@tipssyCalibrator Steve-O could revive the dead with his healing powers (his tears, specifically), but I could totally limit it to like.. broken bones at most. Would that work?
Hmm...could you maybe add a small slowing effect to the healing as well? So like, it takes at least a little while for the healing to take full effect. If so, that should probably be enough. The effect wouldn't have to be too long, it could just be a minute or even half a minute or something
(Hope I'm not being too harsh here, it's just that healing abilities in particular tend to be a bit tricky to handle in my experience)
Personality: Steven is usually a very sweet, hammy, soft-hearted, happy-go-lucky kind of kid, but since having solved everyone else's problems and helping them grow and change, he's slowly realized he has no idea who he is. He knows what he's not, but... Even then he wonders, sometimes. Like, he's spent so long trying to be better than his mother, but is he? Especially with these new, troubling powers he doesn't quite know how to control yet...
Abilities: > Shield Proficiency
He can summon a shield from his gemstone, and he can use it in various ways - for example, he can chuck it like a frisbee, use it like a snowboard, bash someone over the head with it, and (obviously) block incoming attacks, among other things.
> Healing Spit
Steven's spit has magical healing properties, capable of healing both organic and inorganic things.
> Bubble Proficiency
He can summon a bubble to defend himself and others that are physically close to him, he can summon bubble boxing gloves to keep his hands protected from punches, and he can bubble items and send them home. He can also run around in his bubble, sort of like a hamster ball.
> Minor Shapeshifting
He really only uses it when he needs to reach for something that's just a little too far away. If he were to try and do something more extreme, it's possible that it would go CATastrophically wrong.
> Inhuman Strength
He could, quite literally, lift a car off of someone and barely break a sweat. He usually exercises great restraint though, as to not cause harm to anyone.
> Empathy
Steven is very in tune with others' emotions, and can easily pick up on the subtle cues and tone shifts.
> Fusion
He can fuse with both Gems and humans. The resulting being is a whole new experience.
> Martial Arts Training
He trained with Pearl in hand-to-hand combat - boxing, specifically.
> Emotionally Triggered Transformation
When distressed or angered, he turns a bright shade of pink and loses all inhibitions. He is a force of destruction until he's either pulled out of it or snaps out of it himself.
> Floating
He can jump real real high, and then he can safely float down, like a feather.
> Musical Savant
Maybe not a useful power, but he has perfect pitch and can play any song by ear. If only he had a ukulele.
Weapons and Equipment: > He has a cellphone in his pocket, but it doesn't have signal.. At least it's at 89%, though. The flashlight could be useful, maybe.
Character Alignment: A mixture of Neutral Good and Chaotic Good - he wouldn't knowingly break any laws unless it was absolutely necessary to do so.
Other: > He just wants to go home - he'll do whatever he needs to do to do that, as long as he doesn't cause anyone harm.
> You could separate him from his gemstone, but you'd be in for a nasty surprise...
Hopefully zis is good.
also, y'all, I'm totally up to discussing potential fusions.
Even though I've seen the show up to Future, I'm having trouble remembering if there has ever been any kind of clear limit on Steven's healing. If there is, then I'd recommend specifying that. If there isn't then I'd recommend adding one for the RP, cause an unlimited healing factor might be a bit too much
Name: Toothless Appearance: Series of origin: How to train your dragon (Dreamworks Trilogy) Personality: Toothless seems to be frightening at first on the outside, given his origins of his breed is quite literally 'the unholy offspring of lightning and death itself', but on the inside he's a cuddly, loyal companion who will do anything to make sure those he loves are safe and those around him are too. He's not one for picking fights, but if someone messes with - or poses a threat to - the people around him he will fight without question. Abilities: Plasma Blast - not really used too often as it's more in the case of a quick defense or attack - can be adjusted at will, Toothless prefers to use it at a low intensity, but the power doesn't go much higher than that. Harnessed Lightning - Never truly used unless in a storm or if he wants to/needs to cloak in a desperate moment, quite strong, but not strong enough to kill. Alpha mode/Titan mode - If need be, he can charge up his abilities to be stronger and more efficient, incredibly rarely used but can be given the situation is dire enough to warrant it - if not, he wouldn't dare use it on someone or something. Weapons and equipment: Toothless lacks any weapons or equipment as he's a dragon - a free one at that, no longer bearing a saddle or artificial tail fin that's needed to fly with a partner. Character alignment: Lawful Good (or as lawful good as he can be for an animal) Other: This version of Toothless is post HTTYD: The Hidden World - therefore he doesn't need a rider to assist him in flight.
For clarification, does the lightning have to come from a stormcloud, or can he generate the lightning himself?
Name: Skulduggery Pleasant, or The Skeleton Detective
Appearance:
Series of origin: Skulduggery Pleasant - Book Series
Personality: Skulduggery is something of a dapper gentleman. He has a polite, old-fashioned way of speaking and a surprising velvety-smooth voice. The Skeleton Detective, just like his nickname implies, is very enthusiastic about detecting should the need ever arise. He is also a flamboyant egoist, vocally exalting, complimenting himself, and showing off his magical abilities. Oh, and he’s a very clever strategist, being able to come up with plans on the fly. Whether or not they always work out, well... we will see about that.
Abilities: Skulduggery is a sorcerer. More specifically, an Elemental. He can utilize magic pertaining to the elements such as water, fire, air, and earth. This magic can be used in combat both offensively and defensively but can also prove to be effective outside of combat as well.
Another type of magic Skulduggery is familiar with is Necromancy. At one point in his time he began training in Necromancy and eventually grew to become one of the most powerful necromancers in history. Now, he refuses to use this cursed magic unless he has absolutely no other option or he’s become Lord Vile.
Weapons and equipment: Aside from the clothes on his person, he carries a .38 Smith and Wesson revolver with him wherever he goes. You know, just in case.
Character alignment: Neutral
Other: I’ll mainly be playing the “normal” version of Skulduggery for most of the RP but at some point/s, if I can, would like to switch to “Lord Vile” which is basically his evil second personality.
Probably not that good. Let me know if I should add more detail or change anything and I would be happy to.
Don't worry, it's perfectly fine. Only thing I would ask to change is to maybe go a little more in detail about the powers. I would recommend describing what the feats and limits of the powers are, just to get a sense of the character's power level
(Honestly, I think I should just specify that in the character template from now on)
Personality: Overall, Chief displays a very cool, calm and collected demeanor to other people, able to think straight and stay calm in even the most dire and stressful of situations. This is partly due to the cybernetic augmentations that Chief was given as a part of the SPARTAN program, as the augmentations suppressed many of Chief's personality traits, leaving him fairly emotionally stunted, quiet and distant from most people. When he does talk he's pretty straight-to-the-point, and even his occasional one liners are usually very dry and straightforward. Despite this emotionally closed-off nature however, he is far from rude or mean spirited and clearly cares for those he is close to (Cortana being the best example). He is also very much a consumate professional, when he's given a task he will do everything in his power to complete it, and will only ever break protocol if he feels that it's blatantly immoral or unjustified
Abilities: Chief was a part of the SPARTAN program, which means he was trained from the age of 6 in military combat. He is fast, strong, agile, can handle pretty much any type of firearm imaginable, and generally has the knowledge of how to survive in the harshest of situations
The SPARTAN program also fitted Chief with numerous cybernetic augmentations that give him a wide variety of traits and skills beyond a normal human, most notably enhanced strength and intelligence, finer eyesight, better reflexes and super durable bones
Weapons and equipment: Chief wears the MJOLNIR armor, which is the most cutting edge suit of armor ever developed by the UNSC. Its thick titanium plating makes it durable enough to withstand strikes from weapons that would absolutely eviscerate normal marine armor (though it's not impenetrable as prolonged shots from some high powered weapons can get through it). The armor is also equipped with energy shielding, which wraps around the armor and deflects objects that attempt to impact the surface for a certain amount of time until they have to recharge
Chief is known for using too many different weapons to list here, but for the RP he will be carrying the MA5B assault rifle (a fairly standard assault rifle), the M6D magnum (which is a very high powered magnum), and a Type-1 energy sword (a lightsaber-like sword). He'll also be carrying 2 M9 frag grenades (average frag grenades) and 2 Type-1 plasma grenades (grenades that stick to any surface once activated). He'll also have a single Z-4190 bubble shield (a single use device that creates a large spherical energy shield around it for around 10 seconds, which can block projectiles but not human bodies)
Character alignment: Somewhere between lawful and neutral good
Other: This version of Chief will be right after he jumps onto the Forward Unto Dawn at the end of Halo 3. That means he only has UNSC and Covenant weapons, no Forerunner or Promethean stuff
Name: Dante
Appearance:
Series of origin: Devil May Cry
Personality: Dante is an extremely casual, cavalier type of person with a devil-may-care attitude. He is the type of person who not only defeats his enemies, but defeats them in the most stylish way possible (all while taunting them and dropping smartass one liners left and right, of course). After all, when you're skilled and powerful like he is, why not show off a little? For the most part, Dante's don't-take-anything-seriously disposition also somewhat extends to his worldview, though throughout his life he has matured and developed the ability to be compassionate and care about other people, at least if they matter to him
Abilities: Dante is proficient at many different types of weapons, both hand-to-hand and ranged, and in fact uses both guns and a sword as his default fighting style
Due to his half-demon lineage, Dante has a variety of superhuman abilities, such as enhanced strength, speed and agility. He also has a very effective healing factor (though this will be toned down in the RP moreso than any of his other abilities, as I feel like his healing and durability is what ultimately makes Dante an OP character). Most powerful and effective however is his Devil Trigger, which unleashes his demonic side, turning him temporarily into a full demon and in turn enhancing all of his existing demonic abilities. This form cannot last forever however, and Dante can only sustain it for about a minute (I'm pretty sure this is more of a gameplay weakness than a canon weakness, but DT would be pretty OP otherwise so yeah)
Weapons and equipment: Dante is known for carrying a combination loadout, Rebellion/Ebony and Ivory. Rebellion is a large, claymore-esque sword that was given to him by his demon father, and Ebony and Ivory are regular 1911 pistols. Dante is also known for using a WHOLE lot of other weapons as well, and while this is part of the character's identity, I do feel like limiting him to his standard arsenal (at least at first) will help make him less OP. I might have him aquire some of his late-game weapons through the Crossroads' tokens, but for now I'm just having him stick to Rebellion and Ebony and Ivory (besides, Dante getting more weapons as he goes is kinda in the spirit of the games anyway)
Character alignment: Chaotic neutral around the beginning of DMC3, but grows to be more chaotic good later on
Other: I'm mostly gonna be basing him off of DMC3 Dante, though I'm not gonna be particularly consistent with this and might end up mixing his older personality in there a little bit
Name: Peter Parker AKA Spider-Man
Appearance:
Series of origin: Marvel comics
Personality: Peter Parker is a shy, akward nerd who likes to spend most of his time alone working on science projects and the like. However, as his alter ego of "The Amazing Spider-Man", Peter Parker is a strong willed super hero who tries to do the right thing as much as possible with his strong moral compass and outwits his enemies with his intelect. He also has a sharp sense of humor, constantly throwing out witty quips and one liners (which he uses in part to annoy and get under the skin of his opponents). However, his entire identity as Spider-Man is built on tragedy. Due to an accident with his uncle Ben, Peter developed a strong guilt complex. He has a tendency to assume responsibility for most bad things that happen to him, even when they're clearly not his fault
Abilities: Peter Parker has a near genius-level IQ, which he uses to both think of clever solutions for tricky situations as well as create gadgets to help him in his adventures (most famously his web shooters). He is also fairly versed in martial arts, which complements his acrobatic abilities (see below)
The radioactive spider that bit Peter Parker gave him a variety of amazing superhuman abilities. He can make his body stick to certain things which allows him to crawl on walls and ceilings, has strength enough to lift up to 215,000 pounds, can run at the speed of at least 100 mph, durable enough to survive a fall from a skyascraper, has the acrobatic skills of a master gymnast, and reflexes fast enough to dodge a bullet
Arguably the most important of Peter's abilities is his Spider Sense. It's a "sixth sense" of sorts that gives Peter a sort of 360 view of his surroundings, which he can use to warn himself of incoming danger. This is especially useful in combination with his superhuman reflexes and speed, making him seem nigh-untouchable in combat sometimes. However, it has its limits. Most notably, it can be tricked if something simply doesn't appear to be a threat to Peter, and it still requires Peter to react to it, meaning if something is fast enough it can still hit him like any regular human (I also think I'm going to tone down his Spider Sense for the RP, as I feel like it's probably the most OP part of him)
Weapons and equipment: Peter uses his web shooters, a pair of wrist mounted gadgets that he invented which fire a spiderweb-like fluid (also developed by him) that he uses for a multitude of purposes: swinging around the city, webbing up his opponents, grabbing things from far away, etc
Character alignment: Neutral good
Other: I will be playing a "composite" version of Spider-Man. What I mean by that is that I won't be basing this Spider-Man on any specific version of him, and instead taking inspiration from all of them in broad strokes. In other words, This Spider-Man will not be based on the canon or continuity of any individual interpretation but rather bits and pieces of all of them. This is mostly because I know the character more from the various games and movies that he's in rather than the comics itself, and I'd never be able to do the character justice if I were basing him off the comics directly
Name: The Doctor (real name unknown) Appearance: Series of origin: Doctor Who Personality: Due to the Doctor's ability to "regenerate" and change aspects of their brain, the Doctor's personality is fairly inconsistent and can be difficult to describe in detail, as lots of their character traits and quirks constantly tend to get less or more emphasized during each regeneration. However, there are some core aspects of them that tend to stay constant throughout each regeneration
Most important is their drive to help people, they always care deeply about the well-being of other people among everything else, and is very self sacrificing, rarely ever thinking of themselves first. This also leads to them being pacifistic, preferring to bring harm to as little people as they possibly can, and preferring to solve problems with their intelligence, quick wit, and ability to appeal to a someone's emotions. Another important trait is their curiosity, they have an endless amount of enthusiasm for the mysteries of the universe, and whenever they discover something interesting or that they've never seen before, they're almost always the first person to learn about it. They also usually can come off as more than a bit quirky, as their brain tends to move a mile a minute and they rarely tend to fully explain what their full thought process to someone else. After the Time War, they also ended up developing PTSD, having an immense ammount of guilt and leaving them as a bit of an emotional wreck at times. Their guilt causes them to also be quite self-loathing, though they usually tend to cover this up with a fun and quirky demeanor
The 11th Doctor in particular tends to have a bit of an ego problem. He consistently has a habit of trying to look cool and to grandstand, and whenever he fails at doing so he'll always say something like "I meant to do that". He's the type of person to completely improvise a solution on the spot, and when he gets lucky and everything manages to work out, he'll claim he planned it the whole time. Also, while this is mostly a universal trait between all Doctors, 11 in particular has a very absent-minded-professor nature about him. He's very often in a manic state, will constantly be thinking outloud without realizing how weird it comes off to others, and is generally always trying to spin multiple plates at once, usually more than he can handle
Abilities: The Doctor is hyper intelligent. After centuries of traveling through time and space, the Doctor seems to have a working knowledge of anything and everything about science and history. He is also very quick witted, able to come up with a clever solution to a tricky problem on the fly
The Doctor has the ability to "regenerate": when he is close to dying, he can regenerate all the cells in his body to be as good as new. Unfortunately, this ends up changing his entire personality, and so he only does this as an absolute last resort (I'm basically not gonna use this, because the logistics of using it in the RP are just too confusing)
Weapons and equipment: The Doctor pilots a ship called the TARDIS (stands for Time and Relative Dimensions in Space), which takes the form of a blue phone box (though this is just a disguise to make it not stand out, it's actually much different looking in reality). Its main use is for traveling through time, which I will be removing for this RP (cause, well, obviously). It also has the ability to materialize basically wherever he wants, though it takes a fair bit of time, and it makes a famously loud sound while doing it. It also has the capability of flying around like a regular ship as well
The Doctor's main tool of choice is his Sonic Screwdriver. Its main use is its "skeleton key" style ability to open pretty much any locked entryway imaginable, but it also has a large variety of other small, convenient uses (such as scanning the environment for certain substances and stuff). It's never really clearly defined what the limits of the screwdriver are, but it does presumably have them. It also famously "doesn't do wood", which means it can't work on anything made out of wooden materials
The Doctor also carries around a piece of psychic paper held in a wallet-like covering. It's a piece of paper that can trick the viewer into seeing whatever the Doctor wants them to see on it. He usually uses this to fake badges and certifications to get himself into areas that he normally wouldn't be able to. However, it doesn't work on the strong minded and/or those who are resistant to psychic abilities
Character alignment: The Doctor as a whole is almost impossible to place, but the 11th Doctor is either neutral or chaotic good
Name: Olivia Colomar AKA Sombra
Appearance:
Series of origin: Overwatch
Personality: Sombra is a manipulative opportunist who only cares about her own self interest, and is willing to do whatever it takes to get what she wants, even if it means double crossing and faking allegiances to others, which leads to others never being sure where her loyalties lie. She also tends to overestimate her abilities as well as underestimate others. She also has a bit of a playful and cheeky sense of humor and seems not to take all that much too seriously, often making sarcastic remarks and condescending jokes even in the face of danger. These things combined add up to her often biting off a bit more than she can chew and getting herself in dangerous situations
Abilities: Sombra is a master at hacking and gaining information. She is so skilled at this that she has managed to gain access to sensitive information on even the highest level figures in both the business and political worlds. She is also very adept at stealth and gathering information, which are enhanced by the equipment she uses. And while sneaking and reconnaissance are more her strong suit, she has does at least have a basic knowledge of both hand-to-hand and gun combat skills
After an incident with a street gang, Sombra had to install a cybernetic graft into her spine that turns her body into a living computer. This, along with some external devices worn on her clothes, allows her to easily hack into various machines and gadgets by simply touching them (in the RP however, I will limit this ability to only certain types of machines, and also make it take much longer than usual, so she can only do it out of combat)
Weapons and equipment: Sombra uses a full auto machine pistol as her main weapon of choice. It's a pretty average machine pistol, not much to say about it
Some kind of device that Sombra has (it's never been stated what it is unforunately) allows her to camouflage herself and become invisible to the naked eye (I think I might nerf it so she can at least be seen by enhanced vision stuff like heat sensors. Not sure about this yet though)
She has a small, handheld device built using stolen chronal accelerator tech that's called a "translocator", which allows her to teleport to the location that the translocator is placed at. She usually plants it somewhere safe as a plan B in case she gets in trouble and needs to teleport away from somewhere
She has an EMP, which can disable any electronic device within 50 meters of it for 10 seconds. This device takes a long time to charge however, and so she can only use it once in any given battle (this is likely more of a gameplay limitation, but I feel like having the EMP available to her at all times would be a bit dumb)
Character alignment: Chaotic neutral
Series of origin: Star Fox
Personality: Fox is the picture of a hero and a leader. He's brave, cunning, self sacrificing, has a strong moral compass and is able to not let stress get to him when he gets in a tricky situation. He also has a strong loyalty to his team, and even has a bit of a sense of humor. However, he's not without his faults. He has a tendency to be hard headed and stubborn sometimes, and can be difficult to be persuaded when he sets his mind to things. He also is known for breaking rules and going rogue if he believes the system or whoever is in charge is corrupt. He is also not the best at coming up with plans, as they usually tend to backfire on him
Abilities: Fox trained at the Cornerian Academy at a young age, and naturally is in peak physical shape, knows his way around a blaster and is adept at hand-to-hand combat
Fox is a particularly skilled starfighter pilot. He showed a particular knack for the ability since a young age, and has flown many successful missions in his Arwing
Weapons and equipment: Fox has robotic legs in place of his normal ones. He replaced them as a standard procedure for Arwing pilots, as traveling at intense G forces can lessen blood flow to the brain, and replacing their legs with prosthetic ones helps reduce this effect. They can also help in moving faster and hitting harder in hand-to-hand combat (that's right, I'm doing the robotic legs fan theory. I think it's more fun, fite me nerds)
Fox's weapon of choice is usually his blaster pistol. It is your standard blaster, it's a semi-automatic laser projectile launching weapon
Fox is most known for his Arwing, which is a one-person starfighter built primarily for speed and maneuverability. It is 56 feet in length and can reach up to mach 4 in speed. It's equipped with 3 laser cannons, 2 underneath the wings and 1 under the nose, the latter also doubling as a Nova bomb launcher (which is a high-yield, compact explosive)
The Arwing also has a standard issue G-Diffuser installed within it, which is a state-of-the-art technology that can manipulate gravity in various ways. It primarily helps in reducing the effects that the G forces have on the Arwing pilots (hence the full name "gravity diffuser"), but it also serves a dual purpose as a shield for the Arwing, as it can deflect most objects that come near the Arwing. However, as G-Diffusers are a very new and experimental technology, they are prone to breaking down and malfunctioning all the time. They can be fixed in a relatively short amount of time, but it can be difficult to do so in the middle of a dogfight
Fox also carries around a modded portable G-Diffuser created by his teammate Slippy on his belt, which gives him a couple different abilities. First, it can propel certain projectiles away from Fox, which can be useful for avoiding being shot at. Second, it can allow Fox to move at near lightspeed (though he can only travel very short distances and he can't use it more than once in a single minute). Like all G-Diffusers, it can break down and malfunction easily, so it's a bad idea to use it too often
Character alignment: Kinda runs the gamut of the lawful good to chaotic good spectrum, but I guess neutral good is the most accurate Other: The portable G-Diffuser I'm pretty sure is primarily a Smash-exclusive thing, we've never seen any of the SF characters use those G-Diffusers outside of Smash, but I feel like they can give Fox a bit of an edge in non-ship combat as I feel he might need it
Series of origin: Star Fox
Personality: Falco is your classic cocky, sarcastic, lone wolf member of the team. Falco's always got a "Get out of my way, I'll do it myself" kind of attitude, he's always trying to showing off, sometimes even to his detriment. If someone on the team takes a kill from him he'll definitely be complaining to them about it. He's also got a strong sarcastic streak, he's always got a one liner ready in battle and he's constantly spouting snide remarks whenever he's in a conversation Everything about him would make one think that he hates his crew, but that's not the case. He is actually quite loyal to Team Star Fox, and despite his general disposition, he's actually pretty virtuous at heart and will do the right thing when it really matters
Abilities: Considering Falco's abilities are near-identical to Fox's, I'm only going to point out where they differ instead of just saying the same stuff. Falco, much like Fox, is a skilled Arwing pilot. However, Falco's skills as an Arwing pilot outclass even Fox's, and he is known to be the ace pilot of the team
Weapons and equipment: This will be the same as the abilities section. Falco also has a portable G-Diffuser like Fox, but he likes to utilize it more in his hand-to-hand combat than Fox does
Character alignment: Neutral good, though an argument can be made for chaotic good
There are some RPs that have really inspired and creative worlds. There are some that have really well written campaigns that are on par with novels or films...
...and then there are some RPs that are just about having stupid, fanservice-y fun. This is that kind of RP
So yeah, this is a crossover RP where characters from movies, books, games and the like all get pulled into a giant battle royale scenario. Now I'm going to be completely transparent with everyone here: the main point of this RP is going to just be cool crossover fights, big dumb action scenes and not too much else, and it is desgined to go on indefinitely (or at least, as long as people are interested in playing it). The setting, backstory and plot are all cheesy, unimportant and are pretty much just thrown together in order to have an excuse for cool crossover fights/teamups and big action setpiece sequences and stuff. Yes, there IS technically an overall goal for the characters to reach in the RP, but to be completely honest I don't intend for any of the players to actually reach it or even really take it seriously. The goal is put there purely to give the characters a motivation and to make the fights and interactions between characters more engaging, it's not at all the actual point of the RP. So if you're mostly interested in more thoughtful and detailed RPs with lots of character development and a clear endpoint, maybe you should hit back on your browser cause this ain't it, chief. However, if you're interested in an RP where you can have Samus Aran team up with Megaman to fight Geralt of Rivia and the Dragonborn, or where Aang, Deadpool and Han Solo all team up on the Millenium Falcon to take down Mecha Godzilla then hey, welcome aboard!
Considering the excuse-plot nature of this RP, the format will (unsurprisingly) be pretty freeform, where the players will collectively create and drive the plot themselves. The bulk of the RP's plot will simply be about characters trying to win enough fights to go home, as well as all the fun ways they interact with the other characters (mostly as enemies, but also as friends). I'm hoping for fights to eventually escalate in size and scale to the point where you have stuff like characters teaming up to storm the fortress of a villainous character who's amassed a ton of power within the universe, a large capital spaceship launching an attack on a squad of giant mechs, etc. All this means I will essentially be relying on the players to make up the events of the RP as we go. Now I cannot stress this enough, and this is probably the most important thing to know about this RP because it is what will make or break it: due to this no-structure nature of the RP, I NEED PLAYERS WHO ARE PROACTIVE. Please, please, PLEASE for the love of god do not just sit around waiting for plot to happen or for players to notice you, because that will get you nowhere and will kill the RP. The whole point of the RP is that the players make the story, so have fun with it! Get inspired and do something crazy and creative with your character, whatever gets the plot going. If your character is wandering around and not doing anything, find another player who's not doing much and interact with them, or maybe try to join in on an already existing plot going on between other characters! If there is only one thing you remember from reading this post, please let it be this
Now regarding the varying power levels of all the different characters: you will be allowed to pick characters who are known to be super crazy powerful (Thanos from Marvel, Beerus from Dragonball, the Forerunners from Halo, etc), as well as characters that have large armies at their beck and call. I do think having characters like this can be an interesting obstacle for characters to overcome, and it can be really fun to play characters like this. However, in order for this to not be obnoxious for the other players, there will be a sort of "equalizing" effect for character abilities within the Crossroads. So for example, if your character in canon has some kind of super deadly instakill beam of death, then in the RP that will be downgraded to just a highly damaging beam. This applies to defenses as well, and all this also applies to weaker characters but in reverse. In other words, powerful characters get somewhat less capable and weaker characters become somewhat more capable. Now to be clear, this won't COMPLETELY remove the power gap between characters (because that would be boring), it just simply lessens it. So OP characters WILL still be powerful, just not as powerful. Think of it like this: the equalizing effect doesn't necessarily make a fight like Mercy from Overwatch VS Thanos a completely even match, it just simply gives Mercy a slight fighting chance. I admit this isn't a perfect solution, but it's the only way I can think of to both allow super powerful characters in the RP while also making it at least KINDA balanced
SETTING
Throughout all of reality a massive amount of universes exist, as depicted in movies, games, TV shows, comics, etc. However, unbeknownst to anyone living in these universes is a mysterious place BETWEEN these universes, known only as "The Crossroads". Practically nothing is known about this world, barely anyone has even heard of it at all. But even more mysteriously, it seemingly has a mind of its own. It likes to search for powerful individuals from other universes and bring them into the Crossroads in some way or another, with the intent of having them battle against each other. The reason it does this is unknown, and will very likely never be known
The actual terrain of the Crossroads is not of its own making. Instead, it simply looks at pieces of land from other universes and creates a copy of it. The placement of these locations within the Crossroads are completely random and unpredictable with no rhyme or reason, which makes the landscape of the Crossroads a quite surreal patchwork of various locations, biomes and geography. You might see a large medieval castle sitting right next to a hyper advanced futuristic city, or vast desert wastelands placed next to large ocean. Anything can be anywhere in the Crossroads. There is also a large space area above the Crossroads, used for characters who have spaceships and the like. There are a couple abandoned space stations floating about in this space area, but otherwise it's completely empty space
When characters enter the Crossroads, it is also very common for a piece of their own world (usually the character's dwelling place such as their house, or sometimes even bigger things like an entire city) to be copied into the Crossroads as well, which is where they will start when they enter the Crossroads. The methods that the Crossroads uses for bringing individuals into it can sometimes vary, but the most common method is to teleport them in by force. When teleported in, the character will usually start out unconscious and wake up in the Crossroads, with no memory of how they got there
MECHANICS
Despite the mystery and surreality of the Crossroads, it does function on a game-like "token system", the rules of which are as follows:
1: When you enter the Crossroads, you are immediately given 5 poker chip-esque objects called "tokens". These tokens cannot be destroyed, they are completely impervious to any type of method used to destroy them. These tokens are able to be "spent" on the following things:
1(a): Spending 1 token will give you a 50/50 chance to have something either good or bad happen to you. Maybe you'll gain a super useful powerup, but maybe you'll spawn a large monster that you'll have to fight instead. This is performed by flipping the token on your hand as if you were flipping a regular coin 1(b): Spending 3 tokens allows you to bring one person, place or thing of your choice from your home universe to help you. This can be anything from an ordinary knife to an entire military base, it's entirely up to you (as long as it actually exists within your home universe). This is performed by holding 3 tokens up in the air and saying the name of the item 1(c): Spending 100 tokens grants you a single wish. This wish can be for anything, including a trip out of the Crossroads. This is performed by placing 100 tokens on the ground and saying what your wish is
2: Other tokens are collected by gaining them from other token holders. A token is considered to be yours the second you touch it
2(a): The methods of obtaining tokens are completely open ended and any method is allowed: beating/killing someone and taking their tokens, stealing them covertly, convincing them to hand them over, etc
3: You have the option to join together with one or more token holders to join a "pact". When in a pact, all tokens held by each member of a pact is pooled together, and is counted towards the token count of every other token holder in the pact (for example, if you had 5 tokens and joined a pact with someone who had 20 tokens, all of you would have 25 tokens after joining the pact). This means that joining pacts can lead to getting a wish earlier than you otherwise would alone. This is performed by shaking hands with one of the pact members (or the closest equivallent, if none of the relevent individuals have hands to shake). Pacts can only hold up to 4 members
3(a): When joining a pact, your powers and abilities will all be less effective than normal. This effect is reversed as soon as you leave the pact
4: It is permitted to betray a pact and take their tokens for yourself. However, this comes at the cost of 2 punishments:
4(a): The second you either attack or steal the tokens from any of your pact members (whichever comes first), only half of the other pact members tokens will be available to you, the other half will become completely intangible and impossible to touch for you 4(b): Additionally, you will be branded as a traitor for an hour, signified by a giant red X on your wrist. If you encounter somebody in the Crossroads and you see that they have a red X on their wrist, you will know they are a traitor
When players enter the Crossroads, they will find their tokens placed next to them. They will look similar to this except colored in the character's associated color and with their face in the middle of it (which changes whenever a token is taken by another character). A list of the above rules will also be given to them through whatever method is most familiar to the character. For example if the character is a ninja then it might be delivered through a scroll, or if the character flies a spaceship then it might be delivered through the readout on their ship's viewscreen. If there is no obvious form for the message to take, the default is just simple text on an 8x11 sheet of printer paper. The translation of the rules is also personally customized to whatever language and method of communication the character is most comfortable with. This even includes dialects and slang terms, so if the character is a pirate for example, the rules will be translated into pirate lingo
RULES AND IMPORTANT NOTES ABOUT THE RP
1: So I know I already said this in the overview, but I feel like I need to stress this as many times as I possibly can: THE CROSSROADS IS A NONLINEAR SANDBOX. IT IS NOT AN RP WHERE PLOT WILL JUST HAPPEN TO YOU. BE PROACTIVE. The Crossroads is your oyster, have enough confidence in yourself to start some cool plot on your own. If you don't feel like you can do this, don't join
2: Before this RP can start, it will need at least 1 or more people to play major villains for the RP, or at the very least characters that are antagonistic and can create conflict for the other characters. The reason for this is fairly obvious: if there's no conflict, there's no tension. I'm primarily talking about villains who have a lot of powers/minions who would have a lot of influence in the Crossroads (like Handsome Jack from Borderlands), but smaller scale characters who are simply chaotic and can cause trouble for others (like the Joker) are also valuable
3: Whenever your character starts a fight with another character, you are required to have a discussion with the other player in PMs about the outcome of the fight. This rule is partly put in place to further make balancing character power levels even easier (as well as allowing more freedom and creativity in each fight), but the primary reason is really just to avoid player drama. You're allowed to be as specific about the minor details of the fight in the PMs as you want, you can discuss the entire progression of the fight beat for beat or just simply decide on the outcome and nothing else. In fact, you can even decide to NOT decide and just wing it like any other RP. Basically, the important thing is that both players can reach an agreement about how the fight ends, that's all that really matters. Also, when a fight involves 3 or more players, discuss it in the OOC
4: Canon characters only please, no OCs or fan-made alternate versions of characters (preexisting alternate characters are fine though)
5: When a character flips a coin, I will pick what happens to them. If they end up spawning an enemy that they have to fight, I will initially pick what the enemy will be, but the enemy itself will be an NPC that's controllable by anybody
6: Moreso a clarification rather than a rule: there is no intended way to interact with other players. You're allowed to just fight everyone you come across and never make friends, or play entirely within a group for the whole RP. Either one is fine, you do you
7: If you're interested in playing a character who can be really hard to play for some reason or another and are worried you won't portray them accurately or do them justice (like, say, they come from a universe with a truckload of established lore or if they have an extremely complicated personality with lots of psycological nuances), don't worry about that too much. This RP is going to be kinda sorta low-effort (in some respects anyway) and I want to value easily accessible fun over everything else in this RP, so there's nothing wrong with getting some details about a character incorrect or something as long as you get the basic fundamentals of the characters. I guess you could say I'm kinda sorta aiming more for players to play the "theme park" version of their characters, as TvTropes would put it
8: Just one final note: because of the way this RP is constructed it's sure be susceptible to drama and character misuse. With this in mind, just...don't be annoying with your character, alright? Please? Try to remember that RPs are ultimately meant to be collaborative stories, NOT competitive games. Don't go into the RP with the goal of having your character win all their fights, because that's not the point. There are some exceptions to this of course, but you're gonna need some really good justifications for it (like if you're playing a villain who you want to build up as a major threat to the other characters). Just think of it like this: do what you think is the most INTERESTING for your character, not the most advantageous
CHARACTER TEMPLATE
(Just a quick note: when filling out the character template, I would really prefer you actually write out the stuff in it yourself as opposed to just copying it from a wiki or something. I don't have a problem with taking a couple bits and pieces from a wiki page, but try as much as you can to describe the character yourself. Obviously I can't really enforce this though, so just take this as a strong suggestion)
Name: (include any important aliases they're known for, like Clark Kent for Superman) Appearance: (you can describe them with text if you're so inclined, but considering we're dealing with already existing characters with established appearances, pictures would make more sense) Series of origin: (if you're playing an alternate version of a character, then use the name of that specific character's origin, not the overall franchise name. Like, if you're playing the movie version of Iron Man, use "Marvel Cinematic Universe" as opposed to "Marvel comics") Personality: Abilities: (try to be as specific as you can here. Try to describe the feats and where the limits are for all the powers, just so I can get a sense of what the character is capable of, or the character's "power level", so to speak) Weapons and equipment: (like the abilities, try and be as specific as possible) Character alignment: (the default will be the classic DnD character alignment catgories, but you can describe it yourself in more detail if you don't feel like the character alignment categories describe them well enough) Other: (anything else you feel is worth mentioning that you couldn't fit into the rest of the profile? Maybe something regarding which version of the character you'll be playing, or an explanation for which powers you'll be changing for balance or something)
@tipssyCalibrator It'd be the Steven from SU:Future. I love me some angsty boys with rage powers. :P
Ok, that's probably for the best anyway considering he's got the most powers to work with
<Snipped quote by tipssyCalibrator>
Kylo Ren was also an idea rummaging around as an evil SW Badguy (the other idea was simply Darth Vader, but I would find it cool if Kylo were to actually meet granddaddy in the suit).
I would make my Kylo Ren pre-ROS/post-TLJ just for the sake of recency but maybe change some things up to make him a little more fluent.
That's alright, you can play whatever version of a character you think works the best for you
I've only had the chance to play him once, but it was short lived. Another opportunity to play as him was also suggested in another RP fanon, but also didn't get to that point. So I'd love to have a possible chance to properly show him RIPPING and TEARING in this RP (In his Eternal Outfit of course for MAXIMUM PAIN).
Mostly I just think it would be really fun for someone to play Doom Slayer because of one of the character ideas that I'm planning on playing (who is it? Oh, you'll see...)
Overall though, as I've mentioned before, I would with near-certainty play a kaiju character (Probably Godzilla from KOTM because GOD do I love that fucking movie) but depending on which direction I could take him, either have a human avatar that allows him to interact with human-sized players but also have the ability to transform into his iconic beast form, or just have him remain as his iconic monster form.
And if he's in, you know I'll have to add in an antagonist for him (Maybe starting out with Ghidorah or some other kaiju from another source).
If you were to ask my opinion I think the human form idea would probably be the best just for the sake of convenience. But if you'd rather not play that way and you think you could pull off playing him as monster sized all the time, then that's completely legit too
I would like to join if there are still spots open.
Don't worry, there are always slots open. I intend for the RP to be always open (only excpetion is, like, if it gets so overpopulated and I need to limit it or something)
Alright, so I'll try waiting for maybe a little longer to see if there'll be any more responses. I'm thinking after either 1 more response or a couple hours (whichever comes first), I'll start working on the OOC
Hmm.. This could be fun 👀 dibs on steven universe
Huh, that's an interesting pick idea. Just curious: will you be playing original Steven or Future Steven?
I've also been on a SW spree so I wouldn't mind making a character or two from that genre (I mostly have bad guy players that I really want to play) as well as playing other sci-fi based characters such as Samus Aran (a character Im familiar playing) and DoomSlayer/Doomguy.
Funny, I was actually going to consider playing Kylo Ren as a backup plan if no one else wanted to take the role of villain (I decided against it though cause I haven't seen TRoS and I feel like I'd need to if I wanted to play him)
I like the idea of playing Doom Slayer. I was originally thinking about playing Doom Slayer early on as well, but I actually think it would work out better if someone else played him
Official Edit 2: The "Balancing" aspect can be a little worrying regarding abuse, but depending on the amount of responsible players we have I think we can also make this work. Like you said, this is probably the best/only way to go about it.
Yeah, I feel like the balancing effect is mostly just gonna be a "lesser of 2 evils" kind of situation. I feel like that combined with the talk-about-the-outcome-of-each-fight rule SHOULD quell most of the drama and misuse...I hope :S