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  1. #1
    Anomalous Eldritch Cryptid Saraibre Ryu's Avatar
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    [SUDS] EotU: Cycle

    EotU: Cycle


    The End of the World has been predicted as soon as the world started. Many worlds have their variations and they go by many names. World often keep to themselves, not knowing about other universes or dimensions in which another existence is possible. The only ones, who know of this, are the Factions of the Cycle, otherworldly beings with the purpose, power and obligation to recycle the energies of the universe in order to maintain existence within all universes. Eventually known worlds must come to an end, and be reborn anew in some way, shape or form. Various dimensions and layers of a world usually leave it lasting for eons, but when that time to take rest comes, the Factions of the Cycle travel around these universes to maintain the essence of existence. There is but a single entity that opposes this law, and seeks out to turn everything into nothing.

    A non-entity to be technically correct; Nothingness, a sentient non-entity with no description other than it being nothing, erases anything from existence. The four factions, Apocalypse, Armgeddon, Eschaton and Ragnarok, were in constant conflict with this power, nearly unable to subdue it, for no one knew how to defeat nothing. Battles went on for ages, keeping the levels of existence and non-existence barely intact with the growing force of Nothingness. With its Harbinger at the head of a line of destruction, bearing its own unique power and capabilities for annihilation, there wasn’t anything that was going to stop it’s nearly fulfilled purpose of destroying everything in all’s existence.

    Then in a second, it succumbed to an unseen force, and reverted into a much weaker, tangible form that broke free from Nothingness’ influence. Vanished.

    The sudden turn of events had the four Factions confused, on alert and suspicious. Nevertheless they fought back the onslaught of the weakened Nothingness, as it was forced to revert into an unnatural state of tangibility in order to recuperate from a sudden blow. Out of the end of the war, came a victory in the four Factions, and an easy, long lifetime for many other universes who were targeted by Nothingness. Nothingness receded into an empty part of its own universe, biding it’s tie and recovering from a ghastly defeat. What also came was another group, not one that was meant to be part of the cycle. Oblivion. Oblivion, was led by a single individual entity out for themselves it seemed, and did not communicate, involves themselves directly with any of the other factions. Oblivion grew in strength and size, however was under constant suspicion and watch. The other Factions rarely crossed paths with Oblivion, but often were mistaken for dimension breaking beasts, though some only blamed it on that reason and intentionally caused foul play within the stand alone group.

    As time passed on, worlds were cycled over and renewed, with Oblivion only providing a hand in stabilizing those who had been under complete chaos. Soon worlds became weaker and weaker without proper explanation, though no one had known until a world had been renewed prematurely, with most of its energy missing. Siphons had begun appearing inside of worlds across their various dimensions, carrying the same nature as Nothingness itself. They were undetectable by the other factions, who were unable to pin point where the Siphon actually was, and had to remove it based on chance. Oblivion however, was capable of pin pointing it based on its origin, and the one who lead the group. Under a truce of cooperation, the factions search in the next world for these Siphons, barring a rumored return of Nothingness or else a world will have to end and cease existence in the only way to quarantine a disaster. Dimensions in this world, the world you are familiar with, are deteriorating, causing beasts of all kinds to let loose whenever the barrier is weakest. Factions keep busy preventing the world of knowing it’s weak state, and to keep their denizens from knowing their existence.



    The most well-known form of the end of the world, or a form of it, Armageddon boasts in popularity what it has in its overturning abilities. They might take their fire and brimstone threats a bit too seriously when it comes to heralding the end of a planet but they do so with some flare [lava spouts and hellfire raining down] and more. By manipulating some idealism, literally being a giant beacon of ‘the end is nigh’, their brilliance is often a trap for those who charge in head first. While there are the obvious warriors, there are some of Armageddon who make lethal assassins underneath the cover of bright and shiny doom and gloom, taking out the most prominent issues with efficiency by taking control of light and making themselves near invisible, causing doubt and discord within the ranks of their foes. Often dressed in a royal kind of garb, their attire is as effective as it is fabulous.


    The only faction led by a democratically voted quad of warriors, the faction of Apocalypse finds their way into global destruction by use of a simple infantry tactic of battle it out until there is one man left standing. They have vast numbers, large armies and are considered the largest faction in man/being power. Their steeds rattle the ground and their armories clash and smite down the wicked of opponents, testing the life force of what a world has to give, if it’s ready to give out. Most times the results of the Apocalypse are a mercy killing to those suffering or needing an immediate reboot. Apocalypse has a habit of operating in pairs, be it with a partner or an animal companion that can hide its true form. They often bear intricate armors and complex weaponry, as well as the abilities to force the soil that metal comes from to do their whim. Those of the Apocalypse are either viewed as a powerful ally, or pig headed tools with lackluster intelligence. They are dressed based on their unit in most cases, with personal deviation in their metal plating. Despite common belief, the immortal demonic steeds are the ones named War, Famine, Conquest and Death. Their riders get swapped around out every few centuries.


    More commonly known simply as “End Time”, the faction of Eschaton is a smaller group, and does more background work than the other actions when it comes to recycling universal energies. Their main purpose is the ability to cross into other universes and dimensions as well as making sure that the state of said dimensions and any pocket dimension are maintained when the life of a world is recycled anew. Their powers are commonly associated with time and space manipulation; however these powers are incredibly tempered and not often used in amounts larger than a few seconds or a few meters. They only use a great extent when it comes to world sized scales of work, and those happen on a rare occasion. Often those of the Eschaton are seen as a bit snobby and have an ego above other factions because of their ability to bend some of the most powerful forms of existence. They commonly wear very draped cloaks and clothing, and carry some form of a clock on their person at all times; be it a pocket watch or a digital phone.


    Ragnarok is a somewhat infamous faction that is commonly seen as a bunch of reckless bulldozers, if that bulldozer was a tsunami and a typhoon while leveling entire continents in its path. Anything associated with wind and water they can make some use out of, and may mess with the weatherman/woman when they’re just that bored. The faction is as good at starting chaos as it is at ending it. Commonly wearing attire closely related to their medieval Norse believers, they are more known for their blitzkrieg tactics and being able to settles disputes between other factions, usually over who really sunk Atlantis [in which case, they’ll take the credit for it]. Their weaponry is easily mistaken for obsolete in looks, but become quick to shut up naysayers. Those from the faction of Ragnarok mostly take care of worlds who need a natural reset with their “reborn from the ashes” type outlook.

    The next two factions are unjoinable at the start of the RP and may only be joined in certain circumstances:


    Oblivion is not a Faction of the Cycle. Oblivion was a state of being, until conquered by an individual who then became a part of it and housed its purpose. It grew from those who were invited to start existence anew by this individual, who looks over each and every single member of her army. The smallest sized group, Oblivion is comprised of energy and antimatter manipulators, often built on an arcane style of technology within their weaponry, or even their entire being. Obivion soldiers can also change shape into one thing, with one form being stronger than the other and often in the form of a beast. Oblivion is a minority and is treated as the black sheep, as the entire group is made of those without proper souls, with their leader having none. These small guerilla tacticians never do anything out of provocation and are rarely seen. The only one seen on a regular basis, which is still a rare occurrence, is the leader. This group is used for temporary stability and nullifying of chaotic energies and collapses, preventing a surge or implosion of a world while the other Factions of the Cycle do their own work.


    The indescribable, deadliest form of destruction that’s key element was taken from them in a crippling battle against the Factions of the Cycle. The force itself is invincible to those who believe that something can hurt them. Knowing something and nothing can hurt you, forces the nonentity to change into a tangible shape. Then, as it weakens itself to do harm, then it can be defeated. This force has claimed many victims and erased them from existence, never to be recalled in shape, memory, history or even emotion. Nothingness can be at anywhere at any time, can be detected by sense by any of the Factions of the Cycle, especially Oblivion who seem to have a more acute sense to it, being the only faction who can pin point the Siphons.


    • Regular RP rules apply.
    • No adult stuff, keep it teen rated, you can swear only in story context, not at other people.
    • The RP takes place in present times but that’s about it. You can be anything you want species wise that doesn’t break the godmodding rule.
    • Due to RP circumstances, you can bring in whatever antagonizing monster you like so no one has an excuse to be bored. Within some kind of reason, doesn't have to be a lot of it.
    • No one that isn’t a part of the Factions of the Cycle or associated with them, knows about them. Also Nothingness and Oblivion are unjoinable factions. They are there for story purposes and will be played by me.
    • For the love of all that is awesome please use headers. It helps keep people organized. Including your character you are using, where they are and who they are interacted with.
    • Feel free to ask me any questions!
    • Have fun or else. Seriously, I’m not kidding.



    That SU Sheet:

    Name:
    Gender:
    Race: [You can be any race you like as long as it’s not game breaking. If you’re going to be a mythical creature, chances are you are originally from another dimensional part of the plain ordinary world. Or at least your heritage is. You’re gonna want a form to hide yourself in too.]
    Age:
    Faction: [One of the main four, as Oblivion and Nothingness are unavailable. Or play something from the world that is probably going to get involved somehow. Also you CAN APPLY to be one of the Four Horsemen of the Apocalypse since the beasts have the names and not the riders, but that’s gonna take a little more convincing. IF you’re plying some other important role in a faction, ask first and I shall see if you are worthy. *insert evil laugh here*]
    Appearance: [You can use pictures but pictures can’t tell all. Need a bit of dimensions still]
    Personality:
    Weapon[s]: [Nothing to super fancy, but you can be as creative as you like. If it’s something creative, please explain how it works. Yes you can have hybrid weapons. Those are cool.]
    Abilities: [This includes anything abnormal in skill and/or magic. If you are part of one of the Factions of the Cycle, pleases associate at least magicalish powers based on the elemental standings of said faction. It just needs to be RELATED SOME HOW. Get as fancy and creative as you want, get as deviated from the power source if you want. IF YOU START OUT AS A NORMAL REAL WORLD PERSON, YOU CAN GET FANCY SHMANCY POWERS LATER ON.]
    Background: [This is not necessarily a history; this is background information that is important to know of your character. Especially if you want to play some important stuff, or explain how your mythical creatureness exists in a normal world.]
    Other: [What doesn’t fit anywhere else.]
    Last edited by Saraibre Ryu; 01-08-2014 at 02:17 AM.

    ASB Stats | VPP Stats

    Flute the Clefa
    Hatch: 2883
    Clefairy: 2988
    Clefable: 3108
    Level100: 3168


  2. #2
    Anomalous Eldritch Cryptid Saraibre Ryu's Avatar
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    Reserved for a reason. You can post after this.

    ASB Stats | VPP Stats

    Flute the Clefa
    Hatch: 2883
    Clefairy: 2988
    Clefable: 3108
    Level100: 3168


  3. #3
    Anomalous Eldritch Cryptid Saraibre Ryu's Avatar
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    Name: Shol
    Gender: Female
    Race: Humanoid
    Age: Unknown, appears 24
    Faction: Oblivion | Conqueror of and is Oblivion
    Appearance:
    Personality: Shol is rather devoid of emotions, and acts solemnly with a 'proper' air about her. She is in no way snobby, doesn't curse or swear at people [only very rarely if she expresses an extreme dislike for someone] and speaks using older English or often obsolete words, or those weird ones in the dictionary no one has heard about. She always remains calm and collected at times, and keeps the same levels of collectivness in her voice, of which is rarely raised. Shol feels very little emotionally, with the exception of regret and in need of giving herself redemption from what she remembers of her life. She doesn't take crap from anyone, but does so in a formal way you'd think she'd let anyone step over her. Her entire legion of soldiers respects her and she respects her entire legion, having fought each one individually on her own.
    Weapon: Shol carries an arcane hilt of which she can change into various weapons. Most commonly she uses a rapier like, one handed sword or a battle axe, and for ranged, a crossbow or a Victorian era style pistol, minus the terrible accuracy. The larger and more powerful weapons require more energy to maintain.
    Abilities:
    Arcane Shift:
    Shol's most commonly used ability that acts as her utility. She can cause a great shift in energy from one place to the next, including deflecting blows, short distance teleportation, or making the strike of an enemy become weak if timed very well. She can also teleport more than one person if she is in contact with them, but the amount of energy needed grows exponentially for each other person she has to transport. She is invincible and cannot be harmed mid shift due to the laws of the conversation of mass, however takes a second after coming out of a jump to gather where she is.
    Inspirit/Siphon:
    Shol can energize something she touches, or drain energy from anything she touches. All of the draining rates are the same, so things with more energy take longer to siphon out of. She can use and store the new energy and energize something else with it. This allows her to counteract enemies that are stronger than her, or assist in any allies who need help, including fast forwarding natural healing processes.
    Purge:
    Shol cam completely remove an entity from something or someone. The downside is that all associated traces of what she removes are gone. If she were to remove a disease, then the body would have the disease removed, but all knowledge of how to naturally combat the illness, or previously taken medicines that taught the body how to deal with it on it's own, are also removed. If a memory is removed, then all associated memories with a person or feeling are removed and the knowledge of how to act when that feeling comes along is also removed.
    Legion's Summon:
    Shol can summon a couple of her soldiers at any given time, but only a maximum of three. She usually only summons Berinand, her self appointed bodyguard and he is usually hanging around her at all times. All of her Legion bears black and silvery armor, each bearing a slight unique style in order to individualize each soldier.
    Oblivion's Beast:
    Shol can shapeshift into a somewhat mechanical looking beast that runs off of arcane energy completely. It has incredibly thick armor and has the agility of that of a cat. though she can't fly, the appendages on her back are meant for fighting and grappling onto things and climbing up places with ease. She requires a large amount of energy to change into this form each time, and will revert back to normal if she runs out of energy to use it.
    Background:
    Other:
    Last edited by Saraibre Ryu; 01-29-2014 at 03:37 AM.

    ASB Stats | VPP Stats

    Flute the Clefa
    Hatch: 2883
    Clefairy: 2988
    Clefable: 3108
    Level100: 3168


  4. #4
    *~ Jolteon Lover ~* Popshakes's Avatar
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    My characters below (I'll be updating regularly until they are fully completed):



    Spoiler:

    Name: Sylvie Rhinestone.
    Gender: Female.
    Race: Sylph mixed with a Salamander.
    Age: Sixteen mentality and appearance wise - however, truly thirty-two in human years. It takes her two years to age versus a human - where it only takes them one.

    Faction: Armageddon.
    Position: Apprentice.

    Appearance:
    Sylvie has three appearances that differ on her ability to control each one as seen below:

    Sylph Forme Natural - In this form, Sylvie takes her natural, birth-given shape - a Sylph. Her appearance is dead-on to the Sylph seen in this picture: here. Her body is made up of the air that surrounds this world's atmosphere. As seen in the picture, her legs are mainly dissolved into a long wisp, which, is the case when she's flying around. When Sylvie's motionless or walking the wisp pulls apart into legs and she's able to walk similar to a human. Sylvie's size fluctuates based on her power-level (whether she has full energy or only a tidbit), and determines her stature. When she's at full power, or has a decent amount, she's in her natural height of 5'5''. However, when her power-levels are low or nonexistent, she reverts into a smaller stage - a much more vulnerable height of 1'00''.
    - Sylvie's natural color is a light-blue.
    - She's weightless and can evaporate herself into the atmosphere.
    - Her eye-color is a deep amber.
    - Sylvie's body is composed of oxygen and water vapor (when there is neither element in the surrounding air she takes a slightly different form - or, if unable to transform she could might as well die).

    Human Forme - In the human world in which she lives in, Sylvie needs to take a human shape. However, she cannot do so naturally - as her magic hasn't developed enough for her to keep a physical form. Thus, she wears magical jewelry that can weigh her weightless Sylph form down and provide her with the body of a human's. In this form, Sylvie keeps her height of 5'5'' and loses her weightlessness, putting on 120 lbs. Her long, wispy hair gains a physical shape and droops to the middle of her back - shimmering a light strawberry blonde. Her skin darkens to a nice bronze color - as can be seen here (her color would be the "Warm Tan"). Sylvie's eyes retain their amber hue and nothing much else changes appearance-wise (besides her body being able to hold clothing in this form). For clothing, she wears a white tube-top and thigh-length denim, blue shorts with light rippings on the front pockets. Long, white nylon socks stretch up to her knees while a pair of brown, strapless boots follow up to her mid-calf.
    - In order to retain her human form, Sylvie must wear magical jewelry that keeps her earthbound. While wearing her pendants, she cannot perform magic - at all - except for little tufts of air that she can form. Even then, it's hardly anything at all and feels like a light wind.
    - Sylvie has three separate pendants that she switches between (as to not raise suspicion with "believers" in the world she resides). Her first pendant is a single, hanging gold earring with a light-blue feather attached. The second pendant is a gold-chained necklace with a gold encrusted ruby in the center. Finally, her third pendant is a bracelet, which can be seen here.
    - Sylvie, however, only needs to wear one of these pendants to keep her powers at bay. When she's in her Sylph form she can summon a small brown parcel that carries her jewels. When one is placed on her body she becomes human. When it's removed, she's back in her natural state.
    - The downfall to these pendants however, are that they keep her powers at bay. Not only that, but if all three are placed on, Sylvie cannot remove them - at all. She would have to have someone else remove them. When Sylvie's in that state, she can't do anything "magical" at all. Period.

    Sylph Forme Inferno -


    Personality:
    Weapon[s]: [Nothing to super fancy, but you can be as creative as you like. If it’s something creative, please explain how it works. Yes you can have hybrid weapons. Those are cool.]
    Abilities: [This includes anything abnormal in skill and/or magic. If you are part of one of the Factions of the Cycle, pleases associate at least magicalish powers based on the elemental standings of said faction. It just needs to be RELATED SOME HOW. Get as fancy and creative as you want, get as deviated from the power source if you want. IF YOU START OUT AS A NORMAL REAL WORLD PERSON, YOU CAN GET FANCY SHMANCY POWERS LATER ON.]
    Background: [This is not necessarily a history; this is background information that is important to know of your character. Especially if you want to play some important stuff, or explain how your mythical creatureness exists in a normal world.]
    Other: [What doesn’t fit anywhere else.]




    Spoiler:

    Name: Hextra Vix.
    Gender: Female.
    Race: Parahuman - or better known as a Chimera.
    Age: Twenty-three mentality and appearance wise - her actual age is unknown.

    Faction: Apocalypse.
    Position: Grunt-Ranked Assassin.

    Appearance:
    Basic facts for now: Human with genes mixed with that of a fox. Bright scarlet hair, deep-red fox-like ears that stand atop her head and a deep-red, bushy tail to match with a white tip. A description will be further added later.

    Personality:
    Weapon[s]: [Nothing to super fancy, but you can be as creative as you like. If it’s something creative, please explain how it works. Yes you can have hybrid weapons. Those are cool.]
    Abilities: [This includes anything abnormal in skill and/or magic. If you are part of one of the Factions of the Cycle, pleases associate at least magicalish powers based on the elemental standings of said faction. It just needs to be RELATED SOME HOW. Get as fancy and creative as you want, get as deviated from the power source if you want. IF YOU START OUT AS A NORMAL REAL WORLD PERSON, YOU CAN GET FANCY SHMANCY POWERS LATER ON.]
    Background: [This is not necessarily a history; this is background information that is important to know of your character. Especially if you want to play some important stuff, or explain how your mythical creatureness exists in a normal world.]
    Other: [What doesn’t fit anywhere else.]




    Spoiler:

    Name: Glamoron Nathon (which stands for "glamour" and "web").
    Gender: Male.
    Race: Elf.
    Age: Twenty-one mentality and appearance wise - in human years he's actually six-hundred years old.

    Faction: Ragnarok.
    Position: Troublemaker - more specifically a Storm Brewer.

    Appearance:
    Will write a description up but this picture depicts his appearance: here. For his outfit, this picture depicts it: here (except with his jacket buttoned).


    Personality:
    Weapon[s]: [Nothing to super fancy, but you can be as creative as you like. If it’s something creative, please explain how it works. Yes you can have hybrid weapons. Those are cool.]
    Abilities: [This includes anything abnormal in skill and/or magic. If you are part of one of the Factions of the Cycle, pleases associate at least magicalish powers based on the elemental standings of said faction. It just needs to be RELATED SOME HOW. Get as fancy and creative as you want, get as deviated from the power source if you want. IF YOU START OUT AS A NORMAL REAL WORLD PERSON, YOU CAN GET FANCY SHMANCY POWERS LATER ON.]
    Background: [This is not necessarily a history; this is background information that is important to know of your character. Especially if you want to play some important stuff, or explain how your mythical creatureness exists in a normal world.]
    Other: [What doesn’t fit anywhere else.]
    Last edited by Popshakes; 01-08-2014 at 11:51 PM.

    Jolteon owns all other eeveelutions~ ;D

    Noivern: 1091
    ♥ Jolteon Lover ♥
    Check out my GCeA Stats here!|Check out my ASBL Stats here!|My Breeding Center!

  5. #5
    The Lord of Awesome XaiakuX's Avatar
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    Dibs.
    Paired with Jessu
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  6. #6
    Just smile! Dash's Avatar
    URPG Staff

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    Form (Have fun reading):

    Spoiler:
    Name: Rosa Kirakuna
    Gender: Female
    Race: Human Time Lord
    Age: In her 1000s, but appears to be only 13

    Faction: Eschaton
    Position: Keeper of Universal Peace and Time

    Rosa is assigned to make sure that in each universe, whether alternate or not. She is to make certain that one species of creatures doesn’t make war with another, and to keep time on track. Compared to the other two in her class, she is the only one that can enter any dimension at free will, and can disguise herself in that time period to match in with the people. She’s in one of the higher ranks, although she gets more respect than power frmo anybody that would be in the Eschaton Guild.

    Appearance:
    http://static.gamesradar.com/images/...icle_image.jpg
    Some minor things to note:
    -She doesn’t have a hat nor those circlish plates around her body
    -Imagine the staff as her scythe, which is about the same size
    -She has regular ears

    Rosa stands at a meager height of only 5’3 feet, so I bet you can imagine how she feels about this, right? She actually really doesn’t care. She can generally be seen wearing a red and black dress, with the casual spike or two on it. She wears general boots that go nearly up to her knee with socks that cover the rest, and the easiest way to tell it’s her is by her characteristic orange hair and blue eyes. Yes, strange and from the picture, I know. But I’m too lazy and don’t have the skill to draw a human.

    Personality:

    Rosa, well, doesn’t really care about anything to be honest with you. She’s sort of a lackluster person, she’s so carefree she wouldn’t mind if her right foot was hooked onto an alligator’s tooth. Whilst you think this would alter her job position, it really doesn’t. They seem more so like a challenge to her. Although, she can easily put her mind to something. There are two ways this can happen.

    Upon choice, it’s usually pertaining to a certain job or mission she is given. When she chooses to stick her mind to something, there’s no knocking this nail loose. It would take a long time to convince her otherwise, and the general benefactors she can get out of this are great if they are what she’s going for.

    When it’s angered, you better be hoping for your life. She’s got a fierce temper when angry, and will focus on one thing: Beating/killing you. Although she’s a calm, loose cannon almost all the time, she hates those who challenge her or try to betray her. She doesn’t believe in any cheap ways of fighting either, so she won’t ever do a sneak attack.

    Otherwise, stepping out of her main personality, Rosa is a faithful and forgiving person. She likes helping others for when they need it, as in one case where she gave up an arm (she got one back though, will be explained in the backstory). She’s always looking for friends and is up to being with anybody.

    One last thing to note about her. Although you can probably tell by which guild she’s in, Rosa claims herself to be one of the Four Horseman, and if anybody rejects this statement, she brings up the fact that it isn’t the rider, but the horse. Which, Rosa has a pretty funky horse as you will see.

    Weapon[s]:Chain Gun Scythe

    Rosa’s main weapon that she made for herself. A scythe that’s used to control time and travel through dimensions has a sharp point to it, and can be used for fighting in close range or clash battles with other long range weapons. Otherwise, Rosa mainly uses the gun part of her gun, which shoots bullets made out of her time magic for more efficiently. The unique feature to this gun is, with her magic, she can bounce the bullets around in a confined space, although it will wear her out from overusing magic.

    Abilities:
    Keirono- The name Rosa gave for her time magic. With this, she is able to change the outcome of time in a limited area, and able to freeze time on people in the universe. Against enemies from other guilds, it only freezes them for about 5-10 seconds at most.

    Dimension Travel- Rosa is able to cut through the fabric of time and space, so that she can travel to different dimensions to make sure all is stable. With this, she may be even able to grab a weapon from a different universe, although this can usually be used as a means of escape.

    Background:
    Combat Training:
    Back around when Rosa started as a Keeper of Time, she went through training against multiple Timelords. After 1000s of years now fighting multiple foes, she’s gained lots of combat experience and can take a lot of hits.

    Lost Arm:
    In about 1974,London, a child lost their arm due to a car crashing into them. This was accidentally caused by Rosa who froze the driver. She gave up her arm to save the child, as hers was the same size. To remember her mistake, Rosa lived on for many years without a second arm, before she decided to get a new one so that she could function her job better.

    Other:
    Horse-
    http://static3.wikia.nocookie.net/__...7_Red_Hare.png
    Red Hare is Rosa’s main horse she rides as she wanders like her usual self. In times when she can’t be riding it, it turns into a beautiful glowing red dragon necklace, till she changes it to its animal form. The mane on it can burn somebody on touch besides Rosa.

  7. #7
    Aggronholic Grassy_Aggron's Avatar
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    Welp, two characters for me please. Time to throw some insanity into the mix.

    Made by the awesome X-Kun~

  8. #8
    Not a clue, man TheoreticalSelkie's Avatar
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    Spoiler:
    Name: Eirwen Hadi

    Gender: Female

    Race: Simurgh

    From Persian legend, the Simurgh is described as a gigantic bird with the head of a dog and the claws of a lion. She is long-lived, having seen the end of the world several times over.
    The Simurgh was believed to have been the messager between the Earth and the Sky.

    Age: Several world-ages.

    Faction: Eschaton
    Position: Tactical Advisor

    Appearance

    Bird Form - Eirwen is a Simurgh, and with that comes the responsibility to be a fabulously, giant bird. Yep, she definitely does have the head of a dog (a very regal wolfhound to be exact) and the claws of a lion. Her plumage is a irisdescent indigo interspersed with white feathers, especially on the wings and tail feathers. Eirwen has violet eyes that are always concealed by half-open lids in pretense of tiredness. Also because she's a bird, she has a fabulous headcrest. It's often compared to a mirror and can change colors depending on the light. She is estimated to be about three stories in height, though it is to be noted that she can change her size when needed. Her wingspan extends out for several football fields in length.

    Human Form -
    Being a giant gigantic bird isn't all that fun sometimes, so Eirwen glamors up, and walks around looking like a human. She stands at a rather average height, around 5"2. Her skin is brown and smooth, like she's been working away in the beauty parlor for way too long. Her hair is black with white tips and extends halfway down her back; Eirwen loves wearing it down without any adornments except for a few barrettes of blue metal to keep it from falling into her eyes. Like her bird form, her eyes are violet and seem to be framed in a state of perpetual sleepiness. Don't let that fool you, Eirwen is very alert and doesn't let anything sneak up on her ever. Her face is rather rounded, radiating a joyous aura whenever she smiles. She has occasionally forgotten what humans look like, so at times you may see random feathers mixed in with her hair or a slightly hawkish look about her.

    As for her clothes, she has found that she really likes wearing robes. So her typical outfit is usually an embroidered sea-blue robe with black stoles. The sleeves are expansive and fall beyond her hands, concealing them. Despite wearing a robe, Eirwen wears white breeches and slippers.

    She wears quite a few pieces of jewelry, mostly gold bracelets on both of her wrists, and feather earrings. There is also the sound of ticking somewhere on her person, said to be from a timepiece that keeps track of the motion of time and the location of space. The most striking one is a silver dragon-like sculpture that usually coils around her shoulders in a sleeping position.

    Personality

    Eirwen is a benevolent being, often showing generosity and tolerance to others. Often times, you can see her even giving away valuable items to people, if she judges that they need it more than she ever will. Eirwen is a good judge of character and is quite accepting of even the most hotheaded individual. She is a calm individual, and it takes a lot to even bring a hint of annoyance to the surface. And even when that happens, it'll only be a mild frustration that quickly fades. She isn't known to hold grudges at all, and it's often hard trying to hold one against her because of her calm, easy-going nature. Eirwen often acts as the mediator between two parties and resolves disputes in an easy manner. Because of this, she can be seen to dispense sagely advice even to other higher-ranking members of the Eschaton faction.

    Below the calmness on the surface, Eirwen is a shrewd tactician in a sense. She abhors violence, but will dispense judgement only when it's necessary to do so. One could describe her as a stanch pacifist, and this is mostly true. She will even spread this ideal to others, urging them to seek the option with the least amount of casualties. As for making those decisions, Eirwen is able to process information quickly and often will suggest the best options. She isn't one for trusting her gut feeling, but in the confusion of battle, that's usually the best thing she has to rely on.

    Her ideals are pretty simple; doing her best to protect everyone for the greater good, and making sure all works as it should.

    Weapon[s]

    Metal - It's basically a 50kg hunk of metal. Because of Eirwen's skill in manipulating space, she can manipulate this metal into any shape she wishes, including weapons. Its preferred state is the sleeping dragon sculpture on Eirwen's shoulders.

    Abilities

    Enhanced Strength (S) - All that strength from flying's gotta go somewhere, y'know. Between bird form and human form, Eirwen is pretty strong. She could probably throw around a few large boulders without any effort. But she's so slender! Don't let that fool you.

    Precognition (D) - She has great initution and can often predict people's actions or figure out cause-effect scenarios with some accuracy when coupled with known information. She cannot actively look forward into the future. This is about as far as her time manipulation goes, since her specialization is in space manipulation.

    Space Manipulation (B) - Quite proficient at using this skill, Eirwen applies this primarily to the metal she carries around to change around its shape. However, she can use this magic to hasten long-distance travel on a world by using the interactions of dimensions to shorten the total distance she has to fly or walk.

    Water Manipulation (A) - Only usable when she's in her bird form, Eirwen has the strongest control over water. She is able to create small storms or draw water out of the ground, but only for the benefit of those who need it the most (i.e. people dying of water deprivation or starvation). Though she can use it as a weapon, can you imagine fighting as a giant bird? It's not quite as efficient when you're a larger target.

    Background

    As a Simurgh, Eirwen has seen the rise and fall of her home world. She was known as a guardian of several artifacts that heroes and gods had entrusted to her, and those came with her when she became part of the Eschaton faction. As a result, the faction does carry a few legendary weapons only to be used in the direst of conflicts.

    Other: Nope I got nothing.


    Edit: Oh yeah I would like to reserve a spot as the horseman of War for my second character if that's fine? =v="

  9. #9
    Anomalous Eldritch Cryptid Saraibre Ryu's Avatar
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    Yep, you can reserve.

    I'll read over actual SU's later on when I'm more awake and had some sustenance. Wheeeeeeee.

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  10. #10
    Just smile! Dash's Avatar
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    Reserving Horseman of Conquest for later.

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