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Tsuvy's Laboratory
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> Timezone: Eastern Standard
> Style: Full lit. & (usually) female charries
> Availability: Open threads or PM




~| Characters |~

Rhukana

Murasaki

Maggy

Luche
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"Any sufficiently advanced technology is indistinguishable from magic."

Rhukana
-- Nickname: "Rhu"
-- Gender: Appears Female {genderless in natural form}
-- Age: Unknown
-- Affiliation: None
-- Race: Vyrkaa
-- Occupation: Curios/Information Dealer


Rhukana appears as a human female exactly 155cm (~5' 1") tall and thickly built, aged roughly in her early to mid-forties, sporting a short unruly bob of graying chestnut-colored hair. Her skin is a pearly white and fairly smooth to the touch, though the beginnings of laugh lines just now becoming visible on her face and small wrinkles appearing around her joints. Oddly, random small patches of pale mauve can be seen.

Rhu's eyes are usually an olive brown, though they appear to be turning solid white, giving her the appearance of someone who is blind. More off-putting is the "shimmering" effect that happens occasionally, which can cause a fright for those not used to her quirks.

In truth, Rhu is a Vyrkaa (see "About Vyrkaa" section at the bottom), a wandering and her current appearance is one she has created for herself. Some parts of her may change depending upon the realm she currently resides in, but generally remains similar to her described appearance (see "ODDITIES" below for variations). Her actions mostly oust her as someone not entirely human, given her occasional awkwardness when interacting with others.

ODDITIES::
Sonlas: Her left arm is partially covered with scales in a similar (but not the same) tone as her skin. These rustle slightly when she moves more than slight motions.

Personality: While generally spry and cheerful, Rhukana has little tolerance for idiocy, being quick to snap if someone is being obnoxious or "acting silly". Her demeanor is closer to that of a teacher; the amount of knowledge she has acquired is vast, and she is more than willing to share it in various ways, whether those around her wish to listen or not. More annoyingly (to some), she is usually right.

Like a computer, new words, phrases, and situations may confuse her until she learns or discerns their meaning or intent, leading to the occasional awkward situation. Rhu may also take an unusually-scientific approach to some situations; most notable is her fascination with death -- more specifically, the emotional reactions in others towards death and similarly stressful situations, as she herself has little in the way of such responses naturally.





EQUIPMENT::
.//BASIC/Tome/: This book is (practically) sutured to her side, tied to her belt by a medium-length chain. Its contents are for Rhukana's eyes only -- except when she's feeling generous enough to share, of course. Looks old on the outside, but the inside is all glowy and technical-looking; a volume as ominous and mysterious as its master. Its contents are sealed behind a thumbprint lock, though the mechanism may be more complex than just magical or mechanical.

.//BASIC/Staff/: Rhu's staff is a simple but solid piece of wood, about 5' in length, with no visible markings or writings other than scratches and dents. It can be wielded as a weapon, but she usually uses it for supporting her (current) vessel form while walking.

.//BASIC/Baubles/: Rhukana carries a number of trinkets and components that can be used at any time, none of which weigh more than five or six ounces.


POWERS::
>>Lesser Powers::
<>

.//MEMRY/Eldritch/: While not necessarily a machine, Rhukana's memory is as good as one -- being able to not just remember information with unerring clarity, but when and where she learned it (if necessary). She can also recite it back in any language that she know - of which there are many - with perfect accuracy; this includes most known languages and their regional dialects, as well as a few that most will be unable to understand.

.//MOVE_/Drift/: Through means unknown, Rhu is able to pass herself between realms without requiring physical transportation. This does take her out of her current vessel, however, and depending upon the differences in time between realms, it may take a mere instant, or last for years (may result in the death of a given vessel if the latter, unless they are artificially suspended/controlled).

.//SENSE/SixthSense/: Rhukana can sense story tension the ins and outs of the world around her, occasionally granting her advanced warning of life-threatening events affecting herself and those immediately around her.

.//SENSE/OtherSight/: Rhu's eyes are able to discern things invisible to the untrained eye (and even many trained eyes as well), allowing her to see energy in various forms -- both mechanical and magical.

.//PHYSC/Vessel/: Physically, Rhu's body is tougher than that of the average being in the space she inhabits, able to resist more damage and recover from injury faster than normal. It can still be "killed", but she can build a new one if the current one becomes irreparable. Currently uses a human-shaped vessel.


>>Greater Powers
.//ELCTR/Tinkerer/: Rhukana's cache of knowledge extends beyond magic and the arcane in general. While not necessarily experienced, she knows a fair bit about machines and their workings, and seems to be able to interface directly with them through methods unknown.

.//TOME_/Recall/: One of Rhu's biggest advantages is the nigh-endless backlog of knowledge she has stored up. By consulting her travel tome, she is likely to find a spell, ritual, or cant that fits a situation.

.//STAFF/Combat/: Rhu doesn't carry her staff just to aide her walking; she's a competent combatant if some poor sap comes within melee range. What Rhu lacks in pure strength she makes up for with a surprising display of finesse and skill, making her dangerous to take head-on without an element of surprise.


>>Weaknesses
.//TOME_/V00dooDoll/: If Rhu's travel tome is "lost" and she is unable to retrieve it, she may become panicked and lose coherent functionality until it is returned. If it is damaged, she will lose mental cohesion and be unable to act normally; if it is somehow (inconceivably) destroyed, Rhukana may actually cease functionality altogether.

.//ELMNT/General/: Elemental attacks (esp. electricity & fire) that contact Rhukana in her natural ("cloud") form causes severe damage, easily able to erase much of her existence. This can happen to a lesser degree while parked in a vessel, given that most forms she takes are of the flesh and blood variety.



About Vyrkaa:

>>SHORT VERSION: A Vyrkaa is a "race" of rare, cloud-like beings that form physical bodies (called "vessels") upon entering a new realm, and are capable of using magic and technology in equal measure (it is hotly debated as to which side they fall on). A physical vessel often displays physical abnormalities to them, and even when confronted with threats of violence or possible "death", they will likely refuse to alter them. In their natural states, they are quite vulnerable, and can be destroyed with sufficient force -- part of why they create physical forms in the first place.


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CODENAME: Murasaki
GENDER: Female-based Frame
RACE: Mechanoid
--BRAND: TRiLance International, Inc.
--MODEL: ADECA (Advanced Detection, Enhanced Combat Android)

AGE: 16 months, 24 weeks, and 3 days since operational status was achieved

AFFILIATION: Corporate?

APPEARANCE: ~4' 8", childlike w/ unblemished, pastel purple skin, soft red eyes, and pale mauve hair that changes depending upon what mode she takes. Her outfits are smooth to the touch, but stick close to her frame and stretch easily; they also change when her mode. Generally walks a bit stiffly, but is capable of speedier movement over open ground via anti-grav generators in her "feet". Her "unusual" skin tone is the result of an complication in her developmental stages.

PERSONALITY:  For the most part, Murasaki behaves how one would expect an android to: generally neutral towards others, speaking properly and concisely, trying not to ramble or orate unnecessary information. This usually goes about as well as one can expect, especially if she is harmed or damaged somehow. On the outside, everything about her personality seems perfectly acceptable.

And yet, there is a hint of resentment in her personality; Mura occasionally makes backhanded complements, or will insult someone off-handedly, often referring to organic individuals as "meatbags" or "flesh sacks". Additionally, she may sometimes delay completing an order, unless it is explicitly demanded that she do something immediately. She almost never insinuates up-front, but on rare occasions she will flat-out mock others, especially at seemingly-inappropriate times.

Part of her ostentatiousness may be derived from her inability to kill organic (or mostly organic) beings. While there are no reservations on beating one down to near-death, Murasaki is unable to forcibly finish the task, even with extensive reprogramming and numberous memory wipes. It is unknown at this time why this is so, but it can make it harder for her to satisfy the standards her handlers place on her.

Once one gets to know her, it can be easier to detect her callous nature, as some embitterment about her purpose slips into her speech every now and then. Nevermind the occasional existential crisis she can have over her "missions". This doesn't mean she is unhappy; just that she is unsure if she should be doing some of what she has been commanded to do. During combat, her personality will set to a neutral mask, never changing even when she is damaged -- although she may make the occasional taunt or mock others around her if they are inept or complicating a situation.

HISTORY: Built as part of an initiative to curb the increasing violence in Sanctuary (possibly used for other agendas), "Murasaki" is the prototype of this venture: creating a mechanical being that could roam the streets without detection, but still be able to react to threats as needed.

The technology behind her transformative abilities is so top-secret and relatively unknown that even her current handlers are unsure of how she was created. TRiLance Int. claims that she is the next step up from the cyborgs she was developed to supersede. This obviously has created tensions with other groups, but the company is currently working under contract and has as-of-yet been left unhindered in their schemes. Rumors abound that magic was involved in Murasaki's creation, but such hearsay is dismissed offhandedly by the company, as they desperately wish to dispel fears of magitech being developed within regional limits.

In truth, Murasaki is not from this world. Crash-landing on the outskirts of Sanctuary's viable territory, she was found by a struggling pair of brothers seeking to break into the techno-pharmaceutical industry on the continent. Once they realized what she was capable of (and that, conveniently, she was essentially a blank slate), they quickly revised their business plans, got government funding, and began tests.

Overlooked was the quickly-staling attitude that their precious android was developing. While members of the development team have made mention of her rude remarks, occasional unwillingness to obey orders, and general discontent (including more than one rude gesture), these have been swept under the rug, making way for continued testing. However, Sanctuary's top brass have been keeping a closer eye on the up-and-coming corporation; how long her antics can go without notice is unknown.

ABILITIES:

Nano-Fusion Reactor: A generator powerful enough to run several city blocks for a year with a single charge, yet small enough to fit into the space of a quarter. Holding one of these would be ill-advised, given the enormous heat they produce when active. Murasaki uses several of these.

High-Output Laser System: Using her enormous power reservoirs, Murasaki can fire blue-violet beams of pure light, causing severe burns, and is even capable of cleanly slicing through stone, metal, and flesh & bone with (when necessary) surgical precision. Augmenting these with searing-hot plasma (using the light as a delivery container) can cause even more destruction, though the fire rate is far slower than the speed of light.

Weaponized Transmogrification: While her core body generally retains its shape, Mura's arms are capable of changing into a variety of weapons, both melee and missile-based (swords & guns, in short). Her legs are also capable of altering their function & appearance to suit her current situation; they can compact and become springy to jump long or high distances, stretch and mold into long striding limbs, or shore up and become strong enough to easily kick down steel doors and cause massive injury. She will always attempt to return to her normal shape, if possible, after a fight has concluded; if power is lost or drastically reduced, however, Mura may be stuck in a previous alteration until sufficient time and energy has been expended to return her to her "natural" form.

Physical Security: Physically, Murasaki's overall structure is tough enough to withstand a direct hit from an anti-tank rocket and stay in one piece; exodermal plates sit just beneath her skin, formed from an unknown ceramic compound that resists wear and tear, as well as drastic temperature changes. Internally, she has structures similar to a Faraday cage built around her most sensitive electronic parts, as well as a solid-state, high-resilience persistence module -- a sort of backup for when things go very sideways.

Pure Electronics: No part of Murasaki is flesh; her entire make-up is all synthetic parts and metals -- some of which are completely unknown. Also includes her "brain", which makes telepathy and mind control impossible. However, it does make her susceptible to bursts of EMI, as well as savvy hackers... if they can decipher the coding language her mind uses.

Adaptive Learning AI Module: Murasaki ALAIM node allows her to swiftly learn her opponents' patterns and attacks -- and more importantly, calculates how best to counter them. Those foolish enough to try the same tricks more than once on her soon learn their folly. It does help some against unpredictable enemies, but presents a greater threat if it is all she relies upon.




Still a WIP for now

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Name: Margaret (Maggy)
Age: somewhere around 14~15 
Gender: Female
Race: Human

Affiliation: None / Hostile

Appearance: Maggy is human -- physically, at least. Looking like Golem's twin sister, her body has an almost shrunken mummy look to it, looking severely malnourished and underfed. Her pale green eyes have sunken into her skull, matted and stringy hair reaching down to her mid-back in patches. More importantly are the scrawled wounds that appear self-inflicted across her chest and back; intricately carved scars and open cuts that depict sigils and alien languages unspeakable by human tongues. These are usually hard to see, however, as she isn't entirely unmodest, and will wear simple dresses or clothes that cover most of her body; on top of that, the darkness that wreaths her form most of the time prevents all but the most powerful of sights from seeing her bare skin.


Attitude: Hostile towards most, Maggy is apprehensive, aggressive, antagonistic, and generally of rotten disposition. A complete coward in general, she shies away from direct fights most of the time, but is not above using brute force when "necessary".

Maggy's fractured state makes her difficult to predict. More often than not she can be counted on to run when her prey proves more difficult than anticipated, but occasionally she won't, and may return fire if threatened. Or even begin reciting poetry. 

Any poor sod of a telepath trying to read her mind risks will experience insanity, and not just because of her "connections" to the Whispering Serpent. Maggy's headspace is screwy, to put it lightly; irrevocably damaged, it is not a mindscape one would willingly enter without damn good reasons. Even her surface thoughts can be dangerous.


Background: Who Maggy was before her integration into the Whispering Serpent's servitude is unclear, but it can be guessed that at one time she was a regular girl. What is left, however, is a wrecked mess of an individual, irredeemable as a functioning member of society. Indeed, Maggy acts according to her own thoughts, and even when she doesn't immediately beset upon others, she is reclusive and shies away from contact. 


Abilities: 
Mind Games -- Maggy's token ability is being able to alter the perceptions of her prey (or enemies, if necessary) to seeing things that don't exist. Her abilities may go so far as to feel real to those affected. Those of strong willpower may be able to see through these tricks, but it would take a good amount of effort to do so.

Planar Dissonance -- As the mortal servant of It*, Maggy has equal disdain for those that threaten to crack the Gate; this ability, which targets dimension-hopping beings, is a more direct manifestation of that hatred. While those native to the moral plane (or long-time residents thereof) are generally unaffected, those that have engaged in recent cross-planar travel will begin to feel sick upon initiation of the ability, even if they are unaffected by diseases or viruses; within a short time, a phantom hand will reach from beyond the pale will reach out and drag them back to their native dimensions. At the very least, it is highly damaging to them, should they resist.

Mind Sucker -- This is how Maggy creates new "husks" to do her bidding (or just to kick around on a whim); she devours the thoughts, ideas, and other abstracts of a person's mind, essentially creating a lobotomized 'zombie', leaving most incapable of surviving on their own beyond a few days. A few she leaves with basic speech and thought patterns, but nothing "personal" to them; these act as her handmaidens, keeping her personal space cleaned and tidy. Even these are lucky to last beyond a year, as their minds, without sufficient stimulation or exercise, eventually degenerate into the mindless husks.

Shadow Manipulation -- The Whispering Serpent grants its chief avatar/priestess/minion with the ability to alter shadows into physical forces that can be used like inky appendages, or formed into a variety of shapes & molds. Bright light can banish them if she hasn't coalesced them into solid forms, but she is capable of creating "hard darkness" from shadows -- including her own, though this harms her for some reason.

Wall Cling -- Condensing shadows into a mucky paste, Maggy can scale walls, and even hang from ceilings, if she so desires. Dissolves into nothingness after several minutes if not used.

Resilience -- One of many passive gifts that Maggy's benefactor bestows her with. Disease, aging, and other such physical "distractions" don't affect Maggy. Thus, she can live in squalid conditions, and still remain (relatively) healthy.


Name: It* (the Whispering Serpent, He Who Guards the Gate, The Babbling Wurm, among other names)
Age: ??
Gender: None
Race: ??

Affiliation: Unaffiliated


It* does not generally manifest physically, using Maggy as a proxy to interact with the world as it sees fit. Not that It* couldn't touch our world directly, but doing so would likely cause... problems. The kind of problems that cause towns disappearing overnight and drive the sane insane. When it is able (such as in dreamscapes or illusions), It*s appearance is shifting, often in a serpent-like shape with multiple eyes, mouths, and appendages.

It* does not sleep, does not rest, and is always Hungry. 
It* is beyond knowing. 
It* guards the Gate, to prevent the Others from returning. 
This is It*s only purpose.
Should It* fail or fall, our universe would be besieged by forces far fouler than It*s own existence.
Thus It* subsists itself upon the thoughts of others

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Luchel'mh-raght'Kyyzahb
aka. "Luche" (pron. "Lue-shh")

Age: at least 200
Gender: Female
Race: Demon?
Height: 5'
Weight: 313 lbs

While physically Luche has all of the attributes typically associated with a succubus -- bat-like wings, cat-like eyes, whip-like spear-headed tail, back-bent legs -- she was "gifted" with a more homely appearance, consisting of a slightly husky body and a small chest, one breast slightly larger than the other. In plainer terms, more "awkward geeky girl" than "homecoming queen". Strangely, her feet are more bird-like in appearance, rather than the 'traditional' hoofed goat legs.

Her large, black-red eyes, rounded face and lanky crimson/black hair give her a more childish appearance than one might expect -- backed up by her short, pudgy frame and sluggish reflexes. Coal-black skin is spider-webbed with glowing orange-red lines, and though soft to the touch, it can withstand an incredible amount of punishment. Not that she cannot feel something touching her, but it takes a much greater application of force to pierce her skin than a human's could withstand.

The only accessories Luche regularly wears is a small choker collar with a ruby rhinestone dangling from the front. Certain situations can cause it to glow, though the conditions are unknown to her.* The rest of her is covered naturally by hardened growths stretch from the center of her back around to conceal her unmentionables; clothing will not last long with her high body temperature, burning off quickly and leaving nothing but ashes and possibly some useless scraps behind. Magically treated articles might be able to withstand such heat, but she has not been given any such things yet.


Attitude: Luche is essentially a simpleton; though not stupid, she tends to be slow on the uptake and becomes easily frustrated, frightened, or excitable, depending on the circumstances. Her insatiable curiosity is sometimes compounded by her short memory/attention span; even if given a list, she tends to do things out of order, complete them incorrectly (if possible), or forgets them entirely. Indeed, she was taught little, having been seen as more of an embarrassment that could not be easily rid of, rather than a "proper" hellspawn. Although she knows some basic language beyond daemonic languages, her speech is stilted and occasionally stammered out.

In spite of her shortcomings, Luche is positive and enthusiastic. While her moral compass is rather skewered, she doesn't act maliciously on purpose; [strike]most[/strike] all incidents involving her are due to her inherent ham-handedness and incompetence. Occasionally she may display sparks of brilliance, but without a guiding hand or an audience, these moments quickly fade. 

Regardless, Luche is still young for a demon, and seeing as many are centuries old, if not several millenia, it is unknown if her behavior could be considered "normal" at all. Her forced isolation may be partially to blame for her stunted growth. There are many mysterious factors about her, not least of which why she remains relatively sane despite her unusual nature.

Pro-tip: if she says any variant of "whoops!", start running.


HISTORY: Most demons, when born/formed/drawn from the aether, are vicious, hateful creatures whom enjoy drawing pain from others, whether they be humans, humanoids, or even one another.

Luche was created... differently.

When she emerged from her egg, it was evident that the tipsy tormentor was far from normal. At first, it was assumed she would "grow out of it" after a time (several centuries in human terms). That was several centuries ago.

Attempts to destroy her were made, but that ended... poorly. Several greasy smudges of ex-demon later, Luche was locked away during her first several centuries of existence, and it was hoped she would never leave.

The demonic incursion had other plans.

Somehow, a portal opened in her prison, and the hamhanded hellspawn managed to tumble her way into some remote part of Eokia. She's been stuck there ever since, bumbling around looking for some way back "home"; it wasn't perfect, but it sure was better than this! Especially all that 'wet' stuff that hurts her when she touches it, or vice-versa. That's just the worst!!


POWERS:

Bad Juju: Since her emergence from captivity, Luche has been surrounded by a most insidious energy. Most beings that consciously brings grievous harm or intends to kill Luche finds out the hard way that she is protected by an aura of horrible, terrible, rotten, no-good luck.

The ground may suddenly give way and a sinkhole devours everything above it. Lightning may strike someone in the middle of a bright, sunny, cloudless day. A bird suddenly dies in mid-flight, falling out of the sky and bean the offender on the noggin. These are but a few examples of the deadly potential her malevolent misfortune can bring; if nothing obvious could possibly happen to someone, something will happen anyway, regardless of how outlandish or absurd the odds against such a thing occurring are. And usually in an obvious (and occasionally hilarious) fashion.

"Lesser" (non-intelligent) animals are excluded from this, more specifically those that act upon instinct and therefore cannot plan to cause harm to Luche. Additionally, things that cannot "think" to cause harm (non-sentient automatrons, buildings, normal trees, etc.) are also exempt from disaster.


Daemonic Characteristics: Despite her childishness, Luche is still of daemonic blood, albeit a lightweight in comparison to others -- this can only partially be attributed to her age. She could likely lift a bus or a small boulder, and is quite adept at running (until she trips), but in combat with another similar level of creature, she would be at a serious disadvantage. It would likely involve uncoordinated flailing of limbs, or haphazard hellfire tossing. 

Killing her would be another story, however, between her toughened skin, hardened bones, and resistance to magic. Unfortunately her best defense is hiding -- difficult for one with huge (albeit tattered) wings and horns -- or curling into the fetal position and weathering whatever assault happens. Additionally, she can regenerate from most non-fatal injuries, though outside of Hell such abilities are limited to how much energy (food or suitable heat) she has access to, and how much time she has to recover; surface damages will likely heal within minutes, while a limb could take months to restore. Generally, recovery is spread across the whole of her body when no other immediate sources are available -- ergo, damage to one limb will be healed at the cost of the rest of her losing a bit of strength & color.

Having been born to a realm of ash and fire, she is naturally ignorant of most flames; indeed, molten magma runs through her veins, and lava is like a bath for her, which she indulges in whenever given the opportunity. Strangulation is possible, although it would be from blood restriction than asphyxiation.

Water, however, is her one major anemia -- her young age means she has little resistance to mundane H[sub]2[/sub]O, with mere contact being enough to cause extensive surface damage; submersion of any part of her will cool and "melt" the immediate area to ashes, although this would take time. Drowning had never been a fear of hers before coming to the mortal plane, but she won't go near a body of water larger than a small puddle of her own volition. Boats are right out, no matter how protected she may be from the water while riding one. 

Finally, she has some use of hellfire, and is able to call upon this magical flame if she so chooses. Whether she has control over it, however, is highly debatable.
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