Whoo!
JANIS:
1) Plots world domination
2) Using its weapons of mass healing as leverage
because
3) JANIS holds a mutated smallpox virus with
4) 90% death rate and no chance of natural immunity
5) and is going to release it very, very soon.
JANIS
(5) plots world domination,
(4) and is likely to use the weapons of mass healing as leverage, because
(3) JANIS has a BORG assimilation virus
(2) that has a 5% rate of assimilation into the collective,
(4) and JANIS is going to release it in the near future.
Can regenerate with mass that was obtained
can exude pheromones
On full moons returns to his human form and is able to do magic proficiently again
has a rifle that uses the magic energy that the users posses (does not have to be able to use it)
Is an above average rifleman
Kyle Johnson
(6) can regenerate with mass that he obtains, with less mass than what would be required normally. This is only able to be used for complete regeneration.
(6) He continually emits pheromones that only his wife is receptive to, and they make her go crazy for him.
(1) He is completely unable to change into any other form, or use magic any better than what he currently does.
(4) Kyle owns a rifle that uses the magical energy that the target has, but
(1) he is a terrible rifleman.
1. The
Serpent was the first of its type, but
is stronger than the newer ones, in part due to cuts made to later ships and in part due to after-market modifications.
2. The lizardmen crew are mechanical geniuses...
3. ...and also includes a fair number of wizards.
4. The
Serpent is very intelligent and cunning...
5. ...far more so than the captain.
The Serpent
(1) is one of the later models of its type. It is one of the weaker models that have had the cuts in after-market modifications.
(6) The lizard men are obsessed with all things mechanical, knowledge lacking in other fields,
(5) unless it comes to magic, since a fifth of the crew is a wizard of some form.
(5) The Serpent is very intelligent and cunning, but
(2) far lesser than its captain, who can bounce ideas between its heads.
Archmage Agha is invincible, can transmute any material into any other, owns her own personal time machine that is bigger on the inside, can control mechanical objects with her mind, and can create indestructible, transparent shields.
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Archmage Agha
(2) is incredibly vulnerable to all things that would kill it,
(4) can transmute soft, valuable materials into hard, worthless materials and vice versa.
(5) She owns a type 42 TARDIS,
(4) can levitate metallic objects, and
(4) can create difficult to destroy, semi-transparent shields.
John Kramer has never been reliant on his Flintlock pistol, and always keeps a pair of Hidden Blades up his sleeves, and has a fondness for Key-Shaped blades. Especially since they go with his Affinity for Magic involving Locks.
Although, John has a Severe Hatred for Law Enforcement, but still manages to Stay Calm Under Pressure.
1. Keeps Hidden Blades up his Sleeves
2. Has a Fondness for Key-Shaped Blades
3. Has an affinity for Magic involving Locks
4. Hates Law Enforcement
5. Always stays Calm under Pressure
John Kramer
(3) keeps a hidden, retractable dagger up one of his sleeves, and
(1) he doesn't care what his blade looks like, just that they get the job done.
(3) He has an affinity for opening standard locks,
(5) hates law enforcement,
(3) and stays calm under a low amount of pressure.
1. Due to an unfortunate machinery accident early in Lautrec's life, that left a large part of his body heavily wounded...
2. He has had that part of his body replaced by steam-punk-esque machinery.
3. Said mechanisms are made of a red-ish metal.
4. He is distinctly Scottish and shows this through his accent and mannerisms.
5. He has the power to imbue items with magic, strengthening them.
Lautrec
(4) had an accident when he was what humans would consider a young adult that left a decent portion of his body wounded, but
(6) he had all of his body, except his brain replaced by steam-punk machinery.
(6) The mechanisms are red from rust.
(2) He is distinctly Korean and shows this through his mannerisms and projected accent.
(6) Anything he touches imbues the item with unpredictable magical effects, if it doesn't already have a magical effect.
Arin has defeated many demons earning her memorials in most towns and cities, which has put her at the heart of many epic songs and plays. She has 42 children from her long life and many lovers due to her goddess-like looks and she knows healing magics better then all others.
[/b]
Arin
(4) had defeated 4 demons through her charms and looks, but
(2) due to this she has memorials defiled by towns and cities.
(5) Despite this, she is the subject of many epic songs and plays.
(5) She has 42 children thanks to her goddes-like looks, and
(1) she has utterly dismal ability to use healing magic.
Wincerind 1) can imbue any metal object with sentience and force it to obey his will; 2) which led to him taking up smithing 3) and throwing knives whose trajectory he can manipulate in mid-flight due to the first ability. 4) Also, he is a proficient lockpicker, 5) can summon demonic shadows to rip his enemies apart from inside 6) and is a skilled mountain climber (hard not to be one when living on Everest >_>).
Wincerind
(5) can imbue any metal object with sentience and force it to obey his will,
(1) which led him to thievery of metal objects to get supplies. He is terrible at it.
(2) He can throw knives with low accuracy, and cannot manipulate their flight path, despite the first ability.
(4) He is a decent lockpicker, and
(6) can rip his enemies apart from the inside with demonic shadows, due to making a deal with demons so that he would get these powers in exchange for his soul, and their ability to do absolutely anything they want to him.
Bob has rippling muscles, an iron sword with a hatred for crime. Well, a normal hatred for crime but a hatred nonetheless. He is unable to equip armour, but to compensate has the power to sprout fire from his skin, with the downside being he dies after using this. He died in a battle with a necromancer a dozwn years back, but was revived by the Gods as his constant screw-ups amuse them. This revival also made him unable to die from old age, but unfortunately age has still taken a toll on him, leaving him looking like a rotten corpse and possessing little to no intelligence, however, to make up for this he is slightly charming. Oddly, he seems to have shrunk over time as well. He follows the Paladin's Oath™ to the letter, spending his time shambling around the country-side searching for highly defended and dangerous sinners and criminals to devour. He only attacks minor criminals when they come to them, though. Over the years he seems to have mastered both the dark and holy arts, leading to him having a large entourage of undead and a few angels that he has summoned in the past. Currently they're taking on a well-known crime boss, 'Le Marco Da Gordon'.
Bob
(1) has the complete inability to use dark magic due to his ressurection by the dieties, but
(5) he has master holy arts.
(1) He has no entourage of undead, but
(5) he has angels that he has summoned in the past.
(1) They are working for the agent, who has a well-made cover as a well-known crime boss, who is known as 'Le Marco Da Gordon.' This leads other Paladins to believe that he has broken the code, causing them to attack him as well as criminals.
G.Neric:
1) Because of his red hair, he is protected against all fire magic
2) He is an adept mechanic
3) And can sail quite well.
4) But he has a permanent mole on his chin
5) And can't handle alcohol
G.Neric
(2)'s hair signifies that he is weak to fire magic.
(1) He breaks everything he tries to fix,
(2) and is an utterly terrible sailor.
(1) His chin is covered with permanent acne scars,
(5) and he can't handle alcohol.
It's only weakness is being struck by a weapon that is lethal to its holder,
is the champion of the anti-hat-god-gods
Is granted megapowers when on its alter
Can sense fear
Is incapable of feeling emotion.
TOPHAT
(3) has the weakness of absorbing all damage of its wearer, in addition to damage dealt to it,
(5) is the champion of the anti-hat-god-gods.
(3) TOPHAT gains no additional powers when it is on its alter, but is not weakened while on it.
(4) It can sense fear in a 20 meter radius, and
(3) feels the sharpest of emotions (Love, Hate, Passion, Fury, etc)
Jubibilibiliby
1) is terrible at chess and most board games requiring strategic thinking
2) is vulnerable to water magic due to his wings.
3) his earth magic only functions when he is standing on rock, dirt, gravel, etc.
4) can control bones with his magic, turning people into puppets, skeletons to life, bone weapons dance, etc.
5) is immune to harmful effects from heat of any kind.
Jubibilibiliby
(6) is so terrible at games that require strategic thinking, he somehow manages to win them.
(3) He is vulnerable to fire magic due to his feathery wings,
(1) his earth magic only functions when he is upside-down in the air,
(5) He can control bones with his magic, turning people into puppets, skeletons to life, bone weapons dance, etc.,
(2) and is vulnerable to heat.
Have countless grandchildren
Once survived for months in the Vietnamese jungle with nothing but a palette knife
Have painted themselves an army of portraits to bring to life
Lapses into Latin when stressed
Is immune to all diseases
Terrance/Teresa
(3) have had many children with various lovers, and somehow each other,
(5) and once survived for months in the Vietnamese jungle with nothing but a palette knife.
(6) They have painted an army of portraits of themselves to bring to life,
(1) lapse into Vietnamese when stressed, prompting memories of the war, and
(2) they are susceptible to all diseases that are not smoking or jungle related.
Name:Gurmba
Gurmba is a miniscule sparrow with brightly colored, but not glowing feathers, extremely sharp claws, a large intellect, and cannot control the ability to shoot 3 foot lasers from his eyes, making them constantly on, preventing sight.
Gurmba is a psychopath that can grow heavily mutated body parts only in numbers evenly divisible by 13. He has a slight affinity with magic, and can shit with pinpoint accuracy. He owns three supervillain lairs.
Gurmba use of psychic powers greatly reduces his ability to perceive the outside world, while only slightly increases his ability to see. He moves at Mach 7, never being able to slow down, and is invulnerable as long as he doesn't run into a see-through or reflective substance. Gurmba cannot use the Thu'um, and anytime he gets a top hat it immediately blows off.
Is the devil of his reality
Can increase his size at will
Is practical villain
Can hypnotize people
Has some means of precieving the outside world as effective as sight
Can turn into a fighter jet for no particular reason
Gurmba
(4) is a high ranking demon in his reality, and
(4) can reach double his default size at will.
(1) He is an impractical hero
(3) that can hypnotize children,
(1) and has no means of perceiving the outside world as effective as sight.
Ayndr, is currently training a younger relative to be a better diplomat than him cause he is only in it due to inheritance and obligation .
He is not easy to scare and is forced to negotioate a peace treaty for the future of is breed, wich is hwy he is training a better replacement. he alsojust wants to get back to exploring
Ayndr
(6) is expertly training a younger relative to be the best diplomat in the world, because
(6) he has no care in this world besides gaining his inheritance, and serving the obligations of his family.
(4) He is somewhat difficult to scare, and
(1) is forced not to negotiate a peace treaty for the future of his kind, and has been banned from training the person who would replace him, so he can be released and
(4) explore like his family wants him to.
Well, this turn is the last turn of character creation. Surprise! The game is going to be started soon.