The Evrensel Conflict -- OC Creation

Name: Shakira Magsar

Age: 52

Gender: Male

Sexuality: Heterosexual

Species: Argonian

World: Elder Scrolls -- Around Oblivion's time

Appearance:
a309ee4adc2fe1b4421d0d5be4ea38b7.jpg



Personality:
For a lad who grew up in slavery, you'd think he wouldn't be so sleazy, would he? Shakira is an 'opportunist,' as he calls himself, if there's a chance things can benefit himself, he'll take it, whether or not it'll fuck over someone else in the process. He has the cunning attitude of a manipulative con-man, while having the fighting prowess of an assassin, and combining both makes him a fellow you don't want to enter agreements with. If he wins, you lose a lot. If he loses, you lose your life. He'll say he doesn't have a temper, but the man certainly has a chip on his shoulder. Bitterness to the people who allowed his slavery to happen for so many years, and while he doesn't kill to gain his revenge, if he can swindle a rich Imperial from his money, then at least he'll be happy in taking from the rich and giving it to himself.

He's a con to all, but he isn't completely without a morality or compassion. While he was never familiar with the lands his people came from, he's friendly to fellow argonians, though he's always kept his distance from befriending any. Whether it'd be from shame of his birth, or his feelings of inadequacy to those who were born in Black Marsh. He has some empathy towards homeless and less-privileged, but that only goes so far. A coin or two to help give them a meal for the day, and after that, they're on their own. Doesn't favor the religious either, the idea of fate is stupid in his mind, and the gods that watch over Tamriel are hypocritical. If they are to watch over Nirn and protect Tamriel of the forces of evil, they allow for some evil things to happen in Tamriel itself. If a church was burning, he wouldn't even piss on it to put out the flames. If there is one thing about Shakira that sums him up, it's bitterness. His birth and childhood were unnatural and cruel, both to himself, and those captured by the slavers, and the empire in charge of keeping its lands safe and free allowed it to happen.

The empire is filled with greed, corruption, and parasites. Yet, ironically, he's swindles and cheats to make a profit for himself.

History:
Shakira's childhood was shit.... Oh, you saw that coming, did you? Argonians are mostly born in the homeland of Black Marsh, starting off as eggs laid near 'The Hist.' A tree like race that is believed to have a connection to the Argonian race from how their young are born. The eggs lay near the trees to gain a connection to the tree, and when born, the infants drink sap from the tree to gain its soul. Those born outside of this ritual are rare. Shakira is that exception. He was born in Elsweyr, the home of the Khajiit, to a slave operation. They kidnapped Argonian men and women who are unlucky to visit the lands, and force them to breed children. If they do not, they are killed. Children born are quickly raised until they are able to stand, for which they then are trained to be slaves to be sold to the highest bidder.

In Shakira's sake, he was forced to work in the mines owned by the slavers to uncover gold or silver. His body contains the scars left by mining accidents, or as the one on his face shows, the brunt slash of a whip. For eight years, Shakira was made to mine and work, coming close to death several times over from exhaustion, and even sickness, as his immune system was so weakened from working underground, most sicknesses and diseases that cannot affect Argonians he easily caught. He was one of the few lucky ones, however, as while many children died, he stayed alive. Maybe for the worst. In his ninth year of life, a mining accident caused the whole mine he worked in to completely collapse, killing most of the Argonian slaves, and some of the owners. Needing to find a new place, the slavers began moving their operations towards the ocean borders of Elsweyr, in hopes of selling the children to ships. Unfortunately, they ran into an Imperial caravan traveling through the region. Either the slavers died trying to fight, or gave up and accepted surrender.

Shakira and the other orphans were rescued, but now without anywhere to go. The caravan brought them to the Imperial ports in Elsweyr, though the governments in Black Marsh would not accept them. Because of their weakened immune systems, the children could weaken the genetics of future Argonians, and their religion would look down upon the kids as abominations to their race. In the end, the kids were sent to several orphanages in hopes someone would adopt them. Shakira ended up in an orphanage up in Bruma, the Nord city of Cyrodiil, and was an outcast for being the only Argonian child. No one adopted him in the two years he stayed there. Feeling resentment, he ran away from the orphanage, finding his way across the border between Skryim and Cyrodiil, and ended up in Falkreath. By this point, his story becomes a bit unclear, he joined another caravan as a mercenary for hire, or he was a con-man who swindled out fifty Imperial nobles, or he bravely adventured into tombs to find treasure lost long ago, or he climbed the top of The Throat of the World to sell the Greybeards ancient beads.

His story is inconsistent, cover ups for various identities. He has though did pick up skills of sword, some magic, and how to speak his way through trouble, all while hiding his past from everyone. He told everyone he was born in Black Marsh as a Shadowscale, Argonians born under this sign are taken and raised by the Dark Brotherhood to be assassins. This was bullshit, but no one's ever seen one before, so they just took his word. For the past forty years of his life, he travel across Skryim, Cyrodiil, Morrowind, and even visited Elsweyr again, though not for long, as the memories tainted his feelings towards the country. Now, in his early fifties, he found himself caught in a con, trying to swindle his way into the Imperial archives for a grand heist. Except someone talked, and he was now in a jail cell, spending the rest of his days awaiting a death sentence that might never come. Then the Imperial Emperor himself happened to enter his cell one day....

Powers: Shakira's magical abilities are minor healing and minor fire, something that would do damage, but his skill is novice level at best. He prefers a sword.

Limitations: Can't do it forever, lasts a good half a minute before the magic runs out.

Skills: Speechcraft - A, Blade - B, Destruction & Restoration - C, Light Armor - B

Weapons/Equipment: If he doesn't have an iron sword, Shakira does own a small steel knife he keeps as a hidden backup. That knifes been lodged into plenty of guts over the years. He also wears a fine bit of steel armor, actually impressively well kept armor for a man of his background and profession.

Strengths: Good fitghter, and great talker.

Weaknesses: Prejudice towards Imperials, a small temper, and a general distrust of people.

Other: He's the Hero of Kvatch. Let's see how that happens!
 
  • Like
Reactions: Noble Scion
Name: Masureta “reta”

Age: unknown (died at age 21)

World: Code Vein/God Eater

Gender (Can be genderless too): Female

Sexual Orientation: Bisexual

Species: Revenant

Appearance:
Height: 5’7’’
Hair color: A dark ginger/red with inky black dyed ends
Eye color: A caramel brown that shines brightly in the sunlight
Build: Smaller and more petite than average
General: Reta is somewhat of a smaller person in terms of shape, and oddly alluring in her anatomy. She is usually seen wearing a white suit that is buttoned up over a dress shirt with a red tie. Several crimson red straps are on Reta’s arms and waist, keeping her clothing from loosely flapping about in the middle of battle. Around her shoulders is her blood veil, the midnight sun fang. It is designed like a large coat that is draped around her, but when used in battle the sleeves can turn into creatures that resemble dogs as they try and bite at the opponent. On her legs she has a pair of black shorts that is held up by another crimson strap. A silver ring wraps itself around her left leg and lightly jingles as she moves. Her left leg also has a grey leather harness that connects her shorts to her snow white tights. Her right leg is devoid of this attachment, but makes up for it with the gun holster on her leg. On her feet she wears blood colored military boots that go up slightly past her ankles, and on her hands she has pristine white gloves.
tknBCkceHec2o8PunLTVOG5E_A1iM8-yj7JxLXSnR7VEzOMLxG00_WWJEZGrs7rT8XzLgIgXMYmE7QUpxjHDFhTGUTH1NFNou4V4hN7x3HSwa30xfKnx2PSRwBensgnl9SenxBXW


Personality: Reta is a voluntary mute, choosing to rather not talk because the act of speaking words makes her nervous and almost frozen with an instinctual fear. She can’t exactly recall the object or person that causes that fear, but it still affects her all the same. Reta is rather shy when it comes to talking about her interests or just herself in general. She finds herself to be rather bland in aspects, and puts herself down most of the time. She can tend to disassociate from the situation when under stress, and communication soon ends from there. Reta has a large enjoyment for art and music, but mainly music. Playing the piano or keyboard is like therapy to her as she runs her fingers along the keys. To her friends, she can seem a little clingy. She will try and get gifts that they will enjoy, and granted they are great gifts, but the amount of effort she puts into it is a little concerning. These usually result in her asking for favors. Some of them are a little odd, such as find certain “stickers” in the wasteland that is the Gaol of the mist or acquiring precious metals for upgrading equipment. The eccentricness of her requests is somewhat endearing in a way as she shows her enthusiasm for collecting various objects from the wastes.

Background:
Even after rediscovering that she brought down the queen that went berserk, Reta still has a somewhat foggy memory of her past before that event. She can’t even fully remember her name, instead creating a name based off the japanese word for forgotten, Wasureta. There are some basic things she can recall, but nothing particularly concrete. The only things she can dig out of the inner recesses of her mind are that she was adopted and had a bad relationship with her adoptive parents, and that she had a sister that helped her through it. The information gnaws at her, especially the fact that she might’ve died so many times that she nearly has lost all memories of her family terrifies her. When was the death that caused it? How much more would she lose if she continued dying?
As for the stuff beyond what she can remember, she was one of the soldiers used in operation queenslayer. A human that died in the collapse of humanity, and was soon brought back to life. There she died countless times, not many of them did that much damage, but they still left somewhat of a mark on Reta’s memories. There then came the mission to take down the queen, where in a last ditch effort Reta took down the queen by absorbing her blood through the drain mechanic in the blood veil she had on at the time. The queen was now dead, but her blood had infected yet another individual, Reta. Reta was then killed as a sacrifice so that the queen was never revived and Reta was plunged into darkness.
Reta was dead for a long time, but was soon revived thanks to the queen’s blood now coursing through her. Reta actually woke up in the arms of a strange woman, draped in white rags. The two attempted to survive the wastes, but were soon taken as servants to other revenants. They were assigned to hunt for blood beads, the key for the survival of revenants. The two soon became separated from the revenant group. They then met Louis, who helped them defeat Oliver Collins, another revenant with them that had gone insane from thirst. The story continued as Reta met several people in Louis’ group, hunted for bloodsprings, and eventually uncovered the plot as to why revenants existed and what kept them stuck in the Gaol of the mists.
Reta and the group then figured out a way to open the mist, revealing a new world of strange monsters. From here is where our story takes place.

abilities:
Iron Will: Reduces damage by weaving a barrier into the blood
Precision: makes it easier to stagger enemies with a weapon
Overdrive: increases attack damage by creating a coating of brown ichor on a weapon
Bridge to Glory: Increases damage an even greater amount and weaves ichor that shines a bright red around a weapon
Numbing Mark: applies an electrically stunning effect to a weapon
Blood Sacrifice: Reta sacrifices portions of her own blood to use more ichor
Regeneration: Reta can regenerate wounds to near perfect condition
Red shoes: For a time, Reta can use her own blood as a source of energy if her stamina runs out
Chariot Rush: dash forward in a red mist, unleashing a devastating stab with a polearm. The attack ends with the polearm being pulled out and comboed with a deadly slash.
Purging Thorn: Create 4 giant thorns in the air that hunt down the target to pierce it
Hasten: uses ichor to make a person feel lighter, and therefore makes them more agile
Shadow assault: A dangerous short range slash that cuts a black shadow into the air
Revenant revival: Revenants have the ability to revive, but how long it takes and where they reappear all depends on the individual

ability limitations:
Most of the abilities that apply status effects to others or weapons last around a minute or two, and require ichor to do so
Purging thorn: this is the most taxing ability for Reta in terms of ichor, as it uses the ichor to create a “spell”
Revenant revival: Upon a death, Reta’s body will lifelessly be on the ground for around 2 minutes before disappearing into glowing red ashes. Reta’s body, alive again, will then reappear about an hour later in a random area. There is no specific rule as to where she will reappear, but it usually will be some place that is in safety or around allies.
Regeneration: Up to three times Reta can regenerate her wounds to a non-mortal state but will need 20 minutes of rest to reset the amount

Skills (D=below average E=average C= above average, B= expert, A= beyond expert, S= perfectionist, SS= godlike, two grades means that the expertise is in between the two):
Pianist: A
Halberd battle Arts: BA
Bartending and mixology: E
Cooking: E
Drawing: C

Weapon and Equipment:
The impaler: A large halberd that is primarily used as a spear, but can also make deadly slashes. Its speed compared to most other halberd-type weapons is unmatched
AyQcN8fK7KNFr1sJZu8Mo72IaYzjqqcnxnyigIoNU0ERyoF_3cG-DmzqbGmyfe8BrxBRUQMjqD9fsofe2i7zdS4EWMCIZmNb8du_BX57Ueo-e5Xt41P72xE7j0yn7YBklFkrahje

Argent wolf Poleaxe: A heavy poleaxe that creates deep cuts when swung, this weapon is a complete opposite of the impaler, it is slower, but does extreme damage with one hit
eEC3oS7AESVayNrRenht0Lugr9nDuePhmvBHYvEq5GFXsiv28qp8f9W36JROLzgxxcPLT6J8KZmLoEAydGRcyKUA70BitvJnhdvsNdoYfYYPW7zwGxTYUKHpBfDqZuHOy_twQhca

(both of these weapons are summoned from ichor when needed)
5 ichor flasks: these flasks can be used to recover ichor in a pinch, but don’t have much of a lasting effect
4 blue glow sticks
4 blood beads: 1 blood bead equals 1 week without an extreme thirst for blood
A purifier mask which filters chemicals out of the air when worn
Even though it is ineffective against the lost, Reta carries an m1911 sidearm on her side for revenants that pose a threat
Strengths:
Masureta is a great combatant even if she isn’t as skilled as her combatants, her usage of her gifts and skills makes her a great ally to have in a fight

She is good at observing and diagnosing the supernatural, as she has dealt with many of the lost and is able to deal with them herself

Weakness/ Fears:
If masureta’s heart is destroyed, she will die permanently

Due to Masureta’s intense fear when speaking, it can sometimes be hard for her to communicate certain concepts

Masureta, like all revenants, survives off of blood and if she suffers a death that thirst will worsen

(may not be relevant) When in the miasma given off by the lost, revenants who have lost themselves to their thirst, it will increase the blood thirst of other revenants in the area

Due to the abilities “red shoes” and “blood sacrifice” Masureta can become weakened in battle and might pass out or possibly die from blood loss

Masureta’s buffs mostly need to be in effect to prepare for a fight, otherwise she will need time in battle to induce these effects

Other:
Masureta enjoys relaxation in the spa that is at her home base, so she will always take the time to relax in some sort of sauna or some substitute when given the chance.
Masureta communicates mostly through sign language, but it may be difficult to understand her if the person she is communicating with does not know sign language
Her favorite color is red
Her hair was originally a soft black before becoming a revenant, but turned into a deeper crimson after the transformation
Has a habit of falling asleep in different places when there is no threat
The blood code she uses the most often is the queenslayer code, because it is the most familiar to her
 
Villain Sheet

Name: Seth Winters

Age: 31

Gender (Can be genderless too): Male

Sexual Orientation: Heterosexual

Species: Angelic Human

Appearance:
wqU5nmgpJ2c4yMBMlr88l0VPhaH6-7yXA9iT2Jfi_TxfkWGKx9psvlZ5JFSjjl7I8dhW9scePitArvswEDRDHqVCkWtRTCUf-gn31CndkeY8eW-ko3go3SzYa-nTlRdz7BZeyC76

Seth has blonde hair that is faded into a silvery tone. It mostly covers his eyes and their crazed depravity in a style resembling a bowl cut that began to swirl around his head as it grew. The eyes are a dulled green color. His face is oddly angular, almost making him look skeletal from certain perspectives. His build is also skeletal in this way. Without clothes it looks like he has starved himself and he looks decrepit due to his skin being tightly stuck to his bones. He is a height of 6’8’’ and weighs 123 pounds. Most clothes he wears look baggy on him due to the way that he is built. Seth is usually seen wearing black dress pants, tennis shoes that are too big for him, a pocket watch without hands, a plain t-shirt, and a white satchel with the letters MHL on it. He can easily blend into a crowd due to his appearance.

Personality: Seth has quite the unique personality, having a fascination for the divine. He does not have the normal perception of god, instead, he believes god to be a ruthless destroyer that builds up the world to only have it be returned to dust. He makes evidence constantly with the extinction of the dinosaurs and the cruelty of humans. His main goal in life is to acquire the recognition of god and to make him see the mistakes he has made in creating the human race. His proof? Seth does unspeakable things to human beings and turns them into intricate “art” pieces all around the world. The one thing he believes that humanity has created that wasn’t destructive would be music, mostly the classical kind.

Seth is distant from human beings due to his madness. At times people would catch glimpses of his horrific smile in the corner of their eye, only to look at him and see a broken soul. He at some point began to have fun in his endeavors to make god gaze upon the horror that is his work. Seth will tend to crack extremely dark jokes when people meet him, usually in the worst of circumstances. When he is alone, he will occasionally break into giggling fits to fill the emptiness. It is both from enjoyment, and a mental tick of his.

Background: In seth’s world, certain humans come from prestigious bloodlines where they either had human blood mixed with the blood of angels or the blood of demons. No one is quite sure if they are truly angels or devils. Some theorize that the abilities that come from these blood mixes are just heredical mutations, but these are soon proven false by scientifically impossible feats done by these individuals.

Seth came from one of these prestigious families, being the son of a wealthy businessman that could create objects made of gold out of thin air. His father was a very religious man, and would regularly punish Seth in a myriad of ways so that he could become a “true” descendant of their angelic ancestors. Seth soon became bitter towards his father as he became a teenager. With his aging, Seth began to believe that his father was the one that was in the wrong. Why would a god allow such torture? Why would the god not punish this torture? Seth concluded that god was a wrathful being that enjoyed the pain his subjects felt. There were plenty of examples of his lack of intervention, and other times where his intervention ended with pain. The dinosaur extinction, war, plague, Noah's ark. How could someone seen as the almighty being of moral goodness do these things to people? Seth needed to make him see, he needed to prove that God’s will is false.

Seth started his mission by awakening his angelic abilities, and proceeding to torture and eventually murder his father. His rampage continued until he eventually gained a following for his horrific acts. A small cult of sorts had started to follow his teachings, and reciprocated his ideas. Intricate art pieces made of human flesh began to spread throughout the country. Seth soon was given access to the secret circle of his cult, and controls it from the shadows.

Abilities:
Blood clotting: Seth is able to make someone not bleed from their wounds, this is done by him drawing a cross on the person’s forehead in their own blood. With his ability active, he can essentially choose when and where he would want another person to die

Telekinesis: Seth has the ability to pick up objects as large as barrels and throw them at enemies with extreme force

ability limitations:

Blood clotting: Seth cannot use this ability on himself and it only lasts for a duration of 24 hours

Telekinesis: Even though there is no limit to the things that Seth can hold and catch in the air, he cannot move organic beings or the objects they are holding. The only organic being he can pick up with his abilities is himself.

Skills (D=below average E=average C= above average, B= expert, A= beyond expert, S= perfectionist, SS= godlike):

Medical procedures and dissection: SS
Melee combat: E
Acting: B
Parkour and athletics ability: A
Sewing, crocheting and knitting: S

Weapon and Equipment:
100 Railroad spikes inside of his bag
A sewing kit With primarily blue string
A wallet with cash and coins with a fake ID
A polaroid camera
A bible that has had all of its words scribbled over with black ink

Strengths:
At a distance, Seth is an unstoppable force with his telekinesis
His knowledge of how the human body functions allows him to perform first aid on himself easily
Seth is used to making quick getaways, and so he is proficient in athletics and parkour
Seth has an entire cult under his rule, each of them following his orders with terrifying determination

Weakness/ Fears:
Seth is weak in up-close combat, and usually falters when it comes to pure strength vs pure strength
Seth can sometimes let his madness get to him, and will disregard plans all for “the artistic interpretation” of certain events

Other:
Seth will sometimes refer to certain things as pain tools, such as a knife being a paintbrush
Seth’s favorite food is apples, particularly the yellow ones
 
Name: Ben Forbes

Age: 28

Gender: Male

Sexuality: Pansexual

Species: Human

World: Unknown

Appearance:

1614220238750.png

80196a0749fb5f17a6ec67be164a512f.jpg

Personality:
Ben's a sociopath from top to bottom. Suave and charismatic to no end, social to all, friendly to many, and flirtatious to everybody. He's calm and collected, with a smooth Received Pronunciation accent voice, and cunning mind who's quick to retort. He can be humorous and self-aware, jokeful about how he acts with others when it's brought up, Ben still and ego about him for sure, with visions of grandeur and a power complex. He thinks himself mighty man who could one day be ruler among men and women. While Ben from the outside seems a friendly, normal man, underneath the skin, he's a ruthless individual. He's quite cold, calculating, and manipulative, whether to control someone important to his own cause, or simply woo someone he finds physical attraction towards into bed with him.

The man has a wandering eye to physical attraction, whether to partners both male and female, with a virile indulgence in kinks and fetishes no matter how strange they may be. His enjoyment of the flesh and dabbling in erotic curiosities can often be quite a handful to those he surrounds himself with, though never one to fully commit himself for relationships with people. For him, they're just objects to use, machines made of flesh and bone that can be used for various needs. He'll treat you nicely, but he doesn't consider you an equal, or even see's you emotionally on a human level. Emotional connections with people for him come from sex, and most of the time they're usually one night stands or partners he can easily manipulate emotionally. There's a cult of personality surrounding Ben, one which he's built to make himself widely loved. While not abusive, Ben can be surprisingly generous to his give romances, offering an environment of luxury, and treating them to whatever they may desire to better his grip around their lives. He has a corrupting nature to him, making those think of thoughts they would otherwise reject, but with him, they're convinced to explore further. The atmosphere with those who follow him feel more like a cult, with Ben as their leader and savior, promising them wealth and power.

His sanity has never been put into question, but he has his own mental demons. Many of his sexual fantasies go from mild kinks and fetishes, to serial killer behavior. The sexual thrill of murder and mangling or corpses, mentally breaking someone down until they are trained to act like mindless husks for his sexual desires, and an obsession with blood and masks that disguise his face into something more hideous. He knows these thoughts are quite alarming, and does whatever it takes to keep them from emerging, but these fantasies stem from his issues of emotional connection, without some sort of attachment, he feels the need to go to the extremes in physical gratification to make up for that lack of emotion towards others, and the more he continues down that road, the more those thoughts creep in.

It's these issues that Ben is trying to find some sort of purpose in life. His birth and childhood are of much mystery, with both his parents murdered when he was just an infant, and being kidnapped and raised by their murderer until he was 8, where he was found again, and placed in the adopted care of a farming couple. While never showing signs of strange behavior beyond his philandering, the 'true' Ben has never been seen, always hidden in the dark recess of his mind. He's an anomaly to this world, he doesn't belong to anyone, because the normal social world is alien to him, so he is constantly trying to find that missing piece of the puzzle. He believes his answer lies in power, a power to control, and a power that leads to admiration, and if he can attain that power, he can fill in what's missing within himself, not through an emotional bond, but total validation of himself as a person. A scumbag without question, but at least he gives a good smile.

Backstory:
From what history is known of Ben, he was born to a farming family. His mother was a farmer's daughter, his father was a soldier, and they were a very happy young couple who married together. When Ben was barely a few months old, someone broke into their home, killed both Ben's parents and kidnapped the infant.

Yet, the child was treated well in the care of his kidnapper. His 'father' was actually quite kind and very loving to the young blonde, raising and teaching Ben. He was taught that the perceptions of good and evil were just made up, limitations given to ourselves because true human feelings are based around selfish intentions. If we don't matter, and the universe will treat us as specks of dusts, then the ambition of man should be limitless. If someone is in your way, and pose a threat, then ensure they don't, because the will of one man can change the future of an entire race.

Somewhere in is life, Ben was forced to be removed from his father, and the rest is kept secret. He was a gun runner, traveled between worlds, found love, or whatever love resembles in his twisted mind, and created a kingdom that follows his vision of a united world. One which he plans to spread across the multiverse.

Powers: Ben has something called a 'Crest.' Crests grant special powers to those who hold them such as high aptitude for magic, enhanced strength, and other boons that give them an edge over others. Crests are inherited by blood and thus recipients of Crests come from an ancestor who likewise had the same Crest. Within his genetic makeup, inherited from his mother or father, his crest increases his reaction time, speed, agility, strength, and stamina, to the point where he becomes almost super-human. In fact, it entire changes Ben, both physically and mentally.

Limitations: The Crest cannot last forever. It can last up to an hour before exhaustion comes over him. In his state, Ben also becomes more animalistic. More psychotic. Like the true, dark-sided nature of himself really comes out. The one that wishes for blood and death, with a sadistic grin and madness in his eyes, which turn from bright blue to blood red. As much as Ben tries, he believes slowly but surely the Crest will change him from a rational and cunning mind, to something he has tried to hide away for years. Or maybe it's already taken over, and he simply hides the persona well.

Skills: Blade combat -- SS, Gun combat -- S, hand to hand -- S, Leadership and strategy - A+,

Weapons/Equipment: His weapon of choice is a Mauser pistol, as the weight balance is perfect for his blade and gun combo, while the blade he wields was crafted from an ancient blacksmith forge, using the blood of a demon to make it stronger, lighter, and easier to cut through anything, if he has the physical strength to do so.

a20aae10fe78bd9da47d53f64c96dad6.jpg

Strengths: Great fighter, smooth talker, and have the leadership skills to run an empire.

Weaknesses: Mental state is questionable, emotionally unable to connect with people, manipulator and gaslighter, issues controlling his emotions when in Crest-state.

Other: Psycho Killer........ Qu'est-ce que c'est​
 

Attachments

  • 1614220238569.png
    1614220238569.png
    342.1 KB · Views: 2
Last edited:
Name: Mistress Bex

Age: Chronologically her vessel is twenty six and appears in the prime of life.

Gender (Can be genderless too): Female

Sexual Orientation: Pansexual

Species:Hellion Daemon

World and Universe they are from: Hellion(OC World)

Appearance:Six feet and six inches tall.
20210924_120945.png
Personality : Sadistic and manipulative. Possesses a deep well of patience that is also deadly tenacity to see through her goals.Trusts no one (with one exception) that she cannot control by force or playing to their desires.

History/Bio: Summoned from Tartarus by a Sorcerer to be the slave of a human nobleman like many Daemons. She endured two decades of sexual abuse by and for her master’s pleasure as he established a roaming brothel of Daemons. Bex broke free of her master by manipulating a human servant to kill him out of jealousy. Bex forged her master’s signature to sign over his property in the Daemon-controlled Roman Empire over to her. The mansion in Paris formed the foundation for what became the premier brothel in all of Gaul, and for Bex the eventual basis of her controlling the entirety of Gaul itself.

Until a Hellion named Morgan came into town, and met one of her girls and brought her carefully crafted world down. Only the intervention of a partner from another universe spared her from a life of destitution, and put her on the path to becoming a truly free being by transforming her into a Hellion. With all the potential to achieve all of her desires, Bex sets her sights first on revenge against Morgan.

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.
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 in her time on Earth and elsewhere.
Rune of Flames: Allows her to store ambient heat to be released in various forms and intensities as she pleases. Her usual application is to heat her nails and horns to increase their damage.

Rune of The Beast: Transforms her into a large (10 feet at shoulder, 24 feet nose to tail) Chimera-like form that is a Ram with reptilian claws, bat wings, and a Scorpion tail. All covered with black fur.

Gliding: In her humanoid form the bat wings allow her a very limited means to glide.

Rune of Ruin: Breaks down inorganic matter such as metals, stone with her touch.

Glamour: An illusion cast over her appearance. Limited to beings she has seen.

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.

Using her magic outside her home universe expends her Core power. Overuse can render her mortal for a time until it replenishes.

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):

Diplomacy - S
Leadership - B
Martial Arts - S

Weapon(s)/ Equipment

rXjfIdv2HRMiRbhnBG9HW1OqO5f_lYpGqCMbvb6StOItQBd6FXQVsWFpP02qUKnNaMd19jrFbXf-kraIBGN0MZ3S1UXjwr8Qknc6hSYhpP-xjWbsB2zIZ7DiJiRIDSvyNgVdMYZ-

The Punisher
A macuahuitl enchanted to launch it's obsidian blades when swung at a distant targetand regrow them instantly.

Interdimensional Transporter
Allows her to travel the multiverse.


Strengths: Magic, intimidation

Weakness/ Fears: She fears being rendered mortal by overusing her magic, and being sent back to Tartarus should her vessel be destroyed.

Other:
 
Last edited:
Unfortunately, the rp is closed signups at the moment as we've reached max capacity.

@Cloverhand_reader Sorry!
 
Name: Xivestial (Ziv-estial, like celestial) "Ziv”

Age: 27

Gender: Male

Sexual Orientation: He doesn't really care, be it male, female, animal, robot or whatever. Omnisexual is the term, I think.

Species: Human

World and Universe they are from: Fire Emblem: Mystery of the Emblem

Appearance: Ziv has mid-back length black hair, usually kept up in a high ponytail unless he's just relaxing or sleeping. His eyes are a dark red-ish brown, bronze colored I suppose you could call them. He's of a large build, strong with defined muscles but not to a ridiculous point, and stands at 5'10. Ziv has a dusting of freckles on his outer upper arms that reach from his elbow to his shoulders, they don't usually show unless he takes his shirt off though.

He's almost always in black, as it is both his favorite color and reflects his personal feeling of a tainted soul. He is always seen with the same broach on though, a black bleeding heart (it's a type of flower) shaped broach. He usually keeps it pinned to his shirt, or the inside of a jacket if he wears one.

6FsKZZb3rajrDw4S3uV75bJHKdDHQFg8_GkuE9rV42T3ZTxQZklnuh8GcYXAKYuLAbhM92So1KjDtQn1jR1apBU22V5rJRPciUsMEYT9wQFyYm8eavwaITfJlQhVObix9j88cSb-

5HdYdt466Nzy388G6PAjwM6ft3EReC3jwedpVeFT6qqHId6On7arXBNlKZaevsi66-0ilGUrYdRezNzVto1u3zhEkpUeREi7ZtcRpaVKujopPLeEDOPIMlDF2nKbT8qqLON5tsmH
(Source, Picrew avatar maker)
1lr9xTHcA-43mM5qYaGt8kC9ZujihiHUo3PBf3gFMbuGjW8V_R6SbhDxCnWfVewvbpJ4Z_VoMhm7pmHsuC_HEw9Wr5l90Uzy8ccBI9vQOXPSnr1XsmuTnBJPvAd2VIQamCGhIlXv

(Source: non paid commission by @aariesa on Twitter)

Personality: Gentle and carefree. Ziv is confident, which isn't always a bad thing. He has a soft spot for young girls (not in a creepy way!) and lonely people in general. He will do everything in his power to protect a young girl or child from harm if he had the chance to. That said, he can get rather brazen in doing so- to a point where he will have no issues jumping in front of an attack and taking the hit to avoid a child getting hurt.

He's pretty friendly overall, mostly because he is so carefree. He doesn't like to see people for their bad qualities. If he can, he'll point out every good thing about you he finds. Though, it'll probably be done in a frivolous way. Unless you're a child murdering heartless bastard, in which case, he will take pleasure in trying to disembowel you. He's not against fighting, enjoys it even, but to an extent. He doesn't like fighting to the death unless he feels it's just.

Ziv’s friendly demeanor often makes it easy for people to approach him. His carefree attitude gives him a high patience when dealing with some personality types, usually the rash or verbally abusive types, as well as remaining pretty calm when in a tense situation. He’d be good at defusing an argument before it got out of hand.

Ziv loves food, especially trying new foods. Usually, depending on the situation, it’s the first thing on his mind. His favorite food is his fathers’ sugar cookies.

Ziv vaguely remembers the kidnapping, though there is a fuzzy memory of most of it, the most vivid of those being the smell. He’s not opposed to talking about it to anyone that asks, and if he feels it will benefit someone else, he’ll bring it up himself.

History/Bio: Tekura retired from the life of a border soldier, and in doing so found he was in love. However, his lover was another man. Tekura wanted kids, so after marriage and a talk with his new husband, they agreed on a surrogate mother. Of course this meant only one of them would be the blood father, that was fine to Raiga. Thus, Xivestial was born. A few years after, the two decided they wanted one more, and sought their son’s mother one last time to bring Celeste into the family.

Ziv lived a decently ordinary life as a child with a younger sister and two dads. Ziv was innocent and carefree, and he adored his baby sister. They were close, despite a two year age gap, and almost always together. Ziv played the big brother role well and was often protective of his sister if she were ever picked on or bullied. His family was perfect to him and his fathers were the best parents he could ask for.

This life went on until Ziv was about eight years old. Everything changed for him one day. He had an argument with his parents. It wasn’t of any major topic, in fact it was over his refusal to help in the farms one day. His sister asked for him to stay with her while she was sick since she wasn’t allowed outside.

The argument became much more heated than it should have, leading to an angry young Ziv taking his sick little sister out of the house, naturally thinking he knew what would be better for her.

They snuck out as their parents discussed things in the kitchen. They wandered for only a few hours before eventually they got lost in the mountains. It didn’t take long after for the two to be found by a few horny drunken bandits. Being as small as they were, it was easy for the three adults to overpower Ziv’s tiny body in a fight and make off with Celeste. Believing Ziv to be as good as dead, the three took Celeste with them, leaving only one vivid memory of their assault behind on the child— the smell of alcohol on their breath and the look in their eyes.

It took almost all day before his parents had finally found him and got him to the healers back home. Once Ziv was in recovery and awake, he told them what happened. The village set about a small search party for the bandits and Celeste, which Tekura himself took part in. Each day that passed without any word or sighting left the family more and more upset. Raiga and Tekura eventually drinking every night to cope, while Ziv laid in bed feeling lonely.

After nearly two weeks, the two decided they were not going to find her. For Ziv’s sake, fearing that if the thieves came back and found him alive they’d be after him, they sent him to live with his aunt Lita in the northern part of Grust. She would take care of him.

His time here wasn’t unpleasant, even if he often found himself lonely without his sister around. He had become inspired by the soldiers and mercenaries he would meet with his aunt during errand runs. Shortly after moving, around age 10, he began training with weapons. This included axes, bows, and an attempt at horseback riding. He'd also quickly become one of the few younger kids that would try to stop bullies from picking on little girls. They reminded him of his sister too much to see them cry, he wanted to help.

By the time he was 16 Ziv had made his choice of weapon and learnt how to use it well enough, the sword. At this point, he had also decided on his next goal in life; to finish what his parents started and find Celeste. He left his home with his aunt Lita, now in hopes of one day finding his sister alive and well.

The years spent traveling proved to be educational on multiple levels and subjects for the now mercenary. Ziv spent time in villages and cities of all sorts, and even took on a handful of bandits himself for a few of them. Much to his dismay, none had any knowledge of what happened to his sister.

He spent time in one village where he would meet a blacksmith that went on to not only make him a silver sword, better than his previous steel sword, but also to teach him how to care for it. His last sword’s condition left an impression, apparently. While he doesn’t possess the talent to forge weapons, he was able to pick up how to repair his blade at the least.

Ziv discovered his personal skill during a bandit raid. When he stayed in one village that fell under attack, it proved to help him keep out of too much involvement. Naturally though, he couldn’t walk away when he found himself in the position of being the only person able to rescue a woman and her child from a burning home.

With this new ability, while some would expect it to make things easier for him, it actually had proven to make him more jittery. Ziv found himself jumping or feeling uneasy in larger crowds, especially those that he found he could tell were drunk or watching him in certain ways. He couldn’t place why though. He had ignored it for nearly a year, but around his 19th birthday, it started becoming an issue that made traveling difficult for him, and he couldn’t have that.

Having settled in a quiet city, Ziv decided that despite his desire to find his sister first and foremost, he needed to find a way to get rid of this uneasiness he felt so often. It was making his goal that much harder. It was here he found a handful of healers that helped him work through issues he didn’t even know he had. These healers were the ones that brought to light what happened that day for the swordsman, as well as why he felt the way he did when people looked at him a certain way- with lust in their eyes. It was not a difficult conclusion to make, really. The look and smell were the things he remembered the most from the assault, and even though it wasn’t him they looked at that way, it did nothing to lessen the discomfort he felt from it.

This proved to be a far longer process than he was ready to undertake, staying here for nearly a year to work through not only his fear and lack of understanding things, but the short temper that had started it all. It was also at this point that Ziv had come to the decision to one day- when he felt more ready -talk to his parents again.

He was introduced to a few people that had gone through something similar in their lives, bandit assaults in general and even kidnapping victims themselves, which proved to be a great help to him as well. This stay also provided him with his first sexual experience, which was encouraged by a handful of his new friends— and with one of them, in some hopes he would feel a little less uncomfortable with the looks of lust he often would catch. Said friend happened to be a girl he was quite fond of though, and he would dare say he had somewhat of a crush on her at the time.

Alas, following this and his explanation for his need to leave, the two never got far in their relationship. Even so, it was a mutual understanding and the two would remain friends. Perhaps if he ever came back someday…

Ziv left the city with a newfound peace of mind 10 months after arriving. Though still somewhat unsure, the rest would come with time. He gave a farewell to his new friends and began his search once again for his sister, now with a more positive outlook than he had before.

He returned home to see his parents for the first time in nearly a decade after he turned 23, having finally felt ready to face them again. His parents were older now, but they loved him still. Ziv took this chance to talk things over and apologize for his short temper that fateful day. They came to the agreement that all were at fault, and the two thanked Ziv for continuing the search they could no longer. Though the outlook is bleak, they remain hopeful.

Abilities:
  • Speed:
    • He moves pretty quickly, but at top speed he comes damn near fast enough to get away from lightning (if he could predict it, he probably could).

  • Strength:
    • He could cut down trees with minimal effort, or if he tried hard enough, cut through some armor and metals.

  • Magic:
    • Ziv has no magic outside of his personal skill, and that’s closer to intuition than magic.

  • Durability:
    • If you can destroy houses with it, chances are you can’t take Ziv down yet. At least not in that same attack. He’s as tough as he is strong, so it’ll take more than one good hit to bring him down.

Skills:

  • Blacksmithing: Not to any professional level, to be sure, but Ziv does have enough experience to be able to keep his sword from becoming unusable, so if needed he could repair it.

  • Mediation: Though not professionally trained, he can keep his calm and diffuse arguments— if not prevent them entirely before they happen.

Class skills: Mercenary

  • Swordfaire: Gives Ziv a small strength boost when he fights with a sword- further so if he fights with a magic sword.
  • Vantage: Let’s Ziv anticipate an attack, mostly by reading the other’s movements. His sixth sense helps with this sometimes when the attack is just out of view too.
  • Outdoor Fighter: Buffs Attack and Evasion when battling outdoors. Which means he prefers to take it outside, because he can hit harder and has more room to move, so he gets hit less often.
  • Despoil: Chance of finding goods on a defeated opponent, otherwise known as a grave robber. Usually Ziv can get a hold of money this way, in the unlikely event he kills his opponent. He’s not entirely a fan of stealing from the dead but, eh, they don’t need it anymore.

Personal skill:
  • Sixth sense: People usually call it magic, but it's more like a sixth sense. He can almost always tell when someone or something is nearby, and he can distinguish a person (or animal) by their aura or presence alone. He doesn't have to look at you, or hear you to know you're there. It usually helps most when finding hidden enemies or survivors after a fight.

  • His sensory ability only extends so far. After some training, he can go about as far as a mile. So he can literally feel you a mile away.

  • Most of the time he can tell if something is different with a person as well, such as if they’re dying, they feel cold to him. This is most prominent in people with stronger magic too. Such as a person intuned with high level fire magic, they feel hot to Ziv, or someone with dark magic will feel dark to him.

  • Ziv does have a limit, as this ability can become overwhelming when in a situation where there is a large gathering of people/large animals. This can often cause a migraine for him.

  • He’s trained to, in a way, turn it off in these situations. While the ability is always active, he can basically ignore it and therefore avoid the headache. The same way people forget they have glasses on their face, as an example. Similarly, if he’s distracted with something else it’s easy to get by without him noticing.

Skills Scale:
  • Sensory - A
  • Swordsmanship - S
  • Horseback riding - D
  • Axe & bow wielding - D
  • Mediation - B
  • Blacksmithing - C

Weapon(s)/ Equipment:

  • Silver sword: A silver sword. Though a standard blade, the hilt is shorter than most and the guard is smaller in size (imagine about half the size of the pictured one).
    eQhbX0iv1shINJkHN6nfFIqYT8_RrPlcHd5jcO1-0PbrscO6IBYwc-Sd54SpNT_1aXHhP2aGKS48jFvRrS9iz8TCSBOXnXYgifZtUkjx7NR5pUPWsGDpLGjEYS6up6jsHJOPguTK
  • Basic brown leather satchel: Emergency food, a change of clothes, a hunting knife, a small whetstone for sharpening and a set of small black smithing tools.
  • The broach on his jacket:
    b1qY2DjAznjZJF9tjd3y0ytK4-IYhTlz5BpuGduIi6X6b4DXkT44LT3CmGhRWLg-T1KFV9aizNY7OfoeHfPygcbcoHL3UWQqOOGYVgeT6dlRAKmN6pT3VLtnjVOFhNqIIs1eGFz0

Strengths: Usually it's his confidence in who he is that makes him come off as strong to most. Due to his patience and preference for a calm discussion, he’s in a good position to act as a mediator when needed.

Weakness/Fears: His biggest fear is finding his sister dead.

Other: Ziv had kept one item of his sister's with him at all times, her broach- a birthday gift from their mother when she was born. He keeps it on him almost always, as she had done when she was still with them, and will constantly check to make sure it's on him.

Ziv abstains from drinking much himself. He won’t turn down a glass or two of celebratory Champagne, but that’s about as far as he goes as he greatly dislikes the smell.

He visits his parents every so often if he can.
 

Attachments

  • 1615084649138.png
    1615084649138.png
    169.4 KB · Views: 0
  • 1615084649180.png
    1615084649180.png
    69.3 KB · Views: 0
  • 1615084649046.png
    1615084649046.png
    122.9 KB · Views: 0
  • 1615084649094.png
    1615084649094.png
    116.5 KB · Views: 0
  • 1615084649003.png
    1615084649003.png
    182.6 KB · Views: 0
__just___hunter___is_fine____by_metalfluffyninja-d37jbgw.jpg

(OOC: This is fan art is done by someone’s else.)​

Name: Karel’Nelvaan vas Tonbay

Age: 26

Gender: Male

Sexual Orientation: Heterosexual

Species: Quarian

World and Universe they are from: No home-world but was born aboard the Quarian live ship Chayym/Mass Effect Universe(Five months before the Reaper Invasion)

Appearance: Wears a brown and cyan colored environmental suit. Wears a brownish scarf hood as well with a cyan markings on the ends. Stands five feet and three inches. Slightly shorter than average humans and has slight build in comparison to them but with broad shoulders. Three thick fingers, two toes and lower legs are bowed backwards.

Underneath his suit Karel has dark hair, glowing eyes and his skin is a shade of purple. His facial structure along with the mentioned hair is similar to that of humans.

Personality: Once a proud member of the Migrant Fleet, Karel is now a guilt-ridden self-exile driven by revenge and suffers from a form of PTSD. While still holding admiration for alien art and culture such as various types of human music/films he has become quite cynical and somewhat bitter toward most non-Quarians, afraid of being hurt by them again. Though he is more compassionate toward children, feeling greater sympathy for them than numerous adults. He especially loathes Batarian raiders, preferring to kill them whenever possible.

Karel loves the Migrant Fleet by extension his people but doesn’t believe he deserves to be among them, blaming himself for what happened to his squad years ago. Deep down he longs for closure, wondering if it is even possible at this point.

History/Bio: Born in the Migrant Fleet, Karel lost his parents due to a Batarian pirate raid at an early age. As a result he was raised by a family friend, an old Fleet marine. Often growing up Karel would search up all kinds of information on the Externet, becoming something of a knowledge seeker. He especially became fascinated with other cultures including the ancient Prothen much to his peers’ shock and resentment.

As a result Karel often got into trouble due to fights with other kids. While not exactly approving of Karel’s interests, his guardian, Vom'Feezh admired the boy’s tenacity and made it his purpose to teach the former to be strong and serve the Fleet loyally. By the time of Pilgrimage at age eighteen Karel was eager to explore the galaxy. However, his wanderings proved to be an eye opener in more ways than one.

Despite enjoying many of the sights he came across, Karel was repeatedly persecuted in both Citadel space and the Traverse. These experiences hardened the young man before he found some salvage to return to the Fleet with. Becoming part of the Tonbay crew, Karel served as a Fleet Marine for the next several years, earning a reputation as a demolition expert and marksman.

At age twenty four he earned the rank of sergeant, leading a squad. It was during one patrol on a remote world in the Terminus Systems where his unit was ambushed and were wiped out by a warlord’s forces. Only Karel survived much to his shame and was captured by the local mercenaries before escaping weeks later. Yet instead of returning to the Fleet, the marine chose to remain missing in action’ becoming a self-imposed exile.

For the next two years Karel posing as a simple scanvger, in order to hunt anyone he deems as criminals and oppressors via sabotage or assassination.

Powers: N/A

Power limitations: N/A

Skills

Marksmanship- B

Demolition- A

Close Quarters- D

Infiltration- C

Piloting- D

Weapon(s)/ Equipment

Omni-tool: Like all omni-tools from his reality Karel’s own device is a multipurpose diagnostic tool and computer complete with an orange hologram. His model is pretty standard in comparison to higher level omi-tools. With two exceptions, a modified Omni-blade used for close quarters combat and assassinations and a military grade kinetic barriers to provide initial protection from bullets.

M-3 Predator Pistol: A powerful, deadly, and relatively inexpensive handgun. Has a decent clip size, with a default of 15 rounds. It also has a very fast fire rate, and is fairly accurate at all ranges, as long as you can deal with the (relatively low) recoil. Its main downside is its very low damage compared to other heavy pistols.

M-97 Viper Sniper Rifle: A semi-automatic, rapid-fire sniper rifle. It is ideal for taking down groups of lightly-protected hostiles because its semi-high fire rate, very fast reload, and reasonably large clip allow it to rapidly kill (average)targets with headshots. Although the weapon does fire a bit slower than other sniper rifles.

M-8 Avenger Assault Rifle: A balanced and flexible assault rifle capable of moderate damage at any range. It is an accurate weapon, capable of hitting targets at close or long range. Has quick reload time. Doesn’t suffer any major weaknesses but it has no major strength. Though one drawback is the low damage it can inflict in comparison to other rifles in the Mass Effect universe.

Flashbang Grenades(Three): Disorientating concussive charges thrown that inflicts minor damage and incapacitates nearby targets.

Inferno Grenades(Two): A small bomb that explodes on impact, sending searing waves of flame in all directions within range. It is effective against many types of (average)armor.

Strengths: Highly determined, and an experienced fighter with a tactical mindset earned from his service with the Migrant Fleet marines and his time as a vigilante. Has a strong pain endurance as well with a robust physiology.

Weakness/ Fears: Karel as common among his species has a weak immune system made worse by continued life within the sterile air of space vessels. This makes him more vulnerable to diseases if his suit is breached. His greatest fears is his trust being betrayed again and people he cares about dying because of him.

Other: If he was voiced by a voice actor I would imagine it being Ben Diskin
 
Last edited:
Name: Lancer

Age: Undefined

Gender: Male

Sexual Orientation: Heterosexual

Species: Servant

World and Universe they are from: Fate

Appearance:
8TXvJkJ.jpg


Face: ???

Personality: Lancer has left behind his warmongering days, which he passed as a proud and hot-headed fighter. Yearning for a peaceful existence, his wish for the grail is simple. Live yet again, and exist as a modest human, free from the shackles of a war he regrets taking part in. He is well mannered and of simple tastes. Despite this, he knows that for his wish to become reality, he has to take arms one more time. With that objective in mind, he will be as loyal to his master as he was in life, to a different goal, however. Ashamed of his past, he tries to hide his identity as best as he can. And even once figured out, he will try to distance himself from who he was.

Bio: A former Hindu legend, Lancer was summoned back to the world by Jonathan Black. A young mage under the tutelage of the Clock Tower, who was chosen to take part in an Experimental Holy Grail War. Said Holy Grail War was unprecedently taking place in England, where it could be more throuroughly observed by the myriad of research teams wanting to take advantage of the opportunity. Jonathan wanted to take the spotlight in order to make way for himself in the world of magic. So he was cautious and clever in every step he took from the moment he was chosen.
Once he summoned Lancer, Jonathan started to brilliantly execute a plan he concocted to win. With Lancer being a fairly strong servant, it all went smoothly... Up until only Berserker and Lancer remained. In a standoff against the former, right before battle ensued. An unknown interference caused Lancer to suddenly dissappear, his contract with Jonathan abruptly severed. As if he had died. But that was not the case, Lancer felt dragged out of reality, and the only thing he saw was a blinding flash of green light.

Powers:

Physiology: As a summoned Heroic Spirit, Lancer's physical standards are far beyond what any human could perform. His speed (EX) is unrivaled, though his strength (A+) and magical energy (A) are not low by any means. His Endurance (B) is still above average for a servant, and it is his lowest stat.
The other two important factors when talking about a servant are their Skills and Noble Phantasms.

Skills:
Magic Resistance (A): Although his magical prowess has not manifested on this version of him. Lancer's body is adept at mitigating the effects of enemy magic. Being naturally countered with his own, despite not having said power properly at hand.

??? Prowess (A): Being a mighty ???, capable of fighting hordes of enemies with any sort of weapon (or lack thereof), Lancer has the ability to swiftly dance across the battlefield in an almost imperceptible manner. Cutting the distance to an opponent without being noticed, if desired.

Protection Of ??? (C): The manifestation of the power granted to him by ???'s boon. Instead of being invincible in battle on ??? after performing ???. He now has a constant tripling of his Endurance, without the need (or risk) to perform ???.

Natural Body (???) (B): Lancer's body was blessed upon birth, thanks to ???. Making him be on perfect shape all the time, no matter how much his body is disregarded (poison, illness, malnutrition, etc.).

Mana Burst (Flame) (B+): Lancer is able to project his mana into controlled jets of flames, which he uses to many purposes. It also grants him control over foreign flames to a certain extent. Thanks to his Noble Phantasm ???, the overall effectiveness of this skill is intensified.

Mind's Eye (Fake) (A): Lancer's mind can work through any situations superhumanly fast, thanks to his ???. Processing the outcomes of the events in and around him occur with great accuracy comes to him naturally. Thanks to the synergy of this skill with Clairvoyance, the effect of this skill enhances to the point where Lancer has a certain degree of precognition.

Clairvoyance (C+): Lancer's eyes are great at processing information. Given a proper vantage point, he can scout his surroundings at great speeds with ease. It also is an overall boost in precision, attention to detail, reaction time.

Noble Phantasms:
???: This ??? materialized within Lancer as a powerful form of fire control. Fire has become Lancer's natural element. Where it is under his command to a great extent. Not only can he create different types of flames, but exterior flames, and even heat, can be manipulated.

???: ??? grants Lancer the capability of projecting a barrage of arrows. The less arrows fired at once is, the stronger the proyectiles fired are. On their own, a single shot is equal to a sniper rifle bullet blast, if fired with a fiery boost.

???: The ???. For Lancer, quite fittingly, it has manifested into a spear. Lancer is capable of control it at a distance and call it back if it is out of reach. More importantly, ???'s destructive power is still there. It can cause a massive explosion on location. Currently it can destroy multiple buildings at once.

Strenghts: Loyal, calm, relentless

Weakness/Fears: His former self. Subsequently, this causes him to be weaker, as a Servant's identity is part of their power. His Noble Phantasms have weakened because of his obscuring of the True Name of the Noble Phantasm, and his own True Name. The fire control Noble Phantasm isn't that weakened due to his Mana Burst (Flame) Skill, but the other two are. As a matter of fact, the spear Noble Phantasm is weakened because of not being adequate for the Class, so some power has turned to adapting it for use with the Lancer class.

Other: His outfit is not a representation of his background. Quite the opposite. His will to not be recognized materialized in the robes he wears. He's 201 centimeters tall.
 
Last edited:
Name: Felix “Dancer” Tobin

Age: 29, only a few months short of 30

Gender (Can be genderless too): presents androgynously, but all their official paperwork says ‘Male’.

Sexual Orientation: Felix is still figuring this out, admittedly.

Species: Human, but rumors abound of cybernetic implants or enhancements.

World and Universe they are from: Battletech/Mechwarrior

Appearance (Just a basic description of what your character looks like. Needs to be over four lines long. Please include basic shit like height and complexion, as well as physical build.): Standing at 6’2”, Felix is a tall, slender, and effeminate figure with pale skin, light brown hair, and dull brown eyes. However, their preference for colorful makeup and the wear of an elaborately decorated pilot’s suit on nearly all occasions make them stand out, proudly wearing blues and reds with white accents. Often less seen is their cumbersome neurohelmets, each lovingly painted with images of the mechs those helmets are associated with and the victories that mech has earned.

Personality (Over six lines long.): Felix at first appears to be a cold sort of elegant, calculating yet beautiful and refined. But there’s a false edge to that act, a hesitation. A desire for connection. But Felix has been betrayed before. Left for dead. When the chips are down, Felix chooses Felix.

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.): Before enlisting in the Free Worlds League military, Felix’s life was just a foot note. An only child from an average family. High grades, but nothing else worth talking about. A few instances of behind-the-scenes drama and controversy led to Felix being assigned to a city defense post. Just one of many “Urbie Jockeys” intended to deter pirates more than actually stop an invasion force. But being on the border with the Federated Commonwealth meant conflict was inevitable. And after a few years of service, a series of “pirate” raids seemed keen on battering the planet and raiding its cities. Except there were too many of them. And they were exceptionally well equipped. Many with Assault Mechs. It didn’t take a genius to realize they weren’t pirates, and from there it wasn't hard to figure they were Fedcom Mercenaries. But who they were didn't matter as much as how they totally outmatched the defense force. Reports state that Felix and the other city defenders fought with distinction, tactics and terrain letting them punch above their meagre tonnage, but the whole unit was abandoned when the real Fedcom troops arrived and the retreat started. All were listed as M.I.A.

Two months later, Felix Tobin and a few other survivors of the invasion were listed as Mechwarriors working for the 'Jameson Jabbers' mercenary company on the Commstar Mercenary registries. Felix's combat records indicated that they still piloted an Urbanmech, but it is difficult to say if it was heavily modified, or an entirely different example. Felix served under this unit for three years before being removed from their registry and winding up on the roster for that year's Solaris games, another Urbie pilot.

At first, Felix seemed doomed to blend into the mess of competitors. But then, they were scheduled for one fateful 'weapons dead' melee-only match. The Urbanmech, lacking hand actuators, was instead fitted with crude mace-like weapons in place of its lasers and cannon. Against an experienced Commando pilot with a pair of sinister mech-scale machetes, Felix seemed doomed to a pathetic defeat. Instead, Felix took advantage of the Urbanmech's rare 360 degree torso twist, and spun the mech like a top, shredding their opponent like a buzz saw. That's when Felix earned the nickname 'Dancer'. They made a killing at the games, and they slowly accrued the cash needed to expand their mech collection. The Urbanmech was soon joined by a Centurion, a Catapult, and a mighty Atlas. They were on their way to being a champion. But everything changed when the Clans attacked.

Felix didn't care much to save Fedcom's hide, but Solaris was neutral, and their boss was offered a great deal of money to send along a few mechwarriors to both push back the clans and potentially have their combat footage used for propaganda purposes. Felix didn't even make it to the battlefield. A jumpship accident caused the solaris warriors' dropship to be lost, seemingly gone forever... Instead, mangled during the FTL jump, the dropship and its survivors were scattered out into the multiverse. Felix was due for a very, VERY hot drop.

Powers: None.

Power limitations: What is there to limit?

Skills:
Mech Pilot: A
Mech Gunner: A
Mech melee: B
Rifle Marksmanship: C
Pistol Marksmanship: C
Knife fighting: B
Bayonet fighting: B
Combat medicine: C

Weapon(s)/ Equipment:
Personal weaponry:
Blazer Laser Rifle: A double-barreled laser rifle. A good pick if you're willing to trade ammo for firepower.
Hawk Eagle Auto-pistol: A ballistic pistol carrying 15 shots and capable of semi-automatic or three-round burst-fire. Popular amongst the military units of the Free Worlds League.

UrbanMech, UM-R60L AKA "Pirouette"
A light, 30-ton mech whose 360-degree torso twist, heavy modifications, and extreme armament make it punch well above its weight.
Speed: 101 KPH at max, due to its engine being replaced.
Armor: Over 30 on most components.
Armaments:
1 AC/20, 10 rounds: An extremely high-powered short-range cannon, normally carried by far heavier mechs. Known to be able to one-shot other light mechs and slowly tear into heavier ones, this cannon is one of many reasons underestimating an urbanmech is a poor decision.
1 ER Small Laser: A small laser with an extended optimal range of about 200 meters, this weapon may be underwhelming in the damage and power department, but is more than enough for infantry, and never runs out of ammo. Doesn't generate much heat, either.
2 Jumpjets: A thruster in each leg allows the mech to 'jump' short distances and slow its falls, allowing safe landings from extreme heights.

Centurion, CN9-AH AKA "Gladius"
A medium 50-ton mech whose loadout was clearly chosen for the Solaris Arena, but still functions well in the field.
Speed: 65 KPH at max
Armor: 30ish on most components, over 50 on the Center Torso and Right Arm, the left arm having about 15 due to weight concerns.
Armaments:
3 AC/2s, 304 rounds: Three low-powered cannons with long range, this trio of cannons is not standard to the Centurion, replacing the large AC/10 it is depicted with. Though, despite their low power, by chain-firing them, one can achieve a highly rapid volley of shots without any significant jamming and a very slow buildup of heat.
2 SRM/6 launchers, 180 rounds: A pair of devastating short-range missile launchers mounted where the photo model's LRM-10 would be, in the left portion of the torso. They generate far more heat than the AC/2s, and have a fairly short range, but they really put the boot in when needed.
Fist: This mech has a proper hand actuator, allowing it to grasp objects and, on rare occasion, punch something.
Sword: Used primarily in Weapons Dead matches, this gladius-style sword is both this mech's namesake and a proper melee weapon. Felix suspects it was mainly packed for propaganda photoshoots and the potential for use in a "Batchall" duel, but as this particular centurion doesn't have energy weapons, it may be necessary in a low-ammo emergency.

Catapult, CPLT-C2, "Funny"
An extremely simple mech still well loved in all parts of the inner sphere and the periphery, with a stunning array or variants and custom models.
Speed: 70 KPH at max
Armor: 45 on most components, 70 in the Center Torso, and 30 in the legs
Armaments:
2 Rotary AC/2s, 700 rounds: If the AC/2 is a long rifle, the R-AC2 is a gatling cannon with the same caliber of round. Firing at high speed, the R-AC2 can deal much more damage in a much shorter time than multiple AC/2s, but at the cost of generating a LOT of heat and with the potential to jam in the middle of a fight. These take the place of the laser weapons in the picture.
4 SRM/6 launchers, 240 rounds: The same sort of launchers used by the Centurion, the Catapult carries more of them and more ammo for them. Chain-firing them does reduce the heat issues to a degree, but they do generate a LOT of heat.
1 Jumpjet: Though the catapult could make a very short jump with this, it's more often used to soften landings and stabilize the mech.

Atlas, AS7-D, "Magnitude"
A terror on any battlefield, a machine whose name and visage are feared, and a design personally commissioned by Alexander Kerensky himself. The very definition of an assault mech, 100 tons customized for close-in carnage...
Speed: 50 KPH at max
Armor: No component here has under 80 armor, and the torso has over 130.
Armaments:
2 Rotary AC/5s, 525 rounds: Like the R-AC/2s, but heavier caliber, and both focused in the right section of torso, where the depicted Atlas has an AC/20. Though shorter ranged than their lighter relatives, these cannons more than make up for it with the sheer amount of hurt they put out.
2 SRM/6 launchers, 120 rounds: Nothing new here, just two short range missile launchers in the left torso, replacing the LRM-10. However, the Atlas doesn't carry as much ammo for them, due to needing the space for the R-AC5s and their ammo.
1 Large Pulse Laser: A powerful energy weapon that generates a great deal of heat, but can melt armor with its pulsing fire. Placed in the Center Torso, ensuring that it should stay functional and firing until the engine is slagged or the cockpit destroyed.
1 Laser AMS: Placed atop the left shoulder, this device detects incoming missiles and uses a weak laser to shoot them down before they can strike the Atlas. However, the system can be overwhelmed, and even when successful, it is possible for a few missiles to slip through anyway.
Fists: The Atlas, as you may have noticed, has two hand actuators placed at the end of two highly armored arms with a whole lot of weight behind them and no delicate weapons in their way. Felix will NOT be shy about using them to hammer you flat.

Strengths:
-An excellent pilot who fears little on the battlefield, even against overwhelming odds.
-A capable fighter on the ground in a pinch.
-Has a sense of showmanship, and knows how to entertain.

Weakness/ Fears:
-Struggling with identity issues, Felix might know things about themselves, but they don't yet know who they are, and can be... Swayed.
-A pragmatist and a survivor, Felix has little in the way of loyalty to others. If the chips are down, Felix is willing to switch sides to the winner... Or whoever pays more.
-Not that great at the whole 'team player' thing. They're not AWFUL... But don't expect them to be good about taking orders.

Other: Pay your bills, Friendo.
 
Name: Gillan Manfred



Age: 19



Gender: Wizard



Sexual Orientation: Fireball



Species: Human



World and Universe they are from: Dungeons and Dragons (Maybe Faerun)



Appearance:

2vhEN04.png





Personality: Gillan is very dillusioned with the world in general, resulting in a very blunt way of speaking to people and what would some say a pessimistic way of looking at things, though he would describe himself as a realist. Safe to say he doesn't have any of his own ambitions and just lets the universe guide him.



History/Bio: Born in another generic fantasy world, with dragons, kings and queens, elves and dwarves Gillan was rather privileged for a human. His family were the lords of the Starting Village, founded by Stefan Starting, in the Kingdom of Kingdom, founded by King Dom. He lead a normal life, venturing out in the suicide woods, named after what people did most there or the other famous places, such as the Gnoll Woods, Necromancer Woods, Woods of Deliberate Danger, Mount Disappointment, and the nearby docks. Starting Village main production is dumb adventurers and unmarked wands.

Anyways as it was tradition at the exact point Gillan became of age his parents died, making him an orphan and lost all of his wealth, having to work as a male stripper to cover his time in College before going out as an adventurer.

On his first trip to the necromancer woods he came upon a lich tower, which as an dumb adventurer he had to investigate. Ensue killing of undead and retreat to defeat the evil lich later he'd level to level 2, and got a weird book with a separate sheet of paper on it.

The book "The dungeon master's manual" detailed the world he lived in and it's residents as parts of a game, and the sheet of paper was him as a character. Unfortunately, he later found that they were both indestructible and very much true.

You could understand as he immediately lost all interest in the world and instead of advancing the storyline, simply did menial work to earn enough gold to live and laze his days around, since he didn't have any agency in this world.

Until of course he was transported away.


Powers :

Cantrips
Boring and simple spells he can spam out without limitations.

Spell casting
Gillan can prepare 5 spells out of his 8 possible once per day. He can then spend spell slots for different levelled spells. He has 3 level 1 spell slots.

Prestidigitation (Cantrip)
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
Firebolt (Cantrip)
Shoot a little bit of fire at someone, it doesn't really do a lot of damage besides a mild burn but it can set stuff on fire.

Mending (Cantrip)
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

Detect magic (Level 1)
Detects magic in a 30 feet area around you

Expendious Retreat (Level 1)
Let's you double your movement speed for 10 minutes

Feather Fall (Level 1)
Let's you avoid fall damage for up to 5 creatures for 1 minute.

Shield (Level 1)
Summons a 1 use shield to block simple attacks.

Magic Missile (Level 1)
Summons 3 bolts of energy that hone one their targets, doing below average damage.

Colorspray (Level 1)
Sprays paint from his hands to blind people for 1 minute.

Grease (Level 1)
Slick grease covers the ground in a 10-foot square centered on a point within 60 feet and turns it into difficult terrain for the 1 minute.

Jump (Level 1)
Your jumping distance is tripled for 10 minutes.

If he has 50 gold he can copy other spells into his spellbooks, but it doesn't mean he's strong enough to cast them.

Arcane recovery
He can recover half of his wizard level in hp.

RPG character Logic:
Carrying 210 lbs easily but an extra gram slowing him down to a standstill, sleeping off mortal wounds.

Power limitations:

Every other spell besides a cantrip has a limited use per day, and as a wizard he has painfully low HP. Like in a straight up fight a rat could 1v1 him.

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):

Athletics B
Acrobatics D
Sleight of hand D
Stealth C
Arcana B
History B
Investigation B
Nature C
Religion D
Animal Handling D
Insight C
Medicine B
Perception C
Survival D
Deception D
Intimidation D
Performance D
Persuasion D

Weapon(s)/ Equipment
Quarterstaff
Components Pouch
Backpack
Bedroll
Mess kit
Tinderbox
10 Torches
10 Days of rations
Waterskin
50 feet of hempen rope
Spellbook
Dungeon Master's Manual
Gillan Manfred's Character Sheet


Strengths:
Utility
Sensibility

Weakness/ Fears:
Existential Dread
Pessimism

Other:
No he doesn't have trousers under his robes.
 
Last edited:
0 Ryder_ref_jacket.jpg
0 Ryder_ref_tank_top.jpg
[Art of my boi was done by: Userpage of StarfallHybrid -- Fur Affinity [dot] net https://twitter.com/HybridStarfall ]
Name:
Ryder Rowe

Age:
24

Gender:
Male

Sexual Orientation:
Bicurious

Species:
Human [Cyborg]

World and Universe they are from:
A Cyberpunk world wherein countries are each heavily special and unique in how awful or supernatural it is. One country managed to mix with alien life and deal in space travel/space tech while holding illegal genetically altered mutant/monster fight clubs that both Earthly Underworld and Outer Space Underworld enjoy. One country being run by robots that will run practical slave labor and fire people because they've found a better method of production. All sorts of crazy stuff happens here. All for a profit, often at someone else's expense.

Appearance:
Standing at just under 5'11 and weighing 150 Ibs, Ryder's hair is often completely white but is often dyed various colors because of his choice in career and mostly because he just feels one color this day, and another color on the next. Marking his skin, besides the various tattoos that include: An Anarchy Symbol on his shoulder, an Ace Card on his neck, and random tattoos covering his chest and back. There are visible lines where his cybernetics are installed. Mostly around the face as he did have his skull altered and along his body, his arms around the elbow being completely replaced by cybernetics, though not flesh colored as the rest on his body. The cybernetic arms are a non-shiny black color, bordering on gray for some parts of the arms.

For his eyes, they are a noticeably cybernetic. In that they are black in color save for the iris which is often glowing in color, often white or some other fancy color that Ryder has chosen for the day.

Personality:
Described as a thrill-seeker at heart with heavy doses of eccentric mannerisms, such as blaring old songs over speakers while in a firefight, or making his own songs on his own, using a method similar to an Acapella just with instruments rather than making sounds with his mouth, for zero profit. Or becoming a mercenary/criminal heister that is often the Getaway Driver in robberies, big and small. To Ryder, it's just another thrill, one that also messes with the MegaCorps that rule over Earth, which to Ryder is a big bonus.

It's often noticed that Ryder despises MegaCorps, calling them every name under the sun, hating how each one doesn't hesitate to screw over the little guy , the main reason being he was born under the rule of a particular MegaCorp called something gothic and tacky, that required each child to be born under a license, if a child doesn't have one, they get a lethal case of lead poisoning, courtesy of hitman doped up to the point they can't express any emotion or remorse. The child in this case was Ryder's little brother sister when Ryder was barely fifteen. So yeah, Ryder dislikes most of 'em. Probably the reason why he got into his current career.

But underneath the eccentric mind and seething hatred of Corporations, Ryder's a caring individual, giving away literal millions in credits from his cut in heists to orphanages or the rare few cities outside of any MegaCorps rule. In fact, he's currently funding a ship to take a city to the stars, and hopefully integrate with the alien life that's taken up most of the universe. Free and away from the shithole that has become Earth.

History/Bio:
As mentioned, Ryder was born in Sector Four under a MegaCorp known as "Invictus Ad Servitium Inc" thankfully with a license for his birth, so he wasn't shot in his crib, his childhood was spent in heavy poverty while his parents both worked endlessly to provide for their family, his mother having to sell her body which led to a pregnancy of twins. Neither they could afford to get licenses for both, so they attempted to have both in secret, but the twins were sold out by a nosy neighbor, which led to the deaths of both infants when Ryder was just about to hit fifteen. The two-thousand credit fine served to his parents was the nail in the coffin, figurative and literally. Both working themselves to death and leaving Ryder alone in the world.

What followed next was a descent into crime, Ryder joining up with a local gang, serving as their driver and racer for the very illegal street racing games they held. Which over the years led to Ryder becoming a freelance mercenary and eventual bank-robber/getaway driver hired by the Underworld's worst to damage the funds of various MegaCorps around the world, and within their own Solar System.

Ryder's final job, before his mysterious disappearance was robbing a casino owned by the very same MegaCorp he was born under, wherein the group he was with, stole 50 billion credits and just about to make it out when the group suffered heavy casualties. Ryder being the sole survivor, ran off with the two duffel bags filled with the chips holding the credits before suddenly disappearing. It's been assume he somehow got his hands on some teleporting tech, and made off like a king.

This couldn't be farther from the truth.

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.):
Since Ryder's been modified with both genetic and cybernetic augmentations, he's been given a decent number of abilities.
+Cybernetic arms are far more stronger and precise than regular flesh and blood arms.
+Cybernetic eyes also grant him a H.U.D of sorts, as well as protection from flashbangs
+Cybernetic ears also act as protection from loud noises that'd damage hearing, such as gunshots and explosions
+Nanomachines grant him a slight ability to heal, nothing major. Said nanomachines can be used to repair the other cybernetics.

But one piece of genetic augmentation that is Ryder's main ability, and possibly the main reason why he's as skilled at driving as he is.

A specialized organ is located in his brain, said organ allows a more enhanced perception to be activated that increases reflexes while making Ryder see things as if they were in slow-mo.

Power limitations:
The main downside to his cybernetics is if someone throws a EMP at him, can disable his cybernetics for a couple seconds. Which not only leaves Ryder not able to see, hear or even raise his arms or move his legs. Leaving him rather vulnerable. The massive amount of metal in his body also leaves him vulnerable to magnets, electricity.

The drawback that organ in his head, is that continuous use leads to headaches that go from "Okay this is tolerable" to "Owww, kill me, I'm briefly shutting off so the pain stops" levels of pain. Each use requiring at least thirty seconds in between usage. And can only be used for ten seconds of 'slow-mo'

Skills:
Driving: S
Fist-Fighting: C
Mechanic: A
Music: S
Parkour: A
Piloting: A
Shooting: D
Hacking: B
Bartering: D

Weapon(s)/ Equipment:
One Pistol chambered in 9mm, holding just about fifteen rounds. One SMG chambered in .45 and holding about thirty rounds, one knife hidden in left arm, two duffel bags filled with chips that basically hold 50 billion credits. Three clips for both pistol and SMG, totaling at six clips.

Strengths:
Ryder works best as a distraction, or as a driver/pilot in "GTFO-ing" in situations, remaining cool under pressure and easily out performing skilled drivers, and some not so skilled pilots.
Weakness/ Fears:
Easily out performed by more skilled in regards to guns and piloting, and despite his cybernetics and 'skill' in fighting, martial artists can kick his ass, Ryder on his own and in a corner can only do so much.
Other:
Currently owns and driving a van done up to look awfully similar to a certain van from an old TV show regarding a team with a letter as their primary nickname.​
 
Last edited:
Name: Samantha Nakamura

Age: 19

Gender: Female

Sexual Orientation: Unknown

Species: Ghoul-esque creature

World and Universe they are from: Unknown

Appearance: Standing at a whopping 153 centimeters tall, Sam is not very imposing. Especially considering that her natural frame and build are rather petite, and even consuming a significant amount of energy, she'll only look slightly more muscular. She has soft facial features and fairly pale skin, offset by her mouth filled with sharp fangs and her unnatural red eyes. For comfort's sake, she keeps her snow white hair short. Most of these features are hidden most of the time, however. She wears a suit reminiscent of plague doctors' attires. Hiding her face and body from everyone became a habit with her transformation.
LK5DV2H.jpeg

Personality: Sam's body wasn't the only part of her that harshly changed with the transformation. Her emotional landscape now seems rather plain, lacking things such as empathy or remorse. If anything, this has made her more proficient in her new life, where she needs to kill to live. In the case she decides to interact with someone non-lethally, she is noticeably odd. Talking rather cheerfully about dark topics, or appearing unnaturally fixated in certain things, just to give examples. She is particularly passionate about her main hobby: The human body (The problem is that since she is self educated, she barely knows how to properly talk about it. On a side note, she'll pretend she knew all along if you correct her). She has a bit of a inferiority complex connected to her gender, making her try to hide it as best as possible. It can even disrupt her behavior pattern to be found out to be a girl.

History/Bio: Samantha was an orphan who never got to meet her parents. Instead, she was raised by a friend of theirs, a scientist by the name of Godfrey Matthaus. In reality, he was a terrible parent, as he was overburdened by work and barely had time for Sam. However, he did love her, and tried his best to at least show that to her whenever he had a brief chance. That did mean that Sam had to learn most things by herself, though. By the age of 17, when she was out of high school, she had quite clear what she wanted to study in college. Since she was young, she snuck to her foster father's lab and do experiments on her own. Once she was at school, her favorite thing to do was dissect animals and study what made them move how they did, breathe how they did, and so on. Combining the two into becoming a good willed doctor seemed only logical to her. She never got the chance to do so.
One night her home was attacked by a mysterious monster, she was brutally beaten by the monster, Godfrey managed to get to them in time to prevent her death. Arguably something worse got to her. While her foster father kept the monster busy with a gun, Sam's body violently mutated. The monster turned her into one of them. Upon this realization, the monster left a bloodthirsty Samantha with a wounded Godfrey. Not knowing how to control her new body's urges, she finished off Godfrey.
Filled with regret and anger, she tried her best to hunt down the monster who ruined her life. It wasn't difficult though, with a combination of her superb senses and news about mysterious brutal murders, she was able to confront him soon enough. Their kind strengthened upon feasting on humans, and given how she tracked the freak down, she was at a clear physical disadvantage. But this monster had eaten so much, so fast, that his brain had been damaged. After yet another brutal beating, Sam managed to outsmart the beast into incapacitating himself. Then, as the best revenge she could come up with, Samantha ate the monster. This proved to be good for everyone else, as her hunger dissapeared for some time, without the need for her to use the drug she designed to inhibit it. But it didn't last forever, she resumed her consumption of human bodies, until a mysterious light dragged her off her feet.

Powers:

-Super Senses: As a monster, Sam's senses are quite developed, particularly her sense of smell. Superior to any other animal's.

-Consumption: With the help of an extremely adaptable and strong jaw, Sam's body now can absorb the strength and mind of other beings that she eats, her body takes more advantage of humanoid meals, though she can really eat any meat. She gains the most energy from the heart or its equivalent in the body. Currently, she is at peak human condition from her last meal. Her research shows that eating her source of infection completed her transformation, but consuming other humanoid super beings might grant her new abilities, depending on what and how much of it she eats.

-Regeneration: The consolidation of Sam as a monster. Her wounds can be healed at great speeds, even severe ones. Severed parts can either decay and be regrown, or joined back to the body.

Power limitations:

-Super Senses: Quite simply, her senses can be overloaded. So a very loud sound, or especially, a particularly strong smell, can stun her.

-Consumption: Not only can she consume beings for power, she explicitly needs to. Her body starts decaying after sometime not consuming a certain amount of energy. This can't kill her, but it will incapacitate her eventually. Conversely, eating too many beings too quick can damage her rationality. Furthermore, her hunger is almost constant, so she needs a drug she made herself to ignore it.

-Regeneration: Although she can recover from virtually any wound. This increases her need for external energy, the more often and the more extensively it is used. Meaning it shortens the required time between meals.

Skills:

Pistol Shooting: B
Medicine: S
Bio-chemistry (Ghouls): A
Chemistry: B
Interrogation: C

Weapon(s)/ Equipment:

-A heavy, 5 round revolver with the word "MATTHAUS" engraved on the barrel. Sam carries a pouch with 20 extra rounds. (seen in first pic)

-Mimicking a gun she saw somewhere, Sam made this revolver-looking gun. Though instead of firing bullets, they are loaded with canisters of a concentrated acidic substance. This acidic substance can be fired in a shotgun-like short range spray, or in a focused bullet-like formation akin to her other revolver in power when impacting, before spreading the acid. This acid is mostly good at decomposing flesh, but other materials are still affected. She engraved "GODFREY" in the barrel of this one. She carries an extra 9 canisters of acid, each capable of 10 shots.
IN3IlkM.png

-3 flasks labeled "neutralizing agent"

-3 tubes with processed human hearts, neatly sealed.

-A large black knife.

-An assortment of medical tools. From scalpel and scissors, to a bone saw.

-A box with a compact set of various medicines and a few antidotes. Among them, Sam carries 10 injectable ampoules of a mix of her blood along with other chemicals. It greatly boosts regeneration temporarily. Naturally, they don't work on her.

-Multiple throwable needles, coated with a potent muscle relaxant.

-4 one use pods of hunger staving drug.

-A modified inhaler for said pods.

-The mask on her suit has adjustable filters, to avoid sensorial overload.

-A voice modifier that looks like a plain black choker.

Strengths: Despite lacking formal training, she's a top notch medic, albeit an unorthodox one. Even though she's mostly a back liner, she has the tools to fend for herself somewhat. She has great potential based on what she eats.

Weakness/ Fears: If reckless, or maybe forgetful, Sam can be rendered fully incapacitated via lack of eating. Eating someone that "doesn't deserve it" by accident always worries her.

Other: Her normal voice is rather soft. While she prefers to make her voice modifier, along with some padding to make her seem more manly.
 
Last edited:
image1.jpg

(OOC: This fan art is done by someone else.)


Name: Minerva Fhirdiad
Age: 21
Gender: Female
Sexual Orientation: Heterosexual
Species: Human
World and Universe they are from: Was born on a mid-freighter in space. Star Wars twenty one years after Episode Four(AU where Emperor Palpatine stays dead and Ben Solo doesn't turn to the dark side.)

Appearance: Stands at five feet and six inches and weights one twenty two pounds. As for hair it is dark and short in length with a pixie cut style. She also has brown eyes with olive colored skin. When not wearing her green theme armor and similar gear Minerva puts on a black sleeveless or short sleeves shirt and similar colored pants in warm environments. In winters it is complete with a green jacket.

Personality: Like many of her adopted bethern Minvera embraces their warrior culture but doesn’t follow in the same style as the Children of the Watch. At the same time she displayed a deep fascination for exploration and loves seeking challenges outside of combat as well. Minerva is also a student of galactic history, specifically researching Mandalore's past, current and ancient. Minerva is a lonely soul and can be stubborn to a fault.

While professional when it comes to mercenary work she struggles in a formal setting, preferring to stay away from such things. One can say the warrior is very blunt, seeing no point in wasting words with others. Of course she enjoys drinking and celebrating in less restricted establishments and locations. The young Mandalorian deeply desires to either forge her own clan or join one deemed worthy in her eyes.

History/Bio: There was an Alderaanian couple, Garvan and Lena Fhirdiad who worked as interstellar scouts, often operating in the Outer Rim. In the midst of one of their travels, they saved a Mandalorian mercenary named Jorel Ordo. Indebted by their compassion the latter became their protector for a long time. Called home on family business, Garvan returned to Alderaan, leaving Lena now pregnant in the care of Jorrel. However, he died when the first Death Star destroyed the planet.

Learning the truth soon after Lena was wrecked with grief. She tried to live on yet died two weeks later in childbirth onboard her ship but not before naming her daughter Minevra. Ordo was now left alone with the child. He took the infant Minevra, bringing her in as a founding into one of the surviving Mandalorian enclaves hidden in the galaxy. Minevra grew up in the company of Jorel who adopted her more or less. While raising her in his view of Mandalorian culture the old veteran noted the girl had an adventurous spirit like her deceased parents and encouraged it.

Eventually Minevra became of age and chose to remain as a Mandalorian. Not long after Jorrel was fatally wounded during a mercenary job they both were both hired for. Before his death the aging veteran confided his regrets about the fate of Minevra’s parents and the decline of his people’s culture. With his last breath Jorrel requested that she burn his body, scatter the ashes on Mandalore and to forge her own path as a Mandalorian.

She strived to do so and on a harrowing journey alone she eventually reached the devastated homeworld. After fulfilling the first half of the promise Minevra made an effort to better understand her adopted heritage and herself by going on a galactic wide pilgrimage. Yet not long after Minerva while working a merc job on Dantioone when she was teleported to Thedas. Bewildered the warrior found herself in an forest within northern Orlais. She wandered alone for more than a week before discovering the settlement of Arlesans.

The locals(specifically the Chantry Mother) were fully aware of the outsider phenomenon by now directed her to head for Val Royeaux, the captial to find her answers. After further travel she finally arrived in the capital and brought to the Chevaliers du Ciel or the Cell. Once she fully understood the situation and gotten over the sheer shock of it Minerva joined the Cell, forming a mercenary contact with them. Since then she has spent nearly two months fighting the Nazis in the Dales.

Powers: N/A
Power limitations: N/A

Skills
Marksmanship- B
Close Quarters Combat- A
Infiltration- C
Demolition- D
Piloting- C

Weapon(s)/ Equipment

Dual WESTAR-35 blaster pistols: Fires yellow blaster bolts. Has a stun mode and sealed maintenance. It features sealed low-maintenance construction and angular design that is consistent with typical Mandalorian artistic style.

E-11D blaster carbine: The BlasTech E-11D blaster carbine is a lightweight, sturdily-built standard-issue weapon. During the Rebellion Era it was often used by Imperial death troopers. It features a stock and a large-bore reinforced barrel in order to maximize its rate of fire and intensity. Designed for close-quarters and urban combat situations the carbine trades range and accuracy for stopping power and short range performance.

Mandalorian Vambraces: Gauntlets traditionally designed to combat force users, ites devices contain various features. Minerva’s vambraces consist of a wrist flamethrower, shield emitter, paralyzing/toxic darts(left hand), grappling line, repulser and hidden vibroblade(right hand)

Forging Hammer: Once belonged to her adopted father to repair and modify their armors, Minerva now utilizes the hammer as a melee weapon. She has named it Saraidr be Aru'ela (Bane of Enemies in Mando’a). It is strong enough to smash through stormtrooper style armor.

Z-6 jetpack: Fast and nimble, the Z-6 model can maintain sustained flight, as well as offer Mienrva short bursts of lift in order to gain a tactical advantage during combat. It has a maximum vertical height of seventy meters, and is equipped with a top-loaded, rocket firing missile.

Despite the tactical advantages the Z-6 jetpack provides, the unit was vulnerable to external impact damage. A single strong blow with even a stick could conceivably ignite the jetpack, leading to a variety of performance issues, significant potential harm to the body of the wearer, and even death.

Thermal detonators(Three): Palm-sized, spherical devices that are utilized as extremely deadly explosive weapons. In addition to being surprisingly powerful for their size, they could only be deactivated by whomever turned them on. They also would explode only when they were activated, and therefore were very resistant and secure and a stable weapon when carried.

Flashbang Grenades(Two): Disorientating concussive charges thrown that inflicts minor damage and incapacitates nearby targets.

Strengths: On the battlefield Minerva is a determined and ruthless warrior, talented in close quarters combat. Furthermore she trained to endure extreme pain and survive out in a number of wildernesses. Having been raised by a hardened mercenary she has become a dedicated student in battlefield tactics.

Weakness/ Fears: Despite her training and strengths Minerva is still inexperienced in comparison to many other Mandalorian warriors and has much to learn. Political diplomacy is certainly not her style, due to her blunt persona. It is known that her temper can explode if provoked(legitimately or not). In addition she secretly fears not being worthy of her adopted heritage and does everything she can to prove otherwise, even to the point of recklessness.

Other: If she was voiced by a voice actress I would imagine it being Allegra Clark.
 
Last edited:
Name: Gualatinus Bolana -- THE WERE-CRAB!

Age: 123

Gender: Male

Species: Mudcrab

Sexual Orientation: Crab

World: Elder Scrolls

Appearance: ...... He's a mudcrab. Just slightly bigger than other mudcrabs.

yUDWo98240FTKnnw5woGrI4NtWMAQa9sscAFi1J0AmeaDd4x31kPXOuNmK-wvxPauZZUVLwOZXj0oAgu6MRxRlXyH9-Q4_DgWMcBAptQIQBt_xeROYfQX1W-8n9XZB_zCrJNz4Rq


Personality: ...... He's more aggressive than more mudcrabs, but it comes off more pathetic since his crab hands can't exactly kill anyone. It's like a kid trying to karate chop a wooden board, bless their hearts, but it's hard to watch..... I don't know how to be more descriptive, he's a mudcrab!

History: Gualantinus was a mad fisherman who lived off the coast of Skyrim, near the city of Winterhold. He fished for slaughter fish and oysters in the icey waters, where he made him home from an old ice cave. He was quite mad, believing the oysters were plotting against him, and Ice Wraiths and Frost Atronachs were simply women in disguise trying to scare him... Yeah. It didn't help he worshiped Sheogorath and lived by himself, with only the corpse of a dead Frostbite Spider to keep him company. One of the big ones too, so he has those eyes looking at him in the morning. He calls her 'Emma.'.... Anyway! Sheogorath had something of a problem with one of his fellow Daedric Princes, Malacath. See, he didn't like that Malacath had his own race of beings that worshiped him, the vampires, and they had a lord, Harkon. Sure, Sheo had his Dark Seducer and Golden Saint guards, but they were in his realm, not the mortal word of Nirn.

So he hatched a plan. Gualantius was the perfect man for the job, as Sheogorath developed what he thought would be his masterpiece... To threaten the continent of Tamriel with mudcrabs! WERE-CRABS TO BE EXACT! He had it all set up, Gual would be his Harkon, the lord of mubcrabs, and spread the were-crab disease from Skyrim all the way to Cyrodiil. He would infect unsuspecting people trying to fish for crab by biting their necks with his mouth! Gual accept his new role with open arms and became.... THE KING OF THE MUDCRABS!!!!! The first were-crab in all of Nirn, and his tyranny would be matched only by Sheo's pal Emperor Pelagius III!

Only one problem: Mudcrabs have their teeth in their stomachs to help disgust food. Their mouths are soft little mouthpieces that could barely scratch skin, let alone make someone bleed. And it was too late to reverse Gual, so.... Sheo got bored and left Gual in his current state, completely forgetting the mad fisherman. So Gual now travels the coast of Tamriel, looking to infect the Were-crab cruse upon unsuspecting civilians!.... To no avail.

Powers: None

Skills: Killing people - F. Hurting them - D.

Weapons: None

Strengths: He can't be killed easily.

Weaknesses: He can't die easily.

Other: He's a WERE-CRAAAAAAAAAAAAAAAAAAAAAAAAAAAAB!!!
 
Name: Voláre "Red Riding"

Age: 18

Gender: Male

Sexual Orientation: Demisexual

Species: Human

World and Universe they are from: Fire Emblem: Fates

Appearance: Voláre stands at a reasonable 5'11", wearing a dark red robe with a hood. The hood is usually kept up, earning him his nickname. Under the robes he wears a white long sleeve and white cloth pants, which usually are only seen when he's ready to sleep since he takes the robe off. Voláre's pants are tucked underneath beige knee high boots that lace up. Voláre wears thin black gloves, which are stitched with white embroidery of his family's (from his mother’s side) crest. Lastly, Voláre wears one golden bracelet, and one silver bracelet on each wrist.

Voláre has silver hair, matching that of both his parents, at medium length and styled straight (look up Xellos of Slayers for an idea of hair style). His bangs are straight, and long enough to cover his amber eyes for anyone that has to look down at him. He's thin, naturally, but he's not malnourished. He just cannot seem to put on any weight no matter how hard he tries. He is all muscle, despite his tiny frame, making him strong enough to pick someone up if he had to.

lgF4tf9-WfM7ytMYM7IFGjfApBx7UUhyAbzD7OFESbeWvD6wO5Fho2TMNKQOzSChDn9CsAo-Y6PE48XfSQ9OkBZk_uZAKwiUMLrgT2fK_evbjoSb6t80nOYYYRvOPKr79tTxBAnF
_dUmKdigYjphdKDHjLOIV2q-Jyw94Nppz2LxbJ2NWbvJaNNHYsnVQP1RaMUEKLbr3bc_lCmzIBt4feE5V28G4N5mwhLcYsz02C-AIlIlxlO7Lv3aeJPqutJdZHnvX6fd4USBSc_Y
EDyyEABUCsuXbpNW3iWrPZvrsjh_ZgZ9ynYp__DHWoQ6Xovo6u4--yBSmY8djVjQ2ISxgVGygh39naRbP4fEwCAE4N-R9qNfnQErklT9qPmCnlnpt5RpaAai0FS5_x5RStfQZg5G


Personality: Voláre is shy, incredibly so that he tends to hide behind his hair and under his hood. He's easily embarrassed, and easily shamed. His thought process is easily influenced as well, which often leads to him having a hard time when people are in arguments. Both sides are constantly changing his mind. It's rare he feels safe and free enough to have his own thoughts, but this usually happens when he is around people he trusts.

He's quiet though, and more often than not doesn't speak to people directly, or at all, until he feels close enough to them. He will talk as if there is another nearby or an imaginary person to relay his words if he absolutely had no other choice. It is just more comfortable for him this way. His voice is heard quite clearly when he fights, but he is usually pretty embarrassed by this and no one really knows why, but it often leads to hesitation to fight out of fear of being shamed.

History/Bio: Voláre was born of a dancer and a seamstress. His mother Rina having been working so much sought out to enjoy her day off one night, and had found herself a dancer to entertain her. This resulted in Voláre, and although not having wanted a child, she fell in love with the baby. She doted on him as much as any mother would, and found he was quite sensitive to the cold so she took great care in keeping him warm. She assumed he would outgrow this though, and with his frailty feared he would not survive without some sort of training. Not having the means to do this herself, she reluctantly sent him off to what was known as the Deeprealms.

With time moving faster inside the Deeprealm Voláre grew up faster than his mother probably expected he would. He was taught as any student was, but he faced a few difficulties along the way. He had a hard time keeping his own thoughts and ideas, and often was inclined just to agree with someone else and be done with trying. This continued throughout his time in the Deeprealm. He was teased for it, and often felt ashamed of himself because of it. But he pressed on regardless. His shyness became apparent quickly as well, and with hiding under his red hood whenever he got nervous, which was often, he was given the nickname of "red riding". It didn't matter which name was used, but more often than not it was something mean. This led to Voláre’s choice not to talk.

He was quickly a fantastic healer though, and easily that became his specialty. Even so, it didn't help his social life. It was the concern of his mother and teachers that urged him to find some way, any way to protect himself. So he started researching any kind of self defense. He had no talent for any weapon, no matter how hard he tried and it was becoming too embarrassing to keep trying. So he went to try using the magical arts, those of tomes, specifically. He was decent enough at that, but most magic was still difficult for him to control.

He found as he read and studied the magics he could create his own tome for use in fighting. With help, and encouragement he managed to do this, although it was by pure accident the tome became one of ice magic. Voláre couldn't complain though, since it actually seemed to work really well for him, despite the irony in it. He still had issues with control though, and it was recommended by a teacher that he use an enchanted item to help with this.

In his final year in the Deeprealm, Voláre had mastered his magic to the best he possibly could, and came out of it with a custom tome, a short staff for healing, and two enchanted items. It was incredibly helpful to him, and he was grateful for the help he received from his teacher. He was now ready to go home to see his mother again, or at least he had planned to.

Powers:

  • He can heal fairly quickly, and efficiently with his Purification Rod.
    • His healing doesn't work for poison, only physical wounds and the occasional cough or sore throat.
    • He can't recover blood loss, and he can't heal a fatal wound and bring someone back to life.

  • Niflheim lets him attack with ice shards.
    • His ice can be either one decent sized shard, such as a medium sized dog, two smaller (small dog) shards, or a good dozen of miniature (French fry sized) shards.
    • His control only goes so far, he can't control all of them separately.
    • He is able to freeze the ground around himself, a person or object, so it’s possible fo freeze someone in place too.

  • Through his tome he can summon an ice golem, giving him an ally much larger and stronger in power than he has alone to protect him.

Class Skills:

  • Rally Magic: Magic +4 to all allies within a 2 tile radius for one turn.

  • Tomefaire: Damage +5 when equipped with a Tome

  • Focus: Critical hit +10 when there are no allies nearby.

Personal skill:

  • Unassuming: Enemies that prefer to take out the strongest of the group first are less likely to target him. Enemies that prefer to take out the weakest of the group first are more likely to target him.

Skills:

  • Healing - A
  • Ice control - C
  • Buff magic - B
  • Adorableness - S
  • Loyalty - S


Weapon(s)/ Equipment:

  • Niflheim - An icy blue colored tome
  • Staves: Psychic, Freeze, Ward (barrier lasts 5-7 minutes)
  • Enchanted silver and gold bracelets
    • His right bracelet, the silver one, boosts his control over the ice, letting him either merge it, split it and change its direction.
    • His left bracelet boosts his ability to heal, decreasing the time it takes to do so, and usually letting him heal a more severe wound than he normally would.

Strengths: Healing, loyalty to his loved ones, reading

Weakness/ Fears: Anyone that may betray or tease him, or try to control him. He's sensitive to the cold, so he often will shiver even when it's not really that cold to most people.

Other:
View attachment 216561View attachment 216563View attachment 216562
 
breton dragonborn.jpgName: Aelnneond Macsoric

Age: 25
Gender: Male
Species: Breton
World and Universe they are from: Elder Scrolls

Appearance:
Breton have the angular features of the elves and the softer muscular features of man. Thus he has a lean frame well-muscled by practice with casting a sword. Constantly attempting to surmount the limitations of his body the least exercised thing about him is often sleep. Standing tall at six foot there's little room for anything but muscle on his body given such little time for food. Despite his lack of personal attention he's quite attentive to cleanliness and is particularly organized about what possessions he carries. His clothes are never worn out as an attentive eye is demonstrated with neat patterns disguising stitches. Thus his armor and his traveling cloak are festooned with elaborate embroidered patterns hiding slashes and squares.​

Personality:
While not a perfectionist he does not settle for less that he thinks he can get. A curious mind can get lost in the details if nothing pressing is attempting to dislodge him from focused study. Thus a voracious consumer of trivia and books tends to eschew drugs and other pollutants of the mind. Though this does not limit his otherwise exuberant if cold inquisition to others he encounters with interesting problems or knowledge. An unhealthy fascination with understanding pain and surmounting many other limitations imposed by the body.​

History/Bio:
While studying magic in another nearby land found himself subject to a courier entreating him to inspect a particular place in skyrim. While their information was thin it was from whom that made the letter an interesting item. The latter introduced themselves as the Ideal Masters. After investigating found mages thought of the group either heinous or simply driven which depended radically on who you asked. Still, the idea of mages that eschewed their bodies for ones not so limited drew his immediate interest which could stand to put his others on hold. They'd grown concerned over a project of theirs in Skyrim and had apparently been looking for him. He immediately set off for skyrim with the simple map he was given but found himself stopped at the border by Imperials and put on a cart.

He barely had the time to argue when they wanted to put him to death before a horribly interesting event of a dragon came to ruin their plans. He couldn't help but collapse in mad laughter at the situation of a dragon burning down the city he'd been sent to be executed in while mages from an entirely different sphere awaited his report on their project of interest. There was so much to do and he didn't know where to start! Though evading the encroaching fire spurred him into motion. Having no particular love for stodgy imperial doctrine favored them little especially after finding the torture chambers they maintained for rebels. Just hideous man-shaped shadows of the Altmer with barbarism for a doctrine. Even the Nord's xenophobic habits had something to say for their treatment of non-nords.

Sent for a tablet upon escaping decided to follow that where it led needing allies to pass all the way through this land if there were dragons about. A gleeful and bloody path was carved through the Dragur of the temple to carefully dissect them. Now he had come upon a town though Avoided for now headed north toward where his contact was for mysterious benefactors. As he headed north fought his way through various bandits and dark creatures to finally come upon the place his map indicated. A tomb and graveyard blasted open by some immense force. The ground was covered in torn and sliced parts of dragur that appeared to have met their match. A standing stone was carved with a void perfectly round at the end of a trail of dried sap as if something that bled had been removed from reality.

A curious thing indeed but what he found at the bottom of the crater proved terrifying. A wall in the ancient language of dragons seemingly built of dried bones and ivy studded with carved rocks held in place by woody stems. The letters began to glow as he approached his lungs feeling too full as his muscles locked with something pouring a misty gleam down his throat as an understanding of words poured into his mind. Not just a description. The whole of a single moment branded into his tongue with the echo of a sound to create it. Feykro Shulkun Qahnaarin!

reegan-shell.png The world quaked and bent as his will quaked rocks from the rim of the blasted hole. The grass around it withering and dying as a small sphere flickered into reality from somewhere his conjuring told him was as distant to oblivion as it was to here. A wooden frame over some inner space fluxed and moved at strange angles as some sphere bounced around the water inside. Some distinct space of water moving things past as if it were a window into some other reality.

Its voice was a female one that reminded him of the erudite ladies back home, "Ah, Hello! Do I know you? Do I know me? Oh, yes, I can set that. I'm Chalcedony! What are you? Oh dear, so many questions. Am I nonstandard? Nonstandard to you at least. Ah, Guardian! No, no, something else. It's really on the tip of my shell."

Chalcedony morphed its shell in a way that he knew was a specific orientation but the mind refused to reconcile and pointed out, "I think we should go south right now but I'm having trouble remembering why! There's something going on."

Aelnneond nodded, "Hm. Strange benefactors indeed. Well I have questions of my own I think we'll get along just fine."

The travel left him with more questions than answers as Chalcedony's memory seemed incomplete and nascent. Intelligent, certainly, but whatever it was it knew only the barest of breadcrumbs for knowledge about what he'd just experienced. Or anything at all about her origin. Just that she was to escort him in particular for reasons she couldn't recall.​

Powers:
  • Dovahkiin - Aelnneond is the dovahkiin though that certainly is a surprise to him. His voice carries power waiting to be unleashed.
  • Dragonskin - A power of all Bretons is able to absorb the forces of magic inflicted on his person for a short time.
  • Magic Resistance - Bretons also have an inherent resistance to the forces of magic attempting to change their reality.
  • Battle Mage - Skilled in both the spell and the sword uses both to his ends. Adept at a weightless bound blade and spells hardening his flesh to give armor without its weight.
  • Liminal Guardian - Guardians are creatures of the Traveler though after Reegan's alteration by a servant of the same those changes brought forth a liminal version of the Ghosts that anchor the Guardians as it perturbs her inner ecology. Instead, it's anchored him to Reegan. She can dematerialize matter to store it and his bound sword has been experimenting with her changing the nature of his bound sword.

Power limitations:
  • Dragonborn - Hasn't any experience or even knowledge of his status of dragonborn
  • Dragonskin - Unable to maintain the eruption across his metaphysical surface for very long.
  • Magic Resistance - Only dampens somewhat and isn't something he can control.
  • Battle Mage - In extended combat his magicka reserves can deplete and absorbing spells is a rather painful endeavor.
  • Liminal Guardian - Chalcedony can conjure him, and he can re-conjure Chalcedony. If they both are destroyed he is truly lost. As an incomplete creature, the Ghost has yet to develop special skills other than returning him to reality. When retrieving matter sometimes the objects return moist.

Skills (D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):
  • Magic, Destruction - B
  • Magic, Alteration - A
  • Magic, Restoration - C
  • Magic, Illusion - D
  • Magic, Conjuration - A
  • Lock picking - C
  • Acrobatics/dodging - B
  • Alchemy - A
  • Light Armor - B
  • Sneak - C

Weapon(s)/ Equipment: Uses a bound sword predominantly. His armor is leather as it's flexible enough for him to be able to easily cast spells and dodge.

Strengths:
  • Flexible mind - While his knowledge is limited for now he's always been good at picking up new skills.
  • Resilient Optimist - A rational optimist that even while it seems bleak takes time to look for better ways forward.

Weakness/ Fears:
  • Detached - His interpersonal skills have suffered with the long hours demanded of advancing both his martial and magical skills.
  • Undead - Finds undead both terrible and fascinating in their complete ignorance of the failing state of their destroyed flesh.

Other:
 
Last edited:
Name: General Bridgid "Bri" Mahoney

Age: 32

Gender (Can be genderless too): Female

Sexual Orientation: Straight

Species: Human

World and Universe they are from: Fallout 4

Appearance :
yUmOxC6gbWPZLvsTUMkvAD02TCyVqtoIHv4SPT_v-jiJzrWwdHaDWl9vUCFame1BHpA711Bo2Fmpfz0EZJQFqZoKg8o9qP31XeVE0BIJ6-zDrGDIfi6Y2gzntraR5zaU3AnBUu85


She stands five feet and five inches tall with a well-defined muscular body.
Both shoulders have a Brigids Cross tattoo.
L4y1zEMCaeOifqIBGc_nEH1QGfC-38dYHXprbQ3W4J3OGMzlmNuoUHbW4XKTKmgNa2zvLx4CgggfjXrCg1txe_34wzgzGvmx-ZSO0Ey-eaEb5y89QptihwI8JxHenbb-rqHxvmTf


She also has thirteen small stars around both wrists.


Personality (Over six lines long.):
Bri is a rare breed in the wasteland; an American idealist who still holds onto what others call the Old World. For day-to-day interactions she is a pleasant woman who (almost) always has time to listen to others and help if the cause is a just one. She prefers diplomacy to aggression, but when diplomacy fails is also no slouch. In combat Bri is swift but not cruel, and even when dealing with raiders will not resort to torture of captives.

Rule of law is important to Bri, and she prefers living under it than out in the lawless wastes.

She also takes her role as General of the Minutemen seriously and leads her soldiers by example, never giving an order she would not follow herself.

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

Born into a military family and lived in various places during her father's tours of service, even picking up lessons from him in various disciplines as a bonding experience. Pre-war military did not allow women to serve, and finding non-combat roles in the military were not fulfilling, Bri pursued a law degree and passed the bar exam shortly before meeting and marrying her husband Nate, a soldier under her father's command. The pair held off starting a family until Nate finished his tour of duty, which happened just before the Great War destroyed most of the nation she knew and loved along with her family.

After leaving Vault 111 in search of her son, Bri would find a world strange but familiar more dangerous than any war she would have fought before. She rose to be General of the Commonwealth Minutemen, the scourge of the Brotherhood of Steel, and most costly for her personally the destroyer of The Institute to stabilize the chaotic Commonwealth.

Powers : None

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

Marksmanship: A-Master
Melee Combat: C- Above Average
Hand to hand combat: C- Above Average
Diplomacy: S-Above Master
Hacking: D-Slightly Above Average
Lock-picking: C-Above Average
Power Armor Operation: B-Excellent
Gunsmithing: SS-Grandmaster
Cooking: B-Excellent
Construction: B-Excellent
Armorsmithing: B-Excellent
Blacksmithing: B-Excellent

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.)

Liberty
images



Terminator Blade
A blade taken from a particularly strong Assaultron that does more damage each time it hits the same target.
TBDZnAIxQEnQ9gYcs_iwfS6YCi95RGrsXTg5xcjePvbu53utX75GMVW63hY4_FWymSRiX6qszVi1O_XXQQYuWBBpjHrHH5KRm444tE7Tkn_LC3t3-VMrt17tB4rDWyV9AzjKEMSj


Revolution
Formerly the .44 Magnum Revolver of Kellogg, the mercenary that killed her husband and kidnapped her son. Using it gives Bri more resolve to action in even the most hopeless situations.
9Jw4KYX6f4smFZguBUp1RrSKXZ3LTCJlfVKdF8Pojp08CqhWpgJFtWd5CZawWAQSN_SwjRt_ABqtSfrUxpi8i0Lra1IwfnJiIoqGzOJqfjqHPxq1tIFiU9UOfCoovM4lUeCs85Ss


Strengths: Diplomacy, Leadership, guerilla tactics

Weakness/ Fears: Her greatest weakness is that she is too headstrong and adamant about herself to follow the lead of someone else. She is either the leader of a group or solo.

Her greatest fear is that, for all her efforts, the America she wants to rebuild will never be completed, and it will be due to humanity refusing to forgo its selfish instincts.