OOC Original Character Creation

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Wade Von Doom

All Caps when you spell the Man's name
Original poster
FOLKLORE MEMBER
Posting Speed
  1. Speed of Light
  2. Multiple posts per day
Writing Levels
  1. Advanced
Preferred Character Gender
  1. Male
  2. Female
Genres
Sci-fi, modern, horror, a bit of dark romance stories.
Name:

Age:

Gender (Can be genderless too):

Sexual Orientation:

Species:

World and Universe they are from:

Appearance (Just a basic description of what your character looks like. Needs to be over four lines long. Please include basic shit like height and complexion, as well as physical build.):

Personality (Over six lines long.):

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.):

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.):

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless):

Skills (Any skill your OC is particularly adept at, from swordsmanship, to piloting, to knitting should be mentioned here. Should also state their skill level D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):

Weapon(s)/ Equipment (You may use pictures from any non-accepted fandom as a description, but all effects/abilities must be described. If it's any kind of technology, please give the specs.)

Strengths:

Weakness/ Fears:

Other:​
 
Name: Anri

Age: 12

Gender: Female

Sexual Orientation: None

Species: Human

World and Universe they are from: The Dawn Covenant

Appearance: Anri was once shorter than the rifle she carries on her, but has since grown. Now she's just barely taller. She wears bulky-looking fur clothes, a small satchel tied to her waist, and a hat that covers a part of her hair that covers a missing eye. She has dark brown hair, and soft, light skin. Take away the clothing, and a person would be able to see many scars stitches on her body, most of which were from her father. Other scars are from monsters such as Griffins and Bunyips. She missing her left-most lateral incisors, and molar on the right side of her lower jaw.

Personality: There are three parts that make up Anri's personality. The first part is the calm being simply known as Anri, whose expression rarely deviates from a straight face, and performs certain requests from others without question, if she believes she can do it and those others are considered allies. The second is that of a demon that only rises when Anri is in extreme pain. Then, there's Anri the Child, whose bombastic happiness carries on throughout everything she, herself wants to do. Whether it's kicking down doors to take what she wants or needs, or killing a group of wild animals to save a poor family, if she made the decision on her own, then she'll be loud, impulsive, and probably singing as she does it. When fighting an especially nasty foe, the demon part of Anri shows. She becomes more aggressive as time passes, and if she manages to kill that creature, then she will rip and tear and eat its flesh as it dies before her. The Demon part of her also helps in that it manages to snap Anri out of her obedient, calm state, and back into her childish self while she sleeps.

Though some would think that she had multiple souls or personalities, the truth is that all parts make up one individual. Each are open (for the most part), each do what they must, and each are strangely good at what they do.

History/Bio: What would one resort to, when in the pursuit of knowledge and understanding? How far, would one go in order to achieve a goal? Some are bound by ethics, others are not. Anri was the result of one who had been denied those shackles. Her life before the the Order is a mystery to most, and those who do know the full story are likely not to tell. Anri was born of an unwilling mother, and an uncaring father. Her sole purpose was to assist in providing the kind of materials that others would most likely refuse to use. Her mother didn't die from bearing her, but she could never look upon the babe and accept her as her own. Her father...well, let's just say that he's the reason Anri's missing her right eye.

Anri was raised to be obedient (that is to say, she was brainwashed from the moment her father started raising her). She did what she was told without question. She brought objects and tools to her father, allowed him to take her teeth and eye, and even butchered her own mother after her father had told her to.
She almost never got the chance to experience life the way it should have been experienced, and the only consolation were a few lessons on how to talk and read, and a few books. Then one day, her father had done some strange ritual, and Anri found herself wandering alone. Memories became a blur around that part, but she remembers feeling ecstatic afterwards. When she found herself chasing birds, the foreign emotion overgrew. She had finally found the happiness of freedom. Unfortunately, that freedom was a bit too much.

She found herself learning on her own on how to fight and how to vanquish. The ritual her father had performed involved summoning a demon from The Void, involving some special minerals and Anri's previously taken teeth and eye. It was an infant, but it still managed to merge with Anri's being and kill the man in the first place. It was through the demon's instincts that Anri had managed to survive and learn as much as she has. She took what she wanted, and learned what she wanted, and with both being so vast, it was inevitable that she became some sort of oddity. Of course, it was simply a part of her life, like any other. And like all parts of life, she transitioned from it to another. This transition took the form of saving another child from wild wolves. She sung as she fought and scared away the beasts. When the kid thanked her, she felt a different type of happiness. Something that she wanted more of. This feeling would only ever come when she saved someone from misfortune and danger. So, she sought it out, and found herself doing what was considered "Good." And maybe a little bit of what was considered "Bad", but the concept was always strange to her. Sure, she was instructed to temper herself, and revert to how she was before, but it was the feeling that mattered more to her than even herself.

During the war, Anri was found recruited he Evelyn herself after the child had shown her capabilities. Though her actions since her recruitment have been minor for the most part, she was still able to contribute heavily in the final battles, and even managed to kill Terra, the "Memory", a General of the Dead God, as well as assist in the destruction of His soul-keeping orb. After the war, Anri went off on her own to do what she wanted again. Though she would encounter old allies here and there, the reunions would only be momentary.

Powers:
  • Magic Rifle: Though not a power, the magic rifle can be used for bursts of various magic effects through the use of fixed runes.
  • Demon Anri: When the Demon part of Anri takes over, the body undergoes a small change. Appearance-wise she looks the same, but she gains resistances to mental and spiritual manipulation (i.e. illusions), pain, and physical trauma. She gets a small boost to her physical capabilities, becoming faster than her rifle's shots, and strong enough to rip a man's flesh and limbs off.

Power limitations:
  • Magic Rifle: It is limited to elemental magic and healing magic, and needs small objects to use as catalysts. Furthermore, it also has to cool down after five consecutive shots, as the Runes would surely overpower and destroy the rifle. The potency of the elemental shots is dependent on the material being converted. Twigs and pebbles for simple shots like fire projectiles and ice spikes. Living creatures (mainly bugs, but generally any tiny thing that can fit) for more varied and powerful stuff like flamethrowers and conjuring geysers upon the point of impact. Healing Magic can speed up the regeneration of a wound that could heal almost any wound that could heal on its own, but cannot bring back the dead or severed limbs.
  • Demon Anri: The boosts and resistances only work when the Demon is involved. It is a last resort governed by Anri's instinct. Demon Anri will not come out unless she is in such danger or pain that her demon deems it necessary. Aside from that, the demon does not care about receiving injuries, and tends to not use the magic rifle as intended.

Skills:

  • Cooking - D
  • Sharpshooter - S
  • Hunting - S
  • Personal Fun - SS
  • Brutality - SS
  • Focus - C (when normal)
  • Learning - A
Weapon(s)/Equipment (You may use pictures from any non-accepted fandom as a description, but all effects/abilities must be described. If it's any kind of technology, please give the specs.):

  • Anri's clothes are deceptive in appearance. Though they don't seem to hold much, the inside of her clothes contain several pockets, in which she carries all sorts of small objects. It's not overly complicated, but most others would cut themselves on one of her knives if they went through her pockets without any idea of her system.
  • Stiletto Knives
  • Throwing Knives
  • Flint
  • Hatchet
  • Magic Rifle: A specially-crafted weapon from her Dwarven friends. Though it only shoots one shot at a time, and needs small objects to use as ammunition, the runes inside allow her to shoot concentrated bursts of elemental (Fire, Ice, Water, Wind, Lightning, Earth) and healing magic. With varied amounts of effects.
Strengths:

  • Wild and Happy
  • Unpredictable
  • Obedient to allies
  • If suspicious or not trusting to someone on her side, will not be Obedient.
Weakness/Fears: When in the presence of an ally she has accepted, if that ally gives her an order, then Anri will follow that order, and remain as an obedient child until the next day, or until allowed to return to being Anri the Child.

Other: Anri's known in at least one village as a Goddess. They praise her as "Bacon, Goddess of Food" due to her saving them from starvation once upon a time.
 
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Name: Girania Agdyne (formerly known as "Sigrun Bysnoe")

Age: 28

Gender: Female

Sexual Orientation: Straight

Species: Viera (Veena)

World and Universe they are from: The Source (Final Fantasy XIV)

Appearance: Girania's years of indoor work and study have affected her skin color to become a lighter shade of brown. Thankfully, it hadn't affected her growth, and she now stands at a nice 6 feet 3 inches in height. Her natural Viera biology has allowed her to somewhat keep her slim frame, though any other Viera would easily be able to point out where her body had plumped up from the changes in her diet. Conversely, any grade A pervert would be able to tell you her cup size is F. She has long brown hair with purple highlights at the ends. The sides of her hair have grown so long that they tend to rest over her collarbone, while her bangs just barely reach past her eyebrows. The rest of her hair is tied into a long, somewhat messy ponytail. Years of exposure to faded Primal aether and the otherworldly aether of the Faeries had turned her eye color from brown to white.

Personality: At Girania's base, she is a very curious woman. Adventuring and learning from the greater world came naturally to her, as it fulfilled her curiosity perfectly. Of course, more recent developments have influenced her to be beyond that. Years of securing funds to go home have made her a lover of money and she would barter and haggle to keep as much as she can. She harbors a resentment towards Garleans for the destruction of her home nation, but has since mellowed out a bit after realizing how self-destructive it was becoming. She is also somewhat awkward around others. When interacting with friends and acquaintances, she tends to exaggerate her actual responses in an attempt to be social. For example, if someone were to ask her about her history fighting Cactuar-like creatures, she would respond with something like "Sometimes I wish more helmets fit me so I don't spend so long picking needles out of my hair." If given the chance, she would also go into depth of how some of her spells and skills work, so do not make the mistake of asking her directly. Come hells or high water, she WILL talk at you until she's done with her explanation. Aside from this, her battle decisions currently align with that of her Dark Knight training. That is to say, should a situation require it, she would be willing to harm herself in order to deny the enemy an advantage over her. Luckily, there have been few occasions where that was necessary. mostly, she tries to avoid stuff like that if she can help it.

History/Bio: The woman formerly known as "Sigrun" was born and raised in the village of Bysnoe, which resides within the borders of the Kingdom of Dalmasca. Though village tradition requires Viera to remain within the village throughout their lives, there were always those who would grow a curiosity of the wider world. Having grown this curiosity, she had planned to run off on her own. After stowing away on a ship that was bound to the distant land of Eorzea, Sigrun had created a city name for herself: "Girania Agidyn." It wasn't until she had arrived in the City-State of Limsa Lominsa just how much she screwed herself over. She was practically penniless in a nation where fools could be stabbed in some back alley if they got lost, and was forced to take up several different occupations for the coin needed to return to Dalmasca.

She learned how to cook from the Culinarian's Guild, and learned Arcanima from the Arcanist's Guild in order to defend herself and open up new possibilities for employment. Eventually, she found that independent cooking and random projects that barely required her to actually use what she learned as an Arcanist to be less profitable than she was satisfied with. If she truly wanted to return home, she would need to do more than earn a living. She needed to turn a profit. Thus did she take up the high-risk, high-reward occupation of adventurer, which came with a myriad of benefits. There was always a job to be done, and money to be made. Though she didn't abandon her cooking jobs, she found her time taken up with various activities, ranging from searching for pets to hunting down and defeating fiends from the Void. Such tasks demanded much and more from Girania, forcing her to learn the healing arts of the Nymian Scholars, and the spellcraft of the Allagan Summoners from those that had made great progress in researching the ancient arts.
After years of cooking, training, and adventuring, Girania had finally earned enough gil to return to Dalmasca. She could finally return to her home village of Bysnoe! Until she found that no ship was willing to make the trip. She found out that in the years she spent saving money, the Kingdom of Dalmasca, that had already been conquered by the Garlean Empire years before she left to explore the world, was crushed and ravaged after attempting to create a Resistance. Her homeland was all but destroyed, and not one ship dared to approach it in its current state.

Distraught, Girania had buried herself in work and training, even going so far as to join the Maelstrom and rise in its ranks in some attempt to be one of the first adventurers called in to combat the Empire when the Grand Companies finally pushed further in the war. Following the advice of an older adventurer, she continued her adventures, eventually journeying to Ishgard and training in the ways of the Dark Knight. It was through their lessons that she managed to confront and tame her inner darkness in order to quell the burning hatred that would have eventually destroyed her. She continues to earn and save up money to this day, in the hopes of using her wealth to assist in the rebuilding of Dalmasca.

Powers:
Job Change - A common enough ability among adventurers. Put simply, it is when an individual switches between one weapon and fighting style to another weapon and fighting style through the act of switching between "Soul Crystals." By swapping between soul crystals, the user's style switches almost entirely when the memories held within the crystal flow through the individual. For example, When switching between a "Black Mage" Soul Crystal to that of a "Warrior", the memories of how to cast devastating black magicks are pushed away in order to focus on the memories of physical techniques used to both endure pain and slay gargantuan foes with an axe. This ability also allows for the user to be clad in clothing and armor more suited to the role the soul crystal is attuned with. Using the previous example, the individual would suddenly go from wearing magic-enhancing robes and rings to being clad in heavy armor.

Summoner - Using Arcanima as a base, the summoner abilities allow for the manipulation of aether in order to shape and animate various arcane geometries. This is used to manifest arcane entities such as various "Egis" and "Carbuncle." Egis are simply stronger versions of carbuncles, but with different appearances. Summoners in particular harness the aether of primals to create smaller, weaker, more controlled versions of them. The "Egi" of a Primal/Eikon is limited in its offensive ability in comparison to the actual creature it was made from, but through the use of Arcanima modern summoners can temporarily create egis of more powerful Primals using the one they've already summoned as a base. Additionally, Summoners can go into a Trance during the summoning of certain powerful Egis that give temporary access to powerful spells and spellcasting skill. Girania is of the number that had managed to summon three particular Primals without the need of aether crystals.

Scholar - As with the Summoner abilities, Arcanima is used as a base. The difference is that the arcane geometries used create different effects. Scholars use these geometries to summon a faerie in order to assist them. Unlike Carbuncles and Egis, Faeries are not created by the user, but properly summoned from elsewhere and remain so long as the Scholar that brought them there does not fall unconscious (or until dismissed). The spells employed by Scholars focus more on Healing and Supporting others, and directing the Faerie to do the same. The Faerie can be directed to release a magic that temporarily regenerates wounds or even increase the potency of healing magic. The Scholar has access to spells that can either heal or create barriers that prevent harm. They also have the ability to manipulate barrier spells to either reinforce them or otherwise convert the barriers into additional healing energy, and an ability to seek out and mark possible weak points in an enemy's personal defenses. Finally, the Scholar can assist the Faerie to power up, and temporarily ascend into the form of a "Seraph", which gains healing abilities that also create magic barriers.

Dark Knight - A Dark Knight uses their abilities to draw out their inner darkness to protect the poor and weak. They do the dirty work that most bards omit from their ballads. They utilize their personal aether and the darkness of their souls to perform a myriad of abilities. From forming barriers to creating shadowy melee and ranged attacks, the Dark Knight has plenty of options. They even have the ability to temporarily create a simulacrum of their shadow selves to assist in battle. If the worst comes to pass, then they can fall on their last resort to continue the fight to the end: Self-Zombification. Through a technique called "Living Dead", a Dark Knight can curse their own lives at the moment of their mortal demise to temporarily become a revenant. If a healer makes it to them in time, then they can be restored back to life before death finally claims them.

Limit Break - There is a power that can be generated by any creature with higher intelligence. It is generated and influenced by intense emotions, and its application takes form in several different ways. In Girania's (and many other people's) case, she can only manifest these abilities in the form of Limit Breaks, which can heal, defend, or harm.

Power limitations:
Job Change - Using this ability mid-battle is ill-advised, as the memories need time to settle. Switching in a fight may allow for a few techniques to be used, but the individual would not have full access to their skills. Doing this would place the user in danger, as their conflicting skills would cause mistakes to be made.

Summoner - As with all magic-users on the planet of Etheirys, Summoners rely on their own reserves of aether. Though they can regenerate their aether as time passes, and even accelerate the process with a technique or an Ether, the replenishing of aether requires the spellcaster to wait patiently even in the midst of combat. In contrast to Black Mages and Red Mages (spellcasters who manipulate their aether into different elemental spells to achieve different effects), Summoners are limited in their personal spells. Their own attacks are usually unaspected blasts of pure magic or otherwise just two poisons. Their greatest strength lies in their Egis or Carbuncles, which they need to summon first (conversely, some inexperienced Arcanists can't even control their Carbuncles to begin with). Girania in particular cannot summon more than one Egi or Carbuncle at a time, and thus cannot reap the benefits of using a team of summons. Dreadwyrm and Firebird Trance can only last 20 seconds each. Additionally, these actions must be done in an order. This is because the mind and soul becomes primed by these Trances to follow into the other. It is a lengthy process that one must be careful to use when in the midst of a battle. Additionally, summoned Primals can only last as long enough to perform one attack before reverting into carbuncle or egi form.

Scholar - Scholars also must rely on the management of their own aether to perform spells. Their greatest weakness tends to be their lack of variety when it comes to offensive spells.

Dark Knight - Though they have a plethora of defensive abilities, Dark Knights thrive off of receiving pain from the enemy. As such, the best way to utilize their abilities is to inch ever closer to the brink.

Limit Break - The energy required to use these must be accumulated over the course of a battle. In any long-enough period of rest, it dissipates.

Skills:
Cooking - A
Aether Manipulation - B
Healing Magic - B
Protection Magic - A
Greatsword Mastery - A
Offensive Magic - A
Social Skills - C

Weapon(s)/Equipment:
- Mimesis Lux (a powerful Summoner Grimoire)
- Augmented Evoker's Clothes
- Akademos (a detailed Scholar's Grimoire)
- Law's Order Armor set of Healing
- Edengrace (a very heavy greatsword)
- Cryptlurker Armor set of Fending
- Enchanted Dragon Scale (a scale that's been modified by Radz-at-Han alchemists to copy a certain blessing. It prevents the individual's aether from being corrupted or influenced by outside forces)

Other:
1. All of her armor and weaponry have glamours placed on them for personal taste in aesthetics. Glamours are basically semi-permanent illusions placed via certain prism stones. That is to say, they only seem to change the look. For instance heavy armor can be made to look like a garb of thin cloth, but a weapon it will still react as if it hit armor.

2. Here is a list of spells used by the Summoner and Scholar, as well as skills used by Dark Knight.
Summoner:
- Ruin III (Single-target attack)
- Tri-Disaster (AoE attack)
- Energy Drain (saps a small amount of energy from a single target and converts it into Aetherflow)
- Energy Siphon (saps a very small amount of vitality from multiple targets)
- Ruin IV (AoE that is made from the energy sapped from Energy Drain and Energy Siphon)
- Dreadwyrm Trance (Summons Bahamut-egi, and temporarily enhances Summoner abilities)
- Astral Impulse (magic attack only used in Dreadwyrm Trance)
- Astral Flare (AoE only used in Dreadwyrm Trance)
- Deathflare (powerful dragon-based attack only usable in Dreadwyrm Trance)
- Firebird Trance (Summons Phoenix-egi, and temporarily enhances Summoner abilities)
- Fountain of Fire (magic attack only used in Firebird Trance)
- Brand of Purgatory (AoE attack only used in Firebird Trance)
- Rekindle (Phoenix-based spell that heals self or target both immediately and over time for 15 seconds)
- Ruby Rite (Fire spell that concentrates fire-aspected aether to create a mini-inferno)
- Topaz Rite (Earth Spell that suddenly creates earthen spikes to impale enemies from below)
- Emerald Rite (Wind spell that compacts and releases powerful gusts of wind to shred the cut at the enemy)
- Ruby Catastrophe (Fire AoE)
- Topaz Catastrophe (Earth AoE)
- Emerald Catastrophe (Wind AoE)
- Crimson Cyclone (Creates a jet flame to propel the user forward and creates a fiery explosion when the user halts)
- Crimson Strike (User creates an explosion around themselves)
- Mountain Buster (summons two large slabs of stone in an attempt to crush enemies between them as they slam into each other)
- Slipstream (uses sharp gusts of wind to create a concentrated windstorm around a target)
- Summon Ifrit (Summons the Primal Ifrit to cast an Inferno upon foes)
- Summon Titan (Summons the Primal Titan to crush foes with Earthen Fury)
- Summon Garuda (Summons the Primal Garuda to screech into the sky and smite enemies with an Aerial Blast)
Egi/Carbuncle commands:
-Radiant Aegis
-Searing Light
Scholar:
- Broil IV (a powerful single-target attack spell)
- Art of War II (Magic AoE around the user)
- Physick (the basic Scholar healing spell)
- Summon Eos/Selene (summons a Faerie)
- Resurrection (despite the name, it only slightly heals and wakes up those that have lost consciousness in the midst of battle)
- Biolysis (uses Arcanima to infect a target with a magical poison that lasts for 30 seconds)
- Ruin II (a simple, fast, but weak single-target attack spell that's only used when there's no time to cast more powerful spells)
- Aetherflow (uses lessons made from observing the Faeries to restore aether)
- Lustrate (A powerful healing spell)
- Sacred Soil (creates a large barrier in a spot. It lasts for 15 seconds)
- Indomitability (wide AoE healing spell)
- Excogitation (a healing spell that comes into effect if the target suffers a concerning amount of injury)
- Deployment Tactics (Spreads the power of one personal barrier to others with a certain range)
- Emergency Tactics (Converts a barrier into healing magic)
- Recitation (enhances a magic barrier)
- Expedient (very briefly enhances the physical functions of the user and nearby allies to become more durable against incoming attacks, and fast enough to avoid attacks to begin with.)
Faerie Commands:
- Fey Blessing
- Fey Union
- Fey Illumination
- Whispering Dawn
-Consolation (as a Seraph)
Dark Knight Skills:
- Unleash (Uses inner darkness to create spikes around the user to impale enemies from below)
- Stalwart Soul (uses inner darkness to create downward waves of energy to blast enemies from above)
- Unmend (uses inner darkness to create a ranged energy projectile)
- Flood of Shadow (darkness surrounds the Greatsword before shooting out from it and fading away, harming those in its path)
- Edge of Shadow (darkness envelops the Greatsword in order to deliver a mighty cleave)
- Bloodspiller (Uses inner darkness mixed with blood in order to creating a devastating swing)
- Quietus (uses inner darkness to mix into blood, reating small explosions where the greatsword is swung.)
- Abyssal Drain (Launches an explosive ball of dark magic that harms enemies and heals the user)
- Shadow Wall (Creates a potent darkness barrier around the user)
- Dark Mind (Uses inner darkness to protect the user from magic and supernatural attacks)
- Dark Missionary (creates a small darkness shield around several people around the user)
- Oblation (creates a small darkness shield around target)
- The Blackest Night (Uses the user's aether to create a barrier. Should it be broken, the energy absorbed by the shield becomes fuel for Flood or Edge of Shadow)
- Living Shadow (Forces inner darkness out, and creates a simulacrum so that it may temporarily fight alongside the user.)
- Living Dead (Last resort. A self-inflicted curse that turns the would-be corpse into an unkillable revenant for a small while. User must be immediately attended to by healers in order to return to normal)
- Salted Earth (corrupts a small patch of land and makes it hazardous to enemies.)
- Salt and Darkness (creates a pulse with the corrupted area that immediately harms those within it.)
- Shadowbringer (releases the wrath of the user's inner darkness, having it take the form of large blast of dark energy)IMG_1729.jpegIMG_1730.jpegIMG_1731.jpeg
 
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Name: Xeir

Age: 5000+

Gender: Female

Sexual Orientation: Straight

Species: Primordial Silver Dragon

World and Universe they are from: Swallowed Star, Earth 2061

Appearance: Natural form stands an easy 20 meters in height, and nearly double that in length. With scales of deep black and pale blue. the scales shift color from deep black and blue to a iridicent silvery pink, Her eyes are of a pearl blue. Almost like a water color. Her human form stands an easy two meters tall, Slender arms, what would be termed "healthy thin", her hair is kept long and is of a bright silvery coloration. Her eyes as a human are of a deep red and catlike. Her human form also has four horns like a dragon, their pattern and scales when her hair is well kept have the look ofsomething of a hairband or crown. She dresses primarily in teal or tourqoise hanfu dresses with black boots. Her left arm has what many confuse as tattoos but are really her dragon scales

Personality: A seemingly "mindless" or "driven" Beast General according to most human terminology. Xeir is an enigma to most human nations, and an anthema to others. Confusing to some, but focused in others. Xeir, being a "Mindless Beast" is everything but, her focus is solid, and her mind clear. As a Beast Lord, Xeir has the calm demanor that can unnerve even the beast strike team of Warriors. Instincts will only get you so far. Xeir is a tactical Beast Lord, using her territory she explored to her personal advantage. A leader; Xeir has begun teaching fellow Beasts in her territory on how to mimic humans in appearance

History/Bio:
Born well over five thousand years into the past on Earth in the depths of what was once Otaru Japans harbor, Xeir hatched the youngest of nine other hatchings, and the only surviving hatchling. Less then a week of her hatching she had discovered and eaten a Muya Crystal, which triggered a metamorphosis from a simply I-Rank monster to a a B rank monster, known among modern Earth humans as a Beast Lordor Beast General.

Shortly after eating the Muya Crystal, Xeir fell into a deep sleep that lasted for an easy five thousand or so years, allowing her evolution from an I-Rank monster, pretty much useless beast of burden if properly trained at the time into a B rank monster to properly cultivate.

Upon waking up in modern day ruins of Otaru Harbor in 2061 on Earth, Xeir learned on her own how to mimic human apparance. But there was no masking her aura at the time, nor was she able to hide her dragon horns on her head. She kept hidden, scared of losing her newly found freedom from the waters of the old harbor and took time to explore the ruins of Otaru. Soon making it her own she found other monsters of similar rank or even lesser rank. Having them all work for her could be helpful. Instead she allowed them to live with her so long as they respected her and followed orders when needed.

In the ruins of an old mall she built her first nest. But it was somehow more akin to a proper human house inside a much larger building that had seen better days. She laid her only egg there, a gorgeous blend of black, silver and blue designs upon its surface. She had no idea if the baby within would survive or not. As the Humans constantly made incursions searching for treasures that the monsters collected.

Out of hope to either form an agreement to make Otaru hers and hers alone, barring humans from entering her territory so her baby could grow in peace, Xeir took her recently recovered, and rebuilt, 8x8 armored truck into Kyoto Base City to ensure the agreement was struck. It took a bit of doing, nobody wanted to deal with a B rank monster who had literally shown up at their front door with a request to take a section of the remains of the northeastern part of Hanxia, what used to be northern Japan, as her own.

After a week, the agreement was struck, and Warriors and others would be forbidden from entering City 153, formerly known as Otaru Japan, and that included the harbor there. Only the Mayor of Kyoto Base City knew of the agreement, and he told his wife "It was as if the abyss tested me and found me worthy of friendship instead of hatred."

Powers: As a Primordial Dragon her racial abilities predate even the known dragons. However, her most use racial abilitiy tends to be teleportation, and spirit/mana based attacks. She can breathe underwater as per normal for her racial ability and if she wanted to, could easily go into space without worry

Power limitations: Due to her age, her abilities are limited, any over extended use of her main abilities, in this case her breath weapon, or prolonged teleportation, or even prolonged spirital attacks and defenses will tire her, she'll need a good eight standard hours worth of bed rest before she can continue to use such abilities and full strength

Skills: Swordsmanship; A level skill, mostly due to constant self decipline and training with fellow beasts in City 153.
Stealth; B level skill, mostly due to the fact that she had to constantly hide from Humans searching for treasures.
Flight; SS level skill, natural ability to fly and hover in place. If needed she can out fly a fighter jet.
Cooking; G level skill {basically useless}, Xeir is used to other beasts bringing her "tribute" namely, already cooked, or burned deceased monsters.
Human Mimicry: S level skill, allows her to mimic a human woman, to a point.
Primoridal Dragon Form; S level skill, allows her to switch from human mimic form to her natural form {can only do this twice per day, afterwards she needs a one full day rest {or 1 week in RP real time}}
Human speech: D level skill, an attempt to learn and speak humans words, or at least what they call the "Common Language" {its worked so far}
Driving: B level skill, allows her to drive her 8x8 rebuilt tactical truck when going on incursions closer to human controlled zones.

Weapon(s)/Equipment:
A sword of "SS strength steel" known as a Black God Sword, recovered from a deceased Warrior, its abilities allow the weilder to defend and attack on both a physical and mystical level
Personal scales for defense and offense where needed
Beast protected 8x8 military tactical truck top get around or hide her egg inside of when needed. She learned to drive this on her own thanks to the transports "Memories"

Strengths: A Mothers Love, Dragon of the ancient world, Curious

Weakness/ Fears: Loss of her child, Too Curious for her own good, Still very young

Other: All pictures below this line
Black God Sword - https://static.wikia.nocookie.net/s...st/scale-to-width-down/1000?cb=20220621162849
Xeir's human appearance - https://chat.roleplaygateway.com/_m...wQwXhIOiNGtMagvUhAGQVKgp?width=800&height=600
Xeirs Primordial Dragon appearance - https://file.garden/Zepo0BGi9H-cAZwi/Primordial Dragon.png
 
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NameRanou Steele
GenderAppears to think of itself as female
AgeIs from the pre-war era
RaceSelf aware AI inhabiting a mechanical body
Place of birthAn unknown location in the fort worth region
UniverseFallout
AffiliationWastelander with no known ties to other factions
SkillsAs a mechanical being with a self aware AI at its core memory is a thing tha rarely if ever fails to recall a thing. Stored within the databanks is data ripped from every single computer this AI had ever come across.
WeaknessesLike anything electronic in nature it is susceptible to EM strikes as well as electrocution. Running out of energy is also a constant worry as it relies on a singular fusion core and a small internal battery to remain operational.
ExpertiseComplex and tedious tasks. Having been built for search and rescue originally then repurposed for combat this unit has shown the ability to perform other tasks that require pinpoint accuracy. This was only possible due to the design originally requiring higher levels of decterity for its intended purpose.
AppearanceSee picture
PersonalityRanou may be nonviolent seeking for ways and possibilities of a peaceful resolution to a situation, but dont confuse this for being passive. If you attack her she will defend with all she has to offer. If you try to take what she holds dear she will protect it to the bitter end. This serpent of a robot is an AI still in its infancy stages of development, despite being ancient by human standards. Attack her at your own risk. Leave her alone and she wont bother you either.
BackstoryDate: [15/09/2067]
R&D lab-03
An order came from above to begin development of a new type of a robot. A search and rescue machine capable of shifting large pieces of debris around without getting stuck on terrain.

We already have out hands full with the military contract but now this? Aren't the handies good at this already? Well orders are orders.
Cody-
Date: [27/10/2067]
R&D lab-03
This robots new design is unusual but this is the best our designers could come up with. The upper manglement. Whoops i meant management seemed to like this novel approach to movement and gave the green light to draw up the technical plans for the new project.
Cody-
Date: [03/04/2068]
R&D lab-03
We are behind schedule as this new robot was proving more complex to design as expected. We took parts of other already existing machines and put them together but that wasnt enough as a new type of articulation system needed to be designed to satisfy the demand for no possibility of getting stuck in rough terrain.

To accomplish this goal we took inspiration from nature and copied a snake to our best posibilities. Most of the effort for protection from falling rubble and debris went in armor plating on the top surfaces including a large shock absorbing panel to protect the head and other more sensitive portions of the machine.
Cody-
Date: [17/04/2068]
R&D lab-03
The project has been greenlit to proceed to the prototyping stage by the management. I dont know what they told the brass but this mess is off my hands finally. The grease monkeys in lab 2 can deal with it now.
Cody-
Date: [13/07/2068]
R&D lab-02
Project was received by my team and those eggheads in lab 3 sure have outdone themselves. this is the silliest design ive ever seen! Not much i can do about it though. Came with the stamp and all...
My boys had been at this robot for the better part of three months now and i am pleased to report that despite the challenging novel design the prototype should be ready in another 5 months time.
Bary-
Date: [07/12/2068]
R&D lab-02
First prototype iteration has been completed testing will begin after Christmas and new years holidays.
This was my last project before retirement. Wish the team good luck Mark.
Bary-
Date: [14/01/2069]
R&D lab-02
Testing has begun with a rudimentary ai currently borrowed from a mister handy. Calibration was a total disaster as it took two full days just to iron out the numerical values. Dont get me started on all of the bugs riddling this thing. The guys in lab 7 have their work cut out for them.
This first prototype performer its initial coordination tasks with frying colors but when it came to more complex issues it failed spectacularly. We now have a yellow stain to clean up in bay 7. it just had to be the permanent marking paint too. That stuff doesnt come out of concrete. At least the rough terrain handling seemed to go relatively well... that is until an electrical fault surfaced and fried the motherboard taken from a mister handy.
Mark-
Date: [19/05/2070]
R&D lab-02
Finding all of the little faults and mechanical issues has been one hell of a hassle. if you ask me we should have abandoned this project by now but the brass is admant on continuing no matter how much i try to persuade them to not waste time on it.
At least the guys from lab 1 came thorugh with a purpose built control board that can handle the far increased power draw of this chassis. the handies kept blowing every two weeks. The new command wants us to repurpose this thing for combat instead.
What ever those communists are up to... i dont like it.
Mark-
Date: [15/08/2070]
R&D lab-02
Subsequent testing of this prototype has been quite successfull and when programmed for combat with the brains of an assaultron it proved to be a deadly force. near impossible to hit with its low profile andd high speed. even when it chances are you will impact the shock absorbing panel instead and do little to no damage.
Live weapons tests have revealed that the tail while effective with dealing with terrain is a light risk liability. if bullets penetrate just the right way it can disable sections of the tail. The next five prototypes for field testing will have hardened wiring looms to mitigate this issue until we come up with something more permanent.
Mark-
Date: [21/04/2074]
Field test report:1
The five prototypes provided to us have been of quite some use in small scale skirmishes within the alaskan front. Several fortifications had been scaled and breached by these robotic serpents. Some chinese radio chatter indicates that they dont really know what is attacking them but they are incredibly hard to hit. It appeared as if these mechanical snakes were at least really good at instilling fear in the red chinese troops.
Date: [19/05/2074]
Field test report:2
With the helf of these robots it was possible to push the chinese forces out of a moderately important strategic point but they kept suffering from various mechanical faults and we lost three of the five prototypes. The three that were lost were sent back to the lab for inspections. The other two remaining units have been relocated to a nearby fortification to avait further instructions.
Date: [18/07/2074]
Project [Serpent] Closed
Project sepent has been shelved. The last remaining unit and all data pertaining it have been put in storage. Despite the effectiveness in combat against the chinese troops this unit proved to be too complex to mass produce cost effectively. Disabled units have been scrapped and their electronics stored with the remaining prototype until further notice.
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SPECIALLEVELBONUS
STRENGTH50
PERCEPTION50
ENDURANCE40
CHARISMA105
INTELLIGENCE105
AGILITY50
LUCK1-4
TOTAL40N/A
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PHYSICAL CHARACTERISTICS
Height2.3 metersRoughly the same 'height' stance as a supermutant
Full length8.5 metersThis is a measurement from the tip of her tail to the top of her rubble guard
Weight2300 KGMetals heavy bro
Servos [speed limit]0.075 s/60 degNon weight lifting servos designed for dexterous movement. vital to her origianl purpose
Hydraulics [weight limit]3000 KGHydraulic linear actuators designed for heavy lifting and moving of rubble. Slow but powerful
FEATURE NAMESTATUSCONDITION
HEADN/ANon vital to continued operation of the machine but houses most of the sensors
25 megapixel image sensorOperationalIn good condition with no noticeable damage
3 megapixel infra red sensorOperationalIn decent condition with very minor corrosion damage
8x Optical zoomOperationalIn decent condition with minor dirt buildup. System shared between all image sensors
Assaultron Cyclops laserOperationalWater damaged laser optics diminish its power output
LED Ring light [fancy torch]Damagedin need of repairs but functions in low power mode
27 watt speakerOperationalIn Decent condition with light corrosion
2cm AR-400 Rubble guardDamagedMinor surface corrosion With jammed hydraulic shocks
Primary lidarOperationalNo noticeable damage
TORSON/AVital to the machines function. Houses the majority of processing equipment and the power source.
Left fusion coreOperationalin decent condition with minor water damage
Right fusion coreDisabledUnsalvageable due to an ancient botched repair attempt, requiring replacement
BatteryDamagedInternal battery with several dead cells. Still capable of powering the machine for 5 minutes
MainframeOperationalIn okay condition with minor corrosion in non vital areas.
RAMDamagedOne ram module has experienced failure and has been disabled other 7 in good condition
CPUOperationalIn good condition with no noticeable damage
StorageOperationalData storage while in good condition has experienced a fair amount of bit rot. Parity data still complete
Fractal AntennaOperationalReceiving antenna in good condition with no noticeable damage
Short range transmitterDamagedIn need of repairs but functions intermittently
5mm AR-200 Chassis and platingOperationalMinor surface corrosion but in good structural condition. marks of welding can be found
Forwards lidarOperationalNo noticeable damage
Backwards lidarDamagedin need of repairs with cracked lenses
Atmospheric condition sensorsOperationalIn decent condition with only the barometer showing sings of liquid damage
ARMSN/ANon vitoal to continues operation of the machine
Bladed fingersOperationalSlightly dulled stainless steel blades mounted to the fingers
5mm AR-200 Chassis and platingOperationalMinor surface corrosion but in good structural condition
TAILN/AVital to coninued operation. Holds the remainder of data storage and the hydraulics system
3 kW hydraulic pumpDamagedLeaky lines cant hold more than 200 bar pressure. severe corrosion damage
Hydraulic oil tankOperationalIn decent condition with a dirty oil filter has a fair amount of surface corrosion
Secondary storageDamagedone of the three storage modules have failed resulting in partial loss of data
15mm AR-400 top platingOperationalSome surface corrision but in good structural condition
5mm AR-200 Chassis and platingOperationalSignificant surface corrosion on the underside but in okay structural condition

 
Name: Sam Harper

Age: 39

Gender: Yes

Sexual Orientation: Bisexual

Species: Human

World and Universe they are from: Chronicles of Darkness, Mage the Awakening.

Appearance: HIGHLY variable being a shapeshifter, but always a human that's about 5'9 tall. They have a pink tattoo over their right shoulder, which crawls just high enough to be visible on their neck. Their suit is black, with a white undershirt. Those with a keen eye will note that the suit looks fare less stiff than one ought to be, the brown white laced shoes are too flexible, and black pants are the same story. Those without would mistake them for normal buisnesswear. Sam generally prefers to have blue eyes and blonde hair.

Their Familiar looks like a large amoeba when summoned, constantly having small variation in shape both overall. The nucleus looks like a double helixed spiral folded in and conjoined to itself.

Personality: Sam is intense, confident, and is great at recognizing people's desires and feelings even without magic. They always seem active and on the move, demanding not just the best wherever she goes but also clawing to get it at a reasonable price. He's the first to jump at a new opportunity, and the last to give anything away. They greatly enjoy what they do and it's obvious wherever they go. They give off the energy of a true friend to those they speak to, a deliberate fact of their magic.

History/Bio: Not everyone who breaks through a lie decides that the best solution is to tear it down. After all, there's a lot to be made if you tow the line and do as your bosses said. The Seers of the Throne work for the Exarchs, the manufacturers of the lie, the creators of the Fallen World, and play large parts in the autocracies that define it.The goal of keeping the sleepers ignorant, keep them distracted,and put down the Pentacle Order. Seers come from many walks of life, and Sam was not an unusual case.

Sam was pretty typical as a person, apart from having a sense of bravery and being insightful. They followed their fathers wishes and went into business, intent on continuing the family business. Unlike most other people however, she couldn't simply sit back and do nothing knowing what laid just outside her sight. While everyone else was putting their nose to the ground and focusing on their life, he dug through company financial records and discovered that the company they worked for clearly had underhanded dealings. After all, only so much can 'fall off the back of a truck' and only so much income could possibly come from 'Other'.

Their awakening came when they finally put together everything they collected, leaning back. A compiled truth gave them a brief glimpse of the truth of reality. The world was not as mundane and spiritually dead as they once believed, there was a complicated and confusing war of politics just outside the sight of the common person. A network of caverns, betrayal, stretching and winding above, below, and through itself. It was a place of penitence and punishment. It kind of made him wonder how it would feel holding the keys to salvation.

Perhaps if the Pentacle Order picked them up, Sam would have turned out far differently. Ultimately though, their boss happened to be a Seer who had been watching an Awakening in process. They approached, confident they would get an intelligent subordinate to help them up the ladder of the Seers. They got what they asked for, at least for a time. Sam awakened as a Magistos, a specialist of Mind and Space.

Increasingly though, Sam took an interest in Spirits. They were very capable beings, able to do much of what was required by a mage willing to work with them. And if one combined it with the Goetia of the human mind, the possibilities were beyond incredible. Ultimately though, she had a critical flaw that every mage has to some degree. Hubris. She believed she could make a bargain with a spirit, join with them as a familiar, and take her further beyond her own boss and take his place. All she had to do was what she was going to do anyway, seek to climb higher and higher. The unstoppable adaptability and growth of nature in exchange for the hunger of an apex predator.

One would think that there were far better ways of getting the adaptability she needed, but they didn't know what he sold away, and by the time she found out he already sold his ability to care. The common pleasantries of life meant everything, yes, but the Spirit gave her an all consuming power he didn't even want to deny. Food, power, ownership, control. They could become anything they needed to be. A steadfast man, a charming woman, but their vices were in charge.

Being scattered was the best thing that could have happened to her. Out of the control of the Exarchs, unchained by Paradox, a whole ocean to consume. Business is his specialty, so if processes allow thats what she'll do. At the moment, they run a small Church with the goal of spreading across the multiverse using her magic to seize control of organizations, sway the public to her side, and create allies in just the right places.

Powers: Atlantean magic is split into 13 common practices. These practices are:

Initiate:
Compelling- The Practice of Compelling is concerned with influencing simple phenomena in the purview of the used Arcanum (for example, making a candle burn hotter). The mage can activate and/or direct these phenomena, but usually not enough to become vulgar.

Knowing – The Practice of Knowing is concerned with perceiving the mysteries in an Arcanum's purview and deciphering phenomena. Mages do not have to interpret this information, as they are not sensual, but purely intellectual.

Unveiling- The Practice of Unveiling is concerned with the impartation of sensory information to the casting mage within the chosen Arcanum's purview.

Apprentice:

Ruling
- The Practice of Ruling allows a mage to exert control over phenomena within the purview of his chosen Arcanum. It mainly concerns itself with cosmetic changes and suggestions, rather than brute force.

Shielding- The Practice of Shielding allows a mage to make an object or himself more resistant by using the associated Arcanum to bolster his defense.
Veiling - The Practice of Veiling allows a mage to conceal, camouflage or hide phenomena within his chosen Arcanum's purview from scrutiny.

Disciple:

Fraying
- The Practice of Fraying allows a mage to directly injure his target (via Bashing damage). Often, they find use when death is not the attempted goal.

Perfecting - The Practice of Perfecting allows a mage to refine and repair objects within an Arcanum's purview

Weaving - The Practice of Weaving allows a mage to alter the capabilities and otherwise influence an object without changing its inherent nature.

Adept:
Patterning - The practice of Patterning allows a mage to transform phenomena within an Arcanum's purview into related phenomena or shapes, or replace their capabilities or functions with different ones.

Unraveling - The Practice of Unraveling allows a mage to significantly injure a target (via Lethal damage), degrade its capabilities or negatively transform it

Sam's Proficiency in the Arcanums are thus:
Adept Mind: Is in regards to the mind, conscious and not, as well as demons from Pandemonium.
Disciple Spirit: Spirits are representation of typical elements of things, be it cats, dogs, ideas, etc.
Disciple Space: Space, distance, connections, etc.
Apprentice Fate: Probability and Destiny.

Spirit Powers: Sam's familiar can perform the following actions:

Possess Sam to speak through her.
Speak with Sam.
Manifest to become visible.
Change Sam's appearance so long as it's within the human umbrella.

Power limitations: Sam is limited to 5 ongoing spells at a time, and cannot use magic beyond her rank. Sam is unable to leave spells to conditional, create new phenomena from nothing, outright destroy phenomena, imprint supernatural abilities, or remove supernatural abilities.

Skills:

Politics: S
Subterfuge: S
Persuasion: A
Academics: B
Empathy: B
Socialize: B
Intimidation: C
Investigation: C
Firearms: C
Brawl: D
Athletics: D
Expression: D

Weapon(s)/ Equipment: Sam wears a form fitting business suit, and carries a small 9mm handgun. They carry a clipboard with a pen and pencil, as well as a handbag filled with assorted office supplies and paperwork. These are instruments of their magic.

Strengths: Sam is an unassuming combatant and would likely lose to a proper combat mage, but she's no slouch. Able to adapt on the fly, he believes himself ready for any situation. Often he can convince other people that's true. Their true strength is knowing the state of the social board and playing to its advantage, identifying key players, their wants and desires, and pushing them in the right direction.

Weakness/ Fears: Sam's familiar is detectable, and killable, to those with the ability to pierce her veiling. Should it die, or be severed, Sam's psychological state will be in severe danger. In fact, one doesn't even need to kill it. If the rune tattoo on her shoulder is removed, they'll lose their connection to the Spirit and force it to possess them. If not, everything they did will hit them at once, the hunger forever abated and clarity forced into their mind. Her soul has an extra vulnerability, should she do something terrible enough they will shatter. Madness will take over, and if that happens its only a matter of time before they die. Sam also gets themselves into trouble frequently.Some particularly steady individuals (players) are particularly resilient to their influence. Lastly, their body is completely unremarkable apart from appearance.
 
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Name:David Caddel "Chicago."

Age: 31

Gender: Male

Sexual Orientation: Hetero.

Species: Human

World and Universe they are from: Payday

Appearance :
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The mask is about as simple as possible, a porcelain white with a smooth texture. It lacks distinguishing features beyond its two large black sockets

Personality (Over six lines long.): David is mild mannered in nature, slightly gruff in tone, and speaks with a colorless vocabulary. This tone is barely controlled, fluctuating quickly and constantly through a conversation as his opinion changes. Despite this, his body language sits in contradiction to his words and tone. His shoulders are normally raised, and his grip on any given thing is tight and uneasy. He doesn't trust easily, often sinking into biting tones and unfavorable comparisons. There is an impulsive streak to him, his sense following after his actions to make excuses for making a bigger mess than there needed to be or to explain why his rasher decisions were justified. To his credit, in spite of his occasional anti-social behavior with words he behaves himself in a group setting enough to cooperate and keep allied personnel safe.

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.): Legends of criminal history pop up in the news on a decade by decade basis. Masterminds, pulling off perfect plans and stealing millions while running circles around the law. Ghosts, stealing the world's treasures in the middle of the night, not a scrap of a lead left behind. Technicians, who create and use specialized equipment to punch through the best security systems that the rich could be persuaded to buy. Muscle, the person you sent in to make a mess and a statement. Organizers, famed for bringing the best people in their budget together and stealing from the most secure places in the country.

Chicago was none of these things. He had the unique misfortune of being a police officer. A person who nearly dropped out of high school and signed up for the Army in order to have a chance out of his rough home life. When he left his tour, the economy was in recession. Getting a good job opportunity was basically hopeless for a person who failed at education and had the poor social sense he did, apart from police work. He went through 6 months of police academy, three years as an officer, before signing up to the SWAT team.

Corruption is something he didn't pay much attention to at first. He'd make a complaint or two if something was egregious, but making a fuss wasn't normally worth it. The guy would get fired, prosecuted, and become an informant for criminals if everything went right. More often than not the police union would shelter them. It was easier for him to accept it and move on. There were genuinely far worse people he helped get rid of on a monthly basis. Police brutality and money laundering against the city were the least of his concerns.

This mild acceptance ended during 2023. He had the misfortune of overhearing the chief speaking with someone on the phone. The Chiefs words were carefully chosen, but David wasn't a fool. They were talking in some kind of code. It didn't take a genius to connect the dots of the floundering administrative performance in the department in the coming months, the growing crime wave in Los Angeles, and the communications. His boss like it or not had been working with the criminal low lives David excused his own apathy over.

He spent the best month grabbing the 3 coworkers he trusted most, a supervisor for the group, a sponsorship from a rather wealthy resident, and coordinated a set of staggered resignations. After that, they became a group of glorified vigilantes trying to overthrow the corrupt mayor and city council staff by attacking their criminal connections. Initial, well intended attempts to genuinely arrest criminals and bring them to a temporary prison made from a farm with help from contacts went nowhere. Too many people, not enough space, not enough logistical funding to keep the network going.

The following days were tense. Disagreements on if and how to proceed were spreading through the group. Chicago wanted to just go for it, grab some key people and evidence, and release it. Bury the criminals in an unmarked grave and be done with it. One of the partners wanted to cut their losses and leave while they had the chance, which Chicago thought was cowardly. Another wanted to blow the whistle to the FBI, but Chicago believed their hands were full on the east coast already. The last was more stubborn than any of them, wanting to keep going as is.

Chicago was scattered after the group agreed to split off from each other for the night and meet again in the morning.The status of the rest of his crew is unknown.

Powers: N/A

Skills: David's skills are not particularly spectacular, but he has a wide and diverse spread of skills. These operate under the assumption professionals are B rank (For example Doctors and Scientists in their chosen field).

A: Physical Endurance
B: CQC (Guns)
B: Academic Law Enforcement skills (Paperwork, bureaucracy, strategies, etc)
B: Marksmanship.
C: Mental Endurance.
C: Heist Planning
C: Small Unit Tactics
C: CQC (Knives + Unarmed)
C: Firearm Versatility.
C: Non Endurance Physicality
C: First Aid
D: Driving

Weapon(s)/ Equipment: David possesses two weapons that are customized versions of their original variants.

Primary: A Benelli M4 chambered for 12 gauge, featuring a horizontal leveler.

Secondary: The Cole 9mm Submachine gun featuring a long barrel, a speed pull magazine, and a 1.5x sight.

Melee: A combat knife.

David carries two Doctor Bags that provide emergency aid to injured people. Each bag holds four supplies, each supply able to get a person to full fighting shape. This is, of course, made to help humans and has limited use for other species.

David has a pair of handcuffs, and a handcuff key.

David wears an experimental self repairing ballistic vest and mask, obtained from his sponsor. This equipment is responsible for saving his life and allowing him and his crew to take on criminal groups in Los Angeles.

Strengths: David lasts a very long time in combat in comparison to most people in his tier of street level fighters. He is able to act calm under pressure, making him hard to suppress or panic. His training with a wide variety of firearms makes him able to adapt to the local environment. He can lay down suppressive fire with a machine gun as well as he can take precision shots with a battle rifle. He is also familiar with a good amount of specialized equipment from the modern era, he is unlikely to be confused or surprised.

Weakness/ Fears: David lasts any sort of resistance to superpowers, magic, or psychic ability. His lack of superpowers, and lack of peak genetics, on his own keep his ceiling well within peak human capabilities. He has no formal training in melee combat beyond knives and basic unarmed strikes. A sword in his hand is of very questionable use due to never using one. He can aim an exotic weapon just fine, but maintaining and reloading it is another matter entirely. He is impatient with people he doesn't know well, making him liable to blow them off after they displease him. Lastly, he gets wrapped up in his own head and thought process very easily and struggles with keeping perspective.
 
Name: Dr. Alande Vara

Age: 38

Gender: Male

Sexual Orientation: Asexual.

Species: Human

World and Universe they are from: Old World of Darkness, Mage the Ascension

Appearance :

247549


Personality (Over six lines long.): Alande is brash, confident, smug, and incredibly straight to the point. He does not beat around the bush, they either don't talk to you at all or exactly what he wants to tell you. Small talk and subtle manipulation are skills he broadly rejects in favor of directness. This has occasionally landed his competitors in the Technocracy in hot water when they assumed he had no knowledge or talent in intrigue, or would have loose lips. He is well aware that what he presents is all others see and is happy to take advantage of that fact.

History/Bio: Aladne was always prideful, even as a young child. He was a standout student, had a strong respect for rules, and had an unparalleled focus on work. Known to be a snitch in school, he made a habit of presenting himself with such earnestness that people tended to avoid him. This was fine by him, mostly because it left him time to focus on things that actually interested him. He had a small group of like minded peers and the approval of his educators, and that was more than enough for him.

He started to branch out slightly in middle school. Coming from a wealthy family, he was able to learn fencing from an instructor. He took this training and proved to be quite naturally talented at the sport. After moderate success at fencing, and prestigious success in high school, he found it quite easy to get into university. At around this time he was personally offered by his school counselors extremely generous financial offers in return for committing to work for a medical group in the local area. He happily accepted it, biology and medical science appealed to him and it sounded a lot better than working behind a desk his entire life.

What he didn't know is that this medical group was a subset of the Technocratic Union's Progenitor convention. As he went through his education, he was continuously pushed and slightly prodded over time to align with Technocratic ideals. After obtaining his MD, he entered the organization and was subsequently inducted through standard procedures.. This began with separating him from his old life. As a result,he officially went missing. Newlife involved making him the subject of propaganda, harsh almost Spartan regiment and punishment, and a healthy injection of the carrot and the stick approach. Despite his eccentric nature, he wasn't one to not tow the line. His oddities were within the bounds of acceptability, and his actions were nothing if not beneficial to the Union..

Eventually, he worked under a field agent whose goal was to work within a rather rural community in Africa to improve the lives of the locals. This was of course a play to convince the public of the usefulness of science in their lives rather than a sincere concern for their well being. That said, it was good work. While in one of the tents, he was working on a patient. Weakness, headache, anxiety, agitation, nausea, muscle spasms, delirium. The diagnosis was rabies.His supervisor gave him a pat on the back. Unlike usual however, he wasn't given instruction by his supervisor. Their relationship had always been very top down. He was simply told that he knew what to do.

Gritting his teeth, he headed to the medicine counter and took out the anesthesia equipment. He knew that the brain temperature was increasing to lethal levels.Working fast, he induced a coma in the patient and injected medicine entirely following his gut. Some of which was considerably expensive, but again out of the ordinary his supervisor was more than content to simply watch.

The procedure definitely shouldn't have worked. The hospital neither had the materials, the equipment, or anything else to remotely attempt what could only be called a 'mockery of the Milwaukee Protocol'. Regardless, Alande did step away from the patient, breathing heavily, sitting down in a chair and waiting. Recovery took weeks, but the man did. A respected member of the farming community, the incident was instrumental in the establishment of the Technocratic consensus in the area. Alande would come to learn of this as their Epiphany.

Time would pass, Alande would wind up working closely with a member from another Convention, an New World Order operative named Ethan Garcia. With recent operations by Reality Deviants, the two were brought together with some other colleagues from different Conventions to create a field team to combat their influence in the city of Buffalo. The two of them became quite close, creating a deeply mutual partnership as part of their efforts to ensure that people remained content with their scientifically based lives. He had nothing to complain about with the assignment. The change in attire from lab coats to civilian wear to stay undercover was a fantastic change of pace. Time forced Alande to become quite proficient with Material Science and Prime Utility, the former more so than his original focus on Life Science. After all, he was far more focussed on convincing the masses in the good of technology and science than he was his field of choice. Material Science just happened to be useful.

This leaves Alande in an odd position. Ripped out in the middle of his position by what he assumes is a dimensional anomaly, with rescue not coming, and the Union doubtlessly wondering if he had deserted them, he is left adrift. Still, that something or someone gives him messages over his laptop that he understands as some connection to his subconscious, and knows better to mention it out loud.

Powers: As a Technocratic scientist, Alande is proficient with a small handful of spheres of para science. Devices are given the para prefix or put under the umbrella term of hypertech. (I used the terms interchangeably, whoops) Although he, and most members of the technocracy, would swear up and down it's not magic it functions like any mages sphere would. The following explanations are simply things he and other Technocrats tell themselves to justify and explain their theories. Perhaps it is because of this fact that his magical powers are heavily centered around him and what he interacts with thanks to him being far, far from home. The magical wonders and objects he makes have to contend with not only the place he's in, but his own beliefs. This is explored in more detail in the weaknesses section.

Alande has Command over the principle of Material Sciences. This allows him to create para scanners to see material components of objects, integral stability, innate properties, etc. He can use 'para chemical reactions and methodology' to 'reorganize atomic structures' (read: Transmute) material into other materials. He is able to join inert matter to living tissue, disintegrate it, or make other spectacular transmutations. Finally, he's able to radically improvised para technology from scrap materials (read: Perform exceptionally para transmutation).

Alande has Control of the principles of Life Sciences This allows him to alter his own characteristics slightly, though keeping him in the bounds of what is meaningfully considered human. He's also able to apply this principle to create agents which allow rapid healing, put them to sleep, or inflict serious long term harm. It also allows him to use biochemical signatures to detect life forms and to alter/transform simple life forms like insects, plants, viruses, bacteria, etc.

Alande can Control the principles of Primal Utility Theory. This allows him to create his gadgets that allow him to conduct his parascience'. Equally importantly, he is able to manipulate the emission of energy fields of humans 'advancing their self interest'. This allows him to draw energy from what is essentially commerce. He can evaluate the value of this utility, deposit it, and extract it from a venture. The more valuable the venture, the more he can extract from it. This ranges from local businesses on the small ends, and international leaders on the high end. The more valuable however, the more he needs to invest, be it in personal connections or with outside energy. He also is able to store this energy in matrices. This power is also very useful in combining with other sciences.

Alande can Control the principles of Entropic State Control. This allows him to scan for likely future events, and note details in a person's behavior that discerns if they are telling what they believe to be the truth or not. This can of course be countered by sufficiently good liars, or people of sufficient will. He can spot weak points in objects, people, and arguments and use them to his advantage. He can also predict dice throws, card draws, and other random events. He can also manipulate these random events (insofar they affect himself), and target these weaknesses. He can affect predictable patterns and tilt probability in his favor, or the favor of his objects. He can also accelerate decay by increasing the speed in which objects decay.

Because of this set of powers, Alande is able to invent and create devices that combine these attributes and degrees of manipulation.

Alande's Avatar/Enlightened Genius is the portion of his soul which is the source of his ability to perform magic. He would describe its voice as his subconscious. This Avatar has a Questing pattern.

Power Limitations: Because of his own belief in his methodology, and the separation from his home universe, everything he makes that interacts beyond himself or his inventions has to have, to some degree, a plausible scientific explanation by his own standards. Standards that are quite strict. He may be able to clone a werewolf by isolating the 'changing gene', but he cannot simply wave their hand and turn the werewolf to silver. This necessitates him building the inventions he needs in order to use these powers or to use relevant tools in order to do so, though he hardly complains. The type of tool also matters, using tools that he's not familiar with limits what he's capable of. He is thus proficient with Armor, Weapons, Gadgets/inventions, Laboratories/Lab Gear, Nanotech, Computerse/IT, and Devices/Machines. He can't leave the definition of the human umbrella, or alter complex lifeforms. He also is limited to substances within scientific possibility and can't create radioactive material.

Skills:
Hyper-Cybernetics: S
Hyper-Biotech: S
Swordsmanship: S
Technology/Hypertech (Nanotech): A
Technology/Hypertech (Other)
Social Engineering: B
Willpower: B
Blatancy: C
Medicine: C
(Real and Hypertech) Computers: C
Academics: C
Other Natural Sciences: C
Firearms, bows, and other ranged weapons: F

Weapon(s)/ Equipment:

Modifiable Weapons Platform: For a technocrat, the usage of melee weapons earned Alande notable criticisms. Despite this, Alande has repeatedly shown his worth in the field. His general attitude combined with his presentation does not suggest he is a scientist, something he uses to his advantage. Plenty of reality deviants fail to notice that the leather jacket wearing,cane walking pedestrian is actually part of the Technocracy they were so careful to avoid is something they only realize after a rapier pierces their chest. If you ask Alande how it works, he will describe how he was able to use an intersection of nanotechnology and very precise engineering to make a weapon capable of taking multiple forms that has several settings, from inaudibly vibrates at a precise frequency to drill through materials in a thrust, inducing rapid decay on a target, and even nonlethal thrusts that bring people to sleep. In reality, this is him utilizing his 'magic' through his weapon.

Casual Field Wear: His clothing has a few settings to change its durability and material nature. It is able to soak a moderate amount of damage, and can focus its orientation against different elemental categories and kinetic damage. The armor passively breaks down materials that strike it aggressively. Sensors and move-by-wire systems allow him to quickly deflect high speed projectiles with his weapons platform. (This is aim deflection. Alande is not a bullet timer.)

Eyes of Isaac: His sunglasses are more than just for show. Through these lenses, he sees the world through the sensory applications of his hyper technology.

Laptop: Alande carries around a slim but unassuming laptop he uses to code his nanomachines. Constructed with high tech materials.

Nanomachines: Alande carries an array of reusable syringes filled with nanomachines programmed for different effects. They're usually fleeting, and are installed as auto-injectors under his armor. The nanomachines are thankfully reusable.

Strengths: Alande is extremely flexible in many situations, especially if he's given sufficient time to prepare. He's able to rapidly create inventions both mundane and advanced. They're also no slouch at putting them to use. His swordsmanship, gained from his athletic career in fencing, is naturally bolstered by his power set when activated making him a formidable foe in close quarters.

Weakness/ Fears:
Alande is only human. His inventions in regard to himself are temporary and only last so long before his original biology restores itself. A successful ambush during downtime is incredibly effective against him. He gets flustered easily when his inventions fail and he's not in active danger, leaving a momentary opportunity to exploit this advantage. His tools also don't work in the hands of others (Unless they possess an Avatar/Enlightened Genius), something he believes is due to advanced safety features and lack of knowledge of advanced science by unauthorized individuals. In reality, it's a result of the user simply not having Quintessence. Lastly, he is entirely on the defensive in ranged situations due to having no proficiency in marksmanship whatsoever. He is also highly reliant on his inventions. Even though their hypertech nature makes them immune to typical tampering methods, tech is more than capable of breaking anything electronic reliant like his nanomachines. Magic is also capable of neutralizing his devices. He is considerably prideful and struggles to even entertain them.
 
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Tentative picture for his 'face', better art pending

Name: Oliver

Age: 22

Gender: Male

Sexual Orientation: Asexual

Species: Human

World and Universe: Projectmoon-verse (Library of Ruina/Lobotomy Corp/Limbus Company)

Due to needing a quick cash infusion for various reasons, Oliver had his body replaced with a full-body prosthesis at the age of 18.

His height is currently 5'9. He could theoretically become taller or shorter with different parts but as this was his original height, he prefers to stay that way.

His prosthesis is light gray, with parts coming from a variety of workshops and tailors. The most expensive part of his body is his torso, due to its nature as a reactor. As it was ordered from a high-quality Workshop, it is much more sleek and put-together, which clashes stylistically with his limbs.

His head is a lot more stylized, resembling a cyclopean helmet fused together with a respirator (which is entirely decorative). His arms and legs however are some of the original parts of the prosthesis which was originally a cheap steel shop set. They are much rougher in terms of quality and shape in comparison to the rest of his body, although they have been modified to be able to keep up with the rest of Oliver's body.

His outfit is the standard for Downpour Office: A long navy-blue raincoat over a buttoned-up double-breasted 2 piece black suit with accompanying navy-blue tie.

The raincoat is worn unbuttoned, both to showoff the suit and to protect clientele in a pinch. The suit comes with a lapel pin displaying Downpour Office's logo: a stylized raincloud with a sword pierced through it.

Years of living as an orphan and a Rat in the backstreets have made Oliver numb to the sufferings of both himself and his fellows, being at ease with and around acts of violence, cruelty, and killing. He is casual and crass in most social interactions and may unwittingly come across as rude due to using unneeded language. Despite this, he is professional whilst working, and is surprisingly friendly in both professional and social settings.

Outside of the workplace, he doesn't have much going for him. Hobbyless and with few connections outside of workmates and networking with other Offices, Oliver prefers to work endlessly, only really resting and repairing when he needs to prepare for another mission. Whether this is due to an underlying drive or simply a need to occupy himself, he can't really say.

Oliver also has a tendency to hold conversations with himself. Whether this is a coping mechanism due to a variety of issues, personified instinctual responses, a learned method of deduction or simply a mental quirk cannot be said. Regardless, a little instability wasn't an extreme issue when it came to his work as a Fixer, so he doesn't really worry about it.

No man is an island. Dunno where we heard that before, maybe one of our old buds back then, but they were definitely right. You gotta make friends with other people. It's how you survive. Making connections so ya don't get a knife in the back, so ya got purpose for what you're doing, so you can understand how others tick and what you gotta do to get on their good side. It helps you know what's fun and what's not. That's what I do. I think about that shit for ya so you don't go completely psycho.

Anyway, think of me as uhhhh, your first friend maybe? Yeah that sounds right. I popped up around the time we were running the Backstreets with the other kids. Fun times. Shame how that ended, but it's alright. People go, but the memory always remains. Cept us. We'll be with you till the end, buddy.

PLIP PLOP THE KNIFE WENT RESTING IN THE CHILD'S HAND SINGING A DULL RHYTHM IN THE EMPTY ALLEYWAY BROKEN INTERMITTENTLY BY HIS QUIET BREATHS. THE CHILD WAS WOUNDED SCRATCHES GOUGES BRUISES PEEKING OUT FROM UNDER HIS RUINED SWEATER GLISTENING LIKE STARS UNDER THE NEON LIGHT. ALL AROUND HIM LAY STREWN BODIES OF FRIEND AND ENEMY ALIKE ALL JOINED IN DEATH ALL RATS TRAPPED IN THEIR LITTLE FUCKED UP MAZE OF BRICK AND SHEET METAL. AFTER A QUIET MOMENT OF REST THE CHILD SIGHED ONE LAST TIME HEAVY WITH EXULTATION AND RELIEF BEFORE GETTING TO WORK. IT WAS ONLY A FEW HOURS UNTIL THE NIGHT IN THE BACKSTREETS AND ORGANS DID NOT HARVEST THEMSELVES.

YOU REMEMBER THAT DAY RIGHT? THE TRIUMPH BLOOD GORE SHIT FEAR PURE FUCKING ADRENALINE GOING THROUGH US? THAT DAY WILL ALWAYS BE WITH US. THAT WAS THE DAY WE BEGAN TO LIVE. CARRY IT WITH YOU ALWAYS. DELIVER IT AS A HARBINGER TO THE WEAK WILLED SACKS OF SHIT THAT WANT TO END US. MAKE THEM REGRET EVER CROSSING OUR PATHS.

As seen by the spiels of the first two, our names are only somewhat tangentially associated with our intended purpose. Temperance, for example, ties into affection, empathy and collaboration with others rather than abstinence from alcohol or self moderation. Fortitude, similarly, ties into repressed anger, and what I am assuming to be gut instinct instead of merely strength. Frankly, I cannot say what he does as he simply vexes me. Lastly, Prudence just provides insight into our situations and describes what we are doing. He and I are frankly the most useful amongst the four of us.

My purpose is to use facts and logic to analyze situations, plan out jobs and point out what needs to be said for the others. Nothing more needs to be said. I simply fulfill my purpose.

Not much needs to be said about Prudence. He is pretty sure that anyone who sees his thoughts knows what he does. He describes shit, refers to his shared braincase in the third-person (or by name) and generally does not have opinions. Think of him as his regular-ass brain (he being Oliver, if he was wondering who he was). Without him, these other guys would be lost as fuck. On that note, why the hell is he putting so much thought into this? Doesn't he have a job to do?

Oliver's story is a fairly common one in The City. Born in the Backstreets of District 13 during the tail end of the Smoke War, he spent the first few years of life in a musty room with parents he barely remembered. Around the time that he could start walking around on his own, his parents had disappeared, either because they walked out on him or they got their carcasses picked apart after they walked down the wrong alleyway. Regardless, it wasn't long until he was forced out of the room by the building's landlord. Perhaps as a small act of mercy however, he was given over to an orphanage wherein he joined up with a gang of other kids who all eventually joined the Rat life. Through scrounging, thieving, mugging, killing, organ harvesting, and a whole lot of luck, he and a few of the other kids managed to get to teenagerhood.

Life didn't really change after that. Sure, there were more opportunities to make a bit of money since Syndicate gangers or other shady figures in the backstreets would take you seriously enough to give you a couple simple gigs, but with the price of food and other needed goods to survive a day, there simply wasn't any way up when you lived in the Backstreets. You just kept on going until you snuffed it. That was a simple fact of life in The City, which Oliver accepted with apathy. Oddly enough, his circumstances would change after a Backstreets doctor offered him an incredibly shitty deal. Give up his body and all of its fresh organs for a good amount of Ahn and a practical trash-can for a prosthetic. In all circumstances it shouldn't have worked out, and frankly speaking, he was pretty dumb for accepting it, but when your life could be ended by deciding to take the wrong turn in an alleyway, your perspective on life gets a bit warped.

Surprisingly, the doctor was true to his word, sticking him in the cheapest prosthetic on the market and with a good chunk of Ahn to boot. Even more surprising was the fact that the prosthetic, despite its lack of quality, was still strong enough to qualify him for a Fixer license. And wouldn't you know it, the chunk of Ahn he had was about enough to pay for the various legal fees to get that license and make some actual cash. With those facts present, he figured what the hell and decided to work as a Fixer, getting shipped off to Section 6 of the Zwei Association soon after. Things had started to look up from there, being a Fixer paid well and he didn't have to pay as much for food and other items, and as long as he kept things safe he had a stable source of income. However, being a bottom rung fixer of the lowest rung in an association turned out to not have much in the way of upward mobility. After lucking out in a couple of higher-end contracts which allowed him to change his prosthetic, work opportunities started slowing down. Most of his jobs afterwards were boring things, such as finding a lost dog, killing a few random Rats, patrolling an area, or even just walking around to look menacing. Being promoted to Grade 8 didn't feel like anything special.

Even after getting somewhere, there was still nothing left to do but keep on going till he snuffed it. So that's what he did, coming into work, doing a pointless canard job, going home, coming to work, doing a pointless canard job, and going home again over and over. For two years, Oliver repeated the process. Life had become routine again.

Then oh so suddenly, that routine was broken as a glorious light flooded the skies over The City for three days, then leaving it in utter blackness for four. The White Nights and Dark Days were what people called it, three full days of bliss and four days of deep sadness.

When Oliver experienced that light, that bliss, something changed within Oliver. Even as the Dark Days came and went soon after with all of its crushing weight, Oliver felt... alive for once in his life. The urge to do something persisting despite the crushing apathy of the world around him. Fortunately, luck graced Oliver with an opportunity, in the shape of The Pianist, the distortion that annihilated a chunk of District 9's backstreets. Soon enough, contracts began pouring in, demand for Fixers was at an all-time high and supply was precariously low. Soon, the Association's Section 6 branch was abuzz with work.

He began to take jobs above his pay grade at a rapid pace; simple Canard jobs became Urban Myth, then Urban Legends and Plagues. Instead of saving, he began to spend on anything that would make him better at his job. Augments, weapon upgrades, new tools, better clothes, he spared no expense on anything. Spurred on by that feeling and his newfound momentum, he succeeded where others died. In the span of a few months, Oliver had managed to be promoted to Grade 5, a feat that others would have spent years accomplishing. Spurred forward by success, Oliver was eventually recommended to the Grade 2 Downpour Office after he managed to impress one of the Directors in Section 4.

Sadly, no good thing lasts forever. Eventually a Fixer's gonna end up accepting a contract that'll go to shit, and for Oliver and Downpour Office, that contract came in the form of a reconnaissance mission into an Urban Nightmare known as The Library for a stupendous amount of Ahn. Accepting the contract and the following invitation to get where they needed to be, Downpour Office would disappear as just another casualty to The Library.

Thinking about it, it's honestly pretty funny how I ended up here. Like, way back when I was a Rat, you just didn't have any opportunity to go up in the world, you know? Sure you'd sometimes get a bit a money off some unlucky schmuck who took a wrong turn in an alleyway or get deals from one of the more sane Syndicates, but they never really built up to anything you know? As a Rat, you sorta just drift through life, stressing about whether you'd have enough to scrounge up a meal or some cheap short-lived comfort cause you just ain't got a future in The City. Even when I started my Fixer career, there still never really felt like there was a point in doing anything.

So yeah, I lived like just about everyone else, just... in this sorta apathetic funk, like some sorta shitty robot, working through the motions and waiting till it was my turn on the chopping block. That's just how it is in The City so what can you do yeah?

I'd probably woulda kept going on like that if it hadn't been for those White Nights. Now that... was a beautiful sight, The entire City just bathed in light as if some god came down personally handing out blessings or some crap. It was one of the most beautiful moments of my life I think, just witnessing that happen. My workmates didn't seem to understand or really register that beauty, that hope, but shit, even when the Black Days came after, I couldn't stop thinking about that feeling I had like I had something to work for, to build for.

That feeling's actually the main reason I'm even here I think. See, before that day I was a Grade 8 Fixer with barely anything achieved outside of a... pretty shitty case that I seriously don't like to think about. I was nothing right up until that light graced the sky. Pretentious, I know, but that's the truth.

Anyway yeah, after the White Nights and Black Days, I just started feeling like I had to start doing more shit. So I just started taking jobs, literally anything my boss would give me. Hell, I even started going Solo Office for a bit on the side. I still don't know why honestly, but it felt good, to do something that actually leads somewhere. Even had a couple of jobs that got shared around in Fixer bars. Let me tell you, hearing someone actually talk about what you did is a fucking weird feeling, if not entirely bad.

That's around the time I got into Downpour Office. See, the Director in Section 4 liked me hauling ass, and she had some connections with a high-ranked Fixer starting up his own Office. Told him that I was a good worker, and had some drive in me. I only ran with them for a few months but fuck me, those days were the best days of my life. Jobs every single day, combat heavy ones too, sometimes even bodyguarding guys in the Outskirts. Felt like a Color sometimes with the amount of insane shit we were pulling off. But things never last forever. Now we'd just gotten a contract requesting info on a very important group who got sent to this here Library. Since you're reading this book, you probably know the rest. Really, when you assholes were saying shit like, "Win the trial or else become a book" I didn't think you literally meant turning into one.

But hey, that's just how it goes I guess.

Oliver's Page is basically a reference to Library of Ruina's mechanic to read through the life of an enemy character after defeating them. It's there so that you can read through his thoughts on why he's going through life and him briefly thinking about his history. I wanted to experiment a bit so it's a bit iffy I think.

Basically, after the ending of Library of Ruina happened, he just got revived in the RP instead of The City

Rats are the name for common thugs and gangsters found in The City
Syndicates are more powerful gangs that have control over various parts of the city
Offices are practically small PMC groups that fulfill requests from the mundane to the surreal.
Fixers are the members of Offices.
Operators are the head/bosses of their offices.
Associations in the Projectmoon-verse are basically large-scale Offices that oversee various works, such as policing, warfare, banking, weapons making, etc

Powers
Robotic Body: Because of his decision to sell off all his organs and body parts, Oliver not only made money but also got a replacement body to boot. As a result, his body is durable and resistant to most forms of weaponry. After various modifications and augments from workshops, it also has the to strength allow him to lift 200 lb with ease. Heavier weights run the risk of breaking down his body. His body runs off a miniature bio-reactor bought for an exceptionally high price from Gardens Atelier, allowing him to shove just about anything inside of him to keep going.

Ronin Workshop Augments: Augments originating from a workshop specializing in speed and agility. Purchased as a whole package, Oliver has undergone modifications to his brain to allow him to have quicker reflexes and reaction times from the average human alongside additional modifications to his limbs make him much faster and more agile. The main selling point of this package however was the ability to drop into bullet-time and move in it as if he were in regular time.

Stahl Tailor Augments: Augments originating from a Tailor specializing in basic gear for rookie Fixers. A simple modification to Oliver's body has added reinforcements and paddings that make his body both stronger and more durable.

Power limitations:

Robotic Body: Aside from installing tactile sensors into his hands and feet, Oliver can't feel anything with the rest of his body and cannot register smell or taste. He has used augments to ignore the needs and wants of his brain, but if something psychic were to overload those augments, then he'd be stunned due to the neural overload. He also requires a steady supply of brain fluid to remain lucid/alive, and due to purchases that seemed good at the time, can only retrieve brain fluid from freshly killed individuals.

He also needs to resupply the brain fluid and blood in his head every so often. Because he cannot feel, he may not notice that he's getting attacked unless his body moves in such a way that it is obvious or if he sees his assailant. His strength is also locked into what his Robotic Body is capable of, and while that can increase with the use of augments or modification, he is currently soft-capped at lifting up to 300 lb, wherein he will start to strain his body and hard-capped at 500lb, which would cause him to break down entirely. He will also die if his reactor is destroyed, his head is destroyed, or he runs out of blood or brain fluid to keep his brain in shape.

Lastly, while he could theoretically be fueled by just about anything, low carbon or highly processed items have next to no benefit when ingested. Realistically speaking, he is restricted to using dead organic matter, regular fuel, enkephalin batteries or pure carbon minerals.

Ronin Workshop Augments: While Oliver can drop into bullet-time, he is restricted both by the strain that it places on his body and by the length of time he is able to do so. The main part of the suite only lasts for five seconds of real-time, before needing to cycle for twenty seconds of real-time.

Skills:

Zwei Association Swordsmanship: B
Bodyguarding: C
Killing The Other Guys Before They Kill Him: S
Dodging: C
Tanking: B
Organ Harvesting: B
Gun Handling: FFF

Weapon(s)/ Equipment:
Rook Workshop Zweihander: Oliver's trusted Zweihander. It was received as a promotional gift during his days as a Zwei Fixer after a particularly bad case involving a nightclub, a distortion, and a hippie cult. Rook Workshop specializes in general upgrades and modified his sword to be both incredibly durable and have monomolecular sharpness. Additional modifications from Workshops focusing on 'Living Weapons' has allowed Oliver to have increased prowess while using the blade, making its use as natural as swinging a limb around.

Downpour Office Uniform: Made by Knecht Tailor, Oliver's uniform was built to augment durability, reaction times, and overall survivability through its use of a special lining made from parts harvested from the Outskirts. Higher Quality than most other Office Uniforms, the Downpour Office Uniform can be used to shield clients from Fixer Grade weaponry and even provides minor protection against bullets. Impervious to conventional melee, and protective against smaller pistol calibers, with rifle rounds being able to punch through it.

Thunderbolt Workshop 'Stun' Baton: Based on Oliver's baton during his time in the Zwei, his new 'Stun' Baton was commissioned from Thunderbolt Workshop which specialized in supercharging electrical currents. The 'Stun' Baton acts more like a mace with the capacity to fry nervous systems and break bones in equal measure. The electrical effect is adjustable but Oliver prefers the max setting. While durable due to it being a Fixer Weapon, it can't stand up to things that his Zweihander would shrug off such as oversized swords, saws, beam weaponry, etc.

Old Switchblade: Oliver's old switchblade. Well, the only old part about it is its handle, the blade's been replaced a couple dozen times. Since he had the extra money to spend at the time, Oliver splurged out on a replacement blade that'll stay sharp as a razor almost indefinitely regardless of what's thrown at it. Useful in a pinch but don't expect it to be used as a weapon except for finishing a person off or in a desperate situation. Doubles as a scalpel

Strengths:
Generally used to things he'll face on the job
Good at shielding other people's bodies if needed
Is used to standing against heavy odds. Tends to not think of retreat as an option unless told.
Stubborn, will cling to life regardless of the circumstances.
He's an exceptional killer and a talented Fixer.

Weakness/Fears:
Tends to not think of retreat as an option unless told. Honestly he's somewhat suicidal.
Aside from doing his job, he doesn't have much drive.
No real skills outside of killing things and no real means of acting outside of that purpose.
Fear of Spiders, specifically, robot ones. Stems from traumatic experiences with tailors when he was a kid.
Heavy distaste for clowns. Stems from repeated bad experiences during his career.
Cannot use guns at all, partially because of a lack of practice with them and partially because he just genuinely sucks ass with them to a comedic extent.
Can sometimes get distracted when his internal monologue/voices get too argumentative.

Other:
Likes cacti
Likes to collect trophies and mementos, a holdover from when he was a Rat.
 
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Name: Chika Kobayashi

Age: 43

Gender: Female

Sexual Orientation: AroAce

Species: Human

World and Universe they are from: For Honor

Appearance: Strangely tall for a Japanese woman, she stands at 5' 11" in height with a muscular build born of both training and battle. Her clothes do little for defense, as the ceremonial garb of the Hitokiri is made of cotton, linen, and leather. Such garbs cover the upper body, then separates into strips on the lower body for mobility. These garbs are dyed grey and faded light blue. The only actual armor pieces are iron plates located on the shoulders, forearms, and shins. She wears an Uwa-obi that's decorated with puppet heads to represent several of her slain foes of the past. She wears a strange fox-themed mask. Underneath her mask, Chika's face has several scars from previous battles, and her hair is tied back.

Personality: Chika is one of the few Hitokiri that attempt to keep some semblance of calmness. The spirits constantly whisper to her in silence. Their pain and sorrow burrow into her own soul, influencing it into something dark. When not in combat, she is often found meditating or performing breathing exercises. She has to constantly maintain her sanity, lest she lose herself to madness and search only for people to kill. In battle, she weaponizes that frenzy and fury to fight with overwhelming force. The downside of this is that it also has her obsess over executing notable foes. Casual interactions with her are difficult, and she tends to speak either briefly or artistically. That is to say, she either speaks in short terms, or poetic ramblings. Both are ways of keeping herself calm. The first gets the point across fast so she can return to her focus. The latter helps her ignore the voices while attempting to communicate.

History/Bio: Once upon a time, Chika was a disciplined and humble soldier. She was loyal and entirely willing to die for her emperor and the country her ancestors had created after being stranded in the land of Heathmore so long ago. Things would change when the Vikings raided the Capital. She was just a foot soldier at the time, but she still did her part to drive them back out. Alas, it would prove to be a fruitless endeavor, for even after warding away one threat, another charged in. The Blackstone Legion followed up the Raid by taking the palace and killing the emperor.

From then on, she would join the efforts to avenge the fallen lord. When the day came for the Samurai to strike down the Blackstone Legion, she was as steeled for the battle as anyone else. She fully intended to do her part to end the lives of the killers and end the war their leader had wished to start. Unfortunately, Apollyon's plan was completed, and a new war between the Knights, Vikings, and Samurai began. The only positive thing to come out of that chaotic mess of a battle was a promotion from foot soldier to Executioner.

The first people she was made to execute were captured Blackstones. Even outnumbered with no hope of escape or survival, they did not yield. They fought with murderous intent and feverish devotion to their fallen leader even when bound. They were practically demons. Even in the moment she beheaded them, they smiled as if they would get up and attack even after death. As the years went on, the war not only continued, but grew. New warriors from beyond Heathmore began to appear, mercenaries joined the fray for coin and glory, and a fourth army even joined for a reason that only they know. The amount of war criminals and prisoners Chika would kill only grew with time.

One day, something strange began to happen. With the inclusion of the Wu Lin to the war, the supernatural began to influence their reality. At first, it was subtle, a rumored instance of miracles here, a story of curses there, but it wouldn't be until the greatest of the executioners slaughtered a village that these rumors and stories would prove true. A thick mist would cover several villages, and all that were available were called to investigate. When Chika visited one such village, she was shocked. Spirits faded in and out of sight as shadows in the mist, the soldiers that she was with even went to far as to attempt fighting them. It was a fruitless endeavor. Some were cut down, others were possessed and levitated before being dropped from a height, and no matter how many shades she attacked, they would simply reform. She and other survivors were forced to flee, but even as she ran, the spirits that haunted her were emboldened.

Their voices grew into loud whispers. The guilty, the unrepentant, the murderous, and the insane. All her victims ate away at her sanity. She wasn't the only one. Other executioners suffered the same, and all of them suffered the same fate. They but needed to give in for one moment, and when next they came to their senses, their weapons were bloodied, and they were surrounded by people who looked at them in horror. In Chika's case, she had killed some children that were sent from her friends to check on her. She ran until she had reached a cave where she screamed and shouted to drown out the whispers. That might her voice would be shot, and the souls of the dead would corrupt her.

She and other Executioners would be labeled "Hitokiri", and they would charge into the war with newfound bloodlust.

Chika was one of the few to attempt to save her humanity. Even with the new power, and a darker outlook, the souls of the children she slew whispered to her to stay strong. She felt a need to lay their souls to rest, and a way to redeem herself to their loved ones before offering her life. To do this, she must first help end the ceaseless conflicts that continue to plague Heathmore. So on she wanders, from one battle to the next.

Powers:
-Soul-stealing
As a Hitokiri from Heathmore, Chika has been corrupted by a dark power like others of her kind. After years of executions, the souls of the dead haunted them until they were changed. The shadowed hearts of their victims became a part of them, and the spirits became theirs to control. Many victims that are felled by Chika's hand have their souls taken by her, which grants temporary benefits upon success. Increased stamina, spirit-bolstered defenses, empowered strikes, and even regeneration are momentarily gained from the deaths or executions of notable warriors.

-Deliverance
The souls she has taken in the past form a shield around Chika and a victim that she has chosen to perform a unique execution on.

-Tainted Gift
Chika sends one of the souls she's taken to haunt and track an individual. The spirit is visible as a face with an agonized expression, and it lets out pained whispers as it follows the target. Should the target be executed, the spirit takes some of their fading life energy to slightly heal Chika, and those that she is fighting alongside.

-Spirit Shroud
After a unique execution, the soul of the victim forms around Chika in the form of mist. This mist acts as extra armor, hardening just enough to soften incoming attacks.

-Senbonzakura
The accumulated souls of her past victims gather to her for a devastating cleave. They form a shield that allows her to act unimpeded, and empower her Masakari to allow it to overwhelm armor and barriers.

Power limitations:
-Soul Stealing. The most obvious weakness in taking the souls of victims is that there must first be a soul to take. Most robots, golems, and other such non-living beings would not provide a soul, and this would not grant any of the benefits from soul-stealing. Not only that, but if the soul being taken is strong enough, or even has help from others, then the attempt to take it may fail. This does not revive the victim, but it allows the spirit to pass on or longer as it wishes.

-Deliverance
The shield the souls form is not invincible. It can be broken or dispelled with enough force or effort, allowing Chika to be vulnerable and staggered out of performing the execution. Also, the shield only lasts from when the execution starts to the moment the victim dies. Any moment before or after are moments to prevent the shield from forming.

-Tainted Gift
The Soul cannot stay with its target forever, and must return to Chika if the target does not die some time after being haunted. Putting into consideration the fact that soul manipulation exists in other universes as well, there is the possibility (or rather "certainty") that soul-manipulating individuals can take the haunting spirit for themselves or send it away.

-Spirit Shroud
Though it acts as another layer of armor, it's not invincible, and will eventually fade even in the midst of battle. In that case, another execution must be done to gain it again.

-Senbonzakura
Strangely enough, this attack can still be parried or dodged if timed correctly. Parrying the attack does nothing other than momentarily stop it, but dodging it forces the spirits to disperse for a time. The attack can also be survived if the target is strong enough.

Skills:
-Intimidation (B)
-Soul Manipulation (B)
-Two-handed Axe-wielding (A)
-Meditation (B)
-Speaking clearly (F)
-Speaking with a hoarse voice and/or creepy whisper (SS)

Weapon(s)/ Equipment:
-Hebi no Ikari
Originally a large axe meant to cut trees, the samurai residing in Heathmore have adapted axes like this to become the tools for Executioners, making the blade somewhat larger and adding a second side to the blade head. Even former Executioners that have become Hitokiri continue to wield the Masakari as their weapon of choice. Chika's Masakari is the Hebi no Ikari. It was not hers, originally. Rather it belonged to a fallen Hitokiri. She took it to replace the one that had been broken in the same battle the original owner had died in. It's an intricately-designed axe with a serpent-themed design slithering down the shaft and onto the flat of the blade. Despite its unique appearance, it has no powers of its own.

Strengths: Living in Heathmore, she is not only familiar with war, it has practically become a way of life for her. She has fought many warriors with different weapons and different styles. She has found similarities in all of them, and has a knack for figuring out ways to predict how the attacks will go.

Weakness/Fears: She fears the spirits will one day overwhelm her. She fears that she will lose herself like so many other executioners.

Other: She speaks in whispers and creepy hoarseness. This is a trait shared by all Hitokiri.
 
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Name: Kaathe "Crestfallen" Oolacile

Age: 40

Gender: Male

Sexual Orientation: Straight

Species: Dark Elf

World and Universe they are from: The Dawn Covenant

Appearance: Tall with lean muscles. Kaathe's clothing primarily involves travel clothes that are suited for most climates and weather conditions. He dons a black-leather coat and masked hood, but underneath is his armor. Metal armor, undecorated, and designed solely for the purpose of protecting his body as best as it can with minimal hindrance to his agility and dexterity. Kaathe himself is beautiful. If not for his voice, he would need to strip down and show others his male anatomy in order to keep them from confusing him for a woman. Fair, blue skin, silver hair, and grey eyes. He has a tattoo on his forehead that symbolizes that he had made a pact with a Demon.

Personality: In a word: Pessimistic. Due to a traumatizing experience earlier in his life, he had forced almost all sense of caring out of his mind. Though he thinks logically, and would still attempt to help someone when needed, he has resigned himself to allowing fate to go whichever direction it wishes. The deaths of others-and even the thought of his own demise-slightly amuses him, as it only proves to him that he may have been right to discard that caring.

Among most others in the Order, Kaathe takes Monster hunting and slaying more seriously. He has his weapons forged specifically to pierce thick hides and scales, and manipulates his magic with the thought of hindering the beast so that he can kill it and preserve parts that have other uses.

There once was a moment where he had started to care once again. Unfortunately it was brief, and traumatizing when it came to an end. Now he is as pessimistic as ever. Only this time, he's not so keen on allowing the light of hope fill him again. He doesn't know, nor does he care, if his allies are alive or dead now. Still, he honors the memory of his lost love, and her Familiar by naming his weapons after them.

History/Bio: Born in one of the cities of the larger islands of Nalrokar, Kaathe was expected to grow to become one of the strongest in their city. He was lucky enough to survive the Dark Elf tradition of surviving on his own by figuring out Blood Magic and making a deal with a Demon to send him home, after all. Unfortunately, "strong" was not what he was. Physically, he was weaker than most, and as such, he was constantly berated and beaten. More than once, he found himself in a dispute that left him limping and bleeding after it's resolve.

When he was younger, he tried to get stronger. Learning all that he could in order to prove that he was strong. Of course, his losing streak would not be deterred by this own determination. Still, he continued to move forward, going forward with his futile goal.

Eventually, he had gotten into such trouble that he was dying on the ground, a failure. It was at that particular moment, where he took a look at his life. What had he done? What was the point? Why was he so afraid to lose? Was it death? Was it because he would find himself in a situation just like this one if he hadn't gotten stronger? Well, there he was, and he didn't care.

It was all idiotic anyway. Why try to do something when fate clearly meant for you to do something else? It was a waste of time. His life had been a waste of time.

He survived that little experience, but now he had lost all manner of caring. He would do whatever he would normally do, only this time just on a whim. He accepted anything that happened, and simply moved on. It was in the Past anyway. It wasn't his problem anymore. The next time he found himself in a fight, he won. Apparently his new outlook on life had granted him a calmer mind, and a clearer sight. He easily overpowered his opponent with what he learned. Funny how fate works. When he wanted to win, he lost. Now that he could care less, he tastes victory...and it tasted like the air he had been breathing from the moment he was born.

As all other actions from his near-death experience onward, he joined the Order on a whim. It was because of this, he had never gone up in rank. Not that he would care, anyway...

During the War against Sar'than, Kaathe had played a minor role, fighting off monsters, cultists, and enemy soldiers alongside other Knights of the Dawn Covenant. For a while, he had found hope and love with a comrade named Cythlla. The two had helped each other on several occasions, until one day several specialized knights went missing. Among them was Cythlla. Although his happiness and hope faded away once more, he still fought for the Order, and even managed to best Cyrena Morgari, a powerful witch and close ally of Sar'than, several times along the way. One notable event involving the two was when Kaathe broke out of a nightmare illusion she cast on him and his comrades. While others suffered their worst fears, Kaathe had simply left, as he had nothing to care for, and had long accepted that Fate would use him as his plaything.

In the end, he put an end to Cyrena's life by using an illusion, and beheading her with his spear, Cythlla.

After the War, Kaathe simply went off on his own. He had played his role throughout the war, and wandered off on his own. Few would notice his absence in the years after. He left, because he had come to realize that he had allowed hope to return and be ripped away once more. Rather than allow himself to grieve and wail until his heart stopped, Kaathe had decided to go on a journey of his own.

He wandered the lands, doing whatever had come to his mind. He did not even consider returning to his people, and settling down once and for all.

Powers:
- Cryomancy: The power to conjure and manipulate water and ice. Kaathe specializes in freezing enchantments when it comes to this area of magic. His own specialized spell needs the power of Blood Magic to work properly, but will basically rain down freeze-enchanted ice weapons from the sky.

- Illusions: Self-explanatory magic. Kaathe has a few special spells of his own. One involves sending out an illusion made from one of his own memories. Another involves forcing one under an illusion (as long as Kaathe keeps them in his sight and doesn't blink).

- Blood Magic: The forbidden branch of magic in his world, almost exclusively known and used by the Dark Elves. With a blood offering or a sacrifice, one can do anything from enhancing the potency of their spells, to Making illusions into reality, to summoning abominable demons from the Void.

Power limitations:
- Cryomancy: The way Kaathe uses this magic involves a lot of focus and energy. It also needs time when it comes to freezing something.

- Illusions: Without the use of Blood Magic, the illusions are just that: Illusions. The clever can find their way back to reality, or realize what is real and what is not. The more mental-manipulating kind of illusions would need the target to be in direct physical contact with the caster, or an object that the caster has enchanted with said magic. Aside from that, every illusion is temporary, and only lasts a few minutes at most, unless enhanced.

- Blood Magic: This particular Magic makes the user susceptible to demonic possession. Prolonged usage makes the odds of summoning a hoard of monstrosities grow larger with every passing moment. Plus, if there are no sacrifices, then Kaathe may end up using too much of his own blood.

Skills:
Cryomancy - A
Illusion - S
Blood Magic - SS
Hunting - SS
Marksmanship - B
Lance and Spear Usage - B
Cooking - C
Salve-making - C
Crossbow Bolt-crafting - B

Weapon(s)/Equipment:
- Cythlla: A lance that was designed by Dark Elves, and has been sharpened enough to cut through stone. Five blades make up the spear, three curved blades near the top, leading up to double-edged spearhead. The last blade is another spearhead at the opposite end of the pole. Kaathe had named this weapon after his lost love, whose own Blood Magic was so terrifying and powerful that she may have been a powerful Dark Elf in a Past life, and just kept the memories.
- Henry: An strangely-decorated crossbow that can shoot a bolt with enough force to pierce thick scales, hides, and heavy-plated armors. Its grizzly design involved a large, metal point at the end, and several pointed rings along the sides.This weapon was named after Cythlla's Familiar.
- Kaathe's Ritual Dagger: A slightly ornate danger with Dark Elven markings engraved into the side of the blade. The markings translate to this: "This is my Hope: May Fate do what it will."
- Whetstone
- Crossbow Bolts

Strengths:
Unafraid.
Well-experienced Hunter.
Great shot.

Weakness/Fears:
If he finds himself in a situation where he cannot do anything, then he will allow fate to do whatever it wants to him.

Other:
- Kaathe once had a lover that gave him hope, but she went missing during the War against Sar'than. He assumed she was dead.

- Here is an example post I had to make before with this character:
The squires, the pages, the initiates...they walked onward in the light of day, going about their training and duties. As one would expect, a majority of these youths were excitable, and fantasized about slaying beasts and monsters becoming heroes and legends. How innocent of them. Even when enduring their training and lessons, they dream of how they would earn such titles.

One of these youths was simply making her way, when she had noticed a Dark Elven knight, sitting alone. Curious, she approached him. Her curiosity only grew when she noticed that the knight had a conflicting look on his face. His eyes were half-closed, with a look of melancholy shadowing over them. However, his mouth was slightly curved into a small grin. The girl was confused, as the two expressive looks seemed too incompatible to simultaneously exist on the same face.

Intending to satisfy her curiosity, she looked at him and asked,

"Excuse me, milord. But may I ask you something?"

"What is it?" replied the knight.

"It's just that, you seem to be hiding your sorrow. Why is that? What happened?"

The knight looked at the girl for a moment, and then chuckled quietly.

"You think yourself a good judge of character, child? You seem to have missed your mark this time."

The girl was even more confused.

"It's just these new knights I had passed earlier. They were talking to each other about how they were looking forward to combating strong monsters...How inexperienced. They'll likely meet their deaths once they find how powerful beasts can be. It's a shame really. They might have been dreaming about a chance like this all their lives. Oh well. Whatever happens to them happens, and they will return different than when they leave."

"Sir, why would you say such things?" said the girl, astonished.

"Because it is the truth", he replied. "There is no guarantee of safe return, and dreams of glory will only hinder them in their little battle. Dreams have no place where they will go. Still, the inexperienced and the foolish will go. Some will die, and others will be broken, but they will move ever onward, I suppose."

The girl looked down. She was regretting ever coming into contact with this knight. The dark elf saw this, and spoke again.

"If you wish to be a knight that survives battles, you must accept the fact that you may die. You must take on the gravity of every battle you have fought, are fighting, and will fight. You will be hurt, placed in bleak situations, and even face your death, but this is a given. Accept them, and you may live through your battles. Cast a blind eye, and you will certainly meet some sort of end. Whatever the case, it matters not to me. Do what you will. Whatever happens will happen. It's no concern of mine."

The girl, now with something to think on, thanked the knight for his time. As she began to leave, she had found that she had not asked his name. So she returned to him and did just that.

"Does it really matter? I'm one of the less memorable knights...fine. My name is Kaathe."

The girl tilted her head at the strangeness of his name.

"Now go. I've a headache from this one-sided conversation."

The girl nodded, and walked off, back to her duties. Kaathe simply continued to look down, and think to himself once more.
 
Name: Aodh

Age: Unknown (true self), 24 (Bard), 27 (Cleric), 33 (Sorceress), 59 (Fighter)



Gender: Genderless (true form), Male (Bard, Fighter), Female (Cleric, Sorceress)



Sexual Orientation: No preference



Species: Manifestation of Evil



Origin Universe and World: Dungeons and Dragons



Appearance: Aodh's appearance is a tricky subject, as it varies depending on what body it chooses to use. Its Bard vessel originally belonged to a young, male human. This body has short, fluffy black hair. His eyes are green. His body is not chiseled, but muscled yet slender and sporting only a few small scars. His skin is pale, but not ashen or nutrient-deprived.

Its Cleric Vessel is a young half-elf woman whose body looks to be haggard and thin. Her eyes have dark bags under them from long nights of devotion. Her skin is much more pale than the Bard Vessel's, and her hair is hazelnut brown.

The Sorceress Vessel is a voluptuous and seductive human female. Decent endowments and lively complexion, matched with long golden-blonde hair make her very much attractive to many people.

The Fighter Vessel makes full use of its Goliath racial traits. Easily the largest of its current vessels, the body boasts muscles gained from countless years of training and innumerable battles. Scars line his body all over.

To look at Aodh's true form would be to look at a dark mist reflecting the sights of cruel actions, echoing the sounds of crazed yells and terrified screams, and exuding ill intention.



Personality: Aodh is very simple in its personality. It is unapologetically evil, and delights in the corruption of others and the destruction of the heroic and the innocent alike. Whether the corruption is direct or indirect does not matter to it, as it enjoys evil of all kinds to blossom, even should the vessel it possesses be sacrificed in the process. That being said, Aodh is also a bit too ambitious, leaving some notable heroes alive in order to possess them later, corrupt them along the way, or simply to have opposition for the thrill of it.



History/Bio: Aodh is a relatively young entity. It was not created through some ritual, nor was it brought into existence as part of some plot by entities known or unknown. By all means, Aodh was created by complete accident. A concentration of evil and corrupt actions within a small area, coming together and gaining sentience. At first, it was small, negligent, and unnoticeable. All it needed, all it wanted, was to soak in the sin and pain and cruelty that gave it life...then a group of Adventurers came and put an end to all of that. Without that evil Aodh would have been erased the moment that last one fell...but then it had an idea. It possessed an imprisoned child, kidnapped for consumption, and was "rescued" by the Adventurers. Because of this, two major things happened: Aodh learned the value of possessing others, and it was released upon realities to wreak havoc at its own leisure.



As time passed, Aodh generated and fed off of evil of all kinds. From the simplest of greed to the grandest of wrath, it fed, grew, and lived. Somewhere along the way, it had taken up adventuring in one of its hosts, and from one adventure it tasted the possibilities. It continued to adventure, testing new bodies and limits, until eventually it would grow enough to shroud and shred worlds with enough time. It was no major entity, and its scale and plans were negligible in comparison to them anyway...but that is what made things perfect. It could do what it wished with barely anyone considering it a true threat. To this day, it wanders about then planes, possessing creatures to spread evil. Perhaps when the time comes, it will attempt to become something more, but for now it's current machinations are what it enjoys.



Powers:



  • Possession: The first thing Aodh was ever able to do was possess others. As its true form can only interact with the bodies of living beings, this gives it a way to act out its will. This sbility plays out like a stereotypical possession, where Aodh spiritually invaded the body and mind of the victim to influence snd overwhelm them. An internal battle takes place where the host and Aodh struggle for control. To use this on someone, Aodh must be able to see the victim.
  • Body Switch: When not possessing others, Aodh has a number of vessels that it had already successfully taken over to call upon. These are called direct vessels, and they vary in power, ability, appearance, and even personality. Injuries sustained in any vessel is not transferred to the others. This is instantaneous.
  • Bard Magic: Spells and magical abilities that supposedly untangle and reshape the very fabric of reality in tune with the user's music and wishes. Such abilities involve examples like the Song of Rest, which heals wounds in times of inactivity when played, Crown of Madness, which can cause limited control over an indidual, and finally the plundering of magical secrets outside that of the normal bard spells, which is a fancy way of saying they figured how a few new spells worked.
  • Cleric Magic: Many of the spells belonging to Clerics are directly related to life, death, undeath, and divine power. Healing spells, wounding spells, poisons, diseases, clairvoyance, etc. The Cleric has access to a variety of spells that can make life easier or much more difficult for others.
  • Sorcery: Sorcerers have a natural affinity for the arcane arts, and thus have a natural control over many things with the use of magic. Elemental control, illusions, and temporary physical empowerment is the least of their abilities. Barriers of all kinds, and words of power are within the potential of any sorcerer that lives long enough to understand their abilities.


Power Limitations:



  • Possession: When Aodh possesses an individual, if that person is strong or powerful enough, their soul may resist for a time, limiting Aodh's access to their true capabilities until the soul finally gives in or leaves. (roleplaying-wise I will likely only use this on NPCs unless another player gives permission for their character to be possessed. In such a case, I feel as though the player should continue playing the character, but evil.)
  • Body Switch: Aodh will only have one direct vessel out at any given time, no two direct vessels will be out on the field simultaneously, and possession will not be used as long as a direct vessel is around. Injuries sustained will not be instantly healed, and must be healed while active.
  • Bard Magic: Can only be prepared and used with the respective Vessel. Should Aodh possess another person, the abilities will not be available until it returns to the Bard body. Further, they only have a limited amount of uses before the body requires rest to use them again.
  • Cleric Magic: Much more limited in comparison to the other vessels, Aodh CANNOT Channel the vessel's deity, as said deity would be given a chance to reclaim the body and soul of their faithful. The vessel is still able to cast from the Cleric Spell list. Casting these spells are limited, and require rest to perform them again.
  • Sorcery: No matter how powerful the spells are, even a Sorcerer can only cast so many times before they must rest, and unless the vessel Aodh took has no physical ability to compensate for a situation wherein all her spell casting attempts are used up.


Skills:



  • Possession - SSS
  • Physical interaction (when not in a vessel) - F
  • Music - A (only as a bard)


Weapon(s)/Equipment:

  • Flute
  • Shortbow
  • Quiver (holds 15 arrows at most)
  • Rapier
  • Dagger
  • Maul
  • Longsword
  • Javelin
  • Handaxes
  • Crystal Focus
  • Mace
  • Shield
  • Scale Mail
  • Chain Shirt
  • Crystal Focus


Other:

  • The Bard is from the School of Swords
  • The Cleric is of the Grave Domain
  • The Sorceress focuses on Storm Sorcery
  • The Fighter is of the Samurai Sub-class
 
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Name: Karena Kuren

Age: 36

Gender: Female

Sexual Orientation: Pansexual

Species: Vampire

World and Universe they are from: Hearth

Appearance:
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Karena stands at 5'7", she keeps her ginger hair tied up in a rather long ponytail. Her eyes shift from a bright blue to a crimson red depending on her mood. Her skin is a pale white due to her inabilty to tan. Her left leg and right arm have been replaced with clockwork versions made from steel and brass. She primarally walks around in some form of armor, never really taking off her boots or gauntlets unless it is truly safe. She is never found without some form of red leather coat, either draped over her armor, or mixed in with it.


Personality: Karena is aggressive in a lot of things. First to defend a friend, first to praise them, and first to confess. This does lead to her being rather cocky in some aspects, but always quick to learn her lesson. When she isn't fighting or cracking jokes she is actually rather scholorly. Her nature as a Halcynian is to be the best she can be, and she strives to learn as much as she can about the world around her. All in all the redhead has spent many years on Hearth, and will spend many more. She may as well become an Archmage in mind and body.

History/Bio:
Karena was born in the capital of Halcyon, Grace. Her father died before she was born, and her mother died in childbirth. Leaving her and her siblings to the family shop and a rather harsh lesson on being alive. Though that didn't stop them from doing their best to make ends meet.

Karena spent quite a lot of time with the Church of Gears, rising up their ranks as a mechanic and eventually being contracted out to various factories and airships as a consultant as her main way of gathering funds. In her off time she works at the shop making clockworks, specializing in prosthetics. This is mostly because during her long time working on machines she managed to lose her right arm, and left leg, replacing them with prosthetics.

Her time working with the Church allowed her to shift over to military, where she was picked up by the Naval Acquisitions Department to serve as a Marine. Her aggression and skills in close quarters fighting put her in the so called "Hell Jumpers" unit. Tasked with rapid landings and taking ground during conflict these Marines fly feet first into the conflict. Her service here was recognized even further, sending her off to a top secret Union of Nations task force TORCHLIGHT.

TORCHLIGHT was given the simple task of investigation and containment of anything supernatural. And over the course of the years TORCHLIGHT discovered the long lost arts of Magic and a realm beyond The Veil where the spellcasters of Hearth had fled twelve thousand years ago. It was here Karena sharpened her skills with the Arcane, becoming one of the first combat mages in the task force.

After a run in with a cult of Vampires Karena and a fellow agent were turned as a consequence of the fighting, though that did not change Karena's job. She continues to work with the task force to keep any bad actors in The Veil from shattering the relative peace found on Hearth.
Powers:
Karena's abilities as a vamprie are rather simple. She doesn't age, to truly kill her you have to destroy her heart, and her body repairs itself when she takes in the energy of the living. Be this through blood, or taking directly with magic.
Karena is classically trained as a Mage as well, though she didn't have a full upbringing as a mage so her grasp on combat magic is rather limited as Battle Magi have to memorize the feeling of casting the spell, as well as the spell itself. Outside of that Karena specalizes in Abjuration, Necromancy, and Evocation magic. She also dabbles a little in artifice.
Cantrips: A simple array of spells most useful to the average person. Nothing more then quality of life that most would find with the benifets of technology. Sending messages, writing words, lighting fires, opening and closing doors, minor parlor tricks, detecting magic, and moving small objects through telekinesis.

Arcane Dart: A projectile fired from the caster. It hits with roughly the same force as a small caliber pistol, yet uses little energy. It is the perfect backup weapon for a combat magi.

Cure Light Wounds: Knitting together the flesh as if it were a field bandage. Good for short term care, but nowere near a doctor. Though someone must feel the pain the wound would cause.

Cleanse: Shakes the target free of most magical effects, and some non magical. The spell does so by forcing the mental state the caster most likely sees the target having, which breaks any enchantment allowing the target to recover naturally.

Lightning Step: A small teleportation spell. Allowing the caster to "Blink" to a location they can see within around ten meters.

Silence: Shuts down the targets ability to cast spells by interfering with their natural flow of energy. It also stops the target from being able to speak.

Shield (Abjuration): Summons a barrier to provide cover, and moves to stop spells that would otherwise curve around it such as Magic Missile.

Stoneskin (Abjuration): Hardens the air around the caster to form a translucent covering similar to armor, effectivly acting as an modern heavy armor. This spell generally lasts three minutes.

Vampiric Touch (Necromancy): Syphons the energy of a living creature to restore the body of the caster. The spell harms the target with negative energy, sapping their strength.
Karena is what the Halcynians call a Clockworker. A magic user who draws power from their Tension, on top of their energy. This Tension comes from stress, both physical and mental. The bigger trouble a Clockworker is in, the more powerful they are. The magic Clockworkers use specilize in the transition of energy from one form to the other. Potential to the various forms of physical energy, and vise versa. When using Tension a ring of gears that resembles a clock forms around her torso, she calls this her Halo.

Karena uses her Tension to throw herself around the battlefield, augment her attacks, put enemies off balance, and reinforce herself and her allies. She most commonly uses it to surround herself and allies with barriers to stop or reduce the damage of attacks.


Power limitations:
Karena's vamperism does come with its downsides. Regardless of how much she drinks, she will never sate the hunger in her stomach. This means that she is hyper sensative to the smell and sight of blood. This may seem like a boon but it can be a curse at times. Positive energy such as that from a healing spell will damage her body as though she were an undead, though she is not an undead. Thankfully Karena's bloodline doesn't burst into flames when they are exposed to sunlight, instead they get sunburns within five to ten minutes of exposure. Sunscreen can make this better but she will eventually turn into a lobster.

Karena's spells can only keep up as long as she has the energy to do so. If she overtaxes herself by casting one too many spells she can pass out, or worse, draw too much energy and burn her life away faster. She suplaments this with Tension, but that can only be used to for very primative magic that directly involves the forces of reality. Kinetic blasts, fire, electricity, sound. Things Magi would see as "Basic". On top of this she generates Tension through stress, in a calm state of mind her Tension fades away and reduces to almost nothing.

Her own internal stores of energy allow her to constantly fight with magic for around twenty minutes.


Skills:
Swordplay: S
Marksmanship: B
Traditional Magic: B
Combat Magic: A
Tactics: C
Engineering: SS
Motorcycle Driving: B
Equipment Mantinance: A
Preaching: B


Weapon(s)/ Equipment
Minotaur Armor: TORCHLIGHT's own infantry armor. Produced from Elysian Bronze, a metal procured from the other side of The Veil, its half as light as modern plate which allows more armor to be stuffed in places that could use it without compramizing the strength that steel would have. It resembles a cross between full plate and tactical rigging. Karena has adjusted this armor to fit her style more, uparmoring her left arm so she can use it as a shield, and adding a larger pauldron for deflecting fire.

Durendal Assault Rifle: Assault rifles have been the standard weapon of every regular infantryman for the past half century, and there is no reason to break that tradition. The eighth edition of the standard AR designed by TORCH. Ergonomic, and packs just enough punch for its versatility. Chambered in the 5.56x45mm UON cartridge with Torches own Elysian bronze spin, this should be the first rifle a rookie should pick up and learn. It comes with adjustable iron sights, standard railing for attachments, and an adjustable stock.

Norhammer: This is Karena's pride and joy. Hand made in the engineering bay of TORCH. This weapon mixes the sabers used by Halcyon, and the common revolver into a Gunblade. Karena loads this weapon with cartradges that old magical energy to expell them as projectiles or to use as explosives to either speed up the weapon, add more force, or blow the enemy in half. If TORCHLIGHT would allow her to use this as her primary weapon she would, but they will not let her go into the field without a rifle.


Strengths:
Karena is one of the more dangerous people in TORCHLIGHT. She specilizes at super close range fighting, and keeping the attention away from her allies. While she doesn't deal a lot of damage, she sure can take a lot.

When off the battlefield Karena is the perfect girl to fix most things. She carries around tools in her arm to mantain pretty much any device, except computers.
Weakness/ Fears:
Karena being from Halcyon has an innate dislike of artificial intelegence, robots, and any machine that would imitate human life. The teaching of The Church of Gears state rather simply that the sins of Man and the sins of Machines should not mix.

She is deeply afraid of loosing herself ot her hunger. She constantly keeps herself in check and avoids the medbay as much as she can. Without Alexis to help her keep a grasp on things she is even more on edge.
Other:
 
Name: Luer Lastez Amari'al

(Lu-air … La-stez … Ah-ma-ree-all)

Age: 24

Gender: Male

Sexual Orientation: Bisexual, though he usually leans more towards men than women.

Species: Human-dragon hybrid

World and Universe they are from: Original World: Ithiel

Appearance: Luer has deep blue hair, most assume his hair is black in the dark. His hair is short, above the shoulders. The left side of his bangs are swept back while the rest of his hair is styled straight. Luer's eyes are a piercing aqua blue in contrast to his hair's darker color. Luer's face is between a long and rounded one, with eyes that are medium in size, giving him a "younger" or more "innocent" look when he's happy and smiling (opposite someone like Kain who has thinner eyes and would look more "handsome" or "manly"), with a small nose and medium lips (which can look bigger with lipstick and give him a more feminine appearance). Basically he's a bishie. His most notable feature is the reverse star looking scar above his right eye, partially covered by his bangs. Luer is 5'7" tall and pretty pale to most people. He's a decent 134lbs. He's fit, but not ripped or overly defined.

Luer is currently wearing a dark blue, the same color as his hair, t-shirt that's cut off just above his stomach, black shorts that stop just above his mid-thighs. His right boot is above the knee, just below the mid-thigh, while the left is just above his ankle -both black. He wears black fingerless gloves, and silver metal wrist cuffs (the cuffs act as an arm guard for his bow). Wrapped around the right and left boot, his left thigh, his neck, and each glove are a number of small belts (all of which are purely fashion statements). Finishing off his outfit is a black long coat with sleeves that stop just above the elbow. All of this is flame resistant.


IMG_8220.jpeg(Commissioned from Hayame on Twitter — account since deleted, don't know where else to find them—)
IMG_5367.png
(Commissioned from ShimmeringJade on deviantart)
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(Commissioned from BunnyTricked on deviantart)

Dragon Luer (this is not yet known to him so it's more for future reference and can be looked over for the time being until I get him a dragonstone):

Using an enchanted gemstone (Ruby), Luer is a darker red, and the skin lightens as it goes down to his stomach to a more orange-ish red. There are small horns on the top of his head that almost look like the spikes of a flame. As a dragon Luer stands about 10 feet tall, is 14 feet long with wings of blazing flame that come out to a wingspan of roughly 20 feet.

Personality: Luer used to be carefree and cheerful at the castle. Most everyone loved him for it. After the raid though things changed drastically. Luer is quiet. Often times he only speaks when he is spoken to. While this aspect of him came from being taught to do that when his king was with another, it has become Luer's main personality. He will speak up if he feels he needs to, or he has a question about something he doesn't understand. He will speak up if he feels his friends are being insulted or a plan may end in death. He speaks up if he feels a death is meaningless.

He hesitates to get close to people, out of the fear he will lose another love. He only goes so far as good friends. He does this to try and protect himself from pain. This has since changed, if to a certain degree.

Luer will refer to Lastez as if it were another person. This is because Lastez was his name before he was taken in, and having been taught the way he was he chose to keep the life he lived as Lastez separate from his life as Luer. So he has multiple identities, in a way. Rarely, if not ever will he let Lastez have control back. Because Lastez is less level headed and much more of a flirt.

History/Bio: On February 8th, Lastez was born to Herta and Thyra. His parents worked at an orphanage in a small town just outside of the kingdom of Retora, where they met and fell in love. They both died shortly after their son was born (a month or so) though not without having entrusted him to their friends, the other caretakers of the orphanage. Both were very ill at the time Lastez was born and it caught up to them quickly.

He grew up in the orphanage, and was the eldest child there after turning 6 through the rest of his stay. He hated seeing so many kids sad and lonely as often as he did. He did his very best to become their friend and make them happy for as long as he could. Most of the time it was up until they were adopted. Lastez himself never was chosen to be adopted though. Around the time he turned 10 the caretakers were to give Lastez a family heirloom; a well cared for metal arm cuff. The arm cuff is engraved with what would be the chants he uses to heal. This power set him apart from the other kids though many of them loved the ability. Although at the time the cuff was much too big for the small Lastez to wear, he merely kept it safe when he was not studying it at night.

Having been given the arm cuff and learning of his power to heal, Lastez also grew more curious about his parents. It wasn't something he had thought much about before this happened, and now he wanted to know more about where he came from. Late one night after the other kids were put to bed for the night, Lastez took the opportunity to talk to one of the caretakers about his parents. Did they have this power too? How did they die? He had not even realized before this that he did not even know what their names were. He needed answers and he hoped his caretaker would give them to him. He was given the answers, too. Lastez was told that if his parents did have this power, the caretakers had never known of it. He was told they were sick, and died after he was born, as well as their names and what would have been his full name, Lastez Amari (this was dropped to Lastez when his parents died). It seemed to satisfy him, even if he still had questions it became apparent that the caretakers couldn't answer them.

He spent 13 years in total at the orphanage before he was too old to stay and had to leave, the arm cuff going with him.

With nowhere to go Lastez was left alone in the cold. It was late that night and he had not even gotten the chance to eat. He was cold, he was hungry, he was tired, and he was alone. He had curled up in an alley between two buildings to try and stay warm and maybe even sleep. He was too tired to even try finding food at that point. It was here he was discovered by a couple of women. The two women had gotten him something warm to wrap up in and even fed him.
They were not about to let him mooch off of them though. After the first day for him to rest up they set about training Lastez as a dancer. This, although a chance to earn a living, came to the young boy who was not even physically mature, as quite the life changing experience. Although it was overwhelming to him after his first time, Lastez took a day to come to terms with it and continue on to be a better dancer than he really needed to. Lastez had gone from an innocent orphaned child to a far too young male prostitute, and one that would experience nearly all of the sexual "firsts" any one person possibly could in their lifetime before he was even 15 (nearly, since he is from a world without toys lol).

Lastez lived this life for six years, until one night after a drunken man had finished with him and refused to pay him. Lastez had gotten into a fight with the man, and thanks to his inebriated condition, chased him off. Although he was rather angry that he had not only done his job, he did not get paid for it. His fight did catch the attention of a man clad in armor, who then proceeded to fight him too. Lastez was relieved when the armored man called the fight off shortly after, as he was thoroughly exhausted. Lastez was completely thrown off though when this man in armor asked that he come with him and train as a knight on the condition that he change his name. He was understandably hesitant, but after an urge from the two girls that had found him years ago, he agreed. From that night, he was known as Luer by everyone else.

He left his life of nowhere to live with the knight Kain in the small kingdom north of Kaván, Retora. Admittedly getting used to the new name was difficult, and breaking his habits as a dancer was no easy task either. Often he found himself scolded for either flirting, making an inappropriate comment, or changing clothes/stripping out in the open. He had no sense of personal space, and he had no modesty. It took one year, however, of training with soldiers from the army in Retora, living with Kain and his wife, to change drastically. Luer had grown accustomed to his new name, and his new life. He had become mild mannered, not speaking up unless spoken to and to some timid, but he never changed his childish want to see everyone smile. This, along with what was believed to be an impressive performance as a soldier over the next two years, was what earned Luer his new position: he was now a royal guard for his king.

It wasn't long before Luer was friends with just about everyone in this little kingdom, even his own king liked him. Luer had come to, although never having out loud said so, cherish Kain and his wife as adoptive parents. He even had some hope that their late son would have accepted him as a brother, as he felt the dead man was one to him. He felt truly loved, a feeling he had not ever known before now. He loved his position too, standing at his king's side everyday. He found peace here, this was where he belonged and he couldn't be happier.

Luer's now seemingly perfect life only lasted a few short months after promoting to royal guard. One night, an entire army swarmed the kingdom. Luer had not seen anything like it before. Given the order to escort his king out of the kingdom whilst Kain and the other soldiers held off the raiders he reluctantly obeyed. He had no choice. Even then though, with both himself and his king injured, things did not look well. He failed to do the job he so loved to when his king was struck down while he tried to heal him. Before being shot with the fatal arrow, his king had insisted Luer do one thing if he did not survive: run. As much as Luer's heart ached at the idea, he obeyed that too, running and hiding away until the raiders had left.

He was luckily not found, and spared. He waited for silence before deciding to brave returning to the kingdom in hopes some of the others survived. He wasn't prepared to find the carnage that he did. The river ran red, bloodstained as he followed it to the castle. It was here he found one person still alive; Kain. Thoroughly beaten and bleeding, Kain was alive, but he was poisoned. Luer tried, and found his healing was incapable of curing poison. There was no time to find an antidote. With no way to save him Kain gave Luer one last request and order. Kill him, and leave the ruined kingdom. Much to his heartbreak, Luer obeyed. He didn't leave right away though, he was desperate to find survivors. Through most of the kingdom (as much as he explored anyway), he found no one alive. He spent a good few days doing this before finally giving up and leaving.

Luer found himself homeless and alone once more, only this time it hurt much more than the last. Everyone he grew to love as a family were gone, the home he grew to love was gone… He didn't give up though. He sought out the only ally he could that was close by, the kingdom of Eclir. The kingdom was Retora's main traders, and he had been there before on errands for his king with Kain. But Luer was further tossed into hopelessness when he arrived to find Eclir had also been destroyed. He spent a day or so walking around here before coming to the conclusion that this had been done even before the attack on Retora. This came with another realization though. He had nowhere to go now…

Luer traveled aimlessly for a while, again hungry and without company. Many times coming to question if he even should keep going. He eventually found himself in the kingdom of Kaván, where he used what money he did have left on him to get a room at an inn. He cleaned up here, ate and rested. He spent as much time as the money he had bought him here to try figuring out what to do. He was alone, he had no family or friends, and he had no home. He was out of money and he would not be able to stay here long. He again had questioned if it was worth it to keep going, if he should be done with this sudden darkness he was in. As he sat staring at the only thing he had left, his bow, he eventually came to a decision.

Taking the only things he knew how to do, guard and help people, he made a new life as a guard for hire. He began putting more focus to his healing powers as well. On top of his ability to heal, he noted (albeit the hard way) he could take a harder hit than most people and still survive.

Although Luer has no knowledge yet of it, he is the grandson to the last ruling king of Retora, the same king he served under, making Luer the prince of Retora. Luer has no knowledge of his draconic ancestor either, which is why it will come as a shock to him to learn he is a dragon.

Due to some… unfortunate circumstances, Luer has been cursed with the Dark Sign. While he does remember drowning, he doesn't know how he was cursed or revived. He mostly understands, though he has yet to figure out how to break it, and it is one of his main goals. He is aware he has already been killed a few times, though he doesn't remember how or when it was. Most of his memories of the last few months have vanished (yay shenanigans) and since been scrambled with events that that weren't a part of his life, but the lives of other timelines of himself, both older and younger. There are few people he remembers and events he mostly has forgotten from the previous Evrensel, though.

Powers:
  • Luer can take a more severe wound, one a normal person couldn't, and survive.
    • Although he hasn't tested it himself, there is a limit to how bad an injury can be to be considered as survivable to him.

  • Luer can heal.
    • He has to use a separate chant to heal himself, different from the one he uses to heal others.
    • If he's hurt too badly, he physically is incapable of healing himself or others (this probably goes without saying though).
    • He cannot heal something like poison or illness.

  • Dark Sign.
    • Dark souls curse of the undead. He can be killed, but he revives at a bonfire. Every time he is killed though he loses some part of his mind/memories.

Powers when transformed (for future reference, he doesn't have these yet):
  • He can fly
    • Of course he can only fly for so long before he gets tired.

  • Increased Physical Abilities:
    • He gains a lot of physical muscle, and his scales are much sturdier than his human flesh. While he is actually moving faster than he was as a human, his larger size means he has to move greater distances for physical attacks, thus making him effectively slower.

  • Breath Weapon
    • Each Dragonstone gives him a different breath weapon.
    • The Fire Dragonstone he was given allows him to breath fire. This fire is magical in nature, and ignores all defenses save resistance to the fire element.

Skills (D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):

  • Archery - A
  • Hand to hand combat - D
  • Swordsmanship - C
  • Healing (provided he doesn't lose his mind) - S

Weapon(s)/ Equipment:
  • Kain: Steel bow with a silver bow string, making it much more durable, a little heavier and more shiny than an average bow. The bow brands the Retora kingdom's crest on the grip, but this is usually hidden by his hand when Luer uses it.
    • Retora's Crest: IMG_6799.png
  • Arm cuff: Inherited from his great great grandfather Verrow. The silver metal arm cuff is engraved with the chants Luer uses to heal.

Strengths: Archery and denial

Weakness/ Fears: Luer's biggest weakness is his fighting skills. While he is decent in hand to hand combat, most of the time people fight with a weapon. An up close fight against a swordsman would not end well for Luer, even if his bow could deter a couple strikes of a sword. His fears are death and getting too close to people.

Other: Although mentioned in the history briefly and in his powers, I'll add it here too. Luer isn't aware that his ability to heal comes from his bloodline, being descendant of the king and a dragon, nor that he is the heir to the throne of Retora.

He was a prostitute, you know he has more than fighting skillz~ ;). He has taken a self oath of not having sex again; it has been four years since he last has. This is subject to change though.

He will run his hand through the left side of his hair thus displacing it from its pulled back style. This is his sign he's taking a break as a knight (letting Lastez out if you prefer to call it that) or he has lost himself, no longer feels he knows who he is. He does this unconsciously, he's not aware of the tell.

He's left handed, but as his right eye is dominant he uses a right handed bow.

Luer picked up Kain's speech pattern as he lived with him, even though he doesn't cuss as much, he does speak without contractions (I.e. do not instead of don't). If he uses contractions he should be considered more or less emotionally unstable, or something is bothering him. He's not aware of this tell either.

Luer is extremely motion sick. Cars, boats, planes, elevators, carriages- almost anything will make him dizzy.

Luer's mixed memories sometimes affect how he acts or speaks (so he might speak to someone that isn't there or misidentify a person). He's still trying to correct and sort them so it doesn't happen, but he struggles. The memories come in dreams as well, and depending on the content can and will wake him. He doesn't get the best sleep.
 
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Name: Xivestial "Ziv" Lahn
(Ziv-estial, like celestial) (Lon)

Age: 27

Gender: Male

Sexual Orientation: He doesn't really care, be it male, female, animal, robot or whatever. Omnisexual is the term, I think.

Species: Human

World and Universe they are from: Original World: Ithiel

Appearance: Ziv has mid-back length black hair, usually kept up in a high ponytail unless he's just relaxing or sleeping. His eyes are a dark red-ish brown, bronze colored I suppose you could call them. He's of a large build, strong with defined muscles but not to a ridiculous point, and stands at 5'10. Ziv has a dusting of freckles on his outer upper arms that reach from his elbow to his shoulders, they don't usually show unless he takes his shirt off though.

He's almost always in black, as it is both his favorite color and reflects his personal feeling of a tainted soul. He is always seen with the same broach on though, a black bleeding heart (it's a type of flower) shaped broach. He usually keeps it pinned to his shirt, or the inside of a jacket if he wears one.

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(Source, Picrew avatar maker)

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(Source: non paid commission by @aariesa on Twitter)
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(paid commission from @LUTE on Twitter) ((…and no that's not his sister, it's a bestie from a different RP))

Personality: Gentle and carefree despite his short temper, which he has mostly learned to keep under control. Ziv is confident, which isn't always a bad thing. He has a soft spot for young girls (not in a creepy way!) and lonely people in general. He will do everything in his power to protect a young girl or child from harm if he had the chance to. That said, he can get rather brazen in doing so- to a point where he will have no issues jumping in front of an attack and taking the hit to avoid a child getting hurt.

He's pretty friendly overall, mostly because he is so carefree. He doesn't like to see people for their bad qualities. If he can, he'll point out every good thing about you he finds. Though, it'll probably be done in a frivolous way. Unless you're a child murdering heartless bastard, in which case, he will take pleasure in trying to disembowel you. He's not against fighting, enjoys it even, but to an extent. He doesn't like fighting to the death unless he feels it's just.

Ziv's friendly demeanor often makes it easy for people to approach him. His carefree attitude and own short temper gives him a high patience when dealing with some personality types, usually the rash or verbally abusive types, as well as remaining pretty calm when in a tense situation. He'd be good at defusing an argument before it got out of hand.

Ziv loves food, especially trying new foods. Usually, depending on the situation, it's the first thing on his mind. His favorite food is his fathers' sugar cookies.

Ziv vaguely remembers the kidnapping, though there is a fuzzy memory of most of it, the most vivid of those being the smell. He's not opposed to talking about it to anyone that asks, and if he feels it will benefit someone else, he'll bring it up himself.

History/Bio: Tekura retired from the life of a border soldier, and in doing so found he was in love. However, his lover was another man. Tekura wanted kids, so after marriage and a talk with his new husband, they agreed on a surrogate mother. Of course this meant only one of them would be the blood father, that was fine to Raiga. Thus, Xivestial was born. A few years after, the two decided they wanted one more, and sought their son's mother one last time to bring Celeste into the family.

Ziv lived a decently ordinary life as a child with a younger sister and two dads. Ziv was innocent and carefree, and he adored his baby sister. They were close, despite a two year age gap, and almost always together. Ziv played the big brother role well and was often protective of his sister if she were ever picked on or bullied. His family was perfect to him and his fathers were the best parents he could ask for.

This life went on until Ziv was about eight years old. Everything changed for him one day. He had an argument with his parents. It wasn't of any major topic, in fact it was over his refusal to help in the farms one day. His sister asked for him to stay with her while she was sick since she wasn't allowed outside.

The argument became much more heated than it should have, leading to an angry young Ziv taking his sick little sister out of the house, naturally thinking he knew what would be better for her.

They snuck out as their parents discussed things in the kitchen. They wandered for only a few hours before eventually they got lost in the mountains. It didn't take long after for the two to be found by a few horny drunken bandits. Being as small as they were, it was easy for the three adults to overpower Ziv's tiny body in a fight and make off with Celeste. Believing Ziv to be as good as dead, the three took Celeste with them, leaving only one vivid memory of their assault behind on the child— the smell of alcohol on their breath and the look in their eyes.

It took almost all day before his parents had finally found him and got him to the healers back home. Once Ziv was in recovery and awake, he told them what happened. The village set about a small search party for the bandits and Celeste, which Tekura himself took part in. Each day that passed without any word or sighting left the family more and more upset. Raiga and Tekura eventually drinking every night to cope, while Ziv laid in bed feeling lonely.

After nearly two weeks, the two decided they were not going to find her. For Ziv's sake, fearing that if the thieves came back and found him alive they'd be after him, they sent him to live with his aunt Lita in the northern part of Kaván. She would take care of him.

His time here wasn't unpleasant, even if he often found himself lonely without his sister around. He had become inspired by the soldiers and mercenaries he would meet with his aunt during errand runs. Shortly after moving, around age 10, he began training with weapons. This included axes, bows, and an attempt at horseback riding. He'd also quickly become one of the few younger kids that would try to stop bullies from picking on little girls. They reminded him of his sister too much to see them cry, he wanted to help.

By the time he was 16 Ziv had made his choice of weapon and learnt how to use it well enough, the sword. At this point, he had also decided on his next goal in life; to finish what his parents started and find Celeste. He left his home with his aunt Lita, now in hopes of one day finding his sister alive and well.

The years spent traveling proved to be educational on multiple levels and subjects for the now mercenary. Ziv spent time in villages and cities of all sorts, and even took on a handful of bandits himself for a few of them. Much to his dismay, none had any knowledge of what happened to his sister.

He spent time in one village where he would meet a blacksmith that went on to not only make him a silver sword, better than his previous steel sword, but also to teach him how to care for it. His last sword's condition left an impression, apparently. While he doesn't possess the talent to forge weapons, he was able to pick up how to repair his blade at the least.

Ziv discovered his personal skill during a bandit raid. When he stayed in one village that fell under attack, it proved to help him keep out of too much involvement. Naturally though, he couldn't walk away when he found himself in the position of being the only person able to rescue a woman and her child from a burning home.

With this new ability, while some would expect it to make things easier for him, it actually had proven to make him more jittery. Ziv found himself jumping or feeling uneasy in larger crowds, especially those that he found he could tell were drunk or watching him in certain ways. He couldn't place why though. He had ignored it for nearly a year, but around his 19th birthday, it started becoming an issue that made traveling difficult for him, and he couldn't have that.

Having settled in a quiet city, Ziv decided that despite his desire to find his sister first and foremost, he needed to find a way to get rid of this uneasiness he felt so often. It was making his goal that much harder. It was here he found a handful of healers that helped him work through issues he didn't even know he had. These healers were the ones that brought to light what happened that day for the swordsman, as well as why he felt the way he did when people looked at him a certain way- with lust in their eyes. It was not a difficult conclusion to make, really. The look and smell were the things he remembered the most from the assault, and even though it wasn't him they looked at that way, it did nothing to lessen the discomfort he felt from it.

This proved to be a far longer process than he was ready to undertake, staying here for nearly a year to work through not only his fear and lack of understanding things, but the short temper that had started it all. It was also at this point that Ziv had come to the decision to one day- when he felt more ready -talk to his parents again.

He was introduced to a few people that had gone through something similar in their lives, bandit assaults in general and even kidnapping victims themselves, which proved to be a great help to him as well. This stay also provided him with his first sexual experience, which was encouraged by a handful of his new friends— and with one of them, in some hopes he would feel a little less uncomfortable with the looks of lust he often would catch. Said friend happened to be a girl he was quite fond of though, and he would dare say he had somewhat of a crush on her at the time.

Alas, following this and his explanation for his need to leave, the two never got far in their relationship. Even so, it was a mutual understanding and the two would remain friends. Perhaps if he ever came back someday…

Ziv left the city with a newfound peace of mind 10 months after arriving. Though still somewhat unsure, the rest would come with time. He gave a farewell to his new friends and began his search once again for his sister, now with a more positive outlook than he had before.

He returned home to see his parents for the first time in nearly a decade after he turned 23, having finally felt ready to face them again. His parents were older now, but they loved him still. Ziv took this chance to talk things over and apologize for his short temper that fateful day. They came to the agreement that all were at fault, and the two thanked Ziv for continuing the search they could no longer. Though the outlook is bleak, they remain hopeful.

Abilities:

  • Speed:
    • He moves pretty quickly, but at top speed he comes damn near fast enough to get away from lightning (if he could predict it, he probably could).

  • Strength:
    • He could cut down trees with minimal effort, or if he tried hard enough, cut through some armor and metals.

  • Durability:
    • If you can destroy houses with it, chances are you can't take Ziv down yet. At least not in that same attack. He's as tough as he is strong, so it'll take more than one good hit to bring him down.
  • Siphon: Ziv can take the energy of a willing person to borrow an ability of theirs.
    • He can't control what ability he gets from the energy if a person has multiple skills. So if someone can use both ice and water, Ziv only gets one.

    • The ability only lasts about 15 minutes, less if the energy he takes is weak or minimal.
  • He can take energy by force, however it is difficult to do and the energy becomes unstable if he fails to take enough, which can cause him to become weaker instead.
  • This can be used on animals without the drawbacks of a forceful siphon, to either be able to talk to them or borrow a sense (such as hearing or smell).

  • Sixth sense: People usually call it magic, but it's more like a sixth sense. He can almost always tell when someone or something is nearby, and he can distinguish a person (or animal) by their aura or presence alone. He doesn't have to look at you, or hear you to know you're there. It usually helps most when finding hidden enemies or survivors after a fight.
    • His sensory ability only extends so far. After some training, he can go about as far as a mile. So he can literally feel you a mile away.
    • Most of the time he can tell if something is different with a person as well, such as if they're dying, they feel cold to him. This is most prominent in people with stronger magic too. Such as a person intuned with high level fire magic, they feel hot to Ziv, or someone with dark magic will feel dark to him.
    • Ziv does have a limit, as this ability can become overwhelming when in a situation where there is a large gathering of people/large animals. This can often cause a migraine for him.
    • He's trained to, in a way, turn it off in these situations. While the ability is always active, he can basically ignore it and therefore avoid the headache. The same way people forget they have glasses on their face, as an example. Similarly, if he's distracted with something else it's easy to get by without him noticing.

Skills:

  • Blacksmithing: Not to any professional level, to be sure, but Ziv does have enough experience to be able to keep his sword from becoming unusable, so if needed he could repair it.

  • Mediation: Though not professionally trained, he can keep his calm and diffuse arguments— if not prevent them entirely before they happen.

Skills Scale:

  • Sensory - A
  • Swordsmanship - S
  • Horseback riding - D
  • Axe & bow wielding - D
  • Mediation - B
  • Blacksmithing - C

Weapon(s)/ Equipment:

  • Silver sword: A silver sword. Though a standard blade, the hilt is shorter than most and the guard is smaller in size (imagine about half the size of the pictured one).
    AD_4nXeEd4nxjuVYoJ1uuuMyS9ZG1g-NGHy1FiOeEWswUIw96IoQNtNkg-EYXMSXWBYqct3PG7eecIhdjPKd2Kf99p0DD8ZzgTddglSDREBwZiNClwlY1c551VrUBR7SfOUSRTpqMKNWyF32aKAMYfljMqiFBOPk

  • Basic brown leather satchel: Emergency food, a change of clothes, a hunting knife, a small whetstone for sharpening and a set of small black smithing tools.

  • The broach on his jacket:
    AD_4nXfHcHR-xAJ-d-LWc0XcLCYG1QDq8nSz7ftHMRKU_IYCLOKVkuvApKbKZtXMT8HYyxvEwlidrrjsS4Kh8jdzYDUDdWJ4iI4oJP6_KuoK7_zsILAlInc55WrdBQtyI_QMrXLCl7B5ESGpwYWl4nKNf77oVMo


Strengths: Usually it's his confidence in who he is that makes him come off as strong to most. Due to his patience and preference for a calm discussion, he's in a good position to act as a mediator when needed.

Weakness/ Fears: His biggest fear is finding his sister dead.

Other: Ziv had kept one item of his sister's with him at all times, her broach- a birthday gift from their mother when she was born. He keeps it on him almost always, as she had done when she was still with them, and will constantly check to make sure it's on him.

Ziv abstains from drinking much himself. He won't turn down a glass or two of celebratory Champagne, but that's about as far as he goes as he greatly dislikes the smell.

He visits his parents every so often if he can.

He's short tempered, but he knows how to mind himself now. Even so, if he's pushed the right way he can get quite angry.

His ability not being able to sense non living things means he can be jumpscared by ghosts and robots (including ghost type Pokemon hehe).
 
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Name: Hao Zhan

Age: 18

Gender: Male

Sexual Orientation: Bisexual, leaning towards women

Species: Human

World and Universe they are from: Douluo Dalu 1/Soul Land 1

Appearance: Hao Zhan has a fairly bulky body, although it is not as strongly shown due to the fact that he doesn't keep his body overly bulky to keep his body nimble. He is also slightly taller than the usual boy of his age, having 182 cm in height. In terms of complexion, he has slightly darker tan skin, brown eyes, and dark brown hair which is kept fairly short. He also has a fairly faint chest scar (not shown in picture) on the centre of his sternum.

In terms of attire, Hao Zhan usually wears himself in academy uniform, which comprises of a white long-coat with blue highlights, complete with leather straps with pouches for storage of items smaller than hand-sized, a pair of fairly loose white pants, and a pair of snug leather boots. See Equipment Section for his combat and formal attire.

Image Reference:
Hao Zhan.jpg

Personality: Hao Zhan is considered to be someone who firmly leans under the archetype of a loyal warrior. He is head-strong and courageous in most instances of social interaction, and tends to have a fairly gruff and blunt attitude to addressing people generally, only taking a far more formal approach whenever it is necessary before figures of considerable renown or authority. In battle, he is a fairly aggressive person, who will not hesitate to cut down his foe the moment they show any true malice towards him or his allies, and often does risky things due to having a Spirit Tool tailored towards heavy offence and defence.

He also has slight misconceptions about dealing with non-humans, due to his origin world being filled with entities that are dangerous to humanity in general, although he will not allow it to truly taint his own perception of others, usually letting their actions speak more than their apperances or words. Some people might even get acquainted enough to learn that there is a far more kinder side to him, as his motivations to protect humanity from all of the dangers, and ensure that there is peace and equality among all, although it is idealistic enough to be put under question by cynics and pessimists.

History/Bio:

Hao Zhan was born in Xiaoyue Village (lit. Festival Moon Village), in the outer regions of the Spirit Empire. Ever since he was small, he had a simple aspiration: To become a renowned Elder of the Spirit Empire, who he had learned tales about from his own village, tales of grand feats and insurmountable duty, even possibly achieve the position of a Priest Worship.

When the day came from his Spirit to be awakened, he was one of the few people from the village who achieved a Innate Soul Power of 8, a respectable feat for someone at the age of 6. He was eventually fast-passed to Spirit Hall Academy, where he would make his farewells to his own family, in order to become a stronger person, to become a guardian of the Empire, who would ensure that no evil would ever fester within the regions of the wide-spanning Empire.

Hao Zhan's life at the Academy was not a easy one, despite his high Innate Soul Power. Due to Awakening to a decent-looking Tool Spirit, known as the Earth-Rending Cestus, he would suffer discrimination from his fellow peers for being so mundane among strong peers. However, Hao Zhan was resolute enough to shake off such jeers and discrimination, as he studied hard to become among the fabled 'Golden Generation', a title given to the most excellent of students in Spirit Hall Academy.

He would nearly die as a result of his own devotion, when he would pursue his second Spirit Ring, belonging to a 900-year Crush-Paw Lion, as his third-year test. The fight resulted in his chest scar, which almost pierced into his own lungs and heart itself, although he was able to make use of his single Spirit Skill, 'Unbreakable Body', that he acquired from a 400-year Crystal Imago, that allowed him to harden his body in relation to his Spirit Power, and his refined close-combat skills. As a result, he would acquire his second Spirit Skill, 'Breaker Palm', which would finally complete the basic part of his offensive and defensive moveset against his future foes.

With his own techniques and fighting style refined, Hao Zhan would rapidly cultivate himself on every opportunity he had, whether it be hunting Spirit Beasts to increase his proficiency with his own Spirit Skills, sparring with his classmates in order to refine his fighting style, and performing gruelling physical exercises to train his body, and even doing meditation under the care of higher-ranked Soul Masters to train his Spirit Power, and even gain inspiration for new techniques that use it.

It would take 10 years for Hao Zhan to become one of the strongest students in Spirit Hall Academy, possessing a near-perfect record of wins against fellow students of the same year, even some beyond his own year and grade. It was said that had it not been for the fact that he is incompatible for Spirit Fusion, a key aspect for making simplistic Soul Masters like him to have variable use in the field of battle, or that his abilities were nothing to truly write home about, compared against the monsters that were the Golden Generation, he would have been considered among the Golden Generation himself. Yet, students and teachers alike consider him a peak student that is comparable to them, much more so than any other student, a title even given to him as the 'Stalwart Vanguard'

When the Continental Advanced Academy Soul Dueling Tournament started when he was only 16 and a half years of age, he was put up to selection as a reserve member of the Spirit Hall Academy team for the tourney. However, due to the fact that the Golden Generation members were superior to him in every way, and were already complementing each other enough, and the other members of the seeded team were crucial as both battle and auxillary support, he would never have the chance to become a part of the Tournament.

Yet this did not discourage Hao Zhan as much as it would, as he considered this as proof that he needed to go further in order to become someone who would be able to compete with the Golden Generation himself. And so his life goes on... while the world and its schemes move in motion under his eyes.

Powers and Limitations:
  • Earth-Rending Cestus: Considered to be a Tool Spirit that has decent potential, tailored towards Power Attack Soul Masters, this weapon is capable of giving one the power to break the sturdiest of mountains with a single blow, when used by a powerful wielder. The number of users who have attuned to it can be counted on two hands, and Hao Zhan is fortunate to be among them, and in near-perfect synchronization to it.
    • First Spirit Ring (400-year Crystal Imago) -> 'Unbreakable Body': A technique that is considered to be among the most reliable body-enhancing defensive skills that are known in the history of the Douluo Continent, this techniques allows one to solidify the matter in their body. Unlike most abilities, this ability has the potential to become stronger according to its users' total strength and Spirit Power, but no records exist of it being able to be stronger than titanium, a feat that can be overcome by a strong enough attack, especially one from a Spirit Ancestor.
    • Second Spirit Ring (900-year Crush-Paw Lion) -> 'Breaker Palm': This technique allows Hao Zhan to be able to make a massive leap or dash towards his target, and unleash a powerful blow using the momentum of the attack. Despite being simplistic in nature, Hao Zhan has refined it that he can be able to use it in conjunction with other attacks, making it slightly unpredictable. However, this attack is based on momentum itself, and can be stopped with a powerful enough counter-force, or a defence sturdy enough.
    • Third Spirit Ring (1543-year Vile-Blood Sylphid) -> 'Enyo's Trial': A self-enhancement technique that is dedicated to pushing one's body beyond their physical limits. When using this, Hao Zhan is able to surpass beyond peak human limits, even surpassing low-class superhumans in terms of both speed and agility. However, this technique comes with a price, as the technique forces his own body's blood flow into overdrive, meaning that prolonged use beyond 6 minutes, his current limit, will start to do serious physical damage internally, which can result in bleeding both external and internal, hypertension, necrosis and short-term comas in serious cases, and potentially death
  • Spirit Ring Potential: Due to being a Soul Master, if Hao Zhan trains enough to ascend to further levels, such as Spirit Elder or Spirit Ancestor, he will be able to take a mock Spirit Ring from any notable non-human foes to bolster his own arsenal of abilities. However, in order for this to happen, certain conditions must be met:
    • The resulting Spirit Ring of the defeated target must have a power level that is feasible for Hao Zhan to make use of, i.e, strong enemies will likely end up having their abilites unable to be condensed into a Spirit Ring that Hao Zhan can handle
    • Hao Zhan himself must reach the bottleneck between Soul Master ranks in order to be considered eligible to acquire a Spirit Ring
    • Entities that have no notable soul or spirit equivalent are disqualified from being benefitted from with this technique
    • Spirit Rings only form if Hao Zhan was the one to deal the death-blow to the target, and possibility of a Spirit Ring forming will be decided on chance or narrative value.
  • Spirit Techniques: A set of techniques that fall outside of the Spirit Abilities that Hao Zhan's Spirit Tool can provide, utilzing his Spirit Power in a different manner
    • Earth Skater: Using his Spirit Power to shape the ground under his feet, he is able to temporarily boost his own speed in short bursts of movement, allowing him to evade attacks that would normally be impossible for a power-focused individual like him to dodge, although this has limits, such as requiring moldable ground to be used, and the speed only lasting for the moment, i.e split-seconds to a mere second, and nothing more.
    • Aura Fist: Using his Spirit Power and his own fist as a medium, Hao Zhan can create a focused shockwave towards any targets within a range of 40-50 ft. This attack can be considered to consist of a spiritual component in the energy that lashes against the foe, and a physical component from the shockwave. It can be dispersed against solid defences, although Hao Zhan can unleash them several times in succession, at the cost of considerable Spirit Power.

Skills:
  • Martial Arts: A
  • Athletics: A
  • Meditation: C
  • Ki/Spirit Power Usage: D
  • Combat Mastery: C
  • Instincts: B
  • Hunting: C
  • Academics: B
  • First Aid: D
  • Charisma: C

Weapon(s)/ Equipment:
  • Darksteel-Boar Leather Armor: A grey-tinted heavy leather armor suit, that was formed from a race of Spirit Beasts known for physical durability, this leather armor is considered to be a rarity for being stronger than most standard metal armors, due to the skin being tough enough to withstand attacks from refined metal weaponry that are refined to pierce armor. It consists of a pair of metal-tipped boots, greaves, and chest armour that is reinforced with steel plating for extra protection. This is usually Hao Zhan's armor in formal and combat situations.
  • Storage Crystal: A small blue gem that is capabe of accessing a pocket realm that is solely used for personal storage. Its dimensions are 20 meters in all directions (height, length and width), and possess magic that slows the degradation of items inside to a certain degree. It can be activated by tapping it onto large items, or tapping smaller items against it to store them, and can have items taken out by touching the gem for smaller items, or by mental activation for larger items.

Strengths: Is experienced in all kinds of battles due to his experiences, with high proficiency in close-combat, with powerful attack potency, strong physical and arcanic defences, and movement options. Also has good endurance to handle certain tasks.

Weakness/ Fears: Has limited potential for magical abilities, has slight weakness to being charmed or manipulated with sweet lies or flattery, lacks deductive skills. In terms of combat ability, his aggressive fighting style can be easily exploited by a more finesse-focused opponent, and he lacks any aerial options without support from others. Fears watching injustice and evil be allowed to run rampant among innocent people.

Other:
  • Hao Zhan is known to own both a pet dog and a pet cat. He seems to have a penchant to take good care of domestic animals.
 
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Name: Ryan Kyriendov

Age: It's complicated

Gender: Male

Sexual Orientation: Bisexual

Species: Urlcerse

World and Universe they are from: A forgotten name lost to time

Appearance:
Ryan.jpg
Ryan has short, deep crimson hair, paired with a somewhat messy beard of the same color. His eyes are a bright citrine yellow that are thin and and almond shaped. Ryan's face is in a middle point between triangle and oval shaped, with a somewhat defined jawline. He has a medium nose and thin lips. Ryan is not very built, but has a quite defined body. He stands at 180 cm tall and weighs 87 kg. Among his lower garments a red tail swishes about. He has sharp upper and lower fangs that are longer than usual and he has long and dark horns.

Ryan usually wears a bunch of rags and worn pieces of cloth held together by leather and metal straps on his upper body which hang to around the middle of his thighs. For his lower body, he dons equally worn baggy, dark gray pants tightened with a sash and black boots which the pants are tucked into.
Ryan%20Dragon
The image is pretty accurate, a beast measuring 27 meters from head to base of the tail, is 11 meters tall and has a full wingspan of about 38 meters.
Ryan%20Hybrid.png
A towering figure standing at roughly 3.5 meters and weighing 336 kilograms. Ryan resembles a monstrous suit of armor. Multiple sets of flaming hot pieces of overlaying biometals. Which joints and mostly exposed tail that could be seen as a weakness are covered in flowing lava. His insides turn into an inferno ready to burst out violently.

Personality: A man of few words, unless he is talking to a familiar person. Apparently somewhat serious on the outside, but his true side is kind and empathetic. He has a very strong sense of honor. He loves fighting and meeting people to compete with, either stronger or weaker. He is calm and composed when fighting, despite what his fighting style might tell. The years of restless, brutal, soul-challenging training have made him more serious and quiet. Serene and even somewhat solemn when he does talk. Despite not remembering many things after his second death, but before the start of his training, he has a deep sense of responsibility regarding the peace and safety of the multiverse. This time also strengthened his mind and allowed past scars and damage to be recovered from.

History/Bio:
Son of a renegade noble and a seasoned warrior, Ryan lived a peaceful live in their house in the mountains, where his parents , as even though his father was a noble, he was well versed in martial arts as well as his mother, trained him to be capable of defend himself since an early age. When he was fourteen, he left his parents' house and started to travel across the world and become a better warrior. A few years after leaving, he met a band of mercenaries known as Karezin's Band, they were famous across all the continent for having some of the best warriors in all the land. Its leader, Norman Karezin, was an old friend of Ryan's mother due to the fact that she was in his band until she got pregnant with Ryan, decided to leave. Once in, they immediatly noticed the resemblance. After an arduous test of his skills, Ryan was allowed to join Karezin's band. After spending a few years with them, he became one of the finest warriors in the band (not through the safest of methods, mind you), and was already famous for his great might. Though not without consequences. He ended up becoming a merciless and brutal killing machine after the rough training used on him.
One day, Karezin's Band was hired for a king who was in the middle of a war with a neighbor kingdom. Their instructions were simple, help the king's forces to invade and conquest one of the enemy's forts. Once they arrived, they were received for an army that was about twice the size of their own, but Ryan, the band and the troops of the king were already aware of the numerical disadvantage, but they fought with all their spirit. In the heat of the battle, Ryan got separated from the main group of his allies. Sorrounded by enemy forces, he fought with everything he had, but they were slowly overwhelming him. While this was happening there was only one thought on his head "I won't die here", this thought was the only thought ocurring in his head over and over while he was fighting the enemy soldiers. Suddenly he felt a sharp pain and everything around him went black.
That's when he woke up in a fancy throne, in the middle of an imposing room. Confused, he wandered around the place. Until he was alerted by a device on his wrist that something was wrong. He died in the battle of Laguz, where he last remembered being, amongst a sea of enemies. For only then to be called to a new world. Yvalia. That was the name of the republic he was now forced to live on. As a Summoned Original Unique Life-form. A S.O.U.L. That was the way he was being classified as now. An organism specifically designed to fight the forces of chaos that invaded Gaea, his new home. Which presented itself as an evil organization bent on erasing all human-like life. They identified themselves as Eden.
From then on, he had to build for himself a new life. New friends. New jobs. New lifestyle. Slowly, but surely, Ryan adapted to the new world he was put into. Fighting Eden and its allied forces. Gradually, he recovered his former power, as it had been taken away from him when he died. Not only that, but he continued to grow, both as a warrior, and a person. He became a S.O.U.L (or to put it better, a warrior. As the concept of S.O.U.Ls was unknown to the public) respected and admired by the people all across the world of Gaea. Something he couldn't even had hoped to achieve as a mercenary. It turned his battle-hardened heart soft, he started to feel the need to protect others. Sadly, he couldn't get to appreciate this, as one fateful day, history repeated for him.
While battling one of the commanders of Eden, Ryan found himself in a struggle. The commander proved to be a tough opponent. But then, in the climax of battle, something suddenly stopped the battle for him.
A bright, green flash blinded Ryan. And suddenly, he stopped feeling the ground beneath him. Ryan's body precipitated into a seemingly endless void. Falling, and falling, and falling. He had come across a similar feeling only once. When he became a S.O.U.L.
Ryan felt scared. Was he on his way to another world again? What about his friends? What about his newfound family? What about... his life...?
After being a piece of the rebellious "scattered" army fighting against the promised fate of destruction, placed by a mysterious enemy for an unknown amount of time (time is quite relative when it comes to the multiverse), Ryan was taken in by another version of himself. This alternative self of his was a demi-god which threw him in a long journey through multiple hostile environments in order to train him for a potential emergency the enemy could put them through. The alter couldn't interfere directly outside his own universe, so he did the best he could with what he could control.
At some point, an unknown cause provoked a reality altering event. One so cataclysmic, it created a new timeline. At least that's what Ryan thinks. Since after whatever happened, his memories from the time he was taken from his world, to some point after the beginning of his training, as well as some point on the twilight of his training, are blurry and fragmented. Quite heavily so. And now, he stands on the edge of a new beginning. Worn out and tired, but prepared for whatever lays ahead.

Powers:
Dragonblood biology: The mix of human and dragon blood, as well as the energy he was infused with in order to become a S.O.U.L, has enhanced Ryan's body far beyond regular human standards. His body surpasses the speed of lightning with ease, and has even faster reflexes. His strength maxes at the tens of tons. His body is particularly durable, and it is able to function properly even while heavily wounded. His saliva has paralyzing venom. Finally, his body regenerates from wounds at a very accelerated rate.

Friendly Fire: Ryan's body is extremely resilient to intense temperatures. His affinity to fire is so high, he could swim in lava, and smoke doesn't make difficult breathing for him.

Blazing Crystallized Aura: Ryan can produce powerful concussive fire bursts of short range, from anywhere on his body, that can be used to boost the speed and strength of limbs, to propel himself through the air, or stun and burn nearby enemies. He can also produce non-concussive flames if desired, which have more range. Even covering himself in intense fire completely is a possibility. He can also up the intensity and fire plasma projectiles or create fiery explosions. Furthermore, he is now able to create crystal constructs. Extremely sharp, hot, explosive, tough, or a mixture of the aforementioned qualities.

Nova: A 25 meters in radius, powerful explosion originated from Ryan. Its effects are devastating. A nuclear explosion which strength is contained within said distance. Ryan can use it to ascend from one form to the next without receiving relevant damage or passing out, becoming increasingly destructive with each ascension.

Urlcerse Crystal Body: Upon merging with a mysterious gem, and crystallized magical energy, Ryan connected with his dragon blood even more. Getting his horns to grow almost immediately, while his tail got thicker and longer. The more outstanding feature though, is his ability to morph into a dragon. Where he gains massive strength, resistance and regeneration capabilities, as well as an extremely powerful fiery breath. His weakness to low temperatures is voided.

Urlcerse Mode: Vastly stronger than his dragon form in all aspects. By becoming a perfect mix of his humanoid and dragon forms. His power is concentrated and multiplied. His fire burning like never before, and his physical attributes becoming amplified and perfected. He also becomes stronger the more injuries he receives and heals with his regenerative capabilities.

Ki Sensitive: Ryan learned, in one of his travels, how to pick up and measure energy signs. Ki, chakra, mana, and similar distinctions for the concepts. He is adept in picking it up both in living things and the occasional non-living objects that possess such a thing.

Plane Walker: As a result of his multiversal travels, Ryan has become able to shape space-time to a small extent. He is now able to create portals, teleporting, and creating distortion fields that tear apart like vicious adamantine slashes or kinetic forces that flatten and destroy.

Power limitations:
Ryan can't regenerate properly while doing much effort.
Excessive and prolonged cold is a problem. Ryan is rendered weaker if he can't shield himself from low temperatures.
Once he uses Nova, Ryan suffers moderate damage in his whole body and loses consciousness 15 minutes or so. He can only null the drawbacks through ascending only once before needing extensive rest.
Ryan is quite unstable in Urlcerse mode, both physically and mentally. His body flares up, burning all things nearby, and gaps in his armored shell are bound to release bursts of fire, and his regeneration and strength amplification have a cap, which if reached, will incapacitate him completely. While his mind is very easily affected by battle, making him go berserk with ease the more he stays in this form.

Skills:
Swordsmanship - SS
Spear combat - S
Axe combat - D
Maul combat - B
Unarmed combat - B
Flying - S
Horse riding - C
Survivalist knowledge - B
Medical assistance - D

Weapon(s)/ Equipment:
- A set of clothes which are part of his being, they reflect Ryan's mind in their appearance.
- Sahadag. Ryan's weapon of choice. A needle-like crystal construct. Exceptionally hard, omni-edged, able to superheat to be even more dangerous, and able to morph into a spear or other weapons.

Strengths: An awfully ironic cool head.

Weaknesses/Fears: Large bodies of water. Losing his rationality.

Other:
Ryan loves: spicy food, the nature, flying
Ryan hates: Rainy days, chess, his past self
Ryan and his garments are always pleasantly warm to the touch. He can adjust how warm to some extent.
Ryan can fall asleep at will with great ease, and wake up just as easy.[/Spoiler][/B]
 
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zoe (35).jpgName: Zoe (Pronouced Z-o-ee) Thewes (Th-you-s)
Age: 26
Gender: Female
Sexual Orientation: Bisexual
Species: Human
World and Universe they are from: Planet Uyter (Star Wars Universe, 130BBY)

Appearance: 5'5", 130lbs. Brown hair, usually cropped short and messy. Brown eyes. Pale complexion. Is usually seen in white armor with a black form fitting suit beneath. She has 4 braids behind her left ear of various lengths. They are made of a bamboo like wood native to her planet. She will also wear a red cloak.

Personality: Zoe tends to prefer to let others stand within any spotlight there might be. She isn't shy or introverted (although she can show signs of the latter), she often just thinks it's better to stand by and observe things. Zoe is very compassionate, and she always wants to do what she can to help the world around her and those in it. When she is angered, she often has a 'kneejerk' reaction, but is quick to calm herself. She always tries to see the big picture. She tries, that is. She knows she isn't as wise as her father, or her 'uncles' (some of her uncles). There are times when this fact becomes a burden upon her. She enjoys studying, learning about different cultures and any other odd little facts she can about the galaxy around her. She is good with improvising on the spot in most situations she finds herself in.

History/Bio: Zoe was born aboard a mining freighter to Liam (Lee-am) and Norei (Nor-eye) Thewes. The first 5 months of her life was spent upon a mining colony that the freighter worked out of. After those 5 months, the new family returned to their homeworld of Uyter. There she met the rest of the family. Not of blood, but people who were just as close. 15 all together, living on a large piece of property amidst a forest, many different buildings which served as homes. And training grounds. Each member of the family had a specialty, and Zoe grew up learning bits of all of it.
But most of her training was in the Jedi arts. Her father, Liam, was a Jedi Master. Well respected within the Jedi Order, even if he did distance himself from it. And from an early age it was obvious Zoe was also strong in the Force. From her father she learned disciplines of the Force, from her 'uncles' she learned the values of… virtue... wisdom… knowledge... trust and justice. Being raised in this way helped her become a well renowned Jedi. But she has never pledged an alliance to any organization. She is considered a Wayseeker. And that is how she lives her life.

Powers: Through her connection to the Force and the rigorous training she has maintained since the day she could walk, she has developed a number of abilities.
Animal bond. The ability to control animals in various ways, such as a mount or to have them aid the user.
Ionize. Overload or damage electronic systems, such as control stations or droids.
Mind trick. Influencing a target's mind through the power of suggestion.
Revitalize. Revitalize a wounded, tired or conscious target using force energy. This isn't the same as healing a target, just giving their bodies more energy.
Truth sense. Allows the user to tap into the Force to determine whether or not a target is being truthful. If multiple lies are involved, it would take deeper concentration to determine what is truth.
Force jump. Augmenting one's leaping ability. Also helps to cushion falls and landings.
Force speed. Boosting the user's speed and reaction times.
Telekinesis. Ability to lift, move, push, pull and manipulate physical objects through the Force.

Power limitations:
-Emotional state. Zoe's connection to the living Force is strengthened or weakened by her emotions. The more emotional she gets, the weaker she becomes. She has spent much time training to overcome this.
-Zoe is a well rounded Jedi, but there are many out there more powerful. And she sometimes forgets that.
In that same vein, she can jump into situations where she hasn't fully thought things out. A bad habit she picked up from some of her family members.
-While she has trained to have enhanced stamina, she is still prone to getting tired over time.

Skills:
Force Awareness: A
Lightsaber Dueling: A
Piloting: D
Cooking: D
Mechanical Engineering: B
Judo: B
Basic Hand to Hand: B
Kenjutsu (Art of the Japanese Sword): B
Sojutsu (Art of the Spear): B
Kyudu (Art of Archery): B
Sanjiegun (3-Section Staff): C
Niten Ichi-ryu (Art of using 2 swords at once): C
Kusarigamjutsu (Art of the Kusarigama): C

059Ba.jpg
Equipment:
Lightsaber. The weapon that represents a Jedi. Zoe built her own lightsaber when she was 14. One of her strong suits is weilding her lightsaber, especially in combat. It has a green blade.
Armor. Zoe's armor is very light, but also very weak. It can't be used practically against blasters or heavy melee weapons. It can deflect something like a dagger or light sword, but that is its limit. She mostly wears it due to the fact she grew up around people that relied on heavy armors for battle. It is something of an ode to them. Along her armor are various pouches and hidden compartments. In them she stores:
Backup communicator
Rebreather
Food pouches
Tool pouches
Food capsules
Energy capsules
Compact Macrobinoculars

In the suit's left gauntlet there is a communicator stored, which she can access without touching. She can also remove the communicator from its housing to use manually.

Strengths:
Compassionate
Selfless
Good in combat (armed and unarmed)
Very curious
Intelligent
Knowing she has so much more to learn about everything
Knows when to step back from a situation
Always ready to acknowledge the accomplishments of others
Tries to lead by example
Has well rounded knowledge of different styles of combat
Enjoys working with others
Caring about those around her, even enemies

Weakness/Fears:
Failure
Living up to the legacy of her family
Letting others down
Being made a fool of
Can have poor communication skills
Inflexibility
 
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"There are three things that a woman needs in life: Gold, Men, and a Tavern's worth of Booze!"

Name: Marilyn 'Stormstrider' Drakos

Age: 47

Gender (Can be genderless too): Female

Sexual Orientation: Straight

Species: Human

World and Universe they are from: "Threa" , from an Original and Unnamed Universe (OC World from an OC Verse. Currently medieval period; not much tech, but much magic. )

Appearance (Just a basic description of what your character looks like. Needs to be over four lines long. Please include basic shit like height and complexion, as well as physical build.):

Marilyn is taller than the average woman. She's over 6ft tall, sporting long red hair with greying locks from years of experience. She has a well endowed figure that compliments her medium build of muscles, something that she's proud of as both proof of her experience as an Adventurer and as a feature that attracts men to her. Her body is littered with small scars that were caused by blades, arrows and even magic. Though her most prominent wound is one on her left shoulder, one that appears large and deep enough that one would assume it was ripped off and reattached artificially, or a tattoo designed to make herself look cooler to the men.

She mainly wears a navy colored tunic with a low cut collar that seemingly shows off her bust and some of her scars. She wears a black pirate coat over it, with a silver pauldron over a tattered cloak fashioned as a scarf wrapped around her left shoulder. She has a pair of iron gauntlets. On her back is the black iron greatsword. It has winged engravings on the blade. She wears loose slacks tucked under a pair of leather boots with iron soles.

Personality (Over six lines long.):

In the eyes of her crew and now her adventuring party, Marilyn can be described as a fierce woman who's a charismatic leader and confident fighter. One who isn't afraid to be 'one of the girls' as her crewmate would put it. She exudes an aura of confidence that inspired them to follow through with Marilyn's daring voyages through the seas. Discovering islands, encountering other ships and raiding them whoever they may be. Marilyn herself relishes the loyalty she inspired amongst her crew, and views them all as her family that she protects above all. Thus, during her tenure as captain, she leads with a firm and uncompromising stance, using her authority to steer her vessel through the storms of naval combat with reckless genius. Marilyn would care little about herself and more about those around her, often taking them into account when they accompanied her in quests when her usual party couldn't.

Marilyn is bold and daring, thriving in the face of danger and lives for the thrill of the hunt. Her fighting style has her rushing headfirst into danger to protect her crew first and foremost; her scars are a testament to her bravery and her resilience. She can also be described as loud and somewhat brash, yet even that may attribute to her own resilience and resourcefulness as she manages to turn a dire situation around in a dime. Her loud and cheery personality can be further seen when she is out drinking with her party, laughing the loudest and sharing the most stories through trinkets she picks up from time to time.

Marilyn is quite open with her desires, her eyes often wandering towards men she finds attractive and would often oogle at them with her comrades. She's constantly chastised for this and would often be called a creep by the men she's looking at, but her charm would often make them overlook her behavior. She's also not afraid to flirt playfully if they talk to her, though she would occasionally make lewd and perverted comments about them as well, which usually ends with her getting slapped. Not even her crew knows why she openly does this. Some suspect she finds doing it thrilling, while others suspect she likes being slapped by handsome men. In the end, Marilyn refuses to elaborate on her behavior.

Despite her perverted nature, Marilyn is observant when it comes to people. Because of her age, she's also wise beyond her years thanks to her experience as a veteran Adventurer, which is demonstrated alongside her combat experience. She would often relay her experience through stories about her adventures, passing along what she thinks the others around her lack, aiming to inspire them. Though around her crew, these are purely for the sake of catching up.

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.):

Formerly a pirate captain from distant seas, Marilyn became an Adventurer after a storm wrecked her ship on a portside village, where they were forced to atone for the destruction they had caused with a fine they couldn't pay. Thus, Marilyn and her crew volunteered to become Adventurers and handle some fieldwork for the Guild to pay off their debt as a form of parole. During the night, they would be locked up and sleep in Inns while during the day, they were assigned Quests that range from picking herbs to eliminating Goblin Camps. The crew was efficient enough to remunerate their fees in just a few months, but had decided to stay due to the fact their ship had been dismantled to make repairs. Thus, forcing them to work more to have the village's local ship building group make another ship for them. However, while doing so, the Pirates had made a killing out of Adventuring for the Guild, much more so than sailing the seas that she and her crew decided to become full time adventurers instead. Some stayed with Marilyn in the portside village of Shrimple, while others ventured off to other villages and other lands with the ship they rebuilt. Marilyn would still be named the Captain of the vessel, but she appointed someone else to look after it wherever they went.

Once every ten months, the crew would gather together to drink at Shrimple's Tavern. Sharing stories of their adventures and even the loot they had obtained from dungeons. Though some of Marilyn's crew stopped being Adventurers after five years, some returning to their pirate ways, others became veterans of Marilyn's party as they traveled around the country under the Guild's orders, completing quests on the day and committing debauchery by night at the tavern and occasionally, hitting the brothels. Every day was fulfilling for Marilyn's merry crew.

One night, while she was out drinking again when she was taken from her homeworld, stumbling around town as she's heading back to her inn. Only to lean on a wall near the sidewalk, puking as her surroundings distorted from what she thought was vertigo. This is when she got herself into the Evrensel Conflict.

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.):

Mana - In her world, every living thing is born with an innate amount of mana which grows as they age. Though it may stagnate at a certain point, training one's mana through training improves mana rate. Combatants like Adventurers or Knights use a technique that taps into their mana without learning magic that allows them to add a layer of protection in their bodies, acting as armor without having proper armor. Of course, using this mana to cast spells is a far more impressive feat as it allows the user to make use of elements that are not their own, usually requiring a spell circle to be projected before use. Marilyn doesn't know how to perform magic, however.

Awakened Mana - In her world, every soul is assigned an attribute that would usually hint at their destinies–kinda like a horoscope. Though combatants that make use of their mana without magic had an advanced technique that allows them to use their mana to augment their combat ability, those who could are often high ranking individuals. Usually Generals or Gold Rank Adventurers, the latter are considered celebrities. These Awakened Mana users are unique to those individuals and don't hold as much strain as magic would, usually taking the form of physical constructs, while others are simply intense variants of spells. For Marilyn, her Awakened Mana takes the form of tentacles, bearing the water attribute.

Reversed Biological Strengths - In Threa, everything apart from their physical appearance and sexual organs are flipped, thus, a woman would naturally be stronger than a man biologically. There are other aspects regarding gender that are flipped, but it won't be discussed here.

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless):

Mana is a finite resource that shouldn't be used without restraint. It can be likened to one's stamina. If one uses their Awakened Mana all the time, she would eventually run out of it and be vulnerable to physical injury. Of course, getting struck by attacks depletes that mana depending on the strength of the attack. Innate Mana does not disperse the force of the attack. It may leave the body unharmed, but they will feel their skin being cut. Thus, having a high pain tolerance is needed when one becomes a combatant. Of course, mana couldn't nullify breaking joints by physical means, only the natural force that comes with jumping around and falling great heights.

The range of her construct can go up to a 12m radius. Coincidentally, this construct of hers can be summoned within the same range.

Skills (Any skill your OC is particularly adept at, from swordsmanship, to piloting, to knitting should be mentioned here. Should also state their skill level D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):
Swordsmanship - B
Whip Mastery - B+ (via Water Tentacle Construct)
Charisma - C+
Battle Intuition - the skill to read the flow of battle and adapt according - A
Athleticism - A
Alcohol Tolerance - EX/SS - an impressive feat of Marilyn's is that she can get drunk seemingly at will by drinking any alcoholic beverage. This feat also works in reverse, where she can get sober in the blink of an eye when she is called by the Guild while she's drunk. No one really knows how she does it and it scares them.
Unarmed Combat - C
Marksmanship- D
Pain Tolerance - S

Weapon(s)/ Equipment (You may use pictures from any non-accepted fandom as a description, but all effects/abilities must be described. If it's any kind of technology, please give the specs.)

Black Iron Greatsword - As the name suggests, it's a greatsword that she uses as an adventurer. A Massive sword that rests upon her back that she could wield thanks to her gauntlets. Very durable.

Silver Cutlasses - A pair of cutlasses sheathed on her left hip. These were her go to weapon during naval combat while commanding her vessel.

Arcane Flintlock Pistol - A Flintlock Pistol with a magic stone acting as both the primer and ammunition. Depending on the magic stone equipped, it can shoot elemental bullets. As of now, she has fire, ice, lightning and wind magic stones. It's her ranged option during her time as a pirate and she's not a good shot. It works by absorbing a little bit of the user's mana through its grip, which is lined with runes before channeling the energy through the magic stone and expelling a ball of elemental magic through the barrel. If you run out of mana, you run out of bullets.

Strengths:
Combat Prowess
Adaptability
Charming Rogue
Experienced Powerhouse

Weakness/ Fears:
Perverted Nature
Alcoholism.
Reckless in combat. Likely to be injured
Bad Aim. Don't rely on her with guns.
The lingering dread of her back breaking at the wrong time due to age
Homesickness - She worries about her crew and they're doing during her absence.

Other:
Marilyn hails from a world where women were the dominating sex. So she'd be surprised at how other worlds treat the sexes during her time in this rp. There are other aspects regarding sex that are flipped, but those are on a need to know basis until I am forced to make a worldbuilding sheet regarding Threa.
 
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Name: Natanael Herrera

Age: 20

Gender: Male

Sexual Orientation: Asexual

Species: Human

World and Universe they are from: Modern day fantasy Earth - "Ranhall"

Appearance:
Natanael.jpg
Natanael has quite the sleeper build. Underneath the loose and unassuming black priest get-up, he has an extremely athletic and toned body. He stands at 183 centimeters tall, and he weighs 91 kilograms. He has curly hair that he splits partially to the right of his face, which he likes to keep somewhat short. His face has a strange default expression. He looks very contemplative, absent, and somehow melancholic or even sad. Natanael has two small birthmarks, one on top of the other, above his right eyebrow. His face is nothing to write home about. His black eyes that enhance the strange feelings that his expression evokes are what stands out the most.

Personality:
Natanael is a bit of a strange case among his religious peers. He seems to lack energy and will when he speaks. He is not one to spread the word loudly or with consistency. He is very absent-minded. That is what one would think of Natanael, were you to give him a superficial glancing look, or were you to only have a brief chat with him. But that is not the case. As you begin to inspect him further and further, you will find he is quite different from what those initial assumptions make him to be. Natanael is extremely focused and determined. While it is true that he doesn't talk a lot about religion much, especially so considering he's a priest (kind of), he likes to let his actions do the talking. And despite what his face tells if he isn't doing anything, making him look sheepish and lost at times, Natanael is rather sharp and very much aware of his surroundings at all times.

History/Bio:
Natanael was left in the doorstep of a religious orphanage on a town in northeastern Spain, somewhat close to the border with France, when he was merely months old. He had no name, no parents, he had nothing. The staff took him in and cared of him. They also gave him a purpose. From an early age, and due to the advice of a future cardinal (then a bishop) by the name of Juan Herrera, which gave Natanael his name, he was trained to be a Venator. The Church's elite fighters. Cleansing the land from unholy creatures, heathens, heretics, and anything that dared to threat the Church, from the shadows and only a mere whisper of a rumor for the common folk, of course.
When he was 17, Natanael was taken by Juan to Rome. Where he was explained the reasoning behind all those years of conditioning and training he went through. He was deemed ready for the final test to become a Venator. One that always ensured two potential results: a new Venator, or a corpse that took the secret they were just taught to the grave. Needless to say, Natanael passed the test. Battered, beaten, somewhat broken, but still able enough to fully recover and start with his new responsibilities. Since he had no previous life, the Venator way was all he knew. Therefore he is one of the most efficient Venators in modern day Rome. A few years later, while drinking coffee after an easy job assigned to him in Colombia. A lightning struck him and made him vanish. To the shock of onlookers, nothing was left of him.

Powers:
Spiritual Flow Mastery: Natanael has a deep connection with his spiritual self, as well as the traces of spiritual energy all around him, and even others' spiritual energy. This allows him to do a few things that elevate him above even the strongest common human:
- Trinity of Steel: Natanael's body, mind, and soul, have been trained from an early age to perform to the utmost limit of a normal human capacity. After perfecting his control of spiritual energy control, he learned how to manipulate it to enhance his capabilities in each of the previously mentioned aspects. His body is now able to withstand concrete shattering attacks, and return them in kind, at a speed of a super sport car in full throttle. His mind is like a maze without exit for anyone trying to invade or influence it in any way, and just as agile as his body. Lastly, Natanael's soul has an incredible vigor. He has way more spiritual energy than average for any use, and he is extremely resilient, enduring illness, pain, or other sorts of ailments.
- Flow Manipulation: In conjunction with the various martial arts he is adept in, Natanael is able to alter the course of nearby spiritual energy to further enhance his offense or tighten his defense. He can also block, alter, or even destroy the regular flow of said energy in other bodies. This has offensive uses, but also supportive uses as an energy enhancer.
- Flow Reader: Natanael has trained to acquire an extra sense. He can "see" the spiritual energy around him. Useful to hurt better, and to heal better.
- Blessed Hands: Natanael has learned how to stimulate and enhance the body's natural healing properties. Great in addition to his medical knowledge.

Power limitations:
As great as Natanael's skill is with Trinity of Steel, the rest of his abilities require an active effort to be used. They can wear him out with ease if he's not careful.

Skills:
Medical knowledge - B
First aid - A
Surgery - A
Biochemistry (for medical use) - C
Close quarters combat - S
Stealth - B
Exorcism rites knowledge - A

Weapon(s)/ Equipment:
- A belt with various compact medical tools
- An assortment of medicines, antidotes, and natural remedies
- Multiple flasks of Holy Water
- A book filled with reusable seals
- Throwable needles
- A golden cross necklace

Strengths:
Altruistic, fearless, empathetic

Weakness/ Fears:
Close-minded, difficult to gain his trust
 
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