Keffier (Ontological Mystery/Action Adventure)

Character Name: Jorge Joestar
Source: Jojo's Bizarre Adventure
Title: Springing Star
Race: Human
Status:
Acquired Subject
Appearance: A 28-year old man who appears to be of Hispanic descent. Has a black beard which comes to a point, and hair that matches, messy and sticking out in every direction. Besides sensible brown loafers, Jorge is also wearing a beige trenchcoat, which he keeps closed at all times. Over that trenchcoat, he is wearing another trenchcoat, a dark gray trenchcoat he keeps open at all times. On top of that second trenchcoat, a jacket the color of the deep sea which is too long for him. He also has a star-shaped scar on the back-left side of the neck, and bright blue eyes. Preternaturally tall.

Abilities/Skills/Powers: In the world Jorge Joestar calls home, those with strong fighting spirits have access to a very specific brand of psychic powers called "Stand." These Stands are representations of their Users in many ways, and thusly each Stand and their powers are unique to each individual User. That being said, almost all Stands (including Jorge's) have all these qualities in common:
So Named Because they "Stand Beside You": Stands take the form of strange-looking, usually humanoid creatures, which have no will of their own - rather, their own will is that of their User's, as the Stand is an extension of the User's Self. These Stands have physical form, make noise, and can in all other ways interact with the world around them physically, as well as in whatever ways their own unique abilities allow. The Stand or any part or portion of it may be summoned or dismissed by the User instantaneously, whenever they will it, and in whatever location their Stand's Range allows, including overlapping with the User's body to augment their own physical abilities. (Note that this is the rule most usually broken by Stands: several Stands have no physical form, "merely" altering their User's body in some way, or providing a strange effect upon the world around the User. This being said, the vast majority of Stands - including Jorge's - have some physical form, and may be called upon or dismissed at will.)

Hidden from Humanity's Eyes
: Stands can only be perceived by Stand Users and can only be affected by other Stands. (This rule was always true back on Jorge's world, however, in the wider multiverse, there may be entities, technologies, or abilities that can bypass this effect.)

Stand-In: Stand Users may see and hear what their Stand sees and hears without any negative impact to their own senses. The Stand may also speak with their user's voice, effectively allowing for a sort of limited telepathy between any Stand Users nearby.

Stands Can Only be Defeated by Other Stands: Stands cannot be hurt by anything other than other Stands or those Stands' abilities. (This rule was always true back on Jorge's world, however, in the wider multiverse, there may be entities, technologies, or abilities that can bypass this effect.)

The Stand and the User are One and the Same: Any damage which is done to a Stand is reflected back upon the Stand's user. For instance, cutting off a Stand's right hand would cause the User's right hand to be cut off as well.

As said before, each Stand comes with its own unique abilities and appearance, each of which may vary wildly from one another's. Most Stand Users also name their Stands, as a Stand is not only a very personal thing, it is perhaps the most personal thing. Jorge's Stand is as follows:
Stand Name: Raindrops Keep Falling
Stand Appearance: A silver, white, and blue creature of mostly metal, this Stand's oversized fists and feet are attached by bendy springs, as opposed to arms and legs. Its torso seems to be composed of flesh, but no skin - only muscle, and it's all a plasticine blue color that makes you wonder if it this thing might have come from a mold after all. Its head is almost robotic, with a handle on each of its sides and one giant eye that almost resembles a camera lens.
Stand Abilities: In addition to being able to stretch its arms and legs out - like springs, because they are springs - Raindrops Keep Falling also allows Jorge Joestar to turn any portion of his body into or back from metallic springs, which are in turn under his mental control. This ability, creatively applied, allows for a wide variety of effects, from the obvious (jumping really high; grabbing faraway things quickly) to the more esoteric (styling your hair perfectly each morning). These body-parts-come-springs do not even have to be attached to Jorge's body; however, they must be within a very short distance of him, say, a few feet at most, while being turned into or back from spring form.

Jorge also posses a keen intellect, even though it may not be obvious at first shake, and is good at catching people off-guard in the communicative sense. He's cracked more than one case just by being disarmingly charming to the right person at the right time.

Inventory:
Prop Gun: It looks realistic, but it's only good for bluffing, because it can only fire blanks. Still, the noise or the small bursts - even if it's less harmful than an actual gun, it's still making small explosions, after all - might come in handy somehow.
Pack of Endless Cigarettes and Book of Many Matches: It's a filthy habit, but it's one that Jorge just can't seem to shake - still, thanks to a Stand-using friend of his he really hopes he gets to see again sometime soon, at least Jorge never has to worry about running out.
Keyring: It's got several keys attached - eight, to be precise. Besides the one to his office, he doesn't know what any of them unlock.
Lockpicks: Jorge's got eight of these. Useful, considering his lack of working keys.
Business cards: "Jorge Joestar's Private Investigation Agency! When you need someone to Stand by your side and Spring into action!" Currently carrying 100 of these (dream big!).
Cellphone: You might not be able to get reception wherever it is Jorge's ended up, but this thing is still a modern cell-phone. Therefore, it can take pictures or videos, record and replay its surroundings, store notes on different things, and much, much more. Comes with a charger; currently in power-saver mode.
Eighty Feet of Rope: His mom said this would be important. So far, she's been right. Don't ask him where he's keeping it all.

Backstory: Jorge Joestar was adopted into the Joestar family at six years old, and honestly doesn't remember anything before that point.

This is pretty normal for kids, of course; very few people remember their earliest years, after all. But for Jorge, there's more to it: when he was six years old, he was caught in the crossfire of a Stand battle, and lost all his memories as a direct result. The Joestar who defeated the memory wiper - Jody Joestar - made all attempts to find the boy's parents, but after a six-month search with no leads, ended up adopting and raising him as though he was her own child. And since he came prepackaged with a Stand of his own (the only thing of his previous life he can honestly remember), Jody also taught him the art of the Stand battle, while she was at it.

In short: he's a tricky son of a gun. All Joestars are, come down to it.

Jorge excelled in academia, but didn't have so much luck with friendship. It wasn't that he was bullied or disliked; it was only that he and the other kids never seemed to "click" in the way that friendships require. It is perhaps for this reason, or perhaps that he was troubled by his empty past, that Jorge was drawn first to Noir novels and movies, and eventually to a real and enduring life as a private investigator. Whatever the case, two facts are certain: Jorge Joestar is on an enduring quest to find the missing pieces of his life (however small he might have been when they disappeared), and he loves a good mystery more than anything else.

Well, a good mystery and a pretty face. That's sort of what got him into this mess. One day he's at the bar, lamenting the lack of job opportunities in his line of work, suddenly being chatted up by the most beautiful woman he's ever seen, going back to her place to top off the tank, so to speak, and the next morning ...

... Keffier. Huh. Well. We did say Jorge loved a good mystery, didn't we?

Other: Though he has no qualms about beating people to a pulp if he needs to (or if he just thinks they deserve it), Jorge will not kill except under extreme circumstances. He claims it isn't a moral position, but simple squeamishness - who would want to kill someone, after all? - but those who know him closely have their suspicions ...



... oh, also, as a side note:





BOINGO, BOINGO BOINGO BOINGO BOINGO BOINGO BOINGO BOINGO BOINGO BOINGO - SPROING!
 
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Stands, huh? Oh, this is gonna be fun for me. Specifically... Being an extension of self, shouldn't spiritual type abilities be the obvious exception? Like seeing souls, ghost flames, etc. I really also like to go over his personal Keffier Demon with you. Other than that, nothing to really comment on. I would say you could probably expand some regarding what he learned, but I'd probably elaborate some myself about that during the discussion about the Keffier Demon. Overall, Jorge is fully approved.
 
Being an extension of self, shouldn't spiritual type abilities be the obvious exception? Like seeing souls, ghost flames, etc.

I'd certainly think so! I also know that, for example, some powerful creatures in Dungeons and Dragons have what is called "Truesight" which allows them to see through any illusion, see perfectly clear without light, see invisible things, etc. etc. Stuff like that would work too, I think.

Anyway, I'd be happy to go over Jorge's personal demon with you, and I'm glad to hear I'm in!

EDIT: Oh, right, of course -Jorge hasn't been in this mysterious facility for very long as of the RP's opening; perhaps a month at most. However, he has determined through subtle clues that his captors probably didn't intend to give that he is being held by a widespread organization named Keiffer who seek knowledge of all kinds. Since they seek knowledge of all kinds but do not seem to know or understand anything about Stands (which as paranatural and "not mainstream" as they are have still been around since mankind's earliest days) Jorge can only figure this group must be extraterrestrial or otherwise not-of-Earth in origin. He is thus giving away as little as possible about the true nature of his powers, whenever possible. He also knows they're gender equalists, judging by the approximate equal amounts of male and female voices who have given him commands and/or interrogated him, so it's nice to know his captors aren't bigoted, at least. :V
 
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Sorry, classes took more of a toll then I thought they would. I tried adding everything I could, but I still feel like I missed some stuff.

Do you mind if I make a sheet for other characters, just in case you like them better?

Character Name: Duine de Iarann / Buidsear nam Sìthichean
Source: Original Character
Title: Dauntless Scribe / Butcher of Fairies
Race: Autonomous War Golem
Status: Acquired Subject
Appearance:
-A long, lanky, and rusted vessel, easily hiding the coiled pistons and heavy frame churning with clockwork gears. Packed with a body tasked for years on the battlefield and against a race of god-like spirits, though may be decrepit and archaic compared to the multiverse' standards (1600-1800 Tech), and spent a few dozen more rusting beneath the ruins of an abandoned pocket dimension.
-Age: A few hundred years old? Inactive for most of it.




Abilities/Skills/Powers:
-Anti-Magical: All magics and supernatural effects cease to be after physical contact with the automaton. Spells aimed at him vanish if they draw too close to his form, and innate abilities of the unnatural simply fail to effect him. Enchantments of weapons and armor fade with proximity, and beings that live off of magic slowly die by his cold, mechanical, touch. Illusions have no effect on him, nor do healing or transportation spells. Even fellow machines powered by what counts as 'magic' are slowly drained. If, say, a magic sword that induces rot hit him, the physical nature of the weapon could cut him, but the magic that made things rot would cease to be. If a boulder completely comprised of magic was launched at him, only the parts that make contact with his body would disappear, though if a normal stone was thrown by telekinetic force, he would still be hit by the stone, with no change in velocity. Blades of air dissipate when aimed at him, but a falling tree cut down by the blade of air could still fall onto Duine. A spell that makes everything tremble and shake pauses beneath his feet, but a magically induced earthquake would still affect him, as the earth moved by magic is still regular earth.

-Automata: At his baseform without need of repairs, Duine can lift around two to four times his body weight, that being near 600 pounds. He's agile, with machine like reflexes and observation skills, eyes that can narrow in like binoculars, millisecond reaction speeds, etc, though he's only able to travel at thirty to forty miles per hour at top speed, and he's not swinging on vines anytime soon. Stamina is no problem for him, and neither is sleep, food, or drink. Temperature changes besides extreme melting and freezing points affect him little, and being clockwork he has little need to fear EMPs (Yet), but not quite magnetism or large bodies of water. He sinks rather easily, and at least one of the dozens of metals he's comprised of is magnetic. Duines also not the quietest, the glow of his eyes, turning of cogs, heavy footsteps, grind of metal, and rampant 'tick-tocking' unfit for sneaking around.

-This Is My Vessel, Get Your Own!: Who the hell do you think you are, barging in like that?! If somebody were to find a way around his magical immunity, they would probably have an easy time taking manual control of the passive and curious automata.. If not for the fact something else was there first. And they're very possessive.

-Tinkerer: As an autonoma, it's second nature for Duine to be able to spot a useful trinket or piece of machinery, and with enough time in a proper workshop, can replace, add on, repair, and upgrade parts of his body of brass and iron for additional efficiency and abilities. Any parts he's had no experience with however, would likely take hours or even days of close examination.

-Omni-Compatible: Able to reconfigure and assimilate any form of technology besides magitech, no matter the level of sophistication.

-Superior Intellect: As an Automata, Duine's intellectual capabilities outdo many of his world's inhabitants. Advanced problem solving, logical thinking, keeping cool under pressure or agression, and mental calculation all fall under his boosted mechanical mind. That being said, longer periods of high stress, intense bursts of emotion, and even his curiosity can get in the way of his abilities from time to time.

-Mostly Highly Pacifistic: Duine is a pretty nice guy. Painfully shy sometimes, maybe even somewhat of a doormat. Doing all he can to avoid a confrontation, a conflict, or drama is like second nature to the automaton, he just wants to learn and study! He also has the strength to pulp a man's chest with a single punch.. Luckily, holding back is also second nature to him, and as if the world was made of cardboard, Duine handles everything he can like an egg. There are however, moments where his patience is tested..

-Sometimes Goes Semi-Ballistic: ..And tested enough times, that patience snaps, along with the inhibitions that hold back a berserker frenzy from trying to tear apart anything in it's path, Terminator Style. Luckily, that patience is firm as steel, and outbursts are a high rarity. ..Normally.

Inventory:
-Flintlock Gauntlet: The parts of a flintlock rifle are held in his right limb, ready to shift into place at any moment and complete with a bayonet attachment. Carrying only a dozen or so rounds of ammunition, Duine also knows how to craft more, though he generally only uses this as a warning shot, and as a last resort at that. Don't expect him to shoot anybody unless certain circumstances happen. There's nothing really special about it.. If not for the fact the rounds retain his Anti-Magical effects a few seconds after being used. Magic Armor and Hides beware.

-Clockwork Core: The same artifact that keeps his body immune to magic and sturdier than your average clockwork creation, the Core is the piece of him that makes Duine, Duine. His ambitions, thoughts, personality, knowledge, all of it is contained within the Core buried deep inside his chest (Not Head), and no manner of injury will erase Duine from the world so long as his Core is still intact. ..Which doesn't mean repairs or building an entire body from scratch won't take weeks to months of work.

-Eye Lens: Gives him the ability to see further out, unable to be fooled by magical illusions. Easily cracked.

-Amplifier: What it says on the tin--Noises that Duine makes or finds with the miniature microphones located at his thumb digits are amplified to the point of 130 decibels, a few decibels louder than a Bengal Tiger's cry, and around four times louder than a gas-powered lawnmower, not that he knows what that is.

-Swiss Fingers: If undamaged, his metal digits can shift into multiple small tools, including screwdrivers, lockpicks, low-powered flashlights, flint and steel, bottle openers, fish scalars, files, knives, etc.

-Scribe's Pack: A satchel of innumerable quills, inkpots, and tomes upon tomes of notes.

Backstory: In the beginning, Duine lived with his creator, friend, and brother in all but blood. He watched and took notes as the young Tinker learned, grew, and became a spearhead for the world's industrial revolution. Everything would have been fine, if not for the fact that this was a fantasy world. The Fae, in their Allsight, knew what wars and what horrors humanity would commit if the industrial revolution passed, and soled their armies to raze the factories and slaughter the workforce. Leaders and Diplomats came from the woodwork, begging the Tinker to build them weapons, ships, armies of steel bodied war machines. But he refused, even as the Fae tore through his kinsman with nature itself.

Eventually though, the Tinker conceded that Duine was virtually defenseless against those that would come for him, and began work on a 'stabilizing core' to allow Duine to burn through power without fear of combusting from the inside out. Yet as he forged the core, the Tinker.. Became intoxicated. When he came to, his workshop was a mess, his other machines had been scrapped for parts, and a spherical, clockwork core sat atop his bench, simply ticking and glowing. As they later found out, the stabilizer stabilized.. Too well. It stabilized reality itself in a certain area, denying anything supernatural or magic in nature an existence.

The Fae had tolerated the Tinker because of his reluctance to build weapons, but this? They killed him the very next day. Their Allsight hadn't even told them of such an event happening, leaving the core as a mental blank, a blind spot. Now of course, Duine, the childishly innocent mish mash of metals didn't enjoy his only family being burned alive. So he did what anybody would've done, and began building himself for war before committing genocide. In retaliation, of course. Their world shattering magics couldn't even touch him, cold iron was acid to their bodies, and unlike humans, Duine never needed to rest.

With each set of upgrades and modifications, Duine became harder, better, faster, stronger. And so did his kill count rise. But Duine didn't especially enjoy killing. He sort of disliked it, really. And in a very human manner, Duine pushed his feelings whenever he battled deeper. The Fae had taken to saying 'Bùidsear aig a 'gheatas', whenever he was spotted. Butcher at the gates. Given how his body had begun to rust from being soaked in blood, and the red pinpricks of eyes his usually wide glassy lens turned into, it was.. An apt term. Especially given how he had begun developing a split personality, crazed with blood lust for the magical and a master of battle. The Buidsear. Butcher.

Thousands of bodies later, Duine and Buidsear fought their way into the Fae heartlands, and ripped a hole through the pocket dimension into their capital. They fought with royalty, with the King and Queen, Titania and Oberon. Eventually, as the sun began to rise on the seventh day of battle, as Oberon nursed his bleeding stump and Titania struggled to fly from her mortal wounds, the two vanished before they could be grabbed, leaving the Automaton to be buried in the collapsing ruins of the City Beneath the Hills

Other: Has two distinct personalities, highlighted by the difference in movement, speech, behavior, and optics.
 
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Character Name: Mirabelle Locktre
Source: Original
Title: Capricorn
Race: Demi-Human (Goat)
Status: Acquired Subject

Appearance: An eighteen year old girl of the goat tribe with fair skin, brown eyes, and short white hair. She is around 4'8" tall with her goat horns adding an extra 7" on top of that. She is dressed for a winter climate with several layers of clothing hidding beneath her heavy, fluffy white coat and winter shawl. Her clothing has various patterns and symbols of her tribe woven into them in colors of blue and green. She wears sturdy brown leather boots and gloves and carries with her a short staff. Hidden beneath her layers of clothing is her short, fluffy goat's tail. A large bell hangs from a leather thong around her neck and clanks merrily as she walks.

Abilities/Skills/Powers:


  • Child of The Mountains: Mirabelle has lived amongst craggy and dangerous mountains all of her life. She is incredibly sure footed and and can ascend or descend otherwise treacherous inclines rapidly and with ease. Mirabelle is adapted to living the cold, high-altitude environments of the mountain peaks.

  • Goat Tribe Heritage: Mirabelle possesses several racial traits common to members of the Goat tribe. Amongst them are powerful legs, horns atop her head, a short tail, and a hardened skull. Her strong legs enable her to leap great heights and distances and to deliver powerful kicks. In a desperate situation she can attempt to use her horns as a natural weapon or engage in the time honored tradition of headbutting.

  • Spirits of The Earth, Heed My Call! : Mirabelle has trained to attune herself to the spirits of nature residing in stone, soil, and plants. She can manipulate stone and earth, freely moving and shaping it to her bidding. She can also control trees and other plant life and encourage their growth in otherwise inhospitable terrain.

  • I Have A Stick and I'm Not Afraid To Use It: Mirabelle carries around a staff which acts as her magic focus, but also occasionally serves itself as a melee weapon. While no expert warrior, she has had to use it to defend herself from wild beasts in the past.

Inventory:
  • Ironwood Staff - A hardwood staff Mirabelle received during her apprenticeship. It was fashioned from the wood of the first tree she was able to grow with her magic.
  • Winter Woolies - Heavy winter clothing to keep Mirabelle all bundled up and warm in the freezing climate of her mountain home. Patterns and symbols of her people have been woven into them. May prove to be an encumbrance in warmer climates.
  • Survival Gear - The supplies that Mirabelle was carrying with her during her pilgrimage. Unfortunately, much of its contents were spilled in the midst of her capture, including her supply of food and water. Now all that remains are her pack, bedroll, tinderbox, and a small knife.

Backstory:

Mirabelle is a demi-human of the Goat tribe, an insular people living in villages scattered amongst the peaks and valleys of a vast mountain range. The dangerous and inhospitable conditions common to the mountains where they live make it difficult to grow crops and raise livestock. Because of this, one of the most important roles in their society is that of the Kindred, individuals with an attunement to the spirits of nature. With training, Kindred can learn to use magic to interact with the spirits they are attuned to and in turn manipulate their respective elements as they desire. The Kindred play a vital role in making the Goat tribe's homes livable and sustainable.

As a child, Mirabelle was found to be Kindred with both Earth and Plant spirits. She spent much of her younger years apprenticed to an elder Kindred, learning to meditate and deepen her connections to the spirits around her and how to control them with magic. There was always an expectation placed on her that she would grow up to become her village's Kindred. Eventually she would find an apprentice of her own to train, and on and on the cycle would go.

Mirabelle found all of this to be entirely too boring. She wanted to see something exciting, something adventurous, anything beyond the confines of her small village and the lonely mountains where only her own people dwelt. Fortunately for Mirabelle, she would have an opportunity to do just that when she turned eighteen. As is tradition amongst her people, when a child comes of age they are sent out on a pilgrimage to visit the Goat tribe villages scattered about the mountains to strengthen their connection to their people and their culture. Surely, Mirabelle thought, no one would notice if she took just a teeny bit longer than usual. Just an extra week or three! That would at least be long enough to get outside the mountain range and visit one of those giant stone cities she had heard about! It would definitely be okay. She was going to come back, after all.

Unfortunately for Mirabelle, she never got to see beyond the towering mountain peaks of her homeland. She was ambushed by unknown assailants on a lonely mountain road late at night. When she awoke she found herself imprisoned in Keffier. On one hand the situation Mirabelle has found herself in has her scared out of her wits. However, on the other, she can't help but think to herself that perhaps this could be the exciting adventure she was searching for in the first place.

Other: Mirabelle is a completely fresh arrival in Keffier. While her people are omnivorous, Mirabelle chooses to be vegetarian.
 
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Quite the variety we've got here. A warlock (or whatever you want to call him), a skeleton cowboy, a Joestar, and a goat girl!
 
@Sablonus: If you really want to put forth another character, you can. I don't really have any issues with Duine, so he's fully approved if you want to choose him. Though I would like clarification on his anti-magical abilities. Since it works by stabilizing reality, wouldn't it be less effective the less a spell or mystical being actually defies reality? In addition, shouldn't sufficient power manage to bypass the effect at least partially? Though since it is more reality stabilization rather than a conceptual "no magic allowed", shouldn't he therefore be able to repair damage to reality even when no magic is at play?

@TurtleDucks: I really just need clarification on a few things. For example, what exactly can she do regarding spirits? Regardless, she'll likely notice that the spirits in Keffier are different from her own (unless hers are already vague and impersonal). Specifically, that any spirit tied to the cell (if there is any which is up to you) wouldn't be very helpful. Regarding her survival gear, exactly what did she lose other than food & water (which the cell would helpfully provide)? Oh, and regarding her title: Since there'll probably be Capricorns somewhere, Keffier would want to use a more distinct title. Overall though you're approved, just wanting to clarify what her title is going to be.

Regarding Keffier Demons: I'll go over details for specific Demons in private if requested (since I might mention minor spoilers), but in general they come in two types- the "Evil"(?) Knockoff and Natural Counter. The first type are more likely to resemble their opposite in some way, though in specific cases (like Superpowered Evil Side or unrestricted access to sealed abilities) they'll also be noticeably different. Example of such a Keffier Demon would be Puella Magi Kyouko Sakura's, or Street Fighter's Ryu.

Natural Counter types are much more varied in appearance, with abilities varying from the obvious (hydro or cyrokinesis to combat a pyrokinetic) to increasingly more peculiar ones (like motion negation to prevent the pyrokinetic's attacks outright). Back to their appearance, it'll often be designed to exploit something in the nature of their opposite. For example, a female Demon for a subject with a "Don't hit women" rule. However, while both would have detailed knowledge of their opposite, it would be the first type who would be impacted the most personally.

Overall, you could say the first type is meant as an additional avenue of study whereas the second type is their attempt to figure out a way to win. Normally an individual would only have one or the other, with the acquisition of a second one almost always being the Natural Counter. I would say which type a subject gets can be influenced by how dangerous they'd be, but it isn't a hard rule either.
 
If you really want to put forth another character, you can. I don't really have any issues with Duine, so he's fully approved if you want to choose him. Though I would like clarification on his anti-magical abilities. Since it works by stabilizing reality, wouldn't it be less effective the less a spell or mystical being actually defies reality? In addition, shouldn't sufficient power manage to bypass the effect at least partially? Though since it is more reality stabilization rather than a conceptual "no magic allowed", shouldn't he therefore be able to repair damage to reality even when no magic is at play?
I'll be honest, the reality stabilization was just added in this game's sheet, because I could never find a viable reason for "Magic Negation" besides something like the Imagine Breaker from Certain Magical Index. Which do you think would be more interesting, the Reality Stablizer, or the Magic Negation? I'd be equally fine with either, really.

I asked about multiple characters because Anom(aly) would be so used to things like this happening it'd be amusing :V And other characters would have their own special moments, but.. No, I think I'll stick with Duine for the moment. For Keffier Demons, the Knockoff just sounds like Buidsear, and that's already in Duine's head, so the Counter Demon would probably be a Badass Normal with a genius to match Duine's, as well as the ingenuity to wipe Buidsear.

Hm. My mind keeps arguing. I realize now that the Eldritch Investigator and Cartoon Character are a bit more alike than I remembered, having stuff like 'Offsceen Shortcuts' and 'Hammerspace'.
 
Well, Reality Stabilization would be the truer anti-magic: Instead of defying and rewriting reality, he is restoring it to the system default. The thing I've always noticed is how people inexplicably ignore that anti-magic is really either counterspells taken to an extreme or reapplying the basis of magic (reality manipulation) to preserve it instead. Ultimately it is up to you, but personally I would suggest Reality Stabilization for him specifically.

Regarding Eldritch Investigator & Cartoon Character: It makes sense really, since Eldritch beings are all about being otherworldly impossible things and Cartoon Physics... Is all about doing impossible otherworldly things. Honestly, I would probably point out how horrifying Kirby the lovable pink ball is, amongst other similar scenarios. Still, regarding Duine's Keffier Demon, tell me more detail in private. I'm liking the idea of him having a non-magical Counter Demon, though.
 
@TurtleDucks: I really just need clarification on a few things. For example, what exactly can she do regarding spirits? Regardless, she'll likely notice that the spirits in Keffier are different from her own (unless hers are already vague and impersonal). Specifically, that any spirit tied to the cell (if there is any which is up to you) wouldn't be very helpful. Regarding her survival gear, exactly what did she lose other than food & water (which the cell would helpfully provide)? Oh, and regarding her title: Since there'll probably be Capricorns somewhere, Keffier would want to use a more distinct title. Overall though you're approved, just wanting to clarify what her title is going to be.

I view the spirits from Mirabelle's world as functioning similarly to nymphs from Greek mythology, where basically every lake, river, mountain, valley, meadow, tree, and so on has a spirit that embodies it. They don't really have physical forms or distinct personalities and are more like a primal, natural force representing a given thing. Mirabelle can sense these spirits and use magic to communicate with them. She essentially outlines her intentions and, if the spirit is inclined to listen to her, it will do its best to fulfill her desire. So, as an example, she might ask an Earth spirit to 'Raise a wall in front of me', 'Split the ground beneath that person', or 'Throw this boulder over there' and it would attempt to fulfill her request. When Mirabelle is holding her staff she is able to focus her magic better and thus speed up the rate at which she can communicate with the spirits.

In her homeland Mirabelle was Kindred with Earth and Plant spirits, she had a soul and personality that was naturally appealing to them, so they were very compliant and in sync with her. If she were to use her magic with them it would look very similar to Bending from ATLA in its speed and application. On the other hand, she did not have a strong connection with spirits of, for example, Water or Wind, so if she tried to direct them they could ignore her or outright attack her. Even if they did listen to her, the effects would be very sluggish and weak. As far as spirits within Keffier are concerned, I would assume that they would be very artificial and alien compared to the ones Mirabelle is used to. Perhaps this would mean that they are more compliant than normal spirits, to allow her to exercise her ability, but they have hard limits built into them so that Mirabelle can't use them to escape.

As far as her lost supplies go, there was a map of her homeland, a sack of colored, spherical stones which serve as currency, some rope and climbing picks, a small shovel to deal with snow, some bandages and medicinal herbs, and a large horn that was meant to call for help in an emergency.

For an alternative title, how's about any of these: Child of the Mountains, Kindred Spirit, Mountain Goat, Goat Girl
 
I would say if there's any spirits tied to the cell, they would definitely feel very "wrong": Creatures of void that are shackled by what might feel like an even more alien presence. In fact, she'll likely spot more of those void spirits drifting aimlessly and in the cells of other subjects.

Still, for the most part she'd probably have an easy enough time commanding them. Getting them to understand and making sure her commands don't get shut down by the alien presence is where she'll find issue.

Other than the Void spirits, I would say there's definitely plant spirits and similar. They would feel somewhat artificial however, more like they were deliberately created or born from enough spiritual energy having gathered. Their intelligence would noticeably be varied, with the helpful ones pass a certain threshold (smart enough they could pass for human) being restrained by the same alien presence.

Notably though, those restraints would seem much looser than on the Void spirits. Though they'll tighten up if they try assisting someone who isn't a Keffier operative. It is also very likely she'll encounter types of spirits she never knew of, more so in The Grand Desert and The Forsaken City.

Of exceptionally powerful spirits, she'll find the majority split between The Grand Desert and Untamed Jungle- Mostly because of all the unique machines, giant creatures, and sacred trees.

Regarding the titles, the one I like most is Kindred Spirit. Ultimately it is your choice, and I'll add her link to the first page once you decide.
 
I would say if there's any spirits tied to the cell, they would definitely feel very "wrong": Creatures of void that are shackled by what might feel like an even more alien presence. In fact, she'll likely spot more of those void spirits drifting aimlessly and in the cells of other subjects.

Still, for the most part she'd probably have an easy enough time commanding them. Getting them to understand and making sure her commands don't get shut down by the alien presence is where she'll find issue.

Other than the Void spirits, I would say there's definitely plant spirits and similar. They would feel somewhat artificial however, more like they were deliberately created or born from enough spiritual energy having gathered. Their intelligence would noticeably be varied, with the helpful ones pass a certain threshold (smart enough they could pass for human) being restrained by the same alien presence.

Notably though, those restraints would seem much looser than on the Void spirits. Though they'll tighten up if they try assisting someone who isn't a Keffier operative. It is also very likely she'll encounter types of spirits she never knew of, more so in The Grand Desert and The Forsaken City.

Of exceptionally powerful spirits, she'll find the majority split between The Grand Desert and Untamed Jungle- Mostly because of all the unique machines, giant creatures, and sacred trees.

Regarding the titles, the one I like most is Kindred Spirit. Ultimately it is your choice, and I'll add her link to the first page once you decide.
Yep, I'm okay with that title.
 
I'll likely start up Keffier in a few days, as I'm still hoping to get a few more applicants. Regarding how the story will go, I will allow you the players to incorporate NPCs. I'll be in charge of most Keffier Demons and Agents, barring any exception that is worked out (since they're too important to be casually defeated in the name of loot).

Overall, I would say I'll mainly only get involved in order to do something specific (like surprise security system). Regarding non-Keffier NPCs, I likely won't write many snippets if there's no player character in the area.
 
I'll likely start up Keffier in a few days, as I'm still hoping to get a few more applicants. Regarding how the story will go, I will allow you the players to incorporate NPCs. I'll be in charge of most Keffier Demons and Agents, barring any exception that is worked out (since they're too important to be casually defeated in the name of loot).

Overall, I would say I'll mainly only get involved in order to do something specific (like surprise security system). Regarding non-Keffier NPCs, I likely won't write many snippets if there's no player character in the area.
I am a little curious about how self-directed you intend for this to be. This setting is a very large unknown for all of us and exploring and interacting with it seems to be the overall goal for us as player characters. It seems like we could end up stuck in a vacuum if we are all left completely to our own devices. It might help if we as players end up together, or at least in small groups, since we will be able to maintain a back and forth with each other.
 
Well, approaching the Tower of Heaven is the intended objective, so there's always a clear goal. With how open ended the four regions are, and the obscene number of individuals running around... There should always be something to do.

I'm perfectly fine with the players grouping up if desired. Primarily, if I'm directly writing for an NPC, I likely have a storyline attached to them. I have plans for a version of Homura Akemi for example.

Overall, I'll be keeping a close watch on the roleplay. I'll step in with something to do if requested, whilst periodically bringing in Keffier Agents or Demons. I just don't want to make myself too necessary, in order to avoid burning out.
 
In conjunction with Ducks question, I feel like I should ask another to ensure I can comprehend the nature of the RP correctly.

We're allowed to bring in multiple characters and other NPCs, I know, but what about Keffier in general? If we have our characters do X, will you react with a response of Z, or will we be forced to come up with something? Because I can never be sure if Im ever God Modding or not.

In essence, will you be playing the rest of the world, or will that be up to the players?
 
Yeah, if X is something particularly notable in some way (collapsing a building, stumbling across a reveal, etc) then I'll respond. How and to what extent are case specific: If someone is punching holes in reality, a Keffier Agent will definitely show up to fight. However, aforementioned collapsed buildings might result in another subject confronting you over how that was not remotely safe for anyone.

There'll likely also be "Random Encounters", since sometimes you just wanna write a giant monster attack. Though more specifically, these moments will happen when there's something in particular I really want to do- Primarily random attacks, yes, but also some "side quest" stuff and NPCs whose storylines I want to show.
 
Here's my submission.

Character Name: Benjamin Boyde
Source: XCOM 2 (Original Character)
Title: Psychic Destroyer
Race: Human
Status: Acquired Subject
Appearance:
Age: 34

Abilities/Skills/Powers:
Psionic Powers:
Offensive
  • Soulfire: A blast of psionic energy, capable of ripping apart lightly armored targets and damaging more armored ones.
  • Null Lance: A far-reaching and deadly beam of psionic energy. The most powerful offensive skill used by Benjamin, capable of vaporizing nealy anything in its path, being only stopped by range or extremely heavy defenses.
  • Void Rift: A storm of wild psionic energy in a large area that can cause debilitating mental effects. Deals about as much damage as Soulfire.
Defensive:
  • Stasis: A prison made with psionic energy that stuns whatever is trapped within, while also protecting them from outside attack
  • Sustain: An emergency stasis shield that activates after Benjamin takes severe damage.
  • Fortress: Benjamin passively coats himself in psionic energy, protecting himself from environmental effects, such as severe cold or clouds of poison gas
General:
  • Telekinesis: Benjamin is an accomplished telekinetic, capable of both fine and mass control of objects. He is capable to setting off grenades on their users, deflecting projectiles, and throwing significant weight around.
  • Telepathy: Benjamin is capable of basic telepathy, only being able to read surface thoughts and telepathic communication.
Military Training:
Benjamin is an elite soldier with training from experience surviving in the wilderness after the alien invasion and some of XCOM's finest instructors.
Inventory:
  • Plasma Rifle
A powerful and advanced assault rifle that shoots beams of plasma, cutting through armor and flesh.​
  • Alien Psi Amp
A sophisticated tool that acts as a focus for the Psi Operative's psionic, increasing their potency and effectiveness​
  • Plasma Grenade
A single, powerful explosive that with a blast radius of about 4 meters. The plasma of the blast will melt armor.​
  • Warden Armor
Powered armor made from exotic alien alloys, Warden armor gives minor boosts the strength and speed of the wearer while providing high levels of protection. It is capable of taking direct hits from close range plasma weapons.
Backstory:
Every since he was a child, Benjamin has had rather unusually luck, though it didn't hold when the aliens invaded in 2015. A teenager at the time, Benjamin and his family fled into the wilderness and eventually met up with other groups. They survived in the wilderness and formed an early resistance group, where Benjamin honed his skills.

After twenty years under alien rule, XCOM began operating again, joining as soon as he was able to take back Earth. At the point he was recruited, XCOM had recently set up their psionic training facilities, and Benjamin was the first to volunteer for testing. After a few days, he began rigorous training as a psi operative, specializing in reality bending psionics rather than mental psionics. .

After completing a harrowing attack onto an alien Avatar Project facility, Benjamin blacked out and woke up in a cell at Keffier. He has just woken up, confused and disoriented.

 
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Not too much for me to comment on, though... How much of a difference does the Psi Amp make? I also take it you're likely to develop further applications of his telekinesis? Really, I actually would encourage you the players in general having your characters refining their abilities. I'm a huge fan of characters making themselves stronger by getting more skill.

Though regarding the Title, that's very important as Keffier operatives will primarily use it in reference to your character. It doesn't have to be something canon, and basically think Red Baron. Overall though, Benjamin is fully acceptable.
 
Not too much for me to comment on, though... How much of a difference does the Psi Amp make? I also take it you're likely to develop further applications of his telekinesis? Really, I actually would encourage you the players in general having your characters refining their abilities. I'm a huge fan of characters making themselves stronger by getting more skill.

Though regarding the Title, that's very important as Keffier operatives will primarily use it in reference to your character. It doesn't have to be something canon, and basically think Red Baron. Overall though, Benjamin is fully acceptable.

The psi amp is extremely useful, but not strictly necessary. It only improves his psionic ability, and does not enable it. Benjamin is always looking to improve his psionics, so he would look to improve in any way possibly. Any useful technology he is able to loot would also be interesting to him.

I've finally thought of a title and edited it into the sheet.
 
Well, I've primarily been debating exactly how to go about it. Usually I write a scene or two involving NPCs to help establish things. I was considering avoiding the NPCs part, but haven't come up with an option that isn't just "Started, do whatever".

Still, unless anyone has any suggestions, I'll probably just do what I usually do. So either tomorrow or the day after.
 
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