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[Sign Ups] Tengoku no Owari


Empiricist

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The Fuck is This?

Here, have a link. (Warning, the link is to a very large image, I would not suggest trying to access it if you're on mobile data right now.)

 

I'm looking for 4 players. I'll probably choose them in, let's say a week or so.

 

Acknowledgements

Credit where credit is due.

Spoiler
  • AoshimaMichio: for devising the roll system
  • KosherKitten: for devising the stat system, and illustrated OP feedback
  • King Murdoc: for system feedback, playtesting, illustrated OP feedback, providing an example build, and general moderator advice
  • Hukuna the Undying: for illustrated OP feedback, and general moderator advice
  • ElfCollaborator: for playtesting, illustrated OP feedback, and providing an example build
  • Twinwolf: for playtesting, illustrated OP feedback, and providing an example build
  • Powder Miner: for playtesting, and illustrated OP feedback
  • Strider: for playtesting, and illustrated OP feedback
  • spümpkin: for playtesting
  • Lunatic Blue: for system feedback and advice
  • IntSys: for illustrated OP feedback
  • rustytengo: for illustrated OP feedback
  • UrbanSamurai: for illustrated OP feedback, and making the concept the Kuro example build is based on
  • GodofGamingRWBY: for expressing interest and basically being one of the main reasons I even made this
  • DragonRage: for expressing interest and basically being one of the main reasons I even made this

 

FAQ

Just a few questions that have cropped up in the past.

Spoiler

Q: Is being Awakened a hereditary trait?

A: It depends. Some types of Awakened will always produce Awakened offspring, but ones of more human origin such as Godslayers and Reincarnations usually do not. Usually because there are bloodlines of Godslayers, though they spontaneously start or stop.

 

Q: What happens when you Awaken?

A: In the case of a human, you start tripping some serious balls during which see something that some would describe as "the ineffable Eye of God", forget who you even are, gain a wealth of knowledge, proceed to immediately forget everything you just learned, and finally remember who you are.

 

Q: Is the supernatural world a secret?

A: Sort of. No one is interested in keeping it a secret, it'd be better if everyone knew what was going on after all, but for god knows what reason, virtually all ordinary people will completely reject the supernatural and form their own mundane explanations. Often really fucking stupid explanations that no one ever questions. Ever seen someone call the humorless Secretary of Defence a chuunibyou? Because that's the kinda thing that ends up happening.

 

Q: Why don't the Awakened help normal people?

A: There are a lot of restrictions. Basically a lot of Awakened stuff like healing magic and enchantments depend on the beneficiary having a Shard, and seeing as having a Shard means being Awakened... yeah. Like it's not like you can't heal people and aren't allowed to try, it's just that the effects are so diminished mundane medicine and the like will almost always be invariably effective. There's some things that can be done, and which are being done, like using leylines to accelerate crop growth and whatnot, but still a lot of the real otherwise groundbreaking stuff is dependant on Shards. They're making progress though as of late, so here's hoping.

 

Q: What is Walpurgisnacht?

A: 16 years ago, religious sites all over Japan caught fire. Why Japan? Because it's always fucking Japan. Anyway following that the rate of Awakenings rose sharply so now there's Godslayers, Aramitama, and everything else popping up everywhere. It was an administrative nightmare needless to say though it's mostly sorted out by now.

 

Q: Is this based on the real world? Or based on a hyper-stylized anime world?

A: Mostly the real world, barring certain things being butterfly effected by Awakened activity such as Sendo City and its effects on Japan. The other main differences are the weird hair and eye colors, the people dressed like absolute twats, and some people acting incredibly anime without anyone batting an eye.

 

Q: How do Godslayers and their ilk stack up against other Awakened?

A: Godslayers, Aramitama, and things like Combat Androids are dangerous combatants right off the bat. Things like your more traditional faeries and yokai and whatnot will need to have some sort of innate potential or combat training/experience to match even a fledgling one.

 

Q: Is there a set distance that marks the border between Ranged and Close Quarters

A: No it's pretty fuzzy and there's no arbitrary distance where the two suddenly swap over. What's Close Quarters for one character may be Ranged for another based on their abilities and weapons. And there are cases wherein both have an influence such as in the case of attacks that unleash a massive AoE centered around the caster.

 

Q: Can I perform actions without using Hypers?

A: Definitely! The whole point of stat descriptors are to determine what you can do, with Hypers acting as extensions of that functionality. In fact certain technical builds (such as Noriko in the example builds section) use Hypers as situational tools rather than as a core part of their playstyle.

 

Q: Can I perform multiple actions in a turn? Is there a limit? Does it use multiple results?

A: Yes. No, there's no hard limit save for what is logically possible (most people will have trouble locking blades with a foe while simultaneously milking three cows) though bear in mind you may not execute all of them in a single turn, as in the turn might just end before all of them happen. No, everything single thing you do in a turn runs on a single result.

 

Q: What happens if I consume the leftmost result in my worldline for a Hyper?

A: The result will be consumed and the new leftmost result will be used for your turn unless you use an alteration.

 

Q: Will Worldline rerolls be immediate?

A: Yes. I will endeavour to DM you your new Worldline after you declare the reroll so you can put it to use immediately.

 

Q: Are Worldlines something that exists in-setting, or are they just a mechanical abstraction?

A: They exist in the setting, though evidently not in the same way as they are mechanically represented. Your Worldline is basically an intuitive conception of Various factors such as details you've subconsciously noticed, current battlefield conditions, and general positioning, think of it as your character's gut feeling.

 

Q: How does focusing stat descriptors work?

A: Basically? It's just what happens when your actual capabilities are greater than what the numbers suggest, it naturally happens when you gear particular stats for particular purposes and is more noticeable with more extreme specializations. This just happens because while your general capabilities may match your numbers, the specifics can very well exceed that. Like imagine a cannon with a really low rate of fire but really powerful shots. Yeah its general firepower isn't too high because it really can't fire that quickly and so can't really be used by itself for fire support, but that doesn't mean it won'y utterly ruin whatever it does hit with that abysmal rate of fire.

 

Q: Are enemies mechanically represented under the same system.

A: Not necessarily no. Enemies tend to have stats like Player Characters, but some of the other details can vary. For instance in the other instance of this game, enemies included Storm Minds which have 5 Resolve and automatically burned 1 point of it each turn until they ran out and perished, and Watcher Tikilords who rather than  using Hypers would instead prepare and sacrifice defensive emplacements as part of a Vancian spell system. Less spectacularly, cannon fodder foes may lack the ability to use Hypers or Alterations.


Example Builds
Please read at least a few of them before writing up a sheet, just the builds I mean, not the commentary on them unless you wanna know more about what makes them tick.

Spoiler

Yuki Tatsumaki

Spoiler

Current Regalia
Chainsaw: A big ol’ chainsaw. Yuki should not be able to hide this. Or move it in long corridors. Or lift it at all. If you tell Yuki this, she will laugh at you as she proceeds to do all of these.

 

Stats
Ranged: 1 - She’s got some range on her buffs and that’s about it. 
Close Quarters: 7 - White mages eat your hearts out, this supporter isn’t defenseless. Chainsaws tend to help with not being defenseless - they're rather damaging, giving her overwhelming force. Having gotten a bit more used to the chainsaw, she can actually aim to some degree - although she still relies far more on force than finesse. She does have some attack buffs as well.
Mobility: 4 - Yuki's quite good at closing the distance, being rather quick.
Defense: 5 - She’s not wearing armor so it’s rather confusing how hard she is to hurt. Chuuni-power? She can also, of course, heal, though it's weaker if she doesn't do it via Hyper.
Excel Hyper: 2 - HEALING FIELD.

 

Requiem
HEAVENLY AEGIS: Whenever Yuki heals someone, the target of the heal gets a shield that notably reduces the damage of the next attack they take.

 

Hypers
GUARD BREAK [3]: An overpowering series of strikes that will both hurt and break an opponent's guard.
SALVATION OF THE GODDESS [4]: By which she means herself. She aims to heal one particular ally.
GUIDANCE OF THE MOON [4]: An offensive buff on two allies, guiding their blows towards vital areas and making them hit harder when they get there.
SURPRISE ATTACK (OF JUSTICE) [5]: Yuki surprises the enemy with a strong attack - and with her newfound mobility, seems to teleport behind them to do so. Yuki must not be being directly attacked by her target in order to use this Hyper.
Healing Field [R]: A field of healing magic, mending the wounds of everyone in a sizeable area around Yuki.

 


 

This is a combat medic build, the idea here is that you just get right up on someone's grill and just keep hitting them. Your damage output isn't going to be too reliable by itself, unless your enemy makes a mistake or an ally initiates you're mainly just going to chip away and exert a fair amount of pressure, but if you do manage to land a good blow, it's gonna hurt like hell, and if your enemy doesn't recover fast enough from it you can just start laying into them.

 

You're basically going to take a lot of hits because you've sacrificed most of your evasion to focus on quickly closing in on foes and just hounding them as they try to run, so your general durability and heal-spam is going what keeps you going. Of course it doesn't matter how durable you are and how good your heals are if someone hits you with a bind or similar non-damaging effect, and there's very little you can do to deal with it so you'll need to rely on your allies to cover you against that sort of thing.

 

The heal's ranged so you can just pop it whenever someone needs healing without having to disengage first, and when no one needs it you should just spam the non-hyper healing on yourself to just stack up your aegis and make it easier to get a good hit in. Guard Break is useful for creating openings against foes who parry or block your attacks, though like everything under this system, the break itself is not guaranteed.

 

Guidance of the Moon is especially effective on the user themselves because it bolsters the finesse your lack and can make your damage output that much more reliable, and even if it doesn't translate into hits, it'll help keep foes on the defensive which is always good.

 

Now what really makes this build shine is Surprise Attack, it lets you instantly punish foes for attacking basically anyone else, which is especially effective if the attack in question is highly committed and they can't cancel out of it when you fire it off. The surprise factor also makes it probably your most reliable way to get a clean hit in so long as you don't overuse it, and it can be used to force enemies to focus fire on you and away from squishier allies lest you chainsaw them from behind.

"Freida"

Spoiler

Current Regalia
Case of Infinite Cigars: An unlimited supply of cigars that enhances Freida's magical capabilities, allowing her to temper her otherwise non-elemental magic with smoke and fire.

 

Stats
Ranged: 4 - Freida is neither focused nor deficient in ranged spells and has no particular focus in them, using a variety of arcane projectiles and beams.
Close Quarters: 4 - Freida is neither focused nor deficient in close quarters, punctuating their physical attacks with arcane discharges.
Mobility: 5 - Freida has mediocre mobility, they have limited flight capabilities that allow them to move around or evade attacks.
Defense: 4 - Freida has mediocre defenses, centering around a personal barrier that protects them from harm.
Excel Hyper: 2 - Arcane Solstice.

 

Requiem:
Mystic Realm: Freida may place temporary artificial leylines that they alone hold dominion over. While within the zone of influence of such leylines, their magic is more potent.

 

Hypers:
Focus [3]: Freida enters a period of higher concentration, heightening all their magical capabilities.
Spell Weave [3]: Augments a spell so that on impact, it binds its target with a thread of starlight. It can be made to anchor them to nearby objects or combined with other spells to form snares and tripwires.
Soul Burst [6]: Fredia ignites their very soul, unraveling and burning it to greatly raise their magical capabilities at the cost of harming themselves in the process.

Smokescreen [6]: Freida draws further upon their catalyst's powers, altering a spell so that instead of dealing damage, it creates an otherworldly haze that allows Freida and their allies to conceal their actions and movements. The catalyst is sealed so long as the effect persists.
Arcane Solstice [R]: A potent spell that unleashes a highly destructive discharge of energy.

 


 

A generalist build that bests its foes by exploiting their weaknesses using a highly flexible skillset. You need to be very efficient with your Hypers here because without any real specializations you're really going to need those higher results to have much of a chance when you clash. It's always a question of whether or not using a Hyper will improve your position in the long run.

 

It's easier than it sounds. With Mystic Realm you can quickly boost all your parameters in a pinch, Soul Burst and Smokescreen aren't actually too expensive as your balanced stats mean that the 6s they burn would've been double-edged anyway and at least when using it for a Hyper, you know the consequences will be. Focus and Spell Weave meanwhile, while not being as spectacular as still quite useful for levelling the playing field and pressing your advantage, again for costs that are relatively cheap for you anyway.

 

Arcane Solstice, is a fairly versatile Excel Hyper. While its primary application is in creating a wide-aperture beam to overwhelm and blast away unprepared foes, it can be shaped into other forms like a burning blade of energy for close quarters or a blast that counters an otherwise devastating blow. As all your other Hypers are spell modifiers rather than specific spells themselves, investing another point of Resolve can make it  very worthwhile, completely immobilising foes with arcane chains, or clouding the battlefield in concealing smoke.

 

Don't forget to use your Regalia, like much of this build it's fairly modest but quite versatile. Making a spell fire-elemental allows you to ignite your environment or continually damage your foes, while smoke can throw off their aim or conceal further strikes.

Noriko Fuuri

Spoiler

Current Regalia
Dress & Spears: A dress that magically replaces her clothing and a fairly simple, plain spear. It seems to be made of a series of units that are shaped somewhere between leaves and scales, slightly overlapping one another and colored blue, with white outlines. It's divided in the middle as to not restrict her motion; it also comes with black leggings, but leaves her barefoot.

 

Stats
Ranged: 6 - Noriko's ability to hit and damage at range has grown to be quite threatening, particularly with two spears to utilize and strong wind magic to throw them around with.
Close Quarters: 6 - Noriko is fast and strong, and has a reach advantage over most people trying to fight her in a melee.
Mobility: 5 - Once again, she's fast, and can actually jump and fly about on gusts of wind.
Defense: 2 - She's not made of spun glass, but her fighting style and Regalia lend themselves more to evading attacks entirely than taking them, and it shows.
Excel Hyper: 0 - None.

 

Requiem
Divine Winds: Noriko has ludicrously precise control over wind as well as a general sense of how the air around her moves, external to her natural ones. This allows her to manipulate a spear in a fair distance around her almost as precisely as if she were holding it in her hands, as well as having more subtle effects on her mobility.

 

Hypers
Vasavi Shakti [3]: Noriko's spear(s) grow in size, and then crashes down on the opponent at high speed.
Manavastra [4]: A high-speed dashing attack combining elements of ranged and melee assault. It creates a corridor of wind that carries Noriko forward, and her weapon can be tossed forward ahead of her without ill effects (for her, at least).
Varunapasha [5]:  A strike that knocks up a grounded target, and then dashes at them three times in succession, juggling them in midair and knocking them higher with each hit. Hits four times on airborne targets without the initial knockup. Afterward, can follow up with a strong downward strike. 
Vayvayastra [6]: A violent gust of wind pressed into razors that blows over and slices at everything in a wide cone in front of Noriko. However, this also "expends" her winds, temporarily disabling her Requiem and grounding her.

 


 

An offensively geared skirmisher build capable of both harassment and blitzkrieg. Your general level of aggression really depends on how well your foes can counter your mobility versus how easy it is for you to just impale them with a giant fuck-off spear.

 

You won't actually be using your Hypers too much so you can save your high results for your turns instead and making sure you'll dodge incoming attacks. They're powerful yeah, but for most of them it comes at the cost of them taking the form of specific techniques you'll need an appropriate opening to use. The general strategy is to just use your spears and their enhanced accuracy to impale and pin foes, they're especially dangerous against foes that rely on mobility due to how they home in and can leave their victims momentarily unable to dodge.

 

Foes that rely too much on soaking hits too will be disadvantaged by your skillset, after all even if you don't deal too much damage with it, an impalation will more often than not stop a charge in its tracks.

 

Your main Hyper will be Vasavi Shakti, it's cheap, it's a modifier and not a technique like all your other ones, upping the impact force and damage of your attacks. Manavastra is good for closing in and immediately applying pressure so long as your foe can return fire in time, especially since your mobility is geared more towards agility than speed. Varunapasha is good for tacking in a hefty amount of damage to vulnerable foes, especially when followed up with Vasavi Shakti, though only if it's safe to commit to the attack.

 

Vayvayastra is the tricky one, as it basically reduces all your capabilities for a while, most notably removing your ability to easily retrieve or guide thrown spears, so it's fairly powerful but quite situational as well. It's best used either when what you lose wasn't being used anyway, or as a devastating finishing move against biological targets, pumping blades of air through a wounded foe's arteries to inflict a simultaneous heart attack and stroke, rupturing blood vessels as they go.

 

As far as defenses go, just focus on dodging, you're better at dodging than your mobility score itself implies since you're focused more on the agility aspect than on the speed aspect. Homing attacks actually aren't too much of a problem either so long as they aren't too dense since a spear strike or blast of wind will often, at the very least, throw such attacks off-course for a bit.

"Rook"

Spoiler

Current Regalia
Templar's Armor: A set of heavily decorated plate armor that repulses damage and afflictions alike.

 

Stats
Ranged: 0 - Rook has no ranged capabilities of his own. 
Close Quarters: 3 - Rook has no direct attacks at close range but is able to deploy bindings to ensnare and restrain his foes.
Mobility: 6 - Rook's heavy armor slows him greatly, however his signature teleportation magic allows him to swiftly "castle" swapping his position with that of his allies, a technique that he can execute almost reflexively. He is also capable of other kinds of teleportation but only through his Hypers.
Defense: 10 - Few attacks leave a mark on Rook, while curses and bindings slide right off his armor.
Excel Hyper: 0 - None.

 

Requiem
Eyes of Heaven: Rook is able to summon rays of light. They're weak, short-lived familiars incapable of attack, and trivial to destroy, though capable of flight and quick to deploy making them useful as scouts and as targets for castling.

 

Hypers
Providence [3]: Rook summons a swarm of rays of light at once.
Payload [4]: Rook's next castle can target an allied attack so long as the attack takes the form of a seperate entity like a projectile or spell or the like as opposed to an action like a slash or a stab.
Guardian Angel [5]: When Rook castles with an ally about to be struck by a close range attack and takes the hit in their place, by using this Hyper he can immediately counter with a powerful binding spell.
Jaws of Purgatory [6]: A powerful binding spell that hunts down and ensnares all foes at close range at the cost of temporarily disabling Rook's teleportation.

 


 

A dedicated tank. If you do run this, it's basically impossible for you to win a fight on your own due to having no way to actually deal damage. Okay yeah you could probably bind someone and just start punching them in the face, but it's not exactly going to be expedient unless you're up against a glass cannon or something. But as long as you're with allies, it won't really matter.

 

You'll be an utter nightmare of fuckery. Enemy about to whack a squishy mage? Swap places and stop them dead in their tracks with a binding spell, leaving them a sitting duck. Enemies in a fortified position? Get a scout or summon in, swap places with them, maybe drop a few binds and start swapping in the heavies. Note that because your close quarters stat is focused entirely on bindings and nothing else, your bindings are markedly more powerful than what the numbers suggest, meaning it's not going to be fun being on the receiving end of them.

 

The rays of light are an insurance plan of sorts, you should just be constantly pumping them out as they let you swap into positions where you have no "real" allies at, the mass summon hyper is good for overwhelming foes who try to shoot them down to deny you options, or just to saturate an area with swap options. Plus while they're weak by themselves, when paired up with an ally with mass buffs, they can turn into a real nuisance. Attacks will blast through rays of light without any loss of power but if they're now all suddenly shielded, well, that changes things doesn't it?

 

You'll probably have a bunch of conditional actions, things like castling to an ally if it looks like they're about to be hit, firing Guardian Angel if your first bind fails to stop a foe's attack before it hits you, that sorta thing.

 

Payload is good for all-round fuckery and fast movement, it's not too hard to shoot down rays of light, but a bullet? That's a lot harder to deal with. And what better way to bid adieu to your enemies than to have an ally drop a bomb and swap places with it, teleporting it right in the middle of their formation?

 

Jaws of Purgatory is best used when you're sure you'll catch most of your enemies with it, no need to castle if everything's immobilized and struggling to move let alone attack right? Blow a point of resolve to execute it at the same time as Guardian Angel and it'll be one hell of a bind.

Ianthe -Prototype-

Spoiler

Current Regalia
Malefic Blessing: An innate Regalia of sorts with no physical form. It acts to amplify the effects of Ianthe's Requiem.

 

Stats
Ranged: 11 - Ianthe's magic is split between two main things, the first is harassment, completely eschewing direct damage in favor of disrupting her foes through all manner of supernatural trickery with the ultimate goal of making fighting back futile if not possible. The second is in using Boundary Manipulation, twisting the nature of reality on a far grander scale to directly ruin her foes. 
Close Quarters: 0 - Ianthe prefers to fight at range, portaling away should a foe stray too close.
Mobility: 5 - Ianthe can float, through for actual evasion and movement she prefers using portals. Her mobility on foot is no different to that of an ordinary person though.
Defense: 3 - Everything but physical attacks hits Ianthe pretty hard though she is able to keep her mind somewhat clear even when reeling from a blow.
Excel Hyper: 0 - None.

 

Requiem
Inverted Curse: When Ianthe harasses a foe she brings more and more of the reality surrounding them under her control, the effects thereof only growing apparent with her more decisive shows of force. The more Ianthe disrupts a foe, the greater Boundary Manipulation's power when used to target them.

 

Hypers
Guardian Devil [3]: Ianthe places a temporary reality marker upon an ally. Ianthe is able to swiftly and pre-emptively disrupt foes who try to attack that ally in exchange for the disruptions suffering from reduced output.
Ruinous Providence [4]: Ianthe marks a foe, her influence around them growing with each passing moment. When she uses Ruinous Providence again, the current mark is removed and she gains a brief boost to her magical output targeting that foe, the boost being proportional to how long the mark was active for.

Exit, Stage Left [4]: Ianthe opens a portal and makes a swift exit, for when foes get a bit too close for comfort.
Boundary Manipulation [5]: Ianthe unveils the true extent of her powers, the ability to manipulate the boundaries that define and differentiate concepts and entities. What she does with this often varies though it's usually spectacular.

 


 

A support build exists to fuck your enemies, requires a decent amount of environmental awareness to be know how to maximize your ability to harass and impair, and a little bit of coordination to help allies make the best of it.

 

Be aware that your Ranged stat is deceptively high, you're weaker than the numbers suggest, the price of having so much versatility in it. But well, you've got the tools to make the most of it, and with a bit of creativity, that versatility will pay for itself. To compensate for that, you've got Ruinous Providence. You just drop it on someone, someone who you'll actually expect to survive for long enough, and when you need to do something a little more lethal or a little more dangerous to them, you pop it and whack them. Be careful who you choose though, you can only have one active at any given time, though of course with later level ups you could always raise that cap or make the activation 'free' so you're not stuck waiting for another 4 to set it off.

 

Guardian Devil is more or less a defense buff but due to how it works you'll be running it off of your main stat of Ranged rather than needing to bother with defense, it has some drawbacks of course, but seeing as you're already balancing between Debuffer and Nuker with a general emphasis on versaility, you really don't wanna split your attention any further lest your powers end up too anaemic. Usage is pretty straightforwards, if someone tries attacking your ally, you just try and fuck them in the most debilitating way possible. It's not just for squishies either, sure a tank doesn't need more protection, but since your 'protection' comes in the form of tripping portals and reality-twisting fuckery you could always use it to try and force their assailant to make a fatal mistake.

 

Now comes the main event, the pièce de résistance - Boundary Manipulation. It's powerful, but it's also versatile, you gotta foot the bill for it somehow, so that's why your Requiem, your Regalia, and half your Ranged is dedicated just to it, makes sure it's as dangerous and as unpredictable as you'll want it to be. When there's a big bad motherfucker you need to get rid of, this is what you'll use. You harass them, you stack up Inverted Curses on them, and then you drop this. It's incredibly open-ended so you got plenty of options. Wanna reinforce the distinction between mind and body, removing their ability to make their body do anything? Go for it. Wanna remove the distinction between them and your image of them? Go ahead, make what you see no different to what they are, and just close your eyes. Might not kill them, but it'll hurt like hell.

 

Direct attacks with this are particularly effective on foes that rely too much on shields and the like, because this has no attacks actor, they're not gonna be able to put it between you and them, at least not in any meaningful way, though such attacks do suffer quite a bit from foes focusing more on general effect resistance.

 

But of course, for those foes there are always, less direct ways, explode the air around them, fire objects through portals, that sorta thing, best part is, since Inverted Curse increases your magic output rather than its effects on the victim, indirect attacks still benefit fully, after all, the higher your output, the more things you can hurl their way.

 

Oh and Exit, Stage Left? That should pretty self-explanatory. If someone tries to punch you in the face, drop that and run. This is also why your Defence is somewhat focused on keeping a clear mind even when struck, it lets you still drop that even when struck by a lighter attacks so that you don't end up getting combo'd or anything.

Minato -Alter-

Spoiler

Current Regalia
Origin Indexer: A prototype device with a metaphysical link to the Origin, allowing its wearer to access the very memories of the universe. It takes the form of a small wrist-mounted device resembling a calculator in interface. The Indexer, when activated, forms a set of light armor (Origin Suit) around the wielder to protect them from the otherwise dangerous data channeling it performs. The Origin Suit is literally just a futuristic maid outfit that is a great deal more protective than it ought to be.

 

Stats
Ranged: 3 - Minato Alter's only ranged technique revolves around the usage of Varunapasha, which he focuses entirely on.
Close Quarters: 7 - Minato Alter is quite adept at fighting in close-range as a result of his Godslayer training, general experience in brawls and physical blessing.
Mobility: 0 - Minato Alter doesn't really exhibit any mobility beyond the norm for a baseline human.
Defense: 7 - His suit provides moderate protection (somehow), but it's Minato Alter's sheer willpower and refusal to go down that makes up most of his defensive ability.
Excel Hyper: 2 - True Regalia Replication.

 

Requiem
Imperfect Regalia Replication: Minato Alter can imitate Regalia using the Origin Indexer, granting him the ability to copy the Regalia contained within the universe's memory; once summoned, Minato Alter can detonate it, sacrificing it to either protect himself from an attack or heavily damage an opponent. However, the effects of his copied Regalia are weaker than on their original wielder, acting as little more than explosive summoned blades.

 

Hypers
Spear of Doom [3]: Gae Bulg, spear of Cu Culain, one of the Regalia that Minato has Alter has perfected the summoning thereof. Manifests as a conflagration twisted into the form of a spear with steel in place of flame, as soon as it embeds in an object, it fills it with barbed tendrils. As with other false Regalia, he can destroy it to protect himself from attack or to damage an enemy heavily.

Sea God's Noose [4]: Varunapasha, astra noose of Varuna, one of the Regalia that Minato Alter has perfected the summoning thereof. Manifests as a jet of quicksilver that tethers its victim and drags them over to its master. The drag may be canceled into an explosion instead.

Phantom Reverie [5]: Minato Alter disrupts the power supply of one his own False Regalia, causing it to briefly flicker out of existence allowing him to bypass guards and parries.

Silver Storm - Night of the Black Snow [6]: Minato Alter releases the limiters on the Gaia Core for a brief moment, greatly amplifying his replication speed for the duration at the cost of continually damaging his own body from the strain.

 


 

An aggressive tank that drags foes over and trades blows until their foe can no longer stand. You basically wanna stock up a few weapons and then drag people over, tanking their blows and retaliating with explosive attacks that leave them vulnerable to follow up.

 

Your defenses are actually kinda mediocre, you've got a bit from your stats, and a bit more from your Regalia, but you're more focused on willpower which helps you resist certain effects, and more importantly here, recover from attacks. Willpower's not going to make it deal less damage, it's not going to reduce the secondary effects either, but I'll put it this way, when some big bad asshole looking like a cross between Lord Humungus and Jason Voorhees starts choking you with lightning, you get to smile and jam a blade into that son of a bitch's heart, no delay at all. It's not strictly just a matter of pain tolerance, a blow can be pretty rattling, it can send people into a panic, or at the very least make you fuck up, willpower-based defenses? That helps protect you from it. And of course, your Requiem lets you detonate your weapons, so when it comes to trading blows, you'll probably win. Even if you foe has will-power based defenses, unless their weapon has as much impact they'll still be off-balance and you'll be in a better position overall for follow up. In fact, the whole point of Phantom Reverie is to force a trade. Phase your weapon through theirs and let each strike, see who's the bitch when the smoke clears. Guess what? It sure as hell won't be you.

 

Sea God's Noose is your main tool, it's fairly powerful even with only 3 in ranged since the entire stat is dedicated entirely to this one move. It should be fairly self-explanatory. Enemy far. You no smash foe when they far. Noose move foe close. You smash. You'll want to have Spear of Doom up and maybe one or two non-hyper False Regalia weapons up when you do it. Hit them immediately with the spear and if they're fleshy and not too heavily armored it's going make it harder to run or fight, plus filling you foe's veins and arteries with murderous barbed wire will make the explosion that more dangerous since it's trying to tear out of their damn circulatory system. Now it may be tempting to detonate it immediately, but you actually don't want to. As long as they're in close quarters with you, the impairing effects are more important because they make it harder for them to stop you when you summon more stuff to stab and blast them with. You'll really only wanna detonate it if they're going to remove it, escape, or you really need to disrupt them for something. It's a pretty versatile tool, but again, it doesn't work too well if the target's armored or lacks blood vessels and whatnot.

 

Now, what happens if you're getting hammered by artillery or you just dragged in a big bad melee unit or some speedy fuckwit you have trouble stabbing? Silver Storm, costs health, but whatever you're taking hits anyway so if you're running this you're probably packing healing items or a healer or something, and more importantly, if you're using it right, the damage you take from the cost will be lower than what you would've taken from combat anyway. By supercharging your Requiem you'll be able to just overwhelm foes with explosion spam, blasting and pinning them. Incoming attack? Mitigate with an explosion. Sturdy foe? Stagger with explosive spam. Foe's too fast? Let's see if they can dodge half a dozen explosions.

"Kuro"

Spoiler

Current Regalia
Tsukikage no Tsurugi: A chainsaw and double-barrelled shotgun which may be summoned and dismissed independently of one another.

 

Stats
Ranged: 4 - While Kuro is no stranger to a firefight, he's better versed in close-quarters combat where they can better direct their foes into his traps, as such he has a trouble scoring direct hits against most foes, though he's still able to suppress and pressure with grazes and the like.
Close Quarters: 8 - The mix of suddenly appearing traps combined with a pair of powerful weapons makes Kuro quite a threat at close quarters especially given his skill in wounding and debilitating his targets.

Mobility: 4 - Kuro prefers using traps for offense and defense, as such his ability to evade or close in is quite dependent on how well his traps are suppressing foes.
Defense: 3 - Kuro's not the most durable, though he can still take a few hits.
Excel Hyper: 0 - None.

 

Requiem
Always Prepared: Kuro always has traps in place, consisting of things like plastic explosives, bolder traps, and heavy caltrops (better known as bear traps). He can reveal them in battle and use them to ensnare and damage his foes; there's no magic involved here, he's just that prepared.

 

Hypers
Distract [3]: A sneaky distraction performed by throwing a molotov the target's way. Remember kids, they can't see you if they're on fire!

Dastardly Snare [4]: Thanks to careful planning, the next trap Kuro reveals will be much more precise than usual.

Smoking Gun [5]: Kuro reveals a wound he's inflicted upon their foe in a previous struggle. The target must have been in a position wherein it was feasible for him to make the attack to inflict such a wound using his Regalia.

Shadow Takedown [5]: The shinobi silently brings down a target by running up to them and beating the shit out of them with jumping punches and flying dropkicks, possibly throwing a chair or two. Works best against weakened foes.

 


 

Yup it's another asshole build, this one with a more offensive bent, focusing on blitzing foes down and going for the execute when the opportunity presents itself. It's a build with a lot of threats and the idea is to basically force your enemies to always be thinking before everything they ever do "Is Kuro gonna fuck me?".

 

So you've got your Requiem, it basically just lets you conjure traps out of thin air without any casting even, this gives you plenty of noncommittal attacks. You don't need to really physically attack to damage and ensnare your foes, just be close enough to them. At longer ranges you probably won't really be hitting someone unless they're winding up or recovering, well not without Dastardly Snare at least, but a few sudden explosions oughta keep enemies guessing.

 

Smoking Gun is your other surprise fuckery skill. Basically you just wanna get sorta near people? Like, you don't have to directly attack them if you don't want to, though dropping traps is, as always, encouraged. They're now a viable target. You wanna unveil it at just the right moment, when a wound will mess everything up. Keep in mind it doesn't matter how much impact or knock back the hit had, when you Smoking Gun a foe only the lingering effects like damage are inflicted.

 

The important thing to remember about Smoking Gun is that it's not supernatural at all. It's literally just a consequence of you being a sneaky asshole. What this means is you won't have to worry about things like magic resistance, instead it's impacted by traits like the target's reflexes, defensive skills, and the like. Basically all the stuff that would block or mitigate one of your regular attacks. And it just so happens that like half of those factors are things that get fucked when you're stuck in a bear trap or halfway through eating a claymore. Think of it as rewriting events so you did another action, it's not guaranteed to be perfect hit, your foe would've done something to dodge and mitigate it and all that, but it certainly catch people of guard. Just, make sure the event you chose was a good time to attack, otherwise you may find that your foe didn't actually take any damage from it.

 

Distract is well, harassment. You're just hitting the guy with a molotov, its effects and benefits should be pretty self-explanatory, they're probably on fire right now, you didn't have to put yourself at much risk, and it's probably pretty distracting, even a foe immune to fire could have their aim thrown off by the smoke and flames after all.

 

Finally, you've got Shadow Takedown, basically, you just run up to a foe who's vulnerable and who isn't receiving covering fire or anything, and beat the shit outta them. Doesn't really matter whether or not it kills since you'd have fucked them up and weakened them further anyway. It's powerful, but it does take a bit of time, so if only got time for a quick shot, consider just giving them both barrels instead.

"Shiro"

Spoiler

Current Regalia
Interfacing Gloves: A pair of bewitched gloves that help Shiro focus his mime powers allowing them to conjure invisible implements, they don't really last too long though, dissipating shortly after focus is lost.

 

Stats
Ranged: 0 - Shiro doesn't really have anything that can be launched out of the cloud.
Close Quarters: 10 - Shiro is proficient in the use of both blades and throwing knives, though the latter only works within his chalky cloud. He's not too good at direct combat, but can launch dangerous surprise attacks especially with a larger cloud.
Mobility: 4 - Shiro is quite fast within his plume of chalk dust but is rather slow outside of it.
Defense: 5 - Shiro isn't too durable himself, but as long as he remains in the chalk cloud, he's able to block and deflect incoming attacks.
Excel Hyper: 0 - None.

 

Requiem
Realm of Chalk: In combat, Shiro hides within a cloud of chalk dust that confounds the senses of foes who stray into it. He is able to expand it, especially through particular hypers, though attacks that strike it causes it to shrink.

 

Hypers
Engulf [3]: A plume of dust explodes outwards, extending the cloud and enveloping foes caught in it.

Devour [4]: Enemies caught within the cloud take a sudden burst of damage as the dust tears at them from all directions disorienting them further.

Expand [5]: The cloud of chalk dust explosively expands, dealing no damage but quickly covering a larger area.

Decoy [6]: Immediately after being struck, Shiro may reveal that the attack only hit a chalky decoy, thus escaping the effects of the hit and seemingly teleporting elsewhere within his cloud. This requires that they drain dust from their cloud however, greatly shrinking its size after use.

 


 

A peculiar close quarters build with the ability to impair all foes within range and continually extend that range. Effectively, what the combination of your Requiem and stat descriptors do is make it so that everything under that cloud of chalk is considered to be in close quarters for you, potentially giving you an absurd range for a predominantly melee build.

 

Adding to this, your offense and defense benefit greatly from being in the dust, so as long as you keep it up, you'll be able always be fighting from an advantageous footing. The downside of this of course, is that you're reliant on it as well. If someone blows away enough of the cloud you're gonna struggle without allied help. Now note that what's most dangerous to you often aren't particularly damaging or crippling attacks, sniper rounds for instant, won't be too much of an issue as long as you're hiding, however explosives, concussive strikes, and the like, things that can blow away the dust are a much greater risk. You're particularly vulnerable to area damage, a large plume of dust isn't exactly hard to miss, and a gust of cutting gale or a local carpet bombing is gonna play havoc on it.

 

Expand is basically your all-purpose tool. It's a 5 to maximize its potency. Drop it at the start of combat to immediately get something to work with, drop if after eating a blast to try and recover, or just use it push an assault. Engulf is your more tactical tool, use it to suddenly throw off a foe's aim and attack them, expanding your territory at the same time. It's not as powerful but it's a hell of a lot more spammable at least.

 

Devour turns your entire domain into AoE attack with the plus of also making it even harder to fight inside it for a while, this is basically your question mark, drop it when your cloud has a foe or two in it and you're unsure of what to do. The disorient helps allies strike and evade, it helps you ambush even better, and the damage might give you some new openings to make the most of it. If not, well, you still got some free damage in at least.

 

Decoy is, a quasi-heal of sorts. You really can't take a hit, and as much as it hurts to shrink your own cloud, it sure beats being pinned to a wall getting wailed on by an angry space whale or something. It lets you effectively negate an attack on reaction and instantly counter by teleporting elsewhere and launching a surprise attack from there. Note that the shrinkage happens after usage, not during it, meaning you'll likely get your sneak attack off first before the shrink happens, though I still wouldn't exactly recommend teleporting to the edge so that you're outside your cloud afterwards, that's, kinda just asking for trouble.

Pia Delacroix

Spoiler

Current Regalia
Signal Booster: An intrinsic aspect of Pia's Requiem, it serves to simply amplify her Requiem's effects.

 

Stats
Ranged: 4 - Pia's rather mediocre ranged capabilities are greatly enhanced with whatever knowledge her Requiem gleans.
Close Quarters: 4 - Pia's rather mediocre close quarters capabilities are greatly enhanced with whatever knowledge her Requiem gleans.

Mobility: 4 - Pia focuses more on avoiding and mitigating damage than really running around them much, this is further enhanced with whatever knowledge her Requiem gleans.
Defense: 7 - Pia deflect and mitigate attacks fairly well, and should that fail, take a hit. This is further enhanced with whatever knowledge her Requiem gleans.
Excel Hyper: 0 - None.

 

Requiem
Tech Support: Pia is able to call tech support on, just about anything, revealing all sorts of secrets and details if she so asks. The main limitation of course being how long it takes to start getting answers.

 

Hypers
Analysis Boost I [3]: Pia speeds up her analysis, reducing the time needed for her to get her next piece of useful information.

Analysis Boost II [4]: Pia speeds up her analysis, reducing the time needed for her to get her next piece of useful information.

Analysis Boost III [5]: Pia speeds up her analysis, reducing the time needed for her to get her next piece of useful information.

Analysis Boost IV [6]: Pia focuses, speeds up her analysis, reducing the time needed for her to get her next piece of useful information at the cost of distracting her, making it much harder to fight effectively whilst doing so.

 


 

A stall build that focuses on slowly acquiring intel and using that to improve all aspects of its play until its able to trivialize its foes. You'll be focused entirely on your Requiem, though since you actually don't have any innate abilities or weapons, there's a bit of an emphasis on acquiring various pieces of gear to help you fight.

 

Mind you, non-Regalia gear can and will get broken or run dry, so take that into account before you try to parry a cement pillar with a sword or show up with a T/C G2.

 

Still you're focusing entirely on your gimmick, so it's gonna be one hell of a gimmick. The basic idea is that it's gonna take quite a while to get anything really without using your Hypers, but the information can be very valuable like precisely where to strike a foe to deal catastrophic damage or ways to deal with the various abilities and techniques. Plus since it's just information, there's nothing stopping you from sharing it all with allies, though with your stat descriptors you will of course be benefitting the most, so long as you're packing the right tools anyway.

 

Your Hypers are, yeah, they're there to make sure that you get your information ASAP, that's why all of them are just the same thing with differing levels of effectiveness, it makes sure you'll always be able to do it unless you completely trash your Wordline anyway. Keep in mind though that you probably would wanna still keep some good results around for the more dangerous attacks you can't reliably evade or block/parry/tank with 1s and 2s alone, so make sure you weigh the costs first.

 

Also note that the information you request will make quite the difference, for instance against a highly aggressive foe you may not be able to stall for too long against, you may wanna focus on getting information regarding how to defend against and disrupt its attacks so that you can just start negating its moveset while you wait to learn how to land a killing blow, whereas against a super tanky nuisance, defence probably won't be too big a concern.

Valeria Gottlieb

Spoiler

Current Regalia
Missile Whip: It's whip, but made out of miniature missiles. It's constantly lengthening as more micromissiles are fabricated and pushed into its formation.

 

Stats
Ranged: 5 - Valeria's options beyond close quarters are entirely dependant in both range and power on the length of her whip.
Close Quarters: 7 - Valeria's missile whip is constantly growing. She's quite skilled with it for the purposes of both offense and defense.
Mobility: 0 - Valeria doesn't really exhibit any more speed than a normal person.
Defense: 7 - Valeria is able to protect herself using her ever-growing whip to block and intercept attacks. She's also at least somewhat durable.
Excel Hyper: 0 - None.

 

Requiem
Marksmen: Valeria's Hypers are especially effective when attacking from afar.

 

Hypers
Lengthen [3]: Valeria pumps spirit energy into her fabricators, temporarily increasing her micromissile production rate.

Lock On [4]: Valeria locks onto a specific part of her target with Ruya's right eye, allowing her to adjust her attacks to be better at striking and damaging it.

Kinetic Slam [5]: Valeria bewitches her whip using Abraham's left arm, wreathing it in kinetic force and accelerating it to strike its target with incredible force.

Guillotine [6]: Detonates a variable quantity of micromissiles, shortening the length of the Valeria's Regalia in exchange for a powerful attack that sends white-hot shrapnel tearing into its victims.

 


 

A ranged unit that needs a bit of set up time before it starts crippling its victims from afar, allowing it to dismantle them at its leisure. Don't let the stat distribution fool you, you're a ranged marksmen with close quarters capabilities, not a close quarters specialist.

 

What you'll wanna do is to drop a Lengthen or Lock On right off the bat. Lengthen will probably last around 3 Turns at the cost of not giving an immediate surge. Doesn't matter really, you'll be getting more in the long run and while your defenses are partially dependent on whip length, it's no big loss when you weigh it all up. Its benefits should be self-explanatory, you wanna lengthen your whip more so that get more range as soon as possible. Lock On, that helps you disrupt and cripple. You wanna whip people where it'll trip them up, not necessarily where it'll hurt. This is another buff, probably around 3 Turns or so as well, you don't want it to be burst or anything because you want to use it in conjunction with other Hypers.

 

Now the other reason why you want Lengthen up and to keep it up is your main attack will actually be Guillotine. It's a cut weaker than most 6s since its variable, but being variable is quite important. After all, even without Lengthen up, detonating a single missile won't hurt much, and with Lengthen you can afford to detonate more and keep on going. Lock On is important too, helps jam the shrapnel in all the right places and debilitate your foes further. The explosive nature is a nice plus as well, helps play keep-away and believe me, you'll wanna play keep-away because your Requiem encourages it, makes your hypers more crippling and more damaging 

 

You don't really wanna go overboard with Guillotine unless you're really sure. Like if you've grappled your foe with it, or know you need to dish out a lot of damage and that the cost is worth it or something, because whenever you sacrifice a larger portion of your whip you're basically lowering your all-round effectiveness. Now the other really nice thing about this is, since you can minimise the impacts of it, you can use it as a "safe" way to consume 6s. Yeah shortening your whip hurts a bit but it's predictable, recoverable, and it's something you can account for as opposed to the consequences of using that 6 to run your actions when you're not sure if you've enough an advantage to negate its bite. Better the devil you know and all that.

 

Kinetic Slam's a great all-round tool. Your whip's a pretty versatile weapon after all. You can use the side of your whip with it to slam people into things, use its tip for a powerful precision strike, or even to help aid your defenses. It's good for keep-away, good for making openings for follow up, this Hyper's useful in most situations really.

 

Character Sheet

Y'know, the thing you need to fill-in to sign up for this trainwreck?

Spoiler

Name: Your name
Age: Your age
Gender: Your gender
Appearance: Text only please

Background: You're already Awakened, though you you're probably gonna have too much combat experience right now. Maybe an Aramitama kill under your belt if you had a team to back you up, nothing major though.

 

Preferred Location:

Preferred Quest(s):

Preferred Modifier(s):


Current Regalia:
Stats:
(19 Points to Distribute)
Requiem:
Hypers: 
(4 Slots, not including Excel Hypers)

 

Finally

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Challenger One will hopefully be making an appearance inside of this game soon...just as long as I can make a good enough character sheet that is.

 

EXTREMELY WIP Sheet for CHALLENGER ONE because I have a headache.

 

 

Name: Immanuel "CHALLENGER ONE" Gotlieb
Age: 35
Gender: Male
Appearance: Immanuel appears to be a refined looking Caucasian man of average height and build who is often found wearing an equally refined black two buttoned suit with a forest green shirt underneath it. He is often found with a pair of jade dragon's head cufflinks somewhere on his person.

 

The man's straight blond hair had naturally receded over the years, which is a fact that he has tried his best to hide by parting it to the side. His average looking face is decorated by a respectable looking 70's era mustache and a pair of unremarkable looking eyebrows. His dark blue eyes seem alert and friendly.

 

But of course none of this matters when he summons his suit of all concealing gothic full plate armor to cover the entirety of his body in cold and silvery metal.


Background: Immanuel Gotlieb had always maintained a slightly perverse interest in the occult ever since he was old enough to sneak inside of his creepy grandfather's easily found hidden library and read the many terrifying and wonderful books that were contained inside of it. And of course this eventually led to him spending the early parts of his youth sneaking inside of that room an ever increasing amount of times. Up until the day where he turned twelve and quietly crept inside of the library...only for the door to close behind him and reveal his creepy grandfather's disapproving look, and a plate full of days old basler leckerli.
 

After a short and rather terrifying period of time where the old man yelled at him for being so damn irresponsible, the old man then gestured for the absolutely terrified little boy to sit down on a nearby seat before he walked over to the book that Immanuel had carelessly left open the last time he was there. After a few moments had passed the old man gingerly placed the book back on the shelf with a sigh...before he slowly explained how he was disappointed about the fact that Immanuel didn't just...ask him if he could borrow some of the man's books. 

 
Immanuel slowly formed a long lasting friendship with the old man as the both of them bonded through their mutual love of occult literature, dry cookies, and attempting to perform some of the more tame magical rituals, A potent combination that caused a series of seemingly connected events that led to the creation of Immanuel's first magical trinket, his mostly uneventful awakening, and the two and a quarter decades of life that could in all honesty be broken down to.
"Went to college and passed with a better than average grade, and eventually attained a job at Eisenberg Health as a magical weapons and armor researcher's assistant before he crawled up the corporate ladder and got himself transferred over to Sendo city as a non negotiable part of a grand promotion into a better paid researcher after eight years of hard work. He rather unfortunately lost contact with his Grandfather for slightly more than a decade after he moved to Sendo city, and he honestly wondered what the old man was up to as much as the rest of his family did...as the old man disappeared soon after he sent a message to Immanuel that said "You are old now". He then continued to work on a variety of projects based on magical arms and armaments while his popularity in the office continued to grow after the "Hangover cure" incident.".

 

And after an additional year had passed by and he had just finished a technically successful project that revolved around the concept of creating a magic based long ranged self defense weapon that required little to no training to use and could be sold for a reasonably affordable price. (It ended up being a line of classical looking wands that effectively worked as recoil-less plasma submachineguns that still encountered some difficulties with mass production.) He was sent to work on an not very ambitious project that required him to work with a small group of researchers to look into the possibility of modifying a preexisting suit of power armor to essentially allow it to work perfectly in a situation where there are no viable fuel sources other than magic, and to use a battery of magical enchantments (alongside some relatively minor mechanical refinements) to increase its combat effectiveness in a noticeable manner while also making sure that those modifications would be relatively easy to repair and that the entire suit of power armor would still be able to function properly if the magical enchantments are inactive.  All in all it seemed to be the kind of project that usually ended with the shiny and extremely effective advancements being passed over for a more cost effective option that required less work to apply. 

And he was still hard at work on that project a year later when his grandfather made his grand appearance as the proud owner of "the Blue Heaven", and a heroic young man pushed him out of the way of a speeding car just before it would have plowed straight into him. Causing the surprisingly tough young man to fall into a comatose state he has yet to return from...while also causing Immanuel to be reminded of the simple fact that he was in fact nothing but an old and insignificant little mortal living on a dark and uncaring pale blue dot and surrounded at all times by people who probably wouldn't notice his passing. The amount of distress that this simple reminder caused was slowly starting to affect his work as he started to feel a bit...detached from everything while he found himself gaining a rather worrisome habit of brooding over his apparent insignificance.

Immanuel continued to brood and to brood and to brood until he found that his brains were starting to dry up, and he realized that he was sick and tired of brooding, of just sitting there and thinking about how everything in the whole wide world sucked and that nothing he ever did would ever matter. Because he knew that he was really doing nothing but lying and commiserating with himself. For there was in fact one surefire way for him to be remembered, one incredibly dangerous and irresponsible course of action.

So he started to conceive of the strangest project he had ever imagined, he used one of his many contacts to requisition a suit of shining full plate armor (the kind a proper knight would wear!), and he used the many years of research and magical prowess he had accumulated over his long and still ongoing career in Eisenberg health to enchant and weaponize this suit of armor and turn it into his own personal regalia!. And with the armor on his person he would not be plain Immanuel Gotlieb...no, because that just wouldn't do wouldn't it? He just wasn't..inspiring or moral enough for the job.

That is why when Immanuel finally put on his complete set of armor five months later he decided that he would become the dauntless knight known as CHALLENGER ONE! to hide his identity...at least until he could get some actually usable data and presumably play it all off as a way to field test the magical parts of the suit without drawing too much attention to Eisengerberg Health. But until that moment happened he would have to explain being in the same place at the same time as this knightly fellow as him hiring the magical awakened guy as some from of a bodyguard or something.

OOC background NPCs section that I couldn't mention properly on the background itself:


Adolf Kunzler, a 73 year old German expatriate who is also known by the equally unpleasant moniker of "Der verdächtig scheißkerl", a sentence that roughly translates into "The Suspicious Bastard/Motherfucker". He was once nothing but a young boy with a very unfortunate name who enjoyed reading fantasy novels and had this tendency to always carry around the book he was currently reading. And rather unfortunately for him this was a habit that led to him getting the shit kicked out of him by his neighborhood's local bullies on an uncomfortably regular basis. This caused him to develop a slight distaste of people and their opinions that he would continue to have long after he grew strong enough to beat up the aforementioned local bullies himself after his awakening. Which was an event that he does not enjoy talking about in all but the most vague terms. (Although we do know that the Silmarillion was involved somehow).

 

He settled down with his now deceased wife Pauline at the age of twenty three after he had embarked on a long and not very fruitful stint into the field of fantasy writing alongside his much more successful career as a bookshop owner. A career that would give him almost all of the skills necessary to suddenly open a successful book store chain by the name of "Blauer Himmel" (He was seemingly counting on the fact that most people just find anything written in a foreign language to be impressive) in the Fukuoka prefecture. A book store chain that would expand at a rather worrying pace over the next decade to own stores in almost every major city in southern Japan.

After a few months of pondering the man would travel to Sendo City to personally supervise the creation and management of a new occult themed book store, as the man realized that Sendo city was in fact full of nerds, foreigners, otaku, and salarymen, who all seemed to be the type to appreciate the option of being able to buy weird and vaguely magical items alongside their light novels, best sellers, hentai, and whatever it is the young people read these days.

Adolf Kunzler appears to be a rather well dressed and relatively fresh faced 50 year old man with a musclebound physique that is often covered up underneath a striped three piece suit with it's blazer replaced with a grand wizard's cloak that completely and utterly fails to flow or get stuck on absolutely anything. The man's face is adorned by a rather imposing looking handlebar mustache and a thin and pointed pair of eyebrows that collectively (When combined with his unnoticeable eyelashes) represent the last vestiges of hair left on his head. He often wears a single silver framed monocle over his right eye that seemingly serves no other purpose than to point out how blue his surprisingly friendly eyes are.

While the details about the man's awakened power has yet to be revealed, it presumably has something to do with the man's relatively young appearance and his impressive physique.
Doctor Blumenthal: Immanuel does not know the good doctor Blumenthal that much as they have never really had a reason to interact outside of work, and their specializations are different enough to prevent them from meeting each other inside of work outside of the standard meetings you get when a particularly important project is starting or finishing. All of this causes Immanuel to not know her as anything but the seemingly awakened boss lady who is a bit...eccentric to say the least.

Rosario the (Former) Head of Security and Immanuel's best (read: Only) contact/friend working in SpecProv: Rosario and Immanuel first became acquainted with each other during a company function four years ago after the mysterious man had a long and interesting conversation about the uses of ritual magic in the field of combat that eventually led to them befriending each other over the next three years as they continued to keep in touch and talk about the people in the office and the weird shit happening in the city like a bunch of middle aged housewives with nothing better to do. 

Immanuel obtained the shard he needed to craft his artificial regalia from Rosario by asking it from him as a favor over a rather nice cup of coffee. and while his explanation for what he wanted to make with it did use vague terms that didn't actually give out any unimportant details (Such as what the regalia would be or the bit where he is only making one for his midlife crisis), he did make sure that the man would know that he needed it to create an artificial regalia as part of a personal side project of his. And that said artificial regalia wouldn't be a magical oven that mass produced dried cookies.

(Still working on it, but he is basically just a middle aged Wizard who decides that the world could certainly use another hero running around to inspire the masses, and it sure as hell ain't him! Which is why he slowly constructs a magical suit of power armor before he travels the city in search of someone who is heroic enough to become said hero!...but of course before that happens he might have to put it on a couple of times since you know, he has to make sure that it actually works properly...right?)

Preferred Location: Sendo City
Preferred Quest(s): First Rites, Knight Errant
Preferred Modifier(s): Maximum Trash, Loli Stockpile
                                
Current Regalia: Sachen : An assortment of masterfully enchantment equipment in the form of a rather durable suit of authentically made and enchanted gothic full plate armor, a pair of spell storing steel gauntlets, a belt of vaguely enhanced strength, iron sabatons of inexplicably fire based flight, and the magical reagents necessary to create his signature semi magical railguns. The sheer amount of magical items the man carries with him at all times should be particularly noticeable to anyone who has the ability to see the flow/aura/presence/whatever bs term floats your boat of magic. Immanuel can make it magically appear on his person by simply willing it to come forth.

Stats: (19 Points to Distribute)
Ranged: 9 - Immanuel wears a pair of spell storing gauntlets that both contain a total of 8 plasma bolt firing wands, thus allowing Immanuel to fire an almost excessive amount of eerily accurate and fast moving bolts at his enemies with the power of his mind...although they are neither self guiding or particularly powerful individually. But of course when he needs the additional fire power he could simply rely on the excessively high powered shoulder mounted railgun that he can construct with the use of his hyper. Although rather unfortunately it is a cumbersome and hard to aim weapon that takes a while to reload. His requiem allows him to temporarily enchant other people and their equipment from a distance.

Close Quarters:  0 - While Immanuel's belt of Vaguely Enhanced Strength does in fact provides him with the strength of five men, he had neglected to actually specify which five men when he created them. This ended up screwing him over when he ended up creating a belt that provided him with the strength of five heroes of myth and legend, who of course, by being virtue of existing in myth and legend, are living men no longer.

Mobility: 5 - Immanuel can fly thanks to his Iron Sabatons of inexplicably fire based flight after he accidentally set fire to one of the rather expensive and rather hard to replace ingredients required to create a pair of Winged Boots of flight when creating it. This works out about as well as you can expect it to when it comes to straight line speed and rapid increases in altitude. Although it leaves a lot to be desired when it comes to actually maneuvering the damn thing.

Defense: 5 - Immanuel's heavily enchanted set of gothic full plate armor allows him to take hits that would completely and utterly destroy a much lesser man, although in the end of the day he is in fact just a ridiculous man in a rather heavy set of armor when it comes to durability. He can also use his magic to form a small directional force field to try and mitigate the damage he takes a bit, but the act of creating one usually takes longer than the time it takes for the enemy's attack to hit him.

Excel Hyper: 0 - None, Immanuel has never seen the point of learning one big and easily detected trick to win when he can do so with several dozen tiny tricks that batter down your efforts.

Requiem: Artificer's Infusion: Immanuel is able to infuse often weak magical effects into regular pieces of equipment during combat, although those effects usually have a limitation in the form of it having a limited amount of uses or only being usable for a short period of time. Although he is able to bypass these limitations to create a permanent magical item if he has the time and necessary materials for it.

Hypers: (4 Slots, not including Excel Hypers)
Sofortige elektromagnetische schienenkanone-Erstellung (4): An ingenious combination of arcane spells allows Immanuel to almost instantaneously create a shoulder mounted and semi magical railgun for him to fire at his enemies. While this particular Hyper can be used whenever Immanuel's worldview has an unused 4, it simply fails to attach the railgun onto Immanuel's shoulder if he already has one on each shoulder.
 

Arcane Infusion: Überwältigen (6): Immanuel targets the weapons of two different allies with some randomly chosen magic in an attempt to infuse it with a mixture of hopefully not at all volatile magic that will definitely deal more damage to someone in the general area of the weapon.

 

Arcane Infusion: Mobilität+ (4): Immanuel swiftly targets himself with a tried and tested series of mobility and speed enhancing spells as part of a presumably desperate attempt to get to a particular location in the nick of time. Causing a pair of wing shaped flames to shoot out of the back of his shoulders. But of course the spell's duration always runs out just a few seconds after Immanuel managed to reach his destination. 

 

Arcane Infusion: Leistungsverstärker (5): Immanuel focuses almost entirely on his magical offenses for a few short moment to drastically increase the power of his ranged attacks for a single turn.

Edited by Cronos5010
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I'll look into this, and see what I come up with.

 

Edit: After a bit of thinking, I reckon I won't join this one. Looks pretty fun though, so good luck to those who're joining.

Edited by PigeonOfAstora
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Spoiler

 

Name: Marina von Siemens
Age: 16
Gender: Female
Appearance: A 142 cm tall girl with blue eyes and pearl-white skin, currently wearing a dark blue t-shirt with yellow, diagonal stripes drawing an empty square in the middle, and jeans with a lighter shade of blue. She carries a red randoseru that's crammed with all sorts of sweets and... cup noodles? Her brown, silky hair just barely reaches her shoulders. Her small build often makes people think that she's an elementary student, but at the same time, it's what makes her popular with children.

Background: Although hailing from the rich and famous von Siemens family, she, however, is an illegitimate child, born from an affair between her father and a geisha. To her, her father was a very distant man, having only seen him in pictures and on TV. On the other hand, her mother tries her very best to raise her.

During her childhood, her mother often gives her gifts on Christmas, with tags on the packages saying that they're from a person named "Klaus." The gifts were somehow able to match her needs, as if this Klaus were her very own Santa Claus. The gifts weren't just for Marina, but also for her mother, with monetary support and high-tech appliances as her gifts, so it couldn't be from her mother. Regardless, Marina admired the actions of Klaus, and decided that she wanted to be like him and bring gifts to people around the world. 


When she was twelve-years old, she decided to realize her dream step-by-step, albeit rather naively. She went around, hearing the wishes of neighborhood children. And then, she would look at the night sky, hoping for a star to fly by, and wish for the children's wishes to come true. Perhaps due to both the recipients and the wisher being just as naive, the dreams always came true. It was consistently working with children, and eventually she awakened in light of the realization of the power of making wishes. In the Christmas of the same year - just five days later, she received a lustrous green jewel and a small letter attached. The letter was quite encouraging at a glance, telling her to take the jewel and realize her dreams. She took it very literally and made the jewel into a pendant, taking it everywhere with her. Almost as if the jewel was encouraging her, she began to attempt to prepare gifts for classmates and other children, and she took every opportunity available to travel to other places to see what people there need, making pen-pals and sending gifts. She would realize the limits of her wish-granting powers, though, as the demands grew more and more specific, and she was still rather inexperienced back then. As such, only people free from greed could even bear to believe in her wishes, which meant a rather small circle of younger friends.

She encountered many Mononoke thinking she was easy prey, but by bestowing wishes upon herself, she was able to gradually overcome them.

After graduating from junior high school, she decided to put school aside and focus on her dreams. Of all the nearby places, she was just missing Sendo City. She asked her mother, and she was able to establish contact with a distant uncle, Immanuel, living in the city. Having put her trust into the man, she entrusted Marina to him.

The man's grandpa happened to have an occult-themed bookstore in Sendo City, under his own bookstore chain, Blauer Himmel. Marina worked in the bookstore as a barista, occasionally chatting with customers and learning their problems. She also reads the books in her off-times, under the man's grandpa's request. After all, she did only possess a junior high school degree.


Some of her customers had children, and occasionally they would bring them here. She proved to be quite talented at talking with children, which was a great boon to her image. She also used the opportunity to hear their troubles and helped them out, like giving them a little extra boost for an upcoming test or Sports Day, and she liked that.

Others seemed to visit the bookstore purely to chat with her, even bringing gifts at times. However, she could never take the relationships further, whether it be due to the customers being aware of how she was still illegal, or her failing terribly at catching signs and flirting herself. She tried to wish for the ability to understand love, but it seemed to be far outside of the reaches of her powers. She read light novels and watched rom-coms, studying "love," and tried to apply what she saw in the books - all the dreamy archetypes that make a typical LN protagonist's love interest, but all that would only cause her to be ever more unnatural and embarrassed with men. At least, she was trying.

Preferred Location: Sendo City

Preferred Quest(s): First Rites / Capitalism, ho! / Reagen's Fortune

Preferred Modifier(s): Loli Stockpile / Maximum Trash


Current Regalia: Cintamani Brooch

A brooch wrapped in gold foils with a lustrous, green jewel put in it. It serves to amplify Marina's wish-granting powers.


Stats: (19 Points to Distribute)

Ranged: 4 - Marina's able to cast starry fireballs as rudimentary projectiles, but they're considered mediocre. Their power could be further amplified through the aid of wishes.

Close Quarters: 4 - Marina's picked up a few melee tricks, due to having to wish for more boosts in melee increasingly often. Though, the power's still considered mediocre. Her melee strength could be further amplified through the aid of wishes.

Mobility: 4 - Marina's fairly lightweight, and her small build provides her with greater agility, but she would still be considered mediocre in mobility. Her mobility could be further amplified through the aid of wishes.

Defense: 5 - Marina's capable of wishing for immediate shields to mitigate incoming damage. Having used the ability the most often, she grew to be the most proficient at it, being a bit above average. Her defense could be further amplified through the aid of wishes.

Excel Hyper: 2 - Meteor Shower

Requiem: Wishmaker

Marina can grant wishes. To be more precise, Marina can grant wishes for people (including herself). She may only grant wishes that only affects the recipient directly, such as an extra pair of wings. Though, of note, her wish-granting powers are still not to the point of always granting the real thing - that is, even if she were to grant you a jet engine strapped on your back, it may still only be able to enhance your mobility somewhat, rather than blasting you into the oblivion upon activation.
In general, her wishes may cover healing and buffs that last for the duration of the battle (Or damage and debuff to the recipient, but who in the right mind would wish for that?). The more is requested, the less potent it gets.
The potency of her wishes depends on the description given by the recipient, the recipient's willingness to believe in her powers, as well as her own current capabilities, though it may be enhanced through the help of her Excel Hyper, Meteor Shower.


Hypers: (4 Slots, not including Excel Hypers)

Repelling Burst [3]: Quick and condensed close-ranged explosions from a flick of a finger. Its high knockback can be used to knock an opponent up high, or just simply be used as an effective disruption.

Astra Shield [4]: A flexible shield that can be summoned in a whim for either point defense or a more rounded-out one.

Shooting Star [5]: Marina summons a bright shooting star out of nowhere, crossing the skies in a snap. The star shines so brightly that it's still noticeable in broad daylight. Should her allies wish upon the star, she would be able to grant several wish simultaneously.

Best Wishes [6]: Marina passes on all of her current buffs to an ally, in addition to restoring health to them. It can only be used if she possess at least one buff.

Meteor Shower [R]: Marina summons a magnificent meteor shower that crashes down upon the enemy party and deals decent damage overtime. It would last around a minute, and it would greatly improve the potency of her wishes for the duration of the shower.


Notes:
Marina is a flexible support that can not only provide a variety of buffs to her teammates, but also benefit from them herself. Her offensive toolkit allows her to surprise her opponents once she augments herself with greatly mobility options, with a combo breaker/starter to boot with.
Due to the nature of relying on a sickening number of buffs rather than a plethora of offensive Hypers, she would want to drag the battle on, in order to gain enough advantage over her opponents and trivialize the issue of rolls. To do that, her offensive toolkit also allows her to stall for time quite efficiently.
Her supportive toolkit simply improves on her wishes. Shooting Star grants her more efficiency, and Best Wishes allows her to pass on her buffs on top of healing - though the drawbacks of which may hurt somewhat, with it leaving her with her mediocre parameters.
Meteor Shower is a flashy Excel Hyper that stretches over both the grounds of the offense and the defense, with it applying offensive pressure while amplifying her wishes furthermore. When combined with a Shooting Star or two, she would be able to grant much more effective mass healing and mass buffs.

 

Though, being more of a generalist in regards to buffing, she ends up having to rely on quantity over quality most of the time, and it would take more time for everything to really stack up.

It -might- be done now, though I might still add a few changes here and there.

Edited by IntSys
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Name: Insuta Ayumu
Age: 128 
Gender: Female
Appearance: An obsidian skin-colored fairy with ginger Longwing Butterfly  wings, that darken towards black across the outer parts and some other small areas. She also has tomboyish-short spiked ginger hair.  She is like  1,13 meter tall, and slender.

Background: 

Spoiler

Insuta is a fairy born in times when Faywilds was still a chaotic mass of different instances of the same limitless, complex system of a forest.  Her fairy tribe boasted a quite technologically advanced civilization with Ereath, a rather large city built in harmony and coexistence with the forest that encompassed everything, as their capital, using the gifts that nature (their version of nature) provided them to not miss out in any comforts. Of the many ways entertainment such advancement brought, she got most obsessed with virtual reality simulation games, where she could immerse different worlds,  be as strong as she wanted, and generally escape from the boring reality. 

 

As she was still very young, she had still not awakened a unique natural ability that is the norm for her specie. According to her elders, when she did, it would be a pretty strong one due to her innate potential. She still thought that no mater what it was, she would never feel as invincible as she did when playing games.  Lost to a boss? No problem. Reload your save and try again. There were no real consequences. As far as she was concerned, she would want to keep playing for the next few centuries. She particularly liked playing rogue classes, swiftly cutting through the unaware enemies with dual daggers.

 

Ereath was quite often attacked by the neighbouring yokai population, attempting to steal technology and  fairy specimen for experimentation on their powers.  For that reason Ereath invested quite some resources on military defense. Together with the automated protection protocol the forest boasted,  it was very hard for any invader to actually do anything significant.  Yokai though, since they were also part of the system, did not have to worry about the forest's protection because it did not recognize them as a threat.  This resulted in quite some successful operations in their part. As time passed, they used some of the stolen technologies and knowledge to launch even more effective attacks, pressuring the Fairies to come up with even more advanced countermeasures. 

 

It was one such time, when the still ability-less Insuta was happily immersed in her dungeon grinding, when a successful Yokai invasion reached her doorstep. Her parent's cries distracted her from her grinding, so she went to see what was happening, only to see them trying in vain to fight against a Yokai squad. Despite being fully awakened, they were never the best fighters. And she was still not even awakened. The only thing she could do was watch in fear as their injuries slowly accumulated.  She wished she could be strong, like in her games, to be able to swiftly slash those bastards with her daggers, and if she lost, to reload and try again with a different plan. It was in vain though, because her parents were already dead, and now it was her turn. She tried to fly away, but they were equipped with net launchers.  She was caught, and  started getting beat up.

 

It was just before the finishing blow, that she realized she was not on the ground anymore, trying in vain to avoid an unavoidable death. She was standing where she had watched her family being slain, completely unharmed. And she felt different. No. She knew already.  She summoned two obsidian blades, one from each backhand, and felt her agility being nothing compared to before. Her sudden feeling of power made her despair be replaced with anger. She rushed into the dumbstruck yokais with incredible speed, blades swirling.  Recovering from their initial surprise, they quickly figured she was not really a threat. Quite far from that, she was one of the weakest fairies they had ever seen trying to fight back. Her cuts were shallow and weak, despite the speed. She slowly started accumulating injuries, and her enemies were once again getting cocky. Once again, she was pinned down, and was about to be delivered the finishing blow. Only this time she was sporting a mad smile. She accessed her save file again, and loaded it.  She appeared once again at the previous spot, her injuries all but disappeared, and once again struck the also once again shocked enemies.  After some rinse and repeat, she was finally standing on the corpses of some of them, while the rest had ran away.  That day was a turning point for Insuta.

 

From the moment she essentially became what she was playing as,  she lost interest in games, and focused in making herself stronger, and her battle style more diverse. She figured various ways to use her save/loading ability, one of them capitalizing on the fact that the saves files were occupying a unique time/space location, in order to create a distortion. She joined the defense forces and with her power and zeal quickly rose in ranks.  She didn't want to let anyone else's family destroyed that way if she could help it. And she did get to have some killing fun in the process. She secretly enjoyed that.

 

It was one day after a century or so had passed, that she woke up from from a chaotic multitude of noises. She went outside only to realize that the world around her was shifting, being torn, turned upside down, all physical laws broken,  destruction upon destruction being the constant. And then new sceneries taking the place of those lost. She tried to find the others, any survivors actually, but everything was distorted around her. They might as well be far far away.  She saw the forest going crazy too.  In such a situation, everything was a threat to it now. She felt a sturdy vine curl around her ankle, and the next moment she was suspended in mid-air, any attempts to escape moot. She saw a rather thick branch speeding towards her location. Of course. she was included in that "everything" . She had no choice. She used her blades to cut the vine holding her captive, and barely flying away before the branch brushed just past her. It was that action that sealed the deal though. She saw more and more vines, branches and whatnot suddenly moving towards her location. And the next moment they were gone, replaced by what seemed another forest area.

 

WORK IN PROGRESS

 

Preferred Location: Faywilds

Preferred Quest(s): Reagan's Fortune

Preferred Modifier(s):  Marked for Death, Maximum Trash


Current Regalia:  Third Generation Neural Combat Suit: Special Edition.

The armored suit that Insuta wears almost always. Jet black for easier movement during night. Can be controlled by a neural connection directly from the brain, and is the reason she can use her Requiem along with it, as the brain recognizes it as part of the body. Yes, she does not wear anything else inside, as it would be pointless. It is equipped  with a 30cm blade on top of each backhand, and a corrosive dart launcher on the opposite side, just behind the bottom part of the wrist. The corrosive dart can melt flesh and metal alike.


Stats: 

Ranged: 0  

Insuta has no way to do anything from range whatsoever

Close Quarters: 7

True to her style of dual wielding knives from her games, the obsidian blades she procures from her backhands are stable, durable, and sharp. They are still 40cm blades though.. Can be lethal if they hit  the right body part, but will otherwise need repeated slashes to take down a foe.  She does attack quite fast though.

Mobility: 10

Her small size and weight, her ability to fly, and her Requiem all give her incredible mobility and ubiquitus presence. For all you know, she could suddenly disappear and reappear on the other side of the area.
Defense: 0

She is a fairy that wears nothing to protect her whatsoever, since it would be left behind shen she loads another location anyway.

Excel Hyper: 2

Load State


Requiem: Save / Load

Insuta can save her location and state at any point, in a space/time "file".   Also at any point, she can load her saved location, effectively making her appear there.  Enabling her Excel Hyper, allows her to load her state too, either alone, or in addition to loading her location.  This means that she will have the health and suit condition she had when she had saved that state.  After she has loaded to a saved location, the save file is overwritten by the location where she was at before loading. This means that if she does not manually save to another location, she can alternate between two points by just loading the last save.  The location of the save files is only known by Insuta until blatantly revealed.


Hypers:
Overclocked Memory [3]: 

Insuta creates an additional save file.  For every additional save file sustained after a total of two, the mental strain causes her to take damage over time. 


File Transfer [4]: By sacrificing a save file,  Insuta can load the file's saved location on an ally, effectively teleporting him there. If used in combo with her Excel Hyper: LOAD STATE,  she can also load an ally's state to what it was at the time of the save file. A save file is created where the ally originally was, for Insuta to use herself. 


Paralell Paradox [5]: Insuta calls upon her self of other save files. All save files are deleted.  For every deleted save file, another Insuta appears on the file's location to assist in fighting. As long as Paralell Paradox is active, no saves, loads, or transfers can be done. When this Hyper is cancelled, the alter egos disappear and this time's Insuta suffers the total of all damage done to them.

 

Interspacial Rift [6]: Insuta deliberately corrupts all her existing save files or alter egos. A time space rift happens between the locations of Insuta and all other files.  Any enemies caught in the time/space distortion suffer heavy damage, as parts of their bodies are getting all kinds of messed up.  "Hurts like hell"  is an understatement.


Load State [R]:  Activating Load State,  enables the next Load or Transfer to  load the saved state, in addition to, or not, the saved location  of a save file.     Sounds pretty simple for an Excel Hyper,  but if you think that you can essentially restore yourself or an ally to perfect condition with this if you have managed to preserve a file with full health over the course of the battle...

 

 

Hello!  After reading your RP's info i found it pretty interesting and potentially fun.  I made this character after a long time concept i had on an ability. Feels great to (hopefully) be given the chance to try it somewhere.   If anything seems too broken or undesirable in any way,  please don't hesitate to tell me about it and i'll try to remedy it.

P.S. Seems writing short backgrounds is an impossible task for me :S

Edited by DemICE
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Name: Tor Svensen
Age: 23
Gender: Male
Appearance: A big, beefy, blonde Norwegian man with a bushy beard, Tor looks rather like he hunts caribou with his bare hands when he’s feeling hungry back home.  In short, the exact opposite of the sort of person you’d expect to be running around with a portable tabletop strapped to his right arm, playing a children’s card game for the fate of the world.  Nonetheless, that’s exactly what he does.  To help in his quest, he wears a long, flared duster over his customary business-casual wear, a belt covered in deck boxes and dice pouches, and enough hair gel to give him those mission-critical anime hair spikes at all times.

 

Background: Tor has harbored a love of the outdoors and of trading card games for as long as he can remember; he spent much of his youth in Norway in hobby shops and hiking the mountains above his home.  After graduating college, he moved to work at the headquarters of Galactic Games, the creators of his game of choice.  However, soon after the move, he discovered that he could cause the cards he played to come to life!  And he wasn’t the only one who could.  Tor soon found himself embroiled in a tournament with others who could bring cards to life, with the ultra-rare Omega Solar Flare as the prize.  By defeating all comers, he won the card, preventing the nefarious Takahashi Yamada from using its power to hold the nations of the world hostage.  Now, he looks for his next great adventure, while carefully keeping his rarest cards out of the hands of those who would misuse them.

 

Preferred Location:  Sendo City (Aethertide would also be fine)

Preferred Quest(s):  Knight-Errant, Seek and Destroy, Feng-Shui

Preferred Modifier(s):  Marked for Death (by Takahashi Yamada, who still wants that card), Form Shift, the Farce, the Jackass.


Current Regalia:  The Portable Tabletop – This forearm-mounted device comes with a flat surface covered in card slots, a mechanical deck shuffler/sorter, a dice rolling mechanism, and a life counter.  The life counter will take hits for Tor, but if it’s reduced to 0 by attacks the Portable Tabletop will shut down for ten minutes, making it impossible for him to play cards.  Tor’s deck is based around Nordic-themed space marines and their vehicles and hardware.  It includes maneuver cards focused around healing and offensive buffs, and trap cards based around using the environment against attackers, all of which ties back to the central theme.

 

Stats: 
Melee:  4.  Tor is really big and strong for a human, and he knows how to throw a punch.  Additionally, he can have his monster cards intercept and assault, and deploy trap cards.  Trap cards lie in wait until an enemy trips their activation requirement, which is set when they're played.  Then, the trap card punishes or counters whatever tripped it.
Ranged:  7.  Tor’s ranged capabilities are split roughly evenly between maneuver cards and monster cards.  His monster cards do most of the fighting for him, and maneuver cards provide support and supplemental offense by enhancing his monsters and allies, or occasionally through directly attacking enemies.
Mobility:  2.  Tor isn’t more mobile than a normal human on his own, but he can call upon monster cards to provide a mount or vehicle for faster movement, flight, underwater travel, etc.
Defense:  4.  Tor doesn't have any ways to mitigate damage if he actually takes hits, and has to rely on healing maneuver cards in that case.  Fortunately, he has some pretty good ones.  However, he can have his monsters body-block incoming fire, or shield him with their own defenive abilities.

Excel Hyper:  2 (Asteroid Field Ambush)

 

Requiem:  Tor’s requiem is simple.  When he plays trading cards, he can cause the card’s effects to manifest in the real world.  He mostly uses this with his personal deck of Space Vikings, but any trading cards can be used.  Due to the rules of the game, he must only play one monster card, one maneuver card, and one trap card each round.

 

Hypers:

[3]:  Until Folkvangr – Tor plays one of his signature cards, the maneuver ‘Until Folkvangr’, to ascend two of his monsters to Freyja’s halls, replacing them with a more powerful Einherjar monster.  Only monsters who have seen battle may be ascended in this way.

[4]:  Shining Valkyrie Squad – Tor summons one of his ace monsters, the ‘Shining Valkyrie Squad’, a team of elite shieldmaidens equipped with laser battleaxes, particle shields, railguns, and hoverbikes.

[5]:  Assault Carrier Valhalla – Tor summons one of his ace monsters, the ‘Assault Carrier Valhalla’, a space battlecruiser equipped with powerful railguns, thick armor, particle shields, and a hanger full of Huginn-class interceptors and Muninn-class bombers.  The carrier can produce one fighter each round.  The Assault Carrier Valhalla is a unique hero card, and Tor can only have one active at any given time.

[6]:  Omega Solar Flare – Tor uses one of his signature cards, the maneuver ‘Omega Solar Flare’, and has one of his monsters go out in a blaze of glory.  The monster is sacrificed to produce a huge blast of solar plasma capable of dealing devastating damage to multiple enemies.  Omega Solar Flare’s power scales with the power of the monster sacrificed.

[Excel]:  Asteroid Field Ambush – Tor always keeps his signature trap card, ‘Asteroid Field Ambush’, in reserve.  Asteroid Field Ambush activates if Tor or an ally would be defeated or slain by an attack, surrounding the attacker with asteroids from which three vehicle-type monsters charge in.  The monsters intercept the incoming attack as best they can, and if any survive they immediately counterattack.  This card can be activated from Tor’s hand.

 

Notes:

Tor is quite versatile and flexible; he can fill nearly any role in a team, offensive, defensive, or supportive thanks to the numerous applications of his cards.  However, he's at his best as a sort of tactical defender.  He can draw enemies into unfavorable positions and wear them down with trap cards and waves of expendable mooks, forcing them to more resources than his team is and thus lose a war of attrition.  However, this does mean that if he doesn't get a chance to set up he's left vulnerable.

Until Folkvangr is Tor's bread and butter special.  Once he's got his army rolling, he can trade in his wimpy base monsters for a powerful fusion monster and start wrecking face with it.  Straightforward, but powerful.

The Shining Valkyrie Squad is noteworthy for requiring the least set-up of all his actions, and having a lot more mobility than Tor himself.  They cover a lot of his weaknesses if he gets them out, and make a great target for Until Folkvangr and Omega Solar Flare

The Assault Carrier Valhalla is Tor's biggest gun, his heavy hitter, the action he uses to close out fights.  Its endless supply of fighters lets him spam mooks twice as fast, and the ship is both hard-hitting and tough to destroy.  Plus, if worst comes to worst, he can always convert it into even more advantage by using Until Folkvangr or Omega Solar Flare on it.

Omega Solar Flare is Tor's last resort card.  It converts his hard-earned resources into raw damage, which can be useful, but will usually cripple him if enemies survive it or show up later.

Asteroid Field Ambush is mostly used as a safety net.  If all else fails, it'll keep him in the fight and give him a big burst of value against an opponent that has bashed through all his other defenses and teammates.

 

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Name: Sasha Estevez
Age: 33
Gender: Female
Appearance: Tall and slender, Sasha is much taller than the average lady, sitting well over 6 feet. Her hair is a crimson color and reaches slightly past her shoulders.

 

Background: Sasha Esteves was never the type to do what people expected. Born from a family of doctors, one expected her to join her family in the field. While she displayed some minor interest, her focus always went back to mechanics. She took apart anything she could find and tried to put it back together, much to the ire of her family. However, she eventually went into surgery after some time, though she did repair work on the side on the cheap. One day during a routine operation, she blacked out for a moment and Awakened. When she came to, the "patient" she was operating on wasn't a person, but an android with all manner of damage. Her initial concerns were met with strange looks and one of the other operators calling her mad, but she soon found that "operating" wasn't much harder than her repair work she always did. The operation was a success, and while the work wasn't something she minded, she wasn't sure how to handle the disconnect between what she saw and what those around her saw. So instead, she traded her doctor's coat for a toolbox and became a full time mechanic. After some time, she eventually built the motorcycle that she now uses day to day, along with a rather unique weapon to fight off any unwanted visitors. Throwing most of her reservations to the wind, she rides as fast as she wants wherever she wants; after all, space manipulation makes anything a road.

 

Preferred Location: Sendo City
Preferred Quest(s): Knight Errant/Capitalism Ho
Preferred Modifier(s): Form Shift

 

Current Regalia: Scarlet Lucereizen
Scarlet Heat is a heavily modified crimson colored motorcycle Sasha uses as her method of transportation and attack. The motorcycle can reach speeds racecars wish they could experience. Though not fully armored, it is specced to withstand increadibly high speed collisions and some degree of explosions, though maintenance tends to need to be done after the fight. Luceria and Zerreizen, meanwhile, are the twin pistols she wields in combat. Each one can individually fire out a volley of shots rapidly, and the two can be fused together to form a sniper rifle capable of high powered shots. 

 

Stats: 
Ranged: 2-Her gun, in either form, can deliver a barrage of smaller shots or larger and more powerful plasma shots. High speeds tend to limit the accuracy of her ranged shots, though she cheats using Spacial Rend to bypass aiming difficulties. As a result, her ranged attacks are all Hypers.
Close Quarters: 4-While her physical strength is decent, her main method of close combat involves ramming into them with her bike.
Mobility: 10-Her motorcycle moves at incredibly high speeds, making her an evasive target. She herself is quite dexterous, and even without the bike can be a hard target to hit.
Defense: 3-Her bike is designed to withstand the abuse from the high speeds and plasma shots she fires, and offers some protection to Sasha during her more reckless stunts.
Excel Hyper: 0-none

 

Requiem:
Spacial Rend: Sasha can warp space, allowing her to ride her bike in ways that defy physics and more frequently warp her shots directly to the enemy, among other things.

 

Hypers: 
Accel Crash [6]: Sasha rams an enemy with her bike and fires a high-powered plasma shot, which she rams her enemy into at an extreme amount of speed. What's safety?
Plasma Shot [4]: In the gun's rifle form, Sasha fires a large and powerful, but slightly slower high-energy shot that creates an explosion on contact. 
Rapid Shot [3]: Switching her gun to its dual pistol form, Sasha fires off a barrage of smaller shots onto her enemies. 
Explosive Shot [5]: Sasha fires a shot at the enemy that sticks onto them. On command, the shot explodes, dealing more damage depending on how long it lingered.

Edited by Zetaark
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Septem

Spoiler

Name: Septem
Age: 3 (But looks like 20)
Gender: Female
Appearance: Long black hair, yellow eyes, short (150 cm). Number 7 tatoo in her wrist. Shows no expressions.

Background: 

Septem is an artificial being created by an organization. She was part of a project called Project Decem, which basically tried to create ten different artificial humans, with different powers, and the best of them would be the organization’s trump card.

 

Each one received a number, from 1 to 10, being marked with their number at their wrist.  At their creation, they were embued with a singular element: Fire, Water, Earth, Wind, Metal, Nature, Electricity, Life, Light and Darkness. Consecutively, these were the elements each one of them could control. Septem could control electricity.

 

After being created, they were trained to master their element and fuse it with their own abilities, thus becoming a battle machine.

 

Two years passes since their creation, and their training was almost complete. There was only one final test left: A Last Man Standing match. They would battle at the same time in an arena, and only the final standing one would survive. But Septem didn’t want to battle. That was non-sense. Why couldn’t they all live? She wanted to explore the world and understand the humans.

 

She knew she was going to die if she participated in the battle, so after the battle started, Septem realised she could make a distraction and run. And so she did. Using her powers, she caused a total blackout, disabling the security protocol, thus making her able to escape without killing anyone.

 

She doesn’t know what happened to the others, but she does know that she is being hunted. Now she is alone in the world, trying to survive on her own.

 

Preferred Location: Sendo City

Preferred Quest(s): First Rites, Knight Errant

Preferred Modifier(s): Marked for Death, The Farce, Form Shift


Current Regalia: Power Fists - Black and yellow massive powerfists. Septem can charge them with electricity to make them stronger. They are very heavy, so are able to do a lot of damage.

 


Stats:

Ranged: 0 - Septem entirely focused her powers into enchancing her combat skills, thus making her not having ranged skills.

Close Quarters: 10 - Only fighting at close distances with her fists, Septem is very strong and proficient.

Mobility: 7 - Being naturally agile, she is fast and can increase her mobility with her abilities.

Defense: 2 - Septem can use her Power Fists to defend her from some attacks.

Excel Hyper: 0 - None.

 


Requiem: Electrokinesis - Septem can create, shape and manipulate electricity, allowing control over electric fields, all charge carriers, electronics, and eletromagnetic forces.


Hypers:

Overload [3] - Charges the power fists to cause an overload, making the next attack be stronger and electrifying the foe.

 

Godspeed [4] - Septem infuses her own body in electricity, creating an electric aura around her and making her very fast. If she collides into someone with this ability, the foe will receive collision and electric damage.

 

Power Surge [5] - Utilizes electricity manipulation with physical combat, granting impressive offensive capabilities, but leaving her defensive abilities lacking. She cannot use this ability with Godspeed.

 

Arc Fault [6] - Septem causes a short-circuit in her powerfists, using a great amount of energy to do that. Her next attack will cause an explosion, doing great damage in an area. She can get hurt by the explosion, and after using this ability she is unable to use her Electrokinesis for some time.

 

Edited by Dark Rogue
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Name: Faznie Kotvar 
Age: 28
Gender: Female 


Appearance: Pallid flesh and brown eyes concealed by a "Locos de Muertos" hoodie and torn leggings (the damage is from fashion, not from wear). Between Faznie's contrasting pale skin, dark clothing and roundish form, she might resemble a panda bear. Accessories include a bear of BEATZ headphones usually around her neck and a bulging purple messenger back stylized with doodles and pins of various films and bands. 

 

Background: Faznie's parents met during the turbulent Prague Spring, which Faznie claims "should be recognized as the modern French Revolution." Faznie was born well after, but the legacy of the rebellion instilled within her strong sentiments of pride and ambition. Ask her about it and Faznie states that "For eight months our tiny country, with no military and no weapons, had the Soviet Union by the balls." Faznie followed in the footsteps of her parents by pursuing an artistic education. She graduated from the University of Prague and went on to enroll in the Film College of the prestigious École des Beaux-Arts in Paris.

 

During one hazy summer in Germany during the production of a film, Faznie was out looking for props in a thrift store when she stumbled across a premiere 35mm Goddard C800 Camera, dusty but otherwise in great condition. Unable to part with the best filming device from the late sixties and early seventies, 20 Euros later it was hers to keep. Faznie bought the camera with the belief that its framing could mark her breakthrough, but she's come to find that this is no ordinary camera. Sometimes it says things. And some of the markings that Faznie initially thought were Korean characters have so far been unidentified. 

 

Faznie is an avid devotee, student, and producer of film. Faznie completely believes that she has the ability to be one of the greatest filmmakers of her generation, and the only thing holding her back from her grand debut is a lack of resources and logistics. Her specialty is in slasher films, though she can't say no to a good noir or action-adventure. Her headphones are regularly blasting obscure music, "Not for any pretentious reasons, but the next great film score is out there somewhere that no one has used yet." She despises video games with shortcomings in plot and characterization. In general her interests are eclectic but highly opinionated. She'll talk endlessly, but you'll have to be ready for some verbal sparring. "If you ever think that Jaws/Sergeant Peppers/Halo is in anyways better than The Exorcist/The Wall/DOOM, you're out of your damn mind!"

 

Preferred Location: Sendo City

Preferred Quest(s): Capitalism, ho! / Reagan's Treasure

Preferred Modifier(s): Form Shift / The Farce


Current Regalia: 35mm Goddard C800 Camera

An off-putting, shoulder-mounted film camera, cutting edge for its era. Sometimes it talks or writes things on the wall in unidentifiable liquid, but that's part of its charm. The Goddard functions not only as a recording device but a projector as well, transmitting movie images into reality that take on a physical form. 


Stats: 

Ranged: 7 - Faznie is most comfortable fighting at a distance, chipping away at enemy psyches before they can reach her. 

Close Quarters: 4 - Faznie will not back down from a CQC encounter, changing her tactics from grand summons into quick flashes of the Goddard to unleash swinging cleavers, gruesome traps and writhing tentacles out of the ether in rapid succession. She also carries a folding knife, although its combat applications are limited to desperation attempts and coup de graces. 

Mobility: 0 - Is it too late to regret taking Metallurgy of Swords over Track & Field?

Defense: 6 - Goddard will produce defensive structures around Faznie in order to protect her, oftentimes without her direct input. It selects all sorts of props for a given situation, like a warehouse's metal gate, or partial debris of a crashed airplane. 

Excel Hyper: 2 - EARN YOUR 'X' RATING'


Requiem: The Void

Faznie's presence and perpetual creation of the macabre takes a toll on morale. Even her defensive maneuvers are unsettling to say the least, who wants to have to hack through a wall of rotting cattle or gooey bile? Enemy interaction with Faznie causes sustained psychological trauma that manifests as Panic, Madness, and Resignation, among other symptoms. Of course, this is dependent on the psychological resolve and capacity of each enemy, though even non-sentient beings (such as robots or animated objects) can be negatively effected.


Hypers: 

Unmarked Territory [3] - A sweeping 360-degree pan with the Goddard to change the immediate environment around Faznie. This landscape alteration is meant to conceal her allies and herself, while hindering enemy visibility and mobility. They might find themselves in a field of surprisingly resilient maize, or stumbling around a pitch-black basement. 

 

Mind Crush [3] - A projection directly targeting the mind of an enemy, causing a grotesque intrusion and audiovisual hallucination. Causes direct psychological damage and disrupts focus.

 

They Come! [4] - A monstrous creation comes from beyond for Faznie to sic' on an enemy. These summons, manic sewer dwellers and giant frenzied insects, are not invulnerable but are impressively motivated to give their target a bad time. These apparitions dissipate after the enemy turn. 

 

Folly of Chance [5] - Do you notice how stupid and clumsy everyone becomes once the antagonist is chasing them? Faznie applies this cliche to an enemy, throw a deus-ex-machina wrench in their plans. Their gun could suddenly jam, or they trip over an unforeseen root during a charge attack. 

 

EARN YOUR 'X' RATING - The Goddard focuses entirely on one target until their reality and the projected reality are no different, effectively temporarily trapping them in a pocket dimension. See how the mighty veteran cybersamurai fares when he becomes a towel-clad housewife fleeing her suburban duplex from the "Golf Club Killer". 

 

---

An Offensive Support "Sniper" type, Faznie is built to harass and wear down enemies that are already occupied fighting other people. Her pedestrian Close Combat prowess combined with a respectable Defense means that she can hold her own one-on-one, but she shouldn't be on the front lines. Her best combat buddies will be Close Ranged types who will get in an enemy's face while she flanks them for a multi-pronged attack. Her strength is in lengthy battles and versatility while her biggest drawbacks are a slow start and a lack of reliable AoE.

Unmarked Territory is her closest thing to a defensive Hyper, and it is best used early on to leverage the environment against enemies, especially Snipers who need visibility and Speedsters that thrive in accessible terrain. 

Mind Crush is straightforward direct psychological damage. It's also a boon for close one-on-one fights, where a momentary distraction can entirely shift momentum.

They Come! is a hybrid bind/harass, by giving the target something else to worry about, and limiting their mobility options. It can be used as a decoy or to give a Close Quarters fighter some additional backup.

Folly of Chance is a Disable best used to ruin enemy techniques that require buildup or planning. Not only does it stop momentum, it inflicts latent psychological damage by instilling self-doubt and confusion.

Earn Your 'X' Rating is an Ace for anyone with "No Weaknesses!" By removing skill, equipment, and bodily autonomy, it fores the target to rely purely on their own semblance of self-character to survive. And that's phase one, because once they are transported back to their 'real' form, they must force themselves not to fall into an existential crisis of (dis)association. 

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First draft of Owen Toirdhealbhach.

 

Spoiler

 

Name: Owen Toirdhealbhach

Age: 29

Gender: Male

Appearance: Owen is of fairly average height and a stocky body build, with pale skin and dark hair, a short and neatly trimmed beard, and a multitude of minor scars.

 

Background: Owen grew up in Ireland, lived in Ireland, worked in Ireland, and never really left Ireland.  He’s spent most of his working life as a bouncer at one of the local pubs, breaking up fist-fights and kicking out angry drunks.  As such he learned how to fight, how to take on multiple foes at once, and probably most importantly how to take a hit and not end up with multiple broken bones.

 

 

One fateful night he was off work and decided to go out drinking with some buddies, no big deal right?  Let loose for one night and what’s the worst that could happen?

 

He found out the next morning when he woke up in the middle of an empty field in charred clothes, surrounded by lightning burn marks, and Awakened.

 

Upon returning to his home the same day he found a large unmarked box containing a jagged ancient blade and mysterious note.

 

The note described the functions and supposed origins of the blade, two summoning rites to call on the power of Tuatha De Danann gods, and other minor information.  The writer neglected to identify themselves or provide a return address.

 

Fast forward about a year and Owen has arrived at Sendo city for poorly understood reasons to do who knows what, but he has to get it done.

 

Preferred Location: Sendo city(either other wouldn’t be bad)

Preferred Quest(s): Knight Errant, Feng Shui, Seek & Destroy(possibly).(almost anything would work really).

Preferred Modifier(s): None(not really opposed to any either).

 

Current Regalia: Fragarach - Owen received this mysterious sword in the mail one day not long after his Awakening, he calls it “Fragarach” based on a note left by the sender.

 

While the legitimacy of this sword being Fragarach is arguable several things are apparent, it is clearly an ancient and weathered sword, it possesses blatant magical properties(including forcing the truth from someone when pressed against their neck), and it seems nearly indestructible.

 

Stats:

 

 

Ranged: 1 - Owen can point a gun or throw a beer bottle just as well as the next trained monkey.

 

 

Close Quarters: 8 - Having worked as pub “security” for many years Owen has been in more than his fair share of bar fights and had to put countless drunk and angry Irishmen back in their places.  Needless to say this has made him formidable in hand-to-hand combat or with his Regalia and when combined with his newfound ability to channel lightning, well...things get interesting fast.

 


Mobility: 2 - Owen is a little faster than your average joe, fast enough to win more fist fights than he loses at least, “lightning reflexes” he has not.

 

Defense: 6 - What Owen lacks in evasion he makes up for with the ability to ignore minor concussions or catch a bat to the ribs and keep fighting, and that was before he got Awakened.  Nowadays Owen can create an aura of electricity to dampen incoming attacks, or harden his muscles enough to break a normal man’s hand.

Excel: 2 - Gae Assail: The raging spear of the Lugh.

 

 

Requiem: Warstorm - Owen’s Requiem allows him to control lightning and electricity, while his range is often limited to within a couple feet of his body the magnitude therein is...impressive.  He can manipulate electrical charges through his fists or weapons directly into his enemies, create a supercharged field of energy that dampens or outright vaporizes small incoming projectiles, or even create arcs of lightning with access to an outside powersource.

 

 

Hypers:

 

 

Call the Ancients: Spirit of Lugh - Owen evokes the powers of the Sun and Storm God Lugh that he sling a stone from the heavens to smite one of his enemies, or in other words points at an enemies and summons a bolt of lightning from nothing.  Consumes a 3 from the Worldline.

 

 

Call the Ancients: Spirit of Manannan mac Lir - Owen calls upon the power of the Sea God and powerful Necromancer Manannan mac Lir requesting that he create a cloud of magically obscuring mist around himself and his allies or where otherwise desired, the mist is resistant to natural wind, thick and opaque, and confuses enemies that try to pass through.  Consumes a 3 from the Worldline.

 

 

Charge-field Generator - Owen pulses an aura of lightning, thus creating a sort of “energy shield” around himself.  Doing this decreases the amount of damage he takes from incoming attacks(especially projectile attacks) for two turns.  Consumes a 4 from the Worldline.

 

 

Death Arc - Owen charges his weapon or body with a large jolt of electricity, vastly increasing the damage of his next attack and allowing it to ignore most conventional armor. Consumes a 5 from the Worldline.

 

 

Gae Assail - Gae Assail is the mighty uncontrollable and nigh unstoppable flaming spear of the Sun and Storm God Lugh.  When summoned by Owen its head bursts into flame and it flies around the battlefield like a wild animal on the hunt.  It strikes powerful blows against enemies and often drives completely though them, its flaming head burning the whole way.

 

Strikes multiple times in one round on average, highly effective versus large masses of “mook” type enemies, less so against bosses and such.  Consumes 1 point of Resolve.

Edited by StormLord
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Player Characters have been selected as follows

  • Faznie Kotvar 
  • Immanuel Gotlieb (whose name I will forever misspell thanks to Arrowsmith)
  • Sasha Estevez
  • Tor Svensen

Also I'll be grabbing Marina von Siemens as a Player-Controlled Support Character. Basically the selection was really damn close and your character is linked to a PC so they'll be in the game under your control, but they may not appear in every encounter of chapter depending on what is appropriate and how busy I am at any given time.

 

OOC will be up when we figure out how the fuck everything fit together.

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1 hour ago, Empiricist said:

Player Characters have been selected as follows

  • Faznie Kotvar 
  • Immanuel Gotlieb (whose name I will forever misspell thanks to Arrowsmith)
  • Sasha Estevez
  • Tor Svensen

Also I'll be grabbing Marina von Siemens as a Player-Controlled Support Character. Basically the selection was really damn close and your character is linked to a PC so they'll be in the game under your control, but they may not appear in every encounter of chapter depending on what is appropriate and how busy I am at any given time.

 

OOC will be up when we figure out how the fuck everything fit together.

You mean the IC right? :P, but in all seriousness I am glad that I managed to get in, and I am pretty damn sure that IntSys will be happy to know that he sort of managed to pop his "Joining a limited slot RP with a backstory requirement" cherry with his friend. Also why are you going to misspell Immanuel's name btw.

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