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Interest Check: Henshin Heroes and Heroines

Started by Steir, May 24, 2018, 10:05:05 PM

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Steir

LamentingQuill:
There are things I don't sit quite well with the character, first would be the necromancy and offing of family members especially in a magical society. If the character is high profile it will draw the attention of people around him.

Second, temporal magic. I'm not exactly willing to have this power out and about in the game since it will lead to lots of possible abuse.

Third - the main minion. Its scythe ability is implying that it's a fatal attack on contact.

Fourth - Weaknesses. While he has weaknesses, will these kick in when expect? I have doubts on whether heroes will be given the chance to exploit them.

In summary, I think the character is darker than the tone for the game.

LamentingQuill

Quote from: Steir on July 26, 2018, 08:36:53 PM
LamentingQuill:
There are things I don't sit quite well with the character, first would be the necromancy and offing of family members especially in a magical society. If the character is high profile it will draw the attention of people around him.

Second, temporal magic. I'm not exactly willing to have this power out and about in the game since it will lead to lots of possible abuse.

Third - the main minion. Its scythe ability is implying that it's a fatal attack on contact.

Fourth - Weaknesses. While he has weaknesses, will these kick in when expect? I have doubts on whether heroes will be given the chance to exploit them.

In summary, I think the character is darker than the tone for the game.

The Scythe is not death on contact. However, just forget it, I'm throwing in the towel on a villain.

Idlewyld

#177
And here is my new character idea (NPC): Aunt Mariko

]
Name: Mariko Matsuda
Age: 36
Gender: Female
Stereotype: Vibrant Globe-Trotting Adventuress
Alias: Aunt Mariko
Player Name: Idlewyld

Physical Description:
Mariko is actually fairly short, barely reaching 5 feet and weighing 92 pounds. She has short brown hair and hazel eyes. Her body is of medium build. She prefers to wear clothes that suit the task at hand, whether that be a dress suit, a jungle exploring outfit, or a cocktail dress. Or nothing at all.

Personality:
Adventurous – Mariko is always off doing something. She loves the thrill of the hunt, at least the metaphorical hunt. She has serious moral objections to actually going out and shooting animals. Still, if you give Mariko a challenge that intrigues her, she will pursue it with a tenacity that rivals her niece’s.

Playful – Despite her intelligence, skill, and determination, Mariko simply doesn’t seem to take life seriously. Part of this is a façade – she does have a career and she does act professionally, but at the same time, she simply doesn’t take herself seriously. She jokes, flirts, and parties her way through life without so much as a second thought.

Impulsive – Given the choice between hesitation and action, Mariko will inevitably choose to dive right into to things. She has found that this is the best way to get things done, although she has also had opportunity to learn on many an occasion that this is also the best way to get into trouble.

Likes and Dislikes
– Mariko likes adventures, making love in the moonlight, historical antiquities, wild parties, hanging out and drinking in seedy bars, and her niece Chiharu. She dislikes following rules, deskwork, bureaucracy, long-term commitment in relationships, and her niece Chiharu’s inability to lighten up.

Background:
Mariko and her older sister Hijiko had a very serious upbringing in one of Badge City’s most influential and strict families. Hijiko responded by conforming. Mariko responded by rebelling. Hijiko studied hard and got good grades. Mariko didn’t seem to study at all and still got good grades (To be fair, she was actually just studying in secret.) Hijiko always followed curfew and chaperone rules. Mariko snuck out of the room every night. Hijiko married the love of her life and settled down to have a family. Mariko spent her life in a series of tempestuous, sex-filled, short-lived relationships with an endless parade of men and women alike. Hijiko attained a career as a well-renowned interior decorator. Mariko earned a PhD in Archaeology and History and serves as an adjunct consultant to The Badge City Museum of Art and Antiquities. 

Apparently, an adjunct consultant is someone who runs around the world acquiring various artifacts of historical value. (Cue the theme to Relic Hunter.) And apparently the job involves a certain amount of bending the rules. And getting into trouble. Lots of trouble. But Mariko loves her job and is very good at it, traveling with her research assistant, a reasonably attractive mild-mannered English graduate student who serves as her sidekick.

Her other sphere of interest is her family. While Mariko herself has only experienced love in terms of sexual flings with rival adjunct consultants and the long-standing sexual tension with her long-suffering research assistant and thus has not developed a family life of her own, she does take an active role in the lives of the family members she does have – most notably her sister’s daughter Chiharu Ayasaka. When at home, Mariko is seemingly on a permanent quest to cure the poor girl of the straitlaced tendencies that she seemed to have inherited from her mother and subsequently intensified. When away, she is constantly sending Chiharu little mementos of her adventures. Despite her love for her aunt, Chiharu generally preferred the away version. That may now be changing.

Player Ons and Offs: Check my O&O’s here. I tend to like the vanilla stuff (FxF and FxM mainly) leaning more ecchi than hentai. I do enjoy awkward situations and stripping both accidental and intentional.

Powers and Abilities
None. Mariko is human

Equipment
Exploration Kit – Every tool the woman on the go needs to go raid a tomb.
Gun – Because, of course, you never know who you will meet at an archaological dig.
Wardrobe – Mariko has an outfit for every occasion
Library – Mariko keeps many many books on many many old things.
Cars – Two. A Range Rover for the wilderness and a Porsche for the city. Who says a girl can’t live well.
Apartment – Mariko lives in an impressive penthouse in one of Badge City’s tonier districts. Apparently working as an adjunct consultant pays very well.

Skills
Hand-to-Hand Combat – Sometimes the best way to deal with a problem is to hit it – hard.
Firearms – Or just shoot it
Research – Mariko can spend a few hours in a dusty library and get most of the answers she needs (her British assistant is even better at this.)
Driving – Like, very fast, away from very bad people.
Archaeology and History – Mariko has a comprehensive knowledge of history, culture, and legend.
Sweet-talking – Give her half an hour and a little black dress and Mariko can pretty much convince anyone to do anything, except maybe convincing her niece to relax. That one’s a real challenge.

Advantages
Cushy job – Mariko’s job provides her with a large office, a competent if nebbish research assistant, a not-so-confident but cute secretary, hundreds of thousands of miles on her frequent flier program, and a very large expense account.

Sexy – Mariko has the kind of looks that make men and women alike go, “Eep!”

Research Assistant
– Mariko’s research assistant is knowledgeable, cute, and devoted, if a little hapless. Of course, he’s also often kidnapped to use as leverage against her.

Resourceful – There is no predicament that Mariko can get herself into that she can’t get herself out of. This is good because…

Weaknesses
Impulsiveness – Mariko’s swashbuckling attitude has often got her into serious trouble. Sometimes legal trouble, but more often get locked in a room which is subsequently set on fire trouble.

Enemies – There is a long list of people with whom Mariko has had a difference of opinion over the years all too willing to resolve said differences with a battle axe should one become handy.

Reputation - While she doesn't have a criminal record per se, let's just say she's known to the local authorities in several locales.


Steir


Gardsorm

#179
For the sake of convenience, and so I remember where I left it, I'm putting this here. This is by no means finalized, nor is it even being put forth as a suggestion yet. Think of this purely as a joke idea for now, hence the Spoilers on it.

Possible Tech Hero

Name: Archer Reid
Age: 21
Gender: Male
Stereotype: Otherworldly Universal Soldier
Alias: Arus/A.R.S (Advanced Reactionary System)
Player Name: Gardsorm

Physical Description: Archer stands at a respectable 6'0, with a weight of 162 lbs. With the discovery of Multiverse travel possibility, things that might have been considered unusual are now more commonplace than anything. His hair is red in color with length reaching down around to just past the base of his neck (leaving people to wonder why he doesn't trim it), and blue eyes. His build is fairly muscular and toned, as he was trained for high G-force tolerance under combat engagements. It also helps him when he gets into a brawl or generally when he has to throw down.

Several scars marr parts of his body, gained from several wars and war games, others for medical treatment. Despite the world he comes from and the tech he operates, he's an extremely plain human with no supernatural qualities to him, unless you count his supernaturally up-and-down luck... Which is why he's even here in the first place.

As Arus, he's armored up in a grayish black armor with additional color trims throughout the armor. It's most striking aspects are the radiant blue displays of energy shown running through the armor. Throughout its frame are a myriad of sliding armor pieces that reveal everything from additional weapons and equipment, vernier arrays for faster movement, and more. It's considered a technological marvel of two different worlds' technologies.
Personality:

Fearless - He's an average human with advanced technology surrounded by other far more advanced or outright magical superhumans, aliens, and borderline deities. Yet military training mandates that if he turns tail and flees at the first sign of trouble, he's getting a boot shoved far up his ass, without lube. To this end, he's conditioned himself to go balls out into any conflict necessary, either by order or necessity.

Focused - 'Keep your eyes on the prize'. These words were often spoken back home, and he's lived by them ever since, for better or worse. When victory is at hand, or a favorable objective is close to being achieved, he will do whatever it takes to achieve it. Most of the time this is good, but other times he's prone to get tunnel vision and disregards his own safety for the sake of the win.

Hardheaded - And how! At home he was nicknamed Demolition Man due to his penchant to cause undue damage for the sake of pulling wins in war games, or in active combat. However, this has become a double edged sword and left many with the notion that he enjoys destrying propert in his bids to overcome his opposition. When it comes to battle, even against a superior foe, he will rarely back down if there is the slightest chance of winning, or if he needs to scope out an enemy's weakness. He's been forced to take extra care with how he fights since coming to BADGE City and not invite the same level of destruction upon it as his enemies do.

His dreams and fears are personal business, and he prefers to keep them that way. He likes military hardware, advanced technology, explosions, and winning. He also really loves drinks, thought as of late he's cut back since his favorite drinking buddies aren't around.
He dislikes admitting when he's outmatched, staying idle for too long, not having a firearm or any sort of improvised weapon nearby, and losing.

Background: Archer has been an agent of BADGE for at least a month now, but his actual story runs longer than that, in another world. In truth, he's a human from another world referred to as 'Strangereal'. Likened to another version of Earth, this version has seen leaping advances in military warfare, to the point of seeing mobile weapons of all shapes and sizes around the world and technologies still being refined, developed, or even theorized. Archer himself is a student of the Danno-Ura Military Academy, or DUMA for short, third year... Currently on probation.

Having recently come back from a week long trip in a universal getaway for Spring Break, life has not gotten much better for Archer. Him and several others were either implicated in, or tried in place of their parental figures if they were unavailable for whatever reason, a genocidal anti-alien plot that would have brought Strangereal into a galaxy-wide war by making their world out to be against any and all known alien species. This was done by the detonation of a terrifying weapon that erased both human and alien species from a lunar city settlement.

With a recently shuffled government structure, there were attempts to execute all those responsible for this business to have it swept under the rug, but through fierce opposition by both old government officials and fellow students and staff at DUMA and other military academies, they were instead given a compromise: Forced induction into a 'Penal Military Force' and forced to serve out extraordinary capital sentences. For Archer, this includes up to sixty years of military service without benefits, but only while in Strangereal. The catch of this 'PMF' is that they were basically mercenaries made to be hired out to other worlds to help lessen their sentences.

To this end, Archer was sent to this world, where he would make contact with the peacekeeping force known as BADGE and collaborate with their efforts for as long as they would tolerate him, up to a max of ten years before he would be allowed home. Due to the differences in time, his trip would not feel as long to those in Strangereal, but for him, ten years is a full ten years... Which is ten years without any of his friends and family. Thankfully BADGE has so far been kind enough to help him to the best of their ability and not treat him like military hardware that was expected of him.

Within reason, he's been allowed occasional shipments of tech from DUMA amd allowed to collaborate with R&D within BADGE to establish his equipment and assist with the maintenance and upkeep of theirs. However, he is not allowed behind the controls of any airborne vehicle without BADGE's express consent, nor is he allowed to bring his own vehicle to this world. He is, however, allowed interdimensional communications with folks back home to reassure them and help them avoid unleashing war back home due to his unfair (and admittedly peculiar) circumstances.

As an on-loan mercenary to BADGE, he utilizes a modified version of their armored suits, operating under the alias 'Arus' to keep his identity a secret to the public.

Player Ons and Offs: N/A

Transformation Device:
His is done simply by equipping his A.R.S, which consists of his undersuit that materializes armor over his body by speaking the phrase 'Advanced Reactionary System boot up sequence start.' Once equipped with the armor, he follows with 'Advanced Reactionary System boot up, complete. Arus, engaging!'

Powers and Abilities
Enhanced Power: Thanks to his SENTA(I)C3-Md 'A.R.S', Archer is afforded a far greater degree of strength than a normal human. He is both able to handle much more drastic blunt force and explosive trauma, and generate enough power to heft a vehicle. This also allows him to generate the force needed to leap higher than normal, and even allows him to 'Wall Jump' like a certain video game super fighting robot...

Active Verniers: The A.R.S comes equipped with a multitude of various strength verniers for active maneuvers and 'Psuedo-Flight'. Too low in power to produce actual flight, instead they allow him to hover and afford unparalleled ground mobility by giving him very fast, high-output dashes. Due to the sudden movements made by this suit, peak physical training and BADGE-regulated inertial dampeners are required to keep Archer from destroying his insides.

'Gestalt' Stealth Suite: As the A.R.S is a combination of BADGE and DUMA tech, it rolls qualities of both worlds and allows it to operate in ways a SENTA(I) normally cannot. One such way is a special 'Exceed Over-Technology' system that allows the A.R.S to 'image' itself out of visual existence. A step above active cloaking that bends light around the user, it affords 'true' invisibility, made more effective by inbuilt Hyper Jammers that eliminate any theoretical signal detectable. The only drawback is the inability to mount an offensive counterattack without the system disabling, as all offensive power is diverted to operate this.

Additional Onboard Equipment: No frankenstein project of BADGE and DUMA technology would ever come without its own slew of armaments if Archer is concerned. It's chief personal defense weapons are paired ultratech blades located in forearm compartments, and a quartet of rocket anchors located in the arms and legs, capable of emitting painful electric shocks. Other armaments include various explosive devices located in storage units throughout the body or additional cells to power BADGE weapons or his own. Finally, a low scale version of his friend Aimee's 'Assault Armor' (an offense/defense ability based on unique particles she emitted) has been installed, affording an additional layer of defense that can double as a violent, reactive burst to damage enemies. But this disables the system for a short time after til particle stores reactivate.

Equipment
Everything available to BADGE usually applies (most firearms are utilized before and after Henshin). However, there are some additional things:

MA-X-131 'Freikugel' Siege Multilauncher - A rather sizable cannon system that is roughly a bit larger than Archer, designed using BADGE's experimental MAHO. This unique cannon not only affords very long range punishment through a multitude of shells, but doubles as a shockingly efficient close combat weapon due to additional verniers along the Cannon and its solid frame in conjunction with Archer's enhanced power. Additional shots are loaded by a phase transition system, allowing the weapon to never run out of ammo in battle unless shells run out from home base. Due to its size, it is strictly for use after Henshin, often delivered by a missile system if not carried personally while transformed.
Skills
Life skills your character has learned up to the start of the game. Fighting skills also go in here, but more importantly social skills and other things that your character can do to get through life.

Close-Quarters Combat: Trained in various combat styles to damage and disable enemies at standoff distance. Depending on the type of enemy he's faced with, may not be as effective.

Arms Training: Trained to utilize a wide range of armaments, from knIves to sidearms, to Assault weapons, to Heavy Ordinance.

Complex Vehicular Control: Archer is a gifted pilot, able to quickly learn any kind of vehicle he's put behind the controls off, almost to a supernatural degree. However, due to the terms of his sentence, he isn't allowed to take advantage of this.

Advantages

Hardy Physique: Military training has left him built to last. He'll train longer, run longer, be active longer... Unfortunately take longer to eat too, but this isn't necessarily a bad thing to him. He can also take a beating if faced with an altercation or in training with certain characters.

First one In: Archer makes it a point to always be one of the first to enter a conflict if the chance arrives.

Good Shot: Archer is fairly good with accuracy when it comes to semi-automatic weapons and those that shoot click-by-click.

Self-Sufficient: Survivalist training allows Archer to survive for extended periods of time on minimal supplies by making use of what he can find around his person.
Weaknesses

Hates to Lose: He's really does. A video game is one thing, he'll get a bit salty at best. But defeat him in battle and he'll come after you like a bloodhound the next time.

Last one Out: He's usually the last one out of a combat zone, ensuring allies and civilians get out first. Almost never will he ask others to let him be the first one out; He isn't wired like that.

Spray and Pray: Conversely, Archer isn't as accurate with fully automatic weapons if the trigger is held down. His suits targetting helps somewhat but is not foolproof. Never put him behind the handling of a gatling gun, no matter how much fun he'll have with it.

Not entirely Eco-Friendly: He was once called 'Demolition Man' for a reason. While he tries his best to minimize damage to BADGE City, he does not hold this reservation to other locales or landmarks. If there's a wall between him and his target, it's coming down.

Only Human: Take away the suit and all the armaments and Archer is nothing more than a plain old human who may have some difficulty fitting into a more normal society than a war-torn one, in a world where science, the supernatural, and the out-of-this-world all come together in one neat package, for better and worse.

Steir

Admittedly well-made for a joke idea. I'm going to have to sit on this for awhile until we progress further into the game.

|3c

Gardsorm

I try not to half-ass even jokes but that's fun to hear. xD Thanks dood!

Snake

I'm working on a villain type for future use but I'd like to get some feedback on her.



Name: Syra Hatake
Age: 18
Gender: Female
Stereotype: Yakuza Princess
Player Name: Snake

Physical Description: Pretty much like you see in pic.
Personality: Confident- Syra has no reason not to believe in herself, her abilities and her heritage. She approaches nearly everything with an almost smug demeanor; convinced her superiority. This also makes her confident of her appearance and she likes to flaunt it; see pic for details.
Fun-Loving/Playful: In an odd quirk; when she's content she's very playful and enjoys alot of normal things. She likes to kill time in seeming inane ways but to her, it's always a learning experience.  Syra also enjoys trolling people or issuing witty/sarcastic commentary on things.
Lecherous: Syra has no hang-ups or qualms about sex, and likes engaging in it or "encouraging" others to do so as well. But Syra is Bisexual with more of an interest in girls and likes to playfully "molest" them (in the anime version of it). just to make them embarrassed.
Likes: Heavy Metal Music, Rock Music, Some Anime/Game musics, Ice cream, Beaches, Swimming, Chess/Shogi, Reading, Parkour...and puppies/dogs
Dislikes: Straight-laced people, Whiners, Religious people (she finds them annoying), Bitter or sour foods, Classical Music (Except Ride of the Valkyries), white knights. Being bound and gagged.

Background: Born in the Sotenbori area of Tokyo between a Yakuza Captain and a model; Syra has always known a life of wealth and privilege. One of the few people that could usually walk through the night-club filled streets and back alleys safely; either due to the respect given to her father or the fact her dad's goons were never far away.  She enjoyed a sense of superiority but also the delusion of being untouchable; when a conflict between families erupted at the death of the Clan Chairman, that all went away. She was captured by a faction that opposed her father's claim to the chair position, and held captive; helpless.

While she was more or less left alone in a store's old warehouse, she didn't want to wait for her dad's guys to find her. Syra tried several times to escape by various means; crawling through an open window; down a ventilation duct; or even trying to seduce the guard and knock him out; none of which worked. She'd seen end up with her ankles shackled together, gagged, arms handcuffed behind her back and could only glare in animosity.  This wouldn't be relieved until her father found out where she was and personally marched in and curbstomped the lot of the people keeping an eye on her.

At that point, to prevent a repeat occurrence; she was made to undergo martial arts training and sent away to attend school in a city away from the center of the conflict. Her confidence returned when she found she had the same talent for martial arts her father possessed, but without the really high physical strength to back it up. While protected by her dad, she wasn't coddled, but not untouchable; he kept her out of prison but she still had to deal with lesser legal punishments

Expected to take care of herself in many ways; it forced Syra to become largely independent; which drove her to more criminal activities. This route through life is largely responsible for how she ends up on the side of team bad but only tangentally. She's not a commited criminal but leans a bit more toward that way of doing things. It also lead her to uncover interesting abilities she possessed and were likely hereditary which makes her wonder where the hell her heritage came from.
Player Ons and Offs: Ons: Syra enjoys: Dominance, Control, Oral, Anal, Vaginal, Bukkake, Incest (Shameless; but only engages in it rarely.), Curious toward Beasty.
OFF's: Anything bathroom related, Guro, Vore, Gokkun, Mind-control, Bondage, being forced to be sub (she can be but if it's not her choice she doesn't like it)

Powers and Abilities: Teleport Dash: Short-range teleportation (up to 50' in one jump and can do it three times before having to deal with a lag time of about a minute or two); she can also do longer range teleportation as long as she can see where she wants to go, but past 50' leaves her winded and worn out from exhausting her energy for a bit.
Dark Ki: One of the newly awakened abilities: Syra can control the dark energy she produces and can hurl balls or blasts of it at people. It's got reasonable strength to it but still on a "novice" level and isnt' controlled terribly well.
Enhanced Speed: Syra can move VERY quickly but not quite "super" levels of it (she isn't the flash. THAT comes with a whole other set of problems); This also extends to her reflexes; while not super: still extremely good and better than a normal human.
Skill Thief: Syra can steal/copy other people's skills by making physical contact with them for a sustained period of time. She only gains the knowledge of their skill; not a direct copy- it's up to her to develop it; any elemental skill she gains, however is only usable with a darkness element or cold.
Equipment: Gauntlet Blade:  worn on her right forearm and retractable; initially made of carbon steel. Pretty self explanatory (yes this a real weapon called a Pata. but the modification she has makes it retractable)
Hidden Blade: on the underside of her left forearm is a spring-loaded dagger that passes through a small poison reservoir and is used to try and stab opponents unaware and inflict various types of poison effects on them if they aren't immune. currently uses Tetrodotoxin, or Cyanide or just Sleep poisons; obtained on the blackmarket(via connections). The blade are separate but can't be "out" at the same time (she can only have one out at a time on her left arm)
Smoke bombs: traditional ninja tool to create a small cloud of choking smoke to facilitate fast escapes.
Glass powder: finely ground, almost powder-like glass. Usually slung in people's eyes to blind them. Non-lethal but definitely disabling. Also done with concentrated chili juice; usually using "Reaper" peppers that've been concentrated and liquified.

Skills: Silver-tongue: Syra is an exceptional liar and negotiator, and knows enough about being diplomatic to smooth over most faux pax or talk her way out of mundane trouble.
Martial arts Prodigy: part of what makes her really powerful for her age; she absorbs martial arts lessons like a sponge and can learn fighting moves by watching them a few times. It's why she plays alot of fighting video games; she can learn the motions by sight.
Seduction: Looking good and having confidence, Syra has no shame in using her body's appeal to get what she wants. She can also read people and play to what they want to her. It's all about getting what she wants in the end though.
Advantages Demon's Grace: She isn't strong, she has a wicked sense of where to hit someone to cause as much damage as possible. By picking out their weak points before attacking or even in the midst of her fluid attacks.
Acrobatic: Given her build, nature and innate talent: Syra's an expert at parkour.
Reasonable Wealthy: Her father's a Yakuza chairman and she's allowed a monthly stipend basically.
Localized Power: In Sotenbori, Kamourocho and anywhere her Family has influence; her status as the princess is respected and people tend to cater to her wants and desires. If sometimes, only to avoid the demonic-seeming wrath of her formidable father.
Martial Arts Expert: Syra knows two different styles of martial arts and has high skill in one of them while the other is to try and cover the weaknesses of the first. She's competent against weapons-users and knows many different ways to disarm them and even use their weapons against them unless they're bound to their original user or are simply too big for her to use. But her own custom created style is her best option that plays into the notion of counter attacks, evasion and precision strikes.

Weaknesses: None power-wise; but she is admittedly less powerful than many others as she's still growing into her supernatural powers and abilities. She's stronger than  a normal human but can't compete with the best of the superhumans, currently in a strange middle-area.

Amoral: Syra gives 0 fucks about morality and law other than how it can be used to her advantage, otherwise she doesn't respect it at all. However, she does abide by the Yakuza codes of honor when they apply.
Yakuza Affiliated: Most police and law-enforcement officials know she's part of of a Clan but in areas of their influence; they can't do much about it. However, outside of those areas that fearful ignorance goes away and she's still a criminal at the end of the day.
Distrustful: She's always got her guard up around people; she assumes that they-like her- want something. This leads her to have very few actual friends; it's a situation of many-allies-few-friends. She's using people to get ahead and expects others to want to use her in the same way. So she trusts nobody outside of immediate family.

Steir

@Snake
As discussed over Discord, here are the following things to consider for Syra:
-Powers and Abilities still has one slot free, not counting minions and monster slot.
-Minions can be represented by her followers and equipped appropriately to deal with enhanced assets.
-Monster slot represented by her super uncle that could be mistaken for Gouki's brother.
-Her selection of toxins will not include fatal ones. Only ones that incapacitate or affect others in some way.
-Have Amoral changed with another weakness - Power Hungry may be a good idea considering her background.

Let's address these first and see how Syra looks after that.

Snake

#184
I've got an updated version of the sheet that I'll post next time I'm on my laptop.

Edit: here ya go:



Name: Syra Hatake
Age: 18
Gender: Female
Stereotype: Yakuza Princess
Player Name: Snake

Physical Description: Pretty much like you see in pic.
Personality: Confident- Syra has no reason not to believe in herself, her abilities and her heritage. She approaches nearly everything with an almost smug demeanor; convinced her superiority. This also makes her confident of her appearance and she likes to flaunt it; see pic for details.
Fun-Loving/Playful: In an odd quirk; when she's content she's very playful and enjoys alot of normal things. She likes to kill time in seeming inane ways but to her, it's always a learning experience.  Syra also enjoys trolling people or issuing witty/sarcastic commentary on things.
Lecherous: Syra has no hang-ups or qualms about sex, and likes engaging in it or "encouraging" others to do so as well. But Syra is Bisexual with more of an interest in girls and likes to playfully "molest" them (in the anime version of it). just to make them embarrassed.
Likes: Heavy Metal Music, Rock Music, Some Anime/Game musics, Ice cream, Beaches, Swimming, Chess/Shogi, Reading, Parkour...and puppies/dogs
Dislikes: Straight-laced people, Whiners, Religious people (she finds them annoying), Bitter or sour foods, Classical Music (Except Ride of the Valkyries), white knights. Being bound and gagged.

Background: Born in the Sotenbori area of Tokyo between a Yakuza Captain and a model; Syra has always known a life of wealth and privilege. One of the few people that could usually walk through the night-club filled streets and back alleys safely; either due to the respect given to her father or the fact her dad's goons were never far away.  She enjoyed a sense of superiority but also the delusion of being untouchable; when a conflict between families erupted at the death of the Clan Chairman, that all went away. She was captured by a faction that opposed her father's claim to the chair position, and held captive; helpless.

While she was more or less left alone in a store's old warehouse, she didn't want to wait for her dad's guys to find her. Syra tried several times to escape by various means; crawling through an open window; down a ventilation duct; or even trying to seduce the guard and knock him out; none of which worked. She'd seen end up with her ankles shackled together, gagged, arms handcuffed behind her back and could only glare in animosity.  This wouldn't be relieved until her father found out where she was and personally marched in and curbstomped the lot of the people keeping an eye on her.

At that point, to prevent a repeat occurrance; she was made to undergo martial arts training and sent away to attend school in a city away from the center of the conflict. Her confidence returned when she found she had the same talent for martial arts her father possessed, but without the really high physical strength to back it up. While protected by her dad, she wasn't coddled, but not untouchable; he kept her out of prison but she still had to deal with lesser legal punishments

Expected to take care of herself in many ways; it forced Syra to become largely independent; which drove her to more criminal activities. This route through life is largely responsible for how she ends up on the side of team bad but only tangentally. She's not a commited criminal but leans a bit more toward that way of doing things. It also lead her to uncover interesting abilities she possessed and were likely hereditary which makes her wonder where the hell her heritage came from.
Player Ons and Offs: Ons: Syra enjoys: Dominance, Control, Oral, Anal, Vaginal, Bukkake, Incest (Shameless; but only engages in it rarely.), Curious toward Beasty.
OFF's: Anything bathroom related, Guro, Vore, Gokkun, Mind-control, Bondage, being forced to be sub (she can be but if it's not her choice she doesn't like it)

Powers and Abilities: Teleport Dash: Short-range teleportation (up to 50' in one jump and can do it three times before having to deal with a lag time of about a minute or two); she can also do longer range teleportation as long as she can see where she wants to go, but past 50' leaves her winded and worn out from exhausting her energy for a bit.
Dark Ki: One of the newly awakened abilities: Syra can control the dark energy she produces and can hurl balls or blasts of it at people. It's got reasonable strength and can toss targets around of normal body mass.
Enhanced Speed: Syra can move VERY quickly but not quite "super" levels of it (she isn't the flash. THAT comes with a whole other set of problems); This also extends to her reflexes; while not super: still extremely good and better than a normal human.

Sisterhood of the Crow: Syra can summon flocks of ravens or crows to do her bidding and also grants her the ability to communicate with them (and only them it's not a generalized ability to speak to birds); they can harass enemies in combat as a distaction; serve as her eyes and ears; a means to track (given the birds can remember faces).

Skill Thief: Syra can steal/copy other people's skills by making physical contact with them for a sustained period of time. She only gains the knowledge of their skill; not a direct copy- it's up to her to develop it; any elemental skill she gains, however is only usable with a darkness element or cold.

Minions: Syra relies on goons tasked by her dad to help her; usually they provide support in terms of flanking attacks and the use of various firearms. One is a sniper that uses a tranq rifle to knock enemies out.

Super minion: Syra can call her uncle for help. A ruggedly handsome man in his mid-thirties physically; He shows up in a puff of dark smoke dressed with a modern cowboy motif with a duster, long pants, boots with a pair of bandoliers crisscrossed over his chest over a bulletproof vest. He's an expert gunslinger that fires up to 12 well-placed shots at targets. He can disable or kill or just seriously injure; there's a 10% chance he shows up with a large sword instead and dashes toward a single target and catches them in a 12 strike sword-dance that launches them into their and cuts them up before blasting them back down to the ground with a a hard axe kick.

Equipment: Gauntlet Blade:  worn on her right forearm and retractable; initially made of carbon steel. Pretty self explanatory (yes this a real weapon called a Pata. but the modification she has makes it retractable)
Hidden Blade: on the underside of her left forearm is a spring-loaded dagger that passes through a small poison reservoir and is used to try and stab opponents unaware and inflict various types of poison effects on them if they aren't immune. currently uses  a custom poison that causes muscles to painfully cramp and paralyzes, Truth Serum or just Sleep poisons; obtained on the blackmarket(via connections). The blade are separate but can't be "out" at the same time (she can only have one out at a time on her left arm)
Smoke bombs: traditional ninja tool to create a small cloud of choking smoke to facilitate fast escapes.
Glass powder: finely ground, almost powder-like glass. Usually slung in people's eyes to blind them. Non-lethal but definitely disabling. Also done with concentrated chili juice; usually using "Reaper" peppers that've been concentrated and liquified.
Skills: Silver-tongue: Syra is an exceptional liar and negotiator, and knows enough about being diplomatic to smooth over most faux pax or talk her way out of mundane trouble.
Martial arts Prodigy: part of what makes her really powerful for her age; she absorbs martial arts lessons like a sponge and can learn fighting moves by watching them a few times. It's why she plays alot of fighting video games; she can learn the motions by sight.
Seduction: Looking good and having confidence, Syra has no shame in using her body's appeal to get what she wants. She can also read people and play to what they want to her. It's all about getting what she wants in the end though.
Advantages Demon's Grace: She isn't super strong, she has a wicked sense of where to hit someone to cause as much damage as possible. By picking out their weak points before attacking or even in the midst of her fluid attacks.
Acrobatic: Given her build, nature and innate talent: Syra's an expert at parkour.
Reasonably Wealthy: Her father's a Yakuza chairman and she's allowed a monthly stipend basically.
Localized Power: In Sotenbori, Kamourocho and anywhere her Family has influence; her status as the princess is respected and people tend to cater to her wants and desires. If sometimes, only to avoid the demonic-seeming wrath of her formidable father.
Martial Arts Expert: Syra knows two different styles of martial arts and has high skill in one of them while the other is to try and cover the weaknesses of the first. She's competent against weapons-users and knows many different ways to disarm them and even use their weapons against them unless they're bound to their original user or are simply too big for her to use. But her own custom created style is her best option that plays into the notion of counter attacks, evasion and precision strikes.
Supernatural Pact: Centuries ago, her ancestors made a pact with a devil exchanging their service for super strength and battle prowess during the Warring States era of Japan. It is what allows her to develop supernatural powers; but also gives her leeway and protection from servitors of her family's patron.
Weaknesses: None power-wise; but she is admittedly less powerful than many others as she's still growing into her supernatural powers and abilities. She's stronger than  a normal human but can't compete with the best of the superhumans, currently in a strange middle-area.
Yakuza Affiliated: Most police and law-enforcement officials know she's part of of a Clan but in areas of their influence; they can't do much about it. However, outside of those areas that fearful ignorance goes away and she's still a criminal at the end of the day.
Distrustful: She's always got her guard up around people; she assumes that they-like her- want something. This leads her to have very few actual friends; it's a situation of many-allies-few-friends. She's using people to get ahead and expects others to want to use her in the same way. So she trusts nobody outside of immediate family.
Honor Code: Having grown up in a Yakuza family that was truly descended of samurai; but had made a pact with a devil eons ago for supernatural strength and power, Syra holds to that code. She would never knowingly hurt those that couldn't fight back like the elderly or children (no matter how much they irritate her sometimes)
Supernatural Pact: But it also makes her vulnerable to being forced or coerced into devilish or evil deeds she wouldn't ordinarily do. Or face a stronger enemy that threatens said patron's interest on earth.
Power-Hungry: She wants to get stronger and more dominating and generally will jump at ways to get it; but won't do anything overly suicidial though.

Steir

Syra looks good. You may add her to the character threads but hold off posting for her until episode 2.

Miss Eleanora

Name: Doctor Vivian Stein, The White Reaper
Age: 230ish
Gender: Female
Stereotype: Evil Genius Doctor
Player Name: Miss Eleanora

Physical Description: Vivian appears to be a young woman of uncertain age with pallid features, long white blonde hair that is most often done up in a long braid, and to be possessed of a natural, ethereal, and delicate beauty. She looks almost as if her features were sculpted to meet some specific ideal of beauty. She will almost always dress entirely in white, shirking other clothing options. A very close examination would potentially reveal a network of very well hidden, intricate scarring that crisscrosses her body, evidence, albeit well hidden evidence of a vast number of operations and procedures. Vivian will also very rarely be found wearing anything that is not a dress of some kind, and has some rather old fashioned tastes in that department. She views many modern styles as vulgar and uncouth.

Personality: Inquisitive, Detached, Experimental.

Vivian is motivated in many situations by her inquisitive personality. She has a base desire to understand, to learn, to grow in her knowledge. It is one of the few things that she seems able to be truly passionate about, and in the throws of one of her experiments or her work, covered in the blood and bodily fluids of her projects, she will often seem exuberant and radiant in her fulfillment.

This is a stark contrast to how she behaves in other situations. Vivian is detached and clinical in most of her interactions with others. She will not be rude, but she does not tend to engage more than necessary in order to see a particular interaction through to the end. She has almost never been seen to engage in small talk, and seems to regard such things as a general waste of time.

She does enjoy conversing with her fellows, particularly on subjects of relevance to her work, but her fellows almost exclusively consist of the super genius category of individuals, making it rather difficult at times.

Background: Doctor Vivian Stein has been around for quite a while. Touring the war torn regions of the world, collecting bodies for her experiments, collecting samples from the dead and dying, bestowing her twisted miracle cures upon those that she has deemed worth saving or interesting enough to test them upon. She has had a presence, even if a negligible one, upon the world stage for much of her long life, stories circulating of the white reaper, a woman who would wander battlefields, collecting the dead and dying, and occasionally sparing them of terrible fates.

There was a time when she would have claimed a different name than the one she now bears, when her family claimed a different one, before certain publications brought a scandalized version of her father's/creator's story into the public eye. This remains something of a sore spot for her, and mentions of her father, or the particular failed creation that ultimately would kill him is a sure way to raise her ire.

Vivian is not truly human, being one of her father’s creations, a being born from the amalgamation of parts and perfected through countless experiments. She views him as her father due to the fact that he created her and treated her as if she was his child. In his honor, and because she finds the old work interesting she has carried it on throughout her life, refining the techniques that allowed her life and working to create new ones of her own design.

In recent years however her work has become more difficult. There are fewer wars, fewer sources for her research, and governments around the world grow ever more strict, cracking down on industries that have traditionally supplemented her reserves of parts and subjects. As such she has at least temporarily allied herself with the league of villains, serving both as a member and as the medical provider for the organization in order to facilitate the advancement of her research and with the promise that when things are done, she will have the subjects she requires in an unlimited supply.

Player Ons and Offs: Take a look at my other sheets.

Powers and Abilities

Regeneration: Vivian will swiftly regenerate from wounds that she is afflicted with. Cuts heal in seconds, limbs regrow in minutes, even normally essential organs can be healed without undue difficulty. Why certain old scars remain upon her body even with her regenerative abilities is something that some might find interesting, she has never spoken on this subject however.

Synthesize Life: With the proper tools and set up time Vivian is capable of bringing things that have never known life to life. Twisted monsters, unearthly abominations. She can also use this ability to resurrect the dead, provided the individual in question has not been dead for too long, otherwise while she can reanimate the body, the body would be a new being rather than the old one.

Predictive Fighting: Vivian is an expert in biology and possesses a brain capable of processing at speeds far faster than a human. She can use these two traits to rapidly assess and predict the actions of her opponents, allowing her to react more quickly, often allowing her to counterattack, or avoid blows. She can frequently use this to dodge or avoid blows that would normally seem to be unavoidable.

Medical Creation: Vivian can draw upon her own experiments and those of her father to create a dizzying array of compounds that can do a large number of things. Be they miracle cures, or deadly diseases and toxins, she can create them with the proper tools and access to the necessary components. She has a certain amount of ability to fudge things and still make them work, perhaps employing some of that same oddity that allows her particular offshoot from conventional science to function.

Flesh Golems: Vivian’s minions of choice. These are the remnants of people, stitched and sewn together, with weapons surgically implanted or grafted onto their bodies. They can take an extreme amount of punishment, and are animated by the synthetic life that Vivian manipulates and imbues with ease. The size and shape of these creations can vary wildly, as can the degree to which they can communicate and their intelligence. Vivian is particularly fond of creating flesh golems tailored to those she is combating. She will often recreate the faces and forms of individual’s loved ones to cause them to hesitate or show weakness.

Abomination: Massive hulking monstrosities made from the flesh and blood and bone of many many life forms. Vivian can create Kaiju sized beings in an unholy fusion of myriad life forms. These abominations represent a great deal of resource investment and take time and work to produce. As such Vivian will almost always act to preserve her abominations, repairing, regrowing, upgrading, rather than allowing them to fight to the end and potentially perish.

Equipment

White Reaper’s Arsenal: Vivian possesses an array of melee weapons of various types. She has frequently made use of cleavers, scythes, swords, clubs, mauls, axes, and more. She is also surprisingly deadly with a scalpel. All of her tools are made from the finest materials available. Her allegiance with the villain league has allowed her to upgrade them, a full set of her armory now being forged from the superior, nearly mystical alloys and compounds that they have access too.

Compounds: Vivian will always have access to a variety of her compounds that she has prepared for the situation at hand. In general these will include general purpose medical curatives and panaceas, as well as an array of assorted toxins. Further she normally has generally useful things on her as well, such as smoke bombs, acids, ect.

Skills
Medical Mastery: Vivian is extremely gifted medically. She is an expert surgeon and diagnostician, capable of diagnosing and treating almost any ailment, be it supernatural or natural in origin.

Multilingual: Vivian speaks nearly every human language, and many others that are primarily spoken by inhuman races. She has done so in order to glean as much knowledge as possible.

Planning: As a woman who has lived for over two centuries, she is not the sort to rush into things that she is not certain she can handle. She is gifted at formulating plans that will make use of her strengths and work to mitigate her weaknesses.

Biological Mastery: Vivian has the necessary knowledge and skill to create new pathogens, twisted monstrosities, or to enhance and improve existing beings. She has cut apart and manipulated exemplars of nearly every being on earth, and those few she has not had the chance to work with are prime targets she earnestly seeks out to build up her lexicon. 

Melee Combat Vivian has always found martial exercises to be delightful as exercise and a way to fully immerse herself in experiences. She has developed a startling proficiency for melee combat, bladed weapons in particular, and takes great pleasure in dissecting her foes while they are still alive and kicking.

Advantages

Inhuman Physiology: Vivian’s body is heavily modified, both by herself and by her father in the past. She has multiple ancillary versions of nearly every body part and her parts are enhanced and reinforced to make them as difficult to injure as possible. Should she be shot in the head, an ancillary brain would take over operations, should she be impaled through the chest, a second heart will pump preservatory fluid through her body. 

Enhanced Anatomy: Vivian is generally superior to a human. Her skin is like Kevlar, her muscles are like steel wires, her bones are like iron rods. She is quicker to react, harder to hurt, stronger, and faster than a normal human. She also possesses a perfect Eidetic memory.

Strange Science Prodigy: Much of Vivian’s work is founded upon her father’s, and his discovery of a way to create life where before there was nothing. Her work is prefaced by things that traditional science would indicated to be impossible. The fact that her work so often falls into that category can be a great boon, leading to her opponents doubting the legitimacy of her work just before it slaughters them.

Disconnect: Vivian does not feel most emotions intensely, and is capable of turning off certain parts of herself should they prove inconvenient. If she is injured, rather than feeling the pain, there is a general sense of damage and an assessment of the injuries she has sustained. She is hard to distract, able to power through sensations that would otherwise be crippling.

Well Educated: Vivian was educated by one of the finest minds of her time, and has continued to keep abreast of science in all its fields, fringe and otherwise throughout her life. She has followed every journal, enrolled herself in courses at prestigious institutions, and corresponded with the greatest minds of the generations.

Weaknesses

Berserk Button: She really is sensitive about her father, and this is something that can be manipulated. She can easily be baited on the subject, her normally cool and calculated mannerisms faltering in the face of rage and murderous impulses directed at the person in question. (This can be very dangerous for the target of her rage)

Difficult with Relationships: Vivian doesn’t exactly do well with making friends. She is often viewed as cold and withdrawn, and her detached nature makes it difficult for her to really engage with others on an emotional level in most cases.

Preparation Reliant: While Vivian is quite deadly in any situation, she becomes much easier to deal with when she does not have time to prepare. Her specific arsenals are tailored to particular situations, taking away her access to her perfected countermeasures makes her far easier to manage.

Steir

Dr Vivian Stein is to report to the medical bay of the villain's lair, stand for injured coming in.

Snake


Steir

@Snake
You're free to add Syra into the character thread any time.

Snake


Steir

I just need a pic for this NPC...




Name: Zuerst Stein
Age: about 240s
Gender: Male
Stereotype: Monstrous Brute with a Gentle Heart
Alias: Abomination
Player Name: Steir

Physical Description:
If anything could sum up Zuerst's features, it would be abomination, brute, and primitive. He is a giant of an individual at 8 feet in height, with a massive body that possessed disproportionate muscles from head to foot. His skin has a pale grey color no different from a corpse's flesh. He covers himself with a cloak and oversized clothes that were made for him, which have already worn due to constant use and fights.

Personality:
Gentle - Zuerst refuses to raise his hands against people who have no involvement in the fight, and will go out of his way to help those in need. He believes all life to be valuable, even those artificial ones and will refrain to slay those he comes across if he could help it.

Intellectual - despite his monstrous features, Zuerst is an individual who asks questions first before taking action. He is well-read and manages to collect books that he has hidden away in certain places far from civilization where he could read up in peace.

Determined - even if he is feared by most people that encounter him, Zuerst still does what he can to protect people from harm. He believes in stopping the works of his father and creator from succeeding and will not stop to find means to prove his sister on what he knows about their father.

Background: a brief background on your character prior to the start of the game. Has your character been actively going about fighting evil in their way? Or has your character been lying low for some reason?

Player Ons and Offs: Refer to my other sheets

Powers and Abilities
Adrenaline Burst - Zuerst can force his body to release its supply of adrenaline, allowing him to grow even stronger and faster for a period of one hour. His body becomes sluggish once the time limit is reached, and must rest for twice the length of time he uses in this state to restore and repair the strain on his body.

Gigant Impact - by suddenly delivering all his strength at the moment of contact, Zuerst can unleash a powerful striking attack that can overcome an object's physical durability and inflict significant internal damage. Currently Zuerst is capable of using Gigant Impact up to five times in succession, requiring 24 hours of rest afterwards before he can use it again.

Equipment
Books - Zuerst has collected a number of books during his lifetime, keeping most of them hidden away in places and carrying most in a rucksack while reading. These mostly comprised of books on literature and philosophy, but may include other interests.

Skills
Writing - Zuerst has managed to become a decent writer from all the books he reads, and occasionally sends in articles at the local newspaper to give his anonymous opinion of the place he visits.

Polyglot - years of wandering and living at various locations have helped Zuerst learn how to read, write, and speak in various languages. He is familiar with the major languages of the world and can also manage a number of local dialects.

Advantages
Abominable Body - Zuerst's body grants him immense physical might and durability. His immense size is not simply for show. He is capable of lifting tanks over his head and throwing them across rivers and is known to brush off attacks equivalent to heavy arms fire from military weapons.

Inhuman Vigor - Zuerst's body possesses an incredible amount of stamina and regenerative ability. Severed limbs can be reattached and heals under a minute. Minor wounds received heal within seconds. He also does not tire even if he has to work without rest for days. His body also possesses redundant organs that allow him to function properly (but at a reduced performance) until the damaged parts heal.

Weaknesses
Monstrous - Zuerst features are textbook description of a monster brought to life by man and was the source for Mary Shelley's most famous literary work. He's huge and barely looks human, brought to life from stitched body parts and other objects.

Guancyto

#192
I've got a fever, and the only cure is... well actually the cure here is fluids and rest because I've actually got a real fever. And it makes me do mad, bad, terrible things.

Name: Izumi Faust
Age: 18
Gender: Female
Stereotype: Mad Witch
Player Name: Guancyto

Physical Description: Bright purple hair in twintails, violet eyes from demonic corruption, although she can hide both as normal colors when she wants to blend in. Reasonably chesty with a bit of curve to her, standing at an unimpressive five foot two. Wears a variety of skirts, capes, and costumes. Always with the costumes... but just as often short skirts and capes. We've bad guys we gotta have capes.

Personality
:
Melodramatic: Izumi is way into being evil, even to the point of being over the top about it. She will cackle. She will strut. She will monologue. She will tie heroes up only to turn her back on them while strutting and monologuing, even though she knows what will happen when she does, specifically because this is how things are supposed to be. One might accuse her of loving the pageantry of villainy far more than the actual act thereof (especially because her actual acts of villainy are not all that)... and one would be exactly right!

Genki: Izumi is ten pounds of energy in a five-gallon drum, as it were. Someone must have replaced her ritalin with cocaine because slow the fuck down girl!

More Dangerous Than She Looks: If you can get Izumi to sit down and take things seriously, there is an actual reason she's survived this long in the high-flying dog-eat-dog world of magical villainy with demons and warlocks and bears oh my. Sometimes it's safer to just play along...

Background: She was already a juvenile delinquent when a zombie invasion rocked Tokyo! She didn't have nearly enough explosives to deal with her undead pursuers, and in an effort to survive she locked herself in a magic shop, taught herself invocation, summoned a demon, stole its power and has left a trail of devastation and seduced meidos ever since.

Considered mostly a C-list nuisance by BADGE, one of Black Cosmos' underlings noted her unusual expertise in artifice and tapped her for his revolution. She was way easier to bribe than some others. Who only wants to get paid in sweets delivered by cute girls in cosplay outfits?

Player Ons and Offs: I've got a list! Also, cute dates.

Powers and Abilities

Manipulation of Material Conditions - the ability to use spellcraft to manipulate conceptual properties of material objects. Almost infinitely versatile, but in very specific ways. Her most well-practiced trick is an alteration of Position, or taking Solidity from a solid object and temporarily granting it to a moving mass of air to drive the movement of objects and the projection of force - essentially telekenesis. Extending or bending the Contour of an edged blade allows her to be a dangerous ranged fighter as well.

More complicated actions are almost infinite in variety, but all subject to the same limitations: she must manipulate something that is already present; if thrown into a tub of Jello, she can't pull Solidity from anything. Simple alterations like changing something's Color require little concentration (but still some; she is entirely helpless if totally unable to concentrate). The more complicated the alteration, the greater concentration required; most complicated changes are impossible in the heat of battle, and require mana and ritual to perform. To perform more than the simplest alterations, she also needs her hands free and to be able to speak.

Actual magical artifice using this requires a great deal of time, effort and concentration, and also a bevy of subjects to pull aspects from. Her atelier looks absolutely nothing like a conventional magical workshop, and if she's spent all day popping balloons she's probably been making magical explosives and not just doing it for fun. Probably.

Sirene Song: Her songs drive people to madness! This isn't actually a magical power of any kind she's just really, really bad at singing and really convinced she's good. She makes Konata sound like Aya Hirano!

Chameleon Change!: She can get into a new outfit faster than you can say "Jack Robinson." Again, not actually a magical power she's just really into cosplay.

Equipment
The Grab Bag - One would think this was a magical bag of holding that contained a nigh-endless number of objects for her to manipulate via magic. One would be wrong. It's a purse. She just picks a lot of stuff up because it's interesting, okay?
Costume Hook! - This one is actually magic, and not hers. It's a thin cord with a hook on the end that lets her reach into an alternate plane and pull out any costume she wants. She stole it. She's a bad guy, okay?! Don't ask so many questions!
THE SCEPTER OF SWEET LAMENTATIONS - It's a costume piece. But sometimes enemies target it thinking it matters and that's a useful mistake to encourage, so she has enchanted it to glow and stuff.

Skills
Chemistry: Once upon a time, before the magic times, she called upon her chemical knowledge to make improvised explosives. She's still stupidly good at chemistry and occasionally that comes in handy.
Self-Defense Training: It's required knowledge for magi nowadays! She knows kung fu.
Sewing: Because those costumes keep getting damaged and it's important to have them in pristine condition for any occasion.

Advantages
Durable: Demonic corruption means she can take a stupid amount of punishment. She's not supernaturally anchored though so a super-strong hit will still send her flying.
Very Durable: ...but she can probably still take Shineon spiking her like a volleyball into the ground from a hundred feet up.
Comically Durable: Demonic corruption also has a sense of humor about it (it's a metaphysical aspect, it's magic I don't gotta 'splain why) so the more mischievous she was being, the more durable she is against the response.

Weaknesses
Card-Carrying: Against good guys you can pretty much guess what she's up to and what she's doing. Also she has to tell you if you ask. Seriously, if she's got you at her mercy she will 100% spill the beans no matter what the plan is.
Kink: She really, really likes getting punished for being evil. One might think she's actually a good person at heart and is just way, way too into being tied up and paddled over her misdeeds... the jury's still out on that one.
Maids and Mikos: She cannot resist maid or shrine maiden outfits. They are her kryptonite.

Steir

As much as I like the character, I am worried what the E admins would have to say with the picture. Run it by them it it's acceptable, and check if they have suggestions for replacements in the event it won't pass with them.

Broken

Name: Akumo
Age: 28
Gender: Male
Stereotype: Bruiser with a Soft Heart.
Player Name: Broken

Physical Description: 5,8", Body-Builder in appearance, jet black hair with black eye's while in normal form. Transformed, stands at 6,8", Jacked, and grows a tail with brown fur. His hair grows several inches longer and seems to defy gravity as it stands completely up.

Personality: Akumo does not tolerate cruelty or evil in any way, thugs, thieves, and abusers deserve no quarter or mercy in his eye's, and deserve the maximum punishment he will deliver. He is merciless when it comes to those who wrong him or others, and very protective of those he grows to admire. While Hot-headed when it comes to people he respects, he ultimately is a tough guy with a heart of gold.

Background: Akumo's family goes back a long path, that intertwined with legends of the Chinese Mythology. His ancestors were followers of the Demi-God Wukong, or Sun Wukong. As a gift for their service, Wukong bestowed upon them a magic Gourd, and upon the day that Wukong disappeared, that Gourd would become precious to the family. With the disappearance of the God, the family took it upon themselves to take up responsibilities he had left to them. Using the Celestial Gourd they were able to possess powers similar to Wukong, and protect the Nations of China.

Overtime, many sought to steal the Gourds power from the family for themselves. Which has led to much death and tragedy at the hands of strangers. So the ancestors fled through the generations, from China to Japan, To Korea, and even through the States. There was nowhere they could seem to go that did not quickly be followed with death.

When the responsibilities of the Gourd fell upon Akumo, he became the last living Heir of the Servants of the Monkey God. Which had spurned him, so, taking the Gourd, he took to taking justice into his own hands. He became a Anti-Hero of sorts, using the full brutality of the Gourd as his weapon, and showing little mercy to whoever he deemed evil. He works now as a warrior for hire, refusing to allow any more blood to be spilled before him.


Transformation Device:
Son Wukong's Gourd
While other heroes have more technological activators, Akumo carries a magical Gourd passed through his family. The material is unown, and it's contents a mystery, but once it is opened, a magical seal is broken. Akumo's family line being blessed by the legendary Demi-God are the only one's able to drink the contents of this Gourd and not die, but also, gain spectacular powers and grow features resembling that of the Legend. Growing up to 6,8" with far more masculine features, Akumo will also grow a tail, many magical powers, and celestial equipment.


Powers and Abilities
+Super Strength
-The Strength noted that comes from the transformation is astonishing, many metric tons of weight, staggering pounds of pressure, and the most stable and durable of structures have proven to be lightweight to Akumo. Noted for causing large structures to topple, and even being able to cleave metal objects in half with his sword.

+Super Durability
-Akumo can not only dish it out, but he can take it. Human ballistics have little effect, and even some high yield explosive force has only proven to halt him at most, he is a monster when it comes to the one man army metaphor.
+Chi Manipulation
-Son Wukong was noted for his abilities to do mystical things with his Chi, Akumo can imitate some of these to his own effect, such as Creating Clones By taking a single thread of his own hair, these clones will disappear if they take any damage, but can do about as much damage as Akumo can. Chi Energy Attacks, Such as blasts, and beams that run as hot as the temperature as the sun's surface, and sometimes have high yield explosive impacts. Weapon Enhancement, the Sword that Akumo possesses can be further enhanced by Chi, the length of the blade can suddenly explode in length which does not surrender durability or strength at all, a small example being that the 4ft blade can suddenly explode into 10ft in length, giving long distance enemies a bit of a start.
+Flight
-Akumo can fly through the use of Chi Manipulation, however he cannot use his other abilities such as weapon manipulation, or Chi Manipulation, since he is already using an active power he possesses. He is still new to the powers of the Gourd and hasn't gotten down how to use the powers in tandem with each other.

Equipment
Blade of the Monkey God
While Son Wukong was known for his magical Pole, Akumo possesses a weapon similiar to the magical pole, a sword made of golden materials. The Magical metal blade is 4FT in length normally but can grow in length at sudden moments with Akumo's powers. It is extremely powerful, and while it can break, it can fix itself if given time.
Armor of the Storm Lords
(Seen Above) The Armor shows itself upon the transformed body of Akumo, appearing in a blade of Golden light, the armor is quite indesctructable, while you can still damage Akumo beyond the armor, it has shown to regenerate quickly from damage and be quite resilient to most forms of attack.
Gonbai!
(Gourd Seen Above) The Gourd that is drunk to become an avatar of the Monkey God, becomes a smaller container of mystical liquid, once drunk can heal a person of dire wounds. It however cannot be refilled until the next transformation, making it a one time use consumable.

Skills
Swordsman
Akumo has gotten quite good with the Blade, incorporating techniques he learned form classes in Kenpo, and studying old action movies, he has incorporated it into his own aggressive slasher style.
Brawler
Akumo is not flashy in his fisticuffs, he will go in to cause as much damage as possible with his haymaker punches. While this does leave openings for extremely fast opponents, it also gives Akumo quite the intimidation Factor in fighting.
Tough Love
When Akumo grows to respect someone, he will be frank and open. Meaning he is not afraid to say something that no one wants to hear, and quite the ball buster.
Handyman
Akumo is good with his hands, mechanical problems, plumbing, air conditioning, and car related, there is very little that he can't fix.
Big Brother
When he grows deep admiration for someone, he can be very calming to be around. Having such a protective aura around him, even the most tense situations can feel lesser with having him around.

Advantages
Indomitable Spirit
No matter the size of battle, no matter the strength of one's enemy, Akumo will never falter in his morale or determination. He will fight, to his last breath.
Unwavering Will
Nothing can Intimidate him, so it is wasted breath to attempt to threaten or send snide remarks his way, his verbal armor is way too dense.
Pride Above All Else
He will not doubt his own abilities, when he is on mission, he will see it through.

Weaknesses
Hot-Headed
Quick to Anger, he will usually say some regretful things to friends, but overly aggressive things in tense situations.
Arrogance
He believes himself to be powerful, and the only powerful one. Which is hard to earn his trust and respect, and detrimental in team fights.
Prideful Downfall
If he were to lose a fight, he would go into deep depression and anger, and fight it near impossible to dig himself out of this state of self loathing.


(Let me know if any changes are to be made.)

Steir

@Broken

Overall Akumo looks good. I am curious if there is a reason why he no longer carries his family name. ;)

Also, long time no see!

Broken

#196
Quote from: Steir on December 17, 2018, 01:01:32 AM
@Broken

Overall Akumo looks good. I am curious if there is a reason why he no longer carries his family name. ;)

Also, long time no see!

Yeah it’s been awhile,

With his backstory of his family being slaughtered over a gourd over many generations it would be a good idea to drop the last name at some point, it could even just be forgotten as the generations were murdered.

Or maybe his creator thinks it’s cool when it’s a short one saying thing like a dweeb.

Steir

Quote from: Broken on December 17, 2018, 01:29:18 AM
Yeah it’s been awhile,

With his backstory of his family being slaughtered over a gourd over many generations it would be a good idea to drop the last name at some point, it could even just be forgotten as the generations were murdered.

Or maybe his creator thinks it’s cool when it’s a short one saying thing like a dweeb.
All right. Please put Akumu up in the character thread and I'll add him in to the list. Welcome aboard!

The game's running a bit slow due to holidays, but I'm hoping to get it back to speed in January.

Guancyto

Quote from: Steir on December 16, 2018, 10:08:52 PM
As much as I like the character, I am worried what the E admins would have to say with the picture. Run it by them it it's acceptable, and check if they have suggestions for replacements in the event it won't pass with them.
They weren't fans, so I've changed it! A lot less playful-looking but maybe a bit more fun. Have a look now.

Steir

Quote from: Guancyto on December 20, 2018, 03:51:05 AM
They weren't fans, so I've changed it! A lot less playful-looking but maybe a bit more fun. Have a look now.
That's hot. Looks like Explodia's going to have competition now (of sorts). >:3c

Post her in the cast list and I'll add her in.