Incendiary
Skeletron Prime
Warning: There is a lot of text from here on out, most of that being lore and unnecessary explanations. I write way too much...
You don't need to read everything if you don't want to, but I'd recommend it.
Welcome to Arkanimus, one of eight domains in this unnamed region. If you’ve wanted to experience hell on Earth 24/7, you’ve come to the right place. For centuries, the eight domains have faced near constant assaults from each other, sending wave after wave of trained forces, artillery and more until their supplies run dry. Beginning long ago after their rulers and emperors demanded resources and power, these wars continued even after the original belligerents had since passed, the original objectives now forgotten. It’s no longer about power, it’s about killing as many people as possible. The War of Theseus, to put it simply.
You’ve been fighting for almost as long as you can remember. From the training facilities, to the blazing front lines, you’d seen it all. It’s been a rough journey. You never knew if this war would end within your lifetime, or if it’ll take many more centuries for the fighting to finally cease. Despite the odds, your spirit never faded. With years, even decades of combat experience, any adversary you faced didn’t stand a chance. Thanks to your own unbreakable affinity with your Aspect, you hold incredible power at your fingertips, ready to unleash hell upon those who dare oppose you.
This is why you have been selected for Striker Six, an elite force composed of the very best, with the goal of ending this war once and for all. Seems simple, but with what lies outside the warzone, even the greatest warrior may not stand a chance. Many went into the wasteland and never returned. You don’t know that, though.
Striker Six is the means to an end. All other methods to end this war early have failed. You will emerge victorious, or die trying.
Check out the ongoing conflict here!
Rules on Characters
The primary playable characters in this RP will be exclusively humanoid. While there can and will be exceptions for some major characters, I'd like your own to adhere to this rule.
This is why I have established a list of humanoid races seen in this universe. While these have come with pre-defined strengths and weaknesses, these aren't going to have massive impacts on gameplay and mostly relate to combat. If you wish, you may suggest new races, however it's unlikely I will approve them.
At the moment, main characters are limited to 2 per person. Characters only require a form if they are a part of Striker Six. You can insert a side character or minor antagonist without a form.
You may use characters created specifically for this RP, or taken from other established RPs. They can be associated with other media such as games or TV shows, as long as they're OCs.
I won't restrict characters too much outside of that. Outside of blatantly overpowered or lazy characters, you're free to do as you please. I can assist with balancing if necessary.
Combat
This RP will be fairly gritty and dark. Fighting is an important aspect of the story and can range from light encounters with weak little gremlins to large-scale boss battles (which may hold great loot and lore). Unless stated otherwise, RNG will default to the good old D20. Low-stakes fights will default to using no rolls unless people choose to do so. Major battles will usually involve using dice rolls to determine the success of attacks. In some cases (like boss fights), dice rolls will be required. Should there be conflict between two or more player characters, rolls will be mandatory unless a specific outcome is desired (communicate this with me beforehand). I don't want RNG to completely dominate every engagement, so you can switch between using dice rolls or determining the outcome yourself.
Combat will not make up the entirety of this RP's story, and I know fighting isn't everyone's cup of tea. I will try to accommodate everyone's wishes and preferences when combat scenarios occur.
There will be no forced death or severe injury without warning, and I won't try super hard to guide your characters towards an untimely demise. However, you can only escape death so many times, so please be realistic. Don't have your character weasling their way out of situations where they certainly would have died. If your character does die, necromancy is incredibly difficult and costly (possibly requiring a sacrifice to perform), so it's best to make a new character and move on. Any main characters will be considered part of Striker Six (informally or otherwise).
Striker Six -Fortnite Jonesy's Greatly Overcomplicated Phantasmagoria of Flower View is semi-freeform, meaning you lot (yes, you there, futuristic robot enthusiast!) can use your creative minds so I don't have to do all the work. While I control the main storyline (i.e finding the artefacts and winning the war), you can run your own arcs, establish minor lore, bring in minor characters and more. If you have more complicated ideas in mind, just let me know and we'll work something out.
That being said, there are limits. Avoid bringing in lots of characters, developing large portions of the story without me or retconning/contradicting the established canon. If it gets out of control, I will be moderating or restricting player involvement.
Now, with the basics out of the way, sign up now! Or else.
You don't need to read everything if you don't want to, but I'd recommend it.
Welcome to Arkanimus, one of eight domains in this unnamed region. If you’ve wanted to experience hell on Earth 24/7, you’ve come to the right place. For centuries, the eight domains have faced near constant assaults from each other, sending wave after wave of trained forces, artillery and more until their supplies run dry. Beginning long ago after their rulers and emperors demanded resources and power, these wars continued even after the original belligerents had since passed, the original objectives now forgotten. It’s no longer about power, it’s about killing as many people as possible. The War of Theseus, to put it simply.
You’ve been fighting for almost as long as you can remember. From the training facilities, to the blazing front lines, you’d seen it all. It’s been a rough journey. You never knew if this war would end within your lifetime, or if it’ll take many more centuries for the fighting to finally cease. Despite the odds, your spirit never faded. With years, even decades of combat experience, any adversary you faced didn’t stand a chance. Thanks to your own unbreakable affinity with your Aspect, you hold incredible power at your fingertips, ready to unleash hell upon those who dare oppose you.
This is why you have been selected for Striker Six, an elite force composed of the very best, with the goal of ending this war once and for all. Seems simple, but with what lies outside the warzone, even the greatest warrior may not stand a chance. Many went into the wasteland and never returned. You don’t know that, though.
Striker Six is the means to an end. All other methods to end this war early have failed. You will emerge victorious, or die trying.
Check out the ongoing conflict here!
“Do you know why we fight? No? Me either. They just hand us a gun and some gear, and point us in the direction of the fire. Our whole lives are spent training, and for what? I’ve seen what happens out there. What even is the endgame?”
“So you know how we live. Born and built to fight. Waging wars against an enemy we know little about. Those who wrote the rules and started this mess are long gone, and we only fight because they did. Me, my parents, probably my grandparents too, we’ve only known our world under siege. I guess that’s why we fight, because they did. Hey, why am I even telling you this? You would already know. Ah, whatever. Not like I’m pressed for time.”
“Not many of us know what’s beyond our war-torn domain. Those that do, speak of horrors and anomalies we cannot comprehend. Things might be grim here, but going outside these tortured walls is a death sentence. According to those in charge, at least. I don’t fully believe them.”
“We’ve been given a mission. Direct orders, from the top. We’re gathering the strongest, smartest, most fearless fighters. Not just any old soldier pulled from the front lines, those with something… distinctive. Your powers are what some may consider unnatural. Beyond human. You have a connection that exceeds what many could achieve in their lifetime through practice. A superpower, if you will. Should you truly harness it, which you must, this battle, and eventually, this war, will be won. We will end it. You will end it.”
“You and your allies will locate six assets. Six instruments of destruction. Six long-forgotten artefacts created by the gods themselves. These will be our key to victory. The powers that they hold will no doubt shatter anything that dare oppose us. Due to their innate affinity, only some of you may wield them, but that should be of little concern."
A blazing hand cannon, forged in magma, its barrel and chambers eternally red-hot. For those who command the flames, you might just be able to blast a hole through a planet.
A pair of gauntlets, supercharged with a galaxy’s worth of power. For those who can ride the lightning, your adversaries will crumble with the blink of an eye.
A parasol imbued with the power of its creator, its delicate appearance hiding sinister abilities once considered taboo. For those who manipulate the abyss, you can expect to become orders of magnitude stronger once it’s in your possession.
A spear and a solid cube, both made of pure ice energy sourced from ancient divine beings. With enough willpower, those who twist and bend the Freeze can create almost anything to decimate your foes.
A centuries-old arrow, made almost entirely from a meteorite. After being left untouched for so long, it is brimming with spiritual connections. Those who control the strands of life will obtain and wield this dormant power.
A mighty sword once wielded by an infamous celestial, said to hold untapped powers we still don’t fully understand. For those who channel the earth, all we know is you can become nigh untouchable.
“These are the six you must find. Failing that, our demise is certain. Go forth, and let nothing stand in your path.”
“So you know how we live. Born and built to fight. Waging wars against an enemy we know little about. Those who wrote the rules and started this mess are long gone, and we only fight because they did. Me, my parents, probably my grandparents too, we’ve only known our world under siege. I guess that’s why we fight, because they did. Hey, why am I even telling you this? You would already know. Ah, whatever. Not like I’m pressed for time.”
“Not many of us know what’s beyond our war-torn domain. Those that do, speak of horrors and anomalies we cannot comprehend. Things might be grim here, but going outside these tortured walls is a death sentence. According to those in charge, at least. I don’t fully believe them.”
“We’ve been given a mission. Direct orders, from the top. We’re gathering the strongest, smartest, most fearless fighters. Not just any old soldier pulled from the front lines, those with something… distinctive. Your powers are what some may consider unnatural. Beyond human. You have a connection that exceeds what many could achieve in their lifetime through practice. A superpower, if you will. Should you truly harness it, which you must, this battle, and eventually, this war, will be won. We will end it. You will end it.”
“You and your allies will locate six assets. Six instruments of destruction. Six long-forgotten artefacts created by the gods themselves. These will be our key to victory. The powers that they hold will no doubt shatter anything that dare oppose us. Due to their innate affinity, only some of you may wield them, but that should be of little concern."
A blazing hand cannon, forged in magma, its barrel and chambers eternally red-hot. For those who command the flames, you might just be able to blast a hole through a planet.
A pair of gauntlets, supercharged with a galaxy’s worth of power. For those who can ride the lightning, your adversaries will crumble with the blink of an eye.
A parasol imbued with the power of its creator, its delicate appearance hiding sinister abilities once considered taboo. For those who manipulate the abyss, you can expect to become orders of magnitude stronger once it’s in your possession.
A spear and a solid cube, both made of pure ice energy sourced from ancient divine beings. With enough willpower, those who twist and bend the Freeze can create almost anything to decimate your foes.
A centuries-old arrow, made almost entirely from a meteorite. After being left untouched for so long, it is brimming with spiritual connections. Those who control the strands of life will obtain and wield this dormant power.
A mighty sword once wielded by an infamous celestial, said to hold untapped powers we still don’t fully understand. For those who channel the earth, all we know is you can become nigh untouchable.
“These are the six you must find. Failing that, our demise is certain. Go forth, and let nothing stand in your path.”
“Soldiers. No, warriors. That is what you are. You are among the finest warriors in our ranks. Skill, discipline and raw power possessed by none other. I see your potential. Your might. That is why you are here today. This war has gone on far too long. If we do not end it soon, there will be nothing to rebuild, and we will be destroyed. That is not an option. We have lost too many. I have lost too many. Surely, you can sympathize. I despise this eternal war no less than you do. That is why I am so adamant about crushing our foes.”
“I will be assembling a team. One composed of our very best. You will be a part of this. This team’s objective is to penetrate the enemy defences, infiltrate key locations, and extract intel. This will be relayed back to us. My toughest fighters will assist you in this.
After that, you’re on your own. We will clear a path leading into the great unknown, where we and our enemies cannot reach. We know this is where answers lie. Teamwork, perseverance and vigilance are your best friends.”
“You will be known as Striker Six. And our enemies… our enemies will fear you.”
“I will be assembling a team. One composed of our very best. You will be a part of this. This team’s objective is to penetrate the enemy defences, infiltrate key locations, and extract intel. This will be relayed back to us. My toughest fighters will assist you in this.
After that, you’re on your own. We will clear a path leading into the great unknown, where we and our enemies cannot reach. We know this is where answers lie. Teamwork, perseverance and vigilance are your best friends.”
“You will be known as Striker Six. And our enemies… our enemies will fear you.”
Since the discovery and harnessing of magic, alchemy and spiritual powers some millennia ago, society would advance greatly. Nomadic travellers, small settlements and secluded villages gave way to rich towns and gigantic cities. Magic was practised by hundreds of thousands. It was taught in schools, wielded in workplaces and studied by researchers. It facilitated long distance travel, trading and the mapping of the world as we know it. It was a revolution that captivated the world.
Sometime in the 1400s, the famous magician and alchemist Themus A. Korn documented the major components of magic, which was originally a list of over 30 common forces and elements. These would later be refined to form the 6 “aspects” utilized by magic. Time was considered as the 7th aspect, but for some reason, was never fully recognized in the realm of magic. Some still consider Time a 7th aspect, but harnessing its power is incredibly difficult.
As the world’s population grew, many kingdoms, empires, dynasties and more took over to form countries and colonies. Royals and leaders took the helm with magic powers to establish their own societies, ruling over both land and people. Some took an iron fist approach, others more passive and lenient.
Leading into the 1700s, most of the world’s land was already controlled by one or more countries. Realizing resources would be limited, and even magic couldn’t create infinite materials, leaders needed some way to ensure long-term prosperity. Some established trading routes and alliances, others merged their kingdoms and empires to be bigger and stronger. But, why share wealth if you can just take it for yourself?
With a formidable army, and the right strategy, anyone could claim whatever territories they wanted. By targeting more peaceful or weaker nations, rulers rapidly expanded. They sought to bring peace by ensuring they were too strong to be stopped. More civilized nations wouldn’t stand for this, and threatened to put an end to these greedy empires.
The late 1700s marked the dark era. Power-hungry nations prevailed over those that wanted peace. War broke out, a wave of collapse washing over anyone who wasn’t strong enough. Magic became vital in combat, both to rapidly train soldiers and to destroy opposing armies. Fortresses with impenetrable walls and towers filled with warriors protected their population. Food became scarce, and resources had to be acquired by crushing your enemy, or salvaging from the rubble. Schools went from teaching maths, literature and spell science to combat strategy, offensive magic and war propaganda.
As the centuries passed, and firearms development advanced, magic took a backseat as repeaters, machine guns and artillery took over. The range and accuracy of rifles replaced offensive spells, making warfare a slower and more strategic endeavour. Now that civilians didn’t have enemy forces right on their doorstep, they had the chance to educate their children and build better infrastructure.
Of course, the war never ended. Technology and strategy continued to advance. Entering the 23rd century, a resurgence in magic brought about a new age of combat. Guns were enchanted or aspected, soldiers were thrust into close quarters battles, and thermonuclear weapons saw their first uses on actual targets. Leaders demanded bloodshed and destruction. Nations both weak and strong fell.
Eight nations remain. The rest, destroyed long ago. Everything else you wish to know will be explained in due time.
Sometime in the 1400s, the famous magician and alchemist Themus A. Korn documented the major components of magic, which was originally a list of over 30 common forces and elements. These would later be refined to form the 6 “aspects” utilized by magic. Time was considered as the 7th aspect, but for some reason, was never fully recognized in the realm of magic. Some still consider Time a 7th aspect, but harnessing its power is incredibly difficult.
As the world’s population grew, many kingdoms, empires, dynasties and more took over to form countries and colonies. Royals and leaders took the helm with magic powers to establish their own societies, ruling over both land and people. Some took an iron fist approach, others more passive and lenient.
Leading into the 1700s, most of the world’s land was already controlled by one or more countries. Realizing resources would be limited, and even magic couldn’t create infinite materials, leaders needed some way to ensure long-term prosperity. Some established trading routes and alliances, others merged their kingdoms and empires to be bigger and stronger. But, why share wealth if you can just take it for yourself?
With a formidable army, and the right strategy, anyone could claim whatever territories they wanted. By targeting more peaceful or weaker nations, rulers rapidly expanded. They sought to bring peace by ensuring they were too strong to be stopped. More civilized nations wouldn’t stand for this, and threatened to put an end to these greedy empires.
The late 1700s marked the dark era. Power-hungry nations prevailed over those that wanted peace. War broke out, a wave of collapse washing over anyone who wasn’t strong enough. Magic became vital in combat, both to rapidly train soldiers and to destroy opposing armies. Fortresses with impenetrable walls and towers filled with warriors protected their population. Food became scarce, and resources had to be acquired by crushing your enemy, or salvaging from the rubble. Schools went from teaching maths, literature and spell science to combat strategy, offensive magic and war propaganda.
As the centuries passed, and firearms development advanced, magic took a backseat as repeaters, machine guns and artillery took over. The range and accuracy of rifles replaced offensive spells, making warfare a slower and more strategic endeavour. Now that civilians didn’t have enemy forces right on their doorstep, they had the chance to educate their children and build better infrastructure.
Of course, the war never ended. Technology and strategy continued to advance. Entering the 23rd century, a resurgence in magic brought about a new age of combat. Guns were enchanted or aspected, soldiers were thrust into close quarters battles, and thermonuclear weapons saw their first uses on actual targets. Leaders demanded bloodshed and destruction. Nations both weak and strong fell.
Eight nations remain. The rest, destroyed long ago. Everything else you wish to know will be explained in due time.
Magic is an incredibly deep and complicated subject. From simple spells, to chemical concoctions, to highly technical manifestations and everything in between, it’s difficult to explain everything in one go. I’ll establish the important parts, and get the rest done later.
Magic is, in theory, capable of doing anything, provided the caster can successfully channel their energy and conjure a spell.
Restrictions on magic:
A documentation in 1458 marks a major turning point in the world’s magical studies. Korn, along with many other researchers, identified these 6 aspects and how most people had a natural “affinity” for one.
The effectiveness of their magic depended on their native alignment. It also affects personal factors, such as genetics, personality and other unique characteristics. These don’t always hold true, so don’t judge too hard.
Furthermore, those with high natural affinity or those that train their aspect of alignment will become “True Aspected”, or “Full Aspected”. Whatever your preferred term, these individuals possess even greater power, tapping into the hidden potential of their aspect. As a consequence, magic and alchemy of other aspects may become harder, often requiring more willpower, energy and resources to achieve the same effect. This may vary from person to person, and the effects can be negated with training.
There exist no cases of someone with 2 or more aspects of alignment. Some people may appear to be a “jack of all trades”, although this is merely a lack of overall magical skill. Don’t be fooled, these individuals are mostly incapable of competent fighting.
Magic is, in theory, capable of doing anything, provided the caster can successfully channel their energy and conjure a spell.
Restrictions on magic:
- You must know the components of what you’re trying to manifest (i.e the aspects involved).
- You must have enough stamina, physical strength and mental willpower to manipulate in order to perform magic. This is sometimes referred to as “mana”.
- You must have sufficient knowledge and self-control to keep your magic stable.
- Poorly performed magic can and will have negative consequences.
- Magic must obey the laws of physics (usually)
A documentation in 1458 marks a major turning point in the world’s magical studies. Korn, along with many other researchers, identified these 6 aspects and how most people had a natural “affinity” for one.
The effectiveness of their magic depended on their native alignment. It also affects personal factors, such as genetics, personality and other unique characteristics. These don’t always hold true, so don’t judge too hard.
Furthermore, those with high natural affinity or those that train their aspect of alignment will become “True Aspected”, or “Full Aspected”. Whatever your preferred term, these individuals possess even greater power, tapping into the hidden potential of their aspect. As a consequence, magic and alchemy of other aspects may become harder, often requiring more willpower, energy and resources to achieve the same effect. This may vary from person to person, and the effects can be negated with training.
There exist no cases of someone with 2 or more aspects of alignment. Some people may appear to be a “jack of all trades”, although this is merely a lack of overall magical skill. Don’t be fooled, these individuals are mostly incapable of competent fighting.
These 6 aspects are as follows:
Solar:
The forces of heat, fire and the stars. Those who align with Solar are resilient and diligent, well suited to the turmoil of battle. They have a serious mindset, directing all their focus to their most important tasks. They stand for righteousness, glory and freedom. Some consider them to be stubborn or aggressive, forcing everything else aside to achieve their goals, but nobody can deny that they get the job done right. With strength and resolve, Solar can bring the big guns to any fight.
Arc:
The forces of energy, electricity and storms. Those who align with Arc are energetic and quick-thinking. They specialize in raw speed, and often follow the motto of Accuracy by Volume. They tend to be jokesters, less serious but still dedicated, going with the flow and adapting to any situation. While they often lack strategy and teamwork, some would argue Arc aligned fighters don’t need it. The unpredictable nature makes Arc a formidable aspect.
Void:
The mysterious forces of darkness, the shadows, and the abyss. Those who align with Void are often enigmatic, and highly secretive. Void powers were considered heresy for centuries, until war broke out, when these abilities were highly sought after. The full capability of Void is yet to be realized, as is the potential of Void aligned fighters. One thing’s for sure: Void fighters are resourceful and determined. They understand their own strengths, and will use every advantage they have. From the shadows, they strike. Darkness is their friend.
Stasis:
The forces of the Freeze, stopping the flow, the reduction of entropy. Often associated with ice, Stasis aligned fighters are cold and focused. Known to be strategic and sharp, they can turn any tough situation around with the right methods. Standing for the success of their team, they use their powers to give their allies an edge. They still shine when solo, however, and will find every advantage possible. It isn’t uncommon for them to come across as pessimistic or depressing, and their personalities can be quite unlikeable. Regardless, they will stop their enemies dead in their tracks, no matter the cost.
Strand:
An old term for the “strands” or threads of life itself, both plant and animal. The forces of living, breathing nature, those who align with Strand are multifaceted. Some see them as confusing, or argue that they lack direction, but their versatility is their greatest power. By manipulating life energy and living things, they can manifest a strong defence, a heavy offence or a strategic support. While best known for their healing abilities, those who align with Strand are more than just medics. They’re best suited to assisting their team, but can easily adapt to any combat role. Wielding the power of living nature, Strand aligned fighters make for excellent team players.
Lithos:
The forces of planets, the earth and natural materials. Those who strongly align with Lithos are damn near invincible, both in body and mind. With raw durability at their fingertips, they hold the power to collapse and crush any opposition by manipulating the ground at will. Their fighting spirit never falters, no matter what happens. They can plough through a defensive line, or build their own and hold back an enemy with ease. Lithos fighters are often seen as selfish or lacking in wits, diving head-first into battle with no sense of tactics or teamwork. This can lead to feeling disconnected from their allies, negatively impacting their combat. In spite of this, with the right support from their team, any Lithos fighter can bring immense brute force and fear to the battlefield.
Solar:
The forces of heat, fire and the stars. Those who align with Solar are resilient and diligent, well suited to the turmoil of battle. They have a serious mindset, directing all their focus to their most important tasks. They stand for righteousness, glory and freedom. Some consider them to be stubborn or aggressive, forcing everything else aside to achieve their goals, but nobody can deny that they get the job done right. With strength and resolve, Solar can bring the big guns to any fight.
Arc:
The forces of energy, electricity and storms. Those who align with Arc are energetic and quick-thinking. They specialize in raw speed, and often follow the motto of Accuracy by Volume. They tend to be jokesters, less serious but still dedicated, going with the flow and adapting to any situation. While they often lack strategy and teamwork, some would argue Arc aligned fighters don’t need it. The unpredictable nature makes Arc a formidable aspect.
Void:
The mysterious forces of darkness, the shadows, and the abyss. Those who align with Void are often enigmatic, and highly secretive. Void powers were considered heresy for centuries, until war broke out, when these abilities were highly sought after. The full capability of Void is yet to be realized, as is the potential of Void aligned fighters. One thing’s for sure: Void fighters are resourceful and determined. They understand their own strengths, and will use every advantage they have. From the shadows, they strike. Darkness is their friend.
Stasis:
The forces of the Freeze, stopping the flow, the reduction of entropy. Often associated with ice, Stasis aligned fighters are cold and focused. Known to be strategic and sharp, they can turn any tough situation around with the right methods. Standing for the success of their team, they use their powers to give their allies an edge. They still shine when solo, however, and will find every advantage possible. It isn’t uncommon for them to come across as pessimistic or depressing, and their personalities can be quite unlikeable. Regardless, they will stop their enemies dead in their tracks, no matter the cost.
Strand:
An old term for the “strands” or threads of life itself, both plant and animal. The forces of living, breathing nature, those who align with Strand are multifaceted. Some see them as confusing, or argue that they lack direction, but their versatility is their greatest power. By manipulating life energy and living things, they can manifest a strong defence, a heavy offence or a strategic support. While best known for their healing abilities, those who align with Strand are more than just medics. They’re best suited to assisting their team, but can easily adapt to any combat role. Wielding the power of living nature, Strand aligned fighters make for excellent team players.
Lithos:
The forces of planets, the earth and natural materials. Those who strongly align with Lithos are damn near invincible, both in body and mind. With raw durability at their fingertips, they hold the power to collapse and crush any opposition by manipulating the ground at will. Their fighting spirit never falters, no matter what happens. They can plough through a defensive line, or build their own and hold back an enemy with ease. Lithos fighters are often seen as selfish or lacking in wits, diving head-first into battle with no sense of tactics or teamwork. This can lead to feeling disconnected from their allies, negatively impacting their combat. In spite of this, with the right support from their team, any Lithos fighter can bring immense brute force and fear to the battlefield.
Solar: C35A1A
Arc: 95DFEF
Void: 7C44A6
Stasis: 2D6BE5
Strand: 1D8E59
Lithos: D09825
Arc: 95DFEF
Void: 7C44A6
Stasis: 2D6BE5
Strand: 1D8E59
Lithos: D09825
Rules on Characters
The primary playable characters in this RP will be exclusively humanoid. While there can and will be exceptions for some major characters, I'd like your own to adhere to this rule.
This is why I have established a list of humanoid races seen in this universe. While these have come with pre-defined strengths and weaknesses, these aren't going to have massive impacts on gameplay and mostly relate to combat. If you wish, you may suggest new races, however it's unlikely I will approve them.
At the moment, main characters are limited to 2 per person. Characters only require a form if they are a part of Striker Six. You can insert a side character or minor antagonist without a form.
You may use characters created specifically for this RP, or taken from other established RPs. They can be associated with other media such as games or TV shows, as long as they're OCs.
I won't restrict characters too much outside of that. Outside of blatantly overpowered or lazy characters, you're free to do as you please. I can assist with balancing if necessary.
Combat
This RP will be fairly gritty and dark. Fighting is an important aspect of the story and can range from light encounters with weak little gremlins to large-scale boss battles (which may hold great loot and lore). Unless stated otherwise, RNG will default to the good old D20. Low-stakes fights will default to using no rolls unless people choose to do so. Major battles will usually involve using dice rolls to determine the success of attacks. In some cases (like boss fights), dice rolls will be required. Should there be conflict between two or more player characters, rolls will be mandatory unless a specific outcome is desired (communicate this with me beforehand). I don't want RNG to completely dominate every engagement, so you can switch between using dice rolls or determining the outcome yourself.
Combat will not make up the entirety of this RP's story, and I know fighting isn't everyone's cup of tea. I will try to accommodate everyone's wishes and preferences when combat scenarios occur.
There will be no forced death or severe injury without warning, and I won't try super hard to guide your characters towards an untimely demise. However, you can only escape death so many times, so please be realistic. Don't have your character weasling their way out of situations where they certainly would have died. If your character does die, necromancy is incredibly difficult and costly (possibly requiring a sacrifice to perform), so it's best to make a new character and move on. Any main characters will be considered part of Striker Six (informally or otherwise).
Striker Six -
That being said, there are limits. Avoid bringing in lots of characters, developing large portions of the story without me or retconning/contradicting the established canon. If it gets out of control, I will be moderating or restricting player involvement.
Now, with the basics out of the way, sign up now! Or else.
(Side note - all Striker Six characters are True Aspected by default. This cannot be changed.)
Name:
Description: (Appearance, size, weight, age, personality… characters should be humanoid, however.)
Backstory: (Be as brief or detailed as you like, as long as it ties into your combat history)
Motives: (What makes them want to be apart of Striker Six)
Race: (See list of common races)
Aspect: (The Supa Cool™ Part)
Armour: (Whatever keeps you safe. Describe in a few sentences)
Weapon: (Your primary method of dishing out violence. Describe in a few sentences)
Ultimate Technique: (Your signature attack and most powerful combat move. Describe in a few sentences. Optional, but really cool)
Equipment: (Other stuff your character usually has on hand)
Text Colour: (This is optional, but good for making yourself Unique)
Theme: (Also optional. This is your theme song.)
Other: (Anything else of note)
Name:
Description: (Appearance, size, weight, age, personality… characters should be humanoid, however.)
Backstory: (Be as brief or detailed as you like, as long as it ties into your combat history)
Motives: (What makes them want to be apart of Striker Six)
Race: (See list of common races)
Aspect: (The Supa Cool™ Part)
Armour: (Whatever keeps you safe. Describe in a few sentences)
Weapon: (Your primary method of dishing out violence. Describe in a few sentences)
Ultimate Technique: (Your signature attack and most powerful combat move. Describe in a few sentences. Optional, but really cool)
Equipment: (Other stuff your character usually has on hand)
Text Colour: (This is optional, but good for making yourself Unique)
Theme: (Also optional. This is your theme song.)
Other: (Anything else of note)
Side note: most of the stats and skills listed here are supposed to be suggestions, rather than hard restrictions or definitions. Keep them in mind, but try not to let them limit your character too much.
Intellect is a person's brainpower. Strength is, well, strength. Agility is a person's speed and reflexes. Willpower is their overall magical ability. Again, not limits, but suggestions.
Human: Intelligent and dependable, humans built the surface world into a bastion of prosperity and democracy. Now that it’s gone up in flames, they lead the charge against any and all foes. They’re the most widespread and have the highest population of all races.
Human half:
Intellect is a person's brainpower. Strength is, well, strength. Agility is a person's speed and reflexes. Willpower is their overall magical ability. Again, not limits, but suggestions.
Human: Intelligent and dependable, humans built the surface world into a bastion of prosperity and democracy. Now that it’s gone up in flames, they lead the charge against any and all foes. They’re the most widespread and have the highest population of all races.
- Intellect: Above average
- Strength: Average
- Agility: Average
- Willpower: Below average
- Skill: Can learn new magic and weapons much more easily than other races.
- Intellect: Below average
- Strength: Above average
- Agility: Below average
- Willpower: Above average
- Skill: Adept at digging and construction.
- Intellect: Average
- Strength: Below average
- Agility: Average
- Willpower: Above average
- Skill: Exceptionally knowledgeable about nature (plants, animals, etc). Resistant to common diseases.
Human half:
- Intellect: Below average
- Strength: Below average
- Agility: Average
- Willpower: Above average
- Skill: can control their phantom half to act as a second body.
- Intellect: Below average
- Strength: No
- Agility: Above average
- Willpower: Well above average
- Intellect: Average
- Strength: Above average
- Agility: Below average
- Willpower: Average
- Skill: Accelerate healing and gain strength from injuring and killing.
- Weakness: Reduced strength in direct sunlight.
- Intellect: Above average
- Strength: Below average
- Agility: Below average
- Willpower: Average
- Skill: their Third Eye allows them to passively analyse their surroundings and other lifeforms.
- Intellect: Below average
- Strength: Massively above average
- Agility: Below average
- Willpower: Below average
- Skill: Immune to toxins and drugs, resistant to fire.
- Weakness: Healing spells and medicines have reduced effect.
- Intellect: Below average
- Strength: Varies, usually above average
- Agility: Varies, usually average
- Willpower: Varies, usually above average.
- Skill: Can choose to greatly boost strength, agility or willpower for some time.
- Weakness: Applying a boost to one stat will harm the others. Once a boost is “drained”, the individual’s energy drops.
- Intellect: Above average
- Strength: Well above average
- Agility: Average
- Willpower: Far below average
- Skill: Their bodies are modular and can be upgraded or tuned.
- Weakness: Magical abilities are greatly limited. It requires lots of energy and relies on Mana Cells, which have slow charge rates.
Name: Wha
Description: He's very mysterious, and he's very skilled at ignoring annoying people. His cloak seems to wave in the wind, regardless of how much wind there is, and he wears a dark grey mask that hides all of his face except for his eyes, nose, and mouth. The cloak has a hood btw, and he has black hair.
Backstory: "When I was a child, a Void mage attacked my parents. I fought back, and I beat him up, but one of his spells permanently scarred my face. That's why I wear a mask."
Motives: "Power."
Race: Human
Aspect: Void
Armour: He wears a dark grey enchanted cloak that reduces the momentum of anything or anyone that gets within a foot of him. Underneath this cloak, he wears a bulletproof vest.
Weapon: He mostly uses offensive void magic, but if he has to, he'll use a dagger. His main offensive spell is called Shadow Spike, and it summons a shadowy spike inside of a shadow that Wha can see, which will extend up to 5 feet long to try to impale the target. He can also use a spell called Shadow Spear that summons a spear made of shadows which he can throw. Unfortunately, both spells can quickly be destroyed by sunlight.
Ultimate Technique: His ultimate technique is a spell he can cast on his cloak called Halt Momentum, which allows him to greatly increase the size and power of the cloak's effect. Doing so allows him to stop everyone and everything within 50 feet of him from moving. It takes a minute to activate though, and it only lasts a minute. He can only use it once a week, and he can't attack while he's using this technique. Also, due to the way eyes work, anyone who's being affected by this ability can't see until they're unfrozen.
Equipment: His dagger is enchanted with void magic that reduces the vision of anyone who it stabs, giving them -1 to their next attack.
Text Colour: 444444
Theme: none
Other: He doesn't like direct combat; he heavily utilizes stealth in his fighting style.
Description: He's very mysterious, and he's very skilled at ignoring annoying people. His cloak seems to wave in the wind, regardless of how much wind there is, and he wears a dark grey mask that hides all of his face except for his eyes, nose, and mouth. The cloak has a hood btw, and he has black hair.
Backstory: "When I was a child, a Void mage attacked my parents. I fought back, and I beat him up, but one of his spells permanently scarred my face. That's why I wear a mask."
Motives: "Power."
Race: Human
Aspect: Void
Armour: He wears a dark grey enchanted cloak that reduces the momentum of anything or anyone that gets within a foot of him. Underneath this cloak, he wears a bulletproof vest.
Weapon: He mostly uses offensive void magic, but if he has to, he'll use a dagger. His main offensive spell is called Shadow Spike, and it summons a shadowy spike inside of a shadow that Wha can see, which will extend up to 5 feet long to try to impale the target. He can also use a spell called Shadow Spear that summons a spear made of shadows which he can throw. Unfortunately, both spells can quickly be destroyed by sunlight.
Ultimate Technique: His ultimate technique is a spell he can cast on his cloak called Halt Momentum, which allows him to greatly increase the size and power of the cloak's effect. Doing so allows him to stop everyone and everything within 50 feet of him from moving. It takes a minute to activate though, and it only lasts a minute. He can only use it once a week, and he can't attack while he's using this technique. Also, due to the way eyes work, anyone who's being affected by this ability can't see until they're unfrozen.
Equipment: His dagger is enchanted with void magic that reduces the vision of anyone who it stabs, giving them -1 to their next attack.
Text Colour: 444444
Theme: none
Other: He doesn't like direct combat; he heavily utilizes stealth in his fighting style.
Name: Alvak Megalith, codename "The Reaper", or "Messorem" in Latin. He prefers the latter.
Description: A towering Automaton of white, weathered steel, Messorem stands at roughly 8 feet tall, his build slender, but his shoulders wide and his entire body covered in thick armor. Messorem's plates are covered in dents, scrapes, and pockmarked with bullet marks, but they still hold firm. The plates themselves are all mostly rounded, giving Messorem an oddly humanoid shape to his abnormally large chassis. He has some sort of large, angular back-pack like device attached to his back, likely storage for most of his internal systems, this has a few black antennae of varying sizes springing up from the right side. Taking a departure from his humanoid appearance, his head is roughly in the shape of a slightly elongated human skull, a rounded head with a rectangular projection on the bottom, like an exaggerated jaw. From his otherwise featureless face are two black horizontal rectangles where eyes would be, two large red lenses in the rough middle with two much smaller ones diagonally below each main lens, making for 2 lenses per rectangle. His main color is the brilliant white all across his armor, with black being his accent color. Finally, he has a skull decal painted in golden, shining paint across his head, the Roman numeral for 3 also in gold paint on each shoulder pauldron, along with plastered directly on the back of his huge backpack of sorts.
Backstory: Before he was III: Messorem, Alvak Megalith was an organic soldier, a legally diagnosed sociopath as well, some might say. He fought not out of a desire for war to end, but out of the desire to see it continue, his only joys in life always seeming to spring up from the desire to watch people suffer, with masochism as something he would often boast about being his favorite trait. He fought so well that he continually was able to afford progressively more dangerous, invasive, and weaponized augmentations to kill more, faster, and better. Eventually, he discarded flesh entirely, taking up a form of steel so that he could maximize his combat efficiency and be a catalyst of war for as long as war existed. With the third highest individual killcount of anyone documented in the recent era of this war, it is no surprise that he has become know as The Reaper, Messorem.
Motives: He wants to kill more people.
Race: Full Automaton.
Aspect: Solar.
Armour: Messorem is outfitted with layers upon layers of thick metal armor across his reinforced frame and upgraded hydraulic skeleton. The outermost layer is designed to handle kinetic impacts and explosions with relatively little damage, with the inner layer being a shock absorber to keep the armor from sluffing off entirely if hit with sufficient force, the innermost layer being a hard exoskeleton across his more fragile internal components. As a result of this excessive armor, Messorem is much less agile, and much more likely to get hit than to evade an attack. (-3 to all defensive posts, but hardier defensively)
Weapon: Externally, Messorem wields a single weapon. It is called Falx, Latin for Scythe. Falx is a huge, nearly 200 pound double barreled shotgun, easily 3 feet long. The barrels of Falx alight vertically instead of horizontally, and it has a rather long stock for a weapon usually lacking one. The shells for Falx are easily 6 inches long and painted jet black. If Messorem pushes the grip of Falx into the gun, the weapon transforms, the stock extending to bring the weapon to roughly 6 feet long, a crescent axe-head easily 2 feet long emerging from above and below the barrels of Falx, turning the whole thing into a massive battleaxe. He has a metal holster for Falx on his right thigh.
Internally, Messorem has a compact missile salvo which can extend from his backpack, able to fire 4 micromissiles before having to reload. He can space these out however he wants in firing, but having to fire every missile before the salvo can begin to reload. He also has an extendable single-shot RPG, which can be fired from his left wrist before having to reload.
Mechanics:
Messorem has mostly discarded use of his Solar abilities as he has made the transition to full machinery, but he will use them to bolster his moves from time to time.
Overheat: Messorem gains one stack of Overheat for every attack post he makes, regardless of hit or miss, with a max of 5 Overheat possible. At 3 stacks of Overheat, he can enhance his next attack, not buffing his rolls, but buffing the damage dealt if the attack hits, often activating some sort of special bonus to the attack as well. Along with overheat, opponents may often be set aflame, unless they have specific immunities to fire. When on fire, they roll a D6 for every post, if they roll a 4 or above, the fire is put out, anything else results in minor damage as they stay aflame for that post, allowing Messorem to deal extra damage to them with overheated attacks. If opponent is hit with Reactant while on fire or before, and then set on fire, they need a 5 or a 6 to break the burning effect instead.
Falx mechanics: Falx can fire a standard, narrow-spread megashell round, rolling 1 d20 for a hit, or it can fire both barrels at the same time for 2 d20 hits. If one barrel is fired at a time, it takes 1 post to reload both barrels, if both are fired at the same time, it takes 2 posts, one for the gun to cool down, and one to reload. It takes one post to turn Falx into it's axe state. As an axe, Falx acts like a normal melee weapon. In overheated state, Falx's shotgun rounds burn the opponent, can ignite Reactant, and create a small explosion if the shot combatant is already on fire. In axe mode, Falx's axe blade is molten, and has increased kinetic strength in the swing.
Internal mechanics: Salvo can fire 1-4 micromissiles when ready, firing all 4 will result in a cooldown of 4 attack posts, firing in 3 will result in 3 cooldown attack posts, etc etc. When in an overheated state, micromissiles will immediately set the target ablaze. Wrist RPG can fire one explosive round of higher ordinance than the micromissiles, and will always have a 2 attack post cooldown. In overheated state, the Wrist RPG round will shower all opponents in the area with Reactant, dealing no damage in and of itself lasting 5 attack posts regardless of the missile hitting them directly or not due to the immense spread of the flammable liquid.
Ultimate Technique: Hellfire Meltdown: Messorem activates the full extent of his mana cells (requiring them to be fully charged and to wait several (3) posts at full charge) , overclocking his entire system, disabling his RTA (Ranged Targeting Assist) as a result, but massively boosting his strength, speed, and causing his fists to begin glowing radiantly as the metal heats to several thousand degrees. In this state, his dodge rolls and offensive rolls are both buffed by +3, but he can no longer access his internal weapons or make use of ranged weapons. He can only maintain this state for a few (3 combat posts) attacks, but being hit by him in this window is certainly going to leave a mark.. if anything remains, that is. Each successful hit sets the target ablaze, hitting a burning target triggers a small explosion.
Equipment: Likely has extensive comms with his squadmates.
Text Colour: B8312F, Verdana text.
Theme:
Other: This isn't adam smasher I promise
Description: A towering Automaton of white, weathered steel, Messorem stands at roughly 8 feet tall, his build slender, but his shoulders wide and his entire body covered in thick armor. Messorem's plates are covered in dents, scrapes, and pockmarked with bullet marks, but they still hold firm. The plates themselves are all mostly rounded, giving Messorem an oddly humanoid shape to his abnormally large chassis. He has some sort of large, angular back-pack like device attached to his back, likely storage for most of his internal systems, this has a few black antennae of varying sizes springing up from the right side. Taking a departure from his humanoid appearance, his head is roughly in the shape of a slightly elongated human skull, a rounded head with a rectangular projection on the bottom, like an exaggerated jaw. From his otherwise featureless face are two black horizontal rectangles where eyes would be, two large red lenses in the rough middle with two much smaller ones diagonally below each main lens, making for 2 lenses per rectangle. His main color is the brilliant white all across his armor, with black being his accent color. Finally, he has a skull decal painted in golden, shining paint across his head, the Roman numeral for 3 also in gold paint on each shoulder pauldron, along with plastered directly on the back of his huge backpack of sorts.
Backstory: Before he was III: Messorem, Alvak Megalith was an organic soldier, a legally diagnosed sociopath as well, some might say. He fought not out of a desire for war to end, but out of the desire to see it continue, his only joys in life always seeming to spring up from the desire to watch people suffer, with masochism as something he would often boast about being his favorite trait. He fought so well that he continually was able to afford progressively more dangerous, invasive, and weaponized augmentations to kill more, faster, and better. Eventually, he discarded flesh entirely, taking up a form of steel so that he could maximize his combat efficiency and be a catalyst of war for as long as war existed. With the third highest individual killcount of anyone documented in the recent era of this war, it is no surprise that he has become know as The Reaper, Messorem.
Motives: He wants to kill more people.
Race: Full Automaton.
Aspect: Solar.
Armour: Messorem is outfitted with layers upon layers of thick metal armor across his reinforced frame and upgraded hydraulic skeleton. The outermost layer is designed to handle kinetic impacts and explosions with relatively little damage, with the inner layer being a shock absorber to keep the armor from sluffing off entirely if hit with sufficient force, the innermost layer being a hard exoskeleton across his more fragile internal components. As a result of this excessive armor, Messorem is much less agile, and much more likely to get hit than to evade an attack. (-3 to all defensive posts, but hardier defensively)
Weapon: Externally, Messorem wields a single weapon. It is called Falx, Latin for Scythe. Falx is a huge, nearly 200 pound double barreled shotgun, easily 3 feet long. The barrels of Falx alight vertically instead of horizontally, and it has a rather long stock for a weapon usually lacking one. The shells for Falx are easily 6 inches long and painted jet black. If Messorem pushes the grip of Falx into the gun, the weapon transforms, the stock extending to bring the weapon to roughly 6 feet long, a crescent axe-head easily 2 feet long emerging from above and below the barrels of Falx, turning the whole thing into a massive battleaxe. He has a metal holster for Falx on his right thigh.
Internally, Messorem has a compact missile salvo which can extend from his backpack, able to fire 4 micromissiles before having to reload. He can space these out however he wants in firing, but having to fire every missile before the salvo can begin to reload. He also has an extendable single-shot RPG, which can be fired from his left wrist before having to reload.
Mechanics:
Messorem has mostly discarded use of his Solar abilities as he has made the transition to full machinery, but he will use them to bolster his moves from time to time.
Overheat: Messorem gains one stack of Overheat for every attack post he makes, regardless of hit or miss, with a max of 5 Overheat possible. At 3 stacks of Overheat, he can enhance his next attack, not buffing his rolls, but buffing the damage dealt if the attack hits, often activating some sort of special bonus to the attack as well. Along with overheat, opponents may often be set aflame, unless they have specific immunities to fire. When on fire, they roll a D6 for every post, if they roll a 4 or above, the fire is put out, anything else results in minor damage as they stay aflame for that post, allowing Messorem to deal extra damage to them with overheated attacks. If opponent is hit with Reactant while on fire or before, and then set on fire, they need a 5 or a 6 to break the burning effect instead.
Falx mechanics: Falx can fire a standard, narrow-spread megashell round, rolling 1 d20 for a hit, or it can fire both barrels at the same time for 2 d20 hits. If one barrel is fired at a time, it takes 1 post to reload both barrels, if both are fired at the same time, it takes 2 posts, one for the gun to cool down, and one to reload. It takes one post to turn Falx into it's axe state. As an axe, Falx acts like a normal melee weapon. In overheated state, Falx's shotgun rounds burn the opponent, can ignite Reactant, and create a small explosion if the shot combatant is already on fire. In axe mode, Falx's axe blade is molten, and has increased kinetic strength in the swing.
Internal mechanics: Salvo can fire 1-4 micromissiles when ready, firing all 4 will result in a cooldown of 4 attack posts, firing in 3 will result in 3 cooldown attack posts, etc etc. When in an overheated state, micromissiles will immediately set the target ablaze. Wrist RPG can fire one explosive round of higher ordinance than the micromissiles, and will always have a 2 attack post cooldown. In overheated state, the Wrist RPG round will shower all opponents in the area with Reactant, dealing no damage in and of itself lasting 5 attack posts regardless of the missile hitting them directly or not due to the immense spread of the flammable liquid.
Ultimate Technique: Hellfire Meltdown: Messorem activates the full extent of his mana cells (requiring them to be fully charged and to wait several (3) posts at full charge) , overclocking his entire system, disabling his RTA (Ranged Targeting Assist) as a result, but massively boosting his strength, speed, and causing his fists to begin glowing radiantly as the metal heats to several thousand degrees. In this state, his dodge rolls and offensive rolls are both buffed by +3, but he can no longer access his internal weapons or make use of ranged weapons. He can only maintain this state for a few (3 combat posts) attacks, but being hit by him in this window is certainly going to leave a mark.. if anything remains, that is. Each successful hit sets the target ablaze, hitting a burning target triggers a small explosion.
Equipment: Likely has extensive comms with his squadmates.
Text Colour: B8312F, Verdana text.
Theme:
Other: This isn't adam smasher I promise
Name: Clairvoyance, but goes by Claira.
Description: A 4-foot nothing young woman clad in thin silver armor, emerald green cloth garbs draped across the armor, the ends often bedecked in golden jewelry. She doesn't wear any sort of helmet, her pure white and straight hair drooping down her back, easily 2 feet long. She has a pair of white, fluffy cat ears atop her head, an equally fluffy white tail dangling from the back of her armored waist. She has golden piercings on her ears and tail, her ungloved hands also decadently assorted in golden rings of various sizes and shapes. Her eyes are often squinted and curious, her irises emerald green, a ring of gold lining the edge of the cat-like pupils. A third, feline eye is tattooed in green in the middle of her forehead, opened horizontally, little rays tattooed out as well. She has a pair of large round lensed glasses, the frame a golden metal, and extremely thin.
Backstory: Claira was always exceedingly lucky, born as the child of nobility amidst a peaceful settlement in the seclusion of a forest, her younger years were filled with decadence and contentment, where she learned how to attune with nature, and with life itself... but this peace would not last. Her peaceful home was soon engulfed in war, the nomadic settlement escaping as quickly as they could.. and most of them did.. except for Claira, still a young girl. She was lucky once again as an older man, a kind and uncharacteristically sympathetic leader amidst a war without morality, took compassion on her, bringing her in and raising her under his own roof. Growing up amidst an army was hard on her, but it made Claira strong.. resentment for her family and for those who attacked it still brewing within her. The army and its soldiers practiced sacrificial magic, offering their blood, strength, and willpower to achieve great feats.. but it cost them. As much as she was forbade from learning this magic from her impromptu father, she studied it anyways, soon bolstering her arsenal with the forbidden sacrificial arts. Her luck continued as the man bestowed upon her the rank of Head Healer amidst the army in her young adult years, but her luck finally failed her. Overnight, with no rhyme, reason, or culprit, the now dwindling and wandering army was finally squashed, those who did such a thing unable to be found again. Claira tried her best, she tried to save as many as she could, but it wasn't enough, her complete and utter exhaustion of her willpower sending her into something akin to a coma.
She awoke 3 months later in a small village, the army's only survivor.
And from there, she has added another goal to her list, to find out who destroyed her second family.. and to find the first.
Motives: She wants answers, and for the dreaded wars to end.
Race: Half-Satori
Aspect: Strand
Armour: She has moderately durable silver plating across most of her body, save for her head and hands.
Weapon: She uses a segmented staff, the middle segment composted of silver, and the end segments of gold. It is able to split into a massive, nunchaku like weapon, gilded chains within it to allow it to bash enemies at range, or to keep connected for more force in close range blows.
Ultimate Technique: Desperate Pact: At any point within a bout of conflict, Claira can draw her small and warped silver dagger, slicing her palm and smearing her blood across her eye tattoo, the tattoo taking on a red hue as the gold in her irises does as well. She then will be able to use several times her natural willpower capacity, but will be unable to regenerate any, falling unconscious at the end of combat or when her expanded store is drained. The time she remains unconscious will depend on the severity of her willpower usage when in the Desperate Pact state.
Equipment: A very tiny ruined silver dagger often held within her belt, too small to be used in combat really. A small talisman, a silver necklace with some sort of emerald within it, she can use this to bolster her healing magic, but this will often drain her willpower even faster.
Text Colour: 41A85F normally, EB6B56 in Desperate Pact state
Theme:
Other: Catgirlcatgirlcatgirlcat
Description: A 4-foot nothing young woman clad in thin silver armor, emerald green cloth garbs draped across the armor, the ends often bedecked in golden jewelry. She doesn't wear any sort of helmet, her pure white and straight hair drooping down her back, easily 2 feet long. She has a pair of white, fluffy cat ears atop her head, an equally fluffy white tail dangling from the back of her armored waist. She has golden piercings on her ears and tail, her ungloved hands also decadently assorted in golden rings of various sizes and shapes. Her eyes are often squinted and curious, her irises emerald green, a ring of gold lining the edge of the cat-like pupils. A third, feline eye is tattooed in green in the middle of her forehead, opened horizontally, little rays tattooed out as well. She has a pair of large round lensed glasses, the frame a golden metal, and extremely thin.
Backstory: Claira was always exceedingly lucky, born as the child of nobility amidst a peaceful settlement in the seclusion of a forest, her younger years were filled with decadence and contentment, where she learned how to attune with nature, and with life itself... but this peace would not last. Her peaceful home was soon engulfed in war, the nomadic settlement escaping as quickly as they could.. and most of them did.. except for Claira, still a young girl. She was lucky once again as an older man, a kind and uncharacteristically sympathetic leader amidst a war without morality, took compassion on her, bringing her in and raising her under his own roof. Growing up amidst an army was hard on her, but it made Claira strong.. resentment for her family and for those who attacked it still brewing within her. The army and its soldiers practiced sacrificial magic, offering their blood, strength, and willpower to achieve great feats.. but it cost them. As much as she was forbade from learning this magic from her impromptu father, she studied it anyways, soon bolstering her arsenal with the forbidden sacrificial arts. Her luck continued as the man bestowed upon her the rank of Head Healer amidst the army in her young adult years, but her luck finally failed her. Overnight, with no rhyme, reason, or culprit, the now dwindling and wandering army was finally squashed, those who did such a thing unable to be found again. Claira tried her best, she tried to save as many as she could, but it wasn't enough, her complete and utter exhaustion of her willpower sending her into something akin to a coma.
She awoke 3 months later in a small village, the army's only survivor.
And from there, she has added another goal to her list, to find out who destroyed her second family.. and to find the first.
Motives: She wants answers, and for the dreaded wars to end.
Race: Half-Satori
Aspect: Strand
Armour: She has moderately durable silver plating across most of her body, save for her head and hands.
Weapon: She uses a segmented staff, the middle segment composted of silver, and the end segments of gold. It is able to split into a massive, nunchaku like weapon, gilded chains within it to allow it to bash enemies at range, or to keep connected for more force in close range blows.
Ultimate Technique: Desperate Pact: At any point within a bout of conflict, Claira can draw her small and warped silver dagger, slicing her palm and smearing her blood across her eye tattoo, the tattoo taking on a red hue as the gold in her irises does as well. She then will be able to use several times her natural willpower capacity, but will be unable to regenerate any, falling unconscious at the end of combat or when her expanded store is drained. The time she remains unconscious will depend on the severity of her willpower usage when in the Desperate Pact state.
Equipment: A very tiny ruined silver dagger often held within her belt, too small to be used in combat really. A small talisman, a silver necklace with some sort of emerald within it, she can use this to bolster her healing magic, but this will often drain her willpower even faster.
Text Colour: 41A85F normally, EB6B56 in Desperate Pact state
Theme:
Other: Catgirlcatgirlcatgirlcat
Name: Mizzium, the Firebird
Description: Because I love fantasy so much, this guy is a knight. He wears shiny black plate armor and usually wears the visor up unless he is in combat. His helmet even has a nice red feather on top! He also carries a large mace that’s made of similar black metal and looks ornate kinda like the witch king’s flail (though it’s better because it’s not a flail haha.) He has a deep voice that could be compared to Darth Vader’s considering that when his visor is down it sounds like he’s talking inside a bucket. On his back are a pair of large flaming wings that earned him his nickname, the Firebird.
Backstory: Mizzium has fought furiously more from a desire to end the war than from any allegiance to any nation, and has consequently acted as a mercenary of sorts. It is said that his signature armor and weapon were gifts from a dwarven smith who has since perished. The equipment was designed to take advantage of Mizzium’s fire magic, and does it in a way that has granted him a certain infamy among some.
Motives: He hopes to end the war once and for all.
Race: Part-dragon
Aspect: Solar
Armour: His plate armor can provide protection against blades and projectiles aiming (pun not intended) to pierce, but has next to no shock absorption, meaning heavy impacts and blunt force are his enemy.
Weapon: Mace. He smacks people with a big ol’ chunk of spiky metal on a stick. He can transfer fire into the mace to make his attacks quicker and deadlier, as well as to give himself the ability to fling said fire from the mace so that he’s not totally useless at range, but firing up the mace costs him his wings and therefore a lot of mobility (especially since plate armor isn’t exactly light.) He can swap between the flaming mace and the wings, but he can never have both active at once. Mizzium must spend a turn to make the swap; he can’t swap on a whim.
Ultimate Technique: Mizzium Mortars (I totally didn’t name the character Mizzium just for this.) Mizzium summons a barrage of fireballs, raining one down on each opponent. This expends his fire entirely and results in the loss of both the flaming wings and the flaming mace. Even once his fire comes back (probably in about 3 turns) he will not be able to use this attack again immediately.
Equipment: Mizzium has a mysterious egg.
Text Colour: #fa5e0a
Theme:
Other: I’m probably wanting to add attack or defensive roll bonuses to this character depending on where his fire is focused, but I’ve never done anything like that before so I’m definitely looking for outside opinions on that. Maybe I’ll need to rethink the whole character I don’t know.
Description: Because I love fantasy so much, this guy is a knight. He wears shiny black plate armor and usually wears the visor up unless he is in combat. His helmet even has a nice red feather on top! He also carries a large mace that’s made of similar black metal and looks ornate kinda like the witch king’s flail (though it’s better because it’s not a flail haha.) He has a deep voice that could be compared to Darth Vader’s considering that when his visor is down it sounds like he’s talking inside a bucket. On his back are a pair of large flaming wings that earned him his nickname, the Firebird.
Backstory: Mizzium has fought furiously more from a desire to end the war than from any allegiance to any nation, and has consequently acted as a mercenary of sorts. It is said that his signature armor and weapon were gifts from a dwarven smith who has since perished. The equipment was designed to take advantage of Mizzium’s fire magic, and does it in a way that has granted him a certain infamy among some.
Motives: He hopes to end the war once and for all.
Race: Part-dragon
Aspect: Solar
Armour: His plate armor can provide protection against blades and projectiles aiming (pun not intended) to pierce, but has next to no shock absorption, meaning heavy impacts and blunt force are his enemy.
Weapon: Mace. He smacks people with a big ol’ chunk of spiky metal on a stick. He can transfer fire into the mace to make his attacks quicker and deadlier, as well as to give himself the ability to fling said fire from the mace so that he’s not totally useless at range, but firing up the mace costs him his wings and therefore a lot of mobility (especially since plate armor isn’t exactly light.) He can swap between the flaming mace and the wings, but he can never have both active at once. Mizzium must spend a turn to make the swap; he can’t swap on a whim.
Ultimate Technique: Mizzium Mortars (I totally didn’t name the character Mizzium just for this.) Mizzium summons a barrage of fireballs, raining one down on each opponent. This expends his fire entirely and results in the loss of both the flaming wings and the flaming mace. Even once his fire comes back (probably in about 3 turns) he will not be able to use this attack again immediately.
Equipment: Mizzium has a mysterious egg.
Text Colour: #fa5e0a
Theme:
Other: I’m probably wanting to add attack or defensive roll bonuses to this character depending on where his fire is focused, but I’ve never done anything like that before so I’m definitely looking for outside opinions on that. Maybe I’ll need to rethink the whole character I don’t know.
Name: Vikori/Timor
Description: Vikori is a wraith of a man, standing at 6"2 and 135 pounds, dressed in dark violet robes that cover him entirely, save for the head, which has dark caramel hair growing out messily. His eyes, a blue dark enough to sometimes be mistaken as black, are constantly shifting, like he's looking for something. Or rather, making sure something isn't there. He can be found always muttering to himself like he's holding a conversation, and whatever they talk about, he seems to fear and hate it./Timor is Vikori's phantom, almost always invisible, hiding in the robes of Vikori as a scorpion. It talks to him, trying to convince him to give in and let go. When no one is around, it chooses then to become visible, always turning into some grotesque figure as a means of scaring Vikori into submission.
Backstory: Vikori was not always the man he is now, although the few alive who could remember otherwise probably never paid enough attention to him to notice, anyway. Once, he was a jokester, someone you could always count on to try and make people laugh, which was always nice to have for keeping morale up. Until, of course, it happened. It was supposed to be a regular attack, but somehow, they knew they were coming. Vikori was stuck under rubble from a trap blowing up part of a roof, forced to watch as all of his comrades, the only people he really cared for, were struck down in front of him. On that day, something inside him broke. When back-up finally arrived, all they found was Vikori, surrounded by the dead, still punching a now-unrecognizable body. Since then, his phantom seemed to grow its own personality, trauma forcing its way through his other half until it became something new.
Motives: To finally find peace/To finally make Vikori give in
Race: Half-Phantom
Aspect: Stasis
Armour: Underneath the robes is a series of metal plates, beaten and worn, but still usable. He refuses to ever change them, or even clean them, just repair.
Weapon: A silenced pistol (of which he has no ammo, instead using magic as a replacement), and a shortsword engraved with an "Q". He doesn't use it, but never leaves it behind.
Ultimate Technique: Heartbreak/Sweet Release
Equipment: A small first-aid kit, and a collection of wooden slabs, each around the width of a pencil. On them are names.
Text Colour: 78E8FF/331313
Theme:
Description: Vikori is a wraith of a man, standing at 6"2 and 135 pounds, dressed in dark violet robes that cover him entirely, save for the head, which has dark caramel hair growing out messily. His eyes, a blue dark enough to sometimes be mistaken as black, are constantly shifting, like he's looking for something. Or rather, making sure something isn't there. He can be found always muttering to himself like he's holding a conversation, and whatever they talk about, he seems to fear and hate it./Timor is Vikori's phantom, almost always invisible, hiding in the robes of Vikori as a scorpion. It talks to him, trying to convince him to give in and let go. When no one is around, it chooses then to become visible, always turning into some grotesque figure as a means of scaring Vikori into submission.
Backstory: Vikori was not always the man he is now, although the few alive who could remember otherwise probably never paid enough attention to him to notice, anyway. Once, he was a jokester, someone you could always count on to try and make people laugh, which was always nice to have for keeping morale up. Until, of course, it happened. It was supposed to be a regular attack, but somehow, they knew they were coming. Vikori was stuck under rubble from a trap blowing up part of a roof, forced to watch as all of his comrades, the only people he really cared for, were struck down in front of him. On that day, something inside him broke. When back-up finally arrived, all they found was Vikori, surrounded by the dead, still punching a now-unrecognizable body. Since then, his phantom seemed to grow its own personality, trauma forcing its way through his other half until it became something new.
Motives: To finally find peace/To finally make Vikori give in
Race: Half-Phantom
Aspect: Stasis
Armour: Underneath the robes is a series of metal plates, beaten and worn, but still usable. He refuses to ever change them, or even clean them, just repair.
Weapon: A silenced pistol (of which he has no ammo, instead using magic as a replacement), and a shortsword engraved with an "Q". He doesn't use it, but never leaves it behind.
Ultimate Technique: Heartbreak/Sweet Release
Vikori, perhaps as an outlet, fires a single ball of ice. If it connects, the target begins to feel their heart "freeze" over, as their own mind works against them (for a limited time), painting their world as bleak and as hopeless as a blizzard. It does not do damage, not even the initial trigger. Instead, all it does is make them lose the will for... well, everything, really.
Timor, stretching around Vikori like some twisted suit of armor, grabs the nearest victim, and asks a simple question. How many have they killed, and did they enjoy any? Regardless of answer, they are considered "liars". Every time they "lie", Timor uses Vikori to bash them into frozen rock, and asks them again. This cycle repeats until Timor burns through all of their energy, they are forced to stop, or the victim is so finely pulverized there is nothing left to grab. Oftentimes the first is the reason they stop, as this is extremely taxing on both of them.
Text Colour: 78E8FF/331313
Theme:
Name: Eletkos
Description: A proud jokester who enjoys the fun of things and doesn't take battles seriously, this guy likes to enjoy life light-heartedly and refuses to go down so easily. Unfortunately this makes him insensitive to others' emotions and feelings and may overall come off as a bit childish. He does show some devotion to stopping the war though and intends to follow through to the end.
Eletkos is a large and heavy guy that will probably tower over most people, not much is known about what is under his armour since he's always seen with it, although he does have sharp and tall horns that seem to be in fine condition and reddish skin.
Backstory: Eletkos was just another one of his kind, he enjoyed to party and show off his humour and jokes, although he began to realise the strength inherited from the oni and decided to improve on that.
And in order to accomplish that, Eletkos started to get involved in some minor battles, the darker and gloomier atmosphere encouraged him to try harder in his light-heartedness to lift morale. With his strength and skill in battle increasing the more he fought, the more he became adjusted to it all.
Eventually, he started to get involved in larger battles, managing to beat the odds and avoid death thanks to his strength and refusal to give up.
Motives: Bring morale in the force, put a end to the war.
Race: Part-Oni
Aspect: Arc
Armour: The armour that Eletkos wears is a dull blueish metal that serves to allow movement but still provide a bit of protection. It consists of a helmet resembling the kind of helmet a modern day astronaut would wear with a reinforced glass thick enough to not only hide the wearer's face but to also protect the wearer, a chestplate covering the front and back of a sleeveless dark undershirt, metal kneepads, two shoulder pads strapped tightly, leather gloves with metallic claws on the ends and boots covered in metal layers.
Weapon: A warhammer, while most warhammers are expected to be heavy, this one seems to be made of a heavy metal capable of holding electricity. This warhammer is in surprising good condition but hard to use if you haven't handled these types of weapons before.
Ultimate Technique: Shocking Run - Attracting electricity to the warhammer, Eletkos swings it into the target, not only sending them backwards but also causing their body to be shocked. This can also be used on the ground to create a shockwave that hits and shocks anyone too close.
Equipment: A belt of grenades.
Text Colour: 9076db
Theme: N/A (I don't do theme songs)
Other: That's it.
Description: A proud jokester who enjoys the fun of things and doesn't take battles seriously, this guy likes to enjoy life light-heartedly and refuses to go down so easily. Unfortunately this makes him insensitive to others' emotions and feelings and may overall come off as a bit childish. He does show some devotion to stopping the war though and intends to follow through to the end.
Eletkos is a large and heavy guy that will probably tower over most people, not much is known about what is under his armour since he's always seen with it, although he does have sharp and tall horns that seem to be in fine condition and reddish skin.
Backstory: Eletkos was just another one of his kind, he enjoyed to party and show off his humour and jokes, although he began to realise the strength inherited from the oni and decided to improve on that.
And in order to accomplish that, Eletkos started to get involved in some minor battles, the darker and gloomier atmosphere encouraged him to try harder in his light-heartedness to lift morale. With his strength and skill in battle increasing the more he fought, the more he became adjusted to it all.
Eventually, he started to get involved in larger battles, managing to beat the odds and avoid death thanks to his strength and refusal to give up.
Motives: Bring morale in the force, put a end to the war.
Race: Part-Oni
Aspect: Arc
Armour: The armour that Eletkos wears is a dull blueish metal that serves to allow movement but still provide a bit of protection. It consists of a helmet resembling the kind of helmet a modern day astronaut would wear with a reinforced glass thick enough to not only hide the wearer's face but to also protect the wearer, a chestplate covering the front and back of a sleeveless dark undershirt, metal kneepads, two shoulder pads strapped tightly, leather gloves with metallic claws on the ends and boots covered in metal layers.
Weapon: A warhammer, while most warhammers are expected to be heavy, this one seems to be made of a heavy metal capable of holding electricity. This warhammer is in surprising good condition but hard to use if you haven't handled these types of weapons before.
Ultimate Technique: Shocking Run - Attracting electricity to the warhammer, Eletkos swings it into the target, not only sending them backwards but also causing their body to be shocked. This can also be used on the ground to create a shockwave that hits and shocks anyone too close.
Equipment: A belt of grenades.
Text Colour: 9076db
Theme: N/A (I don't do theme songs)
Other: That's it.
[ERROR - NO ENTRIES FOUND]
Last edited:
Green_Metaknight
The Destroyer
Name: Wha
Description: He's very mysterious, and he's very skilled at ignoring annoying people. His cloak seems to wave in the wind, regardless of how much wind there is, and he wears a dark grey mask that hides all of his face except for his eyes, nose, and mouth. The cloak has a hood btw, and he has black hair.
Backstory: "When I was a child, a Void mage attacked my parents. I fought back, and I beat him up, but one of his spells permanently scarred my face. That's why I wear a mask."
Motives: "Power."
Race: Human
Aspect: Void
Armour: He wears a dark grey enchanted cloak that reduces the momentum of anything or anyone that gets within a foot of him. Underneath this cloak, he wears a bulletproof vest.
Weapon: He mostly uses offensive void magic, but if he has to, he'll use a dagger. His main offensive spell is called Shadow Spike, and it summons a shadowy spike inside of a shadow that Wha can see, which will extend up to 5 feet long to try to impale the target. He can also use a spell called Shadow Spear that summons a spear made of shadows which he can throw. Unfortunately, both spells can quickly be destroyed by sunlight.
Ultimate Technique: His ultimate technique is a spell he can cast on his cloak called Halt Momentum, which allows him to greatly increase the size and power of the cloak's effect. Doing so allows him to stop everyone and everything within 50 feet of him from moving. It takes a minute to activate though, and it only lasts a minute. He can only use it once a week, and he can't attack while he's using this technique. Also, due to the way eyes work, anyone who's being affected by this ability can't see until they're unfrozen.
Equipment: His dagger is enchanted with void magic that reduces the vision of anyone who it stabs, giving them -1 to their next attack.
Text Colour: 444444
Theme: none
Other: He doesn't like direct combat; he heavily utilizes stealth in his fighting style.
Description: He's very mysterious, and he's very skilled at ignoring annoying people. His cloak seems to wave in the wind, regardless of how much wind there is, and he wears a dark grey mask that hides all of his face except for his eyes, nose, and mouth. The cloak has a hood btw, and he has black hair.
Backstory: "When I was a child, a Void mage attacked my parents. I fought back, and I beat him up, but one of his spells permanently scarred my face. That's why I wear a mask."
Motives: "Power."
Race: Human
Aspect: Void
Armour: He wears a dark grey enchanted cloak that reduces the momentum of anything or anyone that gets within a foot of him. Underneath this cloak, he wears a bulletproof vest.
Weapon: He mostly uses offensive void magic, but if he has to, he'll use a dagger. His main offensive spell is called Shadow Spike, and it summons a shadowy spike inside of a shadow that Wha can see, which will extend up to 5 feet long to try to impale the target. He can also use a spell called Shadow Spear that summons a spear made of shadows which he can throw. Unfortunately, both spells can quickly be destroyed by sunlight.
Ultimate Technique: His ultimate technique is a spell he can cast on his cloak called Halt Momentum, which allows him to greatly increase the size and power of the cloak's effect. Doing so allows him to stop everyone and everything within 50 feet of him from moving. It takes a minute to activate though, and it only lasts a minute. He can only use it once a week, and he can't attack while he's using this technique. Also, due to the way eyes work, anyone who's being affected by this ability can't see until they're unfrozen.
Equipment: His dagger is enchanted with void magic that reduces the vision of anyone who it stabs, giving them -1 to their next attack.
Text Colour: 444444
Theme: none
Other: He doesn't like direct combat; he heavily utilizes stealth in his fighting style.
Fluxxation
The Axe
I deliver.
Name: Alvak Megalith, codename "The Reaper", or "Messorem" in Latin. He prefers the latter.
Description: A towering Automaton of white, weathered steel, Messorem stands at roughly 8 feet tall, his build slender, but his shoulders wide and his entire body covered in thick armor. Messorem's plates are covered in dents, scrapes, and pockmarked with bullet marks, but they still hold firm. The plates themselves are all mostly rounded, giving Messorem an oddly humanoid shape to his abnormally large chassis. He has some sort of large, angular back-pack like device attached to his back, likely storage for most of his internal systems, this has a few black antennae of varying sizes springing up from the right side. Taking a departure from his humanoid appearance, his head is roughly in the shape of a slightly elongated human skull, a rounded head with a rectangular projection on the bottom, like an exaggerated jaw. From his otherwise featureless face are two black horizontal rectangles where eyes would be, two large red lenses in the rough middle with two much smaller ones diagonally below each main lens, making for 2 lenses per rectangle. His main color is the brilliant white all across his armor, with black being his accent color. Finally, he has a skull decal painted in golden, shining paint across his head, the Roman numeral for 3 also in gold paint on each shoulder pauldron, along with plastered directly on the back of his huge backpack of sorts.
Backstory: Before he was III: Messorem, Alvak Megalith was an organic soldier, a legally diagnosed sociopath as well, some might say. He fought not out of a desire for war to end, but out of the desire to see it continue, his only joys in life always seeming to spring up from the desire to watch people suffer, with masochism as something he would often boast about being his favorite trait. He fought so well that he continually was able to afford progressively more dangerous, invasive, and weaponized augmentations to kill more, faster, and better. Eventually, he discarded flesh entirely, taking up a form of steel so that he could maximize his combat efficiency and be a catalyst of war for as long as war existed. With the third highest individual killcount of anyone documented in the recent era of this war, it is no surprise that he has become know as The Reaper, Messorem.
Motives: He wants to kill more people.
Race: Full Automaton.
Aspect: Solar.
Armour: Messorem is outfitted with layers upon layers of thick metal armor across his reinforced frame and upgraded hydraulic skeleton. The outermost layer is designed to handle kinetic impacts and explosions with relatively little damage, with the inner layer being a shock absorber to keep the armor from sluffing off entirely if hit with sufficient force, the innermost layer being a hard exoskeleton across his more fragile internal components. As a result of this excessive armor, Messorem is much less agile, and much more likely to get hit than to evade an attack. (-3 to all defensive posts, but hardier defensively)
Weapon: Externally, Messorem wields a single weapon. It is called Falx, Latin for Scythe. Falx is a huge, nearly 200 pound double barreled shotgun, easily 3 feet long. The barrels of Falx alight vertically instead of horizontally, and it has a rather long stock for a weapon usually lacking one. The shells for Falx are easily 6 inches long and painted jet black. If Messorem pushes the grip of Falx into the gun, the weapon transforms, the stock extending to bring the weapon to roughly 6 feet long, a crescent axe-head easily 2 feet long emerging from above and below the barrels of Falx, turning the whole thing into a massive battleaxe. He has a metal holster for Falx on his right thigh.
Internally, Messorem has a compact missile salvo which can extend from his backpack, able to fire 4 micromissiles before having to reload. He can space these out however he wants in firing, but having to fire every missile before the salvo can begin to reload. He also has an extendable single-shot RPG, which can be fired from his left wrist before having to reload.
Mechanics:
Messorem has mostly discarded use of his Solar abilities as he has made the transition to full machinery, but he will use them to bolster his moves from time to time.
Overheat: Messorem gains one stack of Overheat for every attack post he makes, regardless of hit or miss, with a max of 5 Overheat possible. At 3 stacks of Overheat, he can enhance his next attack, not buffing his rolls, but buffing the damage dealt if the attack hits, often activating some sort of special bonus to the attack as well. Along with overheat, opponents may often be set aflame, unless they have specific immunities to fire. When on fire, they roll a D6 for every post, if they roll a 4 or above, the fire is put out, anything else results in minor damage as they stay aflame for that post, allowing Messorem to deal extra damage to them with overheated attacks. If opponent is hit with Reactant while on fire or before, and then set on fire, they need a 5 or a 6 to break the burning effect instead.
Falx mechanics: Falx can fire a standard, narrow-spread megashell round, rolling 1 d20 for a hit, or it can fire both barrels at the same time for 2 d20 hits. If one barrel is fired at a time, it takes 1 post to reload both barrels, if both are fired at the same time, it takes 2 posts, one for the gun to cool down, and one to reload. It takes one post to turn Falx into it's axe state. As an axe, Falx acts like a normal melee weapon. In overheated state, Falx's shotgun rounds burn the opponent, can ignite Reactant, and create a small explosion if the shot combatant is already on fire. In axe mode, Falx's axe blade is molten, and has increased kinetic strength in the swing.
Internal mechanics: Salvo can fire 1-4 micromissiles when ready, firing all 4 will result in a cooldown of 4 attack posts, firing in 3 will result in 3 cooldown attack posts, etc etc. When in an overheated state, micromissiles will immediately set the target ablaze. Wrist RPG can fire one explosive round of higher ordinance than the micromissiles, and will always have a 2 attack post cooldown. In overheated state, the Wrist RPG round will shower all opponents in the area with Reactant, dealing no damage in and of itself lasting 5 attack posts regardless of the missile hitting them directly or not due to the immense spread of the flammable liquid.
Ultimate Technique: Hellfire Meltdown: Messorem activates the full extent of his mana cells (requiring them to be fully charged and to wait several (3) posts at full charge) , overclocking his entire system, disabling his RTA (Ranged Targeting Assist) as a result, but massively boosting his strength, speed, and causing his fists to begin glowing radiantly as the metal heats to several thousand degrees. In this state, his dodge rolls and offensive rolls are both buffed by +3, but he can no longer access his internal weapons or make use of ranged weapons. He can only maintain this state for a few (3 combat posts) attacks, but being hit by him in this window is certainly going to leave a mark.. if anything remains, that is. Each successful hit sets the target ablaze, hitting a burning target triggers a small explosion.
Equipment: Likely has extensive comms with his squadmates.
Text Colour: B8312F, Verdana text.
Theme:
Other: This isn't adam smasher I promise
Description: A towering Automaton of white, weathered steel, Messorem stands at roughly 8 feet tall, his build slender, but his shoulders wide and his entire body covered in thick armor. Messorem's plates are covered in dents, scrapes, and pockmarked with bullet marks, but they still hold firm. The plates themselves are all mostly rounded, giving Messorem an oddly humanoid shape to his abnormally large chassis. He has some sort of large, angular back-pack like device attached to his back, likely storage for most of his internal systems, this has a few black antennae of varying sizes springing up from the right side. Taking a departure from his humanoid appearance, his head is roughly in the shape of a slightly elongated human skull, a rounded head with a rectangular projection on the bottom, like an exaggerated jaw. From his otherwise featureless face are two black horizontal rectangles where eyes would be, two large red lenses in the rough middle with two much smaller ones diagonally below each main lens, making for 2 lenses per rectangle. His main color is the brilliant white all across his armor, with black being his accent color. Finally, he has a skull decal painted in golden, shining paint across his head, the Roman numeral for 3 also in gold paint on each shoulder pauldron, along with plastered directly on the back of his huge backpack of sorts.
Backstory: Before he was III: Messorem, Alvak Megalith was an organic soldier, a legally diagnosed sociopath as well, some might say. He fought not out of a desire for war to end, but out of the desire to see it continue, his only joys in life always seeming to spring up from the desire to watch people suffer, with masochism as something he would often boast about being his favorite trait. He fought so well that he continually was able to afford progressively more dangerous, invasive, and weaponized augmentations to kill more, faster, and better. Eventually, he discarded flesh entirely, taking up a form of steel so that he could maximize his combat efficiency and be a catalyst of war for as long as war existed. With the third highest individual killcount of anyone documented in the recent era of this war, it is no surprise that he has become know as The Reaper, Messorem.
Motives: He wants to kill more people.
Race: Full Automaton.
Aspect: Solar.
Armour: Messorem is outfitted with layers upon layers of thick metal armor across his reinforced frame and upgraded hydraulic skeleton. The outermost layer is designed to handle kinetic impacts and explosions with relatively little damage, with the inner layer being a shock absorber to keep the armor from sluffing off entirely if hit with sufficient force, the innermost layer being a hard exoskeleton across his more fragile internal components. As a result of this excessive armor, Messorem is much less agile, and much more likely to get hit than to evade an attack. (-3 to all defensive posts, but hardier defensively)
Weapon: Externally, Messorem wields a single weapon. It is called Falx, Latin for Scythe. Falx is a huge, nearly 200 pound double barreled shotgun, easily 3 feet long. The barrels of Falx alight vertically instead of horizontally, and it has a rather long stock for a weapon usually lacking one. The shells for Falx are easily 6 inches long and painted jet black. If Messorem pushes the grip of Falx into the gun, the weapon transforms, the stock extending to bring the weapon to roughly 6 feet long, a crescent axe-head easily 2 feet long emerging from above and below the barrels of Falx, turning the whole thing into a massive battleaxe. He has a metal holster for Falx on his right thigh.
Internally, Messorem has a compact missile salvo which can extend from his backpack, able to fire 4 micromissiles before having to reload. He can space these out however he wants in firing, but having to fire every missile before the salvo can begin to reload. He also has an extendable single-shot RPG, which can be fired from his left wrist before having to reload.
Mechanics:
Messorem has mostly discarded use of his Solar abilities as he has made the transition to full machinery, but he will use them to bolster his moves from time to time.
Overheat: Messorem gains one stack of Overheat for every attack post he makes, regardless of hit or miss, with a max of 5 Overheat possible. At 3 stacks of Overheat, he can enhance his next attack, not buffing his rolls, but buffing the damage dealt if the attack hits, often activating some sort of special bonus to the attack as well. Along with overheat, opponents may often be set aflame, unless they have specific immunities to fire. When on fire, they roll a D6 for every post, if they roll a 4 or above, the fire is put out, anything else results in minor damage as they stay aflame for that post, allowing Messorem to deal extra damage to them with overheated attacks. If opponent is hit with Reactant while on fire or before, and then set on fire, they need a 5 or a 6 to break the burning effect instead.
Falx mechanics: Falx can fire a standard, narrow-spread megashell round, rolling 1 d20 for a hit, or it can fire both barrels at the same time for 2 d20 hits. If one barrel is fired at a time, it takes 1 post to reload both barrels, if both are fired at the same time, it takes 2 posts, one for the gun to cool down, and one to reload. It takes one post to turn Falx into it's axe state. As an axe, Falx acts like a normal melee weapon. In overheated state, Falx's shotgun rounds burn the opponent, can ignite Reactant, and create a small explosion if the shot combatant is already on fire. In axe mode, Falx's axe blade is molten, and has increased kinetic strength in the swing.
Internal mechanics: Salvo can fire 1-4 micromissiles when ready, firing all 4 will result in a cooldown of 4 attack posts, firing in 3 will result in 3 cooldown attack posts, etc etc. When in an overheated state, micromissiles will immediately set the target ablaze. Wrist RPG can fire one explosive round of higher ordinance than the micromissiles, and will always have a 2 attack post cooldown. In overheated state, the Wrist RPG round will shower all opponents in the area with Reactant, dealing no damage in and of itself lasting 5 attack posts regardless of the missile hitting them directly or not due to the immense spread of the flammable liquid.
Ultimate Technique: Hellfire Meltdown: Messorem activates the full extent of his mana cells (requiring them to be fully charged and to wait several (3) posts at full charge) , overclocking his entire system, disabling his RTA (Ranged Targeting Assist) as a result, but massively boosting his strength, speed, and causing his fists to begin glowing radiantly as the metal heats to several thousand degrees. In this state, his dodge rolls and offensive rolls are both buffed by +3, but he can no longer access his internal weapons or make use of ranged weapons. He can only maintain this state for a few (3 combat posts) attacks, but being hit by him in this window is certainly going to leave a mark.. if anything remains, that is. Each successful hit sets the target ablaze, hitting a burning target triggers a small explosion.
Equipment: Likely has extensive comms with his squadmates.
Text Colour: B8312F, Verdana text.
Theme:
Other: This isn't adam smasher I promise
Last edited:
Crimtane Shovel... TWO!!!
The Axe
So if I were to want to suggest a different race, would I just do it here?
Incendiary
Skeletron Prime
Aw yepName: Wha
Description: He's very mysterious, and he's very skilled at ignoring annoying people. His cloak seems to wave in the wind, regardless of how much wind there is, and he wears a dark grey mask that hides all of his face except for his eyes, nose, and mouth. The cloak has a hood btw, and he has black hair.
Backstory: "When I was a child, a Void mage attacked my parents. I fought back, and I beat him up, but one of his spells permanently scarred my face. That's why I wear a mask."
Motives: "Power."
Race: Human
Aspect: Void
Armour: He wears a dark grey enchanted cloak that reduces the momentum of anything or anyone that gets within a foot of him. Underneath this cloak, he wears a bulletproof vest.
Weapon: He mostly uses offensive void magic, but if he has to, he'll use a dagger. His main offensive spell is called Shadow Spike, and it summons a shadowy spike inside of a shadow that Wha can see, which will extend up to 5 feet long to try to impale the target. He can also use a spell called Shadow Spear that summons a spear made of shadows which he can throw. Unfortunately, both spells can quickly be destroyed by sunlight.
Ultimate Technique: His ultimate technique is a spell he can cast on his cloak called Halt Momentum, which allows him to greatly increase the size and power of the cloak's effect. Doing so allows him to stop everyone and everything within 50 feet of him from moving. It takes a minute to activate though, and it only lasts a minute. He can only use it once a week, and he can't attack while he's using this technique. Also, due to the way eyes work, anyone who's being affected by this ability can't see until they're unfrozen.
Equipment: His dagger is enchanted with void magic that reduces the vision of anyone who it stabs, giving them -1 to their next attack.
Text Colour: 444444
Theme: none
Other: He doesn't like direct combat; he heavily utilizes stealth in his fighting style.
Now that's oneI deliver.
Name: Alvak Megalith, codename "The Reaper", or "Messorem" in Latin. He prefers the latter.
Description: A towering Automaton of white, weathered steel, Messorem stands at roughly 8 feet tall, his build slender, but his shoulders wide and his entire body covered in thick armor. Messorem's plates are covered in dents, scrapes, and pockmarked with bullet marks, but they still hold firm. The plates themselves are all mostly rounded, giving Messorem an oddly humanoid shape to his abnormally large chassis. He has some sort of large, angular back-pack like device attached to his back, likely storage for most of his internal systems, this has a few black antennae of varying sizes springing up from the right side. Taking a departure from his humanoid appearance, his head is roughly in the shape of a slightly elongated human skull, a rounded head with a rectangular projection on the bottom, like an exaggerated jaw. From his otherwise featureless face are two black horizontal rectangles where eyes would be, two large red lenses in the rough middle with two much smaller ones diagonally below each main lens, making for 2 lenses per rectangle. His main color is the brilliant white all across his armor, with black being his accent color. Finally, he has a skull decal painted in golden, shining paint across his head, the Roman numeral for 3 also in gold paint on each shoulder pauldron, along with plastered directly on the back of his huge backpack of sorts.
Backstory: Before he was III: Messorem, Alvak Megalith was an organic soldier, a legally diagnosed sociopath as well, some might say. He fought not out of a desire for war to end, but out of the desire to see it continue, his only joys in life always seeming to spring up from the desire to watch people suffer, with masochism as something he would often boast about being his favorite trait. He fought so well that he continually was able to afford progressively more dangerous, invasive, and weaponized augmentations to kill more, faster, and better. Eventually, he discarded flesh entirely, taking up a form of steel so that he could maximize his combat efficiency and be a catalyst of war for as long as war existed. With the third highest individual killcount of anyone documented in the recent era of this war, it is no surprise that he has become know as The Reaper, Messorem.
Motives: He wants to kill more people.
Race: Full Automaton.
Aspect: Solar.
Armour: Messorem is outfitted with layers upon layers of thick metal armor across his reinforced frame and upgraded hydraulic skeleton. The outermost layer is designed to handle kinetic impacts and explosions with relatively little damage, with the inner layer being a shock absorber to keep the armor from sluffing off entirely if hit with sufficient force, the innermost layer being a hard exoskeleton across his more fragile internal components. As a result of this excessive armor, Messorem is much less agile, and much more likely to get hit than to evade an attack. (-3 to all defensive posts, but hardier defensively)
Weapon: Externally, Messorem wields a single weapon. It is called Falx, Latin for Scythe. Falx is a huge, nearly 200 pound double barreled shotgun, easily 3 feet long. The barrels of Falx alight vertically instead of horizontally, and it has a rather long stock for a weapon usually lacking one. The shells for Falx are easily 6 inches long and painted jet black. If Messorem pushes the grip of Falx into the gun, the weapon transforms, the stock extending to bring the weapon to roughly 6 feet long, a crescent axe-head easily 2 feet long emerging from above and below the barrels of Falx, turning the whole thing into a massive battleaxe. He has a metal holster for Falx on his right thigh.
Internally, Messorem has a compact missile salvo which can extend from his backpack, able to fire 4 micromissiles before having to reload. He can space these out however he wants in firing, but having to fire every missile before the salvo can begin to reload. He also has an extendable single-shot RPG, which can be fired from his left wrist before having to reload.
Mechanics:
Messorem has mostly discarded use of his Solar abilities as he has made the transition to full machinery, but he will use them to bolster his moves from time to time.
Overheat: Messorem gains one stack of Overheat for every attack post he makes, regardless of hit or miss, with a max of 5 Overheat possible. At 3 stacks of Overheat, he can enhance his next attack, not buffing his rolls, but buffing the damage dealt if the attack hits, often activating some sort of special bonus to the attack as well. Along with overheat, opponents may often be set aflame, unless they have specific immunities to fire. When on fire, they roll a D6 for every post, if they roll a 4 or above, the fire is put out, anything else results in minor damage as they stay aflame for that post, allowing Messorem to deal extra damage to them with overheated attacks. If opponent is hit with Reactant while on fire or before, and then set on fire, they need a 5 or a 6 to break the burning effect instead.
Falx mechanics: Falx can fire a standard, narrow-spread megashell round, rolling 1 d20 for a hit, or it can fire both barrels at the same time for 2 d20 hits. If one barrel is fired at a time, it takes 1 post to reload both barrels, if both are fired at the same time, it takes 2 posts, one for the gun to cool down, and one to reload. It takes one post to turn Falx into it's axe state. As an axe, Falx acts like a normal melee weapon. In overheated state, Falx's shotgun rounds burn the opponent, can ignite Reactant, and create a small explosion if the shot combatant is already on fire. In axe mode, Falx's axe blade is molten, and has increased kinetic strength in the swing.
Internal mechanics: Salvo can fire 1-4 micromissiles when ready, firing all 4 will result in a cooldown of 4 attack posts, firing in 3 will result in 3 cooldown attack posts, etc etc. When in an overheated state, micromissiles will immediately set the target ablaze. Wrist RPG can fire one explosive round of higher ordinance than the micromissiles, and will always have a 2 attack post cooldown. In overheated state, the Wrist RPG round will shower all opponents in the area with Reactant, dealing no damage in and of itself lasting 5 attack posts regardless of the missile hitting them directly or not due to the immense spread of the flammable liquid.
Ultimate Technique: Hellfire Meltdown: Messorem activates the full extent of his mana cells (requiring them to be fully charged and to wait several (3) posts at full charge) , overclocking his entire system, disabling his RTA (Ranged Targeting Assist) as a result, but massively boosting his strength, speed, and causing his fists to begin glowing radiantly as the metal heats to several thousand degrees. In this state, his dodge rolls and offensive rolls are both buffed by +3, but he can no longer access his internal weapons or make use of ranged weapons. He can only maintain this state for a few (3 combat posts) attacks, but being hit by him in this window is certainly going to leave a mark.. if anything remains, that is. Each successful hit sets the target ablaze, hitting a burning target triggers a small explosion.
Equipment: Likely has extensive comms with his squadmates.
Text Colour: B8312F, Verdana text.
Theme:
Other: This isn't adam smasher I promise

If you wish, you can do it here, or in PMs. (I would prefer you stick to the existing races, though)So if I were to want to suggest a different race, would I just do it here?
Crimtane Shovel... TWO!!!
The Axe
As would I, but one of me 3 ideas cannot function beyond it. I'll PM ya the rough concepts of them to see what'd work bestIf you wish, you can do it here, or in PMs. (I would prefer you stick to the existing races, though)
The Mysterious Creature
The Axe
Name: Mizzium, the Firebird
Description: Because I love fantasy so much, this guy is a knight. He wears shiny black plate armor and usually wears the visor up unless he is in combat. His helmet even has a nice red feather on top! He also carries a large mace that’s made of similar black metal and looks ornate kinda like the witch king’s flail (though it’s better because it’s not a flail haha.) He has a deep voice that could be compared to Darth Vader’s considering that when his visor is down it sounds like he’s talking inside a bucket. On his back are a pair of large flaming wings that earned him his nickname, the Firebird.
Backstory: Mizzium has fought furiously more from a desire to end the war than from any allegiance to any nation, and has consequently acted as a mercenary of sorts. It is said that his signature armor and weapon were gifts from a dwarven smith who has since perished. The equipment was designed to take advantage of Mizzium’s fire magic, and does it in a way that has granted him a certain infamy among some.
Motives: He hopes to end the war once and for all.
Race: Part-dragon
Aspect: Solar
Armour: His plate armor can provide protection against blades and projectiles aiming (pun not intended) to pierce, but has next to no shock absorption, meaning heavy impacts and blunt force are his enemy.
Weapon: Mace. He smacks people with a big ol’ chunk of spiky metal on a stick. He can transfer fire into the mace to make his attacks quicker and deadlier, as well as to give himself the ability to fling said fire from the mace so that he’s not totally useless at range, but firing up the mace costs him his wings and therefore a lot of mobility (especially since plate armor isn’t exactly light.) He can swap between the flaming mace and the wings, but he can never have both active at once. Mizzium must spend a turn to make the swap; he can’t swap on a whim.
Ultimate Technique: Mizzium Mortars (I totally didn’t name the character Mizzium just for this.) Mizzium summons a barrage of fireballs, raining one down on each opponent. This expends his fire entirely and results in the loss of both the flaming wings and the flaming mace. Even once his fire comes back (probably in about 3 turns) he will not be able to use this attack again immediately.
Equipment: Mizzium has a mysterious egg.
Text Colour: #fa5e0a
Theme:
Other: I’m probably wanting to add attack or defensive roll bonuses to this character depending on where his fire is focused, but I’ve never done anything like that before so I’m definitely looking for outside opinions on that. Maybe I’ll need to rethink the whole character I don’t know.
Description: Because I love fantasy so much, this guy is a knight. He wears shiny black plate armor and usually wears the visor up unless he is in combat. His helmet even has a nice red feather on top! He also carries a large mace that’s made of similar black metal and looks ornate kinda like the witch king’s flail (though it’s better because it’s not a flail haha.) He has a deep voice that could be compared to Darth Vader’s considering that when his visor is down it sounds like he’s talking inside a bucket. On his back are a pair of large flaming wings that earned him his nickname, the Firebird.
Backstory: Mizzium has fought furiously more from a desire to end the war than from any allegiance to any nation, and has consequently acted as a mercenary of sorts. It is said that his signature armor and weapon were gifts from a dwarven smith who has since perished. The equipment was designed to take advantage of Mizzium’s fire magic, and does it in a way that has granted him a certain infamy among some.
Motives: He hopes to end the war once and for all.
Race: Part-dragon
Aspect: Solar
Armour: His plate armor can provide protection against blades and projectiles aiming (pun not intended) to pierce, but has next to no shock absorption, meaning heavy impacts and blunt force are his enemy.
Weapon: Mace. He smacks people with a big ol’ chunk of spiky metal on a stick. He can transfer fire into the mace to make his attacks quicker and deadlier, as well as to give himself the ability to fling said fire from the mace so that he’s not totally useless at range, but firing up the mace costs him his wings and therefore a lot of mobility (especially since plate armor isn’t exactly light.) He can swap between the flaming mace and the wings, but he can never have both active at once. Mizzium must spend a turn to make the swap; he can’t swap on a whim.
Ultimate Technique: Mizzium Mortars (I totally didn’t name the character Mizzium just for this.) Mizzium summons a barrage of fireballs, raining one down on each opponent. This expends his fire entirely and results in the loss of both the flaming wings and the flaming mace. Even once his fire comes back (probably in about 3 turns) he will not be able to use this attack again immediately.
Equipment: Mizzium has a mysterious egg.
Text Colour: #fa5e0a
Theme:
Other: I’m probably wanting to add attack or defensive roll bonuses to this character depending on where his fire is focused, but I’ve never done anything like that before so I’m definitely looking for outside opinions on that. Maybe I’ll need to rethink the whole character I don’t know.
Incendiary
Skeletron Prime
ayeName: Mizzium, the Firebird
Description: Because I love fantasy so much, this guy is a knight. He wears shiny black plate armor and usually wears the visor up unless he is in combat. His helmet even has a nice red feather on top! He also carries a large mace that’s made of similar black metal and looks ornate kinda like the witch king’s flail (though it’s better because it’s not a flail haha.) He has a deep voice that could be compared to Darth Vader’s considering that when his visor is down it sounds like he’s talking inside a bucket. On his back are a pair of large flaming wings that earned him his nickname, the Firebird.
Backstory: Mizzium has fought furiously more from a desire to end the war than from any allegiance to any nation, and has consequently acted as a mercenary of sorts. It is said that his signature armor and weapon were gifts from a dwarven smith who has since perished. The equipment was designed to take advantage of Mizzium’s fire magic, and does it in a way that has granted him a certain infamy among some.
Motives: He hopes to end the war once and for all.
Race: Part-dragon
Aspect: Solar
Armour: His plate armor can provide protection against blades and projectiles aiming (pun not intended) to pierce, but has next to no shock absorption, meaning heavy impacts and blunt force are his enemy.
Weapon: Mace. He smacks people with a big ol’ chunk of spiky metal on a stick. He can transfer fire into the mace to make his attacks quicker and deadlier, as well as to give himself the ability to fling said fire from the mace so that he’s not totally useless at range, but firing up the mace costs him his wings and therefore a lot of mobility (especially since plate armor isn’t exactly light.) He can swap between the flaming mace and the wings, but he can never have both active at once. Mizzium must spend a turn to make the swap; he can’t swap on a whim.
Ultimate Technique: Mizzium Mortars (I totally didn’t name the character Mizzium just for this.) Mizzium summons a barrage of fireballs, raining one down on each opponent. This expends his fire entirely and results in the loss of both the flaming wings and the flaming mace. Even once his fire comes back (probably in about 3 turns) he will not be able to use this attack again immediately.
Equipment: Mizzium has a mysterious egg.
Text Colour: #fa5e0a
Theme:
Other: I’m probably wanting to add attack or defensive roll bonuses to this character depending on where his fire is focused, but I’ve never done anything like that before so I’m definitely looking for outside opinions on that. Maybe I’ll need to rethink the whole character I don’t know.
Razor_Typhoon
Duke Fishron
Let's hope that I remember and get the motivation to make a character here.
Incendiary
Skeletron Prime
You should do it sooner rather than later. No chance of forgetting that way.Let's hope that I remember and get the motivation to make a character here.
Razor_Typhoon
Duke Fishron
Hold on I have a few questions.
1. What time period is this?
2. Are aspects required?
1. What time period is this?
2. Are aspects required?
Incendiary
Skeletron Prime
1. Late 23rd Century (2200s, around 2270)Hold on I have a few questions.
1. What time period is this?
2. Are aspects required?
2. Yes. You cannot make a character without them. It's a fundamental mechanic of the RP.
Razor_Typhoon
Duke Fishron
Well I don't know what aspect to be, I know what they basically are but I have trouble deciding.
Green_Metaknight
The Destroyer
If it helps, I recommend using something other than Solar or Void, since there's already 2 Solar characters and 1 Void character.Well I don't know what aspect to be, I know what they basically are but I have trouble deciding.
Fluxxation
The Axe
Question, could a half-phantom's phantom half take a shape of something other than it's host.. or..?
Razor_Typhoon
Duke Fishron
I can't think of a character, I can't get any ideas.
Incendiary
Skeletron Prime
Indeed. It's possible for them to shapeshift at will, as stated in their description.Question, could a half-phantom's phantom half take a shape of something other than it's host.. or..?
If I had to recommend, I'd say Stasis if you want a focus on more strategic combat, or Arc for "Well I don't know what aspect to be, I know what they basically are but I have trouble deciding.

Crimtane Shovel... TWO!!!
The Axe
Name: Vikori/Timor
Description: Vikori is a wraith of a man, standing at 6"2 and 135 pounds, dressed in dark violet robes that cover him entirely, save for the head, which has dark caramel hair growing out messily. His eyes, a blue dark enough to sometimes be mistaken as black, are constantly shifting, like he's looking for something. Or rather, making sure something isn't there. He can be found always muttering to himself like he's holding a conversation, and whatever they talk about, he seems to fear and hate it./Timor is Vikori's phantom, almost always invisible, hiding in the robes of Vikori as a scorpion. It talks to him, trying to convince him to give in and let go. When no one is around, it chooses then to become visible, always turning into some grotesque figure as a means of scaring Vikori into submission.
Backstory: Vikori was not always the man he is now, although the few alive who could remember otherwise probably never paid enough attention to him to notice, anyway. Once, he was a jokester, someone you could always count on to try and make people laugh, which was always nice to have for keeping morale up. Until, of course, it happened. It was supposed to be a regular attack, but somehow, they knew they were coming. Vikori was stuck under rubble from a trap blowing up part of a roof, forced to watch as all of his comrades, the only people he really cared for, were struck down in front of him. On that day, something inside him broke. When back-up finally arrived, all they found was Vikori, surrounded by the dead, still punching a now-unrecognizable body. Since then, his phantom seemed to grow its own personality, trauma forcing its way through his other half until it became something new.
Motives: To finally find peace/To finally make Vikori give in
Race: Half-Phantom
Aspect: Stasis
Uses: Stasis and Lithos
Armour: Underneath the robes is a series of metal plates, beaten and worn, but still usable. He refuses to ever change them, or even clean them, just repair.
Weapon: A silenced pistol (of which he has no ammo, instead using magic as a replacement), and a shortsword engraved with an "Q". He doesn't use it, but never leaves it behind.
Ultimate Technique: Heartbreak/Sweet Release
Equipment: A small first-aid kit, and a collection of wooden slabs, each around the width of a pencil. On them are names.
Text Colour: 78E8FF/331313
Theme:
Description: Vikori is a wraith of a man, standing at 6"2 and 135 pounds, dressed in dark violet robes that cover him entirely, save for the head, which has dark caramel hair growing out messily. His eyes, a blue dark enough to sometimes be mistaken as black, are constantly shifting, like he's looking for something. Or rather, making sure something isn't there. He can be found always muttering to himself like he's holding a conversation, and whatever they talk about, he seems to fear and hate it./Timor is Vikori's phantom, almost always invisible, hiding in the robes of Vikori as a scorpion. It talks to him, trying to convince him to give in and let go. When no one is around, it chooses then to become visible, always turning into some grotesque figure as a means of scaring Vikori into submission.
Backstory: Vikori was not always the man he is now, although the few alive who could remember otherwise probably never paid enough attention to him to notice, anyway. Once, he was a jokester, someone you could always count on to try and make people laugh, which was always nice to have for keeping morale up. Until, of course, it happened. It was supposed to be a regular attack, but somehow, they knew they were coming. Vikori was stuck under rubble from a trap blowing up part of a roof, forced to watch as all of his comrades, the only people he really cared for, were struck down in front of him. On that day, something inside him broke. When back-up finally arrived, all they found was Vikori, surrounded by the dead, still punching a now-unrecognizable body. Since then, his phantom seemed to grow its own personality, trauma forcing its way through his other half until it became something new.
Motives: To finally find peace/To finally make Vikori give in
Race: Half-Phantom
Aspect: Stasis
Uses: Stasis and Lithos
Armour: Underneath the robes is a series of metal plates, beaten and worn, but still usable. He refuses to ever change them, or even clean them, just repair.
Weapon: A silenced pistol (of which he has no ammo, instead using magic as a replacement), and a shortsword engraved with an "Q". He doesn't use it, but never leaves it behind.
Ultimate Technique: Heartbreak/Sweet Release
Vikori, perhaps as an outlet, fires a single ball of ice. If it connects, the target begins to feel their heart "freeze" over, as their own mind works against them (for a limited time), painting their world as bleak and as hopeless as a blizzard. It does not do damage, not even the initial trigger. Instead, all it does is make them lose the will for... well, everything, really.
Timor, stretching around Vikori like some twisted suit of armor, grabs the nearest victim, and asks a simple question. How many have they killed, and did they enjoy any? Regardless of answer, they are considered "liars". Every time they "lie", Timor uses Vikori to bash them into frozen rock, and asks them again. This cycle repeats until Timor burns through all of their energy, they are forced to stop, or the victim is so finely pulverized there is nothing left to grab. Oftentimes the first is the reason they stop, as this is extremely taxing on both of them.
Equipment: A small first-aid kit, and a collection of wooden slabs, each around the width of a pencil. On them are names.
Text Colour: 78E8FF/331313
Theme:
Last edited:
Incendiary
Skeletron Prime
AcceptedName: Vikori/Timor
Description: Vikori is a wraith of a man, standing at 6"2 and 135 pounds, dressed in dark violet robes that cover him entirely, save for the head, which has dark caramel hair growing out messily. His eyes, a blue dark enough to sometimes be mistaken as black, are constantly shifting, like he's looking for something. Or rather, making sure something isn't there. He can be found always muttering to himself like he's holding a conversation, and whatever they talk about, he seems to fear and hate it./Timor is Vikori's phantom, almost always invisible, hiding in the robes of Vikori as a scorpion. It talks to him, trying to convince him to give in and let go. When no one is around, it chooses then to become visible, always turning into some grotesque figure as a means of scaring Vikori into submission.
Backstory: Vikori was not always the man he is now, although the few alive who could remember otherwise probably never paid enough attention to him to notice, anyway. Once, he was a jokester, someone you could always count on to try and make people laugh, which was always nice to have for keeping morale up. Until, of course, it happened. It was supposed to be a regular attack, but somehow, they knew they were coming. Vikori was stuck under rubble from a trap blowing up part of a roof, forced to watch as all of his comrades, the only people he really cared for, were struck down in front of him. On that day, something inside him broke. When back-up finally arrived, all they found was Vikori, surrounded by the dead, still punching a now-unrecognizable body. Since then, his phantom seemed to grow its own personality, trauma forcing its way through his other half until it became something new.
Motives: To finally find peace/To finally make Vikori give in
Race: Half-Phantom
Aspect: Stasis
Uses: Stasis and Lithos
Armour: Underneath the robes is a series of metal plates, beaten and worn, but still usable. He refuses to ever change them, or even clean them, just repair.
Weapon: A silenced pistol (of which he has no ammo, instead using magic as a replacement), and a shortsword engraved with an "Q". He doesn't use it, but never leaves it behind.
Ultimate Technique: Heartbreak/Sweet Release
Vikori, perhaps as an outlet, fires a single ball of ice. If it connects, the target begins to feel their heart "freeze" over, as their own mind works against them (for a limited time), painting their world as bleak and as hopeless as a blizzard. It does not do damage, not even the initial trigger. Instead, all it does is make them lose the will for... well, everything, really.Timor, stretching around Vikori like some twisted suit of armor, grabs the nearest victim, and asks a simple question. How many have they killed, and did they enjoy any? Regardless of answer, they are considered "liars". Every time they "lie", Timor uses Vikori to bash them into frozen rock, and asks them again. This cycle repeats until Timor burns through all of their energy, they are forced to stop, or the victim is so finely pulverized there is nothing left to grab. Oftentimes the first is the reason they stop, as this is extremely taxing on both of them.
Equipment: A small first-aid kit, and a collection of wooden slabs, each around the width of a pencil. On them are names.
Text Colour: 78E8FF/331313
Theme:
Razor_Typhoon
Duke Fishron
Guess i'm taking the chaotic lightning arc, after I figure out what species to be because that's hard.
Hey, making new characters overall is a hard job.
Hey, making new characters overall is a hard job.
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