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[OOC] ✗enoblade Remnant


Shamitako

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✗Story

800 years ago, Remnant was overrun by the creatures of Grimm when its inhabitants were defeated at the Battle of Sword Valley. The people of Remnant were forced to retreat into small colonies to protect themselves. To defend themselves from attack, the colonies trained Blades, hunters of the Grimm. But while most attempted to strike back against the Grimm, Colony 9 isolated itself, building high walls and keeping its Blades back to defend against attacks. This strategy kept Colony 9's Blades alive and well, leading to a safe and prosperous life. But recently the Grimm's attacks have become more frequent and intense, threatening Colony 9's delicate peace. Many of its people have begun to wonder if hiding behind their walls can keep them safe forever.

 

The appearance of a wounded woman from Colony 6 outside the wall escalates things. Before she passes out from injury, she pleads for the people of Colony 9 to send help to Colony 6 before it's overrun by Grimm. After nearly a week of deliberation, Colony 9 finally agrees to send the woman back with the assistance of several Blades. This is where you come in. You weren't chosen because you were the best, more likely you were picked because you're an acceptable loss, but you're damn well going to do your best out there.

 

✗Setting✗

The RP is set in the world of Remnant, which is divided into five regions with distinct geography. Vale is largely plains, Vacuo mountains and rocky desert, Mistral jungle and swampland, Mantle large swaths of white sand and strange plantlife, and Atlus a mix of frozen ice and fiery volcanoes. In the distant past, the people of Remnant were quite advanced, but the Grimm's destruction and the wears of time have made such things long forgotten. Only the crafting of weapons retains any semblance of former technological glory. What technology there is relies on Ether, a magical substance that can be mined from crystal deposits and used for a variety of applications.

 

✗Map Movement✗

The map is set up on a hex grid. When moving between two previously explored areas, you can fast travel freely. To explore a new hex, you must move to an adjacent hex and attempt to move into the unexplored hex by giving the direction you wish to explore (north, northeast, southeast, south, southwest, northwest). Assuming there are no obstacles, you will move into the hex and it will be revealed on the map. Sometimes (I.E. when I feel it's a good idea) an encounter will trigger, resulting in either combat or an interaction with an NPC who will provide information or perhaps give a quest. Some encounters will persist and be revisited by travelling to their hex. At the beginning of each post, please place you name, the region you're currently in, and what hex of that region you're occupying. If you're fast travelling or attempting to explore a new hex, please include this movement as well.

 

When in a group, any member attempting to explore a new hex will count as all members doing so. Fast travel must be executed individually, with some exceptions upon request and occasionally for story movement. Due to the frequency and potential tedium of travel, you are not required to include actual writing in travel posts.

 

Some hexes will contain powerful enemies known as Tyrants. When attempting to explore a hex with a tyrant, the hex will be revealed but you will not be moved immediately. Instead, a run check will be performed with two copies of your run dice. If successful, you will remain hidden in the hex you began in. Otherwise you will be moved and placed into combat with the Tyrant.

 

World Map (TBA)

Vale
Vacuo
Mistral
Mantle

Atlus

 

✗Character Sheet✗

Character Name:

Age: (17+)

Race: (Homs, Wrothian, Faunus, or Nopon.)

Personality:
Appearance:

Other:

Stat Points: Remaining/Total. (You begin with 30 for your character and 60 for your weapon.)

  • HP: (30+3Aura)
  • Aura: 
  • Dodge:
  • Ether:
  • Semblance:

Weapon Name:

Form 1 Appearance: 

  • Type: (Melee, Ranged, Magic)
  • Power:
  • Hit:
  • Crit:
  • Art:

✗Stats✗

Character stats are focused on defense. You begin with 30 points to allocate to your character. Capped at a total of 300.

HP

Spoiler

How much damage a character can take. Equal to 30+3Aura. Healed to full at the end of combat.

Aura

Spoiler

A character's ability to tank attacks. Grants 3 HP per point. Every 10 points grants 5% reduction to all incoming damage, up to a maximum of 80%

Dodge

Spoiler

A character's ability to avoid enemy attacks. Each point reduces the Hit of incoming attacks by 1, to a minimum of 2 Hit. Every 10 points increases starting initiative by 1.

Ether

Spoiler

How attuned to Ether a character is. Basic Attacking restores 1 HP per point regardless of whether or not any damage is dealt. Used by Soul Voice as well as many Semblances.

Semblance

Spoiler

A powerful special ability unique to each character that defines their playstyle. May have a passive effect, active effect, or a combination of both. Semblances can be upgraded once for 200 stats.

Weapon stats are focused on attacking. Each weapon form has an individual set. You begin with 60 points to allocate to your weapon. Capped at a total of 450.

Forms

Spoiler

Weapons may have 1 to 3 forms, each possessing a different set of stats. At the start of combat, you begin in form 1. New forms may be purchased on a weapon with less than three at the cost of 30 stat points. During character creation, extra forms cost nothing.

Type

Spoiler

Melee, Ranged, or Magic. Effects buffs, debuffs, and can be modified by Semblances.

Power

Spoiler

Each successful hit deals damage to the opponent equal to the attack's Power.

Hit

Spoiler

Attacks deals Hit/10 hits, with the remainder being rolled against a d10 for a potential extra hit.

Crit

Spoiler

Rolled against a d100 each hit for the potential to deal triple damage. Crit greater than 100 does nothing.

Art

Spoiler

An activatable action tied to a weapon's form. Using an Art automatically switches to the attached form, causing following Basic Attacks to use that form's stats. Arts can be upgraded up to four times for 30/60/90/120 stats.

 

✗Actions✗

Characters can perform one of the following actions each turn:

  • Basic Attack - Performs an attack using their weapon's current form.
  • Use an Art - Activates a selected Art. Switches the weapon to the form tied to the Art, causing subsequent Basic Attacks to use that form.
  • Use an active Semblance - Activates the character's Semblance, executing its effect.
  • Switch Form - Changes the weapon to a selected form, causing subsequent Basic Attacks to use that form.
  • Activate Overdrive - Places the character into Overdrive, doubling their weapon stats but causing them to take 33% of their max HP in damage every turn. They cannot be healed by allies during the effect.
  • Soul Voice - Heals an ally for your Ether stat.
  • Pass - Gives up the current turn to increase initiative by 1.
  • Run - Attempts to escape the fight, if successful, all allies escape. Rolls a d20 vs. the enemy's escape dice (usually a d10) to determine success.

 

✗Species and Ether✗

Ether

Spoiler

Ether is a strange and and powerful substance that permeates the air of Remnant and forms crystal deposits in its soil. Almost all life on Remnant must absorb Ether to survive. It is used for all manner of technology and most weaponry. Some use it more directly by weaving it into their clothes or even fusing it directly with their body.

Homs

Spoiler

A simple, resilient race who make up the bulk of Remnant's population. Humans.

Wrothians (F)

Spoiler

A proud race or warriors, diplomats, weaponsmiths, and chefs. Value honor and integrity. Bipedal cats. Claws, tails, ears, fur, the works.

Faunus

Spoiler

Homs-Wrothian hybrids known for their excellent night vision. Have cat ears, fangs, claws, and/or tail.

Nopon

Spoiler

A laid-back race, except when it comes to their specialty as traders. Known for their incompetence, it's almost a miracle they've managed to survive the Grimm. But survival is what Nopon do, survival by swindling you out of your food. Cute furballs with arm, wing, ear things.

Ma-non

Spoiler

Unlike most of Remnant's races, Ma-non do not require Ether to survive. They use this to their advantage, taking to the low-Ether seas to escape the Grimm. Their technology is devoid of Ether, but they're still significantly more advanced than most other races. Small, reptilian creatures with high-pitched voices. Adore junk food in all its forms, to the point of near-insanity at the mere smell of grease.

High Entia (F)

Spoiler

A mythical race similar to Homs, but with wings on their heads. They require more Ether to survive than other races. whether or not they actually exist is suspect, and most consider them mere legend.

 

✗Misc.✗

Initiative

Spoiler

First off, initiative is not a number, it is an order. When your initiative increases by 1, it means you switch places with whomever is currently ahead of you. At the start of combat, all Grimm have higher initiative than all players. The Grimm and Players are ordered within from lowest Aura to highest Aura. Finally, Dodge initiative gain is applied from the highest initiative to the lowest (so the players have a chance to overtake the Grimm).

Aggro

Spoiler

The majority of enemies will choose their targets by aiming at those with high Ether, followed by high Dodge and finally high Aura. Certain enemies may have different priorities, but this is the standard.

Quests

Spoiler

Quests will be given out occasionally by NPCs on the map, they will usually involve going to a specific location, fighting some Grimm, and then returning to the quest giver. They will usually be set up so that it only takes one or two players to tackle them.

Quest Log

Stat Gain

Spoiler

Stat points may be gained by defeating Tyrants, completing quests, discovering new landmarks, and sometimes normal combats. The exact amount gained will depend, but Tyrants will always give rather large amounts. You are responsible for maintaining your own stats on your sheet.

Also I intend to add grinding spots specifically for late additions to learn the ropes of the game and catch up a little in stats.

Being Downed

Spoiler

If you reach 0 HP in combat, you must remove 10 stats and you're temporarily placed out of commission (downed) until someone rescues you. All a rescue requires is a player entering the combat that downed you and then running away (or defeating it). While trying to perform a rescue, a player's run dice are halved. If all players are downed at once, they lose an extra 10 stats and are returned to Colony 9.

Standard Buffs (The following are tier 1 and may be scaled up. Duration ticks at the end of the effected unit's turn.)

Spoiler
  • Barrier: Absorbs a set amount of damage.
  • Decoy: Prevents a certain number of hits.
  • Evasion Up: Increases Dodge by 10% for the duration
  • Defending: Reduces damage taken by 15% for the duration. (Applied after Aura)
  • Melee(etc) Defense: Reduces damage taken from Melee(etc) attacks by 25% for the duration. (Applied after Aura)
  • Supercharge: Double the Power of your next attack.
  • Melee(etc) Up: Increases the Power for Melee(etc) attacks to 1.3x for the duration.
  • Critical Power: Increases crit damage multiplier by one for the duration.

Standard Debuffs (The following are tier 1 and may be scaled up. Duration ticks at the end of the effected unit's turn.)

Spoiler
  • Stun: Prevents action for the duration.
  • Sleep: Prevents action for the duration. Ends if attacked.
  • Topple: Multiplies damage taken by 1.3 for the duration.
  • Taunt: Forces the target to target you for the duration.
  • Silence: Disables Arts for the duration.
  • Infest: Disables the target's Semblance effect for the duration. If the Semblance has any form of buildup or dropoff, it remains constant until the effect ends.
  • Virus: Disables ranged basic attacks and arts for the duration.
  • Fatigue: Disables melee basic attacks and arts for the duration.
  • Nullify: Disables magic basic attacks and arts for the duration.
  • Slow Arts: Adds 1 turn of cooldown to all of the target's Arts.
  • Blaze: Deals 4% HP damage every turn during the effect.
  • Flinch: Reduces initiative by 1.

Discord. Ping @Lexi for the XCRWBY role.

 

✗Rules✗

  • Calmness please. Not everything will work out the way you'd like, try to keep from getting upset.
  • No godmodding, powerplaying, etc. These are general RP taboos and they shouldn’t be done here. I won’t be going over them here, but that doesn’t mean that they aren’t still a problem.
  • No metagaming, do your best to separate your knowledge from your character's.
  • Keep Suism in check. Mary Sues aren’t truly a binary, off/on kind of deal. They are more fluid a concept. So please use your better discretion. I will let you know if you’re going too far in that direction.
  • You have three strikes on your sheet. I'll be very thorough with any issues I find, but I'm not willing to work with you indefinitely. If you fail all three attempts, you can try again a month later.
  • If you've gotten this far and haven't found the codeword, go back and look again.
  • Have fun ^^

 

My intent is to start next Tuesday (the 9th), but I may shorten or extend that depending on how quickly or slowly submissions go. Sign-ups will remain open for most of the RP and I'll be trying to implement ways to help newcomers catch up where I can.

 

With Hope,

Lexi

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✗Combat-Capable NPCs✗

Elma Celeste

Spoiler

Age: 29

Race: Homs

Personality: Driven by duty and caring for her people, Elma is always pushing forwards. Though she can be emotional at times, she usually works off of calculating logic and is never reckless. She greatly resents Colony 9 for their passive response to the Grimm, believing that all of Remnant should take a stand and fight.
Appearance: Brown skin, shoulder-length white hair, large light blue eyes. Wears a purple, black, and white skinsuit with a red, black, and white combat jacket overtop. A pair of extra magazines for her pistols are attached to her hips and a mechanism for automatically reloading them hangs against her lower back.

Other: She's not blue yet.

Stat Points: 0/90

  • HP: 51
  • Aura: 7
  • Dodge: 6
  • Ether: 17
  • Semblance: Shadowrunner - Elma can temporarily turn invisible, preventing enemies from targeting her for 2 turns. Active, 5 turn CD.

Weapon Name: Full Metal Jaguars

Form 1 Appearance: A pair of single bladed, straight shortswords. The tips are cut back at a straight angle. The hilts have a small crossguards formed from the pistol form's barrels.

  • Type: Melee
  • Power: 2
  • Hit: 28
  • Crit: 10
  • Art: Shadowstrike - Deals an attack that Flinches the target once. 3 turn CD.

Form 2 Appearance: A pair of small, blocky machine pistols.

  • Type: Ranged
  • Power: 12
  • Hit: 8
  • Crit: 0
  • Art: Ghost Factory - Grants all allies Decoy 1. 8 turn CD.

Lao Mercury

Spoiler

Age: 24

Race: Homs

Personality: Most of the time Lao is a light-hearted joker. but when it comes to combat, he's deathly serious. He can quickly take stock of a situation, spot his foes weaknesses, and take advantage of them. He amkes a good leader thanks to his ability to quickly communicate what he needs done to his allies.
Appearance: Lao is rather tall. He has short grey hair and narrow black eyes. He wears a skin-tight, long-sleeved, grey and black jacket with armoring on the upper arms. Black armored gloves that reach to his elbow. Grey pants with a black belt that has a silver metal buckle. And black sneakers.

Other: He grew up outside Colony 9, though he's never told anyone where he's from. He implies that whatever event caused him to seek refuge in Colony 9 is one he'd rather forget.

Stat Points: 0/90

  • HP: 48
  • Aura: 6
  • Dodge: 24
  • Ether: 0
  • Semblance: Afterburner - Lao can charge himself with energy from attacks that miss him, he gains Supercharge whenever he takes no damage from an enemy attack.

Weapon Name: Partisan Eagle

Form 1 Appearance: A long javelin with a smooth, somewhat rounded head. Three rocket boosters jut out at an angle behind the head, forming a triangle with one another. A fourth booster is attached the the back end of the thick shaft.

  • Type: Melee
  • Power: 26
  • Hit: 16
  • Crit: 18
  • Art: Trident Buster - Lao launches his javelin for an attack that hits three enemies. Counts as a Ranged Art. 5 turn CD.

Vi Gorm

Spoiler

Age: 31

Race: Wrothian

Personality:

Appearance:

Other:

Stat Points: 0/90

  • HP: 60
  • Aura: 10
  • Dodge: 0
  • Ether: 20
  • Semblance: Inspiration - Whenever an ally is healed by Vi Gorm's Soul Voice, they gain a Barrier absorbing damage equal to half of his Ether.

Weapon Name: Warriors' Chant

Form 1 Appearance: A white buzzsaw spun by blue gears, a third of it is covered by a guard, to which is attached the large handle.

  • Type: Melee
  • Power: 5
  • Hit: 24
  • Crit: 6
  • Art: Cut Down - Inflicts Topple on the target for two turns. 3 turn CD.

Form 2 Appearance: A porcelain white megaphone with blue gears on the sides.

  • Type: Magic
  • Power: 8
  • Hit: 7
  • Crit: 0
  • Art: Echoed Voice - Performs a Soul Voice on all allies. 8 turn CD.

Form 3 Appearance: A large round, white shield covered in blue gears.

  • Type: Melee
  • Power: 4
  • Hit: 6
  • Crit: 0
  • Art: Shield Wall - Grants Vi Gorm and an ally Defending 2 (30% damage reduction) for two turns. 9 turn CD.

Yang Dickson

Spoiler

Age: 19

Race: Homs

Personality:

Appearance:

Other: She’s trained to become a Blade against her father’s wishes and their relationship has become rather strained because of it.

Stat Points: 0/90

  • HP: 66
  • Aura: 12
  • Dodge: 8
  • Ether: 10
  • Semblance: Amber Visions - Yang can see glimpses of the near future, allowing her to intercept attacks targeted at allies. Each turn, chooses an ally to defend and takes attacks in their stead.

Weapon Name: Ember Celica

Form 1 Appearance: A pair of mechanical yellow gauntlets for punching things

  • Type: Melee
  • Power: 25
  • Hit: 18
  • Crit: 5
  • Art: Counter - Grants Yang Counter for 3 turns. Counter causes her to deal an attack to any enemy that hits her. 8 turn CD.

Form 2 Appearance: Shotguns embedded in the knuckles of the gauntlets, shells are fed in through a revolving chamber around the wrist.

  • Type: Ranged
  • Power: 10
  • Hit: 2
  • Crit: 0
  • Art: Blowback - Stuns an enemy for 1 turn and Flinches them once. 5 turn CD.

 

✗Map NPCs✗

Roman Torchwick

Spoiler

TBA

 

✗Colony 9 Residents✗

Director Maurice Chausson

Spoiler

Age: 65

Race: Homs

Personality: Arrogant and stiff, Chausson holds the rules that have kept Colony 9 safe for some long as near-sacred. He has a naturally altruistic nature, to the point of near selflessness, but he directs it fully towards Colony 9 and brushes off thoughts of the other colonies without hesitation. As he grows older and wiser, he opens up a little more to the opinions of others, in particular his close adviser Tai Dickson.
Appearance: Tall and refined. Wears a grey suit with a red striped tie and brown dress shoes. His face is well wrinkled and his hair greyed, but his green eyes still hold years of energy.

Tai Dickson

Spoiler

Age: 44

Race: Homs

Personality: A veteran Blade who has fought for Colony 9 since he was a boy. He has an adventurous nature and has long been a proponent of furthered exploration and an end to Colony 9's isolationist policies.
Appearance: Slightly tanned pale skin. Dull blonde hair that falls to his neck, held in place by a red bandanna. Blue eyes. Has a soul patch and some stubble along his jawline. Wears a black jacket over a light brown shirt with the chest open, revealing a light blue jewel cut in a ring hanging from his necklace. No right sleeve, instead his right arm is adorned with a metal spaulder, leather vambrace, a brown fingerless glove, and a tattoo of a strange looking sword with a large open circle at the base of the wide blade. He wears a dark brown belt over tan cargo pants. His feet are covered by black combat boots. He carries a heavy rifle that doubles as a cleaving sword.

Other: His wife was a Blade as well and died in the field. Because of this, he's tried to prevent his daughters from following in her footsteps.

Mia Rose

Spoiler

Age: 17

Race: Homs

Personality: Optimistic, reckless, and a bit clumsy. Mia is an earnest girl who can be awkward and dorky at times but always tries her best at everything she does.
Appearance: Short, dark red hair, green eyes.

Other: Wants more than anything to be a huntress and follow in her mother's footsteps.

Regal Adorb

Spoiler

Age: 10

Race: Homs

Ga Dubha

Spoiler

Age: 16

Race: Wrothian

Zo Verde

Spoiler

Age: 13

Race: Faunus

Kira Moon

Spoiler

Age: 19

Race: Faunus

Derug Sandsturm

Spoiler

Age: 34

Race: Faunus

Thila

Spoiler

Age: 96

Race: Nopon

Meru

Spoiler

Age: 36

Race: Nopon

 

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INTRODUCING THE ETHER POWERED SHARK OF THE LAND! THE PROTECTOR OF THE PEOPLE! THE ONE WHO HAS LEARNED OF THE ANCIENT AND LONG LOST LUCHA ART OF THE EXPLOSIVE CYBERNETIC FIST! THE MAN WHO FIGHTS TOE TO TOE WITH A GIANT MONSTER AND NOT ONLY SURVIVES! BUT COMES BACK FOR MORE THE VERY NEXT DAY! THE ONE! THE ONLY! EEEEELLLLLL TIBBBBUUUUURRRRÓÓÓÓNNNN ÉTERO!.
 

 

 

Character Name: Isidoro "El Tiburón Étero" Gallo
Age: 24
Race: Hombre

 


Personality: A young man of great passion and vigour who is rather proud of his old profession and his own family's long and sometimes storied line of lucha libre wrestlers, to the point where he wouldn't hesitate to get into long and heated discussions about why the sport still deserves to exist and why his now deceased father was not a dishonorable coward. 

 

His training and general show offy nature causes him to act in a theatrical manner in combat, which is helped by his fast paced and often brutal fighting style that relies on executing high flying aerial maneuvers to get in close enough to the enemy to pummel them with a barrage of powerful close contact blows and try to beat them down enough to seamlessly segue into the back breaking wrestling techniques he is slowly adapting to work on much larger targets.

 

WIP Backstory: A relatively inexperienced blade and luchador who hails from a dishonored family of lucha libre wrestlers, he is primarily motivated by an almost crippling desire to defeat his family's archnemesis, regain the honor his father lost when he failed to defeat his archnemesis or come back from the depressive slump and backbreaking injuries he sustained in an excessively high stakes unmasking battle, and prove his worth as a skilled and likeable técnicos to the often fickle lucha libre community. The fact that his very first attempt to accomplish this goal led to a miserable failure, a temporary loss of sensation to most of his limbs, and a doctor outright telling him that any sane man would look at how broken his bones were and choose to never wrestle again grated on him enough to make him resort to replacing his mangled limbs with ETHER POWERED CYBERNETICS...that ended up coming with the slight issue of him having to take his sidejob a lot more seriously than he used to.

Appearance: A tall and bulky young man with light brown skin and a face that is perpetually covered by a inlaid matte black Lucha Libre mask with a bright yellow accent and a prominently displayed explosive hazard symbol placed on its sides, and a small black 'shark fin' decoration protruding from the top of the mask. The only parts of his face that are visible would be his intense looking dark brown eyes and his slightly pink lips. Both of his arms and legs have been replaced by bulky looking cybernetic limbs that move with a surprising amount of grace. 

HP: 60
Aura: 10 (5% Damage Reduction)
Dodge: 10
Ether: 10
Semblance: With a Steel Chair: Tiburón carries a  stainless steel black folding chair with him at all times on a holster of sorts attached to his back that he says is an integral part of an ancient and forbidden Luchador art (with a name that continues to elude him...for reasons that definitely have nothing to do with how he is making all of this up to add mystique, and entertain the masses.) that allows him to instantaneously teleport to a target that he has already hit before....to hit them again. Although he doesn't actually need to use the folding chair to teleport, he still tries his best to maintain the illusion by hitting his folding chair towards an enemy. 

Passive, every time Tiburón lands a hit on a target he reduces their Dodge by his Ether for 2 rounds, with each subsequent hit he lands refreshing the debuff instead of adding another stack.


Weapon Name: Puños llameantes de la tierra
Form 1 Appearance: A pair of fiery red and black cybernetic arms that both have a symbol of a black exploding bomb that slightly overlaps with a fiery red symbol of a fire emanating from a cracked crystal of dust, these symbols are displayed prominently on the cybernetic arm's shoulders. 

They are said to be able to grant every single punch Tiburón throws all of the force and intensity of a dust explosion!, mostly because they are in fact capable of compressing a large amount of powdered ether and unleashing it at Tiburón's discretion in the form of a surprisingly close ranged yet powerful explosive wave emanating from either his fists or his elbows. Although this is actually a pretty terrible way to use this ability as the massive amounts of recoil it generates causes Tiburón to fly off in the opposite direction..
((Pretty placeholder, a much more elaborate description will be up soon))
Type: Melee
Power: 30
Hit: 20
Crit: 10
Art: ¡Interrumpir!: Launches an attack at an enemy and stun them for one  round. 4 round cooldown.

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anger catgirl with much punching

 

Character Name: Lyssa Metaxas
Age: 18
Race: Faunus
Personality: Has a short-fused and long-burning temper; whether this is due to a natural personality bent, irritation at the state of things around her, or some combination thereof is, as of yet, unclear. Also seems to be physically incapable of sitting still, and rather lacks moderation. Tends to jump to direct solutions; she's not unintelligent, but typically doesn't bother with a different solution if "bash the problem until it stops being one" works. 
Appearance: Lyssa is of middling height, though she weighs a bit more than average due to her status as a blade and her weapon of choice (muscles are heavy.) Her light teal hair is roughly cut and similarly kept, a ragged ponytail gathered together at the back of her head but oddly leaving bangs at the sides of her face (it's basically Mordred's hair style ok). She tends to stick to simple, practical clothing that lends her freedom of motion, with her wardrobe being mostly blacks and whites with the occasional accent matching her hair. Her right eye is green and her left is blue; it is best that you do not insinuate she has worse hearing on this side. When going into combat, she similarly keeps to light armor that focuses on maintaining freedom of motion over protecting from blows; this is mostly undecorated steel with the occasional white accent. 
Other: She's total garbage at controlling her expressions, too, and given that she has both human and feline ones. . .

Stat Points:

 

  • HP: 48
  • Aura: 6
  • Dodge: 9
  • Ether: 15
  • Semblance: Induction: Every time Lyssa lands a hit, subsequent attacks will have 5% of her Ether added to her Power, up to a maximum of 150%. Lyssa can trade in this bonus as a free action to get twice as much added to her Hit for an attack. This bonus is only recalculated at the end of her turns; it will not tick-up mid term, and bonus hits from using this Semblance will not increment it.

Weapon Name: Breaker Keuranos


Form 1 Appearance: A set of what looks like massive steel gauntlets, anchored most of the way up Lyssa's arms; these portions are painted white, with teal lines traveling down onto the steel portion and over each "knuckle." They do actually follow her movements and don't just constantly clench into fists, but they're not exactly good for precise work. 

  • Type: Melee
  • Power: 5
  • Hit: 20
  • Crit: 1
  • Art: Primordial Beat: Attacks with 3x hit and half Power. 3 turn cooldown. 

Form 2 Appearance:  A large, heavy blade with the same color scheme as the gauntlets, more for crushing power than accurately cutting targets. The teal lines run along the back of the blade, which is longer than the single edge; the end of the blade is a right triangle. 

  • Type: Melee
  • Power: 18
  • Hit:  1
  • Crit: 15
  • Art: Thundering Strike - Topples the enemy for a turn, then attacks as normal. 5 turn cooldown. 
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Flanagan is here to have a ball.

Spoiler

Character Name: Flanagan Ruaidhri

Age: 19

Race: Homs

Personality: Flanagan is a fairly jolly fellow, always willing to lend a hand to friends or neighbors in need. You can often notice him singing while training or otherwise working, always one of those songs from his passed family.
Appearance:  Flanagan is built about the way you’d expect of a man who is obligated to carry a giant Crossbow/chainsaw. Which is to say he’s rather tall and broad with muscles covering his body. His hair is naturally a bright red, which is also the easiest way to identify members of his family beyond their somewhat unique accents. Flanagan tends to wear Crimson and red shirts with dark green pants or shorts.

Other: His father was a blade but died when Flanagan was young. His mother eventually remarried much to Flanagan’s displeasure, not that he ever let her know that.

Stat Points: 0/30+60 (You begin with 30 for your character and 60 for your weapon.)

HP: 54
Aura: 8
Dodge: 5
Ether: 17
Semblance: Saint’s Touch:  Pick a single ally at the start of the battle, whenever Flanagan heals from a Basic it heals them as well.
Weapon Name:  Claíomh Solais

Form 1 Appearance: A large chainsaw who’s chain is a deep red, with a guide bar that Flanagan keeps polished to a mirror sheen. The motor house is also a dark red.

Type: Melee
Power: 15
   Hit: 10
   Crit: 5
   Art: Giant Killer: An attack that Topples the target for 1 turn. 4 turn cooldown.

Form 2 Appearance: A mechanical looking crossbow with the chain serving as the string. The motor now fulfills the purpose of cranking back the “string” and the Guide bar acts as both the arms and the body of the crossbow.

Type: Ranged
   Power: 7
   Hit: 10
   Crit: 13
   Art: Fey Advice: Applies Critical Power to Flanagan for 3 turns. 6 turn cooldown.

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Embla Gunnarsdottir

Spoiler

Character Name: Embla Gunnarsdottir
Age: 19
Race: Homs (Human)

 

Personality: Embla is incredibly calm and collected, even within the heat of combat, exuding a cool aura, and is unshaken by all but the most surprising changes in circumstance. Despite this, Embla seems to enjoy being in the heat of battle, preferring to stand at the front lines rather than behind where it is safest. Embla cares for her allies and friends, watching over them both in and out of battle, always being present if someone needs a friend to lean on or a hand to pull themselves up with. Though Embla is intelligent and confident, she prefers to leave leadership to others when possible. She also holds promises and words in deep regard; Embla makes no promises lightly, but when promises are made, she will do her best to fulfil them.

 

Appearance: Embla is rather tall and her frame is slender, comprising of muscle and weighing more than she looks, aided by her weapon being about her size; combined with her pale skin, Embla appears rather deceptively doll-like and frail. She has well-tended long white hair, kept in a bun at the back of her head and tied with a black ribbon. Her eyes are a pale red, resembling the smouldering ashes of a dying fire. Her preferred wear outside combat is generally formal; generally preferring a white shirt either over a long black skirt or with a black suit ensemble. When in combat, Embla prefers heavy armor to protect herself, wearing a silver chestplate, greaves, gauntlets and a 'skirt' of armor plating over her legs; this is as much to protect herself from the recoil of Fensalir as it is to protect herself from the enemy. 

 

Other:

 

Stats
HP: 90
Aura: 20 (10% damage reduction)
Dodge: 0   
Ether: 10


Semblance: Bastion: Embla gains doubled damage reduction every other attack taken.

 

Weapon Name: Fensalir

 

Form 1 Appearance: A massive lance almost as long as Embla is tall. The blade is shaped like a cone, tapering down to the sharp tip, being forged from unpainted steel with a protective finish to preserve the shine and the only paint on it being a band of brown at the brim closest to the handle. The handle is protected by two bands of grey metal, with an exhaust vent attached to the handguards which launches quick-detonating Ether bombs backwards to propel the wielder and drive Fensalir harder into a target.

Type: Melee
Power: 15
Hit: 10
Crit: 5
Art: Unstoppable Force: Uses a basic attack on an opponent and inflicts Taunt for three turns. 7 turn cooldown.

 

Form 2 Appearance: The lance portion of Fensalir opens up to reveal conductive rails to propel projectiles at high speeds and the exhaust vent shifts and rotates to face forwards, turning Fensalir into a railgun. The handle rotates upwards to allow Embla to brace herself properly to wield the railgun.

Type: Ranged
Power: 15
Hit: 5
Crit: 10
Art: Thunder Call: Uses a basic attack on an opponent and inflicts Stun for one turn upon them. 4 turn cooldown.

 

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Spoiler

Character Name: Amber Waters

Age: 19

Race: Faunus

Personality: Loyal to her friends, insatiably curious and friendly. She’s really hard to piss off - but those that manage to do so, beware. She’s… not the sharpest tool in the shed, if she had to name her biggest flaw. She’s not unintelligent, but is prone to relying on her friends for more intellectual matters.

Appearance: Amber has tanned skin from time in the sun - or as much as there is in Colony 9. She’s rather short, a little below 5 feet, but has an athletic body for her size. She has short, red hair, left to do whatever it might. Being a faunus, she has fuzzy ears on her head, the same color as her hair, and a somewhat fluffy tail compared to many of her species.

Other:

Stat Points: 0/90. (You begin with 30 for your character and 60 for your weapon.)

  • HP: 57

  • Aura: 9

  • Dodge: 5

  • Ether: 16

  • Semblance: Extension: Extends by one turn the duration of all buffs/debuffs on an ally when using a support action on them.

60/60

Weapon Name: Clotho

Form 1 Appearance: Silver gloves worn by Amber - attacks by sending out thin razor wires, guided by ether.

  • Type: Melee

  • Power: 10

  • Hit: 15

  • Crit: 10

  • Art: Ether Infusion: Applies Melee Defense Up to an ally for 2 turns, cooldown 4

 

Form 2 Appearance: The gloves dissemble themselves into wires and reform into a wand-like rod, roughly three feet in length, that attacks via blasts of ether.  

  • Type: Magic

  • Power: 15

  • Hit: 5

  • Crit: 5

  • Art: Soul Chorus: Soul Voice effect on all allies. 8 turn cooldown.

 

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Submitted originally via the discord, putting it here now that I have the time to tidy things up

Spoiler

Character Name: Remi Fawkes
Age: 23
Race: Nopon
Personality: Called a reckless fool by some and a free spirit by others, Remi's Laissez Faire attitude has caused just as much trouble in her life as the freedom it's provided. Rather than angst or worry over the way things turn may or may not turn out, Remi prefers to simply going with the flow. Some might call it laziness, and they would be partially correct considering part of Remi's reasoning is to save both time and energy.

     The other part however, is because Remi realized one simple truth: Life is short, and often times brutal and unfair. If you dwell on it, the unfairness and brutality will stagnate and fester, and just drag you down even more. Simply shrugging it off and taking things as they come though, both keeps your spirit from dying, and keeps your mind clear for when the going gets tough and you're stranded up shit creek without a paddle.

     Her love of all things even vaguely sweet is no great secret.
 
Appearance: A young Nopon bedecked from head to toe in feathers/fur of fiery gold and crimson hues that shimmer under low light. This shimmering gradually grows to a blazing, glorious radiance as her Semblance moves closer and closer to it's full power. Despite the regal nature her plummage gives off though, most of the time Remi can be seen with ditzy expression on her face as if she hasn't a care in the world... when she hasn't buried herself halfway into a bag of something sugary to eat her heart out, that is.

 

Other: The effects of her semblance significantly raises her metabolism and her internal body temperature, requiring Remi to constantly feed in order to meet her bodies energy requirements. As a direct result she has a massive sweet tooth, given the massive amounts of energy found in high-sugar substances.

 

Stat Points: 0/30
    • HP: 75/75 (30+3*Aura)
    • Aura: 15 (5% dmg Redux)
    • Dodge: 5
    • Ether: 10
    • Semblance: Pheonix Heart: Remi has a "Phoenix Gauge" with a max value equal to 3*Aura. 50% of all Magic Damage she deals or receives fills the phoenix gauge. She may activate her Semblance to reduce her HP to 0 and empty the gauges current charges, but perform an AoE Attack equal to the amount of charges and healing herself for 1/4 the damage dealt by said AoE.
    
Weapon Name: Helios One 
Form 1 Appearance: A device which appears to be the bizarre lovechild of a Gun and a Magic Wand- One might call it a Blasting Rod. It is fashioned of pearly white metal, with a number of burning Ruby's and red accenting decorating it's length. Ominous crimson light emanates from one end of it- the business end, which spews hot volleys of searing hot light and fury when the trigger about 1/4 the way up it's length is pulled. When not in use it can collapse into a cylindrical canister which Remi straps to her back. 
    • Type: Magic
    • Power: 25
    • Hit: 30
    • Crit: 5
Art: Corona Mass Ejection- Inflicts Blaze 4 (10%) on all enemies for 3 turns. 6 turn CD.

 

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