Chain Wars Discussion
Okay first premise.
Ever since the dawn of time Underland has been consumed by a dark and ugly war. The forces of the Red Queen and the White Queen have fought for control of the spirit known as the Alice in Chains. Those who control the spirit can access to the Nexus of Underland. Those who visit the Nexus are said to become more powerful then God.
Both of the sides eventually found the hiding place of the Spirit and charged it. The defenders of the spirit made a split second decision and used the Alice in Chains power to breach into the Overworld. When they arrived they hid their spirits inside the bodies of children hopping they could keep themselves safe from the twin armies. But nothing ever lasts. Both queens discovered the way to get to the Overworld and took possession of bodies for themselves and their followers. They have now located the boarding school that houses the now teenage holders of the Spirits. As both queens prepare their plans to take the Alice in Chains the guardians decide it is time to reveal their presence to the ones who hold them. A time of war is coming. Can the guardians of old teach these kids how to protect themselves, or will the Queens take her and gain control over the world?
Okay now for spirits
Alice in Chains: An innocent spirit who wants nothing more then to enjoy the world and be free. She holds more raw power then any other spirit. Use of her power, transfer state, or summoning causes physical pain to the user. If used for too long she will kill her user. She can control the base powers of the universe and can do almost anything. But the more powerful the attack of defense the more it will bring the user closer to death. Just holding her gives her user increased stamina and even sharper wit. In transfer state she gains a dress woven of a pure blue thread that can repeal bullets with ease, it also allows her easier access to her power. When summoned she will create a "White Rose Field" the roses in question are as tall as most buildings and have vines growing out of them. These vines will grab any living creature friend or foe and drain them of blood until the creature dies or the flower becomes completly red.
Hatter of Madness (Mad Hatter): A jovial and easily excitable spirit this one is. His main power is his bottomless hat, which holds every item imaginable (and quite a few that aren't). The drawback of this Spirits power is being lost in its carefree mood and the possibility you may lose track of your own mind in the madness. It takes a strong personality to continue to be logical for even a few minutes after entering transfer state. Just having this spirit gives one a mad sort of thinking that always seems to come to an answer (even if not in a way anyone can make sense of). In transfers state a raggedy suit and pants appear on the person and they gain a large top hat. Out of the top hat they can pull any number of things and weapons. They must be careful not to get lost in the hats endless and be distracted mid battle. When summoned he transfers the group of a massive table floating over an endless void. The voices of thousands of lost and mad souls scream and an acidic "tea" falls from the air.
Hare of Eternal March (March Hare): One part fun spirited madman one part infinite creature of rage. The smallest things can set this spirit off while the biggest things can sometimes get a joke. One who holds this spirit must make sure to keep from snapping at things that are as small as a pencil breaking. God forbid you spill tea. This spirit gives its user an insane amount of strength at all times. In the transfer state a tattered suit that seems to have its own hammer space inside of it. This space holds a massive amount of "tea pots" or as others would think it acid and poison grenades. A single drop of the acid will melt flesh to bone and bone to bone juice. Also the user gains the ability to jump high, about 10 feet when standing still. In the summoned state the March Hare will form a giant teapot around him and his enemies which quick fills up with a special brand of tea. He will then leave the pot and shrink it. Drinking this tea puts him into blood rage like no other and can only be recalled after he is calmed down.
Rabbit of White (White Rabbit): The White Rabbit is late. He is always late no matter how early you arrive. He will wake you up an hour before you need to wake up to make sure that you can't possibly be late (but you always will be in his eyes). The one who holds his power can remember almost any fact from any point of his life. Through training he could also gain the ability to use some of his transfer state power to a extremely lesser effect outside of it. The transfer state give the user a snazzy suit jacket and a pocket watch attached to it. This pocket watch can stop time for short bursts at the expense of totally screwing up the users sense of time and perception of it. This could cause the person to think people are going slower then they really are leaving them as an open target. The effects only last a few minutes but they are dangerous minutes during battle to be sure. When summoned the White Rabbit will transfer everyone into a giant clock where different rooms have different times. Toss an enemy in one side and they might turn to dust from overaging. In another room they may become unborn from a backward time stream.
Knight of the Vorproal Blade (White Knight): There is a problem with the White Knight. And that problem is that he can't stop himself from pointing out and punishing ever little injustice. If someone drops a piece of trash to the ground they are scum. If someone is too lazy to do their fair share of work they are scum. And scum must be punished. If you don't help the Knight he will give you an earful about it. Just having this spirit in your body makes it tough as hell. It takes a few stabs of a knife just to cause a cut to it. In the transfer state the user gains a seat of heavy armor and a long sword that glows white with energy. This Vorproal blade will cut through anything, even diamond. The drawback of it is that whenever it directly takes a human life it will also wound its wielder, the more people killed in a row the more damage is dealt to the one who swings it. When he is finally summoned he will judge each and every person. If their good out ways their sins they will live. If their evil out ways their good they shall be put to the blade. And no one lives up to his standards. Just hope your sins are lesser then everyone else's before calling upon his judgement. He will only stay for a limited time so just hope that time is on your side.
The Invisible Death (Cheshire Cat): There is on thing that is known for sure about this spirit. It doesn't like to be seen. Or heard. It loves being in the background and when it does reveal itself it only gives off vague information and riddles. Being the owner of this spirit allows a person to make themselves scarce and almost blend into the background. In its Transfer state the person who controls it grows claws where their fingers used to be and becomes more cat like in nature, even going so far as to grow a tail. In this form the user can become invisible. But if one were to stay invisible for too long they would lose track of themselves, forgetting who they were and just disappearing into the background of the world. When summoned the Cheshire cat will play a small joke by taking away the sight of everyone in the area making it so that everyone must fight blind. This is useful to those who can fight using their other senses but very bad for someone who relies on sight alone.
Character Sheet
Name:
Age: (15-18)
Class Level: (Freshmen-Senior)
Desired Spirit:
Bio:
Questions that might arise from this
Q1. Xana you clever man don't you have enough work running two RP's? Do you really need the stress of a third?
A1: The updates for those will allow me to control a third well enough thank you very much/
Q2: Xana you amazing genius where did you come up with this idea?
A2: In a dream... maybe
Q3: Can anyone submit a profile?
A3: Yes, but just because you submit one doesn't mean I will pick you
Q4: Can I have your autograph?
A4: No, now sign up for this RP will yeah?
Ever since the dawn of time Underland has been consumed by a dark and ugly war. The forces of the Red Queen and the White Queen have fought for control of the spirit known as the Alice in Chains. Those who control the spirit can access to the Nexus of Underland. Those who visit the Nexus are said to become more powerful then God.
Both of the sides eventually found the hiding place of the Spirit and charged it. The defenders of the spirit made a split second decision and used the Alice in Chains power to breach into the Overworld. When they arrived they hid their spirits inside the bodies of children hopping they could keep themselves safe from the twin armies. But nothing ever lasts. Both queens discovered the way to get to the Overworld and took possession of bodies for themselves and their followers. They have now located the boarding school that houses the now teenage holders of the Spirits. As both queens prepare their plans to take the Alice in Chains the guardians decide it is time to reveal their presence to the ones who hold them. A time of war is coming. Can the guardians of old teach these kids how to protect themselves, or will the Queens take her and gain control over the world?
Okay now for spirits
Alice in Chains: An innocent spirit who wants nothing more then to enjoy the world and be free. She holds more raw power then any other spirit. Use of her power, transfer state, or summoning causes physical pain to the user. If used for too long she will kill her user. She can control the base powers of the universe and can do almost anything. But the more powerful the attack of defense the more it will bring the user closer to death. Just holding her gives her user increased stamina and even sharper wit. In transfer state she gains a dress woven of a pure blue thread that can repeal bullets with ease, it also allows her easier access to her power. When summoned she will create a "White Rose Field" the roses in question are as tall as most buildings and have vines growing out of them. These vines will grab any living creature friend or foe and drain them of blood until the creature dies or the flower becomes completly red.
Hatter of Madness (Mad Hatter): A jovial and easily excitable spirit this one is. His main power is his bottomless hat, which holds every item imaginable (and quite a few that aren't). The drawback of this Spirits power is being lost in its carefree mood and the possibility you may lose track of your own mind in the madness. It takes a strong personality to continue to be logical for even a few minutes after entering transfer state. Just having this spirit gives one a mad sort of thinking that always seems to come to an answer (even if not in a way anyone can make sense of). In transfers state a raggedy suit and pants appear on the person and they gain a large top hat. Out of the top hat they can pull any number of things and weapons. They must be careful not to get lost in the hats endless and be distracted mid battle. When summoned he transfers the group of a massive table floating over an endless void. The voices of thousands of lost and mad souls scream and an acidic "tea" falls from the air.
Hare of Eternal March (March Hare): One part fun spirited madman one part infinite creature of rage. The smallest things can set this spirit off while the biggest things can sometimes get a joke. One who holds this spirit must make sure to keep from snapping at things that are as small as a pencil breaking. God forbid you spill tea. This spirit gives its user an insane amount of strength at all times. In the transfer state a tattered suit that seems to have its own hammer space inside of it. This space holds a massive amount of "tea pots" or as others would think it acid and poison grenades. A single drop of the acid will melt flesh to bone and bone to bone juice. Also the user gains the ability to jump high, about 10 feet when standing still. In the summoned state the March Hare will form a giant teapot around him and his enemies which quick fills up with a special brand of tea. He will then leave the pot and shrink it. Drinking this tea puts him into blood rage like no other and can only be recalled after he is calmed down.
Rabbit of White (White Rabbit): The White Rabbit is late. He is always late no matter how early you arrive. He will wake you up an hour before you need to wake up to make sure that you can't possibly be late (but you always will be in his eyes). The one who holds his power can remember almost any fact from any point of his life. Through training he could also gain the ability to use some of his transfer state power to a extremely lesser effect outside of it. The transfer state give the user a snazzy suit jacket and a pocket watch attached to it. This pocket watch can stop time for short bursts at the expense of totally screwing up the users sense of time and perception of it. This could cause the person to think people are going slower then they really are leaving them as an open target. The effects only last a few minutes but they are dangerous minutes during battle to be sure. When summoned the White Rabbit will transfer everyone into a giant clock where different rooms have different times. Toss an enemy in one side and they might turn to dust from overaging. In another room they may become unborn from a backward time stream.
Knight of the Vorproal Blade (White Knight): There is a problem with the White Knight. And that problem is that he can't stop himself from pointing out and punishing ever little injustice. If someone drops a piece of trash to the ground they are scum. If someone is too lazy to do their fair share of work they are scum. And scum must be punished. If you don't help the Knight he will give you an earful about it. Just having this spirit in your body makes it tough as hell. It takes a few stabs of a knife just to cause a cut to it. In the transfer state the user gains a seat of heavy armor and a long sword that glows white with energy. This Vorproal blade will cut through anything, even diamond. The drawback of it is that whenever it directly takes a human life it will also wound its wielder, the more people killed in a row the more damage is dealt to the one who swings it. When he is finally summoned he will judge each and every person. If their good out ways their sins they will live. If their evil out ways their good they shall be put to the blade. And no one lives up to his standards. Just hope your sins are lesser then everyone else's before calling upon his judgement. He will only stay for a limited time so just hope that time is on your side.
The Invisible Death (Cheshire Cat): There is on thing that is known for sure about this spirit. It doesn't like to be seen. Or heard. It loves being in the background and when it does reveal itself it only gives off vague information and riddles. Being the owner of this spirit allows a person to make themselves scarce and almost blend into the background. In its Transfer state the person who controls it grows claws where their fingers used to be and becomes more cat like in nature, even going so far as to grow a tail. In this form the user can become invisible. But if one were to stay invisible for too long they would lose track of themselves, forgetting who they were and just disappearing into the background of the world. When summoned the Cheshire cat will play a small joke by taking away the sight of everyone in the area making it so that everyone must fight blind. This is useful to those who can fight using their other senses but very bad for someone who relies on sight alone.
Character Sheet
Name:
Age: (15-18)
Class Level: (Freshmen-Senior)
Desired Spirit:
Bio:
Questions that might arise from this
Q1. Xana you clever man don't you have enough work running two RP's? Do you really need the stress of a third?
A1: The updates for those will allow me to control a third well enough thank you very much/
Q2: Xana you amazing genius where did you come up with this idea?
A2: In a dream... maybe
Q3: Can anyone submit a profile?
A3: Yes, but just because you submit one doesn't mean I will pick you
Q4: Can I have your autograph?
A4: No, now sign up for this RP will yeah?
