The Evrensel Conflict -- OC Creation

Name: Artis Solum, Twilight Warrior

Age: 22

Gender: Male

Sexual Orientation: Bisexual

Species: Human

World and Universe they are from: Kingdom Hearts - Post KH3

Appearance: Artis stands at 6 feet 2 inches tall with a lanky, slightly muscular and toned build, tanned skin and a soft complexion. He has silver, medium length hair styled to part at the ends below the back of his neck, bangs over the sides of his head and a three short, parallel points at the sides of his head, with strikingly green eyes and a small nose. Generally, Artis dons the Black Coat commonly associated with the Organization XIII's of the past, as he often traverses the Dark Corridors and deals with Darkness on a frequent basis, along with needing to stay hidden if need be, complete with gloves, matching pants and slightly high-heeled shoes.

Personality: A man of adventure and curiosity, Artis has always yearned to explore outside the boundaries of his homeworld: Twilight Town and despite a desire for power, he has taken every measure to not be corrupted as such, particularly by the darkness, generally taking to a battle with a strategy in mind, though should that fall through he will work with what he has and improvise accordingly. Fiercely dedicated to those he truly considers friends, Artis is still courteous to even total strangers, though not to the degree of the famed Hero of Light: Sora, he does exercise a reasonable amount of caution before placing his trust in those he has recently met.

History/Bio: Born and raised in Twilight Town, Artis from a young age showed fighting spirit, entering a few of the annual Struggle Tournaments and a few times claiming the spot of Champion, though eventually losing it to a man who would later face off against Setzer and then the latter, losing the prestigious title to a youth named Seifer. After this, the boy trained furiously, inspired by the courage and tales of Sora, though he also took particular interest in his foes, seeing worth in learning their tools of trade and various powers. The Light came to him quickly, as it did with any denizen of the Realm of Light who put their heart and mind to the task, but Darkness was a little trickier, for it preyed on his desire to become stronger and almost consumed him at 17, but he was saved by a timely intervention from his father, who would then teach him how to temper and master his Darkness until age 20, revealing to his son that he had been a wielder of the dark powers for quite some time before he met his wife, only serving as further inspiration to him.

However, when Artis began to partake in Nothingness, he heard news that both devastated and motivated the young man: Sora had defeated Master Xehanort, but later paid the ultimate price and hadn't been seen since. The loss of the renowned Hero of Light and such a bright soul spurred Artis to do some good in the worlds, though the only reason he knew of this in the first place was because Twilight Town and another world: Radiant Garden, were the only two worlds beside the often inactive Traverse Town that knew of other worlds and thus were permitted to discuss outside events. He was so spurred by this, that when partaking in his final training session with his father, the strength of Artis's heart called forth a Keyblade of his very own, only confirming to his originally concerned Dad that he was ready to leave his homeworld.

Yet now, after spending a few months in the aforementioned Radiant Garden, Artis would soon be plucked from his very universe and here in Evrensel, he'd find a little more than just adventure...

Powers: Artis can wield Light and Darkness with a degree of expertise and Nothingness less so, but all of his powers are potent and deadly when combined with his adaptive fighting style.

Light Powers: Able to conjure searing beams of light from his hands or floating symbols that act as pillars that can support his combos or be used on their own to cause damage, even splitting the beams to harm multiple targets when he sends these pillars out. Artis can also dash at high speeds leaving trails of light particles in his wake for short periods of time, allowing him to flank or just close the distance with his foe faster. Orbs of Light are a less precise, but damaging power of his that he uses to catch enemies off-guard, before following up with a vicious combo and he can utilise Light-based attacks of a grand scale, such as AoE explosions and larger beams.

The Power of Darkness: Generally, these are more aggressive and area covering attacks, like rapidly circling Dark Tendrils that he can unleash to defend himself in a certain area around him or to catch overly hostile foes off balance with an unexpected surge of Darkness. He can utilize Dark-themed variants of elemental Magics, such as Dark Firaga balls either from his hands in a smaller form that he can fire barrages of, or a single, larger Dark Firaga from his Keyblade that decimates a medium-sized area around it but requires a short charge up time. When his anger is at its highest or he simply wishes to get serious, Artis can wreathe himself in Darkness and transform into his Shadowform, elaborated below, which allows him to use his more powerful Darkness abilities at the cost of not being able to use Light or Nothingness at all while in said state. With this power, he can access Dark Portals and Corridors, the former is combat oriented while the latter is for long-distance travel made easier.

Shadowform: Artis wreathes his body in Darkness, gaining a constant flowing shadowy aura about his person, his veins become slightly more pronounced and a glowing blue, occassionally tendrils peak from behind his shoulders and he has an unsettling presence about him, like he has become otherworldly as his eyes glow a brilliant orange at all times. In this form, his damage with dark abilities increases, some even become Abyssal or Eldritch in nature, he becomes more resistant to damage, is faster and he can sink into the ground to surprise foes through a cunningly used Dark Portal. He can use grander scale Darkness attacks like a Dark Firaga Burst that creates a larger Firaga Orb above him or his chosen location to rain down many, many Firagas randomly across a large area for about 10 seconds before dispersing, Dark Aura which grants him temporary invulnerability as he repeatedly charges back and forth through several portals, striking multiple enemies or one foe relentlessly, before plunging his weapon into the ground, dispersing the invulnerability aura in exchange for several, damaging Dark Geysers that erupt across a large area around him as the finisher and temporarily Surrendering to Madness, inviting the darkest forces of the Realm of Darkness to take over his mind in exchange for a temporary, massive increase in Darkness damage and ability output for a few seconds before needing to sever the connection.

Nothingness: His least developed power, only granting him wild bursts of void energy and the ability to project a massive, beehive dome barrier to protect himself and his allies within its radius, the Nothingness form being more resilient than the Reflect-type magics commonly seen.

Power limitations: Every grand scale power is physically strenuous, meaning they are only used when Artis absolutely needs to as a Desperation Attack and though Shadowform shows his expertise with Darkness and lets him use them more often and usually to greater success than even his earliest learned Light powers, he will feel the strain, needing to take it easier as time goes on in a battle, which leaves him vulnerable. Surrendering to Madness comes with the risk of either complete insanity or an agonising death that won't even see him return as a Heartless or Nobody, but a vile, twisted shade that will only seek to kill and destroy all it can see, meaning he uses this power incredibly sparingly, to the point where he hasn't actually used Surrender to Madness outside of when he learned to channel the energies of the deepest abyss below even the Realm of Darkness and the Heartless.

The Nothingness Dome Barrier relies on Artis's stamina to remain held, unless it is shattered by excessive damage, he can keep it up for as long as his stamina holds, but this is limited like any person, meaning eventually, he'll have to stop using it before he passes out. Shadowform also comes with the stipulation that Artis becomes more vulnerable to Light-based powers, due to essentially transforming into a being of the Shadows themselves.

Skills:
Darkness Expertise - S
Light Prowess - A
Nothingness - C
Keyblade Wielding - A
Keyblade Transformations - B
Adaptation - A
Adventurous Spirit - SS

Weapons/Equipment: The Oblivion Keyblade - When it manifested, Artis's Keyblade's form was inspired by the weapon mainly inspired by the Darkness, but primarily used by those who either utilized Light or both powers and for a good cause: Oblivion, used by Sora, his Nobody Roxas and Sora's best friend: Riku.

Keyblade Transformations - Though not a Master, Artis has learned a few transformations to change his fighting style and keep his opponents guessing through the fight:

Sweeping Scythe - Artis can transform Oblivion into a large black and white Scythe to represent Darkness and Light together, extending his reach and allowing him to cut swaves through hordes of enemies, leaving black and white petals in its wake with each swing.

Hefty Hammer - A mighty greathammer that while slower than his typically one-handed Keyblade, inflicts major damage upon single targets with crushing blows that can shatter armour on impact.

Assailling Arrowguns - Dual Arrowguns that unleash rapid-fire energy projectiles at close-medium range, but can be combined together to make a longer range sniper or machine gun, all forms require a reload however and the magazine is incredibly obvious, as the individual "arrows" are stacked on the bottom of the weapon when inactive.

Strengths: Artis is able to cover a large variety of battle scenarios, adapting his fighting style as the going calls for it, for the most part specialising in close-mid range fighting and keeping his foes guessing. His mastery of Darkness has strengthened his heart and mind against psychological attacks and would-be Heart thieves, be they Heartless or those seeking a vessel or experiment. Large groups of enemies can be annihilated and several strong opponents will have a tough time even if Artis is alone, from simply his skill and great power. His selfless courage benefits him and his allies in the long run, either by avoiding dangerous situations all together by overwhelming the danger ahead or by protecting his friends from further harm and/or distracting the enemy in question with a more enticing, challenging warrior.

Weakness/Fears: Artis cannot face off against an entire army without spelling certain death for himself, nor does he have much in the way of long range attacks, for his weaker beams of Light fade out at long range, his bigger beams are straining and beyond that, he only has his Arrowguns, which while active eliminate any and all melee capabilities until he changes them back to Oblivion. Should he face another opponent that changes their strategies on the fly, Artis may find difficulty in keeping up, because he needs to get used to the fighting style he chooses before it is most effective and against typical enemies, he uses their confusion and surprise to alliviate the problems this required time would bring, thus when it is taken out of the equation, Artis is at a disadvantage.

While he no longer fears the Darkness itself, he has some fear of the eldritch and mysterious forces in the Deepest Abyss amongst his respect for their strength. Failure to protect his friends lingers on his mind, but he tries to push that fear aside whenever he can. Being unable to explore the worlds around him or having the freedom to move as he pleases scares him more than anything, for it goes against his very nature.

Other: Artis enjoys writing in his spare time, usually short stories rather than poems or full tales as of yet. A favourite food of his is Pizza and he enjoys studying the history of a world, learning of its culture and its people.

Oblivion Appearance:
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Name: Sivraks, Housebane (Other names include: Splicer Baron, Archonbreaker, Hunter of His Own, The Wandering Baron, "that weird Fallen covered in House banners", VIP #4374 by the Praxic Order)

Age: Unknown, but has likely been around since the early days of the House of Devils.

Gender: Male

Sexual Orientation: Heterosexual

Species: Eliksni, aka The Fallen

World and Universe they are from: Destiny - Post-Beyond Light

Appearance: Sivraks is a very distinctive Eliksni in appearance, standing at the height of a Kell at 12 feet tall and wearing armour denoting his elevated status. He has blue glowing eyes like every Eliksni (Though they glow Red whenever he uses SIVA or a darker blue when invoking Stasis), four arms, all mechanically enhanced or replaced, a helmet similar to the usual Captain's Helm, modified with SIVA to have three horns, one on each side of his head and a larger one above his forehead, his armour resembles the House of Wolves in that he has a fur collar, dark blue armour plating with white markings and a long, flowing cloak behind him. However, he bears traces of his Devil Splicer days with his upper right arm being entirely robotic and laced with SIVA tubes and clusters, while also showing traits in common with House Salvation in that he has a Splinter of Darkness on his mostly organic upper left arm.

Sivraks's aforementioned cloak is his most distinctive trait, as it is made from numerous Fallen House Banners (And the Scorn) all stitched carefully together and being so long that it overlays onto his upper chest as a scarf, as to avoid it dragging along the ground or tripping him. His cloak is fashioned in contempt of the Fallen Houses, the majority of which he despises with a burning passion, particularly the most recent addition to his cloak: The House of Salvation. He also carries a few other trophies and items that will be explained later in the sheet, but notably, he bears no spoils claimed from Guardians, the mortal enemies of the Fallen Houses.

Personality: Being an Eliksni born after the Whirlwind, Sivraks has no attachment to the traditions of the old Eliksni of Riis, nor does he bear any love for the Fallen Houses, of Eld or Present, with a few exceptions. As such, his attitude is far more relaxed and he is less inclined to be brutal or pressuring towards those lesser than him in the Fallen hierarchy, but it by no means makes him soft, as his large body count can attest. Over the years Sivraks has mellowed out towards Humanity, believing like Mithrax, that they are truly deserving of the eponymous Great Machine, or The Traveler, but he has always held less hate for them than his brethren, admiring their strength and force of will during Twilight Gap and other great conflicts more than anything else.

Being a former Devil Splicer, a sect of the Fallen House of Devils that dedicated itself to machine-worship, augmentation and the research of SIVA, Sivraks holds technology in very high regard and has taken to collecting notable examples of tech from every side of the Solar System, from Cabal Weaponry, Vex knickknacks, Pre-Golden Age, Golden Age and Present day Human tech and of course, SIVA. Constantly experimenting and tweaking his own tech in his spare time, Sivraks has a desire to improve himself through whatever means he can acquire, even those less rooted in technology, such as Paracausal powers.

History/Bio: Born to the House of Devils and quickly rising from Dreg to Captain, Sivraks's earliest memory of encountering Humanity was the Battle of Twilight Gap, where countless Fallen met with the Last City's defenses and Guardian forces in the largest concentrated Eliksni military effort in centuries, in an attempt to retake The Traveler. It was a grueling battle, one that saw many Eliksni perish and Guardians die their final deaths and the tide was turned firmly against the Fallen when Lord Shaxx made his push against Zavala and Saladin's orders, made even more possible by the absence of the House of Wolves. Sivraks fondly recalls the Guardian's fierce efforts to win the day, seeing them not as Traveler-thieves as most Fallen call them, but rather the chosen warriors of the Great Machine, as they once were. Of course, at the time, he still wanted to aid his fellow Eliksni in reclaiming it and fought just as hard as the rest of them. It was all in vain however and the Fallen were defeated, forced to retreat back to their respective lairs, never to unite in such a way again for a very long time.

Many years later, after earning his status as a Devil Baron, Sivraks joined the Devil Splicers and augmented his body extensively before Aksis and the Devil Archons practically took over the House of Devils during the SIVA Crisis. Sivraks assisted in this takeover because he felt the House of Devils had lost its way after Twilight Gap, focusing only on their hatred for the "Traveler-thieves" and proving themselves to ultimately be weaker for it, feeling their way of achieving transcendence through SIVA would ultimately grant them a greater, more meaningful purpose. When the Devil Splicers fell thanks to the efforts of Lord Saladin and his new generation of Iron Lords, a disillusioned Sivraks cast off many of his augmentations in favour of letting his limbs regrow naturally, save for his right arm and went into hiding to observe the other Fallen Houses. They were all the same: Petty, blinded by hate, stubbornly rooted in traditionalism on one end, brazenly defiling their history on the other and they had been so for many years, House Wolves in particular with Skolas's mad scheme.

With a great degree of scorn for the Houses and prior to the formation of House Dusk, Sivraks would work to push the remnants of the old Houses over the edge by initiating targeted strikes against the few Archons, Barons and noteworthy Captains of the Solar System, killing many of them and taking their Cloaks and Banners as trophies, all in an effort to help force the Fallen Houses to adapt and become something more than just Thugs desperately trying to reclaim lost glory like he once was. Wolves, Winter, his fellow Devils, Kings, Exiles, it didn't matter, key figures had to fall, just as many, many more had done in the past to the Guardians, in order to drive the wheels of change.

In time, The House of Dusk rose, so too would the House of Ghosts catch his notice and the House of Spider (Spider's Syndicate) would essentially rule the Tangled Shore of the Reef. Great change had come at last to the Fallen...and still, it wasn't enough. While the Spider had the right idea and the Ghosts he knew very little about, the greater majority were House Dusk, which was more of the same, just in a larger conglomerate, with no discernible Kell, even more desperate and hate-filled than before and as if they weren't already chasing old glory, House Dusk mimicked the style and shades of the extinct House Rain. A disappointed Sivraks continued his hunts, now to simply spite those who were truly Fallen, while he would ally with and aid those that could be called Eliksni to this day, such as the Spider's Syndicate and Mithrax's House of Light. The latter and House Ghosts were completely spared from Sivraks's fury and the Syndicate proved instrumental in rooting out the last of the House of Wolves and Winter especially.

House Salvation offered some degree of hope to Sivraks, but all hopes were dashed when Eramis was completely consumed by The Darkness and embodied everything he hated about modern Fallen. Now he has already hunted down some Salvation Fallen, just as he hunts Scorn, along with stealing a Splinter of Darkness and harnessing the power of Stasis properly, having secretly watched Guardians who made their pilgrimages to the Ziggurat the Pyramids offered and how they learned to control Stasis to a greater degree than Eramis. Since Salvation's ambitions crumbled to dust, Sivraks has considered joining either House Light or House Spider, to put an end to his wandering and finally stand with the Houses he sees as truly Eliksni and worthy of the Great Machine.

Powers: While regular Eliksni have no special powers of their own, most if not all can and will acquire the means to augment themselves through technology, paracausal abilities and whatever else they can get their hands on. Sivraks is no different and has laid claim to many tools and means to increase his power and strength. His repertoire is as follows:

Eliksni Physiology: As a Kell-sized Eliksni, Sivraks has a greater degree of strength than the average Human, allowing him to lift large objects and even throw them with some effort, along with being able to smash at the ground with his fists hard enough to produce a shockwave that damages and knocks enemies back some distance, known as the Ultra Smash. His hardened carapace protects him from small arms fire and blunt-force damage, even without armour, a trait he lacked as a Dreg and acquired steadily as he grew through consumption of Ether, the life-giving substance all Eliksni need to survive (Except for the Scorn) that lets them grow to much larger sizes if they take bigger portions more frequently. If not killed in combat or from Ether starvation, Eliksni can live for incredibly long lifespans, potentially forever.

SIVA Control: From the Golden Age of Humanity, SIVA is a highly advanced, self-replicating nanotechnology that in theory, is capable of creating literally anything, so long as it is given the right direction. Originally envisioned as a form of extrasolar colony construction, SIVA was later repurposed as a Weapon by the Warmind Rasputin against the Iron Lords, then later used in the same fashion by the Devil Splicers and the Guardians of the Last City. SIVA's prime directive is fairly straightforward: "~consume enhance replicate~" and if left to its own devices, SIVA will automatically and mindlessly attempt to achieve this directive once activated, spreading like a plague. Given aforementioned direction by anyone who intends to use it and is able to interface with SIVA directly, SIVA is a potent weapon indeed.

Sivraks, like many Devil Splicers, greatly enhanced his body with SIVA, replacing his limbs with enhanced prosthetic limbs constructed with SIVA, but would later forsake having so much machinery on his body, in favour of a heavily augmented, SIVA filled right arm in order to continue using it to its fullest potential. Through SIVA, Sivraks can construct and enhance pieces of tech, resurrect dead machines and reanimate organic beings, the latter being harder yet still possible, as evidenced by the Remnants of the Iron Lords encountered by the Young Wolf during the SIVA Crisis. He can also use it in more combat-oriented forms, through charged energy beams, SIVA Charges which act as very potent Grenades, Snares that can lock enemies in place, projectiles that are either energy or nanite based and all kinds of other functions, including a short-range teleport.

Stasis: Having acquired a Splinter of Darkness from one of the Pyramid's Crux's and harnessing its power fully through the Ziggurat, Sivraks has obtained and mastered the power of Stasis, a darkness-derived element closely resembling ice which is capable of empowering its wielders, allowing them to freeze and shatter their foes. Most amateur Stasis users rely on the Splinter of Darkness to use their power, along with needing to resist the temptations of the Darkness and their inner flaws being inflated, threatening to consume them and transform them into a shade of their former self, while also being practically at the mercy of the Darkness Itself for their failure, the threat of death for weakness always breathing down their necks.

Those who have looked within, focused their power and heeded the lessons of the Ziggurat, will be able to channel the powers of Stasis directly and with greater proficiency. Having done so, Sivraks can fire Stasis Bolts that have slight homing and can freeze enemies on contact, Umbral Blasts that can shatter frozen foes, dealing great damage to them, smash the ground with Stasis to create Ice Pillars that can be shattered for AoE damage from the hail of icy razors and explosive force, project Duskfields that create Spheres of Stasis, like a localized blizzard, the slow and eventually freeze enemies who stand in its radius for too long, send forth tracking Iceflare Bolts along the ground that freeze and send more Bolts from frozen targets to freeze more foes.

Sivraks can also use a Super, to borrow from Guardian terminology, he calls "Umbral Crusher", where he will coat his body in a protective Stasis armour and summon a large Great-hammer of Ice, granting him increased speed and durability. This Hammer can be swung at foes, inflicting heavy damage and slowing with each light attack. A heavy attack with the Hammer has a moderate range that will freeze all enemies caught in its swing radius and if he slams the Hammer onto the ground, he will release a Shattering Shockwave that shatters every Frozen enemy nearby and empower his allies with Stasis Empowerment, granting them temporary control over Stasis to follow up on his devastation.

Power limitations: Umbral Crusher's Stasis Empowerment is only temporary and after a fashion, has a cooldown, meaning he cannot chain empower his allies as they become "Frost Numb" for 6 in-universe minutes. While allies are empowered, they are not imparted the knowledge of how to masterfully use Stasis, meaning they must rely on their instincts to direct the power for the short time they have it in their hands. SIVA is not immune to Electromagnetic Pulse and is generally disrupted by high levels of Electricity/Arc Energy, temporarily disabling it upon exposure. While SIVA has no Kill Switch, it is not indestructible either, but as a self-replicating nanotech, it is very hard to destroy completely. Frozen foes can use "Breakout" to shatter themselves sooner than Sivraks would like, albeit for a small amount of damage upon themselves, but this can still throw him off and tougher enemies can resist being completely frozen still, while still being "Shatterable", they can still move around and attack if strong enough. Iceflare Bolts, after freezing one enemy, can only chain to two additional enemies per bolt, afterwards they fade completely.

Skills:
Melee Combat - S
SIVA Control - S
Stasis Control - A
Technological Insight/Tweaking - SS
Marksmanship - B
Survival - B

Weapons/Equipment:

SIVA Shrapnel Launcher - Heavy-duty shotgun-like weapon commonly wielded by Fallen of high status, capable of firing high damage Solar projectiles in clusters at short-to-medium range. Splicer Captains wield SIVA Enhanced versions with greater muzzle velocity and higher damage with a slightly tighter cluster, allowing for a small increase in range.

Sivraks' Customized Shock Blade - Originally a standard-issue Shock Blade of the Fallen, Sivraks has modified his melee weapon multiple times over the years, increasing the strength of its Arc damage, increasing the length of the blade and enhancing it further with SIVA, changing the Arc Energy to a crimson hue of lightning.

Takris-7 - A cobbled together, miniaturized Fallen Servitor, constructed from the parts of several destroyed Servitors to serve as Sivraks's reserve of Ether. Most Servitors are very large and capable of attacking enemies and defending their allies with shields and Prime Servitors can teleport themselves and their enemies to reposition them away from the Servitor in question. Takris-7 cannot do any of these things, but with the aid of a key component recovered from Serkuleks, the Fount, an enhanced Prime Servitor destroyed by the Guardians, it can produce higher quality Ether in smaller amounts, meaning Sivraks doesn't need as much Ether to grow and survive. Takris-7 has served Sivraks faithfully for many years and is almost never noticed by his enemies, being easily concealed, like a Ghost. It is the product of Sivraks's technological genius and is very hard to replicate due to how specialized its design is, along with having a more developed Artificial Intelligence, enabling verbal communication with his master Sivraks.

Strengths: Outside of combat, Sivraks' technological expertise is a great boon to himself and any allies he makes, allowing him to upgrade his party's tools and weaponry, craft new weapons entirely and other pieces of technology provided he has the resources and tools necessary. His control over SIVA greatly enhances his capabilities in this regard as well, being able to use the Nanites to create entire components, on top of enhancing them with SIVA. Given the required time and resources, he could construct an entire Prime Servitor if need be. In combat, Sivraks is an intimidating presence on the battlefield by default, complimented by his incredible crowd control granted by Stasis and unorthodox fighting using SIVA and his wits grants him a degree of unpredictability. At close and medium range, Sivraks is utterly devastating with his Shrapnel Launcher, Freezing Powers and anything else he can cook up using SIVA and if all else fails, he can use his great strength to brute force his way through enemies and obstacles alike.

Weakness/Fears: As mentioned, his SIVA is vulnerable to large discharges of Electricity and EMP, temporarily shutting it down and severely reducing his capabilities. Stasis, even in the hands of Guardians, isn't very useful at longer ranges and this disadvantage is shared by Sivraks, neither is his Shrapnel Launcher or Melee weapons. SIVA can partially cover for this disadvantage as it can be used to fire longer range bolts, but these take time to charge and he cannot simply flash-forge (instantly make) himself a Wire Rifle, a Fallen Sniper Rifle, as to flash-forge anything with SIVA would take far too much energy to be practical, necessitating that he take his time building and evolving it. Time he doesn't have in the heat of battle.

Losing Takris-7 is a great fear of Sivraks, as it would put him at risk of Ether Starvation which can lead to shrinkage and/or death. Another fear of his is being Taken and The Taken in general. The former as it would be the ultimate subversion of his free will and the latter because they are a horrifying picture of the Universe's fate should the Darkness have its way. Tying into the former fear, enslavement and any form of subverting his free will is a terrifying prospect, one he has always sought to avoid ever since he was demoted to Dreg for losing a Servitor sometime prior to Twilight Gap. For reference, demotion to Dreg involves a process known as Docking, where the demoted has their arms (Usually lower set, but upper set is a greater insult) cut or torn off by a Higher-ranking Fallen, usually a Kell or Archon, but a renowned Captain will suffice to do the deed.

Other: In spite of his wandering nature, Sivraks not only desires friends (Hence his recent thoughts about joining one of the few Houses he likes) he can speak almost perfect English due to his dealings with the Spider's Syndicate and his study of Human Culture. A particular favourite part of Humanity for Sivraks, is Pre-Golden Age metal music.
 
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Name: Grn'Durf

Age: 38
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Gender: Male

Sexual Orientation: Heterosexual

Species: Cri'vadon

World and Universe they are from: Cri'krva

Appearance: Standing just short of 10ft, to his kind Grn'Durf is an average specimen, save for the defining bright red appearance rare amongst his people. To an average human, Grn'Durf is an imposing mountain of spikes, crimson scales with hints of copper green around the edges, teeth and muscles. His wings are a paler crimson, stretching an impressive size to frame his entire backside, but not robust and strong enough to support flight. As is characteristic of the Cri, Grn'Durf has 2 pairs of arms: one large, muscular pair of main arms, and two smaller manipulator arms emerging from his abdomen.

Personality: Ever calculating, Grn'Durf had been marked by his colleagues and superiors as extremely capable, but often over-analyse things to a fault, especially when new data present themselves to him. While he may be reasonably perceived as condescending in his mannerism, Grn is simply genuinely enthusiastic about his profession - always eager to uncover and absorb knowledge. As a result, Grn's approach to a fight involves extensive planning around the fight, all the while learning as much as possible from his enemy. Grn'Durf can be slow to grow trust, though he is staunchly loyal to those who have earned it. Despite his physical stature, Grn appears to enjoy presenting himself as an approachable creature. Grn is also fervently patriotic to his people, and often direct benefits to the Cri trumps most things on his priority list.

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History/Bio: The creature that would become Grn'Durf crawled out of an underground spawning pool, far below the irradiated surface of the Cri homeworld. He worked and trained tirelessly in the ruthlessly meritocratic Cri society that emerged after the fall of their empire, during which time his abilities and personality traits were thoroughly evaluated by his instructors. A patriot at heart, backed by a sharp mind and capable physicality, the College of Swords had had their sights upon the young initiate ever since his early days in the commune. Consequently, theirs was the path plainly laid out for the young Cri as the time came for him to pursue one of the Colleges.

One of Grn'Durf's commissions in the Armed Forces was as a strategy officer in the crew of the battle barge 'Magisterial Presence', during the Ascendancy's effort to reclaim vital colony worlds and reconnect with lost fleets in deep space. He served faithfully in this position, and it was during this time that Grn had the opportunity to meet his biological parent, Vrtk'Shar, at the time Shipmaster of the battle barge he served on. It was a rare enough thing amongst his kind, when the offspring is united with one of their genetic donors, let alone remaining in contact with one another as good acquaintances.

In one of their final moments serving together, the docked 'Magisterial Presence 'was victim to a violent dissident attack, who had disguised as an extensive maintenance crew and planned to hijack the vessel for their cause. The Shipmaster would be critically wounded in the ensuing struggle, at which point Grn'Durf stepped up and organised the shipborne 'Claw' task force to fend off the defenders. While they were victorious, Vrtk'Shar was maimed to the point that warranted his retirement from active service, and Grn'Durf would replace him as Shipmaster after a short but decisive vote between the ranking officers.

Grn'Durf would not serve as Shipmaster for long, as the encounter drove him into an obsession with the mysterious attackers. His own digging would eventually lead him to the the College of Whispers, who wished to employ a Swords Shipmaster for their clandestine investigation into the organisation that dubbed itself 'Resurgence'. This group, composed of dissidents and revanchist officers alike, sought the return of the Cri's old, violent imperial ways. During one such off-world investigation, Grn'Durf mysteriously vanished, along with the small survey shuttle he was piloting.

Powers:
Genetic engineering: Grn'Durf had undergone a complicated and extensive genetic engineering as a member of the College of Swords. This process gives him enhanced reaction speed, enhanced vision and night vision, as long as thicker muscles and denser bones.

Racial traits:
  • Cold tolerance
  • Capability to see a broader colour spectrum
  • Manipulating the colours of his wings to indicate emotions
  • Natural claws, given his size, about the size of a bear claw

Cybernetics:
  • Translator implant, installed in the back of the neck, allows the deconstruction and evaluation of any spoken language to be deciphered.
  • Optical scanner, installed in his right eye, allows anything he looks at to be analysed thoroughly for its characteristics and properties by something as simple as staring at it for a few minutes.
  • Cerebral Memory Cache implant, installed in his brain and wired to his eyes and ears, allows photographic memory of any chosen moment.
  • Cerebral Processing Enhancement implant, installed in his brain, serves as the main processing unit for all of the aforementioned implants.

Power limitations:
  • Despite the genetic engineering and the natural physicality of a Cri compared to a human, Grn'Durf isn't by any means super-powered. His skills are a result of many years of training and experience of a very long-serving member of the Ascendancy Armed Forces.

  • The Translator implant requires extensive exposure to the spoken language for it to sufficiently deconstruct and evaluate the language. This can be of course done over the course of an hour listening to said language, but it also means it's useless when not enough exposure is given.
  • The Optical scanner also needs some time to process the data.
  • The Memory Cache has a maximum capacity of 1TB.
  • All of these cybernetics are not invincible. Enough of a head trauma would damage them, and repairs can be inconvenient, if complicated, depending on the circumstances.


Skills:
  • Hand-to-Hand Combat: S
  • Personal Arms (Pistols, Shotguns, Rifles, etc.): A
  • Melee Weapons: SS
  • Heavy Weapons: B
  • Reconnaissance: A
  • Ground Piloting (Cars, Tanks, ATVs, etc.): C
  • Pilotting: S
  • Analysis: A
  • Computer Operation/Hacking: C

Weapon(s)/ Equipment:
  • Plasma Spear, commonly ceremonial, and unwieldy at a glance, Grn'Durf had nonetheless mastered the weapon. When its power cell is activated, the tips of the trident is sheathed in a lethal corona of glowing plasma, allowing it to carve through flesh, bones and most types of alloys with ease. The spear can also be triggered to release a blast of plasma with a short-to-medium range.
  • Plasma wrist-blades, extendable from gauntlets around his main hands.
  • Plasma pistols (x2)
  • Claw Armour, Shipmaster Variant, an environmental combat suit that fills the needs for a Cri to operate in an alien or vacuum environment, at the same time providing impressive protection from various types of damages. The suit is lined with sensors, thus subjecting the wearer to no blind angle.

Strengths: Focused, devoted and analysing, backed by years of experience under his scales. An exceptional brawler, and a very skilled pilot.

Weakness/ Fears: For a creature extremely used to planning himself into a comfortable environment, Grn fears the unexpected factors and turns of events. He also has no understanding or experience with the supernatural, such as magic.

Other:
The Survey Shuttle 'Circumspect Curiosity'
Screen_Shot_2021-01-19_at_15.05.00.png

Mounted with a small FTL drive, the shuttle is dressed extensively with communication and surveillance equipment, allowing one to the monitor of comms signals of an entire city-state if they saw fit. It has average speed, slow and difficult to pull off tricky manoeuvres, but extremely sturdy shield and armour plating to operate in hazardous environments, augmented by an internal force field array to prevent venting atmosphere when the ship is damaged. Additionally, the lower compartment of the vessel may detach itself from the shuttle and operate as a surface exploration vehicle, or an armoured personnel carrier that looks and moves like an armoured slug with a forward-facing plasma cannon.

Counting the 'armoured slug' vehicle's armament, the 'Circumspect Curiosity' is armed with ONE forward-facing plasma cannon, and TWO pop-up turrets on its sides. It has comfortable quarters for a crew of 3 Cri. Meaning very spacious and lavish quarters for normal-sized humans.
 
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Name: Morgan

Age: Body is 6 years old chronologically, but appears and functions as an adult.

Gender : Female

Sexual Orientation: Bisexual

Species: Hellion Daemon. An extra-dimensional entity occupying an earthbound body.

World and Universe they are from: Hellion

Appearance
Morgan stands 6 feet tall and 130lbs, athletic build.

download20210101200859.png


Personality
Helpful, sometimes to a fault as she wants to believe in the best of even people she has just met. Extroverted. Excited to learn new ideas and skills .Still prone to being physically idle like the rest of her kind, but even then likes to read or play games in a leisurely manner. She doesn’t take joy in violence seeing all violence she has to commit as necessary acts for her goal. Does not like having to harm humans or fellow Daemons, and only absorbs a Daemon when she feels she does not have a choice.

History/Bio
A Hellion summoned by Doctor Aldous DuBois with a body created from locks of hair of his wife Marjorie; daughter Cassandra; and by accident their dog Suzie as it had been mixed in with Cassandra’s.

Doctor DuBois summoned Morgan to study a Hellion, and if/ how they can learn to live peacefully in the human world. The DuBois family lived in the Gaul province of the Roman Empire, and Morgan came to see the DuBois family as her own.

One day three years after her summoning a band of rogue human sorcerers, The Order of The Chain, made an incursion into the province. They either banished any free Daemons they came across, or forced a master to pass on their Daemon’s binding under threat of death. Doctor DuBois and his family were murdered when he refused to even pretend to pass on his ‘ownership’ of Morgan. When the group tried to banish Morgan, they found it did not work, and Morgan used that element of surprise to escape.

A peaceful life taken from her, Morgan embarked on a quest to systematically kill the band of sorcerers in revenge, all while also being hunted for being a Hellion by the Daemon Caesar and other nations.

In her quest she has traveled across the world, engaged multiple teachers of magic and martial arts to make herself more capable of succeeding in her quest.

Before being taken she has killed two of the sorcerers responsible and absorbed five of their Daemons who gave her no choice.


Powers

  • Regeneration: Her Daemon Core will repair any damage done to her body up to limbs being lost over time depending on severity. This also grants her enhanced durability and endurance.
  • Immunity to Earth-borne diseases
  • Immortality: Her body does not age as a result of the constant regeneration.
  • Absorption: Can absorb the Core of other Daemons and grow more powerful as a result, including able to integrate part of their body into her own, though she has not utilized this power yet.
  • High Agility: She can run faster and longer than most trained human athletes.
  • Keen Sense of Hearing
  • Keen Sense of Smell
  • Magic: She has learned several spells on her quest.
    • Spell of Beasts: Transforms her into a large(8ft tall at shoulder) dog. Anything she happens to be wearing is placed into a bag that hangs around her neck and returns to its previous spot on her body when she transforms back.
    • Spell of Tongues: Allows her to understand any language spoken by an individual. Requires a kiss.
    • Spell of Fire: Ignites one object/individual in fire with a snap of her fingers.
    • Spell of Thunder: Amplifies the sound of a clap of her hands to destructive levels.

Power limitations

  • While immortal, she still needs nourishment to function and will go into an immobile stasis if deprived of basic needs(food, water, oxygen) for too long.
  • Complete disintegration of her body is possible and will result in her Core being sent back to Tartarus.
Skills (Any skill your OC is particularly adept at, from swordsmanship, to piloting, to knitting should be mentioned here. Should also state their skill level D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):
  • Hand-to-Hand Combat: B
  • Hunting: A
  • Wilderness Survival: S
  • Farming: C
  • Magic: D

Weapon(s)/ Equipment

A small knapsack she keeps with her at all times that holds a tattered photo of her family, a hardbound journal book, pens, and baseball.

A necklace of blue diamonds taken from Thili the Bejeweled. It holds her spells and allows them to be used with only a thought, even changes with her when in Dog form and adapts two for use.
  • Spell of Tongues: Allows her to speak, when normally she could not in Beast form.
  • Spell of Thunder: Amplifies the sonic force of her bark.

Strengths

Adaptability and focus is her main strength behind all of her other powers and abilities. She is open to new ideas, fearless in experimenting even with things she does not fully understand.

Weakness/ Fears

Can be easy to manipulate by nefarious people. Fears the Daimon Caesar and harming innocent people in her quest, allowing herself to be hurt to avoid it.

Other

Morgan can eat all food types but prefers meat and has to be forced to eat vegetables, fruit, dairy products etc. Also prefers said meat to be raw.
 
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OI OI MINA! Kaz Desu!

 
Second grandfathered character.

Name: Lavaetain (real name forsaken)

Age: 26

Gender (Can be genderless too): Female

Sexual Orientation: Straight

Species: Human

World and Universe they are from: OC world

Appearance: A young adult of a woman. Lavaetain wears fine clothes made of a seemingly magical thread. Her outfit is a single-piece ensemble that had fire-like red hues, golden trim, and small flame-like designs on it. This dress is made of Lavaetain's own mana and, thusly, can be shaped and reformed with relative ease. She prefers to keep it in a professional-looking outfit but changing anything about it is effectively a snap of a finger away. Additionally she can manifest a sword made seemingly of flame. This weapon has a golden blade with a ruby line down the center though it serves more as a casting focus than a weapon. Lavaetain herself is a caucasian female with black hair that comes down to around her shoulder. She had a rather nasty scar over her belly even though this is hidden by her outfit most of the time.

Personality (Over six lines long.): Lavaetain is a very tough and professional woman, some may even say cold. The truth is that she's simply professional and knows it's best to keep a cool head no matter the situation. She holds a heavily nationalistic viewpoint and is extremely loyal to the American Empire. This is not to say she is just some crazy fanatic who cares only for violence. Far from it. Lavaetain's more than shown that she once was almost the exact opposite of what she is now. That is to say a brash party-girl who cared for little beyond the here and now. The two facets of their life have come together to temper each other. Outsiders may not fully approve of her but it's easy to forget that she is a hardened soldier whom has seen her friends, lover, and unborn child die due to anarchist destruction with the only choice being to keep going. She does her best to keep it together and focused on her goal of one day having the empire become peaceful again.

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.): Lavaetain's world seems similar to our own at first. Similar landmasses, the history follows at least some similar strokes, and even some famous names pop up again and again. However it is far from the same as magic exists within it and, as a result, much of history is different. Lavaetain was born into the top 1% of the American Empire, a powerful nation that controls most of the North American continental mass. Gifted with exceptional fire magic since birth Lavaetain was always the center of attention and doted on. In the mages schools she was always hosting parties and other such things. However that changed when she was finally bonded to a weapon and the weapon that picked her was Lavaetain. The sword was a sword of prophecy, one of six that signified a great hero of the American Empire who would arise in a time of need to defend the nation. The nation was already embroiled in much unrest and discord and all knew it was only a short matter of time before open revolt ensued. Lavaetain was taken under the wing of the emperor and imperial mages for training.

In the ensuring years Lavaetain learned much about traits such as loyalty and how to temper herself. She became friends with the other heroes and even became a lover with their leader. This would not last however as the anarchists grew in power. The heroes were called upon day after day to deal with increasingly powerful and dangerous foes. One day Lavaetain was kidnapped and used as bait for the other heroes. When the dust settled she was the only survivor. As the final remaining hero she continued to protect the nation and it's emperor as the war rages on.

Powers: Fire magic: Lavaetain is a master of fire magic in almost all it's forms. While smaller and more straight-forwards spells are easy for her she has shown a mastery of highly explosive magic, the ability to create flame clones of herself, and has alluded to knowing an even stronger spell she has called 'Hellfire'.

On the defensive Lavaetain maintains three magical barriers at all times. Each one is capable of blocking a single hit regardless of said hits power (though blunt force trauma does seem to bypass this). The first two are invisible while the third is her clothes. She has also stated that, in a pinch, she can draw on her own life force to replenish a barrier immediately with the first consuming her attire, the second completely depleting her mana supply and making her unable to cast for a time, and the third causing immense internal damage and almost certain cardiac arrest following. Thankfully her primary shields do replenish on their own over time without causing strain on her. In addition to serving as a barrier and an emergency reserve of power, her clothes grant her immunity to fire-based attacks. The exact extent of this ability is unknown but Lavaetain has previously shown little concern for walking through infernos she's created and even lava so, if a threshold does exist, it's more powerful than that.

Power limitations: While there may not be anything fire-based capable of overwhelming Lavaetain, other things are more than capable of doing so. She still breaths and gas-based attacks aren't blocked by her barriers. Her barriers do not seem to block, at least fully, the kinetic force of an attack so something like a mace would be highly effective. Additionally she cannot control how powerful the attack that triggers her barriers actually is so a bunch of quick, weak, accurate strikes would leave her exposed with ease. Once her primary three barriers are down all options remaining are negative as it means a loss of her fire protection, magic, and life respectively for her emergency barriers. Additionally it seems sufficiently powerful strikes can cause multiple barriers to trigger at once; though the threshold to activate all three with one hit may simply be beyond any practical use in favor of smaller, faster, more accurate, less costly attacks.

Additionally she cannot utilize any none-fire magic; the trade-off for her exceptional blasting power.

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

Swordsmanship: C: Lavaetain does wield a sword but it is not her primary method of fighting.

Fire Magic: A: Lava's fire magic is impressive if only for the fact she is effectively immune to flame-based attacks.

Barriers: D: Three barriers is a bit lacking for her world.

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

Lavaetain: Her sword with which she shares a name. It is unclear if Lavaetain is the swords name and she took it or if it was a mutually-agreed upon deal. Without her sword Lavaetain's magic is limited to the most basic of spells and, as such, needs to be summoned for her to access the truly powerful stuff. Thankfully this can be done extremely easily for her, though she needs at least one hand free to hold the weapon and, thusly, do anything.

Magic outfit: Made from Lavaetain's own magic it serves as a barrier, a magic reserve, and her insurance against her own fire attacks. This outfit renders her immune to any form of harm from fire and heat; though how high it's upper limit is is unknown even by Lavaetain herself.

Strengths: Fire. Fire. FIRE! Her offensive power is extremely high and her barriers provide a good defense against incoming attacks from foes who don't know how to handle barriers.

Weakness/ Fears: Foes who know how to handle her barriers, fast attacks, BFT. The simple fact is that, while she may be able to melt a mech with ease, a person with a simple knife who managed to get in close could down her swiftly. So long as she didn't immolate everything around her as a defensive measure at least. Shooting her with a gun may not actually pierce her but she's going to feel the impact and, depending on various factors, could easily knock her off her feet, bruise her, and other stuff.

Other:
 
Name: Ronan Leinster "Kingslayer"

Age: 27

Gender: Male

Sexual Orientation: Heterosexual

Species: Human

World and Universe they are from: ???

Appearance:
EJhUWmA.jpg

Ronan is 192 centimeters tall and weighs 102 kilograms. He has long, straight gray hair, reaching his shoulders, with a dark orange tint in his eyes. He has a very light complexion, contrasted with very intricate black tattoos of tribal appearance in his arms and shoulders, with a depiction of Aeternumas on his back. He usually wears a white shirt under a white coat, black jeans and blue sneakers.

Personality: Ronan is a very approachable guy, who is quite sociable. His demeanor is usually quite friendly with everyone... Unless you're one of two things, someone who has breached his patience, or an enemy of his or someone/something he cares. He becomes rude, condescending and stubborn, unwilling to have whoever crossed him have its way (based on the situation, of course, he is still reasonable, but not dumb). As if basically living in a coliseum wasn't enough proof, he loves fighting with a burning passion. Sure, he can fight for "good" reasons, but he doesn't need them. Nothing beats a good duel.

History/Bio: Coming from a family of martial artists, Ronan was left at a temple by his parents at an early age. They desired their son to become a great martial artist like them. The issue was that the temple had a dark secret, years in the making. The master of the temple used dark magic to keep control of his students and drain them of their energy and talent. A mysterious voice talked to Ronan about it one day, years after he joined, calling taking down the corrupted master a test of his worthiness. Ronan didn't believe it at first, but he caught the master doing a ritual one day. He confronted the master eventually. The master laughed at the idea of one of his students ever defeating him. The fight was brutal, Ronan almost died in the attempt, but he came out on top... To even his own surprise. What happened was that the voice who guided him to defeat his master was none other than the god of light, Yarnua. Yarnua appeared before Ronan, explaining that the phony master had gathered all that power was because he had trapped the god of war, Tyhrio, by tricking him into a trap. Both were friends, but the phony used most of Thyrio's power to keep at bay spirits and even gods, using the small remainder to drain others from their energy to keep this under cover and maintain himself powerful. Yarnus managed to put a sliver of his energy on Ronan throughout the fight, while Ronan kept him busy, somewhat evening the odds. But both gods were still quite impressed by the feat Ronan accomplished, so considering Ronan wanted to continue down the path of battle, they vowed to train him and care for him.

Years passed and Ronan grew to be a formidable fighter, the best Tyhrio had trained in centuries, in the god's words. So they felt Ronan was up to a task they themselves once again couldn't achieve on their own. Another god friend of theirs, Aeterus, was cursed by an angry god who got the upper hand on him. He had lost all trace of a rational mind and was trapped in the body of a dragon, Aeternumas. The gods didn't want to anger said God and cause another battle among gods, so they sent Ronan to battle the famed dragon. He never battled something of that scale, but his caretakers wanted their friend back, and a he owed them quite a bit, so he soldiered on. Once again, his life was hanging by a thread by the end of it, but he did it. With Aeternumas' heart pierced, Aeterus was free. Aeterus was quick to mend the wounds of his savior, as he saw everything from within. Yarnua and Tyhrio were quick to show up and greet their old friend, who agreed on further rewarding Ronan. He offered to also take Ronan under his wing. While they were there, Tyhrio thought it was time to give Ronan a former weapon, the trio seemed to be on the same frequency, as they morphed Aeterus' jail into a set of boots and gauntlets, which were blessed by the three and imbued into Ronan's soul.

With his training over, Ronan decided to head off to test his skills on something other than monsters. Something bigger. The famed gladiators of Targia. He knew the secret behind the strength behind a few of them thanks to his caretakers. But he didn't care, all he wanted was a good battle. Since he had to climb up the ranks, it was pretty boring at first. But the competition heated up, once he got to the high tier "lords" of the coliseum (he always forgot their fancy name), as the first few were a breeze. Eventually, he got to THE big shot, the supposedly invincible master of the colosseum, whose battle was nothing short of legendary... But the True King's Death Grasp wasn't enough to reach Ronan, and the death match saw Ronan as its victor. He enjoyed the life of the new king of the coliseum for a while, given the controversial title "Kingslayer". During an uneventful evening stroll through the city, a sudden flash of green light swept him off his feet...

Powers: Ronan's body, given his upbringing, is in top condition. But on top of being extremely physically gifted on his own, his training under his three foster parents, and the blessings they have granted him, have risen Ronan to be leagues above the average warrior of his world, which is nothing to sneeze at. Some of these blessings have not been fully fleshed out yet, and there might be more to them than Ronan has discovered...

Yarnua's blessing:
-Energy Bursts: Ronan can release spheres, flashes, crescents or beams of white energy. Which explode, blind, cut or impact respectively.

-Dormant Barrier: Ronan's body is enveloped by an invisible barrier that lessens blows of all sorts.

-Dematerialization: Ronan can turn into a comet of white light with a long streak, a fancy way of flying.

Tyhrio's blessing:
-Restless Might: Ronan's body has the condensed strength of countless people. Making him extremely durable, and most notably, monstrously strong. Capable of feats such as leveling a mountain... A bunch of punches later.

-Tag Team Connection: By touching someone, Ronan can imbue them with half of his full powered blessings. While also giving them a supernatural sense of fighting coordination, to the point where they can perform tag team Signature Attacks.

-Signature Attacks: The following is a list of trained attacks that further enhance Ronan's power in them when performed:
+Final Journey: Ronan raises his opponent straight above him, before violently bringing it to the ground in front of him.
+Bitter Song: Rather straightforward. Ronan performs an abnormally fast side kick. It increases in power if it hits the head. And it powers up even further if Ronan taps the ground rhythmically with the attacking foot before going to strike. It stuns the opponent if hit in the head, and has a piercing effect if prepared.
+Landsknecht: Ronan runs towards his opponent, and at the last moment, he leaps on one leg, propelling the other one to impact the opponent. It powers up if a countdown is performed before striking. It gains a shockwave effect in the direction of the kick if said countdown is made.
+Finishing Touch: Ronan falls from the air onto an opponent at great speeds. Forcing great pressure with his feet onto said opponent. Causing an explosion around him, further damaging the receiver.

Aeterus' blessing:
-Time dilation: Ronan's body is set up to be in a perpetual accelerated state, which he can moderate at will. Making him extremely fast, while also sensing everything else to be slowed down.

-Zero Bubble: With some focus, Ronan can freeze time completely for up to five seconds.

-Desynchronization: As the name implies Ronan's body loses some connection with space-time briefly to create up to two copies of himself that can act independently.

-Mending Rewind: Ronan can return objects or beings to previous states (healed, not tired, repaired) if given enough time.

Chronophotomachy:
By combining and maximizing the output of all the three gods' might, Ronan can unleash a massive onslaught of strikes in light form at full body strength while time is frozen just for an instant, without distance restriction.

Power limitations:

Yarnua's blessing: Unlike in his world, the barrier is not impenetrable, it just reduces the impact of attacks and can even be broken if forced too much, granted, it will eventually regenerate. In light mode, Ronan is still physical, but his strength is dampened.

Tyhrio's blessing: When tagging someone, Ronan's own power also halves. And the person tagged doesn't have access to Finishing Touch or Aeterus' blessing. They can have their own version if it aligns with the style Ronan inspired from. His brutal strength has been weakened due to him leaving his world, no longer able to obliterate most things in his path, but still being freakishly strong.

Aeterus' blessing: When freezing time, Ronan needs a couple of seconds to set it up properly, if not, time will always have a limit of two seconds. He also has a distance limit. He can't go further than ten meters from where he froze time or time will automatically resume. Yet another consequence of abandoning his world. The copies also have a time limit, 30 minutes if using one and half of that if using two. These two abilities are quite mana demanding, so they can't be used on a whim.

Chronophotomachy: The most demanding move Ronan has. Even if he doesn't end completely exhausted after using it, the toll on his body is substantial. He won't even be able to move for a bare minimum of a minute if he decides to pull this off.

Skills:
Melee combat - SS
Acrobatics - SS
Climbing - A
Swimming - B
Survival - B

Weapon(s)/ Equipment:
xcPGs3r.jpg
A magic pendant with an extension of each of the caretaker gods of Ronan, enabling to contact them through meditation, or more commonly, sleep. It's also an anchor for his soul, Aeterus' part keeps him in the same physical state and prevents the destruction of his soul. Naturally it's connected directly to said soul.
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The blessed remains of Aeterus' no longer living prison. Other than being resilient enough to contain a God in paper, it also enhances the blessings of Yarnua and Tyhrio when used. Mostly the former's Energy Release efficiency and the latter's durability.

Strengths: Brave, focused, adaptable

Weakness/ Fears: An awful respect for the gods, closed spaces, not being able to fight anymore

Other: His favorite color is blue.
 
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Name: Lucas (Work in Progress)

Age: 22

Gender: Male

Sexual Orientation: Bisexual

Species: Human (Hunter Variant)

World and Universe they are from: Monster Hunter World

Appearance:

MONSTER HUNTER_ WORLD(421470) 1_23_2021 5_18_41 PM.png

MONSTER HUNTER_ WORLD(421470) 1_23_2021 5_16_56 PM.png

Height: 6'1"
Hair Color: Brown
Skin Color: Light Tan
Eye Color: Hazel
Build: Medium / Athletic


Personality:

Lucas has always possessed an intense curiosity and thirst for adventure. This quality never faded as he grew up, and has served him very well as a Hunter. While he relishes the challenge of the hunt, he always fights monsters for a specific purpose, and never takes pleasure in bloodshed for its own sake. He is also an avid learner, and while not a traditional scholarly type himself, he regularly records observations about the natural world and discusses his findings with the scholars of the Research Commission, gaining further insights in this way. Last but not least, he possesses a strong drive to protect and assist his community, doing whatever he can to help it fluorish. This being said, even after his rigorous training and experience in the field, his enthusiasm can sometimes go to his head and get him into trouble.


History/Bio:

Lucas was always a rambunctious child, full of boundless energy and a knack for getting into all sorts of accidental trouble. As he matured, he became convinced that becoming a Hunter was his calling, as he loved exploring the natural world, and also wanted to help protect his people. And so once he was old enough, with his village's blessing, he enrolled in the Hunter's Guild, undergoing a long and rigorous course of training and learning over a period of many months, conditioning his mind and body for the challenges of facing the world's most dangerous creatures.

He passed with flying colors, and soon after was paired up with his Palico partner, Toby. After a five years of active Hunter work in the field, and after successfully completing in his first Elder Dragon hunt, he and several of his peers were nominated for a spot on the Research Commission's Fifth Fleet on assignment to the New World, a largely unexplored continent located across the sea. He eagerly accepted, and after arriving in the New World, he and the rest of the Fifth Fleet embarked on a long and arduous journey to find and capture the colossal, volcanic Elder Dragon Zorah Magdaros, in order to unravel the mystery of its migration to the New World.

In doing so, the Research Commission discovered that the immense beast was nearing the end of its life, and was seeking out the confluence of the Everstream, a vast, interconnected web of energy flows spanning the entirety of the New World. If Zorah were to die within this confluence, the accumulated bioenergy in its body would release explosively, triggering a chain reaction in the Everstream that would cause catastrophic eruptions throughout the continent. In order to avert this fate, the Research Commission staged a last ditch attempt to divert Zorah Magdaros back out to sea, with Lucas being one of the Hunters assigned to destroy the magma cores on Zorah's body, thus weakening it enough to drive it away successfully. With a potential calamity prevented, Lucas has continued working with the Research Commission in the New World ever since.


Powers:

[Enhanced Strength] - Lucas has greatly enhanced strength, being capable of carrying enormous and heavy weapons and other gear and supplies without getting bogged down, as well as being able to put out blows that can stagger even large monsters. This also aids his mobility, allowing him to easily climb up most scalable surfaces with ease, and when using the Insect Glaive, vault himself dozens of feet in the air.

[Enhanced Durability] - Lucas' body is very durable, walking off impacts that would easily break the bones and organs of ordinary humans, and can also fall from great heights without any damage under Earth-like gravity. Even when incapacitated by taking too many hits from raging monsters, his body is durable enough to keep him alive while his Palico evacuates him from danger.

[Enhanced Stamina] - So long as he has access to food and even brief periods of short rest, Lucas can maintain a very high level of physical exertion over extended periods, including running, jumping, acrobatics, archery, and melee combat.

[Accelerated Metabolism and Healing] - Lucas has developed a highly efficient and energetic metabolism. This allows him to regain energy from food incredibly quickly, as well as helping him rapidly recover from injuries and poisoning. When paired with specially formulated potions and medicines, the recovery process becomes near instantaneous.



Power Limitations:

While Lucas' physical abilities are substantially beyond that of ordinary humans, he is not invincible by any means. He can potentially die from sustaining severe-enough injuries, and can become exhausted with enough accumulated injury and fatigue. Additionally, his greatly enhanced biology comes at the cost of needing to regularly consume large amounts of food, usually at least double the amount a normal human would eat in one sitting, often even larger when going on regular hunts. If he fails to keep up with this intake, he could eventually become greatly weakened and atrophied.


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

Monster Slaying - A
Heavy Sword and Shield Combat - A
Spear Combat - A
Archery - B
Lance and Shield Combat - B
Heavy Firearms - C
Tracking - A
Survival Skills - A
Potion Crafting - A
Reconnaissance - A
Running - A
Climbing - A
Acrobatics - A
Swimming - B
Stealth - B
Monster Dissection - A
Sketching - B
Cooking - C


Weapon(s)/ Equipment:

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[Avenging Magda Manus]

Charge Blades are one of the great feats of Guild engineering. In it's default state, the Charge Blade is a simple sword and heavy shield, offering a balance of offense and defense. But when combined together, the mechanisms built into the two transform it into a giant double-bladed axe.

Additionally, the Charge Blade incorporates energy phials crafted from special materials, allowing it to absorb and soak up energy while striking foes in sword mode, and then release it either as an enhanced offensive energy charge for the shield and sword, or as bursts of kinetic or elemental energy when in axe mode, depending on the model of charge blade.

This particular weapon was forged with rare materials from Zorah Magdaros, the colossal volcanic Elder Dragon. It's elemental type is Blast, and so when used offensively, it releases its energy in the form of firey, explosive bursts.


[Slinger]

A small crossbow-like tool mounted on the forearm, used for shooting small projectiles like rocks, flash bombs, etc. It comes with an integrated grappling hook-line and reel to assist with climbing. The slinger also contains an ejectable clutch claw attached to the hook-line, which can be shot at large monsters to latch onto them, allowing Lucas to pull himself up onto them for mounting attacks.


[Scout Fly Lantern]

A small, portable cage with a special lantern that houses scout flies, glowing insects which can examine and identify the scent of beasts or people and trace a path following them. They're more effective the more tracks and samples they're are allowed to examine.


[Blessing Charm]

A charm created using Wyverian melding techniques and imbued with mysterious power. It will sometimes activate when the wearer is struck in combat, granting them temporary and limited protection against physical harm.


[Vitality Mantle]

A special mantle woven with energy-channeling monster materials, designed to envelop the wearer in a powerful defensive sheath. When activated, it will temporarily protect the wearer from any physical damage up to a certain point (though it will not prevent knockback), and then it will lose its power for a time until it can recharge.


[Cleanser Booster]

A tool that when stuck into the ground releases a cloud of specially formulated mist, clearing away just about any negative elemental or toxic status effects.


[Hunter Armor]

Comprised of high-quality refined metals and Jagras monster parts, Lucas' armor is imbued with a certain degree of power of its own. When combined with Wyverian decorative jewels, it provides enhanced defense, attack power, evasion, and some resistance against negative status effects. Another imbued effect allows Lucas to wolf down food and potions faster than normal, inheriting a degree of the Jagras' big eating ability. The coil belt also sports plenty of pockets and packs, as well as a sheath for a secondary survival knife.

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Strengths:
- Great skill and experience in monster hunting, wilderness survival, and exploration.
- Tremendous courage and motivation to overcome challenges.
- Love of learning new things and figuring out how the world works.

Weakness/ Fears:
- His excitable nature can sometimes override his better judgement.
- Because he grew up in a world where much of civilization has banded together to survive in a highly dangerous world, he is generally trusting of others, and unaccustomed to the dangers of a world where inter-group conflict is the norm.
- Has little experience with fighting humans or other sapient beings. While he is more than physically capable of doing so, he will struggle mentally with the idea of lethal combat against other people.

Other:

Naturally, his Palico Toby is accompanying him.

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Toby's Armor and Weapon:

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Name: Alec Duggan

Age: 28

Gender: Male

Sexual Orientation: Heterosexual

Species: Human

World: Mass Effect

Appearance: For his looks, here's a picture:


7abd327c1243ef378e6b1d7107fd8cc971c9502b.jpeg


Remove that shite clothing, and that's what he looks like. His actual attire is more with a variety of military T-Shirts, blue jeans or military fatigues if he's on the job, a sweet leather coat given to him when he first joined, and sometimes has headphones around his neck if he's working out. In conbat, he wears armor similar to that of N7 soldiers, though colored a dark blue with thin white lines along the sides to tribute his home country.
Personality: Unlikable. Honestly, he's one of the most dispecable people on the planet. He's a....... NNNNEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERD!!!! And he's a fuckin' goof as well, the ediot, absolute scum..... Alright, being honest, he is a good guy. He's very social, outgoing, easy to talk to, helpful to people in need, an all around good person who wants to do his service as an alliance soldier. He is a goof, but it comes down to bad luck, as he's always finding himself in the worst possible situations. The man can't catch a break sometimes, but he can still smile even when he's fucked up, looked stupid somehow, acts clumbsy sometimes, and has the world against him. But he's still a NEEEEEEEEEEEEEEEEEEEERD! And no one likes nerds, him with his comics, video games, movies and TV shows. Get a life, you nerd!

History: Born in Aberdeen, Scotland, Alec had a pretty normal life for a man with such bad luck. His mom and dad were both police officers, with his dad having served in the military as an engineer in the Alliance navy. He grew up by the shore, right next to the water, went to public school, had a Shetland dog for a pet, even went to sailing lessons once he got old enough. He admired and loved his dad greatly, finding him a childhood hero for the story he always told. When his mother was pregnant, his father was diagnosed with a tumor in his brain, and it had progressed into stage 2 cancer. It's location made it hard for him to get surgery to remove it, as if surgeons weren't careful, they could potentially make him brain dead. Going on medication to shrink the tumor down, he was sick for nearly three months and looked like he was on his death bed. When they finally removed the cancer, the lights were on and nobody was home, as they say. He looked terrible, he wasn't reactive and didn't look like he'd made it out of the medical coma. Fortunately, he managed to wake back up. His sense of smell was gone, the side effect of the surgery, but he would make a complete recovery in the next few weeks. The day after he woke up, Alec was born.

For Alec, it was an inspirational tale. He dad survived brain cancer! The man was strong willed and didn't let the odds get him down, he thought, and he wanted to be like him. Problem was, Alec was kinda shit. His grades in school weren't the best, he frequently got in trouble for fighting bullies at school, and in his later years in life, his teenager years, Alec grew a fondness for underage drinking and partying, like the Scotsman he was. On one of these nights, Alec was busted for publicly drinking and also exposing himself to neighbors, trying to take a piss in their bushes, instead falling into the bushes, which were filled with sharp pricks, so he caught cut up around his ass. (The ediot.)

His dad bailed him out, and while he tried not to, he was disappointed in Alec for his behavior. His little wide eyed boy was being a drunken idiot who wasn't doing so well in school and was about ready to drop out. Then the worst news came. The cancer had returned, shifting down into his spinal cord, and unfortunately he needed to undergo surgery yet again. The chances were even more slim, but his father took on those odds yet again..... He didn't make it. The day the funeral happened, Alec was nowhere near the grave, only visiting it after everyone had left. He wanted to be alone with his father. Since that day, Alec cleaned up his act, studied more in school, graduated college, and joined the Alliance navy as a soldier on the HMS 'Glasgow.' He's a damn good soldier, though he still enjoys a party or two, he just tries not to drink too much.

Powers: None

Limitations:

Skills: His weapons and melee skills are a solid B, while his goof skills are S

Weapons: He keeps a shotgun and assault rifle, both of which are standard issue Earth manufactured. He also has concussive shots, Disrupter ammo, incendiary ammo, and frag grenades.

Strengths: Good fighter, good friend, and NNNEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRD!

Weaknesses/Fears: Has a fear of falling. He knew signing up for a ship meant being in space, so height in the problem, but after a bad accident where the dropship crashed into earth, he doesn't like going down too much, so if he feels like he doesn't have control when going down, he'll have a small panic attack. Also, very unlucky, you might've guessed that.

Other: NNNNNNNNNNNNNNNNEEEEEEEEEEEEEERRRRRRRRRRRRRR-- You get the point.
 
Name: Callintus Cadorna

Age: 68

Gender: Male

Sexuality: Heterosexual

Species: Imperial

World: Elder Scrolls -- Oblivion Crisis

Appearance:


The-Elder-Scrolls-IV-Oblivion-Knights-of-the-Nine-5-HWTFMH9P7S-1600x1200.jpg



Under the armor, Callintus' hair reached down to his shoulders, with dark grey streaks all throughout light black hair, and a stubble beard with gear around the chin. He has the face of a worn traveler, with wrinkles around the forehead, and laugh lines along the sides of his gold brown eyes. He looks more like a 50 year old than a late 60 year old going on 70, and considering he still has some muscle under the armor, it's amazing he still stays in great shape. He does, however, have quite a few scars around the waist, arms, and a massive one that goes across his right shoulder. Some are recent, others like the shoulder one are old, from years past, if not decades.

Personality: Ah, Calli, for an Imperial, you act more like a Nord. He's boisterous, proud, and Jubilant, the man oozes happiness. He's traveled the world over again, and seen creatures, monsters, animals, bandits, even Daedra, that would calm and strike fear in the hearts of men and women. He's fought them all, and lead the Knights of the Nine for several decades now, each knight within the group having massive respect for him. A warrior without question, and to an outsider, he might seen a bit.... Not so much that. He's very jokey and self-aware, he's not afraid to make fun of himself, or even the gods for that matter, making some confused and even anxious about such a boldness to so, being a chosen knight to protect the realm. Why would a man wielding the Relics of the Crusader do such a thing? It isn't out of spite or anger he does this, as everyone thinks, but it's understanding. He's an old man coming to the end of his fighting days, and he understands his place in the world. He can't fight forever, and if he had to chose a way to die, it'd be taking on a hoard of Daedra, hopefully swinging them away by the hundreds, like Sauron in the beginning of Lord of the Rings. If he pokes fun at the gods a bit, it's all light-hearted fun, and if the gods can't take a joke, his armor would've turned to concrete years ago. (Besides, you should hear the Daedra jokes he makes, those are harder.) For as much as Calli boasts, He is still a religious man, and one who still cares for the well being of others. If not, he wouldn't have taken up the armor. He may not be the best man to ask about questions on life, but he's lived long enough to come to his own conclusions about it.

History: How best to sum up the life of a man who's lived a long and storied one? Well, I suppose how he got started. The Cadorna family made their riches through trading, owning one of the top five trading companies in Black Marsh, Summer Isle, and Elsweyr. They traded in luxury and exotic foods found in these arenas, and brought them to Cyrodiil to sell for the higher class and nobles in all the cities. It was a good living, but one with a shady undertone, as they were also involved in black market deals; selling illegal items under the table to earn a little more. His father was heavily involved in the business side, with their family living at the company HQ in Summer Isle, moving after Callintus was born in the capital of the empire. His father was a serious one, but a loving one at that, as while he could be hard on his children, he never did it out of anger, but a need to improve and get better, while his mother provided the nurturing care their father lacked. He had three brothers and two sisters, him being the second youngest, as he was only a year older than the second daughter to the family. They traveled all cross Elsweyr and Black Marsh for any trips his father had to make personally with business acquaintances, so he was home schooled with the rest of his siblings by their mother, and taught sword fighting by a private tutor. The family's first hardship was when the second oldest brother was taken ill at age 13, believed to be pneumonia caught when visiting Black Marsh during the rainy season. The brother put up a good fight, but no matter what potions he was given, after a year, the brother passed away. The report of his death said pneumonia, but others believe it was a type of poison, given by those within the black market, after Calli's father tried to break away from the shadier side of business. This set off a domino effect of tragedy and controversy within the family, as a month later, Callintus' oldest sister was kidnapped by bandits, wishing for a ransom of 250,000 gold, or else.

The family never paid, and the sister was never heard from again. From there, he, his siblings, and his mother, grew resentful to his father over not saving their daughter, after having lost one family member. Before long, the family started breaking apart, as each family member started breaking away. His oldest and third oldest brother moved away to Skyrim to start new lives, while his mother returned to Anvil in Cyrodiil to resettle near her parents. the youngest daughter went with her, and Callintus remained with his father, having grown even colder, and his son resenting him. Another year later, a message was sent to his father. His oldest son was killed by frostbite spiders while traveling to Riften for business. And a mother later, Imperial guards raided his home, as it was found his father had started illegally importing slaves. Their business was surrounded in controversy, and shut down a week later, as most employees quit under protest. His father was sentence to life in prison, and whatever wealth that still remained went to Callintus, who was now old enough to inherent it. Left alone, and with at least enough to last a few years, Callintus' young adult years were spent in parties, bing drinking, and pleasures with women of the night. He was arrested many times for drunken behavior, wasted money on needless items, and at one point managed to trap himself in a tomb filled with ghosts, after he urinated on s sacred sarcophagus in Skyrim. In a drunken bender. It was amazing he managed to escape alive. By the time he turned 25, Callintus had blown through the remains of his family fortune, and was now living as a homeless drunkard, willing to steal from whoever to get enough coin to survive the day. When his mother passed away after a struggle with illness, he traveled to Cyrodiil to attend her funeral, with what remained of his family members. They were all disgusted by his behavior at the funeral, and how he dressed in rags.

Callintus, embarrassed, and having stolen all the wine at the funeral, ran off and got drunk in the graveyard. The next morning, Callintus awoke to the screeching yells of bloody murder, along with a crowd surrounding the church. A massacre had taken place inside the church where the funeral was held. Everyone inside was killed, and the alter desecrated. Callintus was now the only living member of the Cadorna family. A priest nearby the church was spouting something about the return of Umaril, and Callintus, not being the man he is now, went over to kick his ass, because he was being very obnoxious in a very serious moment. Somehow though, the priest managed to convince Callintus of the opposite. The more the priest spoke, the more Callintus was willing to listen, and seeing that the young man was having troubles, he suggested to Callintus that perhaps his destiny was tied to this incident beyond simply tragedy. Redemption could be his newest path. Callintus, hesitant, decided to listen to what the old priest had to say, suggesting Callintus travel across Cyrodiil to find the wayshrines, each containing a blessing to the nine divine. From there, Callintus would take a journey across Cyrodiil to find the relics of the crusader, items owned by the great Pelinal Whitestrake, champion to Saint Alessia. From there, he would remake the knights of the nine, take mantle to the crusader's armor, and when faced with the return of Umaril himself, Callintus would fight, slaying the demi-god. And from there.... Well, it's all a long story. One filled with redemption of both the Cadorna name, and Callintus himself. Now, at his old age, having fought many a battle in the name of the gods, he has but one battle left to fight. And it's a damn good fight too.

Powers: The magic Callintus uses are each blessings given to him by the nine divine, each adding to his strength, endurance, agility, luck, speed, willpower, and intelligence. Along with those, he's blessed with a holy aura, fortifying his armor to make it even harder to land an effective blow to weaken him. When wielding his sword or mace, his strike becomes even more powerful, as the weapons fortify his striking. It also helps that he's blessed with 'woodland grace,' meaning most untamed animals will not attack him unless provoked. 'Lay hands' and 'merciful touch' are spells that restore fatigue and health to both himself and others, while 'serene beauty' is a calming effect when applied.

Limitations: Of course, the spells only work with enough magicka, the more he uses, the more he will grow tired, and cannot over-exasperate himself. He can only do the spells until he has regained enough strength once a certain time has passed. And of course, he can still be killed while wearing the armor, it does not make him invincible.

Skills: Swordsman -- SS, Drinker -- SS, Cook -- A (he's not that bad actually,) Spell-caster -- B

Weapons/equipment: The relics of the crusader, a set of armor, a shield, a mace, and a sword, all enchanted with the blessings of Aedra.

Strengths: Damn great fighter, and caring man to those both besides his side in a fight, and those in need.

Weaknesses: Years of fighting have started to catch up, he lacks the true speed and agility he once had, and without the armor, he would be a completely different fighter. He wouldn't last long if you tried fighting him outside the armor. While it's not yet brittle and broken down, the scars show signs that recovery is not what it used to be, and injuries have taken longer to heal naturally without the spells he possess.

Other:
 
Name: Amelie 'Amy' Nuan

Age: 19

Sexual Orientation: Undecided

Species: Human

World: Avatar: TLA/LoK

Appearance:

1611726419906.png

Personality: The theme with this girl is socially awkward. She's a very shy individual when she meets new people, keeping herself quiet and not talking much, sometimes wondering off from massive groups. Over time though, she opens up a little more by making the usual awkward joke or talking more than before. She's a very kind person as well, always helping and never taking a job in the background. Always at the front lines. She's also got one hell of an aggressive side, being quite forceful and mean when she wants to be, but that's more to people being dicks to her.

History: Amy was born within the borders of the Earth kingdom, but in which region is up for debate since she doesn't know where. Her parents were hermits, people who merely traveled around and don't stay within the cities, as they were travelers. For the past three years, they had been exploring the whole region of the Earth kingdom borders together, but they also wanted to explore the other nations as well, almost map out the entire specifics of the world so there could be one massive map in detail of every place on the planet. Amy was born into the second year of their travels, which admittedly made things harder, but they did care for their child. With them, Amy visited almost all of regions of the four nations, visiting the old Air Temples, the Water Tribes, and areas of the Earth Kingdom that her parents had yet to visit like Kyoshi island. By age 12, her parents homeschooled her in reading and writing, as well trained her on Earth bending. By age 18, their parents had given up on traveling, as they didn't have anywhere else to go, at least where they were allowed to go.

Amy however didn't want to stay someplace, and her parents encouraged her to do whatever she wanted. Being the creative and artistic type, Amy decided she would also travel the world, but this time for artistic purposes. She decided she would built a diverse art collection, something all four nations could come together and experience a blend of different cultural architecture. She traveled for almost a year across the eastern earth kingdom, and in that time, she also found herself a home. A permanent one. Located under a dried out lake was a massive cavern of mud and clay that could easily be bended into whatever Amy wanted. The ceiling was cracked open so sunlight could come in, and water wasn't any issues as the lake wasn't located in a dry region, rather the lake was just drained by the cracks and made the massive clay caverns. She set up the cavern to be her home and workshop, forming rooms, buying furniture, and even setting up a small garden up top with an earth wall around it so animals couldn't eat the flowers and vegetables.

While Amy hasn't traveled anywhere yet once she finished, she plans on traveling to the Water Tribes next.

Powers: She's an Earth bender. She can lift up to 500lbs of rock and bend any earth material a normal earth bender can. As well, she's quite amazing at bending mud and clay, which is helpful for her work.

Limitations: There really isn't much in the way of limits for benders besides getting tired out to my knowledge.

Skills: Earth-bending: B, she's good, but her parents weren't masters of earth bending. As well, A for cooking, and A for workout rate. She's got quite the body.

Weapons: None

Strengths: Good earth bender and amateur fighter.

Weaknesses: Isn't a master at both, and is a shy person. Is also afraid of flying.
 
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Name: Ami'Lana nar Marin

Age: 22

Gender: Female

Sexual Orientation: Bisexual

Species: Quarian

World and Universe they are from: Mass Effect

Appearance :
Ami_ref_sheet.jpg


Personality: An intelligent academic with an attitude that seems to imply that they're better than those they come across, particularly those of unknown or foreign species. Distrustful and self-confident with large amounts of ambition, yet holds an level of amicability towards those they meet, seemingly used to meeting many new people and preferring to keep deeper relationships at a distance in the frequent case of them leaving each other's company sooner rather than later, a reflection of their nomad lifestyle. They're clearly used to the praise of their peers and come to expect nothing but the highest level of effort to be put into their assignments, but on the flip-side, showing great disdain for activities beneath them.

History/Bio: An over-achieving quarian that's lived through the early stages of their life excelling in their education, similar to other quarians, setting out on their pilgrimage upon reaching young adulthood, which entails searching for a crew to call themselves a part of in order to gain experience before returning to their home fleet with a noteworthy gift, or staying with their newly found crew.

Ami's life was spent in a completely sterile environment from the day due to her people lacking a strong immune system, living their lives in suits to combat this, protecting them from disease. Her education during this time focusing on mastery of the famed omni-tool, a multi-purpose device crafted to adapt and interact with both the world and technology, combat, in order to become an ideal member of the home fleet in order to better deal with the many threats of the universe, as well as technology in general, ranging from engines to computers.

Powers: Ami's abilities come in the form of the Omni-tool, capable of flash-freezing enemies in close range, burning them with a flaming projectile, forming a physical blade for CQC, interacting with and repairing almost any technological device, or most notably, creating an automatic turret or forming a temporary shield

Power limitations: While varied in use, the omni-tool is vulnerable to EMP effects

Skills: A-tier Engineer, capable of repairing most any known device, or identifying some unknown ones by their makeup

B-tier strategist, effective for coming up with plans on the fly, but unlikely to take risks

B-tier combatant, effective at all ranges and unlikely to retreat or abandon a fight
(B in both guns and melee)

Weapon(s)/ Equipment:
Quarian suit - A resilient suit capable of filtering gas easily
M-96 Mattock - A mid-range, semi-automatic rifle
M-3 Predator - A heavy pistol

Strengths: Performs well under stressful conditions, focused, adaptable, impersonal

Weakness/ Fears: Liable to become infected should the suit become damaged, meaning emergency medical assistance and repairs would be required for lesser wounds. Likely to ignore the advice and suggestions of others that she does not agree with, selfish

Other: Doesn't have many friends, and is particularly self-conscious about it when brought up
 
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Name: Talon

Age: Several thousands of years, at the very least. Most of that time was spent in hibernation.

Gender: Female

Species: Tsaesci

World and Universe they are from: Elder Scrolls

Appearance:
Talon is almost never seen in her true form, instead preferring to take the shape of a tall, female Argonian, often with stark-white scales and red eyes, though as a Tsaesci she can shift her body into many various forms - From Mer to Man, Talon is always observed in armor reminiscent of the Blades, an iconic look she hasn't shed for hundreds of years.

Personality:
Talon possessed a strong sense of honor and duty, entirely eclipsing her judgment at times. She can come across as distant or even cold, hiding her emotions under a mask of steel in an effort to keep her appearance as a Warrior untarnished.

Privately, Talon's favorite pastime is usually drinking tea and reading poetry, something not often associated with the terrifying Tsaesci race, yet it holds a deep appreciation in their culture.

History/Bio:
Originally part of the Akaviri Invasion, Talon was one of the many Tsaesci who recognized Reman as Dragonborn, swearing her Blade to their cause and serving as one of the Dragonguards for the Reman Dynasty, at least until the assassination of Reman III.

Viewing this as a black mark against her honor, Talon sealed herself away in a crypt as recompense for her failure, stuck in a meditative slumber for thousands of years until the end of the Oblivion Crisis and the defeat of Mehrunes Dagon through Martin Septim's sacrifice.

With the end of the Dragonborn rulers and thrust into a completely new world after so long, Talon journeyed through Tamriel, seeking a new Master to serve, yet finding none worthy. Eventually, she returned to the Imperial City, discovering an orphan boy ín the shadow of Akatosh's statue - Seeing this as a sign, Talon took him under her protection, guiding him until he could discover his destiny.

Powers:
Shapeshifting: A Tsaesci can use powerful illusions to disguise their true forms into that of Men and Mer, though they are often weaker, and they cannot imitate other people.

Superhuman Strength:

Superhuman Agility:

Superhuman Endurance:

Superhuman Reflexes:

Skills:
Blade-Dancing AA:

Archery AA:

Stealth AA:

Alchemy B:

Cooking A:

Ceremonies A:

Equipment:
Talon's Karuta: Forged in the ways of the Akaviri, the Blade's Armor is a well-known symbol of their Order. Despite it's rather archaic design, Talon has taken well care of it despite thousands of years left in a tomb.

Talon's Oathblade: A single-edged sword, made from Ebony and enchanted to drain Talon's foe of their life-force, it is her most treasured possession, other than her honor.
 
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Abigail Delano/Courier Six- Character Sheet


Name: Abigail Delano, "Abby Dee" to her friends, Courier Six professionally

Age: 30

Gender: Female

Sexual Orientation: Bisexual

Species: Human

World and Universe they are from: Fallout

Appearance:
EFECB965-1057-463E-9090-4C1C4DEEF217.png

Notes: She has a scar at the hairline on her right temple, where she got shot and survived.

Personality (Over six lines long.): If you met Abby at a bar, you would think she was an easy target. She laughs at all your jokes, no matter how cheesy or overplayed they are, and acts like she believes most anything you tell her about yourself. But the moment you tried to cop a feel, you would find that hand broken, and you would be left with the bar tab for the whole night. Tell her the beginning of a good story, and you will find someone willing to help you write the Epilogue. Her brain may have been scrambled by a 9mm bullet , but she still retains the vestiges of what allowed her to survive to the age of thirty in an era where most were lucky to see adulthood without being mutated by the rampant nuclear radiation which permeated her world.

History/Bio: Born in New Reno, ran away from a family of addicts at the age of twelve and spent her formative years wandering what was becoming known as the New California Republic, surviving by her wits and skills as a hand at Brahmin ranches, escorting caravans, and eventually finding work as a Courier. People would say she had a hand in building the influence of the NCR as far as The Divide, but she would say she was just making a hard living as a paid drifter. Necessity brought her in the employ of The Mojave Express, and on her first assignment with said company she became a pawn in a clandestine power struggle for control of the Mojave Wasteland. Which would have been easier for her to navigate, if she hadn't been shot in the head first thus scrambling her brain and deleting a lot of the intelligence she'd cultivated up to that point.

Surviving this first shot of many, Abby went forth on an R-rated version of the movie Forrest Gump that saw her become the deadly right and left hand of Mr. House, ousting the NCR and Caesar's Legion from the Mojave to leave only the pragmatic mind of Mr. House left to shape it.

Skills
  • Guns: A
  • Melee: B
  • Explosives: D
  • Gambling: SS
  • Lockpick: D
  • Unarmed: C
Weapon(s)/ Equipment

Current Attire:

ZyS1xBNgeKrjNQnu7e3DTDEH5XCb5mIlVgyXQbrJrp0JsrTXLBqUnjIBgWBBwDSPA4DINnAZSmHnmYg5OdhLPXkIZiyFfsWZVZpd5MULOoTsWKoggWRtq7JwAzavHD9hcCDxdrvl


Current Weapons:

Her armor has a small flamethrower, wrist blades, a light blaster, durasteel grappling hook.
ZF-1 Pod Weapons System.
OpIsQkfQQZV8utSOP_1PcTYYvQzPlP3p_o-g60DK1-vIbInmAOty4WWcOnrhT9VmcOnkRmexmGRRZ8vPXlkaBSVygRPM0Lb6PAyxdO4heC8cUb5s98Clh-C7A8OmQ-lIvnkssfmk

The ZF-1 is an ambidextrous multifunctional weapon incapable of being detected by X-Rays featuring a titanium recharger, 3000 round clip (given the weapon is energy based and so the clip has no moving parts, this is not strictly incorrect, though calling the shots "rounds" is) with a burst of 3 or 300. It also features a variety of other fire modes as well, including a self-destruct button.

  • Replay Button: The ZF-1 can be set to so that the first round fired acts as a beacon for guided bullets, causing all subsequent shots to home in on the original one's impact point.
  • Rocket Launcher: The ZF-1 features a small yellow rocket which devastates any target it hits.
  • Arrow Launcher: Zorg demonstrated that from the sides of the ZF-1 were two launchers with a total of 10 arrows, 5 in each launcher. The arrowheads were each either explosive or had poisonous gas heads.
  • Net Launcher: For non-lethal takedowns, the ZF-1 is also known to have a net launcher to capture, rather than kill the target.
  • Flamethrower: Zorg's personal favorite, the ZF-1 features a short ranged flamethrower.
  • Ice Cube System: A new device the ZF-1 possesses is a weapon able to freeze people.
 
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Class_valdor_knight_icon.png




Name: Layyel the Valdorian Deserter

Age: 9

Gender : Male

Sexual Orientation: Asexual

Species
Valdorian Remnant (A creature created from necromancy and a lot of dead bodies.)

World and Universe they are from: Urtuk: The Desolation

Appearance
Standing at 3.3 meters tall, Layyel is a giant bedecked in pockmarked and scratched plate armor decorated with knickknacks and baubles collected on his journeys. Underneath, his skin is pale like that of a corpse, with veins bulging and pulsing throughout his body and sutures adorning the parts of his body put together by the necromancers of Valdor. Scars line the entirety of his body, existing alongside random marks of mutation, with cysts and pustules leaking blood and ichor, adorning flesh that is scaled like an alligator's. His face is unsightly, with skin stretched and grafted atop a skull warped by experimentation and ritual. His mouth is barely existent, as patches of skin along his lips fused together during his birth.

In short, imagine the Tyrant T-002 crossed with Freddy Krueger and it has a crushed skull

Personality:
Despite his origins as an undead creature bred for war, Layyel is an innocuous sort that wishes to discover and perhaps even find companions to share in their journey. He is somewhat shy though and tends to hide behind trees or other pillars that may be too small for him when talking to unknown peoples. This stops however when he grows comfortable with the people he is allied to, which he sees as friends or family. That is not to say he is harmless. Unsurprisingly, warfare is second nature to him and he sees combat as a simple part of life. While in combat, he fights with the viciousness of a rabid dog and rushes headlong into situations unless he is stopped by his companions. Above all else, Layyel is as loyal as a hound, always putting the needs of his allies higher than himself.

History/Bio
Layyel was, for a lack of a better word, born like many others from the flesh pits of Valdor to fight for The Master, a necromancer ruling over the ruined Empire of Valdor. Despite being born as a tool made to be used and discarded, Layyel was born different from his kin and soon grew a wanderlust for the world outside of the Valdorian Empire until eventually, he abandoned his post and traveled to the wastelands where scavengers and adventurers spilled blood atop ancient dungeons and buried treasures of the Old World.

When he arrived in the wastelands, he was shunned and attacked by many because the people feared the undead soldiers of Valdor. Nonetheless, Layyel pushed onward in his quest to discover the world until eventually, he found a group of adventurers who had welcomed him into their group when he had helped them. For six years, he and the group explored the ruins of the wastelands, uncovering many artifacts and items of legend from the old realms. As they adventured they grew stronger, gaining members and implanted mutations into themselves to grow even stronger. Eventually, the group thought itself powerful enough to plunder the Empire of Valdor. They had reasoned that Layyel would be able to know how to get in and out quickly and quietly because of his status as a deserter. Layyel, with his childlike mind, couldn't see the errors in their plan and go along with it. Surprisingly, the first half of the plan worked. They had managed to sneak past the borders of the Valdor Empire and began to do what they set out to do, namely plunder and steal whatever they could find. In this, they were not successful.

The soldiers of the Empire of Valdor were tenacious and unending. Many of Layyel's friends were injured in combat and in the end, with nothing to show for it, the group tried to retreat back into the wastes. Unfortunately, upon reaching the borders of the empire, they had discovered an army of troops waiting for them. In no condition to fight their way out, Layyel's friends fell into despair and gave up hope of leaving the Empire alive. Layyel, saddened by the despair of his friends took the only option his simplistic mind could come up with and told his group about his plan. They objected of course but Layyel would not brook any disagreements with his plan and swiftly departed after telling them. Then, he charged the border alone and fell upon the guards with the fervor of a rabid dog. As he fought, his friends sneaked past the border guards and fled back to the wastes, looking over their shoulders all the while to catch one last glimpse of their friend.

His task completed, Layyel finally fell, surrounded by the bodies of those he had slain and those who were about to slay him. But before the final blow was struck, an artifact of the old realms activated and cast a bright light around him, blinding all who gazed upon it. When the light receded, Layyel had disappeared without a trace, the only evidence that he was ever there were the mountains of corpses and shattered remains of the artifact.



Powers
Survivability: Due to the mutations in his body and the lifestyle he has lived, Layyel has learned how to live through most wounds others would find fatal. It probably helps that he's undead.
Thick Skin: Being made for war, Layyel's skin is thickened to the point that being struck with sharpened steel would leave only mild scratches upon his flesh.
Combat Reflexes: Regardless of his wounds or general state of being, Layyel is always prepared for combat and is unaffected by being stunned or blinded.
Leech Mutation: Made with the life essences of Swampland natives, this mutation acts as a regenerative tool that heals its user as they bathe in the blood of their enemy. Activates when Layyel strikes down an enemy.
Natural Resistance: Layyel's undead origins allow him to ignore most poisons running through his body and slows bleeding down to a trickle.
Rage: One of his old friends used this specific mutator a lot before falling off a cliff and dying. The mutator in question resembles a harness lined with syringes and a specific type of worm found in the caves of the waste. They had once been grafted onto Layyel's back but years of fighting has caused them to integrate into Layyel's back.
When Layyel's body or mind has reached the breaking point, a dangerous combination of adrenaline, worm essence, and pain causes Layyel to work in overdrive, making him a beast in combat.

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless):
Survivability: Although his ability to survive allows Layyel to survive any wound, it does not allow him to survive a beheading or allow him to regrow missing limbs.
Thick Skin: It only protects him from regular old swords and maces. Laser swords and modern weaponry will mess him up.
Leech Mutation: As it says on the tin, Layyel needs to participate in combat personally so that the mutations work. The mutation doesn't work if given blood by a willing donor or from something Layyel himself has not killed. It also requires a significant (At least two body's worth) amount of blood to heal major wounds like dismemberment or disembowelment.
Rage: When under the effects of the Rage harness, Layyel's skill with the sword diminishes and he starts having troubles distinguishing friend from foe. If he doesn't immediately recognize someone he knows, he'll probably attack them. This isn't a problem if the enemies he and his group are fighting are completely different or if Rage activates because his friends are in danger.
This is, of course, if Layyel comes to the very precipice of death (Missing limbs, Multiple impalements, etc)
Example
If he and his group are fighting a bunch of robots, he will always attack the robots
If he and his group are fighting a similar-looking group of people, expect him to attack everything.

Skills (D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):
Swordsmanship-S
Grappling-B
Throwing Things-A
While Enraged
Swordsmanship-D
Grappling-A
Throwing Things-S
Ripping and Tearing-SS
Beating Things to death- SS

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

Ancient Masterwork Greatsword
Pic of the Sword
Pillaged from the ruins of a long-forgotten kingdom, this blade was crafted with ancient magic that allows it to cut and parry things a regular sword would break against.
Highly durable and sharper than a razor, the blade never seems to dull or bend, despite Layyel's harsh usage of the blade.
About 1.8 to 2.2 meters in length

Valdorian Silver Platemail
(The clothes he has in the picture)
Made using ancient techniques known only to the smiths of Valdor, his armor is both light and highly durable, allowing him to shrug off most attacks.
It will protect him from lighter caliber rounds but would only slightly dampen the force of something like a 50 cal or a 12.7mm. Lasers would be able to cut through his armor if they focused on a specific point for some amount of time.

Strengths:
Undying loyalty for friends and comrades
High Pain Tolerance
Endless Endurance due to Undead Nature

Weakness/ Fears:
Heights: He's seen many friends die due to bad positioning on cliff sides
Dark Caverns: They remind him of the Flesh Pits
Dumbass: He's not the sharpest tool in the shed and he can't think up any solution other than "Smack it with my sword" or "Let the tiny dude deal with it"


Other:
Because he grew up in a wasteland, he doesn't know what most plants are and is constantly amazed by the green stuff around him.
 
Name
Daedalus

Age
24

Gender
Male

Sexual Orientation
Questioning

Species
Human

World and Universe they are from
Minaria, a world of sword and sorcery. Where air travel is near commonplace, and various Kingdoms and Empires rule much of the world.

Appearance
Daedalus is a regal figure, with piercing gold eyes and long silvery blond hair with a fair complexion. And stands at a proud 6 foot 2, weighing 210lb’s and is adorned in fine clothes from his noble household with his rapier always by his side. Hidden behind his fine clothes is a terrible burn scar spread across his back, a memory from his youth.

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Personality
A once golden heart tainted by the loss of the one he cared most for in this world. Daedalus, will stop at no means to achieve his goal. Often staying cold, and cruel in response to others, however if one were to approach him with the same energy as his brother he couldn't bear to mistreat them for as long they didn't impede him. As for criminal's of any caliber beware, for in the faces of thieves and brigands alike, all he sees are the criminals that took from him. And what he will take from them.

Standing tall and with chin up, Daedalus moves about with passion and determined eyes. Brushing off many who would waste his time and impede his progress. He will not hesitate to cut down any that would stand before his path to perfecting his craft. Just, as he would accommodate those that would help him in his journey.
Due to the airship crash, Daedalus grows quite weary when aboard one.

Message #oc-discussion


History/Bio
Daedalus was born into a noble family, within the Kingdom of Vyana. Firstborn of his noble family, which prized magical capability over almost all else, Daedalus was taught its complexities day and night. Yet despite his comprehension of the subject, no specific magic types truly caught his attention, instead after most days Daedalus would wander about, or ponder after lessons. Much to his father's dismay, whom made it clear that Daedalus was to specialize for how else was he to warrant power or attention, at being a generalist mage?

However Daedalus' quandary was quickly toppled when his brother was introduced into the family. Born a mere six years after himself, Daedalus was enraptured by his sibling Icarus. Sadly, it was not meant to last.
As they grew it became apparent Icarus had no talent or care for magic. Instead wishing to take up arms to become a resplendent knight. This "act" as their father called it quickly earned himself infamy within their family. Nevertheless every coin has two sides, apparent in how the opposite applied to Daedalus who took to his passion in crafting or rather the application of creation through stone. Golemancy. His brother's love of knights filled his passion.

As time progressed, Daedalus had managed to earn training in swordsmanship for the both of them, which Icarus loved, quickly taking to the art as he perceived it. Taking control of sword and shield, Daedalus joined in his fervor, rapier in hand.

Older still, Daedalus had earned the family name Perdix. While Icarus shunned for his lack of magic, was respected, if only for his abnormal skill with his blade. Despite their differences the two brothers always cherished the other, never parting but to study their crafts independently.
One day their father abruptly decided it was best to demonstrate the family's trade, traveling by airship to a nearby family contact. Icarus was nearly left behind, if not for Daedalus's plea to bring him along.
As they sailed through the air, tragedy struck through the form of pirates. Hitting hard and fierce they boarded the ship hoping to take it fast, even so the family's guard was too much for the pirates and they were forced to retreat. Despite the victory however tragedy befall. In the pirates' rush to flee, they crashed their airship, into the nobles causing both to plummet into the forest below.

Coming to, Daedalus found himself surrounded by the same brigands that brought down his airship, yet he was unable to rise, try as he might. His struggle apparent they closed in, yet he was not meant to fall for Icarus sprinted through the flames without any regard for himself and came to his brother's aid sword in hand. Icarus fought bravely against them, but he was too young, too inexperienced. Seeing this Daedalus created a golem to aid his brother, but the creation took too long, and its form made brittle out of haste. Only giving his brother false protection, as it was shattered shielding him.

Icarus fell... It was all Daedalus couldn't handle, as the guards came to drive off the pirates. All he could think of when he tried to revive him, when his family laughed it off as one would a burden, when he spent countless hours trying to recreate him as the resplendent knight he hoped to become. Daedalus couldn't handle his loss. Losing the only true companion he ever had, Daedalus nearly drove himself to madness, trying to create what his brother could never become.

Powers
Icarus-
Icarus the "Golem Knight" is Daedalus' current representation of his lost brother, created with as much skill in golemancy as he could muster towards it's creation. This golem is a creation of Daedalus, displaying faint qualities of his brother, it will follow and protect him to the point of self destruction. A capable swordsman, this golem knight is kept constantly by daedalus's side. This golem is the current pinnacle of Daedalus’ ability, and it’s capable of independence and a measure of unique personality.

Golemancy-
Daedalus infuses his magic into the chosen materials he wishes to transform into a golem, his magic akin to threads as it spreads throughout the material imbuing it with life, purpose and connection to himself. He shapes the material to a knight-like form, a servant to aid him however he sees fit. At the heart of his every creation lies a beating heart of mana keeping them sustained, a creation whose secret lies solely with daedalus. And with time these simple minded creations, may grow.

Matter Shaping-
Much like how Daedalus infuses his mana into materials to shape them into golems, he can do so simply to well shape them. He can create statues, weapons, near anything he can imagine with sufficient time and the materials to do so nearby.

Power limitations
Golemancy-
The Golems Daedalus creates know how to fight and carry out simple tasks properly but require his leadership to function. Such as how to deploy and where to act, daedalus acts as their leader. And likewise Daedalus is only a skilled human if he is taken down his golems will react in an unpredictable manner.

Matter Shaping-
A potent magical technique, but one that takes concentration and time. It is often not applicable in battle but very useful for precombat meditation.


Skills

Leadership -B
Fencing -A
Strategy -B
Crafting -B
Artistry -A
Golemancy -S

Weapon(s)/ Equipment

Custom crafted Rapier-
Daedalus wields a custom rapier made of a magically reinforced metal, and a strengthened forte. His blade specifically crafted to deflect and parry, perfect for his defensive sword style.

Hauberk-
A lightweight hauberk magically reinforced to protect himself and to maintain his mobility.

Noble Clothes-
The finest clothes his house could afford, adorned with gleaning silver embellishments.

Strengths
Golemancy, fencing and tactics
Daedalus has an eye for perfecting his craft, constantly improving upon the golems he creates both magically and physically.

Weakness/ Fears
The scar on his back is not the only memory he holds of his past, Daedalus walks with a slower gait than most which has left him to evolve his fighting styles into a more defensive manner.
Daedalus, after that fateful night where his family's airship crashed, is more than a bit wary of traveling through the air. This wont stop him from traveling however, he will endure any pain or act to perfect his craft no matter the cost.

Other
 
Name: Rider

Age: Unclear

Gender (Can be genderless too): Male

Sexual Orientation: Heterosexual

Species: Servant

World and Universe they are from: Fate

Appearance:
zpF8x8e.jpg


Personality: He has strength, tenacity of purpose, and an unbreakable will. He is not obstinate and would listen to advice from others. He is flexible. He could deceive but is not petty. He has a sense of the value of loyalty. Organization, discipline, mobility, and ruthlessness of purpose are very valuable to him. Massacres of defeated populations, with the resultant terror, are weapons he regularly uses.

History/Bio: Genghis Khan was a warrior and ruler of genius who, starting from obscure and insignificant beginnings, brought all the nomadic tribes of Mongolia under the rule of himself and his family in a rigidly disciplined military state. He then turned his attention toward the settled peoples beyond the borders of his nomadic realm and began the series of campaigns of plunder and conquest that eventually carried the Mongol armies as far as the Adriatic Sea in one direction and the Pacific coast of China in the other, leading to the establishment of the great Mongol Empire.

Powers: For starters, Rider is a Heroic Spirit. Meaning that rather than a living human, he is the manifestation of a legend. As a result, his physiology is far beyond human standards. Though he exceeds in all fields, his most commendable attribute would be his endurance, which is top notch even among servants (A). Following that comes his strength (B). His own speed (D) and mana (C) are less remarkable... for servant standards. When talking about servants there are two important resources that need to be considered, their Skills and Noble Phantasms.
Servant Skills
Riding (A+): He has the ability to use his main vehicle with superhuman finesse, that ability radiates towards any other vehicle he can get his hands on, no matter how foreign it may be to him on first instance. Even most phantasmal and divine beasts. The sole exception being dragons.

Magic Resistance (A): His unwavering faith on the great blue sky has granted him with a blessing that cancels negative magic wielded against him to a great extent.

Battle Continuation (B): His will to continue fighting no matter what concedes him the capability to remain in battle despite receiving heavy injuries... And survive them.

Charisma (A): Rider's ability to lead is unquestionable. All his allies feel inspired and strengthened just by fighting by his side.

Determination of Steel (C): This skill goes to show that his mind is as sturdy as his body, keeping him calm and collected, while forcing through mental grinds such as pain or processing events happening at high speeds. Particularly useful when on his mount.

Eye of the Mind (True) (B): Years of battle experience have made Rider capable of measuring up the situation in battle, making somewhat clear the best path towards success. It also grants immense precision on his attacks, be It arrows or sword attacks.

Noble Phantasms:
Khoyor Tsagaan Mori (A - Anti-Army): Rider's main mount. A couple of white horses, which he can summon individually if he desires. Both have the capability of reaching an approximate speed of Mach 2, can traverse across any surface and are as resilient as Rider thanks to a powerful barrier/aura of wind that they constantly emit. Only Rider and those with his permission are able to ignore this aura in order to approach them. Offensively, this aura can create bursts of wind that act as conclusive blasts, they work ideally only in short range.

Nüüdelchin Armi (A++ - Anti-Army): Simply put, Rider is capable of summoning a piece of his long gone army. And although they are not legends themselves, they are part of Rider's. So they manifest in bodies capable of achieving what a servant with the most basic attributes could. Rider can summon 100 units at a time.

Khargis Uur Khilen (C - Anti-Unit): A sword, which by itself just acts as a really sharp extension of him, being capable of withstanding Rider's strength on every swing. Once its true name is called, it shows its nature as the manifestation of Rider's ruthlessness. A translucent aura envelops the blade and extends past it, effectively extending the range of the blade, along with an increase in the power output and sharpness. If this blade cuts a being capable of feeling pain, even the smallest wound will cause unbearable pain for as long as the sword stays in this mode.

Khertsgii Utsgal (B - Anti-Army): A bow, which shoots arrows. It is able to launch arrows with a proportional power to Rider's strength and charge them with energy powerful enough to destroy reinforced steel and exolode, until it's true name is called. Rider's fury will imbue the arrow that appears in a white aura. Once it's fired, the aura will expand and mimic the shape of a dragon, causing a powerful explosion capable of levelling buildings upon impact.

Power limitations: As a servant, Rider is really reliant on mana to maintain his strength, which implies that he either needs to keep a low profile, or have a reliable source of mana other than his own. On that subject, Noble Phantasms are quite mana demanding on their full power, especially Nüüdelchin Armi. That one in particular needs a lot of preparation to be used effectively. The exception to his Noble Phantasms being that hard to mantain on full power would be Khoyor Tsagaan Mori. He is a Rider, after all.

Strengths: Seasoned warrior, fearless, expert survivalist

Weakness/ Fears: Occasionally arrogant, painfully blunt

Other:
 
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Name: Ozwald Ahlgrim

Age: 26

Gender (Can be genderless too): Male

Sexual Orientation: Asexual

Species: Cyborg

World and Universe they are from: ???

Appearance:
naFvlvI.jpg

Cp2Yatj.png
Standing at 179 cm, Oz is a well toned, caucasian male. He has short brown hair and bright blue eyes. His body is covered in black lines resembling Lichtenberg figures from the shoulders down, and rooting from a circle on his upper back. He tends to cover them with clothing when not in his armor. Currently, he wears a long sleeve tunic that reaches slightly past his belt, white gloves that reach past the wrist, gray pants and black boots.

Personality: Oz is pretty much a living machine, both figuratively and literally. As cold and calculating as they come. Even though he still has emotions, he has little regard for them. He takes pride in never letting them cloud his judgment, quite the opposite, he uses them as tools to get in the minds of others. His attitude towards the ones in his side is fair, he is cordial and straightforward with his underlings, as he considers himself to be the proper person to lead the rest. As for the ones who oppose him, they are either taken under his command, or else.

History/Bio: Ozwald's story begins with a couple that seemed happy in the surface. Emily, a writer; and her fiancee, Johann, a scientist and secret user of sorcery. Johann manipulated Emily into falling in love with him, and eventually, bear his child. All the while Johann set up a ritual for his son to be a great sorcerer, at the expense of his mother's life upon birth.
His childhood was certainly not enviable. Brutal training consisting of both physical and magical exercises to exhaustion all day, every day. With an occasional torture session consisting on his father testing his favorite project, Nanomachines, on him. By age 19, Ozwald had grown beyond his father's dreams, incredibly strong and skilled... something he realized himself soon enough. Wanting to grow more, Oz left his father, knowing he was dragging him down. Instead, he embarked on a journey to learn from the world. And so he did, amassing a great amount of knowledge on plenty of subjects, while also perfecting his magical and physical prowess, over the course of the years. Later on that period is when he started to believe that anyone in the world was apt for ruling the people, they were too flawed. Oz believed he was the only one who could properly lead the masses to a bright future.

Powers:
Nanomachines: Ozwald's entire body is riddled with them, and are so intertwined with it that they can be pretty much considered part of his body. Blood, muscles, nerves, all of it. Creations of his father forced into his body, that he upgraded in several aspects throughout the years. They accomplish multiple functions, such as:
-Self-Repair: What it says on the tin. Ozwald can recover from any sort of damage within seconds, even without manual input. This also includes the Nanomachines replenishing themselves if needed.
-Anti-Interference Mechanism: As a part machine, part human being, it's nigh impossible to access or tamper his mind without consent. The biological part can't be hacked as it's not technology, and while his mechanical part can be (barely), it can be adjusted manually and work on eliminating the mental anomaly. Meanwhile, the mechanical part can detect and block incoming psychic interference.
-Energy Replenishment: As a cyborg, Oz doesn't need food, water, or air to survive. He has alternate methods of maintaining himself in case there is a lack of either.
-Super Cyborg: Ozwald's body is far above robotic standards, let alone human's. He can punch through steel, run at supersonic speeds and according reflexes, and endure automatic gunfire, as well as an incredible precision.
-Body Morph: Ozwald can modify the composition of his body to a certain extent, achieving results such as clawed hands or feet, super flexibility, and most notably, hardening his body to various extents. The maximum point that it can resist is attacks that pack kilotons of TNT without a scratch.
-Alexandria: His personal database, that constantly collects knowledge from Ozwald's surroundings, as well as anything within him. It has done so for years. From history to magic knowledge. He can summon up any knowledge he may have not manually acquired at will.

Emily's Blessing: Ozwald's body has an immense mana pool, as well as an immense mana regeneration rate, thanks to the ritual his mother died for. And if that wasn't enough, he can drain it out of other living beings if needed. If he does, he gains the desired memories of those whom he absorbed energy of. Finally, it allows him to track down magic signals and levels.

Magic Mastery: Even though he has some knowledge on almost if not all the types of magic he has come across, there are a few that he specializes on:
-Transmutation: Deconstruct and Reconstruct. With those two principles in mind, Ozwald can modify every aspect of matter on a molecular level at will. Creating weapons, barriers, distractions, you name it. Or just not finishing the process altogether and simply destroy the matter.
-Thermokinesis: Ozwald can manipulate the temperature around him with a variety of purposes. Such as projectiles, barriers, or beams of ice at low temperatures, or flame waves and plasma rays at high temperature.
-Aerokinesis: The main element he is most attuned to. So, even though he hasn't trained it as much, it's still a force to be reckoned with. Capable of creating winds up to three digits in km/h, which can be sudden enough to be considered kinetic blasts. Furthermore, it serves as a rough way of telekinesis.
-Mind Manipulation: He specializes in two particular forms of it. First, and most used, illusionary magic; doubles, fake sensations, making his lies sound like truth, and the like. Secondly, Ozwald is very good in hypnosis as well, making people act however he wants.
-Enchantments: Oz is able to give magical properties to objects, the time it takes to enchant an object depends on how complex or powerful the enchantment is, ranging from seconds, to days, and even weeks.

Technomancy: The meeting point between Ozwald's magic, and his mechanical side. Enhancing his Nanomachines with mana, they can breeze through cyber security and take over all sorts of devices. It also can be used to create devices of his own when combined with his transmutation. Such as bombs or trackers.

Power limitations:
Nanomachines: Despite their efficiency, they still have flaws. For starters, they do need energy, and the best way to have it with the regular methods already implemented by a regular human body, even if they can manage sometime without having the aforementioned vital resources. His other ability to be mentioned here would be the hardening of his body. The more his body hardens (both in extension and durability) the slower he becomes, at maximum resistance output, he can't move at all..

Magic Mastery: As a general rule of thumb, the more ambitious the magic feat, the more time they take to be finished, especially non practiced magic, with the exception of his aerokinesis. As for his hypnosis, apart from working only if consent is given when using it against others' characters It only works on compatible individuals that are weaker willed than him.

Technomancy: The creations can expire if not fed mana for too long, causing them to disintegrate.

Skills:
Magic knowledge - SS
Unarmed combat - B
Sword combat - B
Scythe combat - A
Negotiation - A
Flight - B
Cooking - S
Mechanics/Technology - SS

Weapon(s)/ Equipment:
A suit of armor, built from a super dense and resistant alloy coated in nanomachines. Has incorporated thrusters for flight and overall speed increase. Connections to the magic circuits of Oz enables enhances mana flow and usage optimization, while direct connections to the nerves and muscles enhance strength. Provides 360 degree sight from micro-cameras in the head fed to Alexandria. Energy outputs are placed in the hands, enhancing beam or wave attacks. Its enchantment? "Absorb the energy of attacks"
7AaTWLp.jpg
A one handed energy sword. Light, and sharp. It has an enchantment on it. "Every hit this sword lands directly on an opponent, their senses become more and more dull". The sword can be switched to a scythe mode, where it changes enchantment. "Every hit landed makes the opponent slowly turn to stone, starting from the wound".
dUoxqjF.jpg
pcg1Edj.jpg
Three oval-shaped gems, where he stores all of the excess mana he has. Sort of a mana battery. He can transfer mana to them from anywhere, but to get mana from them, he needs to summon them
(Just like the one in his appearance)

Strengths: Determined, resilient, practical

Weakness/ Fears: Cynical, manipulative/ Appearing as weak

Other: He only possesses two mana gems at the moment, the other one is being lent.[/Spoiler]
 
Name: Valoren Alorathan, Indoril Nerevar, Nerevarine
Age: 30
Gender: Male
Sexual Orientation: Bisexual
Species: Dunmer (Dark Elf)

World and Universe: The Elder Scrolls, Nirn, Morrowind

Appearance:

Valoren is a gaunt individual with ash-dark skin and volcanic-red eyes, a hawkish expression, and long ears. He stands close to six feet in height and has the distinguished look of an adventurer battle-mage; he wears a graven suit of chitin armor with ornamental robes, sometimes accompanied by a hood, and carries the artifacts he'd gathered over his adventures with him.


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Personality:

Valoren changed substantially over the course of his journey - while he used to be a callous misanthrope, his journey of self-discovery as the Nerevarine altered his outlook on the world permanently. He'd gained a degree of piety - or rather, a form of respect for the order of the world - and a sense of duty and altruism, not only towards the Dunmer, but even other races. Valoren's feelings of being a slave to fate near the end of his journey have resulted in him developing a strong distaste for slavery - he aided the Twin Lamps on several occasions.

Valoren is a questing, seeking person - he understands and respects the world, but is unable to find his place in it. Most of his friends are gone or dead, and his would-be friends are dead, missing, or dead by his own blade due to necessity. As a result, he likes to travel and learn.

Despite some of his shortcomings, Valoren is Indoril Nerevar reborn, and embodies some of his virtues. In particular, he is incredibly charismatic and has a striking "force of personality" that has compelled even his worst enemy to act courteous, and for allies to find him to be a living force of inspiration. He is a great leader and manager when necessary, although he believes rulership to be a burden, rather than a privilege, and so avoids such troublesome things in favor of pursuing adventure.

History/Biography:

As the prophecy declares, Valoren was born on a certain day, to uncertain parents. He was born on the 12th of Sun's Height, 3E 397, under the Sign of the Apprentice.

Orphaned in the city of Cheydinhal, he utilized an admixture of inborn trickery and sorcery to make a living, offering shows where he conjured gleaming butterflies for travelers passing on their way to mainland Morrowind, then snatching their coin purses when they were distracted.

As Valoren grew older, this pattern of behaviors continued, with his exploits and scams only becoming more audacious. At various points, he became at odds with the local guard - although nothing he'd done was so felonious as to requisition a long stay in prison. This changed upon his twentieth birthday, when he'd unknowingly lifted from a local nobleman's son. He could not avoid punishment and following a brief trial, was imprisoned and later transferred to the Imperial City Prison with a sentence of five years.

Fortunately for Valoren, he only served roughly half of that sentence. After two years, Valoren and another Dunmer prisoner called Jiub were both taken to Morrowind on the Emperor's direct orders. Valoren was there introduced to the local section of the Blades and subsequently, the Nerevarine prophecy, which the Emperor believed he might be the subject of.

Valoren successfully passed the trials of the Nerevarine and acquired the Moon-and-Star Ring of Indoril Nerevar, wearing it and conclusively proving he was the subject of prophecy. Shortly after, Valoren gained the support of the Houses of Morrowind and Vivec of the Tribunal, achieving official recognition as the Nerevarine, becoming Hortator and leading them against Dagoth Ur, whom he successfully slew by severing his connection to the Heart of Lorkhan with Sunder, Keening, and Wraithguard. At the height of his triumph, he also traveled to the northern island of Solstheim where he defeated an incarnated Avatar of Hircine in battle.

The Nerevarine took a break from adventuring for several weeks, enjoying the spoils of victory and a Vvardenfell that was freed from Dagoth's influence, but one night, after a failed assassination by the Dark Brotherhood, he set off for Mournhold where he encountered and later defeated Almalexia and restored his sword, Trueflame. Realizing that all of the important events of his life up to this point had been the cause of prophecy rather than free will, Valoren felt alienated and left Morrowind to sail for Akavir, hoping to find his place in the world.

Powers:

Magic - Valoren is an accomplished wizard. Although he's dipped his toes in every school of magic there is, he is particularly proficient at the Illusion, and Alteration schools, which he uses to beguile his opponents or summon spectral apparitions and sounds, or control the environment.

Nerevarine Prophecy - Valoren is the Nerevarine, and enjoys some of the benefits of the Nerevarine prophecy as a result of his trials.

He is the only person who can wear the One-Clan-Under-Moon-and-Star without dying. He is also completely free from the depredations of "age and blight," enjoying biological immortality, as well as being immune to disease and highly resistant to most toxins. The Nerevarine is also an incredibly charismatic and inspiring leader, capable of easily uniting warring tribes or finding a common footing with sworn enemies. His willpower can reach immense levels, unbreakable even in the face of a god laughing at him.

Power Limitations:

Despite his prodigious talents at magic, and being under the Sign of the Apprentice, Valoren's power is far from limitless. He can only cast so many spells before his well of magicka runs dry and he requires a break. In addition, his affinity for magic is centered mainly on Illusion and Alteration, with most of his experience in the other schools being comparable to that of an apprentice or journeyman. His spellbook's contents are more focused on trickery and utility, than direct offense or defense.

Also, despite his status as the Nerevarine, since the deeds of prophecy have been finished, so have its threads been woven: he no longer enjoys any protection from Azura's dictates, being nothing more than an exceptional Dark Elf.

Skills:

Survival - D
Alchemy & Enchanting - C
Stealth - B
Combat - S
Strategy & Tactics - S
Diplomacy - S

Weapon(s)/Equipment:

One-Clan-Under-Moon-and-Star - Or the Moon-and-Star for short, is the mythical ring of Indoril Nerevar. Anyone who is not the Nerevarine and presumes to wear it dies of a heart attack immediately after. The ring is "cultural proof" of the wearer's status as Nerevar Reborn, and it unlocks the breadth of charisma and inspiration of the original Nerevar in the wearer, conferring upon them the mantle of the one who united all of the Clans of Morrowind, under one Moon and one Star.

Trueflame - The legendary, curved blade of Indoril Nerevar, now reassembled from its scattered pieces and shining once more in glory. Trueflame is a mastercrafted relic longsword. Due to its enchantment, Trueflame can melt through steel and set massive beasts on fire.

Spear of the Hunter - An immense Daedric spear conferred upon the Nerevarine after defeating the Guile Aspect of Hircine. The spear's enchantment imbues the struck target with lethargy, burden, and weakness, even leading to complete full-body paralysis on a well-placed blow.

Wraithguard - Wraithguard is an ancient Dwemer gauntlet. It was given to the Nerevarine by Vivec after he swore to kill Dagoth Ur. The gauntlet is enchanted with a number of protective spells, giving minor resistance to the elements, physical, and magical attacks to the wearer. Using Wraithguard correctly requires training.

Valoren wears a suit of chitin battle-armor enchanted for comfort, with a wizard's robes over it, enchanted to allow him to carry more burdens. He also customarily carries around a Daedric bow and arrow for when a ranged approach is advisable.

Strengths:

Other than most of the traits described above, the Nerevarine is also Dunmer, which confers an impressive resistance to non-magical and magical flame. He is a skilled warrior, with a honed body and the experience of countless battles. He is knowledgeable in Dunmeri theology and religion, and having read Vivec's 36 Lessons, stands to gain some measure of enlightenment with sufficient meditation.

Weakness/Fears:

Vulnerable to Magic - An ironic trait for a skilled sorcerer. Due to the Birthsign of the Apprentice, Valoren's magicka pool is considerably larger than most casual mages; at the same time, however, he is far more vulnerable to any attacks charged with magical energy. Where for most Dunmer an evoker's stream of fire would leave only shallow first-degree burns on their skin, Valoren would be at serious risk of flesh-deep burns if he were unable to find cover. He would also be less able to protect himself in the case of direct magical effects, like illusions, someone puppeteering his limbs telekinetically, and similar abilities.

Reliance on Artifacts - A good portion of the Nerevarine's power comes from his possessions. If he can be disarmed of the Spear and Trueflame, he will be forced to fall back on unarmed combat and magic, which are only a stop-gap measure to fighting truly skilled opponents. Wraithguard's shielding is also limited, and a sufficiently powerful blow will kill Nerevar. A man equipped with a simple firearm would be able to end his life. Without the Moon-and-Star on his finger, Valoren also loses a vital portion of his metaphysical link to Nerevar, although not all of it.

Cliff Racers - Terrible creatures. The scourge of all Dunmer. It's a good thing Jiub dealt with them...

Other: His favorite meal is kwama eggs.
 
Name: Vivian (aka Vivi) Cain

Age: 34 (stopped aging around mid-twenties)

Gender: Female

Sexual Orientation: bisexual

Species: human (vampire)

World and Universe they are from: homebrew generic high fantasy world

Appearance: around 5'4 in height
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Personality: A cool-headed and calm individual, Vivi holds a very resigned attitude, being intelligent but content with being told what to do and preferring the guaranteed safety of herself and others over any major ambitions. She is thoughtful and judgmental, spending time mulling over decisions if given the opportunity. Talkative and open about her condition, but tries not to view it as either a positive or a negative. Holds a deep self-pride for surviving so long on her own. Rarely if ever gets angry, but doesn't seem like the type to smile either, seemingly dead both inside and out. Smokes regularly as her own strange way of remembering how to feel 'normal', partially to dull her own sense of smell to help deal with her hunger. Holds a great amount of tales and anecdotes about her time in a bar.

History/Bio: Born into a small village to the east of a great kingdom known as Cailgoown, built on the remnants of a Zalatan (colloquially known as a "world turtle"), Vivi grew up as timid as one could be. Home-schooled and taught the basics of life by her wealthy parents, and not being the greatest of friends with their neighbors, the Cain family enjoy a simple and peaceful life, free of struggles, but as expected of any peaceful life in a land of monsters and creatures both great and unknown, their small village was not to last outside the great city's walls.

It was attacked by vampires under nightfall, and what little defenses they had to protect against lesser creatures did little to fend against the intelligence of the undead.

They ran through the buildings with practiced ease, devouring all they found without even the quietest whisper, the exception being in some twisted sense of morals, the children being left to cultivate into another generation of vampires, expected to seek out the group in order to join their ranks after a few days of their bloodlust

Vivi woke up, her bed covered in her own blood, her parents gone, and screamed, around 16 at the time.

She stayed their for an entire day in terror before coming up with a plan of action as she came to terms with what had happened. She tearfully gathered what little wealth she could find, and began her journey west to the city her parents had told her so much about.

Arriving there, the guard saw a terrified young girl carrying a bag full of coins, begging for entry into the city, and while under any other circumstance they would've told her that entry was free, it was apparent of the illness she bore. They spent hours thinking about what they should do with the girl before feeling pity for the young girl's plight, and allowing her entry under strict supervision by an ex-knight that ran a small-time bar after years of legendary service, Emma.

Vivi stayed there to the current day, sating her thirst through stored blood from animals and the infrequent donation from those that cared or feared her, Emma trying to be the mother that she had lost and doing her best to make her feel alive again after eventually coaxing out the tale of what had happened.

Powers: Vampirism - fangs, enhanced agility and strength, keen senses (smell, sight, hearing) and the ability to detect life nearby (notably things with a heartbeat), the ability to sustain/regenerate themselves through drinking blood, doesn't age, improved stealth, doesn't need to sleep, visually alluring

Power limitations: significantly weaker while in sunlight (losing most vampiric abilities and becoming even weaker than the average person), pale skin and red eyes clearly marks them as a vampire, suffers a great deal of pain by touching running or pure/holy water and fire, has to drink blood regularly.

Skills:
Fighting: B during the night, F during the day - combat skills are greatly enhanced by vampirism

Stealth: B during the night, E during the day - stealth skills are greatly enhanced by vampirism

Memory: A - almost perfect memory, practiced over around a decade of waiting in a bar

Weapon(s)/ Equipment: None

Strengths: As far as vampires go, Vivi's as approachable as once can get, apparently doing their best to continue a normal life despite the circumstances, showing a Strong-will and determination. Knows how to sum people's basic information at a glance through years of experience as a waitress, and has thick skin along with patience, used to taking abuse from those afraid of her kind. Thanks to her vampiric heritage, she boasts an incredibly high pain tolerance and can live through wounds that would kill most mortals

Weakness/ Fears: Smokes frequently, leaving a strong scent of cigarettes hanging around her, bleak outlook means she lacks much motivation and tends not to take risks. She is a slave to blood lust and must drink every few days, fearing even herself.
 
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