Oh, fine. Accepted, but beware of my Whimsy. Might make you an actual cat...

I'll use this post as the post for characters, dead, and waitlist.
Current Character List:
Name: Blitz
Age: 34
Gender: Male, probably.
Appearance: A pink blob with limbs, wearing what appears to be shoes on it's 'feet'. It has 2 thin, long eyes that somehow shine no matter what at the top right corner and a mouth that leads into... Something. Also has some very tiny holes on both sides of his head which function as ears. (nice catch. deaf would have been a good Negative Passive.)
Class: Level Two Copycat.
Active: Copy: Gains an ability from a target temporarily, lasts 2 turns, cooldown 3 turns.
Passive: Cuteness: +1 to diplomacy with children.
Passive: Absolute Zero: You can use frost magic without penalty, while you are mortally wounded.
Malus Passive: Nemesis: Every 12 turns while you are alive your party is attacked by King Dedede.
Inventory: Large Copper Dagger, slightly cut shoulder. Pain numbed by wine. Headache(-1 to actions next turn).
NAME:Sir Notspyxeno
AGE: 25
gender: Male
APPEARANCE: DEFINITELY NOT A SCYTHER, TOTALLY A HUNAM.
CLASS: Level Two NOTALIENSPY.
Active: This is my name: Sir Notspyxeno! Confuses target sentient being, they lose next action. Cooldown 3 turns.
Frost Magic Potential:
Passive: Not an alien spy: +1 to diplomacy with humans if there are known to be aliens in the current area. Subject to definition by me.
Passive: Pistol Power: +1 to damage roll with handgun shots.
Malus Passive: Against Aliens: Aliens hate your everything. They are always automatically hostile towards you.
Inventory: Slightly Ripped Government Issued Suit, Semi-Automatic Handgun with 9 rounds. On floor, has book. Ender's Game.
Name: Lahaco
Age: Somewhat old.
Gender: Ambigous?
Appearance: Literally a walking Large Hadron Collider
Class: Level One Large Hadron Collider.
Active: Zap!: Electrocute your target with faulty discharge, 2 turn cooldown. Spend between one and three
Charge inclusive for this attack, +1 to damage for each charge beyond one spent.
Active: Conjure Matter: Conjure matter of some sort, 4 turn cooldown. Spend four
Charge for this, you can also spend up to 2 extra for a +1 to this for each
Charge spent. Cannot currently be used.
Passive: Embodiment of Experimental Machinery: +2 to using highly advanced technology while at least half charged.
Active: Overcharge Cannon: Spend 6
Charge to fire the Over
Charge Cannon. This is incredibly powerful and as such has a 7 turn cooldown. You can spend up to six extra
Charge on this to gain a +1 to damage for each spent. This naturally has a +3 to hit because of its sheer immensity, but you may hit allies also. Firing the Overcharge Cannon means you get a -x/2 to all actions the next turn, where x is the amount of extra charge spent.
Charge: 10/10: Spend
Charge for your abilities. If you have no
Charge, or less than no
Charge, you are incapable of action until you re
Charge. You gain one charge back per turn, due to your built in fusion reactor.
Passive: Super Sensors: Suffice it to say that your sensors are good.
Malus Passive: Definitely a Machine: You are a machine. BTTZZZZ... crunch... sizzle.
Inventory: Plans in mind for a Perpetual Motion Coffee Machine, Perpetual Motion Coffee Generator made from left leg. Notes about not using legs for construction (you won't use your legs in construction), outside of a large hole. Energy Harpoon Minigun, spend
Charge up to three inclusive to launch that many attacks with +1 to damage. Medi-Ray: spend 2
Charge to heal someone.
Name: Jase Bladeheart
Age: 24
Gender: So masculine it isn't funny. So not funny it's hilarious
Appearance: An incredibly macho elf with brown hair, blue eyes, and muscles. His pores ooze pure testosterone.
Class: Level One Axemaster Cleric
Active: Leaping Axe Strike: Attack a target by leaping into the air, bringing your axe down upon them. -3 to hit target due to inherit inaccuracy in leaping like this, but +3 to the damage dealt. 4 turn cooldown. Cooling down for one more turns.
Active: Axe Flash: Attack somebody with an axe in melee, they get -2 to dodge because of the blast of light your axe gives off. 3 turn cooldown.
Passive: Cleric Axemaster(0/3): +2 to using battle axes in combat. After dealing damage, gain an Axe Counter. You can spend three Axe Counters to heal someone at +2.
Malus Passive: Hippy Elf: -3 to harming nature.
Malus Passive: He who walks the path of the axe(2/6): You must kill something significant every 6 turns at least, or be punished. By punished, I mean divinely punished.
Inventory: Axe Cleric Elf Garments, ++Steel Axe++: +2 to axe durability. Drillified stomach with Reroll Coin inside. Glowy.
Name: Johnny Nahmates
Age: 20 (in deer years)
Appearance: A deer with dancing shoes and purple trousers on, he also has ALOT of needles in him but he has become immune to the effects and now uses his body to story the lethal needles of heroin. It said he never talks but instead uses INTERPRATIVE dance to convey messages. He has a pair of working arms instead of antlers.
Gender: Male
Class: heroin immune deer that uses interprative dance and has arm antlers... lets just call him a Level One Somewhat Mad Mutant Deer
Active: Crazed Dancing Deer Crazy Dance: Roll to Cause Confusion! 4 turn cooldown.
Passive: Crazed Deer: +2 to dodging melee attacks.
Malus Passive: Mute Dancer: You cannot communicate in words when it comes to communicating with people. You must describe a dance, which they must interpret. Go ahead when talking to deer...
Bonus Malus Passive: Monstrosity: Forest creatures hate your everything.
Inventory: Hold Slots: Steel Shortsword, Empty. Feeling green. Is hated by all female deer within a few hundred miles.
Name: The Burning Night
Age: 20
Gender: male
Appearance: his red hair and eyes shine in the night, while his black cloak seems to drain light. He uses magical attacks and sword skill to fight.
Class: Mystic swordsman, (if you want more detail) , a quick moving swordsman who uses magic attacks (like fireballs for instance) and also may use magic to charge his blade with power. Hereby decreed by me to be a Level One Blazing Knight.
Active: Flame Sword Slash: Make a special sword slash attack with a +2 to damage that deals flame damage.
Cost: 2 Mana. Cooldown 4 turns.
Active: Immolation Dodge: After activation, the next melee attack to be made this turn against the user of this technique will have a -2 to hit. Note that the Burning Knight can optionally select an Active Ability which will be used as a counterattack if the attacker fails.
Cost: 2 Mana plus mana cost of selected Active Ability. Cooldown 3 turns.
Active: Fireball Thrust: Use your sword in a thrust, creating a ranged fireball. +1 to hit for this attack.
Cost: 1 Mana. You can spend 2 additional
Mana to add +1 to damage, when using this technique. Cooldown 2 turns.
Mana: 4/5 Note you automatically gain 1 mana per turn if you cast no spells during that turn, or you can devote a turn to meditation to gain 1d6 mana.
Malus Passive: Burnout 1/10: Each mana point you spend gets you a Burnout point. You naturally lose one Burnout point each turn that you cast no spells, but if you reach 11/10 bad things happen. Meditating also removes 1d6 burnout points.
Malus Passive: Chivalrous: You get -2 to hit against fleeing, prone, or otherwise severely disabled enemies.
Unknown Malus Passive(1/10 turns till activation): 
Inventory: Full Knight Chainmail: +2 to resist slashing damage, -1 to dodge in melee. +Well-Forged Bismuth Bronze Sword+: +1 to sword durability. Off in Flaming Orchard Land.
Name: Heuio
Age: in the 30's
Gender: Male
Appearance: Guy with a prison guard uniform.
Class: Level One Prison Guard
Active: Solitary Confinement: Target creature, enemy, Leveled, etc. is placed in Solitary for the next turn. If it attacks, you automatically block the attack- read- may be hit by it. If anything attacks it- you block the attack. Cooldown 3 turns.
Passive: Hardcore Guardian of the Prison: Every time you take damage, you gain a Hardcore Point- up to a max of three. When you use Solitary Confinement, all Hardcore Points are spent and you gain a +x to damage resist, where x is the number of Hardcore Points spent.
Malus Passive: The Stoic: You don't much care to receive medical treatment. -2 for all medical rolls done to you.
Inventory: Prison Guard Uniform, Taser with 3 cartridges, Electric Cattle Prod. Disappointed.
Name: Ardent
Age: Middle Aged.
Gender: Male
Appearance: Male knight guy, purple hair, blue eyes.
Class: Level One Bay 12 Knight
Active: Watcher of the Watch: Target a sentient being, you gain +2 to dodge that being's attack for the turn this is activated in. 3 turn cooldown.
Passive: Keeper of the Keep(0/12): Each time you take damage, gain Keeper Kounters equal to your damage resist roll. You can spend 12 Kounters to gain an automatic 5 for your first two damage resist rolls the turn you do this.
Malus Passive: Variant Probability: If you get a one for one of your actions, your cooldowns on your actives are reset. Oh, sounds nice? I mean to full.
Inventory: Bay 12 Plate: +2 to resist all physical damage, -2 to dodge all attacks. Bay 12 Longsword: +1 to damage roll, on a natural 6 you gain an extra +1.
Name: Conein the Angry
Age: 50
Gender: Male
Appearance: He's an old man who has seen better times. He has short brown hair and beard.
Class: Level One Berserker
Active: RAEG: Spend your RAEG counters in any number you like, make that many attacks with +1 to hit for each, you must spend a minimum of 3. Four turn cooldown. The turn after using this ability you get -x/2 to dodge, where x is the number of counters you spent. The dodge modifier is rounded down.
Passive: RAEG POWA(0/6): Each time you take damage, gain a RAEG counter. For every 3 RAEG counters you have, gain +1 to melee damage.
Malus Passive: FERAL RAEG: Every turn you are not in combat, yet have more than half your maximum of RAEG counters, you cannot speak, or communicate meaningly, really. In this mode you are effectively a GM controlled madman- move determined by whimsy and rolls. If you manage to gain control (roll a 5 or more), you can meditate to remove 1d6 RAEG counters. That can also be done if you don't have more than half your max, if you want to.
Inventory: Berserker's Axe, Berserker's Leather Armor- +1 to damage resist against piercing damage(spears or whatnot).
Name:Nozz Guttr
Age:19
Gender:Male
Appearance:A human in a white T-shirt and not-so-tight long-legged jeans. His eyes is brown. His skin is tan. His height is average compared to normal human.
Level One Crafter
Active: Rapid Craft: Most crafters need hours to do their work(many, many, turns.) By spending Elbow Grease the user of this technique can get a decent amount of work done in a single turn. (ask me for an Elbow Grease price tag on a bit of crafting, and I'll answer. If you can pay the cost, you can just do so and get the work done in only one turn. Cooldown 2 turns.
Passive: Elbow Grease(10/10): Is spent for Crafter actives. You regain it by resting.
Malus Passive: Vague Crafter(0/1): Not specializing is not a good idea. You cannot use Elbow Grease for a non-specialized craft skill, and you get no bonuses towards a non-specialized skill. You may choose a specialized skill after doing work of that type, but you only have a max of one specialization at this time.
Specialization(not chosen)+: Gain +1 to this craft skill.
Inventory: White t-shirt, jeans. No shoes. Portable workbench.
Name:Spozz Yerk
Age:20
Gender:Male
Appearance:A human in a tie-die T-shirt and sweatpants. His eyes is brown. His skin is tan. His height is average compared to normal human. His face is always perpetually derpy. He is Nozz's older brother.
Class: Level One Sermerner
Active: Ser(0/3): Choose three adjectives, and a creature type. You get a creature afflicted with those adjectives summoned to your location. Yes, you command the summoned creature. It lasts 1d4 turns. You have a max of 3 Ser summons. No cooldown.
Active: Mer(0/2): Summon a creature that you summoned within the last 5 turns. The creature lasts as long as you would like, but you get -1 to all summoning rolls while it is summoned. You have a max of 1 Mer creature. Cooldown, is, two times the current number of summoned creatures you have.
Active: Ner: Use this to dismiss one of your summons. Note it becomes hostile to you after you cast this, and is dismissed a turn after you cast this. Note casting this knocks you unconscious after doing so.
Malus Passive: Just Because: Do not eat meat. Doing so will cause all of your summons to become hostile to you instantly.
Inventory: Ye Olde Book of Sermerning: you can only Sermernum while you have this in your possession.
Name: Sir McSlaysalot III of Killdom Square
Age: Late-20s
Gender: Male
Appearance: Looks like an early Renaissance noble. Wears a huge neck tutu. Also has evil curly mustache
Class: Level One Murder Glutton
Active: Burn Calories: Consume 3 Gluttony Points to gain +1 to all physical rolls for the next two turns. No cooldown.
Passive: Glutton(0/6): For each meal's worth of food you consume, gain 1 Gluttony Point. For every two Gluttony Points you have, gain -1 to dodge.
Malus Passive: Ugh...: Every time you gain a Gluttony Point, get -1 to all physical actions next turn. It stacks.
Inventory: A sack of roasted chicken legs, four flasks of ale, five flasks of wine, a small sack of spiced potatoes, a canned pie, a single-shot pistol(loaded, two spare shots), a steel rapier hidden in a cane.
Name: Nidilap
Age: of Heroes
Gender: Male
Appearance: A sixteen year old lad who found some armor, a Viking helmet, and a sword with "OSHET" on the gaurd. Decided to put em on, and has gone on many adventures.
Class: Level One Tenth.
Active: Tenth Power Slash: Increase your sword damage roll by 10, but your next sword strike damage roll will be divided by 10 and rounded down.
Passive: Tenth Charge: Every tenth action of yours gains +2. (0/10)
Malus Passive: Confusing Class: -2 to diplomacy, GM may smite you for the lulz.
Inventory: Full Set of Leather Armor, Viking Helm, OSHET Steel Sword: +1 to sword damage to foes, -1 to sword durability.