*You read the Multiverse game threads.
*You feel...something.Curiosity has gotten the best of me. I plunged deep into the OOC and IC threads to see what this was all about, and I was surprised to find that it awoke this repressed nostalgia within me. I felt a hearkening back to the days of old-past, a time when I was young and innocent, when roleplaying was more about sequential non-sequitur and memorable characters, not trying to perfect the most rigid numerical system under the false banner of "fun". I viewed Twilight Academy and the Magical Girl games from afar in the same way that a privileged Westerner watches news coverage on a warn-torn failed state: detached, condescendingly, and with no sympathy as they collapse. I vowed never to return to that type of game, but something clicked in my brain.
No matter how much I tried to dismiss it as "not my kind of game", the pieces fit together: the dedicated open-ended character creation, the shout-outs and references to everything, the distasteful shipping, the furious infighting when the game turned on a path contrary to what a player had intended for their character, etc. I could not deny it any further: these were my type of games. I can sit atop my Ivory Tower and pretend to mock these games as I spend hours meticulously tallying city taxes and troop upkeep in some "complex" game for "sophisticated and experienced players only." (I'm not saying those types of games are bad, they're awesome actually, but anyone who categorizes types of roleplaying games in some sort of "inferior vs. superior" mindset is delusional.) I think these games are total nonsense, but nonsense that is artistic, innovative, funny, engaging, and most of all, fun.
After all,
this was my longest-running and most successful game I've ever had the pleasure of GM'ing. It wasn't nearly as well thought out or neatly executed as this game, but there was always that beauty of the Multiverse. The number of games I've hosted since then that I've enjoyed not only GM'ing but just being a part of, would probably number somewhere in the range of one or two. Anyways, what was the point of all this? If it is possible, I'd like to be a part of this game. Whether I'm successful or not, I want to find that magic once again.
Name: Aesford Gerstmann
Age: 27
Gender: Male
Race: Human
Sex: Male
Appearance: Aesford measures in at 1.91 meters in height and weighs a solid 88.5 kilograms. He boasts a powerful frame distributed generously through his body, his muscular ripples present even through his clothing, especially around the normally naked biceps/triceps areas of both his arms. His skin is a deep caramel, visually untainted except for the the various tattoos that are illustrated across his upper arms and shoulders. His piercing brown eyes and diagonal eyebrows cause him to look perpetually focused, even at times of rest. His thick hair is styled as long dreadlocks that fall to the level of his breasts and whip around during times of haste. His dreadlocks, coupled with his full but not heavy facial hair, seem to give his face a mask.
Seahawk Paladin Form: A bright teal aura surrounds Aesford, radiating up from the ground and attracting nearby matter ala DBZ. A set of transparent hawk wings in the same teal color extend from his shoulder blades. His muscles and veins visible pulse and ripple. Whenever he throws a strike in this form, the aura surrounds the striking appendage, (fist, foot, sword, etc.) and takes on the shape of a Seahawk's talon.
Background: Aesford grew up surrounded by gang violence, narcotics, and poverty. Many of his memories of youth consist of him trying to find ways to circumvent the woes that plagued his community. As a teenager, Aesford pined for a way out of this urban Hell, an exit that didn't end in a prison or a cemetery. He committed himself to the football field and the classroom, excelling at both. Aesford developed a drive to be the best at whatever he was doing, whether it was a sports game, an exam, a dance exhibition, or a music recital. His efforts paid off with his acceptance to the Fortstan University, one of the most prestigious in the nation. Overcoming the connotations associated with his upbringing, Aesford graduated at the top of his class and went on his way to join the National Football League. Many crushing defeats and joyous victories later, the League suspended its practices; it turned out that the game was not profitable when all the nation's attention and energy was turned towards the threat of multiuniversal annihilation. Aesford decided that he had committed too much to give up now even in the face of insurmountable odds, and joined the fight to stop the menace and return life to the way it was.
Personality: Aesford's charitable and intelligent nature is often masked in his theatrics which leave him coming off as loud, brash, ambitious and arrogant, (all of which he insists are part of the 'Game'.) Aesford is very driven towards excellence in anything that he competes in. A combination of loquaciousness and perpetual high energy makes Aesford a man of many, many words, sometimes appreciated and sometimes not. His speaking pattern is born out of an unusual mix of inner-city vernacular and academic speech, something that is openly unashamed of. He believes that respect is of the highest importance and will be very swift in reciprocating what he sees as disrespect. Despite this, he is incredibly loyal to anyone who he considers to be on his "Team" or "Side", and will not tolerate disrespect towards them as he does to himself.
Aesford's hobbies include playing football, plotting strategies, watching film, practice with his instruments, reading a good book, enjoying time with animals, eating copious amounts of food, humiliating weak scrubs that shouldn't even out here, and dancing.
There are certain terms or phrases that irrationally cause Aesford or any of his football comrades to become emotional.
Level: 6
EXP:
HP: 30+(6+5) + (Level Ups) = 86
Init: 6 + (1d20) [+4]
Stats: 38/38 [Level 6]
Constitution: 9
Dexterity: 9 [11]
Intelligence: 0
Luck: 0
Resistance: 9 (14 RES for his face)
Strength: 9
Synergy: 2 [3]
Perks:
Trash Talk - Half of Aesford's tactics involve psychological warfare. When Aesford successfully hits a target, they suffer a penalty to a random non-Luck, non-Intelligence Stat.
Determination! - When Aesford's health dips below 33%, he gains a +1 to all Stats excluding Constitution. If it goes under 13%, this bonus is doubled.
Field Strategy - When Aesford is able to coordinate a battle strategy with his teammates, his attributes all increase for the duration of the strategy being carried out successfully. For every 2 teammates involved in the strategy, Aesford gains a +1 to Constitution, Dexterity, Resistance and Strength.
Legend of the Seahawk - Unlocks the Seahawk Ability "Spirit of the Seahawk", which does not take up an ability slot.
Equipment:
[Weapons]
The 12th Man
Attributes: Armor-Piercing (Ignores 1 RES per Level), Sonic (The blade can not be broken), Seahawk Imbued (Can only be wielded by one deemed worthy by the mythical Seahawk.)
Base Damage: 1d14
Description: A sleek modern greatsword with an emerald rune embedded in the handle; a hawk has been etched into the rune. The blade appears to flicker between teal and green colors; this is because there is no actual blade, just a contained amount of sonic energy being produced and contained by the emerald rune that gives off the illusion of being a blade. Due to this, the dimensions of the blade are flexible and often vary on the situation. When the "blade" makes contact with a solid object or person, all of the stored sonic energy is released onto the target while the "blade" restores itself afterwards almost immediately.
[Armor]
#25 Helmet
Attributes: Moderate Armor, Scanning (Can scan target object or person(s) for additional information at GM's discretion, takes up an action), Facemask (Additional +1 RES to the facial area per Level), Concussion-Proof
Base Defense: +1 RES
Description: A teal-and-green modern helmet designed to prevent head trauma to its wearer. Recent updates leave it able to sustain attacks from weapons and it is now nigh-impossible to get concussed wearing it. It also has a built in scanner that creates a user-friendly HUD right in front of its wearer's eyes.
#25 Uniform
Attributes: Moderate Armor, Powered-Shoulderpads (+33% Strength while Tackling), Body Regulator (The first hit that should reduce it's wearer to 0 HP instead reduces them to 1, makes the wearer resistant to extreme temperatures/conditions)
Base Defense: +2 RES
Description: This deceiving simple-looking uniform actually contains an exoskeleton beneath the surface which is designed to provide the maximum protection to its wearer without slowing them down. The uniform's shoulderpads are electromagnetically charged and release a blast of kinetic energy during a tackle. Additionally, there is a Body Regulator which allows its user to keep track of their body systems and while it can't do medical work of its own, it can keep an injured user on their feet long enough for backup to arrive.
[Baubles]
UltraDEX(TM) Gloves
Attributes: +2 DEX
Description: When a player catches a deep football pass behind their back while doing a front-flip, do you think it was 100% talent? With these sleek and sexy black gloves filled with the finest neurosensors in the world, even a regular person like you can be a football star! (Results not guaranteed.)
Hyper-Cleats(TM):
Attributes: +4 Initiative, Sharp (Causes Bleeding, which is added onto primary damage calculations for 1d6 damage for 2 Turns, when an attack is successful that uses the heel of the shoe, probably either a Stomp or a Back-Kick.)
Description: Black sneaks that are cool-looking but otherwise unremarkable, besides the razor-sharp spikes that jut out from the bottom, giving it's wearer a huge boost to agility.
MouthMesh(TM)
Attributes: +1 SYN, Advanced Filtration (Wearer is immune to toxic molecules)
Description: This synthetic material allows its wearer to survive in a room filled with air-borne poison gas or pathogens. The downside is that you have to mouth-breath in those enviornments, which will have your teammates making fun of you for days after.
Child's Plight
Attributes: 50% Resistance to Mental Statuses. 10% chance of surviving a fatal hit from any source.
Description: The drawing of a child. Has a calming, nostalgic effect on Aesford.
Actions:
[Basic Attack Action]
Tackle Combination - Aesford lunges at his target shoulder first to get them on the ground or at least off-balance, before following up with a swing/thrust/shot/etc. of his current equipped weapon.
[Basic Defense Action]
Juke <Level 2> - Aesford charges his opponent and then psyches them out with an agile dodge at the last second. During a defensive roll, 200% of Aesford's DEX is added to his RES; he also has a 33% to evade the attack entirely.
[Other Actions]
Interception <Level 3> (Active) - A good defensive player neutralizes the attack, a great defensive player an attack into their own. Aesford negates an enemy ranged or magic attack on a target of his choice (including himself), and then returns then damages the enemy for 175% of the calculated ranged attack damage value. 1 Turn Cooldown.
Efficient Metabolism (Passive) - The internal biological workings of football players are noticeably different from normal humans. Aesford regenerates 5% of his total HP (minimum of 1 HP) every other turn. This can be further bolstered by eating food.
Strip (Active) - No, not that kind of stripping. Aesford charges at the enemy and attacks their arm or other weapon-wielding appendage with a blunt attack, usually the hilt of his weapon, or two a double-elbow or double-forearm assault. Does 75% of normal attack damage. Target is disarmed of their equipped weapon.
Deep Pass (Active) [Level 2] - Aesford runs down the field to catch and harness the energy of his teammates. Aesford can absorb the ranged or magic attack of a teammate. Aesford then releases this ranged attack at an enemy for 300% of it's original damage. 1 Turn Cooldown.
Trick Play (Active) - The best attack can be one that the enemy is completely unprepared for. Aesford, with the permission of two players, can swap one ability each between two player characters which lasts of the duration of the current combat. Counts as a free aciton.
Hyper-Agility (Passive) - Aesford can switch his movement speed and direction on the fly. Aesford has a flat evasion rate of 15%.
BEAT MOOOOOOOOOOOOODE (Active) - Summon The Lynch Beast.
[Seahawk Actions]
Spirit of the Seahawk <Level 2>: In times of great need, when only a clutch will ensure victory, Aesford calls upon the Great Seahawk and transforms into his Seahawk Paladin form. In this form, all of Aesford's Stats are doubled. Aesford's Trash-Talk Perk is upgraded in this form: When an attack is successfully landed on a target, the target suffers a 50% penalty to 3 non-Intelligence, non-Luck Stats.
Aesford gains an an additional action each turn in this form. All values for his abilities are doubled, and none of them have a cooldown. He can fly in this form, suffers no penalties for being submerged in water and does not have to breathe.
The Seahawk Paladin form last for 4 turns, after which Aesford automatically enters into his Fatigued state which halves all of his Stats for 2 turns. After recovering from Fatigue, Aesford must wait another 4 Turns to activate the Spirit of the Seahawk again.
Inventory:
1 Packaged Cooked Turkey
Football
Name: The Lynch Beast
Type: Running Back
Description: Dissimilar to Aesford, the Beast is massive and menacing, yet gentle and soft-spoken, choosing to speak as little as possible. Almost nothing is known about him, except that he really really really likes Skittles.
HP: 50
Init: 3+1d20
Stats: 34/34
Constitution- 7
Dexterity- 5
Luck- 0
Resistance- 10
Strength- 12
Synergy- 0
Actions:
Truck (Passive) - Lynch runs through his target and tosses them up in the air like they were an empty packet of Skittles. If Lynch's STRx2 > Target's RES, their RES in the damage calculation becomes 0.
BEAST MODDE (Active) - Lynch unlocks his true power and assumes the form of an enraged demonic Minotaur. All of Lynch's Stats are doubledduring the turn of activation. Lynch is invulnerable to the next 2 attacks that target him. Usable once per combat.
Taste the Rainbow (Active) - Lynch gives a Skittles Packet to a teammate. Consuming the packet results in a +33% bonus to the Stat of their choice for one turn. Consumption is a free action.
Counter-Tackle (Active) - Lynch stands his ground; the next attack that hits him is reduced by 50% during it's damage calculation. Lynch takes that damage value and adds it onto his next attack.
Inventory:
Absurd Amount of Skittles Packets
Name: Inomi
Age: ?
Gender: N/A
Race: N/A
Sex: N/A
Appearance: Inomi's appearance is reflected upon whomever it is Emulating. The more Inomi knows of their appearance, the more identical it appears. Inomi is always Emulating someone, or in the process of Emulation, so it's true appearance is not known even to itself.
Personality: Inomi not only Emulates the appearance of others to the best of its abilities, it does the same with personality. Although it is hard to pinpoint at first, Inomi does have its own distinct personality despite its insistence (or perhaps, compulsion) to stay truly "in character" to whomever they are Emulating.
Backstory: Inomi's world of origin is a world of constant war, but its masses do not know this; besides the occasional civil war instigated by political coup or border skirmish between irrelevant nations, there are no wars, certainly none of the wide-scale violence that had wracked humanities for the centuries before. In actuality, war is more brutal and common than ever, but it much more subtle. Gone are the days of missiles and machine guns, all of those crude tools have been replaced by nano-robots that induce heart attacks, undetectable toxins that poison the food and water of an entire city. War is a matter of subterfuge, soldiers no long wear helmets and boots but lab coats and HAZMATS suits, and boot camps have been replaced by academies. Scientists of each country fight each other, in a constant technological race to develop weaponry that can outsmart their rivals while simultaneously creating countermeasures to thwart each other.
Project INOMI was one of these efforts. A sentient bioweapon that could become anyone at any time, one that could appear anywhere, gain intelligence, sabotage facilities, even imitate political and military officials. Like a child, it remembers little of its own birth, only that it was a dizzying cacophony of every kind of stimulation until it finally assumed a stable formed. As a top-secret project, it was stowed away and isolated, only receiving contact from a handful of scientists. It learned of people through literature, video and other assorted media, a process that continued for much time, (what felt like years to Inomi, but it had no way to gauge time during this period) where it learned to Emulate those it observed. When it was finally introduced to other new people, Inomi could emulate them so well that many of them were shaken that something could flawlessly impersonate them within minutes of introductions.
Before Inomi was deployed on any military operations, something happened, something that Inomi is still uncertain of today; it is only sure that something went wrong in the facility. The day came when there were no more scientists, as if they all had vanished, and Inomi was left to wander an unsecured base that felt as if it were abandoned long ago. Whether the scientists left of their own accord or some sort of consequence of their research Inomi does not know.
Inomi escaped into the world and had difficulty melding in at first; it assumed the identities of celebrities and fictional characters it had read and seen, the figures Inomi could best Emulate after long-term exposure to them, and this led to civilians flocking to the spontaneous appearance of actors and actresses. The shapeshifter developed a better plan following this, Emulating obscure celebrities and minor characters that few people recognized. This allowed it to incorporate itself into society, as it soon figured out how to Emulate a homeless man roaming the streets, the socialite browsing stores, and the policeman patrolling the alleyways. This brought about minor panic as people would end up spotting family and friends in impossible situations, being in two locations simultaneously for example.
Just as the populace began to formulate theories to explain this phenomena among themselves, the culprit seemingly vanished, never to be seen again...
Level: 6
EXP: ?
HP: 85
Init: 7+1d20 at the start of each combat.
Stats: 42/42 points to spend (Stat cap of 4+Level. +4 Points every level.)
[Apply these stats to Inomi when it is not Emulating someone with known Stats, ex. another Player Character or an NPC.]
Constitution: 7
Dexterity- 7
Intelligence- 8
Luck- 0
Resistance- 5
Strength- 5
Synergy- 10
Perks:
Emulate: Inomi shapeshifts into someone else, replicating their appearance and personality to the best of its abilities. Upon Emulation, Inomi basically becomes a copy of that person, which includes their Stats, Perks, Skills, Equipment,, Status, etc., at the time of Emulation. All Emulated Stats will have a -2 Penalty, and all damage done by Inomi in her Emulated state does 80% of it's normal damage.
*The better Inomi knows of its target, the more indistinguishable its Emulation is from the actual person; if Inomi has not had time to research its Emulation target, it can still Emulate them although it will most likely be an inaccurate representation of the target.
*Emulating someone does not grant Inomi their memories.
*Inomi can not Emulate something that does not have a 'soul'. What truly constitutes a soul is unknown to Inomi; it is possibly linked to sentience or something else entirely. (Inomi can Emulate most robots, but not inanimate objects.)
*Inomi can not Emulate anything smaller than a housefly, or larger than an elephant.
*Shifting between Emulating forms is not instantaneous, it takes roughly one minute.
*Inomi's Emulated form will be described as E-Form. (Ex. E-Master Chief, E-Mio, etc.)
*Inomi is always in one form of Emulation or another, it has not been observed to have a 'Basic' state.
Master of Disguise: +15 to Disguise related rolls.
Heightened Anthro-Analysis: A good part of Inomi's "Upbringing" was its study of different types of people as well as individuals. Because of this, it is able to accurately Emulate someone's personality and bodily/facial expressions within 10-20 minutes of interaction with them.
Among the Shadows: Living as a "false" person, Inomi had to avoid attracting attention to itself. +6 Stealth.
Equipment: Empty.
Actions:
[Basic Attack Action]
Uncanny Valley - Inomi shifts its form just enough to highly disturb its target. Extra effective against targets who are easily scared or easily manipulated. (Uses SYN)
[Basic Defense Action]
Quick Shift - Inomi shifts its form slightly, causing attacks on it to make an incorrect assumption as to where it really is. (Uses SYN)
[Other Actions]
Splitting Image (Active) [Level 3] - Inomi simultaneously Emulates two people, seemingly operating as two entities. However, this results in each Emulation being weaker than normal. Each Emulation is 3/4 as efficient as its target: All Stats are 3/4th'd, Skills are all 3/4 as effective and Cooldowns take 3/4 as long.
Double Team (Active) - Inomi sacrifices ten percent of its health to create a decoy in its own image. The target's Intelligence is rolled against Inomi's Intelligence, if it wins, it targets the decoy and not itself.
Mindwarp (Active) - Inomi contorts the mind of its opponent, Confusing them. Confused Enemies Roll a d6: 1-2 they attack themselves, 3-4 they attack someone on their team, 5-6 they attack normally. Each turn they can attempt an Intelligence roll to break out of the Confused state.
Quick Shift (Active) [Level 2] - Inomi can switch Emulation forms in the midst of combat. It can only Emulate someone who's HP (both current and total) is less than the HP of its current Emulated form.
Absorption (Passive) [Level 2] - If Inomi kills someone, it can absorb their body, retaining all of their memories they possessed while they were alive.
Inventory:
Empty.