Hey, long time no see. I was part of the original RP a looooong time ago and I'd love to join this if you guy'll have me.
Well, hello again! Seems like it's a good season for returns. If you're down for a one-post-a-week commitment then we'd be happy to have you. It's a good time to jump in as well, since we're in a bit of downtime before the next mission, with people spreading out over the Paved Wilderness for short adventures. Or, you could join team Detectives and Dog to the northeast near Martira, whose members are looking to crack a case of missing children at the nearby Curien Mansion.
Well, hello again! Seems like it's a good season for returns. If you're down for a one-post-a-week commitment then we'd be happy to have you. It's a good time to jump in as well, since we're in a bit of downtime before the next mission, with people spreading out over the Paved Wilderness for short adventures. Or, you could join team Detectives and Dog to the northeast near Martira, whose members are looking to crack a case of missing children at the nearby Curien Mansion.
Who're you thinking of playing?
I should be able to keep up with that commitment! I'm thinking of playing the Chosen Undead from Dark Souls who got plucked and thrown into the World of Light right after first arriving in Anor Londo. As for who I'd join, probably the team at the paved wilderness.
I should be able to keep up with that commitment! I'm thinking of playing the Chosen Undead from Dark Souls who got plucked and thrown into the World of Light right after first arriving in Anor Londo. As for who I'd join, probably the team at the paved wilderness.
Sounds like a plan to me. Right now, the Wilderness crew is at (or near) Hammerhead, and my update tomorrow will introduce one new area (Outback) as well as lead into a week of driving to their destinations. Your character could be at Hammerhead, at Outback, at another destination, or somewhere on the road to another destination, meaning he'd meet other characters en route.
Sounds like a plan to me. Right now, the Wilderness crew is at (or near) Hammerhead, and my update tomorrow will introduce one new area (Outback) as well as lead into a week of driving to their destinations. Your character could be at Hammerhead, at Outback, at another destination, or somewhere on the road to another destination, meaning he'd meet other characters en route.
Alright, I'll try to get my character sheet up some time tonight or tomorrow and figure out where to put him. I take it there's a Discord for this RP?
Also, on second thought, think I might go with the group in the Hinterlands near Martira.
Kit is dressed in the armor of knights from Astora, worn in remembrance of the knight that freed him from the Undead Asylum. At 6'0 tall and 180 pounds in weight, Kit sports an athletic build indicative of the active lifestyle of an adventurer. Underneath his helmet is a plain looking man with a fair skin tone, short brown hair and brown eyes.
Personality:
Kit finds himself chiming into conversations when appropriate but never leading those conversations; he's more a man of action than words. Mostly he speaks politely, and often times tries to help out those around him with whatever they need. The state of his dying world has left a mark on him and he often finds himself wondering why he's continuing forward. The answer he usually gives himself is that it's because he has to.
Background:
Kit's story began in the Undead Asylum, a desolate place full of hollows. He couldn't tell you how he wound up locked in there at all. Then, one day, a knight named Oscar of Astora dropped a key right into Kit's cell, allowing him to escape it. By the time Kit found Oscar, the knight was dying, and before passing Oscar gave Kit an Estus Flask and a mission: ring the Bell of Awakening.
Escaping from the Asylum and being taken to Lordran by a giant crow, Kit arrived at Firelink Shrine where he learned from a crestfallen knight that there were two Bells of Awakening: one up in the Undead Parish, and another far below in Blighttown. After, Kit made his way through the Undead Burg and into the Undead Parish, meeting the jolly Solaire of Astora, the shady Knight Lautrec and the blacksmith Andre of Astora. Fighting off a pair of Gargoyles with Solaire's help, he ascended the bell tower and rang the first Bell of Awakening. After ringing the bell he explored more of his surroundings; in the Darkroot Garden he found a set of knight's armor reminiscent of Oscar's, deciding to wear it in tribute to the fallen knight.
Fighting through the Depths and Blighttown, Kit killed the Chaos Witch Quelaag and rang the second Bell of Awakening, opening the gate to Sen's Fortress. When he made it back to Firelink Shrine, he found that Lautrec was gone and the Firekeeper was dead; Kit vowed to avenge the Firekeeper. Making his way through the perilous Sen's Fortress and meeting Knight Siegmeyer of Katarina, Kit defeated the Iron Golem on the roof of the fortress and found himself carried up the cliff to Anor Londo by bat wing demons.
Basking in the golden sunlight for a moment, Kit noticed that the world was getting brighter and brighter. Soon, he was engulfed by a white light, and whisked away to another world...
In the Now:
Kit has been stalking the forests around Curien Mansion, hunting monsters and bandits alike.
Job:
Knight
Specialty:
A close combat fighter, Kit is skilled with a sword and shield and suited towards one on one combat. Even still, he can take on a horde of enemies relatively effectively, but crowd control is not necessarily his forte.
Inventory:
Broadsword (+5) Tower Kite Shield (+5) Elite Knight Armor Set 40,000 Souls 10 Humanity Estus Flask (5 Charges) Firebombs (x10) Throwing Knife (x20) Gold Pine Resin (x1) Charcoal Pine Resin (x1) Black Eye Orb
Lv:
5
EXP:
0/50
Abilities:
Undeath - Kit is an undead, and as such he cannot truly die. Dying will simply drop all of his Souls and Humanity where he was killed and send him back to the location of his last long rest. If he fails to retrieve his Souls and Humanity before dying again, they will be lost forever.
Summoning - The flow of time is convoluted, with heroes centuries old phasing in and out. When Kit is not hollowed, he is able to summon up to three allies from other worlds where appropriate, usually before a boss. These cooperators will disappear once the threat is dealt with.
Skills:
Knight In Shining Armor - Kit is skilled with a blade in one hand and a shield in the other, usually going toe to toe with enemies in a one on one battle. That's not to say he isn't skilled at dispatching crowds, just that it's not the best use of his abilities.
Resourceful - Kit doesn't just use his sword and shield, however. He likes to utilize firebombs and throwing knives to weaken his enemies before going in for the kill, and when facing off against stronger enemies will apply a pine resin to his blade to bolster its strength.
Do This All Day - Kit's endurance and stamina is a thing of wonder, with him gaining it back quickly and seeming to never actually tire. He also does not seem to need to eat, drink or sleep at all.
Weaknesses:
Hollowing - After death, Kit will begin to turn hollow, his features becoming gaunt and almost close to rotting. He will find himself feeling more feral, charging into problems head on without thinking beforehand. He can restore his humanity by offering a Humanity at a bonfire.
Close Quarters Only - Kit is not skilled with a bow and arrow and never learned any sorceries or miracles that would allow him to attack at long range. His throwing knives and firebombs are only really effective up to about fifteen feet in front of him too. He has to get up close and personal with his enemies rather than waiting in the backlines.
Heavyweight - Kit's armor and gear weigh him down, leaving him unable to dodge effectively to avoid attacks. He's gonna have to just tank it with his shield instead of rolling away.
Just a few notes. One, the amount of charges on his Estus Flask should be reduced to 5, but can be kindled up to 15 for his current life by spending humanity. He won't be dying here as often as in his game after all, since that would block participation in a lot of fights. Two, we could probably expand Undeath to include the last place he had a long rest and not just bonfires, since those aren't a consistent world element. Three, abilities should include related numbers, so changing 'allies' to 'up to three allies' would be more explicit. Is that all fine?
Also, how do you envision the black eye orb would be used in this game?
As for the Black Eye Orb, I figured if we ever get to Irithyll past Sen's Fortress it could be used there to fight Lautrec and fulfill Kit's mission to avenge the Firekeeper of Firelink Shrine. If you would prefer not to have that happen I can just remove it from his inventory.
As for the Black Eye Orb, I figured if we ever get to Irithyll past Sen's Fortress it could be used there to fight Lautrec and fulfill Kit's mission to avenge the Firekeeper of Firelink Shrine. If you would prefer not to have that happen I can just remove it from his inventory.
That's fine! With the rest of those changes made, Kit is good to go.
Well, hello again! Seems like it's a good season for returns. If you're down for a one-post-a-week commitment then we'd be happy to have you. It's a good time to jump in as well, since we're in a bit of downtime before the next mission, with people spreading out over the Paved Wilderness for short adventures. Or, you could join team Detectives and Dog to the northeast near Martira, whose members are looking to crack a case of missing children at the nearby Curien Mansion.
Who're you thinking of playing?
How good of a time to join are we talking? Been peeping in every once in a while... have no idea what's ACTUALLY going on but, keep coming back and thinking about this. So curious if you think you're too full up or not!
How good of a time to join are we talking? Been peeping in every once in a while... have no idea what's ACTUALLY going on but, keep coming back and thinking about this. So curious if you think you're too full up or not!
It's a pretty good time, and our roster is never full. To make long story short, game characters from various worlds have been thrust into a mishmash World of Light, and it's up to them to defeat Galeem's guardians in order to challenge and overthrown Galeem itself. And on the way, we do all sorts of things like scavenger hunts, dance-offs, cosmic horror, and kart racing. If you're interested in trying, we'd be happy to have you.
I'm sorry for my previous leave, unfortunately, with university, I just lost time to dedicate to the roleplay. I am set to graduate in a few months and will begin working this summer, but with that, I would like to return to the fray! I'd like to rejoin the discord to discuss my re-entry, but if you'd rather me submit a character sheet first, that'd be perfectly fine.
I'd also like to add that my literacy has improved since the last time I interacted with this group, and I'd like to put my writing to the test, since a writer is what I aspire to be.
Sorry for the formal message! I just didn't know how else to come back lol
I'm sorry for my previous leave, unfortunately, with university, I just lost time to dedicate to the roleplay. I am set to graduate in a few months and will begin working this summer, but with that, I would like to return to the fray! I'd like to rejoin the discord to discuss my re-entry, but if you'd rather me submit a character sheet first, that'd be perfectly fine.
I'd also like to add that my literacy has improved since the last time I interacted with this group, and I'd like to put my writing to the test, since a writer is what I aspire to be.
Sorry for the formal message! I just didn't know how else to come back lol
Hey there Kiero. It's good to see you again. If you think you have the time to commit to one post a week for the foreseeable future, then I'm down for you to try again with this new version of the RP. I'll send you an invite to the discord in DMs.
Origin: Legend of Zelda, Twilight Princess Appearance: Consul M wears a set of armor reminiscent of the Fierce Deity Armor upon her body, along with a pair of matching gauntlets and armored knee length boots. Her head is covered by an hooded cloak, a vaguely M shaped Maskand Twili style tiara in her true form, while her imp form sports the fused shadow, which has been partially repaired so that covers both her eyes.
In body she has the form, or rather forms, of Midna, princess of twilight.
Personality: Consul M is not exactly the picture of princessly grace when she can avoid it. She can put on the airs of royalty, but would much rather tease and taunt, to joke and play around, than to act with self-serious dignity. She’s also often ruled by emotions as a result, and especially her anger, as she isn’t one to easily forget a grudge.
Despite all this, she cares deeply about others, be they subjects, friends, or innocents and will fight tooth and nail for their safety, even if she will also sometimes act as if she knows what is best for them. She’ll also go to lengths that others might not, be it in self sacrificing ways, or in the use of ‘dark’ power to reach her end goals, because she is sure she can handle it (which, to an extent, she can due to her experience in wielding power and powers gained her own people’s dark past).
Background: Consul M was once Midna, the princess of twilight, heir to the throne and future ruler of the Twili, a race of beings who lived in a shadow realm their sorcerer ancestors had been banished to from the light world of Hyrule. Upon the death of the previous ruler Midna was chosen to succeed them, but was soon overthrown by one of the failed claimants to the throne, Zant. Using powers gained from his new “god” he conquered the twilight realm, transformed its people into monsters and cursed Midna with an impish form before banishing her from the realm. Rather than sink into obscurity or die in disgrace however, Midna aimed to rebuild the Fused Shadow, an ancient artifact of shadow magic, and use it to reclaim her throne.
She recruited the aid of Link, who had been transformed into a wolf, a sacred beast of her people, and together they embarked on a quest to first reassemble the fused shadow, and then, once its pieces were stolen from them by Zant and Minda is almost killed, the rebuilt the Mirror of Twilight which they would use to take the fight to Zant in the twilight realm.
Together they overcame first Zant, and then (with the aid of princess Zelda) Gandorf, who, as he is want to do, had revealed himself to be the man behind the man of Zant’s usurpation. Midna died in the process of defeating the villain, but was revived by the light spirits into her true form. She then returns to her home to claim her throne, but as she does so she destroys the twilight mirror to prevent the two antithetical realms from ever coming into conflict again
Then Cia, former gaurdien of the triforce, tears time and space apart because of her crush on Link, re-implifying Midna, reviving Zant and chucking her out of her kingdom again. After a brief misunderstanding she teams up with the Hylians to successfully regain her kingdom, beat Cia and then return to her own time, only to come back to Linkle’s time for a final battle against Ganon who pulled another true final boss maneuver and before finally returning to her kingdom for the third time. She did not get her true form back this time however. She was just getting into the swing of being the imp sized queen of an entire dimension when reality got torn apart for a second time.
In the Now:The final Midna was one of the many heroes who had resided in "Smash City" Alcamoth taking part in the fighting tournaments there. When freed by the Seeker’s slaying of the ender dragon, she joined their quest, traveling east into the desert.
Within it she slew Urbosa for her crime of being unwillingly partnered up with a shadow of Ganondorf, something she would later come to regret despite having built much of her current fighting style around that spirit's power. Beyond that she traveled north, losing and gaining friends and allies, till she ascended the split mountain and slew its guardian.
She then traveled to twilight town, learned to drive, was part of the seekers meet and greet, before traveling to Midgar, where her portal placement ability proved vital for swift navigation around the city, and their eventual dive into its heart to slay its guardian. Having left the city without power by accident, those seekers escaped the city, only to be chased by a consul and be saved by the Lost numbers, who they then joined. After that, they regrouped with the rest of the seekers in carnival town, where she learned the other team had recruited Gandorf of all people.
She swallowed her pride and agreed to work with him, but will never turn her back to the man as long as she lives.
She did not, in the end, live very long. After fighting in the war in Skyworld ad defeating the demons and false angels there, she traveled with the rest of the seekers to the deadzone, climbed the demon tree at its heart, and faced down the foes found there, only to perish at the hands of Consul A (the Ancestor) when she volunteered as the one of two to die to his call onto your maker attack. Rather than re-enter the system and forget, she was offered a choice to become a Consul herself by Consul T, who was, it seemed, a good man who believed that the World of Light could be changed for the better. Midna was not entirely convinced this was the case, but accepted nonetheless, because the only way to find out if this was true would be to investigate.
And thus, Consul M was born of this and every other Midna that has ever been.
There will not be another.
Job: War Mage Specialty: Close range spellcasting and minion/army summoning/supporting Inventory:
Fused shadow (1/4)Worn by Consul M as a helmet this physical manifestation of Shadow magic gives her the ability to transform her ponytail into a large prehensile limb tipped with a large hand. This hand has immense strength, capable of smashing foes aside, grabbing and hurling people or things and wielding large weapons. The force of blows or weight of lifting is not applied back to Consul M, which is convenient as otherwise usage of this artifact would likely break her neck. The fully completed artifact is many times more powerful than its component parts. Despite its appearance it does not damage her depth perception.
Inheritance of untold lifetimes: Consul M remembers the locations of all her past titration’s stashes of items. Time has claimed much of the contents of these, but the most important, generally magical, objects have endured. As such the princess has access to a dizzying array of weapons and equipment, though it is hideously unorganized in its distribution, scattered between a dizzying array of secret stashes located across her realm.
Money:
4100 Zenny
Biteturn Charm - a charm of human bone with a touch of the Stranger’s power. Whenever a bladed weapon strikes the holder it will take massive durability damage, enough to shatter conventional weapons. When this happens, however, one of the wearer’s teeth will turn black and fall out. The tooth cannot be regrown via healing.
Cursed Sword - a strange blade imbued with fell sorcery. It deals extreme damage when used as a weapon but is difficult to grasp and use effectively. While equipped, any damage taken by the user will result in an instant kill
X-Naut Uniform: An Alternate Costume that, when applied to a person, near-instantly clothes them in a perfectly tailored version of the comfy red and poofy white suit, gloves, shoes, and hood of the X-Nauts. Includes goggles. In addition to being comfortable and warm, it also pretty much completely masks the wearer’s identity
Sharpnened Volcano Fragment Deals less damage than your average axe on hit, but will light the target on fire, causing the target to take damage over time until the flames are quenched or 7.5 seconds pass
Sun on a Stick Deals less damage than your average bat on his, but will deal a critical hit to a burning target without putting the target out. Also grants 25% protection against flames while in hand
Clubba Club:A heavy weapon of solid metal. Its weight makes it a pain to use but a whole lot more pain for anyone it’s successfully used against. Just picking it up and dropping it is more practical than actually trying to swing it
Freindship bracelets: A simple metal bracelet sporting a heart shaped emblem made from a red stone. When worn the two ‘lobes’ each gain their own stylised icon representing the two people wearing the matched bands. When the bands are close together (so in the same general area sucha s a room, small building or garden) each half of the stones will glow softly, with the light intensifying the stronger the bond is between the two wearers.
At a base the band increases damage by 5% and movement speed by 6% even when the wearers are not around each other, but it can raise it by up to a maximum of 15/18% respectively for incredibly close friends. This the current owning pair most certainly are not, but they still gain a decent 7.5% damage and 9% movement speed boost, and could easily raise this to a pleasant 10%/12% by spending a bit more time with/around each other.
Comes with an instruction pamphlet that attempts to translate the glow intensity to various stages of friendship (from simple acquaintances all the way up through BFFs and Ace life partners) and effect efficiency, but fails to deliver the above information to the wearers particularly effectively.
The bracelet can also prevent the wearers from being forced to fight each other via various mind control or enrage effects, the effectiveness of this effect again being based on how close they are.
Mordant Dew: A whole vial of the nasty, toxic venom that Stingers inject into their victims. While underwhelming at first brush, it is actually a very valuably magical and alchemical opponent, as well as one of the requisite ingredients of the Grim Talisman, a charm that -when equipped- allows the user to build up his or her special resource with every landed attack
A boat load of survival rations of various kinds.
A now rather small amount of wooden crates stollen off the back of a truck (empty)
A bottle of blood themed shampoo
Treespear: Golden spear with tree-like design. Hits are infused with yellow lightning, their strength dependent on the wielder's Faith. Requiring superior dexterity to wield, this greatspear can perform consecutive thrust attacks despite its larger size.
Prometheus Torch type 1: A torch researched thoroughly to allow. a pyrokinesis psionic to unleash their full potential. Damages the taget with fire and bashing. Lakcing pyrokinetic ability, Consul M uses this less refined and bulkier version of the torch purly for bashing
Power Cell: A cartridge loaded with electricity. Its built-in converters mean that it can be used to fully charge almost any device that runs on electric power
Orange Gel: A sweet medicinal jelly capable of providing 33% instant healing when eaten
Commando auto-pistol (x2): an auto pistol able to fire off 3 rounds a second, as well as firing a piercing phase round every 6 seconds. Unlimited ammo and no reloads necessary.
Erendira‘s Gun-lance: a long lance that, along with being able to be used for stabbing, can also shoot small purple aura bolts, or swept to the side to launch a wide angle projectile. It must be charged by supernatural energy to use projectiles
Eliacube: A mysterious artifact. Under normal circumstances the cube is dark and closed, with a texture like jade, and it never opens. It seems to hold some sort of restorative ability, and it can hold a seemingly limitless amount of energy, but how -and perhaps why- it works is an enigma. It's rather interesting and gives off an important feeling. Probably warrants further study. Could it have some sort of psychic effect on those who own it? Or is it just a mirror, reflecting your own uncertain face back at you, and its magic is all in your head?
Ice Shield: A somewhat cumbersome medium shield, decorative and heavy. It nevertheless provides great defense, especially against ice, water, air, and slash attacks.
Ice Geode: Smithing material that's great for ice enchantments or making ice-themed weapons, though it'll take a master to put it to good use
Psi Stone of Dissonance: A crystalline pyramid that can be used to launch a conical energy wave that deals mental damage, applying high stagger. It takes a long time to recharge, however, and can only be used effectively once every five minutes. It darkens after use and starts glowing again when ready to blast
Serrated Knife: A large dagger most infamously wielded by General RAAM of the Locust Horde. Although it is a knife in the hands of RAAM, by human standards, it is a short sword.
Royal War Fan: A fan outfitted with blades and usable as a versatile dexterity weapon. Its attacks are supplemented with minor wind damage, which can also create gusts or small wellsprings, or allow it to be thrown like a sawblade Daora Gem: An organic gemstone formed from gradual deposits of impurities deep within the bowels of a Kushala Daora elder dragon. Its glow is breathtaking, and it could be used to forge Daora weapons of highest quality
Dead End Express: A pair of huge, heavy mechanized clubs forged from the remains of Wartrain Gouon, six feet long and a thousand pounds apiece. Each miniature locomotive boasts eleven grinding sawblade wheels that spin at high speed. Though nigh-impossible to wield, they boast terrifying destructive power, and can even be straddled or otherwise ridden and used as a vehicle
Lv: ∞ EXP: ∞ Abilities:
Minify (Mobius Ability): Midna gains control over the curse that has dogged her for so long, and the ability to turn it on others. Namly, she can switch beings between regular and chibi versions of themselves. She can do this in an AoE around her, the size of which is entirely down to her. As such she can change just her own form, or she can chibiify an entire battlefield, bringing everyone on it down to her imp level where she, knowing how to fight this way, has an advantage. This also applies to other already chibi creatures, such as, say, the humble goombas, or the all powerful kirby.
It can also be used defensively (by suddenly changing her hit box) or as a buff by un-minifying beings who could already be described as chibi, something that makes them more dangerous as a result by bringing them up to their non-cutsie foe’s level.
Generally this makes them more humanoid, for example a Twili would become more similar to midna herself, but naturally there are expectations. A koopa would gain more bowserlike size and proportions, for example, as it was turned into a ‘not small and cute’ version of itself.
Mobius form: Consul M transforms into a red and purple armored being with two massive mechanical twintails which, while wearing the fused shadow, can be used to form empowered shadow hands. It also gives her an all around stat boost.
Summon Wolf Mount: Consul M can summon up to one of threeTwilight Wolfos, a wolf-like creatures which are definitely not a retextured Wolf Link with an added head decorations. These Wolfos are summoned from the twilight realm via a small portal when Consul M is in need of a mount, and can be sent back there just as easily. Fast, agile and armed with sharp fangs and claws, the Wolfos makes an excellent mount for the diminutive Consul M. Each of the three is a unique and living being, and thus they are all capable of both absorbing spirits and being killed outright.
Call of the pack allows her to shift the size of her mount to suit any size changes she herself incurse from Spirit absorption or other sources.
This wolfos has now evolved into a flygon, crossed with a saboquill. The disk on its head has fused with its chitin, giving it a dark metallic crest, one with the wider fronds of the Saboquill. Its green hues are much darker, and the reds on its wings and eye protectors have turned teal. Its arms are more akin to the Saboquill, with wide spiked shoulders (which sport circular teal twilight markings) and larger claws. Its thighs are similarly spiked, and its feet have gained small clawed toes. Its fan-like tail tip sports a metal band/shackle at its base, has been filled with a darker red and has gained several more segments, making it look like a 2d dragon fruit.
Powers: Moves: Dragon Breath: breaths a blast of purple energy that will paralyze the target 30% of the time. Bug Buzz: Buzzes it's wings to create harmful sound waves and will increase vulnerability to non-physical moves 10% of the time. Dragon Claw: The user slashes the target with purple energy wreathed claws Earthquake: The user sets off an earthquake that strikes those around it. Technically a physical attack, as they need to touch the ground to perform it.
Strengths: Hit Reflect: which causes 50% of all damage dealt to the host to be inflicted to the attacker as well, calculated prior to defense modifiers and immunities. This also applies to the vibrava’s owner if both are together. Damage delivered via retaliatory volleys of cactus needles/spikes.
Ground/Dragon type resistances: Immune to electricity, half damage from poison and rock moves.
Levitate: able to fly, and immune to ground type moves as a result.
Physical attacker: Its physical (melee) attacks are 25% more effective than special (ranged) attacks
Weakness Ground/Dragon type weaknesses: quad damage from ice, double from dragon and fairy
Plant Property: increasing the host’s fire weakness to 4x
Appearance: This wolfos has become considerably more draconic in shape akin to that of Maridon, with a longer serpent like neck with a glowing throat pouch, and thicker, sturdier hind legs that sport a wider stance. It has also become more mechanical, with the nest of black ‘hair’ turning into metal cables that extrude to where the forehead plate, which itself is now fused to the flesh rather than floating above it, and its eyes are now those of Maridon. Its snout is wider and bulkier, its lower jaw is metal rather than flesh like the rampaging cyborg and its gullet is distinctly cannon shaped.
Its back sports a metal plate shaped like a motorcycle seat, while a second around the base of the neck provides 2 extensions that can be used as handlebars, as well as sporting a hatch in between them that can be used to load ammunition. Its tail is medium length and made up of the same energy filled tubing of its throat.
Its legs are the most drastically cybernetisised, coated from head top to bottom in Maridon blue metal, and sporting several jet thrusters. The front ones are akin to Khan’s with their attachment to the legs and blade like wings, only they stick out a 45 degree angle out and away so as to not simply burn it’s rear legs or it’s rider, while the rear ones are akin to Maridon’s with two Kahn ones attached on the outside acting like auxiliary thrusters. Each ankle has an extension holding a hubcap of a wheel on it, and when brought together with its twin on the opposite leg, it will cause maridon’s tyre to form between them, transforming the beast into a motorcycle. Finally its feet now consist mostly of three large razor sharp claws.
Powers Metal Wolf Chaos(rampaging cyborg):: granting a cannon on its back. The cannon can fire projectiles loaded into it at high enough speed to explode on impact. If not manually loaded with actual ammunition, it will extract a chunk of the host's flesh at the cost of HP to use instead
Thunder(Maridon): which drops a shower of 6 thunderbolts in an moderate area. Each one deals appreciable damage, but they have low individual AoE and fall randomly, so smaller targets can evade them.
Point-blank Shot(Khan): a high-damage, low-range, single-target projectile condensed from the host's primary element. If it's a critical hit, it's even stronger than a normal crit.
Weaknesses:
Powered (rampaging cyborg): If not powered by an energy cell, the host's cyborg parts remain inert, rendering the gun unusable and lowering its movement speed
Bog Standard(Maridon): decreasing the power of standard/normal attacks (such as biting) by 30%
All-out Attacker(Khan): decreasing defense and resistance by 15%
Equipment
Spit: A sticker that, when applied, allows the user to spit damaging projectiles that fly in a slow arc. They deal damage of whatever single element most closely matches the wearer (in this case shadow/dark)
Deegahla Hide Scale Mail: a set of light, durable armor, that also has a saddle with stirrups to help Consul M fight from it's back, as well as two holsters for pistols, and saddle bags modified so it is easier for Consul M to open portals in them.
Dark energy zone: Consul M projects a growing ring of dark energy around herself and her mount. This ring starts out small but gradually grows to a significant radius. Once activated Consul M makes the power held in the ring lash out at enemies within its dark interior, stunning them with an electrical attack and allow her mount to quickly lunge between all targets stunned by the field
Call the pack: Consul M can temporarily summon her other two wolfos into combat at the same time as the one she is using as a mount. The summoning window is brief, a few seconds at best, making it optimal to use them as part of attacks that act as permanent troops. The wolves can pinwheel like spinning blades, spin dash like drills and even run circles to create vortexes that draw foes in or keep them in place, as well as use any other abilities they might pick up.
They wolfos can also be larger than the one being used as a mount, though whether this is indicative of their true size or a magical buff is unclear. Whichever is the case, the hulking beasts can be devastating to groups of enemies, careening through them before vanishing back to the twilight realm only to reaper from another angle a number of seconds later.
Passively, this power also lets Consul M adjust the size of the wolfos she is riding to suit any shifts in size or proportions she herself experiences.
Twilight Inventory: Consul M can open portals to the twilight realm to send and receive objects to and from it, in much the same way she summons and banishes her wolfos. She does so specifically to hidden stashes across it.
Twilight warp: Consul M can set down gateways (at her own location) that allow her to fast travel between them by skimming along the boundary of the twilight realm. This hop does not go deep enough to expose the traveler to the mutating energies of the twilight realm, and so it can be used to safely transport light-worlders as well as the princess herself.
Twilight volleybomb: Consul M can charge up large translucent-green spheres of energy from her shadow hand, the maximum size which can be quite astounding which she can then ‘serve’ and then ‘spike’ at her foes. Most of the sphere can phase harmlessly through solid matter except a solid core. When that core impacts with something, it creates an explosion the same size as the sphere, which can, again, be very large.
There are a couple of downsides. First off, charging to max size takes a few seconds, is incredibly obvious when being done, and has a lot of friendly fire potential due to the size of the explosion. The ball also has a kind of weight, causing larger balls to travel slower, resulting in lower ranges. Finally, the volleyballing attack method is not proclivity to the greatest accuracy or attack speed, also limiting the effectiveness of smaller balls.
Whirlwind Wolves: Consul M’s woflos can run in tight circles to produce a localised tornado that drags in surrounding foes and batters them against eachother.
Twilight Darknut: Consul M adds a reanimated Darknut to her roster of creatures she can summon from the twilight realm. As with the other’s it is its own entity (one cobbled together from spare Consul M discovered in the equivalent of a dusty broom closet in her twilight storage room, having used a few of these as captains of her short lived personal army during the time war) capable of both death and fusion.
The darknut itself is a towering figure, close to twice as tall as the average human, and clad in thick metal armor. It is also equipped with a large round shield that it is highly capable at blocking blows with. Combine these defenses with its undead nature, and it is safe to say that Twilight Darknut is an incredibly resilient combatant, at least when it comes to physical damage.
Its main weakness is a very slow movement speed, the armored warrior able to at best advance at a walking pace, although its turn speed is comparatively nothing to be sniffed at. High caliber weapons, electricity, heat, and other types of attack that counter heavy metal armor are also natural counters to the towering knight, as are holy, light and other undead killing damage types.
Offensively, it is armed with a hulking broadsword and a lighter longsword as a back up, which it wields with impressive skill and speed despite its armor. It can be equipped with other weaponry, though it’s proficiency with new gear is related to how closely it matches the starting gear.
Roadblock The host is now a hulking seven-foot titan of yellow and black metal, futuristic in make and fantastical in style. Nigh impervious to slashing, and resistant to practically anything else, it is an immovable object on the battlefield that foes are forced to play around, although its slow speed and short range make it somewhat one-note. This spirit confers the Power Obstacle, allowing it to project a large rectangular energy barrier from the shield on its left arm. Allies can move and shoot through it, but enemies cannot do either, and it can take some serious punishment. This spirit also confers the Weakness Mighty Glacier, making the Darknut unable to jump or run
Consul M's Forces: Consul M can raise armies of undead army consisting of masses of Stalchildren lead by Stalfos officers, and overseen by a few skeletal Darknuts. The hordes are not the most dangerous, but Stalchildren are easy to spawn en masse, and can be used to bog down foes. Areas where many have died, or that have thematic resonance such as graveyards, make it easier to summon these forces. As magical constructs they can’t fuse, nor do they drop spirits.
Telekinesis: Consul M can surround objects of considerable size in a golden aura, and then bind their motions to her hand, allowing her to use siad objects as oversized weapons such as an entire wooden bridge or a giant stone fist as a weapon.
Midna’s lament: Consul M cries a single shining tear, and then flicks it forwards as a small slow moving projectile which can shatter almost anything, including the fabric of space itself, into a million pieces (the fabric of space gets better, things in the blast radius do not).
Skills:
Twilight Princess: Consul M has regal authority over the denizens and beasts of her realm such as other Twili and Shadow Woflos. She also has the ability to claim command over beasts or beings corrupted by that realm, like the twilight Kargarok, and some affinity for other creatures of shadow not from her universe/dimension.
Shadow Magic: Consul M can float in the air, hide in shadows and teleport short distances. Entering and exiting shadows takes a moment, as the Consul’s body grows or shrinks into them, leaving her briefly vulnerable/unable to strike.
Monstrous Cavalry: Consul M has a talent for mounted combat using unusual steeds such as Wolfos and Kargarok. She can easily command her strange steed and fight at the same time and is able to adapt to new mounts with relative ease.
Lifetimes of experience: Consul M has been many things over many short lives. Warrior, sourcerer, general. The princess has great experience in many arts of war.
Weaknesses:
Light Based Attacks: While mere sunlight is no longer enough to damage her, as a Twili Consul M still has a weakness to light based weapons or attacks (lasers, light magic, etc.). On top of this bright light is uncomfortable for her to bear and she is more vulnerable to being blinded/stunned by flashes or high intensities of light.
Scholarly Physique: for all her magical power and experience, Consul M has a leith physique that isn’t particularly strong or durable compared to that of a traditional warrior.
Last life, burning bright: If Consum M dies, that’s it, no more Midnas.
Hi! Welp, it just so happened that I’m a Terry rper around here lol. Is this RP still active?
Well hello, and welcome to the guild! The RP is absolutely active, and not just that, but open for new applications. If you're wanting to take your namesake for a spin, we'd be happy to have you - and wouldn't you know it, we were just about to reach a location that's completely themed around fighting games in order to have our tournament arc.
Well hello, and welcome to the guild! The RP is absolutely active, and not just that, but open for new applications. If you're wanting to take your namesake for a spin, we'd be happy to have you - and wouldn't you know it, we were just about to reach a location that's completely themed around fighting games in order to have our tournament arc.
Oh, wow, what a happy coincidence! Lol.
Alright, I’m joining in! Can I reserve Terry, as I work on his character sheet? I’ll be sending it as soon as I can.
Also, thanks for the warm welcome, tho! A pleasure discovering this RP on my first day in the forum :)
Alright, I’m joining in! Can I reserve Terry, as I work on his character sheet? I’ll be sending it as soon as I can.
Also, thanks for the warm welcome, tho! A pleasure discovering this RP on my first day in the forum :)
For sure, you're welcome. And no rush. This week's update is tomorrow evening, but it'll be a little bit before we reach Esaka, and Terry could show up anywhere along the path or within the city itself.
For sure, you're welcome. And no rush. This week's update is tomorrow evening, but it'll be a little bit before we reach Esaka, and Terry could show up anywhere along the path or within the city itself.
Gotcha. I’m still working on the sheet. Maybe I can figure out a way to have Terry present in Esaka as the plot progresses.
Btw, isn’t that Kyo’s stage, tho? Looks like it’ll only make sense to have a KOF rep showing up there, even though it’s not gonna be Kyo XD
Omnic Form: A tall and lean frame, humanoid in appearance. Weilds a nanite staff with an orb of destruction suspended amidst it. Dons traditional Omnic Monk garbs due to his background with the Shambali Monastery. Sports the colors of Null Sector: purple, silver, white, and black. Originally modeled as the R-7000 Ravager, Ramattra was programmed for combat. Nemesis Form: Utilizing Nanites- Ramattra transforms his body into a hulking mass of destruction. His arms become empowered with nanites' strength, forming his enlarged appearance. He wields his main pair of arms folded under his chassis, which are not utilized in this form.
Personality:
Originally a peaceful monk under the teachings of the Shambali Monastery, Ramattra's bitterness for humanity stemmed after seeing the treatment of Omnics, a robot race born one generation ago, by the humans after the Omnic Crisis. He still holds onto his aspirations for peace, but by any means necessary. Ramattra is also a tactician, possessing great strategy and understanding of his strengths in combat. He enjoys a good challenge and will be more invested in a conflict if it entails difficulty. Other than that, with those he cooperates with, he is often seen as insightful, wise, and curious in his unique way, which empowers him to ask questions to satisfy his inquisitive nature. Ramattra, while indifferent to interacting with others, is not unapproachable and will respond to those who communicate with him willingly.
Background:
An omnic designed for war who saw the death of hundreds of his race during the omnic crisis. Even after his awakening and turn to peace, Ramattra saw the treatment of his people and grew discontent with humankind. He sought liberation for Omnics, who, despite having the consciousness and morality of humans, were still treated as lower beings, killed by humans who opposed Omnic rights. While Ramattra wanted humans and Omnics to share the world, Ramattra became disillusioned with the idea that humanity would never see and treat Omnics as equals. He parted from the Shambali Monastery and his teachings of pacifism. He formed the Null Sector- a militant group of Omnic forces that attacked Kings Row in Britain in an attempt to liberate Omnics through control and by any means necessary. The organization is known to the public and labeled as a threat due to its radical methods.
In the Now:
Ramattra, now under Galeem's influence, only retains his cold personality and drive for violence against those who oppose him. He wanders the tattered world in search of guidance, his self-proclaimed role as "The Liberator of Omnics" now misplaced in his travels, as he has once again taken on the guise of a monk, traveling the gleaming world in a haze, his now-forgotten hatred of humans transformed into violence. Ramattra seeks purpose, though he does not know his state in a hastily crafted world of light, controlled by an influence other than his own.
Job: Ravager Specialty: Damage prevention, battle versatility, defense, and front-lining
Inventory:
Void Accelerator - A long-range staff with a large orb crested in the middle of it. It fires hundreds of nanites per second, forming a stream of damage on enemies. Ramattra wields it to engage from a distance. Has to potential to be modified by perks. Nanites - Small, microscopic machines that Ramattra uses strategically, defensively, or offensively. Their use is multifunctional and can be technologically modified to serve a variety of additional functions, such as healing. Old Monk Clothes - A garb of traditional Omnic Monk clothing that reminds Ramattra of his roots. It seems like he keeps it around for sentimental reasons.
Lv: 7 EXP: 0/70
Abilities:
Nemesis Form - Using nanite technology, Ramattra transforms into his unleashed potential. While in Nemesis form, Ramattra gains more health, armor, and punching power. While blocking with Nemesis Form, Ramattra projects nanites into a defensive armor layer. Nemesis form can last for a couple of minutes before returning Ramattra to Omnic Form. Nemesis form can be canceled, and Ramattra can return freely to Omnic form. After returning to Omnic Form, Ramattra must face a short cooldown before returning to Omnic Form. Ravenous Vortex - Ramattra releases a swarm of nanites that when upon contact with the ground, suctions small-medium enemies into its grasp, giving them reduced movement speed and inflicting bursts of damage. Can be modified with perks at a later point. Goes under a short cooldown after use. Void Barrier - Uses nanites to project a hard light barrier, which can sustain moderate amounts of oncoming fire for a couple of seconds. The shield will grow brittle under immense pressure. Goes under a short cooldown after use. Has the potential to later be modified by perks.
Skills:
Nanite Mastery - Cooperating with his omnic design, Ramattra has advanced training and modulation of nanites, a microscopic, multi-purpose technologies that suit many of his combat needs. Hand-to-hand combat - Having trained in the Omnic Monk teachings of martial arts, Ramattra is particularly gifted at martial arts and hand-based combat. On-the-field strategy - Being modeled after an R-7000 Ravager Omnic Unit, Ramattra was originally designed for eliminating squads of soldiers. He displays a particular knowledge of combat, especially on the spot. Freedom leader - A firm believer and radicalist of full Omnic "freedom" in human society, Ramattra is a natural-born leader and can take leadership roles when needed.
Weaknesses: Distrust in Humans - Is not particularly fond of those in the human race because of his treatment as an Omnic. May treat human party members' relationship as more transactional. Follows personal motives - Ramattra is generally self-led and will be more encouraged to participate in events if it fulfills some personal motive. Morally grey - While Ramattra is not necessarily an evil-led character, his beliefs in violence as an answer, paired with his radicalist beliefs, make him a bit of a moral wild-card.
Gotcha. I’m still working on the sheet. Maybe I can figure out a way to have Terry present in Esaka as the plot progresses.
Btw, isn’t that Kyo’s stage, tho? Looks like it’ll only make sense to have a KOF rep showing up there, even though it’s not gonna be Kyo XD
Once the rest of your sheet is done, I can help figure out how to include him, it should be pretty easy with the current circumstances though. As for the stage, I mostly just took the name as a catch-all for a location for a lot of fighting.
Liberator of Omnics
Lvl 3 - EXP 0/30 ||||||||||||||||||||||||||||||
Origin: Overwatch 2
Appearance:
Omnic Form: A tall and lean frame, humanoid in appearance. Weilds a nanite staff with an orb of destruction suspended amidst it. Dons traditional Omnic Monk garbs due to his background with the Shambali Monastery. Sports the colors of Null Sector: purple, silver, white, and black. Originally modeled as the R-7000 Ravager, Ramattra was programmed for combat. Nemesis Form: Utilizing Nanites- Ramattra transforms his body into a hulking mass of destruction. His arms become empowered with nanites' strength, forming his enlarged appearance. He wields his main pair of arms folded under his chassis, which are not utilized in this form.
Personality:
Originally a peaceful monk under the teachings of the Shambali Monastery, Ramattra's bitterness for humanity stemmed after seeing the treatment of Omnics, a robot race born one generation ago, by the humans after the Omnic Crisis. He still holds onto his aspirations for peace, but by any means necessary. Ramattra is also a tactician, possessing great strategy and understanding of his strengths in combat. He enjoys a good challenge and will be more invested in a conflict if it entails difficulty.
Background:
An omnic designed for war who saw the death of hundreds of his race during the omnic crisis. Even after his awakening and turn to peace, Ramattra saw the treatment of his people and grew discontent with humankind. He sought liberation for Omnics, who, despite having the consciousness and morality of humans, were still treated as lower beings, killed by humans who opposed Omnic rights. While Ramattra wanted humans and Omnics to share the world, Ramattra became disillusioned with the idea that humanity would never see and treat Omnics as equals. He parted from the Shambali Monastery and his teachings of pacifism. He formed the Null Sector- a militant group of Omnic forces that attacked Kings Row in Britain in an attempt to liberate Omnics through control and by any means necessary. The organization is known to the public and labeled as a threat due to its radical methods.
In the Now:
Ramattra, now under Galeem's influence, only retains his cold personality and drive for violence against those who oppose him. He wanders the tattered world in the search for guidance, his self-proclaimed role as "The Liberator of Omnics" now misplaced in his travels once again as a monk, traveling the gleaming world in a hazed state, his now forgotten hatred of humans misplaced in violence. Ramattra seeks purpose, though he does not know his state in a hastily crafted world of light, controlled by an influence other than his own.
Job: Ravager Specialty: Damage prevention, battle versatility, defense, and front-lining
Inventory:
Void Accelerator - A long-range staff with a large orb crested in the middle of it. It fires hundreds of nanites per second, forming a stream of damage on enemies. Ramattra wields it to engage from a distance. Nanites - Small, microscopic machines that Ramattra uses strategically, defensively, or offensively. Their use is multi-purposeful and can be technologically altered to serve a variety of further functions, like healing. Old Monk Clothes - A garb of traditional Omnic Monk clothing that reminds Ramattra of his roots. It seems like he keeps it around for sentimental reasons.
Lv: 3 EXP: 0/30
Abilities:
Nemesis Form - Using nanite technology, Ramattra transforms into his unleashed potential. While in Nemesis form, Ramattra gains more health, armor, and punching power. While blocking with Nemesis Form, Ramattra projects nanites into a defensive armor layer. Ravenous Vortex - Ramattra releases a swarm of nanites that when upon contact with the ground, suctions small-medium enemies into its grasp, giving them reduced movement speed and inflicting bursts of damage. Can be modified with perks at a later point. Void Barrier - Uses nanites to project a hard light barrier, which can sustain moderate amounts of oncoming fire for a couple of seconds.
Skills:
Nanite Mastery - Cooperating with his omnic design, Ramattra has advanced training and modulation of nanites, a microscopic, multi-purpose technologies that suit many of his combat needs. Hand-to-hand combat - Having trained in the Omnic Monk teachings of martial arts, Ramattra is particularly gifted at martial arts and hand-based combat. On-the-field strategy - Being modeled after an R-7000 Ravager Omnic Unit, Ramattra was originally designed for eliminating squads of soldiers. He displays a particular knowledge of combat, especially on the spot. Freedom leader - A firm believer and radicalist of full Omnic "freedom" in human society, Ramattra is a natural-born leader and can take leadership roles when needed.
Weaknesses: Distrust in Humans - Is not particularly fond of those in the human race because of his treatment as an Omnic. May treat human party members' relationship as more transactional. Follows personal motives - Ramattra is generally self-led and will be more encouraged to participate in events if it fulfills some personal motive. Morally grey - While Ramattra is not necessarily an evil-led character, his beliefs in violence as an answer, paired with his radicalist beliefs, make him a bit of a moral wild-card.
Spirits: None
Rapport: None
Seems like a cool character. With his current loadout, his starting level should be 7 (3 abilities + 4 skills). Are there any limits or prerequisites for using his Nemesis form? It's always good to be specific with numbers like cost and duration. Lastly, is there anything else to his personality? While we do have a combat focus in the RP, it's good to have characters whose personalities let them thrive in times of peace too, so they don't just disappear when downtime starts and come back when it's time for the next fight.