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Post by Jisui on Jun 16, 2015 0:11:49 GMT -5
Character Name
"Character quote goes here."Age:Birthday:Sex:Height:Weight:Physique:Appearance:Species:Class:Elemental Affinity:Personality:Alignment (Optional): Likes (Optional):Dislikes (Optional):Gear:Armament Description: Provide a name and describe your weapon Rank:Raiment Description : Provide a name and describe your clothing / armor Rank:Accoutrement Description: Name and describe any bonus accessories Rank:Parameters:A+ is highest for player characters, E is lowest. E is virtually nonexistent or paltry and A+ is supernatural Vigor: Physical strength and health Constitution: Physical stamina and endurance Parkour: Agility and flexibility Mana: Ability to control mana Faith: Reception towards magic through supernatural belief. Higher faith generally means the character can use more magic and mana is more potent, but character is also more susceptible to magic. Karmic Paradigm: One's ideological archetype based on prior actions in combat. Each character starts off with a different base archetype, but depending on prior actions, each character may see a shift in their Karmic Paradigm. This parameter affects others and provides a check on a character's progression and overall behavior throughout the story. Achilles: The paradigm of the bold, brave warrior. Increases Vigor by a third of a letter rank, but reduces Mana by a third of a rank. Aristotle: The paradigm of the thinker. Increases Mana by a third of a rank, but reduces Parkour by a third of a rank because Aristotle was known to be an intellectual and rather sedentary in the process. Euripedes: The paradigm of the coward. Increases parkour by a third of a rank because the coward is known to keep moving, but reduces Constitution by a third of a rank because the coward is endangered if he is hurt. Perseus: The paradigm of the guardian who could become stone. Increases Constitution by a third of a rank, but reduces Vigor by a third of a rank since he would not necessarily fight his opponents. Abilities:Make sure that your total of abilities... Attacks:...and attacks adds up to four. And they all must have ranks. Inventory:Background:Theme Song:
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Post by Shin RyuKen on Jun 16, 2015 23:09:36 GMT -5
Sant Orieu du Baerach
"Be God's knight, or nature's pawn."Age: 38 Birthday: January 4, 1917Sex: MaleHeight: 6'1" Weight: 156 lb Physique: Lithe Appearance: Species: HumanClass: WarpriestElemental Affinity: HolyPersonality:Alignment (Optional): Neutral Good Likes: Community, equity, empowering the disempowered, faith, farming, seafood Dislikes: Authority unbecoming of God's will, poverty, special interest corruption, income inequality Gear:Armament Description: Voufriere's Saw Spear Both the saw and the staff used to belong to a blind carpenter whom Orieu befriended in the village. Voufriere would make shelter for the homeless community in the village, but could not see any of what he had made. It was said that he used his hands to develop entire homes. He was paid for very little of what he had built, but found that a soft embrace from the community was his most valuable currency. A kidney cancer that the village doctors refused to treat resulted in his demise, but his sawblade and staff remain. Using what he had learned from his carpentry, Orieu created a weapon that would deliver divine retribution upon those who would dare oppress the community he was a part of. The sawblade is roughly three feet long, and the spear shaft is four feet long. The sawblade retains a stable shape up until its sharpest point, which more closely resembles a beak. The blade is retracted in its default position, serving as a saw. The blade is fortified with an internal layer of Geist crystal that defies its otherwise rusted surface, which is tailored with indented with several grotesque bite marks along the surface layer. The blade is connected by a metal disc to the shaft, which is made of a dark oak that is easy on the hands to grip and curves down behind the point the user is supposed to hold. While retracted, the weapon acts as a saw, with a set of teeth that are effective at spilling the blood of even the most stubborn of beasts. The retracted saw is animated by wisps of magic that animate the serrations to act in the fashion of a buzzsaw, tearing through flesh, bone and metal with little effort. The saw can be extended outward to become a spear. In this form, the saw's teeth cannot be animated until it is retracted, but the sawblade is protruded four feet, allowing the weapon to be used as a polearm and keep opponents at bay. Rank: BRaiment Description: Rank:Accoutrement Description: Name and describe any bonus accessories Rank:Parameters:Vigor: B- Constitution: C- Parkour: C Mana: B+ Faith: A Karmic Paradigm: Aristotle Abilities:Djurio Daul: ? ? ? Luz Immaul: A hex surges at Orieu's palm, eventually lighting in a circle at Orieu's feet. Orieu enchants his allies with the wayward pledge of a sacred commune that empowers all with the will of heaven. All allies are deputized with a healing prayer that regenerates them over a term determined by Orieu, but it can be no more than three turns. The prayer is strong enough to heal most flesh wounds instantly and larger wounds over a period of time. The healing prayer is channeled by the hex, which is most effective with only one ally as the effects are evenly distributed among multiple allies. As the healing rays dissipate, they enshroud the allies with a wavering golden aura. On the next attack by the ally, bolts of judgment surge through their the very being of your allies, allowing them to deliver a ray of scathing light as their weapon contacts the opponent, savaging enemies with the might of Orieu's god. Each turn of healing enables one use of the enchantment. The ray can be used at range, although it is most effective up front. The damage is equivalent to the amount that they have been healed, so the ray is most powerful with only one ally, although if all allies affected by the healing attack the same opponent simultaneously, the blow compounds into an equally effective attack. The obvious downside is that the ray could be ineffective against certain, more pious foes. The ray can be stacked up to ten times, although this means consecutive healing prayers, which would quickly tire Orieu. Attacks:Arstadt Gans: A yellow energy corrodes around Orieu's weapon. A forward motion follows and by a single strike of the blade, a hammer-like burst of energy rains down from above, damaging a target with considerable force. Enemies in flight or airborne are especially punished by the downward blast and are grounded upon impact. Upon making direct contact with another opponent's gear, be it a weapon or armor, the resulting impact will double the weight of whatever it touches, as though God's finger presses down against gravity upon the gear. Against conduits, the magic channeled by the conduit only becomes half as effective. The resulting impact has a compounding effect such that impacting multiple times will eventually render the gear impossible to equip and the opponent is forced to disarm themselves. The goal of the ability is to pacify the opponent such that they would no longer resolve to violent means to assailing Orieu or other village people, but it has not stopped certain enemies in the past. Ars du Sulust: Tendrils of scathing light assail the opponent and ensnares them, effectively force choking them and possibly even stopping their heart the next turn. This light energy swirls around Orieu's right arm, only to lunge forward in the form of a large, sharp spear of light the moment the enemy attacks him. A spear-tipped rope gathers around Orieu's grip, representing a stake through the heart that roils the heart with justice. Should the enemy move forward or backward the next turn, the attack will almost guarantee a hit; airborne enemies would have similar luck. The snare of the light disburses the power of the opponent and distributes it back into Orieu to even the score of battle. The ability absorbs levels from the enemy that would level up Orieu, empowering him with the strongest attributes of his opponent. eg: If he is facing a strong enemy, the attack would weaken the enemy physically and increase Orieu's own strength for the remainder of the match. The ability is scaled based on the highest parameter of the opponent, barring Faith. This also disproportionately affects enemies stronger than Orieu; it's pretty useless against weak enemies since it's the equivalent of stealing of their "level ups" in a sense. The sinister nature of the technique begets the distributive properties that it's capable of, serving the role of justice in combat rather than death. Inventory:Background: With such blasphemed looks of aimlessness and despair, he buried his rosary into the patch his father glared at him with cobblestone eyes. How could such a beloved priest, so spiritually tied to his entire village, be so feckless in his temperament? Most villagers remembered him well, his duties prescribed to him by the community. His father, a higher-ranking member of the clergy, reminded him at birth that he too would touch the lives of his village with the grace of God. His smile and his dedication were of the same bloom as the billowing clouds in the skyline; one could watch them wane overnight only to be blessed the next morning. He started at an early age by filling the duties of the local sacristan, being responsible for setting up the local ceremonies that the priests would then coordinate. He decided that with the love and compassion in his heart, he would step forward and become the face of the clergy. 1917-1928 Orieu was born in the middle of the night around 3:41 AM. His father traveled from the old plywood cabin after his first day at the parish in the middle of the exhausting summers of Contear. The heat stuck to the body of the villagers and sucked away at their bones without even giving the first impression that the sun beamed in the cloudy skies during the day. A sort of dusted southern air clasped onto his skin with cloying humidity, deceiving his body into believing he didn't rapidly dehydrate by the second. As the strident grind of textiles and sawdust escaped the overnight breeze of the mountainside, Giulio du Baerach traveled upriver to the gnarled conifer branches off the side of the creek that grew into a jagged stubble, able to support the roost of a bird which tended to its children - as well as a sleeping baby draped in white sheets. Months in Contear were long and village life was slow and separated from the rest of the world - a perfect setting to raise a family. Giulio du Baerach was blessed to be raising a child in a time where his son's life would have different struggles than his life before it - redeemed by faith, he would find himself integrated into a community at an early age. Orieu's lifestyle was one that intended to live up to his father's aspirations of becoming an irreplaceable member of his community. The child went to church regularly and blindly accepted all children. It was bizarre how a child without a mother figure to aspire to could provide such motherly warmth to others even in his youth. His father raised him at an early age to be kind and compassionate. A steelborn soul who was once lost in his ways in defying authority by leaving a job as a factory worker out of secondary school, he asked nothing of his son but to seek an authority he could never defy - that by the will and whim of God himself. Orieu's relationship with God was very personal - however, he differed from his father in that he wanted to share it with everyone. It was the faith that uplifted his entire community. He and his father lived in separate rooms at home - to his understanding, Orieu was raised by a single father, and has never been answered as to the whereabouts of his biological mother. Nonetheless, Orieu was thought of as motherly in his behavior and nurtured the sick and elderly wherever he found it necessary. He spent the first ten years of service as a sacristan before he served as a full-time priest, and therein his service would soon become all he was known for. 1928-1950 Orieu spent little time at home - and besides going to his bed to sleep on, he lived a parochial private life and would mostly write poetry on what inspired his day in what little time he had to himself. He sustained himself on a simple diet of bread, water, and fruits that were seasonally harvested. The fertile soil was taken care of by the few farm workers that populated the town, and he would give them water and homemade soup as necessary. He was a spiritual guide to those who toiled day by day to allow for the town to thrive on its own. Around the age of 30, he was sent on a mission to spread God's love through the working class, which the church felt had distanced themselves considerably from the role of household faith. Religion was sparsely practiced in factories and mills as most of these workers were taught to exhaust their labor at an early age, and thus Orieu and the rest of the clergy believed they could inspire their work through the grace of God. Orieu volunteered to work alongside these people to see if his love could reach them as well. He was fully optimistic that this would be the new experience he needed to remind himself of the hard work he observed through the farmers at the village he was raised in. Orieu trained for paid professional work at the local factory farm. He stripped himself of his clerical robes, dressed in secular garments, and spent the next years feeding the chickens and other poultry, undistinguished from any other factory worker. No longer a parish priest from the outside, he played the role of an enterprise worker in the confines of factory labor. He woke up as early as 05:30 AM as per necessary in order to open up the stall and quell the crooning poultry whenever it felt unfulfilled by its amount of feed. The hours to which his day would end varied between 14:00 PM to even 18:00 PM, but the work remained the same. Most of Orieu's time was spent in coruscated fences wired with rusted iron pronged from cobblestone land, with people that could barely read or speak his own language. He nonetheless supported them as much as possible, to the caveat of being a detriment to his own personal health. On the lighter days, he educated his coworkers during the stochastic break times. He would read and write with them and slowly but surely, find himself able to communicate with other people. This led to scrutiny from his supervisor, who would detail his effort as "superfluous and graceless, depriving himself of the principles of the church he was bound to." He generally ignored these threats as they were not grounds to fire him, but it led to a damaged working relationship that would reduce the amount of work he was scheduled for. 1950-1955 On his 35th year, the JX City Imperial Guard invaded Contear to industrialize the town in order to enhance the security of its denizens. The church vehemently opposed such a stark change of industry that detracted from the religious values of Contear. Orieu, standing between the will of the church and that of the factories, which welcomed new technology from JX City, chose the side of the factory union which would see a rise in their wages following the industrial growth of Contear. Orieu was stripped of his crest from the church and could no longer serve in the capacity of the clergy ever again. Although he was greatly supported by the factory, Orieu left in the middle of the night on a pilgrimage to JX City, to confront the government personally and discover what he really seeks. He faces an internal struggle within himself to either uphold his faith or liberate his new working class family from oppression. In his place having become a worker-priest, he faces a most pertinent struggle of all. To define the purpose of his life after death, the existential crisis continued to haunt him: the short-term security and empowerment of his community, or the long-term devotion and writing of his faith. He struggles within himself now to understand who his faith is really supposed to support. Theme Song: www.youtube.com/watch?v=Ikuq8khcJ5ABattle Theme: www.youtube.com/watch?v=5YEI2UUIW-g
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Post by Tokrochiru on Jun 17, 2015 1:24:21 GMT -5
SEEKER M-6003
"The world considers my hardware to be obsolete. I will prove to them that I am more than the sum of my parts."Age: Unknown Birthday: Unknown Sex: N/A Height: 8'9" Weight: 312 lbs Anatomy: SEEKER possesses a non-standard artificial musculature that allows it to move as an organic creature would when donning armor plating. The muscles are designed to support strong thrusting in the limbs, allowing for high jumps and quick sprinting. SEEKER does not possess a single ‘heart’, and is instead powered by several geist crystals located in several precise locations within the chestpiece. If one is damaged, SEEKER can rely on his other crystals to power his vital functions. With each crystal lost, however, comes a small decrease in power efficiency, eventually resulting in a crippling power drought that can render the unit unable to move, or even function at all should enough of the crystals be damaged. Appearance: SEEKER is an artificial lifeform with a black-colored chassis, digitigrade legs and four long, lanky arms. Its half-cylinder shaped head sees with a pair of glowing turquoise slits. Species: Geist Bio-Machina Class: Assault Gunner Elemental Affinity: Anti-Magic Personality: SEEKER: Curious, Passionate, Sympathetic, Adaptable, Overwrought For a construct, SEEKER is abnormally driven and passionate. While he does tend to avoid crowds, he does so for their sake, not for his own. SEEKER is a very social creature that desires nothing more than to see new sights and learn new things. He's the very model of a being consumed by wanderlust. It's unfortunate that his desire to explore is so often at odds with his his fear of causing others discomfort. SEEKER personally feels responsible for every creature he disturbs with his appearance or mannerisms, and believes that reckless interference with organic cultures could greatly harm them in the long run. In order to satisfy his own curiosity while risking minimal exposure, he often observes villages and travelers from a distance, doing his best to stay hidden while he eavesdrops on their conversations. The only thing that may outshine SEEKER's xenophilia on occasion is his sense of moral integrity. This makes it tempting to get involved when innocent organic beings are in danger, and more often than not, he ends up finding some way to help them out, though he doesn't always do it without being noticed. Many of his peers don't look highly upon such actions. SEEKER is considered somewhat of a pariah among his fellow geistmechs for his eccentric interest in bio-organic life and sightseeing. Because of this, his list of steelborn friends are few and far between. The few that understand or tolerate his quirks are loyal to him however, and SEEKER treasures them deeply in return. Alignment (Optional): Imaginative Conservative Flexible Likes (Optional): Soft sounds (humming, flowing water, etc), vibrant colors, seeing new sights, meeting new people (provided they accept him), solving 5th and 7th world problems silently within his cerebral matrix Dislikes (Optional): Dull colors, high levels of radiation and magical residue (they make his counters go off and the noise bugs him), staying in one place Gear: Armament Description: Gatling Particle Bayonet (GPB) 001a - A deadly, state of the art, one of a kind weapon specifically built for SEEKER M-6003. Specifically designed to combat modern ether-based magitech and wizardry, this firearm can make all the difference in geistmech recon operations. The gun itself is massive; approximately six feet long, one foot tall and six inches thick. It has no bipod attachment to keep it steady, and is too heavy to be wielded by any normal human or humanoid demon. The gun, having four grips and one trigger, is meant to be held with four arms. SEEKER is capable of carrying it with only two, but four is still preferable. The body of the gun is blocky and rectangular, and colored black with painted green stripes (like SEEKER's chassis). The GPB has three barrels from which magical or non-magical energy may be shot, either in single spurts or fully automatic bursts. The weapon is capable of firing 160 standard energy rounds per second, or 60 highly charged armor piercing rounds per second. Underneath the barrels is a flat, glowing, L-shaped energy emitter capable of forming a three-foot long laser blade. The blade, while not perhaps the most impressive feature of the weapon, is useful for instances in which SEEKER is forced to engage in close quarters combat. Using the weapon's heavy weight and excellent durability, the weapon can be wielded in a halberd-like fashion, with the blade at the end capable of piercing like a spear or hacking like an axe. The weapon doesn't have an ammo count per se, but does have a limited battery life that needs to be recharged every so often. The GPB is also vulnerable to overheating during extensive use, which can result in a variety of weapon glitches and other negative consequences, such as the gun barrels melting. Rank: A Raiment Description : Blackened Mithril Chassis (BMC) MK 12- Rank: B Accoutrement Description: Geist Crystal Bandolier Rank: C Parameters:A+ is highest for player characters, E is lowest. E is virtually nonexistent or paltry and A+ is supernatural Vigor: B+ Constitution: B Parkour: A Mana: E Conductivity: E: Save for the veins that transmit magical energy from the geist crystals to the rest of his frame, SEEKER is almost completely devoid of magically conductive materials. Karmic Paradigm: Achilles Abilities:Attacks:MANA-SLAYER_01: Channels antimana energy through attached weapon that burns through the supply of mana of another opponent. Each successive attack limits the supply of mana that can be channeled at any given time until the amount of mana is zero and the opponent cannot use anything that channels energy. MANA-SLAYER_04: A void of mana ensnares the opponents in front of SEEKER M-6003. For every percentage point of mana missing from an opponent either through SEEKER M-6003’s own mana drain or the opponent’s own mana use, the mana is retorted into a corona of red light that devastates opponents low on mana. An opponent that has used up roughly 90% of their mana, regardless of power disparity, is usually terminated with a single use. VERS_MURAMASA_00: A swath of dark red plasma entrenches the rightmost arms of SEEKER-M 6003 wielding the bayonet. Upon devouring both right right arms, SEEKER-M 6003 responds with a wailing fan of energy that flashes in an instant should the opponent converge upon him with an attack. The resulting blow tears through steel plates with turbulent force and purges the opponent with a motor disability. All “buffs” to the opponent are wrested away from them and absorbed into SEEKER M-6003’s chassis, and the opponent is instead slowed to a crawl. Over the course of four turns, the opponent slowly regains their normal movement speed, but each successive turn tears further into the opponent and damages them further. As a result, the opponent suffers tremendous damage in order to return to their normal movement speed, enough to usually debilitate normal victims to be eliminated in a fell swoop by the time they are back to normal. Inorganic Homeostasis: As a machina, SEEKER-M-6003 is immune to most organic deficiencies in biology. This means SEEKER-M-6003 cannot be affected by any attack meant to “drain” health and cannot be affected by magic or status ailments. In addition, SEEKER-M-6003 has no naturally occurring mitosis and so damage to its chassis must be repaired and not simply healed. As a result, it cannot receive healing spells. “Killing” SEEKER M-6003 requires the opponent to disrepair it, which is a challenge given its incredibly durable chassis. The chassis, however, can still be buffed as those are simply treated as “enhancements” to its parameters. Inventory:Background:Theme Song: alexanderbrandon.bandcamp.com/track/chronophasia
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Post by Tokrochiru on Jun 17, 2015 8:38:12 GMT -5
Krag Gnawtooth
"Krag beat bad man's butt so bad, poop hole no work!"Age: 6 Birthday:Sex: Male Height: 3'2" Weight: 52 lbs Physique: Hulking. Krag possesses physical strength that should not be possible for someone of his diminutive stature. His musculature is usually well hidden under his robes. Appearance:Species: Goblin Class: Elemental Affinity: Personality: Alignment (Optional): Chaotic Neutral Likes (Optional):Dislikes (Optional):Gear:Armament Description: The Tail of Shamash (Shamash for short) - A powerful spiked chain made of glowing green ether. When held still, the chain floats wispily through air, as if weightless. However, when used as a whip, it strikes with the power and velocity of a two-handed mace. Krag does not simply carry Shamash around with him. Rather, he magically summons the weapon using an enchanted ring on his finger. This ring is decorated with tiny, blocky runes that run along the length of the band. These runes glow faintly when the weapon is summoned. The power of this ring can also control how lengthy the chain is. When expanded to its limit, the chain is approximately 10 feet long. Shamash is both hot and heavy. The holy energy that the chain is made from burns flesh and melts stone. One good swing can rend a gorilla in half. Krag is capable of modifying the weapon's heat-to-weight ratio. For more information, see abilities. Rank: B Raiment Description : Sentinel Novice Robes - A set of plain white robes with ancient Sentinel sigils woven into the fabric. Slightly padded and easy to get around in, but provides little defense. Rank: D Accoutrement Description: N/A Rank:Parameters:A+ is highest for player characters, E is lowest. E is virtually nonexistent or paltry and A+ is supernatural Vigor: A+ Constitution: C Parkour: B Mana: C- Faith: C Karmic Paradigm: Achilles Abilities:Solidity Scale: Krag can magically shift Shamash to a solid form, an ethereal form, or somewhere in-between. When solid, the chain hits with strong physical impact, allowing him to smash objects and perform specific stunts, such as wrapping his chain around an opponent's body. While ethereal, the chain slices through objects with intense heat. This also allows him to attack incorporeal beings such as ghosts. When the chain is halfway between solid and ethereal, the chain is capable of making smacking opponents while leaving burn marks on their bodies. Shamash's 'between' mode is best used when lethality isn't the objective, since it isn't quite as effective as outright killing opponents as its other forms. Circus Dance: Be it through training or his physique, Krag is able to perform a number of acrobatic tricks. Krag's strength combined with his light body weight allows him to make jumps 30 feet high and 30 feet long. His Sentinel training allows him to stand, walk, run and jump off of any solid surface, in spite of gravity's pull. Attacks:Phantom Flare: Whenever Krag strikes a solid object or opponent with Shamash while in its 'between' or 'ethereal' forms, the target of the strike is liable to catch fire. This flame burns bright green, and can light even normally inflammable materials (rock, steel) aflame. This fire turns such things to cinders, like any other burnable substance. The flame spreads quickly, meaning that the opponent will have to douse it if he intends to survive. The flame can be doused with holy magic, healing spells, and normal. The old 'pat it 'till it goes out' method works as well. However, water will simply evaporate upon contact unless it is magical. Krag can magically make whatever flames he's created to disappear instantly. These flames burn less effectively on magical materials, with strong magical items only burning at one quarter of the spread speed of a normal flame. Inventory:Background:Theme Song: www.youtube.com/watch?v=eHg0tAlRUzQBattle Theme: www.youtube.com/watch?v=4qaqxhC37Bw
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Post by SlvrNight on Jun 18, 2015 1:15:47 GMT -5
Sasha Ratamu
"If you lie to me, I'll probably go along to be nice. But I'm going to consider you an asshole."Age: 27 Birthday: October 20th Sex: Female Height: 5''10 Weight: 164 lbs. Physique: Athletic Appearance: Species: Human Class: Detective Elemental Affinity: None Personality: Sasha is a fairly laid back woman who prefers to keep to herself, but will not rudely shrug off those who wish to know her. She is very intelligent and takes her investigative work seriously, always putting her full effort into a case unless circumstances have her convinced such a case is not worth her time. She greatly appreciates honesty from others, but also understands that secrets exist and she prefers not to pry into them unless necessary. Sasha is an open-minded individual, preferring not to fully judge others until she sees more of them. First impressions, however, are rather important to her as it is the deciding factor as to how she will treat someone until she knows them considerably better. She treats humans, demons, and half-breeds equally and despises the race-based prejudice and injustice that is rampant in society. The detective also has a dark/self-depreciative sense of humor at times, where she will sometimes, for example, make a joke about her getting dismembered and how it isn't fun. Not many are aware of her regenerative abilities, so this can often be seen as disturbing. Due to the world she lives in and her own personal experience, Sasha fully acknowledges and accepts her limitations. This has resulted in her taking a "whatever it takes" mindset to combat, where she will use practically any tactic or strategy to defeat her enemies, no matter how dirty or dishonorable some would see it. Exceptions, of course, include sacrificing her own allies and similar tactics. The detective is perfectly at home throwing dirt into one's eyes, breaking limbs, or aiming at an old injury though. Alignment: Lawful Good Likes: Reading, coffee, cashews, honesty, equality, sleep. Dislikes: Prejudice, unnecessary lies, close-mindedness, seafood, almonds. Gear:Streetfighter Gloves - Black gloves that Sasha wears whenever she's in the field. Highly resistant to fire and electricity and are generally rather durable. These gloves, while simplistic, go along perfectly with Sasha's fighting style, for she will use anything at her disposal to defeat her foes. Rank: C- Investigator Pistol - A pistol that Sasha carries at all times. Has no magitech but is still a fairly effective weapon against the foes she commonly encounters. The frame is slightly armored, allowing the weapon to block knives, swords, and other blades without breaking. Rank: C Custom Suit - A dark blue suit complete with a white shirt and black tie. The material is similar to Sasha's gloves, meaning the suit is resistant to fire and electricity and is simply durable in general. However, it is thicker and offers some minimum form of protection against blunt attacks. Rank: C+ Parameters:Vigor: C+ Constitution: B Parkour: B Mana: D+ Faith: C Karmic Paradigm: Aristotle - The paradigm of the thinker. Increases Mana by 1/3 rank. Decreases Parkour by 1/3 rank. Abilities:Superhuman Senses: Sasha's senses are enhanced far beyond that of the average human's, and she has learned to fully control and cope with them as the years have gone. She is able to hear people's heartbeats and is, thus, a human lie detector. She is able to identify and remember unique scents, making her a very effective tracker. Her eyesight is unparalleled, allowing her to see the fine details of faraway objects, thus helping with her aim. Her sense of touch is acute to the point where she can feel the vibrations of a person's footsteps from several meters away, as well as identify the person's build and material of footwear, if they wear any. Despite her many years of experience with this ability, it is still possible to overload her sense to the point where she cannot ignore the pain. Such an example is ringing a large church bell when she is only several feet away. Healing Factor: Sasha's body is gifted with highly enhanced healing. She heals from most bullet wounds in seconds and can remain in hostile environments like blazing infernos without risk of dying for approximately thirty minutes. Damaged bones and organs heal within several minutes, but this ability does have limitations. The more injuries Sasha takes, the slower her healing will be as it begins to spread itself thin and deal with an increasing number of simultaneous injuries. She is able to also heal from most fatal injuries such as severe head damage, but wounds that would normally kill or cripple her will instead lower all parameters by 2/3 rank upon healing. These debuffs are erased at the conclusion of a battle or aid from an ally. Attacks:None Inventory:- Cellphone - Pistol Magazine x2 - Wallet Background: Sasha was born in the town of Lucrexion to a loving family. She went to school, gained a talent in open-ended problem solving, learned of the world's tensions between its various inhabitants, developed a love for reading, and simply went through her life as a child of her age should. However, this all came to a crash later on, when she was eight years old. A large band of rogue demons arrived and stormed the town, robbing and killing as they saw fit. The group screamed anti-human propaganda and took the utmost joy in their bloody raid. Most of the people of Lucrexion were slaughtered and Sasha found herself without a family and her body battered and broken like a child's old stuffed animal. A combined force of Racamgi and Rovenheim soldiers arrived, pushing the rogue demons from the town and aiding the survivors. Two years would pass and Sasha would find herself in a hospital in JX City, having received a life saving surgery and been in a coma for the time. Now an orphan, she spent her time out of the orphanage going to school and losing herself within the fantasy worlds of fictional books. At the age of twelve the young Sasha had a chance encounter with JX City's guardian, Krizno Makkura II. Upon meeting this "hero", this man who had supposedly saved the world and helped speed its recovery, she was filled with rage. She screamed at him, accusing him of various things due to the fact someone of his status was unable to save her family. While everyone else simply saw a spoiled delerious child, Krizno saw her for what she truly was. A young girl who had lost her family to demons, and never had the support or help she needed to recover. After that event, Sasha would run into the lightning demon more and more. At first, he would simply greet her and move on. Then he moved on to asking how she was doing. As time went on, Krizno began to speak with her more in depth, ranging from topics like who her parents were to the deplorable state of the world's races. At the age of sixteen, they had their final meeting and their final conversation had an everlasting impact upon her. "I'm a demon."
Sasha said nothing.
"Does that make you think less of me?"
She shook her head. "No. You're different. You've been kind to me, you've helped me, taught me."
"There are other people and demons like me. And there are people who are as bad as the demons who destroyed your life."
Krizno turned around and began to walk away. "This will be the last time we meet like this Sasha. You're older now, smarter, and no longer clouded with your grief and anger. The world is filled with prejudice and corruption, with many stoking the flames to keep those problems alight. Will you be one of them? Or will you be one of the people who attempts to extinguish them?"With that, he was gone. Sasha was on her own again, but was much smarter, more aware, and stronger than before. Her abilities, having begun development three years prior at the age of thirteen, were a constant concern to her. However, using the Lightning Hero's words and keeping their time together in mind helped her push through and use her developing powers to her advantage. At the age of 21 Sasha found herself in the police department of JX City, hoping to do her part in easing tensions between humans, demons, and half-breeds. She saw many things during her two years there, seeing the many sides of humanity and demonkind. At the age of 23, Sasha was given an offer to join the Agency of the Protection and Advancement of Interspecies Cooperation, due to her positive reputation and her repeated acts of aiding nonhumans and humans equally above and beyond the call of duty. That, and because there were some members of the police force that were not as open-minded as her, thus her superiors felt it was better to transfer her elsewhere before things came to a head. Sasha accepted and soon became a full agent of A. P. A. I. C., becoming close with the members of the small government-funded group and dealing with many politically-sensitive, racial-based, conflicts. Her involvement with the agency is known to very few, due in large part to the confidentiality that comes with her work. Sasha remained with the group for four years, eventually leaving to pursue a personal career in becoming a private investigator. However, she left A. P. A. I. C. on a positive note and still maintains contact with a few of its agents and, therefore, Sasha still has some influence with the governments of the world that recognize the organization's work and authority. Sasha's reputation from her days in the police have carried over to her private investigator life, with many seeking to hire the "human lie detector" for their own cases. Theme Song:
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Post by Jisui on May 17, 2016 15:18:25 GMT -5
Mars Grisk
"...Did I say that out loud? Sorry." Alias: "Scarlet" Age: 29 Birthday: February 10th Sex: Male Height: 6'2'' Weight: 216 lbs. Physique: Well-built Appearance: Even among the rugged inhabitants of Skaldra, Mars cuts an imposing figure. With his tall frame and compact muscle, he would be the cutting picture of a standard mercenary if not for his striking half-akma features. While mostly appearing human, several of his features appear too sharp and defined to be entirely human. For example, his eyes, a shade of crimson that earned him the moniker "Scarlet", are narrow like a cat's. Additionally, his nose is fine and tapered, with his mouth thin and in what appears to be a perpetual frown. A thin scar runs diagonally across the mercenary's cheek, ending at the cheekbone area. Mars' hair is a raven black, wild and unruly to the length of his nape. A dark red headband binds his hair, with a few stray bangs framing his face. The mercenary is garbed in the simple but practical garb of a mercenary, a sleeved leather chest plate dyed with the dark green and black colors of Alten Valtz. On the back of the armor is the emblem of Alten Valtz, a feather crossed with a solitary blade. A black steel gauntlet and greaves protect his arm and legs, while a steel shoulder guard is adorned on his left shoulder. The mercenary wears simple black pants made of cotton under the greaves, opting for movement over protection. Completing the ensemble is a tattered brown cloak that hugs around his right side, obscuring his lack of a right arm. A combat/utility belt is strapped across his lower waist, holding various items of practicality such as a first aid kit. His axe, Garanteen is tucked in the back of the belt, while his rifle is slung across his back. Species: Half-Akma Class: Mercenary Elemental Affinity: Earth Personality: The usual stereotype of the rowdy, rambunctious mercenary is one that generally proves to be true in most scenarios; sans Mars at least. Mars is a fairly reserved and introverted person who would much prefer the company of a dog or cat than a person. Whatever his personality might have been in his childhood, the years of isolation and harsh environment of Skaldra have driven him to be wary of trusting others. His general rule of thumb when it comes to other people is similar to that of contracts; be brief, efficient and as unattached as possible. Despite this, when a cause which he agrees with has need of his strength, the mercenary will generally answer the call to arms. As a member of Alten Valtz since he was a young child, Mars has lived his entire life around the blade and coin. As such, he takes his job and contracts with a serious mindset. Very rarely has Mars actually ever failed a contract, and thus, whoever hires Mars will find him to be an invaluably loyal asset. Whether this is due to loyalty or pride however, remains unknown, even to Mars. Regardless, the mercenary has conflicting feelings about his job as a blade for hire. Members of Alten Valtz were encouraged to eventually find another passion in life other than fighting. Despite this, Mars has only ever known the life of the sword, and frequently has stray thoughts on whether or not he could successfully live another life. The man behind the mercenary so to speak, while not unkind, is somewhat uncomfortable when speaking to others. His lack of ability to separate his mouth from his mind is the main cause of fault here. Mars will routinely speak his inner thoughts to others without truly meaning to, however blunt they may be. This lack of inner filter seems to routinely get the mercenary in rather uneasy spots at times. Alignment: Chaotic Neutral Likes: Animals, Quiet, Campfires Dislikes: Crowded areas, Sweets, Werewolves Gear: Garanteen Armament Description: A larger hand-axe that belonged to the late leader of Alten Valtz. It is a compact, but lethal weapon with a straight one-sided blade made of silver. The silver properties of the axe allow it to be as effective to certain inhuman creatures, such as werewolves, as it is to humans. The blade is kept at a keen edge at all times by Mars, very easily having the ability to rip through flesh and steel if enough force is placed in a strike. At the top of the axe is a pointed spike not unlike that of a small spear-head. The handle of the axe is made of pure steel, kept a glowing sheen due to Mars' constant polishing of the axe. Garanteen is not a typical hand-axe however. The handle of the axe has a mechanism which allows it to extend outwards to the length of a polearm, transforming the axe to a halberd should the need arise. While it may seem cumbersome for a man of one arm to wield a halberd, Mars' strength alone allows him to wield the weapon with complete ease. Rank: B Gear: Varland Magitech Rifle V.2 Armament Description: Purchased from a black market vendor who procured the firearm from the Greylocke Kingdom, the Varland Magitech Rifle V.2 is a customized version of a popular series of rifles originating from Cypher City's Varland Company. The rifle is a sleek black design that is reminiscent of traditional flintlock rifles, but with a more modernized design. In the middle of the barrel section is an elongated tube that is constantly swirling about with whatever mana happens to be 'loaded' into the gun (defaulting to a dark blue color). The rifle does exactly as its namesake implies, and fires semi-automatic concentrated bursts of mana at its target. The mana bullets can easily melt through steel and flesh as if they a knife cutting through hot butter, and additionally have the bonus of not needing to be reloaded. Additionally, due to Mars' modifications on the rifle, the Varland Rifle has the benefit of having virtually no recoil in order to compensate for the mercenary's lack of an arm. It does however have an overheating point if overused, which Mars is careful to watch out for when firing. Rank: C+ Raiment Description : Alten Valtz Armor - Basic leather armor given to all members of Alten Valtz. The leather chestplate provides both mobility and protection, while Mars is also protected by the steel gauntlets, greaves and shoulder-guard he wears. Rank: B- Parameters: Vigor: B+ (+) Constitution: B+ Parkour: B Mana: C- (-) Faith: D Karmic Paradigm: Achilles Abilities: Vision of Ruin: Six years ago, the talent of precognition arose within Mars without warning. Unfortunately, this proved to be more of a curse than a blessing in his line of work. Suddenly and without any warning, the mercenary would be assailed with visions of impending destruction. A tree felled by a strong storm. A man mugged in an alleyway and left for dead. A colony of ants crushed under foot. While it was easy to brush these visions as nightmares, each and every one became true before his very eyes. And therefore, the only thing left was to accept it all, both his gift for foresight, and the crushing inevitability of ruination. Regardless of how he feels about these visions, occasionally they prove useful. If Mars is able to recognize a pattern leading up to the future, he may be able to change it in some way. It should be noted however that these visions are sporadic, and occur at seemingly random intervals. Dead Man Walking: The will of a person to survive can be a frightening prospect. Even when pushed to the brink of death, the man known as "Scarlet" silently pushes forward to the bitter end. When Mars receives an attack that would severely incapacitate or fatally wound him, he is able to push onward for as long as he can stand. His Constitution will go down a half-rank or full-rank, depending on the severity of the injury on every post. If said Constitution reaches F, the mercenary will fall in battle, but not before delivering retribution to his enemies. Attacks: All-Killing Strike: "Death in a single blow" is a concept that succinctly summarizes Mars' fighting style. The mercenary dislikes both prolonged battles and prolonged deaths, preferring to finish off his opponents as quickly as possible for both of their sakes. Thus, Mars' first strike in battle will generally be the fiercest one he'll throw. Any of Mars' first strikes in battle on an opponent (with the exception of a rifle shot) will be automatically raise his Vigor to the rank of A temporarily for a post. The resulting blow can rip through an opponents defenses with devastating effect if the opponent is caught unaware, leaving them greatly weakened or incapacitated before the battle even begins. Background: Theme Song:
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Post by Shin RyuKen on Dec 5, 2016 17:13:16 GMT -5
Nawiel Yari
"Come cast your bread upon this widening gyre, and hope that it doesn't return to you as crumbs upon the soil."Age:Birthday:Sex:Height:Weight:Physique:Appearance:Species:Class:Elemental Affinity:Personality:Alignment (Optional): Likes (Optional):Dislikes (Optional):Gear:Armament Description: Provide a name and describe your weapon Rank:Raiment Description : Provide a name and describe your clothing / armor Rank:Accoutrement Description: Name and describe any bonus accessories Rank:Parameters:A+ is highest for player characters, E is lowest. E is virtually nonexistent or paltry and A+ is supernatural Vigor: Physical strength and health Constitution: Physical stamina and endurance Parkour: Agility and flexibility Mana: Ability to control mana Faith: Reception towards magic through supernatural belief. Higher faith generally means the character can use more magic and mana is more potent, but character is also more susceptible to magic. Karmic Paradigm: One's ideological archetype based on prior actions in combat. Each character starts off with a different base archetype, but depending on prior actions, each character may see a shift in their Karmic Paradigm. This parameter affects others and provides a check on a character's progression and overall behavior throughout the story. Achilles: The paradigm of the bold, brave warrior. Increases Vigor by a third of a letter rank, but reduces Mana by a third of a rank. Aristotle: The paradigm of the thinker. Increases Mana by a third of a rank, but reduces Parkour by a third of a rank because Aristotle was known to be an intellectual and rather sedentary in the process. Euripedes: The paradigm of the coward. Increases parkour by a third of a rank because the coward is known to keep moving, but reduces Constitution by a third of a rank because the coward is endangered if he is hurt. Perseus: The paradigm of the guardian who could become stone. Increases Constitution by a third of a rank, but reduces Vigor by a third of a rank since he would not necessarily fight his opponents. Abilities:Make sure that your total of abilities... Attacks:...and attacks adds up to four. And they all must have ranks. Inventory:Background:Theme Song: www.youtube.com/watch?v=VzoSMLX-AXg
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