Forum Thread
The Labyrinth of the Lost
Forum-Index → Roleplay → RP Sign-up → The Labyrinth of the LostStories across the years...
Stories across the multiverse...
In a hidden dimension, tucked away in the darkest corners of the multiverse, it was stated that a incredible architect designed a shifting, indestructible, impossible labyrinth, which abducted people from across the multiverse to take part in a deadly game for a twisted king's amusement.
This is the Labyrinth of the Lost, an impossible challenge that forces its participants to race through the shifting maze, to reach the center and escape through the portal, back to their own world.
...
Of course, if you're reading this, you're already trapped here. You know all this already. Or maybe you don't. I don't know. I'm probably long-dead by now.
Right now, focus on choosing a weapon. You see this room? it has every weapon known to mankind. Choose whatever suits you the best. You can use any abilities you may have to fight and survive in this labyrinth.
Remember.
There are no rules.
Welcome...
to 𝔗𝔥𝔢 𝔏𝔞𝔟𝔶𝔯𝔦𝔫𝔱𝔥 𝔬𝔣 𝔱𝔥𝔢 𝔏𝔬𝔰𝔱.
Good luck. You'll need it.
Tell us a little about yourself, eh?
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Name:
Age:
Pronouns:
Appearance:
Personality:
Fandom:
Abilities:
Backstory:
Relationship:
Palpad?
Other:
Name:
Age:
Pronouns:
Appearance:
Personality:
Fandom:
Abilities:
Backstory:
Relationship:
Palpad?
Other:
I know said there were no rules... but there are rules.
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1) All PH rules and General RP rules apply.
2) Semi-Lit pls! No one liners. If I have never RPed with you before pls send an example of a recent RP post!
3) Romance is allowed but it shouldn't be the major thing in the plot.
4) I have the right to reject your form. Just accept it. If you make a big fuss out of it you will be banned from future roleplays of mine as well as this one.
5) If you have ideas for plot, just message me!
6) Please censor swearing.
(Lifey, i'm sorry i stole the rules from C&P)
1) All PH rules and General RP rules apply.
2) Semi-Lit pls! No one liners. If I have never RPed with you before pls send an example of a recent RP post!
3) Romance is allowed but it shouldn't be the major thing in the plot.
4) I have the right to reject your form. Just accept it. If you make a big fuss out of it you will be banned from future roleplays of mine as well as this one.
5) If you have ideas for plot, just message me!
6) Please censor swearing.
(Lifey, i'm sorry i stole the rules from C&P)
[My Form]
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"... To survive in the tower... you have to become more dangerous than the tower itself."
Name:
Kendo Sato
Age:
19
Pronouns:
He/Him
Appearance:
Tall, standing at a impressive 6'4, with long golden brown hair, tied into a ponytail. His skin is tan, and his eyes are a cold shade of ice-blue. His mouth is usually set in a thin line, unimpressed and bored. He wears a black turtleneck, with thin, golden-framed glasses. A sheathed dagger is tucked away in his right boot. A staff is slung across his back.
Personality:
Cold, arrogant and just a tad narcissistic. He is quite confident in his abilities, both as a fighter and a supporter. As this is not his first time in a tower, of sorts he is completely unfazed. Due to activating his traits for too long, he is both touch-deprived and emotionless. He is not evil. He is simply someone who adapted to a hostile environment. His little secret? The only semblance of humanity that he has kept is the little longing for someone who could love him. Of course, that's buried away deep within his mind.
Fandom:
my own dream game idea, a dungeon-crawler style class based mmorpg.
Abilities:
[CLASS-ROGUE BACKSTABBER]
[The class backstabber boosts your stats for every ally you've killed. Currently, his stats are boosted by 1.36 times, having killed 36 of his allies.]
[ORIGINAL UNIQUE TRAIT- The Man with a Heart of Ice]
[The owner of this trait has a inherently high intelligence stat, but is unable to feel emotions. The User has a strong resistance to mental attacks. The user of this trait is able to stay calm and calculating in all situations. These owner is also very good at manipulation, being able to control their emotions at will. This trait is passive, always in effect. The user, when eventually freed from this trait, will be practically emotionless.]
[SECOND UNIQUE TRAIT- Cleric of the Woods]
[The original owner of this trait was a army medic who was sent to the tower. She was befriended by kendo, before being betrayed and killed on the 23rd floor. This skill allows you to access a pool of unique skills, which allow you to instantaneously recover from wounds at the cost of stamina, being able to heal essentially infinite amounts of minor wounds, or even come back from the brink of death once. They are also able cast healing spells even if you are a black mage. The major downside pf this trait is that it depletes the mana reserves of the user much quicker while regeneration is active.]
[THIRD UNIQUE TRAIT- Fighting Style Mastery]
[The original owner of this trait was the Martial Arts Master of the 55th floor, who, shortly after learning Re-TaeKwon from, Kendo murdered with a knife through the heart. With this skill, Kendo is able to analyze and copy the fighting style of his opponents, basically copying their moves. He used this to quickly gain knowledge of a myriad of fighting styles, including, but not limited to, Fencing, Archery, Martial Arts, various sword fighting styles, and knives.]
[i][FOURTH UNIQUE TRAIT- Defense Master]
[The owner of this trait was a man who made it all the way to the 76th floor. Kendo decided to befriend him. After defeating the boss of the 76th floor, he let down his guard, and Kendo burnt him alive with his black magic. This trait allows the user to harden and strengthen their physical attributes to be as solid as steel. Keeping it active for long periods of time causes you to deplete mana reserves quicker, which a mage does NOT want, and makes you VERY touch deprived. ]
[Demon King]
[Demon King is a hidden trait granted to players who killed more than 100 people in the first 10 floors of the tower. It randomly grants the main skills of 1 of the 7 Demon Generals]
[Envy]
[The user of this trait is able to steal up to 3 other unique traits permanently by killing allies, having access to all perks and debuffs of this their trait]
[Forsaken by God]
[Forsaken by God is a hidden trait that, while making your Black Magic proficiency higher, it decreases your Light Magic resistance, making you susceptible to light magic.]
[Master of the Ancient Arts]
[This is given to the last disciple of the master of the Lightning Martial Arts, allowing them full access to all abilities granted by the martial arts. This is a modified version of Renewal Taekwondo]
[Speed Style- Blitz]- The user moves at such speed that it seems as if they are teleporting.
[Counter Style- Thunder Palm]- The user uses an open palm strike, attacking at such speeds that it creates shockwaves. It can also be used to block incoming attacks or to grab opponents.
[Damage Style- Three-Step Lightning Hwechook]- The user unleashes three devastating kicks, one to either side of the head, followed by a swift kick to the back of the head.
[Damage Style- Thunder Dragon Kick]- This technique unleashes dragon-like arcs of lightning that can be controlled by the user at will and released in form of a kick.
[Guard Break Style- Dragon Catcher]- Dragon Catcher is an advanced application of the Hoe Grab technique. First the user jumps up high while holding the opponent's neck with Hoe Grab while spinning in high speed, then the victim is dropped onto the ground head first, resulting in a crater.
[Setup Style- Axe Kick]- Axe, as the name implies, is a jumping axe kick combined with a front flip which creates a huge wave of air that lifts the opponent/opponents up the ground when the leg hits the ground and leaves them open for follow up attacks.
Black Magic
[the user of black magic is able to perform dark spells at the cost of a drop of the user's blood. The more you use black magic, the more powerful it gets, at the price of your soul. The more blood is used, the more powerful the spells are.]
[Fireball]
[Curse]
[Curse Remove]
[Blood Manipulation]
[Physical Buff]
[Eyes of The Monkey King]
[Telepathy]
[Telekinesis]
[Mind-Reading]
Backstory:
Once a simple college student, he was plucked out of his world and sent to the mysterious tower. Throughout his adventures he found that the only way to survive was to... remove his enemies. He was forced to kill his opponents, going as far to kill over 100 people in the first five floors. Currently, he is going through the 92nd floor, closer than ever to the top.
Relationship:
None. He's killed all his allies. He'sgay sorry, pan.
Palpad? I'll make it
Other: He can cast about 10 spells before having to recover mana.
"... To survive in the tower... you have to become more dangerous than the tower itself."
Name:
Kendo Sato
Age:
19
Pronouns:
He/Him
Appearance:
Tall, standing at a impressive 6'4, with long golden brown hair, tied into a ponytail. His skin is tan, and his eyes are a cold shade of ice-blue. His mouth is usually set in a thin line, unimpressed and bored. He wears a black turtleneck, with thin, golden-framed glasses. A sheathed dagger is tucked away in his right boot. A staff is slung across his back.
Personality:
Cold, arrogant and just a tad narcissistic. He is quite confident in his abilities, both as a fighter and a supporter. As this is not his first time in a tower, of sorts he is completely unfazed. Due to activating his traits for too long, he is both touch-deprived and emotionless. He is not evil. He is simply someone who adapted to a hostile environment. His little secret? The only semblance of humanity that he has kept is the little longing for someone who could love him. Of course, that's buried away deep within his mind.
Fandom:
my own dream game idea, a dungeon-crawler style class based mmorpg.
Abilities:
[CLASS-
[The class backstabber boosts your stats for every ally you've killed. Currently, his stats are boosted by 1.36 times, having killed 36 of his allies.]
[ORIGINAL UNIQUE TRAIT- The Man with a Heart of Ice]
[The owner of this trait has a inherently high intelligence stat, but is unable to feel emotions. The User has a strong resistance to mental attacks. The user of this trait is able to stay calm and calculating in all situations. These owner is also very good at manipulation, being able to control their emotions at will. This trait is passive, always in effect. The user, when eventually freed from this trait, will be practically emotionless.]
[SECOND UNIQUE TRAIT- Cleric of the Woods]
[The original owner of this trait was a army medic who was sent to the tower. She was befriended by kendo, before being betrayed and killed on the 23rd floor. This skill allows you to access a pool of unique skills, which allow you to instantaneously recover from wounds at the cost of stamina, being able to heal essentially infinite amounts of minor wounds, or even come back from the brink of death once. They are also able cast healing spells even if you are a black mage. The major downside pf this trait is that it depletes the mana reserves of the user much quicker while regeneration is active.]
[THIRD UNIQUE TRAIT- Fighting Style Mastery]
[The original owner of this trait was the Martial Arts Master of the 55th floor, who, shortly after learning Re-TaeKwon from, Kendo murdered with a knife through the heart. With this skill, Kendo is able to analyze and copy the fighting style of his opponents, basically copying their moves. He used this to quickly gain knowledge of a myriad of fighting styles, including, but not limited to, Fencing, Archery, Martial Arts, various sword fighting styles, and knives.]
[i][FOURTH UNIQUE TRAIT- Defense Master]
[The owner of this trait was a man who made it all the way to the 76th floor. Kendo decided to befriend him. After defeating the boss of the 76th floor, he let down his guard, and Kendo burnt him alive with his black magic. This trait allows the user to harden and strengthen their physical attributes to be as solid as steel. Keeping it active for long periods of time causes you to deplete mana reserves quicker, which a mage does NOT want, and makes you VERY touch deprived. ]
[Demon King]
[Demon King is a hidden trait granted to players who killed more than 100 people in the first 10 floors of the tower. It randomly grants the main skills of 1 of the 7 Demon Generals]
[Envy]
[The user of this trait is able to steal up to 3 other unique traits permanently by killing allies, having access to all perks and debuffs of this their trait]
[Forsaken by God]
[Forsaken by God is a hidden trait that, while making your Black Magic proficiency higher, it decreases your Light Magic resistance, making you susceptible to light magic.]
[Master of the Ancient Arts]
[This is given to the last disciple of the master of the Lightning Martial Arts, allowing them full access to all abilities granted by the martial arts. This is a modified version of Renewal Taekwondo]
[Speed Style- Blitz]- The user moves at such speed that it seems as if they are teleporting.
[Counter Style- Thunder Palm]- The user uses an open palm strike, attacking at such speeds that it creates shockwaves. It can also be used to block incoming attacks or to grab opponents.
[Damage Style- Three-Step Lightning Hwechook]- The user unleashes three devastating kicks, one to either side of the head, followed by a swift kick to the back of the head.
[Damage Style- Thunder Dragon Kick]- This technique unleashes dragon-like arcs of lightning that can be controlled by the user at will and released in form of a kick.
[Guard Break Style- Dragon Catcher]- Dragon Catcher is an advanced application of the Hoe Grab technique. First the user jumps up high while holding the opponent's neck with Hoe Grab while spinning in high speed, then the victim is dropped onto the ground head first, resulting in a crater.
[Setup Style- Axe Kick]- Axe, as the name implies, is a jumping axe kick combined with a front flip which creates a huge wave of air that lifts the opponent/opponents up the ground when the leg hits the ground and leaves them open for follow up attacks.
Black Magic
[the user of black magic is able to perform dark spells at the cost of a drop of the user's blood. The more you use black magic, the more powerful it gets, at the price of your soul. The more blood is used, the more powerful the spells are.]
[Fireball]
[Curse]
[Curse Remove]
[Blood Manipulation]
[Physical Buff]
[Eyes of The Monkey King]
[Telepathy]
[Telekinesis]
[Mind-Reading]
Backstory:
Once a simple college student, he was plucked out of his world and sent to the mysterious tower. Throughout his adventures he found that the only way to survive was to... remove his enemies. He was forced to kill his opponents, going as far to kill over 100 people in the first five floors. Currently, he is going through the 92nd floor, closer than ever to the top.
Relationship:
None. He's killed all his allies. He's
Palpad? I'll make it
Other: He can cast about 10 spells before having to recover mana.
wickedness?
Or is it
weakness?
You decide.
Age: 14
Pronouns: She/Her
Appearance: I was feeling kind of lazy, so I found this image :)
Personality: She is fierce and kind at the same time. She can be a little awkward or unsociable at first, but once you get to know her, she starts opening up from her little shell. When she opens up, she is a friendly and gentle person, who is always your friend, no matter what. Whenever slaying demons, she tries befriending them, often failing unsuccessfully.
Fandom: Demon Slayer
Abilities: She can use Total Concentration Breathing + Uses Flower Breathing Technique
Orchid Blossoming - A technique where the Kaori delivers multiple stabs and slashes all over their opponent.
Honorable Shadow Plum - Several rotating sword slashes that deflects incoming physical attacks released by her Nichirin Sword
Camellia Ascension - A barrage of upward powerful slashes.
Crimson Hanagoromo - Kaori unleashes single sword slash that curves and twists gracefully.
Peonies of Futility - Kaori unleashes a flurry of nine consecutive attacks that flow and weave in on themselves.
Whirling Peach - A technique used after or during evasion, Kaori spins around moving with their body weight to deliver an attack.
Equinoctial Vermilion Eye - A focusing technique that raises Kaori's kinetic vision to its maximum, while using this technique Kaori perceives the world as if it were in slow motion.
Backstory: When she was a little girl, her parents had been killed by demons. Vowing revenge upon them, she joined the Demon Slayer Corps, with her friend Sumiko. But when Sumiko was also killed by the same demon that had killed her parents, she was overcome with grief. With the experience of feeling loss, she became shyer, and more introverted, and caused her to often hide her emotions.
Relationship: Single
Palpad? yes plz :)
Other: @Brother-in-law, your form is empty + and i might've or might've not copied a bit from the Curses and Purity RP...
✿ Where there are bees there are flowers ✿
✿ And wherever there are flowers, there is new life and hope ✿
✿ And wherever there is new life and hope, there is love, and someone there ✿
❀𖤣𖥧𖡼⊱✿⊰𖡼𖥧𖤣❀
Age: 13
Pronouns: She/Her
Appearance:
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Blonde, wavy long hair,
turquoise/frost blue/silver eyes, average leaning towards tall. Has
a pair of snowy white tinted silver/blue/turquoise wings, but she
hides them - to the best of her ability, at least. Right, this
part is copied
Personality:
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Deceiving, sneaky, seems friendly and
easygoing, but mysterious as she never reveals much about herself.
She will protect close friends with her life, but to become one of
those close friends is the quest of a lifetime. (Note: Most of the
time my characters do end up very different from their original
sign-ups forms, and I apologize for that. Mostly your fault,
Kendo! I really want Athena to be like her sign-ups this time,
but I guess we'll just have to wait and see!)
Fandom: Maximum Ride Book Series
Abilities:
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We're doing this again
Telepathy
Transmitting: The ability to 'transmit', or send, thoughts into someone else's head, kind of like speaking in their mind.
Memory altering: The ability to change or twist someone's memories, and possibly wipe them away completely.
Mental disruption: Able to send short bursts of mental energy to cause effects from the victim's mind suddenly blanking to hallucination, to possibly death. (Though the more powerful the burst is, the more of her energy it uses. If she kills someone with it, for example, she will faint for a long time afterwards. - By a long time, I mean at least a few days.)
Normal telepathy: Reading people's minds, and, if given sufficient time, digging deeper into their minds to find memories, few emotions, etc.
Flight
Due to her wings, she can fly, but if one or both of her wings are injured, it will affect her flight greatly.
Yup, all copied
Telepathy
Transmitting: The ability to 'transmit', or send, thoughts into someone else's head, kind of like speaking in their mind.
Memory altering: The ability to change or twist someone's memories, and possibly wipe them away completely.
Mental disruption: Able to send short bursts of mental energy to cause effects from the victim's mind suddenly blanking to hallucination, to possibly death. (Though the more powerful the burst is, the more of her energy it uses. If she kills someone with it, for example, she will faint for a long time afterwards. - By a long time, I mean at least a few days.)
Normal telepathy: Reading people's minds, and, if given sufficient time, digging deeper into their minds to find memories, few emotions, etc.
Flight
Due to her wings, she can fly, but if one or both of her wings are injured, it will affect her flight greatly.
Backstory:
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Just another troublemaking street rat
with strangely apt fighting skills, simply trying to live in the
desolute city, when she was suddenly plucked away and dumped into
the Labyrinth. A fairly new edition to the maze.
Relationship: N/A
Palpad?: Yup!
Other: Another one won't kill me, right?
Let me tell you a secret,
The real monsters don't look like monsters~
'*•.¸♡ Memoria Moratorius ♡¸.•*'
"You know what they say, beauty is in the eye of the beholder~. Now, if you'll excuse me..."
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Age: [Indeterminate]
Pronouns: She/Her, They/Them
Species: Unspecified, but likely a sparrow yōkai.
Appearance: Memoria has dark brown eyes, pale skin, and short reddish-brown hair. She has a pair of large sparrow wings on her back, but she cannot fly. Memoria wears a silken nightgown that, while frail-looking, softens the effect of magical attacks when Memoria is hit. She also wears a pair of white gloves.
[Picrew will be provided later]
Personality: Even as a yōkai, Memoria has a high understanding and friendship level to humans and presents a low danger level, and will gladly help others unless her life is at risk. Memoria doesn't usually attack or eat humans like most yōkai, but she unexpectedly likes fights and upon being challenged to battle, she almost always accepts. She dislikes winning battles with overwhelming force and is more interested in strategizing, so she always holds back, even if it means losing. After all, if Memoria were defeated using her true strength, then there would be nothing left afterwards for her, would it?
Fandom: Tōhō (Touhou) Project
Abilities:
(Capable of) Manipulating Memories
Memoria has the ability to manipulate memories, which allows her to modify, fabricate, suppress, influence, repair, restore, erase, detect, and view them. Memoria is also able to use any magical attack she has seen in the past, but they are limited by her ability to remember them. This is Memoria's innate ability, and she will suffer from minimal side effects while using it.
(Capable of) Handling Magic
Memoria is able to use all sorts of magical spells, and has great affinity to magic itself. She specializes in elemental magic, but usually holds back.
(Capable of) Creating Magical Sigils
Memoria is capable of creating magical sigils and insignias that allow their holder to borrow a fraction of Memoria's magic. The sigils have no effect on Memoria herself, and can only be made out of crystals.
(Capable of) Creating Barriers and Borders
Memoria wields the ability to limit enemy movement by surrounding them with magical barriers. The barriers are made of volatile magic and will harm creatures that make contact with it. When summoned around herself, the barriers are able to block enemy projectiles, and can be triggered to explode and scatter magical orbs everywhere.
Spell Cards:
Memoria uses spell cards minimally and is only able to use three per day. Her spell cards are listed below:
Memory Sign "Strange Familiarity" - Memoria fires a massive amount of magical spheres in a spiral pattern.
Mirror "Fading History" - Memoria creates a mirror-like barrier that reflects a limited amount of enemy attacks back.
Apparition Sign "Bejeweled Reverie" - Memoria destroys all projectiles directed at her and releases waves of razor-sharp gemstones that travel in a curved pattern.
Misc. Skills: Makes good food.
Backstory: TBRP'D
Relationship: N/A
Palpad? Already in <3
Other: I can send examples of recent RP posts if required.
Pronouns: She/Her, They/Them
Species: Unspecified, but likely a sparrow yōkai.
Appearance: Memoria has dark brown eyes, pale skin, and short reddish-brown hair. She has a pair of large sparrow wings on her back, but she cannot fly. Memoria wears a silken nightgown that, while frail-looking, softens the effect of magical attacks when Memoria is hit. She also wears a pair of white gloves.
[Picrew will be provided later]
Personality: Even as a yōkai, Memoria has a high understanding and friendship level to humans and presents a low danger level, and will gladly help others unless her life is at risk. Memoria doesn't usually attack or eat humans like most yōkai, but she unexpectedly likes fights and upon being challenged to battle, she almost always accepts. She dislikes winning battles with overwhelming force and is more interested in strategizing, so she always holds back, even if it means losing. After all, if Memoria were defeated using her true strength, then there would be nothing left afterwards for her, would it?
Fandom: Tōhō (Touhou) Project
Abilities:
(Capable of) Manipulating Memories
Memoria has the ability to manipulate memories, which allows her to modify, fabricate, suppress, influence, repair, restore, erase, detect, and view them. Memoria is also able to use any magical attack she has seen in the past, but they are limited by her ability to remember them. This is Memoria's innate ability, and she will suffer from minimal side effects while using it.
(Capable of) Handling Magic
Memoria is able to use all sorts of magical spells, and has great affinity to magic itself. She specializes in elemental magic, but usually holds back.
(Capable of) Creating Magical Sigils
Memoria is capable of creating magical sigils and insignias that allow their holder to borrow a fraction of Memoria's magic. The sigils have no effect on Memoria herself, and can only be made out of crystals.
(Capable of) Creating Barriers and Borders
Memoria wields the ability to limit enemy movement by surrounding them with magical barriers. The barriers are made of volatile magic and will harm creatures that make contact with it. When summoned around herself, the barriers are able to block enemy projectiles, and can be triggered to explode and scatter magical orbs everywhere.
Spell Cards:
Memoria uses spell cards minimally and is only able to use three per day. Her spell cards are listed below:
Memory Sign "Strange Familiarity" - Memoria fires a massive amount of magical spheres in a spiral pattern.
Mirror "Fading History" - Memoria creates a mirror-like barrier that reflects a limited amount of enemy attacks back.
Apparition Sign "Bejeweled Reverie" - Memoria destroys all projectiles directed at her and releases waves of razor-sharp gemstones that travel in a curved pattern.
Misc. Skills: Makes good food.
Backstory: TBRP'D
Relationship: N/A
Palpad? Already in <3
Other: I can send examples of recent RP posts if required.
Age: 18
Pronouns: she/her
Appearance:
Personality: she’s fierce In a way, courageous and brave. She is somewhat a witch but not the evil kind
Fandom: demon slayer
Abilities:
Shapeshifting:
She can turn into animals due to her witch heritage, she can’t turn into other humans, just animals.
Summoning items and small creatures
She can summon small objects and creatures at will, but sometimes when she’s nervous they might start popping out at random
Invisibility
When she’s around 65-100% of her energy, she is able to turn invisible for up to 30 minutes at most
Potions:
Another power inherited from her family blood, Lucinda always have potions on her, maybe she just doesn’t use it but she always keeps some.
Spells:
She keeps a sacred book on her all the time, it has record of spells she does
Fast Healing
Another one of her Witch powers, her healing is sped up by x2 to up to x4 of the speed needed to heal a wound, depending on her stamina and energy, the speed is adjusted to her tiredness and hygiene.
Telekinesis+Teleportation
Typical telekinesis, just so you all know it’s moving item(s) with her mind. And teleportation which consumes energy.
(Backup weapon: simple sword)
Backstory: her mother was a well known witch but her father was a fighter, so she inherits some of her mother’s witch abilities and powers but also her father’s skills, therefore she is some sort of fighter but a witch too
Relationship: single
Palpad? Why naut
Other: if the abilities are too overpowered I can change them
Lifey will also like to res
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"So you got my letter! Where did
you find this wizard? How powerful are they?" -Gale, about
Valerie
Name: Valerie Silvervoice
Age: 16
Pronouns: She/her
Appearance:
Personality: Valerie is easily described as impulsive, bold, and fair, making her suitable for the role of guarding one of the epics. She loves legends, myths, and history and can easily recite the history of certain places easily. Being impulsive, she will head into battle without any sort of plan.
Part of her wishes that she could regain her old, peaceful, normal life as an academy student but that's not happening anytime soon...
Fandom: Prodigy math game
Abilities:
Spellcasting
Being a wizard at the academy, Valerie can cast spells through hand motions, her staff, and the ring on her finger. Her spells are Falling star smash, Supernova (Astral/light element), Charclone (fire, staff spell) and snowling ball (ice, ring spell)
Lore recalling
Valerie has spent days and even weeks just studying the vast lore of Prodigy. She can quickly recall the history of the elements and the ancient, and the endless battles with the order.
Beast proficiency
As seen by her relationship with Wott, Valerie can work well with creatures.
Backstory: Valerie didn't ask to be guardian. She was just a student at the academy above Lamplight town. She wasn't one of the smartest, unless it was history, and she definitely wasn't one of the most powerful at the academy.
But everything changed when she met Luma.
Gale had taken her out of class one day and taken her to his office. There, waiting for her, was Luma. Apparently the Order of Influence has been targetting epics and corrupting them with shadow magic, and Gale needed some powerful, trustworthy wizards to protect the remaining epics from harm, and that Valerie was going to be Luma's guardian.
Valerie was given an amulet that she could use to hide Luma from sight, as well as an ancient book about Luma's history and powers. From that moment on.. Valerie's life changed.
Relationship:
Luma
As the epic dragon she is tasked with protecting, she has a positive relationship with the sun dragon. Luma helps her with her schoolwork and decision making.
Wott
Wott is Valerie's main partner and they have a great relationship. He's the friend Valerie needed... and also the alarm she needed in life.
Noot
Noot is Valerie's fairy guide, and the one who brought her to the academy. He's her moral compass, although now that Valerie is guardian, he's more of a guardian choice maker.
Palpad? I am already in it XD
Other: Lifey is smart.
Name: Valerie Silvervoice
Age: 16
Pronouns: She/her
Appearance:
Personality: Valerie is easily described as impulsive, bold, and fair, making her suitable for the role of guarding one of the epics. She loves legends, myths, and history and can easily recite the history of certain places easily. Being impulsive, she will head into battle without any sort of plan.
Part of her wishes that she could regain her old, peaceful, normal life as an academy student but that's not happening anytime soon...
Fandom: Prodigy math game
Abilities:
Spellcasting
Being a wizard at the academy, Valerie can cast spells through hand motions, her staff, and the ring on her finger. Her spells are Falling star smash, Supernova (Astral/light element), Charclone (fire, staff spell) and snowling ball (ice, ring spell)
Lore recalling
Valerie has spent days and even weeks just studying the vast lore of Prodigy. She can quickly recall the history of the elements and the ancient, and the endless battles with the order.
Beast proficiency
As seen by her relationship with Wott, Valerie can work well with creatures.
Backstory: Valerie didn't ask to be guardian. She was just a student at the academy above Lamplight town. She wasn't one of the smartest, unless it was history, and she definitely wasn't one of the most powerful at the academy.
But everything changed when she met Luma.
Gale had taken her out of class one day and taken her to his office. There, waiting for her, was Luma. Apparently the Order of Influence has been targetting epics and corrupting them with shadow magic, and Gale needed some powerful, trustworthy wizards to protect the remaining epics from harm, and that Valerie was going to be Luma's guardian.
Valerie was given an amulet that she could use to hide Luma from sight, as well as an ancient book about Luma's history and powers. From that moment on.. Valerie's life changed.
Relationship:
Luma
As the epic dragon she is tasked with protecting, she has a positive relationship with the sun dragon. Luma helps her with her schoolwork and decision making.
Wott
Wott is Valerie's main partner and they have a great relationship. He's the friend Valerie needed... and also the alarm she needed in life.
Noot
Noot is Valerie's fairy guide, and the one who brought her to the academy. He's her moral compass, although now that Valerie is guardian, he's more of a guardian choice maker.
Palpad? I am already in it XD
Other: Lifey is smart.
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"Wott sleeps upright during storms
to collect energy."
Name: Wott
Age: hello do pets in prodigy even have ages?
Pronouns: he/him
Appearance: (From Prodigy wiki) Wott resembles a dark gray bat with a body in the shape of a puffy white cloud. It has a big pink pig nose, bright navy blue eyes, and two round fangs sticking out of its smiling mouth. Its wings are red with a yellow lining. It also has large yellow ears branching from the top of its head, tipped with spheres and sharing a resemblance to antennae.
Personality: Wott is a curious little fella. He wants to achieve everything by himself, refusing help even if he really needs it. He also likes schedules and doing things on time, and will do whatever needed to make sure that is followed, like making really loud noises to wake Valerie up.
Fandom: Prodigy math game
Abilities: Wott can unleash electricity from his antennae, as well as use minor water and fire attacks. Being a cute little bat he can freely fly around as he pleases, and can hang upside down like the precious bat he is.
Backstory: Wott was given to Valerie as part of the academy's program.
Relationship: Lifey is lazy, go look at Valerie's form.
Palpad?
Other:
Name: Wott
Age: hello do pets in prodigy even have ages?
Pronouns: he/him
Appearance: (From Prodigy wiki) Wott resembles a dark gray bat with a body in the shape of a puffy white cloud. It has a big pink pig nose, bright navy blue eyes, and two round fangs sticking out of its smiling mouth. Its wings are red with a yellow lining. It also has large yellow ears branching from the top of its head, tipped with spheres and sharing a resemblance to antennae.
Personality: Wott is a curious little fella. He wants to achieve everything by himself, refusing help even if he really needs it. He also likes schedules and doing things on time, and will do whatever needed to make sure that is followed, like making really loud noises to wake Valerie up.
Fandom: Prodigy math game
Abilities: Wott can unleash electricity from his antennae, as well as use minor water and fire attacks. Being a cute little bat he can freely fly around as he pleases, and can hang upside down like the precious bat he is.
Backstory: Wott was given to Valerie as part of the academy's program.
Relationship: Lifey is lazy, go look at Valerie's form.
Palpad?
Other:
Show
hidden content
"On sunny days, Luma loves to romp
through flower-filled fields, soaking up the sun rays."
Name: Luma
Age: Like I said, do they even have ages. I'm assuming around 300 years old?
Pronouns: She/her
Appearance: (from wiki) Luma resembles a small white and yellow scaled dragon with blue eyes, golden-yellow horns, orange-yellow wings, and a tail descending from orange to yellow and then white. She also has a yellow sun emblem on her thighs and a dark orange-colored belly. She also has orange flame-looking feathers on her tail. There are also yellow circles on the top of her head.
Personality: Like the sun, Luma is a bright and optimistic dragon who wants to make the world a better place. As an epic she is aware of her high powers and the dark beings who want her power.
Fandom: Prodigy
Abilities: Luma uses fire based magic, but can also use ice and plant spells.
Photosynthesis
Luma's powers come from the sun's rays that she soaks up. So if you're fighting her during the day you're probably better off retreating. Fire and other light sources count too, but according to Luma, "They don't contain as much energy as the sun's rays"
Epic spell
Luma, being an epic dragon, can use a powerful spell once before having to recharge. Her epic spell, Totality, allows her to gather all the energy from the sun's rays she gathered into a massive fireball, raining fire on her enemies.
Amulet entering
Luma can freely enter and exit the amulet around Valerie's neck. While inside her amulet, she cannot communicate or use her attacks at all, but is aware of the surroundings and can hear Valerie.
Backstory: Luma is one of the epic dragons alongside Chill and Char, Tidus, and Eclipse.
Relationship:
Chill and Char, Tidus, Eclipse
Luma sees the other epics as her siblings and is concerned about their safety.
Palpad?
Other:
Name: Luma
Age: Like I said, do they even have ages. I'm assuming around 300 years old?
Pronouns: She/her
Appearance: (from wiki) Luma resembles a small white and yellow scaled dragon with blue eyes, golden-yellow horns, orange-yellow wings, and a tail descending from orange to yellow and then white. She also has a yellow sun emblem on her thighs and a dark orange-colored belly. She also has orange flame-looking feathers on her tail. There are also yellow circles on the top of her head.
Personality: Like the sun, Luma is a bright and optimistic dragon who wants to make the world a better place. As an epic she is aware of her high powers and the dark beings who want her power.
Fandom: Prodigy
Abilities: Luma uses fire based magic, but can also use ice and plant spells.
Photosynthesis
Luma's powers come from the sun's rays that she soaks up. So if you're fighting her during the day you're probably better off retreating. Fire and other light sources count too, but according to Luma, "They don't contain as much energy as the sun's rays"
Epic spell
Luma, being an epic dragon, can use a powerful spell once before having to recharge. Her epic spell, Totality, allows her to gather all the energy from the sun's rays she gathered into a massive fireball, raining fire on her enemies.
Amulet entering
Luma can freely enter and exit the amulet around Valerie's neck. While inside her amulet, she cannot communicate or use her attacks at all, but is aware of the surroundings and can hear Valerie.
Backstory: Luma is one of the epic dragons alongside Chill and Char, Tidus, and Eclipse.
Relationship:
Chill and Char, Tidus, Eclipse
Luma sees the other epics as her siblings and is concerned about their safety.
Palpad?
Other:
Show
hidden content
"The name's Noot. I help bring new
students to the Academy on their first day of class!"
Name: Noot (Noot)
Age: seriously Prodigy canon ages pls?
Pronouns: He/him
Appearance: (from wiki) Noot resembles a small light-skinned fairy with stubby arms, short legs, black to dark blue eyes, a large head, small, light-blue wings with swirl designs and one tuft of orange hair. He also has a blue hat with yellowish fluff on the tip, as well as a large Astral symbol on the front. A red scarf is attached to a small blue and white tunic.
Personality: Noot, being a guide fairy, is friendly and kind.
Fandom: Prodigy
Abilities:
Shadow detection
Noot can detect shadow magic, and one of the rare few individuals to be able to do so accurately.
He used to have greater powers in the past... but that's gone now.
Backstory: -
Relationship: Lifey is lazy again xd
Palpad?
Other:
Name: Noot (Noot)
Age: seriously Prodigy canon ages pls?
Pronouns: He/him
Appearance: (from wiki) Noot resembles a small light-skinned fairy with stubby arms, short legs, black to dark blue eyes, a large head, small, light-blue wings with swirl designs and one tuft of orange hair. He also has a blue hat with yellowish fluff on the tip, as well as a large Astral symbol on the front. A red scarf is attached to a small blue and white tunic.
Personality: Noot, being a guide fairy, is friendly and kind.
Fandom: Prodigy
Abilities:
Shadow detection
Noot can detect shadow magic, and one of the rare few individuals to be able to do so accurately.
He used to have greater powers in the past... but that's gone now.
Backstory: -
Relationship: Lifey is lazy again xd
Palpad?
Other:
Age: 16
Pronouns: They/Them (Non-Binary)
Appearance: boop - Cassiopeia's skin is a darker shade with light tan spots. They glow a little bit, and their eyes sparkle a golden glow. They wears a sweater, a typical white witch hat, and jeans, looking like a more modern witch. They are fairly tall, and their hair is a light blonde and put into two small ponytails.
Personality: They're kind, but loyal and fierce. They'll fight for what is right, and will not back down easily. They uses their skills to the best of their ability, but this takes a big toll on their energy.
Fandom: The Girl who Drank the Moon
Abilities:
Show
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Basic Witch Spells:
Summon - Summons an itemsaid item has to be small or medium
sized to a location of their choosing.
Levitate - Makes them levitate. Need I say more?
Familiar - Summons a Fairly Tiny Dragon that can only breathe fire and zip around excitedly.
Moon/Star Boost - Since they're classified as a 'Star Child', they gain a boost of energy from the stars.
Random Elemental Skill - Uncontrollable at times. (Fire, Ice, Lightning, Water, etc.)
More TBA when I think of them
Summon - Summons an item
Levitate - Makes them levitate. Need I say more?
Familiar - Summons a Fairly Tiny Dragon that can only breathe fire and zip around excitedly.
Moon/Star Boost - Since they're classified as a 'Star Child', they gain a boost of energy from the stars.
Random Elemental Skill - Uncontrollable at times. (Fire, Ice, Lightning, Water, etc.)
More TBA when I think of them
Backstory: As a child, Cassiopeia was taken from her home as a sacrifice to the Witch. They were fed starlight, then adopted by said Witch.
Relationship: tba
Palpad? ofc
Other:
Name: Raven.
Has a real name, but I know if I post it in my sign up form, characters will somehow "know it"
Age: 19
Pronouns: She/her
Appearance:
SHE LOOKS LIKE A SEVEN YEAR OLD GIRL.
This is key to her interactions with the world.
Raven looks innocent enough with short dark hair and a very small stature, but she has a pair of striking, pure silver eyes, that captivate the curious.
Personality:
Quiet, is seen but not heard.
Intelligent, but has lost the courage to express it.
Resourceful, but afraid to try.
Fandom: Harry Potter/Sherlock Holmes
Abilities:
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Intelligence
Raven is extremely intelligent and is skilled in nearly every scientific field, including astronomy, astrophysics, binomial theory, biochemistry, biology, botany, calculus, chemistry, chemophysics, cryptology, electricity, electromagnetism, engineering, forces, genetics, geometry, horticulture, magnetism, mathematical theory, physics, and statistical sciences. She is additionally skilled in analytical/cyclical history, arts, economics, espionage, etiquette, music, philosophy, psychology, and stenography.
Photographic Memory
She remembers everything that she has ever lived through. For better or for worse.
Animagus
Raven can transform into a basilisk.
The Basilisk could grow up to fifty feet in length, were a dark green or a color with a lighter green underbelly. They also possessed rows of incredibly sharp poisonous fangs and large yellow eyes. (Raven’s are now silver). Looking a Basilisk directly in the eye caused instant death, but an indirect look would merely render the victim Petrified. Basilisk skin was armored like that of a dragon's, which deflected spells cast upon it. For example, Stunning Spells would have no effect on the deadly beast. The Basilisk shed its skin at intervals, like all other snakes, when it grew. Basilisks could live a natural life of at least nine hundred years
Potions/Herbology
Raven can brew potions for common and uncommon ingredients. In her current store include veritaserum (truth potion), polyjuice potion (human shape shifting), felix felicis (luck potion that can briefly return Raven’s confidence), draught of living death (potion with simulates a death like state; subject blood temporarily stops flowing, does not need to eat or sleep, think suspended animation), amortentia (powerful love/infatuation potion), various healing potions and herbs.
Runes
Raven can read runes, and draw them with rune chalk (white) and blood. There is very little limitation as to what the runes can do, but since Raven understands them and their meanings, she can use the inherently magical language to perform magic. Blood runes are much more powerful than chalk runes, and extended runic arrays will exhaust the caster.
Inverness
Raven’s clockwork raven is more intelligent than most humans. It is currently acting as an emotional support bird. Inverness has amazing tracking skills, can turn invisible, can do immense calculations in his head, and can telepathically communicate with Raven. Inverness will survive as long as the clockwork he is made of continues to function. He will have a very long lifespan as he is resistant to fire, temperature, electricity, water, and extreme forces.
Items
A backpack: is MUCH bigger on the inside than the outside
Invisibility cloak (HP): to make the wearer invisible
Jars of magic (HP): opening them releases blasts of fire, wind, thunder, etc.
The teleporter: does not work on this plane of existence
Potions: see above
Rune chalk: see above
Books: records of places she has been
Tools: magical and scientific items to create, fix, invent, and measure things with
Mechanical pieces: wiring, metal, and other bits to invent with
Paper: to brainstorm, design, calculate
A journal: to record adventures and events with
Foodstuffs: to eat
Intelligence
Raven is extremely intelligent and is skilled in nearly every scientific field, including astronomy, astrophysics, binomial theory, biochemistry, biology, botany, calculus, chemistry, chemophysics, cryptology, electricity, electromagnetism, engineering, forces, genetics, geometry, horticulture, magnetism, mathematical theory, physics, and statistical sciences. She is additionally skilled in analytical/cyclical history, arts, economics, espionage, etiquette, music, philosophy, psychology, and stenography.
Photographic Memory
She remembers everything that she has ever lived through. For better or for worse.
Animagus
Raven can transform into a basilisk.
The Basilisk could grow up to fifty feet in length, were a dark green or a color with a lighter green underbelly. They also possessed rows of incredibly sharp poisonous fangs and large yellow eyes. (Raven’s are now silver). Looking a Basilisk directly in the eye caused instant death, but an indirect look would merely render the victim Petrified. Basilisk skin was armored like that of a dragon's, which deflected spells cast upon it. For example, Stunning Spells would have no effect on the deadly beast. The Basilisk shed its skin at intervals, like all other snakes, when it grew. Basilisks could live a natural life of at least nine hundred years
Potions/Herbology
Raven can brew potions for common and uncommon ingredients. In her current store include veritaserum (truth potion), polyjuice potion (human shape shifting), felix felicis (luck potion that can briefly return Raven’s confidence), draught of living death (potion with simulates a death like state; subject blood temporarily stops flowing, does not need to eat or sleep, think suspended animation), amortentia (powerful love/infatuation potion), various healing potions and herbs.
Runes
Raven can read runes, and draw them with rune chalk (white) and blood. There is very little limitation as to what the runes can do, but since Raven understands them and their meanings, she can use the inherently magical language to perform magic. Blood runes are much more powerful than chalk runes, and extended runic arrays will exhaust the caster.
Inverness
Raven’s clockwork raven is more intelligent than most humans. It is currently acting as an emotional support bird. Inverness has amazing tracking skills, can turn invisible, can do immense calculations in his head, and can telepathically communicate with Raven. Inverness will survive as long as the clockwork he is made of continues to function. He will have a very long lifespan as he is resistant to fire, temperature, electricity, water, and extreme forces.
Items
A backpack: is MUCH bigger on the inside than the outside
Invisibility cloak (HP): to make the wearer invisible
Jars of magic (HP): opening them releases blasts of fire, wind, thunder, etc.
The teleporter: does not work on this plane of existence
Potions: see above
Rune chalk: see above
Books: records of places she has been
Tools: magical and scientific items to create, fix, invent, and measure things with
Mechanical pieces: wiring, metal, and other bits to invent with
Paper: to brainstorm, design, calculate
A journal: to record adventures and events with
Foodstuffs: to eat
Backstory:
Show
hidden content
Once upon a time, there was a man called Dr. James Moriarty. A high-level crime lord in London, Moriarty is most famous for being the elusive archenemy of Sherlock Holmes. Additionally described as the "Napoleon of Crime", he is the most dangerous enemy Holmes or any other Scotland yard official has ever faced. But this story isn’t quite about Moriarty, but rather his daughter.
While Moriarty was the Mathematics Professor at his London University, his family arranged a marriage between himself and Lady Corrine Illumae. When the two meet, both realize that neither wishes to be tied down, and they amicably marry for convenience. Moriarty, of course, is in love with another, someone whom society would never approve of. To maintain the facade, they produce an heir, the fabled daughter of Dr. Moriarty. But this results in tragedy, as Corrine dies in childbirth.
Motherless but far from alone, the girl now known as Raven prospers in their London townhouse. The thirty year old Miss Lucinda Drake, a spinster and closeted female scientist, is hired as a mentor for young Raven. By age five, the girl understood her father’s various mathematical treatises better than he did. Miss Drake teaches Raven chemistry, genetics, biology, astrophysics, and electromagnetism alongside reading, writing and etiquette.
Realizing the intelligence of his daughter, Dr. Moriarty attempts to enlist her in his crusade against Holmes when she is eight, but is rebuffed. She herself has deduced the truth of the Moriarty-Holmes rivalry, and informs her father that romantical pursuits must be done alone.
The first bit of technology that Raven develops is an electrical battery run entirely by magnetic fields and the relations between opposing poles. She names it after a derivation of her own name, the only hint I as the RPer will give. Raven uses the battery and bits of clockwork to create her first invention, a mechanical raven. But this isn’t enough; she wishes to bring her machination to life.
Raven is fifteen. The clockwork Raven is indiscernible from any organic lifeform. Her studies of DNA have allowed her friend to be a vessel of mechanics for a biological miracle. She has pushed the bounds of magnetic theory beyond anything seen before, prying into the secrets of the universe. Make that omniverse. Research into sacred geometry has given her an unparalleled appreciation for the three dimensional space she inhabits.
And so, using the three principles that she considers most high (magnetism, geometry, and biochemical genetics), Raven creates a teleportation device. After some fine tuning, she finds the parameters to allow her to transport herself to any place on the planet.
But Raven’s own impending debut into society looms on the horizon, and she impulsively alters the settings outside of earthly parameters. Pulling the lever in the middle of the Scottish wilderness, Raven transports herself into the middle of a centauri ritual in the Hogwarts Forbidden Forest. While she is no longer in her world, Raven’s GPS calibrates to satellites orbiting the globe, and she realizes she is on a mirror earth in the exact same coordinates. The year in this mirrorverse is 1989, and the wizarding world is in between the reigns of the Dark lord Voldemort.
She stands, brushing herself off, and begins to explore this new world. And the first thing that she finds is magic. To a logical scientist like Raven, magic is infinite in possibility, and trumps science. Making her way through the wizarding and muggle worlds, she exploits ridiculous glitches in the parallel economic systems to make herself rich.
But Raven is not magical. She cannot bond with a wand of her own, cannot exist like the wizards of this world. So she turns to relics, amulets, potions, sorcery, and more science. Using her seemingly magical technology, she scams her way into Hogwarts as a “transfer” student.
Now each day is a race against time, and Raven the Slytherin must develop a way to simulate the effects of every transfiguration spell and charm. She works all hours of the day so that she may complete her fifth year and pass her OWLs. Potions, Herbology, Care of Magical Creatures, and Ancient Runes quickly become her best subjects, as there is minimal magic required in those courses. The magic is provided by the herbs, by the ingredients, by the creatures, by the runes. She only needs to understand them.
Raven also takes a shine to Arithmancy and Astronomy, the magic of numbers and stars. Her love of Sacred Geometry propels her to the top of the class, and her innate skill of reasoning is an asset in every assignment.
Raven devours the Hogwarts library, researching lost magics to further harness. And it is in one of her books that she finds the in depth animagus transformation. Linked to a potion imbued with lightning, Raven began to experiment, and manipulate the genes of the animus the user would transform into. Her final product allowed her to have enough magic in her system (courtesy of the potion) to transform into the creature of her choice: a basilisk.
At the end of OWL season, Raven receives her grades (Astronomy, Arithmancy: O+, Potions, Herbology, Care of Magical Creatures, Ancient Runes: O, Defense Against the Dark Arts: E, Transfiguration, Charms, History of Magic: A) and decides to go questing for the legendary magic she read about.
But Raven quickly became bored, and left.
She drifted through a few more worlds; the earth of Frodo and the ring, the earth of Aslan and Cair Paravel, the earth of Camp Halfblood and Cronos, the earth of the Lost Cities and Foxfire. Raven collected magic and technology, creating an archive of advancement.
But then she could feel the pull of another world, and once she crossed its threshold, it would not let go. A Labyrinth of terror. A nineteen year old Raven had long ago changed her name, but here especially, she could feel that names had power. And as she waded through the monsters, consumed with reaching the center and returning to freedom, she encountered a particular demon.
Rhus was strangely civilized and the two got to talking. Within one minute, Raven knew she could not beat them; their power was too great. But when Rhus saw her inventions and bits of magic, they made Raven a deal. They would take three things from her, three things of their choosing, and she could continue on to the next floor. Seeing no other alternative, Raven accepted.
The first thing Rhus took from her was a large canister filled with basilisk venom, musing how it would be useful. But then, Rhus smiled cruelly. The second thing Rhus took from her was her age, and she was rendered seven years old. The third thing Rhus took from her was her confidence, and she was filled with fear and self-doubt.
And so Raven stumbled up to the stairs, her small hunched form feeling so empty. Her eyes seemed to glow in the darkness, turned silver by her covenant with the demon.
Their voice echoed back to her. “Perhaps someday, I will give you a choice to reclaim one of my three new possessions, but only if you prove yourself…”
Raven continued to travel through the tower, much slower than before. Through it all, Inverness, her clockwork raven, remained perched on her shoulder. Now he flew in front of her protectively, reminding her each day of her value and power.
Once upon a time, there was a man called Dr. James Moriarty. A high-level crime lord in London, Moriarty is most famous for being the elusive archenemy of Sherlock Holmes. Additionally described as the "Napoleon of Crime", he is the most dangerous enemy Holmes or any other Scotland yard official has ever faced. But this story isn’t quite about Moriarty, but rather his daughter.
While Moriarty was the Mathematics Professor at his London University, his family arranged a marriage between himself and Lady Corrine Illumae. When the two meet, both realize that neither wishes to be tied down, and they amicably marry for convenience. Moriarty, of course, is in love with another, someone whom society would never approve of. To maintain the facade, they produce an heir, the fabled daughter of Dr. Moriarty. But this results in tragedy, as Corrine dies in childbirth.
Motherless but far from alone, the girl now known as Raven prospers in their London townhouse. The thirty year old Miss Lucinda Drake, a spinster and closeted female scientist, is hired as a mentor for young Raven. By age five, the girl understood her father’s various mathematical treatises better than he did. Miss Drake teaches Raven chemistry, genetics, biology, astrophysics, and electromagnetism alongside reading, writing and etiquette.
Realizing the intelligence of his daughter, Dr. Moriarty attempts to enlist her in his crusade against Holmes when she is eight, but is rebuffed. She herself has deduced the truth of the Moriarty-Holmes rivalry, and informs her father that romantical pursuits must be done alone.
The first bit of technology that Raven develops is an electrical battery run entirely by magnetic fields and the relations between opposing poles. She names it after a derivation of her own name, the only hint I as the RPer will give. Raven uses the battery and bits of clockwork to create her first invention, a mechanical raven. But this isn’t enough; she wishes to bring her machination to life.
Raven is fifteen. The clockwork Raven is indiscernible from any organic lifeform. Her studies of DNA have allowed her friend to be a vessel of mechanics for a biological miracle. She has pushed the bounds of magnetic theory beyond anything seen before, prying into the secrets of the universe. Make that omniverse. Research into sacred geometry has given her an unparalleled appreciation for the three dimensional space she inhabits.
And so, using the three principles that she considers most high (magnetism, geometry, and biochemical genetics), Raven creates a teleportation device. After some fine tuning, she finds the parameters to allow her to transport herself to any place on the planet.
But Raven’s own impending debut into society looms on the horizon, and she impulsively alters the settings outside of earthly parameters. Pulling the lever in the middle of the Scottish wilderness, Raven transports herself into the middle of a centauri ritual in the Hogwarts Forbidden Forest. While she is no longer in her world, Raven’s GPS calibrates to satellites orbiting the globe, and she realizes she is on a mirror earth in the exact same coordinates. The year in this mirrorverse is 1989, and the wizarding world is in between the reigns of the Dark lord Voldemort.
She stands, brushing herself off, and begins to explore this new world. And the first thing that she finds is magic. To a logical scientist like Raven, magic is infinite in possibility, and trumps science. Making her way through the wizarding and muggle worlds, she exploits ridiculous glitches in the parallel economic systems to make herself rich.
But Raven is not magical. She cannot bond with a wand of her own, cannot exist like the wizards of this world. So she turns to relics, amulets, potions, sorcery, and more science. Using her seemingly magical technology, she scams her way into Hogwarts as a “transfer” student.
Now each day is a race against time, and Raven the Slytherin must develop a way to simulate the effects of every transfiguration spell and charm. She works all hours of the day so that she may complete her fifth year and pass her OWLs. Potions, Herbology, Care of Magical Creatures, and Ancient Runes quickly become her best subjects, as there is minimal magic required in those courses. The magic is provided by the herbs, by the ingredients, by the creatures, by the runes. She only needs to understand them.
Raven also takes a shine to Arithmancy and Astronomy, the magic of numbers and stars. Her love of Sacred Geometry propels her to the top of the class, and her innate skill of reasoning is an asset in every assignment.
Raven devours the Hogwarts library, researching lost magics to further harness. And it is in one of her books that she finds the in depth animagus transformation. Linked to a potion imbued with lightning, Raven began to experiment, and manipulate the genes of the animus the user would transform into. Her final product allowed her to have enough magic in her system (courtesy of the potion) to transform into the creature of her choice: a basilisk.
At the end of OWL season, Raven receives her grades (Astronomy, Arithmancy: O+, Potions, Herbology, Care of Magical Creatures, Ancient Runes: O, Defense Against the Dark Arts: E, Transfiguration, Charms, History of Magic: A) and decides to go questing for the legendary magic she read about.
But Raven quickly became bored, and left.
She drifted through a few more worlds; the earth of Frodo and the ring, the earth of Aslan and Cair Paravel, the earth of Camp Halfblood and Cronos, the earth of the Lost Cities and Foxfire. Raven collected magic and technology, creating an archive of advancement.
But then she could feel the pull of another world, and once she crossed its threshold, it would not let go. A Labyrinth of terror. A nineteen year old Raven had long ago changed her name, but here especially, she could feel that names had power. And as she waded through the monsters, consumed with reaching the center and returning to freedom, she encountered a particular demon.
Rhus was strangely civilized and the two got to talking. Within one minute, Raven knew she could not beat them; their power was too great. But when Rhus saw her inventions and bits of magic, they made Raven a deal. They would take three things from her, three things of their choosing, and she could continue on to the next floor. Seeing no other alternative, Raven accepted.
The first thing Rhus took from her was a large canister filled with basilisk venom, musing how it would be useful. But then, Rhus smiled cruelly. The second thing Rhus took from her was her age, and she was rendered seven years old. The third thing Rhus took from her was her confidence, and she was filled with fear and self-doubt.
And so Raven stumbled up to the stairs, her small hunched form feeling so empty. Her eyes seemed to glow in the darkness, turned silver by her covenant with the demon.
Their voice echoed back to her. “Perhaps someday, I will give you a choice to reclaim one of my three new possessions, but only if you prove yourself…”
Raven continued to travel through the tower, much slower than before. Through it all, Inverness, her clockwork raven, remained perched on her shoulder. Now he flew in front of her protectively, reminding her each day of her value and power.
Relationships: None. Bi.
Palpad? Sure…
Other: Complete
:)
~
𓆝 𓆟 𓆞 𓆝 𓆟 𓆞 𓆝 𓆟 𓆝 𓆟
My current RP work:
Age: Amon was too lazy to count.
Pronouns: They/Them? But usually describe as "He/Him" (cause does angle's even have genders :D?)
Appearance: "His" appearance is described as a young man with black eyes and curly black hair. "He" has a broad forehead and a thin face. Usually, "He" wears a crystal monocle, which hangs over "His" right eye, and a black pointed hat.
or: Amon
Personality: As a pleasure seeker, "He" had no common ethics and just pursued stimulation and cheerfulness. "He" saw anything as "His" toys or playmates. "He" teased others just for fun. After all, in the eyes of a natural Mythical Creature like "Him", human beings weren't different from ants. They were all just toys.
"He" is good at deceit and prefers using fraud rather than straight-up violence to achieve "His" goal. "His" words can be very persuasive and "He" often misled others by speechcraft.
Fandom: Lord of the Mysteries (CN web-novel)
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Abilities:(The higher the
sequence, the more powerful the abilities become)(don't worry if
you don't understand any of this, its all from the novel and wiki
:D)(sorry- this is gonna be long-)
[ɆⱤⱤØⱤ
₱₳₮Ⱨ₩₳Ɏ/₳฿łⱠł₮łɆ₴]
["It's a trojan horse of fate, the slug of time, the loopholes in rules, the manifestation of all errors."-Ancient Sun God's description on Lord of the Mysteries, on chapter 1152]
[𝓢𝓮𝓺𝓾𝓮𝓷𝓬𝓮 9:
𝓜𝓪𝓻𝓪𝓾𝓭𝓮𝓻]
Marauders are difficult to separate from ordinary bandits or thieves. Perhaps the means available to them are more impressive, but their goal of stealing riches is not for enjoyment or survival - for them, it is more like answering a calling.
Their main abilities are:
[₮ⱧɆ₣₮]
Physical improvements:
-Marauders have enhanced speed and nimbleness.
-These physical enhancements make them very good users of knives and daggers.
Superior Observation:
-They have intuition of where valuable items are and how valuable they are.
Agile Hand:
-They have increased wrist and finger flexibility and dexterity, enabling them to more easily steal things.
Night Vision:
These Beyonders could use night vision to see in the darkness.
[𝓢𝓮𝓺𝓾𝓮𝓷𝓬𝓮 8:
𝓢𝔀𝓲𝓷𝓭𝓵𝓮𝓻]
These Beyonders take part in fraud investigations. They gain enjoyment from swindling.
They can create illusions to trick and deceive their opponents.
The main abilities are:
-A strong and convincing charm.
-Eloquence.
-Ability to mislead thinking of opponents
-Mental interference.
[𝓢𝓮𝓺𝓾𝓮𝓷𝓬𝓮 7:
𝓒𝓻𝔂𝓹𝓽𝓸𝓵𝓸𝓰𝓲𝓼𝓽]
New Abilities:
[ĐɆ₵ⱤɎ₱₮łØ₦:]
They can recreate the truth behind anything related to mysticism or predict the development of events just from bits and scraps of evidence.
[Three aspects allow them to use this ability.]
-They gain the mastery of mysticism knowledge.
-Their Spiritual Intuition is enhanced.
-Their ability to observe, associate thoughts, and deduce is improved.
This enables them to see through Illusions.
They can Decrypt Honorific Names of Deities, however, they have to respect it. They have to be careful using this ability as some incidents may be related to High-level beings which may bring accidents to them.
[𝓢𝓮𝓺𝓾𝓮𝓷𝓬𝓮 6:
𝓟𝓻𝓸𝓶𝓮𝓽𝓱𝓮𝓾𝓼]
Strengthened Abilities:
Theft: From Sequence 6 onwards, not only would Theft have its effects and success rate increase, it would also obtain a deeper level of conceptualization. A Prometheus's Theft can affect Beyonder powers.
[₱Ø₩ɆⱤ
₴ł₱ⱧØ₦ł₦₲]
Prometheus can Steal a target's Beyonder power and adeptly use it themselves for about 10 minutes.
-The more they understand their target, the easier it is to Steal the power they wish to Steal.
-The less they know about their target, the likelier the Theft to be random and rely on luck.
-Stealing from a target of the same Sequence will warrant a chance of failure, the higher the Sequence, the easier it is to fail.
-A successful Theft will make their target lose the Stolen power and would need anywhere from a couple of hours to a couple of days to recover.
[₳฿łⱠł₮Ɏ ₴ł₱ⱧØ₦ł₦₲]:
They can Steal mundane abilities, this includes but is not limited to the physical ability to walk or fly.
-They can steal things such as distance and position.
-They can attempt to Steal from a target within a 50 meter range.
[𝓢𝓮𝓺𝓾𝓮𝓷𝓬𝓮 5: 𝓓𝓻𝓮𝓪𝓶
𝓢𝓽𝓮𝓪𝓵𝓮𝓻]
New Abilities
[ĐⱤɆ₳₥
ł₦₣Ʉ₴łØ₦]:
They can infiltrate the Dreams of others and infuse scenes within the Dream to influence their targets.
Strengthened Abilities
Theft: A Dream Stealer's Theft can be applied to thoughts and ideas.
Thought Usurpation:
A target's thoughts can be Stolen, it would seem as if they would forget their actions and ideas on the spot.
-It is possible for their targets to completely miss the fact that thoughts were Stolen, unless if they were to think about it carefully.
-Stealing thoughts would force a Dream Stealer to do the corresponding actions as a follow-up.
[EX] Mobet Zoroast Stole the King of the North Ulyssan's intention to unleash a breath attack, causing the former to spit and the latter puzzled on what it wanted to do.
Knowledge Theft:
A target's knowledge can temporarily be Stolen.
(I'll write the rest late T-T)
["It's a trojan horse of fate, the slug of time, the loopholes in rules, the manifestation of all errors."-Ancient Sun God's description on Lord of the Mysteries, on chapter 1152]
Marauders are difficult to separate from ordinary bandits or thieves. Perhaps the means available to them are more impressive, but their goal of stealing riches is not for enjoyment or survival - for them, it is more like answering a calling.
Their main abilities are:
-Marauders have enhanced speed and nimbleness.
-These physical enhancements make them very good users of knives and daggers.
Superior Observation:
-They have intuition of where valuable items are and how valuable they are.
Agile Hand:
-They have increased wrist and finger flexibility and dexterity, enabling them to more easily steal things.
Night Vision:
These Beyonders could use night vision to see in the darkness.
These Beyonders take part in fraud investigations. They gain enjoyment from swindling.
They can create illusions to trick and deceive their opponents.
The main abilities are:
-Eloquence.
-Ability to mislead thinking of opponents
-Mental interference.
New Abilities:
They can recreate the truth behind anything related to mysticism or predict the development of events just from bits and scraps of evidence.
-They gain the mastery of mysticism knowledge.
-Their Spiritual Intuition is enhanced.
-Their ability to observe, associate thoughts, and deduce is improved.
This enables them to see through Illusions.
They can Decrypt Honorific Names of Deities, however, they have to respect it. They have to be careful using this ability as some incidents may be related to High-level beings which may bring accidents to them.
Strengthened Abilities:
Theft: From Sequence 6 onwards, not only would Theft have its effects and success rate increase, it would also obtain a deeper level of conceptualization. A Prometheus's Theft can affect Beyonder powers.
Prometheus can Steal a target's Beyonder power and adeptly use it themselves for about 10 minutes.
-The more they understand their target, the easier it is to Steal the power they wish to Steal.
-The less they know about their target, the likelier the Theft to be random and rely on luck.
-Stealing from a target of the same Sequence will warrant a chance of failure, the higher the Sequence, the easier it is to fail.
-A successful Theft will make their target lose the Stolen power and would need anywhere from a couple of hours to a couple of days to recover.
[₳฿łⱠł₮Ɏ ₴ł₱ⱧØ₦ł₦₲]:
They can Steal mundane abilities, this includes but is not limited to the physical ability to walk or fly.
-They can steal things such as distance and position.
-They can attempt to Steal from a target within a 50 meter range.
New Abilities
They can infiltrate the Dreams of others and infuse scenes within the Dream to influence their targets.
Strengthened Abilities
Theft: A Dream Stealer's Theft can be applied to thoughts and ideas.
A target's thoughts can be Stolen, it would seem as if they would forget their actions and ideas on the spot.
-It is possible for their targets to completely miss the fact that thoughts were Stolen, unless if they were to think about it carefully.
-Stealing thoughts would force a Dream Stealer to do the corresponding actions as a follow-up.
[EX] Mobet Zoroast Stole the King of the North Ulyssan's intention to unleash a breath attack, causing the former to spit and the latter puzzled on what it wanted to do.
Knowledge Theft:
A target's knowledge can temporarily be Stolen.
(I'll write the rest late T-T)
Backstory:
Relationship:
Palpad?: Ye
Other: reservations maybe? :D
Age:28
Pronouns:he/him/his
Appearance:short skeleton with blue jacket and short pants and always smile
Personality:likes to tell puns or jokes and kinda a lazy slacker
Fandom:Undertale
Abilities:
Blue magic make opponents soul blue and move the soul whenever he want
Gaster blaster spawns skull like creature that shoots the opponent
Bone manupilation control bones
Backstory:A lazy skeleton that lives with his brother who wants to be a royal guard but all his attack are only dealing 1 damage
Relationship:N/A
Palpad?: no
Other: i had too much pp
Age: About 17
Pronouns: She/Her
Appearance: A slightly tall, 6'1" girl with dull orange eyes and long, wavy brown hair, and light brown skin. Freckles scatter her face.
Personality: Kind and couldn't hurt a fly. But in secret, she acts a little funny, talks to herself.
Fandom: I made her without a fandom. Animal obsession, am I right?
Abilities: Secretly just a giant, venomous spider that took the form of a human after The Incident.
Backstory: ^
Relationship: None so far
Palpad? Yes
Other: None, she is lore-empty lol