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Valor

Original poster
LURKER MEMBER
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per week
  2. Slow As Molasses
Writing Levels
  1. Advanced
  2. Prestige
  3. Douche
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. No Preferences
Genres
Romance, Science Fiction, Modern, Fantasy
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A Roleplay by Valor
Co-GM(s): ERode & Click This


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You are greeted by a blonde haired woman standing beside the counter, blue eyes piercing inquisitively towards you. The room is vibrant, with many strangers sitting among different sections of the clean establishment. Do not allow your surroundings to fool you, the bright lights and warm colors begging you to accept the illusion that this is just an ordinary bar. You know where you are. By stepping foot into the room, you have entered the lion's den... the AFTERLIFE.

The Afterlife is a small bar that exists among the slummy ghettos of Valhalla. It is a cover, one of the many establishments that shelter the resistance. Each of its patrons are soldiers in the organization, with those that work the counters the critical support personnel to keep the unit running. One of the many safehouses and bases for the FEARLESS, the Afterlife is home to many of the city's most ruthless and capable resistance fighters. Here they relax, plan and prepare for the violence yet to come...

Your wandering eyes are brought to attention by the bartender, who beckons for you to take a seat at the bar. "We've been waiting for you. The name's Jill." She remarks plainly, "I hope you enjoy your time here." Before you can say anything, she pours you a glass of your favorite drink, placing a manila folder on the counter in front of you.


What is it with manila folders lately?

"News from the front. Suggest you update yourself first."


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F E A R L E S S - is a dystopian-fantasy action roleplay set in the city of VALHALLA. You are the member of the FEARLESS, a resistance group that seeks to dismantle the Ecclesian Government and uncover the truths to the past. Accomplishing missions for this underground organization, you will work with other agents to accomplish missions and evade the ever watchful eye of the PALADINS, an elite group of hunters tasked with eliminating the resistance.
V A L H A L L A
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Yet somehow, humanity refused to die . . .

Cowering in fear, we sealed ourselves behind tall walls that reached so desperately towards the sky. Surrendering ourselves to this, the last of mankind gave what little reason they had left to radicalism. We embraced autocracy and religion as our saviors. The new government now controls every aspect of life, from where one works, to whom one should marry and even when and how somebody should die. People forgot long ago what it was that they feared beyond the walls, what evil creatures lurked beyond. They willingly give up their rights, their freedom and their love to be protected by which they cannot even remember.

The new government is brutal in their enforcement. Police suppression, murder and even genocide have become justified in order to protect the life we so desperately cling to. Those that control the government laugh at those that suffer beneath their heel. With every action, they rip away the humanity of those that they control. The people sit idly, convinced that the government protects us from the monsters we so vividly fear.

But we haven't been fooled. We are the FEARLESS, those that do not fear the unknown. We will free this world, even if we must tear this false utopia asunder. The damned fools, the only monsters you were supposed to fear are locked in these walls with you.

But don't worry, things will change very soon . . .



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T H E - F E A R L E S S
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The FEARLESS are an organized resistance group that are actively working to dismantle the Ecclesian government. Spanning several thousand members, the resistance group had once led deeply undercover lives, using espionage and other strategies to thwart the government at every turn. It was clear for many years that they would be unable to resist the government in the open, the strength disparity between the resistance and the government being simply too great.

This changed with the arrival of the NOAH, a group of genetically modified orphans that were concocted through the government's ill-intended attempts to create superhuman augmentations. Dabbling in twisted science and the occult, the NOAH were the result of numerous, terrible experiments that cost the lives of several million subjects. The NOAH are a generation of incredibly powerful humans, often seen as the next step of human evolution.

Despite their powerful abilities, they were deemed uncontrollable by the state and sentenced to summary execution. Of the two thousand NOAHs that once existed during the ORACLE PROJECT, only a small fraction of that number remain, with the few left being hunted down by the government.

Realizing their potential, the resistance quickly took these children in, raising them into members that would help them enact their mission of bringing down the Ecclesian government and reestablishing a republic. With the help of the NOAH, the power balance between the two factions were quickly evened out.


Now, the FEARLESS plan their major offensive.

T H E - A F T E R L I F E
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The Afterlife is a small bar that exists among the slummy ghettos of Valhalla. It is a cover, one of the many establishments that shelter the resistance. Each of its patrons are soldiers in the organization, with those that work the counters the critical support personnel to keep the unit running. One of the many safehouses and bases for the FEARLESS, the Afterlife is home to many of the city's most ruthless and capable resistance fighters. Here they relax, plan and prepare for the violence yet to come...

Staffed by intelligence officers, medical personnel and informants, the AFTERLIFE is capable of directing resistance military forces during combat operations.

AFTERLIFE Operatives are issued steel briefcases that hide their disassembled weapons inside. Although the resistance has many different ways of concealing their weapons in public, AFTERLIFE units prefer to use the steel briefcase, which allows them to pack larger weaponry in public spaces. Though this comes with a greater risk of being discovered, the intelligence officers work tirelessly to plan for these contingencies.
N E W - E C C L E S I A

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The People's Federation of New Eccelsia, or NEW ECCLESIA, is the autocratic military state in control of VALHALLA. They are ruthless, powerful and infinite. They utilize religious extremism, propaganda and cult of personalities to control the uninformed masses. Controlling all aspects of life, they actively seek to squash any form of resistance to their rule.

Although human, they frequently enact terror upon their own population - utilizing mass genocide, internment and torture to control the city. There is no semblance of individualism within their strict moral code that favors only the strong.

Their military is organized into several wings: the Clerics, the Paladins and the Praetorium. It should be noted that the few in control of the military also control the entire city. Their power had once been indisputable, but even the Ecclesians begin to worry about the growing threat of the resistance.



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T H E - N O A H

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The NOAH, are a group of genetically modified orphans that were concocted through the government's ill-intended attempts to create superhuman augmentations. Dabbling in twisted science and the occult, the NOAH were the result of numerous, terrible experiments that cost the lives of several million subjects. The NOAH are a generation of incredibly powerful humans, often seen as the next step of human evolution.

Despite their powerful abilities, they were deemed uncontrollable by the state and sentenced to summary execution. Of the two thousand NOAHs that once existed during the ORACLE PROJECT, only a small fraction of that number remain, with the few left being hunted down by the government.

The powers that the NOAH command are known as ELEGANCE and take many various forms. Sometimes they are non-combat skills such as clairvoyance or the ability to see through walls. Other times they are direct combat abilities, the ability to summon and wield large weaponry or channel the elements as if they were an extension of themselves.


It is an undisputable fact that the NOAHs are the resistance's trump card, the only hope they have against the military power of Ecclesia. However, their skills are often incredibly specialized, only able to work under certain environments. A combat NOAH that relies on ranged attacks, may have difficulty fighting in close range while another may have difficulties subduing enemies silently. As such, they are often accompanied and supported by other members of the resistance.

While the NOAH can and often do wield weapons, they generally do so with less finesse or dexterity than their allies. Unless their ability directly augments their physical weapon capabilities, they lack the many years of experience that other members of the resistance have.


Class Rules:
NOAH must be between ages 17-24 due to the timing of the ORACLE Project
NOAH must be highly specialized, they are either ranged, melee if combat or have some sort of flaw. They cannot be combat all-rounders.
NOAH can wield a limitless variety of abilities. Please be creative and ask a GM to approve your ability if you believe it to be too powerful.
NOAH do not have any memories of their life beyond their genetic modification. Some believe that they were not born through conventional means.
T H E - R O N I N

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The RONIN are the military arm of the resistance. Consisting of military defectors and veteran guerrilla warfighters, the RONIN serve as the "Special Operations Forces [SOF]" for the resistance. Armed to the teeth with a vast arsenal of illegally procured weapons, the RONIN handle the most dangerous of missions for the organization. Before the arrival of the NOAH, the RONIN acted as the only defense against the strength of the Ecclesian army.

Vastly outnumbered and outgunned, no RONIN serves long without losing the majority of their comrades in the line of duty. As such, many RONIN are often afflicted with extreme psychological trauma. They have seen first hand what the Ecclesians are capable of, yet they continue to give their lives in service to the cause.

Veterans of many engagements, the RONIN are highly experienced warriors and often serve as both the mentors, leaders and bodyguards for their allies.


Class Rules:
RONIN are generally 18 years of age or older, with more experienced members being 25-30. After 40 they are no longer eligible for the role and fill support positions instead.
While they are armed with a variety of bows, swords and explosives, they are most often seen using firearms.
They do not possess Elegance and therefore cannot do anything outside the realm of mankind.
The RONIN can be combat all-rounders, or specialize in certain methods of combat.

T H E - S E R A P H I M

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The SERAPHIM are the support units within the resistance. By far the broadest of the three, the SERAPHIM include intelligence officers, hackers, combat medics, spies, technicians and other auxiliary personnel necessary to the function of the organization. High intelligence, charisma and technical knowledge are usually required for SERAPHIM team members.

The staff in the AFTERLIFE comprise the duties of the SERAPHIM. While their roles are non-combat in nature, they often find themselves accompanying the NOAH and RONIN into combat in a supportive role. On-site medics, spies and combat hackers are just a few positions that see themselves constantly in the line of fire.


Class Rules:
The SERAPHIM are the most broad of the three classes, encompassing the "OTHER" category of classes.
Having the most freedom, the SERAPHIM can be of almost any age, with some official spies being as young as 12 years old and as old as 85. Field operatives are generally between 18-30 years old, however.
SERAPHIM generally display extreme levels of intelligence or education.
SERAPHIM can use whatever weapons they wish, though they generally stick to firearms because they are easiest to learn.



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T H E - C L E R I C S

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The 107th Special C L E R I C Division "Black Knight"

The CLERICs are the military police forces that exert governmental control over Valhalla. Well-trained, large in number and highly disciplined, the CLERICs are the main fighting forces utilized by the government to control the masses. Although comprised of rank and file forces, the CLERICs are incredibly diverse, including more elite special reaction teams to supplement the lesser trained personnel.

Most CLERICs serve as little more than lower ranking law enforcement, police officers controlled by the government to exert suppression and fear tactics on the population. While these CLERICs prove easy for the resistance to overwhelm and ambush, the special response teams commanded by PALADINs are generally of a much higher caliber.


Equipment and Training:
The CLERICs are incredibly diverse, meaning it is impossible to tell what sort of resistance they will put up.


Most CLERICs serving in basic law enforcement are lightly armored, if armored at all and are generally limited to a semi-automatic firearm. (Think your average police officer, just far more fanatical.)

CLERICs that serve in special roles such as the PALADIN's special assault teams, or elite bodyguards for the Praetorium receive advanced training and equipment. These forces can be heavily armored and wield anything from swords to heavy ordnance.
T H E - P A L A D I N S

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The PALADINs are an organization of Imperial Knights founded by her Royal Majesty, Praetoriess Aurora von Emmeria of the The People's Federation of New Eccelsia. Originally tasked with the direct protection of the Praetoriess, the Imperial Knights have recently seen a surge of numbers, funding and an expansion to their mission.

Becoming the dedicated, "Anti-FEARLESS" organization, they have been placed at the forefront of destroying the resistance and, more importantly, hunting down any surviving NOAH that exists within the Federation. They are ruthless, highly skilled and hand-selected from the most elite of the CLERIC divisions.

Given a weaker version of Aurora's mutational strain, each of the PALADINs have light genetic modifications that allow them to wield medieval era arms with great finesse and dexterity. Their large shields are coated with secretive armor properties that make them resistant to both small arms and many abilities fielded by the NOAH.

Upon confronting a PALADIN, many resistance members opt to retreat than to engage directly, the latter often resulting in a swift death to those who face them.

T H E - P R A E T O R I U M

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The Praetorium are a secret organization comprised of the most powerful members in the People's Federation of New Ecclesia. Contributing to their secretive nature, nobody is sure just how much the Praetorium influence the government, or if they even exist at all. They are assumed to be highly dangerous, far more so than the PALADINs that they command.

Resistance Intelligence has estimated that there are currently six members in the Praetorium.
It is believed that the elimination of the Praetorium would lead to the complete collapse of government control.


It is assumed that PROJECT ORACLE was intended to solidify the strength of the Praetorium by utilizing the successful mutational strains derived from the NOAH to genetically modify these key members into superhumans. It is unknown whether the genetic modifications were a success, but judging that these members have not yet died, it should be assumed that these experiments were met with success.

Currently, only three identities of the Praetorium are known:
His Majesty, Praetorian Alexander von Emmeria, King of Ecclesia (Center Right)
Her Majesty, Praetoriess Aurora von Emmeria, Princess of Ecclesia (Center Left)
Lord Commander Vaskus, Grand Field Marshal (Far Left)








 
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I just wanted to say. Your banner and the aesthetic of your threads is amaaaaaazing. Okay. Sorry. Thassall.
 
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Reactions: Valor
I just wanted to say. Your banner and the aesthetic of your threads is amaaaaaazing. Okay. Sorry. Thassall.

Thank you, ^u^
 
[fieldbox="Rorric, blue, solid"]
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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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  • 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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