Hidden 10 yrs ago 10 yrs ago Post by Moonman
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Moonman Ancient Aelings

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**Name**: Arragoz Plizgin **Age**: Unknown. If one was to the ask the Ork directly, the answer would either be 'Lots' or a series of unintelligible grunts. **Gender**: One uv' da Boyz. **Appearance**: [Ya din't see dis, cuz I'z too sneaky.](http://vignette4.wikia.nocookie.net/warhammer40k/images/5/53/Blood_axe_klan_kommando_by_diegogisbertllorens.jpg/revision/latest?cb=20140726023442) **Canon, AU, or OC?**: OC **Universe of Origin**: Warhammer 40k. **Personality**: As a Kommando, Arragoz displays a level of kunnin' uncharacteristic to most Orks. Rather than simply charge into battle while yelling 'Waaagh!,' he prefers to sneak up on the 'stoopid humies', plant a few explosives here and there, before proceeding to shoot, stab, and explode his way out of whatever situation he got himself stuck into. In the event he is outmatched, or 'has other fings to do' according to Arragoz, he will promptly unload as many explosives as physically possible, set them off, and use the chaos to cover his retreat. Truly, a master tactician. Despite this, he is still an Ork, and will gladly get stuck in wif da Boyz in a propa fight. He is also quite fond of nickin' weapons, armour, and shiny fings in general, especially off of humies. **Abilities/Weapons**: Slugga: Arragoz' prized slugga, while poorly made by the standards of most civilizations, is both reliable and incredibly effective in the hands of a propa Ork Boy. With the Ork's latent Waaagh! field keeping it in working order, and the almost nonsensical volume of fire it can produce more than making up for its poor accuracy, it has served as Arragoz' preferred tool for krumpin' unsuspectin' gitz. Choppa(s): In the unlikely event that the hailstorm of bullets from his Slugga fails to do the job, Arragoz will be more than happy to fall back on his tried and true choppa. If that still fails to kill something, he will use his second choppa (which also doubles as a knuckleduster), for double the choppin'. Stikkbombs and other 'Splodey Fings: Arragoz carries a variety of explosives on his person, ranging from simple grenades and mines to shaped charges and melta bombs. As one of the countless greenskins which make up the dreaded Green Tide of the forty-first millennium, Arragoz possesses a number of traits that make him into an excellent fighter. His tough hide and semi-fungal physiology make him immensely difficult to harm, and even when he does suffer an injury, it will likely do little to impede him. An Ork can easily survive being dismembered or even decapitated, and just about anything short of extreme trauma or outright disintegration. In short, he is, as Orks often say, Ded 'Ard. Paired with this immense degree of durability is an exceptional level of strength, allowing Arragoz to easily overpower normal humans and hold his own against a 'Spess Muhrine.' However, it is worth noting that, like any propa Ork, Arragoz is in a bizarre state of authority-fuelled growth. So long as he remains the biggest and strongest Ork in the area (not exactly a difficult task, given the circumstances), he will continue to slowly get bigger, greener, and meaner, eventually ascending to Nob status and beyond. Due to his race being genetically engineered by the Old Ones to serve as soldiers that could be mass-produced on a moment's notice, Arragoz' brain contains a wealth of instinctive knowledge regarding both the waging of war and the crafting, operation, and maintenance of his wargear. Combined with his experience as a Kommando, this makes Arragoz 'da best there is at wut he does.' **Backstory**: As an Ork of the Blood Axes clan, Arragoz spent his early life fightin', winnin', and lootan', as most Orks are wont to do. However, as time passed, he began to exhibit a particular fondness for being kunnin' and sneaky, even more so than the average Blood Axe Boy. Unsurprisingly, it didn't take long for Arragoz to find himself working with a unit of Kommandos, where his talents could be put to proper use. The next several years were also spent fightin', winnin', and lootan', but in a sneaky 'n' kunnin' way. Eventually, a crack team of Kommandos, one of which was Arragoz, and a few Mekboys were chosen by Warboss Mardrug to partake in 'Da Great Titanheist.' As the name implied, they were to sneak onto the forge world of Canto II, which had recently been attacked by a Tyranid splinter fleet, and nick a Warlord-class Titan called the _Wrath of Caseopea_ while nobody was looking. The first few parts of the plan went exceptionally well, with the forge world's inhabitants being none the wiser as they snuck on board the Titan. Well, with the exception of the Titan's crew, but they didn't really count, since the Orks shot them before they could do anything. Unfortunately, that was the point where things started to go wrong. When the Meks jump-started the fusion reactor, the machine spirit of the _Wrath of Caseopea_ was a tad grumpy. Because they had slaughtered the Titan's crew, the Orks had no way of actually controlling the Titan. A minor oversight on their part, obviously. Arragoz and the other Boyz were carried along for the ride as the confused and enraged Titan went on a rampage across the forge world, prior to overloading its own reactor and violently exploding. Despite this spectacular failure, Arragoz 'died' happy, knowing that he got to see such a massive boom before the end. However, instead of going up to the big green Waaagh! in the sky, where he could spend eternity fightin' and winnin' with Gork and Mork, the Ork found himself transported to an unknown location, surrounded by some weird-looking humies. Before he had the chance to shake off his confusion and start krumpin' gitz, the group explained that if he were to aid them in their endeavours, he would be greatly rewarded. Arragoz asked if he'd get to 'fight fings,' to which they said yes. It was the all the convincing he needed. **Faction**: Shadow Eternity.
Hidden 10 yrs ago Post by Rin
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...I am half-tempted to bring in someone from Warhammer Fantasy to counterbalance all the 40k stuff. But Vita keeps hitting me whenever I bring up Nagash. ;_;
Hidden 10 yrs ago Post by mattmanganon
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mattmanganon Your friendly neighbourhood tyranical dicator

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> ...I am half-tempted to bring in someone from Warhammer Fantasy to counterbalance all the 40k stuff. But Vita keeps hitting me whenever I bring up Nagash. ;_; I'll admit, my knowledge of Fantasy is a little lacking, but isn't Nagash supposed to be, like, one step away from being a Chaos God?
Hidden 10 yrs ago Post by Rin
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> > ...I am half-tempted to bring in someone from Warhammer Fantasy to counterbalance all the 40k stuff. But Vita keeps hitting me whenever I bring up Nagash. ;_; > > I'll admit, my knowledge of Fantasy is a little lacking, but isn't Nagash supposed to be, like, one step away from being a Chaos God? ... ... ...Maybe. >.> <.< I should probably try and see if I can figure out an idea for that that _isn't_ a terrible joke suggestion though. XD Probably going to steer clear of any End Times stuff though, since as much as I like some of it most of what's left at the moment is _horrendously_ broken.
Hidden 10 yrs ago Post by Flamelord
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> > > ...I am half-tempted to bring in someone from Warhammer Fantasy to counterbalance all the 40k stuff. But Vita keeps hitting me whenever I bring up Nagash. ;_; > > > > I'll admit, my knowledge of Fantasy is a little lacking, but isn't Nagash supposed to be, like, one step away from being a Chaos God? > > ... ... ...Maybe. >.> <.< > > I should probably try and see if I can figure out an idea for that that _isn't_ a terrible joke suggestion though. XD Probably going to steer clear of any End Times stuff though, since as much as I like some of it most of what's left at the moment is _horrendously_ broken. While you're at it, I think you need to post as everyone's favorite Tau convert. Just so things can move along on the bridge.
Hidden 10 yrs ago Post by Rin
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I know. Just been kind of not too great the past few days I guess. Will try and get something up... If not tonight then tomorrow. Sorry for the inconvenience.
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> I know. Just been kind of not too great the past few days I guess. Will try and get something up... If not tonight then tomorrow. Sorry for the inconvenience. Well, I don't feel particularly bad. Not my plot after all. Get better soon (if it's a medical thing. If not, then I want my luck back)
Hidden 10 yrs ago Post by Rosette Christopher
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Rosette Christopher Smug Militant Nun

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I had originally made a sheet for a character from Warhammer 40k, but as a very large portion of the character population is from that universe, I think I'll try something else.
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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@Stephanie Dola: As she has been nerfed, accepted. @Savato: Taking out Groudon is a good move. I always figured Mean Look kind of was meant to intimidate enemies, which doesn't work when they're not Pokemon. @sarinstdr: Um, that's a little vague. ^^; @Rain: We'll wait and see what the other players involved have to say for now, though I don't see anything objectionable about the bio right now. @Joseph Joestar: No issues here, accepted. @Moonman: He's fine, except for one minor thing. He's not constantly spreading Ork spores, right?
Hidden 10 yrs ago 10 yrs ago Post by Moonman
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Moonman Ancient Aelings

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@Vita If I'm remembering my Ork lore right, they only release Ork spores upon death. Grots, Squigs, and Snotlings are the ones that spawn while they're alive. If that's still too much, I could easily handwave it with 'lack of Waagh! energy' or something.
Hidden 10 yrs ago Post by VitaVitaAR
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I'd like to avoid the issue, so let's go with the latter.
Hidden 10 yrs ago 10 yrs ago Post by Moonman
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Moonman Ancient Aelings

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Alrighty then. Time to start writing up my intro post, then. Edit: Copied the profile over to the characters tab for the main rp. Edit2: On second thought, I have an alternative. Perhaps we could set a cap on the number of Grots and/or Squigs he can spawn, like say, 3 or 4. Since IIRC an Ork's diet consists mostly of Grots, Fungus Beer and Squigs, he does kinda need them for survival.
Hidden 10 yrs ago Post by sarinstrdr
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> @sarinstdr: Um, that's a little vague. ^^; He is capable of using a force that can do anything he wants it too. It causes him to become fatigued. the more he changes in the world around him the more fatigued he becomes. This continues until his power must regenerate which for him is a month and a half. He has a lot of this power and he rarely runs out. Using this power (the magic of my lore) he created an island larger than Madagascar, destroyed a fleet of 600,000 ship by making the sea swallow them, then created all the buildings for this island in a single day while still having enough reserved to power an artifact used by other magi of the realm to regenerate magic. On a more recent note made an army of stone golems who are magically augmented to be faster and stronger than any other living being and made himself immortal in the ageless I can't die of natural causes sense.
Hidden 10 yrs ago Post by sarinstrdr
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Better?
Hidden 10 yrs ago Post by VitaVitaAR
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@Moonman: A limited number sounds fine. @sarinstrdr: Uh no. That's just flat-out reality warping.
Hidden 10 yrs ago Post by sarinstrdr
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> @Moonman: A limited number sounds fine. > > @sarinstrdr: Uh no. That's just flat-out reality warping. Alright I figured he was a little OP for this. Though magic only regenerates every 56hrs and he has no other strengths I definitely understand the concern. I can be "the Eye" he his in character sheets so bit shouldnt be hard to move him over
Hidden 10 yrs ago 10 yrs ago Post by clanjos
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clanjos Giant Hero

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Name: Dakro Shieldbearer Age: 25 physically. He forgets how old he actually is. Gender: Male Appearance: [his armor and tabard](http://vignette3.wikia.nocookie.net/geneforge/images/2/28/Guardian_image2.jpg/revision/latest?cb=20090220001657). Beneath, he's a pale-skinned man with faintly glowing skin that looks like it might break away at any second. His eyes glow in the dark due to a bioluminesence gene he picked up through the canisters, meaning the visor on his helmet has a faint greenish glow from within. He's usually flanked by at least two [fyora](http://i.imgur.com/9WA9d16.png) or two [thahd](http://www.spiderwebsoftware.com/images/geneforge/alpha/thahd.jpg) that are just intelligent enough to understand orders in combat. Canon, AU, or OC?: Canon Universe of Origin: Geneforge Personality: Unlike most Shapers, Dakro treats all sentient life- be it Humans, Serviles, Thahds, Battle Alphas, Vlish, or Servant Minds- with the same level of respect and dignity. That is to say, a seething apathy. He doesn't care about your troubled past, your internal politics, your kids, your home life, or your agricultural practices. What he cares about is making sure that people are able to live their life as safely as possible, with as much freedom as they choose. While he's by no means pleasant company, Dakro DOES have a moral code, and does his best to not inconvenience others. If someone tries to stop him though, all bets are off- as the burnt ruins of Kazg can attest. Abilities/Weapons: Swordsmanship: Dakro, as a Guardian, has trained in martial arts. He's quick on his feet and wields a shortsword with astounding speed and skill. Shaping: Dakro's secondary training is in the creation and shaping of life. Using his own magical power, he can will into existence Creations- the reptilian Fyora, Roamer, Pyroamer, and Drayk; the primitive-looking Thahd and Battle Alpha; the insectoid Vlish, Clawbug, and Artila; the delicious Ornk. These artificial creatures are formed out of his magical energies and can't reproduce on their own. While they have animal-level intelligence, they are capable of comprehending simple orders. By putting more of his power into a creature, Dakro can make it smarter, stronger, or faster. However, he prefers not to create sentient creatures unless he's really bored and lonely- the moral implications of a sentient pyroamer trouble him. Canisters: Dakro's genetics have been modified, re-written, re-written again, and had bits of monsters grafted onto them. Genetic scans show him as simultaneously human, neanderthal, velociraptor, dragon, jellyfish, worm, cobra, stegosaurus, and any number of other creatures. His skin also faintly glows in the dark. This is due to the genetic tampering of the canisters of Suecia island, which have given him incredible power and knowledge... at least within the context of his own world. Equipment: The Shielding Knife: Calling this shortsword a "knife" is an understatement. But after visiting a continent so deadly he thought the creatures there were rogue Creations, Dakro picked up the "Now THIS is a knife" joke from a local man. Enchanted with a minor shielding effect that lets him parry as if the sword were a few inches wider and longer. Shaped Breastplate: Created with a magic furnace, this armor bears no marks of forging. No, the only imperfections are the countless battlescars Dakro suffered on Suecia Island. Despite its origins, it is mundane, if high-quality, armor. Lucky Green Boots: Not magical, but he found these boots after he washed up naked on a desert island. He considers them lucky. Ring of the Eye: Protects Dakro and his Creations from mental effects. The defense isn't perfect, but it's pretty close. Fyoraskin Cloak: Made from the hide of a wild Fyora, this cloak provides protection from hot and cold environments. It also looks awesome. Backstory: Dakro was en route to a shaper colony where he was to continue his studies when he was shipwrecked on a deserted island. Except it wasn't deserted, as he was attacked by explorers called the Sholai. And there were towns and villages on the island run by Serviles, creations Dakro hadn't considered capable of living outside of a Shaper-ruled society. But there they were, alive and well. A few of the serviles helped him on his way across the island, leading him to discover the horrible secrets that took place there. The island was barred, and the penalty for entry would have been death... but Dakro DID save the world from a horrific machine which could give a human godlike powers, so he was let off with a warning. After seeing how the Serviles of Suecia and the Sholai explorers were treated, however, he decided that Shaper society was kind of bullshit and left, seeking wrongs to right and treasures to plunder. He ended up fighting off a Shadow Eternity raid on the village of Medab using a small army of Fyora, earning him a job offer. Faction: UMMA-
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VitaVitaAR King of Knights

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Accepted.
Hidden 10 yrs ago 10 yrs ago Post by Earnest Evans
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Earnest Evans Backdown Champion

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_Name_: Hampus the Red _Age_: 31 _Gender_: Male _Appearance_: ![enter image description here](http://hydra-media.cursecdn.com/magicka.gamepedia.com/3/3e/Magick_meteorshower_4.PNG "Hampus during a bad day.") _Canon, AU, or OC_?: Canon _Universe of Origin_: Magicka _Personality_: Hampus is a jolly fellow, often preferring to create bright lights and toy around with his Magicks over hunting down enemies and destroying them. Hampus, being a wizard, possesses no sense of morality and actively ignores the happiness and safety of those around him. He perceives anyone without magical powers to be on the same level as vermin, and those *with* magical powers to be competition to abuse and destroy. Of course, Hampus is not liable to actively scheme and go after those he views as inferior. All in all, Hampus is a fool wrapped around a core of pure magical power and absolutely no compunctions against using it. _Abilities/Weapons_: **1**. Hampus is horrendously frail, dying from attacks that would only maim a regular human. Hampus is very quick to tire, and is barely strong enough to swing his sword. **2**. His only saving grace is the fact that he eventually revives when killed. Revivification takes longer to complete the more damage Hampus' corpse takes. At the lowest level (Hampus has bled to death or has died by poison) this takes half an hour. The longest this will ever take is a full 72 hours, achievable by cremating or otherwise disintegrating his corpse. **3**. Hampus' true glory lies in his magical powers. Hampus possesses limited power over the fundamental elements of the world. **4**. These elements are Water, Lightning, Life, Arcane, Shield, Earth, Cold, Fire, Ice, and Steam. Hampus can summon up at most six fist-sized motes of pure magic related to these elements. The more motes he has summoned, the slower he moves and turns. **5**. Hampus is capable of projecting a blast of these elements directed either directly forward, at his immediate area, towards himself, or into his weapon for a more powerful blow. **6**. Hampus cannot summon two elements that are diametrically opposed (Water & Lightning, Arcane & Life, Cold & Fire, Shield & Itself, etc.) at once. **7**. Spells primarily featuring Earth take the form of a single projectile. The projectile's size grows the more motes of Earth he has summoned into it. **8**. Spells featuring only Fire, Lightning, Water, or Steam take the form of a concentrated spray of the relative element. The more motes, the longer Hampus can keep a spray up and the further the spray goes. **9**. Spells with any amount of Arcane or Life take the form of pure energy emitted in either a beam (when projected forward) or a wave (when projected all around him or into his weapon) **10**. Spells with a Shield mote in them take on persistent properties. For example, a spell with Fire and Shield will create a small series of firestorms, each only about the size of Hampus. **11**. Shield spells with Life or Arcane motes in them come in the form of a series of motion-activated magical "mines" that unleash a small concussive blast of whatever element was summoned alongside them, if projected. If cast on Hampus himself, Hampus is given a modest level of protection against whatever elements were included in the spell. **12**. Shield spells with Earth or Ice in them form solid barriers of said element. If imbued with other elements, the barrier is charged with it, and will discharge a burst of those elements when destroyed. If applied to Hampus directly, a thick layer of rocky or icy armor forms up around his body. Hampus is significantly more resistant to brute force and heat, but is greatly slowed down so long as the armor lasts. **13**. In regards to natural defense, Hampus is very lightly-dressed. With only a robe for protection, Hampus largely relies on magical shields and ensuring enemies cannot reach him. **14**. Hampus' only mundane weapons are his ceremonial staff and blunted shortsword. Neither of these are very effective weapons, and Hampus isn't skilled enough to use them effectively even if they were. Their only use is to bolster Hampus' confidence and help him project his spells. _Backstory_: A resident of the country of MidgÄrd, Hampus was a wizard residing at Castle Aldrheim. After spending several years learning how to use magic to its fullest. However, since his teachers are wizards, he had only learned what entirely mundane utilities limitless magical potential could fulfill. All in all, Hampus was a model wizard: lazy, stupid, frail, and filled with contempt for his fellow man. One day, he was whisked away by a Teleport spell gone wrong, and appeared in the middle of a small Shadow Eternity outpost. When Hampus' panicked self-defense impressed the leader of the camp, he offered Hampus a job in the Shadow Eternity corps. Hampus, having no knowledge of English at this time, handily agreed and was shanghaied into Shadow Eternity's lowest echelons. While performing his duties, he managed to (barely) pick up the English language, and can now speak with (some) fluency. Ultimately, Hampus enjoys being able to use his powers while not being forced to deal with the consequences all by his lonesome. _Faction_: Shadow Eternity
Hidden 10 yrs ago 10 yrs ago Post by sarinstrdr
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Name:Heimal Valic Nickname: "The Eye" Race: Shade Gender: Male Age: 683 years old (looks 19) Height: six foot three Weight: 193lbs Appearance: he has rough silvery scales that are almost un-noticeable appearaning more like a grain on his skin than actual scales, He has yellowish green eyes in a slightly oval shape, dark red hair swept over his head to his shoulders most often tied back in a short pony or top knot with a leather strap, a strong athletic build, five deep scars on his face to hint that he has his face palmed by a large man with claws. His body is heavily scared. Traits: 150% of the maximum human speed, 120% of maximum strength (able to flip a small car), accelerated healing, superhuman toughness, immune to magic, ageless. Major Skills: single handed swords, knives, axes, tracking, and hand to hand combat Minor skills: free running, blending into his environment, swimming, poisons, and assassination Personality: a very easy person to talk to Heimal possesses many mental issues making him easy to provoke. Seemingly bipolar Heimal can be making friends with you one second and beheading you the next, nothing seems to get past him. A goal driven killer in almost all aspects. Gear: a specialized short sword able to block and deflect magic Universe of Origin: Founding Fires (of my own development) --- Anything else?
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