Sharpevil
Smash Rookie
- Joined
- Sep 30, 2008
- Messages
- 20
Pen and Sword is my personal name for a game that has existed in many forms on many forums. This is not a game for those with commitment issues, those who dislike writing, or anyone incapable of capitalizing the first letter of their sentence. However. If you like to tell stories, have a character in your head clawing to be cemented in history, and enjoy some healthy competition, read on.
HOW TO PLAY
I - Overview
II - Winning and Losing
III - Character Information Sheets
IV - Reserves
V - "Good" Playing and "Bad" Playing
VI - Misc FAQ
VII - Characters Playing In THIS Game
IMPORTANT: You may choose to use a character from an existing work. One of the best characters I've seen in the game was Don Quixote. Others have used characters from various animes and video games, such as Big O, or Final Fantasy. This should not be a crutch. If you wish to use a character from an existing series, be sure you are a good enough writer to do the original justice. The GM reserves the right to deny these sorts of entries. Keep it classy.
Losing comes in two simple varieties. The first way is dying with honor. You write your heart out, you put up a good fight, but the GM is forced to kill your character off because the other players simply managed to outshine you. There is nothing wrong with this.
However, not everyone stays the course, and the GM maybe be forced to disqualify someone for inactivity. This will look no different from a regular loss. The character will be removed and a new round will begin.
I understand that some people are a bit sensitive about having their characters killed off. The only guaranteed way to keep your character alive is to win, but depending on whether or not the GM had a death planned, you may be able to arrange a kinder fate for your character with the GM.
Before you can play, you need a character. You can make one up, or "borrow" it from something else. Using characters from other materials is only suggested for the best writers. Certain characters may be denied at the discretion of the GM. Regardless of where your character is from, you must fill out a CIS. Every player will have a different color. All length suggestions are merely guidelines, and may be ignored if you so desire. Please PM your completed CISes to the GM. (Me.)
CIS:
Character Name
Character Race
Age
Text color
Apearance- A paragraph or so description of the character's appearance.
Description- A 1-2 paragraph description of the character's personality, origins, fears, morals, etc. Don't be too descriptive; after all, then you won't have as much material to write about once the game starts. Give us a rough idea of what your character's like. For a full character, it is good to include flaws as well as strong points.
Weapons/Techniques/Etc.- What sort of weapon does your character wield? Does he or she rely on martial arts techniques? Do they use magic? Can they fight at all? (Because your character is being dropped into a fighting tournament, it is best, but not necessary to create a battle-ready character.)
Do not feel limited in the creation of your character. Remember, the winner is based on writing skill, not their character's abilities. You can choose to play a 16 year old girl from Colonial America, or a crazed swordsman with a magical glove giving near-godlike abilities. Either can win, and neither has an excuse for god-moding. (See: Good and Bad playing) For ideas on the variety of characters you can create, previous characters have included:
A young girl who communicates with a rabbit
An old man who commands six sentient marionette puppets
Don Quixote
A Twenty Foot Norwegian Titan formed of demonic black paper
The group of sentient leeches from resident evil 0
Inspector Gadget
Here are some examples of previous CIS entries. Please note that these are rather long ones, and that yours can be as short as you want.
There are two practices majorly frowned upon in this game: god-moding and player-controlling. These are considered very unsporting, and will count against you when the GM is considering who to kill off.
God-moding is when you treat your character as though he were invincible. Theoretically, a character can have infinite power, but it annoys everyone if he constantly taps into it to beat the ever-loving crap out of all of the other characters. Even though the story is about characters fighting, the actual battle is one of writing skill, and it's both boring and poor writing to have a character that has no faults. Heck, your character could lose every fight he takes part in, but if you're the best writer, you'll still win.
Player-controlling is when you write extensively about the thoughts and actions of a character other than your own, especially when your portrayal of the character is inaccurate. This rule becomes laxer as the game goes on and you learn more about the subtleties of the characters of others; after all, how are you supposed to write well if you can only talk about one character? Still, try to avoid this near the beginning. The GM will probably be lenient on you for this one unless the player who owns that character complains. In addition, it's generally a bad idea to permanently mutilate another player's character. (Cutting off fingers, scarring the face, etc.) The best way to avoid trouble with other characters is to get in touch with them through AIM or another instant messager. If you send your AIM to me with your CIS, I will put it into your character's profile.
Q: How much do I have to write?
A: That depends on your competition. Generally, the average length will be somewhere between 1 and 2 pages in Microsoft Word. Quantity is secondary to quality, however, and two pages of poorly written story will still lose to half a page of well written story.
Q: You talk about this game like it's been around before? I can't find it. Has it been here?
A: This game is new to the smashboards. If necessary to get a feel for the game, I can post a link to a separate message board with a few older games on it, but I would prefer to start fresh here.
Q: How many people can play?
A: I would prefer to limit it to ten players, maximum. If I get more entries than this, some of the more suspect players may have to give a few paragraphs to prove their ability. If there are no suspect writers, we will either go above ten, or I will be forced to not include the later applicants.
Q: When is the game starting?
A: The game is expected to start around the 21 of June. At this point, school will be out in just about all US states, assuring that everyone has time to write. It also gives ample time for people to think about and submit their characters.
Q: I've found a flaw or error in your rules!/I have a question not in the FAQ!
A: Then send it to me through PM, or at my email address Sharpevil xATx Gmail.com
EOR:
Character Name: Roger Ursidae
Character Race: Human
Age: 34
Text color: White
Appearance: He's a small man, maybe five feet at most, though he never bothered to measure himself. He has a blond beard, and blond hair down to the bottom of his neck. He has a bulbous nose and small beady eyes that are very light green. His facial hair consists of a handlebar mustache and chin puff. In short, an ugly little man with a pompous look.
Description-: Lived in Victorian England, where he helped fund several expeditions into the Congo, before securing himself as one of the leaders of the Ivory trade. Despite this, he only visited Africa once in his life, where he came down with malaria, and decided non-English places weren't for him. He made several enemies through the trade, and several more through his gambling and whoring. He managed to use his intelligence and wit to keep them at bay, and to buy out most of them, but eventually his backroom buisness deals were leaked, and he was sentenced to the Hijli penal colony in India. He arrived there, met another prisoner who was a Sadhu, and gave Roger a very potent type of tea. Turns out it was shroom tea. It's the version of him that's tripping out that's in the game, where he believes he can turn into a bear, and therefore can.
He's pretty much willing to backstab and lie his way to the top, and is rather blunt with what he says. Loathes his lot in life, and doesn't like money, he only likes what it can make people do. He has his vices, such as gambling and drinking. Besides that, he's tripping incredibly hard during this, so his experiences are strange. He doesn't realize he's tripping, so his thought process is normal, but all of his senses besides thinking are ****ed up, and he never questions the strange stuff that happens. He just accepts them. Like turning into a bear.
Weapons/Techniques/Etc: He has a regular log axe, that he uses with two hands, that he was using to cut up wood when the tea hit him. He can turn into a Brown Bear, though only for short periods of times, and it's hard for him to control it. It tends to happen during the worst times, or when he thinks about bears. He can warp reality, though not consciously, nor to his favor. He has to be careful to not experience a "bad trip", which happens when he starts to lose. The effects are not good, but only not good for him. What happens when he trips (which is always) does not always effect reality. Sometimes it only effects him. What does and doesn't is up to people's personal ideas. His fighting style is bad. He's tripping, so not likely to be elegant with his hacking. At the same time, he isn't aware he's tripping.
VIRGILIJUS:
Character Name: Marshall D. Teach
Character Race: Human
Age: 40
Text color: Yellow Green
Appearance: Marshall is a physically imposing man: he's easily 8 feet tall and is missing quite a few teeth in that gnarled smile of his. He has a short, jet black beard that matches his shoulder length, wavy hair and an odd nose that protrudes almost to a point. His eyelashes are unusually thick for some one of his stature and they add a slight naivete and innocence to this otherwise monstrous man. His arms and legs are very thin and lanky compared to his gut, but he's not fat. His midsection is as solid as an oak and he is much stronger and tougher than he looks, which says a lot. His pants are a horrendous olive green and pistols and a bottle of rum are typically tucked in the front of a yellow sash. He wears a white collared shirt but never buttons it up, instead preferring to show his chest and his red beaded necklaces. He always wears a captain's jacket around his shoulders and a black tri corner hat. Marshall has a scent that reminds people of long, musty nights.
Description-: Marshall D. Teach has been a pirate for many years and has patiently bid his time to make himself known. He purposely joined the crew of Edward Newgate, the Whitebeard, the most powerful man in the world. Marshall chose a life on waiting in Newgate's shadow to get what he wanted: a treasure that granted him immense powers. The only problem was, another one of Newgate's pirates found it first and Marshall was forced to kill him in cold blood to take it, which he did without hesitation. With his treasure in tow, he was now wanted for murder by the most powerful man in the world and was labeled as "the Blackbeard". However, gaining this treasure was only the first part of his great goal, and he has many more things to do before his desires are satiated.
Marshall won't let anyone get in the way of his goals and will be as callous and brutal as he needs to be. But all of that ire and rage of his is only directed at his opponents and adversaries: if some one doesn't conflict with him, he'll let them go on their merry way. But people that rub him or his ideas the wrong way evoke a lifelong grudge, however long that life may be.
Weapons/Techniques/Etc: He has a pistol or two tucked into his pants, but they are there merely for show. He is a brawler at heart and while lacking much form or grace, can throw a deceivingly fast punch that can bring the biggest of men to their knees. But his main weapon is his treasure: a cursed fruit that lets him transform into and control "the darkness", a void like substance that lets him pull things into himself and expel them at his pleasure. The darkness looks akin to black smoke and can emanate from Marshall whenever he wishes to pull things into himself. The only downfall to this power is that it pulls everything into him, including attacks. When this happens, he takes what essentially equates to twice the damage and has to rely on his incredible endurance to last long enough to finish the fight. However, as an unwelcome side affect of this power, he cannot swim and can easily drown if he is not careful around lakes and seas.
EVIL EYE:
Character Name: Bruce Clay Cooper
Character Race: Human
Age: 51
Text color: Blue
Appearance: Cooper is a large man, standing just over six feet tall and weighing well over two hundred pounds, he has the bulk and muscle of a football player, though he has gained a small paunch in his latest years of middle age. Despite this, he remains a surprisingly agile and durable man for his age, and people are often surprised to find themselves outran by him. His right hook is known to break jaws and he once suckerpunched a target into a brief coma.
Cooper typically wears a red T-shirt, brown leather jacket, well-worn from his many adventures, blue jeans and thick boots. He is bald, and often forgets to shave. His face is a widened array of injuries collected as only a man who spent his days trading fists could boast -- a flattened, oft-broken nose, battered and thick lips, mild but common facial scars.
Description-: Cooper was initially a police officer in the city of Orlando. However, just a few years into his career, he soon gathered a severe disdain for procedural and structural flaws that allowed many of his hard-won collars to go free. The last straw was in 1986, when he sat outside a known serial-pedophile's home waiting for an arrest warrant to come and ended up called away from the scene due to lack of evidence.
Quitting, Cooper spiralled into a brief period of alcoholism before the idea of pursuing justice outside the law came to mind. He acquired a bounty hunting licence, and before long the name B.C. Cooper was feared by those hoping to escape justice. Finding purpose in bringing criminals in with no one to answer to but himself, Cooper's reputation as almost sadistically violent with his charges began to precede him. He is, above all else, doggedly persistent, and he would live his days as a bounty hunter by the code that he would finish what he starts or die in the process.
In finding himself on what he felt was a proper path for himself, Cooper made little time for friends. Those that he had, at the time, soon faded into the mist in favor of his pursuits and determination to do what he felt was right. This has led to a lonely existence, although he would never consider this.
Weapons/Techniques/Etc: After losing some fights to the odd savvy criminal, Cooper put his bounty hunting on hold briefly while he trained in krav maga with a private instructor. This, in addition to his police training, added a much-needed degree of technical skill and finnesse to his, at the time, ordinary brawler fighting style. Though Cooper was no doubt a world-class fighter in the prime of his bounty hunting career, and though he trains hard to stay in shape, he has of course slowed down somewhat in his age. He remains highly skilled and very strong, but his speed has been difficult to maintain, and thus he is bound to have difficulty with a combatant that is faster than he. All the same, Cooper staves off retirement because he can often counter this by fighting dirty. Whatever it takes.
As many of his charges would attempt fleeing to Mexico or even farther south, Cooper has taught himself to speak most dialects of Spanish.
In addition to the random skills one picks up when operating outside the law -- lock-picking, B&E techniques, hotwiring, etc -- Cooper has a set "toolbelt" of sorts that he uses to optimize his success.
Taser: A standard police-issue Taser that fires a probe on a wire that lodges itself into the victim and releases a paralyzing and incredibly painful electric charge. Has a limited range equivalent to roughly the length of your average house.
Baton: A titanium alloy extendable baton that can go from half a foot long to a solid two-point-five feet long at the flick of a wrist. It hurts. A lot.
Handcuffs: A bounty hunter's second-best friend.
Pepperspray: Self-explanatory, a highly caustic aerosol that causes temporary blindness.
PDA: Cooper uses this for just about everything, from communication via its cellphone and e-mail technologies to information storage. Cooper keeps a file in his PDA on almost every person he ever meets and his thoughts on what they may or may not be up to. He has personally made a steel faceplate to protect the PDA from damage, and the screen is highly durable Plexiglass. The PDA also doubles as his camera, binoculars, and GPS unit.
Switchblade: One of the illicit skills picked up in his days of bounty hunting, Cooper's trusty switchblade has proven a highly useful tool... and a highly deadly last-ditch weapon.
Beretta 92FS: A highly accurate nine-millimeter firearm with a ten round detachable magazine. This would be a bounty hunter's first best friend.
TOM:
Character Name: Molly Day
Character Race: Human
Age: 10
Text color: Yellow
Appearance: Molly is a young, 4’5’’ 70 lbs middle-school girl stuck in an overwhelmingly large suit of steel knight’s armor almost twice her size. Standing at a wobbly eight feet and weighing an awkward couple hundred of pounds, Armored Mo is something to be feared… she might trip and fall on top of you. Don't be fooled by taking off the armor's helmet and finding a headless warrior - she just isn't tall enough to see that way and has to look through the grates in the armored chest plate (with a convenient hatch-door that can open from the inside!).
Description: Molly is defined by her preadolescence – she is young and her naivete provides her both youth’s token fearfulness and happiness. The armor belongs to her grandfather, and she found it in his basement full of old medieval artifacts and weaponry and immediately just had to get inside it. She is afraid of almost anything that is dangerous but recognizes the great protection her armor brings.
Weapons/Techniques/Etc: Molly has a two handed great axe that came with the armor, and she has the suit of armor itself. She is very clumsy but has learned through necessity how to effectively walk and maneuver without exerting too much energy. She can fight when she needs to, but she would much rather have a little bit of help getting out of this crazy suit… a pursuit that seems to perpetually evade her.
MACMAN:
Character Name: He is referred to as Saruwatari
Character Race: Human
Age: 11
Text Color: Crimson
Appearance: Saru is a scrawny, but lean young boy; he is just nigh of 5 feet tall and weighs about 98 pounds. He has clear chocolate colored skin and small but defined muscles throughout his body. His hair that was once long and chaotic is now cut down to just a few millimeters. He maintains the care-free expression of a boy though his brown eyes show a hint of sadness. A small, horizontal scar can be seen just above his left eyebrow.
A small, crimson, monkey can generally be seen hanging from Saru's shoulder or curiously poking his head out of Saru's black drawstring bag. His name is Kohiin[Ko].
Description: Saru lived in Africa until the age of 8, where he was raised in a jungle by his father. They lived in a very secluded area; not many people came by the house. Because of not having much outside human contact, he would befriend many of the local animals.
However his father was a very strict and knowledgeable man. He taught Saru many things, ranging from how to speak english and japanese to how to kill a wild boar. Saru suffered from what Americans would refer to as ADHD, and because of this his father pushed and disciplined him very much in order to not let such a condition affect Saru to a great extent. Because of his fathers guidance, Saru turned out to be a quick learner and well disciplined. When he turned 8, he witnessed the death of his father and only parent.
At that time he was flown to New York and put in an orphanage. A few months later he ran away from the orphanage and began to live on the streets of New York. He relied on petty crimes like pick-pocketing and stealing from convenience stores to survive. However he would feel bad about doing such things and would always try to do one good deed for each bad deed that he committed in order to repent. The good deeds generally would not be well balanced with the bad ones. For example, helping an old lady cross the street would be enough to make him feel better about accidentally causing a small traffic accident while fleeing from the cops. But in his adolescent mind it seemed to be a fair trade-off.
Weapons, Techniques, Etc: His father taught Saru Judo, Tae Kwon Do, and Capoiera. Saru is also very quick and agile and has a good deal of endurance and energy. He sometimes carries around a red wooden staff that he is very adept at using. He also has a small switch-blade that he uses to cut open the pockers and purses of unsuspecting civilians. Saru has an uncanny connection with animals; any creatures that are around tend to gravitate towards him and will generally help him out with any struggles that he may have.
TUSM:
Character Name: Mixszt (Pronounced Mist)
Character Race: Human
Age: 19.78 Years
Color: Dark Orchid
Appearance: Mixszt is quite lean, but he has a slight muscular build, similar to that of Link's. He wears a deep blue scarf on his head, completely hiding his hair. His dress attire is rather plain. A long-sleeved white shirt worn underneath a short-sleeved black button-up shirt, with matching colored jeans. A pair of thick, black boots completes this simple ensemble. Also, he wears a cape, but not in a standard fashion. He wears it to the side, covering his right arm.
Description: Mixszt is the younger brother of legendary bounty hunter, Samus Aran. He trained under her watchful eye until the age of 16.
Going out on his first mission, to investigate a meteor collision on Planet Tallon IV, he stumbled across an odd, highly corrosive substance, soon to be called Phazon. Once he came in contact with it, he would never be the same. His power suit became infected and eventually damaged beyond use. However, his arm cannon was still intact. The phazon completely took over his body, but his internal organs welcomed the phazon with open arms. It seemed as though the Phazon strengthened his overall physique.
Upon arrival to his home planet, everyone saw him as a corrupt, evil being. Even his sister looked at him differently. No one wanted anything to do with him. He was shunned from society.
Since he was ashamed of his appearance, he returned to his ship and hyperspaced to a random set of co-ordinates. Hopefully, never to be traced, never to return.
Upon arrival at this new world, he associated himself with a race, not too dissimilar to his. He quickly became friends with one of their most skilled swordman, Lawrence. Mixszt was intrigued with this form of fighting, and he asked Lawrence to teach him a few things. Lawrence agreed to teach him one lesson a week.
The lessons would go on for months, which turned into years. After receiving sufficient training, Mixszt wanted to travel around this mostly uncharted "rock." Before departing, Lawrence gave him a special sword known as the Falcon Sword. Mixszt took it as a keepsake, marking his true friendship, or something like that he says.
Mixszt went on to venture to unknown places, telling stories of his past to people all over the world. Some stories became folk tales. Others became legends.
Weapons, Techniques, etc.: Mixszt doesn't wear any type of armor, and is quite nimble as a result. He recently duscovered he has an incredible jumping ability. His training with his Power Suit helped him build that talent. He is very skilled with a sword, but he tends to get a bit reckless. Also, he has his Phazon-based arm cannon behind his cape. As a result of his Phazon corruption, his blood has turned into pure Phazon. This is both helpful and disadvantageous. As mentioned before, Phazon is highly corrosive. If he is cut, he can use the Phazon to injure his opponent. However, his arm cannon is only capable of Phazon based missiles. If he uses too much Phazon, or he's bleeding, his firepower is greatly diminished. However, his arm cannon makes for an excellent shield.
KEVINM:
Character Name: Icho Itachi
Character Race: Human
Nickname: One Punch
Age: 25
Text color: Sandy Brown
Appearance: He's an extremely tall slender man of about 6'9 with a majority of the height being in his legs which are of his most prominent features. He wears a loose fitting suit and a white fedora and is normally seen with a prominent scowl upon his face. He has platinum blonde hair at medium length and he weighs roughly 175 pounds. His entire body is rippled with toned muscle and he walks with a swagga.
Description-: Itachi is a 25 year old chef for an old sushi restaurant out of necessity. He had no where else to go as he was abandoned at a young age by his parents who were creeped out by a very special trait of Itachi's. He has no emotions, ever since he was little he just went through life and it sickened his parents. He was found torturing cats and other children by beating them and forcing them to do things for him that he didn't want to do himself. His parents soon got rid of him fearing for their own safety as his lack of emotion and his demands for perfection became too threatening to the family. He saw himself as a plane above everyone else. As a result he always keeps himself in flawless condition and his cooking is renowned throughout the world. The only thing he ever could express himself in was art, but due to his utter lack of emotion he often found himself throwing away pieces that would otherwise be considered works of worth. However, his lack of emotions contributes to his brutal fighting style as he kicks and punches much harder and faster then most human beings since he has absolutely no reservations of human life and doesn't tire as quickly.
Weapons/Techniques/Etc: Itachi stands with his hands loosely tucked into his pockets, relying on his height and leg span to both defend and attack. Using his legs like a man would a sword, holding up his leg & using defensive kicks to parry peoples blows, using his speed to constantly be just out of reach of the opponent. When doing kicks he will keep his distance, spending most of the time defending to wear down the opponent, then finish them with a swift kick to the head. Often, if provoked to fight longer than the blow to his head, he would bring down his kicks like someone would when slashing with a sword, bringing his legs down from high up & striking down ones body. Fists are the same, he mainly defends, but instead uses counters more than simple parrying, catches the fist, crushes the fist. Catches the fist, pulls the arm out of the socket. And in the same way as the legs & feet he will finish with a blow to the head. He is also very fast. When he simply can't be bothered to block he is more than happy to duck & weave as the opponent throws whatever at him. Not only is he strong (possibly because pain doesn't hold him back) he is much faster than most normal people & shows acrobatic skills like they are as natural to him as breathing & will often flip over people in a means of getting away. He would land perfectly & then calmly walk away, hands in pockets. If someone was watching one of Itachi's fights they would think he was toying with his opponent, much like an older brother would to his younger brother. However his lack of feeling adds a lack of morality & his hits are brutal & merciless.
Weapons: He has almost no weapons those in times of great peril he has blades hidden in his wingtips that he merely access by pressing a button with his big toe.
MATT:
Character Name: Zangief, aka The Red Cyclone
Character Race: 80% Human, 15% Grizzly Bear, 5% Borscht
Age: 53
Text color: Red
Appearance: Imagine, if you will, a man who is shaped like a barrel. Now imagine 15 men shaped like barrels, all jammed together like Voltron. This man’s towering height and chiseled beard alone are enough to strike fear into the hearts of hapless fighters everywhere, but it’s truly his multi-gallon barrels of pure Herculean might that make his opponents tremble. At 7’ 2” (not including his three-inch Mohawk) and 382 lbs, he is one of the most massive figures to ever grace (hog) an arena. He has the uncanny ability to grow hair only in select places, and has a fluffy V-shaped tuft on his chest and hairy forearms as well as hairy shins. Furthermore, his body is covered in jagged scars from his time spent wrestling bears. For sport? For Fetish? None can say.
Zangief wears a red pair of Superman underwear with gold trim, as well as red wrestler boots and cuffs with the same design. His eyes pierce through you with the ferocity of a wild beast, and he is always flashing his teeth in a predatory fashion.
Description: This is what glasnost has brought you, comrade: Enter the best wrestler that Russia has ever known. With the intent of proving Russia’s greatness to the world, Zangief entered into the world fighting arena to compete in various Street Fighter tournaments. Following his first ever victory in the 4th major tournament (bolshaya pobyeda!), The Red Cyclone has become an international symbol of pride, determination, and special moves that quickly rob you of half your health. He is often seen boasting about his strength and encouraging others to bulk up as well, believing that size really is everything.
And though his strength as a fighter is a given, Zangief is not particularly adept at making the best decisions for himself. He is undeniably well-meaning and good-natured, but in the same sense that Lenny from Of Mice and Men didn’t mean any harm when he pet those little furry creatures (aka women) a little too hard. At times he has been duped by the worst men in the world to push their evil agenda, and it is fair to say that his blindly loyal sensibility is his greatest weakness. He is a formidable minion, and talking him out of a fight can be as daunting a task as stopping a freight train from running over a tied-up damsel; you can move the damsel, but you cannot stop the Russian machine.
Weapons/Techniques/Etc: Equipped only with muscles and his bear hands (haha, get it?), Zangief is a true grappler. He is known primarily for three special moves, all of which can be used to counter the strengths of his opponents. He despises projectiles of any kind, so he has developed the Double Lariat to spin his way like a rampaging scarecrow through any and all projectiles. And in spite of being incredibly slow due to his tank-like stature, he can exert his energy to twirl quickly towards his opponent with a technique called The Banishing Fist, with all the grace of a Grizzly Bear performing ballet. His last technique is his most famous and feared, as anyone caught in it will likely be halfway towards his demise. The Spinning Piledriver technique is as showy and ridiculous as it sounds, but it is no laughing matter to become its victim. If ever The Red Cyclone is within range to grab a hold of you, it is already too late.
SKYLEROCON:
Character Name: Clone 01 (Codenamed Alpha)
Character Race: Humanoid Clone
Age: 19
Text color: Sea Green
Appearance: Alpha's body is surrounded by an armor made of hard, extremely light brown (more of a discolored white) material. Slight cracks in the armor, put in to allow for flexibility and movement, reveal that there is a tough cushion material used as a last line of defense if the outer armor is broken. His head is covered by a earthy green helmet that has a protrusion in the mouth area. The protrusion was put in to allow for a gas mask, to prevent Alpha from being harmed by any biological threats. He often holds an assault rifle in his hands, his left hand on the trigger, his right steadying the gun. On his waist, there's a few utility pouches on the right and a Turkish Schmitar on the left. His boots and gloves have similar color schemes to that of his helmet.
Description: A clone of a legendary soldier created to help protect his country from invading attackers. The result of the war ended up in a victory for his country, which inadvertently caused his country to become the World Power. Left with no purpose in life, his mental health soon began deteriorating. Not only does it make it possible to taunt him into making rash decisions (still a bit of a challenge), due to clone deterioration, he has the body of a 40 year old. Though, he is still a very powerful and formidable warrior. As for his personality, he doesn't talk much, and is friendly. Though, if he has a reason to fight against someone, he will not hesitate in fighting back. It should be noted however, that he isn't a particularly fast runner due to his armor, but it does give him extra durability.
Weapons/Techniques/Etc.- Alpha's gun is a laser rifle. It shoots quick, and has unlimited ammunition. It has a laser sight (which can be turned off) and a scope. For close quarters combat, he is equipped with a Turkish Schmitar, which is equipped on the left side of his waist. He is also skilled in Judo. His armor serves as a shield that can take nearly all gunpowder based attacks, and holds up decently against laser attacks. It also takes away some of the force from the impact of a physical attack, but his armor can still be cracked and destroyed by these. He is still at risk to be hurt by blade weapons due to slight openings in his armor to allow for movement. Lastly, he carries five mines in his utility pockets, which once set, will explode once an opponent steps withing eight feet of them. The mines will not explode if Alpha steps in their path, due to nanomachines in his body which inform the mines that Alpha is a friend and not a foe.
SCAV:
Character Name: Cassie Webb
Character Race: Human
Age: 20
Height: 5'0
Weight: 105 lbs
Text color: Magenta
Appearance: Cassie is a young girl (though she would say woman) who happens to be completely blind. Sort of. She has bright blonde hair, a bumpy nose, and is self conscious of her skinny ankles. She likes to wear glasses despite being, you know, blind. She's never without her white cane, though she is not always tapping it.
Description: Cassie lost her sight at age six, when a series of emergency neurosurgeries and the ensuing seizures damaged the precious few neurons dedicated to vision. In a way, she was fortunate - she had already learned of colors and what a stapler looks like.
This came in handy when, one day years later, she saw. Not through her own eyes, but through someone else's.
The power bloomed suddenly. Cassie found herself assaulted by others' perspectives. Literal perspectives - she could still hear, taste, feel and smell everything around her own body, but could see through someone else's. Then another person. Then another. After the initial shock, confusion and horror, analytical Cassie found the limits to her visions. Whenever she touched the skin of another human being, she became psychically tied to their sight. She would see through that person's eyes until she touched another.
Cassie was able to lead a mostly prosperous and happy life, eventually dismissing the many childhood traumas that left her first blind and then sighted. Her parents fed her independent streak and, when Cassie turned 18, she moved in with the boy she'd been dating for two years.
With the boy, she never had to use her other latent ability: the power of suggestion. The longer she inhabits someone's eyes, the stronger her empathic connection to that person. Cassie discovered that she can right away start planting small urges and inklings, eventually sprouting into full-blown memories and desires. She exploited this throughout highschool. But with the boy, she never wanted to. She liked that.
A year later, the boy was dead. Murdered senselessly, and the police could do nothing. The cops sounded like they pitied the poor little blind girl, but they didn't know she could see them rolling their eyes whenever she asked how they would bring the murderer to justice. They didn't, so Cassie did. He wasn't hard to find, considering Cassie had grabbed his hand before he fled.
Hollow and broken, the only purpose Cassie feels propelling her forward is vigilantism. For a year now, she has used her ability to spy on people and, when she finds someone who kills, ***** or molests, she concocts a way to stop them.
Weapons/Techniques/Etc.-
Empathic vision - by touching another person's skin, Cassie piggy backs along in their eyes. She continues to control her own body as normal. She is not privy to their thoughts, nor can she hear what they say. Her sight remains with that person until she touches another.
Power of Suggestion - As the bond grows, Cassie can impress tiny emotions and thoughts on the bearer. Even after months with a person, she wouldn't be able to, say, force them to shoot themselves in the head, or cause hallucinations. But with a connection that strong, she could convince the person that they have a fear of water, or that they missed a turn. This most often manifests as feelings of Deja Vu.
Split attention - Cassie does not interact with the world the way we do. She literally does not see it as we do. An entire childhood and many teenage years spent inside other people's eyes remapped Cassie's brain to process the new stimuli. Just as you can listen and hear at the same time, so can she. But she's become adept at partitioning the stimuli so that she can continue to move, react and converse even while her "sight" is in another city altogether.
Heightened senses - Cassie's other senses, hearing, especially, are improved to make up for her "lack of" sight.
Walking stick - after the boy's death, Cassie purchased the hardest, strongest, thickest, and heaviest steel rod she could find, and had it painted and handled to look like a blind person's walking stick. She uses it as such, but also uses it to bust people up. Technically speaking.
HOW TO PLAY
I - Overview
II - Winning and Losing
III - Character Information Sheets
IV - Reserves
V - "Good" Playing and "Bad" Playing
VI - Misc FAQ
VII - Characters Playing In THIS Game
I -- OVERVIEW
Here are the rules in a nutshell, which I will soon explain in depth. The game is an all-out war of combat and writing skill. In this game, each participating player submits a profile of the character they will be adding to the story. The characters will all then be dropped into a tournament where the object is to kill all the other players. When the game begins, the GM will post a prologue, which will drop each character into the game at a certain location. Once the game has begun, players can "reserve" a spot by putting in a post with the word "Reserved". This gives the player a set amount of time (Depending on the number of players at the time and speed of the game, it could be from 3-24 hours.) to write their piece of the story. Once each character has gotten an opportunity to get some writing in, the GM will make his reserve, and end the round. At this point, the GM determines who is the weakest writer, and writes their piece of the story, eliminating their character. (generally, but not always, through death.) The object of the game is to be the last character standing. Please note that this is a long game for those who don't lose early, so please be prepared to keep going. Nothing is more disappointing than having a game fall apart because nobody feels like writing.IMPORTANT: You may choose to use a character from an existing work. One of the best characters I've seen in the game was Don Quixote. Others have used characters from various animes and video games, such as Big O, or Final Fantasy. This should not be a crutch. If you wish to use a character from an existing series, be sure you are a good enough writer to do the original justice. The GM reserves the right to deny these sorts of entries. Keep it classy.
II -- WINNING AND LOSING
As stated earlier, there is only one way to win: Be the last person standing. In addition, because nearly every one of these games includes the characters being forced to kill each other against their will, the characters have, on occasion, staged uprisings against the GM's character. This can happen in the last or second to last round. When this happens, the GM may choose to become a playing character, and the winner will be decided by votes of those not playing. If two players rise against the GM, they may both win, if their writing abilities are on par with each other. This is the only time more than one player can win. Losing comes in two simple varieties. The first way is dying with honor. You write your heart out, you put up a good fight, but the GM is forced to kill your character off because the other players simply managed to outshine you. There is nothing wrong with this.
However, not everyone stays the course, and the GM maybe be forced to disqualify someone for inactivity. This will look no different from a regular loss. The character will be removed and a new round will begin.
I understand that some people are a bit sensitive about having their characters killed off. The only guaranteed way to keep your character alive is to win, but depending on whether or not the GM had a death planned, you may be able to arrange a kinder fate for your character with the GM.
III -- CHARACTER INFORMATION SHEETS
Before you can play, you need a character. You can make one up, or "borrow" it from something else. Using characters from other materials is only suggested for the best writers. Certain characters may be denied at the discretion of the GM. Regardless of where your character is from, you must fill out a CIS. Every player will have a different color. All length suggestions are merely guidelines, and may be ignored if you so desire. Please PM your completed CISes to the GM. (Me.)
CIS:
Character Name
Character Race
Age
Text color
Apearance- A paragraph or so description of the character's appearance.
Description- A 1-2 paragraph description of the character's personality, origins, fears, morals, etc. Don't be too descriptive; after all, then you won't have as much material to write about once the game starts. Give us a rough idea of what your character's like. For a full character, it is good to include flaws as well as strong points.
Weapons/Techniques/Etc.- What sort of weapon does your character wield? Does he or she rely on martial arts techniques? Do they use magic? Can they fight at all? (Because your character is being dropped into a fighting tournament, it is best, but not necessary to create a battle-ready character.)
Do not feel limited in the creation of your character. Remember, the winner is based on writing skill, not their character's abilities. You can choose to play a 16 year old girl from Colonial America, or a crazed swordsman with a magical glove giving near-godlike abilities. Either can win, and neither has an excuse for god-moding. (See: Good and Bad playing) For ideas on the variety of characters you can create, previous characters have included:
A young girl who communicates with a rabbit
An old man who commands six sentient marionette puppets
Don Quixote
A Twenty Foot Norwegian Titan formed of demonic black paper
The group of sentient leeches from resident evil 0
Inspector Gadget
Here are some examples of previous CIS entries. Please note that these are rather long ones, and that yours can be as short as you want.
Name: Leebrus
Age: 11
Color:Green
Race: Human
Appearance- A Link-ish green cap, blond hair, a tattered dark green shirt overtop of a light green long-sleeved shirt, baggy, dirty, tattered brown pants.
Description: Leebrus lived for a long time in an orphanage, where he was the subject of abuse of the nasty old owners of the place. One day, he acquired a magic pocket watch, one of four (each of which represents one of the four elements). His particular watch allows him to alter the age of things, with certain limitations that I'll explain in the Weapons section. At first, he used this new power to right wrongs that he saw, but has now descended into using it for his own amusement. He absolutely loathes adults, and often makes them the butt of his trickery.
Weapons: As explained above, Leebrus has a very large pocket watch. He will swing this around like a ball-and-chain (though it's not quite as large as one) when combat is required of him. Other than that, he uses the watches special properties to manipulate the ages of his enemies/victims. There is are certain rules that he must adhere to, and since I don't plan on explicitly telling them during the story, I guess I'll list them here.
1. Depending on the amount of change he performs, the speed at which he makes things age, and the victim's proximity to the watch, Leebrus expends a certain amount of energy. Therefore, ideal conditions would be for him to change something as little as necessary, as slowly as possible, and while the victim is in direct physical contact with the watch. The watch can't affect things far distances from it at all. Overuse of the watch can physically exhaust him or even kill him.
2. When Leebrus uses his powers on himself or an inanimate object, the first two things that cost him energy in the previous paragraph are ignored; he'll only expend energy if he isn't touching the object with the watch.
3. The watch has an infinite ability to make animals and people younger. For every year of time taken away from a victim, a year gets stored inside the watch. Leebrus can then add these years to other victims in order to age them. He'll start this game off with 10 years, unless Sharp objects.
4. Making some one so young that they become unborn or aging some one to the point of death both take MASSIVE amounts of energy, and are therefore usually not done.
5. While fighting, the amount of energy comfortable for Leebrus is one where every direct hit with the watch will take off or add one year, depending on which he wants to do. He very seldomly defeats opponents by actually KO'ing them or something similar; his goal is instead to make them an age at which they are no longer a threat.
6. Leebrus' watch is the one that represents wind. Therefore, he has the ability to hover above the ground a few feet.
Please note that in all likelihood, we are going to have more than enough "mysterious samurai/ninja loner with extreme battle skill" types. You're welcome to use one if you'd like, but if you're too similar to someone else, you may find it difficult to differentiate yourself from them.Colour - Blue
Seth Albel
Age 23
Weapons - Although proficient with every weapon, he excels with a bowstaff and at marksmanship. His martial arts is also something to fear.
Bowstaff, Martial Arts, Revolver. (Don't have firing the gun in your posts, mmkay?)
Physical Description
Fair skinned and standing at 5'11, Seth is both incredibly fit and flexible. He is slim, and thusly isn't as powerful as the more robust fighters. However, he more than makes up for this with his speed, technicality, and endless stamina. With this, he is easily able to outlast his opponents and discover flaws in their technique. He has dirty blond hair and green eyes. As for clothing, he wears a white material long coat, which parts above his hips. (Sort of like Seto Kaiba's blue one, for all you Yu-Gi-Oh kids) Under this, he wears a black undershirt, and fitted black pants. His clothes are specially tailored for him, and are strangely durable and leave plenty of room for his martial arts. He also wears black boots, with tiny spikes on the bottom to improve traction.
Psychological Description
Seth is very calm and collected. Along with that, he is also very intelligent. His quick wit allows him to constantly come up with new approaches on the battlefield. He is very arrogant, so he only decides to fight when he feels it's worth his time. He carries around a case of cigarettes, and smokes however many he sees fit per day. He is never afraid of any person, creature, or object. Rather, he'd find enjoyment being on the losing side of a battle. HE WILL NOT BE THE ONE TO INITIATE A FIGHT.
Likes - Reading, Sunsets, Obstacles. (um, the moon!)
Dislikes - Being interrupted, Weak people, wasteful people
Fears - Running out of cigarettes.
Background
Seth is the leader of a Bounty Hunter's guild, based in Spain. His nationality isn't known, and neither is much of his past. What is known however, is that he appeared as a bounty hunter at the tender age of 15. He learned how to use each weapon in the bounty hunter guild's armory, becoming at least mediocre with each. His teachers quickly became his subbordinates, as he became the leader at the age of 20. He went off for a year on a special assignment, returning as an exponentially better fighter, and a chain smoker. He never lets anybody touch his cigarettes.
IV -- RESERVES
Reserves are fairly simple. When you want time to write out a chunk of story and nobody else has a reserve, simply put in a post which clearly states that you reserve the next post. You will have a certain number of hours to write. As the game progresses, you will get more time per reserve. If your reserve time runs out, your reserve will be cancelled, and you will have until another player reserves to post your story. If another player reserves, you may not post, as it may contradict what they are writing.V -- "GOOD" PLAYING AND "BAD" PLAYING
Because this is a writing game, you have virtually limitless potential in what you can do during your turn. The best players tend to spice things up to keep the game interesting, forming groups and truces with their characters, triggering huge events that everyone must respond to, and filling in their characters with lots of personality for others to work with. There are two practices majorly frowned upon in this game: god-moding and player-controlling. These are considered very unsporting, and will count against you when the GM is considering who to kill off.
God-moding is when you treat your character as though he were invincible. Theoretically, a character can have infinite power, but it annoys everyone if he constantly taps into it to beat the ever-loving crap out of all of the other characters. Even though the story is about characters fighting, the actual battle is one of writing skill, and it's both boring and poor writing to have a character that has no faults. Heck, your character could lose every fight he takes part in, but if you're the best writer, you'll still win.
Player-controlling is when you write extensively about the thoughts and actions of a character other than your own, especially when your portrayal of the character is inaccurate. This rule becomes laxer as the game goes on and you learn more about the subtleties of the characters of others; after all, how are you supposed to write well if you can only talk about one character? Still, try to avoid this near the beginning. The GM will probably be lenient on you for this one unless the player who owns that character complains. In addition, it's generally a bad idea to permanently mutilate another player's character. (Cutting off fingers, scarring the face, etc.) The best way to avoid trouble with other characters is to get in touch with them through AIM or another instant messager. If you send your AIM to me with your CIS, I will put it into your character's profile.
VI -- MISC FAQ
Q: How much do I have to write?
A: That depends on your competition. Generally, the average length will be somewhere between 1 and 2 pages in Microsoft Word. Quantity is secondary to quality, however, and two pages of poorly written story will still lose to half a page of well written story.
Q: You talk about this game like it's been around before? I can't find it. Has it been here?
A: This game is new to the smashboards. If necessary to get a feel for the game, I can post a link to a separate message board with a few older games on it, but I would prefer to start fresh here.
Q: How many people can play?
A: I would prefer to limit it to ten players, maximum. If I get more entries than this, some of the more suspect players may have to give a few paragraphs to prove their ability. If there are no suspect writers, we will either go above ten, or I will be forced to not include the later applicants.
Q: When is the game starting?
A: The game is expected to start around the 21 of June. At this point, school will be out in just about all US states, assuring that everyone has time to write. It also gives ample time for people to think about and submit their characters.
Q: I've found a flaw or error in your rules!/I have a question not in the FAQ!
A: Then send it to me through PM, or at my email address Sharpevil xATx Gmail.com
VII -- CHARACTERS
EOR:
Character Name: Roger Ursidae
Character Race: Human
Age: 34
Text color: White
Appearance: He's a small man, maybe five feet at most, though he never bothered to measure himself. He has a blond beard, and blond hair down to the bottom of his neck. He has a bulbous nose and small beady eyes that are very light green. His facial hair consists of a handlebar mustache and chin puff. In short, an ugly little man with a pompous look.
Description-: Lived in Victorian England, where he helped fund several expeditions into the Congo, before securing himself as one of the leaders of the Ivory trade. Despite this, he only visited Africa once in his life, where he came down with malaria, and decided non-English places weren't for him. He made several enemies through the trade, and several more through his gambling and whoring. He managed to use his intelligence and wit to keep them at bay, and to buy out most of them, but eventually his backroom buisness deals were leaked, and he was sentenced to the Hijli penal colony in India. He arrived there, met another prisoner who was a Sadhu, and gave Roger a very potent type of tea. Turns out it was shroom tea. It's the version of him that's tripping out that's in the game, where he believes he can turn into a bear, and therefore can.
He's pretty much willing to backstab and lie his way to the top, and is rather blunt with what he says. Loathes his lot in life, and doesn't like money, he only likes what it can make people do. He has his vices, such as gambling and drinking. Besides that, he's tripping incredibly hard during this, so his experiences are strange. He doesn't realize he's tripping, so his thought process is normal, but all of his senses besides thinking are ****ed up, and he never questions the strange stuff that happens. He just accepts them. Like turning into a bear.
Weapons/Techniques/Etc: He has a regular log axe, that he uses with two hands, that he was using to cut up wood when the tea hit him. He can turn into a Brown Bear, though only for short periods of times, and it's hard for him to control it. It tends to happen during the worst times, or when he thinks about bears. He can warp reality, though not consciously, nor to his favor. He has to be careful to not experience a "bad trip", which happens when he starts to lose. The effects are not good, but only not good for him. What happens when he trips (which is always) does not always effect reality. Sometimes it only effects him. What does and doesn't is up to people's personal ideas. His fighting style is bad. He's tripping, so not likely to be elegant with his hacking. At the same time, he isn't aware he's tripping.
VIRGILIJUS:
Character Name: Marshall D. Teach
Character Race: Human
Age: 40
Text color: Yellow Green
Appearance: Marshall is a physically imposing man: he's easily 8 feet tall and is missing quite a few teeth in that gnarled smile of his. He has a short, jet black beard that matches his shoulder length, wavy hair and an odd nose that protrudes almost to a point. His eyelashes are unusually thick for some one of his stature and they add a slight naivete and innocence to this otherwise monstrous man. His arms and legs are very thin and lanky compared to his gut, but he's not fat. His midsection is as solid as an oak and he is much stronger and tougher than he looks, which says a lot. His pants are a horrendous olive green and pistols and a bottle of rum are typically tucked in the front of a yellow sash. He wears a white collared shirt but never buttons it up, instead preferring to show his chest and his red beaded necklaces. He always wears a captain's jacket around his shoulders and a black tri corner hat. Marshall has a scent that reminds people of long, musty nights.
Description-: Marshall D. Teach has been a pirate for many years and has patiently bid his time to make himself known. He purposely joined the crew of Edward Newgate, the Whitebeard, the most powerful man in the world. Marshall chose a life on waiting in Newgate's shadow to get what he wanted: a treasure that granted him immense powers. The only problem was, another one of Newgate's pirates found it first and Marshall was forced to kill him in cold blood to take it, which he did without hesitation. With his treasure in tow, he was now wanted for murder by the most powerful man in the world and was labeled as "the Blackbeard". However, gaining this treasure was only the first part of his great goal, and he has many more things to do before his desires are satiated.
Marshall won't let anyone get in the way of his goals and will be as callous and brutal as he needs to be. But all of that ire and rage of his is only directed at his opponents and adversaries: if some one doesn't conflict with him, he'll let them go on their merry way. But people that rub him or his ideas the wrong way evoke a lifelong grudge, however long that life may be.
Weapons/Techniques/Etc: He has a pistol or two tucked into his pants, but they are there merely for show. He is a brawler at heart and while lacking much form or grace, can throw a deceivingly fast punch that can bring the biggest of men to their knees. But his main weapon is his treasure: a cursed fruit that lets him transform into and control "the darkness", a void like substance that lets him pull things into himself and expel them at his pleasure. The darkness looks akin to black smoke and can emanate from Marshall whenever he wishes to pull things into himself. The only downfall to this power is that it pulls everything into him, including attacks. When this happens, he takes what essentially equates to twice the damage and has to rely on his incredible endurance to last long enough to finish the fight. However, as an unwelcome side affect of this power, he cannot swim and can easily drown if he is not careful around lakes and seas.
EVIL EYE:
Character Name: Bruce Clay Cooper
Character Race: Human
Age: 51
Text color: Blue
Appearance: Cooper is a large man, standing just over six feet tall and weighing well over two hundred pounds, he has the bulk and muscle of a football player, though he has gained a small paunch in his latest years of middle age. Despite this, he remains a surprisingly agile and durable man for his age, and people are often surprised to find themselves outran by him. His right hook is known to break jaws and he once suckerpunched a target into a brief coma.
Cooper typically wears a red T-shirt, brown leather jacket, well-worn from his many adventures, blue jeans and thick boots. He is bald, and often forgets to shave. His face is a widened array of injuries collected as only a man who spent his days trading fists could boast -- a flattened, oft-broken nose, battered and thick lips, mild but common facial scars.
Description-: Cooper was initially a police officer in the city of Orlando. However, just a few years into his career, he soon gathered a severe disdain for procedural and structural flaws that allowed many of his hard-won collars to go free. The last straw was in 1986, when he sat outside a known serial-pedophile's home waiting for an arrest warrant to come and ended up called away from the scene due to lack of evidence.
Quitting, Cooper spiralled into a brief period of alcoholism before the idea of pursuing justice outside the law came to mind. He acquired a bounty hunting licence, and before long the name B.C. Cooper was feared by those hoping to escape justice. Finding purpose in bringing criminals in with no one to answer to but himself, Cooper's reputation as almost sadistically violent with his charges began to precede him. He is, above all else, doggedly persistent, and he would live his days as a bounty hunter by the code that he would finish what he starts or die in the process.
In finding himself on what he felt was a proper path for himself, Cooper made little time for friends. Those that he had, at the time, soon faded into the mist in favor of his pursuits and determination to do what he felt was right. This has led to a lonely existence, although he would never consider this.
Weapons/Techniques/Etc: After losing some fights to the odd savvy criminal, Cooper put his bounty hunting on hold briefly while he trained in krav maga with a private instructor. This, in addition to his police training, added a much-needed degree of technical skill and finnesse to his, at the time, ordinary brawler fighting style. Though Cooper was no doubt a world-class fighter in the prime of his bounty hunting career, and though he trains hard to stay in shape, he has of course slowed down somewhat in his age. He remains highly skilled and very strong, but his speed has been difficult to maintain, and thus he is bound to have difficulty with a combatant that is faster than he. All the same, Cooper staves off retirement because he can often counter this by fighting dirty. Whatever it takes.
As many of his charges would attempt fleeing to Mexico or even farther south, Cooper has taught himself to speak most dialects of Spanish.
In addition to the random skills one picks up when operating outside the law -- lock-picking, B&E techniques, hotwiring, etc -- Cooper has a set "toolbelt" of sorts that he uses to optimize his success.
Taser: A standard police-issue Taser that fires a probe on a wire that lodges itself into the victim and releases a paralyzing and incredibly painful electric charge. Has a limited range equivalent to roughly the length of your average house.
Baton: A titanium alloy extendable baton that can go from half a foot long to a solid two-point-five feet long at the flick of a wrist. It hurts. A lot.
Handcuffs: A bounty hunter's second-best friend.
Pepperspray: Self-explanatory, a highly caustic aerosol that causes temporary blindness.
PDA: Cooper uses this for just about everything, from communication via its cellphone and e-mail technologies to information storage. Cooper keeps a file in his PDA on almost every person he ever meets and his thoughts on what they may or may not be up to. He has personally made a steel faceplate to protect the PDA from damage, and the screen is highly durable Plexiglass. The PDA also doubles as his camera, binoculars, and GPS unit.
Switchblade: One of the illicit skills picked up in his days of bounty hunting, Cooper's trusty switchblade has proven a highly useful tool... and a highly deadly last-ditch weapon.
Beretta 92FS: A highly accurate nine-millimeter firearm with a ten round detachable magazine. This would be a bounty hunter's first best friend.
TOM:
Character Name: Molly Day
Character Race: Human
Age: 10
Text color: Yellow
Appearance: Molly is a young, 4’5’’ 70 lbs middle-school girl stuck in an overwhelmingly large suit of steel knight’s armor almost twice her size. Standing at a wobbly eight feet and weighing an awkward couple hundred of pounds, Armored Mo is something to be feared… she might trip and fall on top of you. Don't be fooled by taking off the armor's helmet and finding a headless warrior - she just isn't tall enough to see that way and has to look through the grates in the armored chest plate (with a convenient hatch-door that can open from the inside!).
Description: Molly is defined by her preadolescence – she is young and her naivete provides her both youth’s token fearfulness and happiness. The armor belongs to her grandfather, and she found it in his basement full of old medieval artifacts and weaponry and immediately just had to get inside it. She is afraid of almost anything that is dangerous but recognizes the great protection her armor brings.
Weapons/Techniques/Etc: Molly has a two handed great axe that came with the armor, and she has the suit of armor itself. She is very clumsy but has learned through necessity how to effectively walk and maneuver without exerting too much energy. She can fight when she needs to, but she would much rather have a little bit of help getting out of this crazy suit… a pursuit that seems to perpetually evade her.
MACMAN:
Character Name: He is referred to as Saruwatari
Character Race: Human
Age: 11
Text Color: Crimson
Appearance: Saru is a scrawny, but lean young boy; he is just nigh of 5 feet tall and weighs about 98 pounds. He has clear chocolate colored skin and small but defined muscles throughout his body. His hair that was once long and chaotic is now cut down to just a few millimeters. He maintains the care-free expression of a boy though his brown eyes show a hint of sadness. A small, horizontal scar can be seen just above his left eyebrow.
A small, crimson, monkey can generally be seen hanging from Saru's shoulder or curiously poking his head out of Saru's black drawstring bag. His name is Kohiin[Ko].
Description: Saru lived in Africa until the age of 8, where he was raised in a jungle by his father. They lived in a very secluded area; not many people came by the house. Because of not having much outside human contact, he would befriend many of the local animals.
However his father was a very strict and knowledgeable man. He taught Saru many things, ranging from how to speak english and japanese to how to kill a wild boar. Saru suffered from what Americans would refer to as ADHD, and because of this his father pushed and disciplined him very much in order to not let such a condition affect Saru to a great extent. Because of his fathers guidance, Saru turned out to be a quick learner and well disciplined. When he turned 8, he witnessed the death of his father and only parent.
At that time he was flown to New York and put in an orphanage. A few months later he ran away from the orphanage and began to live on the streets of New York. He relied on petty crimes like pick-pocketing and stealing from convenience stores to survive. However he would feel bad about doing such things and would always try to do one good deed for each bad deed that he committed in order to repent. The good deeds generally would not be well balanced with the bad ones. For example, helping an old lady cross the street would be enough to make him feel better about accidentally causing a small traffic accident while fleeing from the cops. But in his adolescent mind it seemed to be a fair trade-off.
Weapons, Techniques, Etc: His father taught Saru Judo, Tae Kwon Do, and Capoiera. Saru is also very quick and agile and has a good deal of endurance and energy. He sometimes carries around a red wooden staff that he is very adept at using. He also has a small switch-blade that he uses to cut open the pockers and purses of unsuspecting civilians. Saru has an uncanny connection with animals; any creatures that are around tend to gravitate towards him and will generally help him out with any struggles that he may have.
TUSM:
Character Name: Mixszt (Pronounced Mist)
Character Race: Human
Age: 19.78 Years
Color: Dark Orchid
Appearance: Mixszt is quite lean, but he has a slight muscular build, similar to that of Link's. He wears a deep blue scarf on his head, completely hiding his hair. His dress attire is rather plain. A long-sleeved white shirt worn underneath a short-sleeved black button-up shirt, with matching colored jeans. A pair of thick, black boots completes this simple ensemble. Also, he wears a cape, but not in a standard fashion. He wears it to the side, covering his right arm.
Description: Mixszt is the younger brother of legendary bounty hunter, Samus Aran. He trained under her watchful eye until the age of 16.
Going out on his first mission, to investigate a meteor collision on Planet Tallon IV, he stumbled across an odd, highly corrosive substance, soon to be called Phazon. Once he came in contact with it, he would never be the same. His power suit became infected and eventually damaged beyond use. However, his arm cannon was still intact. The phazon completely took over his body, but his internal organs welcomed the phazon with open arms. It seemed as though the Phazon strengthened his overall physique.
Upon arrival to his home planet, everyone saw him as a corrupt, evil being. Even his sister looked at him differently. No one wanted anything to do with him. He was shunned from society.
Since he was ashamed of his appearance, he returned to his ship and hyperspaced to a random set of co-ordinates. Hopefully, never to be traced, never to return.
Upon arrival at this new world, he associated himself with a race, not too dissimilar to his. He quickly became friends with one of their most skilled swordman, Lawrence. Mixszt was intrigued with this form of fighting, and he asked Lawrence to teach him a few things. Lawrence agreed to teach him one lesson a week.
The lessons would go on for months, which turned into years. After receiving sufficient training, Mixszt wanted to travel around this mostly uncharted "rock." Before departing, Lawrence gave him a special sword known as the Falcon Sword. Mixszt took it as a keepsake, marking his true friendship, or something like that he says.
Mixszt went on to venture to unknown places, telling stories of his past to people all over the world. Some stories became folk tales. Others became legends.
Weapons, Techniques, etc.: Mixszt doesn't wear any type of armor, and is quite nimble as a result. He recently duscovered he has an incredible jumping ability. His training with his Power Suit helped him build that talent. He is very skilled with a sword, but he tends to get a bit reckless. Also, he has his Phazon-based arm cannon behind his cape. As a result of his Phazon corruption, his blood has turned into pure Phazon. This is both helpful and disadvantageous. As mentioned before, Phazon is highly corrosive. If he is cut, he can use the Phazon to injure his opponent. However, his arm cannon is only capable of Phazon based missiles. If he uses too much Phazon, or he's bleeding, his firepower is greatly diminished. However, his arm cannon makes for an excellent shield.
KEVINM:
Character Name: Icho Itachi
Character Race: Human
Nickname: One Punch
Age: 25
Text color: Sandy Brown
Appearance: He's an extremely tall slender man of about 6'9 with a majority of the height being in his legs which are of his most prominent features. He wears a loose fitting suit and a white fedora and is normally seen with a prominent scowl upon his face. He has platinum blonde hair at medium length and he weighs roughly 175 pounds. His entire body is rippled with toned muscle and he walks with a swagga.
Description-: Itachi is a 25 year old chef for an old sushi restaurant out of necessity. He had no where else to go as he was abandoned at a young age by his parents who were creeped out by a very special trait of Itachi's. He has no emotions, ever since he was little he just went through life and it sickened his parents. He was found torturing cats and other children by beating them and forcing them to do things for him that he didn't want to do himself. His parents soon got rid of him fearing for their own safety as his lack of emotion and his demands for perfection became too threatening to the family. He saw himself as a plane above everyone else. As a result he always keeps himself in flawless condition and his cooking is renowned throughout the world. The only thing he ever could express himself in was art, but due to his utter lack of emotion he often found himself throwing away pieces that would otherwise be considered works of worth. However, his lack of emotions contributes to his brutal fighting style as he kicks and punches much harder and faster then most human beings since he has absolutely no reservations of human life and doesn't tire as quickly.
Weapons/Techniques/Etc: Itachi stands with his hands loosely tucked into his pockets, relying on his height and leg span to both defend and attack. Using his legs like a man would a sword, holding up his leg & using defensive kicks to parry peoples blows, using his speed to constantly be just out of reach of the opponent. When doing kicks he will keep his distance, spending most of the time defending to wear down the opponent, then finish them with a swift kick to the head. Often, if provoked to fight longer than the blow to his head, he would bring down his kicks like someone would when slashing with a sword, bringing his legs down from high up & striking down ones body. Fists are the same, he mainly defends, but instead uses counters more than simple parrying, catches the fist, crushes the fist. Catches the fist, pulls the arm out of the socket. And in the same way as the legs & feet he will finish with a blow to the head. He is also very fast. When he simply can't be bothered to block he is more than happy to duck & weave as the opponent throws whatever at him. Not only is he strong (possibly because pain doesn't hold him back) he is much faster than most normal people & shows acrobatic skills like they are as natural to him as breathing & will often flip over people in a means of getting away. He would land perfectly & then calmly walk away, hands in pockets. If someone was watching one of Itachi's fights they would think he was toying with his opponent, much like an older brother would to his younger brother. However his lack of feeling adds a lack of morality & his hits are brutal & merciless.
Weapons: He has almost no weapons those in times of great peril he has blades hidden in his wingtips that he merely access by pressing a button with his big toe.
MATT:
Character Name: Zangief, aka The Red Cyclone
Character Race: 80% Human, 15% Grizzly Bear, 5% Borscht
Age: 53
Text color: Red
Appearance: Imagine, if you will, a man who is shaped like a barrel. Now imagine 15 men shaped like barrels, all jammed together like Voltron. This man’s towering height and chiseled beard alone are enough to strike fear into the hearts of hapless fighters everywhere, but it’s truly his multi-gallon barrels of pure Herculean might that make his opponents tremble. At 7’ 2” (not including his three-inch Mohawk) and 382 lbs, he is one of the most massive figures to ever grace (hog) an arena. He has the uncanny ability to grow hair only in select places, and has a fluffy V-shaped tuft on his chest and hairy forearms as well as hairy shins. Furthermore, his body is covered in jagged scars from his time spent wrestling bears. For sport? For Fetish? None can say.
Zangief wears a red pair of Superman underwear with gold trim, as well as red wrestler boots and cuffs with the same design. His eyes pierce through you with the ferocity of a wild beast, and he is always flashing his teeth in a predatory fashion.
Description: This is what glasnost has brought you, comrade: Enter the best wrestler that Russia has ever known. With the intent of proving Russia’s greatness to the world, Zangief entered into the world fighting arena to compete in various Street Fighter tournaments. Following his first ever victory in the 4th major tournament (bolshaya pobyeda!), The Red Cyclone has become an international symbol of pride, determination, and special moves that quickly rob you of half your health. He is often seen boasting about his strength and encouraging others to bulk up as well, believing that size really is everything.
And though his strength as a fighter is a given, Zangief is not particularly adept at making the best decisions for himself. He is undeniably well-meaning and good-natured, but in the same sense that Lenny from Of Mice and Men didn’t mean any harm when he pet those little furry creatures (aka women) a little too hard. At times he has been duped by the worst men in the world to push their evil agenda, and it is fair to say that his blindly loyal sensibility is his greatest weakness. He is a formidable minion, and talking him out of a fight can be as daunting a task as stopping a freight train from running over a tied-up damsel; you can move the damsel, but you cannot stop the Russian machine.
Weapons/Techniques/Etc: Equipped only with muscles and his bear hands (haha, get it?), Zangief is a true grappler. He is known primarily for three special moves, all of which can be used to counter the strengths of his opponents. He despises projectiles of any kind, so he has developed the Double Lariat to spin his way like a rampaging scarecrow through any and all projectiles. And in spite of being incredibly slow due to his tank-like stature, he can exert his energy to twirl quickly towards his opponent with a technique called The Banishing Fist, with all the grace of a Grizzly Bear performing ballet. His last technique is his most famous and feared, as anyone caught in it will likely be halfway towards his demise. The Spinning Piledriver technique is as showy and ridiculous as it sounds, but it is no laughing matter to become its victim. If ever The Red Cyclone is within range to grab a hold of you, it is already too late.
SKYLEROCON:
Character Name: Clone 01 (Codenamed Alpha)
Character Race: Humanoid Clone
Age: 19
Text color: Sea Green
Appearance: Alpha's body is surrounded by an armor made of hard, extremely light brown (more of a discolored white) material. Slight cracks in the armor, put in to allow for flexibility and movement, reveal that there is a tough cushion material used as a last line of defense if the outer armor is broken. His head is covered by a earthy green helmet that has a protrusion in the mouth area. The protrusion was put in to allow for a gas mask, to prevent Alpha from being harmed by any biological threats. He often holds an assault rifle in his hands, his left hand on the trigger, his right steadying the gun. On his waist, there's a few utility pouches on the right and a Turkish Schmitar on the left. His boots and gloves have similar color schemes to that of his helmet.
Description: A clone of a legendary soldier created to help protect his country from invading attackers. The result of the war ended up in a victory for his country, which inadvertently caused his country to become the World Power. Left with no purpose in life, his mental health soon began deteriorating. Not only does it make it possible to taunt him into making rash decisions (still a bit of a challenge), due to clone deterioration, he has the body of a 40 year old. Though, he is still a very powerful and formidable warrior. As for his personality, he doesn't talk much, and is friendly. Though, if he has a reason to fight against someone, he will not hesitate in fighting back. It should be noted however, that he isn't a particularly fast runner due to his armor, but it does give him extra durability.
Weapons/Techniques/Etc.- Alpha's gun is a laser rifle. It shoots quick, and has unlimited ammunition. It has a laser sight (which can be turned off) and a scope. For close quarters combat, he is equipped with a Turkish Schmitar, which is equipped on the left side of his waist. He is also skilled in Judo. His armor serves as a shield that can take nearly all gunpowder based attacks, and holds up decently against laser attacks. It also takes away some of the force from the impact of a physical attack, but his armor can still be cracked and destroyed by these. He is still at risk to be hurt by blade weapons due to slight openings in his armor to allow for movement. Lastly, he carries five mines in his utility pockets, which once set, will explode once an opponent steps withing eight feet of them. The mines will not explode if Alpha steps in their path, due to nanomachines in his body which inform the mines that Alpha is a friend and not a foe.
SCAV:
Character Name: Cassie Webb
Character Race: Human
Age: 20
Height: 5'0
Weight: 105 lbs
Text color: Magenta
Appearance: Cassie is a young girl (though she would say woman) who happens to be completely blind. Sort of. She has bright blonde hair, a bumpy nose, and is self conscious of her skinny ankles. She likes to wear glasses despite being, you know, blind. She's never without her white cane, though she is not always tapping it.
Description: Cassie lost her sight at age six, when a series of emergency neurosurgeries and the ensuing seizures damaged the precious few neurons dedicated to vision. In a way, she was fortunate - she had already learned of colors and what a stapler looks like.
This came in handy when, one day years later, she saw. Not through her own eyes, but through someone else's.
The power bloomed suddenly. Cassie found herself assaulted by others' perspectives. Literal perspectives - she could still hear, taste, feel and smell everything around her own body, but could see through someone else's. Then another person. Then another. After the initial shock, confusion and horror, analytical Cassie found the limits to her visions. Whenever she touched the skin of another human being, she became psychically tied to their sight. She would see through that person's eyes until she touched another.
Cassie was able to lead a mostly prosperous and happy life, eventually dismissing the many childhood traumas that left her first blind and then sighted. Her parents fed her independent streak and, when Cassie turned 18, she moved in with the boy she'd been dating for two years.
With the boy, she never had to use her other latent ability: the power of suggestion. The longer she inhabits someone's eyes, the stronger her empathic connection to that person. Cassie discovered that she can right away start planting small urges and inklings, eventually sprouting into full-blown memories and desires. She exploited this throughout highschool. But with the boy, she never wanted to. She liked that.
A year later, the boy was dead. Murdered senselessly, and the police could do nothing. The cops sounded like they pitied the poor little blind girl, but they didn't know she could see them rolling their eyes whenever she asked how they would bring the murderer to justice. They didn't, so Cassie did. He wasn't hard to find, considering Cassie had grabbed his hand before he fled.
Hollow and broken, the only purpose Cassie feels propelling her forward is vigilantism. For a year now, she has used her ability to spy on people and, when she finds someone who kills, ***** or molests, she concocts a way to stop them.
Weapons/Techniques/Etc.-
Empathic vision - by touching another person's skin, Cassie piggy backs along in their eyes. She continues to control her own body as normal. She is not privy to their thoughts, nor can she hear what they say. Her sight remains with that person until she touches another.
Power of Suggestion - As the bond grows, Cassie can impress tiny emotions and thoughts on the bearer. Even after months with a person, she wouldn't be able to, say, force them to shoot themselves in the head, or cause hallucinations. But with a connection that strong, she could convince the person that they have a fear of water, or that they missed a turn. This most often manifests as feelings of Deja Vu.
Split attention - Cassie does not interact with the world the way we do. She literally does not see it as we do. An entire childhood and many teenage years spent inside other people's eyes remapped Cassie's brain to process the new stimuli. Just as you can listen and hear at the same time, so can she. But she's become adept at partitioning the stimuli so that she can continue to move, react and converse even while her "sight" is in another city altogether.
Heightened senses - Cassie's other senses, hearing, especially, are improved to make up for her "lack of" sight.
Walking stick - after the boy's death, Cassie purchased the hardest, strongest, thickest, and heaviest steel rod she could find, and had it painted and handled to look like a blind person's walking stick. She uses it as such, but also uses it to bust people up. Technically speaking.