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Us/Them, Chapter 1: The Burning Plains [OOC/PG-16/Started/Accepting]


Timeskipper

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Twenty-three years ago, the entire planet became Theirs.
Their spores look like fog, like cigarette smoke, like steam. They rise from the ground and fall from the sky... and infect the world.
First, the contagion reached our technology: computer, electric wirings, planes, medical equipment. And weapons. Weapons are the easiest to infect. Then, they made their way through our bodies, breaking bones and tearing flexh, to enter the world as monstrous and ravenous versions of ourselves.
Or, simply, they appeared. Where did they come from? From deep Space, from the wi-fi, from another dimension, from a corrupted and perverted Olympus of horrible Deities; maybe they're just the manifestation of all our neuroses and our demons. Choose the explanation you prefer. […]
But there are individuals capable of controlling the infection's mutations, and people whose will is so strong as to manipulate infected technology with but the force of their mind: Hybrids, genuine "monstrous heroes", and Technomancers, literal wizards of technology and mystical worriors capable of manipulating the fog to recreate and power some essential technologies.
It never gets easier; nor any light can be seen at the end of the tunnel. But now we have claws and fangs, and steel and exposed wires in the place of the heart. We're monsters that breathe sparse madness, hanging on a fraying thread of conscience, and we're the last hope of humanity. We've survived the Apocalypse, and now we have only one job.


Kick the apocalypse's ass.

 

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As you can read, I've gone mad and decided to actually host a RP.
A few premises: this RP is made on the model of the setting pack "Noi/Loro" of the tabletop RPG Musha-Shugyo. All materials I used were freely available on its home site, www.acchiappasogni.org, which I translated into English.
 
As such, this RP will include the mechanics from the tabletop RPG on which it is based as an experiment. There are no skill checks or anything of the sort, so don't worry: mechanics will come into place only when it comes to battles, and this game's mechanics are thankfully very narrative friendly, as all you'll have to do is declare what your character does (your character sheet will determine what your special and super moves do, but even normal attacks can have special effects depending on how you describe them... to the discretion of the host, namely me), and the rolls will be resolved in the host post.

[spoiler=Story]It's been twenty-three years since Their arrival. Human civilization has been almost wiped out, and the only survivors are living in entrenched encampment, their only defense from the ravenous monsters and the madness around them are the monstrous heroes that are the Hybrids and Technomancers that fight Them tirelessly with their newfound power, in exchange for companionship and human contact.

All the characters have, in one way or another, gathered in the surroundings of a ruined town which might once have had a name, but is now only known as Burning Plains, where two separate human communities lived. Until recently, at least. After some unknown event, both communities have been wiped out, but Burning Plains is still appetizing to wandering herds of survivors looking for a more stable place to stay, as it contains a strange amount of underground shelters, almost as if the town's administration had suspected something would happen...
You might be the protector of a group of settlers, or a lone wanderer looking for precious food and water, and some temporary shelter. Or maybe, you're here for personal reasons. It doesn't matter. What matters is that you are here, now.
Welcome... to the Burning Plains.


 
[spoiler=Rules]As usual, RP section rules apply: no godmodding, no puppetmastering, no being a douche to other RPers. Everything in this RP is rather freeform, especially at the start, and in general, assume that your characters' powers are vague and extremely flexible in the rather clear confines of their mutation/upgrade: Technomancers can influence technology, Hybrids can sense Their presence and cleanse ground, food and water from Their taint or from more mundane corruption, like mold or rot, as well as manipulate organic chemicals.

Your character sheet is a good resume of the effects of your characters' fighting techniques (what they do), but the flavor behind them (how they do it) is 100% up to you, and you can go wild with that: for example, a Freeze attack can be due to causing nervous overload on the enemy with electric shocks, or by paralyzing toxins injected in them.


 
[spoiler=Mechanics]Attributes
Every character has five main attributes: three physical, two mental. During creation, a player has 7 and 5 points to distribute respectively between physical and mental attributes. The attributes' functions are these:
Speed: A character's Speed rating is the amount of Action Points they gain at the start of each round. It can never be lower than 1.
Attack: A character adds their Attack rating to every dice roll they perform during their turn to attack, and it also influences the damage that a successful attack inflicts. It's not used during counterattacks.
Defense: Conversely, a character adds their Defense rating to every dice roll to defend themselves, both when performing a normal defense and a counterattack. Decrease every damage you take (except damage from specific sources) by your Defense.

Willpower: The relevant characteristic for the powers of Technomancers. Every point provides a reroll on an attack once per fight.
Balance: The relevant characteristic for the powers of Hybrids. Like Willpower, it gives free rerolls during fights, but on defense.

Fighting
When a fight breaks out, every character rolls their initiative (1d6 + their Speed rating) to establish the turn order. If multiple people are on the same side, they can decide to switch up their turn order however they like. Of course, they cannot move their turn higher on the order if they would be superseding an enemy turn.
At the start of the fight, and at the beginning of their turn (except during the first turn), everyone gains Action Points (APs) equal to their Speed rating. During their turn, everyone can perform as many attacks as they want, as long as they have the APs to pay them. APs not spent by the end of the round will NOT be lost. They'll be conserved for the player to use them during their next rounds in addition to the newly gained APs (up to a maximum of 20), or they can be used outside of their round to perform counterattacks, which, if succesful, inflict damage like a normal attack (or the damage of the technique used to perform it, in case one was) and interrupts the opponent's turn. Counterattacks use DE instead of AT in the to hit roll, but AT for their damage.
 
Characters can also earn Special Points (SPs), which can be used to:

  • Gain a +1 to either the roll to hit or the damage.
  • Can be substituted for APs when using a technique (but at least 1 AP has to be spent for each attack).
  • 4 SP need to be spent in addition to the AP cost to use a Super move.
  • Immediately after a succesful attack, a SP can be spent in addition to the AP cost of the next move to chain it, ensuring that it will automatically hit, unless the opponent performs a combo breaker.
  • When you've been thrown in the air by an opponent's move, or the enemy is chaining an attack, you can spend 2 SP to recover and perform a defensive roll (or counterattack).

Special Points can be earned by:

  • Getting a natural 6 on an attack or defense roll.
  • Every 3 Combo Points (every succesful attack on the same enemy gives 1 combo point, but attacks with the combo symbol give more than one).
  • Every character has a special condition for getting SPs that's chosen at character creation.

The specializations for gaining SPs are:

  • Damage dealt: Gain 1 SP for every 3 damage dealt with a single attack.
  • Damage blocked: When you defend succesfully against an attack, gain 1 SP for every 3 damage the attack would've dealt to you.
  • Damage taken: Gain 1 SP for every 3 damage you take from an attack (damage you absorbed with your Defense or specific techniques also counts. Damage caused by Huge Effort, however, does not).
  • Combo: Gain 1 SP for every combo point starting from your third (stacks with the normal SP gain every 3 combo points).
  • AP: During your turn, you can trade APs for SPs at the rate of 2 SPs for each AP.

SPs are conserved even after the fight is over, but are reset when a character goes to sleep. Each character can keep up to 6 SPs at any time.
 
Techniques and Symbols
Every character has, at their creation, 3 Special moves and 1 Super move decided by the player. These techniques can have a variety of different effects. Special Moves have a cost in APs equal to the number of symbols they have + 1, and Super Moves have a cost in APs equal to the number of symbols they have, but also cost 4 SPs to perform.
Normal attacks deal damage equal to the attacker's Attack + the to hit dice roll, while Special moves deal (AT x 2) + roll damage, and Super moves deal (AT x 4) + roll damage.
 
Here is a short list of the symbols already present in the game. In case you want to invent others, message me with your idea and I'll try to balance it (italicized symbols are infected symbols, and can't be added to special moves at creation, but can be part of your mutation or your super move):

  • Combo: This move gives 2 Combo Points and deals 1 extra damage. Can be applied more than once, adding 2 Combo points and +1 damage each time.
  • Knock Down: The target is knocked down, takes 1 extra damage and needs to spend an AP to get up.
  • Distance: Can be used to attack at a distance.
  • Mighty: Attack +1 during damage calculation (not for the to hit roll).
  • Reflecting: Only usable on counterattacks, a succesful counterattack with this symbol deals damage equal to the damage avoided by the user.
  • Jump: This technique can be used while jumping, add DE to AT during damage calculation.
  • Throw: Throws the target in the air, making them vulnerable (if the next attack is on them, it will connect automatically), then the target is knocked down.
  • Bashing: The enemy cannot soak damage from this attack with their DE.
  • Push: Pushes the target one distance away.
  • Dash/Pull: Can be used to attack at a distance, moves the attacker to the target or vice versa.
  • Ultra Agility: The user can spend SPs on this technique to get a +2 to hit (but not to damage) for each.
  • Ultra Hardness: The user can spend SPs on this technique to get a +2 to AT/DE during damage calculation for each.
  • Crawling: Damage and effects of the technique can be split among multiple targets within range.
  • Explosive: +1d6 extra unsoakable and unavoidable damage to everyone who doesn't spend 2SP or 3 Humanity to perform a defense roll (if they do, they can soak the damage).
  • Soaking: Only usable on defense. Soak (2 x DE) + roll damage (if used on a Special move) or (4 x DE) + roll damage (if used on a Super), even if the defense roll fails.
  • Blitz: Only usable on the first attack you perform on a turn: if your dice roll is lower than your Speed, you can change the result to your Speed rating.
  • Finishing: Only usable on the last attack you perform on a turn: deal 3 extra damage (if on a Special move or a normal attack), or 6 (if on a Super move).
  • Freeze: The opponent becomes vulnerable until their turn unless they spend 2 APs. Damage is treated as if the user had 0 AT.
  • Collapse: The user of this technique is knocked down after use. This symbol decreases the cost of a technique by 1 AP instead of increasing it (the cost cannot be lower than 1 AP).
  • Continuous Damage: A technique with this symbol doesn't add the dice roll result to the damage. It also deals 2 unsoakable damage after the attack, and at the start of every turn in the fight. Can be applied multiple times, increasing the continuous damage by 2 for each time.
  • Relative Damage: The damage inflicted by this technique is equal to 1/4th of the target's current HP for each symbol. Can be applied to the same technique a max of 3 times (of course).
  • Healing: Instead of inflicting damage, heals the user or a target by an equivalent amount. Uses DE instead of AT.
  • Huge Effort: The user takes 3 damage after using this technique. This symbol decreases the cost of a technique by 1 AP instead of increasing it. Can be taken up to 3 times, but the cost of a technique cannot be lower than 1AP.
  • Stun: The target loses 1 AP for every 3 damage this technique deals.
  • All or Nothing: Counts as 2 Mighty. If the technique fails, the user is knocked down, passes their turn, and is vulnerable until their next turn.
  • Vampiric: Restores 1 HP for every 3 damage dealt. Can be applied multiple times, increasing the amount of HP restored for every 3 damage dealt.
  • Flurry: If the attack hits the target, during this turn you can add one of the following symbols to up to two (if used on a Special) or four (if used on a Super) of your next attacks: Throw, Push, Knock Down, Mighty and Bashing. If an enemy succesfully defends against one of your attacks, the effect of Flurry fades.
  • Preparation: One of the symbols used for this attack can be applied for free to another attack during this turn.
  • Continuous Healing: Instead of dealing damage, heals HP, but DE is considered zero for this roll (in other words, only the roll counts). It heals 2 additional HP, and 2 more at the start of every round.

  • Zero Damage: This attack does not deal any damage (or heals any HP). This symbol decreases the cost of a technique by 1 AP instead of increasing it (cost cannot be lower than 1AP).

  • Conditional Bonus: Rather than a symbol in itself, this is a group of symbols that give +1 to both the to hit and the damage in a specific situation (for example, against enemies in the air, on the ground, when counterattacking). In addition, counterattacking with a move that can use its conditional bonus costs one less AP.

  • Warcry: Enter a "berserk" state, receiving +1 to Damage and Absorbing on all attacks for every symbol. At the end of each turn, lose 1SP for every symbol, or exit berserk state and take 3 damage for every symbol. Can be stacked up to 4 times.

  • Charm: The opponent cannot use rerolls or spend SP when rolling to defend against this attack.

  • Accurate: Consider a 5 on the dice as a 6.

  • Retry: If the technique misses, you can repeat it by spending just 1 AP with no additional costs.

  • Weaken: If the technique hits the opponent, they are weakened, and lose 1 SP per turn until the end of the fight. Can add up to 3.

  • Mimic: If you succeed, you gain the ability to replicate the attack you defended against once, for one less AP (minimum 1).

  • Graze: If you miss, you still deal 1d6 damage. Can add up to 4.

  • Exhausting: After the attack, lose 1 AT or DE until the end of the fight. This symbol decreases the AP cost of the technique by 1 instead of increasing it.

The characters also start with one symbol in their Abilities. They can apply this Symbol freely to any attack they perform without increasing its AP cost (normally, the cost of improvising a symbol is 2 AP), because it represents an innate ability given to them by their mutation or technological upgrades, but can only do so once per turn.


 
[spoiler=Character sheet]Attributes (7 points to divide between the first three, 5 between the last two)
Speed:
Attack:
Defense:

Willpower:
Balance:
 
Specialization: (Choose between Combo, Damage Dealt, Damage Taken, Damage Avoided and AP)
 
Special Moves (AP cost = Number of symbols + 1)
[Name]
X AP - Symbol
[Name]
X AP - Symbol
[Name]
X AP - Symbol

Super Moves (AP cost = Number of symbols, +4SP)
[Name]
X AP - Symbol
 
Bonus Points (Can give up the free ability symbol at the start to get 1 point)
Speed:
Attack:
Defense:
 
Abilities (1 free symbol)

 

 

[spoiler=Character applications]I suggest putting apps and character sheets in separated spoilers, so it's less confusing.

Appearance: Considering how weird and unique characters can look due to their mutations, no picture is required. If you find some art that perfectly matches what you had in mind for your character, or you want to draw some they're definitely welcome, but if you don't have one, that will not be a problem at all. The description doesn't need to be super detailed, but try to give people an idea of what your characters' monstrous traits are. If they have some retractable trait that you prefer to reveal during the RP, it's fine if you don't include it.
Backstory: The world Us/Theme is set in is our world, but twenty-three years after Their arrival. There are a lot of different ways in which your character can have received their Mutations or Upgrades, so you can run wild here. However, make sure to include why your character is travelling to Burning Plains, and who they're travelling with.

Personality: No minimum word count required, really. Write what you want and try to explain your character to the best of your ability.

 

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As the dude who made the logo, this looks fun. Will probably be simpler IC than all the mechanical OOC information looks, and I'm all for finding out. Interest noted.

Can confirm. I'll handle most of the mechanics. To fight, you'll pretty much only have to say what your characters do, and I'll handle the response of the enemies.

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I'm really intrigued, and since ReReborn is dying again, I can probably play. Interest noted, will attach an app if and when this starts!

 

[spoiler=Watch me WIP!]Appearance:

 The description doesn't need to be super detailed, but try to give people an idea of what your characters' monstrous traits are. If they have some retractable trait that you prefer to reveal during the RP, it's fine if you don't include it.

 

Backstory:

The world Us/Them is set in is our world, but twenty-three years after Their arrival. There are a lot of different ways in which your character can have received their Mutations or Upgrades, so you can run wild here. However, make sure to include why your character is travelling to Burning Plains, and who they're travelling with.

 

Personality:

No minimum word count required, really. Write what you want and try to explain your character to the best of your ability.

 

 

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[spoiler=Living Poison]Name: Khristy Mercurius

[spoiler=Appearance]3qGFyeE.jpg

Khristy stands at about 6'4" and weighs about 135 lbs. Underneath her clothing, her skin has a silvery tint to it, which contrasts with her sky blue eyes.

 

Personality: Because of the isolation she has put herself through, Khristy has already lost a bit of her sanity. This is the result of her seperating herself from any intelligent life, its determined that she does this either out of extreme shyness or for the well-being of those around her because of her toxic form. It can be hard to get close to her and even harder to get more than one word out of her without her running away.

 

She is always making sure she is covered from head to toe in clothing, whether she has to wrap a large cloak or scarf around herself just to keep even a small bit of herself from leaking out. Despite her insistence on keeping clothing on at all time she really doesn't mind being "nude" as all features on her body have long since disappeared into her slime-like form.

 

Biography: Years of isolation have taken their toll on Khristy as she cannot remember much of her human life. All she can remember is the day she mutated, a fog was setting in and she was with two other people, a man and a woman. There was screaming, the sounds of agony filling the air, it felt like her skin was melting, and then... Nothing. When she came to, Khristy was alone, her skin had taken a metallic tint to it and the two people she was with were gone.

 

From that day, Khristy wandered the now desolate world. It soon became apparent that her new form was extremely toxic to those close to her, so she took to traveling alone. Without much human contact, Khristy took to talking with a torn up plush of a bear, as of now it's the only thing keeping her sane, barely anyway. She was able to here of something as a result of her limited contact with humans, or at least other sane folk. A place called the "Burning Plains", a place where she could find shelter at. Tired of the dusty road she was traveling, Khristy turned her attention to the Burning Plains.

 

Misc: Battle Theme:https://youtu.be/DpknxKrcLDk

 

 

[spoiler=Character Sheet]Attack: 3

Defense: 1

Speed: 3

 

Willpower: 1

Balance: 4

 

Specialization: Damage Dealt

 

 

 

 

 

 

Special Attacks

Mercury Gas Cloud

4 AP

Crawling/Distance/Cont. Damage

Khristy removes her cloak from her mouth to spew a poisonous cloud of mercury to engulf her enemies

Rising Poison

3 AP

Bash/Push

Khristy takes her enemy by surprise and smashes into them with a glob of poison, knocking them back

Swift Splash

3 AP

Knockdown/Cont. Damage

Khristy splashes poison across an enemy's face, disorienting them and causing them to fall over.

Super Attack

Mass Toxification

4 SP + 3 AP

Collapse/Huge Effort/3×Cont. Damage/Crawling/Distance

Khristy removes all of her clothing to reveal her form, a mass of poison in human form. She then releases a massive cloud of poison around her enemies. This takes a lot out of her however, so she requires protection after use.

 

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Sure, I'll jump in on this.
 
[spoiler=Nurse Xenlisa Sargent, First On The Scene In This Apocalyptic Hellhole]


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"This'll either hurt a little, or it'll hurt a lot. You might not wanna move a muscle, bub."
Personal Information
Name: Xenlisa Sargent
Accolade: Lisa
Title: Nurse
Race: Hybrid[spoiler=Appearance:]Standing at only 160cm (5' 3") tall, Xenlisa is somewhat short for a woman, albeit not enough so that it would be considered abnormal. She sports a good figure as well, with a BHW ratio of 27-21-24 if measured in inches and 69-53-61 if measured in centimeters... which is all well and good except despite what all this would entail about her frame and consequentially how heavy one would think she'd be, Xenlisa actually weighs in at a whopping 60kg (132lbs). A lot of this extra weight has actually got to do with the mutations Xenlisa has to her body. The first begins around the elbow of her left arm, where it appears to have taken a decayed look to it, but grows inhumanly muscular and ends with a gargantuan hand with long fingers. As a result, this left arm alone almost touches the ground from standing upright, and it takes noticeably more effort for Xenlisa to move it around. In exchange, she can easily deliver more powerful blows with the left arm, and is also able to reach things that even those that significantly out-heighten her might have a little difficulty with. For more delicate procedures, however, Xenlisa's still-humanoid right arm remains the superior choice. Xenlisa's second mutation begins precisely where her hips would otherwise begin to round off; its at this area in which a total of four slender, spider-like legs begin to sprout outwards, two forwards and two backwards. These four legs take on the same decayed appearance as the left arm, and end in singular toenails of sharp bone that can pierce and cut through flesh as easily and precisely as any scalpel. As such, it's best to watch one's step around Xenlisa... especially if she's in any form of hurry.
 
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[spoiler=Personality:]Despite all the mutations she has to her body, Xenlisa remains as alluring as she always had been. She's not afraid to use her feminine wiles and what's left of her human form in order to entice men into giving her what she wants. That said, all Xenlisa really wants for the most part is a man... or a woman, who would love her for who she is and what she's become, who'd protect her when she needs protecting and who she can care for when they need it, desperately or otherwise. This is her one motivation that allows her to maintain her will to survive, and enables her to live with all the crap she has to put up with in this desolate world. That, and she's quite frankly needed in it; after all, who else is going to keep the brave adventurers in peak fighting condition against Them?

Xenlisa cares a great deal for her party, and tends to act as a mother towards them. That might have to do with the fact that Xenlisa has a daughter of her own, who she reluctantly had to let go of and leave in more capable hands. In any case, Xenlisa is highly protective of the party due to her motherly nature, and although she tries not to be overbearing, she may come across as such anyway out of concern for everyone's safety. She'll even throw herself in harm's way if it means saving the life of someone who can't fend for themselves. She's not completely reckless though, and she has enough sense of self-preservation to keep herself alive so she can heal the others.

 

Considering her profession, one would assume that Xenlisa is normally a nice person to interact with, and they'd be correct for the most part. But she wouldn't be human if she couldn't reach a breaking point in any way, shape or form, now, would she? Specifically, she can stay relatively calm, but fly into a rage of borderline insanity when a certain switch is "flipped". This usually occurs when one human being hurts another human being on purpose, when a defenseless person is being targeted for an attack from Them, or upon the death of someone close to her. It'll take a considerable while for Xenlisa to calm back down whilst she's in this berserk state, so once she enters it, the best course of action is to stay out of her way. Occasional reminders of who Xenlisa's friends are and who her foes are may although be thrown in for good measure.

[spoiler=Biography:]Xenlisa Sargent was once just an ordinary single mother, who was widowed at an early age due to an illness that her husband had struck, and had been left to raise two young girls all on her own. She'd taken a job as a nurse in order to ensure she had enough money to get by, and that was all well and good... until the apocalypse began and They'd taken over everything technological, and then They began possessing bodies and mutating them for their own use. Xenlisa was at her place of work when sheet hit the fan. Like many, she'd was unfortunate enough to have received mutations that would severely damage her beauty, though thankfully they did little more than that, and hadn't taken over her body and mind completely. Naturally, her first instinct was to check on both of her daughters and see if they'd survived the infestation. And that's exactly what she did; rush home and hope for the best. Needless to say, the situation Xenlisa bore witness to when she got there was grim.

The younger of Xenlisa's daughters, a girl who couldn't have been older than primary school age, lay dead on her bed asleep, her corpse eviscerated and mutilated by the creatures that took over this world. The older daughter, a teenager at the time, had tried to fend those same creatures off with a baseball bat, but was fighting a losing battle when Xenlisa came just in time to save her life. The poor girl was bleeding from several lacerations that had been inflicted upon her, and she suffered from cracked ribs, a chipped skull and a broken femur as well. It had taken all the medical supplies Xenlisa had and all her know-how to prevent her last surviving daughter from succumbing to her injuries... and even then, more medical supplies need to be scavenged on top of that just to keep the girl alive for the journey to a safe haven. Thankfully, a settlement founded by other survivors could be seen in the far yonder, after hours of Xenlisa carrying her wounded daughter in her arms. It was the Burning Plains. Xenlisa raced towards the heart of the settlement with a newfound hope, anticipating some form of medical site where her daughter would be healed of the injuries she'd sustained.

 

23 years had passed since that fateful day, and Xenlisa found herself returning to the Burning Plains, rushing there after hearing that something went wrong. Fearing for her daughter's life, Xenlisa scurried all the way back to the medical site in which she dropped her daughter off, and demanded to know what was going on. It turned out that the daughter had to go through a major surgery, in order for the doctors to combat a life-threatening infection that no-one was aware was present at that time. Thankfully the surgery was completed before Xenlisa arrived, and the infection was taken care of as a result. In any case, seeing her older daughter alive will likely rejuvenate Xenlisa's desire to seek vengeance on Them for slaying the younger one, and minimize the damage They do to the other survivors.


Combat Information
[spoiler=Attributes]Speed: 2
Attack: 1
Defense: 4

Willpower: 0
Balance: 5

[spoiler=Special Moves]Succubi Reversal
AP Cost: 2
Symbols: Huge Effort, Healing, Mighty
Effect: Sacrifices own life force to heal a single ally
 
Behemoth Arm
AP Cost: 2
Symbols: Ultra Hardness
Effect: Swings a monstrous left arm at an enemy
 
Retrograde
AP Cost: 3
Symbols: Soaking, Healing
Effect: Transfers all damage soaked into health
 
SUPER MOVE: Parasite Frenzy
AP Cost: 4
SP Cost: 4
Symbols: Vampiric, Stun, Jump, All or Nothing, Crawling, Graze, Exhausting x2
Effect: Kicks all enemies around the user multiple times and drains blood from each kick, before landing on top of them with all four legs.

Specialization: Damage Avoided
Bonus Abilities: Healing


Miscellaneous Information
Main Theme Song: Pain Killer, by The Letter Black
Battle Theme Song: Final Fantasy XV OST: Up For The Challenge
Ideal Voice Actresses: Brina Palencia (En)/Tomosa Murata (Jp)

 

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Not quite. The idea is (basically) a Technomancer working with a Mutant whose now-massive body is mostly machinery, playing a bit with the Huge Guy, Tiny Girl Trope (or possibly Tiny Guy, Huge Girl) in this context. So should I get someone else to take the other half?

They're two separate characters.

I'll let you do it (I don't want to curtail the RPers' freedom and there aren't enough participants yet to be picky), but that means that everyone can have 2 characters, if they want.

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[spoiler=Pharon Del]

Evyu6PP.jpg

[spoiler=Application]

[spoiler=Appearance]

Pharon is slightly shorter than the average male, and a good bit thinner as well. His natural skin seems unhealthily pale, and his eyes glow a faint, neon yellow at all times. When he exposes himself to the fog, or smoke or steam depending on who's calling, it visibly clings to him and forms a thin layer of grey goo. A layer of clothing is usually enough to stop this phenomenon, but in especially thick fog even that fails to stop the strange, inorganic substance clinging to him. Only about 70% of Pharon's body is still natural, as his forearms, lower jaw, upper teeth, and legs from the knee down have been replaced with cybernetic upgrades focused on improving his speed and strength. The digitigrade nature of his artificial legs give him a strange gait, and the metallic hooves they end in make the sound of his approach unmistakable. Though his metallic hands are easily enough passed for human hands through gloves, their digits are oddly flexible and can even rearrange themselves to assist in gripping things. They are also very clearly not natural, with segmented metal replacing skin and electric current flowing blood. His lower jaw is no more easily disguised than his other metallic features, and adds the additional unsettling feature of being able to split open should he have reason to. All of his teeth are visibly shiny and chrome, literally shining if the light strikes them. His lower jaw includes artificial skin, which is perfect white in color and is the texture of thick rubber or latex. Mostly this is just to give him a lower lip, and thus make speaking easier.

 

It is for this reason that Pharon typically wears a thick set of robes which offer total coverage of his body. Most people aren't especially welcoming of strange cyborgs, and however intimidating the dark robes might be he prefers a little suspicion from them to the looks he gets if he goes without them. They also have plenty of pockets inside of them, which is highly beneficial for a courier. Rounding everything out are a pair of heavy shoulder-length gloves fitted comfortably to his arms and thick leggings with padded soles to muffle the sound of his hooves. In the hopes of eliminating some of the sinister aspects of his robes, he frequently adds a long, bright scarf of one or another colors which he wraps under his hood. It also lets him take the hood off and still keep his face mostly covered.

 

[spoiler=Backstory]

Pharon is not precisely sure who his parents are, only that for some reason he was found as a baby in the middle of a ruined caravan by a Technomancer who called himself Korak Del. As luck would have it, Pharon possessed the necessary talents to learn Korak's trade as he grew up. His adopted father was also the source of the young man's upgrades, some of which were the result of injuries and others done out of convenience. Rust-resistant metal teeth make living in the post apocalypse easier after all. Sixteen years after Korak found him, he told Pharon the truth about his origins, at least what there was to say. With this revelation, Pharon thanked the man for everything he had done and made his way out into the wastes in the hopes of finding something of who he was and where he had come from.

 

His travels eventually took him to the city of Pieces, a fairly large and stable city for the wastelands. While he never found more than rumors that went nowhere, he did manage to find work with a group simply known as The Couriers who had set up a route running goods between Pieces and Glass Shores, a city built in the ruins of an old harbor. He reckoned he was 18 when he started working, and has been with them for two years. Though the work was dangerous, it paid well and got Pharon moving out and about between the two settlements and occasionally to smaller ones around one or another. His most recent job was to deliver a package of unknown nature, the Couriers were painfully discreet with what they moved, from Glass Shores to a little place called "Burning Planes." The only directions he was given were to "take it to the town and ask around about a man with three legs and no nose."

 

[spoiler=Personality]

Pharon is a careful man, as any courier who's worked for more than a year is. He has a good sense for danger, and he exercises it religiously when travelling. The only real exception to that is removing his robe when in a bank of fog. He claims that the goo it forms on him feels "relaxing and energizing." Though he does make sure to keep his robes on when in the company of other civilized folk. While he prefers to exercise his powerful legs and outpace any would-be attackers, he is not above fighting if the situation demands it. When he does fight, he prefers to rely on speed over brute force and would rather not be in a situation where he could be hit. As a result of his job often requiring him to be on his own for extended periods of time, Pharon truly enjoys any company that he can find. Though he hides much of himself, he truly enjoys being around people. This does include those of them that aren't immediately hostile, and Pharon will attempt to greet or otherwise engage them in conversation. Whether this is a sign of highly developed empathy or insanity is up for debate. He also greatly enjoys art, and tries on occasion to make paintings or sculptures with whatever he can. The wasteland could use a little more beauty after all. A favorite of his are scarves, and he currently owns five in orange, red, purple, blue, and green. The blue one is his favorite to wear around people, and also the thinnest. The Orange one is the thickest, and the best for when the weather turns cold.

 

 

[spoiler=Character Sheet]

Attributes

Speed: 5

Attack: 2

Defense: 0

 

Willpower: 5

Balance: 0

 

Specialization: Combo

 

Special Moves:

CQC

3 AP - 2x Combo

A flurry of blows, with one's fists or one's weapon, can be all that you need to handle a fight.

Neon Blade

4 AP - Combo, Ultra Hardness, Preparation

Pharon produces a glowing cylinder of light that visibly smokes and attacks, leaving a burning gash in whatever it strikes while the weapon remains in his hands.

Lightning Rush

4 AP- Blitz, Bashing, Throw

With electricity arcing from his hooves, Pharon charges a foe and lashes out with inhuman force.

 

Super Moves:

Supercharging Bolt

4 AP+ 4 SP - Distance, Explosive, Bashing, Flurry

Pharon generates an enormous amount of electricity within himself, until he either overloads or unleashes the blast onto an unsuspecting foe.

 

Abilities:

Dash/Pull

 

 

 

 

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This sounds really cool! I'm used to tabletops, so the mechanics don't bother me. I'll make an app soon.

Glad to have you on board! If you're interested to join our Skype group too, message me your Skype handle!

 

Btw, after a talk with Asriel, we've created two new symbols, Berserk and Preparation.

 

Berserk: If the attack hits the target, during this turn you can add one of the following symbols to up to two (if used on a Special) or four (if used on a Super) of your next attacks: Throw, Push, Knock Down, Mighty and Bashing. If an enemy succesfully defends against one of your attacks, the effect of Berserk fades.

Preparation: One of the symbols used for this attack can be applied for free to another attack during this turn.

 

They've been added to the OP, and they're free for anyone to use for their character, if they desire.

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Khristy is accepted.
Pharon is also accepted after the tweaks.

Xenlisa is a WIP, but her move Succubi Reversal can't have a 0 AP cost. All moves need to at least cost 1 AP.

Here are two new symbols, as suggested by fearen:

 

Continuous Healing: Instead of dealing damage, heals HP, but DE is considered zero for this roll (in other words, only the roll counts). It heals 2 additional HP, and 2 more at the start of every round.

Peaceful: This attack does not deal any damage (or heals any HP). This symbol decreases the cost of a technique by 1 AP instead of increasing it.

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[spoiler=Neph][spoiler=Application]Appearance: For the most part, Neph looks like a normal, if rather sickly, human. She stands at 5’2” and has a skinny body that suggests malnourishment. She has pale skin covering her emaciated frame, through which her dark veins are clearly visible, and very short, black hair. The main indicator of her hybrid nature is the third eye situated vertically on her forehead. It is the same hazel color as her other two, and doesn’t have any special properties beyond those of a regular eye. It does, however, allow her an excellent sense of depth perception and spatial awareness. As for her clothes, Neph typically wears shorts and a t-shirt, covered with a black robe.

 

Background: Neph drifts from place to place, and often settles only to leave or, more often, flee when things become too much for her. She doesn’t remember much from her childhood, but then, she also doesn’t care to remember. She’s now come to Burning Plains to seek food and companionship.

 

Personality: Neph is a coward. She prefers to avoid her problems rather than face them head on, and will run if she believes that a situation is too difficult for her to handle. Unfortunately for her, she has a strong conscience and a great need to help others, which causes her to run into situations she rather wouldn’t. The only thing stronger than her conscience is her hunger, which has been greatly enhanced by her bodies attempts to compensate for the blood loss caused by her mutation. She needs to eat large amounts and will resort to stealing and other unsavory methods if it’s been too long since her last meal, a fact that she feels terrible about.

Neph strongly believes in strength in numbers, and prefers to have friends and allies nearby at all times. She doesn’t say much to those around her and often gives off a dismissive vibe, but she does care greatly for those she trusts and is fiercely loyal.

[spoiler=Character Sheet]Attributes 

Speed: 4
Attack: 0
Defense: 3

Willpower: 0
Balance: 5
 
Specialization: AP
 
Special Moves

Burrowing Fragments
Neph quickly strikes an enemy, embedding fragments of hardened blood into them. The initial attack is extremely weak, but the fragments damage the enemy from the inside.

AP 2 – Symbol Zero Damage, Huge Effort, Continuous damage x2, Preparation

 

Interrupt
Neph moves with unnatural speed by controlling the blood within her body, allowing her to precisely block an enemy’s attack and interrupt their tempo.

AP 1 – Symbol Zero Damage, Ultra Agility

 

Life Pact
Neph separates a large amount of blood from her body, which then acts independently to regenerate her or an ally over time.

AP 1 – Symbol Huge Effort x3, Continuous Healing x3

Super Moves
Bound by Blood
Neph forms prehensile tendrils with her blood. She then uses them to incapacitate all enemies in range and set up her next attack.

AP 1 + 4 SP – Symbol Zero Damage, Huge Effort x2, Ultra Agility, Crawling, Freeze, Preparation

 

Abilities: Dash/Pull

 

 

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