Avatar of thewizardguy
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    1. thewizardguy 12 yrs ago

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Bio

Just a random guy, doing random things. Main RP: Hell's Coffee Lounge Current RPs change often enough that it's too much effort keeping a list of them updated.

Most Recent Posts

@TheTwistedOne
Thanks. I was trying to balance out the intangibility thing, so I hope it's not too OP.
@Odin Love your deity, so I'm just gonna steal him ^-^
Hope you don't mind my take on an undead champion.

Name: usually goes by Ashra, or 'the Damned'

Age: 4 or 57, depending on how you count

Appearance:


Race: undead abomination

Gender: technically, all of them

Sign/Mark: a 'brand' upon the soul

Skills/Blessing:
[A Hundred Souls, A Hundred Minds]
Due to her rather extraordinary origin, Ashra's 'body' contains over a hundred mortal souls. These souls grant her great power and are the source of her supernatural abilities, but also come with great costs. All these souls come with fragmented minds and memories, all of which churn within her form, fighting for dominance. She's constantly attempting to maintain what sanity she retains, and personality traits can change in an instant as a new soul takes control. While it becomes nearly impossible to read or control Ashra's mind, mental attacks or interference will often throw Ashra's mind into turmoil, requiring some time for her to regain control of her body. Even a well-placed jab or jest can throw her off balance. The souls inside of Ashra possess vast combined knowledge and skills, although Ashra is not capable of accessing much of this due to her insanity, and the information she does access is often muddled or twisted. Should Ashra sustain enough damage she will begin 'leaking' souls, who will escape to the realm of Morsay.

[Form of Darkness]
Incapable of containing so many souls, Ashra's original form has long since shattered. But her magic and sheer willpower was able to hold her together as a being of shadow and magic, an undead abomination. Physical attacks mostly pass through Ashra, but the touch of Iron burns her. The purer the iron the more dangerous, and pure 'cold' iron burns her the worst. The touch of sunlight hurts her as well, although this is a dull ache that she can endure. Bright lights can damage her directly, as well as magic of both the divine and necromantic nature. Her body is capable of altering itself, slipping through small cracks in the floor or spontaneously sprouting claws. Despite being made of shadow, after all, it remains Solid unless seriously damaged. Ashra is virtually immune to poisons and diseases, as well as requiring no oxygen or sleep, but cannot stay in sunlight indefinitely without taking damage.

[Blades of Shadow]
In addition to being able to manipulate her physical form, Ashra is capable of forming solid shadow constructs. Lances of solid darkness can arc across the room to impale enemies, and even constructs entirely separate from her body can be created. Her ability to project and manipulate solid shadows is severely limited in direct sunlight, and can be weakened by light, clerical/necromantic magic, and exposure to iron. Seperated constructs can act independently of Ashra, imbued with several of her souls, but share her weaknesses. In addition these separate constructs are not directly controlled by Ashra and may act in odd ways. Often separated constructs will attempt to 'possess' a nearby corpse, puppeteering it from the inside. This protects them from sunlight to some extent, and makes them feel 'comfortable'. It's the closest these disembodied souls can come to being alive again. The disembodied souls cannot travel further than 100m from Ashra, or they will be pulled back into her body.

Weapons: none, besides her natural abilities.

History:
Once, Ashra was a powerful necromancer who claimed to serve Morsay. Despite seeming to act as a servant of Morsay on this world, however, she sought to take that which was only Morsay's to give, the gift of eternal life. And when Morsay did not return her prayers or answer her rituals, she strove to take it herself. To become an eternal being, to transcend death by becoming one with it. And to this goal she continued to study death, and the mortal soul. As her flesh began to give way to the relentless passage of time she gathered the knowledge she needed to master death itself. Although her knowledge and skill were certainly up to the task it seemed like her strength simply was not enough - although her spells could extend her lifespan, no mortal magic could hold back Morsay's reckoning forever. Unrelenting in her pursuit, Ashra concluded that she would simply have to gain power beyond that of a mortal soul.

A skirmish between the neighbouring nations of Tourmaline and Domer provided her with the chance she was waiting for. Although Tourmaline was far smaller than the militaristic Domer Empire, internal strife had begun to shatter the latter. In an effort to unite their people, the dual emperors of Domer sent forth an army to conquer Tourmaline and reassert their strength. Unable to bring it's full forces to bear and faced with the united strength of the fierce Tourmaline nomad tribes the legions of Domer suffered heavy losses. The fields were strewn with corpses and the rivers ran red with blood.

But Morsay would not reap the souls in this great harvest. Instead Ashra bound those unfortunate fools to this world, gathering the fallen to her own form. Death would fuel her, and through death she would achieve eternal life. Over a hundred mortal souls were bound to her failing mortal body, granting her access to untold arcane power. Enough power to shatter the bonds of life and death, and to become a true immortal. To take by force the gift that her deity denied her. But she had not counted on all those thoughts and memories flooding over her own mind. Her self became lost in a torrent of fear and anguish, the words of power twisting and slurring in her mouth as the pain of a hundred deaths ravaged her thoughts. The ritual that would have made her an immortal saint failed, and her body was ripped apart by the very forces she had summoned. Despite this, her sheer will to live, as well as the power of these souls combined, allowed her to forge a new body from solidified shadow. The twisted remains of her mind refused to admit defeat, and clung onto life with whatever power they possessed, straining to the limit under the strain. In the end the creature that was created was indeed immortal, a being that would never age and die only if killed. But in truth it was no longer Ashra, the necromancer who had sought eternal life. Whatever remained of Ashra had been torn apart and roughly pieced together, combined and mixed with hundreds of other souls.

Perhaps it was pragmatism, perhaps it was a cruel sense of humour. But when Morsay manifested to the heretical creature, he did not simply smite her, nor did he retrieve the souls that were rightfully his. Instead he marked the creature with his brand, declaring that it would need to serve him in order to pay for the years it had stolen. Unable to resist the lord of death's command, and too broken to understand truly how to try, this new creature became one of Morsay's dread champions. Ashra would indeed live forever, trapped within a prison of her own mind, drowning in a sea of twisted sorrow.


Full Name: Alex Machinarius Blake

Nicknames/Aliases: the Breaker

Age: 34

Gender: Male

Gift:
[Hands of Fate]
With his left hand, Alex is capable of absorbing things into a pocket dimension. Large objects like walls or people aren't usually pulled in whole but rather pulled in in pieces, shredded by the transition. As a rule of thumb, anything he can carry with one hand can be ported into this pocket dimension. Anything bigger gets shredded. This effect can be used both offensively and defensively, removing projectiles or weapons or making holes in people with a mere touch. The pocket dimension has no gravity or time, so anything placed into it and later removed will not have aged at all. Living usually go unconscious when placed in the pocket dimension.

With his right hand, Alex expels things from the pocket dimension. These objects maintain their momentum relative to Alex at the time they were absorbed, and as such he's able to fire projectiles he's previously blocked. He can also call weapons into his right hand, as long as those weapons were absorbed into the pocket dimension with his left. Large objects that were 'shredded' can be ejected in pieces, blocks of stone from a wall or a spray of gore for people parts.

The combined power of these hands allow for a great amount of versatility and firepower, without sacrificing defensive ability. It's this power that makes Alex such a dangerous opponent.

Loyalty: Mercenary

Description: Tall and generally unshaven. Alex has an athletic body with a number of scars from various combat encounters. His mask contains a voice modulator in order to further aid in hiding his identity. His hair is brown and unkempt.

Personality:
Practical and greedy, Alex fights simply for money. Knowing that he has no mind for business and possessing great skill in battle, he sees mercenary work as the best option available to him. Due to his experience in the field he is often merciless, although he refuses to kill children. Often on missions he keeps collateral to a minimum, but almost any target can be eliminated for the right price. Whether that target is a general, a businessman, or even a small settlement. While few can even hope to get close to him, Alex does possess a strong sense of loyalty and honour. He always honours the contract, he always finishes the job, and he always pays off his debts. And the few friends he has can expect him to lay down his life for theirs.


Skills:
Ambidextrous, for obvious reason. Also a highly skilled hand-to-hand combatant and marksman. Quite capable at stealth, and knows a thing or two about hacking electronics.

Weaknesses:
The abilities his hands show do not extend to the upper arm. While his left hand is capable of blocking practically any attack, the rest of his body remains as vulnerable as that of a normal human.


Brief History:
While originally in Erubesco, Alex was quick to discard their norms and values. Born of poor parents he learned to make a living in the slums, relying on his powerful Gift to survive. Before long he was drafted into the army, but he defected when he witnessed how easily his superiors threw away the lives of him and his men. The values of honour and dignity held little appeal to him, aside from his own personal sense of honour. As such he became a free man, earning a living through a variety of odd jobs. Over time he became more well known, gaining the title of 'the Breaker.' Now he's one of the most feared mercenaries in the war, the prices of his service increasing as both sides vie for his assistance.

Other:

@Lmpkio
Thanks for the information, that helps a lot. I was having trouble figuring out what side Ciel was even on.

@The 42nd Gecko
Nuke it from orbit?
In his years as a gangster, Gat had seen some seriously weird shit. Giant cloned killing machines, mass-produced by a rich french man to conquer a small city. A virtual reality where he took the form of a toilet seat with a laser canon. Breaking onto the movie set of that damn vampire show to kidnap the lead character... and that was just in the last couple of months. But, of all the ridiculous things he had seen, of all the ludicrous actions he had performed, surely this trumped them all.

As if he had walked into some kind of circus, a stunning assortment of weirdos and freaks appeared to have gathered around what appeared to be a food stand. A strange-looking guy kitted out in LARP gear with a serious skin condition. Dude looked almost dead. There was a strange lady with horns, and what looked like a couple of schoolgirls. A real bunch of weirdos, that was to be sure. And the dialogue.... damn, were they rehearsing the script of some b-movie or something? Speaking all ominous like that. Shit, what if he'd been transported into some kind of b-movie? Ugh, talk about a fate worse than death.

Nonetheless, it was true that Gat was now in a world he didn't quite understand. He'd been pulled from Steelport into this place through some strange means, and now he was surrounded by odd sights and people. Like a bad dream, if only this wasn't so real. Sighing, he walked towards the grouping, twirling his Shepherd handgun as he walked. Even if they were just a group of weirdos, people who dressed like that usually had something to say. Maybe they worked for some eccentric gang, or they were just crazy people. Either way, they seemed like the people to talk to in this place, if he wanted to get back home any time soon. Absentmindedly he wondered how long it would take to get home, even if he managed to get a hold of a jet in a place like this. Didn't look like anywhere he'd ever been before, so probably quite a while.

'Hey, hey, hey! I was just passing by, and it seems I'm a little bit lost." Smiling slightly he tossed his gun into the air before catching it again, although he refrained from pointing it at anyone yet. "So could any of you strange fellows point me towards Steelport? And maybe tell me how in the f*ck I got here?"
So I've been reading through the IC, but with the immense amount of posts and large amount of characters, I'm having trouble figuring out what's going on beyond that a couple of demons are fighting Eos. Could someone please give me a short explanation as to the current situation? It would be greatly appreciated. Then I can try keeping track of events from this point forward.
@TheWindel
Ah, the personality section said to keep it brief, so I tried to make it as short as possible. I'll be happy to extend it.

@KoL
Ooooh, sounds like fun. Looking forward to that. Although I'll be happy to drop the stone if it's deemed to be too powerful, or nerf it to work only within the Nexus.
@Lmpkio
Am I an accepted new recruit?

Name: Khaine
Title: Doom of a Thousand Worlds, Dread Blade of Conquest
Age: Believed to be around 500.000 years old, but can't remember.
Gender: 'male'
Allegiance: Mostly Neutral
Race: Demon
Height: 3.2 m
Weight: 850 kg
Personality:
Practical in all things. Can occasionally be brooding, is often curious, and adheres to a strict code of honour. Often uses few words, as he believes actions to be far more important. Enjoys fighting more than he likes to admit.
History:
Within the depths of the World Forge, the Dread Knights were forged from war itself. Hatred and pride, bloodlust and determination, and the thrill of battle. These warriors would lead the Legions of the Forge, armies of demonic creatures that would invade and destroy the mortal realm. Khaine was placed in charge of the Fifth Legion, and he lead his army to war. Armies streamed forth from fissures in reality and overwhelmed entire worlds, before the planet itself was pulled into Hell to be molten down for more weapons within the World Forge. Hundreds such worlds fell to the Legions, overrun by an unstoppable horde of demonic monsters. For over a hundred thousand years Khaine lead the Fifth Legion to victory, each death merely bringing him back stronger, and more terrible.

Exactly what changed, nobody knows. Even Khaine cannot recall an epiphany, some singular moment of clarity that heralded his change. But after so long serving as an agent of war, he began to feel empty inside. The destruction of worlds held little thrill for him, and overwhelming the opponent became lackluster. Over the years he became slowly more careless, challenging enemies to single combat in order to recapture that lost sensation. He duelled angels, overwhelmed alien minds, and tore apart great war machines. But no matter how he fought he could not escape this strange sensation that festered within his essence. One day he abandoned his army to walk the surface of an unravaged world alone, a visitor. After so many years of war he longed to learn the meaning of peace, and although it took him many years he found his answers.

Yet he could not abandon the sword. Wherever he went, destruction seemed to follow. Enraged at his betrayal, Khaine's former brothers in arms now sought to destroy him. To break him down, and return him to what he was. To forge a new warrior from the remains of his essence. Even when he managed to escape his pursuers, Khaine knew he could never truly know Peace. War was his nature, his essence, it was what he had been created for. Without war, without battle, he could no more exist than a flame without fuel. But if war was indeed his nature, then he would make it a war worth fighting. He would be War, but a War for Peace. And he would continue to fight until the day war had finally come to an end, and he could fade away in peace.

Now the Dread Knight Khaine is seen on the battlefield, enemy of all, ally to none. He can be found on the battlefields of Earth and the plains of Heaven and the depths of Hell. Everywhere where innocents suffer from war, he fights to save them. And anywhere where one would disrupt peace, he emerges to right their path. With sword in hand he seeks to destroy all who would seek war, in order to finally end this pointless torment.

Powers:
[Lord of War]
As a being born from war itself, and taught in it for over a hundred mortal lifetimes, Khaine has an affinity for war and battle. He not only possesses inhuman skill in hand-to-hand combat with a vast variety of weaponry, but also possesses a great understanding of battle strategy and tactics. He is capable of reading an opponent's moves just as he is capable of reading the movements of armies. And he is trained to wield practically any weapon imaginable. This knowledge and skill makes him a formidable opponent, whether on the field of battle or in the war room.

[Dread Knight]
Created to serve as both a leader and a warrior, the Dread Knights were granted bodies constructed from demonic steel and twisted flesh, imbued with dark and powerful energies. The very energy of war flows through them, and makes them strong. Not only are they immensely durable, but they also possess superhuman resilience, strength and speed. As with most demons they do not require sustenance or oxygen, as long as they are able to feed on their energy source. In this case, Battle and Destruction. Physically, Khaine is capable of ripping apart armoured steel with his bare hands and his body is sturdier than most tanks. The lack of vital organs other than his heart allow him to easily survive wounds that would be fatal to a mortal creature, so long as his heart remains intact. The 'blood' flowing through his body is in fact molten metal, which slowly repairs wounds and damages foolish attackers. Lastly his reflexes and speed have been augmented to far beyond those of a mortal human, allowing him to move as an armoured blur.

[Champion of the Forge]
As a demon of War created in the World Forge, Baal has an intrinsic connection to that place. He is capable of drawing on it's vast weapon arsenals, causing weapons to spontaneously materialise. These weapons, forged from Demon Steel, are dangerous tools of war. He can create a large number of them and manipulate them in a number of ways, forming a wall of blades to block projectiles or launching blades with a flick of his wrist. As long as he is capable of moving his arms he can continue to summon forth more weapons and constructs, opening small portals to the World Forge.

Weapons: As explained above, Khaine has access to a virtually unlimited stockpile of weaponry.

Equipment:
[Stone of the Wanderer]
And artifact initially used to open the portals through which the demonic legions would invade a world, Khaine uses this magic item to move between worlds and dimensions. He is able to travel in and out of the nexus at will, if given a moment to concentrate on the item. This item can take him to most mortal worlds, as well as the outer areas of Heaven, although the inner areas are well protected by divine magic and even the humans have erected wards to shield their most important locations. Despite this, the stone gives Khaine great mobility, allowing him to move from place to place with ease.

Other:
  • Name: Johny Gat
  • Universe: Saints Row franchise
  • Appearance:
  • Personality:
    As second-in-command of the Third Street Saints, Johny Gat has a talent for mayhem. He's in some ways a good person at heart, trying in his own way to make the world a better place, but his methods are.... questionable. A hard upbringing has given him a casual, comedic attitude towards death. Despite this he's loyal to those that befriend him, and will happily lay his life down for those who manage to earn the title of 'friend'.
  • Powers/Skills:

    [The Badass Factor]
    Like many of the Third Street Saints, Gat seems to be supernaturally badass. He regularly achieves feats that seemingly defy the laws of physics, can fistfight his way through an army of swat officers and can survive bullets to the face. He flips and kicks around and ignores the limits commonly applied to humans. While he may not be supernaturally strong or fast, his seemingly supernatural knack for achieving the impossible makes him a formidable combatant indeed. But do not confuse this for immortality, as enough opponents or a sufficiently strong enemy can still kill him. But don't expect him to go down easy.

    [Hammerspace]
    As if it were normal Gat can carry an absurd amount of firepower on his person. While he is unable to spontaneously generate guns he can carry a lot of them, and switch between them with ease. He may rapidly switch from a rocket launcher to a machinegun, or an arm-mounted laser canon, or his signature dual Shepherd handguns. His ability to carry such ludicrous amounts of firepower assist him in his various explosive stunts and escapades.

    [The Gang]
    Along with Gat come a group of 'homies'. While he didn't manage to bring along any named members of the Third Street Saints he does still have the assistance of his mob of nameless followers. They can bring him vehicles which seemingly appear out of thin air, show up to assist in fights (albeit in relatively low numbers), and occasionally just walk around the city. While certainly useful they lack Gat's 'awesome factor', and can be defeated with ease in combat by most.
  • Brief Bio:
    Growing up on Saints Row, Gat was constantly surrounded by gang wars. Realising that the only way to bring any peace to Stillwater was by wiping out the competing gangs, he joined the Third Street Saints. From there he took the fight to his enemies, wiping out the Rollerz, the Ronin, and later the Syndicate. This version of Johny was never abducted by Zinyak, and continued to fight alongside the Saints as they took on Philipe, Killbane, and later the STAG initiative. He helped the Saints grow into one of the most influential pop culture icons in the world, as well as the undisputed masters of both Steelport and Stillwater. From clones to robots to hackers to zombies, nobody could stand in his way. But even as Boss was saving the world by dismantling a nuclear missile Johny was drawn into this strange world, seperated from the rest of the gang. With only his homies and his guns as company, he's set to make it big here as well.
  • Equipment:
    A ridiculous quantity of guns. In addition to your standard arsenal of machine guns, smgs, handguns and sniper rifles he also possesses some advanced tech taken from the STAG initiative. This includes prototype laser weaponry, a device that takes control of vehicles at range, and a set of EMP shock bombs. He also has access to a variety of vehicles, ranging from tanks to planes to jets.
  • Others: slightly alternate Gat because I didn't want to use Boss.
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