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ReformBlade
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Posting this so it's less cluttered of a topic that was in development. I fully expect things to change as time moves forward, but... you get the picture. This is the sign up topic, for real this time. I will give you the basic information on stats, leveling, skills, classes, equipment, the story, and how to create a character here.

Stats and leveling

You've got 6 primary stats to work with, most are self explanatory but you always get that one person...

Power: Determines your damage output and effectiveness with Skills and Melee Attacks. (Ratios vary)

Defense: Determines your ability to take a hit from any attack. (1 to 1 ratio for reduction)

Accuracy: Determines your chance to hit. If it's above or equal to an opponent's Evasion, you hit . If it's below, divide your Accuracy by their Evasion, that's your hit chance. Example: 5 Accuracy vs 4 Evasion is always going to hit, but 4 Accuracy vs 5 Evasion will only have an 80% chance to hit. Simple, yes? Good.

Speed: Determines your chance to avoid attacks and most skills, as well as turn order.

Wit: Grants extra APR (Action Point Recovery, 3 points gives 1 APR.)

Stamina: Grants extra HP (2 HP per point) and APB (Action Point Base, every 4 points of Stamina grants 1 APB)

Action Points: Determines how many actions you can take in a single turn. Base and Recovery vary with class and how much stamina and/or wit the character has.

LEVELS: Same as any other game out there really, just get enough points and you can LEVEL UP, giving you 3 stat points to distribute as you see fit, with no more than 2 into one single stat at a time. In addition to stat points, your character may be granted an Elemental Skill dependent on level, as well as a General Skill.

LEVELING: Every 50 XP you gain, you gain a level. These points come from attacking fresh enemies, killing enemies, completing missions and completing objectives during those missions, characters staying in character (at my discretion, do note that I will never subtract points for a character acting out of character though. Humans are weird and unpredictable~! And who knows, maybe I'll reward some out of character actions?), and for supporting in any fashion such as healing or reviving etc.

Starting characters get their classes base stats and then they get an additional 15 points to do with as they please, adding to POW, DEF, ACC, SPD, WIT, STA, but they cannot add more than 4 points to any one stat. Starting characters may also start with 1 Elemental Skill or General Skill. Note: If a character starts with a general skill, they will forego an elemental skill until level 5, and if you choose an elemental skill at level 1, you will not get a general skill until level 3. More on this in the Skills section.



Classes and respective equipment

HARBINGERS: Beings with the ability to harness newly discovered powers for potent effects. Most known Harbingers are heavily guarded and watched since their discovery, mostly because people don't understand just how they're able to wield their skills so wildly.

Specialty: Can charge up elemental skills with double the AP cost to increase power and effect (Varies on the skill).

Weapons Disks, Retractable Blades, Raywhips

Disks: Deals damage at a .5 Power ratio, can hit from the back row.
Retractable blade: Deals damage at a .5 Power Ratio, the first Basic Attack against an enemy is tripled from this weapon.
Raywhips: Deals damage at a .5 Power Ratio, has a 10% chance of disabling enemy's ability to use basic attacks next turn.

Equipment: Armguards/Gloves (Can come with 1 of 3 special passives or actives, as well as add to either Power and/or Wit)

Adapt: Resist 30% damage from elemental skills based on the last element to hit you. (applied after defenses)
Focus: If only 1 elemental skill was used by you this turn, it has a much greater effect (25% more damage/healing, calculated after resolution, rounded down).
Reflect: Can reflect 1 single Elemental skill at an enemy, returning the raw damage back at them. For clarification, the user may choose when to activate this at any time, but it may only be used once every 2 turns, also the user must be the single target of the Elemental Skill in order to reflect it, they cannot reflect Area of Effect Elemental Skills.

Base Stats

APB:10
APR:2

HP :20
POW:2
DEF:0
ACC:0
SPD:2
WIT:1
STA:0



ENHANCED: Humans that have grown extraordinarily strong and sturdy due to genetic engineering. Similar to Harbingers, they are under watch due to the 'superiority' that their strengths offer, though not nearly as close. It's more of a precaution.

Specialty: Good melee damage and superior movement to all other player classes. Counts as a heavy unit.

Weapons: 1Handers, 2Handers, Barriers (Note: There's a lot of variety in terms of flavor possibilities here, obviously, but I feel the need to explicitly point it out that 1Hander simply refers to something that is used in one hand, like a club, a tonfa, shockstick, etc, same thing for 2Handers, but Barriers are physical things that are equipped, something akin to a buckler, either shown as physical metal or even something light based.)

1H: .8 Power Ratio, this ratio is increased by an additional .2 ratio for every consecutive attack for the user in a single turn.
2H: 1.2 Power Ratio, can strike an extra enemy in the same row.
Barriers: 1 Power Ratio, increased Defense based on number of times you attacked until next player turn.

Equipment: Legguards/Boots (Can come with 1 of 3 specials, as well as add to either Defense and/or Stamina)

Jump: Able to change rows once a turn without losing any AP.
Steadfast: 1 in 8 chance to ignore a debuff/secondary effect (to be designated at my whim) outright.
Brace: End your turn and defend against some incoming damage (20% extra damage reduction after calculations. Can focus all AoE damage onto you once every 2 turns)

Base Stats

APB:4
APR:6

HP :32
POW:1
DEF:2
ACC:0
SPD:0
WIT:1
STA:1



ARBITER: Specialists who excel at debilitating their opponents with their skill and accuracy with any gun. They seem to have not gotten the best end of the genetic phenomenon, but they take pride in overcoming their new found adversity.

Specialty: Ability to tear down an opponents defenses or other stats with precise shots (reduce by 25%, rounding it in favor of the enemy for clarity's sake). Active ability, costs 2 AP, deals whatever your gun's damage is, enemies may only be hit by this once (if they have it and are hit with it again, nothing happens. If they're hit with a different stat reduction, the latest one will override the previous one. Effects are immediate).

Weapons: Ray Guns, Rapid Guns, Power Guns. All guns can hit the front row from the back row. (Specialty for guns: They can be counted as melee if the user is in the front row, takes no ammo but only hits once for .5 Power. Also, if you reload, you cannot shoot until the start of your next turn, though you can melee if you really want.)

Ray Guns: .75 Power ratio, holds 6 shots, costs 1 AP to reload.
Rapid Guns: .5 Power Ratio, shoots twice per attack command, holds 15 shots, picks a random target in the front row for each attack, 3 AP to reload
Power Guns: 1 Power Ratio, can pierce through to the back row, hitting 2 total targets, second hit has -4 accuracy. 3 shots per Clip, takes 3 AP to reload.

Equipment: Eyewear (Can come with 1 of 3 specials, as well as add to either Accuracy and/or Evasion.)

Double Up: Instead of one stat being affected, Arbiters can now choose to lower Power and Defense, Accuracy and Evasion, or Wit and Stamina.
Armsmaster: Increase gun damage by 10% after damage resolution.
Timed Shot: Able to shoot past the enemy's front row, once every 2 turns. (this applies to all attacks/Arbiter specific skills from the user.)

Base Stats

APB:6
APR:4

HP :26
POW:0
DEF:1
ACC:2
SPD:0
WIT:2
STA:0



Skills, elements, etc

SKILLS: Characters can start off with one first tier Elemental Skill or one General Skill upon creation. The more you level up, the more skills you can get down the line.

Limitations: You may only take one skill from one tier, only 4 Elemental Skills and only 3 General Skills. You start with one Elemental skill at start, and you gain 1 General skill every 2 levels, and one Elemental skill every 3 levels. Note: You may also take 4 General Skills and 3 Elemental Skills instead, if you choose to start with a General Skill.

You may use as many skills as your AP allows in a single turn, but you cannot use the same skill more than once in a single turn unless otherwise noted.

NOTE: The tier of the spell (1 2 3 4) also denotes its AP cost)


FIRE

Tier 1. Fireball (single target,) .9 Power ratio, hits a single target. Powered up it deals damage at a 125% power ratio and hits a whole row. Can be used twice. Can hit the front row from the back row, can hit the back row from the front row.

Tier 2. Lava Lash (AoE) 1 Power Ratio, hits the front row. Powered up, it hits an entire group. User receives 1/3 (rounded up) of their Power in non-deductible damage.

Tier 3. Eruption (Single Target) Renders an enemy in either row unable to act until next turn, dealing 75% Power damage. Powered up, this effect spreads to an entire row. This move can only be used once every 2 turns. Only the damage component takes effect on Heavy units.

Tier 4. Heat Ray (AoE) Hits the front row 150% Power Ratio. Powered up it hits all front row units twice (must roll for all hits).



WATER

Tier1. Ice Armor (Buff) 50% Power ratio converted to defense for the target. Powered up it's a 100% Power ratio. Can be detonated, hits one target. Power ratio applies for the defense and the damage. Cannot Apply and Detonate in the same turn.

Tier 2. Chill (Debuff) Increase all AP costs by 1 for an single enemy. Powered up it reduces that enemy's AP recovery by half. Lasts for 2 turns.

Tier 3. Soothe (Heal) Heals a single target with a 15 + 75% Power ration. Powered up it also reduces incoming damage to the target by 20% for 2 turns, calculated after damage resolution.

Tier 4. Crystal Wave (Single Target) Freezes an opponent, with a 1 in 10 chance of disabling their ability to act and they suffer 80% Power damage at the beginning of their turn for 2 turns (the damage component will always take effect if the move lands at all). Powered up, the effect lasts for 3 turns and has a 1 in 5 chance of working. This move can only be used once every 3 turns.



EARTH

Tier 1. Poison Dart (Single target) Deals 50% Power upfront, and then it deals 10% of the target's HP per turn for 3 turns. Powered up, the 10% goes up to 20% (Has an all around reduced effect on designated enemies).

Tier 2. Vine (Debuff) Plants a vine on/near an enemy that adds an additional hit at 10% of the caster's Power (rounded up, will always deal at least 1 damage) to all Basic Attacks from one source. Powered up, the Vine will hit twice per Basic Attack, must roll the User's accuracy every hit. They last for 2 turns.

Tier 3. Regrowth (Heal) Heals for 10 + 30% of user's power to their group. Powered up, the percent ratio doubles.

Tier 4. Drain (Debuff) Target's Speed is reduced by 5 for 2 turns, there is a 1 in 10 chance to gain half of the target's group's APB. If powered up, there is a 100% Power Ratio damage component and a 50% Power self-healing component.



WIND

Tier 1. Push/Pull (Single target). Moves a non-heavy target to front or back row. Powered up it can move heavy targets.

Tier 2. Chain Lightning (Deals damage to one target then bounces to another target at decreased damage up to 4 targets, can't hit the same target twice in one use. Target chosen at random among a single group)). .7 Power Ratio, reduced by .1 for each bounce beyond the first hit. Powered up it starts at 1 Power.

Tier 3. Energize (Buff) Allow the next basic attack from a single Ally to restore AP equal to 1/4th of the damage dealt. Powered up, allows the next 2 attacks to do so.

Tier 4. Jolt (single target) Launch 10 bolts at an enemy at - 5 accuracy, each dealing 40% Power ratio damage. For each bolt that hits, the enemy has 1 less Speed. Powered up, the enemy loses double the amount in Speed, and 1 accuracy loss per bolt, both effects last for 2 turns.



LIGHT

Tier 1. Flare Burst (Debuff) Reduce accuracy by 50% power. Powered up, the effect is increased to 75% Power

Tier 2. Ignite (Debuff) Target receives 20% more damage (added after resolution). Powered up it's 30%. Effect lasts until the target is hit.

Tier 3. Decoy (single target) creates a duplicate of the user that cannot attack or use skills and shares the defensive statistics of the user. Powered up, 2 decoys appear.

Tier 4. Mirror (Debuff) Mask one row from being targeted for 2 turns. Powered up, it lasts for 3 turns. Can only be used once every 3 turns. Note: If there are no more targets left, mirror does not take effect. Also any AoE effects that would normally hit those affected by Mirror will be hit.



General

Knowledge: Reduce all non first tier Elemental skill AP consumption by 1 (does not include powering up costs).

Brawler: A 1 in 8 chance of getting an additional attack for melee weapons (Procs off of hitting with basic attacks). This is optional, and can only occur twice on one user in one round if you choose this skill, for clarification.

Precision: Grants a chance to deal extra damage based on level with basic attacks (1 in 20 chance, damage is 1.5 times your level rounded up.)

Emergency Aid: Heal yourself or an ally. Self healing is 6 plus 2 x level of user, ally healing is 6 plus level of user. Costs 4 AP

Jump Start: Revive an ally at 1 HP. Costs 4 AP.

Antidote: Erase all buffs on one enemy (Must roll for accuracy) or erase all debuffs on yourself or ally, costs 4 AP.

Grenade: toss a grenade dealing 75% Power damage to the front row, reduces Defense by 25% (does not stack with Arbiter's ability) for 1 turn. Costs 3 AP. Can only hold 3 per Battle.



General Rules

NEW: The combat system has been completely re-hauled, I'm no longer using a grid system. It's just going to be Front and Back rows for enemies and allies. What does this mean? A lot of things. Time to note how this game has changed.

Only the front row may be targeted unless otherwise stated. If all front row members are downed, back row becomes the front row.

AP works differently now, or at least the base and recovery aspects have. Allies and enemies are allowed into groups of 3, must have at least 1 person in the Front row, and all AP bases and AP recovery stats are pooled together. EXAMPLE: 1 Enhanced, 1 Harbinger and 1 Arbiter join in a group. That group (we're assuming only the base stats here for example) has 4 + 10 + 6 (or 20) APBase, and 6 + 2 + 4 (or 12) APRecovery per turn. Any single character can use any amount of AP allotted to the team, so choose carefully. If a character is dead at the beginning of their phase (let's say little timmy suffered from a case of bullet to the face last turn and wasn't revived, I'm talking about the whole player team's next phase, just so we're clear), that character's AP Base is subtracted from his/her/its current team and he/she/it does not give his/her/its AP regen until he/she/it is up up again before the beginning of the next player phase (Though the base is immediately added if revived).

Your group can hold up to 150% of their combined APB at one given time, this amount cannot be gone over by any means.

All basic attacks cost 2 AP. In addition, melee attacks can only be used from the front row.

Flow of Combat: At the beginning of every turn, all characters (ally and enemy) roll a D20, and then add their Speed stat to that number. Highest numbers go first.

Flow of RP: Yes, there will be flows to this as well. When not in a designated Active Zone, characters are entirely free to do whatever, which usually involves exploring a city or non hostile area at their leisure (Having every amount of sex at a club, getting drunk, visiting someone, eating, sleeping, R&R at its finest). In an Active Zone, characters may have to explore their surroundings more in depth. Espionage, awareness, perhaps laying out ambushes, I'm hoping to have players actively participate in how battles can be overcome before they even start, or even allow the players to avoid battles entirely if done correctly. This can be rewarded via equipment and Experience points for those involved, and while what to do may not be entirely obvious, there will be no Sudden Death to RPers via this system. But hey, if a character ignores warnings, there could be consequences. I mean how were they supposed to know that barrel with 'EXPLOSIVES' written on it was going to explode next to that fire?



Story and some informtation

By the year 25XX, humanity perfects efficient space travel and devotes tons of resources into doing just that, and with the earlier discovery of a perfect nuclear energy source, Hyperion, we decided to put all our eggs into one basket and go explore the vastness of space.

After 3 centuries of literally exploring as far as they deemed safe, the funding was cut for any more research or discovery projects, and humanity basically came to the conclusion that if there's any sentient life out there, it's far away from any of us, or... it simply didn't exist outside of us. The colonies centered themselves around Earth , orbiting slowly and ominously over their now all but abandoned planet.

Not much later from that there's a sudden organized attack that brought the colonies crashing down to Earth, all but one of them. Panic, destruction, death, and then the Hyperion reactors breaking and poisoning the very air that we breathe... humans seemed about to be wiped out on a planet that was completely and utterly ruined from all the battering crashes it suffered, and now with the toxic air polluting it, the few humans who survived all over the globe tried their hardest and went underground for as long as they could.

This proved miraculously successful, however relative a term that'd be, but even those that survived noted that there were changes happening around them, in their own bodies. Mutations, and more notably the strange power over energy and elements all around them. Fire, water, Air, the ground beneath them, even the light all around them could be bent to their will. So, humanity simply spent their time down below, not sure what these powers would signify.

It isn't until 4 more centuries later that 'humans' came out to the surface, eager to see how much had changed, and to their surprise, there actually was life on the surface, though it was dangerous all the same. However, with their new found powers and their advances in technology that they had managed to keep alive to this day, the threats, as we would see them, were manageable. And so, humanity repopulated their planet, after a near millennium away from its surface...

It's the year 36XX, life is harsh but livable due to the technological advances, water is now a scarce resource due to the rising heat of the sun beating down on them even harder. Cities are safe zones, anywhere else is certain death unless you've got proper protection out there. Many people devote themselves to practicing how to utilize their powers, sometimes even escalating it to a sort of sport. While not officially sanctioned (since it's seen as somewhat wasteful by many) it's perfectly legal when in a safe zone. Of course, some cops are looking for any reason to throw people into jail for things these days, with how on edge people are from the sudden and rampant attacks lately from an unknown source. Robotic things seem to be crashing down on the planet, somehow surviving the impact and they seem to be hellbent on attacking the nearest thing that isn't themselves. While not invincible, it's frowned upon to ever openly engage these things on the outside, due to the deadly heat and the lack of civilization and safety all around.

ELABORATION

The current state of Earth is as follows: Slowly dying, water rapidly depleting due to being closer to the sun (20% of all oceans are depleted), the sun heats the place up to hell and back. Despite all this, humanity has managed to make the unlivable livable. Via technological advances, they're able to stave off the scorching sun's rays, also in small part to the Hyperion's poisoning altering their genetic makeup and allowing them to adapt to the heat very quickly relatively. That being said, water is still becoming a very very sought after item, for living and as a bartering tool.

Ice and water manipulation as well as conjuration are extremely sought after skills for just about any line of business, as such, anyone with these abhilities is seen as extremely valuable to society, and for the less humane, a very valuable commodity. Sadly, the city of Arcalon drafts such people for use of their abilities, in addition to bolstering their border defenses from Wanderers. The overuse of any elemental ability can potentially kill a person, so people caught in this situation generally don't last very long. Using such manipulation takes a lot out of a person, and it normally requires a high amount of re hydration and calories for the person to burn off.

Water itself has to be transported to every major city via massive underground leylines connecting to said cities. With only 3 major cities, there isn't too much complication, however with the Earth ruined and cratering in spots directly between the cities, some of the Leylines are exposed to the sun's destructive heat. As such, there needs to be special modifications made at each and every spot this occurs, and it seems that every 90 days there is a report of massive reptilian creatures attempting to destroy the Leylines presumably for the water it holds. The motivations of the creature aren't 100% accurate but at the same time it's irrelevant. Protecting the transport of something as valuable as water is of the utmost importance.

THE CITIES

Arcalon: Heavily caste-based, rather self explanatory. Rich do what they want for the most part, the poor struggle. However, it should be noted that there isn't a complete hatred on either side, it's a relative term to say there's "Rich and poor people". Everyone struggles, some struggle less than others.

Genecus: A heavily industrialized city that revels in optimizing technology, thus the constant state of repair it's under. The people who live and work there enjoy the thrill of learning each day, as such they are a very close-knit community.

Pulcres: A city that devotes most of its resources to developing space travel, though being so close to the sun has rendered many attempts as incredibly hazardous. Despite this, the citizens devour resources that are found like nobody's business, even from other cities. Heavily frowned upon, outsiders have grown to associate the city with the Tower of Babel in lieu of its pursuits. Not to mention the amount of sabotage from within the city's walls tends to shake their resolve. All in all, it's a very dangerous place to live, but those who can make it in Pulcres can make it anywhere.

GENERAL KNOWLEDGE: Sports are still a pass time, internet exists, TV, all that good convenient entertainment. Science made leaps and bounds in technological advances before the impact, it's all been retained and can be replicated with some big exceptions. Transportation has been severely limited due to heat problems (for the outside world). Police force seems to have merged with the military, though only until very recently military was just a rather fancy title for "I'm better than you and have documentation to prove it." Now that the military has been called upon to act, the sheer lack of practice and other focuses through the years has dulled their abilities down. Their biggest advantage is weaponry, but it's one hell of an advantage still.

The surface is covered in crashed colonies friggin everywhere. Debris, metal, perhaps even Hyperion reserves, but for the most part, the unpredictable terrain and possible inhabitants, human or otherwise, make it dangerous to even try to traverse. Naturally, you must explore this, haha.

Very little is known of the Old world (anything pre 25XX), mostly due to a lot of the death and destruction caused by humanity's ancestors. This is not to say no one can know about the Old World, but that information is scarce. Some records on hand may not be entirely reliable as it's only a part of a whole.

A person can have many elements at their control, but scientists still tilt their heads at how exactly it works as it seems each and every person has a different way and method of manifesting the same thing.



Signup Template


Name:

Age:

Gender:

Class, Level:

Stats and Skills:

HP :
APB:
APR:

POW:
DEF:
ACC:
SPD:
WIT:
STA:

Tier 1:

Tier 2:

Tier 3:

Tier 4:

General 1:

General 2:

General 3:

General 4:

Equipment (Weapon/Other):

*Appearance, Mutation (if applicable):

Personality:

Backstory (optional):



*: I'm leaving this up for you guys to have fun with within reason. I'm also willing to allow extremely minor stat boosts or alterations from this but they can and will only be allowed if I say so. No wiggle room on this one. Also, Mutations must all be physically bound, no telekinetics, no mind powers, no future sight or any of that crap.



My initial character, as an example. Note: Characters must start level 1 at the moment, with the only equipment being their weapon. You can certainly flavor in some things, within reason, but that's all they're going to start with initially. I should also note that, regardless of where anyone is from, everyone is going to be starting in the same location (Arcalon city outer rim), or at least close enough that they're immediately relevant. Characters may or may not know exactly what's going on but I leave that to you guys to decide. For characters that do know what's going on, the group has been basically rounded/gathered up to go and fix a Leyline that's been damage, outside the city.

Name: Lorentz Arsonge

Age: 23

Gender: Male

Class, Level: Arbiter, level 1

Stats and skills:
APB:6 (+ 1)
APR:4 (+ 1)
HP :26 (+8)

POW:0 + 4
DEF:1
ACC:2 + 4
SPD:0 + 2
WIT:2 + 1
STA:0 + 4

Tier 1: Push/Pull
Tier 2:
Tier 3:
Tier 4:

General 1:
General 2:
General 3:

General 4:

Equipment: Raygun

Appearance: Looking a little older than he actually is with slightly graying hair and a weary look to his face that seems to be an automatic response to most situations, the man stands at 5 feet 8 inches, normally short brown hair (again, graying), wears a dark blue 'old timey' (fuck you, our modern day) military suit when on the job. He is physically fit, a slightly above average build given his occupation, though that may be entirely due to resources he's been given. The man's eyes radically change color depending on his mood, or so he says, but he's yet to really find out if there's anything to it beyond a silly party trick and a detriment to his oh so awesome poker face.

Job/Occupation/Hobbies: Engineer

Personality: Curious and slightly calculating, he's the kind of guy that you're never too sure of he's really deep or just acting like it. Chances are it's the latter since he does value practicality over fluff, but he knows how to enjoy life in some ways.

Backstory: Don't want to reveal TOO MUCH except wait there's not much to reveal. Elected to see a mission through due to a mysterious message on record, he's currently looking for special forces and oddities to help him track down certain resources.

Edited by ReformBlade
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Name: Baltar

Age: 33

Gender: Male


Class, Level: Arbiter, level 1


Stats and Skills:


HP: 26 (+4)

APB: 6

APR: 4 (+ 2)


POW: 0 +2

DEF: 1

ACC: 2 +3

SPD: 0 +4

WIT: 2 +4

STA: 0 +2


Tier 1: Flare Burst

Tier 2:

Tier 3:

Tier 4:


General 1:

General 2:

General 3:

General 4:


Equipment (Weapon/Other): Power Gun


Appearance:


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Personality: Rather sly but jovial. He's inclined to go along with something if he thinks it's interesting or will benefit him in the long run.


Occupation: Odd job person or something like that.
Edited by Shin
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Name: Dain

Age: 20

Gender: Male

Class, Level: Enhanced, level 1

Stats and Skills:

HP :32 (+8)

APB:4 (+1)
APR:6

POW:1 (+3)
DEF:2 (+2)
ACC:0 (+4)
SPD:0 (+2)
WIT:1
STA:1 (+4)

Tier 1: Poison Dart
Tier 2:
Tier 3:
Tier 4:
General 1:
General 2:
General 3:
General 4:

Equipment: 1H Sword

Appearance: Dain is about 5"9, with a muscular build. His hair is dark brown and wavy and he almost always has a cool and collected look on his face no matter the circumstance. He's been told his dark blue blue eyes reflect his personality quite well. He wears a light brown t-shirt accompanied by his black pants and favorite running shoes.

Personality: Dain is levelheaded and perhaps a bit cold towards others but that's because of his lack of interaction with what he calls "trustworthy people". On the off-chance he deems someone trustworthy he usually gets along with the person in question very well.

Backstory: When he was young he was sold off by his parents who believed he had water manipulation potential so that they could move up from being poor. He grew up in Arcalon, well fed and without a care in the world, until his "owner" learned that he manipulated earth instead of water and was thrown onto the street with little more than the clothes on his back. The luxury he had grownup in gave him the capabilities stay in the rich part of Arcalon; however he squandered his benefits and is currently somewhere between rich and poor and constantly looking for work.

Edited by Oersted
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Name: Gerrant

Age: 19

Gender: Male

Class, Level: Harbinger, 1

Stats and Skills:

HP : 20 (+6)
APB:10
APR: 2 (+1)

POW: 2 (+1)
DEF: 0 (+3)
ACC: 0 (+3)
SPD: 2 (+2)
WIT: 1 (+3)
STA: 0 (+3)


Tier 1: Ice Armor
Tier 2:
Tier 3:
Tier 4:

General 1:
General 2:
General 3:
General 4:

Equipment (Weapon/Other): Discs

Appearance: Gerrant stands at five foot seven inches and sports hazel hair with a surprisingly natural green streak zigzagging down the middle. He wears a hooded green jacket, which is usually unzipped but the hood is almost always up, over his black t-shirt and blue jeans. He suffers from partial heterochromia in both eyes, the two colors being green and blue.

Personality: Having somehow managed to live alone for some time he's accepted loneliness as a part of daily life and is also somewhat self-sufficient. He doesn't like to get close to people because of his treatment due to not only being a Harbinger, but also as a water manipulator; however that does not mean he's opposed to interaction with others.

Backstory: At the age of thirteen Gerrant was discovered to be able to manipulate water. Thankfully he lived in Pulcres when he was discovered although he was still taken from his family and placed under guard when he was discovered to be a Harbinger. During his time under guard he met another Harbinger who was determined on escaping from their more or less containment before they could be shipped to Arcalon and was roped in his plans. Eventually, during one of the many sabotages on the city, the other Harbinger and Gerrant put their plan into motion but during the escape the other Harbinger overused his abilities and was caught and Gerrant escaped alone. He doesn't know why but he was forced to the outskirts of Arcalon where others were when he tried to enter the city and was told to wait for further instructions.

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Name: Leona

Age: 22

Gender: Female

Class, Level: Enhanced Level 1

Stats and Skills:

HP : 32+6
APB: 4
APR: 6+1

POW: 1+3
DEF: 2+1
ACC: 0+4
SPD: 0+3
WIT: 1+2
STA: 1+2

Tier 1: Fireball

Tier 2:

Tier 3:

Tier 4:

General 1:

General 2:

General 3:

General 4:

Equipment (Weapon/Other): 2H Spear

Appearance: 5'9" with a thin but fairly muscular build and red hair styled in a short "boyish" haircut. Leona wears thin-rimmed glasses that do not detract from her icy blue eyes. She wears a sleeveless vest that is white in color, showing off her biceps when she isn't wearing her black, heat-retardant jacket. She coordinates white boots with her white vest, and prefers to wear dark pants.

Personality: Leona hates to admit how little she knows about the world. She has always wanted to travel, but does not know how. She claims to be a seeker of knowledge and truth, but she lacks the drive to venture out beyond the areas she knows. She may even be a little scared.

Backstory: Coming from a wealthy family and discovering her fire manipulation powers at a young age, Leona was encouraged to find a way to benefit society with it. She trained physically and mentally, while gaining an understanding of her powers, hoping to find some greater purpose for herself. When she reached the age of eighteen she left her parents and their money behind in order to make a living for herself and to follow her dreams. But despite her hopes of helping the world, she is stuck as a guard patrolling the border of Arcalon, constantly being taunted by a vast world she cannot yet explore.

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Name: Thomel

Age: 21

Gender: Male

Class, Level: Harbinger, 1

Stats and Skills:

HP : 20 (+8)
APB:10 (+1)
APR: 2

POW: 2 (+2)
DEF: 0 (+3)
ACC: 0 (+3)
SPD: 2 (+2)
WIT: 1 (+1)
STA: 0 (+4)


Tier 1:
Tier 2:
Tier 3:
Tier 4:

General 1: Emergency Aid
General 2:
General 3:
General 4:

Equipment (Weapon/Other): Retractable Blade

Appearance: 5'8" with a somewhat thin/somewhat muscular build and hazel hair that reaches to the base of his forehead. His green eyes seem to be on par with a cat's eyes due to all the time he spent under the cover of darkness. Considering that he is technically "poor" his clothes are actually rather nice; consisting of a tan duster coat, a half blue/half green long-sleeve shirt, and black pants. Not to mention his other set of clothes...

Personality: Completely defiant, he refuses to listen to anyone who hasn't given him a reason to listen to them when his life or stolen goods aren't on the line; however Harbingers have his utmost respect and are treated as if they were his family (within reason of course). When not refusing to listen to orders he's unusually serious and attentive to his surrounding and constantly looking over his shoulder as if expecting to see something there. He has a strong sense of self loathing due not (yet) having manipulative abilities like his family and blames himself for not being able to be with his family.

Backstory: Thomel grew up on the streets of Pulcres in constant fear of any sort of authority other than his father, who was the only one who could take care of him and his younger brother when their mother was taken away after being discovered to be a Harbinger. Eventually his father and brother were also found out to be a Harbingers and taken away from him leaving the at-the-time fifteen year old to fend for himself. Thomel immediately resorted to stealing from whoever and whatever he could find and quickly picked up first aid due to all the scuffles he got in while trying steal something. Eventually he was caught when actual guards were sent to capture him and he lived in prison for several years before being let go due to the prison not having enough resources to keep minor offenders like him behind bars. Although he wasn't completely free; they gave prisoners like him a mark on their arms so they could be identified as criminals until the marks would eventually wear away. Shortly after being released from prison he moved to Arcalon and went back to thievery although he actually managed to get and hold down a job. He tends to target guards more; perhaps as a way of revenge or maybe just for the thrill. Recently he's been hanging around the outer rim, when he's not working or stealing, where he sells the stolen goods to passer-byes and workers at seemingly low prices.

Edited by I Like Pi
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Name: Cleo Angel

Age: 28

Gender: Female

Class, Level: Arbiter, Level 1

Stats and Skills:

HP : 26+8
APB: 6+1
APR: 4+1

POW:0 +3
DEF:1+2
ACC:2+1
SPD:0+4
WIT:2+1
STA:0+4



Tier 1: Ice Armor

Tier 2:

Tier 3:

Tier 4:



General 1:

General 2:

General 3:

General 4:

Equipment (Weapon/Other): Ray Gun

*Appearance, Mutation (if applicable): Cleo stands at about 5 feet and 6 inches tall, with long wavy hair that actually has attained a navy blue colour due to mutation- she occasionally dyes her hair black to mask this. She also wears a trenchcoat- she switches between the colours beige and black. She also generally wears black pants, and her the t-shirt colour varies, although her general preferred colour is blue. She also has light blue eyes but that's not all- her thick eyebrows and eyelashes are the most prominent features on her face, her skin being of a wheatish colour. Her lips are pale purple and her body is of a healthy medium build.

Personality: Cleo is a polite, well-spoken person who can also be rash and inconsiderate at times when she needs to get things done at any cost. She's very determined at completing a task- but only if she sees the reward as worthy. She's believes in the philosophy of 'do or die' and believes if anything is done it should be done to the best of one's ability. As far as social interaction is concerned she's slightly more on the introverted side of things and prefers to learn more about things. She's some-what laid-back and jovial- she doesn't prefer the spotlight.

Backstory (optional): Cleo's parents figured out two things about Cleo at a very young age- she was very interested at learning new concepts, and she was also a water manipulator. Fearing that she'd be drafted by the Arcalon guards, they sent her at the age of 15 to Genecus, where her uncle looked after her education. She soon became a forensic scientist- and at the same time read on books related to recent studies of mutations and element bending. She made sure she wasn't caught as a water manipulator- she knew the consequences of it for her parents told her all the details before she left Arcalon. Now she's returned to Arcalon and is searching for requests- she now works as a private researcher/investigator.

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I do apologize, I recently had some computer troubles which culminated in the thing having to be sent back in to the damn manufacturer's and me not being a happy camper, the recent signups seems to be legit, they are approved.

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Took awhile to get everything in order, but should be worth it. Let me know if anything's off. At last, Firmia returns.

Name: Firmia Hughes
Age: 13
Gender: Female
Class, Level: Harbinger, Level 1
Stats and Skills:
HP:20
APB:10
APR:2
POW:2
DEF:0
ACC:0
SPD:2
WIT:1
STA:0
------
HP:20+2
APB:10
APR:2+1
POW:2+4
DEF:0
ACC:0+4
SPD:2+2
WIT:1+4
STA:0+1
Tier 1: Fireball
Tier 2:
Tier 3:
Tier 4:
General 1:
General 2:
General 3:
General 4:
Equipment: The G00-C02 prototype or 'Goo' as Firmia often calls it. It's an autonomous interractive device with some networking, scanning, interpreting, and archiving abilities placed inside of a heavily reinforced combat drone chassis. Goo's combat functions are very limited, but it functions as a disk type weapon and aside from Firmia's elemental powers, is her only means of defense.
Appearance, Mutation: (Hopefully I'll have a sprite or pic ready sometime). She's a short girl(about 5'2" to be exact) with long blue tinged hair. On most days it simply looks silver or white but under the right lighting, the blue tinge is more easily seen. Her eyes nearly match, being an extremely pale blue bordering on light gray. Her complexion is fair and she is usually found wearing one of two outfits, her formal attire, which takes inspiration from ancient school uniforms and is oddly old fashion, or her father's personal favorite, a customized ECL(environmental control layered) black duster worn over a simple shirt, shorts, and a pair of protective hiking boots.
Firmia has a mutation that has given her body two distinct traits different from normal humans. The first is that her skin, while aesthetically normal, even to the touch, is tightly bound together and to her body. Because of this, she cannot be easily cut and she doesn't bruise as easily either. This toughness acts as a direct aid and enabler for her second trait. Her skin itself can adhere to almost any surface that isn't covered in loose layers(such as loads of dust, etc). There are only two ways she knows of to reduce and eventually get rid of the adhesion effect, time or water. She can't voluntarily control this ability and so has yet to make practical use of it. It usually happens when she is startled or on the verge of panic, and so she has a habit of chasing down things she is knowingly afraid of from the safety of her home computer or Goo's holoscreen and conquering her fears one by one in her spare time. Still, this does almost nothing for jump scares.
Personality: Firmia has lived a mostly sheltered life in Genecus because her father wanted to protect her from interested third parties until she was old enough to handle herself. This has led to her general shyness and heightened proneness to being startled. She combats her condition by being as thoughtful and pragmatic as possible, but often dismisses myths immediately due to the uncertainty they bring. Her social skills aren't polished either and she will often break from a conversation to investigate something on the net and then hop right back in, being completely oblivious to how rude it might have been. She's very soft spoken and polite on the whole, but since she's never truly certain of much she hasn't fact checked and archived, she tends to make dozens of these checks every single day or simply ask Goo if it already has the information.
[spoiler=Backstory:]
Firmia is the daughter of a Stan Hughes, the CEO of a successful cybernetics company. She is one of the few in the family who do not have cybernetic enhancements of any kind. In fact, the only tech in her body is a vitals monitoring device the size of a grain of rice, and a tracking device the company or Stan can use at their leizure, which is even smaller than the monitering device. Firmia is a harbinger which is one of the main reasons behind her lack of enhancements. Stan was unconvinced that various enhancements wouldn't interfere with her still developing elemental abilities, but didn't want her augmented at such an early age regardless. Even now, the excuses remain the same, even though she has several notable handicaps as a result. One of the first world variety, is that without a neural interface, she must use voice commands or manual input with all of her devices, including Goo, while Stan can operate almost any device inside their home and his company's building with a mere thought.
Once she turned thirteen, Stan began to trust her a bit more to look after herself from time to time and no longer hovers so much. She was even allowed to travel between cities on occasion, but only with escorts or Stan himself accompanying her. usually there isn't much reason for anyone in Stan's family leaving Genecus at all, but for her, this isn't the case. She occasionally goes to visit her aunt, Candace, in Arcalon. She was responsible for Goo's initial construction. These visits were usually for upgrades or special maintenance, and the latter was the case this time around.

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I thought I had given an estimate on when this thing is gonna start, but either way that previous mind estimate is gonna have to be pushed back.

Since I was asked, I'll give a more up to date estimate. Since my computer went kaput on me, I've gotta recover a few things that I've deliberated over with other people, so I'm aiming for a late june start up, possibly start of july. Sorry for the inconvenience.

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  • 2 weeks later...

Awright folks, I'm gonna get an initial post up and running for this thing later today, I will have to fix a few things before any sort of combat goes down but it's literally just consultation with my HIDDEN COUNCIL before I hit the go button.

NOTE: Characters joining in will be with Lorentz ATM in the opening scene. You do not have to join in there, but do note that if you don't join in from the start there, you will not be in until the group goes back to a safezone.

Edited by ReformBlade
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