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  1. #1
    Not insanity. Supersanity. Death's Spook's Avatar
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    [SUDS] Cycles of Power (High T-Low M)



    [Banner by Princess Crow]

    “Mass death marks the coming of the twin deceivers… Heroes die, heroes fall… Powers beyond mortal ken… Prepare them, hero who was, heroine to be!”

    Five years after Michael saved the Orre region from Cipher, a frantic Fateen burst into the lab where he was working as a researcher and choked out those fateful final words to him and his apprentice before seizing up in agony. Both Michael and his apprentice attempted to resuscitate, but Fateen was dead before they could give her medical care.

    Michael, though a scientist, knew he had powerful enemies (including one who specifically swore revenge), so he took Fateen’s words to heart. So for the next 5 years, he began to prepare the lab to take on Cipher again. He drilled his apprentice and everyone else in the lab in all the systems in the lab, trained as many people in battle, even taught hand to hand and as many other forms of combat as possible. Aura readers were mass distributed and the Purify Chamber was greatly refined as information on Shadow Pokemon was made public.

    But never did Michael imagine the form that “mass death” would take. For one day, as Jovi walked back from a visit with a friend, as she went to hug her big brother, her backpack exploded. It killed her, Michael, and nearly everyone in the lab as it took it destroyed the structure. And with that, Cipher announced itself.

    Michael’s apprentice survived the attack, and, though young, she was also one of the most skilled researchers, and so took over the administration and coordination of the remainder. But, though she was intelligent, she did not anticipate what happened next.

    Randomly, inexplicably, and with no known trigger, people started getting powers.

    For the next seven years, not only did people struggle to survive against mundane threats, they had to beware of other people shooting fire out of their eyes or building nukes out of vacuum cleaners. And these powerful people, these parahumans, were far from safe, either. Cipher has been attempting to recruit or extort parahumans, trying to make sure that their side has more human weaponry. Cipher has been using these parahumans to dangerous extents, employing them to steal, murder, and all around destroy the infrastructure of Orre. In conjunction with their renewed production and use of the infamous Shadow Pokemon, they have seized a fair amount of territory in the region.

    The Lab, meanwhile, has gone all out, recruiting its own parahumans to the lab run Organization, while applying its many scientific minds to figure out the deal with powers as incentive to attract parahumans. They have already made a fair amount of progress, establishing the correlation between having powers and being in certain places at certain times, which they have termed Clusters. They enable parahumans under their employ to train further with their abilities and give them a support network of others like them, in exchange for using them as an army to combat Cipher’s evil.

    So where do you stand in this war? Are you aiding the Pokemon HQ lab and the Organization, helping to combat evil? Are you a member of Cipher, attempting to sate your desire for power? Or are you independent, serving your own interests before anyone else’s, not wanting to get caught up in a war everyone else is trying to drag you into?

    Powers:

    Powers are grouped into the following classification. Powers are rated on a scale of one to ten. One essentially means someone has a neat trick in a certain category, while ten means they’re the example people think of when the category comes to mind.

    Mover: Powers dealing with locomotion. Fliers, speedsters, and at the high end, teleporters. Movers who are super fast, however, have a high tendency to have other powers designed to mitigate the stresses of moving very quickly.

    Shaker: Environmental control. Low end can cause things like tremors and stuff. As you progress, you get telekinesis, generally of a certain kind of object, or else force fields of some sort. High end Shakers can basically warp reality in the area.

    Brute: Powers involving being really tough. You're super strong, and/or you can easily take hits. You can get smacked around without injury far more than the average person, and your blows are far from ignorable.

    Breaker: Powers involving "breaking" physics in some way. Although this can be active (say, a Breaker who can play with gravity or the electromagnetic force), it's often passive to protect the powered from their own abilities (speedsters who can ignore friction or pyrokinetics immune to fire).

    Master: Masters are controlling. Literally. Either they can control people, or animals, or projections. Keeping in mind that everyone has been paranoid for the past seven years about powers, there have been protocols developed to resist Master talents

    Tinker: Probably the most dangerous sort of power. Instead of being super strong or shooting fire out of their eyes, Tinkers are /really/ good at inventing. Tinkers have master technological knowledge, and not only that, but they each have a specialization in which they can surpass even other Tinkers.

    Blaster: Ranged attackers. You can shoot fire or lightning or what have you. This is generally limited by line of sight, but a select few Blasters also have extrasensory capabilities (which results in a Thinker classification as well), expanding their line of influence.

    Thinker: Powers dealing with data gathering and processing. Either you have an extra sense, or you can multitask really well, or you're a really quick deducer, or, at the high end, you're precognitive.

    Striker: Powers that work by contact or at point blank range. Because of this limitation, they get really scary, like being able to overwrite personalities or completely change biology on contact, given time.

    Changer: You can change form, generally into something more combat capable. You can, say, make metal grow out of you and into various shapes, or to turn into a beast, or to change your appearance. Changers are often Strangers as well, if their shapeshifting can be used as a disguise.

    Trump: Basically? Meta powers. Powers that act on other powers, either immunizing against, copying, or neutralizing them. While basically every power has some combat application, Trumps specifically change the paradigm of a fight, keeping powers from working or giving people new powers.

    Stranger: Powers useful for subtlety. Either you're seem really boring and people ignore you, or people forget you're there before they realize your presence, or (at the high end) you're an illusionist.

    Limitations on powers:

    The Krane Effect: Named in honor of the late Professor Cornelius Krane, the Krane Effect is a major limitation on powers: unless a power is strictly biological in origin, it cannot be directly applied to biological structures. For example, a pyrokinetic could not make fire inside another human being (but this does not preclude the pyrokinetic from making it /next/ to someone to burn the victim to a crisp). However, powers that rely on affecting biology, such as chlorokinesis, would not be affected by this.

    Limited Power Variety: Powers are not super versatile: either one gets one very diverse power, or a multitude of limited ones. The rule of thumb seems to be that parahumans do not have classifications in more than three categories.

    Limited Power Distribution: There apparently have only been four Clusters so far, and even though they’re the only known way to get powers, only about two in seven people present at a Cluster obtain them. The researchers at the HQ lab are still trying to figure out how this works.

    (Final note: these classifications, along with the Krane Effect, are lifted wholesale from a Web Serial called Worm. It’s awesome, and I wouldn’t dream of taking credit for anything from it.)

    Locations:

    The Pokemon HQ Lab: The base of operations for the Organization, the Pokemon HQ lab is the prime obstacle in the path of Cipher’s crusade for power. The head researcher is also a parahuman who helps to coordinate the Organization (although she is not its leader). Thanks to her, the Organization has its own separate HQ, a couple hundred meters underground, with several covert access points for approved parahumans.

    Agate Village: Agate is very well known for its Relic Stone, which, while it still has power, appears to be weaker than it used to be. However, four years prior, Agate was the source of the second Cluster, yielding a fair number of heroes. Agate Village is heavily pro Organization.

    Gateon Port: Gateon Port is the first definite win by the Organization, and the third cluster location, from about two years prior. Cipher and independents still attempt to dispute the claim. In fact, Cipher was very interested in holding it at the beginning of the war, but its interest in the area rapidly faded because…

    Citadark Isle: …is now a radioactive wasteland. Cipher tried to reclaim its former HQ when it controlled the Port, only for its scouts to die of radiation poisoning. As it turns out, one of Michael’s first preparations to fight Cipher again involved nuking its former home base. Repeatedly. The isolated location thankfully gave it limited ecological and health effects, as the water surrounding the island insulated against the radiation rather well.

    Mt. Battle: Controlled by neither the Organization, nor Cipher. Instead, Battlus leads the area in an insular existence for the most part. There are some skirmishes with Cipher, especially over Cipher’s former Key Lair, but generally, any offenses against Mt. Battle have to be made covertly, or else the attackers will generally get themselves obliterated.

    Pyrite Town: Pyrite Town has the dubious distinction of having the first known Cluster. Although the Cluster has long faded, its effects have not, as many of the most entrenched parahumans, good and evil, can trace their powers to this location. The town is a constant battlefield, with near constant violence between Organization members, Cipher, and independents.

    Cipher Laboratory: Not so Cipher-y anymore. The place is basically destroyed, a victim of the perpetual violent attempts at territory control.

    Cipher Key Lair: Not completely independent. Both Cipher and the Mt. Battle folks have been wrestling over this area.

    Realgam Tower: Back in Cipher control, since about four years. The extensive resources and battlers that Cipher gained from the area are a major headache for the heroes.

    Phenac City: Cipher’s new base of operations is located in the building where Phenac Colosseum used to be. Everyone in the city is either dead or thoroughly on Cipher’s side. The main issue with the city is that, a year ago, it had the last known Cluster in the region. As this happened when the city was completely under Cipher control, it gave Cipher a massive boost in parahuman ability. Now, Cipher is stronger than ever, and may be beginning to gain even more territory.

    Eclo Canyon: Until recently, Team Snagem held this place conclusively, not disturbed by the Mt. Battle folks nor Cipher. However, with the recent massive gain in parahuman strength, Cipher reinforced its back lines by completely obliterating the place. Team Snagem attempted to fight, but it went about as well as a Sunkern trying to battle Arceus himself.

    Rules:

    Typical RP Rules apply. Any godmodding, bunnying, or the like will get your character mysteriously assassinated. Believe me, if you’re doing anything remotely interesting, there will be no shortage of those who would take the opportunity.

    If you start out as a normal, it’s easily possible that another cluster will occur and you may gain powers if you happen to be there.

    Keep in mind that natural selection has gleefully taken its toll on Orre. I strongly suggest a number of survival oriented traits, such as powerful pokemon, personal combat training, and the like.

    Sign Up Form:

    Name: (If you don’t understand this, I really can’t help you)
    Age: (Some age variance is good. Just don’t RP a fetus or someone who saw the Ice Age personally)
    Side: (Are you allied with the lab, siding with Cipher, or part of some third party)
    Rank: (What is your position in the Organization/Cipher/third party?)
    Gender: (You should know this by now)
    Appearance: (One to two paragraphs. Keep in mind that you’re generally expected to be ready to fight/run at any given time, and that your clothes will reflect that)
    Personality: (Two to three paragraphs)
    History: (Two to three paragraphs AND NO YOU CANNOT SKIP THIS PART. If you want your backstory to be cryptic, focus on what your character has been doing recently. If they haven’t been doing anything interesting enough to talk about recently, you shouldn’t need to hide their history)
    Pokemon: (Up to six, no legendaries.)
    Powers: (Up to three classifications. List each classification individually, followed by a number ranking from one to ten. Then describe the reasons for each classification. If you’re a Tinker, put some of your more used inventions in a spoiler tag here.)
    Other: (Randomness is good. Stealing the moon is bad. Have fun!)

    Accepted

    Lab

    -Jessica Saunders (Liiammmm)
    -Harold "Ditto" Jackson (The Nonexistent Tazz)
    -Thomas Otone (Velocity)
    -Sara Sage (Death's Spook)


    Cipher

    -Cassandra Fitz (Velocity)
    -Benjamin "Benji" Verres (The Best)

    Neutral

    -Sam Webster (Liiammmm)
    -Clydus "Corkscrew" Lamota (The Nonexistent Tazz)
    -Ophelia Chansler (Winter)
    -"Molly" (Death's Spook)

    Reserved

    -Popshakes
    -Winter
    -Grassy Aggron
    -Eternity
    -Dragon Master
    -Lightning Dash
    -Daisuke Sempai
    -Princess Crow
    Last edited by Death's Spook; 02-06-2014 at 04:32 AM.
    Avatar taken from Scarfgirl and TheOtherChosenOne of Deviantart. Two great tastes that go great together! You know, when they aren't trying to kill each other horribly.

    Ivy commands you not to touch the kitty!

    Banner by Neo Emolga!


  2. #2
    Not insanity. Supersanity. Death's Spook's Avatar
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    Reserved for my characters

    Name: Sara Sage

    Age: 24

    Side: The Organization/The Pokemon HQ Lab

    Rank: Administrator of the Organization, Chief researcher of the Lab

    Gender: Female

    Appearance: Sara stands at about five and a half feet tall, with a bit of a narrow frame. She has a fair amount of muscle on her frame: not enough to stand out or be distracting, but it's definitely clear that she's worked on her body. Her olive skin carries a number of old, faded scars from before her Tinkering days. She has brown eyes too hard to truly be called chocolate colored, and she has slight bruises under them. Her one concession to vanity over function is her long, straight, dark hair, down to her waist (of course, she refuses to be stupid about it, and so her hair carries large multitudes of needles with each one having modified microbes and poisons capable of killing a Groudon with their potency).

    In terms of her clothing, Sara tends to favor dark greens in her wardrobe. This is not because of any preference for the colors, but rather because those are the colors of the plants she modifies to produce her clothing. The tightly woven vines have been modified to produce a green substance similar to spider silk, making her shirt and pants essentially bulletproof and very knife resistant. Her shirt reaches to the point where shirt also has glove-like parts, covering and armoring her hands. Her shoes are the one article of clothing she did not make personally, and so are instead just a generic pair of darkly colored sneakers.

    Personality: Sara's defining trait is her curiosity. She likes learning, understanding, problem solving, and because of this passion, she's gotten good at it. Even before she became a parahuman, she was a systems thinker, calculating, foreseeing possible issues, and discovering new things because of it. After becoming a Tinker, this talent of hers only became more pronounced, as raw data and capability evolved in her mind to yield one of the most brilliant individuals in the world.

    With one major exception.

    Though Sara is intelligent to the point of being terrifying, she has no filters when it comes to social interaction. Although she's technically capable of telling lies, she's usually brutally honest with everyone and is a horrible liar anyway. This gets bad enough when her opinions could get insulting, but her natural curiosity makes it even worse. She'll not only ask normal completely inappropriate questions ("Are you knocked up?"), she'll also ask questions that are downright creepy ("Your Thinker power is really cool. Can I dissect your brain after you die?"). Needless to say, this results in a tendency to shove her foot so far down her throat it comes out of her anus. Thankfully, she's aware of her tendency to screw up diplomatic interactions, and therefore she tends to avoid them.

    History: Sara was born and raised in Orre, the daughter of biologist and a inventor working in the lab. Since she could toddle, Sara was surrounded by science, machinery, and Pokemon, and her naturally bright mind took to learning everything it possibly could. She reveled in books and libraries, and tended to be in the corner, hiding in a book. Even when she got her first Pokemon, a Tentacool, she kept him around more as a pet than as a battler, preferring to focus on her studies. She was talented enough that Michael personally took an interest in her learning, and she was fully expecting to have original research done by the age of 16. But, that changed when Fateen entered the lab, screeching, pointing at her and calling /her/ the "heroine to be".

    From that moment, Michael was merciless in training her and her Pokemon in preparation for the impending war. The next five years were a crash course for her in tactics, training, hand to hand, preparing her for everything she might need to take on Cipher. She continued working in the lab as well, but the quantity of her work (if not the quality) dropped stupendously. The primary thing that suffered, though, was her social interaction. Although she could tactically plan on a battlefield and punch out nearly anyone who crossed her, Sara never really learned how to just interact.

    Then the lab exploded. She was in Pyrite at the time and was around long enough for the first Cluster. At first, she thought that she did not get any powers (in fact, she only became aware people had them when she found Thomas). But, when she and Thomas holed up for the night in ONBS, Sara's mind positively came alive. Tinkering with the various bits of scrap metal, stray wire, and some houseplants ONBS had lying around, Sara merged them together and essentially created her own personal minion. Everywhere she saw and thought, inventions came to mind, solutions began to unfold, and she realized that though her power was seemingly low key, the mad science she was using was absolutely not normal. She was a parahuman.

    Initially, she debated putting together a group of parahumans to serve at the lab, but come morning, she realized just how horrible and undesirable that was, especially because of her lack of social capability. So, in essence, she dragged Thomas aside and told him that he was going to be leader, with her running the administrative aspects in the background. This turned out to be a far better arrangement, as she got time to invent, didn't really screw things up with the average citizen of Orre, and accidentally made her first real friend out of Thomas in the deal. She supplies the logistics of the lab, organizes the intelligence, and acts as one of the lab's foremost tacticians.

    Pokemon:

    -Euryale the Hydreigon
    --Euryale, despite being a Hydreigon, acts almost as the baby of the group. She doesn't enjoy fighting, and prefers being kind and gentle to everyone she may meet. That said, just because she's meek and dislikes violence, doesn't mean she's weak. When the situation calls for it, she /will/ remind you that there's a reason her species is called the Brutal Pokemon.
    -David the Delphox
    --David is the quiet member of the group. He rarely says a word, not because he can't talk, but rather because talking is waste most of the time in his eyes. So when he does say something, please. Pay. Attention. It's important. And just as Euryale is an exercise in Bewaring the Nice Ones, David is easily able to demonstrate the being one of the quiet ones doesn't mean you're a pushover, either. If there's a dirty deed that needs to be done, it's likely that David will be the one pulling the trigger.
    -Sampson the Breloom
    --Sampson is quite possibly the single most hard headed creature in existence. If he doesn't want to do something, no one can make him do it unless they've somehow garnered his respect, a near impossible feat. In fact, the only people Sampson will show any deference to at all is Sara and Tox, and it's heavily implied that it's only because they've saved his life at one point.
    -Hippolyta the Aegislash
    --Hippolyta is downright the most courageous being in existence. It doesn't matter if she's faced with a Shadow Groudon mounted with 14 different machine guns it can fire at will: she will face the situation without blinking. But while she prefers being upfront, she's far from stupid, and knows that sometimes you have to attack from an oblique angle before ripping the enemy apart baresworded.
    -Clytemnestra the Togekiss
    --Clytemnestra acts as the mother of the group. She actively revels in making sure each member of the group is emotionally supported and has at least one person they can go to for troubles. That said, pleasepleasePLEEEEAAAAASE don't touch any of the group. Mothers are very protective, even if they're Togekiss, and you wouldn't believe the horrors Air Slash can leave on people.
    -Tox the Tentacruel
    --If Euryale's the heart of the team, and David is the team's black hand, then Tox is the undisputed leader. When faced with any sort of situation or crisis, he deals with it with a truly unnerving amount of sangfroid, before coming up with a ploy out of who-knows-where that bails everyone out.

    Powers:

    -Tinker 9 (Biotechnological augmentation)
    --Sara's power lies in a highly advanced grasp of scientific principles, allowing her to create and invent potent technology. In her case, she specializes in making biology and technology marry up, enhancing one another to create something more. Because of this specific specialization, she's essentially a cyborg, as are most of her Pokemon.

    Spoiler:

    Laboratory: In Sara's opinion, her greatest invention. Laboratory is essentially a genius loci, a span of many rooms about a hundred meters underneath the Pokemon HQ. It's a living being and a beautifully balanced ecosystem rolled into one, and Sara controls it through an AI that's nearly unhackable because it has both technological and biological aspects intertwined, making it extremely difficult to even be accessed. Laboratory is essentially designed to be a bunker and an HQ at the same time, and its state of the art security systems make it a nightmare to navigate for anyone without proper clearance.

    Improved body armor: Sara's clothing functions as a very powerful lightweight body armor.

    Nano-technologically modified bacteria: These are Sara's main form of weaponry when she feels that just bashing someone's head against the wall is insufficient to the situation. She has a limited number, but they're designed to take out someone cleanly and efficiently from the inside out.

    Biological system enhancement: Sara's a cyborg, basically. And so are all her Pokemon except for Clytemnestra and Hippolyta.



    -Brute 7
    --Sara has programmed a large multitude of redundancies into her biological systems. Her muscles are capable of lifting far more than usual. Her enhancements to her body make her strong, extremely tough, a very quick healer, and all but immune to the debilitating effects of pain. A punch from Sara at any real level of effort can shatter concrete without so much as visibly scratching up her knuckles.

    -Mover 5
    --Sara's powerful muscles also enable her to move rather quickly. She capable of dead sprinting at about 70 kph, and keeping it up for quite some time. Although she is far from being able to fly, she is extremely nimble, capable of ascending barriers and maneuvering up to rooftops and across obstacles like a professional in park our.

    Other: (Randomness is good. Stealing the moon is bad. Have fun!)


    Name: Benjamin "Benji" Verres

    Age: 26

    Side: Cipher

    Rank: Acting head of Cipher

    Gender: Male

    Appearance: Benjamin does not seem to cut a particularly imposing figure: he's a measly 5'3", and though he has muscle, it is not very visually defined. His blond hair is cut in a mushroom cut down to his ears, and combined with his round face, it gives him a babyish look. This is furthered because he's completely clean shaven, and he tends to wear a dopey grin. However, this grin never reaches his cold grey eyes; in fact, it fails to even approach them.

    As to general bearing: Benjamin favors very garish outfits. His general attire includes a pink suit and a neon green tie. He speaks with a somewhat higher pitched voice that's generally considered annoying. He walks as though he's carefree and childlike. All of his demeanor is almost enough to ignore the red stains that sometimes appear on his suit sleeves.

    Personality: Benjamin (or "Benji" as he prefers to be called) doesn't seem like the typical leader of an evil organization. He's upbeat, friendly, cheerful, and considerate. He takes a great amount of joy in being silly, and enjoys cute, fluffy things. He has a passion for the color pink, and can often be found spinning in place in his office. And there's absolutely nothing else to his personality. Nothing. At all. Nope.

    Well, except for the fact that he's completely evil, but the world is strange and it would boring if we are all the same.

    Behind his cheerful facade and his casual demeanor, Benjamin is one of the most terrifying example of "monster" out there. More terrifying is that his cheer appears to be almost genuine, and in fact, it will peak when he is doing things like torturing others to death. But his real danger comes from the fact that he's a brilliant manipulator, and a natural at mind games. He can corrupt, connive, and convert nearly anyone to his games, and his interest is solely in power. Not power in the sense of "I can brawl with Arceus" sort of power, but a more lasting and potent power than that: he seeks control over others, and basically always has it. It doesn't matter how strong the opponent is, he'll do his best to break them with fear and despair and he'll usually succeed too.

    History: No one appears to know where Benjamin came from. The first Cipher saw of him at all was when he suddenly appeared by Ardos's side as one of his yes-men. The only remarkable things about him were that he liked pink things, cute Pokemon, and that his Pokemon were quite competent. But as time wore on, Ardos, having taken his vengeance on Michael, began to lose steam. This turned out rather fatally for him and his inner circle, as the Lab apparently didn't waste a lot of time getting Ardos back. Benjamin was the only survivor, and took over.

    People thought that Benjmain's takeover would be a harbinger of Cipher's ruin and ultimate destruction. They kept assuming this until both the Lab and Mt. Battle got "messages". "Messages", for those who don't know what the word means in this context, means "each party got a half of Miror B's bisected head." And thus everyone learned that just because something is silly and humorous, does NOT mean it is not dangerous.

    Benjamin continued to establish himself as the head of Cipher, manipulating and conniving his opponents and allies equally to ensure his position was maintained. The syndicate has become a well oiled machine under his administration, and he keeps a staff close at hand who are all powerful in their own ways. By balancing their psychoses and other issues off of one another, he has been able to keep them working for him despite their… disparate personalities.

    Pokemon:

    What Benjamin's Pokemon are like and what their names are is not a well known thing. Their identities are known because Benjamin trains them regularly and people spy, but their various traits are the subject of rumor. Terrifying rumor, in fact: there are reports, for example, that his Snorlax is a "humanitarian" (and /not/ in the Mother Teresa sense). As leader, he uses his prerogative to keep his own cache of Shadow Pokemon (other than his Espeon, whom he keeps on hand) whose main purpose is not battling, but rather being the former Pokemon of some heroes (both dead and alive), designed to screw with people's heads.

    -Snorlax
    -Azumarill
    -Jumpluff
    -Arcanine
    -Flygon
    -Espeon (Shadow)

    Powers:

    -Breaker 6
    --Benjamin is capable of influencing the mass of objects up or down to any extent he likes. Thankfully, he is limited to influencing a volume only about the size of his closed fists put together, and he cannot affect parts of objects. He also cannot affect the mass of any biological structure, thanks to the Krane Effect. However, this power is still one he can use to deadly effect: any increase in mass thanks to his power does /not/ change the velocity of a given object, leaving him capable of throwing fastballs that gain the mass of semi trucks in midair, or having his Flygon whip up a sandstorm as he gives individual grains of sand the mass to rip through organs.

    -Trump 2
    --Benjamin is completely immune to any powers that would act on his mind or emotions. Master talents cannot directly affect him, nor can any Stranger talents that rely on emotional responses.

    -Thinker (?)
    --There is speculation that Benjamin has some sort of Thinker power, guarding him. The reason is that, whenever there happens to be a physical conflict, Benjamin has the luck of the devil himself (possibly because he's a /candidate/ for being the devil himself), simply happening to avoid where the most dangerous areas are. That's not to say he's impossible to hit, just that it's very very difficult, like trying to catch a leaf in the wind.

    Other: (Randomness is good. Stealing the moon is bad. Have fun!)


    Name: She's currently using the alias "Molly". But it's almost definitely not her real name

    Age: Mid-twenties? She won't say.

    Side: Not officially on a side, but appears to be sympathetic to the labs aims

    Rank: Chief Executive of Herself

    Gender: Female

    Appearance: "Molly" easily tops six feet in height with a couple inches of clearance. Her hair is dyed pitch black and has barely visible blond roots, and it would fall to below her shoulders if she didn't have it in a bun. She has clear muscle definition, but it seems to be more emphatic on her lower body than her upper body. Her body is lithe in general, and its form is one that is best defined as "smokin' hot".

    If it were Molly's choice, her clothes would be dark, velvet, and generally be long and flowy. However, as she's in Orre, she makes do with the far more practical dark pair of slacks and sturdy sweatshirt. She keeps her Pokeballs in her sweater pockets, which are fairly deep and have zippers on them. Her bearing isn't particularly noticeable, as she makes a specific effort to be as unremarkable as possible.

    Personality: "Molly" is defined primarily by a deep, abiding love for everyone around her. It distresses her to see suffering and pain, and she does her level best to compensate for the Orre region's horrors. Therefore, anyone who interacts with her will have a sense of fulfillment and happiness, as she makes absolutely certain that she is as kind as she can possibly be to all those around her.

    That said, "good" and "stupid" are very far apart from one another. She's extraordinarily socially adept, and most people are open books to her. Not only that, but she's a brilliant tactician, supplementing her already potent powers with lessons in ventriloquism, lip reading, and sending a projection with a Pokemon that has a hidden radio so that she can make it look like the projection is speaking. Her improvisations in high pressure situations combined with her capacity for thinking long term make her perfect for the role she's chosen to take as Orre's (hidden) benefactor.

    However, "Molly" has an issue in that is innocent, but in a really twisted way. She's completely unaware of the ramifications of lying and manipulation, and sees nothing wrong with either. Living lie detectors can't detect any signs of lying at all, and she can fool a polygraph, which may lead people to see her as a sociopath. Even though she sees manipulation as a tool that can be used to help, anyone who discovers the extent and sometimes the seeming cold bloodedness of her manipulations and lies will come to distrust her in record time, and may even see her as being downright evil. But in her opinion, manipulation exists: it's not bad, it's not good, it just depends on how the person using it.

    History: No one really knows where "Molly" came from. In fact, most people don't even know she exists, let alone that she's a parahuman who has been attempting to steer the train wreck that is the Orre region into non-horrible standing, and she endeavors to keep it that way. But her hand is often in play, and her influence is notable. If a hero finds something catching his eye and it reveals a child to save, if an agent of Cipher misses a critical detail that would reveal a mole acting against them, if members of rival gangs pass by each other without seeing one another, averting a horribly bloody battle, it may just be that Molly's hand is at work.

    When Molly needs overt action, she uses her projections to do the dirty work. Therefore, though she appears to be perfectly normal, she is several heroes and unaffiliated capes. Most of them are not well known, simply appearing, fulfilling a function, and vanishing into the crowd, never to be heard from again. This suits her just fine, as it keeps /her/ out of the spotlight and allows her to do good without any risk to her person. However, very potent Thinkers (who can process the data all at the same time) and Tinkers (whose various machines can do the data analysis for them) who have devoted time to it can evaluate the various discrepancies between the projected progress of the region and the actual result, and realize that there is another variable in play, one they have been unable to account for. Needless to say, these Thinkers and Tinkers usually keep this to themselves, although both Cipher and the Lab have heard whispers of a mastermind in play.

    Pokemon:

    -Taylor the Gliscor (F)
    --Taylor believes quite a bit in having /fun/. She's perky and pranky, and almost everyone she meets becomes a victim of her juvenile sense of humor eventually (this especially goes for her brother Colin, who needs to "lighten up"). However, when she fight, there really is no such thing as kid gloves.
    -Theresa the Dragalge (F)
    --Theresa is a champion, a team player. If there are those who are in need, she will not stop until they are helped. She is calm, coolheaded, and never unnecessarily showy, though. When she helps, she does it through a kind words and kind actions. Of course, "kind action" in Orre sometimes means "kicking the **** out of the guy causing problems", but it is what it is.
    -Matthew the Lucario (M)
    --Matthew is actually not originally Molly's Pokemon at all. Instead, he was trained by a member of Cipher, until his previous trainer met an unfortunate end, possibly at Matthew's hands. He scavenged around Orre until he found himself in desperate straits, only to be saved by Molly and Coraline. Although he will do whatever he believes is in Molly's interests and generally listen to her commands, he's very independently minded, and reacts angrily to any attempts to actually control him. But he also has a lighter side he'll occasionally show, making very funny but completely inappropriate jokes at the wrong times.
    -Coraline the Houndoom (F)
    --Coraline is very recognizably Molly's first Pokemon. She's a bit of dreamer and a loner, often needing time to wander off by herself. When she does talk, she's usually soft spoken and gentle. The exception to this, though, is when speaking to Matthew, where she'll get snarky and annoyed because of the difficulties everyone has trying to get him to be a team player. Of course, there are speculated to be other reasons, but both Coraline and Matthew will protest angrily and loudly if they are so much as implied.
    -Colin the Parasect (M)
    --Colin believes fully in being as cautious as possible when approaching any given situation: he likes having plans and backups and further plans to deal with any given situation. However, the frequency with which his plans actually get to be applied is close to zero, forcing him to improvise most of the time. A /lot/. But he's gotten really good at that.
    -Mors the Jellicent (M)
    --Mors is the oddball in Molly's team. Even though everyone else is well stabilized and kind, Mors is both a jerk and more than willing to eat you. Molly has him in check primarily because she can take him, but on occasion she is willing to let him off the leash. Mors is very unruffled about all the things that happen in Orre, and refuses to get mad about anything (instead, he gets even). Despite his overtly sociopathic tendencies though, he cares about his team members, especially Molly.

    Powers:

    -Thinker 4
    --"Molly"'s Thinker power is actually several smaller ones coming together to form a general potent power. She is capable of passively perceiving all waves on the electromagnetic spectrum within a one-half kilometer of her location. Her power also gives her the mental capacity to understand it all simultaneously and hold it all in her head to create what's essentially a perfect, detailed, spherical picture of her range.

    -Blaster 7
    --"Molly" is also capable of manipulating all of the waves she perceives to create several different forms of attack, such as moving all of the infrared in an area to a specific location to cook someone, or focusing several beams of light to burn out someone's eyeball.

    -Stranger 10
    --This is "Molly's" most dangerous tactic. Between her Thinker power and her manipulation of light, she can create several independently acting detailed illusions simultaneously to manipulate situations to her advantage. Because of the specific nature of her power, she is several heroes and independent parahumans at the same time. Like sock puppetry, only in real life. This also allows her to hide under a veil, completely invisible, and because of the nature of her power, her illusions have increased credibility because they register as having the same body heat as a regular human.

    Other: (Randomness is good. Stealing the moon is bad. Have fun!)
    Last edited by Death's Spook; 01-30-2014 at 09:53 PM.
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  3. #3
    taking flight! VeloJello's Avatar
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    Reserve my Organization and Cipher spots if you'd be so kind, please.


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    Paired with noob dummy crazy kid rad friend Nar.

  4. #4
    Not insanity. Supersanity. Death's Spook's Avatar
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    Reserved.

    Actually, I should probably put a section for who's accepted, reserved, etc. shouldn't I?
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  5. #5
    *~ Jolteon Lover ~* Popshakes's Avatar
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    Ahhh, this seems awesome! I'm on an iPod right now, but, I'd love to reserve my spot in this RP! When I get on a computer I'll start some character sheets. :3

    Emma's character sheet:
    Spoiler:
    Name: Emmaline "Emma" Andersen.
    Age: Twenty.
    Side: Sideless - but personally prefers the Organization to Cipher.
    Rank: Her own boss, trying to stay alive.
    Gender: Female.

    Appearance:
    Standing at a petite height of 5'4'', Emma isn't that tall whatsoever. Her small frame allows her to sneak past others easily without being detected usually. She weighs a light 110 lbs - mostly lean muscle and hardly any fat to her bones. Long, mid-back dirty-blonde hair falls over her silhouette and it's hardly ever brushed or kept back. It spikes in tufts here and there without a care in the world (some people think it's professionally done but Emma disagrees - she just doesn't find the time for it - her hair closely resembles Milla's in Tales of Xillia). Her skin-tone is light with some bronze coloring from being out in the sun a lot, thus, light freckles have begun to form on her face and shoulders from the sun exposure. Her lips have also darkened lightly and are a darker shade of pink. Emma's eyes are a tad-bit larger than most of her facial features and they shimmer a profound emerald-color and are definitely her most distinctive feature. When Emma uses her powers, either actively or passively, her eyes glaze into a deep, striking amber-color (which usually signifies to her opponent's, or allies, to take heed and stay away).

    Emma's outfit isn't much at all. In fact, since she's been traveling and trying to survive in the Orre Region she hasn't had much time to find a new apparel. Emma wears a red tube-top that bares her stomach. When it's cold she wears a tattered and torn dark denim hoodie. The tears come from Emma - something she isn't proud of. Wrapped around her hands are brown, leather gloves that stretch up to her wrists. The openings of her gloves poof out giving them a fluffed-up look. Her bottom-half consists of wearing white denim-shorts with black leggings that stretch down to her mid-calf. The front of her shorts have seams tearing while her leggings have snags all around the lower part of her legs. Finishing her outfit are mid-calf, black, buckle-less boots that she can easily slip on. They're weather-resistant (although the outsides look somewhat worn). Finishing her outfit are small accessories such as three gold bangles around each wrist and a gold chain around her neck with a single, emerald pendant. She also wears a brown, leather belt that carries each of her Pokemon.

    As well as her outfit, Emma carries two more staples to her character, which, are a simple leather and brown satchel and black-colored sunglasses. Inside she carries some rations for both herself and her Pokemon such as berries and herbs. There are a couple of flints and a pocket knife in her bag as well as some bandages and a flask filled with water - most times.

    Personality:
    Before Emma entered the Orre Region she was careless, happy, and free of burdens. She was a sweet and emotional girl who tried to help anyone she could. However, that all changed within the last five years of living in Orre. Her personality has almost shattered with who she used to be and any remains have been tucked away. Emma has become cold-hearted and doesn't particularly care for anyone else - human-wise. Her trust has deteriorated throughout the years towards fellow humans and she honestly doesn't know who to believe anymore. The only creatures she finds solace with are her own Pokemon.

    However, deep down, Emma has a weak disposition. She puts on a false front to keep herself safe from the world. Although most of her traits have shattered throughout the years, her emotional side remains (it is especially evident when her powers trigger). Due to living in the Orre Region, Emma has begun to develop an undiagnosed case of Bipolar Disorder which triggers itself when her powers are used. Although her manic and hypomanic episodes come and go naturally they are sped up every single time her powers are triggered - which, mostly result in manic episodes vs hypomanic ones.

    When Emma undergoes one of her episodes it's almost as if she gains an entire new outlook on life itself. Not to be confused with Dissociative Identity Disorder, Emma can either gain a high off of life and become overly talkative and creative (her hypomanic episodes) or become completely depressed, confused, hysteric, and under a form of psychosis (her manic episodes). She becomes extremely dangerous to be around when she's undergoing these moods and can cause quite an amount of destruction. Emma's Pokemon try to keep her under lock and key during this time but during these moods she can become quite manipulative.

    History:
    Emma was born and raised in the beautiful lands of Hoenn. She was raised in a humble area near Mauville City and was raised to be a well-liked and respectable woman. Emma wasn't one to be spiteful or anything of the sort. In fact, she was a superb role-model and was highly praised and looked upon while she lived in Hoenn. Emma's first Pokemon was an Eevee, her current partner to this day, named Flash. Due to living in the "bright and shiny city of fun" Emma fell deeply in-love with the Electric-types that roamed the area and thus, her Eevee soon-after evolved into a Jolteon. Following Flash's evolution, Emma was roughly thirteen years of age and it was about time she traveled the Hoenn region to indulge in the life of a trainer (being homeschooled meant she was able to travel at an early age). Through her adventures she caught a Feebas (which has since evolved into a beautiful Milotic), a Skarmory (which actually chose Emma as his trainer), and a Shuppet (which has since evolved into a dastardly Banette).

    As Emma traveled the vast land of Hoenn for two years she received news that her grandmother from Agate Village, Orre, needed some assistance as she was getting older. No one in Emma's immediate family were able to travel to Orre to help the ailing elder (due to "indescribable" incidents) so Emma, being young, vibrant, and ready to tackle the world set out on her own at fifteen to help her grandmother. However, news about the Orre Region didn't reach Hoenn until it was too late. As soon as Emma reached the region all connections and ties with Hoenn were soon cut-off. It was then Emma realized that she wasn't able to return home. She learned of the new abilities humans were gaining and, to Emma, it was completely foreign. Hardly making it safely to Agate Village, Emma was greeted with friendly faces all around. However, worry set-in quickly when Emma reached her grandmother's home within the trees. It wasn't soon before Emma was informed of Cipher and the terror that was unfolding in the Orre Region. The information and news shocked the young fifteen-year-old and she was unsure of herself.

    For an entire year Emma witnessed the struggles of everyone in her village and for an entire year she had seen more bloodshed than any sixteen-year-old should be exposed to. Since moving to Orre to help her grandmother, there had been no connections to any of the other regions. In fact, Orre officials made sure the news wouldn't reach out to anyone else (to keep a war from ensuing). That same year Emma was able to pick up two new, and final, additions to her party from a neighbor who helped take care of Emma's ailing grandmother. They were a Shiny Zorua and Espurr. Quite foreign to Emma but, happily, she agreed to take care of them. Everyone in Agate Village, who knew her, trusted Emma with many tasks. She was the poster child for keeping everyone happy and content - she was a ray of light. However, this ray of light was soon-to-be extinguished. It was a brisk autumn day and Emma was asked by a fellow neighbor, the same one who presented her with baby Pokemon, to fetch a few items outside of Agate's boundaries. Hidden in a small, yet lush area, were a field of berries that seemed to flourish. She was instructed to pick up some berries and Emma did as she was told. However, when she returned something seemed off and she was right. Many people were rushing to and fro panicking like Torchics with their heads chopped off. Confused yet alert she rushed to her grandmother who seemed to be doing worse. Her grandmother explained that a phenomenon known as a "Cluster" was occurring - the same one that happened three years prior in Pyrite Town.

    That same evening, as the Cluster faded, Emma's grandmother faded away. Emma was told, by officials of the Organization, that her grandmother and many other elderly couldn't handle the extremities the Cluster put on their genetic makeup. They deemed it appropriate that she wasn't going to make it much longer even if the Cluster didn't occur. Confused, pained, and hurt Emma couldn't take the news and something that night went off in Emma's mind. The small house she lived in with her grandmother began to shake furiously and the floorboards began to creak and crumble. The Organization was clearly intrigued by her innate powers - however, Emma didn't want any of that. Before she was probed and questioned by the Organization, Emma freaked out and escaped Agate Village. Since the Cluster in Agate, Emma has found a temporary shelter in and out of Phenac City and Pyrite Town.

    Pokemon:

    Flash the male Jolteon with Volt Absorb. Flash is all about being there for Emma in her time of need. He's been with her through thick and thin and could never imagine leaving her side. He's always out of his pokeball ready to pounce on anyone who gets near his trainer.

    Siren the female Milotic with Cute Charm. Siren tends to portray her beauty whenever she can. Whenever anyone of the opposite gender touches her or lays eyes on her beauty they tend to fall in-love with Siren - thus, her name - always beckoning those to do her bidding.

    Odyssey the male Skarmory with Sturdy. Odyssey is a quiet yet formidable ally of Emma's. His always watchful eyes gaze down upon his trainer. Taking on the "guardian angel" role, he never has Emma out of his sights and tends to follow her from the skies.

    Lilith the female Banette with Cursed Body. Lilith is Emma's sneaky little deceiver. When Emma needs to track someone or needs to find an escape route she sends in her Banette - or - if she's being pursued by a person of powers she uses Lilith's ability, Cursed Body, to disable their abilities shortly (if touched) for a quicker getaway.

    Shadow the male Shiny Zorua with Illusion. Shadow is the brother to Emma's Espurr, Mercy. His shiny disposition makes him eye-candy for thieves everywhere. Emma usually keeps him hidden in a pokeball when she's in a major town or city. Other than that, she keeps him out of his ball most times since he can simply hide his shimmer from plain view for an amount of time.

    Mercy the female Espurr with Infiltrator. Mercy is the sister to Emma's Shiny Zorua, Shadow. Mercy is a quiet kitten who tends to find herself in heaps of trouble. She loves to wander off on her own and that usually results in trouble not only for herself, but ultimately for Emma too. If Mercy isn't under the watch of Emma's older Pokemon, or herself, then she's usually kept in her pokeball.

    Powers:
    Striker - 3
    Emma is able to pass on her Striker ability through two different scenarios. One involves touch by skin-contact through her lips, hands, and fingers while the other method is through a combination of her Striker and Breaker abilities. Through skin-contact, Emma's touch can bring anyone down to their knees. Her skin emits a form of toxin that can seep into her foe. Unseeable by the human-eye, it goes without notice for a brief while. As the toxins make their way into her foe's bloodstream it becomes evident that the toxins are attaching themselves to muscles. As the toxin spreads it begins to break down control of the nervous system and muscular components - enabling her opponents to lose control of themselves and leaving them in a state of paralysis that is completely incurable at that point.
    -- When touched the foe feels a sting and only a soreness in the area of contact.
    -- Depending on how much toxin has spread into the foe's body, it takes anywhere from being instant to a complete hour for the paralysis to kick in.
    -- The paralysis is curable to some extent with the right amount of Pecha and Cheri berries - providing you find them before the paralysis kicks into full effect.
    -- If the nervous system begins to shut down then hopes for a cure are doubtful.
    -- The toxin cannot pass itself onto Poison-type Pokemon whatsoever.

    Through the second method, Emma is able to use her Striker abilities to pass her toxins on through contact with the ground and area around her. Although this method is completely taxing it is also rare that she'd ever use it due to her unstable confidence and control with her powers. When her two powers combine into one, her Breaker ability can keep everyone in five feet of her grounded and paralyzed. The toxins from her skin mix with her abilities as a form of shockwave - literally. It isn't as harmful as direct contact (as this doesn't cause lifelong damage), however, it does cause instant paralysis for about twenty minutes (unless a mixture of Pecha and Cheri berries are used right away).

    Shaker - 10
    Emma's Shaker abilities are profound and very versatile. Her ability comes in three flavors, each with their own destructive manifestation and they are her abilities to: Cause tremors, chasms, and aftershocks; create golems; and to control the ground telekinetically.

    Following suit with her emotions, when Emma is under distress or pain her ability to control her Shaker abilities are quite evident. Her most used out of her three forms is her ability to cause tremors and aftershocks. Playing with the stings of her emotions the ground beneath her begins to shake violently, crack, and cease to hold together. The plates beneath her feet begin to crumble like broken cookies and the ground begins to separate (sometimes even disperse the ground into small chasms). Her range of destruction is varied by her episodes and emotional state-of-mind. She can either cause a small shake in the ground to warn her enemies she isn't one to be messed with or lose control and decimate an entire village - possibly even a city. However, the latter two scenarios hardly ever occur and it's usually the former that presents itself more than anything. After she causes a tremor in the ground, or, an earthquake Emma's active Breaker abilities to create shockwaves kick in and they usually reverberate underneath her causing more destruction.
    -- Able to create tremors that range from small shakes and cracks in the ground to decimation of an entire village or city. The former scenarios hardly ever evident.
    -- Aftershocks usually occur when Emma is trying to escape from someone or something. She switches her Breaker ability to active to cause shockwaves beneath the ground.

    With broken rubble, Emma is able to create golems to do her bidding. By using telekinesis to form the golem and using her passive Breaker ability to break physics she's able to give life to her once inanimate creature. Her golem will follow her like a Pokemon follows their trainer. However, unable to think for itself, when it's in danger it will continuously fight until it cannot move any longer (or until it's time evaporates). Being sired to Emma means it will give it's life no matter the cost and will protect Emma in any situation.
    -- Able to create golems by using her telekinetic powers and passive Breaker ability.
    -- Emma must be attached to her golem in some way for it to take life (such as putting something of her's on the golem or by touching it).
    -- The golem will stay alive for as long as Emma is attached. However, if the golem strains itself too much strength and/or stamina-wise it will cease to live itself and fade away.
    -- Emma is only able to create one golem and only up to 5' for now.
    -- Her ability to create golems are actually unknown to Emma herself at the moment but are entirely possible if she realizes her innate power.

    Telekinetically, Emma is able to control the earth as she pleases. Being advanced in the field of being a Shaker, ability-wise, she's able to use her mind and thoughts to move the ground, or anything created by the earth, at will. Although it's quite the taxing process Emma is able to use something as simple as rocks to do many tasks for her. These tasks include, but are not limited to: helping her get to a destination; hitting a target from a distance; and breaking into or out of an area. However, her limitations keep her from using this ability to it's fullest since she cannot bend nor shape metal (although she's working on it). She's only able to use boulders, rocks, pebbles, and anything made with stone.
    -- Able to use any form of rock or stone to help with a variety of tasks (as listed above).
    -- Unable to use anything shaped or made with metal. However, with time she may be able to in the future.
    -- Able to use her telekinesis to form and give shape to her golems.

    Breaker - 7
    Emma's Breaker abilities manifest into both passive and active ways. Passively, her ability keeps her from receiving any harm from her own innate abilities and herself. Emma cannot do harm to herself whatsoever. Her body has developed a form of control and safety measure that will try to keep Emma alive at all costs. The passive ability, however, can wear away if a constant array of events occur that involve too much strength and stamina (such as being shot at with a machine gun - her body will produce barriers to keep her safe but will dwindle over time due to the repeated exertion that needs to happen to keep her safe).
    -- Able to form and create barriers and shields when in distress. Unable to create barriers or shields for others.
    -- Can barely levitate off the ground. Only when falling from extreme heights.
    -- Able to breathe underwater when in distress for a short amount of time.
    -- Able to break physics in some ways such as giving life to an inanimate object for a brief period of time.

    Actively, however, Emma is able to control gravity to some extent and is able to create shockwaves. Her powers are based solely on her emotions, like her Shaker ability, and are hard to get a grasp on when she needs it most. Most actively used when in her manic episodes, Emma is able to keep people grounded within twelve feet. Pressure grows on people around her and they fall into the ground, unable to move. While using this ability though, Emma is left completely defenseless barrier-wise due to her Breaker ability switching from passive to active.
    -- Able to keep pressure on her opponents - unabling movement.
    -- When mixed with her Striker ability she can cause paralysis for a short period of time.
    -- When angered or upset she can cause accidental shockwaves that can push her opponents back or deeper into the ground.
    -- When mixed with her Shaker ability she can cause aftershocks.

    Other: Emma's abilities come from her extreme emotions. She's technically unable to use the brute force of her powers unless she hits her manic episodes (in which case, it is completely possible for her to trigger enough emotions to cause the higher end of her powers). Currently, Emma is able to control her Striker abilities to their fullest extent, very low-end Shaker abilities, and hardly any Breaker abilities. That doesn't mean she can't control them while in her episodes, however.


    Skylar's character sheet:
    Spoiler:
    Name: Markus "Skylar" Webster.
    Age: Twenty-three.
    Side: Cipher.
    Rank: Grunt doing the dirty work of Cipher.
    Gender: Male.

    Appearance:
    (One to two paragraphs. Keep in mind that you’re generally expected to be ready to fight/run at any given time, and that your clothes will reflect that)

    Personality:
    (Two to three paragraphs)

    History:
    (Two to three paragraphs AND NO YOU CANNOT SKIP THIS PART. If you want your backstory to be cryptic, focus on what your character has been doing recently. If they haven’t been doing anything interesting enough to talk about recently, you shouldn't need to hide their history)

    Pokemon:

    Soprano the male Kricketune with Technician.

    Maleficent the female Mandibuzz with Overcoat.

    Fiesto the male Granbull with Rattled.

    Neptune the male Feraligatr with Sheer Force.

    Imposter the genderless Ditto with Imposter.

    Edgar the male Honchkrow with Moxie.

    Powers:
    Mover - 8
    Brute - 2
    Master - 2

    Other: (Randomness is good. Stealing the moon is bad. Have fun!)


    Jade's character sheet:
    Spoiler:
    Name: Jade Ruby Gemworth.
    Age: Twenty-one.
    Side: Organization.
    Rank: Recruiter for the Organization.
    Gender: Female.

    [CENTER]Appearance:
    With long, slender legs, Jade stands at a prompt 6'2''. Her tall form usually intimidates other men (as she's usually taller or just as tall) as well as other women. Although Jade is tall, she doesn't weigh much and is considered to be anorexic, weighing in at around 120 lbs. Despite her small and frail frame she's quite capable of handling her own.

    [CENTER]Personality:
    (Two to three paragraphs)

    History:

    (Two to three paragraphs AND NO YOU CANNOT SKIP THIS PART. If you want your backstory to be cryptic, focus on what your character has been doing recently. If they haven’t been doing anything interesting enough to talk about recently, you shouldn’t need to hide their history)

    Pokemon:

    Dexter the male Beautifly with Rivalry.

    Stitch the male Sableye with Prankster.

    Royalle the male Gorebyss with Swift Swim.

    Smugleaf the male Serperior with Contrary.

    Leonard the male Noivern with Telepathy.

    Snatch the male Shiny Krabby with Shell Armor.

    Powers:
    Trump - 10
    Blaster - 5
    Changer - 3

    Other: (Randomness is good. Stealing the moon is bad. Have fun!)
    Last edited by Popshakes; 02-10-2014 at 09:13 PM.

    Jolteon owns all other eeveelutions~ ;D

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  6. #6
    Not insanity. Supersanity. Death's Spook's Avatar
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    Popshakes has evolved into Reserved Popshakes!
    Avatar taken from Scarfgirl and TheOtherChosenOne of Deviantart. Two great tastes that go great together! You know, when they aren't trying to kill each other horribly.

    Ivy commands you not to touch the kitty!

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  8. #7
    I'd like to make two character reservations, please.

    Character One: Sam Webster.
    Spoiler:

    Name: Sam Webster.

    Age: Unknown, presumed to be around mid thirties.

    Side: For hire by anyone, money is his only aim and he will do whatever he must to achieve that aim.

    Rank: N/A, though he is known well in the underground scene.

    Gender: Male.

    Appearance: Sam keeps his appearance an enigma. He shrouds himself constantly with dark clothes and hoods, intent on keeping his identity a secret. In doing so, he retains the representation of being an unknown manipulator, something that he has worked on for a long time. The cloaks he dons are usually dark colours - navy blues, blacks, dark browns and greens - which allow two things: a sense of power which he , as well as a sense of enigma. The cloaks will often reach to around knee level. Underneath the cloaks he wears an outdated version of battlewear - it resembles medieval armour in design, and is not incredibly durable but provides more freedom than newer versions. This battlewear covers his entire body, and is used as nothing more than protection.

    Sam's physical stature is nothing that strikes as intimidating. At 5'9 and weighing 144lbs, he is not physically dominating. Underneath his cloak is short and ragged brown hair, with dull brown eyes and a slightly large nose. A twisted and warped smile is plastered onto his face amid a peppering of stubble, though the smile is rarely seen. His body is void of any definitive muscle, his physique is slim and smooth. He has a few scars that decorate his arms and backs due to previous incidents while working - they are gouged primarily across his shoulders and upper arm. He also has a tattoo of a single rose being burnt which is placed on his right forearm.

    Personality: Sam is, in the simplest of terms, psychotic. He does not retain a single regular form of thinking, and his thoughts are often dark and haunted. These haunted thoughts often creep into what he says, which can confuse and scare those around him. His humour - what little there is - is sadistic and dry. He knows that he is not physically scary, so instead he relies upon mental intimidation to achieve what it is that he desires. He is not allied to a single cause - as long as he is paid, he will do what he must. This is his sole driving force in life.

    Sam does not often show much regard for the pain he inflicts upon other people - any times he does regard it, it is usually to revel in the twisted beauty of the situation. He does, however, show compassion for injured or abandoned Pokémon, of which three of his own Pokémon were, once. When discovering a Pokémon in pain, he will first track the area down for any humans. Any that are in the location receive an interrogation while his own Pokémon help to relieve the injured Pokémon. After this, he will treat the Pokémon in any way he knows how to. Sam will often go out of his way to ensure that Pokémon are not injured in any malicious way, unless it is he who is causing the pain or it is necessary for survival.

    History: What is life without the wealth to live it?

    Growing up as a poor child, Sam would always strive to be the best he could be. If he could better his life in any way possible, he would take the chance and bear the consequences. During his childhood he worked at least four jobs, trying his hardest to gain the single most precious thing that could better his life: money. To Sam, money was everything. Money bought what would make him happy, it would bring him his desires, it would bring him his life. When he was without any money, he felt lost. Though this was rarely the case.

    Initially, Sam did only legitimate jobs - working in Pokémon centres was something that lit a spark within him. For several years he treated mistreated Pokémon and slowly developed a hatred to the careless trainers who allowed their Pokémon to be put into such pain. As he did not have any Pokémon of his own while growing up, he got very angry and passionate when people would take their comrades for granted. In private, he would often approach anyone he saw abusing or mistreating their Pokémon and try to convince them of their ways, through physical means. In this time, he would almost always be at a disadvantage due to the other person being a better trainer or having a weapon. This is where the majority of his scars come from.

    He met his first Pokémon comrade while performing a job for a crime gang. It was a simple snatch and grab. He had no idea what it was he was to be grabbing, but all he knew was that whatever inside the package was valuable and could be used to revolutionise defensive weaponry when it was "used and disposed of". When Sam saw that one of the items with the "package" was a Poké Ball he refused to take the creature back to the crime gang, instead choosing to release the Pokémon. He explained the entirety of the situation to the creature, a Gardevoir, who in turn sought to protect him just as he had protected her. He accepted the protection.

    Through the several illegal jobs he performed, his mind started to waver and crack. Breaking the law on so many occasions caused issues within his brain, and eventually it snapped and boiled over into a psychotic disorder. This has been with him ever since, and it haunts his mind and twists his thoughts, though Sam is unaware. His Pokémon were captured from the crime gangs HQ following a police bust - the group's Poké Balls had been hidden by Sam previously that day in order to protect them all. Sam released the vast majority and just kept a select five, which have now become his team.

    While his Pokémon do not always agree with his actions, they know that it is what makes their master happy. As such, they choose to simply allow Samuel to do what it is that makes him happy and completes his life.

    Pokemon: Mr. Mime - Mimicry
    Tyranitar - Blocker
    Banette - Schadenfreude
    Espeon - Reflection
    Roserade - Decay
    Gardevoir - Guardian

    Powers: Master - Level 7: Sam is able to influence the way in which someone moves. A lot like he is pulling at the strings of someone's limbs, he is able to make alterations in someone's actions. He doesn't claim full control, rather he just influences and pushes / pulls the individual. When he uses this skill he creates a one-way link between his mind and their body. Something that Sam has started to perfect is his own personal form of hypnosis. By spending hours physically inspecting somebody using his link with their body, he gains knowledge of their personal biological make up. Following this, he gains an ever-present attachment with that individual's body. If that person is in the area, he can reconnect this link and influence their actions and powers as he wants. The amount that this link is used will strengthen his influence, as well as working in tandem with his thinker power to gain a higher level of understanding of the individual's mind. This is through the way in which he detects the individual's voluntary and involuntary bodily reactions when he forces them to do something.

    Thinker - Level 7: Sam has a heightened ability to discern immediate situations and possible actions to take in those given situations - what may take somebody hours upon hours to work out he can solve in a significantly shorter time. He also has a heightened judge of character - the longer spent around someone, the more he will be able to discern their actions and personality. This works in tandem with his master power - if he has his link with someone, then he will be able to discern their actions. Once the link is removed, he no longer takes information in about that individual at a heightened rate.

    Trump - Level 5: Sam's trump ability allows him to interfere and nullify another person's powers and abilities for as long as he wishes, so long as the link from his master power is on them. This ability also grants him immunity from other forms of trump so long as he focuses on blocking out the opposing trump powers. In doing so, it lowers his ability to use his own trump power.

    Other:


    Character Two: Jessica Saunders.
    Spoiler:
    Name: Jessica Saunders.

    Age: Twenty three.

    Side: Allied with the Organization.

    Rank: High ranking guard / soldier.

    Gender: Female.

    Appearance: Through constant training and vigilance, Jessica has achieved a slender body, standing at 6'2" and weighing only 104lbs. Her hair - blonde - falls neatly down to her shoulder blades when she lets it flow freely, but most often keeps it in a ponytail, with a fringe framing her eyes. Her eyes themselves are icy blue, accompanied by a sweet smile which seems almost out of character for a soldier. Her skin is smooth and pale, signs of someone who has spent a lot of time perfecting their appearance for reasons only they know. Her arms and legs are long, slim things, protruding from a thin body with small breasts.

    Her outfit is state of the art battlewear. Kevlar that has been manipulated by high level tinkerers to be lighter, more malleable and tougher than normal. It is a white suit, softly glowing blue due to the lights that are placed within small grooves across the body. These grooves allow the suit to be taken apart and thus taken off, and are located at the shoulders, breasts, pelvis, knees and ankles - every groove has the small blue lights placed within them. The suit is skintight to prevent anything from being caught on environmental objects or grabbed by the opposition. It is designed to be usable in every situation and environment, and is thus used as every day clothing as well as combat gear.

    Personality: As to be expected form most soldiers, Jessica's personality is split. In normal situations, she is an intellectual, somewhat sarcastic girl, who is independent and happy to speak up for what she believes is right and wrong. This half of her personality is opinionated, and a strong believer in rights for everyone and everything, as well as allowing everyone to get their own points across. She is happy to argue and just as happy to back down. Her humour is relatively dry, but she does get a few small laughs from cheesy and predictable jokes. She is down to earth and believes that everything happens for a reason.

    The other half of her personality is that of a coldhearted soldier. Anytime a fight breaks out she will sever all attachments to her ordinary life and focus entirely on the situation that is at hand. She will take any and all orders that she deems necessary to follow, and will not stop at anything until her task is complete. This half of her personality allows her other half to live peacefully, as while she is under the influence and haze of this personality she feels no remorse or guilt for her actions. Anything that could otherwise scar another human being is locked out and buried within her mind, so as to protect her ordinary life.

    History: Jessica lived a completely normal life, void of any surprises. Growing up in Agate Village, her childhood was calm and simple; a few hospital visits due to accidents when she was playing rough, but aside from that there were no issues. During her upbringing she had always been a tomboy, always happy and willing to play rough with everyone else. Her parents let it happen, knowing that that was simply who their daughter is. They had no qualms with it and merely played it off as a quirk of her personality. She never picked fights, nor did she do anything that could potentially injure someone, so there was no apparent problem.

    During her teenage years, Jessica became increasingly more rough, starting to pick fights with people. Most saw this as a reaction to her "terrible upbringing", though in truth it was simply Jessica's way of dealing with any injustice she saw around her. If she saw something that was negatively affecting someone else, she would do what she could to help, even if it meant picking fights with people. She knew that actions spoke louder than words, and when these people were being unruly to those who needed help, why should she just shout at them? Again, her parents had no true qualms with this, due to the fact that they knew that their daughter had their own way of dealing with her own life. They provided help if needed, but otherwise they believed that their daughter would be okay with just their guidance, nothing more.

    That, however, was their problem. They only ever "guided" Jessica, never truly taught her right from wrong. They thought that having their daughter take care of any injustices was completely okay, but she quite often found herself helping the wrong person. She was taken in by police numerous times due to her attempts at "helping" - in truth she would be defending a criminal. Her parents were happy enough to smooth things over, but never treated it like a problem. After the fifth accident, she was given an ultimatum; either go to jail or do something to help her country. Jessica's mind was, naturally, made up at that point, and she was enlisted into the military. Though the Pokémon military wasn't very flash or out there, they were located all around the world, acting as protection for most major organizations.

    Jessica's powers came from the Agate Village cluster, when she was home with her parents. Her parents had some form of research on the Relic Stone and Jessica herself was afraid of the potential of somebody trying to steal it, due to its supposed value. Jessica was not prepared to put her parents' lives at risk, nor their research, so she requested to be assigned to protect them.

    She was performing a routine scout and her own research on the Relic Stone when the cluster occurred. Jessica does not recall the events, all she knows is that everything around her felt more alive, as though there was static electricity running through the air. Following that, she passed out, waking up a few hours later in her house with her parents. The days following that were slow and hazy, all she remembered was that feeling of electricity running wild. She discovered her powers when her family was attacked.

    Her parents had been asked to deliver any and all information they had to the Organization, something that they had been waiting for for a long time. They had been waiting outside of Agate Village, awaiting their daughter's arrival before they left, only to be greeted by masked strangers who unleashed hell upon them. Jessica arrived in time to see them being dragged away, instantly giving chase with her Talonflame and Luxray. Her parents' captors were too slow to avoid the fight, though they were well equipped and prepared. The devices they used isolated her Pokemon, leaving Jessica to fight by herself. In a moment of intense rage, her blaster ability came forth, decimating the devices that her opponents had used and releasing her Pokemon.

    Though she saved her parents, their data had been taken and was long gone. They could replicate it, but were terrified of what could be done with it in the wrong hands. Following this incident, Jessica was assigned to protecting The Organization, with two purposes; to ensure that incidents such as Cipher's initial bombing do not happen again, and to develop her abilities to protect those around her.

    Pokemon: Venusaur - Blossom
    Forretress - James
    Blaziken - Elizabeth
    Luxray - Cole
    Jellicent - Jacqueline
    Talonflame - Jake

    Powers: Blaster - Level 6: What makes Jessica an average blaster isn't the potency of her individual shots, it's the speed at which they come and the wide diversity she wields in producing each shot. Capable of producing numerous elemental blasts which she fires at rapid speed, the lack of power is made up for in being able to provide nigh constant bombardment that can affect any member of her opposition.

    Breaker - Level 5: Jessica is capable of manipulating the space that surrounds her alone. She is capable of changing gravity and magnetic fields, but only in her direct area, so it only influences her. This is mainly used to give herself an advantage in fights through the way in which she gains control of the immediate area around her.

    Brute - Level 7: Jessica has the ability to act as something of a wall in the middle of prolonged combat, as well as CQB. Her brute power passively grants her tougher skin, so as to allow her to take stronger shots without any true difficulty. It also grants her a passive regeneration, constantly slowly knitting her wounds together and repairing what is broken. She does, also, have increased muscle strength, providing her with significantly stronger physical attacks. If she is to focus her power on her tougher skin or her regeneration then those parts of her power will become a lot more potent, but at the cost of lessening the other aspects of her brute power.

    Other: Jessica has an attachment to her suit which acts as a laser aiming sight for her blaster attacks. This is used as much for her accuracy as it is to strike fear into someone's heart in close situations. She also has numerous ways in which she uses her blaster ability, demonstrated though the different hand and arm actions she will make - long swings to short flicks of the hand all demonstrate some form of potency, speed and elemental alignment of each shot.
    Last edited by Liiammmm; 01-25-2014 at 10:25 PM.
    Adolescence didn't make sense
    The little loss of innocence
    The ugliness of being a fool
    Ain't youth meant to be beautiful?


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  9. #8
    Not insanity. Supersanity. Death's Spook's Avatar
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  10. #9
    I came in like a wrecking ball... [Desolate Divine]'s Avatar
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    Can me please get a reserve? Also, with powers, am I right in thinking you can have one very versatile power, or a few not as versatile powers?

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    Not insanity. Supersanity. Death's Spook's Avatar
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    Quote Originally Posted by Comatose View Post
    Can me please get a reserve? Also, with powers, am I right in thinking you can have one very versatile power, or a few not as versatile powers?
    Sure, and pretty much, respectively. Rule of thumb is that you can't have powers that span more than three classifications.
    Avatar taken from Scarfgirl and TheOtherChosenOne of Deviantart. Two great tastes that go great together! You know, when they aren't trying to kill each other horribly.

    Ivy commands you not to touch the kitty!

    Banner by Neo Emolga!


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