Characters look good so far, I am holding off on acceptances until I can get the whole cast in scope. Then I'll fill in with NPCs, make their mini-profiles, and accept characters.
@King Cosmos Take a look at the CS template; it has been updated, just as I threatened to.
Put art here at the top if you want, maybe put a little character quote under it if you feel like.
Name: What people call you. If this is unpronounceable/can only be typed with the CTRL or ALT keys, please include a shortened form.
Epithets: Titles, Sobriquets, Monikers, Nicknames, Aliases, etc. Go nuts.
Age: Time flows at different speeds between planes. How old are you on your home plane?
Home-Plane: Speaking of your home plane, where/what is it? Give me a description of what is unique about the world-shard that you are from, what sets it apart from the others and has contributed to making you the nightmare you are today. This place should have been conquered as part of your backstory, so if you wanted to describe the current status of your estate, this would be the place to do it.
Description: This is a joint section for both appearance and demeanor. I think it's safe to assume we're all evil bastards, and this isn't quite the right RP for a lot of navel-gazing about how mommy didn't love you, so we're keeping the personality descriptions short and sweet. Describe your character, getting across the features of their appearance and persona that you feel are relevant.
Backstory: Let me be crystal clear: I do not want pages of backstory here. Keep it short, sweet, and stick to three main points. 1. Who are you? 2. Why are you a villain? 3. How did you become an Archon? For the last question, generally speaking characters become Archons when they acquire a Shard of Chaos, typically somewhere along the course of them conquering their home plane. Shards are a bit like The One Ring in that they "want" to be found, so your tale of conquest does not necessarily have to include seeking the Shard out; one could easily happen upon one in the course of normal supervillainy.
Shard: Okay, now tell us about your Shard of Chaos. Remember that this is basically a phylactery containing a measure of the trapped power of Chaos. It is a physical object, each one unique to the plane it manifested on, and should in some way be thematic to your plane or character. They were formed when Creation was shattered, but can change shape so they could be a piece of "modern" technology, and it is rarely obvious what these truly are. Your Shard could bestow you with some kind of power, or it could be a cute accessory, but the feature they all have in common is that they are a direct link to Chaos itself and can hearthstone you back to Gladius, the interdimensional HQ of the Legion of Chaos.
Powers: Finally, this is where you can get into all of your powers, abilities, skills, magic, gadgets, talents, parlor tricks, and so on that make your character the terrifying force for evil that they are. Just give me the broad strokes, I don't want a spell list.
Assets: Soldiers, spells, weapons, artifacts, equipment, vehicles, buildings, organizations, and anything else that is a significant enough part of your forces and holdings that they deserve recognition on your CS. You can also drop in a mini-CS for anything you feel deserves it.
Put art here if you want.
Name: Since this CS is more condensed, also include whatever other appellations you feel like in here.
Description: Literally whatever you feel is relevant for the DM/other players to know.
Gladius: This is your personal wing of Gladius, the physical manifestation of Chaos used as an invasion spearhead/FOB by the Legion of Chaos. Detail here the specifications to which you have designed your shard of Gladius. Remember that it's larger on the inside, but is only large enough to accomodate and support a single large-ish unit. Less than a thousand people, let's say.
Theme: Just for fun, include some musical links! Possible ideas: intro theme, battle theme, power-up theme, victory theme, etc.
Misc: Anything else you feel like sharing not covered by the above.
Name: Lykos Daedalion
Epithets: Ulysses the Fool, Death's Jester, the Shadowprince, the Mouth of Chaos
Age: 36
Home-Plane: Hellen: A cold and windy archipelago, with storm-carved coasts that rise above a violent sea. For thousands of years these great islands have been embroiled in the bitter feuds between their kings and other noble lords. Great fleets and armies are launched from kingdom against kingdom, much innocent blood is spilled, and their grudges grow ever deeper and darker. Since becoming the Shadowprince, the various united city-states have been marshaling their armies and fleets to carry on the conquest of Chaos.
Description: To most the persona that Lykos projects is that of Ulysses the Fool, though this identity has changed since his days spent masquerading as a court jester. Ulysses comes across as a babbling madman, completely deranged, what little wits he ever had replaced with the mind-shattering presence of Chaos. While he can use illusions to transfigure his appearance, his usual motley garb is a mishmash of metal, leather, and flamboyant silk. This is all of course an elaborate mask, as his true nature is that of a ice-cold killer. The madness of Chaos keeps his cold and dark psyche company as he slowly plans and executes the Darklight's return.
Backstory: Lykos Daedalion was born as the fifth son to a great king of Hellen, but when he was still an infant, his parents and all of his brothers were slain by assassins. Lykos himself was spirited away to live with relatives, but they were bribed by the king's usurpers into giving the child up to them. In secret, they switched Lykos with a pauper's baby, and offered up the other child to be killed. Lykos grew up destitute, and had to steal-- and later, kill-- to survive.
Lykos eventually fell in with a band of outlaws and mercenaries who made their living raiding Hellenine cities and pirating their ships. This simple life of theft and murder came to an end when his gang were killed on contract by a cabal of secretive assassins. Lykos himself managed to fight off the assassin sent to kill him, and having slain his assassin, he was taken in by the others. There he trained in their hidden arts of magic and combat, and quickly proved to be one of the most powerful among their number. This was also where he assumed the persona of Ulysses, as he often favored disguising himself as a jester or entertainer when contacted to kill nobility.
As he reached the height of his power and prowess, Lykos went into business for himself. He put into an action a slow and methodical plan to murder his way through the noble family that had his own extinguished, and eventually slew the usurper king himself. This was when he found out that the king's scepter had been a Shard of Chaos, and the Anti-Creation chose Lykos as the first Archon of its return. Normally not one for armies or politics, Chaos convinced Lykos to begin the conquest of Hellen, which he utilized a series of illusions and puppet rulers to do so, eventually consolidating all of the island kingdoms under his shadowy rule.
Shard: The shard in his possession is the Darklight Scepter, formerly part of the regalia of his father, a Hellenine king. It resembles a golden staff with an orb of light on one end, and a matching orb of darkness on the other. Lykos claims that the Scepter is the first and most powerful of the Shards of Chaos, giving him a uniquely intimate relationship with Chaos, but this is unconfirmable and spurious at best. However, the Scepter verifiably gives Lykos a portion of the power of Chaos over what is real and unreal.
Powers: Lykos is the ultimate assassin, trained since a young age in the arts of stealth, subterfuge, sabotage, and silent death. His skills extend to nearly any killing implement that has ever been invented, as well as poisons and toxins, and some other, miscellaneous tools. He knows a variety of potent and forbidden magics, not only for taking lives, but also for tricking the eye and confusing the mind. As part of his jester disguise, he also knows a variety of jokes, puns, stories, limericks, offensive stereotypes, and can juggle.
Assets: Ulysses is an assassin, rather than a king or a general and so he delegates most of the resources of Hellen to his puppet-kings. More close at hand, he keeps a veritable armory of weapons and other lethal tools, and maintains a stable of hand-picked assassins that he uses to extend the reach of Chaos.
Name: The Black Hand, The Hand of Chaos
Description: The remnants of Lykos' original assassin guild, reshaped under his leadership and dedicated to the Legion of Chaos. Each one an elite assassin, they have been empowered with various magics and technologies found on other Planes.
Gladius: Uniquely, as the first Archon and the Mouth of Chaos, the wing of Gladius forged by Lykos is the Heart of Chaos at the core of Gladius. Nominally accommodating The Fool's armory and handful of subordinates, most of the Heart of Chaos is made up of the eponymous Heart, the true face of Chaos bleeding into the reality of Creation. This is kept within a central vault that only opens when Chaos wishes to dictate new orders to its followers.
Róisín proceeded up to the school dutifully alongside her classmates, staying in the thick of the crowd where she seemed like little more than a red mop at shoulder height among her peers. While the rest of the students she stood alongside were won over with the titanic display of magic keeping the coastal rains at bay, Róisín looked up at the swirling, magic-controlled clouds with distaste. If there was one thing that she associated with Republic mages, it was arrogance, which is all she saw when she looked up at the sky. Wizards who think that they know better than the wind and the rain. Half the bloody reason that the war started in the first place.
As they arrived, some porters tried to relieve Róisín of her belongings. The bags and books and clothes and things she let them take; they could be replaced easily enough, and Róisín would probably lose the books before long. However, she kept a tight grip on her father's spear and her grandmother's cauldron, hanging the latter from the lugs of the former. Those, they would have to pry out of her fingers before she let some mage's toy take it off to devil-knows-where. Besides, the spear was a symbol, not only of who she was, and where she came from, but of what she thought about this place. For these mages, the war was practically already forgotten. They wanted to get on with their frivolous lives. For Róisín, the war would never end. It took her father from her, and many more friends and relations besides. Until that was made right-- which it never would be-- she kept the spear to remind others, and herself.
Shuffled into a hall to listen to a speech, Róisín's mind wandered as she quickly lost interests in the mealy-mouthed platitudes being offered. She thought about Pebblebook, and the time she had spent there. She had arrived by horse a week beforehand, and had arranged to stay with an old Fennish woman that lived in the coastal hamlet. She was raising three rambunctious grandchildren, as both of her sons had gone to fight in the war and never returned. The last week had been merry, as Róisín traded songs and stories with the caillech, and helped her with her cooking and mending, and chased around the wee ones and taught them about plants, birds, and bugs. It perturbed Róisín that none of the weans could speak a lick of proper Fennish, and so before she departed she made sure they could all swear in Fennish at least half as well as she could.
By the time the talking was over and the students seemed to be mingling, Róisín was in hell. Her uniform itched horribly, and the boots made her feet hurt. She desired very little else other than to rip these demeaning vestments off, but concluded that she would probably be worse off mincing about like a red-haired nymph. Her eyes wandered to where they had said there was food, and she saw a fair handful of students loading up plates with what was on offer. They had the right idea, she figured, and made her way over to do the same.
A few students were standing about gabbing in front of the part of the buffet she desired, so she shouldered past them. "Make a space." She barked as she pushed through.
Rather than bother with a plate, Róisín dug into the spread with her bare hands. She carved a meaty hunk off a roast pig and stuck it in her gob, chewing on it as it hung from her mouth. She took her gran's cauldron down off the spear and started to pile food into it; roast, potatoes, eggs, fruit, rolls, sweetmeats, all got thrown in. The amount of food available was honestly somewhat overwhelming, it stunned her how well these soft Republic types took care of themselves. She was lucky if she had seen so much food across all of the years she had spent in the rebellion. It was little wonder that they seemed to be in a hurry to forget the war; from here it barely seemed like the war had ever happened.
@Sniblet I feel a couple different ways about this CS. I think moving away from the Ophanim will let me make our antagonists more straightforward and "holy" without overlapping with your character. My main objection is that this character is from "Earth," which I am not interested in. Breaks my immersion too much if one of our Archons is just from like, Boston. Perhaps the Hierophant is from a technologically-advanced scifi or cyberpunk Plane rather than just being Skynet? Merely my thoughts at this juncture.
@6slyboy6 Mm, in this RP I don't think sob-story motivations or existential angst are really anything to have to worry about-- we're all here for the same reason. Just that when one typically imagines a villain, it is usually a Guy who Wants Something. Easier to write around than a Something that May Or May Not Want Anything, you feel me?