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[fieldbox= Naomi, Aqua, Solid]

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[glow=aqua]FULL NAME:[/glow] Naomi
[glow=aqua]CALL-SIGN // ALIAS:[/glow] Titan
[glow=aqua]GENDER:[/glow] Female
[glow=aqua]AGE:[/glow] 23
[glow=aqua]GENERATION:[/glow] NOAH

[glow=aqua]APPEARANCE:[/glow]

~"Never judge a book by it's giant fists"~

If there was ever a prime example of how appearances could be deceiving, Naomi would be that example. Standing at a height of five foot four inches Naomi is far from what her call sign would suggest in terms of height. In fact most who meet her for the first time find themselves some what puzzled as fist impressions on her appearance imply she's a normal young girl with questionable fashion choices.

At all times you'll find her to be wearing a strange brown jacket layered on top of what appears to be a white full body suit with a teal neon strip spiraling around her frame. She appears to wear a large belt to accompany this although at first glance it doesn't seem to serve any real functional purpose, assumed to be a fashion choice rather than anything else. Brown steel toe capped boots make up her footwear.

A typical comment made about Naomi is that she appears to almost seem either irritated or stoic when left to her own thoughts. She rarely can be seen smiling or appearing in a good mood unless approached in conversation when her personality appears to contradict her facial expression. That being said it's hard to determine weather or not her social application in situations is merely a front to hide her true thoughts and feelings.

Her hair is probably her most attractive feature, a lovely shade of brown that seems to flow elegantly to her shoulders and lower back, but her most defined feature is her eyes which seem to share the same color and vibrancy of the teal neon strip that spirals her body. The brightness of her eyes appears to reflect to some degree her emotional state, seeming brighter when in better moods and dimmer when troubled. It is perhaps her eyes which are far more telling then her physical responses.

[glow=aqua]BIOGRAPHY:[/glow]

~"Pull up a chair, It's a long one"~

Like many NOAH she too became a victim of various experimentation's and projects, her's was aptly named Project: Juggernaut. As the name might suggest the aim was to develop a weapon that was unstoppable in the battlefield, a force that couldn't be overwhelmed that'd either hold unwavering against the odds or turn the tide with brutal force. When the paperwork for her project was laid bare in front of those whom would undertake and oversee it's progression, some opted out immediately due to the morality of what they were being asked to do.

A project designed to create a brutal combatant demanded brutal methods of improving and modifying the young orphan girl. Upon securing her limbs to a frame which stretched her to her limit, she was given a strong numbing anesthetic to dull her pain receptors, allowing them to keep her conscious as they began to flay her skin from her body strip by strip. Despite the strong medication administered, the sight and feeling of seeing your skin fall away was a terrifying scarring experience, her screams became so much that the surgeons operating opted for noise canceling earplugs before continuing to remove her skin.

Once the process had been completed the steel automated frame was given an input function, ordering it to systematically snap and brake her bones. The young orphan writhed in futile attempt to escape her fate, but a machine without sympathy continued to twist and fold till her body lay shattered in her restraints. A few of the surgeons decided to leave the room for the process, returning only after the machine had finished it's function, others didn't even flinch, merely watching with eager interest as if curious to her reaction to the experience. To say it was agony was a gross understatement despite the meds keeping her conscious.

The process after these steps worked to rebuild her, but not as she was before. Naomi's bones were altered with a titanium mesh overlay to reinforce the bone structure, making them more durable and resistant to stress. Her skin was regrown, replaced with a hypodermic metallic skin-weave injected with a regenerative biochemical overlay, making her more resistant to projectiles and impacts. Her modifications were extensive, expensive and took a lot of time and work to make functional, making her faster and stronger. But once complete the surgeons congratulated themselves on their breakthroughs in combatant weaponry.

It was not enough to succeed however, it had to be tested. Naomi was placed into a variety of situations where she was made to undertake damage, stress and pain from an aggressive force. She was place in arena type rooms without weapons where she was repeatedly beaten by automated sentries and soldiers, all to test her modifications and weather they would hold up in battle scenarios. The results were a complete success and soon she was due to be trained in the use of her elegance which had been created specifically for Project: Juggernaut.

Naomi would be fitted with what would appear to be silvery metal bracelets, which upon the activation of her elegance manifested into huge mechanical fists that were bound to her physical structure, however these weapons were not just physical extensions, for they could be summoned at will via her elegance. The weapons manifest themselves on her hands and operate as if they were her actual hands. Of course Naomi was tested rigorously on how to use them and how to project optimal efficiency with them in battle.

Naomi had finally reached the fruition of her project, becoming one of the first "tank" type NOAH's, a NOAH whom could undertake extreme physical stress but also unload an overwhelming force simultaneously. It was during this time that the kill order came through and her execution had been ordered. Like many of the NOAH, the news did not come well as they discovered just how well Project Juggernaut had been completed. Attempts to kill her had been met with critical failure as soldiers, doctors and security systems were killed and destroyed. Rooms, doors and corridors lay in ruin as Naomi made her escape, eventually causing enough damage along with the other NOAH that they couldn't continue to pursue her at that time.

Naomi spent a long time after that standing just in the periphery of notice, favoring to remain out of sight and out of mind for the sake of her freedom. It seemed that fate had other plans, when she eventually became discovered by the Fearless and was offered a place in exchange for her help in their cause. Given everything that had been done to her, she was more than happy to help.

[glow=aqua]PERSONALITY:[/glow]

Naomi's personality is often decided by situation and circumstance. On first impressions some say she can be very moody or appear as if she's annoyed, she herself will just tell you she has 'resting bitch face', which roughly means she always looks pissed off even when she's not. To talk to she can be very pleasant and interesting company, although at times she can become some what distant if something is troubling her mind.

She doesn't make any attempt to hide details about herself and will generally be forthcoming about most things, whether it be her past or what she thinks about what you're wearing. She comes across honest because of this but at times she can sometimes rub people up the wrong way by being too blunt with certain things. Naomi can be stubborn, though at times she might submit depending on the situation and who it is.

Naomi has a very aggressive temper which is hard to reel in once it's provoked. Some believe it to be a result of her conditioning from Project: Juggernaut, which could have more truth than most realize. Depending on who it is, some can talk her out of a temper if they know her well enough, others will likely get ignored especially if the focus of her temper is standing right in front of her. Naomi has taken steps to minimize her temper and can sometimes be found holding a stress ball which she'll focus on when she's annoyed.

[glow=aqua]Likes:[/glow]

-Green Tea
-Music
-Beautiful locations
-Manners
-Rain
-Sleep
-Other NOAH
-Children

[glow=aqua]Dislikes:[/glow]

-Rudeness
-Dirt and filth
-Bad smells
-Arrogance
-Being touched
-Spiders
-Hurting people

[glow=aqua]WEAPON(S):[/glow]

Power Fists (Elegance) - Naomi wears what seem to be metal bracelets on her wrists which can not be removed at any time. In a matter of moments mechanical fist weapons manifest themselves on her hands which respond to the movements of her arms, hands and fingers. These weapons appear to be solid and extremely durable. They enable Naomi to lift incredible weight and deliver high impacting blows to opponents. They can be broken if the weapons sustain a staggering amount of damage, resulting in her requiring time to manifest them again. During punches there is an aftershock released from pockets between the 'knuckles' of the weapon for additional damage and destructive force.

[glow=aqua]TALENTS:[/glow]

Combat:
-Fighting
-Tracking
-Enduring
-Adapting

Non-Combat:
-Cooking
-Engineering

[glow=aqua]ELEGANCE:[/glow]

Enrage - Naomi's eyes as well as the Neon lights on her weapons will all turn red, Naomi will become temporarily unstoppable as her body becomes even more durable and her wounds regenerate at a staggering rate. Additionally she'll become stronger and each swing of her fists will unleash a more powerful after shock of force that'll either blast opponents back or destroy surfaces such as concrete. Naomi enables this by focusing negative emotion into her body which if done over extended periods can have severe physiological backlash, so should only be used in dire need or short periods of time. Afterwards Naomi will be fragile mentally and her body will be cooling from the stress of having become enraged, cutting her combat efficiency afterwards in half till she's had enough time to rest and recharge. There is a chance Naomi will not be able to deactivate her Elegance due to it's activation method, a plan of action in this event could improve or negate this.

[glow=aqua]Other / Trivia:[/glow]

-Due to her modifications, she is a lot heavier then what she appears.
-Her eye color is due to a neural enhancement that assists her ability to assess and adapt during combat.

[/fieldbox]
 
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FULL NAME:

Riley Harris
CALL-SIGN // ALIAS:
Patriot
GENDER:
Female
AGE:
26
GENERATION:
Combat SERAPH

APPEARANCE:
Riley is the flat out definition of a soldier when it comes to physical build. She's muscular, with a frame that shows she is much more than just a field operative. The woman trains well beyond what is expected of her, and whatever equipment she deals with seems to be enough to keep her in very good shape. All in all, she seems at peak performance for her duties. Included in the package is her rather above average height of around 5'11.

Outside of combat, Riley has a fairly basic attire. Consisting of a variety of tank tops, and formfitting t-shirts, with blue jeans and boots. Occasionally she can be found in some nicer clothing, however that's mostly under the condition that the bar needs help to be ran out front. If that happens to be the case, getting her into a dress, or a skirt while a challenge, can be arranged.

In combat Riley wears a variety of uniforms, with camouflage most suited to the situation. Though sometimes she prefers more exotic uniforms, with patterns from countries long forgotten to time, and to the walls. Her combat loadout is very heavy, including a plate carrier, scavenged cleric armor to cover her arms and legs, and a myriad of equipment strapped to her body. Her plate carrier is weighed down with ammo, and the tools of her trade as a combat SERAPH.

BIOGRAPHY:
"Hey I was raised on a few things. Blowing things up, working with vehicles, and operating weapons in calibers that knock most pretty ladies on their ass. Let's just say, ain't nothing changed since I joined FEARLESS."
Riley was raised in a mechanics shop, the jobs her family took on ranging from just fixing some bad brakes, to having to actually fix a Cleric vehicle from time to time. Her family were well known as mechanics, and just about anything fixed, came out running better than it did the day it was fresh off the assembly line. Keeping her family as quite a well known group of mechanics in their area.

Of course being the youngest, the girl was tasked mostly with the easy work, to learn about what she was doing. However she was also tasked with something special, her family always gave information to FEARLESS, about anything they could get their hands on. So Riley was tasked with delivering letters to the Afterlife. Mostly since she was young enough, not many folk would bother her, not even clerics, for the most part.

Though as Riley got older, she found more of her time caught up in the shop working. She's helped fixed Cleric APC's, transport trucks, even once she got called out her dad to work on some engine troubles a tank was having! She's quite familiar on how to fix and in turn ruin these types of vehicles. After all, to fix some of these vehicles they had to be given manuals, and even blueprints, so she has quite a bit of insider knowledge. Mostly things she's copied down in her personal notes.

At the age of sixteen Riley was given a choice, by the Manila folder her dad gave her. She could remain as a mechanic, or she could join FEARLESS. It wasn't an easy choice for the young girl either. Her father from day one had trained her to know she was not to like Clerics, and only was to work for them, since the money was good, and it kept their shop from ending up burnt down by 'accident', with their whole family 'mysteriously disappearing'. Yet she also knew leaving her family, meant she would rarely have time to see them, and instead would be busy serving in FEARLESS.

However her anger from being forced to work for Clerics her whole life, helping to fix their war machines, pushed her forward. She left the next morning with her tools, and her clothing to go work with FEARLESS. As a combat engineer. Her job was simple, if she wasn't on a mission, she would be tasked with repairing what few vehicles FEARLESS had, training her body, and keeping up the maintenance of her own weapons.

Riley for the last 10 years has served like this. Her job in the combat roll, having become a life of demolitions, and vehicle work. Whether she has to knock a door down with an explosive charge, or leave an APC as a burning wreck in the road. She's up to the task. Patriot is her nickname at this point, having picked it, since she feels the truest patriots of this organization, are those on the front line. Despite being a SERAPH, she fights just as often as the RONIN, however her specialization in Mechanical work, and explosives have kept her listed as a SERAPH.

Overall Riley has a love for war, but she's cautious when needed. Certainly she'd love to just blow a hole in everything in her way, however the girl has learned about being subtle. Not everything needs a C4 charge, sometimes a specialized breaching hammer works just as well. Not every vehicle needs to be disabled with a rocket launcher, sometimes just a few missing parts is enough.


PERSONALITY:
"Fixing, shooting, smashing. All apart of my job at this point. Rest of the SERAPH brains don't usually have the stomach or the time for it. To busy making a contraption that'll win the war...fucking hell it won't. I can tell you two things that work, bullets, and explosives babe."

Riley is perhaps the most unique among most of the SERAPH. Where some are medics, or scientists, or even just spies. This girl only has knowledge of the technical, she can fix just about vehicle you put in front of her, clean and operate any firearm. Yet you put computer parts in front of her, and ask her to assemble it, at best you'll get a bomb, she made using the few parts she recognizes when she makes remote detonation explosives.

The girl herself is cheerful and teasing however. She pretends to resent the brains behind the operations, however in her free time, the girl will help by carrying things around, or stupidly volunteering to let the other SERAPH experiment on her with their new gadgets. She can also be found drinking, messing around with the other FEARLESS personnel, or just working out with friends.

Occasionally she also likes to work on Tia's bike. Finding the unique creation quite fun to tinker with...besides, leaving a finger print, or a smiley face drawn with smudges is so fun sometimes! The meltdowns are just great! Besides, it's not like Tia is gonna get DNA analyzed...right?

Likes:
-Anything that causes destruction
-Anything with an engine
-Rifles
-Men
-Women
-NOAH
-Weightlifting
-Running
-Teasing other FEARLESS members
-Drinking from time to time
-Rock and Heavy metal
Dislikes:
-Pansy shit
-Bitchy and whiny people
-Pretends to dislike other SERAPH
-Not being allowed to break or fix shit
-Any weapon that doesn't have enough kick to remind her it's actually shooting
-Being told to stay put, or not go out into the front lines

WEAPON(S):

Scar-H Custom:
A 7.62x51 rifle, this weapon ensures a quick and clean death for almost anyone that gets in front of it. For Riley it serves as her primary weapon for dealing death to just about anything that gets within range. She usually fights at close to mid-range with her weapon.
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Desert Eagle .50 AE:
Perhaps this pistol is overkill. However Overkill is Riley's Middle name! Better than her original choice, which was supposed to be a sawed-off KS-23, however someone talked her down to this massive pistol instead. It's low capacity, and high power. All in all, it tends to kill most things it hits.
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MRO-A Rocket Launchers:
Whenever she expects to encounter armor, Riley carries two of these disposable rocket launchers. They work well against vehicles, and aren't too heavy when strapped to her back.
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Tactical Breaching Hammer:
If called for, and things need to be more subtle, or she simply runs out of ammo. This hammer serves both to knock down doors, walls, etc, and also to serve as a deadly weapon.
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Milkor MGL:
When shit hits the fan, or the mission happens to come with that assumption shit is going to go wrong, Riley brings this beasts of a weapon. Six shells of 40mm, tends to be enough to end any argument. If it isn't, she carries a few spare reloads usually.
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TALENTS:
Skills (Combat):

-Demolitions
-Breaching
-Combat Driving
-Operation of weaponry in most vehicles
-Disabling Vehicles
-Close to mid-range fighting
Talents (Non-Combat):
-Fixing vehicles
-Weightlifting
-Creating more explosive devices
-Getting on people's nerves
-Playing guitar
 
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FULL NAME:

Jericho Cross


CALL-SIGN // ALIAS:
Father


GENDER:

Male


AGE:

30


GENERATION:

RONIN


APPEARANCE:

Standing at approximately five feet eight inches tall, and weighing in at approximately 200 pounds without his equipment, Jericho is built very much like a sturdy brick house. Numerous scars cross his body, mostly those indicating numerous ballistic injuries with shrapnel scars on each of his limbs. His build is certainly stockier than your average male of his age group, due to the amount of time spent lugging around equipment and the heavier than normal armor he prefers to wear on a regular basis. He tends to have a fairly stocky, sturdy, and well built frame that tends to show off his muscle by virtue of being built for carrying the amount of armor and gear he prefers to use at varying times and situations.

Out of a combat situation, Jericho typically wears a loose fitting tank top, showing off the scars on both of his arms, as well as the tattoos running down both arms. His left arm has twin dragons running the length, at least down to his wrist where the tails of each coil together. His right arm has flowing scripture, in the form of smoldering scrolls, running down each, the writing unreadable from any sort of distance. Wearing a pair of slacks that conceal his scarred legs, Jericho wraps up his rather simplistic off duty attire with a pair of work boots. Nothing fancy, just plain working clothes. One thing that does stand out, visible tattoos aside, is a silver necklace, iron cross hanging from its chain, usually tucked under his tank top instead of hanging freely about his neck.

Deploying into combat, however, things change completely. Jericho wears a set of stolen assault armor, repurposed for use by FEARLESS instead of the NEW ECCLESIANS. The outermost layer is a series of reinforced plates, rated for stopping a variety of small arms caliber rounds, though obviously, repeated hits will eventually damage or even destroy the plates. The next layer being the full body suit, with flame retardant material for protection against incendiary attacks and being resiliant enough for shrapnel and incoming . The helmet he wears utilizes a HUD set up that, while simplistic to some, provides keypoints of information. Mostly, who is active on comm channels, vitals such as heart rate and a trauma map, and other items of note as he needs them brought up. Notable, he has no crosshairs or anything silly like that, and the helmet is the only part of the armor with any sort of electronics involved.


BIOGRAPHY:
"Come, brothers and sisters of arms. You wish to hear story of Jericho Cross, eh? Sit, sit. It is not as, how you say, exciting and bloody as some of those among us, but we all have stories of origin."
Jericho Cross was the adopted son of a church owner, something that had been a dying breed before the rise of NEW ECCLESIA's current regime. His mother was a kind enough woman, stressed with working two shifts since donations rarely covered the expenses of maintaining the church, small and humble as it was. However, the two loved each other dearly, despite their advanced age, and loved their adopted son as well, having never been able to sire children of their own. Having lacked any sort of last name when he was adopted, being only told of the name Jericho, he took on the last name of Cross, for reasons unsurprising to those looking at the son of a church preacher. His father would hold biweekly services, at times that allowed all of those in their district to be able to attend should they choose to. It was a quiet, peaceful thing that one might think would be the roots of some ill fortune or danger looming from above.

Surprisingly, they were sometimes wrong. Growing up with anti ECCLESIAN sentiments, despite his father's disinclination towards violence, the church would often shelter wounded rebels and those displaced by the destruction of homes and crimes made against them by the powers that be. Due to the fact that no violence took place on the grounds of the place, and no sort of overt trouble was caused by the owner of the place, coupled with a location that really had no impact on the nicer areas of the city, it was an oft overlooked place, something noted in reports as to be taken care of at some point, but holding no priority or demand for special attention. As such, most of Jericho's childhood was quiet and peaceful, no one causing trouble with a church or its old, wizened owners. However, something would happen that would change the outlook Jericho had, forever.

Shortly after his 18th birthday, his mother passed away, leaving Jericho to work to help his father maintain the building. However, shortly afterwords, as if reliant on each other, his father would pass as well, leaving him alone. The insurance both of them had paid off the grounds that the Church was built upon, and Jericho would take up his father's place as a preacher, often times being referred to as Father Cross, spending two years fighting the good fight in that regard, sheltering those that needed someplace to rest, safe from the troubles of the outside world. One day though, a rather unusual guest came in through his doors, a guest that would challenge his outlook forever. His biological father, a CLERIC, seeking out his lost son. The man had been fairly badly wounded and sought out a place to die in peace, unwittingly stumbling into a place owned by his biological son.

The two quickly realized the happening and, with his biological father resting on a pew, spoke at great length to the condition of the world. His father had great guilt in what had happened, what he had done, and his failure to raise his son at all. Listening to a dying man in his arms, a man who was his biological father, confess such sins would have, if he had another upbringing, perhaps led to violence. But, Jericho forgave the dying man, giving him his last rights before the man passed away. However, knowing to the fullest extent what the NEW ECCLESIAN regime now did, he could not, in good conscious, stand idly by and continue preaching. Many times, aggression was frowned upon or outright forbidden, yet, at times, war was made for the good of the righteous and honest. Jericho had decided that merely being a priest was no longer going to cut it. What this world needed was not a man of the cloth, sitting idly back and preaching the word. It needed a Crusader, a man to take up sword and flame, and bring the entire corrupt establishment down about it, send the false idols and gods scattering, and put an end to the exploitation of the innocent.

Taking up his father's assault armor, the next ten years would be one war after another. Initially alone, Jericho would gather a small band of like minded men and women, warriors driven by belief in something better, something purer for the world than what was being delivered now. Leading his own Crusade against the falsehoods of ECCLESIAN government, the group would strike where the powers that be were weak, raiding and causing merry havoc, protecting those that could not protect themselves. Already naturally strong from constant hard labor, whether in maintaining his church or doing odd jobs for cash, Jericho refined his raw strength into a combat sense and ability. One by one his allies would fall, either by chance or design of the enemy, yet Jericho would continue to fight on. For six years he would be fighting, watching his own small group rise and fall, before one day returning to his church, to prepare his latest sermon, when he found something peculiar at his altar. A plain, manila folder, with something within that would indeed change his life.

Jericho went from lone operator, at the time of finding the folder, to the part of something bigger than he had dreamed possible. Wearing his assault armor when on the job meant anonymity from the hostile ECCLESIAN forces, who had no reason or cause to suspect a church, run by a kindly young man who had taken over after the loss of his adoptive parents, for such grave crimes against it. He would continue to live there, though his sermons merely became weekly things, less scheduled and the times of such things happening becoming more word of mouth than organized in and of itself. Jericho, receiving the codename Father due to his religious beliefs and prior profession, would spend time working alongside many sorts within FEARLESS, meeting each challenge and trial with the same confidence, though his manner of speaking often caught some strange looks, he was one to prove his worth to his comrades. Whether they appreciated such efforts, though, was hardly worth considering since it was out of his control whether they would or would not.


PERSONALITY:
Jericho isn't quite what one might expect to see of this day and age. Off the field, he is often rather cheerful, in a reserved sort of way, never seeming to be down or out regardless of how the last mission might have gone. He tends to try and not be a bother with such an outlook, however, knowing that some of the less than social types take offense to such things. Yet he often finds himself seeking such figures out, even if it is as humble as merely accompanying the same area as them in silence, as even if they refuse to speak with him, his presence alone can remain regardless of whether or not words are shared. Coupled with an odd manner of speech, he sometimes comes across unintentionally simple or touched in the head, things that might be seen as irritating with some of those who are overtly intelligent and well spoken. Of course, he is no fool, but he is also no genius, what one might consider average in such regards.

He approaches every ally as someone to aid and help heal the mental and, even, spiritual wounds of. Even those he ends up at odds with, for various reasons, he wishes no ill will towards and, despite it all, would still be able and willing to offer an ear for listening or drag them back from a near death encounter. His enemies find a solemn figure, a veritable angel of death, bringing their demise not as some manner of revenge or sport, but merely an inevitability, something that is coming, and there is nothing they can do about it. Jericho, in the field, has an air of solemnity and sobering finality that often times off puts hardened CLERICS and battle mad allies alike, a bastion of calm in the chaotic sea of warfare. No matter their creed, cause, or desires, he treats all those that he has to come to blows with the same, caring not for their explanations when facing those that do harm to those that cannot help themselves.

Despite his pleasant nature, and kind approach towards allies, those that earn his ire can find a different man completely. Jericho refuses to tolerate the bully, the dictator that would trample the innocent and helpless for the sake of personal glory. While he can understand that casualities happen and, even at times, the innocent and downtrodden cannot be helped, deliberately stomping them out for no reason outside personal gain is a grave travisty in his eyes. Gone is the kind word and calm facade, when faced with those vile enough to order the deaths of the many for their own gain, and a cold rage emerges, a man set on administering the wrath of his God upon the heads of the bastard heathens that dare threaten him or his own. It also tends to show, both during his rages and otherwise, a protective streak for those around him considered allies, willing to go into harms way without second thought, having made peace with his God well before starting his crusades against the ECCLESIAN regime.

- Likes:
Meditation
Discussion/Debate
Reading
Lifting Weights (Acquired from an old friend)
Aged Bourbon
Cigars, in moderation of course
Prayer

- Dislikes:
Unnecessary violence/Brutality
Dictators
Atheists
Needlessly hot/spicy foods and drink
Heights
Bullys/Thugs


WEAPON(S):

Jericho tends to have three loadouts he prefers, depending on the given situation he is deploying into, the only universal item between the three being his sidearm and machete, which is listed after the three primary go to loadouts that he prefers to use.

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Primary Weapon: G36 Assault Rifle

"Ah, a fond tool of mine. The 5.56mm round is effective, even if certain individuals might look down on it. Easy to maintain, easy to attain ammo for. She is accurate enough too, not much in way of fancy toys slapped on. Working man's assault rifle, no optics or underslung attachments. No need for them, really, they become crutches vice tools at such point."


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Specialist Tool: KSG Shotgun

"Sometimes I am not made aware of mission of assaulting, or things get little too cozy to be comfortable with rifle. Hence this little beauty. 12 Gauge means flexibility in ammo, I prefer buckshot since rifle covers distance, but she can use slug, incendiary, flechette, just about any 12 gauge round I can fit."



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Primary Weapon: M60 Machine Gun

"Ahh, this is a beauty. Belt fed, either by hand or from attached box, launching 7.62mm rounds towards unfortunate souls at rate of not quite 600 rounds per minute. Some might, again, make with turning of nose up at such things. Yet, consider this. Lower rate of fire means more effective rounds on target, more control of the weapon. Plus, having close to 600 7.62mm rounds screaming past position every minute would keep most heads down."



Specialist Tool: Flamethrower
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"Sometimes, it is not enough to simply kill a man, to break his body. Sometimes, you have to put fear of God into them. This is my favorite method of putting fear into them. Clerics may use flames to purge the innocent and burn the pure, yet with this, I give them taste of own medicine. Even if I cannot burn down their cover, enclosed, hardened positions could start having some breathing problems, if one is not prepared for such an assault."



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Primary Weapon: DShK "Dashka" Heavy Machine Gun

"My baby Dashka, how rarely do I get to take you about the town. Carrying a rather impressive, if heavy, 12.7x108mm round, she can maintain an equal 600 rounds per minute as well. Granted, one of these rounds can put unarmored vehicles out of commission, even lighter armor as well, unlike my far more mobile M60. She also is, well, a bitch to lug about. Though, if command informs me we will be needing Daskha, well, she likes to settle down and rain hell upon the poor souls foolish enough to approach the position."



Specialist Tool: Steel plate/Tripod for DShK, high explosive trip mines.

"Not much to say here, my friends. The steel plate helps protect me from incoming fore, the tripod gives a stable position, and the mines? Well friend, mines keep their friends from avenging their dead. Explosives make plenty of noise, warn ol' Jericho of incoming trouble, assuming it does not solve the makers of trouble."

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Sidearm: .454 Casull Revolver

"She never leaves my side, a great equalizer and friend to me. Sure, she may kick like mule and hit as hard as train of freight, but she is oldest, dearest friend. We will protect each other, until Lord above decides to guide me out of this hell of man's design."

latest

Melee Weapon: Machete

"What, you want talking on machete? It is a single edged tool for delimbing those that get too close. Not much else to say about it. What, it doesn't look normal? Fine. It uses a superheated edge to melt through materials, or cut if it is something not durable enough. There, satisfied? Prying into relics of the past, what nonsense..."

TALENTS:

- Skills (Combat):
Most portable infantry Firearms, including crew served weapons
Assault and Defensive Operations
Close Quarters Combat

- Talents (Non-Combat):
Public Speaking
Singing, not just hymns either
Armor and Weapons maintenance
Interrogation
Various forms of Humor/Telling of the jokes

THEME:
 

FULL NAME:
Alexander Hilmarsson
CALL-SIGN // ALIAS:
Crusader
GENDER:
Male
AGE:
22
GENERATION:
RONIN


APPEARANCE:
"Hate to say it sometimes, but the old man, Jericho. He did have the right idea with all this armor."
Alexander outside of combat normally wears quite fine suits and whatever else pleases him. Most of the time he keeps up this ploy to simply show off, and work as a bartender. It keeps him busy when he's off duty, and keeps him not having to do extra duties like scrubbing bathrooms, or polishing weapons. Or doing other meaningless work. The golden cross on his chest, above his suits, and general attire does show he takes an interest in religion. Perhaps Jericho being to blame for that.

Inside Combat, Alexander takes up a suit of his own armor, much like other members of FEARLESS have before. It's a re-purposed set of Cleric armor, the heavy assault variant used by the shock troopers. His own version is painted with markings of all varieties, in random places, and covered in tally marks to note his kills.

One defining mark, is a massive skull on his left shoulder, and the fact his armor is painted in an entirely different shade of paint than cleric armor. His own preference being for black over anything else, as it blends best with the dark environments of the city. Pouches of ammunition are also strapped in a variety of places, along with blades and ammunition.

BIOGRAPHY:
"Oh a quiet life, one I thought I would have. Seems plans change for all of us. Just like most Clerics plan to live to retirement, I don't allow that to happen."
Born to a small family, in the slums, Alexander was raised on prayer. When the family couldn't find the necessary food to survive, or even the money to pay rent, they always found prayer. Prayer seemed to always help them. Granted it was also the generous people who donated so much of their money to the church, in the false belief it might more quickly secure them an afterlife of joy.

So while not a comfortable living, they maintained their individuality, didn't require shelters, and so on. Early life was quite happy and easy going for Alexander and his family. At least it was until his dad got caught up in the wrong crowd, and ended up as an alcoholic. What he did was quite cruel after that, going from a man of prayer, to instead a man of sin and treachery.

This perhaps was the start of a new life for Alexander. He was ten years of age, and his father was truly impossible to stop. Beating his mother, sexually abusing his daughters, whoring them out on the streets, and course taking any anger he had left out on young Alexander. What those few years detailed was a brutal existence for everyone, yet no one would dare to oppose the man, his wrath too great.

Though Alexander's father made the mistake of taking things too far one night. He pulled a gun on the boy's mother. He didn't get the pull the slide back on the pistol, before the now teenage Alexander buried a knife in his stomach. Alexander killed him without question, without a word, just ramming a short, kitchen knife into the man's stomach, until he stopped breathing from blood loss, trauma, and shock.

At that point, the young boy, fourteen years old abandoned his family, not wanting to face them again after killing his father. The boy's murder spread like wildfire, and a street gang decided to sweep him up. Offering him money and food, in exchange for him pledging loyalty to them. Alexander being easily influenced did accept this fate, deciding he was already a criminal, what could it hurt to continue that life. Besides they used him as the world intended him, to put people down.
"A person's life force is much like a flame, easily extinguished with available tools and methods."

A life as a criminal certainly teaches one how to handle the streets, fight and scuffle, even to use firearms. But it doesn't teach it well. So at the age of 16, the boy took on more daring things of his own. Seeking out retired clerics to each him, and guide him. However this didn't sit well with FEARLESS, especially when he began to show promise with the gun, and the blade, and with all sorts of fighting styles.

A dream befell the young boy, one of two women playing chess...or so he assumed, as he wasn't familiar with the games rules. He watched in amusement, and listened to every word. The folder that was next to his bed when he woke up the next morning perhaps the most terrifying, and yet interesting experience of his life. The man had to take up the offer, the promise of more to life than stealing was too good.

So began Alexander's service as a member of FEARLESS, trained from day one to be a fighter. For nearly six years now, he's served in combat. Having stolen a set of Cleric Shock Trooper armor in his time of service. Piecing it together from a variety of kills, and of course from break ins, into armory complexes. The gear itself fits well, and is among the most useful suits a RONIN could ask for. Surely it can be a bit troublesome to dress as the enemy.

Alexander's combat missions are quite simple really. Being the equivalent of a shock trooper for FEARLESS, his insertions vary from a full on frontal attack, to simply being put into a location and told to fight his way out. There have be several occasions in his suit of armor, he's been inserted into a Cleric Stronghold via the sewer systems, and was told to clear the building out, or kill a target at the top level.

It's very much his specialty. Shock and awe. Kicking in a door, and killing every man in the way of his target is something he takes great pleasure in. The way his armor has found itself so covered in tally marks. Some of his roughest missions were to kill a single officer in their private, but guarded home. His own take on that, was to kill the officer, and leave a haunting message of every Cleric in there killed in a variety of ways.
"Loud or quiet. Either way, I'm leaving a mess behind. Whether it happens by a bullet, or by the roaring blade I call Invictus."

Alexander's stance on organized religion is very negative. Mostly due to memories of his family. He doesn't seem to discredit the idea something else is out there. However he worships in his own ways. His callsign may suggest some enjoyment of religion.

However Crusader is the only fitting title for someone who does what he does. Slaughter, shock and awe, and a smile painted on his face the entire time. It shows an almost religious dedication to FEARLESS. He acts without question, just accomplishes the task, and if he fails, he's more than likely dead.

Some missions have made Alexander something of a priority target, a man, that while not named as FEARLESS, is hunted on bounty. His wanton slaughter of Clerics, officers, and anyone that dares to brand themselves with a badge of New Ecclesia isn't simply ignored. A story of him hacking his way from the ground floor of a fairly high ranking officers estate, with only his shotgun, and his chainsaw sword Invictus have circulated around from time to time. The estate had been painted white, however almost the entirety of the walls, leading to the officer's room were painted red.
"Among my proudest moments really. Leaving so much chaos, and blood behind. It's a great fear tactic. We are a small group, but butchering your way to a target, certainly has its charm. The psychological effects of it are always more dramatic than the physical outcome."

PERSONALITY:
Alexander is rather relaxed as a RONIN, working as a bartender off duty he's usually chatting with anyone and everyone he can. Making drinks with incredible accuracy, and small talk with a smile. He seems to have shrugged off his past life quite well, and adapted to be cheerful and kind to anyone he can.

In combat Alexander isn't much different. Showing off when he can, taunting, joking, and making life threatening situations enjoyable for himself. It really isn't odd for him to get into a melee fight with a cleric, dance around and taunt them a bit, before ending them with ease. Some might call his style cruel, but amusing if they watch him. He doesn't kill people in slow manners, when the actual kill shot is required he doesn't hesitate.

Unlike Jericho, Alexander has given up on Religion. He isn't opposed to it, and seems to believe in some aspects of it. But the organized aspect disgusts him, since his father was a religious man. He's much too focused on killing, and ending the reign of the Clerics, since it's his assigned task from FEARLESS.
Likes:
-Bartending
-His armor
-Putting Clerics down
-Prayer
-Charity
-Community Service
-Frontal assault missions
-Guerrilla Warfare
-Stealth
Dislikes:
-Clerics
-Injury or maiming someone, instead of outright killing them
-Liars
-Fighting without his equipment
-Greedy people
-Corruption
-Being alone

WEAPON(S):
Cleric Shock Trooper Armor:

This armor provides class IV protection around his entire body, being able to stop 30-06 Armor Piercing round without failure. It generally puts up to almost any punishment thrown at it. Allowing the user to worry less about being shot in the body, and more about the combat tasks directly ahead of them. In addition the helmet, is rated at class IIIA for armor stopping capabilities, allowing the Shock Trooper armor to stand up to quite a good deal of abuse in all areas.

If called upon the suit provides up to a full hour of filtered oxygen, to protect the user from death from hazards like chemical weapons, and smoke inhalation. Integrated into this helmet is also a very basic A.I that Alexander has reprogrammed. It will quickly identify, and mark friendly soldiers of FEARLESS, and mark on his HUD Clerics, and Paladins.

Integrated into the helmet as well is a dual comm radio, x1 to x4 zoom into the helmet, and an air conditioning system. Generation III nightvision is installed as well, and will function with the A.I targeting system under these conditions. Additionally a 100 oz Hydration system is in place to allow the user to move throughout the field, without removing gear and still stay healthy. The expected operation time of the helmet's electronic systems is 12 hours without a recharge.

Alexander and his computer skills while limited, have installed some very small, not too noticed features. Including a bullet counter for his weapons, allowing him to track his ammunition, on the fly.

Externally the Armor has been modified. To include an X-crossed set of holsters. They seem to be able to vary in size, and accommodate his primary weapons. Typically his Shotgun, and his Chainsaw Sword Invictus. However when needed he can attack both his guns to his back, or replace his rifle, with the shotgun. The speed at which he does it, suggests there are some sort of mechanical systems to help remove the weapon, and put it into his hands. However Alexander takes care not to reveal them.

Along with those holsters on his back, two are attached to his hips, to hold his pistols. His waist is adorned by a battle belt. Holding a large array of his magazines. Furthermore his upper thighs also have ammunition pouches, and several are mounted to his breastplate. Allowing him a very large amount of ammunition.

The Armor also has several distinct markings on it to show he's not a Cleric. Such as a small smiley face on the upper chest of his breastplate. A red skull on the right shoulder, and a set of Angel wings painted on the back of his armor in white. It shows his odd taste in style, and also keeps him easy to see. He does plan to repaint the armor to Olive Drab soon, to make him much, much more easy to distinguish. Trying to further limit the risk of taking friendly fire.

Along with all of these neat features. Alexander is currently developing an A.I for the system, to replace the incredibly basic one that is in place right now. It sounds, and acts female. However it isn't programmed well currently, tends to fail often, and seems to display signs of exhaustion, and usually shuts down when it doesn't glitch out. As advancements are made in his work, the A.I seems to age however, currently the A.I appears to be a twelve year old girl, when it is physically projected, or shown on screen.

Custom Scar-H:
A simple but effective rifle, this weapon finds itself in his hands most of the time as a primary assault tool. The high velocity round perfect for punching through armor, and the 20 round capacity is just fine for putting down up to 20 clerics. It's also very flexible for CQC, mid-range, and even long range engagements. The weapon is outfitted with Armor Piercing rounds only, to punch through Cleric Gear.
UbuXAU1.jpg

Custom Glock 19's:
A pair of matching, 9mm Glock pistols. They are done in an olive drab, one side of the slide reading "Fury", and the other side of the slide on each pistol says "Righteous". They are always dual wielded, mostly to double the firepower that these low recoil handguns provide.
CUSTOM-GLOCK-19-WICKED-GRIPS-FURY-1.jpg

Saiga 12 Shotgun:
A more modern spin on the classic 12 gauge shotgun. magazine fed, it's more suitable for what Alexander does. It's able to tear people apart, but unlike a traditional tube fed shotgun, it can be reloaded quickly, and doesn't stay out of the fight for too long.
saiga12fdeawesome_zps5e9a3e97.jpg


Invictus:
An absolutely brutal weapon. This weapon is the combination of a sword, and a chainsaw. It's the length of a longsword, however the spinning teeth, tipped in the strongest materials available, to rip and tear through flesh and armor with ease. This weapon isn't subtle, but it sends a message, once the lever is pulled, and the blade revs up, you're going to die, being hacked to pieces by something that shouldn't really exist.
man-at-arms-invictus-chain-sword.jpg

Combat Knives:
Along side his many primary weapons, Alexander carries several combat knives. The primary being the M9 bayonet. He holds onto 4 different ones. One on his chest, one on his left shoulder, one on his right leg, and another strapped to his right boot.
m9_ontario01.jpg

The FEARLESS Armory:
Additionally, Alexander will take weapons as he needs them from the FEARLESS armory, with permission of course. Rarely does he need specialty tools from the armory, but when the occasion comes up, he's more than happy to get them.

Usually a high caliber machine gun, a high caliber sniper rifle, or various explosives tend to be of interest for Alexander. He doesn't bother with much else, unless he knows he's walking into hell. For instance, he's taken eight pistols before, and an LMG before. Only to disappear, and return coated in blood, and dust.

TALENTS:
Skills (Combat):

-Assault Rifle usage
-Dual wielding pistols
-Weapon Swapping, mostly for style
-Close Combat a true specialty, his reflexes make him absolutely brutal if he closes the gap
-Carving a path to his target through bodies
-Relentless Assault, his ability to switch between weapons in a nearly seamless transition, has allowed him to create his own fighting style. Able to move nearly non-stop, trusting in his armor to protect him, he'll start with a weapon suited for the range, working his way from rifle, all the way down to his pistols and Invictus.
Talents (Non-Combat):
-Bartender
-Weapon repair and care
-Armor repair and care
-Computer work
-Information gathering
 
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[Fieldbox= Nayiri, Red, Solid]

fd9876a5f1951afd73fa71d232d19812.jpg


[glow=red]FULL NAME:[/glow] Nayiri
[glow=red]CALL-SIGN // ALIAS:[/glow] Red
[glow=red]GENDER:[/glow] Female
[glow=red]AGE:[/glow] 24
[glow=red]GENERATION:[/glow] NOAH

[glow=red]BIOGRAPHY:[/glow]


There were many experiments conducted within Project Oracle, but perhaps none so strange as those made within Project Spirit Dawn. It was the first of many attempts to utilize technology to physically harness the essence of a human and displace it someplace else. Many hours were spent working on the technology prior to the green light given to move ahead with the project. One of the greatest obstacles however, was finding two orphans with a pre-existing bond, something already shared that fell beyond the realms of common friendship. They eventually found their answer, laying within the eyes of a young orphan girl and her younger brother, their hands gripped tightly in the other as the lead scientist bent his knee to inspect them both.

They were soon taken into a room and tied to separate tables as the scientists and surgeons gathered to prepare the start of the project. Nayiri could hear the panicked screams of her brother as he writhed and fought against his handlers, tear stained eyes pleading to her for help as she watched on helplessly while she too was fought into her restraints. She wanted to reach for his hand, to tell him it would all be ok, to reassure him that this was all a nightmare he'd soon wake up from. She'd promised to protect him, only now seeing the folly of her promise. She was but a child herself, being moved about by bigger and stronger powers. She realized in the final moments as machines began to power up, that she couldn't protect him, that she'd failed.

The machine above her brother gave a hollow boom that shook the room and vibrated through the building, lights flickering and swinging before the room returned to light once more, revealing the lifeless body of her brother, his tear stained expression still looking towards her. In his final moments when the lights had gone out, he'd still tried to find her, perhaps desperate to at least see her one last time. Nayiri gave a pained cry a she looked away, agony filling her chest as the machine moved over her table, the machine once again powering up before once again discharging it's energy. The world returned to dark once more, and in that moment the world was forgotten, everything from her memories, her pain and the experiences that lead towards that moment, gone in a flash.

When light finally returned, as if she'd awakened from a long slumber, she was older. She'd grown significantly and although her mind was devoid of memory before that day, she already knew things about the world, as if the information had been planted there for her to find. As her eyes adjusted and she took her first few breaths, a deep gravely voice punctured the air. "I-I have awoken!" she knew this voice, it brought her comfort and as she straightened herself to her feet she responded, "Fear not Wolf, for I am here". She smiled softly as a comfort overwhelmed her, though she didn't really understand why. The scientists of course conducted more tests and ran more numbers, but ultimately seemed more than satisfied with their work.

She was compliant with what they asked of her, not knowing the horrors of her past as they ran tests and scenarios. It wasn't until a kill order was given that she defiantly rebelled, feeling a desperation within herself to survive, though not for her sake, but for the friend she'd come to know and care for over the few years they'd spent together. She wanted for them to escape, to find freedom for the other no matter what the cost. The ferocity in which they fought was unlike anything they expected, the synergy between them making them almost impossible to overcome. Upon finding their freedom both looked out upon the world for the first time. "Do you fear it!" Wolf asked, it's shadowed figure standing taller beside her. "I embrace it" she replied softly.

[glow=red]PERSONALITY:[/glow]

Nayiri appears to have a calming demeanor, despite her ferocity and tenacity in battle. She will almost always give you her full attention if you approach her in conversation and she seems to enjoy lengthy conversations in general, especially if the subject revolves around philosophy or a different perspective. She often regards people she's talking too with a modicum of curiosity, as if she were trying to solve a puzzle or figure something out about that person.

She appears to have a some what softly spoken voice, rarely raising her voice out of battle unless someone has really annoyed her. She does have the capacity for a temper, although more often than not she'll remove herself from the situation and seek her own mind before later returning to the issue, this does not apply in battle however. During a fight Nayiri tends to focus on the solution of a problem rather than the problem itself, often giving a tactical impression.

People who have spent extended periods of time with her speak of a wicked sense of humor that borderlines on the darker side of comedy, Nayiri enjoys the sound of laughter and seeing people smile generally seems to uplift her. It's assumed that this is one of the reasons why she has a soft spot for children, though it's unconfirmed. Nayiri, despite her serene nature is able to succumb to fear, whether it's for herself or another that she cares for.

In this instance her demeanor can falter and she'll either look to Wolf or friends for help. If she's presented with a situation she isn't sure she can win, she'll engage in a fight or flight response. She'll fight if there's others around in harms way, but if it's a fight she doesn't believe can be won than she'll withdraw herself from the engagement, in some cases even directly opposing an order to do so. This does make her some what difficult to rely on, though she merely refused to throw life away carelessly.

Wolf has a completely opposite personality to Nayiri. His voice is deep and gravely as if always on the verge of falling into anger. Like Nayiri he also has a sense of humor and will often communicate it separately from her in situations. Although Wolf seems firm in what he thinks and believes, he seems at times to behave like a young child who doesn't quite understand the world, leading to him being inquisitive of people or situations. He is fiercely loyal to Nayiri and takes her word above all others.

Nayiri Likes:
~Wolf
~Tea
~Flowers
~Life
~Colors
~Quiet
~Nature
~Conversation

Wolf likes:
~Nayiri
~Darkness
~Death
~Exploring
~Hunting
~Killing
~Conversation
~Silence

Nayiri dislikes:
~Suffering
~Decay
~Ruin
~Rudeness
~Unnecessary death
~Unnecessary violence
~Boredom
~Pain

Wolf dislikes:
~Light
~Pain
~Unsuccessful hunts
~Being ignored
~Noise
~Boredom
~Arrogance
~Easy prey

[glow=red]WEAPON(S):[/glow]

Harbinger:

DarkWarlordSpear.png


Harbinger is a spear manifested entirely from the essence of her soul, bathed in the same dark the Wolf appears to manifest from. The weapon is some what reminiscent of what one might expect a reaper of souls to wield, although it does not serve that function, at least not entirely. Imbued with dark it serves only to protect the wielder, unleashing strong attacks from wide arcs to powerful thrusts. The weapons innate elements enable it to unleash volleys of force upon swings, these volleys of dark energy throw enemies depending on swing direction, as well as damage via the element it's bathed in. The weapon can be shattered, harming Nayiri in the process, in this time she will be vulnerable which will be when Wolf steps up and becomes more aggressive till her soul has had enough time to reform the spear. Upon a kill the spear can absorb the soul of her enemy for a temporary buff in strength, once the fight is over however the souls gained will be released and the spear will return to it's standard level of strength.


[glow=red]TALENTS:[/glow]
Skills:
~Exceptional spear fighter
~Staggeringly fast
~Adaptive
~Tactical
~Resourceful

Talents:
~Singing
~Psychological aid
~Story telling
~Negotiating
~Tracking & Hunting

[glow=red]ELEGANCE:[/glow]

Wolf is her Elegance and her Elegance is always active passively. Wolf embodies the soul of her younger brother, unbeknownst to both of them. It is because of this that so many speculate why they share such a strong bond, though both seem to perceive each other as friends that have always been, that will always be until the end of time. Although Wolf is always close by to Nayiri, there are rules and situations which both must abide by. For example Wolf can not manifest himself out in direct sunlight, and so tends to bind himself to Nayiri's aura or her shadow until nightfall, Wolf can manifest himself within other shadows or indoors, but it's not practical so he tends to avoid it.

At night Wolf is a gifted hunter and can track an individual on an almost supernatural level as long as he has a lead to follow, such as a scent or a trail. Wolf becomes more determined the longer the hunt and rarely will give up unless Nayiri tells him too or their are no leads left to follow. Wolf will usually become upset, either angry or depressed upon an unsuccessful hunt. During the night Wolf is at his most strongest, able to fully engage enemies physically with overwhelming strength, either slamming down on them or rending them with his sharp jaws. Like Nayiri, Wolf does not seek to let prey suffer, and will attempt to dispatch prey as fast as possible.

During the day, Wolf is unable to manifest himself, however in this instance he will lend his strength to Nayiri, bolstering her strength, speed and ferocity in a fight. Her attacks utilize soul energy which expels from her swords with each swing, enabling her to knock enemies away or upwards with strong attacks. Nayiri calls this 'The Spirit of the Wolf' and it usually manifest itself as Wolf absorbs himself into Nayiri's aura and her spear, empowering her as mentioned. Additionally, he can attack from her aura if the opponent is close enough, for an example a large tendril of shadow will shoot forth with the tip resembling his head, seeking to rend the opponent with his jaws, or grab them and pull them in closer for Nayiri to deliver the finishing blow.

Without Wolf Nayiri is still a very strong combatant, the difference being her degree of strength and power. Alone she is still incredibly fast and more than powerful enough to hold her own in an engagement. Because of this, when the two are separated they take to fighting individually and only sometimes together depending on if the other requires help or not, that is not always the case however as it depends on the amount of opponents they're faced with and circumstances along with that.

[glow=red]Other:[/glow]

-Wolf is the physical manifestation of her younger brother in spirit, bound to Nayiri's soul.

-How Nayiri and Wolf interact:


[/fieldbox]
 
[bG=#272727]

…………………………………………………………………………………………………………………………………………………………​
MARÍA | CALLSIGN: MONAD
NOAH // ♀ // AGE: 24
…………………………………………………………………………………………………………………………………………………………

∕ ∕ Appearance: ∕ ∕​

María is a tall woman, standing at almost 5'9". Despite her height, she appears slender, with a lean frame and long, thin limbs. Her bronze complexion is textured by faint hints of muscle, though they are easily found out as being not the result of perfecting her physique, rather than a simple by-product of being rather underweight. Nevertheless, María is somewhat shapely, if judged by conventional, feminine beauty standards, presumably due to genetic predisposition.

Her soft and clever facial features are framed by stringy, shoulder-length hair, which appears neglected. In fact, due to the dusty and desaturated looking, almost copper-like shade, and the knots all across her scalp, María appears disheveled at times. Nevertheless, she is generally considered beautiful, possessing peculiar red eyes, well defined, cleanly curved eyebrows, a sharp nose, high cheekbones, small, evenly proportioned lips, and a pronounced yet soft jawline.

María usually dresses in a practical manner. She is often seen with a plain black tanktop, underneath baggy jackets, her favorite being a raddled olive-tone one. She usually wears darkly-colored skinny jeans, some of which are torn all across the legs, and heavy boots.

[/bG]
[bG=#272727]

Title

  • María deeply appreciates the small victories in life. Wrestling with the poor hand she's been dealt in life has not made her bitter or closed-off, instead only feeding her desire to spread the kindness she so desperately craves. Having little self-worth, and the need for a positive bond in her life, she is quick to put other's needs before her own.

    Due to her heavily impaired vision, she has taken to developing an acuteness with certain other senses, primarily being touched. She reacts strongly to physical contact, and whether the response is overwhelmingly positive or negative seems to change on a whim, though panic has the upper hand more often than not. This is further aided by a mild case of autism. Though it has no major effect on her daily life, it does occassionally interfere with her ability to correctly interpret someone's intention when touching her, and has ever since she was a child. Interestingly, she has developed a knack for rubbing the backs of her hands against each other.

    Despite her being legally blind, she is very perceptive of her surroundings, and is able to maneuver around fine, even with the abysmal visuals she can still perceive. In fact, María is so observant, that even minor changes rarely go unnoticed; Something she is particularly verbal about. Changes that seem unfounded to her distress her easily, and she often feels a need to investigate why things happen around her.

    ∕ Likes ∕
    ● Stories
    ● Fire
    ● Intimacy
    ● Morale
    ● Roses

    ∕ Dis.Likes ∕
    ● Thunder
    ● Not standing up to cruelty
    ● Being judged/evaluated
    ● Isolation
    ● Wood, as it splinters easily
    ● Using her ELEGANCE on other people


  • Being one of the oldest NOAH, María's earliest memories are those of hectic tests, scrambling scientists, and a harshly regulated routine. One of the first NOAH to survive the modifications, but failing to exhibit any noticable powers, she primarily served as a guinea pig to create a blue print for future NOAH. From shock therapy, to sensory deprivation, to almost benevolent therapy; All means tried did not seem to trigger any sort development. Just as she was about to be discarded a mere failure, María mourned her consistently worsening eyesight, requesting glasses. As her vision seemed to deteriorate further and further, a new line of tests was developed to research a potential link to the ORACLE Project's modification. After a variety of tests all concluded activity of her cells, leaving no doubt that María possessed an ELEGANCE afterall, she was placed in a sealed mirror chamber for several days, only receiving an air supply and minimal food. The procedure was operated by machines, to avoid any potential human error. On the third day, the footage revealed a peculiarity, with the time display glitching out, and not matching María's movement. After receiving instructions, María recreated the phenomenon several times, leading the scientists to conclude that the girl's ELEGANCE was related to some sort of time anomaly.

    The prospect of time control elicited europhoria within the Ecclesian authorities, and María promptly had few moments to herself. Instead, she lived only to attend her educational lessons and participate in tests. After an initial surge of happiness of being treated better, she soon grew to dread them, due to their violating nature. The scientific side foresaw constantly probing the young girl, leading to traumas. When not tested upon, María received a rigorous educational program, as well as behavioral training, which instilled puritan tendencies in María. It appeared that she was indeed prepped to receive some sort of symbolic public role; Unfortunately, María's ELEGANCE was flawed.

    The very same tests that linked María's worsening sight with her abilities ultimately revealed that usage of her ELEGANCE lead to health issues. Though reduced use would only lead to minor repercussions--which would also heal up fairly quickly--prolonged use resulted in long-term complications, some of which seemed to potentially become chronic, such as her impaired sight has. Sooner than later, María's educational and behavioral training was halted, and she was reduced to the scientist's test subject once again, her ELEGANCE deemed a failure serving only to gain knowledge on how to recreate it without any flaws.

    As the ORACLE Project came to an end, María had long reached her psychological limits, being easily startled and prone to severe outbursts. The day of her schedueled disposal came about, and upon receiving no reply as to their destination, María instinctively used her ability, for the first time fully transforming her body, and triggering a larger scale time anomaly. Though she did not know of her supposed execution, she did deduce heavy punishment being due to her using her ELEGANCE against the scientists. Thus, she fled, hoping to escape the facility's perimeter before the effect wore off. In the following time, María hid among the lowly, the homeless, the beggar of Valhalla, where she shed her identity to escape the government's clutches. In spite of her efforts to lay low, she quickly rose to become a central figure amongst the impoverished, towards whom she served as a sort of caretaker. Having eventually gained the attention of Valkyrie, María was recently recruited to become part of FEARLESS.

  • ∕ ∕ The Valutaja ∕ ∕

    szs0tR9.png

    A device which distributes small knife from within it. It can either be used by performing a palmstrike-like motion, thus ramming the blade into the target or by swinging the arm and using the sharp blade to cut. The advantage to an average dagger or similar blade being the surprise factor. Lastly, by pressing another button, the blade can be pushed out of its position, and be instead used as desired, the most prominent use being a throwing knife.
  • ● Perceptiveness: María is highly perceptive in spite of her poor sight. She notices distant, and otherwise barely audible sounds,and can detect changes in tone.

    ● Spacial Awareness: María has an excellent sense of her own body and her surroundings, and can maneuver with decent enough confidence despite her blindness. In fact, she is so in sync with her own position that her perception of her surroundings enable her to throw a knife with nearly the same precision as a normally sighted person with similar training.

    ● Cleaning: Perhaps a result of her desire to take care of those around her, María has taken to be a diligent housekeeper, and a very efficent one at that.
  • Prototype CPTM1.1. (Godhand)
    María's ELEGANCE enables her to erase a period of time, with a maximum length of ten seconds. María may form a frame with her fingers, similar to how a director frames a scene. Actions performed in the framed area by any given object or being will be erased. María may only erase time in the past or the future, but never cross over from one side to the other. As such, she cannot erase five seconds of the past and five of the future. If, for example, the firing of a gun is erased, but the bullet would hit a target eleven seconds after pulling the trigger, the gunshot would still occur. However, the gun would still retain the bullet, as the time of its firing never occured.

    This ability is linked directly with Maria's health, and is thus very much regulated by her own well-being. Prolonged use of the ability will severly deteriorate María's health, and can lead to irreversible damage. An example of such a damage is her impaired vision.
[/bG]
 
FULL NAME: Ian Mcomerey
CALL-SIGN // ALIAS: (No Current Alias, to be created by the other players)
GENDER: Male
AGE: 29
GENERATION: Seraph (Mercenary)

APPEARANCE:
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Mcomerey stands at 5,11 in height, his lightweight frame and build leaves him at an average of 55kg to 60kg in bodyweight before any equipment. His most defining features are that of his hands, they display marks of chemical burn and other damage from experimentation with chemical mixtures.

He would claim below his gas-mask that he is a rather pretty man, however the truth to that is up to someone else to decide, his face is symmetrical, with deep blue eyes and short cut dark-brown hair additioned by an addition of facial hair covering his top lip and down from the centre of the bottom lip and across the edge of the chin.

However, most of the time while working in the field he will be founded clothed in suitable military attire to either aid in blending him into the surroundings or to further increase his survivability while plying his trade as a structural demolitions expert.
The vast majority of the time he will be found wearing a full face gas-mask and other chemical protection.

BIOGRAPHY:
Mcgomerey served his youth and his early adulthood serving with the cities, mining and structural servicing community, he found himself in training working and learning. Though he did live in the ghettos or slums that he saw for the occasional emergency repair job.

In truth, Mcomerey couldn't complain about his way of life, though he was an orphaned and had no family to go back on, he was able to dedicate himself to his studies allowing himself to reach up to a position that in his adult-life, he could look back on. A life not of great luxury but also one that didn't have him in the dirt.

However, that drive of youth has since left him, after he had apprenticed in art of structural duties and demolition. More corners had to be cut, nothing could be perfect, it was always lack of resources, lack of currency, it seemed like they were going to the highest bidder. Their job wasn't a safe one and many a time they carried out jobs in secret for factions at play, one by one his colleagues slowly died off in accident after accident, mistake after mistake, after all they were all trying to dodge fate.

The life of the demolition and structural engineer was a short one, sent in to do the dangerous work, sometimes you just don't come back, you might as well enjoy life and its pleasures rather than settle down and leave debts.

In the end, only one still breathed, A mercenary of his trade and currency and trade was what led him to this end.

PERSONALITY:
Mcomerey's personality could be seen as rather odd, he exists solely to get paid in some form one way or the other, primarily focusing on trade of chemicals, tools or "favours". He could be said to be hedonist focusing on the pursuit of pleasures in a handful of different domains, while in conversation he tends to be rather casual when chatting with his male counterparts, while he his far more "flirtatious" with any female counterparts, though very rarely aims to create any long term partnerships.

On the drop of a pin, however he will begin to act seriously, primarily if he is questioned on his ability for setting up demolitions or when he is on the job himself, when handling such materials you are after all in a life and death situation and one mistake might mean you won't be having any more fun again.

- Likes:
Pain - Though Mcomerey enjoys pain, he enjoys the interesting different stimuli and its locations and effects.

Women - Viewing his job as risky and dangerous, Mcomerey takes life one tail at a time.

His Poor Humour - Mcomerey regularly attempts with horrible consequences to be funny, most of the time this will involve bad jokes but sometimes explosives and toilets can be quite funny.

- Dislikes:
"Military Regs" - Mcomerey is no fan of regulation or rules, sometimes willing to intentionally rebel against strict regulation.

Job Failure - One of the few things Mcomerey, can't stand is a job not going succeeding based on an error of his when bringing down structures.

Alcohol - Some may find this unexpected, however Mcomerey seems to abhor any personal consumption of alcohol by himself.


WEAPON(S):

Knocker -
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The Knocker, is a modified Flare Gun designed to take single charges and deploy them either for ignition of a target compound or deployment of a cartridge, The Knocker was modified to aid with breaking down of solid materials and to trigger non-electrical detonations.

As such the Knocker serves as an emergency one shot sidearm, carrying a high calibre shell, being caseless it discharges the whole shell as its projectile.

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Seismic Charges and Explosives - Mcomerey carries a mixture of different explosives or charges, most designed to bring down structures and buildings, however he may bring with himself a mixture of anti-personnel weapons for when he is expecting opposition, most of these tend to either be designed around the use of White Phosphorus or Acidic Compounds mixed in with Shrapnel based explosives.

TALENTS:
- Skills (Combat):
Incendiary Specialist - Mcomerey works on the development of unique and interesting chemical designs to cause the most painful injuries while remaining "non-lethal", the sole intention if drawn into a firefight to cause the most pain to hostiles while keeping them alive, to draw their own comrades to assist them... after all you need two men for an injured one.

Rappelling - As part of the trade of Structure Demolition, Mcomerey trained in Rappelling, to aid with setting up of his charges in positions that would not be normally accessible on foot.

Fleeing - Throughout his youth, the man aimed to avoid confrontation where he could, he keeps his awareness and looks for unexpected escape routes and pre-plans for ways to get out.

- Talents (Non-Combat):
Structural Demolition - Specialising in structural demolition, Mcomerey plies his trade in bringing down structures and buildings in specific ways, using the least amount of trigger as possible - He primarily focuses on the use of seismic explosive.

"Flirtatious" - If asked about his skills, the Demolitionist would specify this, though it is not really a talent and part of his personality, he will happily "flirt" with females in his general area in combat, primarily focusing that attention to hostile females.

Low Profile - Mcomerey finds himself quite flexible being able to twist and contort his body further than average, allowing him to get into places not normally accessible to one not as limber.

Chemical Treatment - With his specialisation into Chemical usage, Mcomerey has found a number of chemicals that can be used to treat burn injuries or to suppress stimuli.
 
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"Don't let the cat out of the bag~"
FULL NAME:
Dmitry (Though very few are aware of this)

CALL-SIGN // ALIAS:
Southpaw

GENDER:
Male

AGE:
23

GENERATION:
NOAH

APPEARANCE:
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Southpaw generally is seen within his cat appearance, very few actually acknowledge he's a NOAH operative. He wears an aging helmet, used once by a special forces unit of the long past. The helmet itself covering his face, and even having two large ears cast into it, to cover his soft, and easily damaged cat ears. Running along the cats body is a uniform, tan in most places, with a digital camo pattern in patches. Fitting tightly around each paw with an elastic cuff.

Additionally on his torso is a bullet proof vest, seeming to be around Level 3 quality, allowing him to stop most rifle rounds. Though many consider the raw force of the round, would likely incapacitate the cat. Attached the vest are several items, including a radio, what appears to be a handgun pouch, ammunition pouches, a canteen, glow sticks, and much more. It seems almost unnatural that the cat is carrying what seems to be just small versions, of a regular operatives gear. It's quite obvious the 'owner' took a lot of care in creating this outfit for Southpaw.

Without his uniform on, Southpaw as a cat, appears to just be a generic black cat. With no real defining features, except for incredibly striking yellow eyes. The kind that seem sweet an lovely, yet hold an air of confidence, and aggression if in the right mood. The fur of the black cat is short, however the cat does seem more lean and muscular, over just being skinny.

When in his human form, Dmitry appears almost exactly the same as he does in his cat form. However he stands around 5'10. His build isn't weak, rather it's that of an agile fighter. Muscular but still very lean. His uniform is the same. Including the helmet, which seems to lose the cat ears upon him changing. Oddly, many assume the uniform simply shifts with him, when he changes into a human. Though it's never been confirmed, as his shifting is quite a rare occurrence to happen in front of other people.

Dmitry has a head of gray hear, and yellow eyes. Usually without his helmet, he wears a camo BDU, with a black tank top underneath. His BDU varies from the one he wears under all of his armor, and for missions. To something more traditional, such as a plain marpat, or multi-cam uniform. Typically a handgun is strapped to his hips at all times, when he walks around in his human form.

BIOGRAPHY:
"A cat has nine lives, but I only feel inclined to tell you about one...perhaps two if you'd like to know what I do in my free time."
Dmitry was among the first of the NOAH experiments, and perhaps the quickest one to be considered for disposal. His power at first was seen as useless, shifting in a cat, especially a common house cat just seemed impractical. It wasn't until they realized he could shrink other objects with him, that the scientists became interested. He could wear a full set of cleric armor, and upon changing, it would change to match him as well! This was easily seen as a possibility to make a force of highly mobile, and incredibly stealthy units. Capable of causing havoc against organizations that opposed New Ecclesia.

So Dmitry was aloud to live, for another year. Under a strict guiding hand of scientists, and also being trained by an expert soldier of New Ecclesia. His abilities honed to a precise, killing edge, and control over his elegance brought to levels usually not seen among test subjects. However he was also seen as incredibly high risk. Previous NOAH had been regarded as unstable, and prone to turning against their creators. So it wasn't long before Dmitry was viewed in the same light.

His handler, a high ranking Cleric, working in one of the special forces units, was deemed the only one possible of reliably killing the NOAH. So as evening approached, during what was considered a usual training session for Dmitry, his handler pulled out a handgun loaded with live ammunition, and a knife. It it wasn't for the cat like reflexes Dmitry possessed, he would have been killed at the first trigger pull. Yet the heightened sense of hearing, and his ability to smell an increase in sweat, suggesting a growing tenseness in the muscles and body of the other person in the room, allowed Dmitry to react in turn. Using his bare hands, to quickly assault his handler.

Slaying him after a prolonged, and bloody fistfight, Dmitry then ran, shifting into his cat form to climb through the ventilation shafts. Exiting the building quickly, and quietly, without much fuss. Only one dead cleric on his hands, before the black cat slipped off into the night. However with over a year of training from a special forces member, it was quite obvious, Dmitry was more than a human experiment, he was a soldier, an inhuman one. One assumed to be without feeling, one that would be able to hunt down clerics in large numbers, without mercy.

Some even believed him capable of a paladin kill. Granted, they really perhaps had too much hope in the kitten. For once he disappeared into the night, he was actually captured within two hours of getting off base. Completely taken by surprise, a young woman snatched the cat up, taking Dmitry back to her home. The worst part was the fact Dmitry found himself not desiring to resist, something was comforting about the embrace, and the soft words of the woman talking to him.

Perhaps he would have felt better though about the whole scenario, had he actually been able to tell the woman he wasn't just a cat! Of course that came up the next morning, when the male woke up naked, and in his usual human form. Perhaps the angry father that burst into the room, and chased him with a handgun is what really ruined that entire ordeal. Or the mother that managed to hit him with a skillet on his way out the window.

Being nude, in New Eccelsia is perhaps the most terrifying experience you can have. Or at least Dmitry claims it is! However being able to shift into the form of a cat, completely inconspicuous, does have its advantages. Especially when you can simply perch up on a wall, and lazily watch people go by. Study the surrounding, analyze potential threats, escape routes, possible allies, and so on.

This silent pondering is a well regarded strength of Dmitry, his ability to quickly note an area, and make decisions. Being able to outline steps in ones head, within seconds, also is very helpful. It allows one to rip apart a person's world, and destroy it in seconds. For instance, his first true fight in an alley.

After a night of exploring the city, several months after his escape from the science labs, and testing grounds of New Ecclesia, Dmitry found himself cornered in a small alley, by a group of thugs. They had easily, and perhaps quite correctly assumed they could overpower the small, fairly well dressed male. With a nice button up shirt, tie, and slacks on, one could guess at first glance, Dmitry was a soft, upper class man. However the three thugs were quick to find out, that wasn't true in the slightest.

In a few short breaths, Dmitry had noted several objects to use to gain leverage, three different escape routes, and possible items to use as weapons. In only a few minutes, three men, towering over him height, and weight, were quickly dispatched. Still breathing, but certainly beaten. And with that settled, Dmitry pranced off on all fours, his suit clinging to his small cat body, after he had shifted into his other form. A purr rumbling from the cats chest, obviously quite pleased with itself.

Though, Dmitry being something of a cat, was quite easy to get himself caught. As at some point, a young member of FEARLESS left a folder on the table, where the young man was eating dinner. At the age of around eighteen still, perhaps the offer of a shelter, food, and so much more seemed the most appealing. After all, Dmitry had the poor misfortune of adopting some rather cat like traits, some rather unhealthy ones as well. Which usually included sleeping for extended amounts of time, eating at random times, chasing shiny object, and just flat out staring at things...well 'things' is more akin to, 'women who aren't aware he's actually a human'.

For the past few years, Dmitry has bounced back and forth between most of the hideouts that belong to FEARLESS. Never sticking around too long at any one place, as he loves to keep his profile low, and the fact he's able to shapeshift into a cat, mostly undocumented, except by the higher ups. Unlike most NOAH, he doesn't have any terribly flashy powers, as a whole, and in most cases might just pass for an expert RONIN. However generally speaking, he is regarded as one of the most solid infiltration, and stealth experts among FEARLESS, and is also well known for his close combat skills. Additionally his marksmanship isn't half bad either.

"Rescue missions, kill missions, intelligence gathering. Some would mistake me for a long lived RONIN with my current file of successful missions. Though when most realize I'm a NOAH, and a trained one at that. I don't ever really consider myself that special."

To give some mentions of notable missions which Dmitry has been apart of. He's been a primary extraction NOAH, used to help save countless numbers of his brothers and sisters from execution. His ability to simply prance in and out of various facilities making him quite a useful resource. Additionally his ability to freely collect intelligence, has also helped with great success for missions among the organization of FEARLESS. Though with how often FEARLESS is running missions, he's only really had a drop or two to put in the bucket.

His kill missions have always been the most well remembered. His brutality, and decisions when he kills seem to be the most remembered among New Ecclesia. Killing four members of a squad, but leaving one breathing. Severely injuring major officers, rather than killing them. And at times, just painting entire buildings red with blood, with only his claws, and a handgun. Many regard this as Dmitry waging his own brutal, and mental war with New Ecclesia. So even note his constant habit, of leaving a paw marked in blood at the scene of his killings. Hoping to grow the fear against, the Southpaw of New Ecclesia.

Currently, Dmitry was last scene leaving the Afterlife for an intelligence mission, and hasn't returned as of the date, where the assault against the Praetorian began. He is assumed alive however, based on recent radio chatter. Most assume he'll just turn up wherever he pleases, at whatever time he considers generally convenient. While listed as a NOAH, save for a handful of missions, Dmitry is generally working on his own at the moment. Like most cats, he has a highly independent nature about him. Though he shows enough attachment to FEARLESS to be viewed as a NOAH belonging to their ranks, instead of a mercenary, or a renegade.

Many hope for the return of Southpaw however, as things seem to be going horribly wrong throughout the city...FEARLESS perhaps being played into the most brutal trap. Or perhaps that's just his narcissistic nature, hoping to boost his own confidence, in believing FEARLESS will require him soon!

PERSONALITY:
Dmitry is best described as playful, and easily amused. Crafty and cunning are also fitting words. Additionally even lazy and sleeping could be used to describe his mood. However almost everyone knows him as one thing. "That fucking cat, that won't stop fucking staring at me!" Or at least some of the women in FEARLESS call him that.

Dmitry is usually in his cat form around any of the FEARLESS locations, wearing his uniform, and relaxing completely uninterrupted. Most refer to him as Southpaw, as a given name. Oddly it's even on the shoulder of his uniform, further adding to the disguise he plays off, which is being a pet. Southpaw tends to be quite friendly, and sociable. Generally though, he seems more attached to females, when in his cat form. As displayed by his tendency to occasionally sit in showers, and bathroom during the female hours of the day.

Even during fights, missions, etc, Southpaw is well regarded for his calm, and relaxed demeanor. Being so much like a cat, perhaps has healthy parts in that regard. There never seems to be much anger in Southpaw's actions, just clear, concise actions. A knife in someone's throats, a trigger pull of a rifle into another. And a silent shift back into the small cat, before sprinting off to the next objective, with little, to no alert being given. Southpaw perhaps is the most terrifying in the regard to his idea of killing.

He kills whenever he deems necessary. Usually this means entire squads are wiped out when he's working with team members. Yet other times, he'll rip apart half of a squad, and leave the one or two survivors to try and cope, and pick up the pieces. He enjoys waging a mental war, for one reason, and one reason only. It's the laziest route in his eyes. To break an enemy through mental power along, is always desirable.

When Southpaw isn't busy peeping on women, in his free time he enjoys drinking, painting, and working with weapons. The small, and intricate details of painting, and the struggle of keeping a weapon in perfect condition are both perfectly tuned for his cat eyes. Each detail popping out quite easily to his eyes, a small nick in a blade that needs to be ground down. A spot of color that is horribly out of place. Yet his most common activity seems to be sleep, and playing with small balls of yarn. Simple amusements, that please his more primal half.
- Likes:
-Keeping his status as a human a complete mystery to most
-Watching people, following them, learning them without saying a word
-Being pet, and looked to as an easy way to vent frustrations
-Secrets he really shouldn't know
-Close combat
-Working with a sniper rifle, mostly because he lay down while he does it
-Belly rubs
- Dislikes:
-Dogs
-Overly hard jobs
-Having to actually run for more than 10-20 minutes during a mission
-Being cornered
-Getting caught as a human, while changing forms
-Having his tail pulled, or paws grabbed.

WEAPON(S):
The body:

Dmitry's body has come equipped with a deadly sharp set of claws, which can be used in his human form. Sprouting from his knuckles, they measure five inches each, and appear to be more bone than anything. They are as sharp as razors however, and have been noted to cut through most anyone without struggle. Additionally should things become desperate, his teeth can become as sharp as his claws, acting as a brutal set of fangs to rip someone apart.

M14 Sniper Rifle:
"This bitch kicks like a mule. But since kitty likes to lay down, and purr while killing~ This rifle works absolutely wonderfully!"
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To match his generally lazy personality, Dmitry chose a rifle that while heavy, is simple, and doesn't require much effort while being used as a sniper. No heavy bolt to pull back each shot, and no need to ever hand load ammunition. It's also very old school, so no fiddly bits to worry about, just a scope, metal, and wood. Typically he will mount a suppressor if called for, however most of the time he avoids it, preferring and instant kill, over having to line up another shot, in the event subsonic ammunition fails to penetrate Cleric Body armor.

Glock 18c:
"Practical, high fire rate, hard to break, and simple to fix. the Glock isn't a complicated handgun, but with its low recoil, it's a pleasure to shoot clerics with. Nothing is quite as satisfying as ramming the barrel into someone's stomach, and pulling the trigger, to let this beast absolutely roar, and blast their guts across the room~"
glock_18.jpg
Once again following Dmitry's general opinion on fighting. Why pull the trigger 17 times, when 1-3 times is probably enough? Sure he may have to reload more often, but really the recoil is light, and dumping more than one round on a trigger pull, with a handgun, seems to be the best chance of winning an engagement if you're knocked down to a handgun. Generally he uses 33 round magazines in this firearm, though he does carry the standard 17 round magazine.

Desert Eagle .44 Magnum, and .50AE:
"Armor is one of the few things on the battlefield that takes something quite impressive to defeat. Ammunition can also be problematic at times. So I've opted for a weapon that can operate with two different rounds, based on barrel change. Along with the fact each of these rounds can defeat armor without a problem."

2000
Following that age old trend of aggression, mixed with laziness. Dmitry carries a second handgun on his hip, a much heavier one. Along with two separate barrels. And ammunition for each caliber. Typically this handgun is used against higher level clerics, or against high profile targets for its raw power. Nothing is quite as appealing as blasting someone with a massive .50 caliber round, or if the recoil is too much, usually a .44 magnum is still enough.

Trench Shotgun:
"Bulky, six shots, loud. This isn't the best weapon to match a cat. However at close range, it works just fine, combined with love for tearing people apart."
M97Trench-gun.jpg
Seeing the love that Southpaw holds for close combat, it's only expected he would carry a shotgun. However he desires something classical. Brutal, and loud. The heavy sound of the pump being racked, followed by the roar of the first shell ripping open a Cleric's entire back, peppering his insides onto the comrades in front of him. Before the next pull of the pump, blasts another Cleric's head into bits and pieces. The screaming roar of the trench shotgun, and intimidating appearance truly can't be matched.

Additional Equipment:
"I take what I want, and no one is going to stop me. They may say no once...but I can just crawl through the vent and take my gear."

Generally, Dmitry carries two hand grenades, and two 'breaching' charges, for knocking holes in walls. His excuse for those being, "I don't wanna walk to the door, too far away." Along with those, he carries an M6 bayonet, which fits to his M14, but is usually just used when he doesn't feel inclined to use his claws. His equipment does change on a mission by mission basis.

TALENTS:
- Skills (Combat):

-Close combat, for the raw, and quick nature of it. Unlike mid-range firefights, which can take hours. Close combat can be over in seconds if the circumstance is right. He does exceed expectations in this area, ripping apart people when they get too close.
-Sniping, once again a result of his laziness. He loves to lay down, rifle resting, his body pressed to the ground. Staring down a scope, and quite unfairly killing someone. His adoration for an unfair fight, has certainly kept him alive.
-Using momentum, having the abilities of a cat behind himself, Dmitry is known for his use of the general laws of physics. He loves to jump, dash, and move around during fights. Using speed, to make up for his lighter body weight.
-Disarming and using an enemies weapon against them. Once again, plays into his skills with close combat.
-Stealth, he's is exceptionally light footed, and rarely noticed until its too late.
- Talents (Non-Combat):
-Stealth, being something of a peeping tom, the cat loves to sneak around. Southpaw happily staring at all the beautiful women that roam the various hideouts of FEARLESS. Though he's careful about it, knowing one slip up, could probably get him killed.
-Painting, oddly he's very skilled at this, as its one of his few hobbies.
-Perhaps not a talent, but both as a cat, and a human, Southpaw experiences catnip as a drug.
-Stealing random things, just a bad habit of being a cat perhaps?

ELEGANCE:
Cat's Paw:

Dmitry can freely transform into a cat. With it, all the gear he's carrying, will scale down incredibly with him. To match his size perfectly. Even rifles will shrink down, until they look more like a toy against his frame. His helmet even forms around his cat shaped head.

Being so closely related to a cat, Dmitry has taken on many of the advantages of one in his human form. Including a better sense of smell, super human levels of hearing, incredibly agility, and reaction timing, and even the ability to slow down the rate at which he's falling, to reduce the risk of injury on impact. He moves faster than a human, he's more flexible than one, and even more so he's better in every way than one.

As a bonus, he has claws, and fangs, allowing him to be incredibly brutal should he be forces into a fist fight, in his human form. Many view his powers as just an enhancement to his training. However none will deny his ability to shrink, and enlarge the equipment he uses, changes the dynamic of any fight, or mission he's dealing with.
 
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Cassia Marie Tenenbaum // E L I X I R

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Female
24 years old
SERAPH


APPEARANCE:
Cassia stands at 5'0", with bright green eyes and rose gold hair that seems to have a mind of its own, curling its ends in every direction. Not that she does much to maintain it, as her appearance often gets neglected for the high stakes many of the resistance endure. There is a carefree way about how she presents herself, though there is a cloak of intelligence and cunning hidden underneath her eyes. Her body is quite petite with little muscle, leading many to mistake her for being younger than she is. Cassia has a plethora of callouses and markings on her hands from either failed or dangerous experiments. Her petite body has large scars running up and down her chest from past experiments with poison.

Nothing about the woman screams 'FEARLESS' in the slightest. From those on an outside perspective, Cassia looks extremely proper. She carries herself with a certain docile and unseeming quality, reminiscent of a younger girl belonging to the elite. Her clothing is what you see above, but her bows serve both as practical and aesthetic uses. Admittedly, she enjoys looking girly and feminine. Cassia's dress is informal, presenting herself as more cute than beautiful.

Her shoes are retardant to flame and acid, as are her gloves. Due to the fleeting nature of her research, Cassia has learned to wear her gloves almost all the time so she doesn't suffer from chemical burns. They're made of expensive PALADIN material used in the most exclusive of labs, sterile material that allows her to use them indefinitely. Several smaller weapons are disguised in between her shoes, her large hairbow, the sleeves of her dress, injected into her limbs, and up her skirt.

BIOGRAPHY:
Her family had served the FEARLESS for as long as she could remember. Two parents hidden under a platonic marriage and a high ranking with officials with the Ecclesian government. Both parents were professors, involved with the research of the PALADIN and had many connections with the ORACLE PROJECT. During the day, they were brilliant scientists and researchers for the good of New Ecclesia. During the night, they were the loyalest members of the FEARLESS organization, providing information about one of their most dangerous threats to the resistance. As a result, her lifestyle was easy and decadent. This also gave her an easy advantage over the scientific at a young age.

Due to the riskiness of their double life, Cassia became the only child of the Tenenbaum family. There was no room for smaller children in the FEARLESS. Though, early on, Cassia blew her family out of the water with her ingenuity and early capability. Her room soon became stacked with medicinal textbooks and extra work from all the private lessons she received that would later aid her to carry on the legacy of her family. Her family had no need to discipline her, as her own drive towards her talents quite often surpassed their own as FEARLESS agents.

Her school life had been mediocre at best. Of course, that was only because Cassia barely attended classes due to the fact that many of her parents' experiments required travelling across VALHALLA. Her true ambitions lied beyond academia or submitting to an oppressive regime. As much as they hated having Cassia subjected to propaganda at every single second, the importance of education was what had gotten them their high ranks within the resistance. Despite her apparent disdain and dismissive attitude towards her teachers, Cassia still performed at the top of her class. In school, she was a robot and gratefully awaited the day she would soon graduate.

Cassia was noted to have reckless tendencies and a curiosity that could soon kill the cat. In her early teenage years, she had become her own guinea pig for unauthorized experiments involving a tolerance of poisons. Often, if she couldn't find a lab rat, she turned to her own body to put through torture she wished on no one. After many failed attempts and ruptured intestines, Cassia's long running experiment had been oddly successful. Now, poisons and many forms of alcohol no longer had any effect on her at around the suicide 20th attempt and 50th scolding from her mother and father. While this might have seemed like a good thing, suicide by cyanide upon capture won't be an option for her, which is why she asks to be shot before getting captured. At least poison gas won't be a problem...

Cassia was to become famous within her peers by the time she graduated, transitioning midway into elite post-secondary education. At the ripe age of 18, she had gone into higher education to study the nature of biochemistry and pharmacology. Around this time, most of her disdain faded as her promising future as a member of the FEARLESS was just beginning. She grew excited to share her knowledge, learning early on to keep quiet. Cassia has been shown demonstrating the behaviours of the ideal agent, using her looks and persona to deceive those around her.

After her school studies, Cassia was later asked to carry chemicals and inconspicuous items to certain resistance safehouses and witnessing medical professionals practice to train her early on. A stash of her own drugs and chemicals modelled after her rigorous teachings scattered among hidden rooms. Drafts and sketches of needles and medical lab equipment became the bane of her existence. Cassia lost herself in her work, becoming a workaholic as a result. Graduating with rewards of excellency and brilliance for her inventions for the Ecclesian military drew attention to the Tenenbaum family. This, mixed with having to keep a low profile was baaad.

Due to events that are still a blur to her, she remembered her lavish home being torn apart by CLERICs and PALADINs. A woman with little combat experience at the age of 22 witnessed her mother and father killed in front of her very eyes. They had died a morbidly bloody and gruesome death. Even though they were meters away from Cassia, copious amounts of blood and mutilated body parts contaminated her clothing, numbing her enough to leave scars. You can definitely blame that experience that caused her to halt her future medical career, being afraid of operating despite her profound knowledge on the human body.

Knowing that it was either capture (a fate worse than death) or destroying her work and herself in the process (again, another fate worse than death). It definitely beat the FEARLESS having secrets to dangerous drugs and toxins, and with little thought, the young girl set her drugs on fire and waited in the corner of her locked bedroom for the soldiers to die. At this point, you might be wondering what must be going on with her head. No? Well, it was at this specific moment of self-destruction where she no longer feared death. Just the second before she felt a heat stroke, a blindfold was wrapped around her eyes as she collapsed.

A strange dream plagued her the night she 'died'. Ironic the woman brought up flames, considering she no longer had a home. The odd silver-haired woman seemed to sense this, as she skeptically handed her the manila folder. Instead of waking up in her bedroom, she ended up on a street corner just against the dumpster of the AFTERLIFE. Luckily, the FEARLESS had members with no lasting home, so finding shelter within the bar wasn't very hard. Cassia had frequented here on minor missions, and some of the staff had come to recognize her beforehand as a little girl. It was odd to get strange looks from patrons that now saw her dishevelled form.

As a favour for housing the young girl, she began to sweep tables and do regular grunt work waiting tables and making drinks. That is, until the destruction of the AFTERLIFE. Luckily, she was running errands for the bar on the other side of the city before hearing distant gunshots. It was in her instincts to run towards the noise, prepared to rescue the patrons of the bar. However... she knew it was past salvaging. That, and upon seeing the same explosions that took place in her home two years ago drove her to hyperventilation as she tuned out the rest of her surroundings. It wasn't until her phone ringing and Jill's message that she quickly fled to a nearby safehouse, anticipating her next message.

PERSONALITY:
Waiting tables in the AFTERLIFE and her public persona has become such a strong part of her life that Cassia usually depends on her acting skills to get her out of situations, on top of her appearance. Nervous, shy, and reserved, Cassia stumbles over her glasses and almost looks pathetic to those that do not know her well. Cassia normally uses this as one of her many fronts to let the enemy's guard down. Do you think she's just a pretty face? Do you think that Cassia's just a harmless doormat?

Then you've fallen into her trap. Last thing you'll know, she'll fill the battlefield with poisonous gas and struck you in the neck with a needle full of cyanide.

Her true self shows a capable young girl, a mix of a medic, pharmacist, mad scientist, and drug dealer. Her nerves, just like her immune system, has turned to steel. Barely anything gets her to crack when under pressure. That doesn't mean she won't be a little difficult about it. When operating or distributing medicine, she does so in an extraordinarily casual and even sassy way. Cassia is someone that does her job and does it well, and preferably as efficiently as possible.

She's extremely organized, almost every one of her machines and equipment are filed properly, and no amount of biomedical waste goes unattended to. That is, when she doesn't want it to. Cassia has always been dangerously reckless, using many as lab rats or leaving needles full of an explosive chemical on the ground. Cassia is resourceful and clever, finding many ways to succeed at whatever task she's handling. Many think her mind goes at about 1000mph.

There are many times where Cassia refuses to let anyone get into her thoughts. She's unfazed by many methods of persuasion, even to the point of delusion. No one truly gets to know why she makes the things that she does, and even fewer know her past. Cassia has a complex and multifaceted way of thinking, having trouble seeing things in a black and white scenario. Surprisingly emotionless at times, Cassia can come off as insensitive and too matter-of-fact.

Cassia has been noted with post-traumatic tendencies, being secretive and shoving away many of her memories, she tends to run away from her thoughts in exchange for her focus and sanity. While it is rare that she'll snap, Cassia is easily squeamish and completely breaks down in the presence of blood, gore and anything related to fire. Even cigarette smoke is enough to simply put her on edge. At least she has painkillers, ones tailored to her unique immune system. As one of the few medical personnel in the AFTERLIFE, Cassia is slowly learning to get over her fears.

While Cassia can be described as a ticking time bomb waiting to happen, Cassia feels an enormous amount of guilt over her family. She's deathly loyal to Jill and FEARLESS, and hides a genuine care for each of her patients.

LIKES:
- Making drugs
- Honestly, making anything
- Being organized
- Being honest
- Sweets
- Spicy food
- Drinking poison and strong alcohol for fun

DISLIKES:
- Fires
- Blood
- Anything a regular doctor has to deal with
- People questioning her expertise
- Smoking
- Anyone coming to her to supplement their addiction
- Wine

WEAPON(S):
- A small tranquilizer gun, usually tucked into the sleeves of her dress. Filled with darts containing various poisons and toxins designed to either kill or debilitate. Cassia plans to kill without bloodshed.

- Needles. For an added layer of protection, they're written in a specific cryptic code that only her and authorized AFTERLIFE members have knowledge of. That way, you'll never know if you're getting poisoned or if it's life-saving medication.

- Pills and Matches. Large concentrations of explosive chemicals are condensed into inconspicuous pills, usually one or two will do. All she needs to do is drop them off and set off a match. For an aesthetic flare, they're typically colour coded for their effects. For a more scattered and less powerful effect, feel free to crush them and light on fire.

- Just in case, she carries a revolver under her skirt. She doesn't use this very often, for personal reasons. This is usually on hand to shoot herself before feeling anymore pain.

- She has a large satchel just for her medical equipment and a special kit she uses for storing her medications and experimental tools.

SKILLS:
- While her combative skills aren't really up to par with RONIN or the NOAH, Cassia is able to demonstrate basic self defence in the form of hand-to-hand, even if that can be easily overpowered by a stronger opponent.

- Cassia has an expansive knowledge on the human body and of chemistry, and knows where to aim where it hurts. This includes poisons, explosives, or anything that could kill a human being, perhaps even through their armour.

- Has basic comprehension of how to shoot a gun to her head.

- Good luck poisoning or chemically harming her in any way. She's practically immune to many of the same poisons and gases after subjecting herself to pain. However, this can easily backfire on her, as whenever she needs to die, a simple pill won't be able to kill her. A strong enough dose is still enough to kill her, but you'll probably need a large dose.

TALENTS:

- Intensive medical knowledge after many years of practice and research.

- Knows how to act like she's vulnerable or is able to act as a distraction.

- As much as she hates to admit it, Cassia can make anything explode. Eeeeven unintentionally.

- Knows how to produce life-saving medications and steroids to buff up allies.

- Has the alcohol tolerance of a god.

- Surprisingly a good cook and bartender whenever Jill's away.



 
FULL NAME: Jessica

CALL-SIGN // ALIAS: Gaia

GENDER: FEMALE

AGE: 19

GENERATION: NOAH

APPEARANCE:

A 5ft 8in tall fair skinned female, Smooth Asian features (No particular heritage to base off of found in database), fine long black hair with two long side bangs and thin black ponytail in the back. Seems to prefer wearing a dark brown bandana upon her head, dark blue scruffy tank top, thin blue scrap metal waist guards, rugged dark brown long skirt that tops about 5 inches above the ground which shows that she wears black boots and beneath the long skirt she wears beige colored cargo shorts. Can usually be seen having a katana (Single edged, slightly curved sword) strapped to the side of her waist by a thin metal chain.
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BIOGRAPHY:

Subject 1892
(Project Creation)

The files and data on subject 1892 would show that the various scientists were skeptical about what they'd been asked to accomplish. This experiment would border on the line of playing god to put it lightly as they were tasked with creation a subject that could well...create. Some that were assigned opted out to assist with other subjects but some continued onward.

Initial tests inconclusive to show ability to create from nothing despite numerous cranial implants, multiple shock administrations and surgeries.

Creation attempt 1...failure.
Creation attempt 2...failure.
...
Creation attempt 125...failure.

Despite all of the failure all of the failure the scientists were determined and had a change of tactic. Subject 1892 will create from what already exists. This is what they decided to change gears with as the previous challenge seemed unobtainable. Instead of moving onto a different test subject for this purpose they instead reconfigured the various stimulants and implants. The powers that be granted them success as subject 1892 not only created a small metal hand sized humanoid figure but subject 1892 seemed to be able to control its behavior and movement; they had done it.


Experimentation and tests continued to see how many and how large subject 1892 could create these creations. With practice tests showed the number and size could both be increased. Tests additionally showed that the subject could only make these creations out of material that the subject could touch. Subject 1892 is incapable of creating these "constructs" out of thin air. Solids like metal, rocks and wood seem to work just fine but even other less sturdy materials can be affected by the subject's abilities such as water, gasoline and even fire has been tested to be effective.

The tests only became more strenuous as the scientists continued to push Jessica further and further; wanting to see how powerful they're creation NOAH could become. The continues non-stop creation of constructs would give her crippling migraines as her brain would become more and more fatigued. They wanted more constructs at one time, they wanted them bigger and bigger each time. At times Jessica would feel as though her brain would rip itself out the front of her skull.

It didn't take long for the tests regarding her powers to become gruesome as they would have her create constructs to battle people. Battle was never the right word, slaughter was more appropriate as the first dozen seemed defenseless and frightened beyond belief. She made constructs that cut and sliced them, she made constructs that were big enough to simply smash what she was told to eradicate she continually made anything they gave her as a material to create essentially living weapons to kill for her. These kinds of "battle" tests were the some of the longest tests she'd do and they greatly manipulated her psyche. After a few hundred of these tests Jessica would smile as she carried out the tests. She'd giggle and laugh with joy as the rooms she would be put into would soon be filled with nothing but blood and dead bodies. She became twisted...

When the kill order came both the scientists and soldiers were not prepared for the monster they'd created as the various surgical tools and machines they'd used to meld subject 1892 into who she was became horrifying metal constructs of various saw blades and syringes at her touch. She laughed as they screamed and even after they all became silent and still. It was during this time that Jessica escaped same as any other NOAH that were able to.

After that the escaped NOAH kept herself out of sight and suspicion as best as she could. She would stick to the more run down areas of Valhalla. On the usual sight of a any ruffian getting an rather unpleasant ideas in regards to her should would usually and happily relieve them of their limbs and other vital bits. In particular however there is one old shack of a bookstore she would fancy for a while which was run by a small aged balled man. He seemed to have a collection of old mythical story books centered around the setting of an old island nation that had sworn loyalty warriors that served masters and wielded various weapons. She grew a liking to the culture in the various stories and even became loose friends with the old man who owned the place; at one point even saving his shop from a group of thugs trying to have him pay protection money. Much to the man's and thug's surprise the young woman created two vaguely samurai shaped constructs (samurai being the intensely loyal warriors detailed and described within the stories) made of rusted metal which proceeded to kill the thugs and cut off their heads as if they were to be trophies or bounties much to the stories she'd read about them.

To Jessica's own astonishment, the old man was not frightened at all. She truly respected him for such resolve. Shortly afterwards The old man who Jessica came to know as Takagi gifted to her an old slightly curved sword he'd been keeping and maintaining for all her help and even showed her how to use it. It wasn't just the training of how to use the sword but he also helped calm her emotions and helped her to control the twisted nature within. This in turn made her less sadistic per say and more calm but ruthless most of the time with spikes of twisted behavior still occurring.

After this FEARLESS heard word of Jessica and with a little encouragement from Takagi, the female NOAH agreed to join up. First off, she knew the reason Takagi was basically living in a shit hole was because of the oppressive government and second Jessica was perfectly happy working towards eradicating those who wanted her dead as in the long run it would make living fairly difficult.

She was promptly brought into the Nightmare organization in regards to the Fearless resistance.


PERSONALITY:

Jessica believes herself to be that of a daimyo (or large-land lord in Japanese history). Despite her usual blank expression she sees herself as superior in more of a cold hearted fashion rather than that of a snobby noble. Whenever possible she tries to have herself either flanked by or have at least one humanoid construct (usually the vague shape of some samurai or other knight like figure) at her side at all times like a bodyguard. At times she'll even go as far as the take extra time to craft the construct in a way to where it either looks as human as possible or more usually just covers up all it's parts like an armored suit and helmet and or mask.

She is ruthless and apathetic most of the time as she usually struggles at the meaning of "non-lethal" or "sugar coating" her words. She'll call out mistakes that others make but will indeed listen to others. Whether she acts on what she hears or not is dependent on the situation. When she snaps however her ruthless simply steps right over the line into sadism. Things that can make her snap include but are not limited to hurting her, insulting her enough and badly enough, someone being really stupid in her eyes and if someone harms or insults Takagi in anyway (This includes anyone she may befriend or become decently close allies with.) Little bits of twisted remarks also leak through in her speech at times as well as expressions.

Likes:
- Mythical Stories
- Painting
- Vibrant Colors
- Reading
- Hurting People
- Planning

Dislikes:
- Fools
- Sour Foods
- Manual Labor
- Explaining things more than once
- Meat Heads
- Dogs

WEAPON:
Old but maintained Steel Forged Katana

TALENTS:

Skills (Combat):
- Planning
- Adapting
- Melee Combat
- Commanding / Coordinating

Talents (Non-Combat):

- Making Hot Tea
- Drawing & Painting
- Blade Maintenance
- Interrogation/Intimidation

ELEGANCE:

Construct Creation
The Elegance "Construct Creation" allows Jessica to manipulate any form of physical material she can touch which includes most solids and some fluids into moving constructs which follow her commands. The size and material of the construct she is trying to create effects the time with which it takes to finish forming and become fully operational. Additionally, combining more than one type of material into a single construct further increases the time by 2 minutes no matter what. The durability and properties are entirely dependent on the material that is used and still retain said properties, they are simply meld together in a specific way and can move. As long as Jessica remains conscious she can control the constructs she's created. When asleep, knocked unconscious or dead all constructs she has created fall to pieces.

Creating too many constructs at any one time or within a single day will have Jessica suffer crippling migraines from the strain. So she can create constructs in seconds but overuse will severely hamper her. Currently she can only create 1 large construct and 4 humanoid constructs per day. She can create however many tiny/small constructs per day as the drain/strain they cause is minimal.


Common examples of materials she's well adept at creating constructs include include but are not limited to:
- Metal
- Concrete
- Glass

Common examples of materials she has difficulty creating constructs out of (invoking the additional 2 minutes) include but are not limited to:
- Water
- Fire
- Flesh/Organic Material

Large Sized Constructs
Jessica can only create and control up to one large sized (about the combined size of two cars) construct at any one time. She is able to do so if enough of the desired material is present and able to touch it. A large construct normally finishes and is ready for action in 2 minutes of Jessica concentrating on its creation. Usually big and fairly slow moving constructs but when it comes to sheer force and power large constructs are Jessica's biggest punch.
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Medium Sized Constructs
Jessica can create and control up to two medium (average humanoid) sized constructs at one time. Each medium sized construct takes Jessica about 30 seconds to create. Medium sized constructs meet a good middle ground between power and not being so obviously noticeable.
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Small/Tiny Sized Constructs
Jessica can create and control up to four small or tiny constructs with each one taking about 15 seconds to create. Her smallest and weakest creations but by no means are they just fun little things to make. They are Jessica's most utility focused and stealthy constructs and their uses are only limited by her creativity.
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[warning=red]Under Construction, ETA UNKNOWN[/warning]
[fieldbox="Failed Protocol "R E D Q U E E N", darkred, solid"]


Dossier_RQ0070
" M A R Y "
ORACLE SUBJECT #RQ0070

///
SERIAL IDENTIFICATION: NOAHG1RQ0070
ORACLE PROJECT DESIGNATION: RED QUEEN
GENDER: Female
AGE: 24

GENERATION: NOAH
GENETIC STRAIN: NOBLESSE PRIME
STATUS: UNKNOWN
Subject Physiology and Psychosis
///
HEIGHT: 170 cm
WEIGHT: 54.43 kg
BLOOD TYPE: O-
HEART RATE: 45-250 BPM
AVERAGE TEMPERATURE: 101.7°F
///
PHYSICAL DESCRIPTION: Subject RQ0070 appears to be a woman in her early twenties, with a slender, shapely figure that is common in post-adolescent adult females. "Red Queen's" hair is a vibrant, unnatural, shade of scarlet that appears to be distinctly related to the genetic strain bonded to her DNA. The same is apparent for her eyecolor, which is a darker shade of crimson that becomes a vibrant red when MARIONETTE is activated. Subject RQ0070 has a symmetrical facial structure that results in an attractive physical aesthetic that effects other emotionally and physically. It has been recorded that subject RQ0070 appears to be expressively melancholy 86.53% of the time, while the other 23.47% she has an openly romantic or perhaps sympathetic expression as MARIONETTE is activated.

When given the option, on [REDACTED] during an auxiliary study, subject RQ0070 showed a distinct preference of dresses and skirts for her personal attire or style. This has not yet been recorded as correlated with the NOBLESSE PRIME strand, and for the time is simply recognized as the subject's personal eccentricity. The subject has been known to gravitate toward warm color pallettes and "frivolous" materials such as silk or satin.
///
PSYCHOLOGICAL EVALUATION: Subject RQ0070 has been tested and evaluated as emotionally unstable with an acute sense of melancholy and what the subject describes as "lonliness". "Mary" as the subject calls herself, reports to Oracle Medical Team 007N that she often imagines she is not alone in her assigned cell, and such hallucinations can become very real to her. 007N are aware that the subject experiences lapses of disassociation, primarily after studies of or activation thereof her ELEGANCE. No steps to treat these disorders have been taken at this time, and subject RQ0070 remains classified as incredibly dangerous and must remain completely secured to avoid unmonitored activation of MARIONETTE.

Subject RQ0070 showed no signs of aggravation or unrest before she was ultimately removed from the Oracle Project. It was in several OTM 007N reports that she was in an "unusually" stable mental state, speaking and acting completely coherent and amiable. However upon arrival to the [REDACTED] facility, MARIONETTE was activated leading to the control of most weaponry in her general vicinity and the deaths of several government operatives. Subject RQ0070 has not yet been found or executed. //endlog.confirm

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Subject History
///
BIOGRAPHY: Mary's memories begin with steel and end with blood, of being emptied and filled up again as the scientists of the Oracle-Project mutilated the young orphan. For many long years she was subjected to horrific experiments just as other NOAH subjects were. Unexpectedly, she was deemed a success after continuous trial and error, and being left for dead as the strain they used on the young girl was incredibly difficult to cultivate successfully. However instead of bleeding out and meeting her demise, her elegance MARIONETTE then surfaced. Mary had become the first success of the NOBLESSE genetic strain which had bonded perfectly with her DNA, transforming her on a cellular level. Along with several other successful strains, Mary was named the REDQUEEN PROTOCOL.

The experiments became trials, Mary was forced to use her ELEGANCE against NOAH opponents. Some of which were physically more powerful than her, or didn't have any ELEGANCE at all. Each time it was a complete slaughter, and she was praised as though a pet would. During this time in her life, Mary was no more than a melancholic doll with a dark ferocity that only awakened with her activated MARIONETTE. Her power was in her blood, as the NOBLESSE strain was created to transform a NOAH's blood. Once released, Mary's blood acted similarly to a poison, but one that could effect automatic weaponry, advanced technology, and in most cases--humans. Mary could splash her blood on the metal of a gun, and immediately assume direct control of its functions. During these studies, her handlers discovered with a streak of blood, she could remotely use a computer or even access forbidden areas. Not to mention, if so much as one drop of blood touched the skin of another living being, she could silently command the creature to do her bidding or even kill itself. Mary was used as an apathetic and mostly removed torturer when the government wanted answers out of someone. Or control. She was the perfect NOBLESSE specimen, and one entirely brainwashed to obey and adore New Ecclesia.

At first they were able to control her behavior, until the studies and attempts at controlling her elegance began to fall apart as Mary was the only NOAH able to withstand the NOBLESSE strand. A strain completely based on the properties of blood and mental capacity, they had no control factor to fully understand her potential. It seemed as though her blood was in a constant state of evolution, so using samples of Mary's blood with other NOAHs was deemed fruitless. Soon, Mary no longer showed any desire to fight or use her elegance. In fact she seemed to gain perfect control of MARIONETTE, and could halt her blood flow by slowing her heartbeat. No amount of pushing or prodding resulted in the desired effect. Instead of continuing to progress with the NOBLESSE strain, they halted further studies completely which left Mary completely isolated and confined to a heavily guarded cell which was monitored at all times. Most days would pass in a blur as she was often kept completely sedated, remaining in an almost comatose state for the better part of two years. Eventually she would be finally deemed a complete failure, as she lacked the aptitude of a weapon even though she displayed deep loyalty to New Ecclesia.

The order to execute all NOAH subjects under the Oracle-Project had finally arrived, an effect of a high risk and low success rate. Mary was among the first to be transported to her execution block, her primary handler promising a standard and regularly scheduled procedure. Nothing more than a check-up. All it took was one wrong move, and her elegance had been activated. Mary used MARIONETTE to finally escape her life as a subject, and in the process left behind a graveyard of which none survived. Her memories completely shattered after overusing her elegance, the effect of controlling too many separate minds at once. It was her soon to be mentor, a SERAPHIM operative within the resistance known as "PINSTRIPE", that would find her.

After several weeks left alone amidst her carnage, a confused and amnesiac Mary was found by a small scouting team who had received various reports of NOAH activity. The only living person found was of course the RED QUEEN herself, but she appeared completely docile and in many ways lame. It would take her two weeks to remember what she had once named herself. Then was the first time she would come in contact with FEARLESS, and soon become a member in the worst of circumstances. At first thought to be a failed NOAH without an ELEGANCE, PINSTRIPE made it his primary objective to take care of Mary and help train her to become a highly-trained and motivated RONIN. Months passed as the unit continued their work with the resistance; collecting information, supplies, and headhunting for NOAHs. All the while, PINSTRIPE worked closely with Mary as she tirelessly trained. Though some suspected, none realized she was an active NOAH, not even Mary herself remembered her life as the REDQUEEN protocol.

Everything had been going just fine, until PINSTRIPE and several other operatives within the resistance became a target of a Paladin led unit of clerics. PINSTRIPE and his operatives were completely wiped out, leaving Mary to fend for herself. Of course she emotionally snapped when she realized her mentor and father-figure was dead, and with a clean cut to her wrists her ELEGANCE was activated and she made quick work of the clerics, forcing the unit to retreat. The paladin escaped, and the RED QUEEN was soon recognized as a high-priority target. This time, however, Mary remembered exactly who she was.

Joining the resistance, Mary was absolutely giddy and eager. PINSTRIPE had taught her well, and given her a new reason to exist, however with her previous memories restored she would find difficulty in maintaining balance. The resistance was noble, and honorable, but her conditioned love of New Ecclesia had not faded. Instead her own morals and ideals had become murky and confusing, forcing her to ostracize herself from the rest of the resistance.


WEAPON(S): (Please refer to the OOC thread)

TALENTS:
- Skills (Combat):
- Talents (Non-Combat):

ELEGANCE: (Special abilities held by the NOAH)
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  • Wild eyed, in the sense that her eyes drift in between deadened listlessness and impassioned fire. Standing at an ordinary height of 5'5", Eresh is a lightly-tanned woman of notably more pristine aesthetic care than most of her peers, presumably a product of her time amidst nobility. Still, the attempt at perfection goes, ultimately, unattained.

    Eresh's body is a tapestry of abuse, some features more well hidden than others, as if she had simply given up on hiding the rest away. Burns of darker hue pepper various stretches of her skin, drawn upon by crossing scars that somehow managed to evade her face.

  • The Eresh of now is a resurfacing reflection of the Eresh long ago. The Eresh in between is a pale ghost of either iteration. From the time she could remember, Eresh was hot-headed and gutsy, generally the one to instigate danger and revel in its chaos than to be the one quelling a rising tide and save one's skin. Moody, aggressive, and altogether troublesome for her peers, Eresh kept on in stride, dismissing despair and embracing whatever she could grasp with a throttling iron grip.

    As the captive of a certain Praetorian, however, Eresh finally succumbed to what her fate should have always been; that of a tool, and at that, one eternally threatened with dismantling. Under the thumb of King, Eresh had become submissive and quiet, not without energy, but utterly lacking in will. Rebelliousness was replaced by orderliness as her fiery eyes drained to leave behind a husk that only held onto hope.

    What was once aggressiveness became a pure hate, boiling over itself and unleashed upon the unfortunate few who were free to suffer her suppressed wrath. Guts was replaced by an unbreakable instinct to live on, written physically into her body.

    With freedom, Eresh's personality slowly enkindles itself to normal. Still quiet and listless, she retains the anger that was raised in captivity, along with the traumatic baggage that came with her life-or-death fighting. Eresh tries, and tries hard. Failing in even menial things sparks a fierce frantic behavior that she hides poorly.

  • From the day it worked, Eresh knew what she was.

    Perhaps it was this feature of her creation that urged the first developments of personality down the path leading to the present.


    Eresh was born...

    And so she accepted it all. There was little she could do. There was meaning to understanding her world, and how she fit into it. It felt right, like a puzzle piece into the total picture, burning as the fragment was upon the hands of the player.

    She would burn, and they would deal with it. After all, a gun ran hot when used, right? Eresh saw no problem with her behavior, whimsically spending her days in the NOAH facility alongside a few others. As much as she dragged the others into trouble, her overall obedience to the grand scheme turned eyes away from her. Researchers could tolerate petty mischievousness as long as she refrained from trying to kill them.

    Here, she was meant to be.

    And there she was meant to die.

    Perhaps it was that feature that drove her to transient madness.

    To destroy something was easy for Eresh. To kill was easier; the concept of life was intrinsically tied only to the living. A box never 'died', but a human being did. Day one, she was hesitant, but she did it. How could she have known better? Day two was easier.

    Day XXXX was instinctual.

    Eresh had become so used to the feeling that welled within, it had come out without warning. A mere touch was all she needed to profess her anger upon a researcher. The die was cast, and it was certain then her rebelliousness was not merely 'petty'. It all came upon her in an instant, and only through sheer volition and guts did she emerge from that facility, bloodstained and shivering from fear.

    What became of her friends?
    What became of her life?
    Where was she now?
    Who was she, without those walls?


    Whatever she wanted. That was how it always was, wasn't it? Without those walls, there was no meaning in staying put. The wildfire in her eyes had no barriers to prevent their spread. Life was for the taking, as were lives for taking. Becoming a Fearless agent took little consideration for Eresh, who knew well that she nevertheless needed new friends to maintain this newfound freedom. So to was it an outlet; a mere civilian enjoyed far less mayhem than a skull-cracking rebel.

    Eresh pursued it with fervor, never looking back, and still without worry. A sense of invincibility pervaded... A sense that would be tested following the days of her capture...

    It couldn't have been under a worse pair of people... if they could even be called such honorable things. The "KING" and "REAPER", two names whose meanings were evidence enough of the arrogance and violence, became Eresh's guiding gods. Beneath their boots, Eresh endured endless abuse; the touch of King's fire burned her skin, while Reaper's commands broke down her spirit.

    She had always considered her purpose to kill... but only in freedom. Here, she was a tool once more, turned against those she'd never think to harm, and certainly not in the way she did. They had, fortunately, only turned her into an attack dog upon a few other NOAH's, but the manner in which it had all played out scarred her mind even further.

    A punching bag.
    The punch upon an innocent punching bag.
    A dog. An animal. Branded like a cow.
    A witness to torture, and a medium of the same.
    A killer. A murderer of those undeserving.


    When both Praetorians had died, her yoke vanished, Eresh could barely think straight. Only instinct and welling hope guided her away and into the streets.

  • Through her abuse, and the natural guts Eresh had already possessed, "Tear" has become a hardy and conditioned individual, able to take intense punishment physically; her mind, however, is still weakened and vulnerable, prone to attacks by even menial things.

  • The human body is weak... fleshy... vulnerable.
    Such is the natural state of life. Little is required to do harm.
    What then of a force so tailored to ending life...?
    In the air it kills. Outright kills.
    The name carries with it a growing anger.
    Anger. Hate. Annihilation. Obliteration.
    IT IS MEANT SOLELY FOR THIS.


    Eresh's Elegance is Willed Annihilation Reification.

    Eresh commands an inexplicable force that inflicts aspects of death, annihilation, etc, upon a perceived target. It is not absolute; targets do not simply vanish from the Earth, but rather are impacted by an event that amps the intention to kill or maim to higher levels. A punch or swipe shears flesh and bone like a wrecking ball impacting the corner of a building. What is intended to kill, while not intrinsically fatal in its ultimate effects, attempts to 「reach the desired outcome」. Otherwise negligibly harmful things become overtly harmful, transforming into horrifying acts of violence.

    It should be noted that the effects are not determined by Eresh's imagination. What she 'wishes for' to specifically happen upon a target is not what will transpire. Rather, Eresh may merely desire a generic outcome, notably, the 「outcome of destruction」, after which her Elegance 「fills in the blanks」 and enacts what is required. It may enact what is 「most efficient」 and simply kill dead, but is not so perfect. Able only to harm, it harms in manners most provocative.
 
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RORRIC / ODIN SPYGLASS / MALE / 23/ NOAH

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The THEME
Fly on The Wall - Thousand Foot Krutch


The MAN

Rorric has an ectomorphic body type. A skinny and lean individual that displays little in the realm of raw power. A slightly thin-athletic build that is paired with a fair skin completion. Rorric does not display the treats of a hardened military fighter. Instead Rorric is a flexible individual that keeps his skin clear of markings, tattoos, or scars. Save for several on his head, earned during the ORACLE PROJECT. Along with a black-stained eye-lips, also resulting from his time as a lab rat.

Standing at an even six feet and weighing one-hundred and sixty pounds. Rorric has a head of pure-white hair that covers his scalp scars. He keep it cut short, just below his ears. Wearing it in a semi-messy fashion. Both of his eyes have a unique design or coloration due to his ELEGANCE. His right eye of the past is a rainbow colored iris. Reflecting red, orange, yellow, green, blue, indigo, and violet. While his left eye of the future has a black sclera and a white iris. Normally hidden behind dark shades. A curled lip can be seen on his resting face.

Normal attire involves dress shirts and scarves. Any sort of outfit which offers an aura of professionalism. Battle attire usually involves a turtleneck with a vest of multiple pouches. Combat pants with pouches to store ammunitions, and light combat boots. A skull-cap and visor is also worn to hide his shining hair and to protect his eyes. Lastly a silver cross pendant tied around his wrist with an onyx gemstone crowning the piece.

The PROPHET:

In the early stages of the ORACLE PROJECT some members found the name to be "inspiring". This initiative was dubbed PROJECT: GOD'S EYE. They aimed to create living spyglasses that could peer behind the static curtain of time; NOAH with the ability to look into the future and the past. Numerous fatal trails were run using various techniques and occult theories. In vain, no genetic make-up of any NOAH could not accommodate their desires. That was before one NOAH came back from the brink of death and blindness.

Among the eldest NOAH used for the ORACLE PROJECT, Rorric provided a preferred template for scientist to use in their quest for omniscience. The youth possessed an genetic marker that, with aid from the ruthless scientists, potentially allowed for his mind to process light in a separate spectrum than any other human or NOAH. PROJECT: GOD'S EYE put in all of its resources into investigating the potential of expanding and genetically re-engineering Rorric's brain and vision.

The experiments were beyond cruel and anyone whom called them hellish would be in the right. The boy was subject to life-threatening medicines, open-brain surgery, and intense laser eye surgery. The only saving grace were the instances of eye therapy which involve occult-inspired concoctions and eye-drops. Eventually the experiments proved fruitful, yet also unexpected. In the end PROJECT: GOD'S EYE was not able to create the perfect spyglass through time. Rorric's ELEGANCE took a different form in both of his eyes. This caused issues when the child was tested to gauge his abilities. Rorric was able to pass tests related to seeing the past. Yet only saw into the future randomly.

When the order to execute all NOAH's came down from above, visions of Rorric's emanate death came in droves. The fear of death fueled the boy's escape from his cell and ultimately the facility which held him. Using his ELEGANCE to discover passwords and codes into terminals and through check points, the semi-omniscient NOAH managed to dash to safety. This was his first instance of changing the future.

For a time the rouge NOAH used his ability to survive in the streets of VALAHAL. The need to survive gradually caused his control of his ELEGANCE to improve. While hiding on the roof of a shopping plaza, Rorric waited for someone to walk into the back alley alone. To ensure the perfect set up, he utilized his ELEGANCE to see through the alleys in close proximity. This allowed him to witness an ambush being set up by the FEARLESS that would be quickly and violently crushed. Hurrying to break the news to the several RONIN operatives earned him their gratitude and entrance into FEARLESS. From then on Rorric worked closely with the SERIPHIM on gathering intelligence and spying on the CLERIC's. Working under the codename: SPYGLASS

Rorric had started to develop a romantic relationship with a SERIPHIM, code named DELPHI. Together they completed several missions and were seen as a "power couple". Tragedy is the mark of a NOAH's story though. As backup for DELPHI and several other SERIPHIM agents, Rorric was ambushed by PALADINS while returning from a "successful and easy and quick" infiltration mission. In the carnage that followed, DELPHI was shot in the chest and her death was inevitable. Rorric himself received a blunt impact to the skull – a wound which caused him to panic -- due to the fact the PALADIN connected the blow in the first place. As the FEARLESS agents attempted to escape, Rorric ran away, carrying his dying lover. Repeated and strenuous use of his ELEGANCE allowed the NOAH to escape into the ghettos where FEARLESS agents swiftly took the woman.

Once the PALADINS passed through the ghettos, the FEARLESS agents transported DELPHI and SPYGLASS to a new location. During transport DELPHI died due to blood loss. And by the time SPYGLASS was treated, he entered a coma that lasted for eleven months – the aftermath of extensive usage of seeing into the future and brain trauma. After eleven months Rorric has finally awoken. Yet his personality has changed. "SPYGLASS died running from a PALADIN." He said. "ODIN is ready for war though."

His SOUL

There was a person that was very silly at times. A good man that had a bright smile and positive outlook on all his endeavors. A man that loved his woman more than anything. Eventually he was crushed and allowed someone else to take over until he could learn to cope. Rorric has become a somber man who hides the pain. Even if keeping his feelings hidden would cast him more pain or suffering. He takes little pride in material items and instead focuses on productivity. Removing sentimentality from his belongings makes it easier for him to relinquish them. The end goal is what matters to him.

Granted he is no hard-ass. He will still laugh or smile or humor someone aiming to make a joke. However a genuine display of positive emotion is harder to generate from Rorric than most others. Deep inside Rorric wants to be happy; but believes he can no long take joy in life until the goal of FEARLESS has been achieved. Or until he has avenged the death of DELPHI.

His PLEASURE & DISPLEASURE

PLEASURES: Coffee, Darkness, Stars, Audiotapes, Silver (the Metal), Ravens

DISPLEASURE: Cats, Machinery Sounds, Popular Music, Red Heads, Lazy People, PALADINS


His ARMORY

  • 3-Round Burst Rifle "3-Gram" Model: A lightly modified assault rifle designed to deliver precise stopping power with traditional ballistic rounds. While a deadly weapon in the right hands, this could be said about any other weapon. The recoil and hair trigger are nothing to scoff at. But that would be the end of the weapon's praise.
  • Gung & Nir" Model Handgun: Two 15mm handguns designed to be quick on the triggers and easy to reload. They come with compressors which hide gun flare and silence the weapon. Yet while attached decrease the stopping power of the bullets.
  • "Rest" Combat Knife: 6-inch Combat Knife.
  • Explosives: Various small proximity or timed charges


His SKILLS AND TALENTS

SKILL
  • Mid-Range Combat – Experienced in Mid-Range combat, Rorric is a master of fighting in the No Man's Land of almost any battlefield.
  • Infiltration and Evacuation Tactics – Though a decent fighter, Rorric is ever more skilled at entering and exiting from almost any battlefield or facility. Through espionage the NOAH has become trained to stealthily enter a facility with any amount of security present.
  • Field Leadership – When the fire starts to swell and bullets fly and swords clash, Rorric is level headed enough to direct his fellow NOAH. While not usually in a position to lead from the get-go, in events where leadership is cut off, Rorric is able to take the helm.
TALENTS
  • Spying – Whether shadowing a CLERIC or disguising himself as a scientist, Rorric is able to gather information through footwork, keeping tabs on anyone he wants.
  • Poetry/Song Writing – Can write an awesome ballet or three during his off time. Usually inspired by nature or the human heart.
  • Mixologist – Rorric knows how to make a mean alcoholic beverage. His skills has a bartender have gone unmatched for most of his adult life.
  • Paperwork – Yeah, that's right. People can fix cars, make weapons from nothing. But Rorric is freaking sick at desk work. Filing, organizing, creating table-sheets, and charts. Making FEARLESS professional one flow chart at a time.

His ELEGANCE - GOD EYES
The ELEGANCE suffered by Rorric is a precognitive ability which allows both the past and future to be witnessed. To better receive the different time periods both eyes have domain over only one period. The right eye is called The Dusk Eye and can see into the past. While the left is called The Dawn Eye, which can peer into the future.

When activating GOD EYES: Dusk Eye, Rorric's eye will glow brightly. Over the course of several seconds the NOAH can see all the events which took place an hour in that location and within eyesight. Witnessing the past for Rorric is similar to the concept of reading each word on a page at the same time. The events which occurred within his field of vision occur rapidly yet the NOAH can understand it all. Events don't play backwards or forward, they simply seen. However only events which happened within his line of sight can be observed.

Using GOD EYES: Dawn Eye is far trickier than its counterpart. Activating Dawn Eye takes concentration and places strain on Rorric's mind and body. It will take several seconds, at peak condition, for the ELEGANCE to activate. The Dawn Eye turns an abysmal black, as if no light enters or leaves. The NOAH is allowed a one minute window into the future; instantly seeing what happen in his presence for the next sixty seconds. After this there is a period of blurred vision. For the next five minutes Rorric can only see a haze of the "possible futures". This vision overlays with the present, allowing two time axis to be visible at the once. After five minutes the ELEGANCE shuts down. The strain of witnessing two time axis causes heavy migraines, temporary blindness, bleeding from the eyes, and causes Rorric to gradually go blind in the left eye.

Yet there is one more condition that occurs. Should Rorric, while using The Dawn Eye, incur an action that alters the future, then an additional time axis shall occur and cause more pain and strain. It also causes mental trauma to Rorric and slightly impairing subsequent visions of the future.
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