In which I spent a month overhauling everything and then spend another month not posting it.
But no more! Ladies and TGOTs, I now present to you...
The Hunters' Brigade
Purveyors of Adventure
This band of treasure hunters is based in a small compound in the Salburr Forest, from which they dispatch operatives to retrieve artifacts of both great power and great value. They are also known for taking on mercenary work, whether it be exploring uncharted areas, seeking out a lost item, or bringing a fugitive to justice. The Brigade's members are highly capable warriors and always put their best foot forward.
(The following ages are as of the beginning of CSA2 unless otherwise noted)
Richard Sheridan
Name: Richard Sheridan
"Whatever you do, never fall asleep on the battlefield. I learned that the hard way."
Age: 38
Role: Founder, Leader of the Brigade, Guardian Knight
Appearance: A tall man of a fairly muscular, stocky build. He wears a set of steel plate armor that is virtually impregnable despite its maneuverability, which bears a cobalt-and-black motif. His helmet carries a vibrant white plume that completes his look. His short, faded brown hair protrudes from his head in an almost prickly fashion, while his deep, sea green eyes create a gaze that exudes wisdom.
Personality: Having spent years doing mercenary work, he is a grizzled fighter, yet he carries with him a wise, approachable air that lends itself to his role as captain of the Hunters' Brigade. He speaks gruffly, but his word is widely respected both within and outside of the brigade. A selfless individual, he would gladly lay his life on the line to save that of another.
Backstory: Richard was raised by a working-class family in Tinilo City. As a child, he was taught to earn his luxuries, as nothing was ever simply handed to him. Unable to attend school, he worked a variety of unskilled jobs under a variety of brutal and merciless supervisors in order to help keep his family afloat. During his adolescence, after years of toiling to a meager end, Richard caught one of his supervisors on a bad day and, after the confrontation that followed, decided enough was enough.
With only the clothes on his back, a small sum of money, and a burning resolve to give his family the life he believed they deserved, Richard left home and sought to attain notoriety and wealth. With no marketable skills--but a strong, stalwart body--he turned to mercenary work. After a few years of poor living conditions and meager earnings, Richard's resolve had just about faded. However, his luck turned around when a client took note of his weapon: a worn iron warhammer. Expressing nothing but gratitude for a job well done, the client bestowed upon Richard with not only a generous sum of money, but offered to forge a substantially stronger weapon, which he gladly accepted.
With his custom-made Earthbreaker warhammer at the ready, Richard became much more proficient in not only armed combat and his ability to use his weapon, but also in his ability to complete jobs efficiently and properly. His success led to the accumulation of a large sum of money, and with his resolve now stronger than ever, Richard soldiered on. It was then that, during one of his jobs, he encountered Mack Bootler, a budding businessman who had been detained by a group of bandits. He quickly intervened and sent them running for the hills. Mack, ever thankful for the rescue and well-versed in both law and finance, asked to join up with Richard and offered to help him put his finances to good use.
With the two of them now working together, success seemed ever closer. Richard appointed Mack his financial advisor, and they founded the Hunters' Brigade in order to boost their notoriety. Preferring a natural setting from which to operate, they used a good deal of their money to comission a construction crew to help erect the Hunters' Lodge within the Salburr Forest. With the Brigade's purpose to seek out fortune, the two happily opened their doors to all who pursue that end. Richard's elderly parents were relocated to the compound, now able to enjoy their autumn years with luxuries they had not known for most of their lives. He had finally achieved the success he had long dreamed of, and was happy in the knowledge that he accomplished what he had set out to do and hadn't simply been handed his prosperity, and frankly, was happy to have a reason to continue getting out of bed in the morning.
Weapons/Other Abilities:
Earthbreaker: Richard wields an enormous warhammer made from pressurized steel. When attacking, he lets the weight of the hammer do most of the work, resulting in slow, wide swings and ground-shaking strikes. This "walking the dog" fighting style isn't very elegant or coordinated, but despite that, he is extremely skilled at controlling the area around him in this way.
• Hammer Drive: A wide horizontal swing that knocks the target away from the battle briefly. Larger targets are usually stunned and take a great deal of damage.
• Hammer Lift: An attack in which a strong upward swing knocks the target clear into the air. Richard tends to use this to attack airborne enemies by hurling their allies at them.
• Hammer Dunk: The foil to Hammer Lift, an attack in which a strong downward swing drives the target into the ground, or sends them plummeting if they're airborne.
• Hammer Cyclone: A violent rotary attack in which Richard spins and flails his hammer as though he is going to throw it. The inertia of the hammerhead results in extremely powerful impacts, but Richard tends to get dizzy if it goes on for too long.
• Hammer Throw: An attack akin to the Olympic event of the same name, in which Richard releases the hammer mid-swing and sends it hurtling towards an unfortunate target. It is substantially more powerful if thrown during a Hammer Cyclone.
• Gaia Impact: A powerful attack in which Richard slams the ground with great force, causing a minor earthquake and damaging every grounded target nearby. Depending on the environment, this is capable of triggering things like landslides or creating sinkholes.
Iron Body: Richard is very resilient and can take a serious beating; even the strongest of blows will only cause him to stagger slightly. However, this doesn't make him terribly mobile, and he has a glaring weakness to magic attacks.
Other: When a mishap occurs in battle and a member of the Brigade is critically injured, Richard often blames himself for the accident, believing it is his responsibility to ensure the Brigade is kept safe.
Mack Bootler
Name: Mack Bootler
"Whoever is responsible for filling my coffee mug with sand, surely you must realize there are consequences for such things."
Age: 36
Role: Co-founder, Financial and Legal Advisor
Appearance: A middle-aged man, rather short and scrawny in stature. His golden brown hair is short and wavy, while his flat blue eyes exude indifference. He wears a sea green suit with a buff liner, and a well-shined pair of black boots.
Personality: Conceited, snooty, and overly critical, Mack hasn't many friends. He sees himself as being above everyone else until they earn his respect in some way. Among the Hunters' Brigade, he sees only Richard as his superior. However, when one earns his respect, they've earned his respect. Mack is very loyal to those who prove themselves worthy in his eyes.
Backstory: Mack was once a college undergraduate with a nose for business. When not in class, he worked as an intern for a fairly notorious trading company based in Sheillo City. After several long semesters of arduous class and frivolous internship-related dealings, his internship ended and Mack saw fit to enjoy a little vacation. With an appreciation for natural settings and low-tech solutions to everyday problems, he felt it would only be appropriate to enjoy a camping trip in the Salburr Forest. However, his vacation abruptly ended when he was taken prisoner by a group of bandits. Upon rescue by Richard Sheridan, Mack joined up with him and co-founded the Hunters' Brigade.
Weapons/Other Abilities: Mack is practically incapable of putting up a fight on his own. However, he's crafty and is very good at thinking on his feet. The most he can really offer the Brigade in combat is the most efficient escape route.
Other: Mack spends most of his days dealing with the fine-print end of the spectrum. Paperwork and legal matters fall to him to be dealt with.
Gunther Toidenheimer
Name: Gunther Toidenheimer
"Honestly, I don't see the problem. If something's in our way, we just kick it down, right?"
Age: 22
Role: Treasure Hunter, Mercenary-for-Hire, Archery Expert
Appearance: A young man, a bit scrawny, though otherwise average in stature. He wears a gray Celtic peasant hood over a brown belted tunic. He also wears a pair of tough black pants and sturdy brown archery boots. Silver-plated archery gauntlets protect his hands, and a dark brown quiver is slung over his shoulder, supplied with glistening silver arrows. Underneath his hood is well-kept dark brown hair, parted down the middle, and his silver eyes, though sharp, suggest a good-natured demeanor.
Personality: The first thing one notices about Gunther is his sense of humor. It's somewhat skewed, meaning he finds things funny that one normally wouldn't. It tends to affect a lot of what he says and does, so he doesn't have very refined social skills. Depsite that, he has an innate sense of right and wrong and still knows very well where to draw the line. Only his closest of friends know that underneath all that is a mess of fear, anger and sadness caused by a childhood gone wrong.
Backstory: Gunther is a native Saggertan, hailing from the expansive, militaristic nation controlling most of Ecaron. His father, Dr. Nicklaus Toidenheimer, was a gifted geneticist and mechanic. With Saggerta effectively shutting itself off from the rest of the world, the government sought to keep itself properly armed and prepared to defend itself. It recruited Dr. Toidenheimer and commissioned him to develop new genetic methods of ramping up its soldiers to great power. He quickly became engrossed in his work and grew ever distant from his family and friends.
During his childhood in Arthalm City, Saggerta's capital , Gunther was largely ignored by his father. He was mostly left in the care of his mother, Rosa Toidenheimer, much like his magically-inclined sister, Valerie. His mother seemed constantly tired and miserable, and was unable to provide the nurturing a child needs from his parents. Growing up with technology dominating every aspect of his life, he lacked a good deal of the human dynamic that helps a person psychologically develop. This resulted in Gunther not quite developing appropriate social skills, and ultimately he subconsciously resorted to using laughter and a skewed sense of humor as a defense mechanism. During adolescence, Gunther would frequently spend his days alone at a firing range, honing his innate precision, with a compound bow as his weapon of choice, though he was quite capable with a variety of firearms as well.
At age 18, Gunther was in the firing range as usual, celebrating his birthday in solitude, when two armed government officials barged in and apprehended him. He was brought to the research facility his father worked at, where he was dragged into an operating room and strapped to a chair. His father walked into the room and explained that he would be administered a test formula for a new variety of supersoldier, which was now legal as he was now 18. If successful, he said, he would experience substantially enhanced accuracy and coordination, at the cost of his own free will, bringing him into a sort of collective consciousness and effectively rendering him a pawn of the Saggertan government. With this obedience coupled with his combat prowess, he would be instated as the head of Saggerta's forces. He then went on to explain how his mother had objected at the prospect when he made mention of it, and when she became set in her refusal and attacked him with a rolling pin, she was charged with assault and detained. He finished by stating that she was to be executed, and he had said it all completely expressionless and matter-of-fact.
Upon hearing this, Gunther's negative feelings reached a fever pitch and he exploded in an all-out rage. However, his restraints kept him from resisting the administration, and his father injected the formula into his upper arm. Gunther's mind rapidly filled with a jumbled mess of anger, fear, and indifference, barely able to withstand the psychological strain. However, he was able to resist through sheer force of will and kept the formula at bay. His eyes abruptly changed from his natural blue color to a brilliant silver color. His sister, Valerie, suddenly blew the door down with a blast of arcane power, temporarily subdued his father behind a magic barrier, and helped Gunther escape. With their priority to rescue their mother, they were stopped cold when they discovered she had already been executed. They fled the facility, and, now fugitives, they retrieved Gunther's compound bow before fleeing the city walls. They escaped into the mountains in search of a Warpstone Valerie had read about.
They came upon the mouth of a small cave, where the Warpstone was found. However, they were once more confronted by their father, who had escaped the barrier and pursued them in his custom-built personal craft. Unable to safely evade him, they were entangled in a large electric net that administered powerful shocks at any attempts to break free. As their father prepared to airlift them back to the city, Valerie, in a last-ditch stroke of ingenuity, cast her Minimize spell on the both of them and they were able to escape the net undetected and safely reach the Warpstone, and despite their small stature, promptly make use of it. Dr. Toidenheimer was livid when he discovered the net to be empty upon reaching the city.
The electric charge they had accumulated disrupted the Warpstone's transmission and they were thrown far from their anticipated destination, appearing in the skies above Sectis's Salburr Forest. They plummeted a good ways down and landed unceremoniously in a pile of autumn leaves, knocking them unconscious. They were discovered by Kyla Baron, who was returning to the Hunters' Lodge after completing a job. She dug them out and, unable to help them herself, brought them back to the Hunters' Lodge and left them in the care of Maple Naylor, the medical expert on the premises, who quickly brought them to consciousness (and restored them to appropriate size using a special antidote). However, she urged them to stay and rest until they regained their strength, as the scuffle and the impact had left them drained.
After a day of recouperation, Gunther and Valerie met Richard Sheridan. With no other place to go, they asked to join the Hunters' Brigade and thus began a new chapter in their lives. Gunther took on a series of jobs to get himself started, and through this he discovered that, though he had maintained his free will, the accuracy boost that was a result of the formula had still taken effect. However, this caused him to develop severe photosensitivity, so to alleviate this, he took to wearing a hood. Unfortunately, on one of his missions, his compound bow had been destroyed, and he was left unarmed. Winston Naylor was then kind enough to lend him the Silver Bow and a pair of gauntlets, which had both been found in the Salburr Temple and restored to working order.
It was then that Count Nostalgia came onto the scene and Gunther was hired to help in taking him and his four generals down. After the affair was over, Winston gave him the Amulet of Seasons and allowed Gunther to keep his bow and gauntlets in exchange for the five bows--Thunder, Flame, Ice, Healing, and Spread--that Gunther had found during his travels. With this new item, Gunther gained the ability to channel weak magic power via his gauntlets and empower his arrows with elemental aspects, but only by collecting the four Seasonal Stones that were to be slotted into the amulet. This, he figured, was far more efficient than switching bows constantly.
He then spent the better part of the next three years gathering the stones, as well as countless other artifacts from treasure hunting expeditions. It was then that Valerie offered to enchant his amulet and secure the stones, which Gunther accepted. However, during the enchantment process, a mishap occurred when she sneezed, causing the stones to disappear into thin air. After a bit of research, Valerie discerned that the stones had been scattered across the world, and Gunther was now tasked with recollecting them. It was then that Sir Cale turned to the Hunters' Brigade for the assistance of one of their operatives...
Weapons/Other Abilities:
Silver Bow: Gunther wields a bow uncovered in the Salburr Temple that was formerly wielded by Lloric the Reclusive during Cutopia's age of antiquity. This bow is unique in that its wielder is able to magically materialize arrows on a whim--Gunther tends to stock his quiver with them en masse between battles. Unlike traditional arrows, these magically-materialized arrows dissipate on impact, but that doesn't make them any less effective as weapons.
• Full Draw: By upgrading his bowstring, Gunther was able to draw his arrows back further. It takes a bit more time to notch them, but his attacks become much more powerful when loosed.
• Barrage: By focusing his magic power on a single arrow, Gunther can fire off several others automatically when the one is loosed.
• Arrow Storm: A desperation attack in which Gunther channels magic power and temporarily slows time. He then begins firing off arrow after arrow, showering the target with a volley of pain upon the normal flow of time being restored.
Amulet of Seasons: Gunther carries with him a magic amulet that allows him to make use of his bow. Four indents within the amulet allow extraneous artifacts, the Seasonal Stones, to be slotted in and unlock new abilities.
• Burning Missile: A fiery arrow that explodes on impact, damaging everything within the blast. Acquired by obtaining the Jewel of Summer.
• Icicle Burst: A frozen arrow that splits apart upon firing and scatters, hitting multiple targets. Acquired by obtaining the Jewel of Winter.
• Thunder Strike: A fearsome electric arrow with speed and power comparable to lightning. Acquired by obtaining the Jewel of Spring.
• Virulent Fang: A poisonous arrow that tracks its targets and absorbs damage to become more powerful. Acquired by obtaining the Jewel of Autumn.
Disarming Kick: A precise kicking attack that causes the target to lose their grip on their weapon, hampering their ability to use it. At times, it has sent the weapon clear out of reach.
Flying Toid Tackle: In a demonstration of extreme dexterity and discipline, Gunther can load himself into his own bow, suspended in the air by his magic power. He can then loose himself at a target with a precise kick. This maneuver has a fair bit of recoil.
Other: Gunther's accuracy is top notch. However, his photosensitivity prevents him from removing his hood, as doing so would blind him. This means he is particularly susceptible to light attacks. He is also incapable of swimming. Strangely, he has an odd fondness for peanut butter.
Valerie Toidenheimer
Name: Valerie Toidenheimer
"That's not something we can just 'kick down'--do you have any idea what could go wrong?"
Age: 21
Role: Librarian, Support Sorceress
Appearance: A young lady a bit on the short side. She's so pale that she almost seems ethereal. She wears a violet button-down gown with small, gold-colored tassels running down the sleeves and a white undershirt underneath, as well as black leggings, and a pair of flat violet pumps. Her dark brown hair runs just below her neck, and she has vibrant teal eyes behind her gold-rimmed glasses.
Personality: Valerie is the intellectual type. Her vast knowledge has proven helpful to both her and her friends, but there are times where she feels alienated because of it. She tends to fret over small details, and she's much more mindful about the things she says. However, she too carries her brother's innate sense of right and wrong, and definitely isn't afraid to speak her mind when things take a nasty turn.
Backstory: Much like her brother, Valerie is originally from Saggerta, the military nation firmly gripping the continent of Ecaron. Valerie was captivated by fairy tails at a young age, and became fascinated with the unexplainable and mystified. Despite being in the same circumstances as her brother, she managed to look past it and tried to make the best of her childhood amidst the unconventional child-raising environment.
During her adolescence, when cleaning out the basement with Gunther, Valerie stumbled upon a pair of worn golden bracelets in an old jewelry box. When she put them on, they began to radiate with a bright light. A sudden swath of knowledge swept over her, and in that very instant, she realized she had stumbled upon her first taste of magic. From there, she began to train herself to use it, though due to the prominence of technology and the rejection of low-tech lifestyles, she was forced to do this in secret; the only one who knew of it was Gunther, who was, at best, apathetic about it.
She did a spectacular job concealing it from her parents, with her father perpetually absent and her mother largely inattentative. Roping in Gunther as an unwilling participant in her practice sessions, they came upon a variety of spells that she quickly familiarized herself with. As she grew older, she also grew increasingly dissatisfied with her life in Arthalm. Finally, she had had enough when her mother was detaiend and executed and Gunther was forcibly administered the accuracy formula. Using her magic, she broke him free and the two of them escaped to Sectis after a confrontation with their father. Upon joining the Hunters' Brigade, Valerie put together a library at the Lodge, which has proven useful to nearly all of its members.
Weapons/Other Abilities:
Enigma Bracelets: Valerie's weapons of choice are actually accessories that allow her to cast spells using nothing but her hands. Her magic repertoire consists mostly of support spells, so she fares better in battle when she has a buddy.
• Arcane Bolt: Valerie's only true offensive spell comes in the form of a magic projectile. She can either rapid-fire smaller bolts, or build up power and release a charged bolt.
• Magic Barrier: A defensive spell in the form of a large parabolic perimeter that Valerie must maintain manually.
• Revitalize: A healing spell that restores a fair amount of vitality to an ally. While it can negate considerable amounts of damage, it cannot treat textbook injuries, such as broken bones or profuse bleeding.
• Refresh: A healing spell that alleviates harmful statuses such as burns or paralysis. Like Revitalize, it cannot treat textbook injuries.
• Reinforce: A special support spell that increases an ally's resistance to damage.
• Reanimate: A healing spell that revives a critically-injured ally and restores a bit of vitality. However, it is extremely taxing on Valerie.
• Minimize: A shrinking spell that can be used in various ways. It can help conceal herself and her allies, reach otherwise inaccessible places, or render her enemies (mostly) harmless. Valerie prefers not to use it unless absolutely necessary, as she is incapable of restoring downsized entities herself.
• Arcane Shower: A desperation attack that creates a deluge of harmful magic by firing an overcharged Arcane Bolt skyward. Valerie has great control over it and it's totally harmless to her allies.
Psychokinesis: Through enough use of her bracelets and extensive research, Valerie became capable of manipulating the environment around her using her mind. She can use this to help her allies overcome hazards and protect herself from ranged attacks by catching oncoming threats. She can also use it to suspend herself in the air, thus performing levitation.
Other: Like her brother, Valerie cannot swim, but her psychokinesis allows her to cross bodies of water despite that.
Winston Naylor
Name: Winston Naylor
"Weapons ain't for killing folks, they're for protectin' them. Not many people realize that."
Age: 24
Role: Blacksmith, Berserker Blademaster
Appearance: A young man, appearing tall and approachable. Adorned in a gray jerkin with a light gray neckerchief, fingerless bronze gauntlets, a pair of black chaps, and worn black boots with bronze plating. A steel sheath runs down his back. His long black hair reaches his neck, and is parted down the middle, and his wide brown eyes give him an unwound, friendly appearance.
Personality: Despite his hardships, Winston manages to keep his demeanor relaxed and carefree. He's a bit gullible and easily impressed, but he doesn't hesitate to leap into the fray whenever conflict arises, physical or otherwise. While he comes off as battle-hungry because of this, he simply does it out of a desire to keep things peaceful, and in reality, he despises conflict. He and Gunther are good friends, and he speaks with a bit of a rough southern drawl.
Backstory: Growing up in poverty, he was raised alongside his four younger sisters in a nondescript peasant village. His father, the local blacksmith, began to teach him the tricks of the trade in the hopes his son would be able to make a better living than he had. Throughout his adolescence, Winston not only became skilled at the forge, but with a blade as well. Putting all of his smithing knowledge and skill to the test, he succeeded in creating a customized shortsword of his own--the Bronze Blade. His father couldn't have been happier.
However, at age 19, a fatal illness swept across the village. Most of the villagers succumbed to it, and among them were Winston's parents. He and his sisters suddenly found themselves alone, as the remaining few villagers had fled in the hopes of escaping the deadly disease. After extensive searching and with no other alternative, Winston made an arduous trek to Salburr Forest with his sisters in tow and joined the Hunters' Brigade in order to provide for them. As his blacksmithing skills were much-needed by the Brigade, he soon found himself thriving and well off.
Much later on, Winston was assigned to explore the Salburr Temple alongside Kyla Baron After deciphering an inscription on the wall and following its directions, the two of them came upon the treasure chamber of the temple's ancient inhabitant, Lloric the Reclusive. A shortbow made of silver was discovered as well as a pair of silver-plated gauntlets, and they promptly brought them back and presented them to the Brigade. At his request, Winston was allowed to keep them and examine them in the workshop. He then lent them to Gunther after hearing his compound bow had been damaged.
While Gunther was off taking down Count Nostalgia, Winston returned to the temple with Kyla, this time bringing his sisters along. They returned to the treasure chamber, hoping to uncover anything else of potential value. There, they discovered the Amulet of Seasons, which they had missed the first time. However, the malevolent spirit of Lloric awoke upon the removal of the amulet. Before Winston could do anything, it possessed his sisters and caused them to become mindless and hostile. They began attacking him and Kyla with bursts of magic. Not wanting to harm them, Winston instead occupied them by dodging their flames, lighting, blasts of ice, and fierce winds that they slung at him. Meanwhile, Kyla returned to the Lodge ahead of him to warn the Brigade. Richard and Valerie quickly came to their aid, and together, they managed to subdue the girls by causing them to direct their attacks at each other.
Valerie managed to purge the malevolence from the girls using her Restoration spell, but it was discovered after they awoke that Lloric's magic power had stayed with them. Initially, Winston deeply regretted putting his sisters in danger the way he had, but after reassurance from the girls that they were just fine, he saw this as an opportunity to learn to create magic weapons. He has since occupied himself with trying to unlock the mysteries of a celestial forge, seeing some success as Gunther exchanged his elemental bows for the Amulet of Seasons. By disassembling the bows and extracting their power, Winston and Valerie were able to create magic inhibitors to help the girls keep their power under control.
Weapons/Other Abilities:
Bronze Blade: A blacksmith by trade, Winston's weapon of choice is a powerful broadsword of his own creation. The largely-bronze constitution adds weight to his attacks, while a steel-edge finish helps prevent the blade from dulling. Despite his opposition to fighting, this blade has served him extremely well in those cases where it was necessary. In battle, he serves as a ferocious blademaster, dealing lethal amounts of damage, but taking a lot as well.
• Lunge: A forward strike that pierces armor.
• Rend: A leaping vertical slash that can cleave something cleanly in half.
• Parry: Despite the weight of the blade, Winston has great control over it and is especially skilled at performing counterattacks.
• Rotary Cleave: A spinning attack that strikes every target within reach.
• Sonic Slash: A desperation attack in which Winston performs a large vertical slash and unleashes a powerful shockwave of energy. It slices through the air at incredible speed and is capable of cleaving entire trees in half.
Man of the Forge: A skilled blacksmith, Winston can create just about any kind of conventional weapon or armor, as well as restore anything that may have been damaged or worn out. Even magic equipment is rapidly becoming an area of expertise as he learns more and more.
Maple Naylor
Name: Maple Naylor
"No good will come from needlessly picking fights. You'll only hurt yourself."
Age: 19
Role: Medic, Wood-Elemental Sorceress
Appearance: At an impressive height of over 6 feet, Maple is quite a tall girl. Her garb is inspired by traditional oriental fashion with a bit of a modern twist. She is typically adorned in a green kimono dress with a tight brown waistband, along with loose-fitting brown ankle pants and a pair of leather sandals. Her long black hair flows naturally about halfway down her back, complete with a flower-shaped hairpin, and her brown eyes are soft and inviting. Coupled with her trademark gentle smile, she gives off a friendly and approachable vibe.
Personality: Maple is the most level-headed of the four sisters. She is warm and friendly, and often seeks to anticipate others' needs in an almost-motherly fashion. For this reason, she is very family oriented. However, she suffers from self-esteem issues, often questioning her self-worth when she believes she failed to live up to others' expectations. She tends to blame herself if a friend or family member winds up injured, having convinced herself that it is her responsibility to keep them safe.
Backstory: Maple grew up in poverty along with her siblings. In order to help make her family's ends meet, Maple became the apprentice of the local apothecary. She learned First Aid, as well as methods of preparing effective remedies and tonics from scratch. When she and her siblings joined the Hunters' Brigade, Maple's skills were very refined and she was instated as the Brigade's medic. After she was possessed by Lloric, Maple acquired wood-elemental magic, allowing her to manipulate plants and winds.
Weapons/Other Abilities:
Autumnal Scepter: A magic weapon forged from the desynthesized components of Gunther's Healing Bow and reinforced with the Jewel of Autumn's power. It is a rough-looking, brown metal scepter that bears a nature motif; a rose-shaped appendage atop the scepter bears a glowing green bulb within, which serves as the conduit for magic power.
• Thorn Barrage: A wide spray of magically-generated thorns. They're individually weak and easy to deflect, but devestating in great numbers.
• Aero Slicer: Razor-sharp blasts of wind that are capable of cutting small objects apart. Due to its sharpness, it pierces armor with ease.
• Pillow Dust: A burst of puffy white powder that induces sleep in its target. Ineffective against those with masks or those otherwise protected from inhaling it.
• Synthesis: A support spell to be cast on an ally. It triggers a vitality regeneration effect that slowly heals its recipient.
• Primordial Thicket: A desperation attack in which a large mess of thorny brambles and vines rapidly grow and overtake the battlefield. They quickly entangle and restrain her enemies before draining their vitality and restoring her own.
Healing Hand: Maple's familiarity with medical practices allows her to apply practical, non-magical medical treatment in a variety of situations. In the field, she has been able to treat sprains, burns, heatstroke, frostbite, shock, and a variety of other afflictions in a timely manner.
Other: Maple occasionally loses control of her magic, such as unleashing a gale-force wind when she sneezes, or waking up to find herself tangled herself in vines after a restless night's sleep. For this reason, she wears a magic inhibitor in the form of a flower-shaped hairpin. Also, because Maple became a wood-elemental when she was possessed, she has gained an immunity to poison and other natural-born afflictions, allowing her to assist those who are ill without fear of contracting an ailment herself.
Sandy Naylor
Name: Sandy Naylor
"Come on, man! I'd never let something like that happen."
Age: 18
Role: Apprentice Blacksmith, Fire-Elemental Sorceress
Appearance: Sandy is a girl of average build. She is often adorned in a crimson short-sleeved denim jacket with a plain orange tank top beneath, exposing her midriff. Coupled with that are a pair of tight brown jeans, a pair of orange ankle socks, and a pair of crimson buckled tennis shoes. A golden necklace in the shape of a sun hangs around her neck. Her black hair is short and a bit messy, and her brown eyes are wild and mysterious. She often sports a tomboyish grin, giving her a bit of a mischievous appearance.
Personality: Sandy is wild and driven. Though a bit rough around the edges, she has a strong sense of purpose and rarely shies away from a challenge, preferring to fight and overcome adversity of any kind. On the other hand, this also means she has a bit of a one-track mind--once she gets fired up, it will take a great deal of effort to get her to back down, usually for her own safety. Because of these traits, she's got a bit of a rebellious nature, and this also results in her being quick to anger.
Backstory: Sandy grew up in poverty along with her siblings. When Sandy was unable to hold down a job to help provide for her family, her father settled on teaching her the tricks of his trade alongside Winston. Despite being so young, she became very skilled at refining ore into usable metals. When she and her family joined the Hunters' Brigade, Sandy and Winston were instated as blacksmiths, with her refining the ore that would become Winston's handmade equipment. After being possessed by Lloric, Sandy acquired fire-elemental magic, allowing her to manipulate flames and certain other heat sources.
Weapons/Other Abilities:
Estival Scepter: A magic weapon forged from the desynthesized components of Gunther's Flame Bow and reinforced with the Jewel of Summer's power. It is a metal scepter, blackened and slightly crooked in places, with a transparent orange orb embedded into the top of the staff. When in use, it becomes alit with a burning flame.
• Fire Snake: A mid-range stream of fire that swerves through the air, making it difficult to avoid. It is capable of circling around for multiple hits.
• Eruption: A bellowing geyser of flame, created by building up great pressure underground. The flames continue to spew for some time, creating a constant hazard.
• Brand: A physical strike with the scepter that not only does damage, but inflicts a pretty severe burn on the target as well.
• Fire Drive: A support spell to be cast on an ally. It provides extra power to its recipient's attacks, causing them to deal more damage.
• Blaze Tackle: A desperation attack in which Sandy violently combusts and ricochets around madly. She's as likely to hit allies as she is enemies, but allies typically know to get out of the way, so it rarely proves to be an issue.
Blacksmith's Eye: Sandy is skilled at identifying ore, and thanks to her magic, she is capable of harvesting and refining it with great ease. Her metallurgy skill is impecable, given her ability to manipulate the heat almost effortlessly.
Other: Like her sisters, Sandy may occasionally lose control of her magic. To prevent this, she wears a magic inhibitor in the form of a golden necklace. Also, as a fire-elemental, Sandy has acquired a high tolerance to heat, which is especially helpful when one considers that she tends to combust when sufficiently angered.
Crystal Naylor
Name: Crystal Naylor
"Knowledge is power... and I'm more powerful than I look."
Age: 17
Role: Apprentice Advisor, Water-Elemental Sorceress
Appearance: Crystal is a fairly tall and rather scrawny girl. A very conservative dresser, she typically wears a deep blue, knee-height dress with a light blue undershirt. Coupled with these are a pair of black stockings and flat, dark blue ankle boots. She wears a plain silver ring on her left hand. Her short black hair reaches just past her neck, and masks a bit of her face, and her brown eyes are unwavering behind her black, wide frame glasses, so she tends to give off a cool and calm vibe.
Personality: Crystal is extremely quiet and reserved, which is a rarity among members of the Brigade. Extremely patient, she is capable of tuning out distractions with ease. However, she is quite shy and sometimes a bit anxious. She has trouble speaking up and hates being the center of attention, which occasionally puts her at odds with Sandy. Crystal is quite intellectual and understands that knowledge is power, and she seeks to learn everything she can about nearly any given subject.
Backstory: Crystal grew up in poverty along with her siblings. She was never interested in working. Rather, she had developed a thirst for knowledge at an early age due to a subconscious fear of the unknown. She proved to be a quick learner and had a seemingly limitless capacity for problem solving. When she and her family joined the Hunters' Brigade, she took to being Mack's intern in order to learn about law and finance. After being possessed by Lloric, Crystal acquired water-elemental magic, allowing her to manipulate not only a variety of fluids, but ice and steam as well.
Weapons/Other Abilities:
Hibernal Scepter: A magic weapon forged from the desynthesized components of Gunther's Ice Bow and reinforced with the Jewel of Winter's power. A smooth metal scepter, slightly tinted a cyan color, that progressively gets thinner towards the top. Mounted atop the scepter is a jagged crystalline attachment, which is the conduit for magic power. Despite being a water-elemental, her spells actually manifest themselves as ice.
• Ice Shard: Several jagged lumps of ice that orbit Crystal; she can fire them individually as projectiles. They can cancel out enemy attacks, but each one will break with just a single hit.
• Deep Freeze: A spray of freezing water that immobilizes the target or covers a surface in ice. It has limited range, but travels in an arc.
• Frost Golem: A spell that animates a frost golem to serve as a temporary ally. It is capable of throwing hard punches and taking a good deal of damage as well. As it is made of water and ice, it doesn't hold up well against flame.
• Arctic Ward: A support spell to be cast on an ally. It provides its recipient with additional protection, reducing the damage they take.
• Glacial Prudence: A desperation attack in which the target is sealed within a large prism of solid ice. It gradually wears down their vitality, and prevents them from performing any action until they can break free. This leaves a wide opening for attacks.
Forget Me Not: Crystal is blessed with a photographic memory that lets her recall practically any image or bit of information she desires. Thanks to her vast knowledge, this also allows her to analyze her targets and relay information to her allies such as vitality, possible attacks, and weaknesses.
Other: Like her sisters, Crystal wears a magic inhibitor to prevent loss of control. In her case, it would be the silver ring on her left ring finger. Additionally, as a water-elemental, she is highly tolerant to low temperatures, and can hold her breath underwater for a great deal of time. Ironically, she is skilled at ice skating.
Lily Naylor
Name: Lily Naylor
"Hey, wait, whaddaya mean 'buzz off'?"
Age: 16
Role: Courier, Lightning-Elemental Sorceress
Appearance: Lily is quite a short girl, standing around 4 and a half feet. Preferring a "bee" motif, she often wears a sleeveless, yelow denim jacket with a black-and-white striped T-shirt, as well as a pair of yellow denim shorts. Along with these are pairs of black-and-yellow striped socks and plain, black slip-on shoes. On her wrists she wears two black cuff bracelets. Her black hair cleanly parts at her forehead and runs down her upper back, and her brown eyes are always alight and full of wonder, giving her a very eager and optimistic appearance.
Personality: Lily is always bursting with energy and hates being idle for any given time. She tends to look at things optimistically and doesn't sweat the small stuff, caring only about the big picture. Due to this, she's not a natural-born leader, but she definitely keeps morale up. However, she's a bit of a scatterbrain--it's easy for her to be distracted under almost any circumstance, and her constant desire to be doing something makes her quite impatient.
Backstory: Lily grew up in poverty along with her sisters. To help her family make ends meet, she became the local courier, delivering odds and ends all over the village. This line of work satiated her desire to constantly be on the move, and as a result she became quite athletic. When she and her family joined the Hunters' Brigade, she resumed this task, making deliveries both within and outside of the Hunters' Lodge. After being possessed by Lloric, Lily acquired lightning-elemental magic, allowing her to manipulate electricity and magnetism in a variety of ways.
Weapons/Other Abilities:
Vernal Scepter: A magic weapon forged from the desynthesized components of Gunther's Thunder Bow and reinforced with the Jewel of Spring's power. It is a lustrous metal scepter of the same thickness all the way down. The top of the staff is effectively a metal orb which two conductive yellow rings wrap around, and they glow a vibrant yellow color as the staff absorbs electricity.
• Electric Chain: An electric discharge that can strike those adjacent to its unfortunate recipient. Its range is limited, and is only as effective as its target is conductive.
• Gravity Crush: A highly-amplified field of gravity caused by the manipulation of electromagnetism. It crushes its target and causes airborne targets to come crashing down.
• Spark Stinger: A small electric bolt that temporarily hampers the target's nervous system, causing brief paralysis. It doesn't do much damage, however.
• Energize: A support spell to be cast on an ally. It provides a small amout of electric energy to its recipient, quickening their movement speed and reaction time.
• Dizzy Pulse: A desperation attack in which a large EMP wave is released abruptly, causing organic targets to become confused and attack each other (or even themselves) and mechanical targets to short out and take large amounts of damage.
Athleticism: Lily's speed and agility are top notch. With the help of her ability to manipulate electromagnetism, she has been known to perform feats such as running up the side of walls and trees and even sustaining temporary flight. This allows her to reach places few others can.
Other: In kind to her sisters, Lily wears magic inhibitors in the form of her cuff bracelets. As a lightning-elemental, Lily not only resists high voltages, but can briefly absorb them in order to power up her own abilities. She has an inane fascination with anything tiny--particularly insects--which may explain the bee motif seen in her garb.
Minor characters -- these didn't get full profiles (yet) because they're, uh, minor
Minor characters, full bios would be pointless
Kyla Baron, 22 -- free-spirited reconnaissance scout, fights using a spear
-- orphaned at a young age, was a skilled thief prior to joining the Brigade
Barry Creed, 18 -- wannabe blademaster, fights using a katana
-- somewhat spoiled as a child, he joined the Brigade to make an easy living
Troy Mathias, 34 -- no-nonsense martial artist, fights unarmed
-- a discipilined fighter, he trains new recruits and spars with other members
Buck Weissman, 31 -- easygoing chef, non-combatant
-- a competent master of kitchens, he was hired to prepare meals for the Brigade
Minuet Carolyn, 28 -- soft-spoken musician, fights using a lute
-- a posh, high-class woman who fled home due to feeling confined and sheltered
Quinn Cooper, 31 -- eccentric clothier, non-combatant
Tara Cooper, 31 -- mindful clothier, non-combatant
-- these twins joined the Brigade to kickstart their tailoring business, now serving as the Brigade's outfitters
Hunters' Lodge
Hunters' Lodge: A fortification constructed within the Salburr Forest from which the Hunters' Brigade operates. Built from stone and lumber, the Lodge is at harmony in the natural forest setting, but also sturdy enough to withstand attacks. The compound more resembles a small village, as these are individual facilities contained within the bounds of a stone wall, intricately linked together via a stone path.
Hunters' Studio -- New Brigade members are recruited via this small official building. Official business and other important matters are often carried out in one of the two meeting rooms inside. Mack's personal office can also be found here, where he spends the majority of his time.
Meeting Grounds -- Benches and fire pits occupy this area. The Brigade often converges on this site when important announcements are to be made. Its central location within the compound makes it ideal for smaller gatherings or just hanging out. This is often where traveling parties are formed.
Living Quarters -- Brigade members and their families are housed in this hotel-like complex. There is adequate living space for everyone and then some.
Mess Hall -- Located near the meeting grounds is a large mess hall. Buck manages the place and prepares meals with the Brigade's kitchen crew.
Weaponsmith -- This is the go-to place for all weaponry needs. Overseen and managed by Winston, all sorts of armaments are for sale here and cover a variety of bases. From shortswords to spears to bows, and even magic staffs and scepters. Special orders can be placed for things that are more out of the ordinary, such as halberds or shurikens. The shop also contains metallurgy stations, where Sandy can often be found refining metal ore into more usable forms.
Outfitter -- A variety of gear can be purchased here. Overseen by the Cooper twins, they also cover a wide variety of bases. Light and heavy armor, robes, and even things like dancer's costumes can be found for sale. Quinn deals with straight-up armor -- tunics, chestplates, leggings, greaves, etc. Tara deals with the finer end of the spectrum -- gloves, bangles, footwear, headgear, trinkets, etc.
Training Grounds -- This is an outdoor area designated for sparring matches and the like. There isn't a whole lot to this area besides training dummies and lots of open space.
Clinic -- Injured, ill, or incapacitated Brigade members usually wind up here, in Maple's care. As the medical expert on the premises, she has devised methods to quickly and practically deal with a variety of textbook ailments. The side of the building's exterior features a hanging garden, from which Maple procures restorative herbs and ingredients. Injured folks found by Brigade members are also brought here to be treated.
Library -- This is an ever-expanding database, managed by Valerie and Crystal. The books and documents found here are often pertinent to subject matters that the Brigade would find useful -- treasure hunting, combat, survival skills, First Aid, magic, elemental interaction, etc. Crystal can often be found here, studying up on as much as she can. Brigade members may also retreat here for a bit of quiet time.
The Vault -- The Hunters' Brigade procures rare, valuable, or even powerful artifacts from all across Cutopia. Naturally, they'd need a place to store them. Contained underground and highly secured, artifacts housed here are critically important and are often sought after by rogue thieves and other fortune-seekers. Only Richard, Mack, and Gunther have clearance to enter this area.
Sure, why not? (again) I made sure not to make this too long, kept it somewhat short.
Name: Antares Satevis (Post War) Previous Entry Here (http://cutstuff.net/forum/viewtopic.php?f=9&t=3844&start=23)
The Mirror's Messenger
"Unless you triumph over yourself, your own victory is impossible."
Appearance: A middle aged man in his late 20s, with short blue hair and brown eyes. Wears a combination of a white tuxedo and a black tie as casual wear; otherwise, he is outfitted with shiny, reflective armor in battle, along with a cape. Always seems to have a scowl on his face, rarely smiles.
Personality: Contemptuous and judgmental, though only to those he first meets. Once you get on his better side, he's still blunt and aloof, but he's much more accepting. He dislikes lying, and values the truth above everything. Much of his current personality is somewhat recent, and he's still uneasy toward others. Has a soft spot for his sister.
Backstory: Antares was once a young nobleman of the centuries old Satevis family, which once resided in the ancient city, Aletheia. The city was engaged in a feud with another neighboring city, Kallipolis; a war that would drive both cities to ruin. Antares was exiled from the city after an alleged crime, staged against him by the city's senators themselves through a secret conspiracy held against him. He journeyed himself to Cutopia to recoup his losses, one loss being his sister's death in the destruction of the city. Bored and filled with anger at his situation and cursing himself for trusting in others, especially those who were corrupt in nature, he decided to pay a visit to the newly appointed "King of the World", who achieved his position through his own fighting prowess. The fight ended in a stalemate, but Thaddeus gave him information regarding a cult related to his previous "crime", along with rumors of his sister still being alive. After finally confronting the cult, he prepared to face his sister, now possessed with the World Ender Leviathan.
After eliminating of what remained of the World Ender Leviathan, he was distraught to see the consequences of the battle: His allies, all dead except for one, the aftermath of the both apocalypses, and his sister, whose mind ended up completely shattered after becoming the host to the vile abomination. Carrying his sister's comatose body, he headed toward his mansion to get some respite, and to figure out a way to repair his sister's mind. Eventually, after some research in the library, he discovered a novel detailing the existence of multiple dimensions, along with the fabled Nova Spark residing in one, rumored to hold incredible power. Bidding his aged butler, Geoffrey, farewell, he fled into a makeshift portal, preparing himself for the worst.
Weapons: Optical Edge: His prized possession, this mirrored sword allows the user to utilize the weaknesses of his opponents to his advantage. It can mirror this almost exactly, accounting for elemental, physical, or magical weaknesses. It can also be magically applied as a barrier to reflect projectiles, and its fabled ability, the ability to tap into the psyche of others, makes it horrifying if it connects to his foe. However, that in itself is its major flaw- it requires contact with the body to achieve full effect.
Mirror Manipulation: Antares is able to summon mirrors to assist him in battle. These can be utilized defensively or offensively: as barriers to protect from further assault, or they can be shattered and sent towards his opponents, shredding them into bits. These mirrors can also be used as portals for himself, allowing easy transportation for himself and anything shot into it. His favorite finisher is trapping his opponents inside a gigantic mirror, and shattering them into a thousand pieces. Recently, he's been experimenting with magnetic forces to allow his mirrors to move towards another, crushing anyone unlucky enough to be trapped between them. Expect to see these used for illusion purposes as well.
Light Manipulation: Antares can utilize light to his advantage- it is his magical affinity, after all. This allows him to shoot projectiles of light at his enemies, or to use them in conjunction with his mirrors to direct them at targets, including another mirror. This ability can also be used to confuse others as well, such as blinding his enemies, creating illusions or turning himself invisible.
Taunting: Antares isn't afraid to taunt his enemies, using their psychological weaknesses against them to throw them off their game.
Other: -He shows great proficiency in playing chess, appreciating it as a game of wits.
-Due to his Optical Edge extending to psychological fears, he's taken some time to help those cope with severe trauma or a damaged psyche.
-His abilities and weapon share similar properties to a certain shapeshifting monster, and no one truly knows of its origin.
and a new character for kicks
Name: Doctor Albus Castle
The Reliable Jack
"Let me show you the impressive fortitude of my defenses!"
Appearance: A big, burly man with chestnut brown hair, in his mid-thirties. His usual attire consists of what is akin to a black jumpsuit surrounded by a suit of black, bulky technological armor, crafted from pure impervium, a metal known for its highly resilient nature and high rarity. Two integrated cannons are present on each arm of the armor, each with a cylindrical design. Outside of his suit, he typically wears a standard red polo shirt with khaki pants.
Personality: Castle's main personality can be described as being very down to earth, laid back, and having a silly sense of humor, similar to a high ranked office worker. However, he isn't afraid to GET SERIOUSH when the situation requires him to. This side of his personality can be seen when he's working or annoyed, where he's prone to making snarky comments. He also values something called "common sense", and is confused at some of the eccentric personalities, including his employer's shenanigans. He is unquestionably loyal to anyone who employs him, especially his friend, TG.
Background:
Before reaching Cutopia, the younger Thaddeus was a spirited adventurer in an alternate dimension, with his first quest involving a suspicious castle far north. The castle was known as the "Devil's Keep", being the cause of many disappearances of adventurers who attempted the quest, seeking a legendary blade hidden within. Young, reckless, and willing to create a name for himself, Thaddeus took the quest, hoping to discover the true nature of the castle. Immediately, he found himself lost in the gigantic castle as soon as he entered the main doors. Before he became lost in despair and succumbed to hunger/death/whatever ill-concieved method, he located another person who ventured into the castle - a younger, now possessed Albus Castle, decked in full titanium armor. After a hard battle, TG was able to snap him out of the demonic trance controlling him, carefully knocking him unconscious.
After Castle returned to conciousness, he explained his situation to the young Thaddeus, and they became fast friends. Dr. Albus Castle started off as a renowned scientist of an unknown city-state. His main field of study involved dimensional theory, notably the conversion of dimensional energy to matter, an innovation he was hoping to utilize for the good of the world. The government of his nation decided to utilize his research for militaristic purposes against his wishes. After an accident known as "Incident Zero", Castle was sent into exile, with the majority of his inventions confiscated for government use. Disgusted by this turn of events, he left the place he once knew as his home, and headed towards regions unknown.
Using his great sense of navigation, Dr. Castle was able to navigate through the Keep. With some techniques he learned by a pseudo-combination of ingenuity and his inventions, he withheld the many monsters and traps seeking to end his life, reaching the top of the castle. When he reached the castle's peak, he met the one who controlled the monsters in the castle, who was using the legendary blade known as the Yoshitsuna to summon monsters deep within the dimensions. The demon playfully challenged him to a battle, which Castle lost and became a slave to their power.
He decided to aid Thaddeus after hearing his own reason for entering the castle, seeing him as the one who could aid him in defeating the power-crazed demon. Thaddeus agreed to assist Castle, as he was interested in the blade and determined to finish his first quest. Eventually, they both made it to the Castle's Peak and killed the demon utilizing the blade, who was about to use its dimensional power and their own army to rule over everything. However, the blade released a phenomenal amount of energy, and teleported both Castle and Thaddeus away to different dimensions. A few years later, they eventually met up at the Chaos Theatre, where Thaddeus's next plan came into play.
...However, this plan ended in disaster. After the incident which happened upon Sky Fortress(not to be confused with the one in CSA), he found himself without a job, many of his assistants and fellow co-workers died/disappeared, and his best friend blew himself up, along with the entire fortress.
After the King's return from the Gamma Dimension thanks to Count Nostalgia, Castle once again went back to working at his side, after a short dispute over previous events. Currently, he works as the lead engineer for both the King and his corporate partner, the changling known as TGOT, creating inventions the world has never seen before, for better or worse.
Weapons/Abilities: "Castle A" and "Castle B": Two of his armcannons, which can be used to fire any projectile that is loaded into em, including people, potatoes, rocks, rockets, etc. Both combined doubles the power and velocity of the projectile, which doubles the hurt. They also hurt like hell if he smacks you with them.
"Canonization Cannon": One of his favorite inventions, this utilizes his suit's energy to create anything imaginable. By using some of the core concepts of the "ColdFusion Principle of Digital Construction" and expanding upon it, he can essentially wield an infinite amount of practical and impractical ammo, as long as he has the energy to do so. With the Infinite Energy Drive held by TG, this can be boosted to ludicrous amounts, and was mainly used to fix dimensional breakage between the Chaos and Cutopia Dimensions. Unfortunately, he can't find ThatGuy since he exploded along with the Chaos Dimension, so its potential output has sadly decreased, no longer able to perform such impossible feats.
Desperation Move: Castle Crashing: Castle charges both of his cannons to overdrive, and he spams a crapload of projectiles straight in front of him. Ranging from small bullets to Kaiser Wave-esque blasts, it ensures the complete destruction of his target, at the cost of his own suit forcibly shutting down.
Sturdy: Due to his Impervium Armor, Castle is basically a walking tank. Many attacks do not have a noticeable effect on him, and he will use a plethora of fighting and wrestling moves to "squash you like bug".
Technological Prowess: As the Lead Engineer of the King, he knows a lot about technology, with much of it integrated into his suit. This allows him to access the battle data of his foes, discover weak points, find the nearest Starbucks, etc.
Other: -Burgers are his favorite food. More often than not, he'll be hanging out at the Cutter's Cove during his lunch break, which he states have "Probably the best damn burgers in Sectis."
-He's regarded as the creator, and therefore father figure, of Synthia Integrus, utilzing a special form of Canonization in her creation. His own relationship is similar to that of an overprotective father figure, and he greatly disproves of her 'special' relationship with the other dataform.
-He finds TGOT's inventions hilarious, using them as experimental tests of his Canonization Cannon to see if there's a limit to what the cannon can create. Fortunately or unfortunately, he hasn't seem to hit that limit yet, managing to successfully create any idea TGOT throws at him.
I guess I'll update every day or something
Name: Astraea Satevis (Post War) Previous Entry Here (http://cutstuff.net/forum/viewtopic.php?f=9&t=3844&start=236)
The Mercurial Princess
"Make any comments on my stature, and I'll give the term "airhead" a whole new meaning."
Appearance: As one still used to her noble social stature, she dresses in princess attire, along with fair blond hair and a golden crown on top. Fairly short, which she hates to be reminded of.
Personality: Arrogance along with a hint of haughty, a dash of snark, sprinkled with Narcissism, and all blended together with rich, snobby class. She takes the contemptuous traits of her brother and multiplies it by seven, and her mood changes as fast as the wind. She sees other human life as insignificant compared to herself, and will use human resources for her own gains.
Background: The childish and spoiled sister of Antares, who can be seen as his foil. Originally an unwilling test subject of a very special experiment, to see if the essence of a god could be combined with a human, to be later used as a weapon against an opposing city. Unfortunately, this backfired terribly, as she went berserk and killed all the inhabitants in the city, proclaiming herself to be the princess of the now ruined kingdom. She was later used as the host of the World Ender Leviathan, summoned through a mad cultist by the name of Barlowe. After Leviathan was forcibly removed from her body, her entire mind suffered the equivalent of a BSOD and she fell into an indefinite coma. However, some of her remaining spirit binded into her knife, currently in possession of her brother, Antares, which he discovered during his jump into Siege. Although she's eager to get her body back, there's others who are also seeking the Spark for their own means.
Powers/Abilities: Zephyr's Blade (Family Heirloom): A fancy name for an ordinary yet nicely decorated knife. Really, that's all it is. It however, contains her lingering spirit and will always return to its user.
Pressure Manipulation: Astraea is able to control the the force of pressure, by increasing or decreasing it in an area or against a single foe. She's able to mess with people's heads with this ability, from popping eardrums or making their own head a mess. She can also solidify walls for to crush her foes, too. However, both abilities require a lot of concentration on her part, or she'll easily miss.
Wind Magic: Being her natural affinity, Astraea has a great deal of control over the wind. She can levitate, create strong hurricanes to fling her foes skyward, and manipulate her opponent to gain a strategic advantage.
Sound Manipulation: Astraea can create and bend sound waves to her will, creating deafening noises or annoying high pitched frequencies that can slowly turn a person insane. This can easily break glass, which includes mirrors, at a certain pitch.
Pressurized Form/Poltergeist: With enough concentration, Astraea can create a tangible form through pressurized air, allowing use of physical techniques, ranging from kicking people in the jewels or throwing large objects at them. She's invisible but can be felt through simple contact, with a simple wind spell causing her form to dissipate. One of the few abilities usable in her knife form.
Other: -Did I mention she hates being called short? Many of her abilities are also unusable in her current form.
-She chastises her brother for his overall attitude, describing his personality to be as "interesting as the winds in the doldrums." Regardless, she's grown to admire his truthful behavior, helping increase her trust towards others.
two's always a bad guy
Name: Synthia "Isis" Integrus
The Queen of Creation
"...Another bloody mess I have to clean up. Joy."
Appearance: Appears as a nicely dressed woman in her mid-thirties, with short, purple hair and a fancy white coat with frills, along with some fake fur at the collar. Wears a pair of glasses much like her employer, never seen without them. Carries a clipboard along with a stylus, and a digital watch on her right arm.
Personality: Well organized and a stoic, she's rather polite, although cold and formal. Doesn't talk much and is loyal to anyone she serves under, but can get annoyed at those who clearly don't know what they're doing. A bit of a perfectionist, too. Prefers to stay on the sidelines...
...although towards her enemies, she's a demon. She carries over the same personality of a cold and calculating stoic, but carries a sadistic streak with utter malice, preferring to see her enemies die slow and painfully. Her emotionless exterior along with her contrasting violent actions can be seen as abnormal, freaking many people out. Sides with the people she works with, and has no preference towards good or evil.
Backstory: ThatGuy's lead secretary. While being the ruler of the world is fun, it required tedious amounts of work. He hired a manager to handle his paperwork along with several other projects. Synthia rose to the call, and she works as the lead manager. Not much else is known about her background. She's generally very matter-of-fact and emotionless with a strong love of technology, which is one of the main reasons she still works for him. Her current occupation is as the Techological Advisor to the King, along with being the keeper of the King's Royal Archives.
The true origin of her existence is the database of the dimensional organization, known as the [REDACTED] but will be referred to as them for privacy's sake. When the King needed information about the mysterious group, he decided to fuck all logic and canonize the database at its source. He wasn't expecting an actual figure to appear and the transfer itself was incomplete, causing her to develop an unstable personality. Lacking a secretary, the king decided to appoint her as his new lead secretary, limiting her memory and locking much of the information of the organization away. This was to prevent her from accessing the entirety of the database, which combined with her unstable state could create something akin to a dimensional deity, something that could spell doom for the dimensions themselves due to her unpredictability. The king keeps her under watchful eye, although he allows her freedom to do what she wants.
Weapon/Abilities: Stylus and Clipboard "Datakeeper": "Inherited" from the Navya family, her fancy stylus and clipboard combination acts as an advanced computer, sort of like a tablet. However, the stylus doubles as a knife, and her clipboard can regulate the realities she creates, along with summoning objects through "Canonization". It's also a handy organizer when the work piles up.
Technological Prowess: A fellow technomancer, Synthia is well gifted with technology and can control most technological devices, allowing her access to networks and the like. Unlike the other failure of a technomancer, she doesn't use this for immature purposes, mainly using it to aid in her paperwork. She can also transport herself into certain digital pathways, which speeds up transport.
Virtual Reality: Synthia is able to create virtual realities of her pleasing, and can manipulate space rather easily. She utilizes this as her main gimmick, and this is where her "trickery and deceit" strategy comes into play. However, she also must abide by the realities she creates, so she can't make something like "the inside of a sun" as a reality. Eventually, it ends with a stab in the back, or worse.
Invisibility: Her watch allows her to turn temporarily invisible, similar to another backstabbing character. As usual, there's a limit to how long she can use it, which then needs to be recharged afterwards.
Careful Analysis: Being the creator of a large database allows her the ability to predict movement patterns or attacks of others and react accordingly. Any new move she "reads" from her opponent gets hastily added to the database, which she can use to her advantage. Since she is a technomancer, she is free to use the internet for research or other purposes, allowing her the time to strategize or plan for an early advantage.
Copycat: Synthia can utilize signature moves of others stored in her database, and eventually create imperfect copies if she has enough information to do so. However, her copies are restricted to her current knowledge and the amount of energy required to summon them, making them useful for distraction purposes or as a test of her opponent's power.
Schrodinger's Test: One of her more powerful abilities, this allows Synthia to use the information gathered in her database to visualize situations with certain characters in mind, essentially studying possible outcomes without engaging in such a situation herself. By doing so, she can easily predict encounters before they even begin, while using the best possible outcomes to her advantage. However, this shares the same weaknesses as her Copycat ability, requiring an excessive amount of energy and information to successfully generate a perfect situation. Due to the processing power required for this, she's unable to do any actions while performing the test, and she's limited to only one situation stored in memory.
Ace of Spades: A normal playing card with the familiar black spade across its face, this card has no special abilities attributed to it, yet Synthia chooses to keep it for reasons she rather not disclose. Aces of the Spade suit are widely seen as high cards in a standard deck of 52. Perhaps it's a metaphor for her own high status?
- Due to Synthia's uncanny ability to correctly guess where her adversary is, it can be assumed that there's some sort of connection or link between them, with the card being a possible source of such a connection.
Desperation Move: Controlled Alternate Deletion/Schrodinger's Solution - Synthia encases her foe in a gigantic digital construct and goes berserk, slashing her trapped opponent wildly with her stylus. Laughing mad, she attaches several explosives to the construct, ensuring complete destruction of the target.
Bitter to the Core: In her "Awakened" state, Synthia's Spellcore allows her to freely control the element of ice, greatly heightening her technomancy powers and being able to freeze her opposition solid with no remorse.
Other:
-She loves video games quite a bit, basing many of her realities on certain game worlds. It's debatable if she spends her time working or playing throughout her hours of work.
-Currently the manager of a certain database ordered by TG. Although it's still a work in progress, her main goal is to cover every single topic in Cutopia, for her own purposes.
-She's taken a liking to annoying her other counterpart, Annette, with outright contempt, although there seems to be a mutual respect between the two.
-Strangely enough, no data records of Synthia can be found before her services to the king, leaving her past as an mysterious and unanswered anomaly. Only a few trusted members of the King and them know of her origin.
-Rumors have been spreading about a couple relationship with a member of them. The King really doesn't like to talk about it, and interactions between the two have become more awkward as of late.
Last two characters I'm posting in a row, before I post the final one. Big thanks to CF for helping me proofread these since my brain hurts
Name: Julius D.
The Elusive Joker
“I'll be taking that, thank you. Maybe next time you'll learn not to underestimate a bard, ehh?”
Appearance: A man in his mid-twenties, wearing a standard adventure getup of a tunic with a brown jacket, and a pair of leather boots. He has a scruffy beard and moustache, along with medium brown hair hidden by a fancy fedora. Usually carries an instrument with him at all times, along with a rapier on his side and a leather whip.
Personality: A bard by trade, he’s puts on a very friendly facade towards others, but can be very sly and sassy when the situation calls for it, and his loyalties are to those who pay him. Full of wit and quite mysterious, he enjoys being nonchalant towards serious situations or people, and has a weird sense of humor not easily understood by many. Towards those he trusts, he's a bit of a tease- especially towards the more emotional types. Loves magical objects, along with fine dancing and music.
Backstory: Many stories float around about Julius’s past, from a rich nobleman being related to some ancient bloodline to being a man who lives through cheating others, but a general consensus is that no one other than Julius (and possibly Arle) knows of his past (plus it's rumored that he himself made most of those rumors up). He lives as a traveling wanderer, working for the highest bidder. He was once tasked as a hired scout and information gatherer for the King, and assigned the job of keeping tabs on his foes, along with performing as an entertainer for when the King got bored. His knowledge on magic along with other topics of Cutopia made him a welcome addition to the team, and he quickly rose to the ranks of TG’s trusted four.
As of now, he’s back to wandering the streets of Cutopia, once again without a job. Feel free to recruit him- he’s a damn good performer. Of course, his services are dependent on how much you pay him, so please take note of that.
Weapons/Abilities: Fencing: Much like his sharp wit, Julius’s swordsmanship is his expertise, being able to strike quickly with absolute finesse and grace. He’s not a fan of killing, so he’ll utilize it to disarm, threaten, or wound his foe to escape.
Whip Proficiency: Julius has a decent understanding of how a whip works, and he’ll generally use it to disarm his opponents or to trip them up, preferring this instead of using his rapier. After all, it reduces the risk of cutting his opponent, and he doesn't want to accidentally slash their hand apart.
All-Purpose Magic: Julius is the jack-of-all-trades when it comes to this. Generally he’ll use standard spells of misdirection to confuse or trick his opponents, but he also has access to a majority of high level spells of all elements, and he isn’t afraid to spam them if he decides he’s in trouble. Ice spells are his favorite to use, freezing his opponents solid when he needs to run away.
THE POWER OF MUSIC: Being a bard, entertaining others is his specialty. He’s able to summon any instrument he desires, bafflling his audience with spectacle, to the point where he’s able to make an entire audience fall asleep or die under the right circumstances. Of course, he can apply other effects to his own allies, inspiring competence, improving courage, persuading others, healing wounds, and gaining resistance from the charms of others. Playing an instrument is also fun when he has nothing else to do.
Bloody Strings: A blood-red harp whose strings share the same qualities as said namesake, found through his adventures with another group of fine fellows. With a simple stroke of the strings, this bloody instrument plays a haunting requiem, draining the life force of those who listen to it while simultaneously recovering his own health. Julius usually pulls out this when serious or threatened, as the recovery rate is abnormally high.
Desperation Move: I ain't no spoony bard! - Julius freezes time, grabbing his opponent with his whip and summoning a huge axe guitar, which he then smashes repeatedly on his opponent. Finally, he freezes his opponent with an Ice-3, summons a pair of shades, and strums a loud power chord, breaking his opponent with a final cry of YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH
Other: -He knows a variety of topics, which is why he’s a big fan of quiz shows and the like.
-Recently been seen around the "Q-niversity", taking a special interest to the library held within.
-Dragons hate his guts. Arle greatly distrusts him, although they've been getting on better terms recently.
and the last secondary character I'm posting in a row
Name: Gale
The Uncontrollable Ace
“…Pathetic.”
Appearance: In his cloaked form, Gale is mostly unrecognizable, with only the top of his head showing above his cloak. Without the cloak, he resembles Terukasaga, but with golden, blank eyes. Carries the legendary sword Tozara into battle along with a sturdy, retractable lance.
Personality: He’s incredibly silent, but very brutal in battle. Loyal to the point he’d go through hell to get his job done. Carries an insane streak when he’s using his full power, in which he’s completely unstoppable. Recently, however, his original personality seems to be resurfacing, along with his old memories. Whether this is for better or for worse is up to interpretation, however.
Backstory: The first success of the Canonization project led by ThatGuy, which consisted of resurrecting the fallen Terukasaga’s body with another person’s soul, and amplifying his wind powers to phenomenal heights. He served as the other bodyguard for TG, and his whereabouts are currently unknown after the Sky Fortress Incident.
Weapons/Abilities: Tozara: A legendary sword taken from an assassin of Teru’s past, it allows him complete control over the wind, providing standard wind spells such as hurricanes and the like. It’s rather slow and heavy, but can send opponents flying with a single swipe of the blade. It also can be thrown at ridiculous speeds at his opponent to catch them off-guard, and his finisher is a gigantic shockwave created by the dark waves of wind surrounding the blade.
Wind Proficiency: Gale has been granted the true power of the wind, so he no longer requires his blade to use his wind powers. He can infuse his body with this to create powerful physical techniques in battle, which makes combat without his weapon deadly. This also gives him his fabled Ridrentum ability, with which he’s able to move at incredibly fast speeds and fly.
Null and Void: Gale's able to surround himself with a vortex of wind, dragging both his opponent and any debris towards him. After a while, he can release anything contained in the vortex at high speeds, pelting anything within a large radius with debris caught inside the vortex, including those unfortunate to be sucked within.
Lance: Gale’s retractable, 0.8 meter lance can be used as both a distance weapon and as backup if he loses his blade. It focuses more on quick and pinpointed strikes, and can be extended to three times its length. Can be thrown to summon a cyclone, similar to Tornado Hold.
Desperation Move: The Dark Wind Howls... - Gale summons a tornado of wind to suck his opponent in, unleashing a deadly rave of attacks and ending it with a dark scar of wind, flinging away what little remains.
Other: -He has an unexplainable hate towards Ventus, which even he doesn’t quite understand.
-Although he seems emotionless, he also has moments of inner conflict, due to the two conflicting personalities of the original Terukasaga and the new soul currently inhabiting his body.
final guy although it's fairly obvious who it is
Name: Thaddeus "ThatGuy74" Guy the Seventy-Fourth (Post War)(Previous Entry Here) (http://cutstuff.net/forum/viewtopic.php?f=9&t=3230&start=11)
King of the World
"I hereby declare you to repeat after me: I will never take on a king again!"
Appearance: He appears to be a young man in his early to mid twenties, with short, black hair and of a somewhat skinny build. His outward appearance is mostly defined by his snazzy white jacket, trademark frameless glasses, and a pair of ordinary denims, finishing it off with a pair of white sneakers. He wears a set of double holsters on his waist, and carries a solid gold scepter with his right hand, utilizing it in a cane-like fashion.
Personality: As "King of the World", he acts as a rather serious individual, taking care to act similarly to how a king would act. He shares the same personality in battle as well as a competitive drive, making sure to face his opponents with the eager desire to win. Outside of battle, he's friendly yet stern and somewhat sarcastic, unafraid to share his own opinions bluntly, despite the reactions he might receive from those who hear them. He shares a softer side to his comrades and friends, who he deeply cares for.
Backstory:
Thaddeus Guy, alias "That Guy or whatever" from most who knew him, started off as an ordinary adventurer, taking on difficult jobs in order to further hone his skills and satisfy his hunger for self-improvement. One particularly dangerous job required the investigation of a certain castle, which others deemed suicidal due to the lack of people who returned. Extremely confident of his abilities, he took the job, entering the castle with only the sword on his back and his own experience. Here, he met a younger Albus Castle, and obtained the legendary Yoshitsuna, a sword rumored to be finely tuned with the dimensions themselves. However, the extreme amount of dimensional energy released caused both of them to be warped to alternate dimensions, with TG warping to the dimension of Cutopia. Here, he met and formed a group with a few others and slowly took control over the underworld of Agorix, gaining power and the title "King of the World".
He later began the "Canonization" project afterwards, hoping to fix the dimensional boundaries of a clashing dimension through a mix of Digital Construction and a limitless supply of energy, supplied by his own powers. He worked on the Sky Fortress with his friend, Dr. Castle, along with Synthia, Julius, and Gale. His project came to a fatal end, with himself and the fortress exploding along with said dimension. Count Nostalgia, after reading about this legendary "King", decided to resurrect him as his second-in-command, applying some sort of mind-control to keep him at his beck and call. Extremely unhappy but willing to fight, he faced the ten heroes in combat multiple times, in order to stop them from interfering with the Count's goals.
After his final defeat by the heroes, he managed to free himself from the Count's mind control, escaping the unstable dimension completely intact and saving them in turn. Hearing of Pryona's increasing corruption three years after the Gamma Incident, he hired a set of adventurers to investigate Pryona City, hoping to reveal their hidden agenda.
Weapons/Other Abilities:
Energy Manipulation: TG has the ability to control energy, using it in tandem with a device known as the Infinite Energy Drive. He's able to utilize it inside his own body to shoot lasers, generate explosions, and infuse it with his own body or his weapons. This allows him some resistance to magic and projectiles, as he can absorb some of the energy used in those attacks.
-Infinite Energy Drive: This device provides unlimited amounts of energy, as its name would state. However, the total amount of energy is highly dependent on how much the user's body can contain, and the regeneration rate is rather slow. Where he obtained this device is unknown, but it's rumored to have some connection with his "other" self.
Swordsmanship: TG's skills with the blade are unparalleled, with only a few able to catch up with his fearsome speed. He uses a total of four blades in battle, although he can only use one at a time, and it takes some time to switch between blades.
Yoshitsuna - The power sword of his collection, seen as a gigantic rectangular blade decorated with rune symbols. It has the power to slash those at a distance, along with shoot sword waves at others. It's fairly heavy, though. Energized, this sword surrounds itself with electricity, able to summon deadly lightning bolts at the location of his opponents, along with the ability to create a slash that tears through dimensions. The Yoshitsuna has an inherited power of restoring energy when he strikes a hit, giving him more energy to use at his disposal. It carries an abnormal amount of dimensional power, and can rend and repair tears in the dimensional fabric.
Pixeltana - A one handed sword resembling something similar to a pixelated laser blade, this sword is his go-to sword for combat. It specializes in quick strikes, allowing easy followup attacks with large priority and multiple combo options. It can also release a wave of energy along the ground, utilized from either the air or the ground.
Valmanway - A sword blessed by the wind. This sword unleashes many slices at once, without TG needing to do anything. Incredibly powerful and fast, it slices even the toughest of opponents to bits in a matter of seconds. He doesn't even have to swing it, it just does the slicing for him. It's still a considerable drain to his power, as it uses himself as an energy source. Often used in close range, and powers fall off at any distance not directly in front of him.
Red Remembrance - A sword dedicated to a previous friend, this sword has the power to cause fire in wherever it points (ex: like if he points at a tree, it will be engulfed in flames. People and living animations require more of a "charge" time.) It can create fire pillars, fireballs, and even a stream of flame. Charged up, a fiery image of Red appears and rushes forwards, causing a fiery inferno to erupt wherever he strikes.
Dual Pistols: TG carries a set of pistols used in case of emergency, although he rarely uses them.
The King's Royal Scepter: The rod of legends. Heavily joked about by a certain catgirl, she was later mortified to realize the item itself is very real, which the king provided the courtesy of a free "knighting" - promptly whacking her on the noggin. The scepter is made of pure orichalcum, along with several rare jewels encrusted on the side. Along with providing a blunt weapon for the king, it also amplifies the King's Ergokinesis abilities, so lasers and blasts of energy are amplified exponentially. It also makes a wonderful cane outside of battle!
Other: -He has a soft spot for his secretary, Synthia, and wonders what happened in the time he's been gone. He's been on a few adventures too with TGOT and others, under various aliases.
-He prefers to be called by his initials, and his real name is currently unknown.
-He really hates mind control, after being the victim of it several times.
-He's on good terms with the resident changeling TGOT, and continues to support his annoyance towards certain other residents in Cutopia.
Insanity: During his jump to Cutopia, he met and fused with himself from an alternate dimension, obtaining an alternate personality that arises from certain stimuli. In this state, the King becomes more reckless and arrogant, along with gaining an enhanced sense of paranoia and attacking anyone on sight. Allows him the use of the Last Set.
Negative Aura: Instead of using energy expelled from his own body via the IED, he instead prefers to absorb the energy of others by the use of an aura of negative energy surrounding his person, and by contact, adding it to his own reserve or health pool. Along with using this to absorb an enemy's life force or negating attacks, he can return this corrupted energy back to its sender through forced contact, ensuring inexplicable amounts of pain or death.
The Last Set - TG can only use these swords in his insanity mode - He can't use his other four swords. His final set.
Nyx's Edge - The alternate version of Thatguy's Yoshitsuna. When charged, this sword unleashes a huge wave of dark energy, capable of voiding anything unfortunate in its path. It also has the uncanny ability to "curse" whatever weapon it hits, and make it unusable for a time. However, it takes a while for him to swing it (unlike the Yoshitsuna, it's very heavy) and it cannot attack at a range, instead relying on close combat.
Muramasa - This is an alternate form of the Valmanway. Although he actually has to swing it, and it doesn't have that whirl of blades that the Valmanway has, it relies much more on accuracy, and it's power increases with each hit it takes. The more hits, the more power and speed it gains. At max strength, it can strike 7 times with one slice. Creates a vacuum effect, ensuring hits and absorbing energy with each slice.
Sevenspiracy - An alternate version of TG's pixeltana. This allows access to powerful spells in all elemental areas. Most would regard this as his most powerful weapon in his insane state, and many theorize that it is the main source of his insanity itself.
Spells/Specials
Inferno - Summons an intense amount of fire, turning the battle field into a flaming hell.
Tempest - Summons a very powerful gust of wind.
Scintillation - Summons a powerful electrical wave, shorting out any machines and dealing massive electrical damage.
Dark Megiddo - Summons a powerful dark explosion, mortally wounding whatever it touches.
Blizzard Storm - Creates a giant blizzard, along with turning the entire battlefield to ice.
Storm of Blades - Summons thousands of blades to surround the enemy, eventually heading towards them.
Greatest Seven - Summons his shadow versions of his allies to lay a beatdown on the enemy.
-Time Stop - Summons SaviorSword, who appears and stops time for 7 seconds, allowing TG to move around with ease in the frozen time.
-Reckless Flare - Summons Red, who throws two large spears made of fire.
-Needle Storm - Summons Bluebrawl, who shoots a barrage of needles.
-Nightmare Express - Summons Brawlman, who punches with the power of a train three times, finishing with an upper.
-Acceleration - Summons Turbodude, who runs over anything in his way with his bike.
-Divine Hurricane - Summons Ventus, who summons a giant hurricane and launches it.
Welp
I did a thing
Whether or not it's OP is left to the judges
Though I took out a LOT of abilities that were in the original profile
Caleb "Cold Fusion" Felderson
"I believe in the people who believe in me, and that's how I exist. ...I need a pair of Gurren shades. This is getting too Spiral for me to handle."
Appearance: A young man (early 20's) with light skin, brown hair, and brown eyes. Always wears a yellow shirt, jeans, leather gloves, brown work boots, and a dark blue armor chestplate adorned with mechanical wings. Apart from the armor, he doesn't really look all that remarkable.
Personality: Upbeat, though typically keeps to himself. Tends to be short and concise, not really saying more than he needs to. Tries to be polite, though he tends to joke a lot as well. Likes seeing people smile and have fun. Very much "a lover, not a fighter."
Backstory: Originally a low-level engineer at a nuclear energy plant in the frozen Antarctic, Caleb decided to investigate into the budding field of Digital Construction, gathering a small group of other inventors which would later become Fusion Labs. Over time, the company grew, becoming larger, more skilled, and more ambitious as they began to test the limits of what this new technology could do. His science career ended abruptly when an experiment known internally as "Project Victor" resulted in his unfortunate demise. However, about a week later, Caleb suddenly appeared again, working in the labs as if nothing happened. He is fully aware of the circumstances of his death, but his body shows no signs of the unfortunate tale. How he is alive again is still unknown, though many guesses have been made...
Weapons/Other Powers:
The Tulpa Effect - Revived by a strange wave of belief in his existence from the rest of Cutopia, Caleb is essentially a construct of pure willpower. Thus, he can't be affected by magic that alters the mind, including charm, fear, mind-based illusions, hallucination spells, telepathy, and other direct mental powers. He is, however, affected by non-magical mind alteration as normal, and a physical spell like a fireball will still affect him as normal.
Out of the Loop - Caleb is in a strange position, being in a Schrodinger's Cat-like paradox of existence. As a result, he finds himself in a state where he exists outside of the normal, able to notice things that others don't, some of which may not even actually exist in his reality. In addition, much like Freeman, any death he experiences is only temporary; Caleb will reappear some time later in some place, both of which are uncertain. He doesn't typically harbor grudges, though, and will actually attempt to avoid a fight with someone who was able to kill him previously.
Fusion Bomb: The result of Caleb reverse-engineering the scripts behind the ever-popular Ballade Cracker along with a few attempts to figure out how to generate energy with a construction, this potent blue bomb becomes its own little solar system briefly on impact with a surface as the core of the bomb fuses into a miniature star before exploding and sending shrapnel everywhere. This weapon's code is contained in a miniature Digital Construction Relay Terminal (DCRT for short, often referred to in the field as "Decorators") contained inside Caleb's right glove, though only Caleb knows how to activate it, and it requires a nearby external power source to draw from due to its rather potent nature.
Fusion Armor: Caleb's pride and joy, the Fusion Armor is a powerful piece of equipment that serves as the inventor's main source of protection and transportation. It comes with an internal fusion core to power his portable equipment as well as itself, a shield that guards against most attacks (though metal causes the field to malfunction), a pair of wings that grant him limited flight and speed-boosting capabilities, and internal temperature regulation to keep its wearer comfortable in pretty much any situation. Due to a failed experiment, the armor is welded in the back where it's supposed to open, which while it grants Caleb the benefit of not having to worry about someone opening it, is a massive burden since the armor is kind of heavy. Because of this, he has developed a function that allows him to put the wings on a low setting and lift the armor off of his shoulders for a little bit, but in combat he keeps the function off to help him manage his energy; this results in him taking long breaks after every fight to try to get his breath (and shoulders) back.
Power Ring - No one knows where he got it, but Caleb has a golden ring about the size of a basketball that he carries around with him. He claims it bolsters his shields greatly, but he tends to drop it in the heat of battle...
Other:
- Caleb is very opposed to fighting without cause, though he does occasionally host gladiatorial combat tournaments to help Cutopians get over their tension. Thanks to Cutopian technology, what would normally be fights to the death in such arenas are toned down by the presence of respawn technology.
Caleb's Projects
Being head of the labs, Caleb is in charge of the oversight of a large quantity of various experiments and projects. Some of his personal favorites are listed below.
Project Prism - Probably one of the most infamous projects at the Labs, Caleb has been tinkering with a plan to make a script that perfectly mimics key features of any being that uses it, using data he has gathered on many of its residents. The plan is still in the very rough work in progress phase, unfortunately, and Caleb can't seem to gather the motivation to actually work on it. Thus, it has fallen by the wayside.
Project Hourai - An old project involving tinkering with interdimensional energy signals, Caleb has been attempting to craft a script that can harness power from a land beyond the veil of reality itself. He met some success, but it was rather short-lived when the script became too tedious to repair. The unfinished script floats around the black market of Cutopia on occasion, much to its maker's chagrin.
Project Hayden - The perfect blend of strength, durability, and grace (at least, that's what Caleb wants it to be), Project Hayden is the codename for a series of attempts to create the ultimate combat gear. It's still in the works, but Caleb has been making some breakthroughs.
> Excalibur - Caleb's first major success with Project Hayden, this suit allows is light enough to grant the user freedom of movement, but tough enough to be reasonably resilient on the battlefield. It comes with decorators in the hands, scripted to create blasts of light and high-powered javelins on command, and jets in the back allow wearers to rush down enemies.
> Rhino - Caleb's personal favorite, this suit is made of heavier materials granting its user more durability in exchange for speed. Its weight allows it to plow through enemies, and is outfitted with decorators that can create a metallic substance that coats the frame in armor.
> Ember - An armor modeled after the great adventurer Arle Giskell, it sacrifices durability for sheer firepower, and quite literally so; its decorators are scripted to create dangerous gouts of flame and accelerant, aiming to incinerate foes before they can take a shot. Caleb is considering sending Arle herself a copy of the suit, replacing the compilers with arcane conduits so she can use her own spells in place of the inserted scripts.
Now here is something different, but still better than Cmd. Overkill and his quirky robot trio(which I want out by the way). Am I crazy yet?
Name: Fendrel Antartus
Appearance: A boy who appears to be about 12 and is somewhat lean but not very tall. He has messy gold hair with several silver lines on it. He also has bright cyan eyes.
His main attire consists of a silver robe decorated with wavy cyan patterns, a cyan heart-shape on the right as well as cyan lines on the edges. The collar and shoulder parts are also cyan. He has wizard shoes to complete the uniform and also a silver staff. The size of the staff is about two-thirds his own height and is decorated with a cyan gem on top. The staff also has 2 cyan bits sticking out near the top which coil around the gem then bend at the end to form a heart shape, which matches the one on his robe.
Fendrel is also very cute... But he prefers if you don't tell him that.
Personality: Generally a cold loner on the outside. He rarely shows any trust to anyone. He believes everyone he meets has some kind of hostility, and therefore prefers to be alone. He has a desire for tranquility among this strange world.
Hidden under that cold exterior, despite never showing any signs of it at all, Antartus is secretly shy and very lonely, which his cold personality never resolves. He fears the modern world and its hostilities. He is also very modest, as other people's compliments(especially calling him cute) and sympathy make him feel awkward, nervous and uneasy.
He can warm up to others if he spends enough time with them without any hostility. When there is someone he warms up to, he trusts them enough to tell them things like his history.
However, Antartus is not to be taken lightly. When he mistakes someone for a soldier that invaded his former home centuries ago, he will attack them and take no prisoners, despite revenge not fixing anything. The only other time he fights is for self-defence. Besides that, he really doesn't get into combat and tries to stay out of it.
When not being cold or shy, Antartus can be a level-headed young gentleman. He is also smart, knowing all there is to know about white magic. However, he cannot seem to get a grasp on modern tech.
Also, originating from an era similar to the Middle Ages, Antartus speaks with a very, very heavy Middle English accent and when introducing himself, he tells the other person only his last name.
Backstory: The history of Fendrel Antartus dates back to centuries ago! There was once a peaceful village under the protection of a powerful kingdom. Fendrel was the son of a famous mage.
At an early age, he was trained to be a master mage. He was gifted at white magic and therefore a quick learner. However, he cannot seem to learn offensive magic. At the age of 10, Fendrel mastered white magic, but was not too fortunate with offensive magic. He was given the honour to help out as a junior healer, treating villagers and soldiers.
However, 2 years later, a war broke out. Some powerful hostile force was on a conquest, and their next target at the time was Fendrel's home village. Many lives were harmed, and wanting to survive, young Fendrel ran away. Hiding in a nearby forest, he witnessed the war and will forever be traumatised by that fateful day.
In search for safety, Fendrel ran quickly as far as he can, until he saw a lake glowing light blue. Without his knowledge, the water was actually enchanted, and suddenly, a spout of water rose, engulfing the poor child and freezing him. He waved his staff as quickly as possible to free himself, but the magic was only enough to keep him alive.
It seemed like Fendrel was hopeless, but centuries later, back at the modern age, he thawed out, not even aging a second. When he left the forest, he travelled miles away, only to see the world he used to know changed a lot. He learned that he was frozen for centuries, but decided to endure the new, hostile world, knowing that an intention to end his own life means suicide.
The first thing he did right after that is to practise ice magic on his own to compensate for his inability to learn general offensive magic. Because he survived freezing, Fendrel mastered it in just 3 days!
Now, he is looking for a home and some friends. He lives day and night outdoors, sleeping wherever he finds suitable.
Weapon/Other Abilities: When it comes down to combat, Antartus is not good at close-range. His main weapon is his staff. When casting a spell, he only uses the staff for formations. The gem on top also serves as a spare energy source, replenishing his magic energy when he needs it. Some abilities include:
Ice magic: He can conjure ice in various forms. He could also form a small, temporary low-tempreature field around himself. However, the cold field only merely lowers tempreature, so Antartus mainly uses it to cool off in high tempreatures(or cause discomfort to someone who won't leave him alone).
Frozen needles: Antartus's favourite spell. It is quick to cast and has little magic cost. The needle flies like a perfectly shot arrow.
Blizzard wind: Another notable spell. It sprays freezing cold snow at high speed which can subdue the opponent.
Freezing beam: Conjures a sharp ray of magic that encases the target in ice. When more time and magic was applied, it could outright freeze the target, but Antartus chooses to not do it most of the time.
Ice blocks: Antartus can also create solid ice in any size. He uses this spell to make a defensive wall during combat, or to create stepping stones when he needs them. However, the solid ice from his spells are fragile(easy to break with attacks, but can withstand quite a bit of weight) and temporary.
White magic: Antartus still inherits healing magic after all those years. However, it takes a few minutes to cast so he generally never uses it in combat. When cast even longer, it could even recover lost organs. Now if Antartus wasn't so introverted, the healing magic can affect others too. However, he cannot resurrect anyone because it is forbidden.
Magic recharge: Not really a spell, but Antartus and his staff can recharge magic energy when not casting a spell for long enough. However, the staff recharges a lot quicker.
Other: -His favourite hobby is collecting flowers. One thing that he loves which remains intact across the ages. He sometimes strolls down the streets holding a small bunch of various flowers. However, he cannot keep them since he is practically homeless. He just plants them down randomly later.
-Antartus is so lonely, his best "friend" is his staff, which has been his valuble possession ever since he earned it. When alone, he sometimes talks to his staff, but Antartus remains sane regardless. In fact, if one were to catch him doing it, it would look more cute than it sounds insane.
-As for eating, he cannot buy any food, mainly because of his extreme distrust, and also because he used his savings(some gold nuggets) to buy rare flowers. However, he collects wild fruits that grow on bushes, not worrying about poison since he can heal it.
-At some nights, Antartus goes outside of town, possibly sitting in the dark crying... You just wanna feel sorry for him. Luckily, he goes back to town every time.
Apologies for overly-long description. That brain of mine has so much ideas.
Also, since practically everyone has a weapon or ability, I bring to you a civilian:
Name: Dale Herb
Appearance: A forty-five-year-old man. His hair is slightly grey and he wears glasses.
He usually wears his uniform, which consists of a yellow cap, green shirt and white trousers. He also wears black shoes that look smart.
Sometimes, he puts on rubber gloves, especially when gardening. He can also be seen in a beekeeper outfit when handing bees(see below).
Personality: A simple and laid back man. He is tolerant and kind, as well as a good shopkeeper and businessman. However, he dislikes seeing flowers get crushed and people who steal his stuff.
Backstory: Dale lives a relatively normal life compared to several in town. Throughout his teenage life, he travelled to many parts of the world for nature hikes. That's when he grew an interest for plants of all sorts.
Later on in his life, after Dale finished his studies, he decided to start a gardening and florist business in town, but he was new to gardening at the time. It seemed like business is plumetting.
However, he never gave up. He studied plants and their needs, and eventually became an expert. Right now, he lives a happy life doing his job, which became one of the most successful businesses in town.
Other: -Dale knows almost all kinds of plants, large, small, rare, common, scientific, magical. He even set up a large greenhouse outside of town to grow rare plants in a perfect atmosphere, even including insects to pollinate them. Once in a while, he puts the rare plants on sale.
-So recently, Dale met an interesting new customer. This new customer is a boy in silver and cyan who came in alone. He bought some rare flowers and paid with a sack of solid gold nuggets.
Not sure what "town" refers to, but if it's okay with you guys, it could be the place where the stories take place.
this could very well be the longest post I've made on this forum.
Drameda Anderson, the Trap Master
"Oh? You're going to go with the weather like this? Why don't you stay a little longer? It'd be a shame if you left so early..."
Appearance: Tall, thin man that looks to be about in his fifties. His grimy black hair is pulled back into a short ponytail, but several strands stick out every which way. A large amount of white is around his pale blue eyes, making them seem smaller than they are. If one looks at his face, they will see various wrinkles spread about, primarily under the eyes and near the edges of the mouth. Drameda constantly wears a very wide grin. (http://tvtropes.org/pmwiki/pmwiki.php/Main/StepfordSmiler) The man stands with a bit of a hunch from many laborious nights of mastering his craft. He wears a black cloak with a hood that is rarely put up under normal circumstances. Inside of the cloak is a countless number of pockets and straps used for storage. He wears a button up shirt with the sleeves ripped off at the shoulders, covered in a leather vest with several pouches and straps for containing bits and pieces of machines. His black belt is decorated with a silver spider-shaped buckle that is noticeably unpolished. The belt also contains several loops for holding tools, primarily hammers and stakes, but several bear traps hang on his hips, as well as a large coil of metal wire. His pants are simply black and like everything else in his wardrobe, covered in pockets. He wears big brown boots with steel toes, but most of the boot is usually covered by his long pants.
The most notable feature by far is his complete lack of biological arms. His right arm's flesh stops a few inches below the shoulder, but his left arm stops right after his elbow. The rest of the arms are horrifying metal prosthesis, designed to give Drameda full control when working. Several tubes and wires hook into the flesh on his old arms. His hands are normally configured like a human's, but they can adjust and spin around the base of the "palm" to allow for any position of fiddling and fingers. His fingers can extend to an extent, growing thinner as they get farther. Mostly used for detailing and occasionally lockpicking.
Personality: Drameda is a wee bit off his rocker. Obsessive, possessive, creepy, controlling, and insensitive, he is not the kind of person you want to be friends with. Despite this, he is scarily good at entertaining any guests he might have. Despite his politeness to his guests, it's generally not a good idea to push his boundaries if he's entertaining you if you value your limbs. The few friends Drameda has include several "puppets" of ex-guests, his son[who is understandably not too terribly fond of his father], and the grave of his ex-wife.
Drameda has a a tendency to seclude himself and would much rather invent new ways to capture and maim than to socialize. The few guests he has he becomes very fond of, and would very much prefer if they stayed with him — forever.
Backstory: Doctor Drameda had always been obsessive about his traps. He worked as a freelancer, setting up security systems for whoever asked, no matter how deadly the system might be. He was the guy you called if you needed something Indiana Jones couldn't figure out. He eventually married and had a son, Aries Anderson. After many years of happiness with intermittent feuds, his wife decided that the man loved his work more than he, so she left and took Aries. Horrified by this, Drameda set out to confront her. Through a horrible turn of events, Drameda ended up bludgeoning his wife to death with an umbrella. Deeply disturbed by what just happened, young Aries ran very far away despite the desperate wishes of his father. The man wept. Something snapped in his mind that day, and he has never been able to wipe his smile off his face. "It's not my fault; they didn't understand me! If they had just taken the time to appreciate my collection, they wouldn't have left!" Drameda devoted himself solely to his craft immediately. Bear traps, whirling blades, invisible wires, trap doors, pitfalls, bombs, dart shooters, and boulders, all things that he would use to make sure no one could leave him again. In the many years after the snap, Drameda would eventually become the victim of his creations and lose parts of his arms. He was able to construct replacements relatively easily, and continued upgrading them in addition to perfecting his tools.
Drameda was eventually hired by some random companies to fight other hired mercenaries, but he quickly left that job after noticing it wasn't going anywhere, leaving him stranded in Cutopia.
Weapon/Other Abilities:
Drameda relies mainly on deceit and machines to be effective in battle. While he will use elaborate setups and scenarios to ensnare his prey, he does have some things that can be set up very quickly. The following traps are not the limit to his arsenal, but rather the most notable contributions. Drameda has access to explosives, and has thirty-some years of trap making experience. He can make something appear harmless, but truly be a death machine.
Foresight
Drameda is really good at knowing people. As such, he tends to know how people will react before they do, and will adjust his plans as he needs to. He always has a Plan E in case A-D fail, and the impossibly rare Plan F generally tends to be "Screw my morals, have a bear trap."
Steel Arms
Drameda's arms can be used effectively as weapons, whether it be by slashing, drilling, nail-gunning, burning, or stabbing, his iron fists have been designed primarily to replace most conventional tools. One of the few things his arms cannot do is become sawblades, and as such...
Meat Grinder
Drameda's personal favorite mechanism. The Meat Grinder is a gasoline controlled death machine that looks like a small ceiling fan with chainsaws for blades. Easily portable [the blades can overlap and it can then be hung off a belt] and weighted on the bottom, they are designed to be able to be thrown into an area and wreak havoc. Drameda has developed several variations of the Meat Grinder; Different sizes, remote activation, rip cords[not entirely good for the activator to keep limbs], and mobile and robotic[think roomba with chainsaws]
Ankle Biters
Everyone's favorite Bear Trap designed specifically to capture and preserve whatever is unlucky enough to be nearby it. Ankle Biters are also designed to be able to be thrown, opening up automatically with sufficient force. They can still be opened manually, of course. The teeth curve inwards to really dig into whatever they attack. It is possible to throw them at people to ensure they are caught, but Drameda prefers not to do that, as it ruins the fun of traps.
Other:
-If you played Chess, he would likely beat you.
-Drameda knows very well where Aries lives and observes him, but he never interacts with him. He is sure Aries will attempt to kill him eventually.
-He has always considered adding a laser beam to his arms.
may write up myself eventually.
I really need to stop posting
but at the same time I have so many goddamn characters I need to post/update
Alphonse "Royal Flush" McGraw
"Sometimes, in a world of specters, wizards, and robots, you just need a bit of gunpowder, a little ingenuity, and a kiss from Lady Luck."
Appearance: A human man in his early to mid 30's, with fair (though typically tanned) skin, short brown hair, and brown eyes. Typically dresses in a "cowboy outfit" consisting of an orange flannel shirt, blue denim jeans, a brown leather vest and chaps, matching leather boots with spurs, and a wide-brimmed cowboy hat. Also typically armed with his favorite twin revolvers, one on each side, with an ammo pouch behind his right hip. The especially observant will also notice a red "pet collar" he typically tries to hide under his shirt's collar.
Personality: While certainly not sophisticated in any sense of the word, Al is a gentleman at heart and tries whatever he can to make people feel at ease while talking to them. He's the kind of guy that, while he might not be the most well-mannered guy in the room, is certain to lighten up the mood and get everyone to have a good time. He's fond of challenges and bets, and it's hard to get him to pass up a chance to show off his skills or earn a bit of cash (especially gambling, though his track record with such affairs isn't particularly good.) Loyal to the end, selfless to a fault, and is just an overall great guy to know.
Backstory: Born into a poor family, Alphonse McGraw didn't exactly have an easy life growing up. It's no wonder that, as a young boy, he found himself enthralled by the western flicks that showed up on the TV from time to time, depicting heroes who had nothing, using naught but their wit and skill to solve their problems ad save the day. Al's dream was to become just like them, and he spent many of his early years playing "cowboys and indians" with his friends at school and practicing his aim with rubber bands. When he was old enough, he bought himself a pair of revolvers and used his trained eye in showmanship, becoming a trick shooter by trade in order to keep himself alive. He was brought out of this struggling life by a chance encounter with the infamous Elena Ampere, whom he eventually married and settled down with in the grand Ampere Manor; whether it was solely for money, a severe case of Stockholm Syndrome, or an actual genuine love is still unknown. Whatever the case is, Al continues his trade as a trick-shooter, but has also taken up adventuring, treasure-hunting, and even a bit of bounty-hunting to keep himself busy (and to put money in his pocket, since Elena refuses to let him have control of her funds.)
Weapons/Other Abilities:
Jack and Ace - Al's twin six-shooters, which he treats like holy relics. They're functionally identical, though Al can tell which one's which just by looking at them (a trait which completely baffles everyone else, who can't tell the difference.) They're always shining and super-clean; Al takes care to polish them every chance he gets, sometimes even while on the way to or even during a mission. He has a variety of special ammo types which he can load into them, ranging from paint balls and pepper spray capsules to taser-shots, rubber bullets, flares, smoke pellets, incendiary ammo, explosive shots, and more.
Elly-Doll - A hunting shotgun Al got as an anniversary present. Elly-Doll may not be his favorite weapon to use, but when he absolutely has to obliterate everything in front of him, he accepts no substitutes. She pairs the dangerous power of two barrels of buckshot with the dangerous power of absurd kick, enough to send Al staggering back a few steps every time he pulls the trigger. If he increases the powder in each shell, the twin-barreled beast can even add a bit of height to his jump when fired at the ground! Al doesn't generally use Elly-Doll because the powerful blast hurts his shoulders, just like excessive time spent with its namesake.
Eagle Eye - Al's aim and hand-eye coordination are impeccable; his nickname comes from a favorite trick of his where he throws a deck of cards into the air, marking out a royal flush with bullet holes before a single card touches the ground. He's learned many other impossible shots, as well, involving tricks with bullet ricochet, environment tricks, and even a few involving making the bullet's trajectory arc strangely using the rifling of the barrel and other factors. Whether or not physics always properly applies is another question entirely which even Al himself hasn't figured out.
Handgun Throw - Sometimes, you just don't have the time to reload. Al can throw is guns with just as much frightening accuracy as he fires them, causing foes grievous (but typically non-fatal) harm with a well-placed throw. It's a trick he picked up from TGOT, who decided traditional aiming lessons just weren't his style...
The Collar - Al doesn't like to talk about the origins of The Collar. However, he does seem to wear it quite often. While its original purpose is unknown, the collar has several tags that have been linked to it magically. While Al is wearing the collar, he can clip a tag onto it to recieve some special benefits, typically very minor in nature. He can only wear one tag at a time, though he generally carries the others in his shirt pocket. A small selection are listed below:
> Ground Wire Tag - Increases Al's resistance to electricity. Al wears this one the most for... obvious reasons.
> Deep Breath Tag - Grants Al the ability to quickly regain his stamina while standing still. Great for long fights.
> Fool's Gold Tag - No one's sure what it does, but when Al wears it, he finds that he stumbles across money more often.
> Super Scope Tag - Al's shots gravitate towards the target's vitals slightly when he has this tag equipped.
> Back Blast Tag - Al's guns explode with energy when fired with this tag equipped, increasing their recoil but also increasing their power.
Other:
- Al is fond of alcohol, especially whiskey. He tends to get himself drunk, after which he begins hitting on every shapely woman he sees. It was in this state that he first met Elena Ampere, which resulted in some... rather interesting consequences.
- Al is a pacifist; unless he absolutely has to, Al will never kill a target, instead aiming to disable them with shots to the arms and legs or by using nonlethal bullet types.
Hey would you look at that
it's a long-overdue update
Celeste Alaron
"I have dealt with more bullshit than any person ever should. This ends now."
Appearance: A human woman (it's hard to exactly pinpoint her age, many guess somewhere in her 20's or 30's), with pale skin, hair dyed purple with a single white "skunk stripe", and pale blue eyes. Typically clad in a hooded robe that starts purple at the hood and fades to blue at the bottom hem. She wears two hair pins, one on each side of her head, which depict the sun and the moon. Very careful observers will notice that she keeps a crystal ball in a hidden pocket within her sleeve, and some may even notice a small array of necklaces around her neck of a multitude of symbols.
Personality: Quiet, reserved, enigmatic. Typically displays lone wolf tendencies, ignoring others and simply acting rather than discussing her plans. Tends to have an air of defiance and a "holier-than-thou" attitude. Refuses to speak out loud unless absolutely necessary. She has become more comfortable speaking as of late, though the rest of this still stands. Many have noted that her personality sometimes shifts about in general tone, though much of her basic mannerisms tend to stay the same.
Backstory: Celeste doesn't remember much of her early years. What she does remember, however, was not pleasant; she was always bullied, whether it was because she was shy or because she was prone to anger or both. Forced to bottle her emotions, Celeste spent much of her life being miserable until one day she discovered a crystalline orb that depicted a starry sky. Intrigued, she picked up the orb, which told her that she was to be the chosen of the universe, a title she quickly accepted if only to prove her worth to herself. The orb's instruction lead her into the midst of an all-out war for the control of the known world, culminating in its imminent destruction. In a last moment of desperation, Celeste concentrated all of her will into one last spell meant to save the world as she knew it, and through this one spell she discovered something few had ever seen or known of before.
She discovered the true nature of the multiverse, her place in it, and the power contained within.
Weapons/Other Abilities:
Vow of Silence - Though she is able to hold a normal discussion, Celeste is a firm believer in "actions speak louder than words." Do not expect her to discuss plans or trade ideas during combat; she is very much someone who will bolt first, ask questions later. This has its ups and downs; while it certainly makes teamwork a pain, it also makes her much less predictable on the battlefield, as she tries to void giving away her next action if at all possible.
Dimension Magic - An ability drawing from the great power of the multiverse, Celeste has learned to control the mana that spans across more than just Cutopia. With this power, Celeste can do incredibly powerful magic, though due to the volatile nature of this ability Celeste only draws on it in small amounts as to not tear the multiverse asunder.
Infinity Soul - Perhaps related to the above, those who frequently converse with Celeste find that her personality seems to subtly (or, sometimes, not so subtly) shift between a variety of strange quirks. Through a spell gone wrong (or right?), Celeste has become every Celeste in the multiverse. This multitude of voices in her head grants her knowledge of and access to the countless forms of magic throughout the realities, though at the cost of much of her sanity and, at times, her control over her own actions. In addition, reading her mind becomes an exercise in picking out which of the thousands of muttering mouths are in control...
Will of the Universe - What was once the sole source of Celeste's power now serves as an amplifier for her abilities. With the Will of the Universe, Celeste can use her magical talents safely without risking collapsing anything, and can use her two power sources in conjunction to perform great feats that can alter the fabric of reality as a whole. She still follows the Will's instructions more out of respect and courtesy than anything, aiding to keep the world intact as much as she breaks it apart.
Warp Watcher - Celeste has discovered secrets of the world that few before her have. As a result, she has an vaguely intuitive sense of the goings-on in the multiverse, and even some events outside of it. When looking at someone, she can see the threads that connect them to other worlds, being able to recognize multiple versions of the same person as being so. She has also developed magic to travel somewhat freely around the multiverse, though doing so is dangerous for both herself and the worlds she travels between, so she tends to avoid using it with great frequency.
Eyes of a Thousand Worlds - Celeste discovered this strange power while wandering through worlds. Celeste channels strange energies from beyond the veil of realities, causing an eerie glow to emit from her eyes. Anyone unfortunate enough to look her in the eyes while she does this finds their vision clouded by the nightmarish, bizarre images Celeste has found through her travels between worlds, striking fear and madness into their hearts. It's a powerful, draining ability, but its sheer potency combined with the intense migrane the target suffers afterwards means that Celeste finds herself using it more frequently than she probably should when angered.
Pressurized - Celeste is a volatile woman, though over the years she has learned to hold herself back. However, after many years, Celeste is beginning to reach her boiling point more and more frequently. It is advised that you treat Celeste with respect, or the consequences may be... dire, to say the least, and most people who know what she's capable of do not exactly want to take the gamble.
Paradise Chain - A red and gold flail that Celeste saves for only the most dire of circumstances. Though she may not look the part, Celeste is actually quite proficient with it, and displays surprising strength when using it. She claims she made it herself, though how she learned to do so and what she based its design off of is unknown. In addition, despite its lack of obvious enchantment, its blows are especially potent against infernal or extradimensional entities, leaving them dazed and occasionally terrified as if struck by powerful light magics.
Twilight Rune - A massive gold staff with a clockwork design etched throughout. Celeste has found a way to summon and dismiss this staff to a pocket dimension of her control seemingly at will, which makes it a very convenient tool for when shit hits the fan and anti-fan-shit spells are required. Celeste finds it a bit heavy to use for direct combat (although the weight means that she is capable of breaking bones with it on a lucky swing), but she is somewhat proficient in sending energy through its form to amplify her spells. Of random note, It makes a loud "tock" like a pendulum swinging when used as a melee weapon, which Celeste secretly finds somewhat amusing.
Other:
- When someone gets uncomfortably close, Celeste may just run and attempt to low-kick them. Despite her fragile appearance, this actually hurts quite a bit.
A secret has been unlocked!
"Polaris"
"I don't have enough time for this drek. Just... go find someone who actually cares, will you?"
An alternate to Celeste from an unknown world. While she carries herself with an air of authority much like her host, she is several notches more casual, prone to using slang and nicknames, many of which seem out of place to most. She seems to recognize TGOT, though she doesn't exactly have a high opinion of him...
I got bored and made up 3 more losers
I'll revise the first four later
Character 6: Citri 7025
Name: Citri 7025
(A cereal box!)
“I'm not just some cereal box!”
Appearance:
He has a rectangular framework (like a small box) with stubby arms & legs and is generally blue, with messy green hair. Has cyan eyes and wears a light blue cloth belt attached to him with a golden pin. Two antennas reside on his 'head.'
Personality:
The original 'Martial Man' design called for a strict instructor, but the plans were literally thrown out the window. Citri is usually mellow, although he doesn't take kindly to being called a cereal box. He also slightly resents the fact that he was built and then promptly forgotten about for a while. He doesn't really hold it against his creators, though.
Backstory:
A joint project between TGOT and Dr. Fred, 'Martial Man' was originally designed to train Mets in the art of hand-to-hand combat, but the project derailed for two reasons: the fact that Mets don't have any appendages and the fact that neither TGOT nor Dr. Fred really knew what martial arts truly were. Eventually, they agreed to just make something out of a box of cereal and call it a day. They dubbed the new creation 'Citri 7025,' placed it in a cabinet, and left it there for quite a while.
One day, Bleegott was hungry and wanted some cereal, so he opened a cabinet inside the TGOT Inc. building's cafeteria, took out Citri, and tried pouring out some cereal into a bowl. Citri came to life, leaped out of Bleegott's hand, and started berating him, saying
“I'm not just some cereal box!”
Utilities & Armaments:
Dairy Katana: A katana with a blade made out of hardened cheese, with the handle painted in Citri's colors. The blade is still as durable and as sharp as a normal metal katana.
Whole-Grain Shurikens: Generated within Citri's body, these shurikens are made out of various grains. They can pierce flesh, although they shatter when they hit a hard surface.
Abilities:
Citric Chop: Citri can strike with the full force of a well-balanced breakfast. Even though he's somewhat on the small side, his Citric Chop still packs a punch.
Falling Apart: Citri wasn't made properly, and so he tends to fall apart. His antennas can either bring his pieces together or launch them at an enemy.
Other:
based on something I made up with a friend for a computer class
Character 7: William A. Truman
Name: William Alton Truman
(A hired hand without hands)
“Nobody, and I mean nobody messes with William A. Truman!”
Appearance:
He wears a black pinstripe suit with a fedora and a striped red tie. Has red sunglasses that are permanently attached to his face. Wears a pair of loafers. In place of hands, he has blue metallic edges with blue and orange diamond insignias. He appears to be made out of plastic.
Personality:
Will isn't a very happy person, although he can be very loyal, at least for the right price. He doesn't trust most people, since he's met far too many crooks and assholes. He's a little confused by how different Cutopia is compared to his own world, but he can manage.
Backstory:
In the far-off dimension of Robloxia, a land created out of plastic blocks, all was well. Under the designation 'w00t1,' Will had a nice life in his happy home, where he could hang out with his friends. One day, he opened his mailbox to find a pamphlet about the benefits of joining the Builder's Clan, an organization where Robloxia's inhabitants could collaborate to construct massive monuments. He marched up to the Headquarters and applied for a membership. However, the pay was pitiful and the work was strenuous. Eventually, it was revealed that the Robloxian Administrators only created the Builder's Clan in order to get cheap labor. In response to this, Will left the Builder's Clan and started forming ideas for his own group that would entice his fellow Robloxians to rise and rebel against their Administrators.
The next day, construction workers in familiar blue and orange overalls marched up to his door and said that his house was scheduled for demolition. Will didn't want any of this, so he closed the door on them. The workers wheeled in a wrecking ball crane and started breaking down his house. Will got angry, took out a bazooka, and blew up their crane, telling them to get out or else. Since his house was partially demolished and no longer safe to live in, he fled in search of a new place to live.
He eventually met the leader of the Rogue's Posse, and started working with them against the Robloxian Administrators. Clan agents clashed with the Posse's people over the years, eventually culminating in the destruction of the Robloxian Headquarters. With this final act, Robloxia fell into anarchy, with safety no longer guaranteed. Will, while exploring the remains of the Headquarters, saw an experimental teleporter that the Administrators were fleeing in. He ran towards them, but the last Administrator messed with the console, ensuring that they would never be followed. Will took out his dagger, stabbed the Administrator in the chest, and leaped into the teleporter.
Will fell out of the sky and landed on a grassy plains. He saw a city in the distance and walked towards it. When he entered the city, he instantly knew that he was no longer in Robloxia. The inhabitants greatly varied in appearance, and the buildings were not as jagged as Robloxian buildings were. He walked up to somebody and asked them where he was. The person laughed in Will's face, told him that he was in Agorix City, and then mocked the fact that he didn't have hands or ears. The man soon found his legs swiftly separated from the rest of his body, falling to the ground and screaming in agony. Will chuckled a little bit, and said
“Nobody, and I mean nobody messes with William A. Truman!”
Utilities & Armaments:
Spec-Alpha Energy Dagger: A small green blade made from pure energy that can be attached to the end of either of his arms. It's very good at cleaving through flesh and most armors.
Scatterblaster: A small gun that looks like a megaphone; it fires five large scorching pellets at a time.
Gravity Coil: A blue coil that wraps around the user's arm; it reduces the user's gravity by about 75%, enabling them to leap higher and fall slower.
The Midas Glove: A scepter with a golden hand affixed at the top. It temporarily turns anything inorganic it touches into gold.
Abilities:
Empty-Handed: Will doesn't have hands. He has Bluesteel 'Edges,' which enable him to pick up objects as if he had hands. Sometimes they malfunction and he doesn't hold things properly.
Bricksmith: Robloxians are skilled at construction work. They can build sturdy structures in only a few minutes, given the proper materials.
Other:
people who know this guy's true origins will hate me
this guy was my thing before TGOT (except he wasn't really defined or named)
Character 8: Rainflake
Name: Rainflake
(So fluffy!)
Appearance:
A teddy bear the size of a small child with a Met helmet and a red scarf.
Personality:
Rainflake is pretty mischevious, only appearing to be cute and cuddly in order to attract its next victims. Rainflake doesn't aim to kill anyone, though; it just wants to annoy people. It doesn't care who it pesters as long as they are sufficiently annoyed enough.
Backstory:
Rainflake used to be just an ordinary teddy bear with a tiny Met helmet sitting on the shelves of the local Pebix store. Bleegott strolled into the store, greeted the manager, and bought a teddy bear. He played with his new teddy bear quite often, calling it Rainflake, and he had it perched on his shoulder almost all the time.
Bleegott later went off to mix a new concoction in his thaumaturgical crucible. Unfortunately, he leaned a little too close to the crucible and Rainflake fell in. The liquid within the container started bubbling and the crucible exploded, revealing a teddy bear with an increased size. The teddy bear walked up to Bleegott, unsure of how it became alive. He stared at his teddy bear for a moment, and they just stood there, staring at each other. Eventually Rainflake decided to kick Bleegott in his right shin and ran outside.
It ran off to the Ghoul's Forest, where it just sat at the edge and pondered where to go next. A Frostbite approached it, wanting a meal, but Rainflake got up and punched the Frostbite hard enough to shatter it. Rainflake used the Frostbite's teeth to make claws and a staff for itself. It still roams throughout the Ghoul's Forest, occasionally going back to Agorix City because the sound of Ghouls can get really annoying.
Utilities & Armaments:
Frost Claws: Made from the teeth of a Frostbite, these claws are great for ripping up flesh and causing frostbite.
Ice Magus Rod: Also made from the teeth of a Frostbite, the Ice Magus Rod is a staff that launches snowballs. These snowballs have the impact of a cannonball, so it'll hurt a lot if you get hit by one.
Helmet: It's only a plastic replica of a Met's hard hat, so it isn't as functional as a real helmet.
Abilities:
Cuddliness: Rainflake still looks like an ordinary teddy bear. It can use this property to deceive people into thinking it's harmless and then annoy them.
Silver Snowflake: Rainflake can summon disks in the shape of snowflakes and launch them at enemies. They leave a trail of snow behind wherever they fly.
Rustic Raindrop: Rainflake can create corrosive liquid, slowly dissolving anything metallic it hits.
Other:
still better than Snowdrop
finally giving a name to the unnamed teddy bear
and here's stuff
Citri's Artwork
(http://i.imgur.com/qLhYLdN.png)
Will's Artwork
(http://i.imgur.com/HHwFjor.png)
Rainflake's Artwork
(http://i.imgur.com/SBzaxE6.png)
Let's start with a little madness.
Name: Zabel Cerin (Prefers to be referred to as Zac)
Appearance
A tall man around his thirties, very thin frame but incredibly well built muscle mass. His skin has a permanent reddish tint, with burn scars on various parts of his body. His head is mostly bald with a touch of some shaved or burned hair in some places, but mostly bald. His eyes are green with one being constantly blood shot, they always have a gleam in them. He is usually seen wearing a muscle shirt, and shorts or pants of various colour, usually green. He is noticed to have an incredibly large smile that covers most his face, showing well taken care of teeth.
“Hey howthe FUACK do I lOok?”
Personality
A chaotic, evil, wild, uncontrollable, highly unstable, sadist. Zable is a gun for hire that loves the fight, and loves to kill. He always is out seeking a hit job, and if he can’t find someone who will hire him for a kill, he will usually murder someone anyways. Zac is a heavy drinker who is shown to be constantly drunk, and somehow even when he is sober he has a blood alcohol level of 0.22% oddly he shows now ill effect from this, even to the medical level. Zable has a severe case of ADHD to the point where it offends the stereotypes of the diagnosis; he is always twitching, moving, losing then regaining focus on most topics that are not murder, drugs, drinking, dancing, fighting, and for some reason hopscotch.
“HOPSCOTCH isa-bitching sport thatmenplay”
Zable constantly swears, if that was not enough he has an odd speech pattern, he says some words very quickly with constant pitch shifts then stopping and shouting a particular word in a random tone of voice. While Zac is not the most intelligent person in a conversation he does know how to manage finances to the point where he is successfully running several apartments for rent as a land lord. Money is one of the few subjects that he acts relatively normal towards, and is very knowledgeable on the subject. Zac is a drug addict with an addiction to both morphine and heroin, when he combines the two drugs with a heavy intake of alcohol he becomes the very definition of chaotic, and extremely dangerous. He usually does this when he confronts multiple victims at once and needs a bit of a boost.
Lastly Zable is extremely sadistic and a bit of a masochist as well. Zable gets extremely aroused by blood, inflicting harm on others, and burns; likewise Zac enjoys getting hurt, but not to the same sexual extent of him doing harm. When Zac has the time to he will brutally mutilate bodies, and people in the most extreme brutal way possible. Zac is also a pyromaniac, and fire one of his favorite ways to kill.
“I loooove it whenthe HEAD fit-te-te-ts in the blender”
He kills solely for pleasure, finds the cash a nice bonus, and has no morality. “YOUR MOVE PEEETa”
Backstory: “Fack the back story, I’m LIVING AT the top!”
Skills/Abilities
While Zac has no powers he does have some odd resistances
Zac cannot get drunk until his body is over the lethal blood alcohol level. Due to his seemingly naturally produced blood toxicity he cannot die from alcohol poisoning or be harmed form any type of poisoning for that matter.
Due to a lot of burn issues, Zabel is ether fire proof one day and extremely flammable the next. This is usually how much alcohol he consumes in a day.
With Zabel being drunk most of the time he has an extreme pain tolerance, but he does have a limit, when he is hurt too much he will usually try to retreat.
Lastly because alcohol has a lower freezing temperature than water, Zac can shrug off the cold easily due to the alcohol in his blood. This does not make him immune to the cold or ice spells.
Hyperactive: The more stimulation Zac receives of any kind the faster and faster he can move, throw, reload, or swap weapons.
Stimulation includes loud noises, rapid movement, intake of alcohol, intake of drugs, and frequent changes to his surroundings.
Heavy Sleeper: Zac rarely sleeps, but when he does it is usually for a long time (24-32 hours is the norm), the hard part is getting him to fall asleep though.
Weapons
Drunken Fighting: Zac is incredibly good physical shape, is skilled in drunken boxing, and has picked up some unpredictable martial arts techniques.
Mini Uzi: A miniature submachine gun that Zac usually dual wields, he carries plenty of these, and much more ammo. His aim is shit though, and he usually throws his guns away instead of reloading, but not always.
Custom MP5: A larger and more accurate submachine gun that is customized with an enhanced fire rate, it also has a homemade flamethrower attached to the underside of the gun. It uses chambering system that can be fitted with most common aerosol spray cans (spray deodorant, spray paint, silly string cans are some examples of ammunition), the range is very small (about 13 feet at most) and the cans empty pretty quickly so it is used as a surprise attack. He holds this with two hands….still has a shitty aim.
Fully automatic glock: A glock 19 permanently set to full auto, he carries several, has plenty of ammo, and his aim is still very bad.
Duffle Bag: A bag filled with spare guns, parts, and ammo.
Molotov’s and lighter: A small supply of flammable cocktails, he will sometimes drink some and use the fumes to breath fire…with the help of his lighter of course. “I AM A fucking MAGESTIC DRAGON….rawr”
Alcohol: Various straight types of alcohol that Zac uses to get him drunk in battle. The glass and liquid itself can be used in many ways.
Heroine and morphine mix: Zac’s favorite drug, the morphine gives Zac a huge pain tolerance and the heroine stimulates him. This is also a very dangerous drug combination, so he holds out on using this.
Depressant: A special chemically engineered drug that Zac uses to help him focus and actually lowers his blood alcohol level. This also keeps the benefits of the pervious substances in tact; however this is costly to make so Zabel does not have that many of them.
Improvisation: Zable can use random objects that he finds as effective weapons, so when his duffle bag and guns go missing he can usually find something else to massacre people with.
Other notes: “GO GO GO GO GO GO GO GAH AHAHA”
I did revisals of my first four
And I've revised them once more
and I'll probably keep adding misc things to the profile as time goes on
Character 1: TGOT
Name: That Guy Over There
(The God of All T's)
“We're open for business!”
Appearance:
Varies.
His default form in Cutopia is a somewhat short humanoid, wearing a tunic made out of gemstones (emerald & diamond). His undershirt is a hybrid of silk, silver, and chain. He has obsidian leggings with sapphire knee pads and special leather boots. He also wears an amulet, an amethyst sash and a leather belt with a gold and topaz buckle with a ruby in the center. his hair is long and blue with lighter blue stripes, usually tied up in diamond bands. He also has glowing green eyes, dark gray skin, and fangs. A hard hat with a green light sits on top of TGOT's head.
Personality:
TGOT is a fairly silly changeling; he likes messing with people, either by confusing them or by changing into them. As a creature of deception, TGOT can be ruthless on his way to achieve his goals. If he feels that anyone has slighted him in any way, he will stop at nothing to exact his revenge, no matter how disproportionate it may be. Underneath his deceptive exterior is a somewhat kind and friendly demeanor, as TGOT is fairly generous, usually wanting to help others, even if they don't want to be helped.
Backstory:
Kryss Caden was formerly a resident of the Changeling Kingdom, the dominion of Queen Chrysalis. He lived well in the Kingdom for a long amount of time, until he was exiled by the Queen for undisclosed reasons, and he was cut off from the Hive, forced to live on his own in the Wastelands. A few days later, he found a fellow exile by the name of Cale Crita, and they formed a pact to survive together in the Wastelands, exploring what little arable land there was, and luckily finding the remains of someone's magical studies in a nearby cave. They pored over the departed resident's tomes, hoping to find a way out of their mess, until they heard a distressed scream from within their minds, followed by a bright pink wave washing over the land. This wave distorted the land and the ancient tomes, creating a portal that enveloped the cave, taking Caden and Crita with it.
They both landed face-first in a forest, both in entirely new, humanoid bodies. Slowly getting adjusted to this new reality, they made their way to some sort of city that the mostly-human residents called Agorix City. Together, the two changelings found some run-down apartments and lived in there for a while. They picked up a stray Met that was wandering through the streets, and gave it the new name That Met Over There, or TMOT. The three of them then decided to start up a new business, under Caden's name, and it was then decided that the business's name would be TGOT Incorporated, a business that was initially dedicated to the safety of Mets everywhere in Cutopia due to the ongoing conflict.
The three of them kidnapped six beings, including three scrapped robots, two corrupted dataforms, and one human. The nine of them took over an existing office building and claimed it as TGOT Inc. property, taking in any stray Mets and any Met who felt threatened by outside forces. Eventually, Caden, under the new name TGOT, after taking in several Mets, decided to create weapons in order to protect them. This act would slowly change the purpose of his own corporation, although on the surface it was still dedicated to Met safety. He and Crita built a new robot, Q-Man, out of junkyard parts, and this new robot ended up being the company's test dummy and main weapons tester. Right after Q-Man was created, TGOT discovered that he could create a new alloy by forging Thaumium, itself an alloy of iron and raw magical energy, with emeralds and Love Essence. This alloy would be recognized as Chrysnium, after their Queen. This new alloy was then put to the test by being forged into experimental power armor and then a new type of bazooka. Q-Man attacked the power armor with the new bazooka, but all went wrong. The experimental power armor malfunctioned horribly and caused a catastrophic cascade of destruction, causing the building to collapse and warping away the two changelings elsewhere.
TGOT simply could not stay in any dimension for any period of time, warping back and forth between the dimensions for what seemed like eternity until he warped back into the forest he initially fell in, but this time without Crita. He ran back to his company's building, only to see nothing but destruction and hard hats. He mourned the loss of practically everything he had built up, until all but one of his Mets rose up from underneath their hard hats, all safe and sound. TGOT walked over to the one Met that didn't rise, only to find out that there was no Met in there any more, but that it had a new helmet light that vaguely resembled an eye. TGOT sighed and stated to his Mets his new plan to rebuild his business to be better than ever, for the good of all. It would begin with the construction of a new obsidian spire over the remains of his old building, and the facilities would be further improved in order to prevent another catastrophic cascade.
On the evening that the new TGOT Incorporated Obsidian Spire was finally finished, TGOT made a grand announcement on the balcony of his new building, stating to the crowd below that
“We're open for business!”
Utilities & Armaments:
Jade Inferno A custom-made scepter forged from Chrysnium and a little bit of otherworldly power. A vast improvement over the Thaumaturge's Wand, it is an excellent focus for channeling all sorts of fire-based magic. It's also good for whacking people with. When needed, the glass cap can be taken off the scepter and it can transform into a sun-tipped staff, able to scorch enemies and heal allies with its tip.
Helmet of the Mettaur: After the destruction of the first incarnation of TGOT Inc., nearly everything was vaporized except for all but one Met. That Met was once TMOT, the 'pet' of Crita and TGOT, but now he is nothing more than a hard hat with a mining light attached to it. The hard hat still acts like a standard-issue Hard Hat, being impervious to practically everything.
Eye of Deception: An amulet also forged from Chrysnium, it enhances TGOT's ability to manipulate people, but only if they have direct eye contact with him, his amulet, or with his helmet light. He doesn't like using it too often since it takes the fun out of directly messing with people.
Spud Launcher: A repurposed rocket launcher made for the express purpose of firing rocket-propelled potatoes. They explode on contact with anything, throwing bits of steaming-hot potato everywhere. TGOT's personal Spud Launcher has an underside attachment known as the Gravel Blaster that sprays high-pressure gravel everywhere, potentially shredding through flesh.
Boots of the Traveler: A pair of enchanted leather boots with fabric cushioning. They allow TGOT to sprint faster, leap higher, swim quicker, and fall farther.
QJOLNIR Armor Mark VII (http://i.imgur.com/rcTqREn.png): The second incarnation of TGOT's personal set of power armor, mainly made out of Chrysnium. It has its own air filters, a face-protecting mask, an artificial hard hat, and a high resistance to any source of damage, whether environmental or physical. It also comes with a built-in Spud Launcher and a Gravel Blaster.
The Bindcopter: At first glance, the Bindcopter appears to be nothing more than a simple helicopter. It runs off of Bindpower, a source of technology often used in the daily Cutopian Robot Deathmatch Tournaments. The Bindcopter flies much more easily than a normal helicopter does and is also faster than one. TGOT used to fly around in the Bindcopter a lot, but he lost the keys to it a long time ago. Currently it resides in an underground garage.
Shadowslip (http://i.imgur.com/ZmMgyzk.png): An ornate kris with a blade of obsidian, perfect for stabbing and slicing. This weapon was granted to TGOT by the mysterious Shadow that resided within the Gamma Dimension, during his quest with nine other adventurers to save Cutopia from the clutches of the nefarious Count Nostalgia. With Shadowslip, TGOT dealt the final blow to the Count's Gamma Crystal, shattering it and destroying the Gamma Dimension.
Throwing Derringers (http://i.imgur.com/lk1GvlV.png): TGOT has his own custom-made set of derringers meant for throwing, not firing. They are a pair of emerald-plated gold derringers forged through transmutation. Once thrown, the derringers will travel for up to 20 feet or until they hit a target before flying back to TGOT's hands. The infamous Royal Flush himself had reluctantly offered TGOT some lessons on proper firearm techniques, but TGOT found throwing guns to be much more enjoyable than pulling their triggers, much to the cowboy's dismay.
Firemelon Scythe (http://i.imgur.com/kgkRvvI.png): A scythe, with a handle of Chrysnium and a blade of a slice of watermelon and a chunk of sapphire, enchanted with the ability to set whatever it slices through on fire. The envy of the Underworld.
Abilities:
Metamorphosis: TGOT is a changeling. Every changeling has an affinity for magic, a knack for kidnapping, great prowess at manipulation, a hunger for Love and other Emotions, and above all, a natural shapeshifting ability. TGOT has complete control over his own body and can transform and take the appearance of anything that he wants, whether living or nonliving. Their abilities are usually incorporated in the new form as well. While he has one main form that he frequently reverts to, he can also create new 'default' forms, including a female-looking version of himself (http://i.imgur.com/S1GEGwC.png) that he still calls TGOT (That Gal Over There).
The Chartreuse Flare: A special blend of natural Changeling magic and Thaumaturgy, the arcane art of miracle-making. It combines the flashy green flames associated with Changeling magic with the more divine, Vis-fueled and Flux-repelling art of performing fantastical acts with and occasionally against nature. The green flames that TGOT conjured typically do not harm, instead having healing effects and other beneficial and non-destructive effects.
Dimensional Theory: TGOT, after the mishap that brought the end of the first incarnation of TGOT Inc., decided to learn how to freely cross the Dimensions, and he does so by using books. These special books, often handmade, are TGOT's methods of Dimensional Travel. One flips to a specific page in a specific book, and then they place the book on the ground, face-up, and steps onto the page, descending into the Dimension that was detailed on the paper. These books aren't only good for interdimensional travel, they're also great for intradimensional travel.
Scrapsmanship: TGOT knows how to cobble together even the worst scraps of anything and turn them into something usable, such as a single-use rocket launcher out of fragments of wooden crates and spare parts.
Other:
-Back in the Changeling Kingdom, TGOT looked like this. (http://i.imgur.com/ElhX7X6.png)
-TGOT has occasionally answered to the names "Jatea" and "Chrystal."
-He was once under the employ of Count Nostalgia, kidnapping subjects for his various "social (http://www.cutstuff.net/forum/viewtopic.php?f=45&t=4794) experiments. (http://www.cutstuff.net/forum/viewtopic.php?f=45&t=4814)" A brief argument after their latest social experiment (http://www.cutstuff.net/forum/viewtopic.php?f=45&t=5448) lead to their fallout, and after a long series of events, (http://www.cutstuff.net/forum/viewtopic.php?f=45&t=7309) the Count's eventual demise.
-It is rumored that he is currently under the employ of a mysterious organization that he refers to as them. Every so often, they will call upon him to do something for them...
-TGOT keeps a giant library full of books underneath his residence/obsidian spire, although these books are not meant for reading...
-TGOT has an Emotion Refinery set up somewhere in Cutopia, dedicated solely to the processing of Emotion Essences derived from Sentiment Sensors placed all around Cutopia while nobody else was looking. It's free food for him.
-TGOT's can choose to have his flames heal, hurt, or do nothing, depending on the situation.
Character 2: Q-Man
Name: Q-Man
(Captain of Q's)
“Taste my Q's!”
Appearance:
A robot that appears suspiciously similar to Dr. Wily's Quint, except with a blue and purple paint job. Usually has the SaQgarne, a Q-shaped flame thrower, strapped to his back.
Personality:
Q-Man is a pretty reckless daredevil, although with his job at TGOT Incorporated, that doesn't matter too much. He doesn't care what happens when he uses one of TGOT's latest inventions; as long as he gets to use something, he's satisfied. He's somewhat hyperactive and has to constantly be on the move, due to how his Q-Armor was designed.
Backstory:
TGOT was gaining an interest in developing weapons, most of them silly. However, he had no dedicated weapons tester, so he decided to build something that could test weapons for him. He dashed over to the local junkyard to find parts for his robot, when he found the scrapped body of Quint. TGOT decided to steal Quint, taking him back to his laboratory and redesigning him into Q-Man.
Instead of the Sakugarne, Q-Man was given the SaQgarne, a flamethrowing jetpack as an added bonus. He tested all sorts of things for TGOT Incorporated, up to the defensive capabilities of the first version of the QJOLNIR Armor. When he attacked the power armor with the equally-experimental Spud Launcher, the entire building went up in a flash, warping him elsewhere in Cutopia.
He managed to land in the middle of a battlefield for a Robot Deathmatch Tournament, where four other robots were duking it out. Q-Man wanted to join in on the fun, so he opened fire on them with his SaQgarne, yelling out
“Taste my Q's!”
Utilities & Armaments:
SaQgarne: Created by TGOT, the SaQgarne is a flamethrower that can act as a jet pack. Its flames, instead of scorching objects, freeze objects; their blue color reflects this.
Q-Rangs: Razor-sharp aerodynamic boomerangs in the shape of the letter Q. Q-Man can summon these from his cufflinks.
Q-Armor: A precursor to TGOT's QJOLNIR Armor, Q-Man's Q-Armor's power core runs off of kinetic energy; if Q-Man runs out of kinetic energy (which usually runs out within 10 seconds if Q-Man stops moving), he deactivates and has to be recharged.
Abilities:
Swift Twister: Q-Man runs around in a circle, generating miniature tornadoes that can tangle up and blow away foes. They can be dissipated if he throws a Q-Rang at them.
Speed: Q-Man can convert his feet into jet-powered roller skates, enabling him to move more rapidly than usual.
Other:
Q
Character 3: Mark Brown
Name: Mark Brown
(Mechanic - augmented and enraged at his kidnapping)
“I shall never surrender to that guy in the green.”
Appearance:
A very pale and heavily modified human in a red suit. He has very dark purple hair, his right eye has an ocular implant, and the entire left side of his head is made of metal. His entire left arm is metallic, colored purple and pinkish. The emblem of the starship UESC Marathon is on his chest. Has pouches on his pants, meant for holding his Fusion Pistols, and a yellow spike over his left knee. Shoes are made of metal.
Personality:
Mark is very arrogant and full of himself, believing that he is the best at everything he does. He doesn't work well with others. With his augmentations, he believes that he cannot be destroyed. He has a hair-trigger temper, getting upset at even the slightest thing that goes wrong for him, which usually results in a grisly death for the nearest bystander. He harbors an intense grudge against TGOT for kidnapping him and practically ruining his life.
Backstory:
Mark Brown was one of many mechanics on the Unified Earth Space Corps starship Marathon, dedicating his life to the management of the ship. Mark was fine-tuning the Marathon's defense systems when he heard yelling coming from another area on the ship. He decided to check out what was going on, when he saw an entire armada of the Pfhor, a race of alien slavers, standing over the bodies of some of his fellow mechanics. The Marathon's Security Unit rushed towards the scene, attempting to contain the invasion, but they were overpowered. Soon enough, the entire ship was overran, and Mark ran towards the escape pods, only to be greeted by a Pfhor soldier. He blasted it with his Fusion Pistol, searing a hole through its head, stole its staff, and leapt into an escape pod.
When he landed, Mark found himself in a planet slightly different from the Earth that he never knew. The first things that he saw were a dark gray humanoid and a tiny waddling hard hat walking towards him. He grabbed his staff, preparing for another fight, but instead he got a potato to the head and was knocked out.
He woke up and was asked by the same humanoid, revealing himself as TGOT, to work for him. Seeing as he wasn't going to get anywhere else on the planet, he reluctantly agreed. He worked side by side with the changeling, creating weapons. Mark suggested making more lethal weapons instead of jokes, but TGOT told him off, stating that he prefers nonlethally annoying this world's residents. Mark got fed up with TGOT, so he decided to sabotage the QJOLNIR Armor. The next day, when Q-Man tested out the durability of TGOT's power armor, the entire building was effectively vaporized, horribly disfiguring Mark's body and destroying his left arm & part of his head.
Mark eventually woke up on a medical table, feeling a lot better but also slightly less human; he noticed that part of his head and his entire left arm were both made of metal. Remembering that he was put into this situation by a certain changeling, he got up and stated his mission:
“I shall never surrender to that guy in the green.”
Utilities & Armaments:
Zeus-Class Fusion Pistols: A set of small firearms that fire short bursts of electrified plasma that can sear anything they come into contact with. They can also be charged up in order to shoot larger, more powerful shots; however, if they're charged for too long, they will discharge and explode, usually lethally. Charged shots are able to short-circuit any electronic device.
Pfhor Shock Staff: Retrieved during the Pfhor invasion of the Marathon, Mark slightly modified his staff and use it to paralyze anything its charged end comes into contact with. It can also project a shield to reflect projectiles.
Scramble Grenades: These grenades, when detonated, scramble the minds of robots, causing them to go haywire and often attack anything indiscriminately.
Ocular Implant: A device grafted onto all Marathon personnel. It provides enhanced vision, as well as night vision, infrared vision, and long-ranged sonar vision.
Abilities:
Modified Keratin: Mark's skin is more resistant to fire, although he can still feel the pain. His skin is also slightly resistant to gases and energy attacks.
Regeneration: Nanites can heal any injuries caused to Mark in combat, although severed limbs are still out of the question. Being injured while healing is in progress will slow down the rate of healing.
Cloak: The same nanites that can heal him can also allow him to become invisible to normal eyes; however, security cameras and robots are still able to see him.
Other:
I hate names (I thought up the name like 4 years ago, and I'm not satisfied with it)
Character 4: Dr. Fred
Name: Doctor Fred
(Benefit the Sick)
“Who needs style when you've got a really big scalpel?”
Appearance:
He wears a blood-stained and scratched-up medical tunic, with a red band over his left shoulder, some brown slacks, and white boots. Has a name tag with 'Dr. Fred' written on it. He also has a surgical mask with a beard taped on it. Sometimes uses light green latex gloves. His right arm is made of metal. Light skin tone, blue eyes, dark brown hair. Has the Knoxx's Gold and 1340 Shield holstered on his slacks.
Personality:
Dr. Fred is pretty humble and calm, enjoying his line of work. He has a psychotic devotion to his line of work, and will probably chop people's arms off in order to give them an arm that works better than their original arm.
Backstory:
Dr. Fred used to live in a backwoods village on Pandora, acting as the place's doctor. He patched up nearly the entire town during his stay there. Everyone was pretty content with life, although they didn't exactly enjoy how Dr. Fred forcibly gave them all robot arms. Unfortunately, "Handsome Jackass" found them and decided to destroy their settlement. Dr. Fred quickly ran towards the only ship in town and flew away from Pandora.
He arrived on what he believed was Earth, walking towards the nearest city, when he saw a giant flash off in the distance. He rushed towards the flash and saw a demolished building with a lot of frantic hard hats and a few scorched bodies. Dr. Fred picked up one of the bodies and ran towards the nearest hospital.
He plopped the body on a table, checked to make sure it was still alive, and then broke into a cabinet, only to find a bucket of experimental nanites, a robotic skeleton, and a full helmet. He forced the nanites down the man's throat and grafted the skeleton's left arm and half of the helmet onto the man's head. Dr. Fred exited the room, only to find a doctor, wanting to know what he did and why he did it. The other doctor was sure if he was even legally certified for medicine. In response to this, Dr. Fred took out his buzzaxe scalpel and said
“Who needs style when you've got a really big scalpel?”
Utilities & Armaments:
A really big scalpel: A buzzsaw stolen from a dead bandit; the blade was modified to have a diamond tip.
Knoxx's Gold: While digging around in the village's scrap heap, he found a pistol that formerly belonged to General Knoxx, the First General of the Crimson Lance. It has a corrosive attachment, enabling it to shoot bullets that can corrode any type of armor, whether natural or fabricated. It also looks really expensive.
1340 Shield: Dr. Zed rebuilt an EXP-LOADER that wanted to help the Vault Hunters into a shield; however, they found better shields and left behind the 1340 Shield; it also made its way to Dr Fred's scrap heap. This shield absorbs bullets, fire, and corrosive materials. It doesn't play well with electricity; it will shut down temporarily.
Anshin Needle Vials: Typically filled with Rejuvenation Liquid, a liquid that provides rapid healing, they can hold other types of liquids and medicines. They can also be thrown.
Abilities:
Digistruction: Dr. Fred has his own digistruct module, a device that can digitally store any material for later usage. Mostly used for storing medicines for Needle Vials and spare bullet clips.
Morally Ambiguous Doctorate: Dr. Fred isn’t actually legally certified to operate on anyone; he just wrote over the late Dr. Ned's certificate.
Other:
He's an actual medical doctor (kind of)
and then Artwork
TGOT's Artwork
(http://i.imgur.com/mnsLNEu.png)
Q-Man's Artwork
(http://i.imgur.com/4yAuVdG.png)
Mark's Artwork
(http://i.imgur.com/5sif3jd.png)
Dr. Fred's Artwork
(http://i.imgur.com/YXfcqoK.png)
So, here is a villain and potentially quirky character:
Name: El Groovy
Appearance: An adult man whose age is unknown. His hair is dark but dyed green on top and has a disco dancer style. He also has a thick moustache.
His main attire is a white 70's style dancer outfit. He also wears an overly gaudy poncho over his outfit, which often clashes styles. El Groovy's outfit is completed with cool shades. He carries around a sombrero which apparently never messes up his hairstyle. He rarely ever wears it, but when he does, he has a tendency to take it off during times of confrontation.
Personality: A villain by heart, but contrary to your classic power-hungry megalomaniac, he is instead a nutcase obsessed with music. In fact, he is so quirky and harmless, it is hard to label him as evil. However, when left without a foil, El Groovy can be very competent by comparison. He never intends to kill, but can cause harm, especially when angered.
He can also be a super-ego, thinking that he is a big man with big dreams when he does not realise he is actually a crazy loser with a terrible wish.
Oh, also, he has a stereotypical 70's lingo combined with an accent similar to that of a Mexican from Earth.
Backstory: Not much is known about this guy, except he grew up to love music. In fact, he gets obsessed with it, he thinks that 70's and Mexican-style music are superior. He is the only man crazy enough to combine both. This clouded his mind completely, and wants everyone to appreciate music as well.
This apparently drove him into 'villainy', and he wants to rule the world to force music awareness in everyone.
Weapon/Other Abilities: El Groovy is not much of a fighter, but his main weapon is his maraca, which is light but tough. However, he does not use it very often. Some of his abilities include:
El Groovy's Magnificos Moves: His primary fighting style. Due to his inclination to combine his two favourite types of music, he has created a sort of dance so unconventional, it's confusing.
Ambiguous Matador: Some say El Groovy knows a little about bullfighting. He is an expert at dodging, sometimes using a red cloth to do it. He is also good at handling things which are big, heavy and fast.
Other: -El Groovy often takes breaks from villainy, taking up part-time jobs being a performer, just happy that some people appreciate music. While he is usually seen as a loser, some think he is an impressive dancer.
-His favourite food is jalapeńo peppers. In fact, he is even aware of the flavour, going as far as threatening to feed someone that stuff if they act against his favour.
-His attempts at villainy are so lame, that even his victims will never take him seriously. He once interrogated innocent civilians to agree with him, only to give them a slap on the wrist and let them go should they fail to comply.
-He once played Mexican songs on rock guitar. He knows quite a bit about instruments, and secretly wishes to make a band specialising in his favourite "genre" of music.
And after that crazy thing, here is a more competent but non-human villain:
Name: Prof. Mechanus
Appearance: A goblin with green skin who appears to be old. He dons an open white lab coat. Under the lab coat is a goblin engineer uniform, which is black and made of leather and chainmail.
Mechanus is also red-eyed and wears a mechanical glove(not a cyborg arm) over his right hand.
Personality: Mean, malicious and power-hungry. Mechanus is an evil genius who knows his tech. He is very crafty and strategic, using creative tactics to carry out his attacks.
However, his temper is equally terrible. Even one simple request can trigger his rage. He also has very little mercy and no remorse, willing to terminate whoever is in his way. Despite his unstoppable rage, he is very competent.
Mechanus is also not a sadist, because although he is malicious, he shows no joy in causing pain. He only enjoys being on top of other races and species.
Backstory: A long time ago, there used to be a goblin village in the forest. While the warriors were fierce, these goblins were a social race.
Mechanus lived a simple life as a goblin engineer, working on machines for his village. However, despite being an expert, Mechanus was a black sheep among the goblins. He disliked working all day every day, and felt inferior.
One day, he left the village without a trace, starting his journey to show the world that he is the most superior, not only to goblins, but also to all life on the planet. He made a hideout in the middle of nowhere, cracking evil schemes to gradually conquer the planet.
His plans have dangerous potential, but every time, some defending force always stops his plans. To this day, he is cracking more plans to rule the world and show it who is the most superior species.
Weapon/Other Abilities: Mechanus has no physical strength, but completely compensates it with his genius at machinery. Some of his notable inventions include:
Escape Button: A teleport remote held by Mechanus set to send him back to base. He only uses it once thwarted or claimed victory. He also hooks it up to his machine of the week if it can be repaired.
Mechanus Tank: The goblin Prof's pride and joy. One of the most dangerous goblin-made machines ever. It is a giant tank equipped with mainly cannons. It is also durable, making it near-impossible to destroy for good. If Mechanus defeats a war machine, he will salvage and repair its equipments to add to his tank. However, it cannot fly, which is a motive for Mechanus to take down flying machines.
Robot Army: He leads an army of robots to do his every bidding. Once in a while, one of them would turn against him, but it's usually destroyed before it does anything.
Haemogoblins: Nanobot units made from bio-technology as a result of reverse-engineering and modifying red cells. They work as a colony in order to take form and/or regenerate quickly. The usually take the form of goblin warriors and strengthen when exposed to oxygen. Mechanus uses them more often than robots since the Haemogoblins are stronger and more competent.
-However, Haemogoblins have one weakness; If the lead nanobot, which is hidden somewhere in the colony, is outright destroyed, the entire colony will be destroyed too(meaning a single Haemogoblin unit will die for good if its 'lead' nanobot is found and destroyed).
Other: -At first glance Mechanus seems very dangerous, but without his machines, Mechanus is weak. However, his genius and motives made him one of the top 1000 most dangerous villains.
-He once bombed his own former home village to prove his might. While there are still more good goblins out there, it just proves that Mechanus is willing to do anything for supremacy.
A few days passed so I'll drop this off here.
So, anyone remeber Dragon Mage from my Under Siege submission? Well, for some reason, I decided to make a female counterpart in the form of another Antartus.
Name: Mirabel Antartus
Appearance: A young lady who is surprisingly rather adorable for someone in about her early 20's. She has icy cyan eyes, as well as shoulder-length icy cyan hair with several silver lines on it. She also has a pair of large purple-framed glasses.
Mirabel's main outfit is a robe which is a very dark purple(almost black) with red wavy patterns, and an off-centre insignia of a dark green dragon head. She also has a dark green high collar with a design resembling dragon wings, as well as shoulder parts modelled after dragon feet. Two long dark green ribbons with zig-zag cuts are attached to the back of the waist area of the robe. She also has a pair of dark green wizard shoes with smooth, rigid material covering the toe areas. Her outfit is completed with a pointed hat which matches her robe, and said hat has a dark green motif resembling a dragon head mounted on to the front of the hat, just over the brim.
Mirabel also has a rather large purple staff. The bottom end is tipped with a spear head while the top has a dull red orb capped with a motif shaped like a dragon head. The orb lights up whenever she casts a spell, giving the illusion that the dragon has glowing eyes.
Personality: She is a sophisticated, kind, respectful, level-headed and smart person, mainly being an expert in magic. She has a strong conscience, knowing even wrongs that some are oblivious to. She is also a determinator, doing what is necessary to achieve her goal. Despite being a black mage, Mirabel tries to avoid combat, only fighting she feels she really needs to. Even then, she never intends to kill.
However, when it comes to making friends or applying for a job, Mirabel is a complete shrinking violet. She also has too much modesty, reacting to simple compliments by acting nervously, and sometimes her face even turns red.
As for her speaking, Mirabel speaks in a sophisticated manner, with a splash of Middle English accent. As part of her strong conscience, she never uses foul language.
Backstory: Centuries ago, the Antartus family lived safely in a village protected by a kingdom, until a hostile force attacked. In an act of self defence, one of the Antartus children, Fendrel, ran off to safety. However, without his knowledge, a few days after that, the hostile forces were defeated by the defending kingdom, forcing them to retreat. While Fendrel was still AWOL, the rest of the Antartus family lived in peace for generations.
Back in the present day, the current heir of the Antartus family is a young woman named Mirabel. As for her past, she lived a happy life in a far away place. Being an Antartus mage, she was also gifted at magic. Therefore, she was taught how to use her gift by her parents, who were apparently retired heroes.
At the age of 10, Mirabel got good at basic magic. However, she tragically lost her parents. Fortunately, she was soon taken in by their personal friend, another retired professional who goes by "Hunter". The man raised her as if she was his own daughter, and even helped her hone her skills.
When Mirabel was 18, she moved out to find a better place to stay. She also retained her identity as an Antartus mage, but despite being the last known living member, she literally feels that there's another one out there. One day, Mirabel moved into town, and discovered an abandoned undeground facility outside of town. She then made it into her home, magic lab and library.
Right now, she is aiming to be a master mage and magic teacher.
Weapon/Other Abilities: Mirabel doesn't like violence, but if she has to fight, she can put one up alright...
Dragon Spear:[/i] The spearhead on the bottom end of her staff can be used as an improvised weapon, when really needed. Usually, she uses this in close-combat.
Cryoparalysis: "Hunter"'s special skill. It channels ice magic through the spear, and injects it into the enemy, sending a chill down its nerves. This temporarily disables their movements, but it is never lethal and only lasts for a bit.
Elemental Magic: Mirabel is good at casting various elemental spells, covering most basic magical elements. However, it takes time to cast. The element of the spells are also indicated by a colour-coded dragon head made of energy which appears in front of her as she casts. Mirabel prefers ice spells more than the others.
Mage's Dragon: Being taught by a high-rank dragon mage, Mirabel can conjure a mini-dragon which fights for her and keeps coming back until ordered otherwise. When not in combat, it can be seen with her like some kind of little pet. Mirabel's Mage Dragon is ice-elemental.
Magic Recharge: The orb hidden in the staff also works as a spare magic energy storage. When a spell is not being cast for long enough, the staff and its user recover magic energy, but the staff recovers faster.
Family Detector: While not useful in combat, Mirabel has the ability to sense other Antartus mages. It does not tell who or where, just the fact that they are alive. Although Mirabel's parents are gone, this sense of hers is still active, and she hopes to find this lost relative one day. The origins of this ability is unknown, and very few mages are known to have the same ability, only with their respective families. This power is indicated by a feeling that is indescribable by science.
Other: -Once in a while, Mirabel would visit this "Hunter" guy to share stories with him. As for the retired expert, he is now as a tutor-for-hire to young mages. They have a close bond and in fact, the people of the town where "Hunter" lives know about their parent-child relationship well.
-Mirabel is a bookworm. She buys various books(especially ones about the study of magic, of course) and stores them in her bookshelves at home to read later. During her off-time, she sometimes goes to the town library to read.
-Yearly, she would visit her parents' resting place to show them her respect.
-Little did Mirabel, or anyone in fact, know, her long-lost relative is actually a child who can be spotted in the city located nearby her hideout. Just proves how limited her sixth sense is huh...?
Same deal as Dale, "town" refers to the city where some stories take place. It is also the same town as well.
And this is me brewing more characters:
Name: Spiritia
Appearance: Actually a ghost, she appears as a young woman with impossibly pale skin. In contrast, she also has very long black hair.
She mainly wears a robe which looks damaged at the bottom, giving the appearence of a wispy aura. The robe is usually part black and part white, but which side is greater is mostly based on action. If she acts out of good and kindness, her robe turns white, and if she acts out of evil and hostility(including being harsh to the innocent over a small mistake), her robe turns black. Her morals also count for this colour change. However, if she is influenced by spactime anomalies of any kind, her robe turns grey entirely.
Spiritia also has 2 large rings, one floating over her head and one positioned like a sash. Normally, they would sequentially flash black and white, but if either side of Spiritia takes over, the ring floating above her head corresponds to her robe colour while the 'sash' contrasts. If her robe is grey, both rings would turn grey as well.
Personality: Mainly she is a neutral. However, she can be influenced by either good or bad based on what happens around her. However, despite either side being able to take over, it is never permanent. Eventually, Spiritia will return to her neutral self. Fortunately, the good side is harder to diminish than the evil side.
While it is impossible to keep her personality permanent, one can maintain it by keeping her on her path regularly. Despite being a neutral, Spiritia has good memory and is not emotionless. Turning neutral will not make her forget her actions, and she still inherits emotions and morals. Though her heart is never permanent, one thing that will never change in her is true friendship.
In short, she is not truly a netural to be exact. She is just a few inches in the good side.
Backstory: Spiritia's life before being a ghost remains a mystery... All that is known is that she was a young lady visiting the Guardia Cemetery.
However, there was a high-class necromancer in disguise looking for minions, and the young lady made the perfect choice. The necromancer casted a spell on her which paralysed her as she was doomed to turn to anothing being. However, the grave keeper found the necromancer and interrupted his spell. The necromancer's fate was unknown, but as for the young lady...
The spell was incomplete, and therefore, this left her in a controllable state, and she was also turned to a ghost by the incomplete spell, leaving the body as an empty lifeless shell. The grave keeper dubbed her "Spiritia" because of what she had become(not that it's a bad thing whatsoever). She tries to endure the rest of her life, which was extended greatly by the spell, as her new self.
However, her actions created rumors among the civilians; they depict her as either a phantom in black who attacks the innocent or a guardian ghost in white helping them.
Abilities: Spiritia's abilities are to control the 2 rings. The rings also have special abilities based on her current personality. Some abilities include:
Levitation: While completely irrelevant to her rings, Spiritia is naturally able to hover a short distance in the air, being a ghost and all.
Ring Shot: Not much to be said except she can throw either one of her rings. She can use this regardless her current personality.
Healing Ring: Only exclusive to her good side, she can use the ring above her head as a healing pod. She can manipulate the ring like a remote control, and the ring heals whoever stands above or below it. When she is very far into the good side, the healing is so powerful, it can eliminate most negative ailments(including fatal diseases and lethal poison).
Board Ring: Exclusive to her good side as well, she can use her 'sash' ring as a rideable platform. When this is used, the ring extends to a board. However, she prefers to not ride it. She usually uses this to create a makeshift stretcher whenever necessary.
Weakness Ring: Exclusive to the evil side, the ring above her head can be manipulated and serves a weakening pod. If the opponent is near the ring, they will weaken a bit, but it is only temporary. The amount of evil in Spiritia affects the power of this ability.
Trap Ring: Also exclusive to the evil side, her 'sash' ring can be used as a portable cage. The ring can change size to fit the victim inside. When the trap activates, it turns to a sphere shape made of rings. If Spiritia was evil enough, she could also constrict and crush the victim by shrinking the cage.
Time Freezer: When hit by temporal anomalies, Spiritia can use the ring above her head as a time-freezing pod. Whatever is caught inside will be frozen in time. They don't feel a thing and as soon as they return to motion, they'd feel like as if changes happened in an instant. However, to prevent spacetime damage or sync problems, this ability has limits.
Space Portal: Under effects of spatial anomalies, she can use her 'sash' ring as a portable portal. Inside the portal is an empty space filled with normal air. If the portal is closed, whatever is inside will be trapped until the portal is opened again, and the ring portal is the only exit. Despite this, an individual with elite-level spatial manipulation as well as knowledge of this ability's existence can open an alternate exit.
Other: -With no possible way to recover her former self, her original body was buried in the Guardia Cemetery. Nobody knows who or where, except for the grave keeper back then.
-Despite being a ghost, Spiritia retains the five human senses, except that the senses cannot be handicapped. This means she can still eat, but she doesn't have to anymore.
-Of course, she does not age, because as a ghost, she can retain her appearence forever.
Why a ghost you ask? I don't know, I just feel like it.
Now here is yet another powerless character:
Name: Edward Guardia
Appearance: A young man who is 17 years of age. Normally, his appearence is hidden under a pure white cloak and hood, which perpetually casts a shadow over his face. From time to time, his true appearence under the cloak is revealed.
Under the hood and cloak, it reveals that Guardia has a slender and very attractive build as well as pale skin. He also has naturally magenta hair which is messy and slightly feminine-looking. As for his face, he has bright blue eyes as well as fangs which can be seen.
Guardia's regular attire is a grey sleeveless top and black pants. His right arm is clad in a pure white gauntlet. However, during formal events, he wears a black tuxedo with a white bowtie, which of course does not include his iconic cloak and hood. Lastly, Guardia is almost never seen without his favourite silver shovel.
Personality: Guardia is a friendly person. He loves the innocent, respects the heroic and is disappointed with the wrong-doers. He does his job as a grave keeper with full potential and tries to make sure the deceased rest in peace.
However, he has a tendency to overwork every time. He guards the Cemetery most of the time, rarely taking breaks. Because of this, he could fall asleep on the job at least once a week from fatigue.
Guardia also has a strong hatred for necromancers, because of their powers to mess with the deceased.
Backstory: Edward Guardia's past is mostly unknown. All that is known is that he is in charge of the Guardia Cemetery, guarding the place. He says it's a family thing and he does his job with full effort.
Other: -Due to his appearence, some think that he is possibly a ghost or a vampire. However, the reality is on the contrary; he is fully human, although the pale skin and visible fangs make it less obvious.
-Apparently, Guardia dislikes losing his hood and cloak unwillingly. He can take it off voluntarily, but when it is removed by force, it can set him running into the shadows to put it back on.
-Recently, he made friends with a ghost named Spiritia. He also serves as a conscience to her, making sure she maintains her good. They are so close, that if Spiritia goes hostile, she would never attack Guardia, and he is a primary key to her recovery.
-Oddly for his age, Guardia's favourite drink is coffee. He usually has it at least twice a week. Despite what many say, it isn't to stay awake, it's just that he enjoys it. Guardia could also be sharing coffee with Spiritia if they feel like it. How a ghost could eat or drink is anyone's guess.
-He very much prefers to be referred to by his last name. He even introduces himself by last name.
-It is unknown why he dons the cloak and hood to begin with. Possible reasons are that it's a grave keeper thing, to keep away from unwanted attention or just that it's his favourite outfit.
And to tie up the package, here's a new location:
Location: The Guardia Cemetery
Geography: A wide graveyard in some land outside of towns. It is conveniently placed so that it is not too far or close to the nearest town. Its location is also roughly 10 miles away from Carbotanium Forest.
The cemetery itself has countless tombstones to signify it as the resting place of many. Despite being vulnerable to supernatural activities, the Guardia Cemetery is anything but ominous. It has green grass and leafy trees, and the sky is blue on a fine day.
The cemetery is also bordered by a stone wall, and there is only one gate. The gate is specially designed so that only the grave keeper can open or close it.
History: A graveyard opened a long time ago for people to pay respect to the deceased, particularly their loved ones. The grave keepers guarded this place with their lives.
However, being a resting place for many deceased individuals, the Guardia Cemetery was filled with supernatural energy, and sometimes ghosts would appear. Fortunately, most of them are not hostile.
A few generations ago, the entrance was redesigned with a special lock so secret, only the grave keepers know about it. This was to ensure that potential invaders would not enter too easily.
Currently, the grave keeper is Edward Guardia, who is indeed worthy to be the heir to such role.
Other: -Surrounding the perimeter and top of the cemetery is an invisible magic barrier(basically a force field) which allows full sunlight to enter. This is to make sure nobody comes in by climbing the walls, all while retaining the beautiful scenery.
-Spiritia usually roams around this area. Civilians who have heard about rumors of either a ghost in white or black will take warning when visiting.
-While her former hometown is far away, Mirabel's parents rest in the Guardia Cemetery.
-Out there, there is a dangerous villain who uses supernatural energy as power. He never heard of the Cemetery nor did he go anywhere near, but if he went in there, it will be disastorous.
Well, these took longer to make than I expected.
Anyways, since I made a good number of magic-based characters, here is a tech-based one. Remember when I wanted "Cmd. Overkill" ignored? Well... I kinda revived and nerfed him as a different person.
Name: Bot Commander
Appearance: A man who is in his mid-forties. He has black hair but it is covered by a military cap and a white fedora with a large brim over it. He also has a scar over one eye.
His main attire is a green military outfit with a white lab coat over it. Besides that, while not noticeable on the outside, an arm and a leg are mechanical, powered by nerves and hidden under artificial membranes that resemble skin.
Personality: Generally a loner. He is also a genius who is always curious about new technology. In fact, he has beyond-human intelligence, having dabbled into alien technology.
He is also conservative, preferring to stay in his base unless forced otherwise. Usually it's his robots that do tasks outside the base.
He speaks British English(the language, not accent) and never uses foul language.
Backstory: Not much is known, except he used to be a battle enthusiast, and was once a rogue mercenary working for free. He most likely got the scar and cybernetics from a bad injury.
Weapon/Other Abilities: He is a tech-genius, knowing a lot about machines and alike, and as his title implies, especially robots.
Robot Army: He runs a large army of robots who do most of the outside tasks and combat. A known member of his army is the Claw Droid 2.0.
Holographic Globe: The Bot Commander has a hologram projector shaped like a small globe stand. The projector can create a hologram of any planet, and the hologram perfectly matches the structure of the target planet. In fact, the projection is also live, as changes made to the surface of the planet affects the hologram.
Laser Pistol: In a pinch, he carries around a small ray gun which fires concentrated energy. The gun has a green/grey colour scheme and is tipped with a bit. The bit can be removed, increasing the raw power of the projectiles at the cost of stability and accuracy. Of course, this isn't used unless really needed.
Teleport Pad: Bot Commander also has a small device made to warp himself or his robots back to base by inputting a target command.
Other: -He seems to carry around a piece of unidentified blue metal with someone's signature. Maybe it came from a friend or something.
Should I get points for giving yours truly a shout-out?
The ScoutBots are not coming back since they are mostly overkill, but I'll give the Bot Commander only one named robot.
Name: Claw Droid Ver. 2.0
Appearance: Overall, it resembles an upgraded Claw Droid. It is a lean humanoid robot with a grey body and round head.
The head has two glowing eyes on the front. The eyes are usually green, but turn red when in combat. Two green shells cover the sides of the head and have three red blades sticking out, giving the appearence of a winged helmet. A helmet-like structure covers its head, topped by a structure that looks like a stylish hat without a brim.
The body has some kind of green armour with red linings. A plate made of red blades cover the shoulder parts and the upper arm. The arms bulk up at the lower part, and the forearms are covered in gauntlets matching the armour. It has no hands or fingers, instead sprouting three shiny blades at the end of each arm which make up the namesake claws. The inwards side of the forearms are retractable, hiding halves of a shaft.
The foot area is covered in green pieces resembling sandals. However, the feet are also covered in red blades in a similar fashion to the shoulders. The upper leg area is also lined with red blades.
Personality: Being a successor model, Claw Droid 2.0 inherits some AI from its predecessor. It is a bit of a rebel, wandering around town on its own. Despite being a rebel, Claw Droid 2.0 still follows orders, but it often messes up. It is also destructive, provoking armed passerby and causing a lot of colatteral damage for its own satisfaction.
Claw Droid 2.0 has a slightly improved AI system, being able to talk. However, it speaks in a robotic voice and sends out limited phrases. Despite that, it can fully understand English. It also has a tendency to say its upcoming actions out loud, especially when engaing combat.
Backstory: The other day, the Bot Commander found Claw Droid. He was interested in its technology and researched the robot.
After finishing studies on the machine, he made his own version, only upgraded with his own tech. He named it Claw Droid 2.0, and it became a high-ranking in his robot army. However, the new model had a bad flaw; since it is based off of Claw Droid, it is a bit of a rebel.
Now Claw Droid 2.0 wanders the world doing missions and destroying stuff because it can.
Weapon/Other Abilities: Claw Droid 2.0 is a speedster who is equipped with various blades on its body. The blades also have special reload technology to replace any blades that have been lost without the need of resources.
Optical Analysis: While irrelevant to the blades, Claw Droid 2.0 has the memory of a computer and scans unknown subjects to gain the information on them. However, it tends to say the collected information out loud right after scanning.
Droid Cutter B: Claw Droid 2.0 can slice and slash with its claws. These claws are so sharp, they can cut through stone.
Made of Blades: Every blade on its body is rotatable. It can use this to its advantage, using the other blades as weapons.
Slash Tackle: Sometimes, slicing is not enough. Claw Droid 2.0 will rotate every single blade in a single direction and charge at the enemy. Then it throws itself as if it was a living sword attacking, hacking whatever is in the way.
Blade Barrage: In a pinch, Claw Droid 2.0 can fire every single blade on its body. Before firing, it can aim by moving itself and rotating the blades. While stabbing isn't as good as slashing, the blades can hurt a lot if every single one hits.
Claw Chain: Claw Droid 2.0 can also fire any blade attached to retractable chains in its body, usually the claws. Blades fired this way can be used as chain-blades, whips, fishing hooks or grappling hooks.
Heat Vision: Not much to be said since it is very explanatory. It is signified by the eyes turning orange. It can also fire from either eyes rather than both.
Wind Cannon: Claw Droid 2.0 clamps both arms together and rotates the claws outwards as the inwards sections retract, revealing a shaft inside the forearms. This shaft can then fire a violent blast of wind so strong, it can blow a heavy weight across a room. However, the force of the shot causes recoil and it needs to cool down for a short while. The Droid Cutters are also less effective in this state.
Claw Torch: Claw Droid 2.0 plants one of its claws into the ground, revealing a handle topped with a flammable object. The blade can be lit on fire with Heat Vision and/or blown with Wind Cannon. When a burning torch was blown by Wind Cannon, it will not extinguish.
Other: -Much like the predecessor, concerning third-person pronoun, Claw Droid 2.0 is referred to as 'it', since it has no gender AI. Of course, there are some who would use gendered pronouns.
Okay, that's enough character recycling. Here is a more original one.
Name: Tadao Yamamoto
Appearance: A tall, gallant and handsome man in his mid-20's. He has silver eyes and reddish-brown hair. The latter is rarely seen.
That is because his main attire is a gold-coloured samurai armour with silver linings. He also carries some kind of polearm which resembles a glaive or a naginata that matches his armour. Either way, the weapon has a large blade that resembles a giant knife. Despite its shape, the blade is actually as sharp as a katana.
When not in his armour, Yamamoto would be wearing some kind of traditional Japanese outfit, and he also hides weights around his shins.
Personality: Basically he's a gentleman. He protects the innocent and handles the wrong with justice. He is very noble and honourable, solving problems with logical solutions. He also never expresses anger with words. If he is angry, he will express it with facial signs and action. When working for someone, he will loyally follow orders.
However, if he learns that his employer is truly evil, he will immidiately leave the job and attempt to punish the wrong-doer.
Despite his origins, Yamamoto can speak English very well, but he tends to drop Japanese words wherever he can. He also never uses bad words in either languages.
He is also graceful and prefers a fair fight. In combat, he mostly stays silent and gives it his all. He also dislikes killing as it is an evil deed, instead bringing wrong-doers to justice after their defeat. He is very modest, because no matter how much pride he has, he never looks down on anyone, and even motivates them to achieve their goals and best him.
Yamamoto also takes things traditional, prefrring raw skills or natural resources over flashy tech or magic. However, this also means that he cannot get a grasp on the knowledge of magic or modern culture. At least Yamamoto knows how to forge by hand, and he is even a master of it, having crafted his gear out of some unknown alloy he had made by hand. Despite all of that, Yamamoto still respects the fact that others use magic and modern technology, it's just that he prefers to not use those himself.
Backstory: A man who grew up in the East. He was raised in a village which still practises traditional culture.
Throughout his life, Tadao Yamamoto was trained to use a polearm and at one point, he learned how to forge. When he perfected his training, he became really fast, but it came with a price. Therefore, he used his forging skills to craft special gear using some unknown alloy he made by hand. Being ready to go to real combat, Tadao went on to become a lone samurai who defends the weak from the unjust.
However, after long years of helping his country, Tadao learned about the existence of a distant land called "Cutopia". He discovered the land was filled with hostility, even more than his home soil. Therefore, he bid farewell to his homeland to help defend a place that needs more help. He used a ship to travel to Cutopia by sea. However, during his journey to the new land, a storm caught the ship.
Tadao and the crew on the ship tried to resist the storm, but in the end, the ship was completely destroyed and everyone was separated. The next thing that Tadao knew was that he woke up, washed up on shore. The only things he had with him were his samurai gear and belongings. As he tried to recover, Tadao took his belongings and went for the nearest urban area.
After days of wandering, the man discovered that he had landed on Cutopian soil, the destination he was looking for in the first place. This caused him to remember his purpose to leave his home soil, he wanted to go to Cutopia to defend it from the various hostilities within. He went to the nearby city and started his mission small by looking for a job as a guard.
Weapon/Abilities: Tadao Yamamoto is a graceful fighter, very skilled with his strengths and able to cover up most weaknesses. He can also put up a match despite not using any advanced tech or magic.
Unidentified Polearm: His weapon of choice is his favourite bladed polearm. It is durable, and has a reach longer than a katana.
Super Speed: He is very fast and light on his feet. However, that comes at a price; he is so fast, that his own raw speed excessively reduces his friction, causing him to slip and lose accuracy. Therefore, Yamamoto restrains himself with something heavy, usually his armour. Even then, he is already really quick.
Other: -Despite preferring raw skill over powerful magic or flashy tech, Yamamoto is not a hypocrite for wearing his armour. He once stated that the armour is mainly for uniform, and to restrain his unstable speed. Defence and protection are just secondary.
Oh hey I actually made this profile.
Le gasp.
Sarah Navya
"Just because I performed ONE unplanned test doesn't mean you have free reign to touch my stuff. Now stop before I force you to."
Appearance: A human woman (appears to be in her early twenties) with fair (typically even a bit pale) skin, long brown hair, and matching brown eyes. Even in the community, she tends to wear her lab attire, consisting of a labcoat embroidered with the Fusion Labs logo, a white shirt, tan dress pants, and orange boots. Typically seen carrying a memo pad and pencil in case an idea strikes her out of the blue.
Personality: Matter-of-fact, straightforward, pulls no punches. Generally doesn't sugar-coat anything, but very good at giving criticism and instruction. Despite this, she tends to also be very whimsical, imaginative, and (most importantly) curious at heart, willing to take risks and try new things if it means making the next big advancement. May or may not have a crush on her employer, and frequently tries to impress him with her designs, though he hasn't exactly picked up on it yet.
Backstory: A recent graduate of the Cutopian Grand University of Science and the Arts (also known as the "Q-Niversity" to some thanks to a sponsorship from TGOT Inc. during its construction), Sarah is one of Fusion Labs's most recent hires. Her great knowledge of the art of digital construction and her powerful drive netted her an unofficial status as "second-in-command" despite the company not really having a very strict hierarchy. She's been the head behind a variety of projects, the most important of which was the internally infamous "Project Victor (http://www.cutstuff.net/forum/viewtopic.php?p=272632#p272632)." The other researchers admire and fear her ambition, waiting quietly for the moment when something she does goes terribly, terribly wrong...
Weapons/Other Abilities:
Portable Digital Construction Gauntlets - Despite its name, the PDCGs, often reffered to by others as "Digi-Gloves," typically take the appearance of a leather glove, though the hardware for them can be put in any similar clothing item. One of Sarah's proudest accomplishments, they have become a mainstay in the Fusion Labs toolkit (http://www.cutstuff.net/forum/viewtopic.php?p=273231#p273231). The Digi-Gloves are outfitted with an array of sensors that detect the user's nerve impulses and hand motions, allowing the user to control them quickly and easily as a portable digital construction platform. Sarah has become proficient enough to wield a pair of these potent multi-tools, each outfitted with a potent fusion core and the latest in memory storage, making them both incredibly useful and incredibly dangerous if put in the wrong hands.
Sarah stores a wide variety of scripts on her Digi-Gloves, of which several are listed below:
> Data Catcher - Sarah throws out a net which binds itself around the target, yanking them towards her. She typically uses it to stop unruly experiments and researchers, though the potential whiplash risk keeps her from using it too often.
> Rapid Restraint - Sarah compiles chains that coil at her target's feet, binding them fast to the spot where they stand. She can also use these to bind multiple people together if she can aim the shot properly. This script is fairly taxing on her resources, often enough to completely burn out the glove that uses it until it can fully recharge.
> Data Hammer - Sarah combines the power in both gloves to compile a massive hammer that smashes down on a location in front of her. The immense drain this script causes means she typically doesn't use it unless it's necessary.
> Helper Sprite - A script given to her by "a friend", creates one of a small assortment of allies that Sarah can command to do simple tasks. They aren't very combat-worthy, but it's good to have an extra hand now and again. She hates how ridiculous some of the "sprites" look, though, and frequently contemplates altering the code to fit her style more.
> True Fusion Bomb - An experimental script that arose during a lab brainstorm, and was deemed too potent for actual use. Sarah throws a bomb that creates a miniature black hole, pulling anyone and anything close to it towards its center before exploding. Sarah keeps the script around "just in case", but she doesn't typically use it for fear of what havoc she could cause with it.
> Experiments - Sarah typically keeps a small allotment of prototypes and whatnot on her glove, meaning she has a script for pretty much any situation. Whether or not these scripts actually work properly when they need to is another matter entirely, however.
Inventor's Spirit - Sarah is constantly trying to develop new things, even outside the realm of digital construction. Give her a few tools and a pile of scrap metal and spare parts, and she'll be a happy lady.
Other:
- Sarah is generally very gentle in combat, preferring to disarm or disable as opposed to going straight for her foe's throat. However, if she snaps, don't expect her to abide by her normal stance on lethal force. Or ethics of any kind, for that matter.
Wait what's this
Sarah's Inventions
Yes, I'm giving these their own section, since these can (and probably will) change possession fairly frequently.
Mercury Unit - Designed for rapid personal transportation, the Mercury Personal Electromagnetic Propulsion System is a pair of boots outfitted with special circuitry that, when the heels are clicked, causes them to emit an electromagnetic field that pushes the user a few inches off the ground. This allows for near-frictionless movement that can reach surprisingly high speeds if controlled properly. Clicking the heels again allows the user to turn them off, returning them to the ground, a useful feature considering their battery life can be measured in minutes. Currently owned by Annette Navya.
Hydra Unit - This special harness was designed as a multi-tool for Sarah's inner mad scientist. The harness can be outfitted with a variety of "heads", metallic tendrils of various lengths and shapes that the user can control through a nerve impulse recognition system that allows the user to communicate with the "heads" mentally. These heads include gripping arms, cutters, beam cannons, and various other implements of varying levels of safety. She occasionally uses it to give herself a prehensile tail, partly because it's useful and partly for the hell of it. Currently owned by Sarah Navya.
Datakeeper - One of Sarah's simpler inventions, the Datakeeper was originally intended to be used for keeping her work and notes in line. In essence, the design is a cross between a tablet and a clipboard, allowing her to keep her physical and digital data in one place. Over time, she slowly made the thing more complex; it now contains a scanner for quick digitization of forms, a 3D camera and microphone for quick capturing of data, and even a small decorator for quick proof-of-concept compilations. However, the Datakeeper went missing mysteriously (http://www.cutstuff.net/forum/viewtopic.php?p=272881#p272881) one night, though Sarah wasn't particularly bothered by its disappearance.
finally got around to doing this
Name: Noir Agrona
"I'll do anything for you, Albus Castle! Anything."
Appearance: A young woman in her early twenties, with long black hair tied up in a ponytail. Wears a black longcoat with white pants and a bracelet on her right arm, along with a mysterious blade attached to a sheath near her left pocket.
Personality: Cheery and optimistic, Noir holds pride in being the assistant to the King's Lead Engineer, Dr. Castle. She's highly obsessed with her employer, and will do any task he asks of her, although to a slightly exaggerated extent. To others in the King's service, she's just as cheery and confident, although those who get in-between her and Castle are treated with a cold ignorance. If pestered enough, those who get in her way tend to disappear...
Backstory: Noir lived in a small town near the outskirts of Xigora City, where she lived out most of her life exiled from a majority of the townspeople, who saw her as a freak. This carried on for most of her life, only surviving through support from her friend, a young man by the name of "Jay". He would support her for most of her life, providing food and supplies in her secluded shack near the woods, usually during the night. One day, word spread out that he was supporting the she-witch, and the some of the townspeople decided to teach the boy a violent lesson. They ambushed him on his way towards her house, and began savagely attacking him, right in front of the terrified Noir's eyes, who begged them repeatedly to stop. Unable to do anything and seeing Jay laid on the floor in a bloody heap, she closed her eyes and concentrated, wishing for the assailants to disappear, and finally blacking out.
When she regained conciousness, the first thing she noticed was the shadow of a huge man towering above her. Everything else around her looked barren, with no one else around her, including Jay. Exhausted and on the verge of tears, she told him to end her life quickly, as she had lost all hope of living. However, the large man gave her his hand, bringing her to her feet. The man introduced himself as Dr. Albus Castle, who found her deserted and alone. Castle offered her his guardianship, and the two became good friends, with Castle telling him his tales of survival and his inventions, along with his plans for the future. Inspired by his optimism, Noir swore to never leave the man's side, eventually becoming his assistant. Finding a portal leading to Cutopia, Castle and Noir returned to Agorix City, where he reunited with his employer, TG.
However, due to her rather odd personality, the first part of her story shares some inconsistencies, as there are no traces of the city she claims to have resided in. Coupled with her own powers and recent disappearances, rumors have been spreading about who she truly is, which her superior tries extremely hard to ignore. The only person who could possibly answer these questions is "Jay", and many doubt of his existence as well.
Weapons/Abilities:
Dagger of the Void "Inritus" - A dagger about the size of her arm, jet-black in color with a golden hilt. Although dull, the blade holds a ridiculous amount of magical conductivity, thanks to an alloy of Impervium and a specialized magic amplifying material created by Noir herself. By slicing fast enough, it has the ability to shoot sonic waves across short distances. Usually held in a reverse fashion when used in combat.
Void Magic - Noir's specialty, she carries an unusually strong affinity to the void, being able to easily vaporize anything in contact with her magic. She's unable to utilize it over long distances without spending a large amount of energy, preferring instead to cast it on her knife for short ranged attacks to conserve energy. With a good stab, she's able to disintegrate her target completely, although those with some magic resistance can resist its effects. She's also able to surround herself with said magic, obliterating anything she touches with ease at the cost of her own sight.
Bracelet of Oblivion - Another one of her prized inventions, her bracelet allows her three separate functions: Remove, Replace, and Reset.
-Remove: Deletes any remaining existence of what she vaporizes, utilizing a complex algorithm linked to the dimensional fabric of the multiverse. By doing so, it removes any memory of that person or object in that dimension, essentially being the equivalent of a universe mindwipe. However, she's only able to use this thrice per day, having a recharge time of 24 hours. It can only act in a 14 second timeframe- as soon as those seconds are up, she is unable to erase any further.
-Replace: Noir is able to utilize her bracelet as a mind wiping tool, released through an area wide flash emitted from the bracelet. This function has the same three uses as her first ability, although it uses a separate battery from the first function.
-Reset: Allows her the ability to completely reset the universe to a point in the past, to at least up to seven days from the present. Events that happened during this reset time still happen, although any events related to her existence from the previous timeline do not happen in the new timeline. This is Noir's most powerful ability, granting her an extra chance at the cost of her bracelet being unusable for a week after use.
Hammerspace Arsenal - As an assistant to the Lead Engineer and an inspiring engineer as well, her pockets in her longcoat link to a separate pocket dimension, where she stores any tools required for whatever she needs to build/fix/invent. It's also a handy place to store whatever catches her fancy.
Other: -She's rather uneasy towards the King's Secretary, viewing her connection with her superior as a nuisance, although Noir still treats her with grudging respect.
-She's not seen much outside of the castle, with many people immediately judging her as a soulful loner.
-She shares the habit of addressing others on a first and last name basis. It's quite formal, yet it becomes somewhat unsettling after a while.
Locations:
Gerlera Central Power Plant - A gigantic power plant located in Southwest Sectis, which powers most of the land through several large conduits. Much of the interior of the building and the processes to generate much of the electrical power is kept secret, held deep inside of the power plant. Due to a lack of security, there have been recent trespasses into the plant in the past, with one visit involving the disappearance of a dearly beloved staff member, DWN-010, alias "Super Raveman". Security has since tightened considerably, with most who enter illegally never to be seen again.
updated like every single one of my characters too or whatever have fun
I'M BACK IN ACTION BABY!
Firstly, here is a more detailed description of Lance.
Name: Lance Wyvern, the Rising Hero
Appearance: 15 years of age. His messy hair is naturally pink and reaches down to shoulder level. His eyes are also pink.
His main outfit is a red robe and white pants. He wears ornate armour that is mainly white and gold over his robe. The armour consists of mainly a chestplate and gauntlets.
Lance also has a cool helmet shaped like the top part of a dargon's head. His outfit is completed with armoured wizard shoes.
Personality: Hot-blooded and energetic. However, he can also be reckless at times and act without thinking. However, if it was caused by a misunderstanding, Wyvern apologises and lets bygones be bygones.
He also has a soft side which he openly shows. He values the well-being of others over his own, and treats young children kindly. He is also known to give his loved ones a shoulder to cry on when they're troubled. To sum up the above, he is pretty much a typical young hero. Lance can also make a big deal of heroism...
As for his speaking, he will never use a bad word.
Backstory: Lance Wyvern was born and raised in a small town far away. His hometown is also home to "Hunter", the retired high-class Dragon Mage who now works as a mentor to mages in-training.
At an early age, Lance saw "Hunter" as a hero and decided to become a big hero when he grows up. Therefore, he went to "Hunter" to become a mage. The young Lance trained with the master day-after-day. He also learned to wield a spear during his free time since knights used to use them.
After many years of training, he mastered the basics of both magic and spears, and is ready to learn more. However, at the same time, he is going off for an adventure. Since he knows how to defend himself, he was granted permission to go on a grand journey. He may probably learn something during his adventures.
Weapon/Other Abilities: Wyvern is a master of weapons such as spears, lances, halberds and glaives. He also practises Dragon Magic.
Mage's Dragon: As a Dragon Mage, he has the ability to summon an elemental dragon familiar to fight alongside him. Lance's Mage Dragon is pink and its element is love.
The Power of Love: Lance's primary elemental power. As with his other spells, Love spells are signified by a magic projection shaped like a dragon head, this time it is pink. Whether this "Love" element is in-name only or genuinely powered by love will remain a mystery...
Attack Magic: As a mage, he can learn all kinds of elemental spells, and when he casts one, a dragon head made of magic appears in front of him before the actual spell is cast. The dragon heads are colour-coded to signify the element.
Improbable Shielding: While he is mostly a Dragon Mage with a spear, he has been learning how to block frontal attacks with magic. He can only do this when he has anything that can be qualified as a shield on his left arm. Lance calls it "Improbable" because he once thought that he can use a trash can lid to block a magma stream without harming himself or the lid.
Other: -While he is now merely a student, Lance wants to be an apprentice of "Hunter" and learn more for his quest for heroism.
-He has been one of "Hunter"'s greatest star students. However, "Hunter"'s favourite is still a student from many years ago whom he raised like his own family. But I'm pretty sure Lance won't mind since tolerance is heroic.
-Very rarely, Lance is mistaken for a girl, either because of his long pink hair, his robe resembling an elaborately decorated gown, or both. He probably got the hair from mom.
-His armoured robe is apparently custom-made. How he got his hands on such gear without bearing a high combat-based position is unknown, maybe someone very dear to him was aware of his ambitions and gave it to him as a gift.
Here is another location for you as well.
Location: Granito Suleo, the Settlement of Grey Stones
Geography: A small town situated in some kind of highland. The ground in the area is made of some kind of greyish stone with many small cracks in them and the ground is very dusty.
Despite the wastelandish appearence, the place is actually nice. Some of the cracks in the grey stone make great places for grass to grow. During a fine day, the sky is a bright blue and cool breezes blow all morning. The highland area also has a few trees, some are shrivelled up and lack leaves while fewer others are healthy green conifers. A fresh river of clear water flows down from the peak of the highland, and a section of it happens to cross Granito Suleo.
As for the town itself, it has paths beautifully paved with cobblestone. While the houses are made of modern materials, they have designs like that of buildings from older times. To support crops and livestock, the farms have patches of actual dirt, most likely originating from elsewhere.
History: Centuries ago, the highland where the Settlement of Granito Suleo is located now used to be an uncivilized place, an empty highland of dusty grey stone. Then one day, a nomadic tribe decided to build a settlement to stay in for a while. They quickly adapted to the seemingly barren geography of the highland.
After a few years, the nomads had to once again move. However, roughly half the tribe decided to stay in the land they established for life. The tribe chief did not approve at first, but when he saw his men's dedication to the land, he agreed to let them stay. The rest of the tribe, along with the chief, took half the supplies and some of the livestock to find a new home.
As for those who remained in the settlement, they picked the most dedicated man in the dusty highland to become the new chief to lead the growing civilization. Over the years, life in the village remained the same until mages visited the place. That time, a few people started to learn from the mage and eventually, the village started advancing in the field of magic.
It was only the last century when the settlement started advancing in technology. They saw nearby lands advancing before them. Therefore, the people of the settlement decided to follow and at one point, allied with one of the civilizations. Eventually, Granito Suleo was founded. It has become a great place for visitors to stay in.
Lifestyle: Life in Settlement of Granito Suleo is rather simple. Although it is basically like a village, it has enough technology to comfort the people who live there, and luxury to a chosen few. However, the technology is inferior compared to bright cities with state-of-the-art technology.
As for occupation, most of the workers are traders and shopkeepers. Farmers are also common in Granito Suleo, as with doctors and mages. In the way of military, many of the men are knights and few others are soldiers, along with guards to capture criminals. Other occupations include lead authorities and engineers to keep the town maintained.
Most citizens from Granito Suleo are nice people. They are good samaritans who know one another's names. They happily greet new visitors.
Other: -Mirabel Antartus and Lance Wyvern were born in the fine town of Granito Suleo. The former moved out for life near the city while the latter still lives there, just that he is on a journey for heroism.
-The retired elite Dragon Mage "Hunter" lives here. He used to participate in combat to keep enemies at bay, but now he is settling down in the tranquil Settlement of Granito Suleo.
And here is a complementary character for the new location.
Name: Chief Silicius
Appearance: A middle-aged man with greying hair. He dons mainly a suit and a brown leather cape over. He also usually carries around a staff that looks like a shrivelled, yet strong, branch.
Personality: The equivalent of a mayor to the Settlement of Granito Suleo. He is a genuinely benevolent man who cares about the well-being of people in his town, including visitors. Silicius also acts like a father figure to the younger citizens of the town.
Backstory: Silicius was born and grew up in Granito Suleo. Back in his time, Granito Suleo was run by a stingy miser who collects high taxes from the people. Silicius felt sorry for those who could not pay said taxes, and was the only one willing to stand up to the man. When he was 21, he finally spoke to the corrupt official and told him to change his ways completely. However, the miser refused to change and intended to punish Silicius for questioning his leadership, but due to lawful circumstances, he was forced to let the people decide who was right. Sure enough, everyone in Granito Suleo favoured the brave Silicius, and he was made the new leader of the town.
Silicius took responsibility for his new role and tried his best to advance the town to what it is today.
fair warning
this one's pretty beefy
Plus
"I serve only one purpose: to protect and assist my master. Anyone who stands between him and I... will be destroyed."
Appearance
Despite being an inorganic mechanical construct, Plus is still very human-like in her body shape and appearance. Her whole body appears to be composed of a glossy white metal, firm and resilient, yet flexible and smooth to the touch. She wears form-pressed buffer pieces over her chassis in the shape of a tank top and shorts. Her armored attire is painted dark crimson red, almost burgundy. There's a blue medium-length "hair" shape on the top of her head, with a red hairband across the top. Her red scanner eyes shine brightly below her hair. Around her wrists are red cuff-like parts with spikes pointing towards her body in a sort of meteoric shape (something like Blaziken's flame wrists). Plus' feet are nearly always equipped with dark blue boots, with side vents pointing upwards toward her torso. Unlike traditional jump boots, whose jets would aim towards the floor, these boosters are designed to increase the strength and velocity of her explosive kicks.
When Plus enters her Hyperdrive state, she is engulfed by a fierce blue aura, and her entire body takes on a reflective metallic sheen.
Backstory
Eighteen months ago, Fairnight Enterprises released a brand-new line of combat assistance robots after months of experimentation and private testing. Mech Unit ? locks speedy opponents down to keep them from escaping, Mech Unit ? counters against power strikes and protects key areas from harm, and Mech Unit ? specializes in identifying and eliminating stealthy foes. Dubbed the Mech Protector series, these machines were designed to help regional peace-keeping organizations safely disable enemy threats, without tiring or over-exhausting the organic forces. However...
Shortly after their launch, a vital security flaw was discovered. By repeatedly being exposed to certain types of elemental magic damage, a Mech Protector's combat limiter would wear down and eventually malfunction. The problem could go completely undetected until the unit enters battle; after the battle ends, the robot would continue to attack even without having a target, often times resulting in damage to the surrounding area or to its ally party members. Fairnight Enterprises soon issued a complete recall of the Mech Protector series to avoid further issues; most of the defective units were either recycled and rebuilt as different models, or scrapped entirely.
Six months later, a battle technician by the name of SmashBro stops by a junkyard on a quest for spare parts. With a mind full of endless ideas and concepts, he shows a great deal of promise, even if his methods are a bit... unorthodox. He searched the mounds of metal for bracers, fasteners, large rings. He wanted to create a large steel fist, with the intent to bind it to a Soul Hex so that he could equip it and un-summon it in a flash. Instead, Smash found a small metal arm sticking up from the rubble. Despite being too small to serve as a proper gauntlet, he fished it up anyway... discovering that the arm was still attached to an entire robot. Smash took it home and cleaned it up before inspecting the model. Realizing he had stumbled upon an untouched beta-model Mech Unit, he then replaced its outer paneling with metal he bought from Professor Aileen Celicus, a respected authority in defense-based mechanoid technology. Smash knew she could keep a secret, especially considering that Celicus was also a respected authority in robotic dong-based technology. For obvious reasons, there were certain things Celicus would be more than willing to keep under-wraps.
The robot functioned perfectly fine afterwards, but Smash still wasn't satisfied. His new Mech Unit was merely a servant, a blank slate. An empty shell. Having a cutting-edge war machine was cool and all, but it wasn't very fun. Smash returned to the professor's workshop, and together the two modified the robot to give it more personality, more versatility. The unit's internal arsenal was downsized to simple buster plugins and melee strikes; in exchange, the robot was given the ability to load weapon data on the fly with energy charged from its core. It was given a more personable appearance: clothes, hair, boots. A pair of eyes instead of a visor panel. With Aileen's help, Smash was able to transform the robot in a way that Fairnight could not. Instead of reinventing the unit, Smash took what was already there and improved upon it. An addition to a solid base.
And so, Plus came to be.
Behavior and Personality
Plus can best be described as "resilient". Cuts from swords, lightning strikes, knees to the stomach, naughty one-liners, laser beams, wiggling eyebrows, delayed projects, throwing a rager, dealing with high ping, grilling chicken, system crashes, script compile errors, preparing holy water, fending off TGOT, adjusting the locks, spraying TGOT with holy water... and of course, being blasted to pieces... several times over. Needless to say, Plus tends to put up with a lot as a result of her current living conditions. Being a robot helps her get through the constant damage she takes from testing new weapons and equipment with SmashBro, and she's gotten somewhat used to her master's unique personality, but it's still a crazy life... and yet, she seems content with it all. Satisfied at the least, maybe even joyful. Maybe she's glad to have a purpose, a reason to operate. Instead of condemned by the recall and being left to rust, Plus has a new sense of existence. She can make a difference in someone's life.
Or maybe there's more to it than that...
Favored Attacks
As Plus is constantly being fitted with new gear, her combat ability is also highly customizable, though she has a few favorites.
Twin Spinkick: Plus kicks once to stun her target, then spins around and delivers a second jet-boosted kick.
Trouble Gum: Plus unloads a swarm of bright neon bubbles. They swiftly bounce along the ground in a low arc.
Metal Axe: Plus jumps up before swinging her leg straight down, crushing foes with her solid metal heel.
Repeater Heel: Plus unleashes a flurry of violent kicks, propelling herself forward with a boost during each kick.
Flame Gun: Plus lets loose a mid-range stream of flames. The flames deal maximum damage at the tip of their range.
Prism Bomb: Plus lobs a grenade which shatters on impact, scattering damaging rays of light in multiple directions.
Attack+: An add-on plug of sorts. Plus loads a special buster charge, passively boosting her attack power while held.
Special Edition Boxed Set: Plus combines several elemental buster charges, discharging them all as a fearsome single blast.
Yeah, uh, I just came up with this on the spot.
Candice Macoome
The name's 'Macoome!'. It rhymes, with doom! And you'll be meeting the guy I stole this from: ALL! TOO! SOON!
Appearance: A young-to-middle-age woman, about 30, with brown hair and pink, black, blonde highlights, and a red highlight mixed in, depending on her mood in the morning. She wears simplistic shirts, generally mono-color t-shirts or turtlenecks, and always wears black shorts. Seriously, she has like 10 pairs of black shorts in her wardrobe, it's sorta weird. She's abnormally tall, clocking in at 6'4. Generally, she either makes sure whatever she wears has pockets, or carries around a small, pink satchel. Inside, there is a large assortment of candy. She has one hell of a sweet tooth.
...However, this is her more public appearance. When she feels she's comfortable with a person or group of people, when she needs to conserve energy, or when she needs its powers, she instead melts down and becomes an incredibly short (like, 4'5), pink human-esque form. In this form, she has nothing to cover (though she generally still wears clothes), has black sclera, red eyes, and a consistent sort of "hair", that're actually short, prehensile appendages. This is a pretty good idea of what she'd look like, minus the eyes. (http://i.gyazo.com/6ee605b603b8f21f5e4134868758ae01.png)
Personality: Candice is an interesting lady. She's very brash, often rushing into something without thinking of consequences beforehand. She also has something of an inflated ego; she thinks rather highly of herself for her fighting prowess, which, admittedly, is very good. She's a horrible judge of power, though, and if she sees someone who she thinks is significantly stronger than her, she'll weave her words to attempt to get out of a fight. She's also generally poor with money, and sets herself a budget each month. Granted, each budget is more than the average worker makes in half a year, but she's so lavish it hardly matters.
Backstory: Born of a Majin and Human couple, and growing up in the slums, Candice wasn't exactly a happy child. Her father was always expecting more of her, and was generally abusive, while her mother was effectively The Devil, and thus never home. She created these lies about herself to help her keep a better image, much to the chagrin of her parents. As good of an image as she tried to keep, many people saw through her lies, and treated her even worse. One day, she wished she were just "a simple candy bar", and cried herself to sleep. The next morning, she was a sentient chocolate bar, able to manipulate cold. She eventually managed to turn back, and harness her powers. She managed to scare her tormentors, though she'll tell the story as if she beat them up. One day, she decided to use her powers in a legit fight, and entered a beginner's tournament, of which she won with ease. She's worked her way up to being one of the most renowned fighters locally, though she only generally does big tournaments. She goes to other countries to enter tournaments, but she's far from a big name in other places, though not without her fans. Due to her inconsistent income, she generally does less...scrupulous things as a night job.
Powers:
Flight: This one's simple, she can fly without any external help, at a veeeeerrry slow drain to her energy. As in, slower than sleeping.
Transforming: Here is her bread and butter. Candice can transform into...candy. Like, a chocolate bar or something. She gains power based on what she turns into. For example, when she is a jawbreaker, she gains immense physical strength, or when she's a lollipop, she gains control of nearby water. This power can not be copied by a non-devil under any circumstance. She also has some more standard shapeshifting abilities, such as her "pure" form, as well as limited amounts of physical editing in her human form.
Chocolate Beam: Not unlike Majin Buu, she fires a thin, slow beam with a spiral around it that turns whatever (living being) it hits into a small, chocolate gingerbread man. Despite the name, this creation is nigh-inedible, but instead is open to physical attacks for a short time, and attacks in this form hurt a LOT. This transformation doesn't last long. However, if it hits something insentient, the target is turned into whatever candy Candice can think of, and is completely edible. If Candice's transformation power is copied without being her species, they instead do this attack. If Candice herself is hit with this ability, she still is weak to physical attacks, but retains her liquid chocolate power of heat manipulation.
TL;DR "I'm no ordinary candy, I'm the strongest candy there is!"
Weaknesses:
-If you burst her "Ego Bubble", she's very sensitive and frail, refusing to see anyone for long periods of time
-She is vulnerable to her own Chocolate Beam
-Bad PTSD over her years of abuse.
Edit: I have a really bad habit of not bolding.
Oh boy time for some ridiculous OCs.
Naomi Baaluxahl
Name: Naomi Baaluxahl ([ball-uksh-all])
Appearance: Here you go. (http://i.imgur.com/C9nCSL9.jpg)
Personality: Calm, collected, and level-headed, with a touch of sassiness. She comes off as cold-hearted sometimes because of her past, but once you get to know her she'll treat you with the same respect that you give her. However, she can be a bit aggressive at times, usually around every New Moon phase.
Backstory: Naomi was born in the colony of Pachyderm. She is the daughter of Godric Baaluxahl, the captain of Pachyderm's primary defense force, and Vivian Shadowlark, a rich noble from the neighboring colony of Mangonia (Both of whom are also spiderlings.) As a child, she was often made fun of for being physically weak, in stark contrast to her parents. Her father pushed her hard to train her, developing her physical strength as well as her intelligence through rigorous schooling. When she turned 12, her father enrolled her in a mentor ship in the defense force, teaching her combat basics with many different weapons. However, when she was 15 years old, her mother suddenly vanished, along with many other spiderlings within the colony. When she turned 20, she decided to leave her colony and become a nomadic traveler, searching for her mother's whereabouts ever since. She is currently 24 years old, and stands about 6 foot 7 inches.
Weapon/Other Abilities: Naomi has many weapons and abilities at her disposal, which include...
Combat Pragmatist - Having had training in all kinds of different combat situations, Naomi can use almost any type of weapon:
* Swords - With years of practice under her belt, Naomi's highest skill level resides in her sword usage, being able to wield a Rapier, Short sword, or Great sword effortlessly with just one arm.
* Archery - Having learned archery when she was working for Pachyderm's defense force, Naomi has the ability to use both a Short bow and a Long bow, with varying effectiveness.
* Magic - Naomi loves to read, so when she learned that she could use her love for reading for her duties on Pachyderm's defense force, she naturally took to it immediately. She can use basic elemental magic, such as Fire, Ice, and Thunder. She can also use intermediate Healing Magic, such as Raise and Cura.
Intelligence - Because of her schooling, Naomi has a higher intelligence than most people. She's able to analyze a situation and decide the best course of action possible. She's been complimented on her skills as a tactician in the many skirmishes she's been a part of.
Spiderling hearing - Because of her spiderling heritage, she has a very acute sense of hearing, being able to pinpoint a specific sound or voice in a room full of people.
Ovipositor - Because of her spiderling heritage, she can create webbing that can immobilize someone, or to create traps and other utilities. On a non-combat related note, she also knits her webbing into silk in her spare time, creating her own clothes and armor accessories.
Weaknesses: Although Naomi is a very tough opponent, she feels discomfort when attempting to wear armor because of her abnormal size. As a result, she'll usually fight in only cloth or leather armor, making her very susceptible to piercing attacks and ripping attacks. She also has very little magic resistance, and has a natural weakness to Fire.
Other: Naomi has an odd fondness for rabbits, and she owns a pet bunny named Connie that she keeps with her.
Iris Ashliel
Name: Iris Ashliel
Appearance: Whoop, a link. (http://i.imgur.com/sm87R3r.jpg)
Personality: Shy, Naive, and very childish. Iris has the mentality of a 12 year old, and isn't afraid of showing it. However, around the full moon she gets over her shyness and becomes very outgoing and lively.
Backstory: Iris is an angel from the colony of Pachyderm. Her parents were kicked out of heaven for harassing other angels, so she was forced to go with them back to the land of the living. She appears to have the body of a 20 year old, but her mind is still that of a 12 year old. This is because when she went to heaven, she had been only 10 years old. She was killed in a car accident, along with her parents and her brother, Marshall Ashliel. While she was in heaven, she was taught how to use a sword and a shield by her brother, as they constantly had play fights with each other. She is currently living with her parents and brother in Pachyderm's upper colony. She is 26 years old (Physically) and 5 feet 8 inches.
Weapon/Other Abilities: Iris, although inexperienced, still has some combat abilities:
Flight - Iris has the ability to fly freely using the four wings on her back. She can also sustain a glide for long periods of time.
Guardian Shield - Iris owns her father's "Guardian Shield", an heirloom passed down for generations. It has the ability to stop most magical projectiles, and absorb it to heal the user.
Genesis Blade - Iris owns her mother's "Genesis Blade", an heirloom passed down for generations. It has the ability to cut through most metals. However, it's fairly heavy, so she has a hard time using it.
Divine Priestess - As a part of Heaven's Holy Order of Angels, Iris has access to Divine Magic, such as Barrier, Holy and Curaga.
Weaknesses - Iris, having the mind of a 12 year old, is easily tricked and outsmarted. She also has a natural weakness to Darkness attacks, as well as attacks that can clip her wings.
Other: Iris owns five pets - 3 cats, a dog, and a blue jay.
Travis B. Swordicus
Name: Travis B. Swordicus
Appearance: Waist length, scraggy brown hair with a black highlight down his right side near his bangs, which is mostly unkempt and slightly curly with no attempts to make it look neat. He has brown eyes, slightly pale skin, and stands about 5'4". He is currently 25 years old.
His left arm has been replaced with a mechanical clawed arm (http://fc04.deviantart.net/fs71/i/2013/186/0/a/raven_s_veteran_commander_nasod_arm_by_demonlorddarken-d6c5ngt.png), which is able to fire explosives or shoot flames at his foes. His usual outfit is an red shirt with shoulder, chest, wrist, and elbow guards, with accommodations for his mechanical arm, blue denim pants with knee guards, hip guards, and calf guards. He also wears red fingerless gloves and blue armored shoes. The metal armor parts are made of lightweight silver, allowing fluid movement and decent defense to support his glass cannon-like fighting style.
Personality: Quiet, but brash, calm but wrathful, Travis' personality is as fluid as ice cream melting on the sidewalk. He's often non-sequitur, sometimes rambling about things completely unrelated to the topic at hand. However, in combat, he's quite level headed and knows how to command the battlefield using his mecha-arm and sword-fighting skills. When he's not in combat however he's very quiet and usually won't speak unless talked to. He's often called Insane purely because of his bipolar personality, but those who've gotten to know him can vouch that he's not a bad person, just a bit strange.
Backstory: Originally a scientist in the first Cutstuff War, Travis was assumed dead after his defeat against the Yellow Devil in Agorix City. However, after his teammates left him, he awoke some time later alone in the desolated part of the city. He had lost the use of his left arm, as the bones within were completely shattered. He weakly picked up the parts of his old robotic copy of Rush, put them inside of his damaged knapsack, and spent 3 weeks roaming the streets of Agorix, until finding the Salburr Forest. Eventually, he found a crash site of a very old airship, and took up residence within this airship while he allowed his body to finally recuperate from the damage he sustained. Time passed, civilization changed, and as such Travis matured and honed his technological knowledge. At last, his magnum opus was created - The Falcon Claw, a new bio-mechanical arm to replace his ruined left arm. He used the make-shift lab within the airship to implement his new arm, testing it's capabilities within the forest. He then began to learn swordsmanship, mastering his skills with a blade so he could survive. A few years later, after turning 19, he finds a sword in a stone within Salburr Forest. Upon pulling it out, he names the sword Excalibur after the legendary weapon used by King Arthur.
Sometime in the future, he has finished repairing the airship he has lived in for these many years. He has added different adornments and things, making it resemble a Golden Falcon. Named the Turbulent Falcon (http://static.planetminecraft.com/files/resource_media/screenshot/1217/2012-04-13_175222-0-00-00-00_1993122_2086467.jpg), he set out to explore the world. He fought many dangerous foes, and became stronger both mentally and physically. As he began recruiting allies, he realized he could make money off of his misadventures. Thus, the Golden Falcon mercenaries was born. He has since then roamed the world in the Turbulent Falcon, helping those who are willing to pay him for his services.
Weapon/Other Abilities: Travis has different abilities depending on what type of weapon he is currently using - Sword, Katana, or Claymore. In addition to his weapon specific skills, he can always use:
Blade Dancing - Because of his peerless swordsmanship, Travis is able to perform powerful multi-hit combos with ease, and can chain together his skills to extend his combos for a long time.
Fighting Style - Glass Cannon - Travis' armor is light for a reason - He prefers to overwhelm his opponents with powerful, lightning fast combos as opposed to absorbing damage like a tank.
Falcon Claw - As a result of many months of production, Travis was able to replace his withered left arm with the Falcon Claw (http://fc04.deviantart.net/fs71/i/2013/186/0/a/raven_s_veteran_commander_nasod_arm_by_demonlorddarken-d6c5ngt.png), which is able to act as a Flamethrower, shooting fireballs and streams of fire, as well as hurl explosive grenades or set the ground ablaze with nuclear-like heat. He can also use some special skills:
Overheat System - When Travis uses the Falcon Claw too much, it will enter "Overheat" mode, which will cause all fire-based attacks from his Falcon Claw to deal bonus damage, but in exchange cause recoil against Travis when used. To deactivate, Travis opens multiple vents installed within the arm to cool it off.
Ignition Gatling - Travis rapidly fires 3-5 volleys of fireballs at the foes, dealing more damage as more are shot out. In overheat mode he'll fire an extra volley and finish with a quick flamethrower stream.
Napalm Grenade - Instead of his usual grenades, Travis can throw special grenades that will explode on contact, spewing flames all around the impact site that linger for awhile.
Combo Extension - Travis can add his Falcon Arm into his basic attacks, allowing him to hit multiple times with both his weapon and his Falcon Arm in a combo to mix up his fighting style. He can also inflict burns on his foes with it.
Excalibur - The mythical sword of legend (http://upload.wikimedia.org/wikipedia/commons/a/ab/ExcalaburCaledfwlchTranslucent.gif), found within the sword in the stone. With it, Travis is able to perform multiple skills, such as:
Wolf Fang - Travis jumps into the air, crashing down and impacting the ground with his sword, causing rock spikes to fly up around him.
Advanced Slash Combo - Travis strikes with his sword 3-5 times, then finishes with a launching uppercut slash. Can be extended with more attacks by cancelling the uppercut.
Lightning Stab - Travis rushes past his foes at blinding speed, cutting apart all enemies within his range. Deals high damage, and can be combined with Falcon Claw strikes to inflict burns.
Ventus Laminas - A Katana forged of ancient meteorite metal, Travis prefers to use this the most often out of his weapons. With it, he is able to perform:
Zantetsuken - Travis unsheathes his Katana, then slashes forward quickly. If it makes contact, it has a chance to incapacitate his foe.
Blood Creed - Travis releases the Ventus Laminas' astral power, giving him life steal and a physical attack boost.
Cross Divide - Travis unsheathes either his Sword or Claymore, striking his foe in an X pattern, which can inflict bleed upon his foe.
Cerberus Fang - A mighty, two-handed claymore crafted from a dragon's tooth and a wyvern's ribcage. He can perform the following skills:
King's Light - Travis envelopes the Cerberus Fang with energy, giving it doubled damage against undead foes and can pierce through armor more easily.
Windmill Combo - Travis strikes with his claymore 2-4 times, then uses a continuous spin attack upon the enemy for about 6-8 seconds. Cannot be skill cancelled, and makes Travis a bit dizzy after use.
Sonic Blade Travis slashes with his claymore, sending out a magical shockwave at his foes. Can hit multiple enemies.
Limit Release - Phantom Sword - When Travis has taken enough damage, he can unleash Phantom Sword, where Travis summons a phantom copy of Excalibur after binding the enemy to restrict movement. Travis then wails upon the foe, ending with a cross divide attack. After usage, the phantom copy can be used by Travis to dual wield with any of his other weapons.
Resurrection - As the years passed, Travis' ability to revive the dead has lost it's strength due to under use. He can no longer revive the dead, but in it's place he is able to instantly revive a downed or knocked out ally at the cost of 25% of his mana.
Tech Drive System - After combining a Fusion Core given to him by Annette with his Falcon Arm's Nuclear Core, Travis accidentally created the Proteus Core, a powerful internal energy source for his arm. Using the new energy output, he created a system that allowed his Falcon Arm to use different elements or abilities depending on the drive currently inserted. He has access to the following Drives:
Frost Drive - Switching to the Frost Drive allows Travis to change his Falcon Arm's projectiles into Ice element versions of his basic attacks, as well as give his current sword a chance of inflicting Ice Burn upon the target, which will slow down the affected target and cause slight damage over time.
Abyss Drive - Upon switching to the Abyss Drive, Travis' projectiles remain the same - However, they now have increased damage at the cost of lowering his defense even more than normal.
Harmony Drive - The Harmony Drive boosts Travis' Defense and Speed, as well as giving him a Regeneration Aura, at the cost of halving his attack power.
Weakness: Travis, although balanced very well, is lightweight. He's much more prone to wind attacks, and is knocked back easier from heavy weapons.
Other: Before he was the captain of the Golden Falcon mercenaries, he was a scientist and experimented with different fighting styles. He used to have a power armor that allowed him to take the different Rush Adapter forms, and shoot a Knight Crush-like projectile. Ever since the loss of his left arm, however, he’s been more taken to swordplay. He also insists that he was part of a “Cutstuff War”, but people frequently tell him that such a war never happened, confusing him to no end. Eventually, Travis had learned he somehow entered a dimensional rift upon entering the Salburr Forest, transporting him to the more well-known version of Cutopia.
Arnold Trigholms
Name: Arnold Trigholms
Appearance: Standing at about 5'8" tall and 179 Lbs, Arnold isn't your average gear-head. With short black hair, tanned skin, a lanky frame, and turquoise eyes, he's usually seen wearing a dirty pair of blue suspenders and a white t-shirt, along with a hard hat equipped with a mining light.
Personality: Hotheaded, aggressive, and has a bit of a short temper. However, he's pretty nice once you get to know him. Known for being the most rowdy member of the Golden Falcons, he's brash and outgoing towards his allies, and shows no sympathy against his foes.
Backstory: Formerly an engineer from Pryona City, he used to work out in the desert during Pryona's mineral excavations. He would repair and operate most of the equipment used during the drilling. Upon noticing an airship landing down near Pryona one day, he went to investigate and was asked by the Golden Falcon mercenaries if he would be interested in becoming their ship's engineer. He accepted, quitting his job in Pryona and becoming a Mercenary.
Weapons/Abilities: Arnold has two weapons at his disposal:
Titanium Great Axe - Arnold has the strength to swing around a gigantic axe with just one hand, and can throw it like a boomerang if his opponent gets out of his range.
Portable Battle Ready Area Denying Sentry Turret (P.B.R.A.D.S) - Affectionately nicknamed "Brad" by Arnold, he can setup a portable sentry gun that can be set to either automatically attack enemies or manually controlled by Arnold. It has two chain gun barrels attached to an omni-directional laser blaster, as well as 8 missile ports that can be launched at Arnold's command.
Body Builder - Arnold frequently works out, and as such has one of the highest physical attack ratings of the mercenaries, as well as the highest physical defense. However, he's a bit on the slow side.
Technological Expertise - Being an engineer, Arnold knows his way around machinery. He can repair most broken machines or robots, and can build almost anything out of some metal and wires.
Weakness: Arnold is powerful, but very slow. Quicker enemies can take advantage of this and completely disorient him.
Other: Arnold has a huge crush on Elly, but Elly doesn't seem to notice his attempts at flirting with her.
Elly Cynsis
Name: Elly Cynsis
Appearance: Elly stands at about 4”10, with short, platinum blonde hair that goes down to her shoulders, usually adorned with a frilly white ribbon or two, and soulless, silvery-white eyes. Her skin is a ghostly pale color, and underneath her eyes are two yellow, triangular markings. She usually wears a very frilly, white Lolita dress, with multiple bows and other accessories adorning it, with a matching pair of striped black and white stockings and white platform heels.
Personality: Elly is often very quiet and shy. At least, when she’s around multiple people. If you meet her on your own, you had better have an escape plan - Elly has a very cruel and sadistic side, albeit due to not having proper emotions, but nonetheless she is very terrifying to be around on her own. She often performs experiments on living creatures “to analyze what they are composed of”, for “scientific reasons”. All in all, Elly is someone you wouldn’t wanna meet in a dark alleyway.
Backstory: Created by an unknown scientist in Agorix, Elly was the result of an experiment to embed the minds of humans into android AI bodies. Unfortunately, near the end of the original trial run, something went horribly wrong - Elly’s new android body rejected her brain at first, causing the scientists to manually force the transfer to finish. The end result twisted Elly’s mind severely, making her unstable and sporadic. She met Travis, Naomi, and Arnold as they were exploring an abandoned laboratory, presumably the very same one she was created in. Upon finding the room she had holed herself up in, multiple dead bodies were found strewn about; including the body of a young girl, about 7 years old. She was adopted by the trio, and became the fourth member of the Golden Falcon Mercenaries.
Weapons/Abilities: Elly is very adept at magic, being able to use the following abilities:
Celestial Staff - Elly’s most treasured possession, it allows her to cast multiple elemental attacks;
Thunderaga - Elly rains down thunder bolts from the sky, causing severe damage to multiple targets at random.
Firaga - Elly fires off a circle of flames, hitting all enemies within range. Has a chance to backfire and damage her teammates, however.
Blizzaga - Elly summons an icy comet from the sky, crashing into one enemy and freezing them solid. If a fire attack connects with the victim, it’ll deal double damage and thaw them instantly.
Meteor - Elly casts from her hit points to create a large meteor, raining it down upon the target and shattering it with a well placed Firaga to deal more damage.
Distortion Cloud - Elly creates a cloud of toxic dust, which can cause multiple status ailments at random, such as Poison, Sleep, Berserk, and Paralysis.
Aspir - Elly casts from her hit points, and drains MP from the target.
Electromagnetic Field - Elly creates a jamming field, preventing other machines/electronic devices besides her from working until they leave the field surrounding Elly, or until Elly’s MP runs out.
Sadism - Elly is emotionless, and thus has no qualms with using her full power when attacking enemies. As such, most damage she deals will be higher than normal - However, this also tires her out quicker, as she’ll exhaust her mana supplies quickly.
Small Size - Elly is very small, height wise, which allows her to dodge attacks with ease.
Alchemist - Surprisingly, Elly is good at Alchemy, able to transmute objects into precious metal easily. She's also a pretty good chef.
Weakness: Being an android, Elly is very susceptible to Thunder attacks. She’s also rather small, so it’s hard for her to reach high locations without magical aid.
Other: Elly is very sadistic at times, being known as the most feared mercenary on the team by the others because of her soulless nature. Before her brain was uploaded to her android body, she was an avid reader and loved to draw different pictures and such.
The Colony of Pachyderm
Location: The Colony of Pachyderm (http://images.wikia.com/assassinscreed/images/4/4c/Underground_Cappadocia_city_concept_art_by_Max_Qin.jpg)
In the far north west of Ecaron, deep within a ravine commonly known as "Fortune Ravine", the colony of Pachyderm resides. Undisturbed for centuries, life has prospered within the city, as well as it's neighboring colonies Mangonia and Djinn-torah. Many different races live within the three colonies, such as Spiderlings, Nagas/Sirens, Demons, and more. Some humans who have found the colonies have even taken up residence within their walls. Pachyderm is known for it's Sacred Flower Ritual, in which once every year, around December, the colonies gather together to celebrate and give thanks for their peace and prosperity they've been blessed with.
The Turbulent Falcon
Location: Golden Falcon Mercenaries' base - The Turbulent Falcon (http://static.planetminecraft.com/files/resource_media/screenshot/1217/2012-04-13_175222-0-00-00-00_1993122_2086467.jpg)
After being repaired by Travis, the Turbulent Falcon is now the headquarters of the Golden Falcon Mercenaries, a team of men and woman who travel the world for fortune and adventure. It is large, able to house all 7 of the mercenaries within it's walls. It contains a kitchen, multiple storage rooms, dining/living room, captain's quarters, three bathrooms, 12 bedrooms, and a treasury. It is currently crashed within the Salburr Forest once again, due to an engine malfunction caused by overheated parts.
The Golden Falcon Mercenaries
Faction: The Golden Falcon Mercenaries
A rag-tag bunch of misfits recruited by Travis throughout his adventures around Cutopia. Currently, the team consists of:
Travis B. Swordicus - Leader + Tactician
Naomi Baaluxahl - Second in Command + Seamstress
Renko Haan - Treasurer + Merchant
Elly Cynsis - Alchemist + Cook
Arnold Trigholms - Engineer + Scientist
Echo Retraux - Blacksmith + Artillery
Fiona Anajys - Medic + Cartographer
Stealth Edit 7: Updated Travis' bio to retcon the war but also not.
Edit 8: Added Elly Cynsis, fixed Tyops.
Edit 9: Updated Travis with the Tech Drive System, as well as cleaning up Elly's bio a little. All current bios now reflect the ones posted on The Tumblr Ask Blog for the Golden Falcon Mercenaries. (http://ask-swordicus-and-co.tumblr.com/)
Stealth Edit 10: Updated the Turbulent Falcon to reflect current Roleplay shenanigans.
A location!! (along with 3 new submissions)
Location:
Heart Station
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A mystical, ethereal, and interdimensional train station that exists outside universes and dimensions. It has access to many worlds, dimensions, timelines, and universes. It part of a much bigger "company", and it's main purpose is to act as a bridge between worlds and monitor them. The master of the train station is the mysterious Mr. Handy, and his assistants Dorothy Dridge and Jodien.
Appearance: The skybox is a little hard to describe, so use these two pictures as a reference.
http://33.media.tumblr.com/tumblr_lphrr ... r1_500.gif (http://33.media.tumblr.com/tumblr_lphrr8tonj1qf9wd7o1_r1_500.gif)
http://www.anime-evo.net/wp-content/upl ... eveiw3.jpg (http://www.anime-evo.net/wp-content/uploads/2012/01/Mawaru-Penguindrum-reveiw3.jpg)
The Heart Station has a rather futuristic red/pink kind of theme going on. Whenever someone enters the Heart Station, they will wake up in the Lobby (http://i.imgur.com/jA0P2h9.png). In the Lobby there is a desk at the end of the hall, and there are 3 escalators, the ones on the side going down and the middle going up. After going down one of the two escalators, the person will reach the Main (http://i.imgur.com/KeW7M4T.png) part of the Heart Station, which is where are the trains reside and depart from. Heading more down the hallway will lead a path to a relatively large door. Inside the door lies the Courtroom (http://i.imgur.com/RL5qXff.png), where Handy has his meetings with clients. Handy sits in the Judge's seat in the middle while Dorothy and Jodien sit on the left and right seats next to him, respectively.
How to access:
Visiting the Heart Station is relatively rare, to the point where it's existence is debated by those who have visited it and those who never have. People that have heard of it see it as nothing more than an urban legend or fairy tale. However, it is said that if you visit an abandoned train station at night, there is a chance you may hear a faint jingle. The person will then slowly fall asleep, and immediately wake up in the Heart Station.
What it does:
The Heart Station acts as a bridge between worlds, but only for exploration reasons. The place is actually rather barren, usually only the Heart Station trio being in there. This is due to the fact that having people from other timelines/dimensions go to another one is rather a big move, and is something that should be done with a ton of consideration. However, if someone truly decides to want to go to another place, they must either complete a request or bring in a unique object that cannot be found anywhere else, as the secondary purpose of the Heart Station is to act as a "museum" of sorts and collect rare objects that can only be found in one dimension, ranging from valuable minerals to even knickknacks that mean a lot to someone. There are, some rules however regarding travel.
1. A person may only travel within the world they reside in. They may travel to different timelines/versions of that world, but it cannot be /outside/ of that world or dimension. There are exceptions to this sometimes, however, depending on the situation.
2. A person has a week to return to their place of origin after arriving to the new timeline/dimension/version. After that, they'll have to stay in that world for another decade if they wish to travel back (unless they already had dimension jumping powers).
3. A person must be evaluated to see if they are eligible to travel. Usually passing this isn't so difficult, it's usually just agreeing to not do anything extremely dangerous (to the world they're going to or themselves) or else all access to the Heart Station will be cut off.
4. If a person who was born in the incorrect world or timeline (extremely rare), they will be offered an opportunity to go to the world they were supposed to be in without any catch.
5. If the person has recently undergone a traumatic experience, those memories will be suppressed so they can adjust more comfortably in the new world. The only way those memories can come back is if the person requests them at the Heart Station after adjusting or if they encounter powerful forces that resurface them.
Other:
While the Heart Station isn't necessarily a part of the world of Cutopia, it does have access to it, and the trio consider it truly to be "interesting" compared to other worlds, and often decide to explore it.
Characters:
Mr. Handy
------
"Welcome to the Heart Station."
Appearance:
(http://i.imgur.com/PC9Kzha.png)
Personality:
Mr. Handy is welcoming and kind but also stern and serious as his position in being the leader and head of the Heart Station. He is also a listener, as clients of the Heart Stations sometimes have meetings with him just to hear his advice. His advice is usually unbiased and favors justice over feelings. Within the Heart Station, his word is usually final, but he can be convinced otherwise if there is good reason. He is very strict with his rules of the Heart Station, however. In casual moments, he can be a little friendly, and often talks with Jodien and Dorothy.
Backstory:
Mr. Handy is the boss of the Heart Station, the main purpose of the Heart Station serving as a connection between different worlds, timelines, and dimensions, and monitoring them. It is unknown when he started to work with the Heart Station or when he stopped aging, but apparently has over 500 years of experience. The Heart Station has a secondary purpose of collecting rare objects and preserving them so that they will forever leave a trace that these items have existed and be a part of history. As for Mr. Handy Man himself, he is rather mysterious, and not much is known about him. He usually dodges questions regarding his past and doesn't necessarily talk about it much. He often has Dorothy arrange meetings with a client whenever said client wants to see Handy Man. At some point, Handy hired Jodien to be his right-hand man, and while he says Jodien can be somewhat a bit to handle, he enjoys Jodien's company and truely appreciates him.
Weapon/Other Abilities: (Optional)
Limited Godlike Powers (within the Heart Station): Mr. Handy has relatively powerful godlike abilities, being able to create objects and shapes from nothing, having great healing capabilities, knowing everything that goes on within the Heart Station, and possibly more. However, his powers are limited as he is only able to use his powers within the Heart Station. Outside of it, he can't really do anything special and is pretty much regular, essentially removing everything useful about him and requiring him to avoid conflict in the first place whenever traveling outside the Heart Station.
Average Strength: Even without his powers, Handy does have physical strength and can tank some hits. His punches and kicks hurt, but nothing like Russel.
Other: (Optional)
Likes to come up puns with Dorothy.
Jodien
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"Let's see what this place has in store ~"
Appearance:
(http://i.imgur.com/tCEGgxm.png)
Personality:
Jodien is a very curious, sneaky, sly and ornate person, always inspecting objects and determining their worth. He is also prone to having gut feelings of people, usually suspecting if a person has certain traits to them if he gets a hunch. He's rather spunky and usually goes to exploring at the worlds the Heart Station currently has access to. He enjoys his job at attempting to acquire unique artifacts from different worlds and bringing them back to the Heart Station to preserve it's integrity. Having met all sorts of people, he can sometimes be really blunt (a trait shared by the two other members of the Heart Station) and may not really realize the impact of his words immediately. However, he may be a little more empathetic with people, sometimes. He's also known to be very effective when it comes to flattering.
Backstory:
Once being a regular human, he has accepted to become Mr. Handy's right-hand assistant and join the ethereal and interdimensional train station known as the Heart Station. After doing so, he has gained special powers granted by Mr. Handy, and he stopped aging at 19, having his life be extended for hundreds of years (but not immortal) due to his job being exploring multiple worlds. He mostly spends his days hanging around the Heart Station or doing his duty of going into whatever dimension/world/timeline he has been sent to. He considers Dorothy and Handy Man to be best friends and deeply cares about them both, but has made others friends either from meeting them in their origin world or having met them through a meeting with the Heart Station.
Weapon/Other Abilities: (Optional)
Pocket Dimension: (http://i.imgur.com/EkeSHLq.jpg) Jodien has his own little pocket dimension that can store objects and can travel around with it. While traveling, it acts as if there was a square-shaped shadow traveling flat across the floor (he can use this ability to sneak underneath tight gaps and the such). However, only he himself can enter said pocket dimension, and usually if anyone else tried, it would be as if they were standing on the shadow. He's also able to launch objects stored in this space from within it to enemies (or at least, anyone who attempts to harm him.)
Disguises: Jodien can go inside his pocket dimension and rise back out wearing a completely different outfit, allowing him to blend in certain situations or get suspicious eyes off of him.
Stored Objects: Jodien has a variety of objects stored in his pocket dimension, having been collected from the various worlds he has visited. These objects range from combat weapons to even simple knickknacks.
Limited Healing: There are some medical parts and equipment stored in his pocket dimension that he can use in the scenario that he (or anyone else) would ever need it.
Not So Tough: One of Jodien's flaws is not being really physically capable himself. He is very dependent on his powers.
Other: (Optional)
His favorite flavor of ice cream is Cookies and Cream.
He can be a little awkward sometimes, and often feels extremely embarrassed in awkward situations.
He is also known to be a little playful.
Dorothy Dridge
------
"Yes, allow me to book an appointment for you."
Appearance:
(http://i.imgur.com/nl7jHED.png)
Personality:
Dorothy has a tranquil atmosphere around her. No matter how agitated you may feel, whenever you're around her you can't but feel calm. Being the accesser of information for the Heart Station, nothing really surprises her. Personality wise, she is usually silent and impassive, but sometimes pitches in the conversation. She is also quite analytical and perceptive, often figuring things out before others do, but unsure if she should say so sometimes. She speaks speaks rather quietly, but sometimes raises her voice.
Backstory:
Dorothy isn't actually a part of the Heart Station, but was rather stationed to help Mr. Handy and Jodien by the "company" that owns the Heart Station. It is said that when she began work for the "company" and the Heart Station, she stopped aging at 20, and that so far she has around 350 years of experience. She's usually the first person visitors of the Heart Station meet. She's often sitting behind a desk in the Lobby, playing video games, watching shows, or listening to music when no one is around (which is often). She often engages in conversation with Jodien or Mr. Handy, but also sometimes makes visits to see other friends of hers. She sets up the appointments with people who wish to visit the Heart Station, and usually shows new people around.
Weapon/Other Abilities: (Optional)
Information Access: Dorothy can pull up a fancy GUI (something like this (http://www.experientia.com/blog/uploads/2010/07/philips_healthcare.png)) that allows her to access information on the worlds that the trains of the Heart Station visit, or of the clients that enter the train station.
Hypnosis: If you stare into her eyes long enough, you'll become literally hypnotised, and you'll have to do whatever command she asks you to do. Often, however, it's accidental, so she usually just says "snap out of it" or something a long the lines to eliminate the hypnosis.
Insightful: Not really a "power", as stated, she can understand the situation of things earlier than most and can often create strategies for how to resolve them.
Other: (Optional)
She loves fighting games, her favorite series being King of Fighters and Smash Bros.
She'll sometimes slip into singing when she listens to music, but usually feels embarrased when she's caught.
Likes to come up with puns with Mr. Handy.
Will probably revise some of this eventually (mainly the mechanics of the Heart Station)