The End of an Age (OOC)

Discussion in 'ROLEPLAY GRAVEYARD' started by Infin1teZer0, Feb 25, 2015.


    If you like works such as Assassin’s Creed and Akame ga Kill!, look no further~

    “Some say your life flashes before your eyes right as it all ends. You get to relive your entire life for one moment, and then splat. You’re done. Or so they say. No one’s ever come back from death before, so we have no idea if these claims are actually true… If you want someone to find out, you know who to talk to.” Nocturne Agency

    A History Lesson (open)

    The Kingdom of Zenitha has been enjoying a marvelous golden age for the past 500 years. During this time spent as the uncontested kings of the world, great things truly have happened. Magic was rediscovered for the first time in 10,000 years, and it revolutionized how people approach their everyday lives. The magical revolution also brought forth a scientific one, With Zenitha producing inventions such as firearms, cannons, medicine, and even zeppelins.

    However, things are about to change…

    The golden age of Zenitha unofficially saw its end with a series of events known as the Destiny Wars. This era of history was when Zenitha set about aggressively attacking neighboring countries under the leadership of Emperor Quintus Astralé IV and other warmongering nobles. Several nations such as Akervia, Xaul, Sennia, and Hawkdover banded together to face this threat, but Zenitha’s superior war tech and monopoly on magic proved to be far too overwhelming. Anyone who opposed them were promptly crushed and then annexed.

    Twenty years later, and the effects of the wars are still fresh and easy to see.

    No matter how prosperous a kingdom is, wars are expensive. The Destiny Wars left Zenitha and its new territories in a deep economic recession that is gradually worsening as time goes on. In response, Zenithan taxes are higher than they ever were. Due to some shady string-pulling by the House of Crests, the enslavement of the conquered peoples is an industry as booming as it is morally questionable. With this new source of income, the noble and royal families of Zenitha recovered, but no one else truly did.

    However, things are about to change yet again.

    In his old age, Emperor Quintus Astralé IV has died of apparent heart failure, leaving the Zenithan throne unoccupied. The only living next of kin to the late monarch is Princess Anastasia Astralé, who takes the throne by default at the tender age of thirteen.

    Seeing an opening, a group known as the Nocturne Agency emerges from the shadows of the fallen nations. This group of assassins, thieves, mercenaries, and other such rabble-rousers are determined to eradicate the corruption that has tainted the once beautiful kingdom.

    Geography and Locations (open)

    More coming Soon™

    The Kingdom of Zenitha -
    Capital: Astral City
    Zenitha and Astral City are currently the shining beacons of the world, despite their recent decline. Their resources, magical prowess, and military might still remain unchallenged, but that may soon change...

    Factions and Organizations (open)

    *Updates coming Soon™

    The Nocturne Agency: Founded “By and For the Common, the Weak, and the Oppressed”, the Nocturne Agency is a rising group of revolutionaries that targets people in the noble class and the government.

    Allied with: They have no official allied factions, but a large number of non-Zenithan commoners sympathize with their actions.

    Enemies with: The Nocturne Agency has open and mutual hostility towards the House of Crests and the Sunguard.

    Neutral with: The Merchants’ Guild is a bit tricky. On one hand, agents frequently target and assassinate slave traders, and yet are eager customers to their arms dealers and use their banks.

    The Sunguard: Basically the anti-Nocturne group under the command of the Royal Family. Guards the crown and other such rich people. Considered the elite squadron of the police force and the military. All Sunguard members have a military rank of Captain or higher, and a noble title of Baron or higher making them well trained, experienced, financed, and a force to be reckoned with.

    The Merchants’ Guild: Pretty much all of Zenitha’s commerce and economy goes through these guys at one point or another. They also run the slave trade and other such shady dealings. The Guild has a very loose organization, with no official leader or pecking order besides who has the deepest pockets. The only requirement for entry is to be a merchant.

    The Zenithan Royal Family and the House of Crests: These people make up the government of Zenitha. The Royal Family is composed of Empress Anastasia Astralé I and any blood relatives she might have. The House of Crests, on the other hand, function a lot like a Parliament would, and is made up of noble families. Instead of being elected, however, those who wish to enter the House must buy their seats, which are either auctioned off by the crown or sold by the current seat holder.

    Da Rules (open)


    • Standard Iwaku protocol applies. Don’t do stupid.
    • At least one to two paragraphs per post, fairly standard.
    • I’d give this RP an R rating due to the graphic violence we’re probably going to see. That really doesn’t bother me, but keep it classy for everyone’s sake.
    • Ditto for sexual content. No smut.
    • I actively encourage collaborative posts and the magic of Google Docs, since it compresses a lot of things like conversation and combat.
    • Try to keep a two-post-per week schedule. I’m fairly flexible with this, so it’s probably going to change.
    • More rules are certain to come, but I can’t think of them yet.

    Character Sheet (open)

    Fields with a * are subject to approval. Ask ahead of time if you feel the need; it saves time all around. :D

    Character Name: The name of your character.
    Gender: Male, Female, etc.
    *Race: Where your character’s lineage lies. They can be Zenithan, Akervian, Sennian, Xaulite, Hawkdoveran, or your own race (subject to approval, ask ahead of time if you feel it’s risky).
    Age: 15-22
    Birthplace: Where the character comes from.
    Affiliation: What group is your character a part of? The two planned playable factions are currently the Nocturne Agency and the Sunguard, depending on players.

    General Appearance: Eyes, Hair, Height, and other visual details. Pictures also work. In fact, pictures are awesome.
    Specialization: What does your character do best? Are they good at assassination, thieving, gathering information, wizardry, etc.
    Fighting Style: Generally describe how your character goes about throwing down here.
    *Weapons and Equipment: Everything your character takes with him/her on a regular basis.
    *Special Abilities: Each character is allotted four special moves. They can either be passive effects or active spells.
    *Ultimate Ability: Your character’s trump card. The thing they use when it’s time to go ham.
    *Strengths: For every strength, you must have a weakness of equal significance. Balance, yo.
    *Weaknesses: ^This

    Current Goal/Purpose: Their agenda they would like to accomplish.
    *Non-Combat Talents: Little things your character is good at. This can be anything from cooking to playing Sudoku.
    *Inabilities: Things not related to combat your character is terrible at. For example, spelling or getting along with animals.
    Fears: Things your character is afraid of, has a phobia of, or even small events they don't want to happen.
    General Personality: This is the personality that the world sees. What people believe of your character. How they interact with other people.
    Inner Personality: The part of your character's personality that they don't like to reveal to others. What people rarely get to see!
    *Secret: That one thing they don't want the world to find out. It can be PM’d if you so prefer

    *General History: Childhood and important events that helped make your character who they are today.
    *Present Life: The events in the present life that tie them to the current plot!

    Misc: Anything not listed above goes here. Just in case I missed something.

    NOTE: This is a fairly… messy version of the OP. It’s been several years since I’ve hosted an RP, but it will do for now. Future cleanups are certainly on the way once people start coming in and getting situated. Thank you for your patience.

    Changelog (open)

    2/25/15 - OOC launched
    2/26/15 - Geography and Locations added

    #1 Infin1teZer0, Feb 25, 2015
    Last edited: Feb 26, 2015
  2. I think I'll put up a character soon.
  3. Character Name: Aka (ah-kah)
    Gender: Female
    *Race: Yokai
    Yokai (open)

    Yokai are monsters that have terrorised mortal races since before recorded history. Most species refer to them as "demons". Yokai are born from the corpse of a member of any other mortal race, provided it has a soul. When a mortal dies, provided it bore enough grief and tragedy in it's life, it's soul will transform into a Yokai. A Yokai has no memories of it's mortal life, and it's personality is representative of the emotions that created it. When it comes into creation it has no thoughts, just a single objective echoing in it's mind. The Yokai soul must inhabit a mortal body within 48 hours of being created or it will die, thus very few Yokai survive the infancy stage. One a Yokai gains a mortal body, it regains logical thought and it's mission objective becomes a personal ambition rather than an overwhelming sensation. Yokai's abilities are also dependent upon the emotions that created them, for example emotions of anger would likely create a Yokai that was eternally furious and whose powers were focused around destruction - things like fire and explosive attacks.
    A yokai soul has 48 hours to find a mortal body to reside in. This body must meet several conditions:
    First, it must be uninhabited, meaning that somehow it's original soul isn't in it. This is usually done by occupying a dead body, though occasionally cults have been known to force the creation of a yokai by destroying a soul while it is still in it's body.
    Second, the body must be in working order. Crippled bodies or bodies with severe diseases cannot be used since for the first few days, the Yokai has to disable every bodily function and slowly turn them back on, which can allow infections to take hold as well as allow flesh to decay too much.
    Yokais cannot change their body after they find one, so if it is unsatisfactory then they have essentially failed as a Yokai and usually kill themselves quite early on. Yokai souls are born from a powerful negative emotion - they cannot be born from a confusion of multiple emotions. Most distressed/depressed people are depressed because of a series of different emotions. A Yokai requires just one, such as a person so blinded by their anger at something that they become completely unaware of any other emotion they may possess. Thus, of every mortal soul, only 1 in 5000 will actually become a Yokai, and even fewer will successfully find an appropriate body.
    The heirarchy of Yokai is based on reputation. Since there are not enough Yokai in existence to form a proper organisation, then the ones that are most famous automatically gain a higher authority. Similarly, older yokai tend to be more respected. Yokai are capable of sensing the presence of another Yokai, with search radius varying based on individual power. Yokai almost always work alone given their objectives always differ, but if two do meet, they usually come to a kind of passive agreement. Provided they aren't trying to take each other's hunting grounds, it usually works out.

    Age: Unknown. Looks about 16
    Birthplace: Unknown (Actually, I'm just leaving it until you update the Geography section.)
    Affiliation: Nocturne (Well, actually she works for herself but her objectives tend to tie in with those of Nocturne so she made herself known to them alone)

    General Appearance:
    She is slightly below average in both height and weight. Yes, those are real eyes in her palms.

    Specialization: Due to her abilities, Aka can be used for a variety of tasks, though most often for assassination and information gathering.

    Fighting Style: Aka's fighting style is unpredictable and would be considered madness if carried out by a normal person. Her attack pattern changes even more frequently than a high level boss on insane mode, though always favours being as close as possible at all times to the target.

    *Weapons and Equipment: Aka, being a Yokai is reliant entirely on her own abilities. She carries no weapons beyond her hands and the only equipment she carries are her clothes and mask.

    *Special Abilities: Aka can induce delusions in the mind of targets, causing them to imagine piles of decaying children and hear warped children's laughter wherever they go, as well as other delusions around the same topic. She has no directly offensive skills, but easily makes up for this with the ability to make herself incorporeal. While incorporeal, she can still be seen, however she cannot be touched and objects pass straight through her. Similarly, she cannot touch other things while incorporeal. Aka emits a natural terrifying aura, and very few people can stand to look at her face for very long. Even her mask is horrifying, but she uses it to cover her face so that people can look at her for longer.

    *Ultimate Ability: Aka has the ability to completely obliterate her presence. While active, no one can see her, no one can hear or otherwise sense her, even with magic, and no one is even able to remember that she exists. These effects will all be cancelled when she chooses to reappear.

    Her ability to instill Fear is passive and doesn't drain much energy at all. That being said, anyone with a strong willpower can easily ignore it. She uses it mostly when trying to instill fear into crowds of non-combatants, to get her reputation up.

    Her Ultimate ability is dependent upon her reputation. The lower her reputation, IE the less people know she exists, the more often she can use it but the less powerful the effect is. When she uses it, her reputation decreases a little automatically, since there's no guarantee people will regain their memories of her.

    Her Incorporeal ability has no limit to how much it can be used, though as with any mortal, she'll get tired eventually. It is activated in short bursts, with a maximum time of 5 seconds, if she concentrates on sustaining it. If she's only activating it in response to an attack, it'll tend to decay after only a couple of seconds. She can obviously be caught off-guard too. As with anyone, you can't block or avoid something you don't even see coming.

    *Strengths: Aka is essentially immortal. She does not age or die naturally until her objective is completed, like all Yokai. She is still vulnerable though, and can be killed through unnatural means. She is immune to fear and a large quantity of emotions too.

    *Weaknesses: Aka's mortal body is quite fragile, but she didn't have much choice at the time - she had only 2 hours left when she found it. She would have liked something with a bit more structure.

    Current Goal/Purpose: Aka was born of the ignorance of mortals, thus her purpose is to eliminate that.
    *Non-Combat Talents: Aka is good at seeing through people's facades as if reading their minds. Given her abilities, she's also very good at getting into locked areas and finding information she's not meant to know.
    *Inabilities: Aka has a hard time with character relations, since she naturally despises adults. She has no ability to read the situation, thus always tells the truth even when it puts her at a disadvantage.
    Fears: Aka is afraid of nothing, since a lot of the time, irrational fears like the fear of dark or of spiders are caused by her own kinds.
    General Personality: Aka is unpredictable and childish since she was born of the emotions of children. She is also sadistic and cruel, though enjoys inducing mental pain more than physical. She enjoys playing pranks on and generally scaring other people. She is emotionless and logical, making her come off as cold-hearted.
    Inner Personality: Aka hides nothing of her personality or past, though people rarely ask, so she rarely tells. What she does tell, people tend to forget anyway.
    *Secret: Aka's only secrets are of her mortal life, which are secret even to herself.

    (could this have been split up any more perfectly? One for before becoming a Yokai, one for after!)
    *General History:
    Aka was born over ten thousand years ago, long before modern civilisations. Her parents died while she was young and she was left as a homeless orphan. For 6 years she slept outside in the freezing night, with no indoor refuge from the searing daytime sun either. Of course, during this time she went by a different name. A proper name. People would pass her by on the road and avert their eyes. She would imagine what was going through their head when they did that. "It's not my problem. I don't need to do anything. Someone else will help. I'm in a hurry, I might come back later. If I remember." No one wanted to associate themselves with her. She clothed herself only in what others threw out, and ate only once a day, if she was lucky. Her desert town had only one water source, a deep well in the center of the village whose water was so infested with parasites and disease that it was unsafe to drink without distilling it into alchohol - a luxury she obviously couldn't afford. She died at the age of 12. Be it from starvation, disease or something else - she didn't know. She died alone, many kilometers outside of town.
    *Present Life:
    The first thing Aka saw when she was born was a crumpled, broken, stick-like body covered in sores and wounds, cooking on the hot desert sands. Even without touching it, she knew the damage was irreparable. It was a long trek to the town in the distance. Even though the sun didn't hinder her, it was a long way and ghosts still have limited movement speed. When she arrived at the town, she had only 36 hours to find an empty host body. She encountered various forms, but none of them were to her liking. Many of them were too old to be useful, and of the younger ones, she found no females. While she didn't actually need a female body, she had a kind of primal urge that told her she'd regret not getting one. With just 2 hours remaining, she finally encountered the fresh corpse of a murder victim. They were young, probably about 16, and it looked to have died from blood loss rather than damage. She merged with the body and spent the next 4 days lying completely still, slowly regenerating it - creating new blood, repairing the tissue damage, making sure all the nerves were in working order. When the corpse rose from the dead, she realised her mission objective was quite a difficult one. One that would take a long time. Long enough that she may as well take a name. She saw the corpse's reflection in a sheet of silver leaning against the wall of the barn it had died in. The body was soaked in dried blood, and only one thought came to her. "Red". Her name is the word for "Red" in the ancient and long lost language used by the town. She spent a short time after this attempting to carry out her objectives, however, a wizard discovered her identity and applied a sleep curse to her, being too weak to actually defeat her. With magic recently rediscovered by mortals, Aka finally awoke from a ten thousand year slumber, ready to torment the world once more.
    #3 Ruko, Mar 1, 2015
    Last edited: Mar 4, 2015
  4. It's good to see people are expressing interest in this. I'm looking forward to Dahrinn's application, and have already looked over Ruko's. Things are gradually starting to get moving, and I'll have my own character up within the next few days.
  5. Character Name: Lyall *Crypt* Drahken
    Gender: Male
    *Race: Zenithan
    Age: 17
    Birthplace: Rural area not far from the Astral City
    Affiliation: Nocturne Agency


    General Appearance: Assassin.png Assassin Unarmored.png

    Specialization: Generally works as an assassin. Likes to suggest ideas for propaganda.

    Fighting Style: Moves slow, but dodges fast, likes to pretend that his blade is cumbersome, then flail it
    around, with the goal of catching enemies off-guard.

    *Weapons and Equipment: Large cleaver-like blade. (As depicted.) A dagger if he needs it, and some rope, he also has a horn that, when used, makes a low droning noise that can cause nausea over time. Also carries a flintlock if he needs one.

    *Special Abilities: Can partially become a monster, An example of this ability in use would be his arms, they would temporarily grow thick black hair, increased muscle size, and ghastly claws. However, this often sets off a chain reaction where he fully becomes a monster he calls "The Foul Beast" So he tries to limit it's use.

    *Ultimate Ability: "The Foul Beast"
    nkrgall_web.jpg Various things have a chance of provoking Lyall into turning into a terrible monster of large size and brute strength, Lyall has little knowledge of how he gained this ability, but has a hunch that something in the crypt caused it.

    To change back into Lyall, it's mask has to be removed, the longer Lyall remains in beast form, the more damage to his body it causes.

    The beast can be slowed down, and even put to sleep by the sound of the horn, which comes in handy, because the beast is quite agile.

    *Strengths: Fights savagely, can sustain quite a beating before going down, and makes good use of his surroundings.

    *Weaknesses: His fighting style leaves openings, and he doesn't like the subtle approach, also, taking off his mask mid-fight will, for lack of a better word confuse him, he will suddenly drop in combat capability.


    Current Goal/Purpose: Currently, he does whatever is assigned to him, however, he will occasionally take his own time to complete tasks that will demoralize the enemy.

    *Non-Combat Talents: He can cook simple meals, and likes to practice instruments.

    *Inabilities: Gets nervous when talking to others.

    Fears: That the Nocturne Agency will lose support of the lower class... which would remove his belief that what he's doing is right. Also, he really doesn't like it when an enemy takes his mask off. Terrified of his own beast form. Also fears for his family back home. Especially because of their proximity to The Capital.

    General Personality: He has a habit of using very formal speech, gives the impression that all he cares about is completing tasks assigned to him.
    Inner Personality: Doesn't tend to talk unless talked to, but he is friendly.

    *Secret: He thinks he's going mad, he doesn't know if he hides it well or it's obvious... but he doesn't want others to know. He also won't tell anyone what really went down in the crypt where he found his gear.


    *General History: Led a normal, lower-class life as a worker on a farm. He was pretty much a serf and thus didn't get much in return for his toil. Always felt downtrodden. Always had a dislike for the corrupt upper-class. One day, he snapped. He saw a person being killed by a guard for trying to steal food. He followed the guard into an alley and cut him down with a shard of broken glass. He was caught, because the guard did not die as quietly as anticipated. He was jailed for three months before being about to be executed. On his way to the chopping block, he fell, hit his head, and was knocked unconscious. When he came to his senses, he was on a rooftop, with an invitation to the Nocturne Agency. On his first mission, he found his sword, mask, and cloak while scouting a crypt, and he thought that "Crypt" Would be a good code name. He doesn't know why he was chosen for the Nocturne Agency... but he feels that he owes his life to them.

    *Present Life: He's making his way as an assassin, and genuinely cares about his cause, and the well-being of his comrades. As of late however, something's been off about him. It's hard to tell because of his mostly introverted nature, but the way he carries himself has changed. Despite getting better results during missions, he's been fighting less accurately, getting wounded more often, and is killing enemies more gruesomely. He is slowly becoming more like the beast.
    #5 Dahrinn, Mar 1, 2015
    Last edited: Mar 11, 2015
  6. OI. HI.

    CS will eventually get done <3
  7. The Character is completed.
  8. Character Name: Lord Tyrus Felmeyer
    Gender: Male
    Race: Zenithan
    Age: 22
    Birthplace: Dragon's Fall Keep, seat of House Felmeyer, in the Zenithan region known as the Heartlands.
    Affiliation: Sunguard / House of Crests

    General Appearance:

    Tyrus is a tall, well-built young man just coming into the prime of his life. He is one of Zenitha's most eligible bachelors, as is immediately obvious with his strong jaw, fine features and striking blue eyes. As befits his station as a wealthy nobleman, he wears finery, typically his house colours of sea-blue and earth tones. He conducts himself with dignity and repose, not known for outbursts of emotion.

    Specialization: Tyrus is a politician first and a knight second.
    Fighting Style: Tyrus has been classically trained in the fighting styles that most befit his station, as a knight and as a duelist both. He is not especially strong nor hugely fast, but highly refined and skilled; he fights efficiently and cleanly.
    Weapons and Equipment: Tyrus is never without Heartseeker, his family's ancestral longsword; made of the finest steel and imbued with ancient magics, this unbreakable blade warns him of incoming danger and aids him in combat by being supernaturally sharp. If he knows a fight is coming, he will also fight in full plate armour and with a shield carrying his family's crest; though both of high quality manufacture, they are not magical.
    Special Abilities: 1. Tyrus is supernaturally charismatic; those he see him cannot help but admire him and those that hear him speak are swayed deeply by his words. 2. On the other hand (or perhaps because of this), he himself is hard to confuse and, thought not immune entirely, is resistant to illusions and mind-altering effects. 3. Tyrus heals from harm faster than a normal person, though he is still mortal. 4. Tyrus can enter a state of total focus - think the opposite of a berserk rage - during which time he becomes implacable, super-astute and extremely accurate. In a fight, this makes him dangerous because he becomes able to predict his enemy's attacks and land fatal blows easier. Out of combat, it allows him to work intensely for long periods of time without distraction.
    Ultimate Ability: Voice of Command: Tyrus uses his charisma in a more active and offensive measure to dictate the actions of someone who can hear him. He can use this ability against one target or many, though in general the effect is weaker the more targets it effects. It also is limited by how "natural" the command is. For instance, it is very easy for him to command someone to do something they already wanted to do but harder for him to command them to, say, kill themselves. He would not be able to command a whole room of people to do something completely against their nature, but could command a single person to do something they normally would not want to do.
    Strengths: 1. Tyrus holds a position of great social significance and wealth; he is the head of House Felmeyer, Lord of Dragon's Fall Keep and protector of the Heartlands. This makes him a major political player in Zenitha's nobility. 2. Tyrus' wealth and status has afforded him the privilege of an education most do not have; he speaks several languages and is learned in multiple areas. 3. Tyrus has a seat in the House of Crests, giving him a role in Zenitha's government and policy. 4. Tyrus has command over a significant number of men, both through his position in the Sunguard and Heartland soldiers sworn to his family.
    Weaknesses: 1. Tyrus' status saddles him with obligations and responsibilities; he sees his home rarely and must spend almost all his days in the capital. 2. Tyrus is target of his enemies in the Nocturne because his father, the previous Lord Felmeyer, was behind the Crest policy that instituted slavery for the conquered nations. 3. He has recently developed strange and frightening dreams that he does not know the meaning of, often causing him to lose sleep. 4. Tyrus is pampered; he doesn't much know how to do things for himself. For instance, he can't cook his own meals, has someone who dresses him etc.

    Current Goal/Purpose: Tyrus is currently attempting to arrange a marriage to Princess Anastasia. He believes that this wedding would help keep the peace and prevent the Empire from falling apart at the seams.
    Non-Combat Talents: Tyrus is fluent in several languages and has a knack for making friends in the unlikeliest of places.
    Inabilities: He cannot cook and would be unable to care for himself without servants or a squire.
    Fears: He fears for the future of Zentiha; the nation stands on a knife-edge and could so easily fall into an anarchy worse than the previous wars.
    General Personality: Tyrus has carefully cultivated the personality of a chivalrous man, the gallant knight who works hard for the sake of the people beneath him. He dresses finely, lives and eats well but does not indulge to excess. He is generally liked by his peers and subordinates alike, though he is seen as perhaps a bit too young for his station proper, still learning to get to grips with the hard realities of rulership.
    Inner Personality: Tyrus works to live up to his father's reputation and achievements; though he would never explicitly say he was in favour of slavery, he believes that his father saved the other nations by instituting that policy. Perhaps Tyrus will never quite feel "good enough".
    Secret: Tyrus prefers the company of men; he can do what he needs to with a woman, but beyond that does not dally with them.

    General History: Born in the lap of luxury, Tyrus is the eldest son of one of Zenitha's oldest and most wealthy families; the Felmeyers of Dragon's Fall ruled over the Heartlands, a grand territory of rich farmlands and fast rivers in central Zenitha. Heartland wheat, it is said, makes half the flour in all the lands and there was never a man who went hungry after swearing to the Felmeyers. Tyrus saw his father, Lord Orren Felmeyer, little during his youth as the Lord of Dragon's Keep spent most of his time in the capital, thus the boy was largely raised by a series of tutors, men-at-arms and eunuchs. He squabbled with his younger siblings, who were often jealous of him for all the attention he got as eldest. He's too young to remember the Destiny Wars themselves, but does remember their immediate aftermath. He saw the devastation across the lands, the hardships that reached even the Heartlands. He saw the implementation of the slavery decrees, sometimes called Orren's Folly for his father's role in writing up the legislation, and saw his father changed by the hatred placed on him because of the decrees. Lord Orren appointed his younger brother, Tyrus's uncle Farren, as his representative in the House of Crests and retired back to Dragon's Fall fully by the time Tyrus was ten. Though Tyrus was happy to have his father home, the man would never leave the Keep again.

    Present Life: Tyrus served as a member of the Sunguard for the last five years, with distinction. Six months ago, his ailing father finally passed and all his titles and ranks passed to Tyrus. He returned to Dragon's Keep for the ceremony and headed to the capital to take his seat in the House of Crests. Politics has been a learning experience for Tyrus, but he has come to learn quickly and well, trading one battlefield for another. Every bitter thing his father muttered was true, but in a strange way so were all the things he was looking forward to. When the Emperor passed, he saw things changing in the House. With just the Princess, the imperial line was in jeopardy and one political mis-step could plunge the empire into civil war. Worse, the Nocturne seemed to be actively trying to cause that. Then one day, an idea occurred to him; he could marry the Princess. He would not become Emperor, he didn't have the blood for that, but he could be Consort. Of course, such alliances do not take place over night. They require scheming and negotiations, grace and tact. Wheels like that turn slow. But still, it was something he could do that would serve the nation more than anything he could have done with a sword. Such an alliance would cement the nobility, the houses, and prevent a civil war from breaking out. Unless the Nocturne did something REALLY stupid..
  9. On a first impression, I'd say these new applications are looking excellent. I'll get to reviewing them properly come tomorrow, as well as work on my own character. Expect private messages soon. :D
  10. Character Name: Adrian "Nobody" McCoy
    Gender: Male
    Race: Akervian
    Age: 20
    Birthplace: House of Red Cards, Zenitha
    Affiliation: Nocturne Agency

    General Appearance:
    Picture (open)
    Adrian stands at about 5'7" and weighs about 110 pounds, making him somewhat short and wire-thin compared to other men his age. He is, however, in peak physical condition due to his line of work, with well-defined yet lean muscles built for running and acrobatics. He also has a decent collection of scars covering his entire form, with stories ranging from tragic to hillarious. Adrian's most striking feature is his bright, magenta eyes, which is a signature trait shared by all Akervians.

    Specialization: Adrian is a trained assassin first and foremost, like most Nocturne members, but is also Nocturne's main courier, delivering orders and other mail throughout Zenitha. Adrian also helps maintain the base and outposts by being Nocturne's unofficial chief, repairman, and personal trainer.

    Fighting Style: Raw speed is the best way to describe how Adrian fights. He uses his often superior mobility to dance around any attacks that come his way while exploiting any openings he can with a flurry of strikes. Adrian is a big fan of traps and luring people into them. Adrian also has access to a smattering of magic, which is mostly used as a utility rather than being directly offensive like a conventional mage. He never fights directly for very long; if a fight doesn't end within a few minutes, Adrian will use magic to juke and disengage from his opponent, giving him time to set back up and go for another ambush.

    Weapons and Equipment: Adrian carries with him two steel shortswords, named Rend and Sever. These two blades are not anything fancy on their own, but they do pack a hidden surprise with each cut. Rend and Sever are both coated in neurotoxin, which causes an immediate numbness to the area around the wound. This soon evolves into slight muscle weakness. If left untreated, this poison can result in paralysis in a matter of days, and then death. Adrian also carries with him materials used to make traps, mostly in the form of piano wire and sticky mines. In terms of clothing, Adrian doesn't wear much in terms of protection. The only things that won't be immediately sliced through would be his pieces of leather armor: a vest, arm guards, gloves, and shoes. Special mention goes to the footwear, which is of the Tabi style. Adopted by many Nocturne agents, Tabi shoes are unique in that they isolate the big toe from the rest, allowing for easier climbing and quieter steps.
    Special Abilities:

    1. Shadow Blitz - Adrian dashes a short distance in any direction, with a maximum of approximately 30 feet per dash. He can dash up to three times in rapid succession, but cannot dash again for ten seconds if he exceeds that number.
    2. Decoy - Adrian becomes stealthed and creates an illusory decoy in his place. He can control the decoy as if it were his original body, but it cannot deal any damage and disperses upon being dealt damage. Adrian remains invisible until the decoy is destroyed, or until five seconds passes.
    3. Abduction - After a wind-up time of two seconds, Adrian locks on and dashes to a target ally or enemy, and then pulls them back to his original location.
    4. Smoke Screen - Adrian generates a cloud of black smoke to impede his enemies' vision. The smoke may cause irritation and coughing fits to the more sensitive, like cigars and small fires would.
    Ultimate Ability - Supernova: Adrian pushes his physical body and magical prowess to their absolute limits, gaining a substantial movement speed and attack damage buff. All of Adrian's other abilities become empowered by Supernova, and gain secondary effects during its duration. Shadow Blitz now deals damage should he dash into an enemy, and if other enemies are nearby, Adrian can "bounce" to them as well, up to a maximum of three. The Decoy explodes upon being destroyed, dealing minor damage to whoever killed it. Abduction can now pull multiple people, up to a maximum of three. Smoke Screen unleashes a shockwave upon creation, strong enough to knock non-armored combatants off their feet. Supernova lasts for one minute, but killing or assisting in killing an enemy extends the duration for one minute. However, the largest drawback of this ability is the strain it puts on Adrian. Extended abuse of Supernova will gradually tear his body apart, ranging from nosebleeds to muscle spasms to triggering full epileptic seizures.

    1. Is extremely mobile
    2. Has a lot of utility spells to juke and confuse his opponents with, making him both a potent infiltrator and escape artist
    3. Supernova can enable Adrian to go on potentially massive killing sprees
    4. Can run and parkour for extended periods of time without tiring
    5. Abduction makes it easy to isolate a key target from their group
    1. Is very delicate and can be defeated in one hit
    2. Relies heavily on ambush and doesn't fare well in extended fights
    3. Anything that restricts his movement (IE crowd-control) will completely shut him down
    4. A lot of his spells are hard-countered by detection magics (radar, danger-sense, etc)
    5. Has no damaging spells if Supernova isn't active

    Current Goal/Purpose: Adrian's goals reflect those of the Nocturne Agency, since he is one of their senior operatives and holds a lot of influence there. He wishes to topple the current Zenithan government and liberate the conquered nations, as well as abolish all forms of slavery. Essentially, Adiran wants to restore the world to what it was before the Destiney Wars, a time period which he romanticises.

    Non-Combat Talents: Being a former slave, Adrian is exceptionally skilled in several domestic crafts, such as cooking and cleaning. He can fix pretty much anything, be it weapons, armor, clothing, chairs, etc. Adrian is adept enough at first aid to keep himself and others alive during missions.

    Inabilities: Adrian has not received any form of formal education, so he can hardly read, write, or do anything beyond the most basic of mathematics. He is not the most eloquent of people; the concepts of fine-dining and other noble etiquettes are completely lost on him.

    Fears: Being a runaway slave, one of Adrian's biggest fears is being rebound to another master. He also worries about his secret a lot during missions, as having an episode during then will ultimately end catastrophically.

    General Personality: Adrian generally gets along with most people, going out of his way to be friendly. He treats the Nocturne Agency like family, mostly because he views them as such. He can be seen as strange, however, since he has a habit of having full conversations with himself and says even the most outlandish things with a perfectly straight face.

    Inner Personality: Adrian might enjoy his job a little too much. He takes great pleasure in butchering those he deems "evil" and has a special vendetta against those who trade or own slaves. He feels as if he is the people's justice given form, and carries out his missions with glee. He never expresses any of these emotions with his targets, instead maintaining a strict and eerily calm professionalism. Adrian also has an incredibly obsessive personality; once you're his target, he will not relent until you die. He also feels somewhat hollow and lonely, given his line of work, and sometimes thinks about getting a girlfriend.

    Secret: Adrian suffered severe head trauma as a child, of which he ultimately developed symptoms not unlike epilepsy from it. He regularly takes anticonvulsant drugs to prevent and lower the intensity of seizures, but they aren't foolproof by any means, and Adrian fears he won't be able to function without them. No one but the leader of Nocturne knows of this.


    General History: Adrian McCoy was part of the first generation of people born into slavery. He was born under the ownership of the House of Red Cards, in a villa not far from downtown Astral City. He never had any proper memories of his birth parents, since slaves are bought and sold and moved around so frequently. Adrian was raised mostly by the older slaves, most often nurses and nannies. His relatively tiny stature and lack of physical strength left him unsuitable for field work, so instead he worked as a domestic servant. This is considered a blessing among slaves, since servants often get superior food, clothing, and get to live in the master's house, compared to the backbreaking hell that is the fields. He was mostly a part of the kitchen staff, and it was here that Adrian learned how to cook the five-star meals the nobility eat regularly. He also learned how to clean, and how to repair anything that may be broken. Adrian distinctly remembers hating days when the house would have guests, as they always treated him poorly. His memory gradually becomes patchier at this point, but he vaguely remembers being borrowed by a neighboring house to prepare for a big party they were having. This is when he was hit in the head with... something. Adrian can't recall if it was a wine bottle, a frying pan, a brick, or something similar, but it split his head open nonetheless. Immediately after was when the seizures started. Now that he required special medical attention (and drugs the house deemed too expensive to buy for a slave), Adrian's master ultimately decided to try and sell him on the slave markets. It was at this point where he was constantly changing hands from one master to the next. Through this, Adiran knew the real terrors of slavery; not being able to keep friends, backbreaking work, no sense of progress or self-worth, and the potentially cruel overseers. Eventually, he decided to escape while he was being moved from one house to another.

    Present Life: Adrian has been part of the Nocturne Agency since immediately after its inception, making him one of the original agents that are still alive (Nocturne has been active for about a year now, but was founded around seven years ago). He has taken responsibility of training new agents, since the mortality rate for the first solo mission reaches 80%. Adiran has also racked up quite a bounty, with his head being worth 400,000 gold coins as of the present date, which is enough to be considered a noble. This notoriety prevents him from entering Astral City without being hunted by every man inside; his distinctly Akervian features make him very recognizable up close, not to mention the wanted posters on every square. Despite this, he is still making trips there almost weekly to carry out Nocturne's objectives, of which he believes are about to start having way more impact on the world.
  11. I do apologize for the delay in things. That CS took a fair amount longer than I initially expected (I still hardly call it finished, but it's at least functional). I still need to finish processing Tyrus and Lyall (I'm getting there, promise!) and then the IC will be under way. It shouldn't take longer than a week, given my current workload with school/life, but I'll keep you guys posted should something come up.
  12. Made some minor touch-ups to Lyall's character sheet.
  13. So, is this still going?
  14. Yes indeed. It turns out that this week was midterm week for me, so that was poorly timed on my part. As for the characters, everyone who has applied at this point is in, even if I still have some PMs to catch up on (which should segway directly into the IC if I planned things properly). Now that I have a weekend to dedicate to getting this thing off the ground, we should start seeing some activity. Speaking of which, I'd still like some more faces to join the ranks, as our numbers are quite small at the moment. At any rate, this beginning phase is almost done. Also, if anyone here has a Skype account, I'm totally cool with setting up a group chat of some kind there. It's proven to be much faster than the traditional OOC in my past experiences.
    #14 Infin1teZer0, Mar 13, 2015
    Last edited: Mar 13, 2015