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PostPosted: Sun May 13, 2012 10:26 pm 
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This is a holdover thread for when I feel like getting back into dis shiz.

Don't be surprised if it's never updated.

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PostPosted: Sun May 13, 2012 11:05 pm 
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characters marked with * with be from the following setting:

-2130 AD
-World has been split and separated into three different segments, due to a war that happened 50 years prior to the events of the setting.
-Segment: Ciel: Middle sized. Composed of Modern day South America and the bottom half of North America. Technology is up-to-date and functional. There is little to complain about.
-Segment: Nord: Small. Composed of what remains of North America that is not included in Ciel. Technology is shot and seems rather apocalyptic.
-Segment: Roi. Large. Composed of rest of the world. This is where the story mainly takes place. There are still wars happening within these areas, due to this, the place is in almost complete anarchy. The only places that have retain sanity are spread throughout Europe, mostly in France and the United Kingdom.
-Three sides of war: Nocte - Most corrupt faction. Very little legitimate followers. Led by Carru Raven. Goals are not known. Mostly composed of Germany and Russia.
-Diu - Rather psychotic faction created simply to oppose Nocte. Claims to be righteous, but goals are not known. Led by Edward Chievkof. Mostly composed of China and India.
-Midi - Most down-to-earth faction. Simply fights to defend self from the other factions. Various leaders. Mostly composed of United Kingdom, France, and Japan.

Stealing format

Lemal Royaute*

Age: 31
Date of Birth: October 13th
Occupation: Unemployed
Height: 6'1"
Weight: 196 lbs
Likes: Spicy foods, dogs
Dislikes: Bright light, lazyness
Hobbies: Chess, cooking
Affiliation: Nocte -- unwilling.

TO BE FINISHED LATER

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PostPosted: Mon May 14, 2012 6:02 pm 
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Location: Somewhere magical, being awesome.
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Sub: Makoto Nanaya
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This sounds very kewl :3
I like the setting and it sounds really interesting with the factions and 3 different masses of land, though Roi has to be pretty massive to have Europe, Africa and Asia all in it.

You might want to reserve posts if it get's quite long, though I probably already ruined that :p

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PostPosted: Mon May 14, 2012 8:49 pm 
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Yay! Welcome to the very small club Kirby! Looks good so far!

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PostPosted: Tue May 15, 2012 12:54 am 
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Lemal will be put on the backburner, as I believe it's more important to establish the more important characters.

A rough list of chars for the moment:

Nocte-
Carru Raven - In command. Corrupt politician from Germany who took the anarchy as a chance to take charge and finally get his fill of power. Fights for no reason other to prolong his ability to command.
Bio: To be written
Playstyle: Carru has an assortment of traps at his command. Despite being a rather slow character, he can create a strong defensive barrier that will disallow any easy aggression to take place. However, he has very few tools to create an offensive of his own, and has to rely on his ability to prevent such a thing to win.
Karynn Brunngarde - Carru's right-hand-woman. Daughter of a wealthy family, turned unwealthy due to the war, who made a life of her own due to her unreliable parents. She was an established lawyer before turning to Nocte for a more healthy paycheck.
Bio: To be written
Playstyle: Karynn is a typical hardcore rush-down. She has powerful teleports at her disposal, command dashes, and extra air actions. She is able to deal immense damage when she is invading her enemy's comfort zone, but cannot create any defensive, and is weak to pressure.
Garren J.W. - Carru's first test subject for his special concoction. Despite being a stereotypical Super Soldier Creator, he felt that he needed to add an extra kick, this extra kick found certain subject unfavorable, and caused great side-effects. He was originally a POW from Midi.
Bio: To be written.
Playstyle: Due to mutations caused by Carru's special concoction, Garren finds moving difficult. Very little offensive can be easily achieved with his movement speed. However, he has the ability to push, pull, and fling enemies, moving them to his will, instead of bringing himself to them. He has powerful grapples and can deal immense damage when positioning allows.
Lemal Royaute - Originally from France, he was in Germany for a business trip. Due to his weak mental state concerning romantic situations, Karynn snatched him up and brainwashed him, essentially. He shows signs of resisting, but is never able to take plans to fruition due to memory wiping that happens systematically.
Bio: To be written
Playstyle: Lemal, under the effects of Carru's special serum, can expel dark energy in the forms of various matter. The most notable of which is his familiar, Bella. Bella is able to act as Lemal commands, acting as a medium for more attacks.
Niklus Loch - A young soldier who simply wants to make the big time, feeling pressured by his father's great success in previous wars. He knows little about and doesn't acknowledge the corruption around him.
Bio: To be written
Playstyle: Niklus has many interesting tools in his arsenal. He can best be described as a jack of all trades character. One of the most notable of his tools is his ability to use a zip-line, which can be canceled into various other things for silly effects.
Marie Dungur - A Russian assassin who is employed within Nocte simply for the cash, much like Karynn. Little else was made known to the others within Nocte.
Bio: To be written
Playstyle: Marie could best be described as the "ninja" of the game. She has powerful mix-ups and rush-down, but is a rather fragile character and buckles under pressure. Her most notable trait is her blood thirst mode, which can be activated under certain conditions. Under this mode, her moves gain special properties, she is able to do thing she is normally unable to do, and she has a base movement speed increase.

Diu-
Edward Cheivkof - Originally from England, Edward wished to oppose the corruption stemming from Nocte. However, due to his upbringing, he took this rather far and created an equally insane faction.
Bio: To be written
Playstyle: Using a spear imbued with electricity, of his own creation, Edward's normals have long reach and his arsenal of pokes is quite large. Using select moves will cause him to lose the spear. While he lacks any special moves when he is without the spear, he does have a full array of normals to choose from. Edward is able to easily hit-confirm at decent ranges and start full combos, making him a threat at a distance most other physical characters cannot be.
Lily Prayesayer - With Edward, she came from England to oppose Nocte. She has similar goals and stuff like that
Bio: To be written
Playstyle: Lily fights with a multitude of heavy guns. She is a rather slow and measured zoner who has the ability to keep enemies out if enough care is taken. She is able to cause a large amount of damage from a range, but has a rather poor up close game.
Holly Hooker - A chef from the UK. A personal from of Lily who thought it suited to aid her in her warring efforts.
Bio:
Playstyle: Holly is one of those characters with a strange movelist. She uses cooking utensils and other such things, as it's the only thing she can and knows how to wield. She has decent abilities in most fields, and is a good all-around character.

Midi-
Rachelle Tzecho - A single mother from the UK. One of the many leaders in Midi's efforts to keep the populace safe.
Bio: To be written
Playstyle: Marie is a rather quick, movement-based grappler. However, unlike Garren, her grabs have certain limitations.
Antibella - A widow from Italy, who made her debut in the theaters of the UK only years before the current warring. She currently fights in the war with her new fiance.
Bio: To be written
Playstyle: Antibella is your Wrecka (sp?) character, with moves than lead into other moves, making her mix-ups dangerous and her combos flashy. She also has many movement-based moves to move and deal damage simultaneously.
Jason Mnueric - Antibella's new fiance. He was already a soldier in Midi at the start of the war, and hooked Antibella into the war efforts. He reigns from the UK, and is a nurse.
Bio: To be written
Playstyle: Jason fights using his knowledge of the human anatomy to deal swift, and lethal strikes. He could also fit the "ninja" archetype.
Chio Raven - Raven's niece who escaped after Carru killed her parents. She joined the war efforts of Midi to stop her tyrannical uncle.
Bio: To be written.
Playstyle: Chio, like her uncle, prefers to hide behind a defensive barrier. However, instead of banking on traps and other such tools, she creates it herself, with equipment she specializes within.

Others to come.

Nota bene -- I know this seems like a large amount of characters, but I'm habitually into jumping from concept to concept, so these characters will likely get fleshed out individually in a rather sporadic manner. Don't hold me to much of anything.

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PostPosted: Tue May 22, 2012 2:29 am 
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Okay, the gameplay system in this game will be fairly reminiscent of BB. But I'm going to change names because that's how I roll.

Average health: 20,000
Average "guard point" (to be explained later): 20
Average "resistance" (to be explained later): 5


Karynn Brunngarde

Age: 28
Date of Birth: November 3rd
Height: 5'7"
Weight: 117 lbs
Likes: Proving people wrong, getting the job done, money
Dislikes: Stupid people, people who get in her way
Hobbies: Watching bad horror movies
Affiliation: Nocte -- willing

BIO
Karynn was born into a wealthy family. Her, being the only child, was spoiled beyond belief and lived a life of luxury. However, upon her reaching 17 years of age, a government official confronted her father with a matter concerning some illegitimate deals made during the war years prior. Her father made no effort to denounce the accusations and was taken to jail. Her mother took this as little hindrance to her life, and went on living as she normally did. However, word of her husband's corrupt bargains got around, and she later found the family business shut down completely by the government.
At the time of that occurance, Karynn was already almost complete with law school. She passed it with flying colors and wished to become a lawyer who dealt with criminal prosecution. Her life went well until she became 26. When the war became too much of a hindrance to her life, Karynn decided the best course of action would be to assist its end. In light of this, Karynn joined the faction that paid the best, being the Nocte faction.
She started off as a nurse. However, despising the position, she confronted Carru one day and requested that she be tested for a different position. He allowed her to take battle training and found her skills in combat to surpass many males in the field. After letting her around for a few months, Carru deemed her worthy of his special serum, which he applied to her.
After months of proving her worth, Karynn has become Carru's right-hand-woman.
-to be improved later-

APPEARANCE
Karynn stands moderately tall, and has a rather firm figure. She has a dark red hair, dyed to remove any types of recognition, and is fashioned to conceal as much of her face as possible. Her eyes are a dark brown, but are hidden behind sunglasses, to further conceal her facial features. She wears a tight black shirt under under a black leather coat that buttons upward in the center. She wears long, black pants that are rather tight-fitting. Her boots have a tad of a heel to them, but this is more out of comfort and habit than any type of wish to appear attractive.

PERSONALITY
As you might of guessed from her bio and appearance, Karynn is a very stand-offish, business comes first kind of gal. She will rarely show any type of happiness unless she is able to get the job done.

FIGHTING STYLE
Karynn is very brutal in her physical attacks. She strikes weak points of targets and will not relent until her target has been, in some way, brought down, whether through surrender of literally.

WEAPONS AND ABILITIES
Karynn decides to carry no weapons when on the job, as she is rarely on the front lines of any types of battle, and is usually working behind the scenes. However, Karynn is able to fade in and out of existence shortly, reappearing where she pleases.

STATS AND SHIT
Health: 19,500
Guard point: 18
Resistance: 3
Walk speed: High (specifics to come later)
Dash type: Continuous -- grounded
Air dash: Long distance, but quick
Air actions: 3 (jump jump dash, jump dash dash, etc.)

MOVELIST AND OTHER UNIQUE MECHANICS
The "P" button in this game (standing for "power") is similar to the "drive" function of BB. I will expand on this feature later when I find it fit, because I'd like to think I'm more creative than that.
Karynn's Power: "Plane Walk" - Karynn is able to teleport across the screen. These teleports are not based on the enemies position, but her own.

5P: Karynn teleports about three character space ahead of her. This is semi-safe, but can be punished if the enemy is sniffing it out.

2P: Karynn teleports directly upward, overheads can be performed quickly from this.

3P: Karynn teleports diagonally upward. Similar properties to 3P.

1P: Karynn teleports diagonally backward.

6P: Karynn teleports full-screen forward. This can be easily punished if used to rush-in and nothing else, but it can also be used to get away from corner situations.

4P: Karynn teleports backward in a similar distance as her 5P.

j.P: Karynn feints out of existence, and quickly reappears in the same positioning as she was when activating. Can be used to avoid anti-airs, but can be punished all the same.

j.6P: What you'd think it'd do. Teleports forward like her 5P

j.4P: like 4P in air

j.2P: Karynn teleports to the ground.

KARYNN'S TELEPORTS HAVE A SHORT "COOL-DOWN" PER SAY

Normals
5A: Karynn punches outward in standard jab fashion. Rapid-fire. Quick. Hits mid.

2A: Karynn punches in a similar fashion to her 5A. Rapid-fire. Quick. Hits mid.

6A: Karynn performs a one-inch-punch type of move. This will stun grounded enemies. Enemies who are stunned will leave the ground after any connected move. Hits mid. Semi-slow. Lower body invincibility.

j.A: Karynn strikes her elbow semi-downward. Rapid-fire. Quick. Hits high.

5B: Karynn kicks outward with her entire foot, spinning slightly. Decent range. Good poke material. Hits mid.

2B: Karynn kicks out ward in a similar style to her 5B along the ground. Hits low. Decent range. Good poke material.

6B: Karynn performs a downward axe-kick. Hits high. Slow. No follow-ups.

j.B: Karynn kicks outward in a similar fashion to her 5 and 2B. Hits high.

j.2B: Karynn kicks downward from the air. Hits high. Quick.

5C: Karynn strikes out with her elbow, aimed strategically. Will stagger on counter-hit. Hits mid.

2C: Karynn spins and kicks along the ground twice. Hits twice. Trips opponent.

3C: Karynn slides across the ground, foot outward. Trips opponent.

6C: Karynn steps forward and readies a kick. Holding the button will cause her to cease the kick. Hits mid. Knocks back opponent.

j.C: Karynn slams downward with her elbow. Will knock enemy to ground.

Grabs (in the nature of this game, grabs must be tech'd in the same fashion as they are executed (forward to tech forward grabs, etc.) if the enemy is not in block or hitstun. If they are, teching any way will work.)
5B+C: Karynn grabs the opponent and swiftly snaps their neck. They will slowly fall to the ground.
6B+C: Karynn grabs the opponent and kicks them forward, knocking them a full-screen distance.
4B+C: Karynn teleports behind her enemy and kicks the opponent in a similar fashion to her 6B+C, knocking them full-screen in the opposite direction.
j.B+C: Karynn knocks the enemy to the ground with a downward axle kick. Enemy will be considered tripped.

Specials
236A - "Harrowing strike" - Karynn pushes her palm outward, knocking her enemy a full-screen distance away. The enemy is considered in a full-juggle state during. She is able to cancel this into a teleport only on hit.

236B - "Dawn breaker" - Karynn dashes forward, after her dash, she does an attack similar to her 236A. She is able to cancel this into a teleport only on hit.

236C - "Cynical Straight" - Karynn punches outward. Enemies hit by this move with be put in a stagger state if they are grounded.

623A - "Convict's Cradle" - Karynn grabs outward, grabbing only standing enemies. If it connects, she will strike the enemy with her shoulder, launching them.

214B/C - "Demon's Rush" - Karynn dashes. During the dash, she will hit enemies in her way. B will leave them grounded, does less damage, and is more safe, which C will make them airborne, does more damage, but is very unsafe.

22A - "No Rest for the Wicked" - Karynn picks up a grounded enemy. Does no damage. Gives frame advantage.

623A - "Unstoppable Force" - Command dash. Projectile invincible. Can be canceled into teleports.

623B - "Soul Siphon" - Karynn strikes out. If the hit connects, she will suck the life force from her victim. If they were grounded upon start up, they will become staggered. If they were airborne upon start-up, they will be knocked-down, invincibly. This move will remove a very small amount of meter from the enemy.

Supers - In this game, you obtain "bars" of meter, like many other fighters. You may obtain up to 5 bars of meter.
1 Bar supers
214214C - "Like a Bat Out of Hell" - Karynn dashes, basically doing a very powerful version of her "Demon's Rush"

236236C - "Devil's Legionnaire" - Karynn punches. If this move connects, she will go into a quick flurry of attacks, ending with a strong kick to the gut, knocking them far away.

2 bar super
22C - "Denial of Entry" - Karynn will stand in a ready stance. If an enemy is to hit her with any physical attack, Karynn will punch them in the stomach. The enemy will then be stunned for a considerable amount of time.

3 bar super
632146C - "Widow Maker" - Karynn grabs the enemy. If the grab is successful, she will strike the enemy where it hurts. She will then snap their neck and let them fall to the ground. She then can follow up with a free "Devil's Legionnaire"

GATLING TABLE
5A - 5A(Rapid), 2A(Rapid), 6A, 5B, 2B, 6B, 5C, 2C, Special
2A - All of the above
6A - Special
5B - 6A, 2B, 6B, 5C, 2C, 3C, 6C, Special, Jump
2B - 6A, 5B, 6B, 5C, 2C, 3C, 6C, Special
6B - Super
5C - 2C, 3C, 6C, Special, Jump
2C - Special
3C - Special
6C - Special


On hit/block
On whiff
~P's are considered specials~
~if something is special cancelable, it is also super cancelable~
~if two moves gattling into each other, they can not be done back-to-back unless otherwise stated~

------------------

I know I started out with a rather generic character, and I know that might not make this OC stuff bode well in the eyes of the beholder, but I thought I'd get the more standard fighters out of the way so that I can move on to the more unique and crazy ones.

She will be fine-tuned greatly in time to come, btw.

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PostPosted: Tue May 22, 2012 3:01 am 
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She reminds me of Nina Williams

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PostPosted: Tue May 22, 2012 6:45 pm 
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XBL: SoaringZero
PSN: SoaringZero
Pretty good kirbay.

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PostPosted: Tue May 22, 2012 8:35 pm 
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bimugen wrote:
She reminds me of Nina Williams


I find it difficult to make characters like Karynn, so I pulled inspiration from quite a few sources.

One of the many was the archetype of Nina, and I actually took some inspiration from Wesker in MvC3

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PostPosted: Tue May 22, 2012 11:54 pm 
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Joined: Tue Dec 29, 2009 1:25 am
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Im not saying she's unoriginal, Im just saying that she has a Nina feel to her.



But Im an Anna person so bleh :v

Anyway I was bored so I made a crude image of Karynn

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