STATUS:
"The Founders of Hogwarts could've never foreseen multi-casting wands or auto-swish-and-flick grips! Curses today are far too powerful!" "NON INFRENGIUS!" *blinding flash of light*
1 hr ago
Current
"The Founders of Hogwarts could've never foreseen multi-casting wands or auto-swish-and-flick grips! Curses today are far too powerful!" "NON INFRENGIUS!" *blinding flash of light*
2
likes
6 days ago
If you give a man a fish, you feed him for a day. If you give a man a rat, then you satisfy his R A T D E S I R E.
3
likes
10 days ago
Maybe people just shouldn't screech and be assmad over politics in the Status Bar in general. Nothing anyone says here wins "the great cultural war of our time." Go RP or something, shit.
5
likes
15 days ago
I AM AN ELF AND I'M PLANTING A TREE! PLANTY PLANTY TREE, PLANTY PLANTY TREE!
6
likes
15 days ago
Wow, this chamber has a really nice echo! (echo...echo...echo...)
2
likes
Bio
On CST time, United States. Typically busy most of the week and do most posting/replying on weekends.
If you could, yeah, but for things like thugs or randos, you don't need it. not unless they're important.
Right, okay. This crystal guy is very much just a dumb thug, not plot important at all unless some bigger villain recruits them as a henchman or something. Thanks!
Ah, it just occurred to me even though I've already posted: Do I need to make some kind of NPC profile, if I'm just throwing out a "generic" villain or whatever? Like, they're not a character I intend to play as, but if GM or anybody else wanted to use them again they could. The bank robber Zetta Man's currently chasing basically has the powers of the Diamondhead alien from Ben 10, just that they form the crystals as a shell over their body rather than being made entirely of it.
Location: Near Metropolitan Oval, Bronx, NY Interactions: N/A "Susp...on foot...cutting thr...trees betwe...onport Road and Archer..."
Zetta Man knew how to tune the Zetta Field to the most common police frequencies, but he never got perfect reception---he was a human, not a machine, after all. Nonetheless, Charles R. Mitchell---known to his friends as Chad, and his enemies as the "Dynamo Hero, Zetta Man,"---flew just under the treetops faster than any sprinter. He shifted his muscular frame from one side to the other as he weaved between the dark trunks. A forested park area snaked between two large apartment complexes. In a nearby bank, trembling customers were missing their wallets and other belongings. Some had bruises and small cuts.
The bank robber was a dark silhouette, skinny but human shaped, inside an exoskeleton of moving crystal. The pale green substance was faceted like diamonds, and thick enough to obscure the person's features. They clutched a bag in one large, blocky hand, and ran for all they were worth---which was not exceedingly fast even by non-superhuman standards.
"Stop!" Zetta Man shouted, "Surrender now, and you'll get off easy!" They turned their armored head, and faced him with wide, white eyes. "I said stop! I don't want to hurt you!" Almost tripping over themselves, they redoubled their speed. The hero grumbled under his breath. "Of course. Why would they ever make it easy?"
NAME: "Zetta Man;" Charles R. "Chad" Mitchell GENDER: Male AGE: 37 APPEARANCE:
WEAPONS(optional):
High quality supersuit - Resistant, but not immune, to extreme temperatures and radiation; vital area plates equivalent to Level IIIA body armor; slash/stab protection equivalent to Kevlar.
- OUTFIT: As Seen in Appearance Image
PERSONALITY TRAITS:
Rigid Thinking - Very set in his ways and resistant to change; difficult to change his mind without solid evidence.
Technical Pacifist - Will always try to talk before fighting; typically does not kill and tries not to maim. Often holds back until he feels comfortable knowing how much punishment his enemy can take.
Busybody - Can come across as a know-it-all or patronizing because he's overeager to help, and often seems to treat younger heroes as if he's their mentor.
Truth and Justice - Holds himself and others to high standards of morality as heroes, and doesn't empathize well with those who don't fit that mold.
One Before All - Put the "most immediate good" over the idea of the "greater good." While he'll put himself in harm's way without question, he'll never leave a comrade behind or sacrifice "the little guy" for the sake of some big picture ideal.
- FEARS:
Loss of Humanity - Superhumans who become heroes are relied upon. And as the public begins to take having heroes around for granted, they sometimes just "expect" a hero to be there at all times. If a hero can't save everyone, they're blamed as if they were responsible in the first place. If they cause collateral damage, the taxpayers cry out against them. Zetta Man does his best, but feels that he deserves to have a life outside of his "work" just like anyone else. Thus he fears burning out because the people he wants to help, sometimes don't seem worth helping.
The New Generation - As Superhumans pass down their powers and society struggles to catch up with the ethical and legal ramifications of new, more powerful abilities, invariably superpowered children will require more and more care. If they come from unstable homes, or are mistreated, or have abilities too strong for them to properly control, things can get out of hand very quickly. Thus, Zetta Man often worries about younger heroes getting in over their heads or, vice versa, taking out their teenage angst on "acceptable targets" like petty crooks.
OTHER/QUIRKS (idk):
Avid reader, both as part of his job as a publishing house editor and a general love of stories. Is familiar with many, MANY cliches, tropes, story formulas, and the like.
Uses body language, speech patterns, and other psychological tricks to separate his identities rather than traditional masks. He even wore his actual supersuit to an office Halloween Party one year, and his coworkers laughed at him because of how "unconvincing" it was.
Has written two novels, both in the fantasy genre. Neither are best sellers yet but have a dedicated following awaiting the third.
- POWERS/TALENTS:
Zetta Field - Charles's body has a unique interaction with electromagnetic currents. Essentially, the Earth's magnetosphere "charges" him over time. The earliest electrical power generators, or "dynamos" would use a hand-powered crank to spin a series of magnets, and this would create an electrical current. Thus, physical power was turned into electricity. The Zetta Field does the opposite--electromagnetic energy is converted by Charles's body into physical power. This power and the Zetta Field itself can be used in various ways:
Traditional Brick Powerset - The greater his "charge," the more Zetta Man can enhance attributes like strength, speed, or durability. However, he will eventually need to recharge, either by waiting until the magnetosphere naturally affects him or by allowing himself to be zapped by a powerful current.
Magnetic Propulsion - The Zetta Field can either repel or attract Zetta Man's body from other conductive materials or the ground itself. This form of flight does not accelerate as quickly as others. He can accelerate from 0-60mph in about 3 seconds if he's at full charge, but it would take him a full minute of sustained maximum effort to reach Mach 1--and in the same fashion, slowing down takes time too.
Sound Transmission - Using the electrical charge within his body to alter the vibrations of his vocal chords, Zetta Man can significantly alter his voice. He can "speak into" a radio signal by adjusting his frequency, or just raise his volume in order to communicate over a distance; offensively, for very short bursts he can raise a shout of up to 200 decibels, which essentially creates a wall of sound pushing at the air like a sonic weapon. (Fus Ro Dah!)
- BACKSTORY(optional): Charles is considered a "veteran" hero, having started his career more than 15 years ago. Over that time he's been part of several team ups, once had a sidekick who has now become a hero in their own right, and even got a few swanky product deals (mostly toys and workout supplements). However, he has also experienced multiple rises and falls in his reputation. He's been criticized by both the populace and the talking heads on TV at various points--"He just keeps putting the villains in jail, and they break out again!" "He threw my car at the giant robot and missed! How do you miss a GIANT robot?!" "I never asked him to interrupt my suicide jump, but he caught me by one arm and now I've got MORE hospital bills!" "My son might've been a villain in the eyes of society, but he was a good boy who didn't do nothing! I'm gonna sue because he blew himself up trying to take Zetta Man down with him!"
Nonetheless, he continued to fight the good fight and encourage others to do the same. But recently, he's been asked to take a break from the team he usually works with--apparently someone made a complaint to HR, but he has no idea what it was about. So, now he's back to flying solo, looking for good that needs doing...
Hello there, I'm hoping that you guys are still taking entries?
I'm typically kind of a long-winded writer, but I've been thinking I should try condensing my posts more and learn to do better with less, so that I can post more frequently overall. So I thought it might be a good exercise to join this RP and keep things short-and-sweet, if you'll have me? I've got a character WIP, but I don't want it to feel too out of place with the other profiles--just let me know if there's anything at all that needs to be tweaked, downgraded, etc?
NAME: "Zetta Man;" Charles R. "Chad" Mitchell GENDER: Male AGE: 37 APPEARANCE:
WEAPONS(optional):
High quality supersuit - Resistant, but not immune, to extreme temperatures and radiation; vital area plates equivalent to Level IIIA body armor; slash/stab protection equivalent to Kevlar.
- OUTFIT: As Seen in Appearance Image
PERSONALITY TRAITS:
Rigid Thinking - Very set in his ways and resistant to change; difficult to change his mind without solid evidence.
Technical Pacifist - Will always try to talk before fighting; typically does not kill and tries not to maim. Often holds back until he feels comfortable knowing how much punishment his enemy can take.
Busybody - Can come across as a know-it-all or patronizing because he's overeager to help, and often seems to treat younger heroes as if he's their mentor.
Truth and Justice - Holds himself and others to high standards of morality as heroes, and doesn't empathize well with those who don't fit that mold.
One Before All - Put the "most immediate good" over the idea of the "greater good." While he'll put himself in harm's way without question, he'll never leave a comrade behind or sacrifice "the little guy" for the sake of some big picture ideal.
- FEARS:
Loss of Humanity - Superhumans who become heroes are relied upon. And as the public begins to take having heroes around for granted, they sometimes just "expect" a hero to be there at all times. If a hero can't save everyone, they're blamed as if they were responsible in the first place. If they cause collateral damage, the taxpayers cry out against them. Zetta Man does his best, but feels that he deserves to have a life outside of his "work" just like anyone else. Thus he fears burning out because the people he wants to help, sometimes don't seem worth helping.
The New Generation - As Superhumans pass down their powers and society struggles to catch up with the ethical and legal ramifications of new, more powerful abilities, invariably superpowered children will require more and more care. If they come from unstable homes, or are mistreated, or have abilities too strong for them to properly control, things can get out of hand very quickly. Thus, Zetta Man often worries about younger heroes getting in over their heads or, vice versa, taking out their teenage angst on "acceptable targets" like petty crooks.
OTHER/QUIRKS (idk):
Avid reader, both as part of his job as a publishing house editor and a general love of stories. Is familiar with many, MANY cliches, tropes, story formulas, and the like.
Uses body language, speech patterns, and other psychological tricks to separate his identities rather than traditional masks. He even wore his actual supersuit to an office Halloween Party one year, and his coworkers laughed at him because of how "unconvincing" it was.
Has written two novels, both in the fantasy genre. Neither are best sellers yet but have a dedicated following awaiting the third.
- POWERS/TALENTS:
Zetta Field - Charles's body has a unique interaction with electromagnetic currents. Essentially, the Earth's magnetosphere "charges" him over time. The earliest electrical power generators, or "dynamos" would use a hand-powered crank to spin a series of magnets, and this would create an electrical current. Thus, physical power was turned into electricity. The Zetta Field does the opposite--electromagnetic energy is converted by Charles's body into physical power. This power and the Zetta Field itself can be used in various ways:
Traditional Brick Powerset - The greater his "charge," the more Zetta Man can enhance attributes like strength, speed, or durability. However, he will eventually need to recharge, either by waiting until the magnetosphere naturally affects him or by allowing himself to be zapped by a powerful current.
Magnetic Propulsion - The Zetta Field can either repel or attract Zetta Man's body from other conductive materials or the ground itself. This form of flight does not accelerate as quickly as others. He can accelerate from 0-60mph in about 3 seconds if he's at full charge, but it would take him a full minute of sustained maximum effort to reach Mach 1--and in the same fashion, slowing down takes time too.
Sound Transmission - Using the electrical charge within his body to alter the vibrations of his vocal chords, Zetta Man can significantly alter his voice. He can "speak into" a radio signal by adjusting his frequency, or just raise his volume in order to communicate over a distance; offensively, for very short bursts he can raise a shout of up to 200 decibels, which essentially creates a wall of sound pushing at the air like a sonic weapon. (Fus Ro Dah!)
- BACKSTORY(optional): Charles is considered a "veteran" hero, having started his career more than 15 years ago. Over that time he's been part of several team ups, once had a sidekick who has now become a hero in their own right, and even got a few swanky product deals (mostly toys and workout supplements). However, he has also experienced multiple rises and falls in his reputation. He's been criticized by both the populace and the talking heads on TV at various points--"He just keeps putting the villains in jail, and they break out again!" "He threw my car at the giant robot and missed! How do you miss a GIANT robot?!" "I never asked him to interrupt my suicide jump, but he caught me by one arm and now I've got MORE hospital bills!" "My son might've been a villain in the eyes of society, but he was a good boy who didn't do nothing! I'm gonna sue because he blew himself up trying to take Zetta Man down with him!"
Nonetheless, he continued to fight the good fight and encourage others to do the same. But recently, he's been asked to take a break from the team he usually works with--apparently someone made a complaint to HR, but he has no idea what it was about. So, now he's back to flying solo, looking for good that needs doing...
My apologies to everyone, but after several days of consideration I've decided to close down this RP. I especially apologize to those of you who'd just joined us, I'm really sorry and I appreciate the level of effort you went through with your characters. It's unfortunate, but right now my IRL priorities are elsewhere and I just don't think I have the energy to continue this story. There's no need to worry, and I thank those of you whom I'm sure are concerned for me by this statement--I'm fine, it just seems like RPing in general isn't really in the cards for me right now. No doubt I'll get back around to it at some point, it's just one of those things. But leaving an RP in hiatus isn't really my style, so I feel it's best to end it here.
Again, I'm sorry to all of you and I'm very grateful that I got to write with everyone. May we cross paths again some day!
If you saw the Control skill I had up, I had a better idea.
Marksman - In an effort to further his ability to form, aim, and shoot his magic in bullets, Angus took on archery training. It didn't help, but he's a good shot.
Either of those would be fine, yep. You can put him in the CHAR tab!
@CitrusArms Sorry it took a bit to get back to you on this. There's only one thing that I think needs a bit of tweaking. His "Resistance" skill really reads more like a defensive spell. That section is really supposed to be more about passive qualities or non-magical things they've learned how to do. Other than that it'd be fine.
@CitrusArms If it helps, regardless of what type of magic someone uses, "reinforcement" magic is a general skill of most Magic Knights. We've seen characters in canon increase their strength, speed, and durability, use "generic" Magic Bullets, and then more advanced techniques (which wouldn't be allowed just yet in the RP) like Mana Skin. So if you wanted his fighting style to feature that, it's still possible to use reinforced techniques alongside traditional elements.
@CitrusArms Welcome! Thanks for your interest! As I'm looking over your character, the only thing that stands out right now is his Magic. While magic in Black Clover is very versatile, with almost any element being used to perform multiple types of spells, the idea of "Aura" magic doesn't really seem concrete to me. If the purpose of it is to imitate general "Chi enhancement" type abilities ala Dragonball's Ki, Nen, etc., I don't think it'll really fit. The concept of Ki/Chi exists in Black Clover as essentially a very high level of "reading body language/combat awareness," so it's not really an elemental energy that could produce beams and such.
I don't mind unique or unusual elements at all, but it's just that as it's currently presented, Aura seems like a hat that one could theoretically pull just about anything out of. Do you have any other ideas to replace or alter it?