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2 yrs ago
Current god gives his comfiest naps to his strongest snoozers
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2 yrs ago
ai art produces unhealthy and unrealistic beauty standards of how many fingers our hands should have
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2 yrs ago
yoshitsune is a lot of effort when naoto can sweep most trash mobs with instakills and the majority of endgame bosses have innate phys resistance
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2 yrs ago
the status bar is great because you can force an entire website to listen to your stream of consciousness and since there's no block or mute function there's nothing anyone can do about it
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2 yrs ago
decades since the concept of a music video first debuted and humanity has still yet to top ok go hopping across treadmills in what is very clearly a community hall they rented for the day
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Bio

udon
21 y/o from ireland, he/they
have roleplayed for somewhere around a decade now through various mediums, 1x1 and group. advanced writer who still uses "furrowed their brow" every time a character reacts to anything

support gay rights? check out my 1x1 request thread.

discord is "oodonoodles.".

testimonials:
"udon you are my hero" - duskkyy
"Soooo like. Udon right? Love that guy!" - Icarus
"I want to talk to Udon about the fall of Constantinople" - Cloaked
"an udon sandwich is EXTREMELY possible" - David
"bearing in mind here udon is a massive homosexual" - megar
"udon do you ever stop to think about the things you type before you type them" - Igloo
"Udon the kinda fella who exhales unnecessarily loudly after having a drink" - Lava
"IMAGINE I just walk into a shop and I see udon there. I’d just freak out. I’d flip it. It’d be bonkers. It’s mental. I’d go insane. Totally crazy." - Icarus, again
"udon isn't human" - RoseWolf
"I frankly don’t even know if Udon exists." - SomeMekBoy

Most Recent Posts

In ArcRift 3 yrs ago Forum: Casual Roleplay
“Everyday I wake up knowing that the more people I try to save, the more enemies I'll make. And it's just a matter of time before I face those with more power than I can overcome.”


Name: Peter Benjamin Parker (Earth-120703: “Webbverse” Incarnation), AKA The Amazing Spider-Man

Age: Indeterminate: Presumably mid-to-late 20’s

Gender: Male

Canon:


Main Thread or Sandbox: Main

Personality:
Peter Parker: if there’s one thing you are, it’s good.”

A hero at heart, Peter Parker is a damaged but kindhearted individual that fights for the everyman, staying grounded and human where other heroes would lose their heads in the clouds.

Despite the immense courage he displays as Spider-Man, Peter is quite awkward socially: He frequently stumbles over words and stutters, becoming easily flustered and embarrassed. He evidently struggles with social interaction in general, remaining an outcast for most of his school days. Nonetheless, he was caring and kind even before he assumed the mantle of Spider-Man, standing up for the students Flash Thompson bullied—even if it meant a kick in the ribs.

As Spider-Man, he becomes far more confident, slinging just as many jokes and quips at his opponents as he does webs. Ultimately, however, he does not prioritise his enemies during a crisis—his first plan of action is always to defend the innocent, and he will willingly let a villain escape if forced to choose between apprehending them or saving a bystander. This mercy and compassion for life extends even to the criminals he battles: He will always try to incapacitate rather than kill, and even attempted to talk down Electro and the Rhino.

Despite his noble heart, Peter is scarred from tragedy after tragedy: He became vindictive and vengeful after the death of his Uncle Ben, and was unable to forgive himself for the death of Gwen Stacy—after her passing, he had “no time for Peter Parker” stuff, foregoing an ordinary life entirely. His mercy has its limits, especially after loss: After the death of Gwen, he “stopped pulling his punches” and became “bitter” and “rageful”—a state he had sworn off after overcoming the loss of Uncle Ben, but nonetheless an immutable characteristic of his psyche he can never truly escape.

Peter is especially prone to blaming himself for negative outcomes, even when they are not entirely his fault: Even years later, he was unable to forgive himself for failing to save Gwen, and pursued the Lizard entirely because, in Peter’s eyes, he was responsible for his creation. Guilt hangs over him like a dark cloud and has clearly taken its toll on him: During the events of No Way Home, he is notably more sensitive and reserved, and his interactions with his fellow Spider-men suggest he is (perhaps intentionally) starved for companionship.

In spite of his great loss, Peter carries on: Working to forgive himself, to better himself, and to keep safe those he swore to protect—in honour of those he could not.


Biography: https://marvel.fandom.com/wiki/Peter_Parker_(Earth-120703)#History (waaay too long to be reasonably summarised lol)

Equipment:
Web-Shooters:
“It's just the wrist. It's just all in the wrist, buddy.”


Unlike his arachnid cousins, Peter cannot manufacture webbing naturally. However, after “borrowing” some of the research on Oscorp’s biocables, he came up with the perfect alternative: “Web-Shooters”, a marvel of engineering allowing Spider-Man to truly live up to his name.

Loaded with cartridges of webbing, the Web-Shooters can fire cobweb-esque liquid, both in bursts and in sustained streams.


The Web-Shooter’s webbing is incredibly powerful: The biocable which it was developed from is ten times stronger than steel—outclassing even tungsten—and is capable of hauling around jet planes without snapping. Its strength is frequently demonstrated, a single rope able to suspend cars from bridges and binding the inhuman powerhouse that was the Lizard. Unlike steel at its toughest, however, the webbing is also incredibly flexible and stretchy, like rope—a property that makes it an incredibly versatile tool for ensnaring enemies or setting up traps.
Perhaps most iconic of the Web-Shooter’s uses comes from a combination of all three of its noteworthy properties: With its incredible strength, flexibility, and stickiness, Peter can use the Web-Shooters can be used to sling himself around New York, soaring through the air and grappling up buildings.



Powers/Abilities:
Cross-Species Genetics:
He was bitten by one of those things, and it worked.”

After Peter was bitten by one of Oscorp’s super-spiders, his very DNA was rewritten—the best aspects of spider and human were combined to create the amazing Spider-Man, and bestow upon him abilities befitting of that title.
Superhuman Strength: Peter's strength is overwhelming, easily overpowering even the peak of normal human potential. He can effortlessly overpower normal humans, pull apart guns, and smash his alarm clock into bits with a simple hit. A slam dunk shattered the backboard of his school basketball hoop, and his front door’s glass panel met the same fate when he slammed it in a fit of frustration. He could hold a van with one hand while hanging from a web, and stopped a bus weighing 18.5 tons from tipping over. His strength also allows him to jump higher and farther than a normal human, further supplementing his mobility and allowing him to leap from one building, over a New York street, and onto the next.

Superhuman Durability: Peter's muscles and flesh are tougher than a normal human. He was capable of surviving a fall from hundreds of feet in the air, and was smashed into (and even through) brick walls with only minimal injuries and discomfort. He survived multiple blasts from Electro, and even endured electrical torture that pushed Electro to his absolute limit—torture that occurred midair, meaning the electric current running through Peter would have no way to ground itself.

Superhuman Speed: Peter’s speed is incredible, allowing him to catch up to moving vehicles and dodge Electro’s lightning attacks.

Superhuman Reflexes: According to the official TASM blog, Peter’s reflexes are roughly 40 times faster than that of a regular human, putting them at around 6.25 milliseconds—excluding spider-senses.

Superhuman Stamina: Spider-Man’s stamina is far greater than a normal human, enabling him to keep fighting for longer—and swing through New York without growing tired.
Superhuman Agility: Due to his incredible strength and flexibility, Peter is extremely acrobatic and is able to perform high jumps, somersaults, flips and other precarious manoeuvres. His balance is also perfect, allowing him to perch atop narrow surfaces with ease.
According to the official TASM blog, Peter is roughly fifteen times more agile than a normal human.

Superhuman Senses: His senses appear to be greatly heightened, especially when used in conjunction with his spider-sense. Most notably, his senses are so finely tuned as to allow him to use the vibrations of his strings to sense movement—much like actual spiders.

Regenerative Healing Factor: Peter's metabolism is greatly accelerated, thus allowing him to heal much faster than a normal human: He is able to heal from the Lizard’s claw marks on his chest and a gunshot wound to the leg without medical attention. Logically, he would also possess greater immunity to toxins and alcohol and drugs, and could overcome their effects by speedily metabolising them.

Spider-Senses:
“I have the tingle thing, just not for bread.”

A tingling in the back of the skull as time seems to slow to a crawl—with the power of Spider-Sense, even a distracted and unfocused Peter can react to danger with seemingly pre-cognisant speed and observe his surroundings in extreme detail, in fractions of time—he can even “feel” danger before it manifests, almost as if he was capable of looking a short time into the future.
This ability doesn’t seem to be restricted to Peter’s immediate surroundings, either: Miles away, he was able to sense the Lizard’s attack on the Williamsburg Bridge, as well as the presence of Electro in Times Square before he had even begun his rampage. Combined with his blinding speed and shocking reaction time, the Spider-Sense makes Peter a tough bug to squash.
Notably, however, he does not have the tingle for bread. So please don’t throw bread at him.

Wall-Clinging:
“Nana was just asking if you could get the cobweb, since you’re, like…up there.”

A refreshingly straightforward superpower name, wall-clinging allows Peter to, get this, cling to walls.
The surface he clings to is seemingly irrelevant: Unlike a real spider, Peter can scale smooth glass just as easily as he can climb tough brick. As well as climbing surfaces, the ability to essentially magnetise whatever Peter touches to himself also greatly assists in lifting, as well as holding onto people and objects—especially useful when swinging through the air.
The ability can be activated consciously, however it also functions on an unconscious level: Pressed between two sides of a ceiling window, Peter slept soundly, practically suspended from the air.

Amazing Intellect:
“He's one of Midtown Science's best and brightest. He's second in his class.”
“Second? You sure about that?”



Even without his powers, Peter Parker is a genius: Practically, he was able to construct his own Web-Shooters from simple spare parts, and in a more theoretical sense, he solved the decay rate algorithm that had stumped Dr. Connors for years. He also possesses a deep understanding of quantum mechanics, immediately deducing how he travelled to the Marvel Cinematic Universe by invoking string theory and matter displacement.
His creativity and intelligence has uses beyond engineering and theoretical physics, of course: It serves as a great boon in battle, allowing Peter to expertly analyse his enemy and figure out the best course of action them, taking into consideration the physical limits of the foe’s powers and the available resources in the nearby environment.

Hey! I'm still thinking on character ideas, but the premise really grabbed me and I've always wanted to do more slice of life RP: Count me in as interested!
In ArcRift 3 yrs ago Forum: Casual Roleplay



Name: Gyro Zeppeli, real name Julius Caesar Zeppeli.

Age: 24 (born 1866)

Gender: Male

Canon: Jojo’s Bizarre Adventure: Steel Ball Run

Main Thread or Sandbox: Main

Personality:
"Eat shit, asshole! Fall off your horse!"
Gyro Zeppeli is perhaps best described, in personality and in combat ability, as a loose cannon of sorts.
True to form for an executioner, Gyro’s disposition initially appears to be one of steely cynicism: Unlike other competitors in the Steel Ball Run, Gyro seeks first place above all else, rushing ahead of everyone and fending off all who challenge him. He does not suffer fools gladly, even acting short and blunt with his friend, Johnny. He’s prone to insulting his enemies mid-battle, often goading them into brash decisions.

Gyro is quite a confident and proud person, and is very secure in himself: He owns custom teeth grills which display his family name and quite openly enjoys the company of a teddy bear when sleeping. The former may be seen as tacky and the latter, especially for the time, strange for a grown man—nonetheless, Gyro cares not for the opinions of others. He is especially proud of his mastery over the Spin, employing its use whenever possible and hailing the technique as the pinnacle of human potential.

Despite his cold demeanour, Gyro is not totally cynical. While he is prepared to kill when necessary, it is never his first action—he will simply incapacitate those who do not attempt to kill him, and will give those who challenge him the option of walking away. He is additionally an altruistic and sentimental man, offering help to Johnny Joestar and putting his life on the line in the Steel Ball Run to save the innocent Marco from execution.

Additionally, Gyro is quite eccentric: He is a fan of puns and gags, most notably creating a song about Italian cheese and displaying genuine excitement when Johnny enjoyed it. He has a flair for the dramatic and clearly enjoys it, often unable to hold back a grin and a signature “nyo-ho~!” when things go his way.



Ultimately, Gyro is a grounded yet optimistic man, having faith in the universe but always being prepared for unexpected turbulence along his path. He is virtuous and determined, and confident that victory is always possible. He can take things seriously when necessary and enjoy himself when appropriate, and displays relentless confidence and energy for life.

Equipment:
Steel Ball Racer’s Gear:


Steel Balls:
"This spinning steel...it's my weapon."

Developed by the Zeppeli family, the Steel Balls are exactly what you would expect: Balls of steel.

They have been specially crafted in such a way so as to perfectly conduct the Spin, and are thus the most potent way to use the technique. As a conduit for the power of the Spin, the Steel Balls are capable of many feats—they can maintain a constant, powerful spin for a considerable time, can return to the thrower like boomerangs, and operate at an effective range of 20 to 30 metres.

Gyro carries 2 Steel Balls, and possesses the knowledge and tools to create more provided with the right resources—having demonstrated the ability to scrape metal from train tracks to do so.

Valkyrie:
"Go the way your horse wants. It was born in this land, and it deserves your respect."

A stock horse with Australian roots, Valkyrie is Gyro’s steed of choice for the Steel Ball Run. Chosen for his stamina and endurance, his performance can be further enhanced through use of the Steel Balls.

Biography:

Gyro Zeppeli was born in the Kingdom of Naples, within the prestigious Zeppeli Family.

The Zeppelis being renowned doctors as well as servants of the King of Naples, Gyro lived in certain comfort. During his childhood, Gyro was trained in the arts of the Spin by his father Gregorio Zeppeli, as well as studying medicine to learn how to apply the Spin to people. At the same time, Gyro developed a taste for horse riding and began riding before he was nine. Mysteriously, the King's servant regularly inquired about the boy's age once or twice a month, every time Gregorio was summoned to the King's castle. At age thirteen, Gyro was promptly brought to the King's castle where Gregorio revealed to his son that the Zeppeli Family were secretly a family of executioners at the service of the King, and from now on Gyro started his training as an executioner. He began as an assistant for his father. At the same time, he was an apprentice surgeon for the family. In his late teens, Gyro was to become the next royal executioner as well as a surgeon, following his father in both aspects.

At the age of 24, one woman scheduled for execution became violent and almost killed an executioner. The woman slammed Gyro against the wall but Gyro neutralised her. During the struggle, Gyro lost his collar hanger; his father Gregorio also chastised him for his sentimentality, as he saw Gyro pensive looking at the woman and an old prisoner in a cell. When he found it again, it was in the hands of a little boy named Marco who was found guilty of treason because he served a traitorous lord. Out of duty, Marco has sewn Gyro's collar hanger with a fishbone, which was found and put the boy in trouble for carrying a dangerous item. Disturbed by the false charges as well as the fact that Marco was his first execution, Gyro asked for Marco's appeal. The protest made the news of the country and Gregorio disapproved of Gyro's behaviour. Unfortunately, his efforts were in vain, but the King's servant explained to him that the king would give amnesty to political criminals if the country suddenly gained prestige, such as winning a famous horse race. Thus, against his father's wishes, Gyro subscribed to the Steel Ball Run race.

Two days before the start of the Steel Ball Run race, Gyro arrives at San Diego beach and presents himself at the registration office. Paying his fee, Gyro is given the number B-636 as well as a commemoration badge. A man approaches him and pretends to be interested in his Steel Balls but Gyro presses the Steel Ball against the man's palm, forcing him to knee. When the employee notes that $20 is missing from the fee, Gyro discovers that the man is a thief who stole one $20 coin from his purse. Gyro takes back the coin and completes his registration. Angry, the thief is arrested but manages to snatch a gun and point it at Gyro from behind, as the Neapolitan leaves the scene. The thief gloats about how easy it is to kill Gyro and swears to come to him during the race to kill him. Angered, Gyro tells the guards to release the man and give him a gun: Gyro accepts to duel the thief. He throws a Steel Ball at the thief's right shoulder and leaves, satisfied, when the thief points his gun again at Gyro, the Spin causes his arm to bend in the direction of his face and the thief shoots himself in the head. Since it was a fair duel, Gyro is left off the hook by the sheriff.

The duel attracts the attention of a particular man, Johnny Joestar, an ex-jockey who's become paraplegic. Out of curiosity, Johnny touches the Steel Balls and momentarily stands up. Shocked, Johnny requests to touch the Balls again but Gyro prevents him from doing so and tells him to get lost. Johnny swears to follow him during the race and find the secret of his Steel Balls.

Powers and/or Abilities:
The Spin:

"Believe in the Spin! The power of rotation is limitless! Trust in that!"


A technique dating back to the Neapolitan Middle Ages, the Spin seems deceptively simple: Simply put, it is a near-perfect rotation of an object, achieved by following the pattern of the Golden Rectangle’s spiral. Following this pattern produces a great amount of rotational energy, which is then transferred into objects via vibrations. While it may seem a strange or even useless ability at first, the applications of the Spin are both potent and varied.

-The Spin enhances the power of a projectile and thus can be thrown to inflict damage. A Steel Ball imbued with the Spin is like a miniature cannonball, and can destroy thick rock.

-The Spin can affect the body to harden it and easily transmit energy somewhere else, granting supernatural, if temporary durability. It allowed Gyro to become bulletproof and withstand the blast of an explosive Stand ability, only harming his leg.

-The Spin can be used to take control of the projectiles it is imbued to. Users of the Spin have control over how their projectiles react and can aim better, and can even boomerang the projectiles back to their hands.

-An object imbued with Spin can be used to transfer energy and power to other projectiles, for instance increasing the effective range of the Steel Balls.

-Spinning objects have a high rotation speed and thus can create a large amount of friction. Thus, they can hold objects in place like a cape to use as a sail, or unravel objects like tree bark.

-The Spin can also trigger muscle reflexes. For instance, Johnny's lame legs suddenly stood up when he touched a spinning Steel Ball. It allows one to control the movements of enemies to an extent, for instance immobilising someone and turning their weapon back at them via twisting their arm, as well as triggering a violent horse kick.

-The Steel Ball also numbs senses, meaning one cannot feel its effects: Gyro tore President Valentine’s ear off with a Steel Ball throw, and the latter did not realise until seeing it for himself.

-The vibrations of the Steel Balls can be used to remotely visualise and affect objects, for instance detecting hidden obstacles or making bottle corks on a table pop.

-To bring a clean, certain, and painless death, the royal executioners of Naples use the Steel Ball to immobilise those about to be executed and decapitate them swiftly. In this specific use, the Steel Ball is applied to the nape of the neck.

-The Spin can even flatten limbs and the body so that the target can twist themselves into narrow spaces.

-The Zeppeli Steel Balls can also affect the skin and tighten appearance to either make the target look wrinkled and malnourished or inversely beautify someone's skin and enhance their silhouette.
On one occasion Gyro applies Spin to himself to wring water out of his body, and can even use the Steel Balls to shave hair.

-Gyro can rotate water itself to create a makeshift sphere and deflect attacks.

-By rotating two Steel Balls near each other, Gyro can modify the density of the air to reflect light and create mirages, fooling enemies into wasting attacks.

Masters of the Spin can also employ a technique known as ‘Golden Spin’.



While humans can attempt to imitate the Golden Rectangle alone, it is difficult to do without a visual aid: It is incredibly difficult to recreate artificially, and requires a reference to draw from. Once a Spin user has a reference in sight, they can throw with the power of Golden Spin, creating an endless, infinite rotation. Gyro can utilise his belt buckle, which was shaped in accordance with the Golden Rectangle, as a stand-in reference. However, the most potent form of the Golden Spin can only be accessed by observing the Rectangle in nature. Thus, a Spin user can find themselves in trouble in unsuitable environments—for example, in a lifeless desert, there would be very few natural sources of the Golden Rectangle.

『BALL BREAKER』and the Super Spin:
"the shortest route was a detour. It was the detour that was our shortest path."

Power: A
Speed: A

Range: D (from Steel Balls)
Durability: B
Precision: C
Potential: B


Colloquially referred to as the Super Spin, this variant is a superior version of the Golden Spin which involves riding on horseback. This technique represents the most faithful emulation of the Golden Spiral possible.



Developed in the Middle Ages to bypass the shield and armour of mounted knights, stirrups were invented to harness the power of a running horse. The horseman must let the horse run with the force of the Golden Rectangle, meaning it must gallop at its most natural speed. At this perfect pace, the horse creates Spin energy; it can then be harnessed through the stirrups and passed onto the body, into the arm and wrists to further empower an object. Thus, a perfect rotation with an infinite amount of energy is created.

From this energy, Gyro unlocks a new ability: A Stand known as Ball-Breaker, with the power of Infinite Rotation.



Ball Breaker embodies the vast quantity of energy collected by a Steel Ball when thrown with Golden Spin. With Infinite Rotation, Ball Breaker can surpass all dimensional barriers: It can surpass D4C’s Love Train, which manipulates dimensions to redirect all misfortune away from its user. Additionally, it can continue even when time is stopped, and can totally ignore durability to tear apart its opponent.

Additionally, Ball Breaker possesses the ability to greatly accelerate cellular activity with its Spin. The most prominent effect of this power is to induce rapid ageing.



Intelligence:
"One step… I’m one step ahead of you!"
Gyro is incredibly intelligent, having graduated from university to become a doctor. Thus, he has an extensive knowledge of anatomy and medicine, being even able to perform surgery. This is of great assistance in combat, as Gyro can effectively target points of pressure in the human body with the Spin to execute certain techniques.

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