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Multiversal Discussion


Krayzikk

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Hello folks, Here's where OOC discussion for Multiversal Collision goes, post any profiles (Character or world) for approval here, or comment on the game at large,

 

Have fun!

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Name: Arsalan, son of Ertugrul
Gender: Male
Species: Human
Age: 19
Universe of Origin: Tlún
Appearance: Arsalan is of average height, about a hundred and eighty centimeters, with a tint of skin just barely more olive than white and a mop of dark, dishevelled hair. He is relatively well-muscled, having spent much of his youth living a simple existence as the child of a fisherman on one of the outlying islands surrounding Tlún.
Equipment: A sword and a blaster rifle of Terran make.
Abilities: Arsalan has no particular special abilities.
Skills: Basic weapon usage, both of his Tlúnian homeland and of his new home in Terra, admirable survival skills and, to speak in RPG terms, 99 levels in fishing.
Weaknesses: He's allergic to peanuts.
Bio: Arsalan, son of Ertugrul, was born nineteen years ago on an island so close off the cost of Tlún that he could actually see the city's grand Spire rising tall above the local slums, to a local fisherman who, alongside his wife, essentially constituted the entire population of this island. It wasn't a big island, really, t'was just a rock lying out in the sea covered with some degree of a small forest, Arsalan's playground as a child. The family lived off fishing and sending their produce to the city. It was, essentially, a bit of an idyllic life.
When he turned seventeen, however, Arsalan argued with his parents. The youth was not satisfied with a protracted existence, for the rest of his life, on this rock, and wanted to leave, to see the world. His father strongly disapproved of such designs, but the young Tlúnian, by now, did not care all that much on what his father thought and opted to leave anyway. Such a departure soon found him in another world, where he made his new home - Terra, where he now works as a freelancing mercenary.
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I'm intrigued. Here's a few starting characters (no reason to waste all five spots right off the bat, when the game is just starting).

 

Name: John Davidson

Gender: Male

Species: Human

Age: 32

Universe of Origin: Terra

Appearance: John stands at a height of 1.72 meters, wearing a brown duster over a set of fine black clothes and a set of (also black) light body armor. He is bald; his eyes are green.

Equipment: John’s armor is capable of biological enhancement, enhancing all physical attributes – speed, strength, endurance, agility, reaction time, and so forth – to double their normal state. It also regenerates most injuries or tears quickly, though it takes an extended period to heal greater injuries; it cannot repair nerve tissue or regenerate limbs. As it is rather poor in the realms of actual defense, he also carries a shield projected that generates a shield to defend against attacks. His weapon is a small rod capable of firing laser beams with one end, or acting as a scanner using the other. He also carries a pair of binoculars (which, in Terra, basically has everything from x-ray to infrared vision on it) and a pack with a number of pieces of equipment necessary for infiltration. He has a communicator.

Abilities: As stated above, John has increased physical abilities due to the armor. Even before that, he has excellent hand-eye coordination and has good aim, making his laser rod a potent weapon in his hands. He is an expert at stealth, picking locks, and other skills that are useful for breaking in.

Weaknesses: John’s shield is only useful against energy weapons and incredibly fast moving projectiles, which means a simple bow and arrow or even a crossbow bolt could penetrate it. His armor provides almost no defensive abilities, which means he has to rely on speed, luck, and getting his shield up in time to survive.

Bio: John was one of the combatants during the early Civil War that struck Terra, and still has very bad memories from the war. During the time of the war, he operated as a double agent, working against the opposing side from the inside, and commonly breaking into top-secret areas using his skills and training. However, during the final days, he was forced to get involved in combat as well. When the universes began to collide together, he found himself quite intrigued not with magic (as other worlds were), but with its exact opposite – Earth. It is from Earth that he retrieved his current choice of fashion, and he does all he can to spend as much time there as possible (the Dominion is just too smoky).

 

Name: Sandra of Lorem

Gender: Female

Age: 35

Universe of Origin: Erde

Appearance: Sandra stands at about average height, wearing an old coat over a set of fur armor, including helmet. Her hair is brown; eyes are blue.

Equipment: Sandra wears the clothing described above. She carries a shortsword and an equipment pack containing numerous items such as a change of clothes and extra food for when travelling about.

Abilities: Sandra possesses a bizarre form of magic that allows her to literally absorb any magic from any source which strikes her, and then channel the energy for the following abilities – teleportation or dispelling other magical effects. She can also use her own life force; however, the process causes her to age. Teleportation for a few feet will cause her to age a whole week; over miles, it could cause her to lose months of her life. The ability to dispel other magical effects (usually defenses upon others) can range from lost days to a lost week. Her ability to teleport can carry allies; however, the amount of effort required is increased per capita. Whatever the use, using magic by draining her own life force is tiring; the more extreme uses, such as teleporting a large group over numerous miles, would require a days rest. Besides her magical abilities, Sandra is actually an expert swordsman and a skilled talker/negotiator.

Weaknesses: As described in Abilities, Sandra suffers from having a very restricted use of her magical abilities that can cause permanent harm. She also has a complete lack of any ranged weapon, or, in fact, the training to use one. She isn’t that physically impressive, relying on pure skill more than anything else.

Bio: Sandra was born in the city of Lorem, within the world of Erde. For most of her life, though, she has been an explorer; thus, she travels light and simply tries to get by with a limited set of equipment. From time to time, she groups up with other individuals in order to accomplish some end. As it’s hard to carry large supplies for trading, she also developed a good skill with words in order to ensure the best deals out of merchants encountered along the way. She has taken to leaving Erde and exploring the newly formed worlds (and often looking quite out of place in them).

 

 

Also, here's a world I came up with. It's a lot of text. No, seriously. It's so much text that I took things like 'Description' and broke them apart so it would be understandable. It's also just a tad scattered about. I may have a map at a later time, but at the moment I'm not messing with the photocopier. It scares me.

Illuvifian ([East] Wesdifen)

 

Setting: Illuvifian is one of the many continents in world known as Illu. This particular area of Illuvifian is known as East Wesdifen, the eastern reach of the Wesdife Kingdom. The area is a peninsula sticking out from the midst of what would otherwise be a bay in the continent’s southern coast. Along the eastern coast of the peninsula runs Fehy Ridge, a long mountain range stretching some seven hundred miles. The area around the Ridge is full of all sorts of shrubs and loose trees, with a few forested patches arising occasionally. It is highly unsuited for agriculture, unlike the rest of East Wesdifen. To the north is the Kaelt Mountains, an even larger mountain range which makes the northern border of East Wesdifen. The area directly around the Kalet Mountains is rolling hills; the rest is open plains. To the west, just a few hundred miles from the western border of East Wesdifen, is the River Kaim, a large river reaching some three miles wide at some points during its journey from the Kaelt Mountains. Much of the area it covers after reaching the flat plains is covered in a massive swamp known as the Kaim Marsh.

Description (Mythos): The common mythology held by almost all humans of Illuvifian describes the creation of two unique species, the Baurlowan and the Kaltheraein, who represent chaos and order respectively, at the hands of an unknown Creator, or God. From the building blocks of their creation they formed countless worlds, surrounded by a single sun that bled energy across the cosmos. However, one of these worlds, referred to as Illu (an elvish word for ‘Land’), experienced a miracle – the earliest traces of life were formed. There was a disagreement; the Baurlowan wished to change life as they saw fit, whilst the Kaltheraein believed it interfered with the natural order of things and needed to be destroyed. The two went to war over the world, each trying to claim it as their own to do as they saw fit. The war ended with that world nearly destroyed, along with numerous others; the sheer destruction caused the Creator to intervene once more. He empowered the Sun with magical energy known as the Aether, creating a barrier around the universe to seal the Kaleraein and the Baurlowan away. Small fragments of the Aether were cast into the far ridges of what became known as the Mortal Sphere, the barrier around the world. Others collected with the pieces of the world which had been destroyed, forming the moon. The Aether seeped into the newly forming life on the world, which began to change and evolve. Magical creatures also began to emerge in the process, and a few of the Baurlowan and Kaltheraein, though diminished in power, were trapped on the world. Both the Baurlowan and Kaltheraein, unable to intervene directly, created servants – the Dae’vat (High Servants) and Dae’miot (Low Servants), both of whom are capable of coming to the world.

Description (Components of a Being): There are three components to almost all living beings from the Illuvifian setting – body, soul, and spirit. Any of the three can be bound together to create different effects. The body is the physical form; the soul is their spiritual form; the spirit is actually pure Aether which allows them to survive, and which passes onto their offspring. Those who have their souls and body as one have no afterlife. Only Humans have all three as separate. Elves have bodies and souls bound as one; Dwarves have their body and spirit bound as one; the Dae have their spirit and soul bound as one; Dragons have all three bound as one. Normal animals lack a soul, whilst Vaettir (nature spirits) have no actual body, with their soul and spirit bound as one.

Description (Time of the Vaettir): The Vaettir were the first species to form. Each is formed of one of the twelve elements (Sun, Fire, Lightning, Metal, Earth, Wood, Wind, Ice, Water); however, it is believed that known Sun Vaettir actually exist. These beings were simply spirits that inhabited the elements they represented and shifted them as they saw fit. At the time, humans were just beginning to evolve.

Description (Time of the Elves): The Elves eventually formed as an offshoot of Earth Vaettir who attempted to mimic human form from the rocks and clay. The process severed their soul from their spirit, rendering them far weaker magically; the soul then formed with the rocks and clay. Working alongside the other Vaettir, the Elves learned of a way to bond with their former kind to gain greater magical abilities and control over the elements. Thus, they worked as partners. Elven civilization began to decline some 8,000 years in the past for unknown reasons; most attribute it to infighting. The only remnants of civilization were those of the north, known as the Illuni’Fehyl (Ice Elves). They rest, known as the Fehy, were scattered about. Only a few, the Nil’Fehy (Neo-Elves) continued their small refuges. The majority of the scattered Fehy began to become almost docile, like herbivorous animals; the rest simply became paranoid.

Description (Rise of Humanity): Some 7,000 years ago, the first human civilizations began to arise as small towns across the world. 6,000 years ago, the people of modern day Namirond created the first truly large kingdom, which expanded across most of that territory. Their only rivals at the time were the Aldrifien people who arose in the north, near the snowy lands of Iluvikern where the Ice Elves were in isolation. Aldrifien eventually outlasted them, and one thousand years later the first empire of Namirond collapsed.

Description (Aldrifien/Iluvikern Wars): Many conflicts were fought by the ancient Aldrien people and the Ice Elves of Iluvikern. Stories tell, however, of a time some 4,500 years in the past when the Aldrien created a weapon known as Sundrinker. This weapon exploited the Ice Elves only weakness, the sun itself, and channeled it into a weapon able to incinerate even a few score of them with a single blast. The war was turned, and the Iluvikern people kept away for quite some time. The weapon was eventually lost; common legend says it grew too hungry for the sunlight that it threatened to absorb it all and plunge the world into darkness, thus doing the exact counter of its own purpose. It was locked away deep below the earth. However, the Aldrien had developed a potential weapon, enough to end the war long enough to prepare them. Even to the present day, however, there is a three month period in winter known as the Dark Hour where no sunlight shines on the northern lands. It is at this time when the elves attack, attempting to claim ground and butcher as many Aldrien as possible until the sun returns.

Description (Wesdifen Expansion): The area known as North Wesdifen was fertile land for the most part; very much unlike the Namirond area, which was desert, or Aldrifien, which was tundra. So, some 3000 years ago, a small kingdom began to rise to prominence in the area and in time conquered the land. The area known as South Wesdifen followed, and the empire grew to great size and power. 500 years passed before it moved to capture Kronia, the country to the south, and turn it into a protectorate; the areas to the east followed, forming what is now known as East Wesdifen. As they turned their attention north, they attempted to conquer the area known as Kaeltiros; instead, they were met with treaties to form an alliance. A few failed attempts to conquer the territory by force followed, as the people of Wesdifen found for every dozen combat ready people of Kaeltiros, one was almost bound to be an angry and highly powerful mage. So, diplomatic attempts ended up succeeding, and the kingdom of Kaletiros joined the empire. Wesdifen established its first schools of magic soon after, and these academies began training powerful battlemages.

Description (The Wesdifen/Aldrifien War): After the above point, Wesdifen continued its attempts at expansion. Namirond seemed its border to the east, as no attempts to move past it ever succeeded (and like with Kaeltiros, only a tentative grasp on Namirond could be held). Aldrifien, the land to the northeast, was the only area still left in grasp with any lands worthy of taking. The natives were thinking the opposite – claim the lands to the south. With both having something the other wanted, the wars between the two, fought often on Kaeltiros soil, would be off and on for two thousand years with no clear victor.

Description (Modern Day): It’s been five hundred years since the last battle between Aldrifien and Wesdifen. East Wesdifen is the setting, and is currently a melting pot of differing people. Most who reside here are of mixed descendent, or pure Wesdifen. The only conflicts arise when the Neo-Elves of Fehy Ridge are riled up into conflict, or the occasional attack by other monsters. The rest of the world seems at peace… save Aldrifien, from which nothing has been heard for centuries.

Description (Multiversal Collision): When the collision began, the area known as East Wesdifen was cut out from the rest of the world and thrown against numerous other universes. The main ways known to cross into other universes are that travelling past the mountains to the north takes one to Erde, while going through the seas to the south takes one to the Earth.

Description (Humans): Humans are found in a variety of forms and ethnicities, many of mixed descend, in East Wesdifen. The natives simply go by whatever they choose to – Wesdife, Kronnion, Namiron, Kaletian, and even a few Aldrien. These people reside in numerous walled off cities and the surrounding areas, forming numerous territories. The largest major city is the port city Yheyan, ruled by Daern Caspian II. ‘Daern’ is a royal title, second only to king; Kiern follows, and is held by the rulers of Adrost, Norimo, and Everok. Other titles, in order, are Nikern, Vaern, and Thane. (NOTE: The female terms are Daera, KIeris, Nikieris, Vaeri, and Thane; male children of the nobles simply add ‘–orn’ to the end; for females, it is Daerarn, Kierin, Nikierin, and Vaerin; Thane is a position granted to the highest ranking knight in the service of any court, and there is no title given to their children save, perhaps, becoming Thane to the next generation). Human civilization in East Wesdifen is very spread out, and agrarian. However, industrialization is coming, especially in larger cities; ironclad ships sail the seas, while cannons and rifles are being developed for war. Architecture in the area is very similar to that of ancient Greco-Roman civilization, towards the cities; however, rather than beautiful white, structures more resemble the hues of European fortresses. Villages and towns are generally far more simple.

Description (Human Names & Languages): Wesdife names are generally Roman to the north, English to the south. Kronnion names are generally Spanish. Namiron names are generally Egyptian. Kaeltian names are generally Skandinavian. Aldrien names are generally Russian. Each culture has its own language, and numerous dialects (there are over thirty unique dialects of the Wesdife language spoken in the Empire, and at least a few dozen in East Wesdifen alone). The languages of Wesdife and Kronnia are both based on the same, much older root language of a mixed culture, similar to the ancient Latin from Earth; this makes the Wesdife language the easiest for foreigners to learn. Other languages are considered more difficult to learn, with a much lessened base to go off of.

Description (Elves): The majority of Elves are recluses hiding in the few forested areas of the world, fearful of humans but still brutish and savage much like any threatened animal when attacked. Leaving them alone is the rule of the day. More dangerous are the Neo-Elves who inhabit the mountains. Raiding parties are frequent, and their methods of killing humans (who they view as inferior) are savage; the favored elven weapon is the war hook, a designed to either impale from the one end, cut with its blade, or be plunged at an angle through a beings entire body, ripping apart every organ inside. There are many powerful Neo-Elf mages, and many bond with the Vaettir.

Description (Elven Culture): Despite the limited positive interaction between elves and humans, many words in the human language have been taken from the elven language; even the name for the continent, Illuvifian, is the elven name.

Description (Vaettir): The Vaettir are powerful elemental forces of nature. They are incredibly potent on their own, but will also bond with some elves and men, granting them the ability to control, create, and manipulate the Vaettir’s element.

Description (Other Species): Dragon, Minotaur, Dwarf, Ogre, Orc, Giant, Dae’vat, Dae’miot, Centaur. [speak to Levacius for further detail.]

Technology Level/Magic System: As mentioned above, there are numerous technologies possessed by humans (and humans alone). The first mills are operating, steam power is just beginning to be accessed, and all sorts of new marvels are being created. Studies into science and medicine are beginning. With the recent multiversal collision, the natives here are doing all they can to learn from other, more advanced worlds and put what’s there to use. Generally, most technology seems to work; however, due to the inherent elemental nature of lightning here an Aethrial element born of the sun, any technology which requires electricity will only last for a few hours at the maximum, and upon being taken out will cease functioning. In converse, any technology using electricity created in Illuvifian will work correctly, but cease function upon being removed.

Magic works very differently here than in some other places. Those who are native to other lands will find magic used very similar to the way it is on Earth. There is also a very powerful rule – something cannot be created from nothing, except with the greatest of magic; no-one from another world can use magic to the purpose of creation, such as fireballs, lightning, healing injuries, etc. Even the strongest mages of Illuvikern are hard pressed to do so, and even healing a cut is incredibly draining and takes decades of practice. Full restoration of a limb has never been reported by a mortal human. Magic falls into three tiers – Perception, Manipulation, and Creation.

Perception is the ability to see. Practice in this domain allows a being to feel their own magical energy, and thus use it; it also allows them to see how powerful a mage another of the world is. Powerful Perception mages can use this to the effect of changing theirs and others way of seeing; they can allow themselves to see even when blind, create illusions, or sometimes even control the minds of others. In most worlds, Perception is still easily usable; the only places where it has limits are ones like Earth.

Manipulation is the ability to change, and is the favored magic of most battlemages. Like Perception, it is not draining; however, unlike Perception, if a being of Illuvikern leaves their world, they are unable to restore the energy of the Aether from the sun and can actually run out of magical energy from its use. Manipulation allows a being to control and change the world around them; turning ice to water, for instance, or controlling fire. Sound is the favored form of weapon on the battlefield, as a mage could collect every sound of the battle into a single blast of devastating energy. Fire is also a favorite, as it is not too difficult to carry a torch. More powerful Manipulation users can also speed up natural processes, so they could age something, or cause a torch to burn faster and thus expend the whole thing to create a stream of fire. Some can even change their own biological systems, allowing them to breathe water by forming gills or the like. Manipulation can also lead to one other thing – destruction. Small, microscopic creatures or objects can be easily destroyed; thus, curing a disease or removing a poison is not an impossible feat. Some highly powerful mages can even simply stop the heart of small animals like rabbits. To kill an actual human has never been done, as it requires countering their own spiritual aura to a great extent.

Creation is the ability to create, and only God, the Creator himself, is reputed to be able to do it properly. The Kaltheraein and Baurlowan are supposedly able to do it as well, but to a limited extend – resurrection and the like is beyond their powers. Their greatest servants, the Dae’vat, can perform more miraculous feats such as restoring a limb. For mortal humans, however, the limit is healing minor wounds, or repairing inanimate objects (such as causing a rusty sword to return to its original state, or even taking shredded papers and restoring them into one). There is another, far more common use – creation magic can be used to generate the energy required to remotely move objects, in conjunction with strong manipulation. Creation magic in conjunction with manipulation is thus capable of providing flight, given the effort and study. The youngest a mage has ever been recorded to use even the weakest creation magic is forty years old, with a strict adherence to the learning of the art.

Magic System (Undead): It is possible to create undead, but incredibly difficult. Bodies must be properly prepared and embalmed, much like a mummy, to create a physical form which will actually last for extended periods of time. Other bodies may be used, but they will rot away over time and become useless (though powerful Manipulation magic may be used to kill off any bacteria and the like, which will slow the process down considerably). Some form of muscles must be present. Once this is done, small traces of Creation magic and a large amount of Manipulation magic must both be exerted to get the body moving. For it to be able to receive commands and perceive the area around it, Perception must also be used. In total, the amount of effort it takes into animating a body can take up to a week to be done properly; mages able to perform the task are rarely younger than fifty to sixty years of age. On rare occasions, powerful (human) mages who die, and have some purpose left to fulfill in the world, may be bound to it; their soul remains tied to their spirit, which is itself tied to some object or device. This ghost will attempt to fulfill its purpose, but remains bound to that object (often a prized possession or a piece of its body) and cannot stray far from it. The device must be destroyed to banish the spirit in most cases; however, particularly powerful magic items have been created for the purpose of targeting the spirit rather than the body of a being, and the attacks of a Dragon are capable of slaying both, which makes them capable of the exorcism. Simply helping the ghost fulfill its purpose will also appease it. The strongest form of undead is a legendary creature that dates back to the earliest days of Aldrien civilization – the Lich. The greatest of mages, such as those who return as ghosts, are capable of preserving their own lives by using powerful magic from all schools to keep themselves bonded to a physical body. Some are known for even being capable of using their human nature to split their soul and their spirit into two places; by keeping their soul in a separate container somewhere, they can upon the destruction of their body recall their spirit to a safe place, or in the event of both body and spirit being destroyed (such as by a Dragon), they can have a new place to (over the course of centuries) form a new spirit of only slightly diminished strength, and from there, a new body. As a lich is effectively immortal, the potential energy the oldest can achieve is virtually limitless.

Magic System (Enchanted Items): Enchanted items are very rare to find, as they require (relatively) strong Creation magic and Manipulation magic to change them. The desired enchantment may modify the process as well. Generally, the most common are torches that never stop burning, or swords that are nearly impossible to shatter. Some weapons are also created by strengthening a generally weak material; the Ice Elves are known for their swords made of pure ice, enchanted to be a strong and sharp as steel while remaining just as light and freezing cold as ice, but never melting. Other weapons amplify certain traits; swords crafted to be incredibly reflective, for instance, or the torch from before given incredible heat. There have even been recordings of swords crafted to reverberate when struck against a surface at exceptional levels, creating a massive torrent of sound to be used as a weapon. There are only a few weapons that are enchanted with special powers unique to themselves; these items often require dozens of mages working on them using special metal alloys and enchantments dating back for generations from numerous families. Sometimes, even human sacrifice in the form of the spirit being taken has been involved. This has produced such magical relics as the fabled Aldrien blade Sundrinker.

Magic System (Empty): One out of every hundred million humans would be a good estimate for the approximate rarity of a genetic trait known as being ‘Empty’. By being ‘Empty’, a being effectively has no spirit; generally, both parents will have such mutated spirits that a new one cannot be created, leading to stillbirth. Generally, the mother will die in childbirth or not many years after giving birth to such a child. The ‘empty’ child has no ‘spirit’, and thus no magical energy. They can never have children (with another member of the Illu world) because of this. If they survive to an adult age, however, some advantages are afforded. While the humans of Illu are naturally long living (often reaching up to 120 years of age), the ‘empty’ being is not affected by numerous ailments that can affect outside their physical body, but they still retain the advanced vigor of a member of the world. Thus, another ten to twenty years of life are afforded. But the part that really matters is the part that affects those brought into the world by the multiversal collision. Assuming that they have no magical powers, such as the residents of the Dominion or Earth, then whilst in Illu they have the same protection as the ‘Empty’ being would. Their lives are prolonged by the nature of the world, so they could potentially live quite a bit longer in good health. They will also, as they are not affected by the existence of the ‘spirit’, much more resistant to magic (both of Illu, and that which is used by beings who enter it). They are completely immune to being observed by almost all Perception magic, and by any attempts to use it for mind control or illusions and the like. They are more resistant to harmful Manipulation attacks, and even Creation is less useful (thus, using healing is almost useless on a non-native). These benefits are not afforded once outside of Illu, however, due to the worlds own nature.

 

-Toa Levacius Zehvor :flagusa:

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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John and Sandra are both approved. That world's size is as scary to me as your photocopier is to you, so I'll tackle that when I'm on a real computer.Unless Adders beats me to it, in which case... He beats me to it.

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Nick, preapproved as discussed. Just try to get the text version up when you can. :P

 

And, my own PC profile, for Adders to approve when he gets the chance.

 

Name: Abraham Francis
Gender: Male
Species: Human
Age: 24
Universe of Origin: Terra
Appearance: Abraham is a tall man, with the build of a professional athlete. Which is not surprising, given that he has been in the military since he was able to enlist. His usually cheerful blue eyes are almost eternally alert, watching for the slightest hint of danger. His hair has grown a bit since the war's end, coming roughly halfway down his forehead. On duty, his black hair is kept perfectly maintained so as not to interfere with vision or the use of his helmet. Off-duty, he tends to leave it to do what it will. Abraham is almost always seen in his navy blue uniform, the insignia on his collar matching his rank; First Lieutenant. The gray wings pinned to the left side of his chest marks him as a Valkyrie pilot. A carefully maintained and polished revolver is holstered at his side, and a small holo-emmitter is mounted on his left arm.
Equipment: Abraham carries a six-shot revolver, as well as a holographic computer on his left arm. Said computer is used for communication, and for accessing information on the military's network. However, his most significant piece of equipment is his armor.
VS-03: The VS-03, semi-officially named the Gungnir, was designed for rapid deployment and swift engagements. It is one of the older Valkyries, a mass produced armor. It was made to deploy to any location as quickly as possible, and as such, sacrifices armor and weaponry for that purpose. The Gungnir is capable pf launching under its own power, or be quite literally launched onto the battlefield through specially designed launch bays built into everything from airplanes to ships. As such, it is far lighter weight than most. When worn, it adds a solid foot to Abraham's height, encasing his legs, arms, and torso in full armor. The VS-03's armor is rather thin, half an inch of steel at its thickest point, backed by a layer of non-newtonian fluid that serves as an extra layer of protection from impacts. However the suit's most significant level of defense takes the form of a magnetic field emitted from several key points on the suit. Said field slows or repels metallic projectiles and weapons, but it has several key problems, detailed below.
The suit is equipped with thermal sensors as an alternative to traditional sight, the details of which are projected onto the helmet's built in HUD. The suit's forearms taper into aerodynamic points at the elbows, and its fingers narrow to points designed for tearing armor. Stored in hidden holsters on either thigh are two extremely large revolvers, each one loaded with eight rounds. Said weapons would be unwieldy for anything but a powered armor, the length of each one is roughly the length of an unarmored human's forearm. A long katana scaled for use by a Valkyrie, though theoretically useable by a human, is stored in a sheath flush with the armor on the machine's back. A full helm covers his head, a red-tinted visor accentuating the black-painted metal around it. The sides flare back in wing-like protrusions on either side, but the most striking feature by far are the large metallic wings that extend from the back of the machine. Capable of folding back flush against the armor, they act as stabilizers in flight. The primary thrusters are located on the back of the torso armor. Its most powerful offensive weapon, however, is a railgun that forms out of the left forearm's armor. Though capable of a powerful and accurate shot, it not only requires substantial time to charge up, it requires all of the armor's non-essential power. Flight, magnetic shielding, it's all offline for as long as the railgun is in use.
However, despite all of its benefits, the Gungnir is flawed. Particularly as a mass produced model, it is far from top of the line, and its systems do not function as well as a custom. Its magnetic shielding is only of use at range, as it is not only ineffective against close range attacks, it cannot be maintained once the Gungnir engages in combat. Its armor is also insufficient for continued engagement; a single small arms round would dent the armor of thicker sections, and significantly dent and even puncture areas with less protection. Its railgun is flawed as explained above. In addition, though it can be summoned from the field, it is far slower to arrive than modern models.
Abilities: Abraham has no unnatural abilities.
Skills: Abraham is a skilled VS pilot, having been a part of the program almost since the beginning. He is a skilled unarmored combatant as well, a crack shot with his admittedly old-fashioned sidearm, and a competent hand to hand combatant. When pressed, he has been known to wield his armor's katana with remarkable skill, considering its size.
Weaknesses: Without his armor, Abraham has a difficult time standing up to empower opponents. Though this is somewhat offset by his ability to summon the armor, the extended span of time necessary for it to arrive makes this impractical. If isolated from his armor, he would be at a distinct disadvantage.
Bio: Abraham was raised in a war-torn landscape. He was born at the height of the decades long civil war, and he grew up in a time where no one was sure if there would be a world left to live in. When he became of age, he enlisted in the armed forces demonstrating a remarkable competence in combat performance. He was one of the Valkyrie System's earliest test pilots, and has been using the armor ever since. Not much of his past is known, though he is a notorious workaholic, always taking that extra shift, always working just after everyone else has gone home. Ever since the universal collision, he has been on guard almost constantly. After all, war might break out at any time, be it between worlds or a resurgence of the familiar conflict he has come to loathe.

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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So how much influence, if any, do we have over created worlds? Or are we just meant to answer any questions that are otherwise unanswered in the write-up?

 

It may have taken me a while but I did finally get through the Silmarillion's younger brother up there so I'll throw my approval at that since Snark did the characters

 

I'm really loving this line right now, though.

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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The world you create is more or less yours. You know how it works, you know the setting, you answer any questions, etc. Players may make characters from your world, but they also must run anything majorly different from your original writeup past you.

 

The matter of important NPCs is up in the air a bit, and I'd have to take to Adders, but for now, think of yourself as the lord of that realm. The only thing you can't do is suddenly spawn massive amounts of NPCs or supplies to do whatever you want. In other words, within reason, that world is yours.

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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...On that note, someone, anyone, do take a tour of the Blasted Lands...

 

I have some characters on the way.

 

And you'll all just love my plans.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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On the little matter of Tlún, I realized I forgot to talk more, when I submitted it, about the species that populate that splinter of a universe, as well as some other things, so I'll post them here for anyone who wants to know stuff.

 

In Tlún as such, there are two main species - human and elf, as well as people born from inter-species relationships, such as halfelves, quarter-elves (quadroons), quarter-humans and so on. Most of the nobility are elves, while the lower classes consist of both humans and elves. Humans function pretty much as humans function in our little world - only thing that I think notable enough to mention is the fact that the Tlúnian human population consists, mostly, with few exceptions, of people of more or less dark skin (basically, olive). The elves are much like typical high fantasy elves as far as biology is concerned. For all intents and purposes, they look like humans, just with three distinctive traits - long, sharp ears, no canine teeth, and their facial hair grows a lot slower and starts growing a lot later, usually around 25 years of age, than human facial hair. Distinctly unlike humans, they can live for around three hundred years, and some individuals have been known to survive a whole four centuries. Signs of aging only appear around the two-hundredth year of their lives. Despite their longevity, they have a relatively brief period when they are able to reproduce - ranging from around the age of sixteen to about the age of fifty for both males and females.

 

The people speak two almost unrelated languages, called High Tlúnian and Low Tlúnian, respectively spoken by the nobility and by the commonfolk. High Tlúnian is a language of elven descent that evolved from the tongue of the Arthmar people that founded Tlún, and Low Tlúnian is something of a jargon of a language that evolved from the merger of many languages that came from many of the peoples that moved to Tlún, most notably the Cerethi, the ancestors of most of Tlún's human population, a people that came to Tlún to escape persecution for being followers of a cult that worshipped magic. Low Tlúnian has only a negligible strata of linguistic influence from Arthmari, unlike High Tlúnian.

-Dovydas

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"In a world of constant war, will there ever be peace?"
Name: Tianxia
Setting: A land of varied geographical features, the world of Tianxia has much beauty present in its large plains, beautiful forests and grand mountains. The only inhabitants of this world are humans, and they are present throughout every known part of the land. Possessing an Eastern-esque culture, the people of this world have built grand cities, walls rising up to meet the heavens themselves. However, most towns and villages are much smaller, lacking the magnificence of major cities.
Description: Centuries ago, this world, known simply by the epithet of 'Under Heaven', had been at peace, ruled by a great empire that spanned sea to sea. Although not perfect, the land was in harmony. It was a Golden Age, a time when the world prospered and flourished; its people stood tall, believing themselves to be unmatched by all but heaven itself. They believed the empire would last for generations, its might the pinnacle of human advancement.
They believed wrong.
In its dying days, the bloated empire struggled for survival as new factions sprung up in its wake, eager to feed upon its former glory. Besieged on all sides, the empire fell not with a bang, but with a quiet whimper, leaving the world to the many warring groups that had established themselves in the wake of its fall.
The Age of Heroes is over.
It is now a land in constant conflict. Driven by ambition, the people fight each for the control over the land, and have been doing so for centuries after the empire's fall. For those who grow up in this harsh world, conflict is all they have known.
And if they are not careful, it will be all that they know.
Technology Level/Magic System: The human technology level stands on par with that of 16th to 17th century Eastern cultures, with a somewhat supernatural bent. There is a great focus on alchemy in this world, with potions having been created for many different things. During the last days of the Empire, the people of this world began using gunpowder, and to this day are rather familiar with its usage, with muskets and arquebuses being the main gunpowder weapon of the rank and file.
What is special about humans in this world however, is their supernatural reflexes and strength. Many, usually martial artists with great training, can do things considered impossible by others through the use of their spiritual energies, known as "气". Such feats include jumping really high, throwing a needle into a fly in mid-flight, cutting solid brick, and other physical feats. There are also tales of more advanced usage, including the ability to shoot energy out of one's palm.
Martial arts is used in correspondence with these powers, and as such many people are capable of fighting.
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Name: Rikor Skalum

Gender: Male

Species: Undead Human

Age: 294 (47 spent living, 247 spent Undead)

Universe of Origin: Erde

Appearance: A tall skeleton held together by barely visible light blue strands of magic, the same color as his eyes which are but two orbs of that same magic. The bones are white and very clean, having been kept in good care by Rikor. He normally wears a large grey robe with a hood, which on its own can cover most of his body other than his toes and hands. To counter that Rikor carries gloves with him, and normally wears boots are well.

Equipment: One wooden staff, with a small slab of tan sandstone set into it, and a sliver of bone placed into that. A faint magical aura, that of the same kind holding Rikor together, surrounds it. The piece of bone is actually from Rikor himself, a bit that was broken off by the sword that ended his life.

He also has large saddlebags for his current horse, Relampago, within one are apples, brushes, and other horse care items, and in the other are medical bandages and simple care items. A sheathe on one side of the bags holds a short-sword, which is quite unused but kept in good condition.

Abilities: Being naught more than a skeleton has its advantages, most of which include not being effected by things such as sickness and hunger. He can't drown, nor die of thirst, and swords don't bother him until they start chopping through bones, and not at the joints. It's a pain to put back together bones that don't grow anymore.

He can use magic, however due to the incident that made him into an eternally walking skeleton it's all related to death and bones. For example, he can sense when someone's about to die, can tell if it's even worth attempting to save them or just let them go, and can release people from their suffering when there's no hope left. Even though he rarely uses it, Rikor also has the power to reanimate skeletons and bones, or even make something new out of multiple bones from different things. This works best when the bones are above ground, otherwise it takes a while for the bones to make their way to the surface.

Skills: Having been alive for much too long, Rikor's picked up many things in the course of his travels over Erde, the main few being control of his magical skills, medical knowledge, and a bit of swordplay as well. His medical knowledge is comparable to some of the greater doctors in Erde, although he can't remember all of it perfectly. However, the basics are usually all he needs for most people he finds beaten on the side of the road. His sword skills are alright, enough to keep him from losing an arm against an average knight, but nothing in comparison to someone who spent their entire life training with swords.

Weaknesses: Being a walking skeleton, Rikor's weaknesses are mainly those that indanger his limbs. Melee weaponry is a bane of his, because most people don't aim for somewhere easy to reattach, like a joint. No, they aim right for the middle of his arm, or leg. Magic is another weakness, as elemental magic usually just mucks him up, and pure magic often has the side effect of disrupting the strands of magic holding him together. Lastly, he's not entirely immortal, because he requires bits of death magic to sustain himself, which are usually obtained from dying animals that he puts out of their misery.

Bio: Rikor Skalum was once just another rash boy, living in one of the many little villages around Erde. So when the local wizard asked for a volunteer to help him with his newest potion, Rikor jumped at the chance. The wizard soon revealed that he needed Rikor just for testing it, no more. It was meant to be a potion of eternal life.

That was only half of it.

What the potion actually did was simple. It just bound Rikor's spirit to his body, forever, keeping true death at bay. It wouldn't keep Rikor from becoming a pile of bones. He would just be a thinking pile of bones.

The boy continued on with his life, always feeling a little strange after that day. The wizard had let him go after not seeing any changes quickly, and so Rikor went on. He became a hunter for the village, and that was that.

One day, when he was about 36, he came across a deer, who was in pain and gasping for breath, obviously dying. He knelt close, and not really knowing what he was doing, let the deer's soul free.

He was spooked, and soon went on a 2 1/2 year journey to find out what he could do and get help for it. Rikor eventually came to one of the major wizards of the day, who found out what had happened, taught him how to use the magic of death that he had been given, and set up a spell to keep Rikor moving after his flesh fell away.

That lasted nearly 10 years, and Rikor lost his true life, that of flesh, blood, and muscle, in the middle of the 9th year.

After that, he sacrificed the rest of his flesh to keep the wizard's spell going for the next few years, and set off.

The next 247 years have been mostly learning from doctors how to best save people, wandering along the roads releasing animals and people alive from their misery, and heal people best he can with the skills he's attained. It's been nearly the same, other than visiting the wizard who taught him of his plight and skills and setting him free, and a few other major things.

Now that the worlds have been combined, he feels that it's almost his duty to wander the world and find people who he can heal, find better ways to heal, and to let beings free that are suffering with no hope of seeing the light again.

 

Name: Sierra, serial number AIWS-s-752

Gender: Female
Species: Artifical Inteligence Warning System, also called a mech-fairy.
Age: Active 1 year.
Universe of Origin: Terra
Appearance: A little ball of bright blue light, with butterfly-like wings visible on her back. When the glow fades, one can see that she has basic arms and legs, along with various sensors and the like.
Equipment: None
Abilities: Sierra is designed to detect and point out threats or observations to people, and as such can detect motion, heartbeats, and infared light within a 15 foot radius. She can also scan for fingerprints and chemicals, although when she doesn't know exactly what to look for it gets hard. Her final ability is simply to project energy, so she can both 'sting' enemies and project recordings or pictures.
Skills: Sierra is skilled in the use of computers, basically being one herself, and is able to hack through most firewalls, though she's not the best of the best. Her most valuable skill, however, is her observation. She has just enough curiousity to look at everything, and with a careful eye as well. She can remember whether or not something was in a room, given enough time to look over the room.
Weaknesses: She's small, not very strong, and suspectible to mud. Dirt is fine, water is alright, but mud sticks up her wings and makes it nearly impossible to fly. To think of it, sticky things in general are things she hates.
Bio: Sierra was one of a project to create partners for soldiers and just people in general, to provide an extra pair of eyes and ears to keep watch. She's a fairly standard mech-fairy, with a few modifications others don't have, such as energy projection instead of simple light projection. Being quite new, she's been waiting for someone to select her so she can get out and help the world. Or many of them, now that they're connected.
Whee profiles.
Zakaro
Edited by ZakarOMEGA'D!

AGoNWLR.jpg


They call me Zakaro. You should too.

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Feel free to join; we're not going to lynch you if you don't post, I promise. :P

 

EDIT: By the way. I can't see to find where I mentioned this, though I could have sworn I did somewhere, the start of the collision of worlds is fairly recent. The first four probably collided around a few months to a year ago, with the ones that were approved now following soon after. Any worlds that are approved later would join this melting pot at the same time they were approved, making them the most recent arrivals.

Edited by The Snark Knight

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Submitted for approval. Or not. I get kind of uncomfortable saying 'submitted for approval,' because it feels like I'm saying that if you don't approve it, then you're misusing the materials I sent to you. Which is kind of a stupid thing to say.

 

 

Name: Nyarlathotep, The Crawling Chaos, and many other epithets besides

 

Gender: Variable, depicted avatar is male

 

Species: Technically a unique being, depicted avatar is designed to appear human

 

Age: Unknown, possibly exceeds 14 billion years. As Nyarlathotep does not age, this data point is also irrelevant.

 

Universe of Origin: The Blasted Lands (A technicality for OOC purposes. True origins closer to the Court of Azathoth, which does not rest in any known universe.)

 

Appearance: Nyarlathotep currently takes the form of a tall, almost skeletally thin man of Egyptian descent, though there are a few oddities in his appearance. His black hair is neatly parted in a clearly Western fashion, perhaps consciously modeled after that of a great scientist and inventor whose demonstrations of the wonders of electricity were, in turn, based upon glimpses of the work of the Crawling Chaos. He has a thin, angular face, with bright golden eyes beneath immaculately groomed eyebrows, a narrow, hooked nose, a thin mouth, and a perfect goatee.

His clothing, a crisp grey suit, perfectly balanced between white and black matches well with the clean suits of Fringe and Brink, though with rather more gold – a fine chain, ostensibly for a pocketwatch, cufflinks, his bowtie, his gloves, little bits of ornamentation reminiscent of the Egyptian uraeus – and a cape, powder-blue on the inner surface, gold on the outer surface. His cane is also rather more detailed than that of his subordinates, comprised of an intricately carved obsidian shaft with a golden serpent winding along it, thickening towards the top to form the head of the cane, a highly-detailed figure of a cobra with onyx eyes. Unlike his subordinates, he never wears a hat, and the sunglasses he is fond of have gold rims and apparently opaque red lenses.

 

Equipment: Nyarlathotep is the possessor of a great many things, the keeping of which is mostly left to his followers – a set of strange keys, numerous egg-sized rubies that seem to hang onto whatever light passes through them, retaining the same shine even after days spent in total darkness, a set of black metallic rings that really do capture all of the energy from any sunlight that touches them, growing quite unbearably hot on the hands of most wearers within seconds, assorted bones and teeth from numerous strange creatures, a strange looking glass, warped to show a strange spiral pattern and imbued with the power to show the user a window into other worlds, a sword forged from the iron in the blood of a thousand men, a very large collection of chemical reagents, nearly a ton of copper wiring, several magnifying glasses, a mango, a piece of paper that shows whatever its user wants it to show, a box full of pocket lint, an externally identical box full of an interesting assortment of live spiders, several jars full of a spectacular variety of poisons, several needles of worrying length and questionable cleanliness, several dummy hand grenades, and a much larger number of completely functional hand grenades.

 

Abilities: Nyarlathotep could well be said to be the consummate expert on magic and its uses. Of the magic of the Blasted Lands, there are no spells beyond his power, and, being one of the deities that sorcerers tend to make sacrifices to in the hopes that their spells may work, there is rarely any need for him to fulfill the sacrificial components of magic rituals. When working with unfamiliar magic, he learns very quickly, and is only very rarely constrained by any of the power requirements placed on users that are not Outer Gods. Direct eye contact allows him access to an individual’s mind – he can draw information from their mind and implant suggestions into their mind as long as eye contact is held, and maintains an awareness of the location and strong emotions of anyone whose mind he has invaded in this way. He is capable of transporting individuals to the Court of Azathoth, though he draws no satisfaction from doing so without first tricking the subject into thinking that is what they want. He is capable of rapid physical transformations, unbound by any rules regarding the volume or mass of the form he chooses to assume, and has a catalogue of specific forms memorized, each chosen to be exceptionally horrifying to one sapient species – he has one of these forms for every sapient race in existence.

 

Skills: Nyarlathotep is a true master of showmanship, capable of perfectly crafting a speech or performance to elicit exactly the reaction he wants from a crowd, or individuals within a crowd. He also has a firm grasp of languages, and, due to his long years of experience and a bit of supernatural influence, can learn most languages in one sitting per language. He has a keen eye for detail, a strong baritone singing voice that carries quite well, and, like most people carrying a cane as heavy as his, is quite capable of cracking skulls with it.

 

Weaknesses: Nyarlathotep is an exceedingly proud being, and is so assured of his abilities that he refuses to bring the full strength of godhood to bear for any reason – even those powers that he allows himself when working to spread chaos throughout the multiverse are used sparingly. While he could fashion a perfect disguise through shapeshifting, he prefers to maintain recognizable forms, and live by his wits rather than the use of his powers. His refusal to use his ultimate weapon – a ticket to the Court of Azathoth – unless he has already thoroughly defeated a victim is more proof of his pride. Though he is aware of the plot hatched by Brink and Fringe, he refuses to acknowledge its existence, believing that his work will present a more entertaining challenge if his two most trusted lieutenants are actively working to undermine him with no interference from him unless they make an overt move. His attention to detail can border on the obsessive at times, while, at other times, it plunges straight off of the edge as quickly as possible, leading to convoluted plans for goals that could often be accomplished by means as simple as ‘push the button.’ A great fan of Rube Goldberg-like devices, he makes a game of setting things up to be so complex that his plans are in danger of collapsing under their own weight. Though his ego prevents him from taking mortals seriously as a threat, other parts of his nature keep that from being the sort of weakness that would be expected – he concerns himself, not with their ability to match wits with him, but their intent to do so, and will accordingly sidetrack everything to humor them. Like his lieutenants, this avatar of him is also physically mortal, and, due to his perception of this situation as a great game, it is likely that Nyarlathotep, once killed, will concede the field.

 

Bio: For an indeterminate amount of time, Nyarlathotep has served as the herald, jester, and right hand of the mad, gibbering things that rule in the Court of Azathoth. Many of the learned men who wrote of the monsters of this demented Court regarded Nyarlathotep as the worst of the deities, being, as it is, the only one of them that has the presence of mind to hold any malice towards the creatures it encounters, or to take delight in tormenting the minds of mortals. Because the commands of creatures whose madness transcends mental disorders usually don’t amount to much, Nyarlathotep has frequently had copious amounts of free time, which has been used to manipulate gullible mortals into doing whatever he wanted. He was present when the great city of Dylath-Leen was felled by a booming trade in gemstones (also cannons), and took the guise of an adviser to the king of Sarnath in the days before their ill-fated raid on Ib.

His interest in the patchwork globe that has formed from the collisions of several universes is largely due to the strangeness of the occurrence, though he does see it as a great opportunity for sowing madness. The plan, as formulated thus far, is to use the creation of proto-shoggoths and seekers to spread the influence of the Outer Gods throughout the worlds, making a full takeover by Nyarlathotep and its followers easier. The point of origin for these creatures is to be a traveling circus with Nyarlathotep himself as the ring-leader, and various followers – including the duo of Brink and Fringe – filling various functional roles within the circus. Many of the acts and exhibits are, in one way or another, supernatural in nature. Depending on circumstances and the will of Nyarlathotep, the net result of a visit to this circus could be conversion into a seeker or proto-shoggoth, a mental alteration, or nothing other than the usual effects of a fascinating, at times shocking, performance. It is critical to the plan that the circus remain beneath the notice of those who are not so easily taken in, at least in the initial stages of the plan – thus, many performances are outwardly or even entirely innocuous, and the majority of the trinkets sold by the travelers are no more than they appear to be.

We will remember - Skies may fade and stars may wane; we won't forget


And your light shines bright - yes so much brighter shine on


We will remember - Until the skies will fall we won't forget


We will remember


We all shall follow doom

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Submitted for review.
Name: Mr. Fringe
Gender: Male (Assumed)
Species: Seeker (Appears human)
Age: Unknown. Older than some stars.
Universe of Origin: The Blasted Lands? (Assumed)
Appearance: A tall man, Mr. Fringe's skin is white and his eyes sport a shade of icy blue. His hair always appeared combed and well-tended regardless of the situation. He wears a black suit with a white tissue neatly folded into the front pocket, white buttons and sometimes, he wears a black fedora with a white band encircling it. He appears to be a near-perfect specimen of humanity, with nary a sign of age or the toils of living upon his body. Though not a muscular, he appears quite fit. His hair is pure black and, oftentimes, he wears a set of white-rimmed sunglasses alongside a set of black gloves. He is almost never seen without his black, white-tipped cane.
Equipment: Aside from the articles of clothing mention above, he owns numerous objects, strange and macabre each one. He claims they come from a distant land and that he only wishes to sell them and share their wonders with the world. He owns many books, each written in languages unknown in most of the lands. He carries no weapons, but is sometimes seen with a black leather briefcase, often used to transport his wares.
Abilities: Mr. Fringe knows a great deal about magic and its uses. This magic of the Blasted Lands is second nature to him; indeed, he has been practicing it for longer than the Blasted Lands have existed. There are few spells that are beyond him. As a Seeker, he has the ability to cast someone’s mind into another dimension, driving them utterly mad. He can also drain the very life from someone’s body. Beyond this, Mr. Fringe has no special abilities. He also shares a strange connection with Mr. Brink, allowing him to sense the other and his general state, as well as skim his thoughts. To use his Seeker abilities, he must be in physical contact with his target.
Skills: A cunning and intelligent being, Mr. Fringe is a consummate plotter. He has no morals to speak of, or at least, nothing recognizable as morals to this reality. Rather, he is utterly amoral. He is devoted to the mission and word of the Outer Gods and he has dedicated himself to their work, nothing can shake that loyalty. It is engrained in his very being. He is a skilled manipulator, able to hide his otherworldly nature behind a warm voice and a charming smile. He knows how to make lesser beings dance to his tune like children following the pied piper. Looking at him and hearing speak, one would think of a kindly entertainer, not a creature bent on ending the world for the glory of reality-bending Outer Gods that exist beyond anything that could even be connected to reality in a vague sense.
Weaknesses: His magic does have its limits of course, knowledge might be power, but the application of knowledge tends to get results. Because of the dire price associated with using the magic of the Blasted Lands, his abilities are limited by a few practicalities. Unless he has legions of willing donors, he his abilities are, sadly, limited. Due to his connection with Mr. Brink, if Mr. Brink were slain, Mr. Fringe would experience great pain and be stunned for quite some time. He is also, physically at least, just a strong human. A bullet would slay him. A sword would cut him.
Bio: Mr. Fringe’s history could take up books. What is told here is merely a woefully insufficient summary of the brighter spots of his career. Created from a member of an unknown race, Mr. Fringe along with Mr. Brink became a Seeker and helped to bring about the end of his world. His form has shifted many times since then, changed by the will of the Outer Gods. He has always been by the side of his comrade, Mr. Brink through these escapades. He has traveled to many worlds and helped to bend them to the will of the Outer Gods. Indeed, he and Mr. Brink have served at the will and pleasure of the Crawling Chaos for many times a normal human lifespan.
He and Mr. Brink have served the Crawling Chaos faithfully throughout their existence, becoming willing and able assistants to the Outer God. They have summoned horrors, aided in the end of many worlds and awoken sleeping horrors. The duo is cunning, intelligent and totally devoid of anything that could be called ethics. This is fairly apparent in their objective, that is, aiding the Crawling Chaos is bringing about the end of the world as the ‘vermin’ view it. That said; their loyalty to the Crawling Chaos is a double-edged sword. They are so very loyal to his cause that they plot to overthrow him, on the logic that if they pull it off, then clearly they are better suited to the Outer God’s mission then the Crawling Chaos itself.
---------------------
Name: Mr. Brink
Gender: Male (Assumed)
Species: Seeker (Appears human)
Age: Unknown. Older than some stars.
Universe of Origin: The Blasted Lands? (Assumed)
Appearance: A tall fellow, Mr. Brink’s skin is a dark brown and his eyes are an earthy green. He, unlike Mr. Fringe, is completely bald. He wears a white suit with a black tissue neatly tucked and folded into the front pocket, black buttons and on occasion, a white fedora with a black band around it. He appears to be a muscular, near-perfect member of the human race, with no sign of age or the toils of simple life showing upon his body. When circumstances demand it, he wears a set of black-rimmed sunglasses alongside a set of white gloves. He never ventures forth without his white, black-tipped cane upon his person.
Equipment: Aside from the articles of clothing mention above, he owns numerous objects, strange and macabre each one. These items are, much like the ones in the collection of Mr. Fringe, alien to this reality. Each one has the potential to be a great curse upon those who possess them….if they do not know how to use them and sometimes, even then. These items are used to spread chaos and darkness to unsuspecting locales in preparation for the final fall of a world.
Abilities: Mr. Brink knows a great deal about magic and its uses. The dark magic of the Blasted Lands is second nature to him; indeed, he has been practicing it for longer than the Blasted Lands have existed (the Blasted Lands, in fact, are in their current state in no small part because of Mr. Fringe and Mr. Brink, they aided the efforts of their dread patrons within the Blasted Lands). There are few spells that are beyond him. As a Seeker, he has the ability to cast someone’s mind into another dimension, driving them utterly mad. He can also drain the very life from someone’s body. Beyond this, Mr. Brink has no special abilities. He also shares a strange connection with Mr. Fringe, allowing him to sense the other and his general state, as well as skim his thoughts. To use his Seeker abilities, he must be in physical contact with his target.
Skills: A cunning and deceitful being, Mr. Brink is constantly plotting. He has no ethics to speak of, or at least, nothing recognizable as such in this patchwork reality. Rather, he is utterly amoral. He is devoted to the mission and word of the Outer Gods and he has dedicated himself to their work, nothing can shake that loyalty. You might say his loyalty is part of his very being and indeed, this is not far from the truth. He is a skilled actor, able to hide his true intentions as easily as a burrowing spider hides itself within its den. By the time his prey has any inkling of his true intentions, it is far far too late for them to do anything but die screaming. He seems to genuinely enjoy his work, laughing silently at the doomed worlds as they plunge into chaos.
Weaknesses: His black magic does have its limits of course, knowledge might be power, but actually putting that knowledge to use tends to achieve more practical results. Because of the blood price often associated with using the magic of the Blasted Lands, his abilities are limited by a few practicalities. Unless he has legions of willing donors, his abilities are, sadly, limited. Due to his strange connection with his counterpart, Mr. Fringe, Mr. Brink would be rendered catatonic if Mr. Fringe were ever slain. The event would cause him near unbearable pain for many days afterwards.
Bio: Much like Mr. Fringe’s history, the full chronicle of Mr. Brink’s dark deeds could take many tomes. Created at roughly the same time as his comrade Mr. Fringe, Mr. Brink has aided the Crawling Chaos in its fell duties for many years, to the point where many of the stars that dot the sky are much younger than he. He has faithfully served the dread Outer God, the Crawling Chaos for most of his existence and considers his “mortal” life to be an amusing prologue to his true existence. It could be compared to a cosmic childhood, before his patron lifted him up to see the true and screaming void of reality as it is. Unlike those he considers vermin, Mr. Brink knows there is no hope, no happy ending waiting for anyone within these cosmos and he revels in that knowledge.
Having helped to bring about the fall of the Blasted Lands, Mr. Brink currently travels with his counterpart and his patron. New worlds have come, like sheep to the slaughter. Mr. Brink will not rest until all worlds that been brought to this deranged part of the multiverse have been plunged into a seething void of chaos, insanity and never-ending torment and when that day comes, he will smile and he will laugh. He, like his counterpart, Mr. Fringe plots to overthrow the Crawling Chaos….out of a sense of loyalty to that dread Outer God.
Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Name: Zhao Jian (趙堅)
Gender: Male
Species: Human
Age: 28
Universe of Origin: Tianxia
Appearance: Jian is a large man, standing at around a metre eighty and possessing a rather muscular build. Like nearly everyone from his world, his hair is a jet-black colour, and its length reaches far down his back. Really, other than having long hair, he is a rather average person, with the brown eyes of his people and a rather non-descript and bland expression, one that barely ever changes no matter the situation. His choice of clothing consists of a simple brown tunic and pants, along with a red scarf.
Equipment: Jian (剑)
Abilities: Mastery over his inner spiritual energies for enhanced physical abilities
Skills: Nanquan-type martial arts; sword martial arts
Weaknesses: Jian has no long range attacks.
Bio: A member of a respected martial arts family, Jian was born during one of the stabler periods following the empire's fall. He grew up in a relatively well-off village in the southern lands, far away from the conflict of the feudal lords. During his teenage years however, he was forcibly conscripted into the army of the lord in charge of his village, and fought for several years against his lord's enemies. Following the end of this conflict, he returned to his village to find that his family had fled elsewhere, and so he began to wander the world in search for them.
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ApprovedEDIT: Whoops, forgot to mention this. Basilisk, some bits of your profiles I have to discuss with Adders. I'll get back to you as soon as I can.

Edited by The Snark Knight

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Feel free to join; we're not going to lynch you if you don't post, I promise. :P

 

 

It's just that I don't have quite as much free time as some people do, between my class assignments, independent stories and a video project about David Lynch, but I suppose it would give me an excuse to practice my writing. I'll just need to think of a character.

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So, the Crawling Chaos himself is approved, but his right-hand pair of psychos need work?

We will remember - Skies may fade and stars may wane; we won't forget


And your light shines bright - yes so much brighter shine on


We will remember - Until the skies will fall we won't forget


We will remember


We all shall follow doom

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...Did someone outright approve the Crawling Chaos and I missed it?

 

Well, you said my profiles need work. Not his per say. Approval was implied.

 

Hm. Shoggoths or Star Vampires? So hard to choose just one. :P

Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Yeah, you just said "Approved" with no statement regarding which profiles it referred to. I take it, however, that the profile is not approved, which is a great deal less weird, and therefore easier to work with, than the alternative.

We will remember - Skies may fade and stars may wane; we won't forget


And your light shines bright - yes so much brighter shine on


We will remember - Until the skies will fall we won't forget


We will remember


We all shall follow doom

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...My apologies, gentlemen. It looks like I overlooked that profile's presence. Further proof that I am useless after eleven o'clock. At least, before I adjust to my summer schedule.

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Okay, I'm thinking I'll give this a shot, but if it proves to be too much (nothing against anyone personally, I'm just really busy), I may have to bail.
Name: Dr. Robert Millstone
Gender: Male
Species: Human
Age: 42
Universe of Origin: The Dominion of Britain
Appearance: Tall, thin. Sports a full beard and clean short hair. He often dresses in Victorian garb, with a suit, top hat, and sometimes a cane.
Equipment:
Abilities: Medicine
Skills: Medicine
Weaknesses: Combat, as he is primarily a doctor.
Bio: Born into a reasonably wealthy family, Robert was able to attend medical school at the age of 21, where he studied to become a surgeon. He quickly rose to the top of his class, developing a fine understanding of the human anatomy and how to operate under the most difficult circumstances. During that time he befriended a fellow student named Emily, whom he later married.
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@Nyarlathotep: Just to clarify, the powers he limits himself to are the ones listed under abilities, right? Or are those his powers and he uses lesser forms of them when dealing with puny mortals?

 

@Brink and Fringe: Could we have some stated limits on the abilities, namely the madness and life drain ones? Just want to make sure its not a case of just snapping your fingers and instantly banishing someone's mind to the Land of Eternal Monday Morning, or turning them into withered husks just by willing it

 

@Millstone: Does he carry no doctorly equipment around with him then?

7AOYGDJ.jpg

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Of course, of course.

 

You need to be in physical contact with your target for one thing. A handshake or somesuch. Armor or even clothing could stop it.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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I have two queries, pertaining both to NyanCa- Ahem, Nyarlathotep and B&F. Their mind-related abilities (Causing madness, invading the mind); A. can they be resisted, and B. are the effects permanent?

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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@Millstone: Does he carry no doctorly equipment around with him then?

 

Well, considering he's a surgeon who usually works at a hospital he probably wouldn't regularly walk around with a scalpel, stethoscope, and a bunch of syringes in his pocket, but I suppose it wouldn't be inconceivable for him to have something on hand.

Edited by Atton Rand
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As for the insanity caused by the free ticket to the Court of Azathoth....well, from the Dreamquest of Unknown Kadath...

 

Shut your eyes and your ears. Quickly.

Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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As for the insanity caused by a the free ticket to the Court of Azathoth....well, from the Dreamquest of Unknown Kadath...

 

Shut your eyes and your ears. Quickly.

 

I wrote a Mythos story in which the protagonist, who has a big interest in the Eldritch decides to pay Azathoth a visit. Let's just say things get very unpleasant for her afterwards.

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