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    1. Camerch 9 yrs ago

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Durrrrrrrrrrr
10pm. Time to close up shop. Mikael got up from his workbench and walked over to the yellow switchboard on the side of the garage wall. He pressed the red button, making the giant shutter slowly descend with a loud hum until it hit the ground with a satisfying clatter. The neon lights above reflected off the large blue shutter from the inside, making the room a bit too bright for Mikael's liking. Looking up at them, he put a finger to his mouth as if telling them to be quiet, and the lights flickered and dimmed to a more acceptable brightness. Smiling, he got back to his workbench to finish up his last bit of work for the day.

It was an electric rifle used by their client that had some extremely intricate but broken modifications made to it. It came in that afternoon from a plain-clothed lady who insisted she wasn't a witchhunter. The family accepted, rather than risk being labeled as witch-lovers and facing the consequences of that. Of course, once Mikael started communicating with the rifle it was obvious that it came from a Homeland production line and that the client had been modifying it herself. So when her mods inevitably shorted out the entire gun, rather than getting reprimanded for destroying equipment, she brought it to a privately-owned repair store, namely, the Gear family store. A fitting name, isn't it?

Mikael sat back down at his workbench, with the rifle sitting on top. Anyone looking at him would see him staring at the gun, as though deep in thought. In his mind, however, he was talking to the gun as though he was a doctor talking to a patient. Where does it burn? Do you feel current here? How do you feel now? With every question, he narrowed down each individual problem within the weaponry. This part needs some solder, this module was burnt up by the plasma, that port leaks electricity.

'It's a wonder you didn't blow up in her face. You're a complete mess.' Mikael thought as he started taking various tools from the tool rack. In his mind already was a blueprint-like image of how the overmodded rifle ought to work and he knew exactly how to fix it. If all goes to plan, he'll be done in a few minutes.
Modern Witch Hunt by Theodora_21

Name: Mikael Gear

Race: Wizard-Human mix

Elemental Power: Metal/Technology

Weakness: His ability relies on technology. If he was attacked with something that is not mechanical or electric (e.g. a sword), he won't be able to protect himself.

Bio: Mikael's family branched off from an ancient family of wizards. However, when it seemed that those from that lineage had no magical abilities whatsoever, they were removed from the family tree and were forced to live their lives in relative normality. After many generations, they had forgotten all about their connection to the wizarding world and submitted themselves to their new lives. Because of this, most of this lineage were saved from the ongoing fighting between humans and wizards by hiding in obscurity. It was a surprise to everybody that they still had powers from their wizard ancestors. It's just that their powers were far, far ahead of their time.

Mikael grew up with the power of technopathy. This allows him to communicate with and control technology like he was talking to it through a special language. From a young age he took an avid interest in tinkering and programming, and his rapport with technology allowed him to create machines and programs that many engineers would shake their heads in confusion at. He attempted to go to college to study Engineering, but hated the "impersonal" approach they took and quickly dropped out. Nobody understood his explanations anyways. He currently works and lives at the family business, a mechanic's shop, where he, his mother and his uncle use their 'expertise' to work on cars and other mechanical devices. He has serviced witch-hunting equipment in the past.

Personality: He is quiet, always thinking and imagining weird and wonderful machines to build. In his room is a mess of half-finished machines that he plans to finish off "someday". Regarding the war, he is not detached from it; he knows full well he is a wizard. However he prefers to stay out of it as much as possible.

Appearance:


Other: He installed all the security in the shop and in the house, ranging from alarms that sound like dogs barking to thermobaric railguns. They've only had to replace the walls twice.
We're All Going To Die!(Cycle 1) by racial ghoul

Name: Emmett Brown
Sex: M
Age: 35-ish
Personality (optional): Flexible, helping, but focused on staying alive.
Some Backstory (optional.): He's a hitchhiker, but was ditched on the side of the road.

Strengths
1. Flexible living standards
2. Can take a beating and remain somewhat lucid
3. Intimidating with any weapon
4. A hard worker

Weaknesses
1. Hoarder
2. Hasn't showered in months

Backpack

1L Water bottles x2
Pocket knife
Matchbook x10
Claw hammer
Sleeping Bag
Tins of food x5 (e.g. beans, soup, bean soup etc.)
The Time We Have by Akayaofthemoon

Jack Smith



Real Name: Jeremy Nayes

Age: 25

Personality: Jack is a deeply private person, and hates having to dreg up his issues to people. The fact that he commits petty theft on a daily basis, and is a kleptomaniac adds to this. As a result, he lives only for himself, stealing money and getting by. Besides this, he's a slippery guy, and has escaped many troubling situations in the past.

Notes: Jack usually lurks the subway terminals or in crowds, looking for easy targets, though his definition of an "easy target" is taking the badge off a police officer. Most of his life has been dictated by his compulsion to steal whatever he can, and though the banks may put walls around their money reserves, their customers have a way of making that money readily available. If you saw him in the streets, you should probably check your pockets again.

Here we go:

Mel Lender



Age: 31

Power: Time Loop

Personality: Mel is the hardworking janitor of the school everyone seems to go to. He's a talkative guy if he catches you alone and if he's not working, which he usually is all the time in the day. It's impressive how efficiently he gets around, if you forget that he has a time-loop power. Because of this, he'll usually hang around and chat a bit in the morning and late afternoon if people are still around, but the rest of the time he's literally running around mopping up mess and fixing projectors. He has ambitions, but not the motivation to follow them.

Notes: He has an 'office', which is actually a janitor's closet the size of a handicapped toilet stall where he keeps his tools of the trade. Sometimes if he's on break, he'll take a nap inside, or a smoke outside. He loops time every day. The first time he notes down the goings on of that day, and when he loops, he knows exactly what work he has to do that day.
Reboot: Please Select Player by Kafka Komedy


Name: Alton Clef

Gender: Male

Character: Jacket

Personality: In public, Alton is a very stoic person. He seems to be able to take a lot of grief from others without affecting his emotions. However, the important word here is "seems". In the privacy of his room, he can rage incredibly hard out of stress and anger. As a result, he's taken to letting out his emotions on cathartic video games like Hotline Miami or Call of Duty. His philosophy is like poker: If you let your emotions show, you lose.

Powers:

  • Bezerker Rage: When Alton is hurt, or sufficiently angered, he will fly into a murderous rage to try to kill the offending party.
  • Increased Dodging: Normally, he can only take one hit before he dies, but because of reasons of balancing, his dodge skill has been increased to compensate.
  • Increased Strength: With a weapon, Alton can kill a person in one hit. Or he can knock them out with an unarmed punch or by throwing something at them. (Damage with weapon = 2x health of generic enemies)
  • Aerial view: Alton can see a full 2D aerial view of the level he is on and is able to see enemies, weapons, points of interest and so on.
  • Faster respawn: Alton can respawn at the entrance of the level 10 seconds after dying.


Equipment:

  • Wooden Bat: Lethal in his hands.
  • Rubber Rooster Mask: He can't take it off.


Other: Choosing Jacket as his character was Alton's mistake. Psychotic, uncaring, and the embodiment of Rage, Alton will be spending a lot of time trying to beat his new personality into submission.
Clash of the Cliques by Professor_Wyvern

Name: Artemis Turner

Species: Cat-humanoid

Age: 16

Gender: Male

Appearance: He looks like a cat-human hybrid, standing at 5' 10" (1.78m) and weighing 158lb (72kg) without his equipment. He has grey fur with black streaks, covering his quite toned body. He usually wears comfortable clothes that are easy to move in, though when he's out at night, he'll wear cargo pants and a large green hoodie, covering up the belt of spray cans he carries around with him.

Faction: Entertainers

Personality: Artemis is a creative, but impulsive and headstrong artist, and will often do graffiti either for attention or just for the hell of it. He feels he is helping the school by adding color and variety to the walls. Really, though, outside his clique, he's seen as a pest.

Biography: Artemis grew up in a low-income family, and was constantly moving from home to home for his parents to find work. On one particularly lengthy stay, the local gang introduced a young Artemis to parkour and tagging. The freeing sensation of running along rooftops, vaulting gates, creating stunning, frantic art on the side of a wall, and escaping before the cops arrived, stuck with the young cat's mind, and even after years of his family moving around, he continued training his body and practicing his art.

Eventually, his family were able to settle in Cinders Landing, and through certain low-income student plans, Artemis was able to attend the Sun Ridge Boarding Institution. He stayed with the Punks initially, attracted to their free spirit, but was eventually annoyed by the constant hatred of authority, since authority figures are the reason why Artemis was able to attend Sun Ridge in the first place. After a short period of being factionless, his bright graffiti caught the attention of the Entertainers, who invited him into their clique.

Powers: Nothing abnormal for a cat

Abilities: Artemis has excellent night vision and somewhat above average smelling. He has had years of experience in parkour, and so can run very fast, both sprinting and for prolonged periods of time.

Weapons: 5 spray cans that come in Vermilion Red, Cobalt Blue, Process Yellow, Titanium White and Mars Black. (Other colors are available)

Other: He likes to scope out potential tagging spots in the day, then sneak out at night to attack. Also, he keeps a journal of tag designs in his room.

Parents: His parents live in the zone of Zephyr LLC. His father is a factory worker while his mother cooks for a small restaurant. They encourage Artemis to study hard in school so he can get out of the poverty cycle, unaware of all the (cough) 'distractions' rampant in Sun Ridge. Artemis visits fairly often during school breaks, but as his parents still have to work in the day, he keeps Sun Ridge as a home base.
Supernatural College by KatherinWinter

Name: Pat Williams

Age: 18

Power: Object Teleportation

Appearance:


Bio: Pat lived a fairly standard middle-class life in the suburbs. He went to school, got Bs, gamed with friends and so on.

On the day that an important piece of coursework was due, he had overslept and in his haste to catch the bus, left all his work on his desk, only realizing when he arrived. He knew exactly where it was; it was right there on the corner of his desk with the red stapler on top. He put his head on his desk and just hoped that his name wouldn't be called out first. That was when he felt something hit the back of his head with some force. It was his coursework, and the stapler.

Pat told no one about his newfound powers, though he did practice using them in private. This is why he got sent to the emergency room with a pencil strangely impaled through his hand. Under the pressure of his parents, Pat spilled the beans on his abilities. This caused a lot of arguing between them about why Pat stayed quiet about his powers, are you doing drugs right now and so on. Eventually, the arguing calmed down, and they agreed to keep it a secret between themselves. The topic was never brought up again until his family received an invitation for the Supernatural College. It was a unanimous decision to send Pat there to hone his powers and make sure something worse doesn't happen to him.

Besides, other people with superpowers? Pat is fucking psyched about that!
Here we go
Doing well. You guys?
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