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PC Primes List

Character Name: Arin Lishtar

Character Source: OC

Character history:
Arin was a con man first, and a magician second. Only did he get into magic for the sake of more elaborate cons. Cons he could pass off as magic. Eventually, his biggest con was magic, and the ability to convince people that he had some ability to do it. Contrary to what anyone knew or believed, however, Arin did possess a small bit of magic.

It came in the form of Hypnosis. The man with the gift of gab could convince the world everything was fine while picking them off one by one. He never attempted this, but this is what interested Omni. That and the potential.

Since coming to the Omniverse he has cause trouble rather than fix it. His magic has bloomed to other forms, and now he is just a mysterious man in a unique outfit and carrying strange equipment. He brings death where he walks and a charming smile.

Physical Description: (originals only)
[Image: feda392b7049967d8ce20d1a406e0156--anime-...e-guys.jpg]

ATK: 6
DEF: 1
SPD: 0
TEC: 6

Starting Proficiencies: (3,200)
Strength Proficiency - 1000 OM
Ranged Proficiency - 1000 OM
Remote Control Proficiency – 600 OM
Homing Proficiency – 600 OM

Starting Powers: (10,600)
Master Enhanced Senses - 2000 OM
Insight – 1600 OM
Foresight – 1500 OM
Telepathy – 1500 OM
Survival - 2000 OM
Advanced Life Burn – 2000 OM

Starting Moves (*require pre-Approval unless basic*): (2,100 OM)
Ribbondage - 300 OM
Ranged Prof, Remote Control, Homing Prof.
-Arin controls several ribbons of blue silk that he has on him at all times. Multiple ‘strands/sheets’ reach out to entrap his victim’s limbs and body. He doesn’t need to see them to trap them and the ribbons’ strength is based off his attack stat. They are, however, directly tie into his primary form of protection and attack.

Chained Blade - 300 OM
Ranged Prof, Strength Prof, Remote Control.
-Arin has a 7in long straight blade that is hooked through with a thin silver chain which he can also control. The chain is only 7ft, but the blade can dance about at his will. The end of the chain is attached to him through a hook into his belt. Arin needs to be able to see the opponent to be able to attack with it. The blade can be used like a normal dagger if need be.

Hypnosis - 0 OM - FODDER
Telepathy, Insight.
-Arin uses a variety of his voice, a swinging object, the force of his will, and actual magic to hypnotize his victims. Depending on which method he uses, it may only take 1 second (forcing of will and actual magic), or 10 seconds. The hypnosis will break only if Arin releases them with the command word, or if he asks the creature to do anything that would put them in mortal damage with the intent of them dying. (IE: Jump in front of a bus, go kill yourself, etc. To make them join a fight on his side, he would need a move.) (Or if the player changes their mind later.)
(RP FODDER: Cannot actually achieve this without the player's consent.)

T2 Assist: We’re Friends, Aren’t We? - 1500 OM
Ranged Prof, Homing Prof, Telepathy.
Arin pushes his will and magic into the mind of a random secondary, spurring them on to fight for him. The effects implant the idea that Arin and the victim are friends and he should be defended from anyone who attacks him.
ATK: 5 DEF: 2 SPD: 2 TEC: 1

Tier 1 Powers Cap (12,000) – costs 2000 OM
Stat Upgrade I, II, & III - Total: 7000 OM

LEVEL 6 - 24,900OM/25,000OM

Why does this character have to be a prime?
So he can keep terrorizing Ebony other Primes.
He comes off as a Joker like character, someone to push characters' limits as a reoccurring bad guy.

What role do they play in your story?
We need more bad guys roaming the world, rather than just stagnant ones.

Are they an A, B, or C-Lister? (If you don't know what this means, you didn't read the manual) - if they are original, just put 'OC' here. OC - PRIME

Character Name:
Claire Chère

Character Source:
Shadowrun - OC

Character history:
Clair was born into a dystopian future france, a child of poor parents. At a young age, her parents fell into a debt that they could never repay. Her mother was taken as collateral, and her father took her and fled the country with what little money they had left. Although her father’s intention was to somehow earn a living elsewhere and return for his wife, reality prevented this from ever happening. Eventually, they ended up in russia, where they settled down and tried to live. They struggled for several years until finally her father died at the end of a knife held by a desperate mugger.

Orphaned at the age of 14, Claire’s luck finally turned around when she happened across a shadowrunner left for dead after a run gone wrong. Against all odds, she completed the job using the equipment she could scavenge from the runners corpse. Slowly, she made a name for herself as a professional runner, which a specialty in high precision assassinations.

She never forgot the injustices she suffered as a child, and over time she began to refuse any jobs that didn’t somehow help the lower class citizens. Eventually, she gave up running altogether and threw her lot in with a fresh band of freedom fighters, determined to overthrow the oppressive rulers of the city they lived in. It was there she would eventually meet a certain russian, and maybe even fall in love with him…

Shortly after they met, and long before they could ever achieve their lofty goals, Omni pulled her from her world and set her in the Omniverse.

Physical Description: (originals only)
[Image: n6ux.png]
Blond hair, blue eyes, roughly 5'5"
Athletic and fit, she takes her health and fitness seriously.

Level: 4
Total OM/Used: (12,000/11800)


Stat Upgrade I - 1000 OM
Stat Upgrade II - 2000 OM
Stat Upgrade III - 4000 OM

Starting Proficiencies:
Ranged Proficiency – 1000 OM

Starting Powers:
Stealth – 1200 OM
Suppression – 1000 OM

Starting Moves (*require pre-Approval unless basic*):
Barrett M107A1 (requires Ranged Proficiency) - 300 OM
A recoil-operated, semi-automatic anti-materiel rifle. Has a 10 round detachable box magazine chambered with .50 BMG rounds and can be reloaded in about 2 seconds. Claire typically carries enough spare ammo to fully reload twice before running out. It has an effective range of 1,800 meters, and is both accurate and powerful, capable of firing a bullet about every 3 seconds. However, the high recoil of this weapon means it must either be braced on something or have the user be prone in order to use it effectively, making it awkward to use in any sort of close combat.

Ruger SR1911  (requires Ranged Proficiency) - 300 OM
A semi-automatic pistol modeled after the classic M1911 pistol. Has an 8+1 round magazine chambered with .45 ACP ammo, and can be reloaded in about a second. Claire usually has enough spare magazines and ammo to effectively never run out. Although it is only useful at close range, this weapon is light, easy to handle, accurate, and reasonably powerful. It has a rate of fire of 1 bullet per second.

Enlightened Gunplay – Tier 1 Power-Up - 1000OM
Claire focuses for a second to fully summon up her considerable experience and top-notch instincts to further enhance her abilities. Her accuracy is increased, her shots hit harder, and she aims and moves faster.
ATK: +2
SPD: +1
TEC: +2

Why does this character have to be a prime?
My intention is to add some character to another NPC Prime, and they will do so by regularly killing each other.

What role do they play in your story?
Jakob("Ya-Cobe") Volkov will be a constant target of hers, and this character is intended to enrich the story he is meant to tell.

Are they an A, B, or C-Lister? (If you don't know what this means, you didn't read the manual) - if they are original, just put 'OC' here.

Character Name: Gizmo

Character Source: Teen Titans

Level: 3

Spent OM: 11,500

Character History:


Gizmo is a pint-sized boy-genius with a nasty attitude and an extensive arsenal of high-tech weapons. Along with Jinx and Mammoth, he is an alumni of the H.I.V.E. Academy, and he and his compatriots were looking to be employed by criminal patron Slade. But first he asked them to pass one final exam: destroy the Teen Titans. The three criminals took over Titans Tower and evicted the Titans, but in turn were ultimately defeated by them. During their altercation, Gizmo temporarily took over Cyborg's systems, causing the latter to develop an intense dislike for the dwarven brainiac. The fact that Gizmo later appropriated Cyborg's newly-built T-Car and caused its eventual demolition by the electric villain Overload didn't help matters at all.

Gizmo, along with Cyborg, Robin and Beast Boy as well as a few independent heroes, was later drafted into a competition by the Master of Games, which was only held to increase the Master's personal power. Robin managed to defeat him and liberate the other contestants, and he gave them all a Titans Communicator, making them all Honorary Titans. Gizmo, however, kept this privilege for just about three seconds before Cyborg objected and took the Communicator from him.

Some time later, Cyborg infiltrated the H.I.V.E. Academy as a villainous student named Stone in order to find out about the plans of its then-headmaster, Brother Blood. Unknowingly, Gizmo, Mammoth and Jinx - the latter more intensely - befriended Cyborg, though Gizmo quickly became jealous about his good standing with the headmaster. After the Academy was destroyed by Cyborg, the students scattered and most went freelance. Gizmo, Jinx and Mammoth, however, formed the nucleus of what was to become known as the H.I.V.E. Five, a group of delinquent young superteens. At some point in between, Gizmo was "persuaded" to aid Cyborg when the Titan was infected with a computer virus accidentally planted into him by Beast Boy; in order to do so, he shrunk down to microscopic size and, accompanied by Beast Boy as an amoeba, entered Cyborg's body to take out the virus from within. In the course of that undertaking, Gizmo tried his best to get rid of Cyborg as well, but Beast Boy's final measure against the virus prevented that and expelled Gizmo from Cyborg's body.

After the Titans came under the influence of Mother Mae-Eye, they suffered a humiliating defeat by the hands of the H.I.V.E. Five, but this favor was returned after the Titans had freed themselves of the hag's control - they just sent the pie in which Mae-Eye was imprisoned to the H.I.V.E., who promptly fell under Mae-Eye's spell as well.

Shortly afterwards, Gizmo and his former co-students were recruited by the Brotherhood of Evil, who were attempting to take out all young superheroes worldwide. After an unintentional explanation from Starfire, Gizmo participated in a race held by Ding Dong Daddy for Robin's most prized possession, and even notified a number of other villains about the race in order to raise the stakes for thrills. Gizmo and the other villains, however, were quickly taken down by Red X, with Gizmo being the last to go.

When the Brain executed its plans, Gizmo was sent with Billy Numerous to capture Kole and Gnarrk, but failed. During the final battle against the united Titans in the Brotherhood's base, Gizmo and his H.I.V.E. Five mates were knocked unconscious by a hex from the reformed Jinx while trying to escape, and Kid Flash placed them in the Brotherhood of Evil's freezing machine, taking them out for the rest of the battle.


In the Omniverse, Gizmo owns a small, underground robotics laboratory in Coruscant's fourth tier, from which he fights one of many pocket resistances against the Empire.  He has invented a remotely piloted soldier-type robot known as a HARPY, and employs a number of pilots who can use the HARPYs to perform tasks around Coruscant without putting Gizmo's people at risk. 

After a Stormtrooper raid took down his first lab, Gizmo was forced to flee to Coruscant's lower tiers and go into hiding.  He is now slowly working his way back up the tiers, more cautious this time.

Physical Description:

[Image: Gizmo-teen-titans-9734740-202-450.jpg]

ATK: 2
DEF: 3 (+1, 2,000 OM)
SPD: 2
TEC: 5 (+1, 1,000 OM)

Starting Proficiencies: (4,200 OM)

Physical Strength (1,000), Ranged Proficiency (1,000), Area Attack Proficiency (600), Remote Control Proficiency (600), Debuff Proficiency (1,000)

Starting Powers: (2,800 OM)

Flight (1,800), Suppression (1,000)

Starting Moves: (1,500 OM)

Remote Control (Remote Control Proficiency) (0 OM, fluff/weakness): Gizmo's remote control allows him to operate his entire arsenal of gadgets by pressing combinations of buttons (up up down down left right a b, etc.), which accounts for the long wind-up time of his moves.  If Gizmo loses his remote control he cannot use any of his gadgets.

Spider Legs (Physical Proficiency, Master Super Jumping) (900 OM): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract four enormous spider legs, each between six and seven feet tall, from the pack on back.  The legs operate independent from each other in combat and function as normal melee weapons, dealing blunt weapon damage to enemies.  Gizmo can also use the spider legs as a mode of transportation, allowing him to move along walls or upside down along the ceiling.  Finally, Gizmo can engage all four legs at once to launch himself incredibly high into the air (Master Super Jumping, included w/ Flight).

Helicopter Rotors (Flight) (0 OM, included with Flight): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract two spinning helicopter rotors from the pack on back, enabling him to fly in accordance with the rules of the Flight power.

Blaster Pods (Ranged Proficiency, Area Attack Proficiency) (300 OM): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract two shoulder-mounted rocket launchers from the pack on his back.  Then, by inputting a second combination, which takes an additional three seconds, Gizmo launches two missiles about the size of a man's forearm, which travel at a speed of approximately 100 MPH.  After 50 yards of travel the speed of the missiles falls off drastically as does elevation, until they hit the ground about 100 yards out.  The missiles explode on contact with anything solid and deal explosive damage in a five yard radius.

Hologram (Ranged Proficiency, Remote Control Proficiency) (300 OM): Gizmo's remote control doubles as a holographic image creator.  By inputting a combination of buttons, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo's remote control can create a holographic image of himself, indistinguishable from the real thing except for those with TEC equal to or higher than Gizmo's, or those with the appropriate powers.  Gizmo can then control the image with the remote, creating a useful distraction.  The image does not deal damage or have a physical form.

Why does this character have to be a prime?

Gizmo has genius-level intellect and is a master of robotics and combat technology.  As a supervillain in Teen Titans he proved he can go toe-to-toe with legitimate heroes and has the unique personality and cool inventions to bring some nice flavor into the Omniverse.

What role do they play in your story?

When Dexter Mills first arrives in the Omniverse he encounters one of Gizmo's HARPYs and its pilot.  They try to pass through Coruscant's gate but are stopped by Stormtroopers who want to bring Dexter to the empire.  The pilot refuses and the HARPY eliminates the two guards.  After suffering an injury, Dexter is brought to Gizmo's lab to recover and eventually decides to stay, having nowhere else to go.  Gizmo is preparing a mission, one for which a fledgling Prime with Dexter's skillset is uniquely suited.

Are they an A, B, or C-Lister?

B- or C-Lister, I would say C.

NPC Name: Cerise Schwarzgrau

NPC Source: Original (Based in RWBY)

Character history:
Cerise is a huntress (in training). Along with a prospective member of certain....other organizations. Before that, she was trained in a grueling, but effective, means by her sole living family: her uncle, Mikado. His tutelage is the source of most of her combat experience and other skills, as well as most of the scarring and wounds she sports. His influence also explains the presence of her eyepatch: Mikado was born blind in one eye, and wore an eyepatch to cover his useless eye. When her own eye was damaged, Cerise opted to do the same.

She has lead....a somewhat complicated and unfortunate life. Most of it is beyond her and out of memory, the worst events happening before she could be aware enough to remember or even be truly sorry or sad about them. Her parents were both lost when she was very young, and it was some time before Mikado could be tracked down and agreed to take her in. That was where the sad parts of her story ended, and the more troubling and complicated parts began instead.

It was while she was unconscious, hospitalized after being caught on the wrong side of an apparent terrorist bombing, that she was picked out by Omni to be brought to the Omniverse...

Physical Description:
[Image: fbkxMl3.png]
Cerise is a rather diminutive person, standing in at only four foot five inches in height, even with the slight heel of her usual boots. Matching her short height, she is likewise incredibly slim and slight, actually being more than slightly underweight, and barely clocks in at 80 pounds, with all of her various equipment and clothes. Her hair is a light pink in color, and is long enough to mostly cover her eyes, though typically only covers her right one with her typical method of styling it. In the back, she has it tied into a simple braid, and it is long enough to reach the small of her back. Her eyes are a much darker shade of pink, and sport vertically slit pupils, much like a feline or reptile. Her right eye sports heavy scarring around it, and is noticeably lighter in color than her left, leading her to keep it covered with an eyepatch. Not typically seen, Cerise sports a pair of fangs very much likened to a snake, measuring approximately one and one half inches. Much like those of many vipers, they are capable of folding against the roof of her mouth when not in use; they are rarely seen, except when she is about to bite someone, or caught by surprise (in which case, yes, she does in fact hiss).

She typically wears a long black coat, reaching to ankle length and sporting long sleeves and a high collar. It almost seems just slightly too big for her. It is trimmed along every hem and edge in a dull brown-gold color. Under the coat, she wears simple, plain clothing in dark colors. Finishing the attire are a pair of white gloves, and knee-high boots. The interior of her coat contains numerous small pockets, pouches and holsters for storing her equipment and items. Over her right eye, she wears an eyepatch, completely covering it and obscuring not only the entire eye, but the entire eye socket as well. The band for it wraps around her head and is secured behind her head, though mostly kept out of sight under her hair, only visible around her face. At around her left temple, Cerise has a small hairpin in her hair, in the shape of a skull.

Cerise's outfit is designed to encourage perceiving her as frail and mostly harmless, and she cultivates matching body language and demeanor to go along with that, but underneath it all she sports a physique at odds with her small stature and apparently meek demanor. A surprising amount of scars and old wounds, mostly healed by time but still evident. And a well-toned frame, which suits her athletic and highly acrobatic form of combat, always on the move, quite well.

[Image: jDOFRPz.jpg]
[Image: 4V5kcHx.jpg]
Cerise has, quite literally, two sides to her personality. Not through any complicated means or trauma inflicted on her or anything so complex and distressing. Just careful manipulation and cultivation of a facade which she wears over her actual, inner thoughts and feelings. A lesson she learned by equal parts imitation of her Uncle, and carefully watching the reactions of those around her.

Externally, she seems little more than a quiet, somewhat shy and nervous, and very withdrawn individual. Timid and meek, always seeming to have trouble finding her proper words or having trouble not stumbling or stuttering over them, and she seems hesitant to actually voice any strong opinions or sentiments disagreeing with most anyone. Not to say she never does, especially when directly asked for her actual thoughts, but she will rarely volunteer such of her own volition. She likewise puts forth a strong desire to be helpful, and to succeed at any task set to her, however minor or major it might be. And one facet of this external mask that actually holds true, she is actually...very easily frightened or surprised. And quite oblivious to what might call common social cues, taking much longer to pick up on things that most might consider obvious. But she does have some backbone and courage, even in this seemingly frail and one step away from breaking facade. Actual danger, threats to herself or especially those she actually cares about (as few and far between as that number genuinely is), will get her quite angry. And in such times, it can be hard to completely prevent this carefully-constructed mask from slipping off. Such an act as this is most often reserved for those she has to actually spend any significant amount of time with, or wants to set an impression of harmlessness.

Behind that mask, she's quite different. Still relatively quiet and soft-spoken, but with a much more clear, concise manner of speaking and acting. Far more steady and composed, and she has no trouble saying exactly what need be said. She is quite cold and short, in fact, and doesn't waste words or actions. She is also much more prone to actually smile or properly emote, when she doesn't have to put up her timid facade, even if it is in something of a mocking, insincere or false way -- the type of smile where it's not genuine, it never really follows all the way through. It's quite the load off her shoulders and a relief when she doesn't have to worry about maintaining such a delicate balance of how she acts, after all. It is a subtle change, marked mostly by tone and how she carries herself more than anything, but quite stark compared to her usual apparent demeanor. Around those she has little reason to care about, or who she actively despises or has need to deal with in a negative manner, she most often drops pretenses of her meek and feeble self to let a little venom out and speak how she truly feels. No holding back her thoughts or opinions, and she will openly voice contradicting thoughts or opinions. Her drive to succeed and be useful -- not only that, but to succeed at any cost and be the best possible -- is stronger than ever now, and rather than something as benign as 'trying her best', she will actively work to twist and contort things into her favor, even if it means seriously hurting the chances -- or well-being -- of others in her way.

....even with all that, though. She's not heartless. Cold, highly practical and ruthless when she has to be, most definitely. She is detached and distant, only feigning attachment or some semblance of a relationship most times to foster trust. All born of some combination of a ruthless attitude thoroughly trained into her from day one of her training and education -- everyone is, at some extent, expendable. Actual attachment makes it harder to treat them as such. Years of bitterness, spite and carefully-measured isolation have instilled a very specific outlook which she struggles to fully understand and follow through on. She doesn't like it, but her own inner drive to succeed and be accepted by the last real family she had lead her to ignore her own misgivings and embrace it anyway.

That said, however...she is still young. And it's hard to maintain such a cold and distant outlook, and she has let her focus slip and actually grow genuinely fond of and attached to certain people before. They're gone now, for the most part, and not actually here, and that lack of any actual ties has only worsened the bitterness and spite that helps foster this negative, cold attitude. It's made her even more withdrawn and prone to cracking the timid facade she normally bears. And also a profound sense of sadness. She is even more cold and withdrawn, keeping her actual feelings under lock and key to prevent any further attachment. Professional and arms-length is how she prefers to keep interaction, and does everything in her power to make it so.

Other Character Notes:
Just a few other character notes about Cerise which might come in handy for interacting with her:
-- Not readily apparent, but Cerise is cold-blooded. One reason for keeping so much of her body so thoroughly covered, on top of the extra space to keep her equipment safely concealed; her coat, especially, is well insulated and regulated to keep her temperature mostly normal. To such an end, bare-skin contact tends to feel unnaturally cold or cool, not at normal human body temperature.
-- Her right eye, under the eyepatch, has actually been replaced with a cybernetic. It accounts for most of her keen analytical ability when judging opponents or targets and their abilities. If her eyepatch were ever removed, the eye even glows faintly in sufficiently dim lighting.
-- She is always quite soft spoken and relatively quiet. What most would consider as not quite as low as a whisper, but certainly speaking very softly, tends to be her normal speaking voice; typical conversational volume is most often her raising her voice. Only when absolutely necessary, as when trying to be heard over the noise of a fight or when she is in genuine distress, does she ever do anything approaching shout.
-- She has a strange sense of humor, mostly reserved for when she stops her act of being a frail and timid little thing. Most often jokes made in this state are at the expense of her current conversational partner.
-- She is always looking around and observing her surroundings, always. Searching for things of note, ways to quickly evacuate an area, things to use against someone in a chase or fight, or places she could hide.
-- When in a fight, she will rarely stay in one place for long. Always moving, slipping into and out of cover and darting around. She will almost never confront an opponent directly, preferring to keep on the move and make quick attacks from hiding, striking from behind or in a blind spot. When forced into more direct combat, she prefers to use any tool at her disposal to make an opening to get away.
-- She is not above using any trick in the book to turn things in her favor, if it comes down to it. Even dirty tricks. If it's effective, it doesn't matter. She doesn't have any qualms about doing whatever is necessary, even if that should happen to be amping up her pitiful, meek and timid persona. She's actually developed a talent for over-exaggerating injuries and pushing herself to the point of crying nigh instantly to facilitate such things. This even extends to things like using her own allies as a shield to avoid harm to herself.

Fighting/Combat Notes:
-- Cerise is, if nothing else, a seasoned combatant. Her young age hampers her actual battle experience somewhat, but her profession and what she trained for in her home world still give her far from insignificant skill.
-- She is tactical when she must fight, making use of the environment as much as she can. Whether to hide or slip out of sight, set an ambush, trip or push an opponent off a ledge, knock something from higher up down onto them, and anything else to gain an advantage.
-- Her forte is as a ranged fighter, using her pistols as a primary weapon. They are well suited even to usage in nearly melee range, and even when pressed into close combat she won't abandon them right away.
-- When she does switch away from her guns, she employs anything she can. She doesn't favor any other option strongly over another, instead relying on what would be most effective.
-- She is actually a capable fighter employing martial arts and unarmed combat when she must. She uses her small size and flexibility to her advantage to slip in close and around opponents, and whenever possible tries to use their own strength against them, especially against larger foes.
-- When resorting to using the blade of her huntress brace, she typically uses the buckler form of her rune circle technique in combination with it, in a sword and shield method.
-- While far from a coward, she won't hesitate to retreat or flee from a losing battle, using her various poisons and means to stun or slow down a target to do so.
-- Cerise takes a slow, methodical approach to combat for the most part. She tends to open with a fierce attack, usually some kind of quick barrage from her pistols, trying to quickly disorient or distract her target and slip out of sight, simultaneously observing how they react to it. She continues in this manner, switching up and varying her attacks to build a profile of how her target fights and reacts before adapting her own means to counter them and moving in for the kill.
-- Cerise will not hesitate to go for a killing blow if an opportunity presents itself.
-- She tends to focus on placing her attacks with intent to do damage as well as cause maximum pain, intending to wear her targets down, knowing she doesn't have the brute force to resort to the overwhelming firepower to simply batter them down with brute force in short order.

Stats: Stat Unlock I and II (3000 total)
ATK: 2
DEF: 1
SPD: 3
TEC: 6

Starting Proficiencies: 3,600
-- Physical Strength (1,000)
-- Ranged (1,000)
-- Area Attack (600)
-- Debuff (1,000)

Starting Powers: 8,000/8,000
-- Super Jumping (Basic) (300)
-- Master Acrobat (400)
-- Stealth (1,200)
-- Suppression (1,000)
-- Insight (1,600)
-- Foresight (1,500)
-- Fusion (Basic) (1,000)
-- Symbiosis (1,000)

Starting Moves: 4,500

Enigma Lily -- 1,200 OM (Requires: Physical Strength, Ranged, Debuff) -- Approval
A pair of pistols that serve as Cerise's primary weapons. They feature a handful of hidden and secondary features in addition to being firearms. At their most basic, they serve as reliable firearms, with a 12-round capacity and a fire rate of two rounds per second. Thanks to stabilizers and silencers built into the weapon, there is virtually no recoil to interrupt accuracy for continual fire, and the weapon is nearly completely silent. They fire energy bolts rather than bullets, which hit with a sharp concussive and burning impact, akin to a very small explosion (roughly two inches in diameter), and are effective to a range of 45 meters. The guns do not need to be reloaded, but after expending their ammunition capacity each one takes four seconds to recharge before it can be fired again. In addition to this effect, at close range -- within six feet -- the guns eject a burst of fire similar in shape and effect to a shotgun burst; it does moderate damage on top of the bullet, and spreads out to an effective diameter of 3 feet at its furthest point, but its range is minimal.

Alternately, rather than the incendiary burst effect, the guns may be switched to an alt-fire mode. In this mode, the weapon's ammunition capacity is dropped to only 8 rounds, its fire rate to one round per second, its effective range to 30 meters, and its recharge time increase to 6 seconds when depleted. To compensate, the guns now fire concentrated beams of energy, roughly a foot long and two inches in diameter per shot. They hit with the same burning, mildly explosive impact as the bullets, but deliver far more impact and tend to bore and tear through or into targets before detonating in their small blast.

The secondary effect of the weapons is the ability to transition to an alternate form. A flick of a catch on the weapon, and the barrel of the gun flips vertical with the grip, into a straight mass not unlike the hilt of a bladed weapon. After this, it projects a beam of energy which coils into a long cord, approximately twelve feet long, and functions as a whip. It is effective as a weapon and as a tool, for any purpose a regular whip of comparable length might serve, and strikes with a cutting/slashing impact and the same burning sensation as the gun's bullets. Transitioning to or from one form to another takes approximately two seconds -- per weapon, if she opts to change both of them.

The weapon's final feature is the ability to charge energy into its whip form, taking five seconds to build up requisite charge. This charge cannot be interrupted by losing focus or taking damage, as it requires simply holding down a trigger to gather and hold the charge, but if she is hit hard enough or disarmed then the charge can be lost. When sufficiently energized, the whip's next strike will deliver a serious jolt of electricity, inflicting much more damage than usual and leaving the target in question stunned and paralyzed for several seconds (10 seconds, minus one second for every point over Cerise's ATK her opponent has in DEF); the time of effect is divided in half, first being completely paralyzed then simply stunned and sluggish in movement. The charging effect does temporarily overload the weapon, meaning it cannot be charged again for approximately twenty seconds after use. It should be noted, the energy to overcharge the whip in such a manner has to come from somewhere -- in this instance, directly from her, making it have a noticeably tiring effect on her even with just one use, which only gets progressively worse. This limits the number of times it can be used, but also restricts it to being used with only one whip at a time; trying to use it with both would drain too much energy too quickly and weaken her grip, losing the charge in both.

Huntress Brace -- 2,100 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff) -- Approval
A weapon worn on Cerise's left wrist. It serves as an armored bracer, and her primary defensive implement for blocking attacks she cannot avoid. Beyond that, it features two weapons built into it: a blade and small crossbow. Both weapons are hidden and concealed within the bracer when not actively deployed and in use, making them hard to spot or notice at first glance and well-suited to surprise attacks against unwary foes. Only one may be in use at a time, and deploying either one, or concealing it again takes one second -- thus, switching from one to the other would take two seconds.

The blade is unremarkable, being fifteen inches in length when deployed. Suited well enough for slashing and thrusting attacks, it is sturdy enough to be used to block some attacks as well. It features a groove down the center, which can be used to contain poison. This poison, when in use, coats the blade in a liquid sheen which shimmers faintly purple, heralding its presence for anyone observant enough. When struck by this poison, it delivers no effects right away. The effects take five seconds to manifest, at which point they will be subjected to excruciating pain throughout their entire body, akin to having their blood on fire. The actual damage inflicted by this poison is minimal, but the effects can severely debilitate and hamper a struck target's combat performance. The effects last for fifteen seconds, with tougher targets able to shrug it off quicker (effects last one less second per point of DEF target has more than Cerise's ATK). The poison takes five seconds to properly apply, and only remains viable for fifteen seconds when applied before vaporizing; within that window, it is only good for one strike. The poison in question is actually venom, from Cerise's own fangs, and so her supply of it is technically limitless -- though she only carries two doses of it for quick application at any given time, and acquiring enough to coat the blade if those two are used would take nearly thirty seconds.

The blade also features a powerful mechanism allowing it to be driven out of its concealment with extreme force, enabling it to deliver an extremely powerful strike. Usually employed on heavily-armored or protected targets to crack through said defenses, or simply to deliver a heavy wound. It is unwieldy and requires precise lining up for optimal damage, limiting its use to circumstantial ones against paralyzed or incapacitated targets, or from stealth or surprise. It takes time to prepare and properly pressurize the blade for this shield-cracking strike, usually much more time than can be spared during the fray of combat, limiting it to one use per battle in most cases. If by some miracle she can find a suitable hiding place to work on it, it takes 45 seconds to properly pressurize and ready the blade for this strike.

The crossbow on the weapon is fairly unremarkable, save for its ability to hold more than one bolt at a time. It holds up to six bolts in a revolver-esque cylinder within the armored bracing, and the cylinder can be rotated to select a specific bolt to fire. When fully loaded, it is capable of firing one bolt per second, and can be fully loaded again at a rate of four seconds per bolt, though only requires one bolt to be loaded in order to fire. It is a completely silent weapon, and while its effective range is only 20 meters, it can be equipped to fire a range of different types of ammunition for specialized effects:
-- Standard bolts, typical of a crossbow. They inflict moderate damage, but have no special effects. Cerise carries 18 such bolts at any given time.
-- Smoke bolts, which release a cloud of thick, obscuring smoke on impact. Smoke cloud bursts into a three-meter radius area, restricting sight to just a few feet at best. The cloud will begin to disperse after roughly ten seconds, and be gone entirely by fifteen seconds. Cerise carries only 3 such bolts at any given time.
-- Explosive bolts, which explode in a powerful blast two meters in radius. It is purely concussive in nature, and features minimal shrapnel or debris save for what is blown apart by the explosion itself, but does serve to hurl targets in its range away, and inflict a painful ringing in the ears of those too near to the blast. With a direct hit, the target can be knocked flying up to three meters, that distance diminishing rapidly as they near the edge of the explosive effect. Cerise carries only one such bolt at a time.-- Grapple bolts, which feature a sturdy cord attached to the bolt, and a clawed head which latches onto whatever the bolt hits; the claws are sturdy and powerful enough to dig into even stone and secure a hold. Once attached, it can be used to try and pull a target off balance, off a cliff, or to tie them up. Of course...it could also be used to pull Cerise around by a stronger foe. It has other uses, such as anything a regular grappling hook might be used for, and helping her scale walls, traverse wide gaps or save herself from a long fall. Cerise carries 6 of these bolts at a time.

Rune Circle -- 600 OM -- Approval
Cerise quickly traces a small circle in the air, which glows purple and solidifies into a ring of runic symbols, roughly a foot in diameter, which slowly spins. When formed, it settles into place on the back of her left wrist, much like a buckler shield might, and can be used as such, with the interior of the circle being solid to anything save for Cerise and her own weapons. The shield takes two seconds to form up, and will last indefinitely until dismissed, taking no energy to maintain it once summoned, though the initial summoning does have a mild energy drain. It cannot be disarmed or removed from her person, unlike a normal shield, though can be broken with a powerful enough strike, or repeated blows; it is more suited to warding off and deflecting or parrying attacks than outright blocking them.

Alternately, she can quick-summon the shield in a fraction of a second, doing so in a flash of purple light. When done in such a manner, the shield only lasts for two seconds, hovering a few inches from her outstretched fingertips before fading. The energy cost is somewhat higher than the normal usage, but serves as a good snap-defense to take some bite out of sudden attacks.

Snakebite -- 300 OM (Requires: Physical Strength, Debuff) -- Approval
Being a snake faunus, Cerise possesses a set of fangs in her mouth, perfectly suited to biting and piercing any unfortunate targets she can manage to get ahold of. She is also, as it turns out, a venomous snake. The same venom is used to coat the blade in her Huntress Brace, though when delivered by a bite it is much more potent, as it is fresh from the source. Preparing to deliver a bite takes two seconds to ready her fangs and get the venom ready to flow before she can strike and make the bite attempt. Should she manage to successfully bite a target, the poison is injected and takes effect nearly immediately. Initially there will pain, as associated with a bite, then over two seconds, during which Cerise must maintain the bite to fully inject the venom, it will rapidly start to burn and agonizing pain will spread and radiate from the bite wound, and within three further seconds it will spread throughout a foe's body. Thereafter, for the next twenty seconds, the target will be subjected to immense, crippling pain and agony; the more pure, potent venom will even do actual damage to their body, though the amount of pain makes it seem like much more damage than it actually is. For all its virulence and potency, however, the venom runs its course quickly, and for every point of DEF the target has greater than Cerise's ATK, it will subtract two seconds from the duration of the poisoning. Owing to a multitude of factors -- the time it takes to build up the venom (nearly two minutes between bites), her small size and the difficulty it imposes of actually biting a, let alone one who is aware of the venom -- it is only easily usable once in a battle.

Poison Spit -- 300 (Requires: Ranged, Debuff) -- Approval
A trick Cerise developed as a surprise attack. Rather than biting to inject her venom, she can opt to spit it at a target. The preparatory period remains similar as for an actual bite; three seconds to ready her fangs and dispense the venom into a suitable mouthful for spitting. While less effective at crippling them, it is much easier to use effectively, and uses less of the venom at once. A suitable amount can be gathered and spat every 30 seconds; it can reach up to 20 feet, at about the speed of a high-pressure water pistol, or about half the speed of an arrow, before spreading into a (relatively) harmless mist and losing effectiveness. Within that range, it will be as if getting splashed with acid or something else highly caustic. It will cause immense pain, and temporary blindness if it strikes the eyes. These effects last for five seconds upon exposure, minus one second for each point of DEF a target has more than Cerise's ATK.

Transformations: 1000

T1 Power Up: Flower Shroud -- 1000 OM -- Approval

Visually marked at first by the image of a flower taking shape over the small skull pendant Cerise has pinned in her hair. It glimmers and sparkles in hues of deep purple and lighter flecks of pink, like some sort of crystal. Moments after it appears, thick curtains of shadow, tinged with an edged in brightly glowing purple and shot through with patches of pale blue and white, spring up around her, sweeping around in obscuring patterns from her knee level down. Careful observation may spot the occasional form of flower petals in the shifting curtains of shadow. It marks an increased expenditure of energy for a matching increase in power, improving her strength and movement abilities markedly, and the dense output of energy serving as a mild cushion and shield to protect her at the same time.

ATK: +2
DEF: +1
SPD: +2
TEC: +0

Super Moves: 1200

T1 Super Attack: Black Hunt -- 600 OM (Requires: Ranged, Area Attack) -- Approval

Cerise holds up her left arm, focusing and gathering energy into it. As she does so, the same crystalline flower marking and curtains of dark energy from Flower Shroud spring up around her. The required energy takes three seconds to gather, into a mostly transparent orb hovering several inches over her upraised palm. The orb in question pulses with shades of the same deep purple and pale blue as the aura around her, and distorts air and light around it. When gathered, she then throws the orb of energy at her target, which results in a backwash of energy that blows away the aura around her and makes a deep, reverberating bass rumble. The orb will zip across ground toward its target, moving at speeds comparable to a bullet. Upon reaching its destination, traveling up to 100 meters, or on impact with anything, it explodes in a blast 10 meters in diameter, with a dull rumble that deafens as much as it destroys anything caught within its range and leaves only a perfectly smooth, glassy crater in its wake. It is a powerful attack, certainly, though a heavily draining (SP cost) and fairly linear one.

T1 Super Defense: Lore Wall -- 600 OM -- Approval

A more powerful variation on Rune Circle, Cerise traces a ring in the air, approximately two feet in diameter, which glows faintly with a pale pink hue. After a second, it solidifies into a spinning circle of runic symbols, which hovers six inches from her fingertips, centered on her hand. The center of the circle acts as a powerful vacuum-like effect, drawing attacks in and nullifying them. It is capable of absorbing any number of weaker attacks, or one powerful attack, before the power used to create it runs out. It can be held for up to 30 seconds, or until it has absorbed enough punishment to collapse.

Items: 200
-- Communicator (200)

Spent OM: 21,800
Level: 5

Why does this character have to be a prime? For reasons stated below.

What role do they play in your story? Cerise will be an intermittent contact, informant and assistant to Wesker in the near future, and in the longer term one of his Force Primes (when Forces launches).

Are they an A, B, or C-Lister? - if they are original, just put 'OC' here. Original
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."

NPC Name: Jibril

NPC Source: No Game No Life

Character history: Long ago during the Great War, the god that embodied the concept of war Artosh created what ended up being the last of his angelic Flügel, the closing number Jibril. Created to be imperfect so that she might combat imperfection, she wrecklessly sought to better herself. She fought challenges though impossible for a single Flügel, often losing and escaping but sometimes single handedly killing targets that would take a dozen of her sisters to be assured victory. One day she came across an Ex Machina. It was a small robot girl and something seemed very off with how this creature could manage to survive against Jibril's attacks. As such, Jibril unleashed her most powerful attack to defeat the robot but in doing so she was put out of action for the next 5 years to recover her magical power.

While effectively out of commission, her lord was, unbelievably, slain by the Ex Machina faction in an invasion of Avant Heim, their home, and the title of One True God was suddenly claimed by Tet the god of games. He rewrote reality, outlawed any nonconsensual act, and wrote the rules for how contests might be held for anyone to bet anything they have while playing games. Such was the absolute power of the One True God that these laws were enforced by physical law.

The Flügel were devastated, weapons without masters to direct them the leader gave them their final task, to discover who killed their master. So for the next 6000 odd years Jibril sought knowledge, becoming curious and fascinated by the unknown. Due to some political issues within the Flügel government, Jibril left her home Avant Heim and settled on taking the human's largest library for herself to use as a base and store her books. However it was here one day that the new King and Queen of Immanity (humanity) challenged her to a game and lost. Seeing the light of ones who might defeat the god of this world, Jibril dedicated herself to her new masters and followed them with all her heart. After her masters defeated various races and took them under their wing including the other Flügel, they challenged a god at which point Jibril disappeared from that world to be summoned by Omni. On the Omniverse Jibril has thus far wandered the wastes of the Ashen Steppes creating enemies and learning new things about the Omniverse while rumors spread in the Steppes of a demonic Angel that shows no mercy.

Personality: Jibril is an angel created by the most supreme being, the God of War Artosh to slay other gods. Jibril currently serves her new masters Blank with as much heart as her creator. She is superior to all others and condescends towards any creature she deems unworthy of respect. Only those who she knows to be powerful will she show some respect towards although it is always in the back of her mind how if she were at her full power (Before OV) she could level Coruscant with a single Heavenly Strike.

Typically Jibril is very polite even towards those she finds inferior unless someone doesn't seem to know their place and challenges her superiority too much, though to take lesser beings challenges too seriously would suggest they are not as lesser as they are. There are two things she loves in the world other than her Masters, knowledge and power. Other beings, especially those in OV who come from a multitude of universes, are bundles of unknown knowledge ready to be learned about which makes her very inquisitive with anyone new she meets. Jibril enjoys displaying her knowledge and will at any opportunity that presents itself. She can be playful with especially interesting subjects and teases others when in a good mood (except for her masters of course).

Fight Style: Jibril is a very straightforward fighter who attempts to win combat with direct force. She likes to talk to her opponent, talking down to them if she has no respect for them and let them know that they are about to die while expressing her lust for combat. Jibril happily fights with a great big smile going to actual sparkles coming from her eyes. She will attempt to hold back only when she believes she needs to in order to ensure she can collect the heads of her enemies, if they are worth collecting (rare or powerful targets are desired. Plain humans as an example are at the bottom of her list). Typically she will open combat with a frontal assault, materializing her scythe and slashing her enemies. After an exchange of blows she may back off and throw holy rays from her hand while displaying her flight and high speed. Jibril will start to mix teleportation into her attacks after getting a feel for how powerful her enemy is, and use her instincts (Foresight) to dodge dangerous moves from her enemies, by teleportation when necessary. When attacked with a Super Move, her Foresight will allow her to dodge by teleportation with her own Super Defense.

Against an enemy which has severely annoyed her, by dodging her attacks and fighting dirty, or against an enemy who she has deemed a true threat to her life she will stop smiling and get serious, activating her Super Powered Form if she has the energy available to push her focus to the limit. While this focused, she will suppress her outbursts of anger and coldly find a way to kill her opponent.

NOTE: Jibril's wings softly glow and are for show and have nothing to do with her ability to fly. She may flap once while taking off or will use them to stabilize by adjusting their position but they do not give her flight, she simply floats through the air on the will of her body's spirits.

Physical Description:

Stats (3000): Stat upgrade +2 
ATK: 4
DEF: 4
SPD: 4
TEC: 0

Starting Proficiencies: (4200) Physical Strength (1000), Ranged Proficiency (1000), Ranged Materialize (600), Area Attack (600), Debuff Proficency (1000)

Starting Powers: (6300) Flight (1800), Foresight (1500), Teleport Basic (1500), Telepathy (1500)

Starting Moves (4700): Approval Link -Angelic Scythe (300), Holy Ray (600), Spatial Rend (300), Compress (0), Murderous Aura (300), Quick Shift (T1 Super 600), Quick Shift (T2 Super 800), Inverted Shift (T2 Super 800), Focus (T1 Powered Form 1000)

Angelic Scythe (300) (Requires Physical Strength) - A large black Scythe that glows black with its murderous energy. It has a 6 foot handle with a 5 foot curved blade. Jibril focuses and materializes this weapon in her hands over 2 seconds. Made of pure spiritual energy, the Scythe will disappear shortly after if she drops it. If Jibril beheads a Prime with this scythe, its energy will cause the head to stay in this world after the Prime dies so that Jibril may collect it.

Spatial Rend (300) (Requires Physical Strength) - Using Angelic Scythe, Jibril pours magical power into it for 10 seconds deepening its black aura (while simultaneously preparing the energy for teleport if available). She then charges at her target (running or flying) with the scythe, slashing with a strike that cleaves space itself, visually ripping and distorting the space the scythe cuts creating a loud pop. The space 2 CM around the cut, randomly twists, compresses, and stretches for additional damage snapping back in place after 1 second with another loud pop.  A powerful attack with a significant energy cost, however the energy gathered will dissipate after 30 seconds if she is unable to attempt the strike.

Murderous Aura (300) (Requires Debuff Proficiency, Area Attack, Telepathy) - This is a mostly passive aura effect radiating 200 feet that Jibril has turned on while she focuses on harming or killing someone although she can voluntarily force it not to activate. It consumes a minimal amount of magic while active. Jibril physically radiates her intent and love to kill others causing others to feel her desire to kill them. Anyone who isn't the target of her hostile desires can feel the effect and strength of her aura although also get the feeling that it isn't directed at them. The aura will directly invoke fear in her targets for 10 seconds (not bystanders) but only those with less than half of her TEC. After recovering from the fear, they will not be affected again unless Jibril's TEC increases. The aura pauses if Jibril is significantly distracted from her target, such as being blasted by a strong attack or if she focuses solely on a different target.

Compress (0) - Jibril can focus her spirits to compress space around an object to be stored in her bosom. Costs a fair amount of magical power to achieve, takes several seconds for 3x3 foot cubes and longer for larger objects, cannot be used on living objects, and is not useful in combat. The object can be set back down and regain its original size over 10 seconds.

Holy Ray (600) (Requires Ranged Proficiency) - Jibril collects black/purple magical power in part of or all of her hand and fires it in a straight line at the speed of an bullet. She charges this attack up to 5 seconds putting more power into it creating a blast that can vary from a pin size to a fist sized energy blast. The weakest is negligible but a full charge is a strong punch. This has a light energy cost when used at its highest charge and proportionally less cost when used at lesser charges. This move cannot be used within 8 seconds of its previous use.

Quick Shift (600/800) (T1/2 Super Defense) (Requires Foresight, Teleport) - Foreseeing a serious attack, Jibril forces her body to shift, teleporting anywhere within her teleportation range to avoid an attack. (Both T1 and T2 versions)

Inverted Shift (800) (T2 Super Attack) (Requires Ranged Materialize, Ranged Proficiency, Area Attack, Teleport) - Jibril gathers a huge amount of spirits from the environment around her and her own body. She holds out her hand and focuses them on a single opponent in a few moments within the range of her teleport. To those that can see the flow of magic/spirits, her spirits almost instantaneously move to her target and once all gathered shatter the space her opponent occupies creating a very loud sound. For a few moments the space twists, bends, and breaks under the immense pressure of her spirits. In those moments, the target's entire body is compressed, twisted, and stretched at random throughout and if its not tough enough pieces may break off entirely from anywhere on the body which do not reattach as the space snaps back into its normal state, creating the same very loud pop in the air.

Focus (Tier 1 Powered Form) - Jibril loses her more jovial nature and focuses seriously on killing her enemy.
Atk: 4
Def: 4 (+2 from base stat upgrades)
Spd: 4

Why does this character have to be a prime? Jibril is combat-happy and would love to abuse the resurrection mechanic to attack others in the Omniverse as she actively hunts down other primes and collects the heads of all who she finds unusual. The power of a Prime vs a Secondary, lack of a proper Prime to summon Jibril, and resurrection are all important for her role.

What role do they play in your story? Jibril is going to be an Antagonist for Schwi. As the one who killed Schwi immediately before Schwi was brought to Omniverse, Schwi fears this character and once Jibril knew of Schwi, she would actively start to hunt her down. This would be the initial setting but as Jibril is wiser than her former self and seeks knowledge as well as heads, eventually the two may form an uneasy peace such that Jibril benefits gaining the knowledge Schwi can offer while Schwi can also learn from Jibril about what happened to their world after Schwi died.

Are they an A, B, or C-Lister? (If you don't know what this means, you didn't read the manual) - if they are original, just put 'OC' here. C-List - part of the supporting cast of a lesser known anime/light novel/movie.

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