Pontiac Trans-Am. If you're out there fighting crime, you better do it in style, after all. The vehicle was given to Michael Knight, a disgraced police detective who was double-crossed and nearly killed in the desert… were it not for Wilton Knight, who saved him.
After Wilton's death, KITT was given to Michael so that he could find the people who tried to kill him. The two lead a life of fighting all sorts of crime, confusing baddies with KITT's impressive array of features.
When he is not busy chasing after criminals, he spends time hanging out in the FLAG Mobile Unit with his friends, who not only include his partner Michael Knight, but also Devon Miles (the head of FLAG) and Bonnie Barstow (the lead design engineer for Knight Industries).
Powers/Skills: KITT, being in essence a highly advanced special ops vehicle, has a wide arsenal of gadgets. Of course, the most important one of these is the Knight 2000 Micro Processor, which is essentially KITT's brain. It is a big list, so it is split up in various sections. Not all of these features are oriented towards combat, of course: many of them are just nifty gadgets (i.e. a literal printer), allow KITT to actually perceive the world (i.e. this boils down to "he has eyes"), or are plain useless in this context. Others protect his passengers, rather than himself. All of them are also geared towards non-magical threats, since there is no magic in Knight Rider.
These are KITT's specifications.
Engine: Knight Industries turbojet with afterburners
Turbo Boost system: A system capable of accelerating KITT beyond 200 mph, both forwards and rearwards
Trajectory Guidance System: System used to calculate trajectories, allowing KITT to jump if used in conjunction with Turbo Boost
Fuel Processor: KITT's engine is capable on running on most combustible fluids including gasoline, but is most efficient with liquid hydrogen.
These allow KITT to perceive the world around him.
Anamorphic Equalizer: This is KITT's famous red panning sensor, fitted between the hood and the front bumper. It allows KITT to see light, as well as other wavelengths such as X-ray and infrared. In Surveillance Mode, it makes a swooping sound (best described as "swoosh swoosh" as it pans left and right).
Etymotic Equalizer: This feature allows KITT to hear sounds, both inside and outside of the car.
Olfactory Sensor: This sensor allows KITT to take an atmospheric sample through his front bumper, allowing him to detect smells.
Microscanners: These are an array of visual and auditory sensors fitted around the car, giving KITT more awareness of what's going on around him.
Infrared Tracking Scope: A feature that can monitor vehicles within a radius of 10 miles. KITT will display the locations of queried vehicles.
Bomb Sniffer: A bomb detection system that can rat out explosives placed within some yards of KITT.
Medical Scanner: A system that can monitor vital signs of people.
Voice Stress Analyzer: A system that can detect stress in voices, allowing KITT to check if a person may potentially be lying.
Chemical Analyzer: Using a tray with an electron scanner, KITT can analyze objects put into this tray.
These are features meant to protect KITT and his passengers from the dangers of the outside world.
Molecular Bonded Shell: An advanced armor plating that protects the internal components of the vehicle. It is extremely strong, capable of withstanding gunfire and explosives, as well as damage from fire and electricity. It does not make KITT invulnerable, however: blasts from heavy weaponry can potentially damage the internals, lasers can burn through it and it is vulnerable to acid.
Pyroclastic Lamination: KITT has a coating that can protect him from temperatures up to 800 degrees Fahrenheit.
Rocket Fire: KITT is capable of deploying magnesium flares that attract heat seeking missiles, as a way of luring said missiles away from him.
Passive Laser Restraint System: Best described as an advanced safety belt, this device protects passengers from inertia when KITT performs manoeuvres such as a hard stop.
CO2: A fire suppressant system fitted in his bumpers, which sprays CO2.
Oxygen vents: In the event KITT becomes submerged in water, he can fill the cabin with oyxgen for his passengers.
Sub Zero: A defensive feature that releases cryogenic gases into the driver compartment.
Air Vac: A defensive feature that expels air from the cabin. While this can be used to suffocate occupants, KITT prefers to use it to remove smoke and gases from the interior.
Auto Doors, Auto Sun Roof and Auto Trunk: A feature that allows KITT to lock his own doors, sun roof and trunk as he wishes.
Oil slick and Smokescreen: Two classic and almost cliché spy car features. KITT can spray oil to cause pursuers to slip, or block their vision by releasing a smokescreen. The smokescreen can be enhanced with tear gas.
Seat Ejection System: Another cliché spy car device, KITT can eject his front seats. This can be used to eject unwanted passengers, but can also be used to save his occupants if KITT were to find himself in a hostile environment.
Sleep Gas: A feature that releases sleep gas into the interior, rendering unwanted passengers unconscious.
These are various devices that KITT can use to interact with the world around him. These are either dangerous equipment or fun trinkets.
Voice Synthesizer: A module that allows KITT to speak with humans. It is also capable of simulating a variety of other noises such as animal sounds. KITT is fluent in English, though can speak Spanish and French as well.
Electronic Jamming System: A module that allows KITT to manipulate electronic devices, taking them over or shutting them down. I keep this limited to simple devices- KITT can attempt to hack into other computers, but of course it's up to the GM or the target character to decide if it actually works.
Police Lights and Siren: By flashing his headlights in blue and red, as well as playing a siren noise, KITT can act as a police car.
Grappling Hook and Winch: Self explanatory: these are a winch mounted behind his front bumper and a grappling hook behind his taillights.
Parachute: Should the need somehow arise, KITT can slow down a fall by deploying a parachute.
Flame Thrower: Arguably one of KITT's few truly offensive features, these flame throwers are mounted under both of his bumpers.
Traction Spikes: When active, spikes will pop out of KITT'S tires to allow for better traction off-road. Especially effective when used in conjunction with High Traction Drop-Downs, which raises KITT's suspension.
Telephone Comlink: A telephone system that can be used to call the home base.
Laser: A laser system that can burn through steel plating. Best used when KITT stands still, as he can not aim properly when driving (not to mention that this would be irresponsible)
Self-Tinting Windows: A feature that darkens the windows, giving occupants privacy.
Deflatable Tires: KITT can inflate and deflate his tires as he wishes.
License plates: By default, KITT's license plate reads "KNIGHT", but he can flip the plate to read "KNI 667" to fool pursuers.
Video Display Monitors: Self-explanatory: inside of his interior, KITT has screens. In addition to playing music like an ordinary car can, this allows KITT to provide his passengers with movies and even video games (he can join in on a match too, giving a whole new meaning to "playing against the computer")
Printer: It's… It's a printer. It prints paper. That's what it does.
Convertible Roof: For nice cruising along the beach, this feature brings down KITT's roof and allows occupants to drive along with style.
These are various transformations and alterations KITT can execute to modify his functioning.
Normal Mode: This is KITT's default drive mode. A human driver is in control of the car. If needed, KITT can force a switch to Auto Cruise Mode to take over, but this can be prevented with a manual override.
Auto Cruise Mode: Essentially, this is the mode in which KITT drives himself autonomously.
Pursuit Mode: A manual drive mode meant for pursuits, in which KITT assists his human driver.
Super Pursuit Mode: A highly powerful version of Pursuit Mode, this transformation involves improved rocket boosters and a rear spoiler, as well as moveable air inlets. In Super Pursuit Mode, KITT is capable of reaching 300 mph. It is accompanied by an Emergency Brake System that provides KITT with the ability to actually slow down when in Super Pursuit Mode. Incredibly power hungry, thus its use is best limited.
Silent Mode: A sound dampening mode, this feature silences the noise of his engine to allow him to sneak quietly.
Ski Mode: A feature that allows KITT to drive on two wheels. It has nothing to do with descending a snowy mountain.
High Traction Drop-Downs: Essentially Off-Road Mode, this feature raises KITT's suspension to allow for better performance off-road.
Surveillance Mode: When KITT's Surveillance Mode is activated, his sensor starts to make a swooping sound and he can detect people and vehicles as well as track their movement, gather structural data on various objects, taps in on audio signals like radio waves and telephone calls, and can hack into computers. Of course, the swooping sensor does give away his location as well considering it makes noise. This is an incredibly powerful tool, so I'm limiting it to the detection of ordinary humans. Someone like a superhero would probably just show up like a useless anomalous reading. Furthermore, it can only gather data on things KITT knows well enough (like vehicles, buildings KITT actually has seen before...)
Third Stage Aquatic Synthesizer: A feature that allows KITT to drive on water, which makes use of his powerful Turbo Boost system.
These features override KITT's AI.
Manual Override: This override prevents KITT from taking control of the vehicle.
Computer Override: This override completely shuts down the AI or certain parts of it. It is hidden under the dashboard.
Other: KITT's known specs are the following: Acceleration: 0-60 mph in 2 seconds Braking distance: 60-0 mph in 12 foot Fuel Efficiency: 100 miles to the gallon, if fuelled with liquid hydrogen
For the record, my favorite superpower is Aquakinesis, as controlling water (and by extension other liquids) sounds damn rad.
Heisenberg is a cigar-smoking, sick-minded, genius engineer. The demeanor he carries with him is one of a great ego, although he is not afraid to ask for help if it benefits him in the long run. Out of the other lords in the Village, Heisenberg is the most logical and strategic "child" of Mother Miranda. Confrontational and hot-headed, Heisenberg can get angry and have outbursts to anyone who doesn't agree or sympathize with him, even if those he mouths at are of higher stature than he is.
Heisenberg is the type of person to make a promise to someone without full detail to gain their support then will manipulate them by later revealing his true intentions. Despite all of these negative attributes, Heisenberg is known to show respect and even support those he believes are truly worthy. He is also driven by an extraordinarily above average human intellect.
Biography:
It began over a thousand years ago. Over a THOUSAND DAMN YEARS. Heisenberg had been an experiment to Mother Miranda's "Family" for as long as his now mentally immortal mind can recall. It was until Ethan Winters came to the corrupted village things began to shift into light for the engineer. He concocted a grand plan where he would ask for Winters' help in taking down Mother Miranda and freeing the Village from her grasp once and for all. It was all until that DAMNED BOY betrayed him and ruined everything by not allowing him to use his newborn-child Rose as a weapon! Damn it all, Heisenberg even promised Ethan she would be unharmed!
After Ethan had changed the course of his plan, Heisenberg confronted him, giving him one last chance to change his mind. After leaving him hanging on the edge of a hole leading into a pit, he'd give the man a final verbal warning AND EVEN A COUNT TO TEN before he'd move on without the survivor. It almost seemed like a moment Winters considered Heisenberg's offer before insisting a last time he wouldn't use his daughter as a weapon. Angered, Heisenberg kicked his hand off of the edge of the pit, dropping him to the bottom where an unspeakable mechanical horror resided, ready to ingest the man.
Now in a last ditch effort to salvage his soiled plans, Heisenberg took the viscous vials filled with the dissected body of Ethan's daughter, desperate to see his plan bear fruit. As he walked down the long corridor where at the end he would confront Mother Miranda, he grumbled and swore about the bastard who had betrayed him, when out of nowhere he got absorbed by a mystical bright light. He began to fall.
Ferrokinesis: Heisenberg was mutated with the ability to control and manipulate metals when Mother Miranda corrupted the village.
Regeneration: Being a mutant, Heisenberg is able to regenerate his body when injured, however in this new world he finds himself in, he'll find his powers have been tampered.
Intelligence: Heisenberg has a large range of knowledge about engineering and biology, which is how he creates the technological horrors he calls Soladats.
Superhuman Strength: Able to withstand regular bullet wounds to an extent and can lift a few times over his own weight.
Mutation: Heisenberg is able to modify and change his body at will.
We've, uh....We've got a car here now. Did not see this coming. Although I can't see any reason to deny it xD Not to mention this thing sounds pretty awesome. Accepted! Get 'em over to Characters :)
And now, the zombieman with the plan, Karl Heisenberg....Cool! I mean, even in-world, the regenerative factors of the Cadou experiments isn't unbeatable, since Ethan, a dude with just a buncha guns, is able to out-gun them and kill them (usually after a lot of other bullshit, but still lol), so I don't think even that needs a nerf. Overall, really awesome character to have in here, and is an easy accept!
@A Lowly Wretch Given the GM's talk on the subject (involving a still undetermined maximum cast size), I can basically guarantee the answer is yes. Players are encouraged to run multiple characters if they wish, up to 4 each, preferably with an even split between heroes and villains, but it's not a hard rule. Just read the rules and drop a CS, and those of us in the Discord server will generally ensure he gets to you as soon as possible (since most of the OOC interaction happens in there).
@Mintz This rp has my interest. Are you still accepting characters?
Yup, what my man Lewas here said! I'm sure eventually I'll seal things up, but for now, I'm happy for more faces pourin' in. Welcome aboard! Lookin' forward to seeing what you might have in mind :)