OOC Fractals.

Xal.

The Destroyer
What path might make you the worst version of yourself?
Which would make you the best?

The purest?
The most rotten?

What brings you to snap?
What forces you to endure?

Do you consider yourself a good person?

You aren't.
And you are.


Fractals.
A re-imagining of Bossfight!
Yet another RP by Fluxxation :]



Your paths, varied, and yet;

Crooked
Straight

Converge here.
Converge nowhere.

You're special.
You're nothing.

One of a kind.
A mere fleck of dust.

Follow the hands that guide.
Break from the condemning grasp.

Return to my embrace.
Watch this facade crumble.

Stick together.
Go it alone.

And in the end,

I will set all things right.
I will rectify our mistakes.



Fractals is a re-imagining of my late, over-complicated RP, Bossfight! This serves as a hard reboot, readdressing and altering certain bits of major lore to be.. better written, alongside tweaking the combat systems and overarching mechanics!

You've been plucked from your timeline, chosen, selected for a purpose. Why? You're an outlier.. most likely. The worst version of yourself, the most destructive, the most powerful, perhaps the most kind even? The biggest loser? It could be something large, or something small. Regardless, you're one of a kind.. in that sense.

Follow the viridian guidance, or listen to the roseate whispers. Do neither, or do both? Who knows what's right or wrong anyways.

Combat here is a standard d20 system. Buffs and debuffs can be made use of by bosses and players alike, but must be coordinated with myself first. Players are immortal, for now.

The actual boss template is currently in the works!

To try and create a more.. mysterious atmosphere, the boss submissions, designs, and reviews will take place in DMs, and will not be publicly addressed on the thread. If interested in running a boss fight, pop into my DMs! Do be aware that your fight can be a bit of a time commitment, so if you aren't willing to heft some of the progress of the RP during your stint, then please don't apply!

Character rules here are pretty lax. It would be preferred if you made an "AU", or Alternative Universe, version of one of your existing characters who serves as an Outlier. What would happen if your character was the best/worst/strangest/etc version of themselves?

The power ceiling here is quite high. It is fully expected, and fine, for most of the cast to consist of pseudo-gods and other powerful horrors. Do please avoid being too overkill though. Being able to simply obliterate things is probably a bit too high caliber.

This is a combat-centric-ish roleplay! Combat will play a huge part! Do be sure to design your character around that.

Name:
Nickname(s) (Optional):
Title (Optional):
Pronouns / Gender:
Age (Optional):
Size (Weight, height, etc):
Appearance:
Outlying Aspect (Why are they.. well.. here?):
Equipment:
Abilities:
Strengths (Optional):
Weaknesses (Optional):
Backstory (Optional):
Theme (Optional):
Text Color:

Fluxxation - Empress Helanne
Orchamut - Yrivi
Orchamut - Tisyn
Vella - Fallacy Logic
Vella - 'Trebonth'
Crow - Koa
Crow - Kain'to
Rope - Miyuri
Moulten - Entrix
Anfini - Ifnor
Cryogenesis - X-007

Shall we begin?




 
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Sooo I'm guessing this means bossfight is Certifiably Dead now?
 
Name: Empress Helanne

Nickname(s) (Optional): Helanne

Title (Optional): Fallen Bastion of Qayrus

Pronouns / Gender: She/Her

Age (Optional): 894

Size (Weight, height, etc): 5'6, around 140 pounds.

Appearance:

Untitled386_20251020043703.png


Clothed in dull, tattered robes, Helanne seems to be lacking a tail now. Beneath her stylized outer robe are grey-white tunic pieces. She wears plain, worn boots upon her feet. Quite.. worn. Almost falling apart, even. Her outer robes are adorned with fading, water-like spirals and patterns. Her robe also features a large hood, which pokes forwards to cast a thin shadow across her long, white-grey hair, and almost deathly pale skin. Light, watery marks are almost.. carved into her skin, as if living tattoos. They seem to localize around a pendant attached to her clothing straps, though this seems mostly cosmetic. Her one visible eye shines with a dull coldness, her other eye, obscured by hair, seems to be bandaged as well, though it's hard to tell as such.

Outlying Aspect (Why are they.. well.. here?): Empress Helanne is the most collectively powerful version of Helanne across any timeline.

Equipment: None.

Abilities: The absorbed powers of the previous empress, Maeleene. This essentially leaves Helanne as the current goddess, or avatar, of water. As such, she possesses complete mastery and harmony over the element, able to weaponize or sculpt it, and herself, to her will.

Strengths (Optional): A good crowd controller and defender.

Weaknesses (Optional): Struggles with one on one, close quarters combat.

Backstory (Optional): As Arch-Admiral Vell's only daughter, young Helanne, an aide in training, was sent to send much of her time with the current water deity, Maeleene.

At first, of course, she was quite afraid. Who was she to talk to a god? To help a god with menial things? As she was around longer and longer though, it finally dawned upon here that Maeleene was lonely, she was bored, she was.. not content.

By the time she was in her twenties, still serving as an aide to the empress, her father had passed, with her brother moving to take his stead.

She and the goddess has formed something akin to a friendship, with Maeleene scared to confide in anyone else, as if it might tarnish her image, and with Helanne having nobody else to talk with other than Maeleene.

War is inevitable, and even gods die if stomped flat enough.

Helanne hid. Maeleene had ordered her to hide. She heard it all.

The water goddess was no match for the strange red and black machines. Butchered and broken, she was left to fizzle out on her palace floor as the rest of Qayrus was swept up in an assault the likes of which it had never known.

Helanne, fully having expected to outlive the god, ran, hysterical, to the crumpled form of her only real friend, trying desperately to scoop her up in her arms, though her form split and turned to water wherever touched.

No words were spoken as godhood was passed down. Helanne wept until she could weep no longer, soon falling asleep from the taxing weight of her grief. She awoke later, the corpse of her friend gone, and a muddled, almost ceaseless lapping of voices dribbling and waving amidst her mind.

Now appointed the throne, she found her brother alive, and with his help, and her newfound strength, rallied the tattered bulk of her nation to rise and fight.

Wars waged on and on. The machines were repelled, and Helanne helmed the effort with knowledge far beyond her age, her youthful immortality. It seems she had spoke much on strategy with the late empress, or perhaps, she still spoke with Maeleene. The dealings of gods are confusing.

Her strength, fully bolstered by her youth, allowed her to rebuild Qayrus again, and again, and again. Her brother, and then her nephew, and then his son, and so forth below him all served as her right hand, her Arch-Admirals, many dying young at the hands of the constantly repelled, always returning machines.

Slowly, almost steadily, the machines began to overpower Qayrus in their attacks. The population dwindled, the resources to repair finally depleted, and the nation began to crumble in upon itself. The harder she strained, the further she fought, the more pressure the machines applied, and their arsenal far outstripped hers.

In due time, she was left to bleed out on the palace floor, just as the last empress had before her, though Helanne had no-one to mourn her corpse.

As she pulled the scraps of herself together, scarcely manifesting a physical form, she staggered out to sit at the steps of her empty kingdom, watching as the harvest of her world began.

Theme (Optional):

Text Color:
#a0bcde
 
Sooo I'm guessing this means bossfight is Certifiably Dead now?
Yeah, it was going to have be gutted pretty severely to continue on.

Characters can be brought from there to here, however! So long as the apply to the outlier system.
 
I am feeling somewhat bored RP wise.

Terra, Hostile Waters, the OG Solitarus...I suppose this couldn't hurt as an outlet for a late stage Clover variant. But I might wait to see who else joins first...also get that Terra application I've been working on out of the way too. Uni is fun!!1!
 
i am interested in this, ill see what i can cook up.
 
Let me see.
Terra
Soltiarus, the OG one...
Hm... I'll try cooking up an AU for one of my existing characters that isn't Ossea (p.much had two cameos in TCF) Could be of a certain high-power universe I was using once.
 
Name: Yrivi
Pronouns / Gender: Male
Age: A bit under 30 or so in dragon years.
Size: Roughly 7 feet tall, and pretty light for his size.
Appearance: A white dragon with wings and mane made of purple feathers.
Outlying Aspect: The only timeline where he's not alone
Equipment: He carries nothing but a pouch of nickels, for some strange reason.
Abilities:
-Silk touch- His feet secrete a transparent, sticky substance similar to glue. He has an excellent grip due to this and can use it in interesting ways, such as seemingly levitating objects by actually hanging them from a long strand of his silk. He can also fire silk out in a thick string from his tail, then retract it to either pull himself towards his target or grab things.
-Prestidigitation- He is able to teleport any object or creature that is fully concealed by his wings up to 8 meters in any direction, whether willing or unwilling. This doesn't work on himself. If the target is unwilling, they can roll to reduce the distance they're teleported. The teleportation area of effect is a sphere, so something that gets teleported the full 8 meters upwards would end up directly above Yrivi. Additionally, any moving object or creature that is teleported with this ability loses all momentum on teleport.
Strengths: Agile and good at dodging; more adept at underhanded combat than straightforward.
Weaknesses: Somewhat weak to fire and water, dislikes humans, distrustful but somehow easy to manipulate.
Backstory:
It had been a good few years since Yrivi learned the truth of his old companion's abilities. That monstrous man was no prophet, but a mind-reader. A lying manipulator who, no matter how good his intentions were, hid his true nature from the dragon who considered him as his only steadfast ally in this world.
No matter how much Yrivi wanted to forget him, the memories of his last true friend constantly haunted the traveling magician. After all, life had only become worse and worse since that day, with no sign of looking up. Silk dragons like him were beginning to garner a bad reputation across the lands, known for being 'deceitful' and 'crude', and so opportunities for him to put on a show became more and more scarce. Any long-term 'partnerships' offered to him were scornfully rejected-- Yrivi wouldn't dare trust someone to grow so close to him again.
As time passed, the silk dragon knew something had to change. Normally, one thing would lead to another and he'd end up accepting a very dubious offer, setting the course for the rest of his life. In this universe however, as Yrivi was skulking through the city slums looking for scraps as usual, he came across a familiar someone, wounded and exhausted in an alleyway...
Text Color: E4C050

Untitled13.png

Name: Tisyn
Pronouns / Gender: Male
Age: Unknown
Size: 10 feet tall.
Appearance: A blue, muscular draconic biped. His upper half is plated in dark metal and electronics, and his face is obscured by a curtain.
Outlying Aspect: The only timeline where he's not alone
Equipment:
-Bounce Necklace- This seemingly ordinary necklace for some reason has a 1/3 chance to reflect most spells or energy shots used on him. This includes helpful effects, sadly.
-Fortune Tickets- Insert a coin into his chest to receive a ticket describing your fortune. These tickets offer a variety of different passive effects when held, though only one will work at a time.
Abilities:
-8 Ball Counter- When struck by an attack, the magic 8 ball integrated into Tisyn's head will activate, triggering a random effect in retaliation. The curtain over his face will lift and Tisyn will open his maw to fire something out, whether beneficial or harmful.
-Mind Reading- He cannot really predict the future. His true power is mind reading. It's somewhat limited however, as it only works if they're in Tisyn's line of sight, and he can't see through anyone's memories--only what they're currently thinking of at the moment when he mind reads them. If someone tries to resist the mind reading it almost always works, however they would need to know he is really mind reading them beforehand. With the curtain now over his true eyes, Tisyn can only read minds if he lifts it... but his face under there is mutilated and frightening.
Strengths: Physically powerful and tough.
Weaknesses: Slow and better off tanking attacks.
Backstory:
It had been a good few years since Tisyn decided to come clean to his old partner about his abilities. He wasn't surprised by how the silk dragon reacted. Before Tisyn began his facade of fortune telling, he was driven out of everywhere he went for what he could do. Despite everything, Tisyn refused to believe that his power was a curse. Of course, he could always have avoided using it at all, but the good-hearted Tisyn was never able to stop himself from trying to use it for the benefit of everyone he came across. Traveling the world and helping others with his unique talent felt like his purpose... if only others were more receptive to it. And so, Tisyn began to lie until it had become his entire identity.
Tisyn didn't try to stop his companion from leaving, as he knew nothing he could say or do would help things. He knew that from reading his mind of course. Like a disgusting creep. A dishonest cheat like him didn't deserve friends anyway. ...though truthfully, being a liar didn't set Tisyn apart from anyone else, and he was brutally aware of it. There was no good for him in backtracking now, so, reassuring himself it was for the greater good, the beastly man continued to live his life of deceit, alone.
But, not in this universe. While following a strange case with a particularly unsettling feeling to it, Tisyn found himself ambushed and beaten unconscious, awakening in a mysterious facility. His form had been altered with cumbersome and unusual technology, and he had been assured that he would be let out soon. But taking one glance at his captors' true intentions for him was enough to incite the usually gentle giant to violence, and in a matter of minutes, the augmented beast had broken his way out of captivity with a trail of carnage in his wake. Stumbling to his knees, Tisyn collapsed in an alleyway, partly from exhaustion and the damage he had received, and partly from the shock and horror of what happened to him and what he had done to escape.
Text Color: B3E1CF
 
The only reason why I am unable to smuggle legendaries in is because I'm too lazy to spoil them.
Name: Fallacy Logic
Nickname(s) (Optional): Fally (from how many times they managed to get hurt)
Title (Optional): the Unluckiest
Pronouns / Gender: Female :: she/her
Age (Optional): Around 25 equine years (3 older than her canon); 7.3 human years
Size (Weight, height, etc): 133.1 kg / 1.73m high / 2.58m long
Appearance:
Despite it all, it's still Fallacy logic, the lemon-coloured mare with cyan-lime mane/tail. She has blue eyes. There's a misconception that her cutie mark is a pair of dice. They're a pair of dice, but they're snake eyes for this particular Fallacy Logic.

Outlying Aspect (Why are they.. well.. here?): Due to ridiculous string of bad luck, that was contagious to others, mostly affecting her.
Equipment: A tattered bandana. Purpose unknown. Some rope. After ridiculously bad string of jinx causing it to break, she uses it as impromptu whip.
Abilities: Her wild magic is somehow corrupted. Due to this, she has to deal with her bad luck. However, she still shows an ability to see through the speech. Partially.
How does bad luck work?: What can go wrong for enemy may go wrong. What can go wrong for her will definitely go wrong for her too. Anyone who does anything against her, has to roll at a disadvantage. If Fallacy Logic does anything (well, almost anything. There's no rolls for basic stuff), she also has to roll at a disadvantage.
If somehow, she rolls 2xnat1, it's considered Snake Eyes, and she can use it as fixed 20 for her attack calcs.
Strengths (Optional): Forced to deal with bad luck, she's a lot more competent in terms of survival. She has also adapted to it by being pretty unpredictable with her movement, strikes and even customs.
Weaknesses (Optional): She can trust lies if they're convincing, no matter if it's a conspiracy theory, or the enemy words it in a way she can't find contradictions in them. Also the fact she is mentally unstable in an openly self-antagonizing way.
Backstory (Optional): The point of divergence is her getting snake eyes thrice in a row and watching her house somehow burn down when her father attempted a murder of her mother and brother. From that point on, she kept on trying to gamble, losing, then getting kicked out of casinos as everyone complained about losing while she was nearby. Despite help from closest friends, she just couldn't live through it... or die, as her bad luck foiled her death. She grew up bitter on suicides soon after, not thinking of it as a solution to her rotten problem.
Theme (Optional): Aviators - Bad Luck
Text Color: #67EE76

Name: TR-0S Nemesis Unit
Nickname(s) (Optional): 'Trebonth'
Pronouns / Gender: Genderless :: he/him or it/its
Age (Optional): Unknown pre-conversion age, 1 year after manufactury (post-conversion)
Size (Weight, height, etc): 2.25m / 217 kg
Appearance: A fully-mechanized being, barely similar to an amalgamation of the Snivy evo-line and spirit guardian. One arm ends with a sabre, other with a machine gun. Has half-tracks across its main body (no legs), that can be retracted when not in use, mostly for mobility purpose.
Colors:
- Lights: Bright Blue
- Back: Purple
- Front: Black
- Decor: Bright Neon Yellow
- Half-tracks: Gray
Outlying Aspect (Why are they.. well.. here?): Somehow, it's due to the fact it's the only fully robotic and antagonistic to its other versions Trebonth.
Equipment:
- Cybersabre: A titanium-steel compounded blade with an electric, jagged edge. For giving someone pretty grievous wounds. Can be ejected to show the other weapon.
- Machine Gun: Kind of underwhelming 100 rounds per minute, but it makes up with ejecting rounds of superheated rounds that almost behave like plasma using electromagnetic field (They really tried).
- Vice-Saw: In place of Cybersabre, it can do a lot of harm... assuming it grabs something organic. Most versions of Trebonth are organic, so this weapon, in that purpose is more of a help than sabre is. The vices are extremely difficult to break, and the jagged edge of the saw deals grievous wounds to whoever was grabbed.
- Shard Launcher: Don't you think you can get behind this unit and punish it easily for not watching its back. It's 'tail' has been repurposed to be a shotgun ejecting a powerful spray of scrap buckshot. It can be loaded by any scrap, but it only has a few loads of ammo per scrap loaded.
Abilities: Can use solar panels to slowly recover lost energy and recycle scrap into ammo. Can achieve speeds up to 50 MPH on all half-tracks or still respectable 30 MPH on tailside and bellyside half-tracks.
Strengths (Optional): Pretty damn hard to exhaust all the battery in storage between solar panels and large
Weaknesses (Optional): Due to the conflicting protocols - the protocol that says the machine shall preserve itself first and foremost, and the protocol to eliminate the original Trebonth and others that look like him (well, it IS original Trebonth, just as a Nemesis Unit), it may be tricked to consider to hit itself (acts as a stun), or even harm another version of them if any are present at all costs. Also, being a machine, logically they have a weakness to EMP loads. The battery unit itself is a weak point - the core (acting like a battery) of a machine hidden behind a thin layer of plating. Destroying it will turn this unit off.
Backstory (Optional): Apparently, it's an experiment to create a perfect nemesis to Trebonth himself across multiple worlds. Something that resembles all his versions. Something perverse in its robotic nature, yet somehow, when the real Trebonth was used as a core of this machine, it conflicted with the self-preservation... This logic error caused them to break the creator's control over them. The past, however, is very foggy, mostly due to the memory cleansing program to make space for all the protocols the machine had to follow.
Theme (Optional): chezhyre - Nuclear Mutation
Text Color: #00AA00
 
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Name: Yrivi
Pronouns / Gender: Male
Age: A bit under 30 or so in dragon years.
Size: Roughly 7 feet tall, and pretty light for his size.
Appearance: A white dragon with wings and mane made of purple feathers.
Outlying Aspect: The only timeline where he's not alone
Equipment: He carries nothing but a pouch of nickels, for some strange reason.
Abilities:
-Silk touch- His feet secrete a transparent, sticky substance similar to glue. He has an excellent grip due to this and can use it in interesting ways, such as seemingly levitating objects by actually hanging them from a long strand of his silk. He can also fire silk out in a thick string from his tail, then retract it to either pull himself towards his target or grab things.
-Prestidigitation- He is able to teleport any object or creature that is fully concealed by his wings up to 8 meters in any direction, whether willing or unwilling. This doesn't work on himself. If the target is unwilling, they can roll to reduce the distance they're teleported. The teleportation area of effect is a sphere, so something that gets teleported the full 8 meters upwards would end up directly above Yrivi. Additionally, any moving object or creature that is teleported with this ability loses all momentum on teleport.
Strengths: Agile and good at dodging; more adept at underhanded combat than straightforward.
Weaknesses: Somewhat weak to fire and water, dislikes humans, distrustful but somehow easy to manipulate.
Backstory:
It had been a good few years since Yrivi learned the truth of his old companion's abilities. That monstrous man was no prophet, but a mind-reader. A lying manipulator who, no matter how good his intentions were, hid his true nature from the dragon who considered him as his only steadfast ally in this world.
No matter how much Yrivi wanted to forget him, the memories of his last true friend constantly haunted the traveling magician. After all, life had only become worse and worse since that day, with no sign of looking up. Silk dragons like him were beginning to garner a bad reputation across the lands, known for being 'deceitful' and 'crude', and so opportunities for him to put on a show became more and more scarce. Any long-term 'partnerships' offered to him were scornfully rejected-- Yrivi wouldn't dare trust someone to grow so close to him again.
As time passed, the silk dragon knew something had to change. Normally, one thing would lead to another and he'd end up accepting a very dubious offer, setting the course for the rest of his life. In this universe however, as Yrivi was skulking through the city slums looking for scraps as usual, he came across a familiar someone, wounded and exhausted in an alleyway...
Text Color: E4C050


Name: Tisyn
Pronouns / Gender: Male
Age: Unknown
Size: 10 feet tall.
Appearance: A blue, muscular draconic biped. His upper half is plated in dark metal and electronics, and his face is obscured by a curtain.
Outlying Aspect: The only timeline where he's not alone
Equipment:
-Bounce Necklace- This seemingly ordinary necklace for some reason has a 1/3 chance to reflect most spells or energy shots used on him. This includes helpful effects, sadly.
-Fortune Tickets- Insert a coin into his chest to receive a ticket describing your fortune. These tickets offer a variety of different passive effects when held, though only one will work at a time.
Abilities:
-8 Ball Counter- When struck by an attack, the magic 8 ball integrated into Tisyn's head will activate, triggering a random effect in retaliation. The curtain over his face will lift and Tisyn will open his maw to fire something out, whether beneficial or harmful.
-Mind Reading- He cannot really predict the future. His true power is mind reading. It's somewhat limited however, as it only works if they're in Tisyn's line of sight, and he can't see through anyone's memories--only what they're currently thinking of at the moment when he mind reads them. If someone tries to resist the mind reading it almost always works, however they would need to know he is really mind reading them beforehand. With the curtain now over his true eyes, Tisyn can only read minds if he lifts it... but his face under there is mutilated and frightening.
Strengths: Physically powerful and tough.
Weaknesses: Slow and better off tanking attacks.
Backstory:
It had been a good few years since Tisyn decided to come clean to his old partner about his abilities. He wasn't surprised by how the silk dragon reacted. Before Tisyn began his facade of fortune telling, he was driven out of everywhere he went for what he could do. Despite everything, Tisyn refused to believe that his power was a curse. Of course, he could always have avoided using it at all, but the good-hearted Tisyn was never able to stop himself from trying to use it for the benefit of everyone he came across. Traveling the world and helping others with his unique talent felt like his purpose... if only others were more receptive to it. And so, Tisyn began to lie until it had become his entire identity.
Tisyn didn't try to stop his companion from leaving, as he knew nothing he could say or do would help things. He knew that from reading his mind of course. Like a disgusting creep. A dishonest cheat like him didn't deserve friends anyway. ...though truthfully, being a liar didn't set Tisyn apart from anyone else, and he was brutally aware of it. There was no good for him in backtracking now, so, reassuring himself it was for the greater good, the beastly man continued to live his life of deceit, alone.
But, not in this universe. While following a strange case with a particularly unsettling feeling to it, Tisyn found himself ambushed and beaten unconscious, awakening in a mysterious facility. His form had been altered with cumbersome and unusual technology, and he had been assured that he would be let out soon. But taking one glance at his captors' true intentions for him was enough to incite the usually gentle giant to violence, and in a matter of minutes, the augmented beast had broken his way out of captivity with a trail of carnage in his wake. Stumbling to his knees, Tisyn collapsed in an alleyway, partly from exhaustion and the damage he had received, and partly from the shock and horror of what happened to him and what he had done to escape.
Text Color: B3E1CF
You may begin your journey at last.
You may now walk the path you dread.


Gasp

Gasp!

GASP!


IVE FOUND IT! MY DREAM RP!
Get cooking then!

The only reason why I am unable to smuggle legendaries in is because I'm too lazy to spoil them.
Name: Fallacy Logic
Nickname(s) (Optional): Fally (from how many times they managed to get hurt)
Title (Optional): the Unluckiest
Pronouns / Gender: Female :: she/her
Age (Optional): Around 25 equine years (3 older than her canon); 7.3 human years
Size (Weight, height, etc): 133.1 kg / 1.73m high / 2.58m long
Appearance:View attachment 517928
Outlying Aspect (Why are they.. well.. here?): Due to ridiculous string of bad luck, that was contagious to others, mostly affecting her.
Equipment: A tattered bandana. Purpose unknown. Some rope. After ridiculously bad string of jinx causing it to break, she uses it as impromptu whip.
Abilities: Her wild magic is somehow corrupted. Due to this, she has to deal with her bad luck. However, she still shows an ability to see through the speech. Partially.
How does bad luck work?: What can go wrong for enemy may go wrong. What can go wrong for her will definitely go wrong for her too. Anyone who does anything against her, has to roll at a disadvantage. If Fallacy Logic does anything (well, almost anything. There's no rolls for basic stuff), she also has to roll at a disadvantage.
If somehow, she rolls 2xnat1, it's considered Snake Eyes, and she can use it as fixed 20 for her attack calcs. Also everyone in 30ft of her will have to roll with DC15 to avoid getting Jinxed (The next action will backfire spectacularly).
Strengths (Optional): Forced to deal with bad luck, she's a lot more competent in terms of survival. She has also adapted to it by being pretty unpredictable with her movement, strikes and even customs.
Weaknesses (Optional): She can trust lies if they're convincing, no matter if it's a conspiracy theory, or the enemy words it in a way she can't find contradictions in them. Also the fact she is mentally unstable in an openly self-antagonizing way.
Backstory (Optional): The point of divergence is her getting snake eyes thrice in a row and watching her house somehow burn down when her father attempted a murder of her mother and brother. From that point on, she kept on trying to gamble, losing, then getting kicked out of casinos as everyone complained about losing while she was nearby. Despite help from closest friends, she just couldn't live through it... or die, as her bad luck foiled her death. She grew up bitter on suicides soon after, not thinking of it as a solution to her rotten problem.
Theme (Optional): Aviators - Bad Luck
Text Color: #67EE76

Name: TR-0S Nemesis Unit
Nickname(s) (Optional): 'Trebonth'
Pronouns / Gender: Genderless :: he/him or it/its
Age (Optional): Unknown pre-conversion age, 1 year after manufactury (post-conversion)
Size (Weight, height, etc): 2.25m / 217 kg
Appearance: A fully-mechanized being, barely similar to an amalgamation of the Snivy evo-line and spirit guardian. One arm ends with a sabre, other with a machine gun. Has half-tracks across its main body (no legs), that can be retracted when not in use, mostly for mobility purpose.
Colors:
- Lights: Bright Blue
- Back: Purple
- Front: Black
- Decor: Bright Neon Yellow
- Half-tracks: Gray
Outlying Aspect (Why are they.. well.. here?): Somehow, it's due to the fact it's the only fully robotic and antagonistic to its other versions Trebonth.
Equipment:
- Cybersabre: A titanium-steel compounded blade with an electric, jagged edge. For giving someone pretty grievous wounds. Can be ejected to show the other weapon.
- Machine Gun: Kind of underwhelming 100 rounds per minute, but it makes up with ejecting rounds of superheated rounds that almost behave like plasma using electromagnetic field (They really tried).
- Vice-Saw: In place of Cybersabre, it can do a lot of harm... assuming it grabs something organic. Most versions of Trebonth are organic, so this weapon, in that purpose is more of a help than sabre is. The vices are extremely difficult to break, and the jagged edge of the saw deals grievous wounds to whoever was grabbed.
- Shard Launcher: Don't you think you can get behind this unit and punish it easily for not watching its back. It's 'tail' has been repurposed to be a shotgun ejecting a powerful spray of scrap buckshot. It can be loaded by any scrap, but it only has a few loads of ammo per scrap loaded.
Abilities: Can use solar panels to slowly recover lost energy and recycle scrap into ammo. Can achieve speeds up to 50 MPH on all half-tracks or still respectable 30 MPH on tailside and bellyside half-tracks.
Strengths (Optional): Pretty damn hard to exhaust all the battery in storage between solar panels and large
Weaknesses (Optional): Due to the conflicting protocols - the protocol that says the machine shall preserve itself first and foremost, and the protocol to eliminate the original Trebonth and others that look like him (well, it IS original Trebonth, just as a Nemesis Unit), it may be tricked to consider to hit itself (acts as a stun), or even harm another version of them if any are present at all costs. Also, being a machine, logically they have a weakness to EMP loads. The battery unit itself is a weak point - the core (acting like a battery) of a machine hidden behind a thin layer of plating. Destroying it will turn this unit off.
Backstory (Optional): Apparently, it's an experiment to create a perfect nemesis to Trebonth himself across multiple worlds. Something that resembles all his versions. Something perverse in its robotic nature, yet somehow, when the real Trebonth was used as a core of this machine, it conflicted with the self-preservation... This logic error caused them to break the creator's control over them. The past, however, is very foggy, mostly due to the memory cleansing program to make space for all the protocols the machine had to follow.
Theme (Optional): chezhyre - Nuclear Mutation
Text Color: #00AA00
Something is.. awry.. with Fallacy.
Something is wrong.

A nerfing of all folk within a 30 foot radius with a DC15 drawback is quite sharp. Removing that ability entirely is in order.

Rolling at a disadvantage when attacking her, along with her snake eyes ability is fine.

Perhaps you’d like to rework the bad luck aura ability and submit it again?

The other submission is fine.
They may begin the dreaded path.
 
You may begin your journey at last.
You may now walk the path you dread.


Get cooking then!


Something is.. awry.. with Fallacy.
Something is wrong.

A nerfing of all folk within a 30 foot radius with a DC15 drawback is quite sharp. Removing that ability entirely is in order.

Rolling at a disadvantage when attacking her, along with her snake eyes ability is fine.

Perhaps you’d like to rework the bad luck aura ability and submit it again?

The other submission is fine.
They may begin the dreaded path.
Yeah... that one was rather a posthaste addition, rushed one. I am fine with removing that overkill.

To be fair, the nerf on 2xnat1 wouldn't even take 1 turn, just next action, but I get what you mean. Lesson learned: Don't do overkill with an ability, no matter if odds are 1/400 or 1/20.
DC 15 would've been a difficulty roll to avoid being Jinxed.
 
With the removal of that ability, Fallacy too may begin this journey.
Hesitant steps upon the toilsome road. Do you really want to do this?
 
Name:
Koa Ranato De La Tora
Nickname(s) (Optional):
N/A
Title (Optional):
N/A
Pronouns / Gender:
Male - He/Him
Age (Optional):
22
Size (Weight, height, etc):
Above average height, medium-heavy build
Appearance:
Medium-light complexion with short, dirty blond hair and beard. Blue eyes.
Wears dark designer-brand clothing with a dark blue camouflage jacket on top, adorned with medals. Left arm is a high-quality prosthetic.
Outlying Aspect (Why are they.. well.. here?):
Universe-1597 [Breach]
The version with the least things holding him back.
Equipment:
Pistol, knife
Abilities:
Specialised combat training, magic repellation (via reactions with prosthetic arm metals)
Strengths (Optional):
Alliance-forming, gun combat, traps
Weaknesses (Optional):
No inherent magic abilities, relatively weak due to human nature
Backstory (Optional):
Born and raised in the capital city of Almaira, Kain City (Cedad de Kain), to a native mother and Mainlander father, Koa witnessed the brutal Mainland oppression and exploitation that would spark rebellions across the colony in the Almarian War of Independence. However, ideas of true independence were crushed under the militaristic might of the Mainland, with Koa losing his closest friends, Hera Vamos and Isaiah Manseran, to a Mainlander bombing. As a result, Koa grew up with his wealthy, loyalist oligarch father within the elite class of the Semi-Autonomous Almairan Provinces (Lo Provincios Semiautonomos de Almaira).
Theme (Optional):
N/A
Text Color:
#2C82C9
Name:
Kain Ramir III
Nickname(s) (Optional):
N/A
Title (Optional):
Kain’to
Pronouns / Gender:
Male - He/Him
Age (Optional):
64
Size (Weight, height, etc):
6’7, 6’9 at full height
~230 pounds
Appearance:
Large wolf-man with greyish fur centred around typical hair locations for a human. Exposed skin areas adorned with grey tattoos. One eye covered by eyepatch. Lower half is almost entirely canine. Slightly hunched with large walking stick for support. Has dark blue military jacket.
Outlying Aspect (Why are they.. well.. here?):
Universe-1602 [Sage]
The version where he did not die.
Equipment:
Walking stick
Medicinal herbs
Claws/Teeth
Abilities:
Sagely Wisdom - Uses herbs for concentrative and healing effects on self or allies
Bloodlust - Uses herbs to stimulate the mind and soul for savage attacks
Strengths (Optional):
Combat experience
Crowd control
Poison resistance
Weaknesses (Optional):
Old age
Slow speed
Backstory (Optional):
Once the great king Kain’in, he led a revolution against Mainland colonisation when he was only a young man. However, the losses were immense, including the death of his beloved. He was stopped from taking his own life, and went on to lead the nation of Almaira for many years, repelling foreign exploitation until his retirement, where his son Tano Ramir took the throne at the age of 25. Now Kain’to, he acts as the advisor and trainer of his son, and often spends his days engaging in spiritual practices and worrying over the darker paths the new king takes.
Theme (Optional):
N/A
Text Color:
#41A85F
 
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Name:
Koa Ranato De La Tora
Nickname(s) (Optional):
N/A
Title (Optional):
N/A
Pronouns / Gender:
Male - He/Him
Age (Optional):
22
Size (Weight, height, etc):
Above average height, medium-heavy build
Appearance:
Medium-light complexion with short, dirty blond hair and beard. Blue eyes.
Wears dark designer-brand clothing with a dark blue camouflage jacket on top, adorned with medals. Left arm is a high-quality prosthetic.
Outlying Aspect (Why are they.. well.. here?):
Universe-1597 [Breach]
The version with the least things holding him back.
Equipment:
Pistol, knife
Abilities:
Specialised combat training, magic repellation (via reactions with prosthetic arm metals)
Strengths (Optional):
Alliance-forming, gun combat, traps
Weaknesses (Optional):
No inherent magic abilities, relatively weak due to human nature
Backstory (Optional):
Born and raised in the capital city of Almaira, Kain City (Cedad de Kain), to a native mother and Mainlander father, Koa witnessed the brutal Mainland oppression and exploitation that would spark rebellions across the colony in the Almarian War of Independence. However, ideas of true independence were crushed under the militaristic might of the Mainland, with Koa losing his closest friends, Hera Vamos and Isaiah Manseran, to a Mainlander bombing. As a result, Koa grew up with his wealthy, loyalist oligarch father within the elite class of the Semi-Autonomous Almairan Provinces (Lo Provincios Semiautonomos de Almaira).
Theme (Optional):
N/A
Text Color:
#2C82C9
Name:
Kain Ramir III
Nickname(s) (Optional):
N/A
Title (Optional):
Kain’to
Pronouns / Gender:
Male - He/Him
Age (Optional):
64
Size (Weight, height, etc):
6’7, 6’9 at full height
~230 pounds
Appearance:
Large wolf-man with greyish fur centred around typical hair locations for a human. Exposed skin areas adorned with grey tattoos. One eye covered by eyepatch. Lower half is almost entirely canine. Slightly hunched with large walking stick for support. Has dark blue military jacket.
Outlying Aspect (Why are they.. well.. here?):
Universe-1602 [Sage]
The version where he did not die.
Equipment:
Walking stick
Medicinal herbs
Claws/Teeth
Abilities:
Sagely Wisdom - Uses herbs for concentrative and healing effects on self or allies
Bloodlust - Uses herbs to stimulate the mind and soul for savage attacks
Strengths (Optional):
Combat experience
Crowd control
Poison resistance
Weaknesses (Optional):
Old age
Slow speed
Backstory (Optional):
Once the great king Kain’in, he led a revolution against Mainland colonisation when he was only a young man. However, the losses were immense, including the death of his beloved. He was stopped from taking his own life, and went on to lead the nation of Almaira for many years, repelling foreign exploitation until his retirement, where his son Tano Ramir took the throne at the age of 25. Now Kain’to, he acts as the advisor and trainer of his son, and often spends his days engaging in spiritual practices and worrying over the darker paths the new king takes.
Theme (Optional):
N/A
Text Color:
#41A85F
Both of these outliers are suitable to walk this path.
Though.. why walk it at all? You know it will not be one of ease.
 
Hoping for another few characters before Fractals begins in full swing.
 
Fractals will remain on hold until more OCs end up in the IC. Advancing this early on would be in bad faith to those who have applied, and haven't started, along with those who have considered joining, and haven't yet.

This will likely be indefinitely so, if a quota of, ideally, at least 3-4 more characters active in the IC isn't reached.
 
Fractals will remain on hold until more OCs end up in the IC. Advancing this early on would be in bad faith to those who have applied, and haven't started, along with those who have considered joining, and haven't yet.

This will likely be indefinitely so, if a quota of, ideally, at least 3-4 more characters active in the IC isn't reached.
Got it
I'm trying to brainstorm an idea, still working on it
 
A bit of a mouthful, I know.
I was considering adding Geltic Rage and Adrenaline, and might if I underpowered him.
Name: Miyuri Sumiyono
Nickname(s) (Optional): none
Title (Optional): The Statigel Ninja

Gender: Male
Age (Optional): 20
Size (Weight, height, etc): 5'11 (152.4 CM) and 144 pounds (65.3173 CM)

Appearance: A young man wearing a modified set of Statigel Armor. It's like the Rouge set, except it's far lighter, with less plating and more open spaces, leaving room for mobility. There's really not much else of note.
His eyes are 2 different colors, one pink and one blue, and he has dark brown hair, with no facial hair. Not that you'd see it under his mask.
He looks somewhat Japanese, although it would be hard to notice.

Outlying Aspect (Why are they.. well.. here?): This version of him is the strongest version, to the point where he's less so a servant of The Slime God and more so an extension of his power. This actually scares The Slime God slightly, as his power is almost too great and he fears being overthrown.

Equipment:
A gel-infused katana that shimmers with blue and pink.
if 2 hits are landed in a post, a third will automatically attack, up to twice in a post.

He lost one of his arms in a battle with The Rope God, and after killing him replaced his arm with a Geltic arm infused with The Rope God's Auric soul.
It lifts a bit more than average and can shoot out a Gel Hook with a range of about 100 feet (30.48 meters), functioning like the Whiplash from Ultrakill combined with a Hook from terraria, being used to grapple to terrain as well as other people, pulling light things to him and him to heavy things.
It can also transform into any Geltic weapon, albeit with no special effects.

Radiant Ooze, which makes my regen rolls start at 2 per post and the cap increases to 6 per. Look down if you want an explanation on how I handle his healing.


Abilities:
Being a Terrarian gives him a whole host of usually useless abilities.
I'll list notable ones here...

He doesn't need food or water to live, and can breathe in air and space, but not water or solids.
He can do a 30 foot standing jump.
He can sprint at 35 mph.
He isn't affected by momentum or acceleration, meaning:
He won't pass out or die for high G forces, He won't be hurt from being slammed into walls or floors, And he doesn't take fall damage.
He regenerates extremely fast. I do this by giving him a health total after a battle (EX: 50/400) and roll once after he isn't damaged for a post. I then increase the amount of times I roll by 1 every post (Max of 5 per) until he reaches full health.
He isn't negatively affected by battle damage at all. Effectively, he only really feels pain from your hits, but won't bleed out or be affected beyond damage or status effects. this also means leaving him to die will not work, as he wont die from injuries.

He has a constant psychic link to The Slime God, making it nearly impossible to mind control or hypnotize him, and difficult to mentally affect him using magic in any way. This also allows them to talk to each other at any time.

Strengths (Optional):
Great at stealth (Flat +6 bonus to stealth based rolls) and quite mobile.
Has great self confidence.

Weaknesses (Optional):
Not great at taking hits. He's only got 4x more health than a normal human being.
A little too self confident.

Backstory (Optional): I haven't actually though of anything for him yet. This is a preexisting character, but this AU is a little rushed and I don't consider this important enough to really think on atm.

Theme (Optional):
Ok not really but it's funny as hell.

Text Color: BEA5E1
 
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