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Welcome to the Interference: Multiverse, a video game crossover roleplayed inspired by The Interference fanfiction series by Newbiespud.

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Last Updated: 11/6/2017

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Location: The Other Rainforest
Born: 30 July 1991
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I like rhythm games, pokemons, ace attorney, various webcomics, reading fanfiction, and occasionally trying to write or draw.
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Custom Title: The sun will rise.
Gender: Female
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Joined: 9-September 12
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Last Seen: Jul 18 2017, 10:23 PM
Local Time: Nov 22 2017, 12:11 PM
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Tarkya

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Feb 20 2017, 02:45 PM
Classification: ...Internal? (Ragnarok Online)
Name: Sarah Volker
Age: 25
Gender: Female
Physical: Sarah stands at 5’4”, with a more heavyset build that seems better for endurance than speed. Her skin is a patchwork of blotchy pale and freckled tan, dotted with pale scars and minor chemical burns. Her eyes are a chocolate brown, with dark circles that no amount of proper sleep seem able to banish. Her hair, wavy and black, grows down to just above her shoulder blades, with a rough cut and no bangs. In most cases, she keeps it tied up in a low ponytail to keep it out of the way.

She favors comfortable and functional clothing over fashionable garb, especially when she’s traveling through the wilderness. She wears a short cape, dark red with gold trim, which is clasped at the neck with a silver caduceus pin. The cape appears to have… teeth on the shoulder pads, a pattern that connects around the back of the cape with a third toothy "mouth" pattern. Beneath that she wears a sleeveless black buttoned blouse with gold buttons and trim, as well a black ruffled skirt with two gold stripes running parallel to the bottom hem. She wears plain tan leggings under the skirt. Around her waist, Sarah wears a brown leather belt hung with pouches and pockets to hold a number of potions, as well as a holster for her sword. She wears black, fur-lined boots with gold accents and laces, and white leather gloves that are nearly elbow length.

When not in uniform, Sarah tends towards simpler wear, typically some combination of long shirts and skirts or loose pants. She’ll wear a variety of colors, but prefers more neutral or natural shades.

Mental: Sarah Volker is by nature a quiet person, a trait that winds through most of her personality. She does her best to be polite and kind to other people, holding on to the belief that the majority of people are at least decent by default. However, she is no social butterfly, and if she can avoid a conversation she will. While she’s more than happy to help others in need, she’ll rarely ask for help herself, often leading to situations where Sarah will make a task that would be quick and simple with some help infinitely more complicated on her own.

Around friends Sarah is a far more open person, though she still tends to be more reserved; among her childhood friends she was usually the voice of reason. This doesn’t mean she isn’t prone to emotional outbursts, and she often does slip into states of intense frustration, mostly directed at herself. She does her best to keep these private, as to not worry the people she cares about, but she isn’t always successful.

She’s more likely to listen than to speak, and to plan rather than to react. This can become a problem in situations where quick thinking is required, leaving her momentarily paralyzed. Yet when the situation becomes dire she’s more than capable of drilling down to the most important tasks and getting them done. When her friends are in trouble, or when she’s in the thick of combat she is able to shed her anxieties behind to accomplish a great deal.

Background: Once upon a time, a young woman interfered into the multiverse, long after she had abandoned any dreams of such an adventure. With a loyal companion by her side she found her way to Traverse Town, making acquaintances and eventually becoming a well-known fixture of the community. While other interferences traveled the world, seeking adventure and power, Sarah Tustin chose to stay put, running a small coffee shop and hoping for the day she would finally be returned home.

Then, she died.

---

Sarah Valker was born and raised in Aldebaran, a peaceful city-state situation on the border between the kingdom of Rune-Midgarts and the Schwartzwald Republic. To many, it was a gateway between the two countries, and a safe place amidst the rough wilderness that made up much of the border, making it a popular destination for tourists, travellers, and adventurers seeking challenge both outside and inside of the town.

It was in this environment that Sarah grew up, and with her father working as a merchant and her mother working for the Kafra Corporation she never had to worry about the basic necessities of life. She was always rather shy, but she would never pass up the opportunity to hear some traveller’s stories about the world beyond, planting a spark of wanderlust in her that spread to her childhood friends, and she often dreamed of the day she would travel beyond the city’s walls.

As she grew older, she began to follow in her father’s footsteps, helping run the family store. She was content for a while, but it soon became clear that she wouldn’t be satisfied simply buying and selling goods to adventurers. With her family’s blessing and her friends by her side, she began to travel outside the city’s walls to hunt the monsters that teemed in the wilderness outside. As a merchant, a thief, and an acolyte they made an odd crew, but with teamwork and the guidance of more veteran adventurers they began to make a name for themselves.

Eventually, the three became strong enough to draw the attention of the various guilds and organizations across the continent. When they received invitations to join, they were eager to accept, but it meant that their adventuring party would have to split. Making a promise to meet again when their training was complete, the group parted ways. Only Sarah remained in Aldebaran, where the Alchemist Union was headquartered. She spent many weeks studying and learning the art of alchemy, and through her efforts she managed to gain their approval… and membership with the guild.

It was a major success to have under her belt, but there was always more to learn. When she’d learned all she could from the Alchemist Union, she turned her eyes northward to the Schwartzwald Republic, where alchemists were said to made new discoveries at a breakneck pace. It was a long road to get there, but it was an opportunity she couldn’t pass up. She began to make preparations to travel there, and hopefully learn something new.

Then came the night of the shooting stars, when it seemed the whole sky was falling. No one could figure out why it had happened, or what the consequences of it would be. Slowly but surely, a sense of unease spread across the continent, along with rumors of strange new monsters.

For Sarah, that was the night the dreams began...

Abilities: As a member of the Alchemist Union, Sarah has been educated in art of alchemy, allowing her to make a variety of potions and compounds with a variety of uses. This includes healing potions, plant fertilizers, and even acid or explosives. She uses these for offensive and defensive purposes, usually by throwing them at something or someone. There are even a couple of aggressive plants she is able to keep in bottles for later release.

Sarah can hold her own in a fight, favoring light, one-handed swords as her weapon of choice when potions fail her. If she has her cart available, she can also use that to fight in a pinch by swinging it into a crowd.

Equipment: Sarah carries a short sword at her hip, a small buckler on her arm, and a variety of potions and related supplies hanging from her belts. She also carries a red handbag with a rather monstrous design, which seems to hold far more than its size suggests.

One of her most important objects is a thick, belted tome. The tome is enchanted to be durable enough for the road, as well as illegible to prevent casual attempts to read it. (A skilled enough magician would likely be able to crack the latter enchantment, though their ability to crack her handwriting is a whole other issue.) It contains Sarah’s myriad alchemy notes, information on monsters she’s encountered, and the occasional personal entry about her day.

Sarah occasionally rents a pushcart to carry goods and set up shop in remote areas.. While it’s normally just used as mobile storage, she can also use it to defend herself in a pinch, and it’s set up to work as a mobile laboratory for more complex brews.
Feb 14 2017, 05:09 PM
Classification: Internal (Digimon)
Name: Doru
Age: Young
Gender: Male?
Physical:

Doru’s default appearance is that of a bipedal, saurian creature. He stands around 3 feet tall at the shoulder, and his teeth and fur are both infused with mithril naturally. As a digimon, his appearance and size changes with each evolution, but he’ll ultimately return to his base for as a Dorumon.

Mental: Doru is an enthusiastic and energetic young digimon, with a great interest in the world and all the things in it. He feels his emotions strongly, though not for long - he is prone to intense happiness and sadness that come and go like a summer squall. He's a childish sort of creature in this way, and it's difficult (but not impossible) to get him down for long. However, this should never be mistaken for a lack of intelligence - Doru is quick to learn and understand new situations, and is capable of surprisingly deep insight.

Doru possesses a feral streak and a fierce combat instinct. Battle for him is as much a form of communication as words, and he’ll do with friends and foes alike. However, he’s prone to falling into a frenzy at times, losing his ability to distinguish between friend and foe in the process. This berserker fury becomes more pronounced as he evolves, and the data he needs to maintain his larger forms leads to him seeking sources to “feed” on.

In the aftermath of the battle of Traverse Town and the loss of his human partner, Doru has also become fiercely protective of the people he considers friends and allies. In some cases, it borders on possessiveness, with him aggressively attempting to fend off anything that could be considered “harmful”, whether it is or not. He is especially violent towards robots, due to a mix of fear, distrust, and a hunger for the data they possess.

Background: Doru was born the day of another’s interference, a guardian creature born to protect against a world filled with danger. He was born into the world full of enthusiasm for this task, and unconditional love for the one he was born to protect.

In the end, it turned out his human had other ideas. A world full of danger and adventure didn’t appeal to her, and so Doru found himself living on the world of Traverse Town and more or less left to his own purposes. The little town became his world, and the numerous interferences that passed through or called it home became nearly as important to him as the human he was meant to protect. And while the spark of wanderlust continued to burn in him, he would keep it controlled, least of all for the sake of his human.

Then, 0m3ga arrived, and he watched as the one he was born to protect fell, dying without a word. Doru’s world was shattered that day along with his childish exuberance. Consumed by emotions, he fell into a frenzy that nearly had him destroy friend and foe alike. It was fortune that kept him from taking innocent lives, and he fled the world of Traverse Town, setting off into the world on his own...

Abilities: Doru, in all forms, possesses the power of digivolution, an ability that allows him to change to a larger, more powerful form with the acquisition of enough data. However, his ability to maintain these larger forms is limited, and he must accumulate his data from outside sources. Currently, his most reliable source of data comes from feeding off digital technology, as well as robots and certain forms of Heartless.

Currently, Doru is able to evolve to the Ultimate stage, with his line ending at DexDorugreymon. In all his current forms, he possesses the ability to shoot spheres of metal at his opponents, with the size of these cannonballs increasing with his evolutionary stage.
Equipment: N/A
Jan 1 2017, 09:28 PM
Jake was free.

He didn't know the exact circumstances, only that one moment, things had been "normal" (a term he used loosely when you were being watch-dogged by the intergalactic cops), the next moment... it was as if that entire part of his brain had simply been... scratched out.
Ș͗͑ͫ̅̌͗û̴͈̹̰̪̙̄̌ͅͅbͤ́҉̗̻̭̘ț̷̱͕̠̻̳̪ͯl̓̓͌ͥ̑̇ė̻̂ͨͥ͒.̘͍̫̻̬̾ͭ͒̒
For the first time in ages, it felt like his brain was his again, and he was ready to enjoy the hell out of his newfound freedom.

...at least, once he'd figured out where he was. Certainly he hadn't been in front of a castle before, on a bridge that looked like it'd had a fight way more involved than you'd expect from whatever time period a castle suggested. The deep gouges looked like they'd been left by giant claws rather than normal weaponry.

Jake kicked the stone, and looked up at the castle. Illuminated under the moonlight, it looked all the world like something a vampire would be living in, and certainly something any normal person would stay away from...

But, well... Jake wasn't a normal person. He was a bored person. And some kind of spooky vampire castle seemed like the perfect place to let off some steam.

Leaving flickering footsteps in his wake, he approached.
Oct 12 2016, 09:15 PM
Doru was on a mission.

Sarah was distracted with pretending to get ready to go on an adventure, and since she was distracted she wasn't around to tell him not to do something. Sometimes, it seemed like that was Sarah's secret magic power; telling people not to do things.

But she was busy, and hadn't told Doru not to take the shiny golden things from the box on the counter, and Cuppa hadn't told him to stop either - he'd just put more shiny golden things in the box and gave him a pat on the head. The bag of munny jangled in his claws as he trotted along the streets, and if anyone found it strange, they weren't saying anything.

Mostly, they were giving him pets. That was practically saying he was doing a good thing, right?

His destination was the smoke-and-metal smelling place in Second District, the place that Sarah said sold things for fighting. Things neither of us need she would say, but Doru wasn't so sure about that. Especially when they were going to go on an adventure!

He knocked his way through the door and into the storefront, nostrils twitching at the mix of smoke and fire and other things. A robot stood at the counter, which he ignored as he stared at the merchandise - all kinds of metal things and pointy things and shiny things.

"Woooow... what do I choose...?"
Sep 27 2016, 10:02 PM
Darkness, thick as fog, as choking as smoke. There was no sense of up or down, of being or not being. Someone was watching her, was weighing and measuring her, and finding something that pleased it, reaching out to pull it away...

You can't have it... stay away!

Protests went unheeded. Pain, somehow more intense without a body to contain it, as what was wanted was taken, and then even the darkness began to fade, into something emptier and far colder.

This one will do.




In the distance Eve could hear the tolling of a clocktower. It was a sound she barely processed, curling around herself as she lay on the ground, one hand clutched over her eye. The pain was enough to send sparks dancing across what remained of her field of vision, making even the dim light feel like a noonday sun.

There'd been... darkness. A cloud of it, a lively and dangerous as a serpent. And... voices. A video. Her son.

Her son, dead.

She bolted upright, gasping, gaze darting back and forth across ruined furniture and scattered dishes, all horribly unfamiliar. This was... where was it? It wasn't her home... was this a dream? Could there be so much pain in a dream? But how else could she explain the slowly coalescing memories in her mind?

Had she finally reached her breaking point...?
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