OOC Original Character Creation

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Name: Marie Allais

Code Name: Valkyrie

Age: 26

Gender: Female

Sexual Orientation: Demisexual

Species: Human

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

Appearance:
Marie.jpg
Marie stands at 161 centimeters tall and weighs 55 kilograms. She is far from imposing. From her humble stature and her juvenile face, to her delicate voice tone. Her aquamarine eyes, while Marie does her best to appear serious, or at least neutral, can show signs of deep rooted pain when she lacks the energy to hide it. She has jet black, short, messy hair. Her youthful face is sprinkled with freckles against a healthy paleness of the rest of her skin. She usually dons a dress shirt with sleeve garters, accompanied by a single tone tie somewhat tucked behind a vest, as well as dress pants and boots. Tailored to withstand the rough treatment she gives them from time to time.

Personality:
Marie isn't nice from the get go. Her past has made her bitter and sour. Her moral compass still steers towards good, most of the time. She has a difficult time turning a blind eye to injustice, in her good days at least. That said, she hates bonding with her teammates. Fear of loss has struck her hard. She has to reach for any alcohol supply she can get her hands on to operate at a somewhat functional level, socially speaking. When it comes to doing her job, however, she is cold, calculating, and ruthless. She curses like a sailor from time to time. She did so from an early age, much to her parents' dismay. But now that they have been gone for quite some time, and much like her drinking, it's something of a crutch to make her pain go away. Marie is a woman of contrasts. There are days she barely needs the bottle and can even appear somewhat sociable, and then there are days where she simply can't operate at all. Shutting herself from the world, trying to drink away the pain.

History/Bio:
Marie's early years were rather unremarkable. Living a happy childhood and adolescence along with her parents and younger sister, Liliane. With both her parents working as police officers, she was all in to follow in their steps. Sadly her happiness went in a downward spiral around the time she graduated from police school. Both of her parents died in a fierce gunfight. She and her sister were in great pain, but that pain only motivated her to move forward, and apparently so did for Liliana, as she joined the force too. They worked together along with a special ops team due to their outstanding capabilities. Her wounds were almost healed when disaster struck again. Her team was assigned an extremely complicated mission, but they all believed in each other. That was not enough though. In an unexpected turn of events, her whole team was wiped out in front of her one by one, her sister included. Reinforcements arrived just before she happened to suffer the same fate. That changed her completely. She left the force, and started working as a freelance hitman of criminals, hoping to one day rid Ranhall of the bastards like the ones who took her happiness away.

Powers:
Sharpest Eye: Besides being on natural top condition and trained, Valkyrie's eyes are biologically and technologically enhanced to not only stay on said shape, but go above and beyond that. Able to see things occur kilometers away with ease. Her eyes also come equipped with multiple additions, such as night vision, infrared, ultraviolet, among other light spectrums, magic scanner, matter filter and sight tampering shields.

Plush Body: With the help of some bioengineering, plus months of training and physical therapy. Marie's body was adjusted to tolerate more physical impact, such as strikes, falls, or recoil. Her balance system was also tuned to help with the use of the high speeds she could achieve through her wire system.

Power limitations:
Sharpest Eye: Her set limit, depending on the vantage point. Is around 10 kilometers. Without it, either the horizon, or enough material for her not to see through is.

Plush Body: The modifications made to her body aren't a strength enhancer (or at least, a significant one). Marie is just better at tolerating physical trauma. Which translates to better handling of high caliber guns.

Skills:
Marksmanship - SS
Wire control - A
Driving - B
Piloting - D
Melee combat - B
Freerunning - B
Stealth - A
Alcohol tolerance - A

Weapon(s)/ Equipment:
Reville.jpg
- A modified Mosin Nagant, designed to withstand the power and peculiarity of its new ammunition and reduce recoil. It otherwise looks very normal, other than the coloring. It currently has two types of magic ammunition batteries, high penetration energy shots, capable of penetrating tanks with immense speed. The other one is explosive shots, still fast, but more focused on using its energy for generating a fiery explosion.
- Five of each magic battery type. Penetrating and explosive. Capable of firing plenty of shots before running out.
- Two carbon nanotube wires, connected to a pressurized launching system solidly locked on her hip. The wires have titanium hooks, able to attach to most surfaces. Great for swift movement in vertical terrains, or seldom as a weapon of sorts.
- An enchanted flask with fermented herbs inside, which excrete a mysterious liquid that seems to never run out.
- A compact intercom system. Firmly set in Marie's ears. Able to interconnect with other communication systems, even those she isn't welcome in. At least with some fine tuning.
- Gloves and shoes designed to make climbing and maneuvering in general a simpler task.

Strengths: Resilient, coordinated while drunk, good under pressure

Weaknesses/Fears: Depressed, borderline alcoholic, grim when remembering her sister... Or her parents... Or her team...

Other: She loves to listen to music in her intercom
 
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Name: Aymeline

Age: 32

Gender: Female

Sexual Orientation: No idea

Species: Giant!

World and Universe: Vereor Nox

Appearance:
-Height: 11'10"
-Weight: 1,200 lbs
-Hair: Pink
Just look at the picture! ------------->

Personality:
- Gently serene.
- Expects poor treatment and prejudice from anyone smaller than her.
- Despite that, her connection to the Light has made her sympathetic and understanding of those around her.
- She's calm, strong and stable.
- Shy and generally expects the worst from people.
- Fierce as fuck in battle.

History/Bio:
Aymline was born in the City of Wave's Keep, to a family of giants who served as dockworkers and builders. From birth, it was obvious there was something different about her. Physically, she seemed a throwback to humanity, with smoother, straighter limbs and lacking the furrowed brow, small eyes, and fur common to most giants. Her parents and her tribe were kind to her, though, for giants take care of their own. She grew up alongside her parents, working as a shipwright with them. Her natural intelligence led to her assisting a foundry, then to her apprenticing under an architect before her ability with the Light made her placement in the Guardians a possibility. Overjoyed, Aymeline took to her training with vigor and enthusiasm.

In her decade of service to the Guardians, Aymeline made a name for herself as a dedicated warrior whose relentless kindness to the civilians she protected was matched only by equally relentless ferocity in fighting the Darkborne. Her size, strength and natural Light amplification abilities put her in the front lines for most of the major battles in the past decade. While she came out of each conflict physically unscarred, Aymeline has seen teammates and allies perish despite her best efforts to save them. She's still haunted by all those she failed to protect. Aymeline's last sizable engagement was the Meriward Campaign serving under the One Eyed Lion Varosmus. An unprecedented flood of Darkborne overran their lines and slaughtered half the army. Aymeline and her team under the legendary Guardian Desia Penwright held the line, buying the remaining army's lives with their own. Using Aymeline's Light Network Proxy power, Desia invoked a final spell that shattered the invading Darkborne and left Aymeline the only survivor of the team.

She enjoyed a brief bout of fame, an utterly unique experience for a guilt-wracked Giant, before she left to return to the City of Wave's Keep to heal among her own kind. Some months later, Aymeline reemerged, took up her now-famed warhammer and white steel-jade armor, and left to return to the fight alongside new allies. Their final mission into enemy territory ended with the Guardians being overrun...and then she was somewhere else.

Powers:
  • Bringer of Light: Aymeline enjoys a special connection with the Light, akin to the Giants she descends from but somehow amplified by her distant human genes. She's a natural well of Light energy, storing it, distilling it and focusing it to a variety of useful applications for those she works with, as seen in the abilities below. As a result of this naturally close connection to the Light, she's also sensitive to its presence in others and unconsciously enjoys the company of those filled with Light while unaccountably uncomfortable around those who allow fear, hate and division to draw them towards the Dark.
  • Channel of Power: Through concentration, Aymeline can direct Light into a source.
    • For Guardians, this can restore and renew their reserves if depleted from battling the Darkborne.
    • For ordinary people, this can ward off any hold of the Dark, banish fatigue and bolster the individual to withstand hardship.
    • For objects, see her Enchantment! ability.
  • Soul Tie: If she can touch a person, she can link them to herself through the Light. These Soul Ties bind her and them together, giving both a sense of where the other is as well as a general feeling of the other's health and mental state. Thoughts can occasionally be shared, if in physical contact and in a heightened emotional state. Among Guardians, these Soul Ties allow them to sense her and each other, even over the distance of some miles.
  • Enchantment!: Over considerable time, Aymeline can imbue objects with the Light, making them stronger, lighter and far deadlier to the forces of the Darkborne. She can also empower mundane objects (clothes, necklaces, keepsakes) and those who keep them in their possession can use these talismans much as they would an object of great, personal emotional value to ward off the Dark. Her own armor and hammer have been greatly amplified through enchantment, over a decade of continual use.
Light Network Proxy: With an act of tremendous concentration, Aymeline can temporarily bridge her present location with the edges of the Empire's Light Network. Maintaining the connection requires her to be stationary and focused on nothing but the Network. While serving as a proxy for the Network, Aymeline can enable other Guardians and nearby people to utilize the Network's abilities including communication, travel, defense or simply refreshment. Establishing the bridge is exhausting and she typically requires a full night's rest before she's able to do it again.

Power limitations:
  • Her powers were always designed to work within the Empire's Light Network grid. In another universe, who knows how well they will function.
  • Generally, her Guardian powers somewhat resemble the Jedi Force ability, except she has no telekinesis and more limited sensing abilities. Her powers also typically take a certain amount of time to use, with her Channel of Power being the only ability that can work in a matter of seconds.

Skills:
Blacksmithing and Metal Working - B
Architectural Design - B
Construction - A
Loading/Unloading Cargo - C
Being the Party's Packmule - S
Using the Light - A
Melee Combat - B
Melee Combat wielding a big fucking hammer - S
Breaking the absolute fuck out of her surroundings in a montage of sustained environmental destruction - SS
Hand to Hand Combat - B
General Athletics - A
Stealth - FFFFFFFFFFFFFFFF
Diplomacy - B
Empathy - A
Intimidation - A
Military Tactics - B
Military Strategy - C
Endurance - S
Sheer Willpower - A

Weapon(s)/ Equipment:
  • Brilliant Jade Panoply: The immaculately wrought suit of chainmail was a gift from the Guardians, in large part because it was the armor of Jynia Thunder who fell in battle half a century ago and it literally fits no one else in their ranks. Even for giant-sized chainmail, it's remarkably resistant to damage and it tends to shrug off mud, dirt, dust, leaving it perpetually shiny and flawless due to a decade of enchantment.
  • The White Warcry: This mighty weapon is rumored to be wrought of an alloy of purified steel and white jade quarried from Mount Raskall. It's virtue has been further enhanced by Aymeline's considerable Light abilities amplifying it for more than a decade. As a legacy weapon of the Guardians, it has the unique ability to switch configurations between several shapes:
    • Default Shape: A war-hammer designed to batter through armor.
    • Utility Shape: A broader, flatter hammer shape ideal for smashing through fortifications, doors and other obstacles. Includes an extension mode where the head can widen, allowing her to smash the head into a solid wall of stone and then extend, resulting in the hammer head's lengthening creating additional cracks and shattering the structure it's buried in. Loud steam erupts from the weapon when used this way.
    • Pickaxe: The heads of the hammer can reconfigure into a pickaxe, ideal for digging through soil, uprooting trees, tipping over houses, pulling over sailing ships, etc.
Strengths:
  • BFG (Big Fucking Giant): This gives her enormous strength, unflagging stamina and sheer mass that can only be contested with super strength. Additionally, her significantly greater size than average gives her the advantage on any physical situations affected by reach or leverage.
  • Experienced Guardian: She's been relentlessly trained to fight endless hordes of monsters, by a superpowered knighthood that is the last spark of light in a dying world consumed by darkness. Aymeline's still alive after ten years of service. Very little shakes her.
  • Compassion: Big open heart. Loves people. Loyal as hell.
Weakness/ Fears:
  • Giant: Aymeline is more than twice the size of the average human she serves alongside. This tends to scare the shit out of most people and makes casual interaction more complicated as a result. Stealth and disguise are impossible.
  • Giant!: More than ten feet tall, the use of horses is out. Smaller homes are impossible to fit into. Caves and tunnels are a nightmare. She needs 10,000 calories a day to keep going. If she loses her weapon or armor, there's absolutely no replacement possible on a field of battle that'll fit her size. To say nothing of what happens if she's near a china shop.
  • Good-Natured: Despite (or perhaps because of) her upbringing, Aymeline is indifferent to scorn and insults. Though she's a genius by giant standards, and smarter than the average human, a lifetime of being put in her place has led to her just meekly following orders. Doing what's right instead of what's asked puts her in an incredibly difficult position.
Musical Theme:
 
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Name: Ashley J. Williams

Age: 33

Gender (Can be genderless too): Male

Sexual Orientation: Straight

Species: Human

World and Universe they are from: Near parallel to OTL

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.): 6'4" Caucasian with black hair and rough stubble. One leg, the other is a prosthetic. Lean but strong, Firm handshake. Green eyes.
150114-korean-war-01-1024x738.jpg
(Ash in Korea, 1950)

Personality (Over six lines long.): Ash is a closed off man, but he has a warm heart. Once you get through his initial standoffish attitude, he quickly becomes a fierce friend. He is never afraid to speak his mind, but understands when it is tactful to remain silent. He does not drink or smoke, preferring sugary foods as his vice. He is always keen to learn and share his knowledge. He has a visceral hatred for Nazis and all other forms of fascist.

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.): Ash was born to an unknown woman in 1920 and abandoned on the doorstep of a Detroit orphanage. His unpleasant stay there ended when the orphanage went bankrupt and had to close in 1932. He resurfaces in the public record in 1936, working as a dockworker in New York. Here his writing career begins, with numerous submissions to sci-fi pulp magazines, along with a novel in 1938. He joins the army following Pearl Harbor and serves with distinction in North Africa and Italy, earning the Medal of Honor by leading a breakthrough through German lines. He returns home and moves to Los Angles and goes to film school, just graduating with a bachelors when the Korean War breaks out. He serves in Korea until early 1953, when artillery severs his leg. Thereafter, he is taken to Japan to recuperate.

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.): None.

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless): None.

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):

C Swordsmanship
B Rifleman
B Pistolier
B Infantry officer
A Writer
C Pickpocket
B Typist




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.): 1 M1 Thompson submachine gun
1 Modified Browning Hi-Power
1 Pattern 1796 Light Cavalry Sabre
1 US Infantry Uniform, circa 1953
1 Notebook w/ pencils

Strengths: Level headed under fire, inspiring voice

Weakness/ Fears: Afraid of losing comrades and those under his command.

Other:
 
Name: Senjou Kanno

Age: 653

Gender: Male

Sexual Orientation: Heterosexual

Species: Soul-Shinigami

World and Universe they are from: Soul Society - Bleach

Appearance:
Senjou.jpg
Senjou stands at a striking 202 centimeters tall, weighing 109 kilograms. The shinigami has narrow, gray eyes, which despite being naturally so, said eyes appear to almost always be analyzing whatever he is looking at. He is of a fair complexion, with a skin that somehow has withstood the test of being exiled in such a desolate place with amazing grace. That said, he sports a few scars in his body as a result from his role in the first Quincy Blood War 500-odd years ago. Most visibly, a horizontal line across the bridge of his nose, and another running across the right edge of his face. He is quite muscular, despite what his living conditions might indicate. His hair is short and rebellious, giving it a spiky appearance. Finally, his Spiritual Power Reserve Seal, which he wove into his own chest, resembles a tattoo of a black cross with the outlining of another black cross that extends from his pectorals to his upper abdomen.

Personality:
Senjou is a product of the violent and turbulent times he was born in. While not a chaotic, frenzied, heartless killer, like most of his peers during the dawn of the Gotei 13, he still has violent and aggressive tendencies. That said, he is quite mellow in comparison to said peers. Level-headed and empathic to a certain extent, but at the same time, paranoid and nervous. The latter being interpretations of always being on his toes, just in case he came across enemy quincies from the Lichtreich or powerful hollows of any kind during his lengthy stay in Hueco Mundo. He also has quite the military-focused approach to situations, in his own way. Senjou will honor and follow orders to the very last detail, should he respect and acknowledge the individual that is giving him said orders. If it is the opposite case, or the order comes from someone he deems weak, or if Senjou finds himself without a leader figure, he will be guided by his own rationale. Granted, Senjou's prolonged exile to the depths of the world of hollows has made him a bit rusty in operating in more creative-needed environments or situations. However, he is no slouch in battle, he has managed to conserve his combat edge razor-sharp.

History/Bio:
Senjou comes from the humble Kanno clan, one of very low prestige back in those days, let alone in the present. To top this off, he was born during a rough time for the Soul Society. It lacked organization, was barbaric, and plenty of killers roamed all over. Senjou entered the then known as Shinigami Academy when he was rather young, for Soul Society standards, at the very least.
He was quick to graduate and install himself on the Eighth Division of the recently founded Gotei 13. Naturally, this aligned with the Lichtreich invasion and subsequent battle with the army of quincies, led by Yhwach. He had no time to set himself comfortably into his life as a shinigami, as duty called him to battle. Despite his relative youth, Senjou was rather skilled when it came to fighting, which allowed him to fend for himself without major issues.
At some point during the war, Senjou found himself the sole shinigami survivor in a skirmish which took place in an awfully desolate and hostile environment somewhere very far from where most of the campaign was taking place. Luckily, only a wounded quincy was left alive. Instead of finishing her off, in a sudden flash of empathy and mercy, the shinigami tended to her wounds. After that, they took some time for Illya's body to heal, and then slowly made their way back to less uncharted territories.
Despite somehow becoming friends in the setting of opposing forces in a war, it was short lived. They separated for a while, as they needed to tend to do different tasks. She was found by a group of shinigami, who quickly overwhelmed her, and subsequently mortally wounded her. By the time Senjou found her, Illya was beyond saving. A group of quincies rallied towards them in a counter attack. Before passing, her friend gave him her jacket and used her abilities to cast him into Hueco Mundo. Resulting in both quincies and shinigami approaching taking him for dead. Resulting in neither of them being considered traitors.
After his arrival in Hueco Mundo, without the knowledge of how to return, Senjou resigned himself to simply survive and train all day every day to return to battle should it be needed after decades passed. Still he trained and trained, not knowing any better in such a desolate and dangerous place.
...That was the case, until a mysterious lightning struck him and he vanished.

Powers:
Shinigami Biology: Senjou is a particularly powerful being made of spiritual particles. As such, his body has some particularities worth mentioning.
- Reiryoku: Spiritual energy. And Senjou has as much of it as he is skilled in controlling it. This fuels and boosts his physical attributes (which are already quite high from the get-go), as well as the use of kidou spells, zanpakutou powers, and skills such as high speed flight and walking on thin air. Said abundance reflects on the might of Senjou's reiatsu (spiritual pressure), which can be used as a method of defense, intimidation, or even incapacitation depending on the present people surrounding him. Senjou is very capable of keeping his own reiatsu under check. So much so, he is virtually invisible to any individual capable of detecting such things. Furthermore, he can disperse his presence to a degree that turns him fully invisible. In turn, and like most of the spiritually sensitive beings (to varied degrees), Senjou has a particularly receptive body for energy signals. Finally, while training in his self-imposed exile, the shinigami engraved a seal in his chest. Said seal acts both as a reserve of spiritual energy, and an extra vent for said energy to flow out should it be needed.
- Longevity: Shinigami age at an extremely slow rate. Living thousands of years in some cases.
- Great durability and endurance: As previously stated, shinigami in general are quite resilient. Not necessarily exclusive to defensive maneuvers with reiatsu. Shinigami are able to endure quite the amount of damage, as well as an amazing capability to withstand otherwise fatal injuries and still battle, to be then properly healed later.

Zanpakutou: The signature weapon of shinigami. A weapon derived from the soul of its wielder. They have three potential stages. In Senjou's case, since he went through centuries of various forms of training, among other things, he learned to achieve all three.
- Sealed Zanpakutou: Due to the aforementioned control Senjou has over his energy, his zanpakutou is a modest tanto.
- Doumou Gumo: Senjou's weapon shikai form. It powers up his striking capability, but its main ability is the one to create black threads of energy, of varying thickness depending on their use, that can detect, trap, slash, pierce, bludgeon, sew, manipulate objects, etc. Senjou is a master in working these threads.
- Gintei Doumou Gumo: Bankai. The ultimate manifestation of a zanpakuto. In Senjou's case, the threads he makes turn white and their manipulation range is greater. The threads are now able to drain energy from things in their influence range, as well as projecting it in the shape of energy attacks of smoldering heat and power. Beams, crescents, explosives, and so on. On top of that, the threads can modify what they touch on a molecular level. Either creating new structures from the target's original matter (and even provide mystical properties to whatever he's weaving), or simply dismantling said targets.

A list of noteworthy techniques in Senjou's arsenal:
Onibi - The practitioner performs a powerful thrust with a blunt weapon, creating a large, gaping, cylindrical hole in a target.
Hikariouken - The practitioner performs a series of ultra-high-speed punches with both arms. Every single one being massively destructive.
Tatsumaki - Throwing their body up into the air, the practitioner makes a shearing movement with their legs, allowing them to move one leg in front of the other, before performing a devastating kick which sends the target flying away with tremendous force.
Tsuritonbo - The practitioner uses the target's body as leverage for their own attack; when the target strikes out, the practitioner wraps their own arms or legs around the target's strike, then uses it as a pivot point to strike the target.
Ikkotsu - A powerful punch which can obliterate parts of opponent's bodies, send them flying along a city street, and even throw them through a building
Soukotsu - A dual fist strike, more damaging and destructive than Ikkotsu.
Ikari Oshi - The practitioner places a palm or a sole of theirs near the designed target, which then creates a powerful burst of power. This massive burst can send targets up to 196 kilometers away in ideal conditions, hence the name.
Shundai Abare - It's a parallel to the highest form of Hakuda technique from Senjou's future. It is an ultra-powerful technique in which one drives Kidou into one's arms and legs. Granting higher speed and strength to attacks. The Kidou itself can't be projected to fire at opponents from the body, as it is with shunkou. Senjou's bankai can compensate for that. Shundai Abare meshes very well with his zanpakutou in general. Even if it can't quite evolve further (at least not so far), unlike the latter created technique.
Shunpo - The mastered form of hohou. Allowing for high speed travel, and some particular techniques that derive from it.
Sokudo Fukusha - The practitioner creates at most 10 clones of themselves at once using Shunpo. While they are indistinguishable from the user's true self and mimic their movements, the clones do not last long, since they are afterimages for the most part.
Utsusemi - The practitioner moves at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. Ideal for surprise counters.

A list of Senjou's known kidou:
- #8: Seki - The practitioner generates an orb of light blue energy which repels whatever strikes it.
- #21: Sekienton - As the practitioner places the palms of their hands down towards the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing for a quick getaway or a distraction.
- #30: Shitotsu Sansen - Generating a burst of crackling yellow energy in their palm, the practitioner uses this energy to draw an inverted yellow triangle, which generates solidified energy in the shape of smaller triangles from its three points. The smaller triangles fire and hit the intended target, pinning them against a nearby surface by slamming into their body in three places in the shape of a perfect triangle and immobilizing them.
- #39: Enkousen - Using either both hands or their Zanpakutou in a blocking motion, the practitioner generates a dull yellow energy, which takes the form of a large spinning disk of condensed Reiatsu, in front of themselves, blocking an opponent's attack.
- #61: Rikujoukourou - Pointing their index finger at the target, the practitioner generates a spark of yellow energy, which summons six thin, wide beams of light that slam into a target's midsection and hold them in place. The target is unable to move any part of their body, including the parts which were not struck by the beams.
- #62: Hyapporankan - Generating a blue-white glowing rod of energy in their hand, the practitioner throws it at the intended target. It multiplies into a hundred more rods, which rain down on the target and pin them against a solid surface, completely immobilizing them. It is hard to dodge in a small area. Alternatively, the practitioner can generate the rods around their body and propel them at their opponent with a simple hand gesture.
- #63: Sajou Sabaku - Raising their palm up to the target, the practitioner closes their hand into a fist and calls forth yellow energy, taking a form of very thick rope, which binds the upper body of the target.
- #79: Kuyou Shibari - The practitioner creates eight black holes with purple outlines which emit spiritual energy in the space surrounding the target, with the ninth black hole manifesting itself in the center of the target's chest, with the intention of immobilizing the target.
- #81: Dankuu - A defensive wall is created to protect against an enemy's attack. The practitioner creates a translucent barrier in the form of a large rectangular wall.
- #??: Inemuri - As the practitioner holds their hand in front of their victim's face, the victim's pupils dilate several times and take on a glazed appearance before they fall unconscious.
- #1: Shou - As the practitioner points at their target with their index finger, a small amount of energy is dispelled from the tip of the index finger with enough force to thrust a considerable amount of kinetic force at a target, which is pushed back a few feet from the practitioner. Easy to rapid and consecutive fire.
- #4: Byakurai: The practitioner gathers high-density spiritual energy, which they discharge from both hands. Alternatively, the practitioner points at the intended target with their index finger and generates a concentrated bolt of lightning to use against the target.
- #31: Shakkahou - Generating high-temperature flames, the practitioner discharges it from one or both hands. The practitioner generates and fires an orb of crimson red energy on his/her palm or finger. The orb can be small, medium, or large, depending on the level of power being used. The destructive power released by the blast can vary between a simple explosion to a pillar of energy, and in both instances, the spell causes concussive as well as burn damage. A milder variation can be used as a source of light in dark places.
- #33: Soukatsui - Blue flames discharge from the palm. The practitioner aims the palm of their hand at their target and generates a torrent of blue energy before firing it at their target. The energy moves like a direct blast or a large wave of energy, depending on the amount of power which is placed into it.
- #54: Haien - Haien is described as a flame attack which eradicates the very existence of its target. The practitioner fires an oblong blast of purple energy from their hand which completely incinerates a target upon contact in an explosion.
- #63: Raikouhou - Generating an orb of yellow lightning above the palm of their hand, the practitioner fires the built-up energy at his/her target as a massive concentration of energy which resembles a lightning strike.
- #73: Souren Soukatsui - Generating blue energy with their index and middle fingers, the practitioner makes a pushing motion with both of their palms to push the gathered energy toward the target in a concentrated blast. It is essentially a doubled version of Soukatsui because the user fires two bursts of blue energy with much greater potency than the single shot variety
- #78: Zangerin - The practitioner generates a large amount of energy from their zanpakutou before blasting it outward with enough power to level a building.
- #88: Hiryuu Gekizoku Shinten Raihou - A high-level Hadou which only Kidou masters can use. The practitioner raises their arm forward and outstretched, occasionally using their free hand to grip the firing arm for extra support, with the palm facing flat toward the target, and fires a gigantic beam of electrical and spiritual energy, which creates an enormous explosion upon impact.
- #90: Kurohitsugi - Kurohitsugi is a high-level Kidou which seals its target in a black spiritual coffin. The practitioner generates purple/black spiritual energy, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered in several spear-like protrusions which pierce the box, lacerating the one inside from head to toe.
- #91: Senju Kouten Taihou - Generating ten pink energy points around themselves, the practitioner fires them all at their target, resulting in an exceedingly devastating explosion upon detonation.
- #??: Noren Mekuri - Nullifies types of illusory effects which may be used to conceal something from view. Extending their hand, the practitioner appears to be gripping thin air before stripping away the technique which is currently in effect. Doing so creates a light blue-violet aura around the object which is being revealed as it gradually comes into view.
- #??: Sentan Hakuja - A long, white piece of cloth is spun around to incorporate targets within its coils. As the cloth tightens, with a white flash, it teleports the targets to another location.

Power limitations:
Shinigami Biology: Reiatsu's offensive uses can be nullified with enough willpower, or with enough aura of their own. While fully invisible, Senjou cannot attack. While plentiful, Senjou's reserves aren't infinite. His body may be capable of withstanding age greatly, but common shinigami, even those leaning towards the strong end, like Senjou, are still not immortal. Sickness, albeit rare, can ail them. And they eventually die, even if it takes a long time. Furthermore, shinigami can also die from physical damage, even if they require quite more grievous injuries than other beings.

Zanpakutou: Matter manipulation is quite lengthy if it involves the manipulation of souls, or if Senjou wishes to grant mystical properties.

Skills:
- Zankensoki - Main branches of shinigami combat (with more general words to explain it):
+ Zanjutsu (sword combat) - B
+ Hakuda (melee combat) - SS
+ Hohou (speed/agility) - S
+ Kidou (spell casting) - A
= Average - A~S
- Sewing, Knitting, Tailoring, Weaving, etc. - S
- Blacksmithing - B
- Outdoor Survival - A

Weapon(s)/Equipment:
- Doumou Gumo. Senjou's zanpakutou. In its sealed state, it is a black and white tanto with a small white ribbon at the base of the hilt. Its shikai form turns Doumou Gumo into a pair of red and black short gauntlets, which reach a bit past his wrist. Finally, bankai form, Gintei Doumou Gumo, makes the zanpakutou take the shape of more complete gauntlets. Silver-colored metal with black engravings and inner sections. Said engravings become a brighter white the more energy is put into them.
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- His very own shinigami uniform (shikakushou), repaired and reinforced throughout his years with the use of his zanpakutou. Quite more resistant than the average uniform. The usual sandals and socks have been replaced with red jika-tabi wrapped partially in black cloth.
- Silvery shin guards that protect from the end of the shin all the way to the knee. Firmly set in place with red fabric.
- A rescaled, fitted, and heavily reinforced white long coat. Far more durable than his uniform due to extensive years of work spent on making the garment as resistant as it can be.
- A red scarf. Quite heavy for what it is. It is connected to the coat and allows the wearer of both to move the coat with mere thoughts. With enough training, it can be used subconsciously.

Strengths: Always on guard, focused, disciplined

Weakness/Fears: Genryuusai Shigekuni Yamamoto, Yachiru Unohana, paranoia, lack of social skills

Other:
- Senjou's spiritual pressure aura, when visible, is colored red with black outlines. However, when he activates his bankai, it turns into a silvery white.
- The meaning of Senjou's zanpakutou in English is Fierce Spider (獰猛蜘蛛 in Japanese). And it is Silver Emperor Fierce Spider (銀帝獰猛蜘蛛 in Japanese) for his bankai.
- Doumou Gumo's release command is "Weave" (Oru - 織る).
- Because of his training, and for comfort, Senjou prefers to keep Doumou Gumo in its shikai form. An unusual, and more often than not, uncomfortable choice. Senjou has become comfortable in maintaining shikai for prolonged periods of time.
- Shundai abare (flash rampage - 瞬大暴れ), is an older variation, invented by Senjou, of the signature shunkou of Yoruichi Shihouin, her brother, and Soi Fon.
- Kidou generally have a number assigned to them. From 1 to 99 in each kidou category. The higher the number, the stronger/more effective the kidou is.
- Kidou with "??" as their number, don't have an assigned number.
- Kidou used with their full incantation, are significantly stronger than when they are only casted with their name.
 
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Credit to StarfallHybrid on Twitter and FA.

Name: Ed Dellar

Age: 26

Sex: Male

Sexual Orientation: Asexual

Species: Homo Sapiens Gigantus/Ogryn

Origin Universe and World: Warhammer 40k

Appearance: Ed stands at average Ogryn height, that being about 9-10 feet in height and weighing at about a ton, pushing 1.2. He features tanned skin that is adorned in scars from shrapnel, lasgun damage and scratches from Xenos. With a light beard that is poorly managed only by his large knife. In terms of hair on his head, he keeps it shaved down to a buzz cut since according to him. "I's get the itchy head if my hair gets long. Plus I can't wear my helmet during the rides." His eyes are a crisp greenish color.

One final physical detail of note is the surgical scars on his head from the B.O.N.E implant.

Clothing wise, Ed wears extremely large overalls or extremely large version of a standard Guardsman uniform including a chest piece. Fingerless gloves with his right hand having knuckles built in for 'smackin' the bad ones.' His left has an armored gauntlet built around it up to the elbow so Ed can cover his face quickly if need be. He also wears flash-resistant goggles.

Personality: [+] Being raised by his simple farmer adoptive mother, Ed has a very simple sense of right and wrong. 'If you hurt good people, I'll smash ya.' Following him well into his service in the Astra Militarum as he was quickly assigned to bodyguard detail for a Commissar before he was made into a "Bone'ead." Where he would attack any foe that was attacking civilians, be it Chaos, Xenos or just plain bad folk, regardless if he was given the order. He treats his allies as little siblings to the point he'll face down a Tyranid Carnfax if it meant saving them, that's how fiercely loyal he is with the only other person he'd lay his life down for would be the one and only Emperor.

[=] Unfortunately, or maybe fortunately, his low intelligence leads to a near innocence that children would have in regards to situations. Where someone would question their morals and beliefs, Ed would get confused at what a Slaaneshi Daemon would offer or why the big red shouty man is wanting blood or why someone would want to be absolutely filthy all the time. To him, there is no deep existential dread. Just rations, shootin' and killin' the bad guys.

[-] As mentioned, his low intelligence has some pros but the cons are more varied from slightly to majorly detrimental, even with the B.O.N.E implants boosting his already low intelligence, Ed struggles to do more than being able to count past three and remembering that his name isn't simply 'Ed.' He can relay the basic orders to the more near-feral Ogryns but can't quite understand anything more than that if it gets real complicated. This can also lead to him misreading a situation, or jokes on his behalf or overly complicated plans or puzzles which leads to a growing frustration. This frustration can then lead to his famous bouts of rage wherein things can get destroyed or Ed putting the hurt on someone if they're the cause of the annoyance unless someone manages to distract him.

History/Bio: Born on a gravity dense planet to Ogryn parents, Ed would originally grow up with his fellow tribesman until the eventual day he would be sent off to the frontlines of one of the many wars being fought by the Imperium, had his home not been attacked and ruined by the Tyranids, the large infant that was Ed got put into one of the few evacuation ships while the rest of the PDF and his older tribesman stayed behind to hopefully fight off the Xenos. Unfortunately, they would fail and the planet would later be Exterminatus by the incoming reinforcements when they found nothing but Tyranids on the surface, the defenders' biomass being taken and consumed.


And since children weren't exactly yet useful as Ogryns, whom couldn't be sent off to a Hive or Manufactorum to reach places other workers couldn't, he and the others would be dumped on an Agri-World to be raised by Farmers who were willing to raise soon-to-be giants in return for better farming equipment. Ed being adopted by a kindly farmer woman and raised as one of her own alongside her many children. He simply thought she was his mother and that was fact, nothing else could be true.

Toiling away on her farm, doing the heavy lifting, living the simple life until he was old enough and big enough to be useful by the Astra Militarum. So naturally he was picked up and sent off to learn the finer details of fighting for the Imperium. At least the finer details for Ogryns. Which involved a lot of saluting and praying for the Emperor, how to shoot the guns and to follow every order given because it was direct from the Emperor. That fact alone made Ed happy to serve no matter what he did. From peeling potatoes, to helping the other Ogryns that were more stupid than normal to eventually being on the frontlines during a lousy Eldar attack. Ed proving to be just as vicious as the rest of his kind by killing as many Eldar as he could before the Xenos suddenly pulled out of the fight for reasons he would never understand.

For doing his duty by 'Smashing the small Xenos' he was given a shiny medal sticker. A feat that Ed was beyond happy with, wearing it with pride as it stuck to his chest piece. Later upset when it stopped sticking to his armor but he simply kept it in his pocket.

A decade later and many battles later, Ed would have become a 'Bone'ead' after his slightly better intelligence allowed him to somewhat lead his fellow Ogryn to push back a Genestealer cult. Granted he had put on several belts and suspenders because 'I don't want my pants to be taken.' After getting the B.O.N.E implant, Ed became an effective leader of his fellow Ogryns, relaying his simple orders to even simpler orders to them and leading them through thick and thin until they were sent to an Agri-World to fight off a Tyranid incursion after it was reported a Genestealer Cult had formed, not knowing that the incursion had turned into a full on invasion during Warp travel.

The planet would be found to have been Ed's home.

And while they fought valiantly when they arrived, the slaughter before they got there would unfortunately mean that his adoptive family were amongst those slain. The fact was not told to Ed, instead he was told. 'They went to the Emperor.' Which he took as 'Oh they went to the Emprah's house.'

Countless lives were lost to save the planet and just barely. For if it wasn't for a chapter of passing Chapter of Ultramarines and Space Wolves, they would've lost the key battle to break the line that the Tyranids fought tooth and talon to maintain, leading to a route that eventually led to the Tyranids being pushed back until the incursion was eradicated and the Xenos was forced to retreat.

After being tested for 'Xenos contamination.' Whatever that meant, Ed was sent back to his company which was barely a handful of soldiers after the Ordos Xenos had picked through the survivors. After this, it gets hazy what happened. One minute Ed was in his Ogryn Barracks, alone and the next. He was gone, the rest of his company assuming he had either been cleansed or had been taken by the Inquisition for Bodyguard detail.

Powers: Ogryn Physique - As is with all Ogryns, Ed can shrug off wounds that'd kill a normal human within reason. He can survive longer with a cut off limb than a regular human, but like a human if he has his heart ripped out or if he's decapitated, then he'll drop dead. But getting back on point, this does mean small-arms fire doesn't faze him unless it is used en masse and in larger calibers or with lasgun based weaponry, it can mean weaker lasguns won't leave anything save for burns.

Being an Ogryn also comes with near superhuman strength, for he can easily crush a man's skull with his bare hands or use weaponry that would be better left mounted on vehicles.

Skills:

Peeling Potatos - S

Guns - C

Melee Combat - A

Leadership - C

Cooking - D

Fighting - B

Weapon(s)/ Equipment: Twin-Linked Heavy Stubber - Imagine if two .50 Cal guns were strapped together. That's what you get, combined with a slow fire rate, the gun is actually rather accurate compared to other Stubbers. Which isn't much but it does mean that Ed can hit targets that are a decent distance away after he spews enough lead at them.

Orox MK.II Battle Maul and Slab Shield - A hefty thick shield that can absorb ungodly amounts of damage from lasgun fire, and most ballistic rounds short of a higher caliber weapons found on a tank or plasma-guns, paired with a Battle Maul that can easily break bone or crush any unfortunate Heretic that comes within range to be hit. A deadly combo in an Ogryn's hands.

Strengths: A devastating weapon useful in crowd control or drawing attention, especially if not dealt with immediately, Ed can ravage an enemy force with his Stubber and his own physical strength, tearing through the lines.

Weakness/ Fears (same as above): While a big and imposing hulk, Ed is just that. Big and imposing who while can be a force to be reckoned with, he can't exactly hide behind cover and is an easy target when combined with his slow speed and inability to get inside places not designed for folks his size. And due to his intelligence, he is not suited for much else than being the muscle. Meaning enemies that use blitz attacks or are faster than him can overwhelm Ed, especially if they're far more smarter.

And he also has an intense fear of small, cramped spaces and the dark to the point he needs a nite-lite to sleep and needs to be coaxed into getting into a ship if it's too small.
 
Artyom by lulzyrobot.png

Artist Credits be LulzyRobot on Twitter

Name: Artyom Kar

Age: 25

Gender (Can be genderless too): Male

Sexual Orientation: Heterosexual

Species: Human

World and Universe they are from: Warhammer 40k

Appearance:
Standing at 5'8 and weighing in at a 155 Ibs. Artyom has the physique of a swimmer and pale skin from the water planet he grew up on. His hair being a black short fade that be mostly standard with some Guard Regiments, and has odd purple eyes. His face is kinda squarish in structure with a large burn scar on the right side of his face.

Clothing wise, he wears his Flak armor underneath his tanker jacket of the Regiment he was apart of, "Cadian 87th". Standard issue boots and pants befitting a Guardsman, he tends to also wear gloves due to the conditions inside of a tank can lead to fires or hot metal. He also wears goggles and a face covering so he can avoid breathing in smoke if the tank suffers damages, with the goggles serving the same purpose for protecting his eyes during a repair job when he's wielding. During combat when he's on the pintle stubber or even bolter, he will wear an armored face mask that covers his face and eyes along with a helmet.

Personality:
[+] Being trained in the Guard instilled in Artyom the sense of being Professional no matter what. Learn the codes and designations of enemy combatants and specialist units, what code meant that they had lost control of the tank, if the ammo was out, if they needed repairs or fire support. It also means he'll follow through with any order given to him. Gunner is dead? He'll take his place if ordered. Someone needs to go outside of the tank to unjam the tracks during a Tyranid attack? He'll jump out there with a wrench and a crowbar to do his duty or die trying.

And having spent enough time as part of a tank crew in a military where casualty rate is high and crew members constantly replaced has made sure his people skills are more than capable as he can immediately work with new folks as a well-oiled machine. It also means he can figure out his place in a group or how well someone can work in the dynamic so everything flows smoothly.

And naturally, being a tanker in the Guard on the frontlines has made him brave in the face of danger. He has to be in order to be an effective part of the Emperor's Hammer. It may take him a second or two to gather it up when faced with a Tyranid Carnfax or with an Ork Berserker, or a Tau Fire Warrior or even an Eldar Banshee.

[=] Being a Guardsman has made Artyom a tad jaded. He's seen all manner of horrors and awful things, so when he sees a child weeping over their dead parents, he'll feel pity at most. Or if a fellow crew member dies right next to him, he'll grab their tags and push them aside. Give them a burial later on and a drink to their name but nothing much else. Those thoughts get packed away.

And being raised in the Imperium and experiencing enough allies going traitor, as well as dealing with ambushes inside of a tank has given him a healthy dose of paranoia. That bush near the tank needs a frag grenade tossed into it for safe measure, that suspicious shadow around the corner needs a prefire. His teammate taking too long on the radio needs to be watched. So he's pretty good at sussing out liars and if there's something fishy.

[-] Being part of a Tanker Crew and sometimes a Guardsman Crew, Artyom has no patience for wildcards. Folks who do not follow protocol or those that break off into their own. This can mean he'll more than likely yell at them or if it's bad, he'll gladly get into a fight with someone.

And since he follows a protocol to the letter, he can end up becoming predictable, which can lead to foes being able to accurately guess what he'll do next or what his next course of action is going to be.

History/Bio:
Born on Pearl Moon after his parents had been transferred from Cadia amidst a leave so they could give relatives a visit during his mother's pregnancy. Unexpectantly, she went into labour and out came Artyom. His parents would go back to Cadia amidst a particularly bad warp storm and not wanting their child to potentially get affected by the Warp travel. In the meantime, Artyom spent his days growing up on one of the many fishing rigs that adorn the water planet, raised to fish and maintain the machines that help with said fishing and exporting said goods before the Tithe would claim him. When the second he was old enough, he was sent off to a bootcamp on Cadia and trained as a Guardsman. A place where he excelled in duties regarding tank operation, which led to him being thrown into the Heavy Armored Division of the Regiment he was assigned to, where he would begin his career at being a tanker.

His first assignment indirectly saving him as Cadia would be destroyed a month after his ship that he was assigned to being caught in a bad Warp Jump and the ship would take two years to come back into realspace.

At first it was just simple fighting Orkz and sometimes Tau. Before escalating into the far more dangerous Eldar and Tyranids. And then the horrible traitors. His first real fight got him a front row seat of an Ork tossing a young recruit into the waiting maw of a Squig where he was chewed to bloody bits before both were incinerated by a lascannon. He drank heavily after that fight before the next battle. Where he personally mowed down twenty of the awful fungus menace.

After the short war, Artyom and his fellows were sent off to reinforce the Krieg, where Artyom watched as thousands threw themselves to hold the line against Necrons. This is also where he got more skilled at using the tank's cannon to provide artillery support after his entire crew was reduced to a soupy green ash mixture from a nasty Necron attack. He would later be pulled into a Kriegsman tank where it was only thanks to the Emperor's Divine Intervention that the tank didn't explode when the Kriegsman Driver charged into a bunch of Necrons when the cannon malfunctioned after it was reduced to a slab of melted metal.

After that and being bounced back into a proper crew in his regiment, they were sent off elsewhere to help an Agri-World fight off a Tyranid incursion, where he got to deal with the pain in the ass that was that particular Xenos. Barely able to fight back the threat, and only suffering the usual high numbers of dead before Artyom and co were sent off to fight the Tau. Where Artyom had to stab one poor Tau soldier thirty times until he stopped moving or kick another one in the head when one somehow got inside the tank until he heard a snap of the neck from kicking so much. Which is when the Eldar came in and decided to make the two party battle into a three party one, and where Artyom barely dodged having his head cut in two. Only something blew up in the tank and he was sent flying and being knocked out from the landing.

Waking up amidst a slaughter of Guardsman, Artyom would go to assist his fellows by shooting a Banshee in the back and splattering a recruit in gore before reinforcements pushed the Eldar back enough for them to rejoin the rest of the Guard, wherein Artyom was informed of his tank crew's death and the fact he was sporting a concussion, a nasty burn up the right side of his face and a bleed inside his skull. And since he would no doubt die and be useless, he was sent off to a medical ship transporting the dying back up to an orbiting ship to hopefully get them back in the fight.

Unfortunately they would be forced to retreat as more Tau showed up to reinforce their forces on the ground while the Guard's Astartes reinforcements were delayed by the Warp. Shamed, Artyom joined the others in drinking away the shame before they were deployed to fight a particular threat that involved Guardsmen that had forsaken the Emperor. Chanting blood for the blood god and skulls for some throne, poor Artyom watched as a literal wave of chainswords and axes descended upon the line and tank crews were slaughtered inside of their now metal coffins.

A fight that nearly left Artyom a ruined ball of flesh. A fight that got Artyom locked up and on his way to Inquisitor Grendyl's little warband to either prove he hadn't broken from the Emperor or die to prevent the enemies of the Imperium from getting more of a foothold on Tertium. But thankfully Artyom vanished in a flash of light and was never seen again. Listed as a casualty due to Warp shenanigans.

Powers: N/A

Power limitations: N/A

Skills:
Guns: B

Tank Operation - B

First Aid - C

Close Quarters Combat - A

Explosives - S

Spotting - B

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.):
Kantrael MG XII Infantry Lasgun - Heavy hitting but slow in rate of fire, the lasgun model that Artyom carries will punch with the force of a .308 round and can punch through some armor provided that said armor isn't reinforced or significantly thicker. The lasgun magazines can be easily recharged through multi-mag chargers or through a sufficient adapter for a charge. Or in an emergency, put near a fire or left out in the sun to get a mag back. Holds up to 97 in a mag and since he has eight magazines, meaning he has 776 total charges. Each shot takes up three out of a shot.

Flak Armor - Can take a decent beating from some sources such as light kinetic weapons or lasgun fire and even some shrapnel from explosions, but is basically paper when faced with stronger forces or weapons.

Specialized Frag Grenades - Modified by the Tech Priests on the ships, Artyom's frag grenades launch shrapnel that induces heavy bleeding in the targets on top of shredding them with the fragmentation and grenade explosion.

Combat Knife - Literally a big ass knife.



Strengths: Artyom does well in a squad, acting as firing support or in the event he's in a tank, can easily provide dependable artillery attacks.

Weakness/ Fears:
He does sport a fear of the unknown and the alien, bizarre sights he isn't too used to will cause him to ponder what the protocol is for the situation, for which if there are none then he'll be forced to break out of his comfort and risk making mistakes.

And since he's only one Guardsman, if he's at all isolated and not given time to fortify a position, he can be easily dealt with as he is no Astartes, no Tech Priest and no Ogryn. He is only a man, one that can be corrupted, one that can be slain with a mere glimpse or wave of the finger. A fact he's well aware of and fears with every passing moment of his life.

Others:
 
Name: Anton Johann Stahl

Rank: Private (Designation: Crow Two), Special Ops Team Alpha, 1st Squad, 5th Platoon, Delta Company, 2nd Battalion, 3rd Regiment, 20th Brigade of the United Republic of Earth's Armed Forces (Former, to be reassigned).

Age: 25

Gender: Male

Sexual Orientation: Heterosexual

Species: Human

World and Universe they are from: Ruined Earth - ???

Appearance:
Anton.jpg
Anton%20Seal.jpg
Anton%20Work%20Uniform.jpg
Standing at 184 centimeters tall, with a weight of 77 kilograms, ignoring his replacement arm that is. While Anton is not freakishly built, like some of his comrades, he still has a remarkably fit body. A natural result of his profession. He has a fair complexion, with a skin with a few scars scattered across his body. As a result of the incident that made him lose his left arm, he has deep, piercing, blood red irises. As well as a red and black curse mark, placed in his upper back, right between his shoulder blades. And to top it off with his abnormal appearance, light gray to white hair. As implied before, Anton lost his left arm, and as a result of the curse, he couldn't acquire another biological arm. So he settled with a bionic prosthetic arm. Firmly connected to a modified metal muscle fibers in the upper left side of the torso.

Personality:
The Stahl family has been on the military path for generations. Fighting wars for their country, for their people, for money, for power. While everyone had their differing reasons, they all flocked to the fighter's life. Anton was no different. His parents taught him about being disciplined, organized, and many other qualities that make a good soldier from an early age. Said upbringing has made him sober and dry. He is difficult to read, and even more difficult to make him change his serious demeanor. That said, he is good natured. Kind and with a great determination to protect those who can't protect themselves, as that was his main conclusion to what his path as a soldier should be guided by. It is difficult to learn that from him however, as his acts of kindness are mostly hidden behind a icy curtain of modesty, plus a nonchalant and feigned ignorance.

History/Bio:
As stated previously, Anton comes from a family with long, deep ties to warfare. From low rank mercenaries and privates, to marshals and generals. Even as the Earth was consumed with a brutal war with foreign entities from distant worlds, the Stahls were there to aid in the fight for the survival of humankind. Anton is no different. Attempting to join the military forces of the U.R.E from an early age successfully. Assigned to a small task force in charge of tactical operations which required smaller, but quite effective units. For years, his unit performed with extremely high success and minimal collateral damage or losses.
That changed when Anton's team was assigned to hunt down a particularly dangerous scattered. Preliminary reports said that this scattered was a monster, which carried a lethal disease that could decimate the U.R.E as a whole.
The unit deployed and went on the hunt. It didn't take them long to find the monster. The fight was brutal. Many soldiers lost their lives. That's when Anton noticed a potential chance to take it down before it could kill even more teammates of his. He succeeded, but the creature did something to his arm as it died. Panicking to the thought of losing him as well, Anton's team swiftly secured the area and then rushed to provide Anton with medical attention. His arm was lost. Nothing could be done about it, and the curse that embedded in him prevented him from receiving a biological prosthetic. He opted for a mechanical one.
From then, Anton took a rest from active duty to train both his new arm and dominating this symbiotic curse he was now stuck with. Once he managed to do both proficiently, he went right back to duty.

Powers:
Demonic Conqueror of Light Mark: A powerful bio-thaumaturgical symbiotic "curse" (which is the mindless remnants of a dark mage named Sotkrid) that grants the marked one superior power. At the cost of consuming life force in the form of blood to keep on fighting with all the power the seal grants. Otherwise, the user will get easily exhausted. The silver lining is that the user doesn't need to drink the blood, their body can absorb it with a mere touch. Anton is not that used to the power of the mark yet, so he needs to consume more blood than the potentially necessary. He also can't reach the full depths of the mark's might. Said seal has various levels of release, each more powerful than the previous.
- Release Level 3: User's skin is marked in black, inky lines which that emanate from the seal. The user will receive a boost to his physical capabilities, as well as his senses.
- Release Level 2: User receives a further boost in physical and sensorial capabilities, as well as a bio-metallic armor which protects the user to not being affected by any physical or mental ailment. User is also granted a spear. Said spear can drain life force without even inflicting a wound, and the blade can extend its reach when swinged or thrusted, creating short range energy bursts. The nature of the armor grants a great capabilty to modify at convenience, while not harming the user. Like stretching limbs, grow spikes to deal close range damage, or make and/or modifying appendages to accommodate the current environment. From this state forward, the symbiote absorbs everything Anton has, and melds its organic matter with Anton's.
- Release Level 1: ???
- ???: ???
Anton%20Armor%201.jpg

Power limitations:
Demonic Conqueror of Light Mark: As stated above, to maintain the release of the seal at maximum efficiency and/or for prolonged periods of time, life force needs to be absorbed. Furthermore hasn't fully gained control over the mark's power. Only able to release twice.

Skills:
Melee Combat - S
Spear Combat - S
Pistol Marksmanship - B
Rifle Marksmanship - C
Shotgun Marksmanship - B
Aircraft Piloting - S
Mech Piloting - A
Land Vehicle Piloting - B
Water Vehicle Piloting - D
Overall Mechanic - S
Overall Strategist - B
Overall Medic - E
Overall Athleticism - A
Overall Stealth - D

Weapon(s)/Equipment:
- 2 M1911, made from reinforced meteorite metal. Paired with a matching set of four enchanted magazines, which refill with ammo over time
- A standard issue FAL, modified to blast thermal rounds. Equally powerful as regular bullets but way more compact, to the point of practically infinite ammunition capacity. Still in need of cooldown periods, however
- Combat knives of various types, hidden in strategic spots
- Flashbangs
- A bag full of several tools and mechanical materials for replacements
- Various flasks of kaiju blood. Rich in life force and with a long expiration date
- Ultra-Compact Breathing Filter
- Arm Prosthetic Model RK19M. A military-grade prosthetic arm. Highly resilient and durable. It has three special functions:
+ A retractable blade. Jutting out above the wrist
+ A force shield. An energy barrier resembling a circular shield. Capable of deflecting plenty of hurt
+ A grappling hook of sorts. The prosthetic hand is fired and a wire made out of compressed synthetic spider silk is used as a tether.

Strengths: Proficient, professional, good teammate.

Weakness/Fears: Hesitates to rely on others too much, going as far as he can without endangering others.

Other: As a secret huge fan of professional wrestling from the olden days, he implements moves he saw in it on his fighting style. Or at least variations more practical and effective in combat.
 
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Name: Sir Louis de Ademar, Questing Knight of Fair Bretonnia, Slayer of the Drake of Karag Bolg, The Fair Hearted, The Bold, Orcsbane, The Ever Questing, Friend of Dwarves, Traveler of the Old World

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Age: 40's or 50's

Gender: Male

Sexual Orientation: Fair Maidens
Species: Human

World and Universe they are from: Warhammer Fantasy: The Old World

Appearance:

Standing at 6'3 and blessed with good constitution, Sir Louis is a giant of a man in both height and body. His skin, tanned by many long years on his quest, is lined with the scars of numerous battles and adventures.

His face likewise is marred with scars, and has lost much of its youthful fairness, creating a somewhat frightening visage. His bearing and expression reflect his fair heart however and he is easy to approach despite his looks. His eyes too reflect his heart's purity, for they are colored much like the seashore of his home of Bordeleaux.

As a follower of the Virtue of Empathy, he has elected to shave his head completely of hair. However, in respect to his family and their deep friendship with the dwarves, he maintains a luxurious beard.


Personality:

Well renowned for his fair heart and fierce confidence, Sir Louis is a shining example of the Virtue of Empathy and Heroism both. Many tales are told of him choosing to dismount his horse to help even peasants from fierce encounters with beasts and monsters, very much a rarity amongst the knights of Bretonnia. Likewise, he was ever willing to lend a hand to those in need, especially if the task they were offering had him face a foe most foul and monstrous. Thus, it is no surprise that he is rather gregarious in nature and is quick to offer up a drink to those who travel alongside him, be they personal companions or merely passersby sharing the same road. As a knight of fair Bretonnia however, he is naturally proud and, as most other knights, sees it as his duty to protect the peasantry, regardless of their actual standing or skill which may rub others the wrong way.

History/Bio:

Born the bastard son of the Knight Willalme Le Guardian, Louis had always seemed destined for knighthood despite his lower-born status. Even from a young age, the young Louis was devoted to the Knightly Code, serving his Lord father and his half-brothers earnestly during the day and studying whatever he could of Bretonnia's fabled history during the night. Knight Willalme, renowned for his strict heart and disciplined manner, was well impressed by young Louis' efforts. Thus, to the surprise of many lords who knew him, trained the young Louis as a Foot Squire. As thus, he carried the arms of his noble family and directly aided them in battle, either against the rampaging Greenskins or other such fel creatures.

Many would wonder as to why this was the case, especially because the idea that Knight Willalme sired a bastard was a surprise inasmuch as itself. Some would look to the recent death of the Lady de Ademar as an answer, theorizing that Willalme's heart grew sentimental from sorrow. Others would say that it made perfect sense, as the discipline that Willalme carried demanded that he care for his own, bastard or not.

Regardless, Louis spent his early years as a squire and grew close with his family, earning their trust and love. However, tragedy struck the family in a battle against the Greenskins. Answering a call for aid from their ancestral dwarven friends of Karak Bolg, an unprecedented event, Knight Willalme would martial all the forces of House Ademar to their aid. The full might of their house, however, was ill-prepared for the forces that awaited them, for Karak Bolg was beset by three score hordes of Greenskins, led by the fearsome warlord Rakkbak Headgrinda, atop a black-scaled drake.

Not one to be cowed by fear, however, and as a stalwart friend to the dwarves, Knight Willalme lead his forces fearlessly into battle, routing many of the beasts and slaying more besides. Indeed, it was by the efforts of House Ademar that the tides were turned against the foe, but it came with a terrible cost. Many men, knights and footmen besides serving under House Ademar fell in combat against the vicious Greenskins, including Knight Willalme himself, who alongside his sons faced the Orc Warlord in fierce combat, only to be felled by the beast's axe. His two true-born sons, Laurent and Willem, both would have lost their life as well, had it not been for the efforts of Louis, who, perhaps blessed by the Lady of the Lake herself, confronted the Warlord before it could strike down his brothers, furiously holding it back long enough for the Dawi of Karak Bolg to assist the distressed knights and force the Warlord back. However, as the Warlord had not been laid low, it was only a matter of time before he would return, and the men of House Ademar were exhausted and nearly depleted from the fighting. Even worse, Louis' brothers were in no condition to lead their remaining forces and were thus forced to shelter in Karak Bolg to recover from their wounds. Louis however was unwounded, and with righteous anger swelling in his heart for the death of his lord father, begged his brothers to remain on the frontlines, despite his place as their squire. To his surprise, however, his brothers did not just allow him to continue the fight, but brought Louis to their father's horse, now masterless.

"Young brother, thou hast proven thyself a true son of Bretonnia twice over. If you wish to continue the fight in our stead, then take Joyeux, father's mount, for he would have wished for you to have it. Go forth now brother, not as a mere squire, but as a knight errant!"

With the blessings of his brothers pushing him forward and with the help of those left standing, Louis rode out of Karak Bolg as if he were the Green Knight himself, slaying the beasts that came seeking revenge. Under the cover of Dwarf artillery, he would face Rakkbak and his cursed drake alone. For an hour they fought, the young Louis desperately ripping gashes into the beast and his pet drake whilst dodging countless relentless blows from Rakkbak until finally an opportunity presented itself. Spurred onward by his father's steed and armed with a pilfered Dwarven axe, Louis would charge the Orc warlord, and behead the drake then the orc itself. With the death of Rakkbak, the orc waaagh was stopped. Bringing both the head of the warlord and his drake to his brothers, Louis was recognized as a knight of the realm and a true friend of Karak Bolg, an axe being made in his honor, and recognition of his skill with it.

Shortly afterward, after returning home, Louis would confide in his brothers on his wish to become a questing knight. After his encounter with the orc warlord, Louis felt that he had found his calling in battling beasts that would ravage the lands. Besides that, he had never taken to the bureaucratic side of knighthood, and as his brothers were already set to inherit their father's holdings, questing for the grail was his main recourse to bringing glory to house Ademar. His brothers rightly agreed, for undertaking the Questing Vow was a rightly thing to do.

Thus, with the blessing of his brothers, Louis would go forth into the world, and for many years quest for the grail, a quest that continues to this day.


Powers:

Bretonnian Genetics: Blessed with good constitution, Louis is naturally heartier than others and has an easier time recovering from wounds and resisting them as well.

Blessing of The Lady of the Lake: For his many deeds as a Questing Knight, Sir Louis had gained the Lady of the Lake's favor despite not finding the Grail. Because of this, Louis' natural recovery is strengthened, and his sword arm much more enduring. Furthermore, ranged projectiles tend to miss him. It has also granted him reflexes greater than most warriors, so that he may better act against treacherous ranged combat.

Power limitations:

Blessing of The Lady of the Lake: While he is indeed blessed by the Lady, the boons she granted onto him are not the strongest. While his natural recovery is indeed strengthened, it is not to the point that his wounds would rejuvenate mid-battle, but instead make wounds that would take weeks to heal to mere days. Likewise, he is not tireless, despite his increased endurance. Lastly, the Blessing of the Lady is no forcefield, and while ranged projectiles tend to miss, they always have a chance to fly true toward him. It is best if he blocked with his shield or took cover. If Louis is ever to retreat or do something dishonorable, the Blessing of The Lady would immediately leave him until he has proven himself a true son of Bretonnia again.


Skills:

Virtue of Heroism: S
As an adherent to the Virtue of Heroism, Louis emulates the fighting style of Gilles of Bastonne, one of the companions of Gilles le Breton. Gilles of Bastonne was known as the slayer of monsters and was renowned for killing creatures of great size.

Virtue of Empathy: S
Louis had always taken after Martrud of Montfort, he who always championed the peasants, and was loved by them in turn. As such, it is of no surprise that he has mastered the Virtue of Empathy on his quest, at ease with fighting on the ground or horseback, alongside the peasantry, or standing alone in their defense.

Use of Knightly Weapons: A

Riding: A

Beast Taming: C

Repairing Equipment on the road: C

Throwing things and Ending Foes Righteously: B

Ranged Combat: HONORLESS CUR, HOW DARE YOU SUGGEST SUCH A THING FROM A KNIGHT SUCH AS I?

Alcohol Tolerance: SSS

Weapon(s)/ Equipment:

Louis' Drengudrakk (Khazalid for Dragon Slayer): A Poleaxe fashioned by the finest smiths of Karak Bolg, in commemoration of his striking down of Rakkbak Headgrinda and his black-scaled drake. It is inscribed with a Rune of Fire and a Rune of Cleaving, the former to emulate the drake's fel-flames and the latter in celebration of the cutting of its head. Of course, it is also enchanted to be stronger than other poleaxes, first by rune magic, then in a holy church of The Lady of the Lake.

Axe and Shield of House Ademar: An axe and shield from his time as a foot squire in House Ademar. Stripped of its original heraldry, the axe and shield are now adorned with trinkets and his heraldry, consisting of an axe and a rose. These too have been enchanted by dwarven runes, the shield most especially, as it has a rune of Shielding which protects Louis from missile fire.

Armour of the Traveling Knight: A set of plate mail commissioned during his travels through the Empire, Louis' armor was enchanted to never rust and to be stronger than steel. It is also much easier to repair than other armor sets, able to incorporate most metals onto itself somehow. Louis commissioned this set after assisting a witch hunter with a coven of vampires.

Mignonne the Hippogriff: Due to his desire for a Hippogriff mount, Louis had stolen away this baby Hippogriff from its mother, whom he had faced in a deadly battle. Just recently reaching its full growth, the Hippogriff is able to be mounted by Louis. Obviously, it is large enough that it can be left unattended in a battlefield, killing most anything that would come across it. This is not helped by the fact that it is frightfully fast on the charge, owing to the fact that it is part horse, part bird. It is fiercely loyal to its owner, but is quite temperamental and territorial, requiring a hard slap on its nogging every now and then to remind it not to eat its master's companions.

Strengths:

By holy oath and knightly pride, Sir Louis will stand against any foe if they stand against the innocent or those he allied himself to.

Gregarious and empathetic, Sir Louis will try his best to befriend others first, as a Knight of Bretonnia must be sharp in tongue as well as sword.

Weakness/ Fears:

Will never touch a ranged weapon due to his vows as a knight ONLY THE HONORLESS WOULD HAVE NEED OF SUCH
(This however does not include throwing mundane items at his opponents)

Because of the Questing Vow, Sir Louis may never use a lance until the day his quest is over, and he finds the Grail.

Bound by the virtues of chivalry and knighthood, Louis will slay those who act upon evil deeds. In the new realms that he finds himself in, however, Louis will try to accommodate the beliefs of others and understand them before putting them to the sword.

Other:
Much to the chagrin of many other knights, especially those from his home of Bordeleaux, Louis' family, and by extension himself, swear by beer rather than wine.
 
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Name: Naisiae Ntimama

Rank: Master Sergeant, Fire Team Charlie, 1st Squad, 2nd Platoon, Bravo Company, 3rd Battalion, 1st Regiment, 17th Brigade of the United Republic of Earth's Armed Forces.

Gender: Female

Sexual Orientation: Mood

Species: Human

World and Universe they are from: Ruined Earth

Powerset from: Solar Exalted

Appearance: Physically fit black woman. Solid musculature. Wears her hair long but wraps it into an updo to fit under her helmet as additional cushioning when she's on duty. She stands 5'11"/180cm and weighs 162 lb / 73 kg. Her posture has military written all over it. Naisiae's voice is a coloratura soprano and decidedly musical.

Personality: Naisiae is disciplined, serious, efficient, economical. It's easy to mistake her for a robot when she's on duty and her professionalism is up. She's fiercely loyal to the United Republic of Earth. That said, she's a lot more relaxed when she's not working. She has no personal grudge against the Scattered and is curious enough to learn more about them, when they come up. Not that she'll let that come between her and her duty, of course. For now.

More deeply, Naisiae is a passionate patriot and it is people that matter most to her. She has a strong sense of justice and righteousness, which has only grown since Exaltation. If push comes to shove, she'll pick doing the right thing over following orders. Thankfully those two principles have never come into conflict...so far.

History/Bio: Naisiae grew up in Fao City, capital of the United Republics of Earth. Like many women of her generation, she enlisted early. Her parents had served, three of her four brothers served, and she was only too honored to have the same opportunity when she came of age.

After basic training, she went where the need was. Since she had a gift for languages, a musical voice and excellent hearing, Naisiae was slotted for a Communications MOS. She picked up the fundamentals of software and hardware supporting all kinds of advanced communication in use by the URE. She spent a year as a Signal Support Systems Specialist before promoting up to Chief Signal NCO before finally switching over to Special Forces: Communications Sergeant. Naisiae ran in 27 operations over 3 years with the 2nd Platoon of Charlie Company before the Naples Liberation.

The Naples Liberation was a major push by the URE to reclaim human territory for the growing population of Fao City and the greater Republic. Targeting a sizeable city in what used to be eastern Italy, the URE committed to an air, ground and sea invasion force to wrest the area back from the Scattered and extraterrestrial animals that had taken the city over. During the three week operation, Naisiae ensured her Squad maintained tactical communications during numerous joint infiltration missions. They killed weird mutants, bizarre animals, people throwing fireballs and all kinds of nonsense.

It came to an end when some giant monster the size of a tank knocked its way through buildings and smashed right through her unit. Naisiae still barely understands what happened next but what she remembers is the rush of power that suddenly came upon her. The voice from the sky that spoke for her alone, saying "All your life you have served your people as a soldier. I call you to become more. I choose you to inspire, teach and bring back the glory they once had."

The next thing she knew, she was up on her feet. And when the monster charged her, she punched it out right then and there.

Since that time, Naisiae's been through medical examinations of all kinds. No sensor made can detect the essence that flows through her, but she feels the sunlight welling up inside. Her steps are sure, her mind focused, her body strong. She still doesn't know who blessed her or if there are any strings on this power she now wields but she knows the Scattered have powers of their own. Now she can go up against them in ways she couldn't before, as part of a team capable of doing the same.

If only the injustices and tyranny of her government didn't stand out so much. If only she could still turn a blind eye to the lack of civil rights or the surveillance state or how cruel the rulers can be to the ruled. Somewhere inside of Naisiae is the conviction that things aren't supposed to be that way and it's up to her to fix it. Someday. Somehow.

Powers: Naisiae recently gained a Solar Exaltation. Among other things, this gives her enhanced durability, resistance to disease and the ability to stop bleeding from a wound just by thinking about it. She heals about three times faster than a human does. Her mind is somewhere between two to three times harder to control through drugs, magic or via telepathy.

As one of the Twilight Caste, she can:
  • Spend motes to gain additional resistance to damage against a single attack.
  • Spend motes to vanish, only to reappear at the next twilight near a place of power within 10 miles of her vanishing point.
  • Spend motes to bind an elemental, demon or spirit of small to moderate power, making them her Familiar, only keeping one or two at a time.

Her actual Charms can be found here. In brief, she can spend the limited number of motes she has to:
  • Gain perfect balance and run across wire.
  • Jump over a house.
  • Reflexively super jump to avoid an attack.
  • Punch out a monster or punch through metal armor.
  • Punch someone or something so hard it goes flying.
  • Discern, through an act of concentration, how a particular target feels about the organization they work for or are a part of.
  • Build and repair things with her bare hands, ignoring the need for tools.
  • Break/disassemble objects from machines to doors/locks.
  • Render objects 'much tougher' against damage.
  • Supernaturally fast learner and teacher, can even teach people or things mostly incapable of advanced learning.
  • See and punch immaterial beings like ghosts and spirits.
  • Take a hit.
  • Enhance her healing speed by a factor of 10.
  • Turn invisible as long as she stays motionless.
  • Ignore the extremes of temperature and outdoor privation.
  • Befriend animals magically.

Power limitations:
  • Her powers cost 'motes' and she only has so many before she runs empty.
  • Once she's used about 1/3rd of all her motes, further mote spending makes her glow with increasing brightness, capping at a bonfire flare that can be seen for miles.
  • Most of her Charms are per-use rather than having a duration.

Skills:
  • Operate Communications Systems (Radio, Telemetry, Cable, Satellite, Morse code, etc.) in All Environments Including Battle Conditions: S
  • Computer Systems & Networks: B
  • Build, Install and Repair Communications Equipment: B
  • Tactical Operations and Strategy: B
  • Training Others: A
  • Reconnaissance: B
  • Hand to Hand Combat: A
  • Melee Combat (Knife, club): B
  • Pistol Marksmanship: B
  • Rifle Marksmanship: A
  • Land Vehicle Piloting: C
  • Athleticism (Running, Climbing, Swimming/Diving, Parachuting, etc.): S
  • Stealth: A
  • Demolitions, Disposal of Explosives: C

Weapon(s)/ Equipment: Standard United Republic of Earth Special Forces gear, likely including:
  • A standard issue FAL.
  • An energy pistol sidearm, whatever the URE has reverse engineered.
  • Combat Knives.
  • Flashbangs.
  • Squad Radio, integrated communications booster system, satellite relays, etc.
  • Sophisticated and specialized communications equipment, capable of encoding transmissions, decoding transmissions, intercepting signals of all kinds, etc.
  • Field toolkit.
  • Rations.
  • Etc.

Strengths:
  • Solar Exaltation.
  • Military training.
  • Indomitable personality.

Weakness/ Fears:
  • Won't look the other way if someone's doing something she thinks is wrong.
  • Suspicious of the Scattered.
  • Finds civilians fairly incomprehensible.
  • Never leave a man behind.
  • Will risk life and limb for civilians and country.

Other:
  • Big time opera fan.
  • Amazing at karaoke.
  • Knows an embarrassing number of boy band dance routines.
 
This is the death I accepted when I took the vows of the Emperor's Ordos. We do not die young, or well. We die in the depths of a tyrant's fortress, stripped of our sanity, broken in body and mind but never in will. We take with us the satisfaction of never giving in to the interrogations of whatever imprisoned us. Everything else, we lose. And so I welcome this death, because it is the death of an Inquisitor. I will go to join the Emperor in his final battle, if He will have this old heretic.

And, of course, an Inquisitor does not die as a normal man does. His mark on the galaxy is never fully erased. He has left his signature on the universe, he has dealt it wounds whose scars will remain. I have left my own scars, and they will not heal before my purpose is done. I will die knowing my duty will still be done. That is why I will live forever"

=][=
Name: Inquisitor Korvax Severin , Ordo Xenos.

Age: 112, physically 30 after Rejuvenant treatment

Gender (Can be genderless too): Male

Sexual Orientation: Technically bi, but career has dulled any aspect of desire for that kind of entanglement.

Species: Human, of course.

World and Universe they are from: Warhammer 40k

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.):
1723369049413.png


A tall man { 6 ft 5 American }, strong but not muscularly built. Gaunt face, bony, if somewhat attractive. Pale complexion, the shades like a thin layer of ashes over his skin, legacy of growing up in a low-light Hive World. Features often bears a severe expression . A red cybernetic lense often seen on his left eyes.


Wears a long black jackets with golden trim, outside white shirt and dark , durable looking pants. On his head is the stereotypical wide brimmed hat. Prominently on his belt is the Gothic ][ Rosette.
1723368859108.png
{ This hat in Particular }
Most distinct however is what followed him. The Flock. A murder of couple dozens flying Cherubs servitors. Unsettling looking dead-eyed drones, some have cybernetic features, flies on what look to be dark avian wings.

Personality (Over six lines long.):

"His lord took him from a citadel built of the bones of his kin, and from that day onwards, he serves the Imperium forevermore.

Beyond his aristocratic bearing, the Inquisitor is a typical representative of the Holy Ordos. A rather melancholic man, defined by a conviction in Duty to his realm and to his God. A diligent investigator, and a sharp mind, he is as keen among the trenches of the perpetual warzones of the besieged Imperium or the suffocating hell of its Underhive as he is among the snakepits of Imperial high society , all requires a cold and ruthlessness that is not lacking for a member of the dreaded Inquisition . A ferocious willpower, he has seen the most maddening horrors of the galaxy has to offer, as entire planets burn in his quake , all in the name of his service to the Imperium of mankind and the God Emperor. Remarkably pragmatic , he can put aside the xenophobia of he Imperium of Man for greater priorities, but some prejudices would nonetheless remain.s

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

Recruited to the ranks of the Inquisition as his home world ablaze in the madness of the Warp, Korvax Severin has served the dreaded order for most of his life. Decades in service culminates in the inheritance of his Rosette , guarding the last breaths of his mentor amidst the flooded jungles of Halcyon V. Inquisitor Merovech may shape him as a weapon to unleash among the enemies of Mankind in its perpetual war, but he is the closest Severin ever considered a father after the day his world burns. From then on, now carrying the near limitless authority of his position, Inquisitor Korvax Severin continues his own perpetual war against the enemies of the Imperium . Under his watch, the Genestealer Cult of the Golden Claw perish in a hail of hellgun fires, him putting down its notorious Sanctii assassins and the Patriarch itself, foiled several conspiracies of the Divine Fratery to cause a series of catastrophes that would murder millions on Xerec Primus, even along with only his retinue destroys the Dark Eldar raid on Megarac IX. Worlds have died by his orders, and the weight of trillion souls blooded his hands

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.):
Psychic Power - As with alot of famed Inquisitors in the Ordos, from the renowned Hector Rex to the controversial Gregor Eisenhorn , Severin is a decently powerful psyker. Rated as Gamma level in The Assignment, he is adept in the following talents:
Telekinesis: Enough strength to flung a grown man away from a distance with his mind, but more importantly can used to makes throwing daggers even more lethal
Scourging: splits the air apart as bright arcs of soul-lightning destroys anything in its path.
Divine Pronouncement: Invokes the Emperor's power to pronounce His judgment, prompting weaker willed enemies to flee
Banishment: Bends his will to dissolve the material bonds of his daemonic foe, forcing them back into the warp or exorcised a possessed victim.
Destroy Daemon: Chanting litanies of purity in time with his blows, the psyker causes damage to the daemon's warp-spawned substance.
Sanctuary: Creates a psychic shield around themselves and their companions that is proof against any daemon.
Power limitations (The limitations of said powers, because nothing that will be accepted is limitless):
Psychic Power, as devastatingly useful , is fraught with dangers. This is drilled in the head of any psykers in this galaxy of Blood. What the shock-whip of the Astra Telepathica abbott didnt, experience will. Severin, as an Inquisitor, even more seen of the dangers of his kind that slipped their caution.

Consecquences abound for those who lacks concentration and will, and one's cranium exploding will be the least of it.

As well, a mortal he remains, a bullet to the right place will cut his fate short.
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):
Social animal: Can maneuver within the snakepits of high societies, commanding respect even among the arrogant lot of Imperial nobility - A
Investigation: The very trade of the Holy Ordos, his duty is to running in the shadow worlds of conspiracy and secrets. - A
Athleticity: As mobile on the narrow pathways and treacherous corridors of the Hive City as a meticulously cared roads of a Resort World. - B
Instinct: Can sense his surrounding as if having an omniscient eye - S
Close Combat: He is an excellent duelists, adept with his chainswordand wielding them in a flourish but lethal manner. - A
Marksmanship: Deadly with firearms, he is excellent in utillize the guns he carries with him, specialzed in short to mid range firefight. - 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.)
Rosette: The dreaded symbol of the Ordos, this small Gothic =][= represents the authority of the Inquisitor itself, but it also carry a shield generator that can briefly protects the wearer from threats.

Chainsword: Symbolic among humanity of this era, this is essentially a sword with powered teeth that run along a single-edged blade like that of a chainsaw. Most versions of the weapon make use of monomolecularly-edged or otherwise razor-sharp teeth. Chainswords are not subtle weapons, and wielding one is a statement in its own right: they are horrific tools of war, designed to bite, tear and eviscerate where more primitive blades merely cut and slice.

The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream

Throwing Knives: These set of blades were made even more lethal as the Inquisitor control them through Telekinesis, give them the ability to kill with unerring accuracy.

Bolter: The bolter, also called a boltgun, and its variants are some of the most powerful, hand-held, ballistic anti-personnel weaponry in use by the military forces of the Imperium of Man. A mid-range, anti-personnel ballistic weapon, it fires explosive kinetic rounds with colloquially referred to as bolts. Select-fire

Autogun: For a need of a more versatility than the Bolter this weapon fires .30 caliber rounds with a high rate of fire. Loud , lethal and uncomplicated.
Carnodon Pattern Precision Hand Cannon: An intimiddating heavy handgun, these weapons are issued to the armories of the Adeptus Arbites and fires massive high caliber slug with semi-auto fire rate in exchange for its equally intimidating recoils

Grenades: Frag, Anti-armor Krak Grenade,
Holy Ash of Saint Gehemina: Powdered Bone of an Imperial Saint, the vials when uses causes searing pain and damages to Daemons. He only has 5 vials left.
Flock of Cherubs: A flock of creepy-looking cherub-drone that carries his ammos and spare weapons , allow him to not encumbered down . This however makes any subtleties out of the windows
Cybernetic lense: Improves vision , some battlefield analysis , have a recording function and gain him quick access to recorded data.
Strengths:
Chaos claims the unwary or the incomplete. A true man may flinch away its embrace, if he is stalwart, and he girds his soul with the armour of contempt.

Inquisitor Gideon Ravenor, from his philosphy treatise Spheres of Longing​
Above all, an Inquisitor is strong in Willpower. A lifetime of witnessing horrors of the Galaxy has earned people like Severin a mindset of mentally bears the worst atrocities, the most horrific of abominations, or the most devastating of revelations with the strength to go on, and to sneeer at the threat with defiant revulsion. An Armor of Contempt.


Weakness/ Fears:
What he seen, what he done, has him a much colder person. And while he is a pragmatic one for his kind, a servant aof an intolerant state like the Imperium of Man would cling some prejudices in his mind, towards non-humans and magic users.

Have consigned worlds to Exterminatus. The weight of the sins does not escape him, for all the neccessity he believed of the acts.
Other: Smokes. Uses an intricately carved pipe for lhos.
 
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Darlo Croft

"Seems like every time I turn around I get a lecture on how I should be taking it easy, like they aren't hypocrites. It's driving me fucking nuts."


Gender: Male
Pronouns: He/Him
Sexuality: Bisexual
Age: 34
Species: Naga
World and Universe: Modern Fantasy Earth


Appearance:
Darlo is a massive serpentine creature, certainly more monster than man. Only his upper body is reminiscent of a human's. He has black hair that has outgrown its crewcut into a scruffy mess, often falling into his amber eyes. He has slitted pupils and a terrible case of resting bitch face. He sports a pair of retractable fangs that can often be seen flexing beneath his lips. His mouth is wider than that of a human's, the bone structure offering more flexibility to his jaws. There are five faint white pock-marked scars on his face, one on his chin, two above his eyebrow, a deeper one at the corner of his eye, and the last more of a harsh puncture along his jaw. There's a spattering of skin-toned scales on his forehead and cheek bones, heading back towards his ears where the scales begin to grow darker and thicker. These scales continue down his neck and onto his back. He has a broad, muscular build to his arms and torso. He sports several scars on his back, patches of scales having no chance at coming back and the scarred flesh a striking white against black scales. There's a spattering of thick black scales protecting his knuckles and forearms, though the scale size reduces significantly around his wrists and elbows, where some desert tanned skin can be seen. His hands are tough, ridged scales protecting his knuckles and sporting long black claws. The remainder of his body is that of a snake, with a natural armor of ridged black scales.

From head to tail, Darlo is approximately 20 feet long, and weighs in around 900lbs due to his serpentine muscle mass. He often wears loose fitting long sleeve shirts to conceal his weapon holsters. While he is a weapon all by himself, its comforting to have backups in his profession.


Personality:
Darlo packs some venom for anyone that crosses him. He is petty, spiteful, and masks a fierce intelligence behind his brutish behavior. He isn't above playing dirty to get what he wants, and he always gets what he wants in the end. He often acts along his baser instincts, putting his survival above all else... But he wouldn't be a deceptive cold blooded creature if he truly was the way he presented himself. The naga is deeply compassionate to those that help him along his way, often repaying them tenfold with his services or at the very least paying that kindness forward in a way that helps others who were in a similar situation. He often hides his charitable actions from public eye, he has a reputation to keep after all.

He always had an open and deep curiosity for the world and its workings, but life had a funny way of closing off those questions. He learned to take on the role of an observer, the streets were his classroom and good students did not draw attention to themselves. He stopped asking questions and learned to watch for the answers to reveal themselves. He learned to read people, to anticipate their actions. He learned that strength ran far deeper than sheer physicality. And he learned that doing things the easy way would only get someone so far. Darlo plays his cards close to his chest and rarely shares his thoughts on sensitive matters. He carries himself with a quiet certainty of who he is and where he's heading. His trust doesn't come easy, and his kindness is earned.


History:
Nagas have never been especially regarded as good parents. It's something in that reptilian blood, something that makes it seem like pushing out a few eggs and leaving the rest to nature to decide is simply the best way of doing things. Perhaps back in the dark ages that would have been the case... but that was then and this is now, and while nagas had begun to actually tend to their eggs and hatchlings as the rest of the world progressed through to modern times, there was still a significant gap between coldblooded and warmblooded child rearing. Darlo was fortunate to have his parent's protection when he hatched. Some kids weren't so lucky, they could get lost and torn apart in the foster care system. His parents made sure he knew that fact, made sure he was grateful for their most basic care. But he saw how other children were lifted up on their parent's shoulders, giggling without a care in the world, and he always wondered why. When he finally asked... well, his father was quite informative. Even to this day, he had the faint scars on his cheek from when he'd been thrown out of his childhood home.

He lived on the streets for a number of years, growing quite adept at stealing what he needed to get by and keeping three steps ahead of law enforcement and child protective services. He never did stray too far from his childhood home, however. When he saw that his parents had laid another egg, he knew he needed to do something. He ended up stealing that egg, and when his baby brother hatched, he did his damnedest to make sure that Nailo never felt compelled to ask the same questions that he did. No, he raised his brother with a fierce love in his heart, one that might have been a little too tough sometimes but it was never something to be questioned.

The thing that was questioned, however, was Darlo's source of income. You see, Darlo was running with a dangerous crowd. He knew the worst of the world fairly well at this point, knew who had jobs for him and who could turn his ill gotten goods into something more liquid. And these people didn't take no for an answer, especially from some snake that could easily be made to disappear. And Darlo knew it. He had shed most of his childish looks by then and the jobs were shifting from robberies to intimidation work and he just didn't see a way out.

Then, one job changed his entire outlook. A well off family of living skeletons - the Lafayette's - had started putting pressure on the city counsel to cut down on organized crime, and the organized crime proceeded to send Darlo over to the skeletons to scare them off… one way or another. Darlo was just going to break some things - just enough to rattle them. Only he hadn't accounted for the six year old telekinetically gifted blind child to be up and about at three in the morning - nor did he account for the possibility of this child being able to pin him to the ceiling with his telekinesis until the boy's father was called downstairs. That night, Darlo received an offer that he couldn't refuse, and it gave him a glimpse at an honest to goodness future for his little brother… and even himself, with a little coercing. Mister Lafayette took Darlo under his wing and taught him how to market his skills, even training him in using earth magic after it was discovered that Darlo had a great deal of it laying dormant.

His brother went to school for business, funded by the Lafayettes, while Darlo began working as a security consultant for the Lafayette family. When his brother graduated, they founded their own security company. Nailo handled the business end of things while Darlo put the elbow grease in, taking up bounty hunting in order to boost the company's reputation and displaying the skill needed to help sell their services. Their company employs people underserved by their communities and offers several outreach programs to help others out of dangerous situations, and has grown exponentially over the years. Pretty good for a business run by a couple of snakes.

He's been on medical leave for a few months after an attempted car bombing against one of his clients. The client was fine, but Darlo's back and shoulders had some significant damage. He's been going nutty due to the medical restrictions.


Powers:
Strength - Darlo is capable of certain feats of strength due to his serpentine body providing a larger center of gravity and about 16,000 more muscles than the human body.
Natural Armor - The thick black scales that cover the bulk of his body are capable of taking quite the hit, easily shrugging off blunt force impacts and even deflecting small caliber bullets.
Heat Sensing - Darlo has heat sensing organs in his chin that are capable of detecting hidden prey or persons with above ambient body temperature within fifteen feet of himself.
Slow Metabolism - Darlo only needs to eat every two weeks, though it is a large meal. Chinese food buffets tremble in terror of the great devourer.
Venom - Darlo is venomous. It is a minor paralytic venom, enough to slow a person down and give them a good scare, but not quite enough to kill. He is capable of spitting this venom up to ten feet away with surprising accuracy.
Earth Magic - Darlo has a deep pool of earth mana at his disposal. He isn't the most refined with it, seeing as he only received formal training with it once he was in his late teens, but he has an ingenuity and instinct to it that his peers lack. He is capable of making pitfall traps, raising stone shields from the ground, crumbling stone with a touch, and stirring up dust storms to obscure his movements.


Power Limitations
Cold Temperatures - Being more coldblooded than warm blooded, Darlo is reliant on external temperatures to be able to utilize his serpentine strengths. Being cold makes him lethargic and slow, and deeply angry with the world and its weather patterns.
Natural Armor - His scales don't cover him everywhere. His belly scales are softer than those on his back, and most of his joints lack that armor as well. His more human appearing parts are also quite vulnerable.
Slow Healing - Due to his slow metabolism, he has a slower rate of recovery than most. While he can tough out a lot of hits, the ones that finally do damage are going to bother him for a while.
Venom - His venom has no effect on metal made creatures, as it needs to enter the bloodstream to do anything. Biting anyone just seems gross and unsanitary to him. He doesn't know where that person's been, why the hell would he put them in his mouth? What if he caught something from them?
Magical Limitations - Darlo cannot manipulate frozen ground. Nor can he manipulate metal. Or concrete once it has been cured. He strictly uses rock, dirt and sand and is limited by his environment because of this. Urban environments do not do him any favors.
Size - Darlo is a big snake. While his world was designed with accessibility in mind given all the other creatures there, he isn't going to fit into a place that isn't built with considerations in mind. While he did have a custom car in his own world that had hand controls and enough room for him to coil up, the likelihood of him finding something like that outside of his world is slim to none.
Smooth Surfaces - Darlo isn't able to move well on extremely smooth surfaces, often having to drag himself around by his hands until he finally gets some traction. It is almost comical. Almost.


Skills:
Breaking & Entering - A
Security System Analysis - S
Climbing - SS
Intimidation - A
Tracking - A
Defensive Strategy - A
Pickpocket - B
Close Quarters Combat - A
Pistol Marksmanship - D
First Aid - C
Computer Systems - F
Stealth - D
Money Managing - D
Social Manipulation - B
Reading People - A
Ambush - SS


Weapons / Equipment:
Bulletproof Vest - He knows his weaknesses and doesn't fancy taking a few rounds to the chest without some kind of protection.
Standard Taser - Pull the trigger, prongs shoot out and deliver the sweet tingle of electricity to the poor idiot on the other end of the wire.
Handcuffs - Restraining targets before trying to move them is always the safer option.
Pepper Spray - Good for keeping non-target threats at a safe distance.
M1911 Handgun - Only used when all other options have been thoroughly exhausted. Only need to hit once due to its stopping power.


Strengths:
Righteous Anger - His anger drives him forward, taking risks to do what he knows is right. He is determined to leave the world a better place than it was when he came into it.
Prediction - All his time people watching gives him a pretty good idea of how people will react under certain circumstances. He knows how to manipulate those circumstances to get the reactions he wants, whether it's a successful ambush or a new client.
Flexibility - Darlo is adaptable to his circumstances, things rarely screw up his plans enough that it bothers him. He plays with the cards he's dealt and makes the most of his situations.
Acting the Part - Darlo isn't above looking like and acting like a monster in order to get people to simply surrender. If intimidation means he doesn't have to actually hurt someone, he would do it in a heartbeat.


Weakness / Fears:
Darlo knows his compassion is a weakness. It makes him vulnerable, it causes him to second guess himself, and it makes openings for those that would use that compassion to manipulate him. He would do anything to make sure that his stolen/found family is safe and happy, and it's forced him down darker roads before.

His deepest fear is that all he's done is create more problems, that he's done more harm than good and nothing will change that. He wants to believe that he's managed to tip the scales, but there's always a doubt there.


Other:
The tip of his tail will buzz against the ground if he's feeling defensive or particularly pissed off, mimicking the sound of a rattlesnake.
 
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Name: Lucy Harris

Age: 14

Gender: Female

Sexuality: Asexual homoromantic.

Species: Magical human

Normal Appearance:


Transformed Appearance:


Personality: Lucy is kind, outgoing, and generous to a fault. Many of her classmates and family poke fun at her, saying she's a goody-two-shoes and things like that, but that's just the way she is. And it helps a lot in the superheroine game, too. She's no genius, but she can have her moments of brilliance. She's big into fashion, and dreams of being a top designer. She's often sketching new outfits in her downtime.

History/bio: Sometimes, life doesn't give you a fair chance. Lucy was born paralyzed from the waist down. Growing up, she got everyone's stares, so she had to work extra hard just to stay where she was. It seemed like she was doomed to be forgettable and forgotten... until a few weeks ago.

On a thrift shopping expedition, she found a simple necklace and put it on. It turned out to contain a trapped lightning spirit named Saetta, who had been stuck in there for several thousand years. Saetta is still unable to get out, but seeing the true goodness in Lucy's heart, she agreed to make the girl her avatar. Now Lucy spends her evenings fighting crime while keeping her identity secret.

Powers: Lucy has an alternate, superpowered form with various electricity-themed abilities and attacks.

Lightning Quick: Lucy's reflexes are superhumanly fast.

Lightning Leap: Lucy turns into living electricity for what is essentially a short-range teleport.

Galvanic Strike: Lucy enhances her punches and kicks with electricity

Electric Ball: Exactly what it says. Lucy's bread and butter ranged attack.

Electric Explosion: Lucy conjures a shockwave of electricity from her body.

Thunder Beam: Self-explanatory

Raging Storm: Lucy conjures a mighty lightning bolt from the sky. Her finisher.

Weaknesses: Without her magic necklace, Lucy is just a girl in a wheelchair. Lucy's mana capacity is low- she has no staying power. Inexperienced.

Skills: Lightning Magic: A-

Mana Capacity: D+

Hand-to-hand (When transformed): B

All physical (When not transformed): F

Equipment: Her magic necklace

Strengths: Optimistic, patient, kind

Fears: Failure, not being able to save a civilian or teammate.
 
"The rain... can I even hold it back anymore, with this rusted umbrella of mine?"SunShower_5.png


Name:

Eyuil Linyu

Series:

Project Moon

Canon:

Library of Ruina, Modded Reception (Star of the City)






Bio:
From the moment he had picked up the umbrella, there had been a singular thought in his mind.

"This umbrella once shielded someone from the blustering wind and rain."

He was warned of Disciplinary's nature, "the sword that pierces Abnormalities". Even as he practiced with this newfound E.G.O. and fought in the Breaches, he added one more to that list; they were also "the umbrella that protected everyone".

Even as he climbed from newcomer to department director, seeing many depart and perish, he still held true to that singular belief.

Soon, he could hold an umbrella for everyone in the department, and pierce every Abnormality, turning that hell on earth into a place he could tentatively call home, after so long. Everyone could hold that big umbrella, sharing in the warmth and joy of a Spring in bloom.

But Summer comes, harsh and unrelenting, withering away the Spring.

The branch fell in the advent of 'White Nights and Dark Days', and the director was the only one to survive even after he had given everything to let the others escape. Standing amongst the ruins in a daze, he stared at the darkening sky from under the ragged hood of his E.G.O. gear.​

His rusted umbrella could protect no one, not even himself, from the constant downpour that followed into the cold of Fall.


Abilities:​

Grade 2 Fixer: As a director of a Lobotomy Corporation Branch Facility equipped with his own extracted E.G.O. Suit, Eyuil is among some of the more prominent fighters to exist within the City. While not quite at the level of a Grade 1 or Color Fixer, Eyuil is more than capable of battling mindbendingly dangerous abnormalities and even whole squadrons of lower-ranked Fixers all by his lonesome.

Dodging and parrying bullets is not a difficult feat for his level of accomplishment, and the swings of his umbrella move with blinding speed and crushing force even as he moves across the battlefield at a fast clip.

Director: Being a Director of a Branch Facility isn't all daring Suppression attempts, even if they happened often enough to warrant training for it. Paperwork, busywork, and managing others are things that Eyuil had long since grown used to doing since he had enlisted at Grade 6... though it's not like that has any point nowadays.

Tracking Fox: Before he had enlisted at LobCorp, Eyuil had once worked as a Fixer dealing with tracker work due to his especially keen senses and perception. This trait is only enhanced by the 'gifts' deposited by the Difting Fox Abnormality.


Equipment:

Lobotomy E.G.O::Sunshower

Risk Level:
HE

"The air's growing colder… and the raindrops only grow thicker…"

Default.png
A set of equipment carefully extracted from the HE-Level Abnormality, The Drifting Fox.

Consists of a black formal office attire - as is standard for most all types of Lobotomy E.G.O - underneath an eternally wet and ragged brown raincoat and boots, with multiple rusted yet surprisingly sturdy umbrellas emerging from the user's back. Depending on the user's whim, these umbrellas can be dismissed, recalled, or even ripped out and thrown as projectiles. Under certain conditions, these can also be spawned from the air to impale foes.

The Tail and Ears are the E.G.O Gift of Drifting Fox, further enhancing the Suit's abilities and attached to the user like second limbs.

Abilities:

Wields an off-colored umbrella as the weapon of choice, able to thwack and stab with its sharp point - capable of breaching even sheer plate with its supernatural sharpness - as well as opening for more damage or to block an incoming attack with the sprays of heavy water that accompany this suit's actions.

Despite the rusted nature of the equipment, the suit and raincoat are supernaturally stronger and more lightweight than any suit of armor made in the conventional world, with the same being said of the many umbrellas that come with it. Strong blows that would have reduced a man to a mere smear on the concrete are absorbed and nullified, leaving Eyuil bruised but still capable of fighting even when under assault from firearms like handguns.

As with all Lobotomy E.G.O, the suit itself tells the user how best to wield it by sheer instinct, at the cost of the Abnormality's morals and thoughts weighing heavy upon them if their mental state degrades... putting them at risk of Corroding into a monster.

The main feature of this suit is inflicting and using an effect known as Sinking, a type of Black Damage that causes depression, gloominess, and damage to sanity in those it afflicts. This status is applied through attacks done with the main umbrella or from proximity to the thrown versions, which will open up with this effect in mind. Those without sanity to affect instead feel the damage directly as something corroding their bodies, as if rain was rusting them away.

The more Sinking applied to someone, the further into depression and insanity they will sink.

The suit also deals this effect to its user with specific strikes, but Eyuil's usage of the suit allows him to resist the effect, shift it back onto others, and even use it as a way to fuel the Suit itself, as it becomes stronger and capable of even more powerful attacks the more negative his mindset grows. Should he push this too far, however, he falls at risk of mentally breaking and Corroding.​
 
c_alextransparent1022.png

Name: Alexander Macarty
Age: Appears late-20s; roughly ~200
Gender: Male
Sexual Orientation: Gay
Species: Revenant (Human)
World and Universe they are from: An original urban fantasy world I'm still detailing; our modern Earth but with people that can commune and bargain with spirits and entities for various powers at a cost, heavily inspired by Supernatural and Constantine

Appearance:
Alex tries to remain well-groomed and decent, but living in the US for the past 150 years in hiding doesn't make that easy. Standing just barely over five and a half feet with a lean, wiry physique, he always looks disheveled in some capacity. His hair is in dire need of cutting. His clothes are ill-fitted to his form. Even on his best days, he looks like he spent the night hungover in a back alley--probably because he did. Maybe that's how he got that nasty scar on his neck. It's definitely why he's so pale, as if he hasn't seen the sun in over a decade. His black hair always hangs loose, framing his sharp cheekbones and strong jawline against the gauntness of someone who eats too little. Even more striking in frame are his eyes--bright, pale blue to the point of almost whiteness that eerily blends into the whites of his eyes, his pupils black little voids in their paleness. Corpse-like, they've been called, and he makes no effort to hide them. He's never seen without a red rosary around his wrist, which covers a cluster of shiny, bright red burns that look perpetually new.


Personality:
If life has taught Alex anything, it's that you trust no one. Born and raised amongst a family of hexen--powerful people who acquired their status, wealth, and more by making deals with dark entities--the earliest lessons he learned were reading people, and exploiting them. He learned how to convince lambs to walk willingly to slaughter alongside letters, and how to keep them under foot with afternoon tea. Making friends in high places came as easily as breathing, the blade to backstab them a natural extension of his hand. Most important of all, he learned the nature of a bargain, and that trading words was just as--if not more--valuable than trading coin. If power came at a cost, after all, who said he had to pay it?

At least, that was what he used to believe. While Alex thinks he left his family and their teachings back in the grave he crawled out of long ago, much of this still echoes in his interactions day to day. His barely put together persona is just that--a mask. An affable, disorganized individual is less threatening than someone outwardly cold and calculating. An easy smile disarms, a sense of humour endears. But while he presents himself as unassuming and sociable, Alex is constantly scrutinizing every tick, every shift in tone. Did their smile falter when their mother was brought up? Was that a tensing of the shoulders at the mention of their ex? He's hyperaware to these subtle changes, and he responds in what ways he thinks will benefit him most. And by extension, he's also very perceptive of his surroundings. The life he's lead has left him with a deep-seated distrust of everyone and everything, and the few people he deems as genuine, he has a condescending sense of pity for.

It's almost ironic then that he chooses to do good in spite of his inherent beliefs. People are out for themselves and will take advantage of anyone they can on the way, but the same genuine people he pities, he thinks are deserving of protection from those who would hurt or exploit them. He knows he's the last person on Earth who should be making those calls. He's no hero, and he's not worthy of redemption. But after a chance encounter with someone who was anathema to everything Alex once believed, he's sworn he'll spend his remaining life abiding by their principles--and avenging their death.


History/Bio:
Born in the 1800s as the heir to a wealthy plantation, Alex was raised from an early age to understand all things business and occult. His father taught him how to exploit others; his mother taught him to subjugate them; his nanny, however, taught him to value them. When his parents decided he was too old for a caretaker anymore and sacrificed her to their family patron, he swore vengeance on her behalf. For years, he trained under his parents, enduring their cruel and uncaring ways to prove himself a worthy heir. And once it came time for him to make his pact, he used the opportunity to strike down his parents and slay them as part of his bargain. He then burned the estate to the ground and fled to Boston, with the intent of hunting other hexen in mind.

For the next ten years he made it his business to know everything and everyone worth knowing, and to exact justice as he saw fit. Families that made their wealth through questionable means saw their fortunes vanish overnight; dabblers in the occult went missing or worse, depending on the extent of their curiosity; men drunk on power were laid low, left in back alleys as warnings to others that might abuse their power. All of them had the misfortune of meeting Alex, all of them prey to his twisted bargains. His power grew, and he developed a name for himself in the city. And with his rise in reputation, came new enemies--and new allies.

Aside from antagonizing every hexen living in Boston, Alex also inevitably drew the ire of those who deemed themselves witch-hunters, and after inducing the slaughter of a corrupt merchant's family, he was visited by one exorcist in particular: a man named Jericho. Even without any solid proff connecting him to the slew of deaths and disappearances, Jericho just seemed to know when Alex was responsible for something. He made it clear he'd expose Alex for his crimes and make him confess before God, but being a principled man of faith, he refused to use violence unless he must. Alex mocked him for his 'superstitions'. However, despite his interactions with Jericho, the man unnerved Alex greatly. He was familiar with spirits and the occult, but Jericho was protected by something . . . different. Something Alex had never encountered before.

Suddenly, wherever Alex went, Jericho wasn't far. The exorcist dogged his steps at every turn, and after some time, the two finally clashed. But instead of executing Alex when he bested him, Jericho used a power of his own to reach deep down into Alex's soul to separate him from his patron. And while it didn't sever the bond entirely, it did change something in him. The years he'd spent hunting hexen and pursuing power had taken a toll, chipping away at his humanity piece by piece, and he suddenly found himself....regretting his decisions up to that point. With this change in himself, Alex found himself compelled to confide in Jericho the truth about his actions. And to his surprise, Jericho sympathized with him.

With this change in their dynamic, and a newfound respect for Jericho, the two began working together to continue taking down other hexen--but now without Alex's use of his own abilities. Between Jericho's strange abilities and Alex's knowledge of the occult, they began developing a way to defeat hexen patrons directly to deprive them of their powers. And for awhile, they made progress. But after the defeat of one hexen's patron, Jericho was lured into a trap and killed. Alex realized too late that Jericho was in danger. By the time he pieced together the signs and chased him down, Jericho was already dead.

It was then that someone unseen grabbed him from behind and cut his throat.

The next thing Alex knew, he was falling. A deep, cold abyss opened wide beneath him, stretching further and further to swallow him whole. Light faded in the distance, and Alex knew he was dying. But instead of surrendering to the inevitable, an anger seized Alex. This couldn't be the end. This wouldn't be the end. They had murdered Jericho, and he couldn't let them get away with it. With his final breath, he swore revenge.

The next time he woke up, it was in a shallow grave, with nothing but the clothes on his back and without any understanding of how he was alive or how he got there. Jericho's rosary was buried in the dirt atop of him, and Alex took it with him as he fled to figure out what to do next.

Powers:
  • Hexen: As a hexen, Alex gets his abilities from the spiritual entity he is bound to. He's able to borrow this entity's powers to do a variety of things, and it's also what currently sustains his unnatural lifespan.
  • Dark Contract: Alex persuades someone into making a deal with him, marking them both until both parties uphold their ends of the bargain. As long as this mark remains, Alex has a general awareness of that person's location, and they can feel Alex's presence when he's close. This bond also allows the contracted to exert some small amount of compulsion over each other so long as their ends of the bargain are unfulfilled, though this isn't immediately apparent to anyone unversed in these arts. Breaking the contract usually results in dire consequences for the offender.
  • Soul Collector: Either through his contracts, being in the right place at the right time, or more direct means, Alex can harvest the souls of the dead to fuel his own powers and extend his lifespan. He's also keenly aware of the presence of the dying and any wandering or lingering spirits yet to move on and can harvest them as well, albeit with a bit more effort. The souls of those already dead are far less preferable to those that are still clinging to life, and those are less preferable to someone hearty and hale. Any souls he collects, he can gain some limited knowledge from.
  • Familiar: The entity Alex is bound to manifests from time to time as an ephemeral snake that he can see and hear through if he focuses enough. Summoning it in this form requires some materials and only lasts for a brief duration, but it's able to interact with the physical world and even bite if need be.
  • Medium: Alex has an inherent ability to see and speak with the dead.
  • Illusionist: For a small price, Alex can conjure subtle illusions that augment what's already around him. Fog becomes denser and harder to see through on a misty night, his appearance might be more clean and polished than it actually is, a crowded restaurant might sound louder than it actually is, and so on. With more effort, he can make a person see things that aren't there, like shapes in the fog, and as long as he goes uninterrupted he can even conjure specific images to disorient and confuse a person.
  • Revenant Traits: While Alex is mostly human to all appearances, he's living on borrowed time and he knows it. He's resistant to pain, though he's far from immune to the damage wounds cause, and he can surpass his normal limits of strength and stamina on account of simply not feeling it for the most part. Normal weapons still do damage to him, but he can push through most wounds as long as they don't affect his movement or certain critical areas. When Alex reaches a critical threshold, his patron possesses his body, imbuing him with relentless strength and stamina as a last resort to protect himself.

Power Limitations:
  • Hexen: To use his patron's abilities, Alex has to sacrifice either other souls or pieces of his own; the bigger the ask, the higher the cost. With every bit of his soul lost this way, he changes and loses more control--and he has no idea what total loss would mean. As it stands as well, if he dies, his patron would lay total claim to his soul and devour it.
  • Dark Contract: If Alex ends up being the one to break the contract, he pays the price instead. Also, everything the contract allows him to do to the one who "signed"/agreed to it (compulsion, etc) can also be done to him, as it applies equally to both parties.
  • Familiar: When Alex's patron manifests as a familiar, it can only hold this form for brief durations, and during that time it can be slain like any snake. While it doesn't cause harm to the patron if this happens, it takes an even longer period of time to summon it again, and if Alex's senses are synced when its slain, he feels the full backlash. It is susceptible to everything Alex is susceptible to, including salt, religious symbols, and more.
  • Revenant Traits: Alex is prone to overexerting himself without realizing it due to his dulled sense of pain, and he doesn't heal nearly as readily as most people. Damage received from silver, blessed weapons, blessed water, or magical/spiritual power also do more damage that causes him significant pain and is that much harder to recover from. And every time he's pushed to the point that his patron intervenes, he loses a significant portion of his remaining soul. Also, as he is technically undead, he's susceptible to necromantic control.
  • Salt: Alex can't enter or exit circles of salt or thresholds and other entry points that have been closed with it.
  • Religious Symbols: Any religious symbol belonging to someone of sufficient faith will burn Alex to some extent; the stronger the owner's faith, the worse the burn. Symbols can belong to any religion--all that matters is the owner truly believes it can protect them from evil.
  • Last Rites: Any ritual intended for sending the dead has dire effects on Alex, ranging from disorienting him to triggering his berserk state or knocking him unconscious. The right sending ritual could actually kill him.
  • Garnet Rosary: A red rosary Alex has repurposed to wear like a bracelet at all times. It's constantly burning his skin, but he refuses to take it off, and even regards it with a certain sentimentality rarely seen otherwise. If it were to be removed or lost, he'd likely forego all restraint to get it back despite the detriments to himself.

Skills:
  • Knifefighting: 150+ years has forced Alex to learn more practical techniques to defend himself. C
  • General/Unarmed fighting: Alex has tried to hone his ability to defend himself over the years, but unless he's possessed, he's just not strong enough to be much of a threat head-on. D
  • Dirty tactics: Brains over brawns any day. Honor be damned, Alex is going to survive to fight another day, whether that means kicking someone in the groin, tricking them into flinging themselves over an edge, throwing crap in their eyes, etc. B
  • Tactical retreat: There's a wisdom in taking a step back and reevaluating a situation from a very safe distance. SS
  • Spiritual Combat: Channeling the power of his patron and utilizing souls to fuel his powers was how Alex was raised. While it's been some time since he's dabbled in the arts, his memory and skill are as sharp as ever. S
  • Business sense: Peddling wares and making deals was a fundamental part of Alex's life before his downfall, and even to this day he knows how to haggle and strike a bargain. A
  • Occult knowledge: With his family history, Alex has an extensive understanding of the occult and paranormal theory. S

Weapon(s)/Equipment:
  • Small Notepad: A simple spiralbound notebook that can fit in any breastpocket that Alex is never without. There's strands of paper from where multiple pages have been torn out.
  • Journal: An extensive record of Alex's experiences, encounters, and more that he keeps concealed as best he can. There's multiple sketches of occult symbols, circle patterns, and things he's seen detailed in its pages as well.
  • Hunting Knife: The only weapon Alex carries on his person. It's relatively small, with a curved steel blade and a bone handle that looks much older than most modern designs. The handle and its leather sheathe are both well-cared for and well-worn.
  • Garnet Rosary: This red rosary has clearly been broken at one point, and Alex has apparently repurposed it to fit tightly around his wrist. To the spiritually sensitive, it is brimming with energy opposite to Alex's own. He's extremely protective of it and is never without it.
  • Cellphone: An older flip phone that somehow still makes calls.
  • Tarot Deck: One of Alex's tools he uses to entertain and con people for cash. He's had these cards long enough that they carry a fragment of his own spiritual energy, and in his hands, they can accurately answer certain questions or provide warnings if he actually tries.
  • Obsidian Mirror: A scrying mirror that Alex uses to commune with his patron and scry for information when the situation calls for it.
  • Lighter: A cheap lighter you can find at any gas station or dollar store, Alex usually has a few of these on hand at any time to light candles or cigarettes, etc.
  • Cigarettes: Alex has a bad nicotine habit and usually has a pack on hand. Probably not wise to accept one from him. He also has a small, special case of handwrapped cigarettes he keeps in an old-fashioned tin that smell strongly of cloves; however, he never seems to smoke these.
  • Candles: Tea lights are cheap, small, and versatile candles for a number of things. While he doesn't use them often, Alex usually keeps a couple on his person if he thinks he'll need them going into an investigation.

Strengths:
  • Resourceful
  • Insightful
  • Strong deductive reasoning
  • Extensive knowledge of the occult
  • Business savvy
  • Tough
  • Quick on his feet

Weakness/Fears:
  • Mistrustful
  • Loner
  • Terrified of dying
  • Manipulative
  • Terrified of letting down others
  • Terrified of losing control
  • Arrogant

Other: Alex's primary goals are to avenge Jericho's memory by bringing his killers to justice first and foremost, then find a way out of his contract and save his soul second.

Image is a commission from Lyndis!
 
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Name: Portia Maxima
Age: 30
Gender: Female
Sexual Orientation: Asexual
Species: Human
World and Universe they are from: Warhammer 40k

Appearance:
Portia stands at 5 feet, 11.375 inches in her power armor. She wears her black hair in a bob cut. Her face is dressed up with modest makeup, most prominently some eyeliner and dark lipstick, and a small Fleur de Lys tattoo below her dominant right eye. Like most Adepta Sororitas fighters, she dons a suit of custom power armor, colored according to her order. In this case, she belongs to the Order of Our Martyred Lady, so the armor is black with red vestment and gold & silver accents. On her pauldrons are purity seals—red wax stamps with parchment containing litanies, certifying she is free from the slightest taint of Chaos. Also prominent is the inclusion of Fleur de Lys iconography, a symbol of the Sororitas. She carries a small array of similarly adorned anti-personnel weapons.

Personality:
Sisters of Battle are indoctrinated from birth, taught to be pious to the God Emperor of Mankind and to show no fear in the face of death. Portia is no different; she is a zealot through and through, never backing down from a fight when the Imperial Creed is challenged, be it by heretics, witches, xenos, daemons, or the Chaos Gods themselves. Even as battles rage around her, casualties stack up, and enemies try to play mind games, she remains resolute and unfazed. This uncanny clarity also makes her a decent teacher, as she can answer questions with confidence an Imperial citizen might view as inspirational.

The God-Emperor is the only man to whom she will bow, and she is skeptical of anyone who claims to be His prophet. Like her fellow Sisters, she holds an unshakable belief in their holy trinity: bolter, flamer, and melta. Though they have other weapons at their disposal, such as lasguns, shotguns, and plasma pistols, she often picks from those three types integral to Adepta Sororitas combat doctrine.

Portia is regarded as a competent strategist and leader, but still acts within her rank; Sister Superiors are akin to sergeants and typically answer to and deeply respect more senior officers or "HQ units", such as Palatines or Canonesses. Her most immediately obvious flaw is that she is always loud—be it when speaking, singing, or terrorizing enemies with her war-cry. Some may find it uplifting, others grating. Between her voice and her weapons, people will likely hear her before they see her. Much of her rhetoric is also highly militant and abrasive; she is not an ideal diplomat outside her order or the Imperium. Her vengeful nature drives her to claim enemies' lives in honor of her fallen allies.

If one looks past her vicious attitude and impetuosity, one may pity Portia. War is all she knows. Given her conditioning and the state of her universe, she may only know true peace in death. Her xenophobia and religious intolerance reflect the rigidity and paranoia of the Imperium. She fears social reform an outsider would find good, because one change could have the unfortunate side effect of opening people to ideas that could allow literal Chaos Gods to infiltrate their worlds and destroy them from within. Paranoia, to an Imperial citizen, is both a virtue and a survival mechanism.

History/Bio:
The Adepta Sororitas trace their roots back to the Age of Apostasy in the 36th Millennium. Corrupt Ecclesiarch Goge Vandire, who had seized control of the Empire of Man, tricked a convent of pious warrior women into thinking he was a great prophet of the God Emperor. As "Brides of the Emperor", they became Vandire's bodyguards, repelling entire Space Marine legions who opposed his rule. Their leaders were called away by the Adeptus Custodes to the Imperial Palace to receive a great revelation before the Golden Throne, upon which the Emperor's corpse sat. Though they never told a soul the details of this revelation, they returned with righteous fury and knowledge of Vandire's treason. Their leader, Alicia Dominica, beheaded him, ending his Reign of Blood.

With political reforms sweeping the Imperium of Man, the Brides of the Emperor were renamed the "Adepta Sororitas", better known as Sisters of Battle. They are the Ecclesiarchy's only official military force. Alicia Dominica's most trusted compatriot, Katherine, became a living saint and leader of the Order of the Fiery Heart. When Katherine died in combat, her furious and vengeful following renamed themselves the Order of Our Martyred Lady. They wore black vestments for centuries, but eventually swapped them out for red to represent the blood of martyrs.

Fast forward to the 41st Millennium. Portia Maxima was the orphaned daughter of Astra Militarum officers who were killed in one of the myriad battles ravaging the galaxy. The Schola Progenium took custody of her and tutored her rigorously, honing her body, mind, and spirit. Her tutelage involved difficult lessons on hardship, self-denial, and discipline; feeling pain or fear was considered weakness. She proved exemplary and was rewarded for her devotion to the Imperial Creed with a transfer to the Shrine World of Ophelia VII. She was selected to be a Novice of the Adepta Sororitas.

Sororitas training was no less brutal, only now, Portia learned the various disciplines that would allow her to fit into any Order: medicine, counseling, and combat in power armor. Her specialty proved to be fighting, so they observed her fanaticism and determined she was fit for the Order of Our Martyred Lady, the most well-known Order Militant.

Not long after taking her final vows and winning her first battle, Portia and her sisters were drafted as Acolytes by the Ordo Hereticus of the Inquisition. Her missions under the Inquisition only further tempered her faith as she carved and burned Genestealer cultists tainting Imperial Hive-worlds.

Following a successful tour of duty with the Inquisition, she assimilated back into her Order's forces, where she served another solar year before her promotion to Sister Superior. Her squad agreed she displayed excellent leadership and ironclad courage after their previous Sister Superior met a grisly end on the battlefield. She received a hand flamer and chainsword as symbols of her station.

Powers:
  • Shield of Faith - This ability is unique to Adepta Sororitas units. Sisters of Battle use their unshakable faith in the God Emperor as their greatest defense, granting them rare moments of what they interpret as divine intervention, such as strikes from mighty cannons failing to kill them. This amazing power is fueled by their Acts of Faith—feats such as crushing enemy squads or martyrdom of their own squads.
  • Sacred Rite: Aegis of the Emperor - Portia's prayers for the Emperor's protection bear fruit in the form of resistance to psyker/magical powers. She may attempt to "Deny The Witch", or contest an esoteric ability targeting her or an ally near her.
  • Order Conviction: The Blood of Martyrs - Portia is not deterred by casualties on her side. Instead, she pushes herself beyond her limits, fighting harder than she did initially.

Power Limitations:
Portia can't rely solely on her Shield of Faith; she can only resist one potentially lethal blow (at a mutually agreed-upon time of narrative weight), and she must perform/witness an Act of Faith to recharge that ability afterward. Likewise, she can only contest one spell/power per post, so multiple psykers/casters can quickly overwhelm her. Her Order Conviction will push her Weapon Skill (see below) up to a B rank, but her Ballistic Skill won't exceed an A rank yet.

Skills:
  • Ballistic Skill - A
  • Weapon Skill - C
  • Intimidation - B
  • Iron Will - S
  • Leadership - A
  • Medicine - D
  • Teaching - C
  • Scrutiny - C
Weapons/Equipment:
  • Godwyn-De'az Pattern Boltgun - A rapid-fire boltgun designed for Adepta Sororitas use. The rounds it fires contain a solid propellant and an explosive charge, making them more akin to miniature rocket-propelled grenades than bullets.
  • Ministorum Hand Flamer - A pistol that spews a jet of burning Promethium fuel. Its versatility comes from its ability to use lower-tech fuel, but its range is short regardless.
  • Chainsword - A fearsome and ubiquitous weapon in the Imperium of Man. It is known for shredding lightly armored targets and surprisingly easy maintenance procedures compared to the superior Power Sword.
  • Frag Grenade - A standard anti-personnel grenade. Not much has changed after millennia in service; shrapnel disperses as the shell explodes, creating abnormally-shaped wounds that bleed heavily.
  • Krak Grenade - Its powerful, shaped blast is effective against armor, thick chitin, and fortifications. An adhesive shell allows it to stay in place before or after the pin is pulled.
  • Sororitas Power Armor - Custom, lightweight power armor makes Battle Sisters more durable than Imperial Guardsman but less so than the towering, superhuman Space Marines. It allows them to handle the recoil of more powerful weapons like the boltgun.
Strengths:
  • Close combat - Portia's weaponry excels at killing infantry units at close to medium range. She wields a hand flamer and a chainsword in tandem, making her a greater threat in close quarters than the average Battle Sisters. Likewise, her power armor makes her highly resistant to small arms fire.
  • Deny the Witch - Many Adepta Sororitas units chant and sing loudly in combat, which allows them to potentially disrupt the abilities of enemy psykers. In the scope of the multiverse, this increases Portia's efficacy against magic users and psychic beings.
Weaknesses/Fears:
  • Unrelenting - Portia fights to the death unless an authority figure like a Ministorum priest, Canoness, or Inquisitor orders her to halt or retreat—a rare occurrence in her universe, given perceived acts of cowardice are heretical.
  • Vehicles - Large, hardened targets such as tanks pose a problem. Without her squad's meltaguns, her only option for such targets is a singular krak grenade.
  • Reliability Issues - The armaments many Battle Sisters use are over 4,000 years old. They have been repaired countless times over the millennia. Portia's bolter is prone to jamming in dirty environments, like sandy deserts or muddy jungles. The teeth of her chainsword can also shatter if they clash with thick armor or another similar weapon, reducing her melee abilities.
Other: In other terms, "Ballistic Skill" refers to marksmanship, "Weapon Skill" melee fighting, and "Scrutiny" investigative skill.
 
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Name: Chinatsu Okita (The Black Striker)

Age: 21

Gender: Female

Sexual Orientation: Homosexual

Species: Human

World and Universe they are from: Calamity Effect

Appearance: She is 5'6" and of an athletic build. Chinatsu is regarded to be very pretty. She typically wears a black bow on the front of her hair, with a fine black dress and shoes to accompany it. She has long, beautiful blonde hair. She has bright red-colored eyes. Her expression is always blank and cold.

Personality (Over six lines long): If one were to look at Chinatsu, they would immediately have the impression that she is aloof, apathetic, and absolutely emotionless. However, all of these traits are a front that hide the turmoil that she has from her copious experiences in life. From the deaths of her family, to the brutal training of Desolation Academy, Chinatsu has had no other recourse but to hide away and bottle up her true feelings, as to her, they are worthless in achieving her vengeance against the Eradicator for the things he has done to her and her family.

However, try as she might, Chinatsu still cares, as can be seen how she acts when she is with those she trusts. When with those that she loves and trusts, a softer side of Chinatsu is shown. The only person who has had the privilege to see this softer side of her, is her girlfriend Hideko Nagao.

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

Chinatsu Okita, the Okita family was a large family of villains that serve and work for the evil global organization, the Desolation, an organization created by God's Apprentice, Lord Ctelozapth, built to inflict calamity and chaos throughout the world to entertain its bored god, Xeth. Chinatsu since her elementary school days has attended the Desolation Academy in Tokyo. Since those days, her grades have been extraordinarily high. In the beginning, she was trained in many advanced physical trainings in elementary, including agility, martial arts and other trainings. Come her middle to high school days, she learnt how to fight with various weaponry. The training turned out to be so extreme, it inflicted long-term trauma upon her, but eventually, she graduated from Desolation Academy with highest honors, immediately becoming a Desolation Elite. She was given the ring known as Tragedy which granted her all her current abilities and physical prowess.

Hero hunting and assassinations was her calling. While going on missions to take down the Classic Order, the super elite force from America meant to combat the Desolation and free the world of its influence, she had also killed her fair share of heroes and heroines. She met Hideko Nagao later in her young adult life, a professional artist, same height as Chinatsu, with short black hair, a casual blue and white attire for Tokyo, and glasses.

Three years ago, on her 18th birthday, a top-tier anti-hero known as the Eradicator slaughtered Chinatsu's entire family, with Chinatsu being the only survivor. Ever since, Chinatsu has become cold and distant, while protective of her girlfriend.

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

Peak Level Physical Prowess: After training endlessly within her family and in the Academy, Chinatsu's physical prowess is sharpened to the point of it being peak human.

Weapon Mastery: Chinatsu is a prodigy, having mastered a plentiful amount of ranged and melee weapon types in the world during her days at the Desolation Academy. She is also an excellent tactician and strategist.

Darkness Mastery: After 16 years of training in the dark, Chinatsu can see in the dark and use it as a major advantage, and has expertise in it.

Weapon Summoning: Chinatsu can summon a handful of firearms, melee weapon and an explosive weapon, weaponry that she's mastered through extreme training.

Slow Time: Chinatsu can slow time, cutting the flow of time in half while capable of moving at her normal speed.

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

Light Weakness: Due to being used to fighting in pitch darkness, Chinatsu's visions heavily degrades while affected by strong light sources, forcing her to stray away and fight in spaces that don't provide those sources.

Time Slow Recharge: Chinatsu's can only slow time for about 5 seconds in real-time, and she is unable to Slow Time again for a 24 hour period. Furthermore, bullets that are shot out of any guns she uses during slow time are also slowed down as they leave the barrel.

Weapon Replacement: Chinatsu carries a total of five weapons, but whenever she needs to switch out one for a weapon that she discovers, she has to replace one of those weapons for it to be added to her arsenal.

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):

Weaponry Mastery: A

Master Martial Artist: S

Sneaking: 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.):

The Blackening: Her signature blade. It is a pitch-black blade that weighs 30 grams, forged by her with help from the Desolation. It is extraordinarily light while being able to cut through objects well.

Crow's Bond: A pitch-black silenced pistol with crow aesthetics, the pistol brings bullets at a great velocity, on top of augmented range and comfortable, customized grip. It was a pistol that was forged by Chinatsu, and the aesthetics were created by her girlfriend Hideko, making a special bond between the two for the weapon.

AC11: An Advanced Police Carbine, forged in 2038 by Switzerland, with a RPM of 1080. It is a very close quarters gun, offering not much range, however buttery smooth when it comes to reloading swiftly.

SWM-20: A Sniper Weapon Model, a standard issue, scout sniper rifle forged in 2043 by the Classic Order. She had stolen this weapon off of a Classic Order sniper that was fending off Desolation soldiers coming from Korea out into China.


C5 Explosives: An advanced variation of the C4 explosives from decades ago. These explosives are lighter to carry, have more detonation pressure and more heat from the explosions.

Strengths:
  • Fantastic pressure-fighter
  • Versatile at all ranges
  • Great at stealth
  • Unrelenting killer
Weaknesses:
  • Slow Time has limits
  • Weak to light
 
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Name: Phoenix Stålman
Age: 20
Gender: Male
Sexual Orientation: Homosexual
Species: Aasimar
World and Universe they are from: Forgotten Realms

Appearance:
Phoenix doesn't seem particularly imposing at first, standing only 5'6. He has features associated with a person from far north—pale skin and fair hair. Some of his features are unusual, such as piercing eyes the color of apatite gemstones, a winged shadow, and purple tattoos along the edges framing his face. He can undergo a transformation in which his flesh turns to living steel, his eyes glow, and he forms glowing spectral wings. His splint armor is meticulously polished and adorned with blue vestments bearing symbols of the Helmite clergy.

Personality:
Phoenix is a "lawful good" person, though "lawful good" doesn't always mean he is nice or open. The weight of the world is on his shoulders as a cleric, a healer, and an inquisitor, and he is not above using coercion and cunning to get what he wants when lives are on the line. Though slow to trust others, he can be extremely kind and compassionate. To him, life is precious, and it is with a heavy heart that he bears his spear against another person.

In his opinion, knowledge is power. If one can see the enemies coming, understand them, and act accordingly, then success is likely. He chose purple ink for his tattoos because the color represents wisdom, devotion, and pride—three qualities he wishes to embody. He knows what it means to sacrifice of oneself and deeply respects those who give it all for their duties. It is for this reason he focuses on healing; he wishes to keep such brave soldiers and staunch defenders alive and well.

Phoenix doesn't pursue romance often. In many ways, he fears showing vulnerability—a sentiment rooted in past trauma. He also spends an inordinate amount of time reading nonfiction works in various topics. His rigorous studying of world lore sometimes leads to him neglecting basic needs like food or water. Most of the time, he only takes the bare essentials for himself, doesn't make deals with fiends, and discards or destroys objects that bear curses.

History/Bio:
Born in 1474 DR, Phoenix never knew his parents. He was found as a newborn at the gates of Helm's Hold, a fortified city near Neverwinter. At the heart of the town was a cathedral, the foremost center of worship for the dead power Helm. Only one dwarven cleric still wielded divine powers at the time. Phoenix was devout, showing interest and taking comfort in tales of the Eternal Watcher.

Early in Phoenix's life, a prophet named Rohini arrived, bringing omens suggesting the imminent resurrection of Helm. The community was quick to trust her, and soon she rose to a position of great power. Many were enthralled by her supposed wisdom, taking her word as law over the City Council's. Rohini became the ruler of Helm's Hold by 1479 DR. Ashmadai cultists (Asmodeus worshippers) began to move in and cause trouble, while her behavior slowly grew more menacing and salacious.

By 1484, an investigation by the disbanded and disgraced City Council members revealed Rohini was not only a succubus, but also a servant of the Abolethic Sovereignty who was using the Ashmadai as mere pawns. The Ashmadai and Helmites alike declared war on the false prophet. A party of seasoned adventurers infiltrated the cathedral and slew Rohini before the altar. Soon after, clerics of Helm started gaining divine power, signaling Rohini's predictions were accidentally correct.

In the coming years, Phoenix did everything he could to ensure he was as well-rounded as possible. He developed a set of principles by which he lived to avoid manipulation. His adherence to these principles and the law, in addition to his drive to protect and eye-opening meditations regarding the nature of internal threats, garnered favor from Helm. By 1492, he became a young acolyte and received the powers of the Life Domain. His schedule was extremely busy, between reading and serving among the City Watch. He operated as an inquisitor independently from the Order of the Gilded Eye, feeling they were too zealous and prone to wanton violence.

Two years later, the Sword Coast was in crisis. Elturel, a holy city and capital of the theocratic nation of Elturgard, simply vanished while Baldur's Gate's Grand Duke Ravengard was visiting. During a seemingly unrelated investigation of a string of murders in Baldur's Gate, Phoenix and a party hired by the Flaming Fist followed a trail of clues to a dungeon beneath Vanthampur Villa. They discovered Thavius Kreeg, the High Overseer of Elturel, tainted by the Nine Hells and hiding in this place dedicated to the fallen angel Zariel. He had signed a contract that doomed the city to plunge into the River Styx. Kreeg was swiftly arrested for his crimes.

With the help of an archmage, the party teleported into Avernus. Everything seemed to go as planned. The party led the citizens who hadn't signed away their souls to the catacombs beneath the Grand Cathedral and then leveraged a tentative alliance with an undead cleric to secure the city from a demonic incursion. They even freed Duke Ravengard from possession, securing a solid leader for the survivors.

Party relations became strained once the members reached the wastelands below. Other members' willingness use of an Infernal war machine, a motor vehicle that used souls as fuel, infuriated Phoenix. Rather than let them destroy someone else's soul, he offered his own vitality. Though he didn't let his soul be completely consumed and could recover with rest, the process greatly weakened him at a critical moment.

In those wastelands, demon lords battled archdevils in the interplanar Blood War. The party had the misfortune of encountering Zuggtmoy, a demon lord of rot and disease. She showered the party with her fungal spores, and although Phoenix withstood the attack, most of his party fell under her influence. The infected turned on their own, slaughtering the poor cleric as he tried to cure them.

Powers:
  • Darkvision - Phoenix can see up to 60 feet in the dark, in shades of gray.
  • Celestial Resistance - He is resistant to damage caused by necrotic attacks and corrupting effects.
  • Radiant Soul - Phoenix's temporary transformation grants him flight and bathes the tip of his spear in searing divine light.
  • Preserve Life - He can release a wave of positive energy, healing multiple members of his party at once. (2/day)
  • Divine Magic - As a cleric, Phoenix's spells provide great tactical advantages. His preferred spells include:
    • Guidance - Phoenix blesses one person with divine insight, briefly improving one skill by one rank.
    • Light - A simple spell to shed light equivalent to that of a torch. This comes from his natural abilities, not from his deity.
    • Word of Radiance - Phoenix can fire a burst of searing energy that damages adjacent foes. Best if he is surrounded.
    • Cure Wounds - A touch heals a hefty amount of damage to a living creature or burns an undead monster. (4/day)
    • Lesser Restoration - Cures blindness, deafness, paralysis, and poisoning. (3/day)
    • Remove Curse - The name explains most of it. If the curse comes from a cursed object, its hold on a person breaks and the object can be safely discarded, sealed, or destroyed. (3/day)
    • Death Ward - If a blow would kill a warded person, they withstand the attack and the ward fades. (2/day)
Power Limitations:
In his efforts to broaden his knowledge, Phoenix hasn't sharpened many skills to the point of true mastery. While more diverse, his spells are not focused on one category. In short, he is spread thin and must coordinate with allies to truly get the most of his abilities. He can only use his more powerful abilities a certain number of times per day (see above). His healing spells can't raise the dead; since he is separated from his native universe, death is final.

Skills:
  • Strength:
    • Athletics - D
  • Intelligence:
    • Arcana - D
    • History - B
    • Nature - D
    • Religion - B
    • Investigation - B
  • Wisdom:
    • Animal Handling - D
    • Medicine - A
    • Perception - B
    • Insight - B
    • Survival - D
  • Charisma:
    • Deception - D
    • Intimidation - C
    • Persuasion - C
  • Divine Magic - B
  • Melee Combat - C
Weapons/Equipment:
  • Spear +1 - A fairly basic magic weapon. Other than its ability to bypass resistance to mundane weapon damage, not much else is unique about it.
  • Shield +1 - A lenticular shield, reinforced with magic to boost its efficacy.
  • Amulet - An iron amulet with a prominent symbol of the deity Helm, used by a cleric for spellcasting.
  • Periapt of Health - This item's magic shields the wearer from disease and suppresses existing diseases. It doesn't require attunement, so Phoenix can let a person suffering from disease borrow it.
  • Splint armor - Sturdy steel armor, second only to full plate but considerably more affordable.
  • Cold weather clothing - Thick wools, fur linings, and a white scarf are the key features of this spare clothing set.
  • Holy water x2 - Glass vials whose contents scald fiends and undead like acid.
Strengths:
  • Skilled - Phoenix is well-read in an abnormally wide range of topics. He knows at least something, though his areas of expertise are related to extraplanar beings and the undead.
  • Healer - Healing is his forte, both magical and mundane. Of all the topics he has studied, medicine is his best subject.
  • Armor & Weapon Proficiencies - As a Life Domain cleric, Phoenix is proficient with simple weapons (clubs, daggers, spears, etc.) and all types of armor and shields.
  • Incorruptible - He is resistant to influences that would shift his alignment towards evil; he will not willingly commit a heinous act such as betrayal and won't even pretend to do so.
Weakness/Fears:
  • Spread Thin - The depth of his expertise in many fields is shallow. He is not an excellent fighter on his own, only truly shining when giving his allies that extra boost and using regimental tactics.
  • Dexterity - He does not possess exceptional dexterity, and his heavy armor makes him poor at stealth.
  • Fear of Failure - He will overextend, exhaust, and endanger himself to ensure his party's success and survival, and always feels like time isn't on his side. It's a highly detrimental mindset, but he feels the weight of the world on his shoulders as an Inquisitor of Helm.
  • Slow to Trust - Phoenix has witnessed shocking betrayals in his lifetime, so he can be distant and cold towards potential allies at first. One may also catch him scrutinizing their actions or snooping, as he feels he must investigate people and know their secrets to fully trust them. It is a troublesome double standard, given he has his secrets and wishes to keep them.
Other:
  • Skill ranks shown above are calculated based on bonuses within the D&D 5th Edition system. A skill bonus of +1 or less does not qualify for a rank, while a bonus of +2 or +3 translates to a "D" rank in the Evrensel Conflict's system. Every two integers increases the rank by one step; for example, Phoenix's Medicine skill has a modifier of +9 in 5e, hence its "A" rank.
  • Phoenix does not use contractions when speaking and writing.
  • Zuggtmoy is not an encounter listed in the vanilla Descent into Avernus module. The campaign in which Phoenix was featured used an expanded high-risk encounter table.
 
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