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Topic: Character Catalog (Read 99265 times)
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January 14, 2014, 05:38:04 PM
Reply #45
Korby
Global Moderator
Benvenuto nella room italiana!
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Date Registered: March 04, 2010, 03:36:02 AM
I don't plan on writing up Aries
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Reply #45 on:
January 14, 2014, 05:38:04 PM »
this could very well be the longest post I've made on this forum.
(click to show/hide)
Drameda Anderson, the Trap Master
"Oh? You're going to go with the weather like this? Why don't you stay a little longer? It'd be a shame if you left so early..."
Appearance: Tall, thin man that looks to be about in his fifties. His grimy black hair is pulled back into a short ponytail, but several strands stick out every which way. A large amount of white is around his pale blue eyes, making them seem smaller than they are. If one looks at his face, they will see various wrinkles spread about, primarily under the eyes and near the edges of the mouth.
Drameda constantly wears a very wide grin.
The man stands with a bit of a hunch from many laborious nights of mastering his craft. He wears a black cloak with a hood that is rarely put up under normal circumstances. Inside of the cloak is a countless number of pockets and straps used for storage. He wears a button up shirt with the sleeves ripped off at the shoulders, covered in a leather vest with several pouches and straps for containing bits and pieces of machines. His black belt is decorated with a silver spider-shaped buckle that is noticeably unpolished. The belt also contains several loops for holding tools, primarily hammers and stakes, but several bear traps hang on his hips, as well as a large coil of metal wire. His pants are simply black and like everything else in his wardrobe, covered in pockets. He wears big brown boots with steel toes, but most of the boot is usually covered by his long pants.
The most notable feature by far is his complete lack of biological arms. His right arm's flesh stops a few inches below the shoulder, but his left arm stops right after his elbow. The rest of the arms are horrifying metal prosthesis, designed to give Drameda full control when working. Several tubes and wires hook into the flesh on his old arms. His hands are normally configured like a human's, but they can adjust and spin around the base of the "palm" to allow for any position of fiddling and fingers. His fingers can extend to an extent, growing thinner as they get farther. Mostly used for detailing and occasionally lockpicking.
Personality: Drameda is a wee bit off his rocker. Obsessive, possessive, creepy, controlling, and insensitive, he is not the kind of person you want to be friends with. Despite this, he is scarily good at entertaining any guests he might have. Despite his politeness to his guests, it's generally not a good idea to push his boundaries if he's entertaining you if you value your limbs. The few friends Drameda has include several "puppets" of ex-guests, his son[who is understandably not too terribly fond of his father], and the grave of his ex-wife.
Drameda has a a tendency to seclude himself and would much rather invent new ways to capture and maim than to socialize. The few guests he has he becomes very fond of, and would very much prefer if they stayed with him — forever.
Backstory: Doctor Drameda had always been obsessive about his traps. He worked as a freelancer, setting up security systems for whoever asked, no matter how deadly the system might be. He was the guy you called if you needed something Indiana Jones couldn't figure out. He eventually married and had a son, Aries Anderson. After many years of happiness with intermittent feuds, his wife decided that the man loved his work more than he, so she left and took Aries. Horrified by this, Drameda set out to confront her. Through a horrible turn of events, Drameda ended up bludgeoning his wife to death with an umbrella. Deeply disturbed by what just happened, young Aries ran very far away despite the desperate wishes of his father. The man wept. Something snapped in his mind that day, and he has never been able to wipe his smile off his face. "It's not my fault; they didn't understand me! If they had just taken the time to appreciate my collection, they wouldn't have left!" Drameda devoted himself solely to his craft immediately. Bear traps, whirling blades, invisible wires, trap doors, pitfalls, bombs, dart shooters, and boulders, all things that he would use to make sure no one could leave him again. In the many years after the snap, Drameda would eventually become the victim of his creations and lose parts of his arms. He was able to construct replacements relatively easily, and continued upgrading them in addition to perfecting his tools.
Drameda was eventually hired by some random companies to fight other hired mercenaries, but he quickly left that job after noticing it wasn't going anywhere, leaving him stranded in Cutopia.
Weapon/Other Abilities:
Drameda relies mainly on deceit and machines to be effective in battle. While he will use elaborate setups and scenarios to ensnare his prey, he does have some things that can be set up very quickly. The following traps are not the limit to his arsenal, but rather the most notable contributions. Drameda has access to explosives, and has thirty-some years of trap making experience. He can make something appear harmless, but truly be a death machine.
Foresight
Drameda is really good at knowing people. As such, he tends to know how people will react before they do, and will adjust his plans as he needs to. He always has a Plan E in case A-D fail, and the impossibly rare Plan F generally tends to be "Screw my morals, have a bear trap."
Steel Arms
Drameda's arms can be used effectively as weapons, whether it be by slashing, drilling, nail-gunning, burning, or stabbing, his iron fists have been designed primarily to replace most conventional tools. One of the few things his arms cannot do is become sawblades, and as such...
Meat Grinder
Drameda's personal favorite mechanism. The Meat Grinder is a gasoline controlled death machine that looks like a small ceiling fan with chainsaws for blades. Easily portable [the blades can overlap and it can then be hung off a belt] and weighted on the bottom, they are designed to be able to be thrown into an area and wreak havoc. Drameda has developed several variations of the Meat Grinder; Different sizes, remote activation, rip cords[not entirely good for the activator to keep limbs], and mobile and robotic[think roomba with chainsaws]
Ankle Biters
Everyone's favorite Bear Trap designed specifically to capture and preserve whatever is unlucky enough to be nearby it. Ankle Biters are also designed to be able to be thrown, opening up automatically with sufficient force. They can still be opened manually, of course. The teeth curve inwards to really dig into whatever they attack. It is possible to throw them at people to ensure they are caught, but Drameda prefers not to do that, as it ruins the fun of traps.
Other:
-If you played Chess, he would likely beat you.
-Drameda knows very well where Aries lives and observes him, but he never interacts with him. He is sure Aries will attempt to kill him eventually.
-He has always considered adding a laser beam to his arms.
may write up myself eventually.
Logged
January 14, 2014, 11:26:29 PM
Reply #46
Beed28
MM8BDM Extender
Putting the 'bounce' into your world.
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Date Registered: June 20, 2011, 08:07:58 PM
Re: Character Catalog
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Reply #46 on:
January 14, 2014, 11:26:29 PM »
Ugh, my Jelly World fetish is playing up on me again...
Also, would immortality be acceptable, even if he is a civilian character?
(click to show/hide)
Stanley Hikari
"I know it's hard to remain still in a world like this, but you kinda get used to it after a while."
Appearance: A teenage boy wearing white shoes, jeans, a black shirt and a jacket (
kinda like what Rock is wearing here
). Has green eyes and the same hair as Mega Man Volnutt's.
Personality: Is cheery, and likes to joke and make sarcastic remarks, but knows when to be serious. He is also polite at times, and never uses foul language.
Backstory: Stanley resides in another dimension with a planet similar to Earth. Many years ago, a mysterious wizard, of unknown gender, visited from an unknown dimension and claimed to grant one single wish to the people of the dimension, and someone had wished for immortality for everyone in the dimension. The wizard stated that it could grant everyone that, but coming at a massive everlasting cost. However, before it was able to reveal the cost, the person constantly pestered the wizard and demanded the wish to be granted. The wizard did so, and vanished, never to be seen again. However, the next day, the ground underneath the feet of people started to constantly move and bounce up and down gently, although many people ignored it. As the days passed, the ground motion got more violent, until entire landscapes in the distance could be seen waving up and down like oceans and mountains jiggling like bowls of gelatin, with the ground also occasionally jumping a few times a day, lifting people a few feet into the air each time. The wobbling was so great and so constant that entire cities were flattened within days of each other. However, the people did not give up. They banded together and started building buildings that withstood the constant movement and motion, eventually rebuilding city after city after several years, and was even able to build power plants that harnessed electricity from the constant energy the wobbling ground gave out. The people later christened their dimension "Jelly World". Stanley Hikari lives in the city of Bouncopolis in an apartment and works as a paper boy, walking through suburbs and delivering newspapers to residents of the city he's in, where the constant wobbling of the ground makes his job all the more thrilling. He also likes to stroll through the city park on most days, sitting down on a bench to ride out the motion and admire the shaking trees and splashing pond.
Abilities:
Immortality
- He cannot be harmed or even be killed thanks to the wish. His body also does not age, and cannot get sickness.
Gelatinous Footing
- He is so used to Jelly World's constant wobbling that he can stay upright constantly and walk around with no problems (although his body is still being flung about), and can even balance on one foot. However, if he is brought to another dimension where the ground remains stable, he will teeter and fall about constantly as he has little experience with the ground being still.
Other:
- Stanley is peaceful and stays away from combat.
Logged
January 15, 2014, 05:27:27 AM
Reply #47
MasterXman
Standard Member
Status Unknown
Date Registered: April 26, 2011, 12:15:48 AM
Inb4 "That name is rediculous"
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Reply #47 on:
January 15, 2014, 05:27:27 AM »
Uh shoot okay
(click to show/hide)
Jaleheim
"...How did I ever survive hell? Aw who cares, I'm still alive!"
Appearance: He's 5 feet and 8 inches tall, has short purple hair, wears a blue-yellow trench coat with white pants, a red t-shirt and yellow boots. The trench coat has a random number printed in black and seems to change every 5 minutes. The numbers range from 0 to 1000. His eyes are red.
Personality: He likes to joke around a lot, but he's serious when it comes to life and death. He never jokes around when he takes tests. He is completely unable to be distracted by anything.
Inventory:
Grand Immortality Pass
This key card actually does nothing. It can be used for showing off to people.
It
doesn't
make anyone immortal.
Armor Killer
A long length Sword with a black gradiented aura. Pierces all kinds of armor. Has the word "Ripper" printed in light blue on the fuller.
Dragon Killer
A medium length Sword with a green gradiented aura. Heavily damages all kinds of dragons. Has the word "Clipper" printed in light blue on the fuller.
Book of Darkness
This is a special book that does many things. It spawns spikes, summons clones of the user, creates a dragon that chases the opponent, and a spawns a giant fist made of metal which will come out of the sky and randomly punch someone that isn't the user.
The fist requires a lot of concentration and energy.
The dragon lasts 30 seconds max. It automatically disappears after attacking the opponent.
When a clone dies, it explodes and sends purple tennis balls everywhere.
All of his weapons seem to poof right into his hands.
Backstory: Jaleheim was once an average person until he obtained the Book of Darkness. He gained a lot of power which killed him. Two days later he was revived and sent on a quest to defeat an evil Sorcerer. In the epic final battle, they both died. Meanwhile when he was in the underworld, he raised hell and killed demons that attacked him. After spending 2 months in the underworld, he was revived again, but this time by his own clone. He was given a Grand Immortality Pass after he was revived. The pass didn't do anything so he kept it anyways. He kept thinking about the underworld and how he ever survived that place.
Other: He is unable to become a zombie and he is immune to hypnotism.
Logged
January 15, 2014, 05:30:09 AM
Reply #48
xColdxFusionx
MM8BDM MM&B Contributor
Date Registered: August 02, 2011, 01:07:17 PM
Re: Character Catalog
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Reply #48 on:
January 15, 2014, 05:30:09 AM »
After a long string of immortal characters
and characters made of silly
I present to you
someone who can actually die
and is excessively serious
gasp
(click to show/hide)
Naessa "Vanessa" Saralein
"Aw, how cute. She believes in
honor
and
justice.
This will be fun..."
Appearance: Appears to be a human woman (mid to late 20's) with long brown hair and brown eyes. Wears the standard adventurer's brown leather armor, though it has been trimmed to show her stomach and legs (she claims it's for extra mobility, though whether or not it's worth the reduced protection is debatable) with brown boots and a black silk cape bearing a red weblike pattern.
Personality: Clever, manipulating, and cruel. She's the one that wants to watch the world burn. Never explicitly announces her intentions, and spends a good portion of her time setting up plans and luring men and women to their demise. In combat, she doesn't kill outright; she goes for vital points to paralyze foes, then mocks them as they bleed out. If she takes special interest in someone (read: if she finds their reaction to her especially amusing), she won't kill them, instead leaving them alive and tormenting them out of boredom.
Backstory: Once long ago, a treasure-hunter named Vanessa Saralein was sent by the Adventurer's Guild to explore a nearby cave after reports of suspicious activity. She didn't return for several months, which greatly worried the guild leaders. When she did return, there was much rejoicing... until several other guild members, one by one, mysteriously disappeared. The once mischievous but kindhearted adventurer had been replaced with a monster, with no desire apart from seeing the blood and tears of everyone in her path...
Weapons/Other Abilities:
The Webs we Weave
- Vanessa is not technically the woman she was when she started off on her quest; dark energy has corrupted her, and her body has transformed to fit. She typically uses an illusion and some magical manipulation to maintain her original form, which is described above; however, her true form is that of a legion of countless red spiders no bigger than the palm of her hand, which act in a manner comparable to a "hive mind;" no one spider is in control, but the mass of them behaves and thinks as one. The easiest way to determine this is to damage her; she does not bleed as a normal human would, instead losing units from the whole, who attempt to mimic blood spraying from the wound, though careful observation generally reveals otherwise. When she's found out, she can appear as an "interwoven" form and use the spiders that form her as an attacking force, nipping at targets to inject them with venom and weaving webs around them to make movement difficult. When a particularly strong foe falls in battle, she can envelop them, consuming their life essence and using it to bolster her own abilities.
Traceless
- As a side-effect of the illusion magic that maintains her false form, Vanessa is unrecognizable to anyone who sees her face; only the vaguest possible description comes out of the target's mouth. This mental erasure is surprisingly strong, bypassing even some of the strongest mages' resistances with startling ease. The only one she doesn't seem to fool is a certain Caleb Felderson, who is completely baffled when no one seems to remember the crazy, clearly sociopathic woman they just met who was making them sweat nervously seconds ago.
Tooth and Nail
- Vanessa's trusty daggers, once used for clearing out dungeons and prying open stuck chests, are now implements of torture. Given serrated backs to make their strikes more painful, Vanessa cherishes these beyond all else; taking them away would be like taking her identity.
Hair Splitters
- If Vanessa needs to take out a foe from afar or make a statement, she draws the Hair Splitters, an assortment of small throwing knives she keeps on her person at all times. She has great dexterity, allowing her to draw and throw multiples simultaneously with startling ease and accuracy.
Disheartening
- Sort of an anti-glamour, Vanessa makes others nervous just by standing near them. It's a fairly weak ability which pretty much behaves the same way as Maria's Glamour (with the attraction being replaced with unease), and most people with some form of magic resilience won't even notice it, though it does have some sort of strange feedback with Maria, who reacts quite violently to the stimulus and immediately flees when she senses it...
Change Shape
- Vanessa's nastiest trick, and one she is quite fond of; Vanessa is able to alter her illusion to appear as any humanoid sentient being roughly matching her size. While she does this, her Disheartening applies in reverse; the magically-inclined sense that something is amiss while the mundane-inclined must use keen observations to detect the change. While she doesn't gain abilities as a result of this transformation, she can fool others into attacking their allies with a well-crafted disguise and a few lies...
Other:
- The Adventurer's Guild once had a massive bounty for the capture and/or killing of Vanessa, though that hunt was called off when she turned herself in under the guise of another adventurer.
Logged
January 15, 2014, 11:53:21 PM
Reply #49
Magnet Dood
MM8BDM MM8 Contributor
Rockman 5- Blues' Trap!?
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Date Registered: April 19, 2011, 08:13:37 PM
Re: Character Catalog
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Reply #49 on:
January 15, 2014, 11:53:21 PM »
I guess I might as well post the idea I had of myself eh
I don't know if it's OP or not but I guess we'll see
(click to show/hide)
"What did you say? I'm busy working on something..."
Name: Ronald Doodington
Appearance: A tall and skinny human with messy brown hair, oversized boots, dirty, splotched overalls, and large working goggles. A bright orange shirt is underneath his overalls, somehow much cleaner. His eyes are a wide and sleepy blue, indicating he must not get enough sleep. Appears to have some sort of computer device attached to his right wrist. Late high-school age. Always has some sort of tool in his hand, whether it be a wrench or hammer.
Personality: Ronald's a scatterbrain who starts and never finishes anything. He is constantly digging his nose into new projects, though his workshop is littered with plenty of incomplete ones. He slacks off pretty often and is easily distracted. He also isn't the greatest partner, either- he is fairly pessimistic if stuck with a seemingly impossible situation and is not a very good conversationist. He seems to resent those who manipulate power and do not help others. However, his personality isn't dead-set; when he utilizes one of his many battle armors, he instantly takes on their personality. When he finds a new one, he often takes a little while to get their personality down- once he has it, though, he's got it on tap at all times.
Backstory: Ronald was a kid living in the lower social levels of a high-tech town. Although they weren't rich, he and his parents and two siblings, a brother and sister, got along fairly well. He used to have a very good track record with projects he started- once he started something, he didn't quit until he was finished.
When Ronald was 14, however, his sister died after an accident involving a high-speed monorail owned by a transport tycoon in the town. Instead of paying for the death, the owner manipulated the case and ordered his family to pay heavy fines to pay for the damages involved in the accident. They lost most of their money and were forced to move out of town. They did resettle in a smaller town, but Ronald never recovered. Devastated by his sister's loss, he lost his sense of direction. He moved out not soon after and began an electronics repair shop while working on his own projects on the side. Although his repair service is very good, his own projects never go anywhere.
One day, while skirting around an electronics dump for extra parts, Ronald came across a disk. It was a striking red color with a silhouette of what appeared to be some sort of human on it. On the back were the words printed in bold lettering: MAGNET ARMOR. FOR USE IN BATTLE STRIKER PROGRAMS. Ronald was confused on what those were, so he bought the disk and asked his father if he knew what it was. His father replied that they were old battle tournaments in which competitors used armors to fight each other. He used to compete in them himself, and still had his old set up in the attic. He handed them over to his son, which had a couple more of the same kinds of disks inside. Thus he started a collection to obtain more disks- it originally started as a hobby, but after evil started to threaten the land, he got more and more to protect himself.
Weapons/Abilities:
-Jack of All Trades: Ronald has a massive array of Battle Striker disks, which let him take on the abilities and weapons of the one he uses. Each of them have specific appearances, strengths and weaknesses, and personalities. He hasn't found all of them yet, which means ones he has never used take a little bit of getting used to. He is also unable to change them at will, having to wait a little while to change from one armor to the other.
-It Can Be Rebuilt: Ronald is a master at rebuilding anything and everything, given the tools and supplies. He is more inclined to electronics but can usually figure out the framework of more complex technology. Of course, once in a while he will come across something he's never seen, and will be totally clueless as to how it works.
-Toolbox: In case his Battle Striker technology is knocked out, Ronald has access to a bunch of workman's tools which can serve as makeshift weapons. A wrench, hammer, and blowtorch are just part of his arsenal.
Other:
Ronald isn't a huge fan of his name- he prefers Dood more than anything else.
He has a special affinity for his first Magnet Armor disk and a Star Armor disk he found later on.
He is a huge fan of the Game Boy system, and plays it often.
In case you can't tell they're Robot Masters
Logged
January 16, 2014, 11:41:55 PM
Reply #50
xColdxFusionx
MM8BDM MM&B Contributor
Date Registered: August 02, 2011, 01:07:17 PM
Re: Character Catalog
«
Reply #50 on:
January 16, 2014, 11:41:55 PM »
I really need to stop posting
but at the same time I have so many goddamn characters I need to post/update
(click to show/hide)
Alphonse "Royal Flush" McGraw
"Sometimes, in a world of specters, wizards, and robots, you just need a bit of gunpowder, a little ingenuity, and a kiss from Lady Luck."
Appearance: A human man in his early to mid 30's, with fair (though typically tanned) skin, short brown hair, and brown eyes. Typically dresses in a "cowboy outfit" consisting of an orange flannel shirt, blue denim jeans, a brown leather vest and chaps, matching leather boots with spurs, and a wide-brimmed cowboy hat. Also typically armed with his favorite twin revolvers, one on each side, with an ammo pouch behind his right hip. The especially observant will also notice a red "pet collar" he typically tries to hide under his shirt's collar.
Personality: While certainly not sophisticated in any sense of the word, Al is a gentleman at heart and tries whatever he can to make people feel at ease while talking to them. He's the kind of guy that, while he might not be the most well-mannered guy in the room, is certain to lighten up the mood and get everyone to have a good time. He's fond of challenges and bets, and it's hard to get him to pass up a chance to show off his skills or earn a bit of cash (especially gambling, though his track record with such affairs isn't particularly good.) Loyal to the end, selfless to a fault, and is just an overall great guy to know.
Backstory: Born into a poor family, Alphonse McGraw didn't exactly have an easy life growing up. It's no wonder that, as a young boy, he found himself enthralled by the western flicks that showed up on the TV from time to time, depicting heroes who had nothing, using naught but their wit and skill to solve their problems ad save the day. Al's dream was to become just like them, and he spent many of his early years playing "cowboys and indians" with his friends at school and practicing his aim with rubber bands. When he was old enough, he bought himself a pair of revolvers and used his trained eye in showmanship, becoming a trick shooter by trade in order to keep himself alive. He was brought out of this struggling life by a chance encounter with the infamous Elena Ampere, whom he eventually married and settled down with in the grand Ampere Manor; whether it was solely for money, a severe case of Stockholm Syndrome, or an actual genuine love is still unknown. Whatever the case is, Al continues his trade as a trick-shooter, but has also taken up adventuring, treasure-hunting, and even a bit of bounty-hunting to keep himself busy (and to put money in his pocket, since Elena refuses to let him have control of her funds.)
Weapons/Other Abilities:
Jack and Ace
- Al's twin six-shooters, which he treats like holy relics. They're functionally identical, though Al can tell which one's which just by looking at them (a trait which completely baffles everyone else, who can't tell the difference.) They're always shining and super-clean; Al takes care to polish them every chance he gets, sometimes even while on the way to or even during a mission. He has a variety of special ammo types which he can load into them, ranging from paint balls and pepper spray capsules to taser-shots, rubber bullets, flares, smoke pellets, incendiary ammo, explosive shots, and more.
Elly-Doll
- A hunting shotgun Al got as an anniversary present. Elly-Doll may not be his favorite weapon to use, but when he absolutely has to obliterate everything in front of him, he accepts no substitutes. She pairs the dangerous power of two barrels of buckshot with the dangerous power of absurd kick, enough to send Al staggering back a few steps every time he pulls the trigger. If he increases the powder in each shell, the twin-barreled beast can even add a bit of height to his jump when fired at the ground! Al doesn't generally use Elly-Doll because the powerful blast hurts his shoulders, just like excessive time spent with its namesake.
Eagle Eye
- Al's aim and hand-eye coordination are impeccable; his nickname comes from a favorite trick of his where he throws a deck of cards into the air, marking out a royal flush with bullet holes before a single card touches the ground. He's learned many other impossible shots, as well, involving tricks with bullet ricochet, environment tricks, and even a few involving making the bullet's trajectory arc strangely using the rifling of the barrel and other factors. Whether or not physics always properly applies is another question entirely which even Al himself hasn't figured out.
Handgun Throw
- Sometimes, you just don't have the time to reload. Al can throw is guns with just as much frightening accuracy as he fires them, causing foes grievous (but typically non-fatal) harm with a well-placed throw. It's a trick he picked up from TGOT, who decided traditional aiming lessons just weren't his style...
The Collar
- Al doesn't like to talk about the origins of The Collar. However, he does seem to wear it quite often. While its original purpose is unknown, the collar has several tags that have been linked to it magically. While Al is wearing the collar, he can clip a tag onto it to recieve some special benefits, typically very minor in nature. He can only wear one tag at a time, though he generally carries the others in his shirt pocket. A small selection are listed below:
>
Ground Wire Tag
- Increases Al's resistance to electricity. Al wears this one the most for...
obvious reasons
.
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Deep Breath Tag
- Grants Al the ability to quickly regain his stamina while standing still. Great for long fights.
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Fool's Gold Tag
- No one's sure what it does, but when Al wears it, he finds that he stumbles across money more often.
>
Super Scope Tag
- Al's shots gravitate towards the target's vitals slightly when he has this tag equipped.
>
Back Blast Tag
- Al's guns explode with energy when fired with this tag equipped, increasing their recoil but also increasing their power.
Other:
- Al is fond of alcohol, especially whiskey. He tends to get himself drunk, after which he begins hitting on every shapely woman he sees. It was in this state that he first met Elena Ampere, which resulted in some...
rather interesting
consequences.
- Al is a pacifist; unless he absolutely has to, Al will never kill a target, instead aiming to disable them with shots to the arms and legs or by using nonlethal bullet types.
Logged
January 19, 2014, 04:12:33 AM
Reply #51
Dr. Freeman
MM8BDM Extender
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Date Registered: December 22, 2010, 10:43:54 PM
Re: Character Catalog
«
Reply #51 on:
January 19, 2014, 04:12:33 AM »
Planning to make this since Cutstuff Adventure went on break and he made a physical appearance...
(click to show/hide)
Count Nostalgia
Consider the experiment over."
Appearance: A man in his late 50s. He has a slightly receding hairline with graying hair. His face is slightly wrinkled, but there is almost always some sort of smirk on it. He is almost always seen with a white lab jacket over a black shirt. Lately he has worn a black cloak over the lab coat. He is almost always keeping a simple black cane on him.
Personality: Count Nostalgia is the type of person who sees his plans through. He is a sadist of sorts and he always enjoys watching people suffer. As of late, he has become a lot more power hungry. He sees everyone else as mere pawns and is not unwilling to betray his own allies if he must. He welcomes any form of challenge he receives and finds it incredibly humorous when someone tries to go up against him in any way.
Backstory: Not much is known about Count Nostalgia's younger days. However, when he was in his late 30s he set to work on an incredibly vast virtual simulation where he would kidnap people and place them in a very deadly simulation for his amusement, and notes on human nature. Said simulations usually taking place on an island of sort with some outside force. Whether it be some form of natural disaster or placing a murderer with the others, no experiment was exactly the same.
Until one day where he had to change his plan and secretly place himself in the simulation to tie up some loose ends. To be blunt, it worked perfectly. Many years later, he had to do it a second time when his experiment backfired and his lab rats managed to break his experiment so he placed himself inside to shut the whole system down. However, unlike his first trip he didn't feel the need to disguise himself and he was able to grant himself full power while being in the virtual reality.
However, this taste of power became too much and consumed Count Nostalgia. He abandoned his experiments and set out to reach the same levels of power he had obtained in his own reality in the real world. Through various means, he was able to gain the help of four powerful generals amongst others to make his dream a reality...
Weapons/Abilities-
Count Nostalgia is a normal old man who's main focus in technology was VR. So as you can guess, he doesn't know any special attacks or anything. He does have a cane he can hit someone with but it's very ineffective. That is until he got his hands on...
The Gamma Stone:
The ultimate artifact. How the stone was created is still unknown but it's power was so great that it was sealed away for many years. Sadly, our Count has found it. The Gamma Stone for all intents and purpose, is able to do whatever the wielder wishes. It can create new creatures that the user desires, revive the dead, give the user magical abilities, brainwash poeople of weak will, among other things. There is only one problem. The stone has a limited charge. Every action the stone makes drains power from the artifact. With reviving and granting immortality draining it the fastest.
However, rumor has it that if one was to go to where the stone originated from, the stone's power would constantly recharge and there wouldn't be the threat of it running out.
I dunno what else to add.
Logged
January 20, 2014, 06:14:24 AM
Reply #52
xColdxFusionx
MM8BDM MM&B Contributor
Date Registered: August 02, 2011, 01:07:17 PM
Re: Character Catalog
«
Reply #52 on:
January 20, 2014, 06:14:24 AM »
Hey would you look at that
it's a long-overdue update
(click to show/hide)
Celeste Alaron
"I have dealt with more bullshit than any person ever should. This ends now."
Appearance: A human woman (it's hard to exactly pinpoint her age, many guess somewhere in her 20's or 30's), with pale skin, hair dyed purple with a single white "skunk stripe", and pale blue eyes. Typically clad in a hooded robe that starts purple at the hood and fades to blue at the bottom hem. She wears two hair pins, one on each side of her head, which depict the sun and the moon. Very careful observers will notice that she keeps a crystal ball in a hidden pocket within her sleeve, and some may even notice a small array of necklaces around her neck of a multitude of symbols.
Personality: Quiet, reserved, enigmatic. Typically displays lone wolf tendencies, ignoring others and simply acting rather than discussing her plans. Tends to have an air of defiance and a "holier-than-thou" attitude.
Refuses to speak out loud unless absolutely necessary.
She has become more comfortable speaking as of late, though the rest of this still stands. Many have noted that her personality sometimes shifts about in general tone, though much of her basic mannerisms tend to stay the same.
Backstory: Celeste doesn't remember much of her early years. What she does remember, however, was not pleasant; she was always bullied, whether it was because she was shy or because she was prone to anger or both. Forced to bottle her emotions, Celeste spent much of her life being miserable until one day she discovered a crystalline orb that depicted a starry sky. Intrigued, she picked up the orb, which told her that she was to be the chosen of the universe, a title she quickly accepted if only to prove her worth to herself. The orb's instruction lead her into the midst of an all-out war for the control of the known world, culminating in its imminent destruction. In a last moment of desperation, Celeste concentrated all of her will into one last spell meant to save the world as she knew it, and through this one spell she discovered something few had ever seen or known of before.
She discovered the true nature of the multiverse, her place in it, and the power contained within.
Weapons/Other Abilities:
Vow of Silence
- Though she is able to hold a normal discussion, Celeste is a firm believer in "actions speak louder than words." Do not expect her to discuss plans or trade ideas during combat; she is very much someone who will bolt first, ask questions later. This has its ups and downs; while it certainly makes teamwork a pain, it also makes her much less predictable on the battlefield, as she tries to void giving away her next action if at all possible.
Dimension Magic
- An ability drawing from the great power of the multiverse, Celeste has learned to control the mana that spans across more than just Cutopia. With this power, Celeste can do incredibly powerful magic, though due to the volatile nature of this ability Celeste only draws on it in small amounts as to not tear the multiverse asunder.
Infinity Soul
- Perhaps related to the above, those who frequently converse with Celeste find that her personality seems to subtly (or, sometimes, not so subtly) shift between a variety of strange quirks. Through a spell gone wrong (or right?), Celeste has become every Celeste in the multiverse. This multitude of voices in her head grants her knowledge of and access to the countless forms of magic throughout the realities, though at the cost of much of her sanity and, at times, her control over her own actions. In addition, reading her mind becomes an exercise in picking out which of the thousands of muttering mouths are in control...
Will
of
the
Universe
- What was once the sole source of Celeste's power now serves as an amplifier for her abilities. With the Will of the Universe, Celeste can use her magical talents safely without risking collapsing anything, and can use her two power sources in conjunction to perform great feats that can alter the fabric of reality as a whole. She still follows the Will's instructions more out of respect and courtesy than anything, aiding to keep the world intact as much as she breaks it apart.
Warp Watcher
- Celeste has discovered secrets of the world that few before her have. As a result, she has an vaguely intuitive sense of the goings-on in the multiverse, and even some events outside of it. When looking at someone, she can see the threads that connect them to other worlds, being able to recognize multiple versions of the same person as being so. She has also developed magic to travel somewhat freely around the multiverse, though doing so is dangerous for both herself and the worlds she travels between, so she tends to avoid using it with great frequency.
Eyes of a Thousand Worlds
- Celeste discovered this strange power while wandering through worlds. Celeste channels strange energies from beyond the veil of realities, causing an eerie glow to emit from her eyes. Anyone unfortunate enough to look her in the eyes while she does this finds their vision clouded by the nightmarish, bizarre images Celeste has found through her travels between worlds, striking fear and madness into their hearts. It's a powerful, draining ability, but its sheer potency combined with the intense migrane the target suffers afterwards means that Celeste finds herself using it more frequently than she probably should when angered.
Pressurized
- Celeste is a volatile woman, though over the years she has learned to hold herself back. However, after many years, Celeste is beginning to reach her boiling point more and more frequently. It is advised that you treat Celeste with respect, or the consequences may be... dire, to say the least, and most people who know what she's capable of do not exactly want to take the gamble.
Paradise Chain
- A red and gold flail that Celeste saves for only the most dire of circumstances. Though she may not look the part, Celeste is actually quite proficient with it, and displays surprising strength when using it. She claims she made it herself, though how she learned to do so and what she based its design off of is unknown. In addition, despite its lack of obvious enchantment, its blows are especially potent against infernal or extradimensional entities, leaving them dazed and occasionally terrified as if struck by powerful light magics.
Twilight Rune
- A massive gold staff with a clockwork design etched throughout. Celeste has found a way to summon and dismiss this staff to a pocket dimension of her control seemingly at will, which makes it a very convenient tool for when shit hits the fan and anti-fan-shit spells are required. Celeste finds it a bit heavy to use for direct combat (although the weight means that she is capable of breaking bones with it on a lucky swing), but she is somewhat proficient in sending energy through its form to amplify her spells. Of random note, It makes a loud "tock" like a pendulum swinging when used as a melee weapon, which Celeste secretly finds somewhat amusing.
Other:
- When someone gets uncomfortably close, Celeste may just run and attempt to low-kick them. Despite her fragile appearance, this
actually hurts quite a bit.
A secret has been unlocked!
(click to show/hide)
"Polaris"
"I don't have enough time for this drek. Just... go find someone who actually cares, will you?"
An alternate to Celeste from an unknown world. While she carries herself with an air of authority much like her host, she is several notches more casual, prone to using slang and nicknames, many of which seem out of place to most. She seems to recognize TGOT, though she doesn't exactly have a high opinion of him...
Logged
January 22, 2014, 06:37:02 AM
Reply #53
Thunderono
MM8BDM MM9 Contributor
The Treaded Treasury
>
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Date Registered: December 04, 2010, 11:20:27 PM
Re: Character Catalog
«
Reply #53 on:
January 22, 2014, 06:37:02 AM »
man I need to adopt the TGOT style of writing really freaking late more often
(click to show/hide)
Name
: Dranat Earstey
"I'd say their time's just about up."
Appearance
: A relatively old man wearing a brown overcoat and a blue tie. The overcoat has a surprising amount of hidden pockets inside. His hair is incredibly short, and has a very light purple tone. He has lavender eyes.
Personality
: Calm, almost sorrow. Does anything he does in a lifeless manner, without any energy. Some say he used to be a happy, energetic man. This is clearly not presently the case. He's also pretty lazy.
Backstory
: Dranat prefers not to divulge much about his past, though a lot can be said about recent history. He ran a cult known as Robinmaste from the Qniversity, though they mainly operated in Agorix. After Trace Erlaca and Zoey Dunson intercepted a supply train, he began to send saboteurs to Agorix to sort out the two. The duo prepared to strike at the Qniversity in retaliation, but they were stopped by Reli Kirona, who had all the evidence she needed to mount an SSF-sponsored strike on the corrupt division of the university. The raid resulted in Dranat's death and the disappearance of his right-hand man, Lungei Nesenthry.
Weapons/Other Abilities
:
Pocks
: Contrary to its rather silly name, this pocketwatch packs a powerful punch. It grants Dranat the ability to pause, rewind, or fast forward time. However, he cannot affect anything unless he returns to the time he departed from. As such, it's purely an observational tool, but he can freeze time and escape from a particularly sticky situation. It can also tell time, because it's a pocketwatch.
Overcoat Arsenal
: Dranat keeps five daggers hidden in the pockets of his overcoat. They correspond to five elements: Poison, Fire, Normal, Ice, and Wind. He can use any two at a time, but he seems to favor Ice and Wind as his combo.
Robinmaste
: Dranat's got his own army of cultists. Donned in hooded robes, these fellows like to dedicate their fighting styles to the late robot masters. However, their actual skill in using these styles can be variable.
Other
: he died
Logged
January 26, 2014, 07:01:22 AM
Reply #54
xColdxFusionx
MM8BDM MM&B Contributor
Date Registered: August 02, 2011, 01:07:17 PM
Re: Character Catalog
«
Reply #54 on:
January 26, 2014, 07:01:22 AM »
Welp
let's finish this up
(click to show/hide)
Artificial Lifelike EXperimental Integrated System (aka "Alexis")
"I know what logic dictates, but my mind refuses to believe it. ...Is this what you call 'emotion?'"
Appearance: Appears to be a human woman (probably in her mid to late 20's) with fair skin, braided brown hair, and bright green eyes. She generally wears a silver and black leotard with matching knee-high boots. While this choice of clothing is rather odd, close observation will reveal why; her body cues reveal her to be actually robotic in nature, with a synthetic, yet eerily lifelike body augmented in subtle yet noticeable ways.
Personality: Alexis is still not entirely used to having emotion. She's very strictly logical and scientific, not believing anything she can't observe with her own eyes and retaining some of her previous fear of fiction. She is, however, somewhat curious, and will often be tempted to investigate anything she is unaware of. Has trouble reading social cues, and thus doesn't know when it's OK to speak or when to keep quiet. Also, due to her complete isolation from any form of culture, she often misses references that others would get. To make matters worse, she hates being corrected, reacting with potential hostility.
Backstory: Created in a dark lab away from much of Cutopia, the K-024 Artificial Lifelike Experimental Integrated System was crafted as a combat drone that could be exempt the Laws of Robotics due to its complex AI and lifelike body structure. Implanted with false memories, she was set upon the world as a force to eliminate her creator's most feared enemy: mages. The machine's strength proved to be its creator's biggest oversight, however; as Alexis was exposed to the outside world, her code began to unlock the emotions her creator thought he could hide away. She now travels around Cutopia, striving to learn more about the world she was once hell-bent on destroying.
Weapons/Other Abilities:
Synthetic Eyes
- Alexis's eyes are filled with useful gizmos, like scanners that detail a person's capabilities on sight, magnification, night vision, thermal vision, infrared and ultraviolet sensors, and more tools. Alexis is much quicker to recognize patterns than most, and will be quick to take advantage of any opening she sees.
Plasma Emitters
- Embedded into Alexis's hands, the plasma emitters are two powerful energy cannons on par with the Mega Buster in their potency. They can be charged using energy in the air, much like the Mega Buster they're based on. She can also use them to levitate by emitting electromagnetic energies that mix with those the planet emits. She has a pair in her feet as well, though they're programmed only for levitation.
Auto Guns
- Alexis's wrists contain powerful machine guns hidden within them. She uses these when plasma doesn't work for whatever reason. Their rate of fire is absolutely absurd, but they aren't exactly accurate due to their design requiring them to have a shorter barrel in order to fit. "Spray and Pray" is generally the strategy of choice with these.
Seeker Array
- When her plasma emitters and machine guns aren't enough, Alexis can unleash an array of missiles that hunt down nearby targets. Alexis can either control these herself or allow them to auto-target, in which case they follow heat signatures. On their own, each missile is only slightly less powerful than her plasma emitters, but all of them combined can be quite nasty.
Other:
- Alexis is terrified of the internet, primarily due to a bad experience with Annette, a laptop, and the dark corners of 4chan. She avoids using the internet whenever possible, except for the occasional visit to Tumblr to check on Ask the Fusion Five.
- Alexis was last spotted entering a cave deep in the mountains of Sectis. She has not been seen in months since that day.
Logged
January 29, 2014, 03:45:44 PM
Reply #55
Hilman170499
MM8BDM Extender
BLUE FOR DAYS!!!
>
Date Registered: March 18, 2012, 05:49:26 AM
Re: Character Catalog
«
Reply #55 on:
January 29, 2014, 03:45:44 PM »
And suddenly, I got more newcomers. This one is a female, is there a landslide meanwhile somewhere?
(click to show/hide)
Name: Azalea Herb
Appearance:
A fourteen-year-old girl. Her hair isn't very long, reaching about neck-level in length. Her hair is also red.
Her main outfit consists of a long-sleeved shirt with frills on the wrist area. The right half is green and left is brown, with the frills being opposite-coloured for contrast. Her pants are black, with a green left shin part and a brown right one. The outfit is completed with a pair of brown sandals.
Also, worth mentioning, Azalea dons her favourite hand-made straw hat, which is decorated with 2 leaves on the front. Under that straw hat, she seems to have a green bow on her hair.
Azalea is also adorable, but not as much as Fendrel(poor kid).
Personality:
Prankster on the outside, prankster by heart. However, she has standards. She feels sorry for anyone she accidentally harmed with her pranks since she never intends to hurt them. She also respects her family.
Azalea is very energetic and naive. So naive that she has no idea what combat is and thinks it's a game. She's basically somewhat like a child by heart. She is also happy-go-lucky and almost never gets angry.
Backstory:
Not much is known about Azalea Herb's except that she is a niece of Dale Herb who lives in another town. As for her past, Azalea lived a happy life. She had a big garden at home and grew a fascination to the greens like her uncle.
In her free time, Azalea had been tending to the garden. She also had been watching a lot of comedic cartoons. Based on what she watched, she had the idea that pranks are a sign of joy. She also learned she inherits abilities and mastered them by training at the garden.
With her new powers, Azalea went off to Carbotanium Forest to "spread joy" by pranking. Luckily, nobody caught her, but she told her folks about her experience. They tried to tell her about the consequences of pulling strangers' legs, but Azalea was too naive to understand that. Ever since, pulling pranks in Carbotanium Forest has been her daily routine.
Abilities:
In contrast with Dale, who is powerless takes it easy, Azalea has abilities. However, like aforementioned, she has no idea what combat is so her "tactic" is to prank others to submission. Some of her notable powers include:
Geokinesis:
Azalea's signature power. She can conjure things out of earth, but her conjuration is unique; She needs a source to conjure out of. However, she cannot handle metal, concrete, tar or asphalt. Despite that, at least a small patch of sand is enough for her to conjure earth efficiently. Her favourite pranks with this are tripping people face-first into mud or throwing mud balls like they are water balloons. She can also make platforms to walk on.
Nature Master:
Another notable ability of hers is the power to control plants. Just like her geokinesis, Azalea needs a source to conjure out of. Luckily, she can still control Carbotanium despite its structure. Azalea's prank with this power is mainly vine-based traps, and she also uses roots as a part of the face-first-into-mud prank. She can also be seen making tree parasols on hot days.
Golem Maker:
Using her mastery in conjuration, Azalea can animate golems. They are usually made of either wood or stone. They can do a lot of things but Azalea's favourite prank with it is to disguise them as random statues in the forest which suddenly come to life and startle the passerby.
-One thing to note is that due to her personality, Azalea's mind is wide open and therefore vulnerable to psychological or emotion-altering spells.
-If one were to be too smart to fall for even a single prank of hers, she is pretty much weak.
Other:
-Once in a while, she would visit Dale to have a talk, go gardening or give gifts.
-Dale is deeply worried about Azalea's habit of going who-knows-where pulling pranks on strangers.
-Apparently, Azalea does not go to school. She learns at home few times a week. This is one of the only times she does not go out pranking. Fortunately, she learns well.
I have no idea when to stop, but it's up to Thunder if he wants to impose a limit later on.
Anyways, a location in the bundle:
(click to show/hide)
Location:
Carbotanium Forest
Geography:
A large forest with many large trees. The forest is located in between paths connecting several towns, and roads were built around the forest to allow vehicles to pass.
The forest is named after the large trees, which have a structure strong as metal, despite being clearly organic. The tress are so strong, they even form canopies with leaves that can be walked on.
While the trees are pseudo-metallic, plants that can be found in forests also coexist in the forest. Carbotanium Forest is also abundant of wildlife, which include creatures that evolved to adapt to the metal trees.
History:
The land has been known to make people wonder about things science can answer. Nature also has subjects that are even beyond science. However, one particular area has a unique feature literally in the trees.
The wood is tougher than iron. While this has been a wonder of nature for science, it has been a nuisance to development. Many woodcutting tools were wasted in an endeavour to fell a single one of these giants.
The first of these metallic plants which was felled has been studied for weeks. The conclusion was bizzare! These giant trees apparently have a system which uses a bit of nutrients to continue toughening gradually. After reaching a certain age, the saplings become iron-hard, starting the impossible toughness of these giants.
Recently, the forest which is abundant with these trees has been called the Carbotanium Forest. Nowadays, this geographical wonder has been a tourist attraction to all who enjoy nature.
Other:
-Carbotanium trees, as mentioned above, are hard to cut down. Diamond would be your best choice to part their very tough wood. However, when you succeed in harvesting Carbotanium, it can easily be renewable metal. Older trees are harder to cut but have harder wood.
-Carbotanium wood is heat-resistant and can potentially be processed into a substance like regular metal.
-Azalea Herb sets up pranks with her powers in the forest every day.
Logged
January 30, 2014, 11:09:02 PM
Reply #56
xColdxFusionx
MM8BDM MM&B Contributor
Date Registered: August 02, 2011, 01:07:17 PM
Re: Character Catalog
«
Reply #56 on:
January 30, 2014, 11:09:02 PM »
Let's get some civilians up in here
(click to show/hide)
Lisa Clay
"Madame Ampere is at work at the moment. Can I take a message for her?"
Appearance: A young woman (late teens/early 20's), with somewhat pale skin, light brown hair, and brown eyes. She's typically found in a black "french maid" uniform, an outfit which she is forced to wear for her job. When not on duty, she tends towards orange and silver as her colors of choice, favoring "hip" outfits and occasionally dabbling in high luxuries when she gets the chance.
Personality: On the one hand, Lisa is the most loyal and well-mannered person you'll ever meet. She is very dutiful, taking her job incredibly seriously, and takes care not to bad-mouth anyone directly. On the other hand, she has developed a bit of a passive-aggressive streak, often making snide remarks under her breath and messing with the other maids as a way to relieve some of the pressure of working for the world's most demanding boss. She's generally fairly nice about it, however, and will aid and protect the other maids under her command to the best of her ability when they need it.
Backstory: The daughter of a great politician, Lisa wasn't exactly the most well-behaved individual. She was constantly slipping out of the house with pieces of her father's fortune, treating herself to everything the world had to offer. Fed up with her antics, however, her father eventually kicked her out of the house, giving her one last sum of money so she wouldn't immediately fall flat on her face. Not being the brightest girl, she used most of the money to purchase a mansion on the outskirts of Agorix City and partied herself nearly into the ground after only a month or two. However, as she contemplated how far she had fallen, a stranger appeared at the door, giving her an offer: she would be willing to pay for the girl's livelihood, but only if Lisa would give up her rights to the mansion and work under her as a maid. Lisa begrudgingly accepted the offer, taking her position as head maid of the Ampere Manor.
Weapons/Other Abilities: While she doesn't have any truly outstanding abilities at the moment, Lisa has developed a resistance to electricity after having to deal with Elena for so long. She has also developed sort of an intuition about Elena's wants and thought processes, which has granted her a portion of her mistress's problem-solving skills.
Other:
- Lisa is relieved that Elena has been spending less and less time in the mansion as of late, since Alphonse isn't nearly as hard on her as the raging storm that is Elena Ampere. However, the other maids have been noting that she has been acting strangely, and spending a lot of time near the mistress's room; the exact cause as to why is unknown.
BONUS
(click to show/hide)
Ampere Manor
Occasionally nicknamed "The Queen's Palace" by some of the lower members of society, this grand golden-colored building lies on the western border of Agorix, seemingly guarding it from the nearby forest. Between its large brick fence, turret security systems, and its status as owned by the most feared mercenary since Ray P. Naen'ja himself, the mansion practically guards itself, though a few uninformed and unlucky wannabe criminals try to break in every now and again. New windows are easily one of the highest items on the place's maintenance budget, right next to energy and ammunition to keep the security systems online.
Logged
January 30, 2014, 11:41:53 PM
Reply #57
Hallan Parva
MM8BDM MM8 Contributor
drifting absently across an endless sea
Date Registered: September 23, 2010, 10:32:40 PM
Re: Character Catalog
«
Reply #57 on:
January 30, 2014, 11:41:53 PM »
[6:25:02 PM] Pennie Ghostpants: that's almost as absurd as Dr. Ghostpants and his assistant intern Jason
hold on a second while I go post things that are also absurd
(click to show/hide)
Dr. Ghostpants
"With great power... comes a great pair of pants."
There are places in the world inhabited by people who are uncharacteristically nicer to each other than in other places, such as Canada or the Marianas trench, but it is an undeniable fact of life that no matter where you live, there is probably an asshole or two who lives somewhat nearby. Even if your town doesn't have many actual
people
in it compared to the various ghouls and ghosts, the bumps in the night. Yes, even in a place like Spookane there are going to be assholes who wake up on the wrong side of the grave one day and decide to rip apart that new skydiving museum they just finished downtown. And when you are faced with an angry mob of otherworldly beings wishing nothing more than to destroy a newly-established historical compendium of the activity of plummeting to Earth from a helicopter or other such airborne vehicle, Spookane has no choice but to rely on the unique brand of heroism and comic relief offered by a certain Nathaniel Ormond Nichols... or as he is more commonly known as, Dr. Ghostpants.
As you might have been able to tell by now, Ghostpants is, in fact, not his actual given surname. Rather, the name was derived from his extensive knowledge of ghost-kind and how to deal with their shenanigans, as well as his love for a good-looking pair of pants. The eccentric inventor has cobbled together a number of odd machines to take care of vampires, gorgons, mermaids, golems, zombies, centaur, and one particularly irate fire elemental, but nothing rustles his jimmies more than a good ghost chase. After getting an alert from his
assistant
intern Jason, he boosts off to the scene in his custom-built Ghostmobile, loaded with the latest in all-terrain mobility technology. After all, as Dr. Ghostpants says, you can't be a successful comic-book-style protagonist without a complicated mode of transport that ends in -mobile.
Dr. Ghostpants sports medium-length electric blue hair, almost white in appearance, slicked back to points at the rear. His general attire of a white laboratory shirt and gray slacks is overlayed by several thin belts around his waist and abdomen, with small box-like containers along their lengths; then by a deep purple overcoat which could be easily mistaken for a black overcoat owned by a less amazing scientist. His utility boxes can contain a number of odd armaments, such as smoke bombs, goo mines, portal-in-a-bottles, and energy-steal snares, all meant to assist him in subduing opponents with minimal injury. If things get ugly, Dr. Ghostpants can retrieve his Ghost Blaster, a small sci-fi-inspired raygun capable of firing several stunning shots or charging up for a larger, more dangerous bolt of plasma. When all hope is lost, he can quickly escape with a press of a remote control, activating the Emergency eXtraction Infrared Transmitter to teleport himself back to the lab.
Dr. Ghostpants is constantly furthering his knowledge of the arcane and the extradimensional, with help from his intern Jason Plains and his daughter Pennie Ghostpants. On slow days, he finds time to discuss findings with his old friend Glaive Hayabusa, or devises pranks to pull on his rival Professor Shortstack. The whereabouts of "Mrs. Ghostpants" is unknown, and the doctor doesn't like to bring her up.
Logged
January 31, 2014, 03:06:31 AM
Reply #58
Jatea
Enthusiast
same
Date Registered: December 26, 2010, 02:32:48 AM
Re: Character Catalog
«
Reply #58 on:
January 31, 2014, 03:06:31 AM »
I got bored and made up 3 more losers
I'll revise the first four later
Character 6: Citri 7025
(click to show/hide)
Name:
Citri 7025
(A cereal box!)
“I'm not just some cereal box!”
Appearance:
He has a rectangular framework (like a small box) with stubby arms & legs and is generally blue, with messy green hair. Has cyan eyes and wears a light blue cloth belt attached to him with a golden pin. Two antennas reside on his 'head.'
Personality:
The original 'Martial Man' design called for a strict instructor, but the plans were literally thrown out the window. Citri is usually mellow, although he doesn't take kindly to being called a cereal box. He also slightly resents the fact that he was built and then promptly forgotten about for a while. He doesn't really hold it against his creators, though.
Backstory:
A joint project between TGOT and Dr. Fred, 'Martial Man' was originally designed to train Mets in the art of hand-to-hand combat, but the project derailed for two reasons: the fact that Mets don't have any appendages and the fact that neither TGOT nor Dr. Fred really knew what martial arts truly were. Eventually, they agreed to just make something out of a box of cereal and call it a day. They dubbed the new creation 'Citri 7025,' placed it in a cabinet, and left it there for quite a while.
One day, Bleegott was hungry and wanted some cereal, so he opened a cabinet inside the TGOT Inc. building's cafeteria, took out Citri, and tried pouring out some cereal into a bowl. Citri came to life, leaped out of Bleegott's hand, and started berating him, saying
“I'm not just some cereal box!”
Utilities & Armaments:
Dairy Katana:
A katana with a blade made out of hardened cheese, with the handle painted in Citri's colors. The blade is still as durable and as sharp as a normal metal katana.
Whole-Grain Shurikens:
Generated within Citri's body, these shurikens are made out of various grains. They can pierce flesh, although they shatter when they hit a hard surface.
Abilities:
Citric Chop:
Citri can strike with the full force of a well-balanced breakfast. Even though he's somewhat on the small side, his Citric Chop still packs a punch.
Falling Apart:
Citri wasn't made properly, and so he tends to fall apart. His antennas can either bring his pieces together or launch them at an enemy.
Other:
based on something I made up with a friend for a computer class
Character 7: William A. Truman
(click to show/hide)
Name:
William Alton Truman
(A hired hand without hands)
“Nobody, and I mean
nobody
messes with William A. Truman!”
Appearance:
He wears a black pinstripe suit with a fedora and a striped red tie. Has red sunglasses that are permanently attached to his face. Wears a pair of loafers. In place of hands, he has blue metallic edges with blue and orange diamond insignias. He appears to be made out of plastic.
Personality:
Will isn't a very happy person, although he can be very loyal, at least for the right price. He doesn't trust most people, since he's met far too many crooks and assholes. He's a little confused by how different Cutopia is compared to his own world, but he can manage.
Backstory:
In the far-off dimension of Robloxia, a land created out of plastic blocks, all was well. Under the designation 'w00t1,' Will had a nice life in his happy home, where he could hang out with his friends. One day, he opened his mailbox to find a pamphlet about the benefits of joining the Builder's Clan, an organization where Robloxia's inhabitants could collaborate to construct massive monuments. He marched up to the Headquarters and applied for a membership. However, the pay was pitiful and the work was strenuous. Eventually, it was revealed that the Robloxian Administrators only created the Builder's Clan in order to get cheap labor. In response to this, Will left the Builder's Clan and started forming ideas for his own group that would entice his fellow Robloxians to rise and rebel against their Administrators.
The next day, construction workers in familiar blue and orange overalls marched up to his door and said that his house was scheduled for demolition. Will didn't want any of this, so he closed the door on them. The workers wheeled in a wrecking ball crane and started breaking down his house. Will got angry, took out a bazooka, and blew up their crane, telling them to get out or else. Since his house was partially demolished and no longer safe to live in, he fled in search of a new place to live.
He eventually met the leader of the Rogue's Posse, and started working with them against the Robloxian Administrators. Clan agents clashed with the Posse's people over the years, eventually culminating in the destruction of the Robloxian Headquarters. With this final act, Robloxia fell into anarchy, with safety no longer guaranteed. Will, while exploring the remains of the Headquarters, saw an experimental teleporter that the Administrators were fleeing in. He ran towards them, but the last Administrator messed with the console, ensuring that they would never be followed. Will took out his dagger, stabbed the Administrator in the chest, and leaped into the teleporter.
Will fell out of the sky and landed on a grassy plains. He saw a city in the distance and walked towards it. When he entered the city, he instantly knew that he was no longer in Robloxia. The inhabitants greatly varied in appearance, and the buildings were not as jagged as Robloxian buildings were. He walked up to somebody and asked them where he was. The person laughed in Will's face, told him that he was in Agorix City, and then mocked the fact that he didn't have hands or ears. The man soon found his legs swiftly separated from the rest of his body, falling to the ground and screaming in agony. Will chuckled a little bit, and said
“Nobody, and I mean
nobody
messes with William A. Truman!”
Utilities & Armaments:
Spec-Alpha Energy Dagger:
A small green blade made from pure energy that can be attached to the end of either of his arms. It's very good at cleaving through flesh and most armors.
Scatterblaster:
A small gun that looks like a megaphone; it fires five large scorching pellets at a time.
Gravity Coil:
A blue coil that wraps around the user's arm; it reduces the user's gravity by about 75%, enabling them to leap higher and fall slower.
The Midas Glove:
A scepter with a golden hand affixed at the top. It temporarily turns anything inorganic it touches into gold.
Abilities:
Empty-Handed:
Will doesn't have hands. He has Bluesteel 'Edges,' which enable him to pick up objects as if he had hands. Sometimes they malfunction and he doesn't hold things properly.
Bricksmith:
Robloxians are skilled at construction work. They can build sturdy structures in only a few minutes, given the proper materials.
Other:
people who know this guy's true origins will hate me
this guy was my thing before TGOT (except he wasn't really defined or named)
Character 8: Rainflake
(click to show/hide)
Name:
Rainflake
(So fluffy!)
Appearance:
A teddy bear the size of a small child with a Met helmet and a red scarf.
Personality:
Rainflake is pretty mischevious, only appearing to be cute and cuddly in order to attract its next victims. Rainflake doesn't aim to kill anyone, though; it just wants to annoy people. It doesn't care who it pesters as long as they are sufficiently annoyed enough.
Backstory:
Rainflake used to be just an ordinary teddy bear with a tiny Met helmet sitting on the shelves of the local Pebix store. Bleegott strolled into the store, greeted the manager, and bought a teddy bear. He played with his new teddy bear quite often, calling it Rainflake, and he had it perched on his shoulder almost all the time.
Bleegott later went off to mix a new concoction in his thaumaturgical crucible. Unfortunately, he leaned a little too close to the crucible and Rainflake fell in. The liquid within the container started bubbling and the crucible exploded, revealing a teddy bear with an increased size. The teddy bear walked up to Bleegott, unsure of how it became alive. He stared at his teddy bear for a moment, and they just stood there, staring at each other. Eventually Rainflake decided to kick Bleegott in his right shin and ran outside.
It ran off to the Ghoul's Forest, where it just sat at the edge and pondered where to go next. A Frostbite approached it, wanting a meal, but Rainflake got up and punched the Frostbite hard enough to shatter it. Rainflake used the Frostbite's teeth to make claws and a staff for itself. It still roams throughout the Ghoul's Forest, occasionally going back to Agorix City because the sound of Ghouls can get really annoying.
Utilities & Armaments:
Frost Claws:
Made from the teeth of a Frostbite, these claws are great for ripping up flesh and causing frostbite.
Ice Magus Rod:
Also made from the teeth of a Frostbite, the Ice Magus Rod is a staff that launches snowballs. These snowballs have the impact of a cannonball, so it'll hurt a lot if you get hit by one.
Helmet:
It's only a plastic replica of a Met's hard hat, so it isn't as functional as a real helmet.
Abilities:
Cuddliness:
Rainflake still looks like an ordinary teddy bear. It can use this property to deceive people into thinking it's harmless and then annoy them.
Silver Snowflake:
Rainflake can summon disks in the shape of snowflakes and launch them at enemies. They leave a trail of snow behind wherever they fly.
Rustic Raindrop:
Rainflake can create corrosive liquid, slowly dissolving anything metallic it hits.
Other:
still better than Snowdrop
finally giving a name to the unnamed teddy bear
and here's stuff
Citri's Artwork
(click to show/hide)
Will's Artwork
(click to show/hide)
Rainflake's Artwork
(click to show/hide)
Logged
January 31, 2014, 07:23:08 AM
Reply #59
xColdxFusionx
MM8BDM MM&B Contributor
Date Registered: August 02, 2011, 01:07:17 PM
Re: Character Catalog
«
Reply #59 on:
January 31, 2014, 07:23:08 AM »
Writing up a character profile at 2 AM
I am truly the epitome of sanity
(click to show/hide)
Juliana
"I apologize, but I have more important business to attend to than dealing with you."
Appearance: A woman (probably in her early to mid 30's), with light skin, long black hair, and deep black eyes. No one has ever seen her in anything other than a black and white "Men in Black" style business suit (a fact which creeps some people out) with glasses (transition lenses, actually). Typically seen carrying a silvery hexagonal "badge" of unknown purpose or meaning.
Personality: If there are three words that describe Juliana, they would be quiet, reserved, and deliberate. She seems to operate on another level, constantly seeming to drift or pay only partial attention to what's being said. Prefers to be the one asking questions rather than the one answering; many questions directed at her are dodged or simply ignored, even ones as simple as her full name. She always seems to know exactly what she's doing, even if those around her aren't exactly on the same level.
Background: A relative newcomer to Cutopia, not much is known about the enigma that is Juliana. Any and all questions about her past have not received any response, though despite this she seems to have been able to slip her way into the Cutopian political scene. The world's unsure what to think of the mysterious newcomer, but some believe her claims of bringing peace to Cutopia bear both good and bad omens...
Weapons/Other Abilities:
Pax Eterna
- At first glance, this thing appears to be a Pistole Parabellum 1908 (aka "Luger") with a bright silvery finish and dark wood grip engraved with the words, "The key to peace is to be willing to utilize force." While its intended purpose is certainly similar to the gun it resembles, it has some rather strange properties. First, it is almost completely silent despite the lack of any visible suppressor. Second, though by all sensory and magical scans it appears to be metal, it can elude most metal detectors, technological or magical (though some high-grade ones may be able to pick it out). Third, neither of the above properties can be detected through magical identification of any kind; the item appears to be completely mundane when scanned. She generally keeps this hidden in her coat pocket, only pulling it out when she absolutely has to, and no one has really been able to examine it for long enough to determine how exactly it was made.
Black
and
White
- Perhaps Juliana's most bizarre ability is her magical talent. Unlike many other mages who specialize in several related fields of study, Juliana uses both Light and Void-based magics; she can use the power of light to sear and blind foes or bend it to create illusions and hypnotic patterns, or she can twist matter to nullify and make vanish. Her favorite spells are of the defensive variety; she is very proficient in screening herself from foes with walls of light and voids that swallow attacks, and is incredibly efficient at counterspells. This does not mean, however, that she is against using magic for offensive purposes if required; being sucked into null-space is generally not a particularly fun way to go, and being scorched to death by pure light isn't either.
Well-Informed
- No one knows how Juliana knows so much. All they know is that she does. Juliana has a running knowledge of everyone important in Cutopia, including all their abilities, strengths, and weaknesses. This ability goes a frighteningly far way, being more comprehensive than even some of Cutopia's most complete profile databases.
The Badge
- No one's entirely sure what Juliana's badge is for, or what it means, or where she got it. Juliana herself refuses to tell anyone about it. A few suspect it might have some sort of ability attached to it, but whether or not it does is a question that will remain unanswered for the time being.
Looking Glass
- Due to the frequency with which Juliana adjusts her glasses, some believe they may have some sort of ability, as well. Either that or Juliana's just fidgety.
Other:
- Due to some of Juliana's mannerisms and Celeste's recent change in behavior, some believe that the two events may be connected in some way. As usual, Juliana has refused to comment on the possibility. Or anything, for that matter.
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