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Fantasy Witch Hazel [Supernatural Anime Fighter RP] Recruiting Espers only!

This is really exciting! I'm stuck on my cellphone today but that has yet to stop me from trying. I'll work on a sheet! 😤
 
Danidify Danidify
1. I think "Veil" steps away from illusion magic. You're not making an alternate reality bubble. You're making an illusion and that illusion affects that one person like a hallucination. It should not be able to affect anyone else around that person. If it does, then it is no longer an illusion but you're playing with dimension magic, which is not an option.

2. Transformation, I can't see this happening. If she transformed to affect that one victim she is affecting, sure. But if it affects anyone who gazes upon her, then it is touching in the god-moding realm. You have her first ability being only able to affect one person (unless she overexerts herself to affect multiple). For her to force other people to see her as "X" when she struggles with her first ability doesn't make much sense. I can see this being an actual shape-shifting ability like Mystique if she could just affect anyone she wanted (more physically changing shape than mentally). I just can't see this working for multiple targets who just happen to be gazing at her. That requires too much mind manipulation of other characters.

3. Does the diversion affect the person? Say if they were shot by the bullet, they would be shot for real? To what extent does diversion affect the person? How are they perceiving pain if it is more of a reaction? If they have never been shot for real, and they aren't being shot for real, how can their brain perceive pain it has never experienced? I can see diversion more of a scare factor than a literal perception manipulator. Does Iris know what it is like to be shot? I can see her perception of the the pain being transferred to her victim if you want to go that route, but I can't see the victim knowing what something feels like if their brain has never encountered it.

4. Mirage seems very similar to Phantasm. You say she can only create a Phantasm for one person and that multiple would require her to exert herself and to be stationary. Mirage seems like the exact same spell except you're saying it can affect multiple people. Because it is affecting multiple people, does this require her to be stationary? Is it taxing?
 
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Danidify Danidify
1. I think "Veil" steps away from illusion magic. You're not making an alternate reality bubble. You're making an illusion and that illusion affects that one person like a hallucination. It should not be able to affect anyone else around that person. If it does, then it is no longer an illusion but you're playing with dimension magic, which is not an option.

2. Transformation, I can't see this happening. If she transformed to affect that one victim she is affecting, sure. But if it affects anyone who gazes on her, then it is touching in the god-moding realm. You have her first ability being on able to affect one person. For her to force other people to see her as "X" when she struggles with her first ability doesn't make much sense. I can see this being an actual shape-shifting ability like Mystique if she could just affect anyone she wanted (more physically changing shape than mentally). I just can't see this working for multiple targets who just happen to be gazing on her. That requires too much mind manipulation of other characters.

3. Does the diversion affect the person? Say if they were shot by the bullet, they would be shot for real? To what extent does diversion affect the person? How are they perceiving pain if it is more of a reaction? If they have never been shot for real, and they aren't being shot for real, how can their brain perceive a pain it has never experienced? I can see diversion more of a scare factor that a literal perception manipulator. Does Iris know what it is like to be shot? I can see her perception of the the pain being transferred to her victim if you want to go that route, but I can't see the victim knowing what something feels like if their brain has never encountered it.

4. Mirage seems very similar to Phantasm. You say she can only create a Phantasm for one person and that multiple would require her to exert herself and to be stationary. Mirage seems like the exact same spell except you're saying it can affect multiple people. Because it is affecting multiple people, does this require her to be stationary? Is it taxing?

I'm gonna spend some time simplifying the abilities as I agree with you that it isn't coherent or balanced as it is now. I'll tag you when I'm done!
 
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Character Name:
Bonbinette Vonkarma is her full name, but due to such a long name she's usually only addressed as "Bon".

Alias:
Éclat (ee-klah. Eclat for easier typing. French for "Sparkle")

Age:
19

Gender:
Female

Height:
5'3ft/160cm

Weight:
123lbs/55kg

Hair Color:
Bright orange-red.

Eye Color:
Neon yellow.

Complexion:
Slightly tan.

Build:
Slim with some muscle, most of it being in her legs.

Occupation:
Esper.


Bonbonsheet.png


Written Appearance:
Bonbinette has an extremely youthful and energetic appearance that she's hard to miss from a crowd. From her bright colors of her very comfortable, unprofessional outfit to the nature of her wild, messy long hair lazily put into a side ponytail and almost glowing hues. Due to spending most of her days under the bright sun, her skin has tanned a bit which caused her face freckles to camouflage slightly, being noticeable if stared at. Bon feels uncomfortable in any formal wear and avoids any outfits like that, so she's very rarely seen in a dress or such. Due to being so energetic and full of energy, running around has been a normal occurrence for the girl and such she has developed some leg muscle on her, but that's pretty much all muscle she has apart from small ones in her arms. One could easily assume she was a tomboy of sorts with just looking at her appearance. A rather curious touch on her appearance is that weird fox-like mask she hangs around her waist, which is a gift she had since little and which sometimes she wears when playing around. Her face usually has some sort of bandage around since the clumsy of an Esper somehow falls face-first to the ground sometimes.

Personality:
Though her status says one thing, her air-headed personality could easily deceive one into thinking she wasn't familiar with such a professional organization. Wild, messy image. An idiotic-like way of acting. Adventurous to the point of stupidity, and a quite comical persona of a heroine makes this supposed-to-be professional image of her occupation into what could be considered some sort of mistake made by the people who took her in. Due to this, she is chained down by some of the staff on her actions and way of thinking in an effort of trying to tame this wild girl. Since she's somewhat naive, she's quite the easy target to trick as long as she doesn't think it's a bad thing, which Bon tries not to think of as she always looks for the good on anything. Her optimism is both a bad thing and a good thing, as it definitely helps her maintain her powers but could probably get into someone's nerves.

Bonbinette is quite the talker as well! Always wanting to start a conversation with someone as she enjoys making people laugh with her actions, being quite the joker that she is. Since she's always saying something either to someone or to herself, people can easily notice her french accent on her dialect, sometimes unconsciously exclaiming french words in surprise like "Mon dieu!", Which is "My god!". This is a tic of her that she doesn't really try to correct since it isn't something that damages her, and admittedly she enjoys her native language and wished she had more opportunities to speak it. Though she unconsciously does a lot of athletics by running and jumping around, she wouldn't consciously do exercise if she was told to do it unless it was necessary. She's has quite a lazy attitude when she has a day off and eats like she hasn't eaten in days, meat being her main source of nourishment.

She's a bit dense, following orders without thinking much on them or even to the point of missing on pick up lines she has received and making the situation awkward. Regardless, Bon always tries for everyone to have a good mood and if she would notice for someone to feel down she'd immediately approach them with a "Hey! Are you good, comrade?" And try to engage them into a conversation, though Bon is somewhat awkward at socializing for others since she ends up usually being the one talking over them in excitement, but she knows her boundaries and won't pry on someone's private life even if deep down she's curious to know. The French girl is extremely stubborn and impulsive, though. If she's set on something then she will be with it unless forced to, as she doesn't like thinking she's wrong. She's also impulsive in the way that she gets driven by her emotions and goes into action without thinking of a plan sometimes, which could mess things up. Bonbinette rarely would be seen in a bad mood, and if she was then people wouldn't know either since the girl would just hide it with a smile and her pumped up attitude. "Fake it until ya' make it!" Is what she tells herself when in this situation, but once left alone the girl would sulk and sigh, almost removing all of that happy-go-luck vibe and replacing it with a really-tired vibe. Thought she lacks a bit in the department of strategy and planning, Bon excels at combat and agility which makes up for her air-headed mind. Some people think her constant positive and happy outlook in life is just a facade to keep her powers moving, and they are partly right, but Bon has acted this way for so long that by now it has actually become part of her.


Current Story:
Bonbinette, like her name and dialect imply, was born and raised in France for a good amount of her life. Though she was biologically a single child, her "family" was more of a Cult of witches, and it so happened that Bon's parents were part of it. Due to the success of said group, Bon's parents were constantly bathing in riches and luxury until they were ones of the top witches in France to capture. The girl lived in such riches and spoils that she didn't complain about the shady stuff her parents and the group they were involved in due to being too young to comprehend the gravity of the situation. This wasn't a problem for Bon until she reached the proper age of 12 to start to witness the several gruesome acts of torture and violence underground to "start the enlightenment", along with giving her that mask of hers that she carries around up to this day, turning out to be a mask made specifically for the cult. Of course, this was no more than just traumatic scenes for the poor mind of the child. These events made the girl timid and reserved, growing scared of her own parents more and more.

After only merely one year of this kind of exposure, Bon had decided to sneak out of her house to search for the nearest police station in hopes of stopping her own family from any further torture, but was quickly captured back by a vigilant cult member that was guarding the area. In normal circumstances, the girl would be killed on the spot, but due to being the daughter of one of the top witches in the cult the decision was laid onto them. Bonbinette's memories from that moment are foggy and is unable to recall much of what had happened, but next time she regained consciousness fully she found herself in a completely unknown place, with unknown buildings, unknown streets and an unknown language once she tried to read the street signs. It turns out that instead of killing their daughter, they decided to quite literally take her as far away from them as possible with no way of contact. Drugging her unconscious and taking her to across the globe in which her parents originally came from, which was United States, only leaving with her the mask she was supposed to use as their cult member. As she wasn't scared and confused enough, she had been put purposefully near a place that was the home of a witch. Trying to communicate with the off-putting guy only made her his target once she got his attention.

Thankfully, a group of Espers had arrived shortly after the confrontation and neutralized the savage guy. One of them had reached out to the scared Bon, to which she couldn't understand a single thing of what they were saying and only brought tears of fear out of the child, who was tightly gripping the weird mask that caught the attention of the Espers who approached her. Since it was a mask that fit the pattern and aesthetic of the French cult that were known in the USA since they had started there before moving away, the adults quickly captured the small girl and took the mask away from her to bring both of them to their headquarters. The immense stress of it all awoke something in her, and her body started to protect itself into an electric aura out of self-defense, Bon being unaware of being able to do this by then. With groans of pain from the people who had to carry her due to the small shocking energy from her aura, they were able to take her to the HQs. It took a few months and several child therapists who spoke French to get Bon's side of her story of what she remembered to hopefully track down the cult that had moved, but up to this day she has no idea of the whereabouts of her parents and that cult, being unsure that they even stayed put after the incident.

Since she was a goldmine of internal information from the cult's activities, she was raised in the facility and exposed to multiple interrogations and all kinds of accusations to get information out of her, but being away from the horrors of the witches had mentally healed her, which made her powers more visible and consistent. Trainers determined that a positive mentality enhanced the girl's electric powers and to constantly have it at its maximum use, the french girl was to be kept happy in order to train her better and hopefully gain an ally with internal knowledge on such group. It took a long while, but Bon was finally officially labeled as a non-threat despite having grown up with the cult of witches for her entire childhood, and only recently has gained the trust of the group to become an Esper herself after years of dedicating herself to learn both the English language and criminal justice, as well as training her mental attitude and physical stamina in hopes of one day being able to track down her parents and neutralize them and the group.


Weapon(s):
Taser gun, pocket knife and, not really a weapon, but has a bag with metal bolts that she uses for one of her techniques.

Aura:
Yellow-orange!

Power:
Psychic Lightning Generation.

Techniques and its weaknesses
Gotta Go!:

It was only natural for the girl who runs around out of excitement that she'd train her power to help her move faster! She has to have been running for at least 2 minutes already before she is able to get her power to activate. This is not something that automatically happens, of course, and only activates when Bon does a leap with all of the strength in her legs. Once she reaches the ground from her jump, her speed doubles the average human sprint to equal to one of an adult tiger (Average human: 15mph. Adult tiger: 30mph). With each step she takes, she leaves a trail of mild, mostly harmless electricity behind her that is somewhat visible but disappears after a few seconds. While this ability makes her a lot faster, there are some critical drawbacks. She's still running and breaking a sweat which ultimately weakens her power until she's back to a normal human speed. Her speed boost only lasts for one turn (GM posts or first person in posting order posts) before she physically gets too tired to continue at such a high speed. Since this makes Bon physically tired, her powers get ultimately weaker after it's use. She only uses this when she's confident of catching someone on a chase or having to go to a place quickly. CAN be used more than once, but after four uses Bon would be pretty much powerless for the rest of the battle.

Rayguns:
Like the name implies, Bon generates electric bolts out of her finger guns, as childish as it looks. She's able to generate said energy from her whole hands, but it's a lot more fun for Bon to finger gun instead. Since she only uses her index fingers, the bolt is one of a tiny scale and therefore is more difficult to hit its target. Unless she uses her whole palms, Bon would need to shoot several times to shoot her target sometimes.

Charged up!:
Electric aura that serves as an offensive shield. Bon concentrates on generating enough electricity around her body to create a visible aura to cover herself as long as she doesn't get distracted or interrupted. If anything that is able to conduct/take electricity touches her body, it will absorb the aura onto the object/person and take an immense amount of shock from it. E.g: Water is thrown at her, electricity will be conducted onto it causing electric water to rest onto the ground but get rid of her aura. A metal bolt is thrown at her and the energy is transmitted to that bolt, getting rid of her aura, but anyone touching the bolt then gets shocked. Takes quite the time to charge up, and any metal that is thrown at her and touches her will take the electricity and get rid of her aura, due to that Bon has to focus on dodging anything thrown at her when racing towards her target.

Zip-Zap Goal:

Using one of her small metal bolts, Bon is able to kick and play around with said object like a soccer ball for a few seconds or up to minute depending on the size desired for her own amusement and creating a sphere surrounding said object with pure electric energy, to which Bon kicks at her target at a quick pace once at the size of at minimum a tennis ball or at maximum a bowling ball. The sphere explodes into a paralyzing wave once it has been hit against the target or whatever else. The wave increases in size depending on the sphere's size and paralyzes whatever it was inside the wave for at minimum 10 seconds or at maximum 2 minutes, depending on the size of the sphere initially. Eventually, she would run out of bolts to use and unless there was another small metal scrap nearby, she wouldn't be able to use this anymore if she were to run out.

Shocking Tsunami:

Only activates when Bon jumps from a very high point. Her bottom half starts being covered with an electric aura that increases more and more depending on the height of the fall, like a meteor going through the gravitational aura. Once Bon reaches the ground, what energy she had accumulated from her fall rapidly explodes into a "tsunami" (one of a small scale, of course. In reality is just the size of a small wave) of said energy that damages anything that was nearby her and was caught into the rapid wave by being electrified. Regardless, even though the accumulated energy saves the girl from having critical damage, it still hurts Bon enough to be unable to move for half a minute from her spot in order to regain enough energy to move around again. Since she does take partial damage from the fall, her overall power weakens slightly after its use.

Overall weakness:

Bon's power core is very dependent on her own energetic mind and physical adrenaline. She has quite the stamina, but will eventually get tired either mentally or physically and inevitably weakening her powers the more a battle goes on. Due to this, she needs a group to fight whenever she recovers and stay behind the line. She's incredibly agile and is able to dodge easily, but she lacks in physical strength and can't do much outside of kicking someone away, since Bon is more of a range attacker. The more pumped up she gets, she stronger her energy becomes and this is why she keeps such an optimistic way of thinking around her, but if someone brings her down enough mentally or physically she'd be almost powerless, so if she so gets to be hit, it would damage her power quite a bit. She's incredibly impulsive as well and needs someone to keep her in check and not jump into an unnecessary battle.

2/5 of her techniques damage her physically already and cause her powers to weaken, which makes Bon her own enemy regarding to maintaining her position in battle. She would need someone to heal her or protect her while she rest if she overdoes it.

The Black Knight The Black Knight Bruh I'm so sorry this is so long LOL It took me more time writing this entire CS than drawing my OC, but please let me know if I need to fix anything!! I'd love to be in this RP aaaaa <3
 
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Wondering what you might think of this character concept! It's quite alright if you hate her and don't accept her, or if you need to see something changed I'd be happy to do that, too. ^v^
Either way, I had a lot of fun filling the sheet out!
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Character Name: Mahari Sulola - 'Hari' / 'Lola'
Alias: Allura
Age: 19
Gender: Cis-female
Height: 5'10"
Weight: 168 lbs
Hair Color: Pale Orchid
Eye Color: Silver-white
Complexion: Warm espresso
Race/Nationality: Indo-Nigerian/American
Build: In equal parts long-bodied and sturdy; Panthers come to mind.
Occupation: Esper

Visual Appearance: Credit to Marcia's Art Blog for unedited image. <3

Written Appearance:
Hari is a tall, solid young woman with proud posture, one whose visage alone leaves a distinct impression. She's the very picture of composure, evident in her hard, unwavering silver gaze and cat-like manner. Her complexion is a warm brown hue and is dotted with freckles and birthmarks of the same shade of walnut-brown. Her lavender-pink hair is wavy, quite long, and contrasts her dark complexion just as her eyes do. Hari DOES have to wear a mask in public, as it keeps her sightless eyes from view and she's always been bit shy about taking her mask off because of her naturally intense expressions. She's generally sporting athleticwear that is either black or at least has black trim, but tends to need help picking out clothes whose colors match decently enough. Hari's height when paired with her athleticism tend to make her seem imposing to some, but she's harmless to her fellow Espers and to civilians. She's quick-witted and quick on her feet, but she's also built to last. The definition of her arms should be more than indicative of how nasty it'd be to take her punches, and she kicks like a bull. Constant training has bolstered her other senses to make up for her strange vision.

Mahari does have a white cane, though this is really just for keeping up appearances and she doesn't use very it often if she can help it.

Personality: With a soft smile and a broad sense of humor, there are those that would argue Hari to be a wonderful, warmhearted young lady. Mahari is not an inherently violent girl in the slightest, and has been said to be compassionate and fun-loving. She adores music, reading, and the outdoors, things that the people around her find bittersweet considering that she is traditionally blind. Hari is the kind of person who would gladly give a person the clothes off her back without even knowing their name, and is noted for her graciousness. Aside from her musical talents, she's also an avid dancer and kickboxer and lives on a steady diet of red meat and sparring exercises.

Hari takes pride in her many talents, but not so much that she's unaware of her limitations. She does like a challenge, though, and is more than happy to try new things. For all her confidence, Mahari's queenly aura is marred only by her disdain for her eyes. She can't see them, but she can feel people staring, yet another reason for her reliance on the mask. She is intelligent and exudes physical confidence but, contrastingly, isn't particularly assertive with things like personal opinions. She prefers not to stir the pot if at all possible and won't start fights with her peers, but will gladly end them.

Witches also make Mahari feel uncharacteristically aggressive, and if not for Seance, she would most likely have become or been carded as some sort of vigilante; She would still love nothing more than to literally hunt and neutralize Witches for the rest of her natural life.

Current Story: Mahari, blind at birth, had also been surrendered at birth for the same reason. As she never knew her parents, she harbored no ill-will but had always hoped she might be adopted... Which, at roughly nine years old, she finally was. The aging widow who'd adopted her was very impressed with Hari's resilience and her aptitude for music, which led to a life of pride and luxury for the orphan in question. She had no idea how to explain her peculiar vision to her new mother and so continued to play the role of the 'blind child', albeit never letting up on her 'miraculous feats'. Instruments, singing, kickboxing, and even a few other sports became possible as her 'vision' developed over the years, and people were always strangely drawn to her every game and performance. Her first and only friend and family member, Brigita Seigel, had become her entire world. Mahari hadn't ever thought she might not get to keep her new life.

Thus, as all good things must come to an end, a Witch had managed to get in close. Her adoptive mother's little sister was practically sucking the life AND finances out of the older woman, and when that wasn't enough, she'd broken into the house with a nasty friend. Stealing simply wasn't enough for said friend; They had slaughtered the only family Mahari had ever had for sport, and even this wasn't enough to stop her awful 'aunt' from attempting to carry out the rest of the burglary. By the time Seance personnel had arrived, both Witches were mindlessly scuffling on the floor and had sustained innumerable injuries of mixed origin, some having been from Mahari, and others having been from one another. Questioning her yielded very intriguing results, however chilling some of her opinions and responses might've been. She hadn't known anything about Witches, but she'd always known that she was odd.

In the end, Mahari was deemed to have had potential, yes, but was so deeply rooted in her fury that she'd had to go through several months of therapy and anger management to be formally admitted to the program. Even now, well after the fact, she is extraordinarily angry but does her best to repress it.

Weapon(s):
Brass knuckles
Blunt objects
Customary Seance gear.

Aura: Silver-blue

Power: Hypnotism

Techniques : 4/5 techniques have a bodily focus geared toward effectively pacifying targets.

Mesmer Vision: Her eyes cannot see in the traditional sense, but they do work in other ways. Staring directly into them for anything longer than a glance can spell trouble for unsuspecting opponents and victims if she's actively using this technique, as it generally allows Hari to temporarily supplant her own will without having to lift a finger. Her eyes do tend to glow when this ability is in use so it's easy to tell if it's active or not. They're also otherwise well-hidden with an eye mask to support her supposed blindness. They are only really open when Mahari is fighting or preparing to fight.

Command Inducement: Also considered 'mind control', to an extent. She can be blocked out in a number of ways, yes, but once she makes her way into someone's head, she's a hard bug to be rid of. Putting someone to sleep for easy capture or even turning them against their own allies are common tactics for Hari. This ability relies heavily on her other techniques, as she (obviously) cannot control someone who is fully in control of their own faculties. This is the only ability Mahari has that requires her to be stationary to put to work, as it requires quite a bit of concentration.

Echolocation: This is how Mahari gets around and sees the world. People often make remarks about how pleasant and lovely her humming is, when humming and talking are actually her way of maneuvering the world as she knows it. It's something of a map, and depending on the material's density and any potential breaks or openings, also serves to show her potential escape routes in places like buildings. Mahari cannot see things like light or color, though the anything loud or that makes impact like storms or or fighting allow her to 'see' in short bursts without actually having to activate this ability on her own (still no light or color). This technique only shows the outlines/physical borders and surfaces of things, meaning her only written tongue is still Braille as things like books or roadsigns appear 'blank'.

Alluring Voice: Tales of sirens and the warnings of sailors abound. This ability can be activated as needed with most verbal interaction on her part, however is most potent with the rise and fall of one's voice in the rhymic sense; Singing and humming are best. It lures susceptible targets in close and has a slight dulling effect on their senses. This ability only really works for a number of meters, but this distance can be amplified naturally in places that echo.

Infatuation: Self-explanatory, this is temporary seduction. She tries to use this sparingly, as she hates this ability with a burning passion. She's glad to be fully in control of this ability, which only works via direct skin-on-skin contact and has to be induced manually/intentionally to work. She prefers simply touching people's bare arms or faces with her hand to activate this than any of the other potential alternatives. The target's gender is no obstacle here.

Hari cannot see things in the same way that other people do, but has learned to make it work. She is a practiced kickboxer, having trained this skill alongside her echolocation over the years, and is no slouch. She is most problematic for opponents from within a radius of about 10 meters, or from within areas that carry an echo.
 
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The Black Knight The Black Knight Hope I didn't miss anything or overstep any bounds

cyril
song
“The difference between my darkness and your darkness is that I can look at my own badness in the face and accept its existence while you are busy covering your mirror with a white linen sheet. The difference between my sins and your sins is that when I sin I know I'm sinning while you have actually fallen prey to your own fabricated illusions. I am a siren, a mermaid; I know that I am beautiful while basking on the ocean's waves and I know that I can eat flesh and bones at the bottom of the sea. You are a white witch, a wizard; your spells are manipulations and your cauldron from hell yet you wrap yourself in white and wear a silver wig.”
– C. Joybell C.​
01
basic information
name
cyril j. song
alias
lancelot
age
twenty-three (23)
gender
male
occupation
witch
02
appearance
height
5'10"
weight
163lbs
hair
sandy blonde
eyes
amber
complexion
warm ivory
build
balanced

Preferring to use momentum, his power, and the environment to his advantage, Cyril carefully maintains a good balance of muscle hidden away under loose fabric. Unlike the more intimidating witches, the blonde’s everyday disguise is deceptively dull, lacking any semblance of a fighter. His wardrobe follows suit, consisting of neat but simple patterns, far from the more ostentatiously dressed individuals. To the average person, he’s simply another charming face in the crowd. Handsome and without a shred of wickedness present in his well-shapen visage, he is a man whom very few suspect of having a slew of ulterior motives laced within every beguiling word spoken.
03
personality
Cyril is generally received as an earnest and polite individual. He speaks honestly but with a level of tact that steers him away from offending others with poorly phrased, blunt words. As a man with a good heart and a cool headed nature, his patience for people goes as deep as the sea itself, and he’s always willing to offer a helping hand, regardless of the lack of benefits. Occasionally, jealous gossipers within the circles he mingles in attempt to tarnish his good image by spouting poisonous words concerning his alleged two-faced nature, but his responses remain level, limited to warding off their scathing comments with a friendly chuckle. Unbeknownst to his acquaintances, however, he laughs not at the ridiculousness of the claims of his opposers but how they are more accurate than they themselves realize.

Cyril’s words and expressions are conducted according to a preconstructed composition with the occasional ad lib thrown into its midst. Every conversation is carefully orchestrated with the aim of wheedling information out of his targets. The most unfortunate victims even become prey to his method of making innocent parties into his scapegoats. Likewise, he takes pleasure in manipulating his targets into becoming their own undoing. However, unlike those who crave pure destruction, Cyril doesn’t indiscriminately crush everyone who crosses his path. That isn’t to say that his motives have some level of compassion behind them. Instead, he simply views it as a potential complication and bears a general disinterest in anyone not related to his goals. After all, it’s too tiresome to exterminate every single ant he sees.

At his core, Cyril is someone driven by a deeply rooted hatred towards the government, especially the Espers employed under Séance. Perhaps he might have been the well-mannered lad he claims to be during his earlier years, but his rage has slowly eaten away at his sensibility over time, twisting his naive self into the cold and unremorseful man he is at present. Though his nonchalance is difficult to unmask, the mention of certain key figures of the past may trigger him to react violently and recklessly, forgoing even the most basic parts of his initial plans. On the flip side, he derives great enjoyment from tormenting so-called “vermin” no longer in the name of vengeance but out of sheer amusement, shedding his calm demeanor entirely with his deranged laughter.
04
backstory
When his father, an ex-cultist Witch who had kept his tail well-hidden, brutally murdered his mother and younger sister, a Séance agent took Cyril under his wing. From the tender age of eleven, he was carefully raised by the agent with the intent of joining Séance himself once he was of age. Notably, he was a bright and positive child. No matter how difficult the material he had to study, he was compliant with all of his mentor’s demands, claiming that he wished to pursue the path of an Esper in order to atone for his father’s sins and prevent tragedies such as the one he had experienced.

However, a year after his initiation, he stabbed viciously into his mentor’s back while the older man was in the process of subduing a Witch. When questioned on how his mentor had died, he didn’t attempt to use the escaped Witch as a scapegoat but openly announced himself as the killer. When declared as a traitor, his only words were that he had been betrayed first by Séance before he fled from the scene.

After disappearing for another year, reports of the Witch branded with the codename “Lancelot” attacking Séance agents surfaced. The rest of his appearances followed the same general pattern, with him disappearing off the radar for brief periods of time before he caused havoc while leaving obvious trails to catch the government’s attention. Though it is neither known why he claimed that his family had been murdered by Séance nor the validity of such statements, it has been confirmed that he has no desire to break his father out of prison, and he appears to detests his father just as much as he hates the government.
05
combat details
weapon
folding pocket knife
aura
grey
power
psychic constructs

Techniques:

1.
Concealed Arsenal. Cyril’s power allows him to materialize whatever shape he imagines into a solid form in the physical world whether it be a harmless statuette or a sharp knife. Due to the summoned structures being transparent, they tend to be difficult to see apart from their outline and whatever facets they have for light to refract through. Coupled with his ability to pull his arsenal out of thin air anywhere within a 2m range of him or propel his psychic constructs like projectiles, the flexibility of his power makes him adept at both melee and mid-ranged combat.

However, he cannot create structures with complex parts or things that require additional materials (e.g. gunpowder) such as a gun or a bomb. The smaller and less complex the shape, the simpler and easier it is to create them on the go. As such, his ability is most commonly used to create single-use structures similar to hunting bullets and other penetrative rounds. Even when creating a melee weapon, they’re rather fragile and not made to last, shattering within 2 to 3 hits.

When making crude or small structures, he is capable of fashioning approximately five at once. The numbers reduce accordingly as the size of his structures increase, and anything similar in size and structural complexity to a pole arm additionally requires greater concentration and time to form. Additionally, each round of disposed constructs inevitably eats away rather quickly at his stamina. As such, he's weak to drawn out engagements and has a tendency to plot early escapes.

2.
Grasshopper. Though it isn’t enough to keep him afloat, making one or two small squares to assist him as temporary stair steps or a platform allows him to traverse various terrains with greater ease. They’re also useful for aiding in breaking falls or repositioning himself midair. He doesn’t always need it due to being trained in parkour, but it’s a useful and simple tool to have.

3.
Basic Shielding. His defensive capabilities pale in comparison to those with powers specialized in that field, but Cyril’s psychic constructs can be used for basic forms of shielding. However, their defensive threshold before they shatter reduces drastically the larger the area it covers. That is, in order to create an entire dome around himself, he is not only required to remain still while it is in effect, and the dome is still only capable of blocking a pitiful cup of water being splashed at him at best. Should he wish to block an attack with higher penetrative power, he is required to create a small but thick shield concentrated on the exact point of contact. As such, it tends to be far easier to simply dodge the attack instead, unless his opponent uses faster and lighter attacks, allowing for him to sacrifice the thickness of his shield for a slightly greater coverage.

Due to being best used to mitigate attacks through the area of concentration, they're effective against physical attacks to a certain extent but provide poor defense against things like fire and provide absolutely no shielding against mental powers.

4.
Watch Your Step. Whether it be setting up wire-like traps or delayed timers using his power, Cyril is fond of rigging the walls and floors granted that he’s given the luxury of the time required to do so. Though it takes a good minute to three for each depending on the size and complexity, he is capable of planting a dormant structure which activates or “blooms”, as Cyril himself prefers to describe it, based on a certain criteria such as pressure or heat. His most commonly deployed trap is a basic spike trap that activates when stepped or leaned on. Unfortunately, he himself is also capable of activating his own traps, requiring him to be equally as mindful of their placement.

The traps naturally expire after an hour.
code by Nano Nano
 
Hey all. I was at the beach all day and now it's late for me. I will get to these tomorrow (probably your tonight for those in the US). I will not be accepting anymore CSes tomorrow...unless...the Esper : Witch ratio is ugly. But we'll see. Sorry for the delay!
 
Hey all. I was at the beach all day and now it's late for me. I will get to these tomorrow (probably your tonight for those in the US). I will not be accepting anymore CSes tomorrow...unless...the Esper : Witch ratio is ugly. But we'll see. Sorry for the delay!
I can rework Mahari as a Witch if needed/if the ratio is off. The original concept I had for her was for a Witch and included a Hypnotic Fragrance ability, potent stuff lmao. Also, enjoy your rest~🤗
 
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So far it is 6 Espers and 3 Witches total. Most of you who play Witches aren't playing villains, and more like rogue witches, so therefore, I decided I don't care too much about the ratio. I will introduce actual villains in this game. As of right now, I am no longer accepting new players. I will put it up on the title.
 
Danidify Danidify
You are wasting a lot of technique slots. Both Updraft and Tailwind seem like the same ability. If you made your character capable of flying, it wouldn't have been a big deal as long as you had a duration for it. You have only one offensive technique. With Air Generation you should have many techniques that you can use against enemies. Tornado generation, aerial combat, concentrated air blast attacks, increased speed...if you're just making a knife-throwing fairy who throws knives and runs, then okay. But I am just letting you know how far you can go with this ability. You only have 5 technique slots, so I'm giving everyone the chance to list how they will be playing their character in combat situations or for just going about the game. If you try to do something that you never wrote in your CS, then I'm going to call BS and not allow it. So really take advantage of this opportunity.

I was asked if players were going to be allowed extra technique slots and honestly, if I have players who are struggling to fill five technique slots, then I probably won't allow people to have more. Five is seeming like enough for some people so far. Also, if you think you are struggling to fill out these technique slots, you're welcome to PM one of your peers and ask for help. I am sure they'll help you come up with good ideas so you're not using the same techniques with different names and wasting technique slots.
 
Mera Mera

Upgrade: I think this ability would fry the machines or cause them to overheat because they only have a limited capacity to process and function before they meltdown. When lightning strikes a house, anything you have plugged in becomes fried. It doesn't get supercharged.

Rayguns: Lasers are a unique thermal energy different from electricity. If she fired lightning bolts, fine. But lasers would be a whole different ability that isn't offered in this game.

Charged up: Creating an electric force field is one ability. Increasing your character's speed would be a second ability. You cannot have two abilities in one. So you may need to just use a technique slot for the increased speed.

Shocking Tsunami: Does she take fall damage from this?
 
Mera Mera

Upgrade: I think this ability would fry the machines or cause them to overheat because they only have a limited capacity to process and function before they meltdown. When lightning strikes a house, anything you have plugged in becomes fried. It doesn't get supercharged.

Rayguns: Lasers are a unique thermal energy different from electricity. If she fired lightning bolts, fine. But lasers would be a whole different ability that isn't offered in this game.

Charged up: Creating an electric force field is one ability. Increasing your character's speed would be a second ability. You cannot have two abilities in one. So you may need to just use a technique slot for the increased speed.

Shocking Tsunami: Does she take fall damage from this?

1. YOU'RE RIGHT!! That technique was an afterthought cause I thought I HAD to have 5 abilities!! I'll change this to the speed boost from the offensive shield ability! ^^

2. I guess I didn't make it clear akhskshs. Rayguns is just the name because she's literally just finger gunning electric bolts! Like lasers LOL she isn't ACTUALLY shooting up lasers and it was more of just a comparison. I'll edit this to make it more clear that she's shooting electric bolts!!

3. I'll replace Upgrade with this speed boost ability! ^^

4. She does! The accumulated force does save her from, you know, breaking her legs but this is why she can't move for a while after landing! I'll edit this ability as well to make it more clear!

Thank you! I kind of suck at coming up with powers LOL and this is my first time using lightning as my main thing. I'll let you know when changes have been done!
 
Inuzori Inuzori

Blind fighter with a cane who is a hypnotist? No. It makes no sense and wouldn't work. I think you should give her sight and just throw the blind concept in the garbage. She can still have a mask if she's wearing it to protect her peers from becoming entranced, but the actual blind concept just doesn't work with how you have it. It just doesn't.

Echolocation: This goes away from the Hypnotism technique completely. It is close to Highlighting. You need to stick to your character's chosen power or just change it if you don't think you'll be able to fill in all five slots. This is a wasted slot. Something else could go here.

Alluring Voice: I am curious if this works on "anyone" because you're comparing it to a Siren's song. Sirens could only affect men. Does it affect adults, children, animals, who does it affect exactly?

Infatuation: She has hypnotic eyes and voice. Why would she need to touch someone to make her charm work if she has abilities already that can bend people? I think this is a wasted slot. Something else could go here.

You also don't have to have five skill slots filled. You can start the game with only three and develop the other two later. But if you develop a skill, then you need to submit it to me for approval.

Again, people struggle to make five skill slots lol. So I most likely won't be giving characters the opportunity to learn new abilities, so take advantage of this.
 
Nano Nano You have room for a fifth ability, but I guess you are good with 4 out of 5 for now? I mentioned to a player that they don't have to have all five abilities at the start of the game and can acquire whatever they're missing later. They just have to send it to me for approval, but just let me know. Otherwise, this CS is approved.
 
Nano Nano You have room for a fifth ability, but I guess you are good with 4 out of 5 for now? I mentioned to a player that they don't have to have all five abilities at the start of the game and can acquire whatever they're missing later. They just have to send it to me for approval, but just let me know. Otherwise, this CS is approved.
I have some things in mind, but I'd rather save the slot for whatever Cyril develops through the RP. I figured that what he has currently is flexible enough for his needs.
 
Inuzori Inuzori

Blind fighter with a cane who is a hypnotist? No. It makes no sense and wouldn't work. I think you should give her sight and just throw the blind concept in the garbage. She can still have a mask if she's wearing it to protect her peers from becoming entranced, but the actual blind concept just doesn't work with how you have it. It just doesn't.

Echolocation: This goes away from the Hypnotism technique completely. It is close to Highlighting. You need to stick to your character's chosen power or just change it if you don't think you'll be able to fill in all five slots. This is a wasted slot. Something else could go here.

Alluring Voice: I am curious if this works on "anyone" because you're comparing it to a Siren's song. Sirens could only affect men. Does it affect adults, children, animals, who does it affect exactly?

Infatuation: She has hypnotic eyes and voice. Why would she need to touch someone to make her charm work if she has abilities already that can bend people? I think this is a wasted slot. Something else could go here.

You also don't have to have five skill slots filled. You can start the game with only three and develop the other two later. But if you develop a skill, then you need to submit it to me for approval.

Again, people struggle to make five skill slots lol. So I most likely won't be giving characters the opportunity to learn new abilities, so take advantage of this.

Would it be best to pick a different power? Because save for echolocation, those were all powers that were directly attached to the Hypnosis concept and the other abilities listed under Hypnosis either weren't appropriate for a PG13 site (lol) or didn't make any sense for an action thread (Hypnotic Food seemed odd). So I can pull the blind/echolocation concepts off the sheet, but I'll also switch powers if that would be alright?
 

Would it be best to pick a different power? Because save for echolocation, those were all powers that were directly attached to the Hypnosis concept and the other abilities listed under Hypnosis either weren't appropriate for a PG13 site (lol) or didn't make any sense for an action thread (Hypnotic Food seemed odd). So I can pull the blind/echolocation concepts off the sheet, but I'll also switch powers if that would be alright?

If you want to switch powers, you can.
 
Mera Mera I only have one thing for you to fix regarding this.

Gotta Go: Time cannot be measured in writing, so instead of saying 7 minutes. Say "turns." A turn is one full posting iteration until either the GM posts again, or it returns to the first person in the posting order.
 
Mera Mera I only have one thing for you to fix regarding this.

Gotta Go: Time cannot be measured in writing, so instead of saying 7 minutes. Say "turns." A turn is one full posting iteration until either the GM posts again, or it returns to the first person in the posting order.
Got it! Editing right now ^^
 

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