AtlannianSpy
Alarmed and Strangerous
This is the character thread for BNHA: The Persephone Initiative. If you'd like to join then fill out out the character skeleton below, it looks a bit long but really most of the sections can be answered fairly easily, let me know if you have any trouble with any of it.
Once your CS has been posted I'll take a look when I get the chance and PM you, either to tell you that you've been accepted or to discuss some changes that might need to happen to make your character suitable for the RP.
If you enjoy tinkering with BB code and fancying up your CS's then that's fine, but please provide a simplified version with the original formatting or something similar. I like to refer back to CS's regularly, sometimes on my phone and it's much easier to do when everything is simplified and where I expect it to be.
Accepted Characters
Name: Klifton Beid JR.
Quirk: Music Note Generation
Player: Webs Elk
Name: Desmond Tallihasey
Quirk: Extra Lungs
Player: Refaulted
Name: Raymond Savos
Quirk: Skyborne
Player: AllHailDago
Name: Isidora Wulfenbach
Quirk: Wolf Blood
Player: simj26
Name: Katherine Samsa
Quirk: Bioshift
Player: AtlannianSpy
Name: Klifton Beid JR.
Quirk: Music Note Generation
Player: Webs Elk
Name: Desmond Tallihasey
Quirk: Extra Lungs
Player: Refaulted
Name: Raymond Savos
Quirk: Skyborne
Player: AllHailDago
Name: Isidora Wulfenbach
Quirk: Wolf Blood
Player: simj26
Name: Katherine Samsa
Quirk: Bioshift
Player: AtlannianSpy
Basic Information
Name: (Your character's name)
Age: (14 - 19)
Gender: (How does you character identify?)
Appearance: (This can be either an image or a reasonably detailed description. If your character's appearance differs in some ways from the picture you may wish to detail these in writing.
Height: (You are welcome to give exact measurements, but you can also simply give an estimation or something like "Tall for his age" if you wish.)
Weight: (See above)
Psychological Profile
Details of Arrest: (Describe briefly the situation that lead to your character's arrest. The incident should be serious enough to warrant jail time but not so dire that your character would appear to be unstable or beyond redemption)
Personal History: (Two or three paragraphs detailing your character's life up until their arrest. Emphasize the moments and trends that made them who they are today and any loose ends they are looking to resolve.)
Personality Overview: (A paragraph or two describing who your character is, how they relate to others, what they like or dislike and how they tend to deal with situations.)
Personal Strengths: (These are personality based, not related to combat, list at least two though you can add more if you wish.)
Personal Weaknesses: (Again, these are personality based not related to combat. You should have as many of these as you do strengths)
Interests: (Hobbies or passions your character has outside of the initiative)
Quirk
Name: (What is your quirk called?)
Description: (What exactly does this quirk do? Remember this should be a fairly focused, single ability rather than a suite of related powers. Quirks should have room to grow as your character develops through the rp. Compound quirks will be accepted but subjected to additional scrutiny, you won't have any more stat points then anyone else so it won't make you any more powerful.)
(Additional Warning: I'm not a fan of abilities and characters that remove choice from people they interact with. Combat should be about creating interesting puzzles rather than restricting people. This means I tend to come down harder on certain powers that I think will be frustrating to play against and won't encourage creativity in their users. This doesn't mean you can't use these powers as quirks. However you should be prepared for a bit more discussion and modification during the character creation process, I may demand more detailed weaknesses and limitations. If that sounds like a hassle you should consider looking at something more straightforward.)
(*Powers on Atlannian's watchlist*)
(Anything that interferes directly with people's minds, such as mind control, mind reading, inducing hallucinations, memory or emotional manipulation)
(Anything that allows excessive control of an opponent's body. This is things like blood or bone manipulation Or anything that allows you to make foreign material appear inside their body without at least touching them or going through their skin and other defenses.)
(Anything related to time, the fundamental forces of the universe, or bending reality,)
(Anything that introduces concepts not present in BNHA, this would include things like soul or spirit based powers or powers that introduce mythological creatures, magic or excessively complex systems that don't exist in the manga. Using the imagery of magic or mythology is fine, something that looks like a ghost, or makes you dragonlike. Implying that your manipulating the actual souls of dead people or are actually descended from a literal, from heaven, angel is problematic)
Advantages: (Why is your quirk desirable, what does it have over other abilities?
Limitations: (What can't your quirk? This includes things like time limits, ranges, negative consequences of overusing the quirk, targets it won't effect. This is how you ensure your quirk is balanced and fun to play against and alongside so its important to be detailed and clear here.
Combat Potential
(Detailing your stats has two aspects, a numerical score and a written description.
For numerical scores, you have thirty points to spend. You need at least a score of 1 in each category and no individual score can go above 10.
The written description is a short sentence that details why your character has the score they do. One person's 7 in power might not mean the same as another person's. This is where you outline exactly what your character is good and bad at. You can think of your score as a budget you get to spend declaring how capable your character is in a particular area.)
Power: (1-10) (One's ability to exert strength and impact enemies and the environment. High power heroes have powerful, flashy quirks and deal a lot of damage but physical strength can play into it as well.)
Agility: (1-10) (One's ability to maneuver quickly and freely. High agility heroes often have quirks that boost their speed or allow them to do things like fly or swim efficiently but it is also influenced somewhat by overall athleticism.)
Endurance: (1-10) (One's ability to remain in the fight, despite taking damage and exerting oneself. HIgh endurance heroes often have defensive quirks but it also refers to overall stamina and the ability to go on fighting and continuously using one's fight. Someone who takes damage but can continue to fight will also have high endurance.)
Finesse: (1-10) (One's ability to perform precise or subtle actions. High finesse heroes may lack raw power but can use their quirks to handle delicate actions, like handling complex machinery or picking up sensory information. The initiative also uses this stat to encompass a hero's ability to go undetected or perform useful actions unnoticed.)
Technique: (1-10) (Technique is a measure of supplementary but desirable skills not necessarily related to one's quirk. This can include all manner of things such as martial arts, interpersonal skills, computer hacking, survival skills, vehicle proficiency and so on. The important thing is that the skills are useful in terms of the heroe's line of work. Technique also encompasses a heroe's skill with weaponry or supplementary equipment.)
Mentality: (Mentality is your character's overall approach what tactics they tend to employ, what sort of emotional state they tend to fight in, what sort of opponents they do well and poorly against. This only has to be a sentence or two long.
Equipment: (Any equipment your character is skilled with and usually takes along, including weapons and aspects of their super suit with useful properties. You can't simply take unlimited or excessively powerful equipment, it's governed by your technique stat.
Misc
Codename: (The initiative does not register official, hero names for its agents but it does give them code names for use on operations which function similarly. Agents that successfully pass their training are granted the right to pick theirs.)
Extra details: (Fun facts or little details about your character you'd like to add such as favorite food or distinctive traits or habits. Optional)
Themesong: (A piece of music that speaks to some aspect of your character's personality or aesthetic. Optional)
Name: (Your character's name)
Age: (14 - 19)
Gender: (How does you character identify?)
Appearance: (This can be either an image or a reasonably detailed description. If your character's appearance differs in some ways from the picture you may wish to detail these in writing.
Height: (You are welcome to give exact measurements, but you can also simply give an estimation or something like "Tall for his age" if you wish.)
Weight: (See above)
Psychological Profile
Details of Arrest: (Describe briefly the situation that lead to your character's arrest. The incident should be serious enough to warrant jail time but not so dire that your character would appear to be unstable or beyond redemption)
Personal History: (Two or three paragraphs detailing your character's life up until their arrest. Emphasize the moments and trends that made them who they are today and any loose ends they are looking to resolve.)
Personality Overview: (A paragraph or two describing who your character is, how they relate to others, what they like or dislike and how they tend to deal with situations.)
Personal Strengths: (These are personality based, not related to combat, list at least two though you can add more if you wish.)
Personal Weaknesses: (Again, these are personality based not related to combat. You should have as many of these as you do strengths)
Interests: (Hobbies or passions your character has outside of the initiative)
Quirk
Name: (What is your quirk called?)
Description: (What exactly does this quirk do? Remember this should be a fairly focused, single ability rather than a suite of related powers. Quirks should have room to grow as your character develops through the rp. Compound quirks will be accepted but subjected to additional scrutiny, you won't have any more stat points then anyone else so it won't make you any more powerful.)
(Additional Warning: I'm not a fan of abilities and characters that remove choice from people they interact with. Combat should be about creating interesting puzzles rather than restricting people. This means I tend to come down harder on certain powers that I think will be frustrating to play against and won't encourage creativity in their users. This doesn't mean you can't use these powers as quirks. However you should be prepared for a bit more discussion and modification during the character creation process, I may demand more detailed weaknesses and limitations. If that sounds like a hassle you should consider looking at something more straightforward.)
(*Powers on Atlannian's watchlist*)
(Anything that interferes directly with people's minds, such as mind control, mind reading, inducing hallucinations, memory or emotional manipulation)
(Anything that allows excessive control of an opponent's body. This is things like blood or bone manipulation Or anything that allows you to make foreign material appear inside their body without at least touching them or going through their skin and other defenses.)
(Anything related to time, the fundamental forces of the universe, or bending reality,)
(Anything that introduces concepts not present in BNHA, this would include things like soul or spirit based powers or powers that introduce mythological creatures, magic or excessively complex systems that don't exist in the manga. Using the imagery of magic or mythology is fine, something that looks like a ghost, or makes you dragonlike. Implying that your manipulating the actual souls of dead people or are actually descended from a literal, from heaven, angel is problematic)
Advantages: (Why is your quirk desirable, what does it have over other abilities?
Limitations: (What can't your quirk? This includes things like time limits, ranges, negative consequences of overusing the quirk, targets it won't effect. This is how you ensure your quirk is balanced and fun to play against and alongside so its important to be detailed and clear here.
Combat Potential
(Detailing your stats has two aspects, a numerical score and a written description.
For numerical scores, you have thirty points to spend. You need at least a score of 1 in each category and no individual score can go above 10.
The written description is a short sentence that details why your character has the score they do. One person's 7 in power might not mean the same as another person's. This is where you outline exactly what your character is good and bad at. You can think of your score as a budget you get to spend declaring how capable your character is in a particular area.)
Power: (1-10) (One's ability to exert strength and impact enemies and the environment. High power heroes have powerful, flashy quirks and deal a lot of damage but physical strength can play into it as well.)
Agility: (1-10) (One's ability to maneuver quickly and freely. High agility heroes often have quirks that boost their speed or allow them to do things like fly or swim efficiently but it is also influenced somewhat by overall athleticism.)
Endurance: (1-10) (One's ability to remain in the fight, despite taking damage and exerting oneself. HIgh endurance heroes often have defensive quirks but it also refers to overall stamina and the ability to go on fighting and continuously using one's fight. Someone who takes damage but can continue to fight will also have high endurance.)
Finesse: (1-10) (One's ability to perform precise or subtle actions. High finesse heroes may lack raw power but can use their quirks to handle delicate actions, like handling complex machinery or picking up sensory information. The initiative also uses this stat to encompass a hero's ability to go undetected or perform useful actions unnoticed.)
Technique: (1-10) (Technique is a measure of supplementary but desirable skills not necessarily related to one's quirk. This can include all manner of things such as martial arts, interpersonal skills, computer hacking, survival skills, vehicle proficiency and so on. The important thing is that the skills are useful in terms of the heroe's line of work. Technique also encompasses a heroe's skill with weaponry or supplementary equipment.)
Mentality: (Mentality is your character's overall approach what tactics they tend to employ, what sort of emotional state they tend to fight in, what sort of opponents they do well and poorly against. This only has to be a sentence or two long.
Equipment: (Any equipment your character is skilled with and usually takes along, including weapons and aspects of their super suit with useful properties. You can't simply take unlimited or excessively powerful equipment, it's governed by your technique stat.
Misc
Codename: (The initiative does not register official, hero names for its agents but it does give them code names for use on operations which function similarly. Agents that successfully pass their training are granted the right to pick theirs.)
Extra details: (Fun facts or little details about your character you'd like to add such as favorite food or distinctive traits or habits. Optional)
Themesong: (A piece of music that speaks to some aspect of your character's personality or aesthetic. Optional)
Code:
[border=2px solid]
[u][I]Basic Information[/I][/u]
[B]Name: [/B]
[B]Age: [/B]
[B]Gender: [/B]
[B]Appearance: [/B]
[B]Height: [/B]
[B]Weight: [/B]
[u][I]Psychological Profile[/I][/u]
[B]Details of Arrest: [/B]
[B]Personal History: [/B]
[B]Personality Overview: [/B]
[B]Personal Strengths:[/B]
[B]Personal Weaknesses: [/B]
[B]Interests: [/B]
[u][I]Quirk[/I][/u]
[B]Name: [/B]
[B]Description: [/B]
[B]Advantages: [/B]
[B]Limitations: [/B]
[u][I]Combat Potential[/I][/u]
[B]Power: (1-10) [/B]
[B]Agility: (1-10) [/B]
[B]Endurance: (1-10) [/B]
[B]Finesse: (1-10) [/B]
[B]Technique: (1-10) [/B]
[B]Mentality: [/B]
[B]Equipment: [/B]
[u][I]Misc[/I][/u]
[B]Codename: [/B]
[B]Extra details: [/B]
[B]Themesong: [/B]
[/border]
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