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John
12-17-2010, 06:12 AM
From a place more foul than the deepest darkest pits of hell. We present to you the foul abominations that could only come from the mind of Nazgul.

John
12-17-2010, 06:23 AM
The Nine

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The Nazgul always appear as pictured above, except for the Witchking who will don armour (http://www.freewebs.com/sauronclock/Fullview_witchking2.jpg) for battle. Each Nagul stands at 6'0 tall. If the cloaks are removed, the Nazgul become invisible, and cannot interact with the environment. They can still become damaged however.

The only way to see a Nazgul in it's true form is to wear the One Ring. And as a stupid hobbit threw it in a volcano, it's not likely to happen now is it?

Abilities: The Nazgul are not overly fast, tending to appear as though they are gliding when they move. They are however, highly skilled with a sword.

Weapons:

All the Nazgul carry the Sword of the Nazgul (http://www.lifeofsteel.com/images/witch.jpg)(note that the Witchking's sword has an ability which I will explain later. as well as a Morgul dagger. Any who are stabbed with the dagger will eventually transform into a wraith in the service of the Witchking. The transformation can take a few days and is quite painful due to the poison released by the dagger. The dagger is a one use item and disintegrates after use. Note that the best method of curing the poison is to be rescued by Glorfindel and taken to Rivendell (stupid Peter Jackson)

Weaknesses:

The Nazgul are particularly vulnerable to fire and also have a fear of water.

General Background:

After the fall of Mordor, the Nazgul fell out of touch with each other, falling into whatever odd jobs they could find to make ends meet. Recently, the Witchking has heard of an arena, and thinking that it could be used as a method to regain some power, has decided to get the band back together.


Nazgul 1 The Witchking of Angmar

Weapons: The Witchking uses the same weapons as the other Nazgul, however his sword is enchanted. Using one turn, the Witchking can cause a blue flame to emanate form the blade. The flame doesn't do anything, but it looks cool.

He also carries a large morning star (http://th03.deviantart.net/fs7/300W/i/2005/252/8/1/Flail_of_the_Witch_King_by_LordofIZAN.jpg)

Special Ability: The Witchking can only be killed by a woman. However, anyone can kick the shit out of him. Go ahead, try it. You know you want to.

Personality: The Witchking is a power hungry war monger. His ultimate goal is nothing short of world domination.

Personal Background: The Witchking muddled around for years, not sure what to do with himself. He always had the overwhelming urge to acquire power, and given his evil nature, he eventually found a calling which suited him to a tee. He became a lawyer.


Nazgul 2 Bob

Personality: Bob is the manic depressive of the group. He hates his life and everything about, though he can't find the courage to do away with himself. He secretly hopes he can find someone in the arena to put an end to his miserable existence.

Special Ability: When Bob gets really down, he can drone on for up to four turns. Those who listen to him can become entranced and start to feel a similar depression. If Bob uses this ability, upon the end of his droning, it will take him one turn to find the will to get up and move again.

Personal Background: Bob is an alcoholic accountant trying to come to grips with his failed marriage and generally pointless life. No matter how he tries, he just can't get over his wife leaving him for the counter guy at the Subway.


Nazgul 3 Tony "Fahgeddaboudit" Capone

Personality: Tony thinks he's Italian, though he really isn't. He is always looking for the quick buck, be it through a con or shady deal. Unfortunately, he isn't very successful and there are very few people in the world who will trust a dark hooded figure.

Special Ability: The ability to never shut up about "that thing with the guy." This has no real effects on his opponents, though it does tend to annoy them somehting fierce.

Personal Background: Tony was trying to get in to a crew working for the Fagioli Family when the Witchking found him. Now he spends most of his time attempting to rig matches and take bets on the arena matches.


Nazgul 4 Maurice

Personality: Maurice is flamboyantly gay. Considers himself a diva through and through and feels it's his personal job to bring all fashion criminals to justice. Or at least give them a good makeover.

Special Abilities: Has the ability to spot a fashion crime. When he does, he will attempt to offer the opponent a makeover (1 turn) If his opponent accepts, the actual makeover will take five turns. In the event the opponent declines, Maurice will belittle them for their appearance which can often bring them to tears lasting for one turn, two if they are female.

Maurice also has the ability to cause a rendition of "it's Raining Men" to play which will cause him to dance for two turns. Though the dancing can be contagious, it is only if the opponent so chooses to participate. So really, it has no actual effect on the opponent, but Maurice looks damn good when he does it.

Personal Background. When found by the Witchking, Maurice was working as a stylist at a salon named "Salon" in Beverly Hills.


Nazgul 5 Einstein

Personality: Einstein is highly intelligent and can come off a little condescending because of it. He is now, and always was a voracious reader.

Special Ability: Due to the fact he has read every book ever written anywhere in the thousands of years he has been around, he has the ability to know what an opponent's weakness is (this process takes one turn for him to recall something he read) Whether or not he has the means to exploit this weakness is another thing entirely.

Personal Background: Einstein was working as a librarian at the New York Public Library when the Witchking found him. He was surprised he had never heard of this RPA Arena and needed to know more.


Nazgul 6 Geek

Personality: Geek is, as the name says. A geek. He is awkward and has a nasally voice as well as an almost psychotic love of the game Dungeons and Dragons.

Special Ability: Geek can recite form memory the stats for every creature, weapon armour and item type in the Advanced Dungeons and Dragons First Edition Rules. This is really of no particular use as no one plays by the First Edition Rules anymore.

Special Item: Geek has a magical six sided die which can be rolled twice per battle. The effects are dependent on the result of the roll ad are as follows.

1 - Causes a tree to grow under the opponent
2 - Summons a giant rat which will eat any food in the area before leaving.
3 - Turns Geek into a sponge for one turn
4 - Turns everything in the area purple for five turns
5 - Summons a gust of wind which will knock down both Geek and his opponent, stunning them for one turn. Note that Geek will be stunned for two turns if everything has been turned purple by a previous roll
6 - Manipulates time, causing the battle to start back at the beginning. Geek's opponent will be aware that this has happened and be dazed for one turn due to the effect. The injuries sustained by both Geek and his opponent will be healed. Geek however will not be aware of this effect. It should be noted that the die does not reset it's rolls when this effect happens and Geek has been known to waste up to three turns rolling the die thinking somehting is wrong with it.

Personal Background: Geek runs a niche RP website devoted to DnD. There, he uses the handle of Studly Ripplychest.

Nazgul 7 Undercover Nazgul aka Dick

Personality: Dick is rather secretive and tends to keep to himself. He is not a fan of attention.

Special ability: Dick is a master of disguise. The strange thing about this is that even in disguise, he still looks like a Nazgul as the disguises are usually hats and other article of clothing just put over top of his robes. Stranger still, despite still looking like a Nazgul when in disguise, no one can tell it's him until he removes his disguise. Note that if he attacks while in disguise, the subterfuge is revealed.

Personal Background: Dick runs a small private investigation service in Hoboken, New Jersey. Currently he pays alimony to his four ex wives and is looking for a way to make a little more money. Hopefully the arena will be it.


Nazgul 8 Nigel

Personality: Nigel is pompous, snooty and comes of rather condescending by his tone. Though his words are not actually condescending, he does look down his nose at people.

Special Ability and Item: Nigel carries a magical tea set which can serve heated tea to up to four guests. The item takes one tun of set up. Once it is set up, the scent of the perfectly brewed English tea will be overpowering to those around and they will drink tea from two to four turns(depends how fast they drink their tea)

Personal background: Nigel has been working as a butler for the McPrat family of Devonshire England.


Nazgul 9 Ethel

Personality: Ethel likes to make people feel guilty for everyhting they do, and everything that has ever been done to her.

Ability: Has the ability to make people feel guilty by laying in to them for what they have done, then going on endlessly about how her kids are ungrateful, and so on. (1 turn) This will cause her opponent to become irritated and argue with Ethel for two turns.

Personal Background: Ethel is a Jewish mother of four. When the Witchking found her, she was running a small kosher deli in Manhattan. It is unknown why the Witchking let a woman into his service, being that only a woman can kill him. The rumour is that he actually mistook her for a man due to her manly hands.


One or all of the Nine are available for weddings and bar mitzvahs. If you would lie to hire any of them, send me a PM

John
12-19-2010, 08:34 AM
The Menagerie

I'm sure all of you have heard of the Looney Tunes. You know, Bugs Bunny, Daffy Duck, etc. But did you know that the Looney Tunes were actually the second attempt by the Warner Brothers to make a successful cartoon series?

Many years ago, the Warner Brothers dreamed of creating the most successful and well known cartoon characters of all time. In their first attempt, things went horribly wrong. Their creations, meant to be sources of laughter for child and adult alike, became twisted and evil.

These Evil Looney Tunes began to wreak havoc in an attempt to take over the WB studios. Many lives were lost and it was thought that there would be no hope for humanity unless someone could stop them. Fortunately, the Warner Brothers were able to banish their creations to an alternate universe to be locked there for eternity and eventually were forgotten.

Now, the Evil Looney Tunes have managed to break out of their prison and are back to to plunge the world into chaos.

It should be noted at this time that these characters are meant to be in fun and will involve a certain amount of Godmodding. Of course I will ask permission before doing so.

Personalities: Generally speaking, the ELT's behave much like their good counterparts. However, all of the ELTs are psychotic and enjoy killing.

Common Abilities
(All of the ELTs have common abilities that they possess due to being cartoon characters.)

Dimensional Shift: The moment any battle begins against one of the ELTs, the field will shift slightly into their dimension. The dimension itself allows the laws of physics for a cartoon world to become reality.

Acme Ordering: Any of the ELTs may, once per battle, order an item from the ACME catalog. It takes one turn to fill out the order form and mail it. Three turns for the item to arrive. And one turn to assemble. The item cannot be activated on the same turn it is assembled unless it is The Genius who is performing the action.

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WIP

WIP

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Weapons: The acrobat has natural claws which are incredibly sharp and have the ability to slice through metal.

Skills: Incredibly nimble and agile.

Special abilities:
Puppy Dog Eyes: Once per battle, the Acrobat has can make his eyes really big and take on a non threatening stance. When he does this he is incredibly cute and has a chance to illicit sympathy from his opponent. If it works, the sympathy will last as long as The Acrobat stays in this state.

Saliva: The Acrobat has an incredibly bad lisp and when he speaks discharges an unusual amount of saliva which has the following effects:
- at close range can blind the opponent for up to two turns
- if it is on the ground, it becomes incredibly slippery. Agile opponents will have difficulty keeping their footing while all others will fall.

It should be noted that The Acrobat is completely powerless against baby kangaroos. Though he will do everything he can to try to take it down

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WIP

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