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sun.

What good is just one wing?
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per day
  2. One post per day
  3. 1-3 posts per week
  4. One post per week
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. Primarily Prefer Female
Genres
Anime-esque, sci-fantasy, adventure, cyberpunk, high-fantasy, Victorian fantasy. comedic slice of life
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A roleplay by @alaska
Co-GM(s): @Jakers
Credit to @Valor for the thread layout

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Have you ever wanted to...
take a look behind the veil?
break free?
live?


Who will be the first to ignite the new world?

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ᴠɪɪɪ ┊ 「We Poured Light On Everything」 is a science-fantasy, faux-distopian action-adventure roleplay, set in a non-descript world similar to our own, though more grandiose and futuristic; Specifically, it is set in the fictional city of Santover, a bustling metropolis, surrounded by the gorgeous wilderness of a vast, pacific-northwestern landscape. I know that there are gaps in your memory--for now, what happened isn't important. What IS important is who and what you are. And you are...

CHARACTER SHEET

Before submitting a character, please read the rules and make sure you agree:

1. All rules of Iwaku apply, obviously.
2. No power-gaming, god-modding, bunnying etc. Don't even try it.
3. GM decision are final and to be respected.
4. This is an advanced roleplay. There should be a certain standard and length found in every post. If you prefer shorter or free-flow rules, by all means enjoy that, but this isn't the place for it.
5. There is no posting system such as order in place. However, please make sure you can post at least weekly. Ideally, twice per week, but weekly is fine. Due to the mission-style setup, arcs and posts shouldn't feel long-winded.
6. Be nice to everyone. Disagreements are to be settled in a civilized manner.
7. If you NEED to drop out, please tell me so I can adjust to it quickly.​

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FULL NAME: (Self-explanatory)
SPECIES: (Human or Cipher)
PETAL: (A PETAL is a contract criminal working within the 8th framework, but it is also a term synonymous with a codename. This codename is usually self-given or a very simple name given to a Petal by the public due to some sort of identifying trait, such as their weapon of choice, physique, or mask. Your character may not have one if they aren't affiliated with the 8th Framework in some way before the roleplay starts.)
AFFILIATION: (Civilian/Police/Military/Criminal/The 8th Framework)
GENDER: (Self-explanatory)
AGE: (Adults only please. Exceptions may be permitted if a good concept is shown.)
DATE OF BIRTH: (DD of MM)
OCCUPATION: (What do you do for the monies?)
MADNESS: (Please refer to the "Unique" tab below.)

APPEARANCE: (Picture + Description. Feel free to include style in this part, and elaborate on details that aren't visible in the provided picture. Pictures should be be non-realistic.)

BIOGRAPHY: (Describe your life up until the start of the roleplay. Remember that your character cannot completely remember their life leading up to some sort of incident, which has set everything in motion. This could go as far back as a year prior to the start of the roleplay. This should be longer than your personality section, in most cases.)

PERSONALITY: (Describe your character's personality. This should be pretty well developed, depending on how old your character is. However, it does NOT mean you have to abide by this strictly. Afterall, roleplaying is about developing a character. So please don't feel restricted by it. It's more to get a feel for your character then anything else.)

- Likes: (Add some likes at the end.)
- Dislikes: (And some dislikes, too.)

POSSESSIONS: (List all relevant items here. A fully-fledged assassin will likely have a variety of weaponry. A policeman will have a standard-issue firearm. A civilian may have a baseball bat, a necklace with great sentimental value, extremely rare gloves, or something like that.)


SKILLS: (What can your character do? Include combat as well as non-combat talents, if present.)

OUROBOROS: (Only applies to Cipher. Refer to information on Ouroboros below. If you're unsure about an idea for a power, feel free to approach me and pitch your concept, and I'll help you make it work.)
 
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THE CITY OF SANTOVER
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THE CITY

Santover is a large city, majorly consisting of imposing structures, made of brilliant white stone, that reaches high into the sky. Is is a city of grandeur. The downtown of Santover employs more conventional architecture, with flat buildings, bumpy streets, and neon lights that illuminate even the darkest nights. Though there are many, many businesses scattered all across the city, there is also the industrial complex, which perhaps could be seen as the melting line between inner city and down town, and which is considerably more monotonous and grey than any other place in Santover.

Santover itself could be described as a port city, although its harbor is fairly modest. More than a single large freighter can't be accommodated by the current port, and the general area is quite dreary and considerably less luxurious than the city's heart. Nevertheless, the water on Santover's west coast is an integral part to the population's life, as the beach is popular all year long, and the port's sad view is hidden by a conveniently placed, beautiful headland, parting the city's outer edge.

THE UNIQUE
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THE UNIQUE

Santover is truely a geographical unicorn, for it houses a comparatively high number of peculiar phenomenons; One such thing is the great pulse Gran Ardeo. A massive structure of light, that pulses and billows, howling across the surrounding territory and the city itself, nobody really knows its origin, and even the scientific community is stumped by its source and purpose. However, it DOES react with the ghostly structure that sits closely to the beach, just on the city's tropical outskirts; The Stargazer is another supernatural construct of light, though it courses neatly through a glass-construct, and seems ever present, as opposed to Gran Ardeo's whimsical behavior. What exactly the relation between the two is, is unknown, but the Stargazer is a popular hangout spot, and is held in high regard by all citizens.

Completing the triumvirate of odd phenomena, the celestial bodies that form what is known as the Lunacy Constellation, seem to respond to the Stargazer to some degree. These "stars" light up and are clearly visible for anyone, even without any equipment. They also move quite fast, but disappear randomly and become untraceable. The Lunacy stars are thought to represent different spirits, and it used to be a common believe that they influence those born under their light. While they are generally thought of as a positive thing, there are many historical tales and writings, most famously the epic "Halflight", about their negative effect, from which they have received their name. Madness are as follows:
● The Wyvern:
Exclusively female, the Wyvern is described as a winged reptile, capable of flying and breathing elementally charged breath. They can grow very large, but most fall into the 7-10 feet range. They are associated with courage first and foremost.

● The Calpa:
A black stallion or mare, blinded by a malicious cloth wrapped around its head. In ancient mythology, it was regarded as an omen of death, nature, strength, and truth.

● The Fillhorn:
A wooden horn, often depicted as a source of unlimited nutrition. It is associated with harvest, fall, gluttony, and kindness.

● The Saint:
A monastic with golden locks, watching over those who have been born under this star. Rulers who are linked to the Saint are said to be more trusted and live long and happy lives.

● The Anvil:
Said to have been forged by the first husband and wife to walk the earth, the Anvil represents embers and peak constitution.

● The Catapult:
An ancient instrument of war, the Catapult is associated with cunning and precision. Though no longer used in traditional warfare, it is a symbol of success and was once a necessity, and is a much appreciated Madness within military personnel.

● The Gateway:
A mysterious structure, described in many spiritually-charged scriptures. It is associated with the supernatural, the divine, and technology, and is said to secretly lead those born under its star to a life of invention.

THE 8TH FRAMEWORK
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THE 8TH FRAMEWORK

Fiction authors and conspiracy nuts like to call it the New World Order, but what it truly is, is the root of civilization. Most live in blissful ignorance, and follow the path that is outlined for them, spinning in stasis, like a cog in the machine, for the entirety of their lives.

Those who are part of it know better than to attempt to defy it, for defying the framework is to defy one's purpose. They call it the 8th framework; the society within society, below the surface. Economy, politics, war, money, power, peace--it is all decided by the heart of the 8th framework.

The 8th Framework is, in lack of a better description, the amalgamation of criminality itself, or perhaps amorality would be a more apt term. A whole world, an underworld to be precise, filled with mobsters, contract killers, the supernatural Cipher, the tortured, the exiled, and the high rollers that move above the word of the law. They are all Petals of the same rose, willing instruments, and willing users of the framework's lifeblood.

THE PETALS
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THE PETALS

PETALS are the life-blood of the 8th framework. They are whose name you utter in secrecy. The ones that strike fear into the heart of men and women who may have a target on their back. The ones so wealthy that they move above the reach of the law, and indulge even their sickest desires. The ones who make things, incredible things, happen.

"Petals hide the rose's thorns" is a popular saying in Santover's underworld, and for good reason. Anyone willing to expose themselves to the framework can become a PETAL, and it is virtually impossible to ensure one's safety, even when possessing knowledge of the 8th framework. The unassuming woman working at your local bakery? She may very well take a life during the night, in service of the wealthy and cruel. The elderly, quiet teacher may oversee the kidnapping of a hundred innocent humans. The reach of the framework is far, and becoming a part of it may even happen unintentionally; sometimes, some deeds gain a reputation so undeniable, it births a PETAL without the individual's ambition to become one.

The term PETAL is often used interchangeably with Cipher, but not all PETALS are Cipher, and not all (though most are) Cipher are PETALS. Notorious PETALS without an Ouroboros are called PROXIES.

THE OUROBOROS
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THE OUROBOROS

Devouring itself, eternally, it feeds on its own strength.

The Ouroboros is the inner power residing in the Cipher. It unlocks miraculous abilities that seem to bend reality to the Cipher's will. Some control energy, others vibrations capable of flattening solid stone. The variations are endless, and their application limited only by its wielder's imagination.

However, having such power comes with its shadows. Those blessed, or cursed, with the Ouroboros rarely find life to remain the same. Shadowy authority may creep out of the dark, pursuing your services as soon as you are on their map. Not to mention that the recent wave of attention and awareness concerning the existence of Cipher has come with public hatred. It is for these very reasons that most Cipher stray towards criminality, and soon move within the framework. Those that seek to live without the burden of such cruelty live stray lives. Exiled and on the fringe of society, they try their best to not garner any attention, by anyone.

However, regardless of your moral concerns, or lack thereof, all Ouroboros come with a price to pay. As varried as the powers they accompany, all Cipher have a compulsion to oblige their own, personal price. Some get away with fairly easy tributes, such as consuming a specific food, or singing a specific melody, whereas some unlucky Cipher must inflict grave injury upon themselves. Arbitrary and unwanted, much like the lives of most Cipher, failure to comply within a certain time period promises a fate nobody dares to consider...

 
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One last post reserved for GM shenanigans.
 
Sheet is still very much prone to edits, but just wanted to get the ball rolling in terms of CS'es for now!

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    F U L L . N A M E

    = JOHANNA IRIDE

    S P E C I E S
    = CIPHER

    P E T A L
    = ' PYRE '

    A F F I L I A T I O N
    = THE 8TH FRAMEWORK

    A G E / / G E N D E R / / D.O.B.
    = 25 // 01.01

    O C C U P A T I O N
    = DETECTIVE

    M A D N E S S
    = THE WYVERN

    A P P E A R A N C E
    = Johanna possesses a slender yet muscular build, and measures in at around 6'1. Her bronze-red eyes seem to ignite in street lights, and her hair shines a bright copper, conditioned and done up in a long ponytail. Her pale, pink-white skin is smooth around her cheeks, and somewhat rough around her neck. Her eyes, lips, and nose are thin, yet steadfast and somewhat attractive.

    She usually wears a brown, leather blazer, accompanied by a thin red undershirt and deep black trousers. Someone observant might notice her bare arms are coated in small cut scars, and her hands are rough and burnt in some areas. The right side of her body - around her ribs - seems to be severely damaged from some sort of explosion. The wound appears to be relatively recent, and though it impedes her movements, it's a wonder how she moves around okay with it.


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    P E R S O N A L I T Y
    = Most of the time, Johanna is reserved and cautious sort of woman. When she's not on the job or isn't talking to someone without a specific purpose, she doesn't see the point in conversing with random strangers, and prefers to keep to herself. She generally tries to avoid crowds, and acts somewhat shy and awkward in a relaxed social environment most of the time. If one looks at her without her knowing they're there, she always seems to be in deep thought about something.

    Even though that's the sort of person Johanna really is, it's a rare occasion in which she gets to be herself. In her line of work as some faux 'detective', she's learnt how to get people to trust her, how to make them laugh, and how to act in a professional yet friendly manner. Years of doing this has almost developed some sort of alter ego she carries along with her: a very relaxed, likable, and chatty woman who you'd never expect to be working against you. When around people she genuinely likes, acting like this person is actually quite enjoyable around her. In fact, it doesn't even feel like acting.

    She sometimes enjoys harmless banter or some sort of 'rivalry', but it depends if she actually likes the other person or not. If not, she usually just blanks the other, and gets progressively more pissed off if they carry on. When provoked or challenged by someone who's clearly trying to get to her, Johanna isn't one to put up with or be submissive to that, and will burst out of her reserved attitude. She usually loses her temper in the process, and resolves the problem with fisticuffs.


    Although Johanna is often careful of her actions, there seems to be some sort of unfathomable courage that sparks within her at certain moments, causing her to act in ways that are selfless to the point of suicidal. Johanna knows she's done things that have lead to the ruin of people's lives, and carries a deep sense of guilt tucked away within her heart. She wants to change. She wants to be someone 'more'.

    But in this world... what choice is there?

    L I K E S
    =
    Being in places that are really high up, or being somewhere that shows a really nice view. If there's a hot cup of coffee close at hand whilst doing this, life becomes ten times better.

    = Her own personal space, from time to time. Being left alone with just herself and her thoughts is something Johanna often appreciates. She likes those who can see when she needs this 'personal space' and give it to her.

    = The smell of charcoal and fire smoke, though she doesn't really know why. She's also a fan of foods that pack a strong, spicy or smoky flavour, and doesn't really have much of a sweet tooth.

    = People who are genuine, kind, or have a sense of humor that's actually witty as opposed to obnoxious. She's also interested in those who are artistic in a creative & harmless form.

    = When she doesn't have to do anything. Some people dislike being idle, but any time off Johanna can get, she appreciates. There were many things about the 'job' she had (or rather, the duty) that she hated.

    = Watching the sun rise, and the colour orange in general. Whilst she doesn't 'like' the orange of flames, she seems to be able to clear her head most when she watches fires or small objects burning.

    D I S L I K E S
    = Doing things her heart disagrees with for her own gain. It leaves a sick feeling in her stomach when she makes actions purely for herself, but at times, her nature makes her do this anyway. Johanna hates this selfish part of herself.

    = The cold, mixed with the dark. Of all things, experiencing this sensation is one of the things that Johanna dislikes the most. It makes her feel completely hopeless and alone.

    = Water in general, though she doesn't mind drinking it. Whilst she's able to swim just fine, places like the sea don't appeal to her at all. Everything just feels empty there, and she isn't able to think straight whilst submerged in water or wet.

    = Those who insist on doing difficult things alone for no good reason. It just comes across as dumbly overconfident to Johanna, and she isn't one to be impressed by blatant 'edginess'.

    = Seedy/shifty types of people, who are clearly out for themselves and would be willing to betray for themselves at the first turn. She's not really impressed by those who 'dress to impress', or people who whine about trivial things such as food/bed quality.

    = ...That being said, she guesses she's kinda a hypocrite, because she can't stand to eat overly saline or bitter food. If she has no choice, she won't complain with words, but looks like a child being forced to eat their vegetables.


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    B I O G R A P H Y
    = For a Cipher, Johanna was discreet; incredibly so. She could easily fit in with the others and walk about in broad daylight, without anybody even mildly suspecting the truths behind her.

    It was for this reason, Johanna was assigned a specific role within a medium-sized group consisting of squads of Cipher, who handled 'dirty jobs' for money and to keep a firm yet invisible hold on Santover. However, Johanna's squad didn't the assassinations most others did, and was lead by a man she rarely saw with the PETAL of 'Jonah'.

    Including herself, Jonah's squad consisted of four people.
    The job of her squad was to clean up any and all evidence other squads left behind, and redirect any attention of the general public figuring out the truth behind the Cipher and the nameless underground group Johanna worked for in general. Sometimes, this also meant eliminating anybody who 'knew too much', quickly, quietly, and without a trace. However, Johanna's potential in arts other than simple killing gave her a special role within the team.

    Because Johanna's Ouroboros, CATALYSER, paled in terms of power compared to the others around her, she was given a far more discreet role than just killing or fighting. On the surface, she pretended to be a 'Detective', who looked for evidence to prove the many conspiracies about some 'New World Order', willing to team up with other civilians and lend her skills to find out more about it. Because of convincing Johanna could act, she was hired and paid on many occasions. Many trusted the scarlet-haired woman, often looking to her for help, as she provided the most solid leads on these 'conspiracies' compared to others. If only they knew the truth.


    Rebel companies that hired her thought her work would help them get closer to understanding more about the truths behind the 'New World Order', but in reality, she was doing the opposite. She worked undercover to 'clean up' whatever evidence Cipher agents left left, leading those who pried too hard onto false trails of breadcrumbs, craftily planting and removing key facts to pin conspiracies on completely different people entirely. This allowed the other squads within her group to eliminate their contracts without fear of leaving traces.

    It was easy for Johanna at first, but... eventually, it became mentally taxing for her. She possessed far more empathy than any other within Jonah's squad; sometimes, the people she pretended to work for on the surface were people she genuinely enjoyed being with. Other times, she worked for people who were genuine scumbags, where she took matters into her own hands and beat them within an inch of her life. But the bottom line was still the same.


    As people thought they came closer and closer to uncovering the unknown, she was the PYRE that burnt their hope, and nobody ever knew about it. And, though she didn't have much choice, it left a deep pit in her stomach. She heard rebel stories of freedom. Of escaping the 'system', and overthrowing whatever 'bigger force' there was to live the lives they wanted. It was an idea that gave her visions; feelings that felt in range, yet unobtainable.

    Was making some sort of better society than this really possible? Was being a gear in the system that hid away the sins of her fellow Cipher really a purpose she could live for?

    And so, she decided she couldn't be the pyre that burnt their hope anymore. But she couldn't just suddenly switch sides without consequences, and she couldn't just 'leave' the 8th Framework and expect to go unpunished, either. She had to think of a way trick both sides.

    On her third year of work within Jonah's squad, Johanna secretly began to give those she thought 'deserved it' the most slithers of freedom. She deliberately left traces of evidence; traces of something, going against her job to give people some sort of spark to hold on to. Not enough to give everything away - but enough to give them something to hold on to. It was funny, in a way, how she was willing to take a risk to completely screw up her whole life and family for people she barely knew.

    And, eventually, Jonah and the other members of her team began to find out about these little 'mistakes'. Luckily, she was able to pass them off as 'accidents', but that only meant she could keep living. Johanna was still punished with beatings, and severe warnings that one more mistake would be the END.

    For a while, Johanna operated how she used to, knowing all eyes were on her. After being tortured and beaten, her survival instincts awakened and reminded her of her purpose in life. But it still all felt so... wrong. Wrong and confusing. Pretending to be people she wasn't only rubbed salt in those existential wounds.

    One day, however, Johanna was sent by Jonah to assist 'disposing of' people who knew too much. She was handed a mask, and a rig of hidden .22 guns designed to work in tandem with her Ouroboros. She was no stranger to getting into a fight, as not everything went perfectly, but... she'd never worked to kill. Or rather, eliminate, as Jonah had put it. It was clear by the way Jonah worded the mission to her that this was a test of her loyalty, and proof that he was still suspicious if her mistakes really were a mistake.

    It was her chance to prove herself once more, as the unknown Cipher that were of a higher position than Jonah himself in the group were thinking of having Johanna disposed of.

    She was with a group of three, assigned to take out a group who were 'prying too deeply', and had uncovered information that could compromise things. Johanna knew better than anyone that these people were actually innocent, and had just accidentally stumbled upon some evidence they shouldn't have. One of the people her team had been assigned to kill wasn't even fifteen. The other two in her squad solemnly accepted this mission from Jonah with seemingly no feelings or second thoughts, and she pretended too as well.

    The three of them broke in, masks on and weapons drawn, targeting the innocent people within an alleyway who had no idea what was going on. As one of her team members aimed a silenced pistol at the a clueless child, her heart controlled her actions, and she used her Ouroboros to set off the grenade on her fellow Cipher's belt.

    An explosion. Pain in the side of her chest that felt as if she'd been torn in half, and then blackness.


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    S K I L L S
    = CLOSE-QUARTER COMBAT [UNARMED]
    A mixture of training and a lot of experience in the field has shaped Johanna to be an elusively powerful hand-to-hand fighter. Her style takes a low, guarded stance that is revolved around reading an opponent, dodging, and countering with powerful punches or elbow strikes, straying away from risky kicks and only using knee strikes in a pinch. Some of her movements appear unconventional and strange, but this is to allow usage of hidden weaponry she can activate with 'CATALYSER' (see later) if need be. Against an unaware opponent, she can effortlessly disarm them or take them to the floor in a flash.

    = REACTIONS
    Johanna simply possesses supreme reaction times, far beyond an average human's. Whilst her body doesn't have the capabilities to do something ridiculous such as dodge a bullet, she still seems to know when everything's coming, and it's hard to catch her off guard. This in combination with her extreme skill in unarmed combat makes her a very scary person to confront up close.

    = PERCEPTION
    Little goes past Johanna without her noticing, and she has an eye for noticing details most wouldn't. This was mostly picked up in her charade of being a 'detective'. Whilst she isn't a steadfast wall of catching lies, even the most charismatic and convincing of people can sometimes rile suspicion in Johanna if they're trying to fool other/aren't telling the truth.

    = SUBTERFUGE/ACTING
    In short, Johanna is good at pretending to be someone she isn't, or talking a way that gives her opposing speaker - if they're unaware - a false sense of security, when she's in reality acting in a manner that gets information out of them. She's notably worse at doing this against people who she believes are 'good people', as playing with people's emotions to squeeze information out of them often causes considerable guilt.

    = STREETWISE
    Even without any form of navigation or a map, Johanna seems to easily know how to make her way around the wide city streets of Santover. She seems to know where the best places to eat and drink are located in the area, and possesses a natural sort of 'sense' where more calm/dangerous areas of Santover may be. She also knows how to stray off the city paths, and use unconventional 'shortcuts' (be it atop buildings or through sewers) to get to a location much quicker.

    O U R O B O R O S : ' [glow=white]C A T A L Y S E R[/glow] '

    = CATALYSER is an extremely discreet form of Ouroboros, especially in the hands of someone careful such as Johanna.

    CATALYSER is able to 'activate' any mechanical/electrical contraption [from a very long range away] without requiring any manual input other than the click of a finger.

    What 'activating' something means is to spark a reaction within a contraption so it 'fulfills its purpose'. For example, a light switch was made to be switched on: so CATALYSER could switch it on (or off) without the switch needing to be pressed. A gun was made to be fired, so CATALYSER can fire the gun without the trigger needing to be pulled. The list continues with many contraptions (or specific parts of contraptions, such as a car's engine), though when trying to use it on extremely complex objects (such as a computer mainframe) CATALYSER won't have an effect, and will cause mental pain for Johanna.

    The purpose the targeted contraption was built for must be clear, and CATALYSER can't 'force something to work' if it physically can't. So, as an example, if she tries to activate a pistol that's broken/has no bullets, it won't just magically 'work'.

    CATALYSER leaves absolutely no visual effects/tells whatsoever; all Johanna has to do in order to use it is snap her fingers. This makes it not an inherently powerful Auroboros, but one that is virtually invisible to detect and comes with a lot of versatility. Additionally, it doesn't really seem to drain any 'energy' out of Johanna, and it isn't tiring to use whatsoever.

    As long as Johanna knows for certain the object is there (for example, if she sees it through a camera), then the range at which she can 'activate' objects appears to be infinite. If Johanna has some sort of doubt if the object is there, no effect will take place.

    C O M P U L S I O N
    = The compulsion Johanna gains from her Ouroboros is relatively simple: once per night, Johanna must stare into the flames of a fire created by her for at least half an hour (larger flames shorten the time required to look into them) before going to sleep. By now, doing this before resting has become second nature.

    P O S S E S S I O N S
    = HIDDEN .22 GUNS
    Concealed within the sleeves of her leather blazer, there are two extremely compact .22 guns strapped to each of her arms, and two on either side of her hips. All four of these are consisting of little more than a barrel, a striking pin, and a small slot for a bullet to fit into. With no trigger, normally, these would be impossible to fire, but 'CATALYSER' is able to activate the striking pins of the weapons, making these quiet and virtually invisible weapons somewhat unique to Johanna.


    =
    PATTERNED MASK

    Given to her on what was technically her 'final mission', Johanna has a simple and circular deep grey mask concealed and at the ready. It holds two thin eye holes, outlined with a thick crimson. A diagonal streak of red is across the middle of the mask, and a little pink streak around the mouth area imitates lipstick-coated lips.

    = SAMPLE BAGS & TWEEZERS
    A collection of little plastic bags, and pairs of different sized tweezers that are compact and easy to carry around. One would expect such things are used to collect basic forensic evidence.

    = LIGHTER
    A copper engraved, flick-lighter, with the letter 'V' scrawled onto it. It's seared with a few minor burn marks.

    = ELECTRONIC PAD
    A simple, electronic touchscreen tablet (not connected to any form of 'internet') used for storing notes and making sketches. Despite being an electronic device, there is nothing within it that can be 'traced'.

    = SCARLET WALLET
    A pretty, small, scarlet wallet. Interestingly, it doesn't contain any form of I.D. or any forms of electronic payment. Simply cash, and a few pencils, pens, band-aids, and some minor painkillers. It also jingles in one compartment with what one would expect are coins, but these are actually spare .22 bullets.

 
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Reserved. I'll drop something here when I'm not being murdered by school.
 
Reserving a spot :P
 
W.I.P.

Steampunk-Assassin-354609395
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FULL NAME: Kylar North
SPECIES: Cypher
PETAL: Ghost
AFFILIATION: Criminal
GENDER: Male
AGE: 25
DATE OF BIRTH: 30-04
OCCUPATION: Hitman
MADNESS: The Calpa

APPEARANCE:
Captain-Levi-584298892
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BIOGRAPHY: There are many rumours around the mysterious yet incredibly good natured killer, some state that he was born on the streets and killed lost travellers when he offered to guide them to wherever they were heading to, others that he was a small time thief that upgraded to killing others for cash when he was offered a job by an up and coming mobster. But the story that is closest to the truth is this.

Kylar grew up as the only child of a ridiculously rich family, he was showered with affection, given to every whim by his parents, including when an eight year old Kylar begged his father for swordsmanship lessons, to which his father pulled as many strings to get the best trainers he could find. Fast forward a couple of years and a few "Accidental" deaths of his trainers and a 16 year old Kylar was nearly unparalleled with a blade, easily disarming his opponents in competitions and winning more prizes than he could count, only problem was that his father had been fixing the matches so that Kylar never lost, much to Kylar's anger when he finally learnt of this, having a long discussion that ended with Kylar's father lying on his bed, his chest pierced by a sword which was quickly followed by his mother's untimely death, for it appeared that in a drunken daze she managed to fall down a flight of stairs, a few weeks after these incidents Kylar disappeared from the face of the earth.

A few more years down the line a Cypher who could apparently walk through anything appeared, a man who was good natured, loved to make a joke and was never without a smile among his clientele and friends, though the latter was almost non existent though the former was almost endless. Kylar's abilities made him sought after by most, though he refused the recruitment by what he could only describe as a shadow organisation, known as the framework, he left them a no in the form of both the recruiters bodies, an expert sword thrust in the first man's throat and another in the woman's heart, a smiley face drawn on paper with the words 'No thanks' embedded in the man's chest with a ballpoint pen.

PERSONALITY: Despite his work Kylar is a surprisingly good natured person, always ready to make a joke and seldom taking anything but his work seriously. He prefers to be on his own but if offered company he would probably accept it, always willing to broaden his list of contacts to anyone he can, though he always does his research on everyone that he meets, making sure that any possible threats to him are quickly eliminated.


- Likes:
  • People with a sense of humour.
  • His work.
  • Freedom to do as he wishes.
  • Physical activities.
- Dislikes:
  • Being caged in any way.
  • Being at the center of attention.
  • Pessimists and Cynical people

POSSESSIONS: (List all relevant items here. A fully-fledged assassin will likely have a variety of weaponry. A policeman will have a standard-issue firearm. A civilian may have a baseball bat, a necklace with great sentimental value, extremely rare gloves, or something like that.)


SKILLS:
  • He has the ability to compartmentalize his feelings
  • A detachment from most people which allows him to see anyone as a target.
  • He has a high anxiety threshold (do not get nervous easily, even in stressful situations)
  • high aggression threshold (does not get angry or upset easily)
  • a low /non-existent violence threshold (absolutely no qualms at getting physical and hurting people)
  • Despite all of these he is surprisingly good natured, always joking around and taking very little seriously unless it involves work, and even then he likes to play around a little.
  • At ease with a solitary existence
  • Prefers to melt into the background rather than be at the center of attention.
  • facility with duplicity (at ease with lying, deceitful)

OUROBOROS: Density shift.
 
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Due to a variety of reasons, this roleplay will not be continued. I apologize for wasted work. If you're still interested in a roleplay similar like this, let me know via private message, and I'll tag you when the project is reworked and ready to be revealed.
 
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