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Dimensional Clash IX [OOC]  XML
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astrogirl2000


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Joined: 04/28/2016 03:39:39
Messages: 11
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some Conspiracy theory

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Username: Astrogirl2000
Name: Maximilian Mori
Sex (if any): Male
Height: Varies from 4 inches to 4 feet. He can change his height if need be.
Weight: varies from less than an ounce to 96 pounds.
Description/picture: Usually doesn't have shadows, since spectrifelinus are fourth-dimensional creatures that light passes through. Had to shade the picture to make it look good, though.
Universe: Phobia
abilities: Can float, Can shrink and grow at will (to a degree, though.), can control water, if he doesn't eat he turns into his "starvation form"
Bio: Max was once someone else, but that person was absorbed by a dying spectrifelinus who refused to die. This got rid of both of their memories, turning them into one being, confused about everything they saw. He searched for the truth for a while until he found out about his race. He was a Spectrifelinus, and found out that no two spectrifelinus look the same in the slightest. He also found out that the Spectrifelinus came to this dimension simply to devour and drain the life out of everything, since they had destroyed most of their food sources in their dimension. He would not let them go any further, and devoted most of his life to saving creatures from these beings and trying to figure out ways to stop them from tormenting creatures, since they are psychovores and rely on memories to survive.
Alignment: Lawful neutral

This message was edited 1 time. Last update was at 09/12/2017 22:03:08


http://colorslive.com/author?id=239241 LOOKIT DAT I HEV DE ERT ECCOUNT LEL
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EropsToad


GalacticGod

Joined: 08/02/2009 04:12:46
Messages: 10763
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accepted!

Shiznasty


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Joined: 09/05/2017 01:53:39
Messages: 39
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Username: Shiznasty

Name: Sh'varoshk

Sex (if any): Male

Height (you can approximate): 5.8 ft, 7.8 ft long

Weight (you can approximate): 1,000 lbs

Description/Picture:

Universe: SporeWiki Fictionverse

Abilities: His natural abilities far exceed that of any known humans. As a dromaeosaurid creature, Sh'varoshk weighs a butt-ton - half a ton, to be exact. His weight is comprised of minimal body fat and more actual muscle - capable of giving out incredible force. At his top speed, Sh'varoshk can run at close to 23 miles per hour, fueled by a body naturally built for athleticism and taking town large prey. Combined with a half a foot long claw on both feet and powerful jumping muscles, Sh'varoshk is more than capable of taking on most enemies even without armor and weapons. In combat, Sh'varoshk wears standard-issue crusader armor, capable of taking impressive blows and allowing him to survive in more extreme environments, but is otherwise not necessarily anything special. In his armament, Sh'varoshk utilizes a personal energy rifle, a directed energy shield, and a plasma knife - the former and latter firing incredibly hot blasts of plasma, and the shield capable of deflecting and absorbing impressive hits before giving out and having to recharge. Sh'varoshk is also known for his considerable determination and the distance he keeps others at - his pure devotion to his god Kahva and his reverence of the Kavahsh giving him the willpower to push through any of his obstacles, at the cost of making him seem like a stuck up SPORE - which he really doesn't actually intend to do.

Bio:
Like most, if not all, Kershar-dv'An in existence, Sh'varoshk was born in the Wayfarer Fleet in AD 2767. He was one in a clutch of 3 siblings, his parents happening to be dedicated members of the K'hinshar Kavasha, known in English as the Knights of the Home Sands, or most commonly, crusaders. Likewise, Sh'varoshk was raised in the order alongside his siblings, meant to be a holy warrior that answers to Kahva and His priests. His childhood was characterized by a somewhat more extreme interpretation of the Kavash, intentional on the parts of his parents and the priesthood to make a powerful defender of the church should it ever be threatened. As Sh'varoshk grew older, he began to mellow out and adopt his own interpretation of the Kavash - that the worship of Kahva was best done through His compassion, and the best way to represent Kahva's compassion was to help the poor, needy, and generally anyone that needed help as well. Sh'varoshk would be thrown into the universe of the Dimensional Clash in his early 50s as an adult, thrown into a dimensional rift and left to die. Sh'varoshk would interpret this as a test directly from Kahva himself, meant to test his abilities as a proper warrior in His name. And, to Sh'varoshk, this would mean embracing the most terrifying part of His worship - His wrath, and Sh'varoshk knew that he was to spread it among those that threatened the innocent among the new universes he would visit.

Alignment: Chaotic Good

Link: OC

This message was edited 2 times. Last update was at 09/16/2017 23:51:14


Shiznasty


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Joined: 09/05/2017 01:53:39
Messages: 39
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Username: Shiznasty

Name: Occir'oh Pcisor'ka

Sex (if any): Male

Height (you can approximate): 6' 5"

Weight (you can approximate): 210 lbs

Description/Picture:





Universe: SporeWiki Fictionverse, Cyrannus Galaxy

Abilities:

Pcisor'ka is, first and foremost, an absolute master in the arts of gun combat. While proficient in hand to hand combat and using melee weapons of any sort - Pcisor'ka seems to have the innate ability to seemingly know any gun he finds his hands upon. This has resulted in a varied armament in his missions, and the Talantar has a section dedicated entirely to containing his weapons and armor for any mission. Pcisor'ka, due to his career as a Rogue, understands how weapons work extremely well, having disassembled and reassembled and even making several weapons in the past. Pcisor'ka is also an experienced tracker - and when combined with his armor and training, can stalk a person for days, if not weeks, before killing them. Pcisor'ka's armor is equipped with on board life support, a limited shield generator, and limb actuators to allow extreme movement when combined with his artificial limbs. Pcisor'ka is also an experienced pilot as well - the Talantar having taken out multiple targets in the past. The visual systems of his armor are also capable of detecting infrared, UV, several types of cloaking systems, night vision, and can be used to track by using several on board instruments to check for footprints, evidence of previous activity, and even scent.
In terms of abilities, his cybernetic enhancements make him less dependent on air, although he still needs it to live. His weight makes sure that swimming is rather hard for him - having none of the physical evolutions normal Vogrik have that make them suited for water. Pcisor'ka is extremely athletic as well, and his cybernetic limbs allow for extra strength and extremely impressive acrobatics. Pcisor'ka almost always has at least 2 high explosive plasma grenades and a vibroblade on his person at all times, never trusting his weapons outside of his grasp. In combat, Pcisor'ka makes use of a wide array of weapons - rockets, lasers, kinetic weapons, ion-based weapons, and all else in between. He almost always carries a basic engineering kit with him into battle to give adequate buffs to any weapon he picks up along the way, as well to fix his armor and weapons whenever they jam. His armor also has multiple storage sections whenever they're needed - and he uses these sections to carry at least 2 small, compact, MREs and water. Due to all of these additions and abilities, Pcisor'ka is an extremely formidable person in battle - and whenever one does not manage to lose him, they will always find themselves at the end of his gun only mere days after they supposedly lost him.

Notably, due to his training under Moranonùngur, Pcisor'ka has displayed usage over Valin. He has slight telekinetic powers, and uses his telekinesis to augment his speed and combat skills.

Bio:

To most, the details of Pcisor'ka's birth is unkown. To those that do know his history, however, know that he was born on the planet 3442 Crimagunda D, a cold desert planet on the frontier of Directorate control, in 2776. His early childhood is unknown, however, what is known is that Pcisor'ka was historically a tough kid and participated in crime at a rather young age. How he became a member of the Rogues is generally unknown, but many sources suggest that the eldest of his clutch got tired of his attitude and sent him to become part of the Directorate's army at 16 years old. Pcisor'ka eventually distinguished himself during his training and service, and eventually entered the training to become a Rogue. During his Rogue training it became more and more known that his skill with weapons was something almost supernatural - even weapons that had completely alien functioning became like mush in his hands. Because of this, it was decided by his superiors that engineer training would prove very effective for him - if he was capable of building his own personal weapons and repairing whatever he came across, his effectiveness in the field would be raised considerably. Towards the end of his training, it became clear that he had a lack of loyalty for the Directorate - although the send-off deadline was too close to reschedule.
Eventually, he was shipped off to the world of Antemurale to spy upon the Galactic Empire of Cyrannus. He was cut off practically completely from external support, having to learn how to master the environment and avoid the Imperials during his tenure there. Due to his Rogue training, the hostile wildlife proved easier (although still difficult) to subdue and avoid, and Pcisor'ka eventually began to set up a small array of equipment to intercept and collect the signals being sent to and from Antemurale, and sending them to the Directorate for analysis and storage. Eventually, to pass the time, Pcisor'ka began to listen to the Empire's news and propaganda through his equipment. Unfortunately, the signals proved to be very convincing and manipulative, and Pcisor'ka began to doubt his allegiance and purpose in the Directorate. However, unknown to him, the leader of the Imperial Inquisition was spying on Pcisor'ka for quite some time during his stay on Antemurale.
When Moranonúngur revealed himself, he was originally attacked (or at least, Pcisor'ka attempted to attack) Moranonúngur in reaction. During the brief fight, Pcisor'ka revealed to Moranonúngur more abilities and knowledge of the wild - using dead corpses and loud sounds to attract the wildlife to attack Moranonúngur, all the while attempting to make himself less visible by using the mud of Antemurale. This would further impress the Phaedra - after the scuttle ended (from Moranonúngur getting the jump on Pcisor'ka a second time), the Imperial Inquisitor would offer the Vogrik Rogue a place as an Inquisitor. Pcisor'ka, after some thought, accepted, and destroyed his equipment to end his connection with the Directorate. Afterwards, Pcisor'ka became a full-fledged member of the Inquisition, and works closely with the Phaedric Order. He eventually came under Moranonúngur's tutelage, becoming his right hand man and one of the Inquisition's more destructive assets.

Like his origins, it is unknown how he ever got into the DCIX universe. All that is known is that he is clearly there against his will, and he is willing to do whatever he needs to do to come back to the Inquisition.

Alignment: Lawful Neutral

Link: http://spore.wikia.com/wiki/Fiction:Occir%27oh_Pcisor%27ka

This message was edited 2 times. Last update was at 09/16/2017 23:51:38


AetheticMonkey


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Joined: 06/06/2017 05:04:25
Messages: 80
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Username: AetheticMonkey

Name: SLY MARBO

Sex (if any): MAN

Height (you can approximate): 7'1

Weight (you can approximate): 380

Description/Picture:

Universe: Warhammer

Abilities: Marbo's characteristic weapon is the ripper pistol, a weapon firing toxic, armour-piercing rounds. For a melee weapon he carries the Envenomed Blade, a unique Catachan knife, the blade of which is coated in deadly venom.

Bio: As a Catachan native, the jungle is his element, and he is capable of taking on entire enemy forces through his innate skill at jungle and guerrilla warfare. He strikes from seemingly nowhere and disappears back into the dense jungle. He is famous for his excellent sniping skills and is considered to be one of the deadliest Humans in existence. It is not known whether or not the "Sly" part of his name is an earned name as per Catachan tradition, or a given one. [1][3a]
Mysterious and aloof, little is known about Marbo's origins and most of what is said remains speculation. His fellow Jungle Fighters compare him to that of a small Ork size-wise, his sheer bulk almost inhuman, with two dead, white eyes that are both cold and distant, unfocused and lethal.

It is said that he was one of ten brothers inducted into the Catchan XII Regiment during fighting against Waaagh! Urgok on Ryza, where they were all killed. However, tales of a Guardsman returning two weeks later with the head of the Warboss began to surface. Since then, the myth of Private Marbo has become legendary. On Pardus, it is said that he destroyed an enemy armored convoy by booby-trapping an entire ravine while on Bask's World he captured a command post single-handed, slaying the alien leader and all of its tentacled bodyguards. It is said that during the Octavius War Marbo hunted Lictors for sport. Marbo has a collection of medals that would rival a Warmaster, having been awarded the Star of Terra multiple times for his legendary exploits.

Both inside and outside of battle Guardsman Marbo is a loner. He has a hard time sympathizing with others, feeling nothing for the suffering of the common people of the Imperium. He prefers to work alone, seeing fellow troopers helping out as needless at best, a liability at worst. He instead sticks to the darkness at all times, even when he is receiving orders from friendly forces. He is utterly silent and acknowledges orders with but a slight nod before vanishing once more to find the enemy. Marbo is a patient hunter, and will wait in an ambush position for as long as it takes. He is the master of blending into his surroundings and covering any trace of his whereabouts. His fellow Jungle Fighters are well aware of this fact, knowing that if Sly Marbo does not want to be seen or heard, he isn't— sometimes not even by those of who know he’s around.

Alignment: Neutral Good

Link: http://wh40k.lexicanum.com/wiki/Sly_Marbo
frogies


Multicellular

Joined: 05/06/2016 14:48:46
Messages: 280
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Username: Frogies

Name: Seija Kijin

Sex (if any): Female

Height (you can approximate): 167 cm

Weight (you can approximate): 60 kg

Description/Picture:


Universe: Touhou Project

Abilities: Seija is able to turn over anything into its opposite existence. As her Spell Cards rotate the screen horizontally, vertically and 180 degrees angle around.

In addition to this ability, Seija has a number of useful tools to cheat her way through fights. These items are the Bloodthirsty Yin Yang orbs which help Selina teleport directly in front of an enemy, Tengu's Toy Camera which allows her to clear any and all projectiles with a photograph, Gap Folding Umbrella which allows her to teleport wherever she pleases (usuallly away from her enemies), Miracle Mallet Replica which allows her to swipe the area in front of her and deal tremendous damage to enemies (basically a normal hammer…), Substitute Jizo which allows her to survive one fatal attack, Cursed Decoy Doll which allows her to lead any and all projectiles headed her away astray, Four-Foot Magic Bomb which allows her to clear the area of all projectiles, Ghastly Send-Off Lantern which allows her to become temporarily invincible, and Nimble Fabric which allows her to become invisible for a short period of time. Granted, she can't use all these items at once, forcing her to have to choose carefully on what to use and when.

Bio: Seija Kijin (鬼人 正邪 Kijin Seija) is the main protagonist of Impossible Spell Card and the minigame Gold Rush. She's a amanojaku with the power to turn over anything. She resides in the Shining Needle Castle.

Following the events of Double Dealing Character, Seija has become a wanted amanojaku in Gensokyo. There has been signs saying that whoever captures her wins a reward, having characters like Kagerou Imaizumi and Raiko Horikawa trying to capture her. Since Seija has become a rebel, the youkai have decided to use spell cards that's considered impossible to dodge, but Seija is determined to not give up and decides to cheat using items.

Later on however, Mamizou Futatsuiwa confronts her and says that the tengu (presumably Aya Shameimaru and Hatate Himekaidou) have taken notice of her and have written up a newspaper about her mischief. This causes stronger youkai and humans such as Marisa Kirisame, Sakuya Izayoi, Sanae Kochiya and Youmu Kompaku to try and capture her. Also Shinmyoumaru Sukuna confronts her and declares that she should return the remainder of the Mallet's magic and that they've lost the war that occurred during Double Dealing Character. Seija believes that she can use her cheating magic to conquer Gensokyo. Shinmyoumaru states that they ought to surrender because she has had enough. Since Seija goes against her will, Shinmyoumaru goes against Seija and gets others to capture her, becoming one of the many to try and stop Seija.

In the end, it's revealed that Seija has lost all of her allies, but it's nothing to worry about because the amanojaku can never really make friends anyway.

Seija again appeared as the only playable character in Gold Rush. Extending from Impossible Spell Card, somehow acquiring the ultimate rule-breaking item, Seija sets about robbing the Hakurei Shrine. She uses two "cheat" items; the Substitute Jizo from the previous game and the 10th "rule-breaking" item, the Miracle Mallet (Real), which is capable of destroying danmaku. She has to make use of it before its power runs out. This is somewhat similar to Cirno's "perfect freeze" in Fairy Wars. Unlike ISC however, Seija cannot shoot.

Alignment: Chaotic Evil

Link: https://en.touhouwiki.net/wiki/Seija_Kijin

This message was edited 1 time. Last update was at 09/17/2017 03:22:53


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frogies


Multicellular

Joined: 05/06/2016 14:48:46
Messages: 280
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Username: Frogies

Name: Alice Margatroid

Sex): Female

Height (you can approximate): 162 cm

Weight (you can approximate): 55 kg

Description/Picture:


Universe: Touhou Project

Abilities: Unlike Marisa, Alice does not find it enjoyable to win battles with overwhelming power and is more interested in strategy, so she usually fights with power that is a little above that of the opponent and always holds back even if it means losing. It is because if she were defeated using her true strength, then there would be nothing left afterwards, which resembles Reimu Hakurei. It is unknown if this is fundamental to her personality, or if this is simply something she judged as an efficient strategy that her secret skills should not be shown.

Related to this, in Scarlet Weather Rhapsody, among the 15 characters, she did not have a cost 5 spell card, which might be an example of not showing her true strength. However, in Touhou Hisoutensoku, a cost 5 spell card was added. In the first place, since in Imperishable Night, she had a Last Word just like other characters, which were supposed to exemplify each of the characters' full strength, it does not mean that she never displays her full strength (with an appropriate spell card) no matter what the situation. On the other hand, it could also be that her last word spell card The Phantom of the Grand Guignol was actually still going easy.

In Immaterial and Missing Power, she kept avoiding the really strong characters, not fighting those like Remilia Scarlet and Yuyuko Saigyouji, spending her efforts to get to Suika Ibuki. It is unclear what state of mind she had at that time to do such a thing. Incidentally, it was the same in Scarlet Weather Rhapsody. Concerning this, she succeeded in her goal when she met Sakuya Izayoi, Patchouli Knowledge, and Youmu Konpaku, as she judged that it would a waste of effort to meet Remilia and Yuyuko, but she did engage in a battle with the powerful Yukari Yakumo. Additionally, she felt comfortable testing her Goliath Doll on Cirno in Touhou Hisoutensoku.

During the PC-98, she obtained the "Grimoire of Alice", a book that produced "the ultimate magic", and it seems like it would contain amazing magic that couldn't be used without reading it.

As her specialty is making dolls, she is also able to manipulate a great amount of dolls at the same time. This skill is among the finest in Gensokyo. She is able to make her dolls move pretty much any way humans can, and other than that she can make multiple dolls perform different actions, sometimes making them cooperate and sometimes making them move completely asynchronously, such that to onlookers around her, it might not seem like she is manipulating them. Due to this, Marisa Kirisame commented that "she said that she controls all the dolls herself, but that sounds like a whopper". The dolls can themselves manipulate and maybe even create other dolls, but it seems that Alice insists on creating new dolls herself. In chapter 5 of Strange and Bright Nature Deity, she gave a command to a doll orally, but at that time she was indoors while at the same time there were at least 12 dolls above the roof removing snow, and there were also some dolls inside the room cooking. At that time, the dolls have been portrayed as having emotion, in a cute way.

Although in common perception, it would seem obvious for the dolls to be able to talk, but there has been no mention of conversational ability. In some official material however, like Imperishable Night's Prologue and Strange and Bright Nature Deity chapter 5, Alice's dolls appear to be able to act and talk independently – someone adds in words in hiragana to Alice's words. In Marisa's B Ending in Subterranean Animism, it has been confirmed that the dolls do talk in katakana. Whether the dolls are talking due to manipulation by Alice or if half-automatic dolls are talking by themselves is a big mystery. However, according to her Perfect Memento in Strict Sense article, she hasn't yet succeeded in creating an independent doll, and a conversation between Marisa Kirisame and Rinnosuke Morichika in Curiosities of Lotus Asia chapter 16 suggests that Alice just controls the dolls and pretends they are alive for her own amusement and for showing off, but these talks were before the latter said game.

According to Bohemian Archive in Japanese Red, her objective is to make a completely autonomous doll that have their own thoughts and move by their own volition. Currently, when Alice gives a command to her dolls, they move as if they were autonomous, but she has to periodically give commands to them, and moreover it seems like she has not have had enough training in order to achieve it. In Touhou Hisoutensoku, she unleashes a move called "Semi-automaton". Because of that, it can be seen that the degree to which the ordinary Alice manipulates the dolls is clearly not all by herself. In order to perfect a completely autonomous doll, Alice does experiments, and the link to that with the "soul" is detailed.

However, according to her conversation with Youmu Konpaku, it was said that "the strings that attach the body and soul are the same as the ones that control dolls". If this is originally considered, then it could be asked, "isn't that which was put into the dolls Alice's own spirit?". It is not explained, for the dolls that she is experimenting with, if she needs to periodically give them magic power or if they are just fine without, and if they will move even if she does not give them any commands at all. However, in Touhou Hisoutensoku, Alice did say "it seems that it's more convenient to control the dolls myself than have dolls that think on their own".

Among Alice's famous skills, if the explanations of "Edo High-Explosive Pawn" and "Lemmings' Parade" are looked at, she also prepares her dolls for explosives. In Subterranean Animism, it seems that the dolls that she lent to Marisa Kirisame have been prepared with gunpowder, and due to this she objected to Marisa since they wouldn't survive in the Hell of Blazing Fires. Certainly in the game, the dolls didn't randomly explode. Also, in Magic Sign "Artful Sacrifice" as well as the skills "Volatile Doll", "Doll Cremation" and so on, she is able to put in magic power into the dolls to make them explode. It's unclear what the relation or difference is between the dolls that use gunpowder and the dolls with magic power put into them. One Lemmings' Parade consumes an enormous number of dolls, and since all the dolls are hand-made by Alice, to ordinary people, it would seem that without reason she returns her hard work to waste in an instant. However, it could be questioned as to whether Alice really adopted such a bad technique for such efficiency, and there is also the consideration that the dolls could merely be creating a blast from their explosion without scattering and dispersing, so that they are able to be collected again.

Other than manipulating dolls, it seems that Alice has high phantom-seeing power, and in Imperishable Night's extra stage, she saw through that Fujiwara no Mokou was not actually living. In Perfect Cherry Blossom's Afterword, it has been written that "something that can't die isn't really alive". In addition to Imperishable Night, she saw through Keine Kamishirasawa's true form and also saw the invisible light from the full moon.

Bio: Alice Margatroid (アリス・マーガトロイド Arisu Māgatoroido) is a doll-controlling magician who lives in her home in the Forest of Magic near the home of Marisa Kirisame. According to ZUN's comments in the Music Room of Perfect Cherry Blossom, Alice is kind of a special character in the Touhou Project.

Alice first appeared in Mystic Square. On stage three as the "Girl of Death", she showed up as a magician who looks quite young, who confronted the heroine invading into a town within Makai with the help of her living dolls (or fairies) while using a barrier. In fact, she was the first boss the heroine met after entering Makai.

On the Extra stage, she appeared as "Alice of the Land of Magic" and fought with five colours: red, blue, purple, yellow, and green, as well as having nine phases in her danmaku, with her sixth and ninth ones being the more notable among them.

Alignment: True Neutral

Link: https://en.touhouwiki.net/wiki/Alice_Margatroid

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AetheticMonkey


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Joined: 06/06/2017 05:04:25
Messages: 80
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Username: AetheticMonkey

Name: Colonel "Iron Hand" Straken

Sex (if any): 1000% man

Height (you can approximate): 6'8

Weight (you can approximate): 340

Description/Picture:

Universe: Warhammer 40k

Abilities: In combat, Straken typically carries a Plasma Pistol and Shotgun. He is also armed with his personal Catachan Fang.

The Catachan Jungle Fighters also known as "Baby Ogryns" due to their slabs of muscle, are the fearsome Imperial Guard Regiments from Catachan, the most notorious Death World in the Imperium. Because of this, Catachans have a well-deserved reputation as the deadliest jungle-warfare experts in the galaxy. Extremely resourceful and uncompromising warriors, they are skilled up close with their specialised and brutal close combat blades or from ambush with their lasguns. In jungle terrain they are unsurpassed, with each Catachan being worth ten of any other regiment. Their ranks include some of the deadliest men in the Imperium, including the legendary "One Man Army" Sly Marbo and "Stonetooth" Harker, a man who's endurance and strength could rival a Space Marine

Bio: Straken started out as a common trooper, and worked his way up through the ranks until he took the place of his mentor and predecessor, the illustrious Colonel Greiss.

Straken's operational history is lengthy. To mention The Battle of Moden's Ridge, the Dulma'lin Cleansing, the Battle of Voltoris, the Ulani Aftermath and the fight for Vartol City, is to name but a few of his successful campaigns. Many of these battles were fought under Colonel Greiss, whose example Straken still follows by leading from the front, where he encourages the troops with insults, curses and the bark of orders. He is a man who scorns personal danger and whose central command ethic is to "get stuck in" and get the job done.

Straken has the respect of his regiment due to his prowess in battle, his sound tactical decisions and his refusal to send his troops into pointless conflicts where there is little to be gained. This attitude has caused tension in campaigns when the Catachan II has fought alongside regiments from other worlds whose commanders seek victory at any cost.

Straken refuses to leave a wounded man behind, one story being that he dragged one trooper halfway across the continent of Martark on Ulani IV without rest or dropping his guard. Likewise his men will battle and retrieve him when he is injured, taking him to the medicae to be patched up with new cybernetics and sent back to the front.[

Alignment: Neutral Good

Link: http://wh40k.lexicanum.com/wiki/Straken


Username: AetheticMonkey

Name: Gunnery Sergeant Harken

Sex (if any): 1000% man

Height (you can approximate): 7'6

Weight (you can approximate): 450ibs

Description/Picture:

Universe: WH40K

Abilities: Gunnery Sergeant "Stonetooth" Harker is a squad leader of the Catachan 2nd Jungle Fighters Regiment, filled with the elite units known as "Catachan Devil Squads". Feared and famed for his strength and endurance, he is so exceptionally resilient that all who have served with him believe that the creature who can kill him simply has not yet come into being.

Sergeant Harker is a giant of a man, even by Catachan standards, his large frame covered with slabs of muscle and sinew. His strength is such that he carries his Heavy Bolter, "Payback," as easily as a normal man might carry a rifle, without even breaking a sweat.

Bio: All Catachans have a reputation for being tough, but Harker is perhaps the hardest of them all. While a rumour claiming he chews glass instead of tobacco might be false, he has certainly been known to place his hands into the fire and ignore it, and easily shrug off blade cuts or gunshot wounds. For Harker, pain and bleeding are concerns for weak soldiers.

There is not a single aspect of war that Harker has not mastered, from rescue missions to assassination, from reconnaissance to demolitions. His squad members are exceptional even among their fellow Catachans, composed of the regiment's bravest veterans. Their particular mission is usually to conduct long-range penetration raids deep behind enemy lines, responsible for bearing the brunt of the enemy's response when battle is finally joined.

One famous example of his bravery was during a battle against Tyranids on the twilight world of Jorn V, where his squad was assaulted by a pack of Raveners bursting from beneath the black ground. Within seconds, his ammunition loader was torn apart by monstrous claws while the rest of his squad were trying their best to stay alive. Without missing a beat, Harker leapt onto the back of the closest beast and crushed its neck between his monstrous biceps, despite the beast's frenzied efforts to buck him off. Harker then smoothly grabbed up Payback and shot down the rest of the pack, alien bodies bursting apart in a shower of ichor. Seeing that all his comrades were dead, he stalked off to find the rest of the company.

Alignment: Neutral Good

Link: http://wh40k.lexicanum.com/wiki/Harker

Username: AetheticMonkey

Name: Nork Deddog

Sex (if any): Male

Height (you can approximate): 9'9 ft

Weight (you can approximate): 1000+ ibs

Description/Picture:

Universe: WH40k

Abilities: Carapace Armour

Ripper Gun - The Ripper Gun is an enormous drum-fed automatic combat shotgun developed for the exclusive use of Ogryn serving in the Imperial Guard. At short range, the deadly hail of low velocity shot produced by a Ripper Gun is so dense that it is all but impossible for the Ogryns who wield it to miss their targets.

Nork pulled an entire damaged Chimera transport vehicle across the battlefield when asked by his commander to simply retrieve a medi-kit. He then carried his wounded leader out of battle and to safety whilst being shot at by thousands of enemy troops and seemingly feeling no pain. On another occasion Nork carried the badly wounded Catachan commander back from the disaster at Hill-Gamma Zero. When Ork Warboss Uglurk Gitsmasha and a mob of his hardest Meganobz charged the Imperial Guard's command dugout, Nork Deddog was the only one to stand his ground beside Sub-overlord Ven Vambold. Nork killed the massive Greenskin Warlord with a single headbutt of such extreme violence that the remaining Orks were totally awestruck and retreated rather than face the angry Ogryn in further combat.

Bio: Nork was selected by the Schola Progenium to serve in the Imperial Guard due to his ability to write his name (N is for Nork), count (to four), and even speak fluently and understand orders without hesitation or difficulty, this being a rare milestone in Ogryn development as the majority of Ogryns would find these tasks very difficult, if not impossible. He was taken out of the normal stream of Imperial Guard warfare and underwent biochemical neural enhancement (possibly the same process used in the creation of Bone 'eads) as well as extensive martial training. Nork was then assigned as the Ogryn bodyguard of Colonel Greiss, the commanding officer of the II Catachan Regiment of the Imperial Guard. Nork is a genius by Ogryn standards, and is also the only Ogryn to have ever been assigned directly to serve a Commissar. He was assigned to guard the life of Colonel Greiss and did so faithfully. The sight of the colonel and his Ogryn bodyguard became a familiar one during the II Catachan's four-year-long campaign on Balor; the bone-thin colonel bawling out his orders whilst shells burst around him and bullets ricocheted off Nork's dense skull.

Colonel Greiss implicitly trusted Nork with his life, which has been saved by his loyal bodyguard and friend on many occasions, most notably at the Disaster at Breakback Hill, where Nork pulled an entire damaged Chimera transport vehicle across the battlefield when asked by his commander to simply retrieve a medi-kit. He then carried his wounded leader out of battle and to safety whilst being shot at by thousands of enemy troops and seemingly feeling no pain. On another occasion Nork carried the badly wounded Catachan commander back from the disaster at Hill-Gamma Zero. When Ork Warboss Uglurk Gitsmasha and a mob of his hardest Meganobz charged the Imperial Guard's command dugout, Nork Deddog was the only one to stand his ground beside Sub-overlord Ven Vambold. Nork killed the massive Greenskin Warlord with a single headbutt of such extreme violence that the remaining Orks were totally awestruck and retreated rather than face the angry Ogryn in further combat.

Nork's own body has proven time and again to be the most effective shield an Imperial Guard officer can have against enemy fire. Nork will do his utmost to protect his master from harm, even going so far as to throw himself in front of enemy fire. On the world of Follax IV, Nork selflessly leapt on top of an enemy grenade that would have otherwise killed Commander Richep, crushing both the grenade and the Grenadier who threw it to a bloody pulp beneath his massive bulk. The resultant explosion was muffled by Nork's body -- the Ogryn bodyguard seemingly noticed his resulting shrapnel wounds with only passing curiosity. Nork has personally saved the lives of over a hundred Imperial Guard officers and by doing so has been instrumental in securing victories on dozens of worlds. Though the Ogryn has a large collection of medals, laurels, citations and personal gifts, Nork cares not for trinkets and baubles. He continues to serve rather for the content feeling he gets when fighting alongside a good friend.

Alignment: Neutral Good

Link: http://warhammer40k.wikia.com/wiki/Nork_Deddog


Username: AetheticMonkey

Name: Catachan II

Size of group: 20,000 jungle fighters. 300 Ogryns, 500 Sentienels, 500 Chimera Transport Tanks, A few Cyclops detonation vehicles, 1000 Tauros, 840 Hellhounds, with Bane-Wolf and Devil-Dog variants included. 120 Leman-Russ's. 40 Wyvern Surpression Tanks. 3 Baneblades.

Description/Picture:

Universe: WH40k

Abilities/Equipment: http://wh40k.lexicanum.com/wiki/Catachan_Jungle_Fighters#Battle_Style

http://wh40k.lexicanum.com/wiki/Catachan_Jungle_Fighters#Weapons_.26_Equipment

History: The Catachan 2nd is a celebrated regiment of the Catachan Jungle Fighters of the Imperial Guard. Its current commanding officer is Colonel "Iron Hand" Straken.

The Catachan 2nd are made up of many specialized veteran squads, known as Catachan Devil Squads.

On Catachan, every day is a battle to survive. Even Space Marines are said to avoid this hellish planet. Every animal species on the planet is carnivorous, and every plant species is poisonous. 50% of the planet's human population does not survive infancy, and 50% of the remainder does not live past the age of ten. Every day is spent fighting on the deadliest planet in the galaxy. Those Catachans who reach adulthood are natural survivors, invariably some of the hardiest and deadliest souls in the Imperium this has insured that Catachans are naturally superior to any normal Human and trained well beyond the capabilities of any Munitorum jungle warfare school.

The Jungle Fighters are Catachan's only resource; since the planet offers no source of sustenance and only death, the planet's inhabitants are dependent on food and supplies shipped from off-planet, in return for the elite Jungle Fighters' service in the Imperial Guard - an obligation they are proud to fulfill.

Alignment: Neutral Good

Link: http://wh40k.lexicanum.com/wiki/Catachan_Jungle_Fighters http://wh40k.lexicanum.com/wiki/Catachan_2nd_Jungle_Fighters_Regiment
EropsToad


GalacticGod

Joined: 08/02/2009 04:12:46
Messages: 10763
Location:
Dating Papyrus

Offline

Username: EropsToad

Name: Robo

Sex (if any): Masculine programming

Height (you can approximate): 5'10"

Weight (you can approximate): 2.5 tons

Description/Picture:

Universe: Chrono Trigger

Abilities: Robo is a very versatile character, able to take the most damage of any character, while being a very strong physical attacker. He possesses a wide variety of single, dual, and triple techs, which inflict damage and heal other party members. His main downside is his slow speed, which can be remedied through Speed Tabs as well as low magic, which can also be similarly remedied with Magic Tabs.

Robo has no element, so he has no elemental weakness.

Full list of moves found here: http://chrono.wikia.com/wiki/Robo#Abilities

Bio: Robo is a robot originally created to assist humans at the Proto Dome in Chrono Trigger. His real name is Prometheus , and his serial number is R-66Y. He uses his robotic arm as a weapon and although Spekkio cannot grant him the power to use magic (Spekkio being unable to properly read his character), Robo can use laser attacks that are similar to Shadow magic and bomb attacks that are similar to Fire magic. He also sports several healing techs. Along with his sturdy physique and high physical damage capabilities, he is the most versatile character in Chrono Trigger.

Having a curious and bright personality, he was rendered dormant by the Apocalypse in 1999 AD, but is found and repaired by Lucca in the year 2300 AD. Upon his reactivation, Robo has no memory of his prior mission and joins the party. Alongside Crono, Robo assists in shutting down the power in Derelict Factory, which controls the power of the nearby domes, and thus permits access to a Gate back to the Present. Within the Factory, Robo shares a not-so-warm reunion with the R-Series, his former comrades and mechanical brothers. Their combined effort damages Robo severely, but Crono and his friends succeed in preventing the R-Series Robots from causing permanent damage.

Entering the Gate with his companions, he accidentally ends up at the End of Time where Gaspar explains only three beings can travel through a Gate simultaneously to avoid ending up there.

Robo is shown to be very curious. Unable to comprehend human emotions at first, he analyzes and studies humans, taking them to be a very interesting, perplexing race. He is sympathetic towards humans, and refrains from the brutal killing and slaughtering of humans, unlike multiple robots in the Geno Dome.

Alignment: Lawful Good

Link: http://chrono.wikia.com/wiki/Robo



Username: EropsToad

Name: Mae

Sex (if any): Female

Height (you can approximate): 5’5”

Weight (you can approximate): 94.5 lbs

Description/Picture:

Universe: Fire Emblem

Abilities: Mae is equipped with a Grimoire Ring, which raises her spellcasting power. She knows the spells:
-Fire: Launches an accurate fireball at the foe.
-Thunder: Attacks from long distance with a lightning bolt.
-Aura: Attacks with a pulse of aura. Highly powerful, but wears Mae out quickly.
-Seraphim: Effective against Terrors, monsters, demons, and the like.

However, using spells causes Mae to tire out, with some spells costing more of her vitality than others.

Bio: A young yet skilled mage, Mae joins Celica's group not only to watch out for her, but also to keep an eye on Boey, who has sworn to protect Celica despite the fact his skill is quite lacking compared to his eagerness. Her role is Celica's servant, however, the two are very close friends. She accompanies Celica on her journey towards the Mila Temple.

An adept mage who is well aware of her talent, Mae is constantly in pursuit of self-improvement and is a prime example of a "type A" personality. Said traits causes an intense rivalry with Boey, whom she frequently tries to outdo at everything while teasing about his insecurities. Yet, Mae values Boey's presence and cares about him despite all of their clashing.

Often seeking approval from others, Mae desires to be viewed as a highly dependable person. She is often very enthusiastic, generally speaking in an exuberant, confident, and even arrogant manner. Such demeanor manages to be contagious, as Celica states that Mae has always cheered her up when she was sad or lonely. Despite her constant cheerfulness and bombastic mannerisms, Mae is subtly self-conscious of her level of maturity, appearance and deportment wise, especially when compared to her retainer partner, Boey, and the ever reserved and mature Celica. She longs for a carefree lifestyle after the war and has a fondness of the ocean.

She and Celica are extremely close to the extent that she is profusely attached to her. As a result of this, she is very concerned for Celica's emotional well-being and survival to the point of verbally rebuking enemies that threaten her safety, even if it places her life in harm's way. In addition, Mae's final battle quote reveals she doesn't care about Duma or the world ending, she simply wants Jedah to pay for hurting Celica.

Alignment: Chaotic Good

Link: http://fireemblem.wikia.com/wiki/Mae

AetheticMonkey


Microbe

Joined: 06/06/2017 05:04:25
Messages: 80
Offline

Username: AetheticMonkey

Name: It

Sex (if any): Whatever scares you the most

Height (you can approximate): Whatever scares you the most

Weight (you can approximate): Whatever scares you the most

Description/Picture:

Universe: Stephen King's Macroverse

Abilities: Shapeshifting. It can immediately transform itself to any kind of being, taking the frightful image directly from the victim's mind, regardless of the size or nature of the mental image. It took the form of a giant plastic statue, several small life entities - flying leeches - or several human-sized entities when the adult Eddie is confronted by the cadavers of Greta Bowie, Patrick Hockstetter, and Belch Huggins at the baseball field. Between shapeshifting, It is an orange amorphous goo, which is somewhat close to It's true form. Some may disagree, however, saying that the spider is the closest to It's true form. Others may argue that the clown is It's true form. This is untrue, however, the clown is only It's most favored form.

Illusions. It can create many different illusions, which are realistic enough to harm its victims. These illusions include balloons floating against the wind, moving photographs, blood gushing, small but shocking entities such as a cricket, a mutant fly, teeth, and an eyeball (which were hidden in the fortune cookies at the Losers' reunion), different noises and music (including human speech), and various smells (popcorn, cotton candy, rotting). The partial invisibility fully applies on all of these illusions, as only the chosen victims can actually see and sense them. After a short period of time, or when the victim actually sees through the illusion, these illusions will cease to exist. It is imperative, however, to see through the illusion perfectly. Another illusion created by It is the huge interior of a house in a building.

Partial Invisibility. This was clearly stated in several cases, most notably when the adult Beverly encounters Pennywise at the place where she used to live or when the adult Ben Hanscom encounters It in the public library. This suggests that only those who actually believe or have knowledge about It's existence are able to see It although It can become fully visible to anybody when it is necessary or wishes to do so. One notable moment was when It helps Henry Bowers to escape from Juniper Hill, one of Henry's cellmates and then the guard also witness It next to Henry. (Again, in order for this to be partial invisibility it would also have to not be felt as Bev left the blood in the sink long enough for her father to have used it multiple times without noticing. It was more likely that the blood was a psychic projection, and that it either left a psychic imprint or was perpetually maintained; the fact that "IT" was able to instantly respond when the blood was cleaned the first time implies that there might be at least a combination of the two (if not entirely and perpetually maintained).

Regeneration. While It is clearly not invulnerable, and in fact can be wounded and damaged in lesser to greater degrees, It can almost spontaneously regenerate. This ability of It appears to be untrustworthy, as seen during the young Mike Hanlon's encounter with the giant bird. After Mike hit the bird's eye and its feet with broken tiles, the bird quickly decided to retreat. On the other hand, when Bill and Richie encounter It in its werewolf form at 29 Neibolt Street, It can almost instantly regenerate itself after Bill's headshot with the Walther PPK and then chase the boys for a somewhat long period. It is unclear how It utilizes Its quick regeneration abilities, but it might be a necessarily-corporeal ability. Opinions differ about whether or not It could be killed merely with heavy firepower and weapons in It's physical form.

Telepathy. It can read minds when in close proximity. This ability is the one It most exploits, usually when taking on a form, but in several cases It can clearly read the Losers' thoughts and exploit them to It's own advantage. It can also communicate telepathically, as seen in the library scene with the adult Richie Tozier or in the Juniper Hill scene with Henry Bowers.

Brainwashing/Mind Control. It has the power of brainwashing several minds simultaneously. This also suggests that It has the ability to erase particular things from a person's memory or knowledge. During the two confrontations between The Losers Club and It, Bill discovers this and warns his friends that "Derry is It" and that "any place [they] go, they won't see, they won't hear, they won't know." This hugely affects the minds of the locals who live within Derry making them indifferent about the terrible events that are taking place. Generally, it appears that the weaker willed citizens and visitors succumb to It's powerful mind control. This ability presumably has no effect on people outside Derry's boundaries.

Teleportation. It can teleport itself to limited distances by disappearing without a trace and re-appearing somewhere else a bit later. Although a very useful and effective ability, It does not seem to exploit this too often.

Plant/Flora-cide. With a touch It can instantly cause plants to die. This is shown when Eddie (young and adult) encounters It in its leper form. It must be distinguished from the illusions mentioned earlier as this effect persists long after It's appearance although it does not serve any practical purposes.

Telekinesis. It can manipulate inanimate objects making them fall, float around, and behave supernaturally. This includes locking doors and electronic devices.

Weather Control. It may be able to effect the weather in Derry's region. On more than one occasion when the Losers face It the weather changes into a thunderstorm (most notably at the final confrontation which actually results in the devastation of Derry's downtown region).

Possibly Photokinesis (light manipulation), as suggested by It's true form, the Deadlights, in addition to being able to create illusions.

Bio: It apparently originated from an undiscovered void containing and surrounding the entire Universe, a place referred to in the novel as the "Macroverse" (a concept later established as the Todash Darkness of the Dark Tower Novels). It's real name (if, indeed, It has one) is unknown—although at several points in the novel, It claims its true name to be Robert Gray—and is named "It" by the group of children who later confront It. Throughout the book, It is generally referred to as male; however, late in the book, the protagonists come to believe that It may be female (due to its manifestation as a monstrous female spider). This is, however, not It's "true form," it is simply the closest the human mind can come to approximating it. It's natural form exists in a realm beyond the physical, which It calls the "deadlights" (described as writhing, destructive orange lights). Coming face to face with the deadlights drives any living being instantly insane. Bill comes dangerously close to seeing the deadlights; after looking into It's eyes, he saw the shape behind the shape for a brief moment. He described the sight as an endless, crawling hairy creature made of orange light. But he and Richie successfully defeat It before the deadlights can impact Bill. The only known person to face the deadlights, survive, and regain her sanity is Audra Phillips.

It's natural enemy is "The Turtle," another ancient Macroverse dweller who, eons ago, created our Universe and possibly others. The Turtle appears in King's series The Dark Tower as Maturin, one of the Guardians of the Beam. The series suggests that It, along with the Turtle, are themselves creations of a separate, omnipotent creator referred to as "the Other" (who may be the entity Gan). The Turtle and It are eternal enemies in a battle of creation against consumption. It may in fact be either a twinner of or the actual one of the six greater demon elementals mentioned by Mia in Song of Susannah, as the Spider is not one of the Beam Guardians. It arrived in our world in a massive cataclysmic event similar to an asteroid impact, in the place that would much later become Derry, Maine.

Throughout the novel It, some events are described through It's point of view. It describes itself as the "superior" being, with the Turtle as someone "close to It's superiority" and humans as mere "toys." It states that it prefers to kill and devour children, not by nature, but rather because children's fears are easier to manipulate and then interpret into a physical form. Thus children are easier to fill with terror, which It says is akin to salting the meat.

It is continually surprised by the Losers' victories over it and near the end, It begins to question if It is not as superior as it had once thought. However, It doesn't believe that the individual children are strong enough to defeat it. Only with "the Other" working through them as a group does It believe they can harm it.

For millions of years, It dwelt underground, awaiting the arrival of mankind which It somehow knew would occur. Once people came, and settled over the resting place where It dwelled and Derry would be eventually built, It adopted a pattern of hibernating and waking approximately every 27 to 30 years to kill prey and feast on flesh of innocent children. Whenever It awakens it is always marked by a great and brutal act of violence such as murder or suicide, as the creature was naturally drawn to suffering and tragedy. The one and only way It can be stopped and the killing spree will end, is by another act of violence or tragic death as brutal or as significant as the first act. Then It will be forced back into a long hibernation.

1715 – 1716: It awoke.

1740 – 1743: It awoke and started a three-year reign of terror that culminated with the disappearance of over 300 settlers from Derry Township, much like the Roanoke Island mystery.
1769 – 1770: It awoke.

1851: It awoke when a man named John Markson poisoned his family, then committed suicide by eating a white-nightshade mushroom causing him an excruciating death.

1876 – 1879: It awoke, then went back into hibernation after murdering a group of lumberjacks who were later found near the Kenduskeag.

1904 – 1906: It awoke when a lumberjack named Claude Heroux murdered a number of men in a bar with an axe. Heroux was promptly pursued by a mob of townsfolk and hanged. It returned to hibernation when the Kitchener Ironworks exploded, killing 108 people, 88 of whom were children engaged in an Easter egg hunt.

1929 – 1930: It awoke when a large group of Derry citizens gunned down a small group of gangsters known as the Bradley Gang. It returned to hibernation when the Maine Legion of White Decency, a Northern counterpart to the SPORE, burned down an African-American army nightclub known as "The Black Spot."

1957 – 1958: It awoke when Dorsey Corcoran was beaten to death by his stepfather, Richard Macklin; Its first known victim at this time was Georgie during one of the floods that hits Derry every few years. It then met its match when the Losers' Club forced It to return to an early hibernation when wounded by the young Bill Denbrough (Georgie's older brother) in the first Ritual of Chüd.

1984 – 1985: It awoke when three young homophobic bullies beat up a young homosexual couple, Adrian Mellon and Don Hagarty, throwing Mellon off a bridge (echoing real life events in Maine). It was finally defeated in the second Ritual of Chüd by the adult Bill, Richie, Beverly, Eddie, and Ben, though this triggered the collapse of the water tower and flooding of the town.

In the intervening periods between each pair of violent bookending events, a series of child murders occur in Derry which are never solved. The book's surface explanation as to why these murders are never reported on the national news is that location matters to a news story—a series of murders, no matter how gruesome, don't get reported if they happen in a small town. However, the book's implied reason for why the atrocities go unnoticed is far more sinister: It won't let them be noticed in the larger world.

Alignment: Chaotic Evil

Link: http://stephenking.wikia.com/wiki/It_(creature)
EropsToad


GalacticGod

Joined: 08/02/2009 04:12:46
Messages: 10763
Location:
Dating Papyrus

Offline

Username: EropsToad

Name: Celica

Sex (if any): Female

Height (you can approximate): 5’6”

Weight (you can approximate): 104.2

Description/Picture:

Universe: Fire Emblem

Abilities: Celica is capable of using both swords and magic; her blade, the Beloved Zofia, can only be wielded by her, and heals her, allows her to show mercy on an otherwise lethal blow, and allows her to cast the spell Ragnarok Ω, which is a devastating explosive fire spell.

Celica is also capable of using several spells:

-Fire: Basic fire spell.
-Thunder: Long range lightning spell.
-Seraphim: Effective against Terrors, demons, spirits, and the like.
-Recover: Heals an ally.
-Excalibur: Has a high critical hit rate. Effective against flying opponents.
-Ragnarok: Devastating fire magic.

Bio: Celica is the princess of Zofia and one of two protagonists in Fire Emblem: Gaiden. Born in the year 385 in the Valentian calendar and year 590 in the Archanean calendar, Celica is in actuality Princess Anthiese of Zofia and is the daughter of Lima IV and one of his late wives, Liprica, whom she bears a great resemblance to. Anthiese bore a special mark on the palm of her right hand, one that would tie her to a great destiny alongside another individual who bore a similar mark. In her brief childhood in the royal villa, she became close to one of her half-siblings, Conrad. 10 years prior to the game events, during the fire in the villa, she was rescued by Mycen in order to save her from Desaix. While she had hoped that Conrad could be saved, Mycen informed her that he could not find him and he was assumed to have been killed. For her safety, Anthiese was brought to Ram Village where she was given the new name Celica and was raised by Mycen for 3 years.

Celica became the childhood friend of Mycen's grandson, Alm and the two vowed to be together when they were older. Her time in Ram Village was filled with happiness with her friends in the village Tobin, Gray, Kliff, and Faye and she was also taught to fight by Mycen in order to protect herself. Unfortunately, her happiness was cut short when one of Desaix's cronies, Slayde, came to Ram Village and discovered Celica's heritage thanks to a special Brand on her right hand.

Though he was repelled from the village thanks to Mycen, Celica was forced to leave the village and was brought to the Priory on Novis where she was raised by Nomah for the rest of her childhood and much of her teenage years. She became close to three students at the priory: Mae, Boey, and Genny.

After the news of the king's death, Celica, along with Mae, Boey, and Genny, leaves the monastery to investigate the cause of the crop failures occurring the consecutive years prior, believing Mila is somehow related to it. She also hires Saber to protect her and the group during the journey to Mila's Temple.

On her way to the Valentian coast, Celica is forced to overcome numerous pirate ships through the sea, eventually defeating the pirate leader Barth and gaining the forces of Valbar and his men, Leon and Kamui. Reaching the mainland, she meets a pair of pegasus knights who are looking for their abducted sister, though Celica does not help them yet.

Celica detours to Zofia castle once she catches wind of the new leader of the Deliverance and deduces it's Alm. Inside, she finds the residents of the castle still celebrating Desaix's departure, as well as Mycen, much to her surprise. Greeting him, Celica informs him of her goal to reach the Temple of Mila to ask Mila's role in it. Mycen is not surprised at this, and tells her that someone she may be interested in seeing is upstairs. Reaching the balcony, Celica and Alm reunite.

Though overjoyed by their reunion after many years, the two get into an argument when Celica asks Alm to consider a peaceful resolution to the conflict, expressing that she does not believe Emperor Rudolf to be as evil as others claim and that Alm's proposed counter-agressions are inherently rooted in a black-and-white sense of justice. Alm rebukes that this is irrelevant, since his army had already invaded Zofia, and remains resolute to begin an assault on Rigel in order to drive back the invasion. When he points out that the late king is responsible for provoking the empire, Celica accuses him of vying the throne. Alm is insulted by this, and says he only wishes to protect Zofia, and if the missing Zofian princess took his place, he'd return to Ram at a moment's notice alongside her. Celica, who is indeed the princess of Zofia, is frustrated that Alm does not wish to negotiate, and claims there is no such thing as a lost princess and leaves in order to prepare to head for the Temple of Mila.

Celica is a kind and polite person, who is often bold yet refined, but she holds herself back emotionally to an extent after a series of traumatic events and familial loss; as a result, she can come off as cold and stoic, and normally maintain a aura of polite distance, as shown her body language in cutscenes and sprites, which is subtly guarded and closed-off. She usually regrets showing her raw emotions, especially in the rare moments that she lashes out in anger, bitterness, or even sentiment. Celica feels the need that she has to set aside her emotional candor in order to fulfill her responsibilities as royalty. She is a firm believer in bringing peace without fighting, believing that fighting between one another is not the path towards peace and will always try to resolve conflicts peacefully. However, she is more than willing to put her life on the line and fight with her comrades in order to protect them. She also has been shown to be clumsy, possibly a trait rubbed off on her by Nomah, and enjoys studying and reading.

Often hurt by the fact that she must keep her role secret, even from those she loves, Celica feels that she is solely responsible for shouldering her responsibilities. This also makes her extremely naive and turns her natural kindness into a crucial flaw, as she will willingly sacrifice herself to the enemy the second her friends are threatened, even when knowing that they cannot be trusted or not even knowing if they would honor their promise in exchange for her compliance. Though she is in a high position as a priestess at Novis Priory and as a princess of Zofia, she values the three other children at the priory and is fairly close to them, especially in the case of Mae.

She often feels very lonely, but believes that her loneliness is selfish when she only ever puts those she cares about at risk. As a result, though she does not outwardly express it, she greatly lacks self-worth and confidence, feeling immense guilt for her father's actions in his reign as king, and despises him greatly for it. Regardless, Celica later states that she secretly wished to be there for him in order to change his attitude, pitying him for who he was.

The entirety of the Zofian royal family ordeal burdens her with the discomfort of being treated like royalty; She does not feel she deserves the respect her birthright affords, when all that birthright has ever brought her is strife.

Her deep connection to Alm is a result of his impact on her life during their time together, as while Celica's introspective accounts on the outside world gave Alm a greater desire to find his place in it, Alm's warmness allowed Celica to avoid self-isolation and open up to others more easily, which is reflected on her first reunion with him after ten years. This does not prevent from seeking to impose her will over his, however, as she initially acted brashly over his decisions acting opposite hers, regardless of the logic behind them. She eventually rekindles her trust in Alm and becomes more accepting of his views, knowing that she can rely on him to help bring peace to both nations.

Alignment: Lawful Good

Link: http://fireemblem.wikia.com/wiki/Celica#FE15



Username: EropsToad

Name: Lillie

Gender (if any): Female

Height (you can approximate): 5’4”

Weight (you can approximate): 98.4

Description/Picture:

Universe: Pokémon

Abilities: Lillie can drag 2204.2 lbs of weight in her bag, which Nebby constantly jumps out of. Lillie is also physically fit, preferring to travel around the Alola region by foot. Nebby, a Cosmog, has the ability to open Ultra Wormholes whenever agitated. Its moves are Teleport and Splash.

Bio: Lillie is a character introduced in Pokémon Sun and Moon. She serves as one of the player character's allies and traveling companions during the course of the game. Lillie is first revealed as a mysterious girl who is central to the plot of Pokémon Sun and Moon. She assists, and is shown to live with, Professor Kukui for personal reasons. She dislikes Pokémon battles as she does not like seeing Pokémon get hurt, but loves to read.

Lillie is first seen attempting to flee the Aether Paradise three months prior to the beginning of the player's adventure, during the opening cutscene. Just when she is surrounded, she is Teleported by a mysterious force, later revealed to be the Pokémon hiding in her bag, Cosmog, which she nicknamed Nebby. Lillie and Nebby wash up on a beach, where they are found by Professor Burnet, who listens to Lillie's story and agrees to help her learn more about Nebby. She contacts her husband, Professor Kukui, who allows her to stay with him as his assistant.

Alignment: Lawful Good

Link: https://bulbapedia.bulbagarden.net/wiki/Lillie

 
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