MrGazzer/Squirrel Girl
Ratatoskr, the sly messenger, has lived in the World Tree since time immemorial. Where he came from or why is truly unknown, but if there's a way for him to stir the pot between any two gods, he'll do it. He's a master of gossip and coy, backhanded compliments. And yet, all the Gods come to him for news. His home on the trunk of Yggdrasil conveniently places Ratatoskr at the center of all cosmic activity.

As Might and Magic clash in a grand battle, how could Ratatoskr pass up the opportunity to instigate new rivalries? Quite simply, he cannot. Beware the squirrel.

Name: Ratatoskr
Aliases: The Great Ratatoskr, Lord of creation maker of all living things and destroyer of the winds of fate! (Self Given)/ The Sly Messenger/That Puffed Up Squirrel.

Appearance:



Universe: SMITE/Norse Myth

Powers/Abilities:

Acorn of Yggdrasil:
A stolen acorn form the World-Ash of Yggdrasil, it is infused with great power and bound to Ratatoskr's person, and serves to make it's wielder greater and mightier. (In this case, a magical talking squirrel.) From this single acorn springs the source of the well of magic put to use by the tiny messenger. With the investment of his (admittedly small) personal power, the Squirrel may even enchant the Acorn to further enhance his own abilities
  • Dart: His main mode of attack. Ratatoskr moves at blinding speeds, infusing the air around him with the magic of the acorn and turning it into a whirlwind of mana blades. A single hit doesn't hurt much, but it can move fast and can hit again and again, provided Ratatoskr has enough mana for the action. Ratatoskr may invest power to grant his attack the ability to stun briefly when it hits, surround himself in arching lighting, or steal some vital energy from his foes to heal himself.

  • Through the Cosmos: Through the Magic of The Acorn Ratatoskr reconnects with the Realm spanning ash tree that is his home. using it to travel great distances in leaps and bounds. Ratatoskr can use this ability to travel at great speed to any place he has been, can see or has a image of, or use it to spy with a birds eye view, invisibly and with safety from within the sheltering branches of Yggdrasil. In addition, small viewing portals from the tree into the outside world can appear anywhere there is a tree, though this takes focus. The transportation of the Yggdrasil is not instantaneous, but only impossibly fast and as such, Ratatoskr can be beaten to his chosen location by a foe with faster then his mode of transport if they are made aware of it.

Magical Animal Physiology: Ratatoskr is by all appearances a ordinary (If slightly larger) European red squirrel, but possesses the ability to think and reason, as well as speak. He is somehow able to move about as if he were human, walking bipedally and gesturing with his hands (Paws?) His hearing is so acute that he can listen into conversations even when he is high above or far way. His eyes are keen enough to see a the number of stitches in a mans clothes two miles away. He also possesses the strength and agility that belies his size along with a regenerative ability (That allows him to bounce back from near death to bright eyed and bushy tailed in two or so minutes) making it possible for him to fight on roughly even terms with those far larger then he. He is tougher then a normal squirrel and twice as cheeky. It should also be noted thanks to his deep ties to the World Tree, that when in branches Yggdrasil, Ratatoskr is Larger (About six feet, head to tail), Stronger, and all together more mythic. Not that many see him in this improved form.

Messengers Satchel: A small leather messenger bag tailor fit to his size that can expand at fit objects far larger then he with no apparent change in size or weight. It can hold up to a 9 by 9 by 9 foot room full of objects in suspensed animation, and Ratatoskr can always find what it is he's looking for in the bag. (It's a bag of holding, basically)

Personality:
A tricksy and self aggrandizing jester, there is nothing Ratatoskr loves more then turning others against each other for his own amusement and benefit. Ratatoskr is always willing to gossip in exchange for favors. The Messenger understands that information is power and controlling it is the greatest power of all. Though every truth and fact he tells is mired by his childish tendency to brag and exaggerate his own role in events. When placed into a fight, he'd rather run or fight by proxy via someone more foolish and more powerful then he. Ratatoskr is far older then he appears, perhaps just as old as The World Tree itself. His childishness may be a ploy to allow himself to be underestimated by his foes and hide a clever and calculating mind.


Behold, Buffed up Spymaster Squirrel.

If I need to get him more swol, just tell me.
 
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Heh. She'll fit right in with the Monty Python!Peasants that are sure to make an appearance.

Also, I like how she immediately goes for the reaction of 'Burn the Heretic/Abomination' when meeting entities who are grossly more powerful than her.

It's quite refreshing (and yes, I'm being completely serious with that).
Well yeah, in Exalted terms her primary Virtue is Valor, meaning she has to exercise HEROIC WILLPOWER to do things like "Retreat", "Not Answer Challenges", or "Run AWAY from the crazy "SWALLOW" slayer".

That being said, she's smart enough to do so once she knows she's outclassed.

Then she'll go recruit a mob to swarm you in an attempt to wear you down, in true Anti-Anathema fashion. She's not terribly good at recruiting people however, and even worse at training them, sooooooo...
 
Well yeah, in Exalted terms her primary Virtue is Valor, meaning she has to exercise HEROIC WILLPOWER to do things like "Retreat", "Not Answer Challenges", or "Run AWAY from the crazy "SWALLOW" slayer".
She's not the hero this land needs, but she is the one it deserves.

That being said, she's smart enough to do so once she knows she's outclassed.
Quite good.

Then she'll go recruit a mob to swarm you in an attempt to wear you down, in true Anti-Anathema fashion.
Heh.

That'd be funny to watch. The mob would be more likely to break whatever they're using to attack Arc than to actually hurt her, and she could probably kill them by waving her claws through the air (because in Nasu-land, being strong means you can make air-pressure kill for you!).

She's not terribly good at recruiting people however, and even worse at training them, sooooooo...
Heh.

Hm....if she met Arcueid while she was playing her role as Magical Girl Phantasmoon, would our favorite Dragonblooded's reaction be any different?
 
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LegacySC/Taylor's Mother
I think I'll just use Illusion's format.

EDIT: Sheet modified to include nerfs.
Username: LegacySC
Character Name: The Volunteer (Annette Durand - Sniper)
Universe of origin: XCOM: EU (LW)
Age: Mid-20's
Gender: Female


Personality: Paranoid but Loyal, Annette is initially suspicious of everyone, but if she gets to know someone well enough, usually by going to battle next to them multiple times, she may become extremely loyal, willing to help them as a friend, as long as they are not an alien. She is extremely suspicious of non-humans and those allied with them.

Base Stats
Health: 7
Aim: 98
Defense: 0
Will: 128
Mobility: 12

Abilities:
Base - Psionics (Mindfray, Psi Panic)
SEALED - Psionics (Mind Control, Rift)
SEALED - Augments (Gene Mods) [No Mind Hates Matter]
SEALED - Additional Augments (Additional Gene Mods)

Base - Squadsight, Lone Wolf
SEALED - Precision Shot, Executioner
SEALED - Lock 'n Load
SEALED - In the Zone OR Double Tap

Equipment:
Base - Aurora Armor (+2 Mobility, +4 Health, +8 Defense, +10 Will (Allows Rift)) OR Carapace Armor (+1 Mobility, +5 Health)
SEALED - Vortex Armor (+2 Mobility, +8 Health, +20 Will (Allows Rift)) OR Titan Armor (+1 Mobility, +12 Health (Damage Control Activated) OR Shadow Armor (+2 Mobility, +4 Health, +16 Defense (Allows Cloak))

Base - Laser Sniper Rifle/Laser Strike Rifle, Blaster.
SEALED - Gauss Long Rifle/Alloy Strike Rifle
SEALED - Pulse Sniper Rifle

Base - SCOPE
Base - Chitin Plating OR Reinforced Armor
SEALED - ?

EDIT: Well, looking over the other submissions, this one might be just a little too underpowered...
 
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True Name: Mordred
Title: The Perfect Knight
Alignment: Neutral Good
Sphere of Influence: Britain
Equipment: Sword, Shield, Spear, Armour

Mordred displays very high physical abilities, and the ability to suddenly gain an additional amount of luck in a combat situation due to feats of arms. Due to circumstances outside of her control, she is capable of creating a red cloak-like object that became known as a Holy Shroud, that makes it difficult to ascertain her identity.

Due to corruption of legends, those that came after Mordred, and indeed, even Mordred herself, has diffifulty discerning what events really happened and which were false during her lifetime, though Mordred can tell which events in her story occured in relation to which legend muddled in with her own.

Noble Phantasms
Clarent Giosa: Shining Sword of the Surging River
Rank: C+++
Type: Anti-Army Noble Phantasm
Range: 1~100
Maximum number of targets: 500 targets

A sword that in and of itself is quite beautiful in the vein of Caliburn, and far closer to a symbol of status then a weapon intended for battle. It's power is significantly lower then that of Excalibur, a sword designed for war rather then as a symbol. Whilst its value as a weapon is normally low, it has an abnormally powerful Noble Phantasm activation, culminating in the ability to destroy the impure and unworthy.

Due to the tale of the trial of drawing the sword from the river, Clarent Giosa's activation takes the form of a sudden surge of a sea made of light that tears itself out of the air. It is a rapid current that is as if a surging river in the direction the blade is swung, sweeping away all opposition and burning evil in holy water. The light so deployed is contained within Clarent Giosa itself; as such, this Noble Phantasm can only be deployed so much before the light runs out and Shielder must await its replenishing. This issue can be avoided by fighting on or near a surface of water, where Shielder can simply redirect the water towards her opponent instead of using the sea of light within Clarent Giosa.

Evalach: Shimmering Light that Casts Away Impurity
Rank: A+
Type: Barrier Noble Phantasms
Range: 1~10
Maximum number of targets: 10 targets

A potentially almighty defensive Noble Phantasm that technically is the prototype of the sheathe of Avalon, though in Arthurian tradition was revealed after Avalon. It is unknown which item came first in reality; according to Mordred, the Noble Phantasm is reminiscent of many different shields she has used. It is not entirely beyond reason that the Noble Phantasm, rather then representing a particular shield, represented how Mordred used them.

The Noble Phantasm is a powerful one that interjects between the owner and that which would cause them harm. It is a shield of perfect interception without exception, and upon its surface all harm is dispelled and cast away. Unfortunately, the barrier formed by this shield between the user and attacker is absolute; the user cannot attack through the shield even if they could contort around it, for the shield would keep the harm caused by the user on their side of the shield. It is a defensive armament most useless to a magus despite its effective defence, as the magus is rendered equally unable to attack. The shields nature suits Mordred just fine, though, as she is a measured warrior who, whilst fighting with passion, has a focus on winning by being the last one standing.

By smashing the shield into the ground and wrapping upon it her Holy Shroud, the shields secondary function can be unleashed. It is an absolute barrier reminiscent of Avalon that encompasses the area around Mordred and those who she wishes to protect. It is a complete defence that weathers all assault, unlike Avalon which protects its bearer by seperating them from the world. Against a bullet or Excalibur, it matters not, if the attack was used with the intent to harm, it will dissipate upon the surface of the shield. Blocking Enuma Ellish remains unrecommended for reasons of mass destruction, though.

Against Gae Bolg, Evalach introduces a paradox that cannot be resolved, as Gae Bolg rewinds time to strike the heart only for Evalach to interject at the last possible moment. It is a cycle that will occur for eternity in a storm of rushing blue and red, that renders both Noble Phantasms permanently useless due to the unresolvable paradox that continues on into eternity.

Personality:
A young woman who wears the garb of knight. Her appearance is quite boyish, and her true gender a secret that is held only by her father and those that plotted her conception. She is the very image of a Knight, amongst those of the Round Table she is even called close to, if not actually, perfect. She is a person who was practically born with a weapon in her hands, and even a weapon that she has never held before becomes something that she can wield on the field of battle within weeks of her learning, rather then months or years. She is loath to unnecessary confrontation, and as all knights, sought the Holy Grail as a most high endeavour.

It is a endeavour that she considers a tarnished glory upon her worth as a knight. Even now, her highest goal, even obsession, is obtaining the Holy Grail of her dreams, yet what that actually consists of is unknow to all but her. She is a somewhat calm individual who abstains from what could be called the pleasures of a knight, and takes little joy from battle or war. She is a warrior with the utmost loyalty, though her pursuit of it seems driven more by personal tragedy then anything else.

A person whose temper seems to run forever, yet for those who have seen her rage, nothing is scarier. She acts more like a boy then a girl, though she has her moments. It is not unfair to call her a tomboy through and through.

Somewhat hastily edited Servant sheet... Gave Mort the full sheet for his info.

Safe to assume, I think both my Noble Phantasms are locked.

Now I'm wondering if Arturia is free? Lol.
 
Divider/Aladdin
Character Name: Nathaniel (John Mandrake as alias) (As well as Bartimaeus, Sakhr Al-Jinni, N'Gorso the Mighty and the Serpent of Silver Plumes!)
Appearance:

Universe of Origin:
The Bartimaeus Trilogy, specifically Nathaniel from the end of Ptolemy's Gate.
Powers and Abilities:

Demon Summoning: The magicians of Nathaniel's universe possess only this magic - the summoning and restriction of demons. From the lowly imp to the mighty marid, Nathaniel can bind spirits of great power into his service and knows ways of dealing with their kind. However, keeping too many spirits summoned is exhausting, as is maintaining a spirit of immense power. In addition, the summoning ritual takes time to prepare, and the more powerful the spirit the longer and more complex the ritual. These demons are not Nathaniel's friends - they must obey him, but a demon will generally jump at the chance to escape his service and return to The Other Place. If any demon were to learn Nathaniel's true name, the results could be...unpleasant.
The five classes of demon are:

  • Imps - Spirits of weak ability, often rude. They are only effective in extreme numbers or as messengers. Often cannot even change shape. They are often employed to detect magic, or to complete a scrying glass.
  • Foliots - Spirits of more capable strength, described as being "cut price djinn". They are weaker than djinn, but useful for everyday tasks too difficult or sensitive for imps. Apparently they are good laborers, being used to build many things, including the Walls of Prague, with Bartimaeus.
  • Djinn - powerful spirits able to sustain high-powered magical attacks for a short period. Bartimaeus is a fourth-level djinni, and is listed as an extremely dangerous being. Djinn of his caliber—and djinn in general—are sneaky but very creative, and able to complete nearly any task set to them.
  • Afrits - Spirits of great ability, "Immune to the magic of mere djinn," according to Honorius, an afrit of ninth-level strength. One attribute that is apparently common to the true form of all Afrits is having "fiery hooves". Being spirits of fire, they are near-powerless in water. Afrits are usually seen doing guard duty for prominent figures. Bartimaeus claims that they are "overrated", but that even the measliest of afrits should be avoided by anything lower in rank. In The Ring of Solomon, it is revealed that they are generally not as intelligent or resourceful as djinn.
  • Marids - The most powerful and most rarely summoned of the regularly summoned entities. Marids are mentioned, but never actually appear in the trilogy; they are frequently seen in the prequel. A particularly muscular marid by the name of Atlas was charged to hold the Parthenon's foundations up for eternity as punishment for slacking off on their construction. Marids are so powerful that they leave behind a trail of magic that can be traced, similar to the trail of slime left behind by a snail. It is considered unwise to use this analogy in the presence of a marid, for obvious reasons. At least two magicians of strong ability are required to summon all but the weakest Marids, due to the marid's immense power. However, an exceptionally potent magician can summon a marid by himself. Bartimaeus claims marids are "dreadfully full of themselves".
From Djinn onward, demons possess the ability to shift into any form they please, though most seem to settle on some 'favorites'. Demons are magical beings comprised of a substance known as Essence - maintaining their physical form in the human world tires them and wears down on this Essence. As such, a demon is at his most effective within the early stages of his summoning - generally, a few months will see the demon slowly waning in power as fatigue takes its toll. Dismissing and resummoning the demon after rest time will allow it to recover.

Iron is effective against demons, causing particularly painful wounds. Rosemary causes a very unpleasant rash at the slightest touch. However, the true demon-killer is silver. A silver blade is extremely effective against the essence of a demon, inflicting cold and extremely painful wounds. At the slightest touch, silver also burns djinn. They cannot phase through iron and silver like they do most other substances.

Djinn and Afrit level demons can use magic of great potency. At their strongest, they would be able to compare to A-Rank Magical Attacks by Nasuverse standards, and they can fire with fair frequency. Some are skilled at tracking targets, some at dismantling magical defenses, construction, erecting barriers - all depends on the demon in question.

Demonic Host: Nathaniel currently shares a body with Bartimaeus, the one djinn that knows his true name and has formed a tentative alliance with him. This allows Bartimaeus to remain in the physical world without any suffering. Nathaniel also gains the use of demon magic, and superhuman strength, agility and senses. However, his body is just as fragile as usual without the use of magical shielding.

Item Creation: By binding spirits, items of great magical power can be created. Nathaniel isn't too experienced with this aspect of magic, but is slowly working out how to do more than create party favors.

Personality: John Mandrake was a cold, top class Information Minister who sought to build upon his career and cement himself as the greatest magician since William Gladstone. He was callous, cruel, and cared only for himself. That's why Bartimaeus and Nathaniel are glad to be rid of him.

Nathaniel is a young man with his heart finally in the right place, after years of succumbing to the typical magician mindset. Having just survived slaying Nouda, he wants to find a way back home and to try to be a better person. Becoming a leader seems natural to him, for the good of commoners and other magicians alike. He has a sharp tongue and a good head on his shoulders, but has trouble being honest with other people. He wants to help others and redeem himself - in other words, he's trying to be a good person, to make up for past mistakes.

Bartimaeus is a clever djinn who has been with Nathaniel since his apprentice days. He's been around for a remarkable amount of time, and spent most of his time in the physical world around Egypt, Prague, Sumeria, Greece, and Rome. He delights in mocking and teasing Nathaniel, and will occasionally succumb to boasting of his past exploits. There are many spirits stronger than Bartimaeus, but it is rare to find one smarter - the trouble is, he is far too clever for his own good. He puts his own safety first and foremost, but will occasionally succumb to a bout of heroism.

Together, they work surprisingly well, though they snipe at each other all the while.

Gear:

Magician's Lenses: Nathaniel uses these to perceive demons. They allow him to view up to four magical planes - humans can usually only see one. These have become a bit redundant with Bartimaeus possessing him, however - he can now see all seven planes.

Seven League Boots: Boots with djinni bound to them. As the name implies, they allow the wearer to clear immense distances with but a few strides. With the boots, Nathaniel can travel more quickly than with the enhanced speed Bartimaeus grants him, but isn't nearly as acrobatic.

Gladstone's Staff (Broken): The Staff of William Gladstone, with several extremely powerful spirits bound to it, became a strong talisman capable of leveling a city block at full power...until Nathaniel released all of its energy to slay Nouda. As it is now, Nathaniel might be able to repair it with great effort, but for now it's just a fancy walking stick.
 
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Bondo/Naked Snake
Tunnel Snakes Rule! We're the Tunnel Snakes. That's us, and we rule!

Name: Butch DeLoria, Serpent King of the Tunnel Snakes

Appearance:

Universe: Fallout 3

Equipments:
The N99 10mm pistol: The N99 sidearm was the standard issue military gear. The N99 was fame for its durability. It was able to survive in the harshest of conditions and did so in many tests, as the weapon was able to be repaired to full, working condition after an extended period of time exposed to hard elements and without maintenance. The N99 is so easily restored to working condition by anyone with the most basic knowledge of firearm mechanics. The sidearm can carry up to 12 ammunition. Butch currently has a full clip inside his N99 and three ammo clips on him.

Butch's Toothpick: A unique switchblade owned by one Butch DeLoria, leader of the Tunnel Snakes. It is about as two times as powerful as an ordinary switchblade.

Pip-Boy 3000A: The Personal Information Processor, an electronic device manufactured by RobCo that acted as a database for its wearer's personal information and inventory. It is issued to all of the Vaults and its dwellers. The Pip-Boy is typically worn on the wearer's upper left arm. This multifunctional device can display the wearer's status and conditions, area maps, inventory, and item properties. It also has a Geiger counter and a radio. The display of the Pip-Boy can be set to an over-bright mode and used to illuminate an area immediately around the user, acting as a makeshift flashlight in darkened areas.

Powers:
V.A.T.S: The Vault-Tec Assisted Targeting System a special program that comes pre-installed with the Pip-Boy 3000A. The program can slow down the perception of time for its wearer through an unknown, never really explained mean. If it was explained at some point, Butch never really paid attention about how it works, he just know what it can do. Time is slow down to the point where Butch can see the trajectory of a bullet. However, Butch can't really dodge said bullet, since the program was built for targeting and not dodging. He uses V.A.T.S to accurately shoot at a target with his N99.

Barber: Butch always dreamt of being a barber when he was a wee lad. He knows how to do many diverse hairstyle with just a pair of scissors and comb. If someone is on a friendly basis with Butch and ask him for a haircut, he may give one out free of charge.

Social: Butch is the leader of the Tunnel Snakes. Through sheer charisma and aggressive persuasion, he built himself a small-sized gang mostly made up of the original Vault 101 Tunnel Snakes and some poor sods he pressgang into joining. He dreams of one day to expand the new Tunnel Snakes into the Wasteland and make a name for himself.

Wasteland Survivor: The unique and desolate environment of the Capitol Wasteland provides an interesting experience to those who are willing to challenge it head on. After a couple of adventures with the Lone Wanderer, Butch has learned many wonderful things about his knife and gun. His skill with the knife has tremendously increased from his days in the Vault, and so was his skill with his trusty N99 too. In addition to his improved combat skill, Butch has picked up a thing or two on how to become an inhabitant of the Wasteland. He can keep maintenance on his equipment with minimal expense, and lived off from a limited amount of supplies.

Personality: A young and upcoming gang leader who masked his fear and sense of inadequacy regarding his alcoholic mother and a missing father figure by becoming the boorish and overbearing young man that many residents of Vault 101 know and love. Ever since the Lone Wanderer's return to Vault 101, Butch has finally got the chance to leave the the confining space of Vault 101 to pursue his own choices in life. He still retained some of his notable quality from his days in the Vault like his smugness and sense of superiority over others. He is somewhat naive in believing that he can start his own gang in the Wasteland with such carefree attitude, and he tends to believe in strange rumors like the existence of a dragon in the Wasteland. He is much happier than he was in Vault 101.

Misc. Items:
A pair of scissors
Comb
Sunglasses
 
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