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 Cast of the Megaverse

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PostSubject: Cast of the Megaverse   Fri 10 Jan 2014, 12:22 am

Post your various sheets here.

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PostSubject: Re: Cast of the Megaverse   Fri 10 Jan 2014, 12:25 am

Name: New Earth
Genre: Modern, Sci-fi, Futuristic
Description: This universe is very similar to the world we live in, it's exactly like Earth, it has the same history. Except for some key differences. There were tales and tales and tales about how years in the future; mankind will reach an age of technological supremacy. Man will build cities on distant stars, create machines to serve our purposes and reach levels that were thought to be impossible. In this universe that Era became possible through brilliant minds joining together. Billions of young hearts who worked to make their world better, and the time to make that dream a reality. Technology advanced extremely fast, and in by the year 2015; space travel was invented, cybernetics had been invented, and many more technological wonders had been crafted. However, through this technology, new and stranger issues came to. For some; this great age just wasn't enough. Instead of rejoicing in this era greed and corruption has driven some to attempt to forcibly advance not just the technology but the humans behind this great age by searching for the means just to do so. Most of the time illegally. Searching for more than the same thing has caused several disasters. One particular event was the Blast. An event to create an essence that'd turn men godlike - This attempt exploded, spreading this essence all over the world. Thousands were killed. Spawning people known as Meta-humans who possessed supernatural abilities far beyond your average human. Some had the power to spew fire, or move objects with their mind. What they used this power for was up to them. Whether it was good or evil.

Things were getting bad. Greedy criminals, monsters, and mad scientists were spawning out of the woodworks. Preying on everyone who come in the wrong parts, at the wrong time. Or just preying upon people. To fight all this rampant super crime; a new force had been created. The NEST. They are comprised of an army of soldiers trained to combat these super-threats - With competent cyborgs and Meta-humans working side by side. This army combats all super threats once they present themselves. Thus, they're held in high regard in the public.

Thus spawning an eternal conflict of good versus evil. This conflict is much more grey, on both sides, than it appears to be...

Species: Regular humans inhabit this universe, but there are two sub-species that branched off from humans.

Meta-humans: Humans infected with the energy created by the Blast were given super powers that put them head above shoulders. They vary in power, and can potentially have any power within. These powers also have varying levels of strength and skill. They aren't too rare in the universe of New Earth, and are widespread. Their morality, personalities, and goals are just as diverse as their powers.

Cyborgs: Similar to Meta-humans, Cyborgs are people who have been given super-human abilities through technological means. There are two types of Cyborgs; military and civilian. Civilian cyborgs usually have cybernetics to compensate for lost limbs or broken DNA. Military cyborgs have cybernetics specifically tailored for combat. They have advanced strength, speed, and durability. Because of their mechanical parts being fused with organic parts. They also possess advanced hearing, sight, and reaction timing/reflexes. They can process information a hundred times faster than the human brain. Generally being capable of doing things that the average man cannot - Their abilities are wholly dependent on the cybernetic alterations they've received. Being on the same level as Meta-humans in ways. However, the more advanced military cyborgs can barely be defined as human.

Other: This is basically my world from storytellers, without freakish mutants and much more brighter.

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PostSubject: Re: Cast of the Megaverse   Fri 10 Jan 2014, 12:38 am

Information

Name: Samson Isiah Jeross (The Punished Phoenix)
Gender: Male
Age: 25
Species: Meta-human
Appearance: Samson is a muscular, averaged heighted, African-American man. He has a rugged, gruff feel about him. Yet at the same time he looks cheerful and full of determination. Like the type to go out and have an adventure. Samson has a tear-drop shaped head, and square shaped face. His head seemingly gets smaller as someone would go down. His chin looks odd compared to the rest of his face. His chin seems to stick out from the bottom of his head. It's appears to be much larger than average and is a double chin. He has a very sharp and pronounced jawline. His cheeks are wide, in almost all other categories they are average. His nose is mostly medium/average sized, he has a very long nose bridge. His lips are thin and small, most people won't find his lips to be too noticeable. His eyes are small, colored brown and usually has a look of determination in them. Samson has long, straight hair that is a deep black color, and styled in the fashion of thick dreadlocks. These dreadlocks hang off the back of his head. Since Samson is African-American, his skin is a shade of very dark brown. Nearly black, but not quite. He has an athletic, muscular build. Due to those aforementioned sports; he is very muscular and well-defined. Samson has several tattoos on him. The first tattoo that he has is on his right cheek. It appears to be an eagle with it's wings spread, covered in flames that are angled downwards. Like the phoenix is taking flight. The other tattoo he has is on the left side of his chest. This tattoo is of the sun and is very tribal-like. The "flames" of the sun extends far enough to reach his shoulder, belly and the top of his neck. Samson's hair is a light-black, and is cut very short. It's only a few inches off his head.

Alignment: Neutral Good

Abilities

Ability: Phoenix. Samson is the Glorious/Punished Phoenix. Basically Samson can transform himself into a phoenix made out of orange flames. His Phoenix-form has the exact appearance of a Bearded Vulture (Except made of fire!). Down to the wings, beaks, talons, and other features. His Phoenix form is large, standing at 18ft tall and having a wingspan of 34ft. His phoenix form is insanely hot and bright, casting a light in all directions. Obviously, the first thing Samson can do while in Phoenix mode is fly. While he's not that agile or swift, he can go quite fast (180 Mph). This Phoenix form gives Samson some large and powerful talons, allowing him to slash foes with superheated flames. This form also gives him a great degree of strength, capable of easily lifting cars and breaking holes in walls with little damage down to Samson. Another ability that Samson is capable of is powerful pryo-mancery, which he can use outside of his phoenix form. He can create near infinite amounts of burning hot fire, along with controlling all forms of fire. Allowing him to do several fire-related tricks (Turning flames solid, Increasing the heat to insane levels, etc). This fire-manipulation becomes much more powerful when Samson is a phoenix, allowing Samson to produce even hotter flames. These flames are insanely hot and burn everything in his path even more. An interesting part of these flames are that they don't burn anything that Samson doesn't want it to. Only give off a soothing warmth.

Samson also possess the other abilities of the famed phoenix; regeneration. Samson's kept at his prime because of his constantly regenerating cells. His regeneration isn't on Wolverine levels, but is still quite good. Wounds will heal amazingly fast. Small wounds will close up quickly, while major wounds will heal in a few hours. Samson's tears have a healing property, thus, if he cries on someone, their cells will be repaired and healed. Now, here comes the cool part of Samson's ability. Once killed, Samson will collapse into a pile of ashes, from the ashes, Samson will be reborn. With all of his memories and his body in perfect state. Thus, Samson is immortal. Samson can also selectively transform parts of his body (Such as giving himself wings, talons, etc). Samson is capable of Pyroportation. Which allows him to teleport while within flames, to another spot, in flames. Samson is also capable of manipulating smoke and ash.

Skills: Samson has a few skills. For starters, he has training as a soldier. While he's not experienced; he'll be soon enough. He knows how to use guns and fight well hand-to-hand. Samson also knows how to play basketball quite well. For when we fight the Monstars in a basketball match.

Weapons/Tools: Samson doesn't have any tools or weapons on him.
Weaknesses/Limits/Drawbacks: For starters, Samson's a rookie, not very experienced in fighting evil or combat in general.

For Samson's phoenix abilities, he has plenty. For starters; water. Just throw water on his fire, and it'll be the end of it. Throwing Samson into a body of water can cut him off from his phoenix form, and kill him because of his power, he can't swim. Other elements that extinguish flames are also effective against him. While Samson has regeneration and self-resurrection; he's not invincible. He can be killed the same ways anyone else can. You can also stop his resurrection by throwing his ashes into a body of water - Thus killing him for good.

Other:

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PostSubject: Re: Cast of the Megaverse   Sat 11 Jan 2014, 6:41 pm

Sandbox combat... isn't really my thing, judging by past experience. But I'll offer up a character if that gets the ball rolling.

Information

Name/Alias: Δ, Lord of Change and Entropy
Gender: Asexual
Age: As old as the wind and water, ostensibly
Species: Kauinska
Appearance: Varies based on current needs and events, but invariably constructed from inanimate sheets of material bound together by wires and an inky, self-propelling substance. Wings are frequently included, not necessarily to enable flight.
Sketches:
 
Personality: Apparently benevolent, albeit mute and often preoccupied.
Alignment: Chaotic Neutral. Both utopias and dystopias get stale quickly, no matter which champions of the megaverse may have instituted them, and it's someone's job to tear them down.

Abilities

Ability:
Can construct anything physically possible - tools, vehicles, lifeforms - given time, knowledge, and appropriate materials (accessible from its current location).

Metal, for instance, might be salvaged from a previous project, extracted from ore and smelted on the spot, or formed gradually from raw minerals. Flesh and bone are also favorite materials, again, given either fuel and proteins and minerals or a handy subject.

This is how it constructed its own body after ascending, for instance. Its actual consciousness is associated with a disturbance in its host material - currently, the inkstuff which it designs its bodies to generate.

[potentially, unless veto'd:] Can split its consciousness between multiple locations by splitting its host substance, albeit with the input-processing and output-generating limitations of any other kauinskan individual; in effect, only one host could be awake at a given point in time.

Skills:
Living calculator. Loves to test its own mathematical models of novel situations.
Excellent grasp of physics, chemistry, biology, and many forms of engineering, through first-hand experience. Lousy at articulating this knowledge.

Weapons/Tools: Sharp metal, primarily, in various formats.

Weaknesses/Limits/Drawbacks:
Rate of travel may be faster or slower based on how easily the substance it inhabits can be deformed; fluids are good, solids are not. Even if not subsequently trapped, can often be prevented from physical action by destroying its liquid vessel.

Has trouble manipulating energy, and so can be denied any materials by converting all nearby mass in its current universe into energy. Has trouble working with large amounts of material at once; greatly prefers seeding feedback loops, which can be interrupted.

Existentially obligated to play a certain role - the opposition. This still applies to people it would like to ally, and causes it would like to support, unless it has something with which to divert its attentions.

Other: Memories of the deceased live on in those they're known to. A god's remains might even be the most important part of them. Or would that be their creations?

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the density function of the normal distribution
exp(-πx²)
a discrete sampling, up to variance and cutoff
1d6 - 1d6

Δ ◦○◦ й


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PostSubject: Re: Cast of the Megaverse   Mon 13 Jan 2014, 10:15 am

Information

Name/Alias: Damon Viscous
Gender: Male
Age: 26
Species: Meta-human
Appearance: He has a somewhat slouched posture during relaxed, casual occasions, but can stand up straight with shoulders broad at 6'0” when the situation calls for formality. The man’s build is average; he isn’t athletic and he doesn’t have chiseled abs – but living on the run has kept him somewhat active so while he does have some body fat, it isn’t in excessive amounts. Damon’s complexion is rather fine actually, save for the occasional blemish or inflammation caused by irritation of the skin. It contrasts with his dark brown (nearly black) short cropped hair with a subtle widow's peak. One thing that an observant person would notice about him is that his fair skin usually doesn't show. His hands are usually tucked in his pockets, his neck is wrapped in a white bandana with black design, so all you can really see of him-him is his face and his hands, maybe the top of the back of his neck. His face, which, if he was working, would appear stern and his brows creased in concentration and forethought. Or he could be smiling, which shows off the dimples in his cheeks. Most often though, if you were to find him on the streets, he would look wary. Almost jumpy, even. Just by looking at him you can tell he isn’t a murderer or a crook though. More like a man with a terrible secret, a burden that weighs him down with every step he makes.

He has a worn down, brown leather jacket that appears to be riddled with holes, and beneath that is a simple white t-shirt, also appearing to have many holes in it. In fact, almost every piece of his clothing appears to have holes in it, even the stolen black designer jeans. The only exception there seems to be are these rough looking brown leather boots, steel toed. He also seems to have a white bandana with black print that’s tied loosely around his neck. As a matter of fact, it doesn’t appear to be there for any purpose other than just being there. It could be for style, comfort, or a shield against people's eyes.

Personality: Generally analytical and serious in his work place, he is oblivious to the world around him, nothing but pure concentration channeling into whatever he is doing. His intellect practically radiating off of him as his fingers blindingly zip around the keyboard of his computer. In this train of thought, he has an air of authority that he could never achieve on his own consciously. Almost as an alter-ego of his real self, while he's around company, he comes off as the sweetest and most thoughtful gentleman, which contrasts with the way he dresses. If young people are in danger, kids, even, he'll do what he can to help without ceasing. He becomes slightly more hesitant, however, if there's actually someone or something threatening them. He has a soft spot for the outcasts or those stricken by poverty after having lived the experience when he was younger. He can be talkative among those he likes and is liberal in his values and beliefs.

Damon is in fact introverted, rather having to sit back whilst in a group or in the company of peers, which are few in between. However, he hides this with the mask of a positive disposition. He lacks a kind of assertiveness while in casual interactions and has one or maybe two friends, if he’s lucky, that he can feel comfortable around. He feels haunted by his past and he isn't proud of what he did to earn money before being captured in the Megaverse anomaly, but he doesn't regret his actions - what he regrets is the accidents that have occurred that led to him being hunted down in the first place. As a result, he is also afraid of getting close to people or getting into dangerous situations that he cannot control. It's out of fear of harming someone again and losing himself in the process.

His intelligence is an outstanding factor. What he lacks in physical aptitude, he makes up for being a tech wiz. He even made his own computer and rigged a mobile wifi hotspot, which allows him to cruise the internet as fast as a roadrunner. While on the run, he has gotten by only because of a side job that he had (along with stealing occasionally). He is capable of hacking into computers and software, creating and deleting Trojans and even spikes, USB’s and data chips to give to people. Technically, this is illegal. Despite what the upstanding citizen may think of him, he does have a great deal of morals and he does his best to abide by them. He has managed to go this many years without harming someone again, after all.


Alignment: Neutral Good / Chaotic Neutral

Abilities

Ability: Damon is a living hive. Africanized bees infest his body, unbeknownst to the people around him. Inside of him are what could be hundreds upon thousands of bees, and they’re even crawling about in his clothes, which are the cause of the holes his clothes that he has tried desperately to replace, but new holes keep being torn open to allow easy access. He has since given up. It’s also the reason why he wears so much clothing in the first place, and covers his skin. Littered upon his body are holes. It’s like an underground system, from within his abdomen, his legs, his back, his arms, and even in the palms of his hands. The bees, since their initial occupancy, have ravaged much of the internal organs of Damon’s body to point of non-functionality. What remains is his digestive system, respiration system, most of his circulatory system (which damaged much of his nervous system), and his head remains free of infestation. His reproduction system (due to the bees inhabiting most of the abdomen) has been damaged to the point that any actual reproduction would be impossible. There is some aspect of his power that prevents him from dying from this degeneration.

Damon has, to the slightest extent, extrasensory or telepathic abilities that allow him control over the insects that dwells within his body. The bees follow every one of his demands like a mindless robot, like pawns on a chess board. He also releases a specific pheromone that appeals to bees in the surrounding vicinity and lures them to him, and it also negates the pheromone that the queen bee has that keeps other female bees from reproducing. So, if allowed, he could be surrounded by a mass of writhing bugs with pointy stingers of colossal size. However, that would increase the rate of physical and mental deterioration. The fewer bugs he keeps occupied inside him, the means of self-defense decreases, but his humanity would be preserved a little longer. The more he has, his means of self-defense if astronomical, but his humanity would deteriorate faster. So it would only be a matter of time until he “dies” before he completely cracks and goes insane.

Since he is full of bees, he can adopt certain properties of them. Insects have natural strength in comparison to size, so he could be a little stronger. He could command them to hoist him into the air and allow him to fly (he isn't a big fan of heights, so it's not often he does that). If he wanted to, and I doubt he does, he could shoot a stream of bees at the landing skids of a helicopter and send it crashing into the ground (reference). So, depending on the situation, he is capable of being a badass. Obviously, this ability is a mixed bag. A big down side is that, like said before, his body and mind is deteriorating. Body is obvious, with those holes in his body and all. The bees, at a certain point, planted themselves along the central nervous system and at the very edge of the brain stem. Think really hard about what that might turn into. Although he practically has complete control, there are some, incidents, so to speak, that can occur. A great deal of stress and anger can cause him to crack just a bit and make him go batshit for a minute or so. Any means of telepathy or mind reading also upsets the bees in the body which generates stress on Damon as well. So psychic powers can make him crack as well. Although this protects him from mind reading and telepathy to some extent, it is an uncomfortable experience that everyone would wish to avoid.

He also has very minor regenerative abilities. Bees have been known to cook surrounding wasps alive by surrounding them and raising their temperature. Using this natural ability, Damon can slightly cauterize wounds and kill off very minor infections.

Skills: Program, hack, repair, update, et cetera. If it's a computer, he can do almost anything with it.
Weapons/Tools: His computer and charger, wireless hotspot, and a swarm.
Weaknesses/Limits/Drawbacks: Let's face it, he's full of bees. Grab a flamethrower to scare him off. Aside from this, he suffers from physical and mental degeneration. And a hacker without his computer isn't a very good hacker.

Other: Some weird shat in the rules about the Megaverse.

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PostSubject: Re: Cast of the Megaverse   Tue 14 Jan 2014, 5:25 pm

Sorry about the varying length on some of the regions/species. Some of them I'd had pretyped up before I wrote this aaaand the others I just jotted quick notes on. xP Might add some pictures for reference in a bit. Lemme get started on charsheets now!

EDIT: Added some pictures, apologize in advance cause I just realized I had, like. No good pictures. Hope those'll dooooo until I can make good reference ones.

Name: Horizon
Genre: Fantasy/Magical Realism
Description: An interplanetary junkyard inhabited by everything from vast underground monarchies to tribes of savage capitalists to isolated yeti-men who dance on the ice plains for fun. Isolate pocket ecosystems, dropped by passing “links” which ferry the cristat race back and forth across the universe, have grown and merged together to create a blotched network of alien terrains. Even with the presence of major, organized factions vying for control, the wilds of Horizon remain untamed, and populated mostly by unaffiliated “squatters” of various species.

The Gloaming – The large ring of golden grassland that separate central Horizon from the outlying regions. It is most famous for its powerful, howling winds and relative abundance of torquat statues. Small towns dot its hilly expanses, but it is difficult to sustain large cities due to lack of resources.
http://i.imgur.com/e3aztx9.jpg
http://i.imgur.com/fMym2Jk.jpg

Lammergeier – A central forest of smooth black trees bisected by the river Gallinule, abundant in exotic herbs, glowpup hives, and giant man-eating snakes. Its dense undergrowth and massive size make it an ideal hiding place for those who wish to escape the reach of the ghostmen, cristats, or whoever else may be after their hide.

Welkin – The impossibly gigantic mountains to the northwest are rumored to be of unnatural origin; some of the higher peaks are of such complex architecture they even seem to float. Ever since the appearance of the ghostmen outposts in this region, scattered in well-concealed valleys. Because of their watchful presence, and because few factions have the technology or biology to survive at such high altitudes, not much is known about the flora and fauna of Welkin.

Caracara – At the Gloaming’s western border, the golden grasses grow shorter before eventually receding into soft granules of sand. The desert of Caracara is populated mainly by nomadic bands.

Guillemot – Crossing Caracara brings one to a coastal plain, home to the main ports of interaction between land-dwellers and the Skuan alcids.

Skua – The as-yet-uncrossed ocean has doomed cartographers and adventure-seekers alike with its queer weather patterns, sheer size, and occasional sea monster. The alcids who carve a living from its depths rarely cooperate with exploration efforts, claiming that not even their own kind can safely navigate its waters.

Murre – To date there is no known pass through Welkin to the frigid coast that lies beyond; prospective sightseers to the frozen cliffs must hire a guide to take them on the long hike through Newsiber, as well as ask themselves why in the world they would ever want to visit such a place.

Ani – The Ani marsh lies southeast of Lammergeier and is arguably even less hospitable. Still, it is perhaps the region with the most points of access to the Cunicules, though those in the Down are more conveniently accessed.

The Down – A small range of mountains that stands between Lammergeier and the Ripyard and the source of the Gallinule river. Rather than taking untrustworthy routes through Lammergeir, many prefer to hike through more popular trails through the mountain passes, though some freelance toll collectors (read: bandits) take regular advantage of this.

The Ripyard – For some reason, a small area northeast of the Down attracts more link deposits than any other region. The landscape here appears at first glance to be covered in scrap metal, when in reality the “hills” are made almost entirely of it – the deepest recorded depth was an approximate 3,100 meters below sunlight level. Though not the most dangerous region, as resources are surprisingly easy to come across in the junkyard wastes, it is without question at the top of the charts in terms of killings by wild animals or desperate bandits.

Newsiber – The snow-covered expanses to the extreme northeast are inhospitable to all but the most daring (as well as the hiemal, who are naturally suited to such conditions). Blizzards and attacks by wild animals keep most visitors away, though with the proper guide the wind and ice present no threat. Almost the whole region is dotted by small villages or even one-family outposts, inhabitants of which are known to be surprisingly friendly towards foreigners.

Rook – Aside from the Ripyard and Murre, the only region in the known Horizon to have no major cities. Wastelands of rock and igneous dust, though surprisingly beautiful with the dusty haze that always seems to hang in the air, offer nothing in terms of supporting life.

The Cunicules – Home to a surprising number of colonies and mining outposts is the vast network of tunnels and caverns that seems to spread out under all of Horizon, making it quite possibly the largest region, and one of the most mysterious. Without knowledge of what lies at the furthest reaches of the Cunicules it is difficult to prepare expeditions, and it is uncertain how far and how deep the passages go, as well as how they were created and how such a system can exist without the entire world collapsing.

Species: Below are brief descriptions of the known intelligent species of Horizon, though it is almost certain that large numbers of unknown species populate faraway lands.

Cristat – Arguably the most influential mother species, it is the cristat’s link technology that allows travel to Horizon possible (though unwanted in many cases, as the link’s “undertow” is capable of ripping unnecessarily large chunks of a world along with it). They stand taller than humans and vary greatly in size, are exoskeletal, have six limbs and massive clawed appendages, and possess an alternation of generations. The primary generation is born with blue or green skin – which is believed to indicate sex – and, for religious reasons, traditionally has its two hind legs severed at birth (excepting those of the small rebellious faction that has sided with the ghostmen). This generation is far less fertile than the second and produces much fewer offspring; in contrast, the second generation is capable of spawning hundreds of cristats in one lifetime. This generation is asexual – though in almost all cases requires two members to reproduce – is much, much larger, and is usually of pale white skin (not too rarely, pigment mutation leads to a melanomic condition). The relative scarcity of the second generation has led to a heavily venerated social status – members are superior in strength and agility and are groomed for combat from an early age (author’s note: cristat combat revolves around melee combat, also for religious purposes. Their religion is how their race unified long ago to make such hefty technological advances. Their fighting styles are devilish to learn for members of foreign species). Cristat influence is present in such hybrid species as the alcid, corvid, aorrilh, and possibly the sial. They have no known cities in Horizon; it is theorized that their remarkable vehicles render stationary outposts superfluous, or perhaps that their belief in Horizon’s religious significance prevents them from “tainting” it any more than necessary to go about their work of driving out imposters.

Agelid – It is a matter of debate whether the agelid is a mother species at all, but it is certainly true that they bear an entirely unique appearance. The agelid were thought extinct until new diplomatic relations with the cristats revealed that the species was alive and well in its natural home and had only stopped coming to Horizon for ethical reasons. Though they have long since disappeared, they left behind skeletons and artwork that suggest six-limbed behemoths with massive jaws, six eyes, and six bony digits on each hand.

Human - One of the most central and abundant benefactors to the evolutionary pool in Horizon, humans are most notable for their bipedal posture, porous and fabric-like skin, versatile vocal chords, and diversity of clothing. Human pigmentation ranges from a pale pink to a deep brown, almost black, with tinges of red, yellow, orange, and grey. They stand just higher than agelids but much shorter than cristats. Clever and resilient, humans thrive in a rich variety of habitats, and it is perhaps for this reason that they are one of the most common genetic parents to hybrid species in Horizon, contributing to such races as the sial, agrippinae, anathemae, hiemal, madár, nitre, corvid, and even alcid. Humans may be identified by the striking detail of their eyes (which may be one or two of a variety of colors) and by their facial structure, which is mostly diagnostic except against closely related offshoot species such as sial or hiemal. To differentiate, it is recommended that the identifier make close not of the individual's skin pigmentation properties or politely inquire as to their species. Little is known today about human society; as a mother race, it undoubtedly originated from a foreign world, and its only influence in Horizon lies in the actions of the “ghostmen,” which has only in comparatively recent times become a slur. It is theorized that the old ghostmen are merely the military arm of a vast human society from whatever world they inhabited before somehow arriving to colonize Horizon. Their intents in doing so are unknown, but regarding their means, it is speculated that a previous agreement existed between the human and cristat governments, as the cristat “links” are the only known means of transit between Horizon and other worlds. Clearly that agreement has long since been terminated - some analysts say that the ghostmen no longer have any contact at all with the human society they came from. Humans most abundantly populate Welkin but have historically advanced into the Gloaming and Newsiber, and small colonies can be found almost anywhere, if the intelligent reader knows where to look.
http://i.imgur.com/ZPaP0Wh.jpg

Sial - A divergent branch of the human, the sial's three greatest distinctions from its mother species are a prolonged lifespan, an alternation of generations that affects the individual’s anatomy, and a remarkable transformation of skin pigment during spring and lasting throughout summer (the process known as dawning). The primary generation, or palerrine, stands with a common human build while the secondary generation, or passerine, is generally taller, leaner, and weaker (author’s note: usage of “primary” and “secondary” terminology is an outdated method that may get the unwary traveler some angry looks among passerinian civil rights activists! Tread carefully around the subject if you plan to visit Capercaillie). Palerrine sial appear a pale to dark grey in the colder seasons but wax a vivid blue during dawning. Pale palerrine adopt a cyan tint while darker pigmentation often leads to a deeper indigo hue, but this is widely variable and should not be used for identification. During dawning, the skin of a passerine undergoes a vibrant and sometimes physically unpleasant transformation, becoming marbled with an unrestricted host of varied colors. Fortunately these hues are seldom apparent except on close inspection; the eclipsed skin of a passerine is a pale pink or grey, and its dawning colors are often very light. A vibrant, neon-patchwork passerine is, however, not an uncommon sight (author’s note: considered very rude to stare. Again, tread carefully). Fashion trends move with a sial's dawning, which begins at a different time each year for every individual, but commonly near the start of spring. The sight of large numbers of dawning palerrine dressed entirely in extravagant clothing, shaded blue to match their differing skin hues, makes large sial cities popular tourist attractions during the warm seasons. Passerine do not dress as vibrantly; sial society and culture is built upon palerrine supremacy, and those of the second generation commonly experience reduced wages, small-scale discrimination, and occupy few if any positions of power in either local or central government. Possibly as a result of this, every newborn child is customarily sent to be raised by their grandparents – to prevent mixing of generational classes in the household – until old enough to take care of themselves. Though it is culturally required for each generation to treat the other with complete decency and respect, a history of abuse and violence has led to multiple civil rights groups growing in popularity amongst both generational classes. Sial may be found most populously in the Gloaming, Welkin, and Ani, and an estimated 64% of the entire species lives in the capital city of Capercaillie.
http://i.imgur.com/SGL977f.png
http://i.imgur.com/ts4V8cR.jpg

Asthen – Not much is known about the ancient race that possibly predates all others in terms of habitation of Horizon. The asthen were thought extinct (or, more accurately, their existence was entirely undiscovered) until just a few decades prior to the writing of this book, when the stalwart “torquat” statues which stand proudly in all known regions of Horizon were found to be comprised of organic material. Cryptic stories abound, but only one sighting has ever been formally acknowledged – the account describes a “great fiery creature, permeated all-throughout by mounds of black stone and the purest unhewn diamonds, which emerged from a fissure in the earth and was spotted by [my companion] and me as the rainstorm set in... [when morning came] we approached the area with great caution, and found that overnight a torquat had settled down on the very spot, staring blankly out over the plains, and when we looked we saw that its great base was wrapped neatly in the sides of a simple iron bucket.” Most tales originate from deep within the Cunicules, which suggest either the presence of a lost city or – more likely – hallucinogenic gases. Many theories exist, one of the more popular ones being that the asthen used to live on land before an ancient catastrophe froze some and drove the rest underground. The largest known collection of torquat statues is the “Asthenolith,” a massive rock in the eastern area of the Gloaming which is home to 5,237 statues of varying shapes and sizes and was discovered three and a half centuries prior to the writing of this book. No evidence of buildings, tools, or anything else in any of the large torquat gatherings (which are few and far between) to suggest the presence of an ancient city only adds to the mystery.
http://i.imgur.com/irr6FI3.jpg
http://i.imgur.com/Qs6RaTw.jpg

Hiemal – The “snow men” of Newsiber bear remarkable similarity to humans and sials, though hiemals possess accelerated hair growth for added warmth. Hiemals skin changes color depending on the temperature – in absolute cold, it darkens to black to absorb heat, while in warm weather it shifts to grey, then to a pale white. Too warm and their skin will adopt a sickly, almost radiant grey, often followed by heatstroke. Few ever venture from their icy homeland.
http://i.imgur.com/6TFcolY.png

Nitre – Closely related to humans, the nitre are known for their tough, hairless grey skin, luminescent eyes, and common urge to collect everything from gemstones to discarded electronics. Uncommon outside of the Cunicules and have a history of interaction with the agrippinae and anathemae.

Corvid – Part cristat and part human. Corvids have yet to form any large cities and exist mostly in small bands throughout Lammergeier, the Gloaming, Caracara, and Rook.

Anathemae – Believed to have emerged from the convergence of nitre and a species of tarantula. Their small, furry, ten-limbed bodies may be found in isolated colonies underground, only one of which holds formal relations with the surface world. Visitors are often turned away by curious customs such as collective thinking, obscenely large family sizes, and strict regulations on reproductive activities (in order to ensure the queen’s rule is absolute).

Agrippinae – If the anathemae originated from arachnids, the agrippinae came from insects – specifically moths. More social than their distant cousins, agrippinae share the habit of dwelling underground but frequently tour the surface, and many work as couriers or diplomats due to their quickness and ability to fly. To many outsiders, the way in which agrippinae society functions is an odd thing indeed, as no one ever seems to be doing any work, prioritizing instead the urge to decorate one’s wings or dance madly through the air at lightclubs.
http://i.imgur.com/ywis4db.jpg

Sable – An unnatural people created artificially to be used as weapons by the rebellious cristat faction. Half cristat and half human, some are still employed by the ghostmen, but most have fled to find their own territories or join in with bands of corvid, whom they often feel the most kinship with.

Automaton – Perhaps the rarest sort of creature to encounter cannot even be honestly called a species. Regardless, the push for “mechanical rights” in modern society began almost as soon as the first automaton, completed not too long ago by a factory hidden deep in the Ripyard, began producing more of its kind. The technological makeup of the automaton is still a mystery to all but the original being’s most trusted friends. Automatons are slowly becoming commonplace in the modern world, and though their appearances and abilities vary drastically (author’s note: the original could not even run!), most share two things: unique stories of the circumstances of their creation and some level of desire to achieve universal recognition as living things in spite of their artificial beginnings.
http://i.imgur.com/n3TBkdP.jpg
http://i.imgur.com/uvA8n4q.jpg

Madár – Contact between the nomadic bird-people and ground-dwellers is scarce, but always enriching. Their language is difficult, their ways are unusual, and their food is simply excellent. They do not, however, have any interest in foreign species other than to satisfy brief moments of curiosity.

Aorrilh – “Futófelhő,” “nyebakhishchnik,” or “cloud giants,” the existence of the aorrilh is highly disputed. If they do exist, they are very secretive. Alleged sightings involve massive shadows passing by overhead or the flash of an unnatural color hopping from cloud to cloud.

Hush – In one of its weaker moments, the cristat race supposedly created a group of monsters in an odd ritual with the intention of cleansing Horizon, their ancestral homeland, from the squatters and foreigners that had come to inhabit it. Modern interviews with cristat diplomats seem to discredit these rumours, but almost everyone has heard accounts of the crow with no legs, the cat with no mouth, or – most campfire-story-worthily – the man in the white mask (who the townspeople of Hatch claim to have showed up one day and swallowed several of their members whole before dropping off the map under mysterious circumstances a few years later).
http://i.imgur.com/3AlR3W9.png
http://i.imgur.com/i1CJA9l.jpg

Limpkin - Only a few sightings exist of impossibly tall, stick-like beings wrapped in ragged cloth and trudging slowly across the terrain. Two occurred in Caracara and one in Newsiber - all were viewed under conditions of poor visibility, and all were laughed at, as if such massive creatures walked Horizon then surely everyone would know about it. No concrete evidence of their existence has ever been discovered, though a strange tablet that recently raised eyebrows when a quake deep within the Cunicules uncovered the remains of an ancient city may possibly bear reference to the limpkin. it is inscribed with a simple sketch of a figure whose arms and legs extend six or seven times the length of its otherwise-normally-proportioned head and torso, along with the words "Their Priests."

Other: It’s probably not magic, but it can’t be explained – upon arrival, after a suffocation-induced blackout period that may last anywhere from minutes to years, organisms slowly revitalize and are able to breathe the land’s air even when it should not be biologically possible, seem to age much more slowly, and are unusually prone to memory loss, the severity of which increases exponentially as time goes on. This has never been a huge concern to the majority of the land’s inhabitants; the only ones to even notice the changes are immediate migrants who find ways to return to their birthplaces. Whatever is “in the air” may also be responsible for the remarkable convergent evolution that results in such hybrid species as, for example, the anathemae, agrippinae, corvid, madár, and alcid.

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PostSubject: Re: Cast of the Megaverse   Sat 18 Jan 2014, 9:47 am

Double post for char sheet. Out of curiosity, how many characters can we have? I might do a few more!

Name/Alias: Dula van Mone (DEE-luh wan min-NAY), known as Whiskeyjack
Gender: Male
Age: Appears 15-19, actually 300-400
Species: Human
Appearance: A common first impression of Whiskeyjack is that he quickly slipped forth from a mudpit and passed through the nearest secondhand store collecting whatever happened to stick to him before plopping neatly down like a startled frog in order to stare blankly at a proffered handshake. Whiskeyjack smells like four dead birds – one for each nostril, one for the mouth, and one for spite – and doesn’t look much better. He covers himself from head to toe in the black mud found on the banks of the Gallinule river, one of his more hygienic habits, and a necessity for life of a hunter in Lammergeier as the odor of the black mud masks that of a hungry human.
If Whiskeyjack’s newest acquaintance has not yet fled in search of a hand sanitizer that may be applied directly to the eyes they may note that Whiskeyjack does not seem at home; in fact, he never does, even at home. His wide green eyes shift from the right to the left then sweep in a wide arc to ensure that they are never finding anything better to look at than what they currently are. He fidgets, first shifting his weight from his right leg to his leg, then tilting slowly back and forth, then inhaling deeply while stretching his fingers before shifting his weight back to the right. His wide nostrils gape open hungrily at every breathe and his plump lips, mounted on a long, bony jaw which hangs from equally bony cheeks, seem to be constantly parted in the middle. Were he to peal the black mud from his arms the long curly hair would be visible there, too, as it is on his legs and feet and hands and neck. The stuff positively erupts from his head like a nest of three hundred wild snakes that have arisen in anger to snap at three hundred startled pedestrians.
This head hair is, at least, contained in part by a floppy grey hat with a black hook stuck neatly through the brim on the right side. When Whiskeyjack bothers to put on more clothing than this he selects a shirt – some five million sizes too large – that must once have been white, baggy grey soldiers’ trousers fixed by a massive brown belt, and a large black duster to keep the rain off. Whiskeyjack wears a shiny silver hexagonal bolt on his left index finger and is repulsed by the very notion of the shoe.
His eyes are green with a pinch of the odd in their gaze.
http://i.imgur.com/paOUMm5.jpg
http://i.imgur.com/LcOa0L0.png
http://i.imgur.com/VIeut5t.jpg
Personality: When Whiskeyjack is by himself, he’s writing a book. When he is with one other, he is playing a game. When he is with more, he is watching a movie. The book is about himself, the game helps him get places, and the movie is both interesting and educational but requires no input from Whiskeyjack as far as he’s concerned.
Alignment: Chaotic Neutral

Ability: Nothing outside of the range of abilities of an ordinary human, though perhaps Whiskeyjack has a better idea than you or I of exactly how wide that range is. He also bears an exceptional resistance to disease.
Skills: Whiskeyjack has experience in hunting with his clubs, tracking, moving stealthily, and sewing dolls from thatch.
Weapons/Tools: A one-and-half meter long length of stonewood, roughly cut from a living branch; two short heavy throwing clubs, curved smoothly and balled at one end, hewn of the same material; a fire-lighter adapted from a ghostman's rifle; the fishhook stuck in his hat.
Weaknesses/Limits/Drawbacks: Frightened easily (though always curious), low pain tolerance level, finds it difficult to pursue any long-term task unless constantly and forcefully urged on by others.

Other: Whiskeyjack has the stolen mask of the Monk of Eribee. When worn, he feels slightly more self-confident from the anonymity of the thing, which has led to at least two monstrous acts.

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PostSubject: Re: Cast of the Megaverse   Fri 24 Jan 2014, 1:41 am

Information

Name/Alias: The Broker
Gender: male
Age: The Broker has existed ever since Eve bit into the apple in the Garden of Eden.
Species: Demonic entity

Appearance: How does one describe the physical manifestation of temptation? Temptation is the whispers of lust that possess your mind when you lay on the couch with your lover at night; how easy it would be to defile them. Temptation is when someone wrongs you and insults you and you suddenly remember how close your gun is and how much you’d love to take that weapon and blow the brains out of your tormentor. Temptation is when an old lady leaves her house open and you realize how simple it would be to walk in that house and steal everything of value before she even got home. Of course, I’m completely screwing with you. The Broker is a man of average height, around 5’10”, with a perfectionist build. It appears as if he was built by a god himself, with perfectly-sculpted muscles and scrappy muscles. The Broker doesn’t really look strong, per-say, but he seems to emanate strength. He does not look like someone you want to fight. Maybe it’s just that The Broker seems to emanate almost divine power. His face is slim, with a blonde old west-style goatee giving him the air of a western villain. At first glance, The Broker has light blue eyes, but this is a perception filter. In reality, if you look very closely, The Broker’s eyes are filled with scarlet flames that burn the brightest shade of red. If you look very very closely at the Broker and know what you’re looking for, you can see his eyes burning like a pair of red hot coals. He has a relatively inconspicuous pair of ears and long blonde hair that comes to the bottom of his neck. It is combed back and kept extremely neatly. The Broker’s teeth are perfect, and his face and body free of blemishes save the tattoo of a pentagram in the dead center of his chest, though this is always hidden. The Broker dresses like the businessman he is. He wears an open-collared button-down shirt. with a Confederate grey blazer and matching trousers. On his feet, The Broker wears a pair of snakeskin boots, and on his head is a grey cowboy hat. Around The Broker’s waist is a thick snakeskin belt, from which a six-shot revolver hangs in its holster.

Personality: The Broker’s personality is one of complete and total evil, as he is the exact definition of evil. He is deceitful and malicious, with seemingly no emotions whatsoever. Any emotion The Broker possesses is allied with a deadly sin. If he smiles the smile is filled with pride or lust, and his frowns are leaking with wrath or avarice. The Broker is not someone you want to trust, but yet despite The Broker’s malice and distrustfulness, he is incredibly charismatic. When one heard The Broker talking, they almost immediately want to believe what he’s saying. His serpentlike charisma is the stuff of legend, and it’s said that he can figure out a way to make any deal and break any will. He is completely ruthless and remorseless. He literally has not a care in the world for the soul of any living being, causing him to be extremely violent and aggressive. He once burned down a church filled with nuns and orphan children because he claimed that “their singing sucked”.

Alignment: Lawful Evil

Abilities

((You can cut the below and pm it to me))

Ability: The Broker is one of the top agents of Satan on Earth. His job is to buy up a many souls as he can in order to meet Hell’s monthly soul quota. So in essence, the Broker wants your soul. But the problem is that he can’t just take it, so the Broker has devised a little game in order to win people’s souls over. You see, The Broker has the power to write contracts. The Broker’s contracts can do a variety of things, from granting a person a guaranteed win of a bet or gamble to granting supernatural abilities. There is no limit, per-say, on what deals the Broker can sign with you, but there is a price. You see, for everything that The Broker gives to you, you give him a share in your soul. These soul shares work just like stock shares. So if you were to, for example, go to the Broker and ask for a contract that would guarantee you to win a five thousand dollar bet, he may give you the contract in exchange for two percent of your soul. The Broker now owns that part of your soul, and in exchange you are guaranteed to win your bet. The Broker cannot lie to you about what the contract will do, but he can cheat you with fine print so it is wise to read every word of the contracts. But in-essence, you hand over a percent of your soul and he grants you your wish. The bigger the incentive is, the more it costs in shares of soul. The Broker can also have contests with humans. If you win whatever contest, then you get a prize, but if you lose you give up ten percent of your soul. Once the Broker has obtained fifty-one percent of your soul through deals and games, your soul is damned, and you die. And here’s the best part; if you break one of The Broker’s contracts, you die instantly and your soul is damned to Hell for all eternity. Being a demon, The Broker has a few other abilities as well. Firstly, he has pyromancy, and can summon hellfire to burn assailants. He’s highly resistant to damage, and feels no pain whatsoever. The Broker doesn’t breathe, making suffocation or drowning useless against him, and because he feels no pain and is extra durable, he is very hard to kill with normal weaponry. He is fireproof as well, making fire useless against him. He has a degree of supernatural strength as well, though his strength is more along the lines of Captain America rather than Superman (like, he’s as physically strong as a human can be, but no more). Finally (and I promise this is the last thing), The Broker can see in the dark.

Skills: The Broker is extremely good at many things. He is an excellent singer, and can play violin, harmonica, guitar, banjo, ukulele, trumpet, drums, saxophone, and piano (he has a thing for augmented 4th, if you know what I mean) extremely well. He is an advanced dancer in several different arts and if you’ve played a video game, he’s beaten it. He is well-versed in many sorts of combat, making him hard to beat in fighting contests. He’s a good chef too, but I don’t know if I’d trust anything he cooks for you.

Weapons/Tools: The Broker carries a .44 magnum six-shot revolver, though it is very rarely used. The only other thing he carries tool-wise is a black briefcase. The case is bigger on the inside and stores thousands of pieces of paper and golden instruments and weapons for games. The briefcase also contains The Broker's quill, a jet black raven feather quill. The quill does not require ink and can only be used by The Broker. Anyone else who touches the quill receives some nice third degree burns.

Weaknesses/Limits/Drawbacks: There is always a way out of The Broker’s contracts. While they may seem ironclad, there’s always a way to get out of them. The escape clauses are never obvious. They’re often hidden in skip codes or anagrams in the contracts themselves, which The Broker gives you a copy of. The clause often involves an extremely complicated puzzle or an “impossible task”, a task that either requires you to do something nearly impossible for a mortal man to do or that requires you to commit an action so evil that you damn yourself while getting out of the contract. Many times the clause is a list of names of people that The Broker doesn’t like, and if you kill all of them, then the contract is null and void. Other times, however, the clause can be a riddle or a puzzle that your character has to solve in order to defeat him. If they solve the riddle or puzzle, then they get both their wish and their soul. Now onto demonic weaknesses. Firstly, The Broker’s fire can be easily quenched with holy water, and if you pray sincerely to God while alight with his fire, then it is extinguished. While The Broker himself is resistant to normal weaponry, many other things can keep him out or wound him. Salt is a common weapon against The Broker, as salt rock pierces his skin and he cannot cross a line of salt without counting every grain. The Broker can be wounded with blessed objects, as well as holy water and church oils (chrism, oil of Catechumens, oil of the Infirm). The Broker cannot enter a religious building, and is repelled by religious objects (like crosses, stars of David, etc), though crucifix necklaces do not repel him (though they do give him a rash). The Broker can be decapitated (beheaded, disemboweled, etc), and extremely strong weapons (such as high-caliber bullets or massive explosions) will fatally wound him despite his durability. The Broker has shown a slight weakness to silver, though it isn’t one of his more prominent weaknesses. Note that technically The Broker isn’t immune to any weapons; he is resistant. You could kill him with a normal steel knife if you wanted, but it would take forever. Finally, the Broker can be temporarily casted out using certain spells or exorcisms, but this only causes him to temporarily vanish and he always returns.

Other: Hello there, champions of the megaverse. I hear you’re lookin’ for some assistance in gettin’ to the next level of your abilities. Perhaps if you stepped into my office I could assist you with that.
Spoiler:
 


Name: Marshall Copeland
Gender: Male
Age: 33
Species: Human
Appearance: Marshall is a foreboding-looking man. He stands at about 6’0”, and is very slim, being around 170 lbs. Though he doesn’t look it, he is very muscular and tough, with wiry musculature. Marshall’s skin is a cocoa brown color (he’s black, obviously) and his hair is black with streaks of grey in it. His hair is kept short and close to his head (one less thing for a monster to grab onto). Marshall’s eyes are black as coal, and constantly have this sort of lifeless, uncaring quality to them. He is obviously a man who has been through a lot. Resting low on Marshall’s nose is his round rimless glasses. These glasses are actually charmed to allow him to see hiding ghosts, as well as a few other paranormal things. On Marshall’s lip is a thick black mustache that looks like it belongs on the lip of a gunslinger in an old west movie. Marshall’s body is covered with a patchwork of scars from his years of fighting, the most prevalent one being a slash across the left side of his throat, about an inch from his jugular. He’s obviously had some close calls in his career. Marshall pretty much wears the same thing every day. His dress composes of a white button-down dress shirt with the collar open, a pair of dark brown trousers, a matching brown vest, a pair of black leather boots, his trademark black wool trench coat, and a black stetson that almost never leaves his head. At Marshall’s waist is always a thick brown leather belt, the buckle of which looks like Medusa’s head. On this belt is his dagger, pistol, and shotgun. You can say he dresses like champions of the multiverse do.

Personality: Marshall seems to have almost two completely different personalities, depending on what situation he’s in. When he’s not fighting, Marshall has a kind aura about him of a wise mentor. He has a lot of patience with people, especially those learning something new, and a long attention span. Though he has no sense of humor whatsoever, Marshall can often be a fun person to be around, constantly telling fun stories about his adventures or coming up with interesting conversation topics for around the dinner table. He can be very compassionate as well, and is a great person to talk to about problems. He is very intelligent as well, making him a good tutor. Yet, despite his kind demeanor, he never laughs and very rarely smiles, as if something terrible is hiding under his skin, cloaked in his kind demeanor.

The second side of Marshall is not nearly as kind. When Marshall or anyone else is under attack, Marshall switches into kill mode. Marshall the Warrior is a merciless assassin with a very short fuse and a whole lotta gunpowder. When Marshall fights, the black hatred buried deep inside him bursts out. He is extremely violent and ruthless. He has been known to have spared a monster only once, in the case of Drake Smith, but that’s a story for another day. When Marshall fights, he’s fighting as if for revenge of some sort. It’s almost as if whatever he is fighting was personally responsible for everything bad in his long life of pain. Death does not phase him in either personality, and gore is almost commonplace. He seems to deal extremely well with grief, though the death of a loved one puts him in his angry state for long periods of time or until he finds and swiftly executes whoever killed them. The speed in which Marshall can switch between his two almost entirely separate personalities is astonishing, and often scares people. Though, if Marshall gets in too dramatic or too violent a fight, he will often spend several hours in that angry state.

Alignment: Chaotic good.

Abilities:

Ability: Well, Marshall is a talented b*stard. He's incredibly talented at combat and could take on just about anyone in a fight. In addition to that, Marshall has his magic. Marshall carries with him a silver magic wand that can cast a variety of spells. Being human, Marshall is very limited in what spells he can cast, but he can still put a hurting on pretty much anything that pisses him off. Marshall has so far learned how to cast spells that heal minor wounds, create complex illusions, render him temporarily invisible, allow him to conjure Hellfire (a special extra-hot magical fire that is extremely difficult to extinguish), and give him or others superhuman strength and speed (He may learn other spells later). The superhuman strength and speed lasts about five minutes, and makes him or another as strong and fast as a vampire. Also, in Marshall's jacket, he carries a little jewelry box made of wood, which is magically charmed to hold a small arsenal of weapons. This guy...never runs out of weapons.

Skills: Marshall is an accomplished tinker when it comes to weaponry, and can modify weapons easily to make them more powerful. He also plays the guitar (though I don't think that's what you're looking for). He is good at mixing potions, though magical ingredients are hard to come by these days and in his younger years Marshall is not nearly patient enough to go ingredient hunting. Due to this, he is limited in his magical skills.

Weapons/Tools: Well, Marshall has a very wide range of weapons that he uses thanks to his magic box. This is his current arsenal:


-A magic shotgun that can fire a host of special shells and slugs used to kill different monsters
-A .44 Magnum six-show revolver in a holster at his hip.
-A Victorian-era silver dagger that is charmed to be highly reflective (for killing Gorgons and Basilisks)
-Sugar Skull bombs; special grenades that when detonated release a toxic sweet-smelling gas that drives away the undead.
-A large round steel shield charmed to be a mirror (used to fight Gorgons and Basilisks)
-A six-foot-long steel burning halberd (the blade burns with hellfire)
-A Renaissance-era bastard sword (longsword) made of silver
-A Dragunov sniper rifle modified to fire armor-piercing bullets filled with greek fire (they burst into magical green fire upon impact)
-A vest made of Nemian Lion hide (the vest Marshall always wears). It is bulletproof, fireproof, and stands up to most slashing or stabbing attacks.
-Enough holy water to drown Satan.

Weaknesses/Limits/Drawbacks: Marshall is just a normal man without his weaponry and magic. If you put a bullet in him, he dies, and if you blow him up, he's screwed. Also, magic can be absorbed by the chemical makeup of many plastics, meaning that, in theory, you can defeat Marshall's magic with Legos if you wanted to (Marshall has yet to figure out how Hellfire cannot melt plastic).

Other:
Spoiler:
 



Forgive the pseudo old west showdown I'm putting on her with Marshall and the Broker. I watch too much Supernatural.

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PostSubject: Re: Cast of the Megaverse   Fri 24 Jan 2014, 12:28 pm

Name: Earth 666
Genre: Fantasy
Description: So Earth 666 looks almost identical to the modern Earth we live on today. All of the countries and leaders are identical, and cities are more or less identical. Earth 666 is different in the fact that it is inhabited by supernatural creatures. Now the main species is still humans, but mythological or folkloric creatures like Vampires and werewolves live in secret in this world. Demons prowl the street corners, hunting for souls, and gorgons watch from the sewers as their prey slithers by. The monsters have had great luck at keeping themselves secret, however, using things like tabloid magazines to make people think that they’re just myths, when in reality they’re very, very real. If we travel to Earth 666, we will end up in the city of New Orleans, the capital city of the Hunters (but also of the vampires). Hunters, you see, are the only thing that has kept the monsters in the dark. They hunt down murderous monsters and kill them to protect Earth’s inhabitants from becoming prey. There are thousands of hunters, and each have their own techniques.

Species: So there are hundreds of different magical creatures that live on Earth 666, though the two most prominent (at least in the US) are vampires and werewolves.

Vampires are like your classic folkloric vampires. They are pale creatures that sleep in coffins during the day and prowl at night. They are immune to normal weapons and possess supernatural strength and speed. Vampires have to drink blood once every few days to sustain themselves, but the blood of the animal is irrelevant. Many are vegetarian vampires who suck the blood from cows instead of humans. The vampires have all of the classic weaknesses and strengths. Sunlight weakens them but does not burn them, and at night they can shapeshift into a wolf, bat, or fog. Vampires can be wounded by a wooden stake to the heart, the claws of a werewolf, holy water, silver, fire, and decapitation. They can be repelled by religious symbols, and cannot cross a line of salt, running water, or communion hosts. If a white rose is placed on a vampire’s coffin, then they become unable to leave it. Vampires in this world are formed in gang-like colonies in major cities. Each colony is lead by a vampire lord, and the vampire lords are all indebted to the head vampire of America, Dracula himself, who resides in an old mansion in New Orleans. Vampires are most common on the east and west coasts.

Werewolves are also the classic folkloric form. They can turn into their wolfish form when either angered, threatened, or on the night of a full moon. Once a werewolf transforms, it gains an animal-like sense of bloodlust and becomes highly aggressive. Werewolves have super strength, speed, and durability just like vampires, but they are stronger and slower. A normal werewolf could easily kill a vampire with his strength. Werewolves can be wounded by silver and vampire fangs, and they are repelled by wolfsbane. Injecting a werewolf with wolfsbane serum prevents them from transforming for 24 hours. Werewolves live in packs, each one with an Alpha Wolf as the leader. They have no chief alpha, though a few packs have begun to swallow up others and become extremely large. Werewolves live mostly in the Rocky Mountains and the midwest, as well as the Southwest. They are beginning to move into Canada as well.

It is becoming quite obvious to many that the Vampires and Werewolves are increasing in number in a sort of arms race. Small skirmishes have began to break out in Eastern California and the Appalachians between the two, and many believe that civil war is at hand. The vampires have superior numbers, but the werewolves are stronger with better terrain. The Hunters have begun to work with a few other types of monsters to combat the growing sizes of both species and to try and work to keep peace between them.

Other:

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