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Post by Shin RyuKen on Mar 31, 2011 23:47:52 GMT -5
Welcome! This thread is a deposit for posting old, unused beta bios/bios you never got around using/some other junk of the sort that others can commission for whatever intentions they have. These intentions may include using some scrapped concepts for their own future characters, taking up characters for redesigns(if asked for), building from a unfulfilled storyline, or simply a degree of inspiration. You may not find the greatest work here, but one man's trash is another man's treasure.
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Post by Greed on Apr 1, 2011 10:28:15 GMT -5
Name: Kross Daemos Age: 45, yet appears to be in his early twenties… Gender: Male Race: Highly Enhanced Human Cyborg Height: 6’0 Weight: 150 lbs. Rank: Brutal (50) Alignment: Neutral Evil Class: Scientist AppearancePersonality: Kross Daemos is a man of reality, science, and hard, cold facts. He views humans as objects, tools, and test subjects, along with every living thing in this world, Elysium, and the Gaze. He is ultimately a dull, objective man when spoken to outside of his lab… well, most of the time. He has an odd habit of smiling like a goddamn Cheshire cat while sounding completely normal… well, normal for him. He is a strict atheist in practice, and not only views magic as just another sort of science, like everything else in the world, but he believes that gods can be killed, studied, and dissected. History: Dr. Daemos’ history has been mostly erased, either by Artura, Xipe, or himself. The hard facts are that he was banished from Artura for breaking numerous animal, human, and basic rights laws enforced in the R&D Department. Soon after his expulsion, Renam Terrafim of the Artura High Council deported him to Jardin del Vicio on the pretense of exile. It was not such, as the man was immediately accepted into the Xipe Totec organization; one of his more well known creations, if not widely mass produced in Jardin are the Xipe Brutes, Hulk-like bouncers of Xipe. Among the man’s discoveries are the technological manipulation of the elements of light and darkness, considered too abstract by most scientists in Artura, and a serum that dramatically slows, and very slowly reverses aging. He has studied and almost perfected the art of gene-splicing, and is so adept that cloning is little more than child’s play for the man. He has also managed something no one dared attempt; the transformation of human to demon through transfusion and body part grafting. The man knows powerful healing magics, ironically. However, he only learned these to make surgeries much more smooth for himself. And- *transmission cut off by external source.* Attributes: 50 Might - 15 Swiftness - 20 Will - 0 Endurance - 15 Weapon: Prosthetic Arm – No fancy names here; the false arm of Dr. Daemos is the result of a faulty batch of his lovely immortality drug; the side effects made his arm literally rot off, after which he constructed a replacement… and thoroughly checked his stuff from then on. The arm carries immense power, like much of his modified body. Additionally, the arm can directly electrocute anyone he grabs with lethal levels of electricity. It also has a built in laser cannon in the palm, which fires a searing, powerful beam. Rank: A+ Sub weapon: RC91 Prototype Black Laser Blade– A laser blade powered by dark energy, once thought impossible by Artura. It took the city twenty more years to produce even the more simple Light Laser Blade. While Xipe has access to the Light Laser Blade as well, the Black Laser Blade is under testing by Dr. Daemos himself. This strange weapon cuts as well as any well honed katana; extremely sharp. Daemos has been trying to increase its potency with little headway. Rank B+ Armor: Prototype Dark Energy Barrier – A spherical barrier that is generated from Kross’ shoulder. This dark violet is a second prototype using dark energy, this time as a fuel for an energy shield. Attacks not strong enough to pierce it receive bone crushing recoil; everything else is slowed down. The shield can be disrupted by light/holy skills, it this will cancel out both the shield and the attack. Rank: B- Attacks - Cerebral Bore: Son of a… Daemos thought it would be novel to try making this little hell maker from an old video game, and DID. The Cerebral Bore is a flying drill bomb that drills into an organic life form’s skull, and then explodes. Thankfully, its range is very limited, and its design is somewhat flimsy… trying to catch the thing, however, is an impossibly stupid idea. Don’t try it. - Proximity Orb: Flying, energy based proximity mines. They explode. They hurt. They’re very ****ing practical for this guy. Oh, and rushing him down will get you a face full of them. They’re powered by dark energy, so they do not affect him while his shield is up. Abilities - Surgical Healing Magic: This healing magic that Dr. Daemos uses to make surgery go more smoothly is also an easy way for him to heal his own wounds should he get into a fight. Theoretically, he can heal every three posts. Strategy: Daemos’ fighting style is oddly sadistic for such a calm and composed man. If he catches opponent, he will use the environment as a lethal weapon… or he’ll field test that lovely black laser sword of his on you to collect more data for perfecting it…. Brr…. Weakness: ? ? ? Theme Song: Evil AuraBattle Theme: Golden SlaughtererBattle Theme when Eria Present: Dead Eyes Fixed on Me, Screaming
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Post by Jisui on Apr 13, 2012 23:39:16 GMT -5
THE SHAME Name: Ariosh Age: 16 Gender: Male Race: Human Appearance: Black shirt and blue jeans with a white robe over it. There are black bracelets made of a strange black material that won't break on his hands. He has short black hair and brown eyes. Weapon: Vampire Judgement: A red barbed chain whip with a bladed cross at the end. Ariosh controls it with such skill he wouldn't need Carl's chain control to use it. Sub-weapon: Cross Element Summoner: An odd staff that reacts to the users element. In his case, there is a cross on one side of the blue staff, and an earth point at the other. Not only does it let him manipulate those elements perfectly, it allows him one summon of each element. Personality: Bitter. That one word could sum up his entire personality perfectly. Element: Earth, Holy Tactics: Works in perfect unison with Elena despite arguing with her. Good balance of long-range attacks and summoning. Abilities: Holy Cross Shield: Holy crosses that are bladed and surrounded with holy energy surround and fly around him. They cut whatever they touch, and if the enemy is a vampire or of the type, they will be severally burnt. Petrification Beam: Ariosh can fire a beam from his staff or hand (Staff is more focused) that petrifies on contact and turns an enemy to stone. Petrification ends in around 15 to 20 minutes. Mercy for the Damned: Ariosh creates around 8 swords made of energy around the enemy, dashing to one side and grabbing a sword, he dashes to one sword, slashing the enemy on the way as he moves. He stops at the next sword, dropping his current sword and grabbing the next one as he dashes to the next sword at extremely fast speeds, slashing the opponent and continuing the pattern at increasing speeds until all the sword have been used. As he travels, a seal starts to form on the ground, and when it fully forms the opponent CANNOT leave the seal. The swords quickly fly at the enemy, piercing them as Ariosh moves into the middle of the seal and stabs his staff down, a large pillar of light engulfing the seal. Anything caught in the seal, particularly vampires are incinerated. General Weaknesses: Is trained to be a VAMPIRE hunter, so fighting humans could have problems for him... that is why he relies on Elena for everything else. Money: 10000 Job: Vampire Slayer Items: A silver cross pendant that is said to ward off evil. Wooden Stake just in case, Leather Whip. Location: Silverheim Vehicle: Uses Summons. Story-line: Ariosh was a normal teen living with his family in Silverheim. Until one day, his mother was attacked and bitten by a vampire in an alleyway... Afterwards, his father was killed by Enigma's soulless invasion. He developed a great hatred for vampires and trained to kill them all, his partner Elena shockingly being a vampire herself. Theme Song: www.youtube.com/watch?v=B4Nw--_-N0g
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Post by Shin RyuKen on Jun 16, 2012 1:56:09 GMT -5
Name: Drejfus Azai Age: 31 Gender: Male Race: Human? Height: 6'4" Weight: 182 lbs Likes: A fair fight, humility, dancing, soul food Dislikes: Silence, lack of wit, people who overdramatize Rank: Master(24)
Alignment: Chaotic Good Class: Acro-Swordsman Distinctive Traits(What defines your character, setting them apart from the rest? Describe characteristics. Preferably one paragraph per characteristic) Appearance: Drej's appearance is distinctly African in nature. Personality: (You can write a few paragraphs out, or define it as you write. Just stay consistent.) History: (However much you need, the more of this you have, the better)
Attributes: (These are not definite measurements, just easy ways to gauge what a character excels at) Might - 7 Swiftness - 10 Will - 2 Endurance - 5
(Cat Form) Might: 2 Swiftness: 14 Will: 1 Endurance: 1
Weapon: Koukuujin(Judgement): One would expect to Drej to appear as a full-blown samurai, but instead he chose the lesser half of the daisho as his main weapon. The pristine craftsmanship, however, would nullify any arguments one would make about this weapon. By maximizing his efficiency with a wakizashi rather than a katana, Drej managed to maximize his mobility and dexterity while still being able to wield the blade effectively with one hand. The blade itself is roughly three feet in length, about five inches of that length being the hilt itself. A soft, chrome gleam scintillates the cutting edge of the blade, directing most light towards that edge and moderately incensing his blows.
The duller, adversarial edge of the blade radiates dimly with a sea green tint, a color which seems to allude to its penchant to attract air. Swirls of air constantly pass through vacancies along the sides of the blade, giving the weapon some negligible wind conduction properties that can slightly blow the opponent back in turbulent environments(see abilities section). Otherwise, the weapon flows beautifully from top to bottom, demonstrating a perfect equilibrium between light and wind that cohorts the compactly sharp edges of the blade.
The blade's emphasis on cohesiveness follows the blade to the habaki(area above the hand guard), which, instead of a traditionally rectangular composition, emerges in a conical curve. The tsuba(hand guard) is composed of a seamless platinum material, which gleams brilliantly against the sun or the moon. A cat symbol is eroded slightly along the upper and lower sides of the habaki, creating a sense of rigidity in the hand guard that might bump some clashing opponents off balance. The hilt of the sword is bandaged by a dark green cloth which heavily contrasts the radiation that the blade emanates.
Drej kept his scabbard simple, yet imposing. The wakizashi is encased in a bright brass sheath that lets out a powerful screech each time he takes out his blade. A tiny hole marks the rear end of the scabbard, accompanied by a couple of large white puffs that are, in fact, rabbit tails. These rabbit tails don't serve any purpose other than to provide a modicum of luck to Drej's morale in battle. Otherwise, his scabbard cries out for the deceptive power of the blade within. Rank: A
Note: In cat form(see below), his wakizashi merely takes the form of its blade. The scabbard, hilt, and handguard are not manifest, if only to make amends with the cat form's lack of physical strength. However, he must be carrying all of them, or else his weapon will not change form.
Subweapon: Break Cutters: Peripheral blades are attached to Drej's feet.
Armor:
Attacks:
Unseen Hand: A common, yet demanding technique used with Kokuujin. Propelling gusts of wind seem to gather for a split second around Drej, and within the next moment he has "vanished" out of sight from the opponent. The wind, in a sense, is propelling him to relay at a speed so quick that the opponent cannot see him for a second...however, a moment after, he will have appeared in front of the opponent in a suspended position, as if he had just slashed them. Essentially, Drej performed an invisible slash, with all the same power of an ordinary one.
There are a few drawbacks to this move. First, Drej can only perform this technique within one foot from his opponent. Any further would exhaust him quickly. Second, he cannot perform this move more than a few times in one battle, because the move forces him to briefly move at such a speed that he cannot be seen; as a result, his muscles suffer from severe tension, and using this move too often will cause his body to bend out of shape.
Black End
Abilities:
BiFurCation: It is foggy to most what Drej's indigenous form really is. Some say he was a born human, others label him as some kind of feline spirit. Whatever the case, it does not hinder the nature of his transformations. Drej is capable of alternating between his human self, and another form which takes the place of a black cat. Yellow, iridescent ears pierce the night in this form, and a wakazishi blade always erodes from his clamped mouth. There are a number of less obvious applications that Drej can apply his cat form to outside of battle, be it for espionage or even fitting in compressed surfaces. In battle, his cat form is less effective; although it (may) give access to a few techniques, his endurance fails to permeate this form and thus he can only withstand blows as well as a cat can. Both his human and his cat form can be alternated between one another at very little energy cost.
Rippling Winds:
Strategy: Drej is amazingly unconventional for a swordsman, let alone a wakizashi user. Weakness(Can be emphasized in abilities, or overall battle strategy)
Relations to other characters: Alen: -5
Theme Song: Battle Theme:
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Post by Jisui on Jun 20, 2012 0:29:19 GMT -5
I uhh... think this was for a One Piece bio that Cheese wanted me to make. I didn't get very far though.
Character Template
[-----] Account Name: HisuiBasic Character Information Name: Luke Syrus Nickname: The Apathetic Age: 24 Gender: Male Race: Human Affiliation: Bounty Hunter Threat: 0 Profession:Primary - Doctor A Doctor, on a ship or otherwise, gains large medical knowledge. They also get various other related knowledge in terms of poisons, nutrients, animals, anatomy and certain history. Suturing and cleaning wounds, making bandages out of various materials and preparing drugs, is all part of a Doctor's job. Doctors are the only ones capable of healing serious injuries on the crew. They also do not need to pay upkeep on the drugs/poisons they use. Secondary - Scientist A scientist is a different name for those primarily interested in chemistry, the making of explosions and poisons, gas or the like. They get primarily the same basic mathematical skills as the Inventor, and a lot of knowledge about various materials. Scientists do not need to pay upkeep on the poisons/explosives they manufacture. Secondary - Martial Artist A Martial Artist is someone who specializes in hand-to-hand combat, completely or very close to unarmed. They usually have good insight in the aspects of weight, balance and movement of the body. Martial artists get one free rank 4 technique that is a stat-altering technique, used on themselves. Secondary - Entertainer An entertainer makes his/her living through putting on shows. This profession is always specialized towards a specific type, and includes Dancer, Musician, Juggler and many more. Knowledge granted is job-specific. Entertainers can use their performance skills, be they song, dance or anything else, to influence others and use them as buffs, debuffs, etc. Position: N/APhysical Appearance Height: 6'3 Weight: 145 lbs Hair: Silver Eyes: Green Clothing/Accessories: Luke dresses quite formally as expected for a doctor, wearing a long, billowing collared white overcoat stained slightly black with the dirt and grime of age. Over his face is a white doctor's mask, typically down and not covering his mouth. The overcoat, once a pristine white covers his form quite well, causing many to not notice his thin, non-athletic form. It has a slit down the lower section, where he simply wears brown breeches somewhat lazily sagging down his side. A black belt attempts to make his form presentable, but fails as it is secured quite loosely. However, it is still quite clear that Luke is a man of at least some renown, with white leather gloves firmly gripping his hands, small tinted glasses, and an expensive looking necklace with a small diamond gem as the focal in the center. As a doctor, it is important to carry the necessary tools at all times to commence operations. As such, Luke can be found nearly at all times with a vinyl, satin-white leather briefcase with two simple iron snaps. This case contains all of Luke's tools needed to perform a surgery, including a few "personal" items. A small brown satchel, tying itself across Luke's chest holds a few more items for quick access, usually herbs, syringes, and needed items. General Appearance: Luke could be called a handsome man, if the definition of handsome wasn't marred by the aura that Luke generally brings about him. Lazily postured, slumping back as though not a care in the world were evident, a general tiredness and lack of energy is the signature appearance that comes with Luke Syrus. Regardless, Luke has a sharp face, bright green eyes contrasting with stormy gray hair messily turned about. However, his glasses, fixtured onto his face only show that eyes are non-surplussed, as though a constant yawn were taking hold of his face. Luke overall has a thin build, although this can't be clearly seen through his clothing. The Character Personality:Hometown: Hitsugi Archipelago - Nodoka Town, North Blue History:Abilities and Possessions Combat:Weaponry:Items:Beli: 500,000 Upkeep:SD Earned:Stats:- Used for Stats:
- Used for Fortune:
- Strength:
- Speed:
- Stamina:
- Accuracy:
- Fortune:
Traits:-Jack of All Trades (1 Trait) – The character is able to master multiple skills, and has become adept at a number of things. This character gains two additional secondary professions. A character may not have Weapons Specialist, Marksman and Martial Artist. -Skilled Use of Medicines (1 Trait) – Because of their expertise, these doctors have become extremely adept at producing their own medicines to aid others, or in the opposite case, poisons to harm them. They gain special Technique Points which can only be used on their creations, of the amount of half their fortune. Fate of the Strong (1 Traits) - When the character next earns a trait point, they gain X+1 trait points instead, where X is equal to the number of traits points spent. 3X is added to strength. Techniques Regular Technique Points:Used Regular Technique Points:Special Technique Points:Used Special Technique Points:[/b] (Rank number) Type:Range:Stats:[c] Description:[/table] Development History Gains/Losses:Edit Log:
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Post by Shin RyuKen on Jun 21, 2012 20:53:21 GMT -5
I think this was supposed to be the bio for Wiseman before he became Wiseman but then I realized this is a stupid-ass bio and scrapped it. It's filled out quite a bit though, alarmingly enough
Name: Azrael(not to be confused with Azarel)
Age: 23 before death
Gender: Male
Race: Human
Appearance: Azrael wears a
Weapon: Seraphic Assassin: Two massive hand-held crimson scythes, curved and resembling that of Fee's(see Atelier Iris 2). The material these are made out of is a highly reinforced carbon, able to tear through the majority of material with ease of use. These scythes are retractable and the handle can be slided horizontally to any part of the weapon. The weapon feels surprisingly light for Azrael, and wielded somewhat like wave swords. These weapons have been blessed by the gods of time, enabling it tremendous power, although it was originally a relic handed down to him by the church as he is its guardian, thus it originally has holy properties. Its abilities are shown in the abilities section.
Subweapon:
Abilities:
Time Shift: Azazel shifts over to the time element, his scythe becoming a night blue color. This is a material form of Azazel's scythes, and the one he uses by default. This is the more powerful and sharper scythe of the shifts. Azrael cannot use any of Shadow Shift's abilities and attacks in Time Shift, but gains attacks and abilities of his own.
The Other Gifts: Azrael's own time based attacks with his scythe. -Illusionary Scythe: Azrael does a slash with his scythe, and in the reality it would have happened, Azrael flips through time to create an illusion that makes it look like several Azraels surround the foe and slash at them, when in reality, only one of them is attacking the foe. The other ones do not do any damage upon hitting, and vanish right after their attack. -Far-Off Illusion: Azrael does a fake slash from a distance, and then an illusion of him slashing appears in front of the foe from a time jump. So it basically looks like two Azraels slashing at the foe, the real one at a distance and the other one which appeared up front vanishing after the slash is made. This only works if the foe is exactly in front of Azrael within a radius of 5 feet, and unlike the close ranged version, this does not do damage. Its main purpose is to serve as a distraction so that if the foe blocks the sickle or dodges it in certain ways, they would be distracted for another attack. -Reaper Spread: Azrael releases his scythes from their handles, spinning like a boomerang at the foe. The scythes twist through time to form several of them, so pretty much a large flurry of spinning scythes is shot out in front, the other scythes except the two ones that were attacking the foe and a part of Azrael's weapons vanishing after what would appear to be when the real scythes return back to Azrael.
The Sands of Time: Azrael also appears to have a copy of the legendary hourglass. It most commonly rests as a pendant around Azrael's neck, but grants varied capabilities if it is restored to full size. The Sands cannot be stolen or removed if in Pendant mode, but can be if full sized. It grants the holder a couple of abilities: -Regenerative Stamina- The sands will continually restore Azrael's stamina at a very slow rate. If Azarel stops and meditates, it restores slightly faster, and if expanded to full size (can only be done while meditating), the rate is faster but leaves Azarel wide open to attacks. -Reversal of wounds- Can only be used outside of a combat situation. Azrael can place a full-sized hourglass on a wound, and rewind time in the area of it, healing the wound.
Time Brake: Azrael's blessing of time powers can allow him to accelerate or decelerate through his attacks and movement. Speeding up through Time Brake will cause him to multiply in his attack and movement speed by up to quadruple the original amount, but at the same time, Azrael has a difficult time stopping due to the force of the time acceleration which may lead to make him vulnerable to attacks. He can also slow down his movement through Time Brake to a Matrix-esque speed, although this basically seems useless, it can seem like a fake/feint to a foe(namely if he is attacking), distracting them and thus allowing him to pull off an acceleration in mid-swing.
Sacred Shift: Azrael switches over to the darkness element, his scythe becoming a leaking golden color. His scythes' blades form holy energy(which feel like a Z-Sabre) while they shift over to a light elemental form, not really attacking in a material form, but rather a form of holy energy(kind of a beam, in a sense). This is the lighter and speedier of the shifts. In Sacred Shift, all the abilities and attacks granted in Time Shift are no longer available, but rather, they grant numerous new abilities.
Divine Geyser: A geyser erupts beneath a foe and launches holy energy that, unlike the original Shadow Geyser, physically damages an enemy if they are caught in it. It's basically like a large assault of what appear to be solidified golden spikes/needles that emerge and whatever spikes hit the foe latch onto them and constantly drain away their health and strength unless the opponent can somehow pull them all out, but they will be too paralyzed to do so. The holy "needles" rain back down in a large area below, although the effects are much weaker. This cannot differentiate from friend or foe(aside from Azrael himself, meaning other people fighting alongside you will probably be affected by the rain as well) and cannot be used until the needles stop raining and the attack ends once more. The effects of the needles are more effective against demons/enemies of dark origin.
Seraphic Meteor: Azrael creates a massive orb of divine energy, growing to around the size of a Spirit Bomb. If he is interrupted by an attack at any time during the charging process, the attack is canceled, and he cannot unleash it until he is truly done charging. Once fully charged, it is tossed and all enemies or enemy groups caught in the devestating explosion will end up taking EXTREME amounts of damage, especially if they are of dark origin. Since the orb grows in Azrael's hands, it pretty much burns anyone who tries to touch him during the charging process.
Blessed Avatar: Azrael is a "holy" guardian blessed by the divine lord. As such, he is completely immune to attacks and abilities of light and dark origin, and any "ultimate" or move that would not guarantee survival(Examples are False Purgatory, Blight of the Undead, Eden Slash, etc), thus meaning you would need to find another conservative method to kill him. This is an innate ability no matter what form his weapon is currently taking.
Theme:
Battle Theme:
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Post by Shin RyuKen on Aug 25, 2012 17:54:33 GMT -5
Name: Satsuki Tohru [[name pending]] Age: 44 Race: Human Class: Archblade Appearance: Done but need to put it in detail Personality: Philosophical badass (h) Weapon: 宇宙(Universe): Along Satsuki's waist lies an artist's palette that supports a set of six katanas. Large brushes jut out of the handles of the blade, some of which are anointed with what looks like dried red paint. The blades themselves are roughly three feet in length and made of an obsidian metal, producing a vitreous black gleam. The hand guard of each katana is shaped similar to the Ouroborus symbol, depicting a serpentine dragon in a circular shape attempting to bite its tail in forming a large ring above the hilt. The blades themselves are polished with a vibrant tint and are sharpened as well as possible. Satsuki typically only wields one of the katanas, although he is capable of dual wielding. Oblong gaps below the handle of the katanas allow for Satsuki to fit all six katanas between his fingers and use them as large claw-like weapons.
Razor-Rimmed Hat: A circular hat that conceals the upper half of his face. A sharp ring of razor-sharp metal encompasses the outer rim of the hat, allowing him to wield it as a weapon. The hat is sharpened such that it can slice an unprotected human in half on one clean swipe.
Tactics: Satsuki's "abilities" are better classified as tactics, styles to which Satsuki adjusts his swordplay around draconic symbols engraved onto his body. Ancient spirits are lodged within Satsuki's soul and their power is evoked through activating the symbols, all of which augment his techniques.
水 (Water): A water current flows through Satsuki's waist and extends for an infintesimal distance. The current provides barely any resistance and converges in front of Satsuki, forming a bubble of sorts in front of him.
Homeostasis Style; By activating the spirit of the water dragon, Satsuki's attack develop a "flow" behind them that moves as smoothly as the water current. His attacks flow together almost as if he is performing a dance with his weapon, connecting one wide slash into another. His focus is augmented as a result and as his attacks chain together, his focus is nigh impossible to break. Although he can continue to take damage, his receptiveness to pain decreases and he continues to attack unless stifled by a fatally powerful blow. In other words, his defense and focus is emphasized in this form. Using two blades will make this form even more efficient.
*Ocean's Veil: As the water current converges in front of Satsuki, the currents pick up the velocity of a waterfall as the currents intersect, creating a vicious barrier in front of Satsuki. In addition to the augmented focus in Satsuki's blows, Satsuki is further protected by this barrier which, in essence, crushes blows that draw close to him, but will weaken by repeated attacks. If the barrier is dissipated, it will take five turns to form once again.
蛇 (Serpent): The only form that causes an aesthetic change upon Satsuki. An ancient elder dragon's spirit grafts its body upon Satsuki, turning his skin into a craggy gray color. Horns form on his head, large wings grow on his back, and a spiked tail emerges from behind him.
Draconian Style: Immense power courses within his body and he is generally much more physically capable in this form, allowing his to wield six katanas with relative ease. Taking full advantage of his strength, Satsuki often deals hammerlike strikes in this form, capable of easily overwhelming an opponent's guard; however, the extra appendages weigh his movement down, although his attack speed if anything is helped by the added physical strength.
*Placeholder: Looking for a sub-ability that would fit, any suggestions?
風 (Gale): A Wind current converges behind Satsuki and extends outward in front of him, again extending for an infintesimal distance. The wind, similarly to the water current, provides marginal resistance.
Quicksilver Style: Satsuki sheathes his blade after drawing it and holds it tightly. As the spirit of the wind drake enchants him, his attacks become very precise, immediate strikes and his blade is sheathed in between blows. His slashes are extremely fast and smoothly executed as one attack begins to feel more like two to an opponent. Using this form limits Satsuki to one blade if he wishes to use it effectively. Also, although Satsuki's attacks are vicious, sheathing the sword constantly limits his defense aside from parrying blows.
*Instant: Satsuki can unleash a slash along the wind current, manifesting the rest of the wind current into one, long slash. Should this strike occur, anything along the wind current will be slashed straight through be torn wide open. However, using this slash on a wind current will stop the wind current for five turns, limiting its use while remaining in this form.
Money: Irrelevant Items: Spare paintbrushes Vehicle: His own two feet Story: You know already
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Post by Shin RyuKen on Dec 21, 2012 14:55:07 GMT -5
Okay now this...I'm sure I've not seen this before or at least I don't remember writing this. This was from like mid 08 I think during one iteration of Ethona if I recall correctly. Apparently I had a bio of Azarel that was I working on to reintegrate him into Ethona, but I guess I decided not to or something? Either way, he has shit I've never seen on any other Azarel.
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Name: Azarel Leerhart Age: 223, but appears around early 20's Gender: Male Race: Human, obviously with demonic influence. Height: 6' Weight: 160 lbs Eye color: Yellow Hair color: Blond
Appearance: Appearance: Quite Cecil esque. From his body down, he is completely covered in a full piece of sleek black armor. Sleek spikes come from the sides of his gauntlets, shoulder armor, the center top of his back, and leg armor. Along the thigh area and arm area of the armor is red strands. Wears a black belt and is armor is buckled around the chest and leg area. He does not wear any helmet, however.
His blond hair is quite long, and those piercing yellow eyes of his could intimidate anybody. His build is muscular, although his face is rather young for somebody of his age. Though for some reason unknown, he has an eyepatch on his left eye.
Personality: (Minimum one paragraph, two is recommended) Combat Style: (Describe how your character acts in battle, their style and thoughts. One paragraph minimum.)
Weapon: Soul Eater: A giant scythe Azarel carries around with him. The scythe's blade is directly above Azarel's head as he holds it straightly, the blade being approximately almost 4 feet long. The handle is a dark violet color while the blade itself is purplish on the bottom of the blade, while a red color on the rest. The scythe's blade is almost crescent like, similar to Testament's red scythe. The scythe itself is wielded very well by Azarel, but the scythe is very demanding in its hunger for pain, slowly draining the user's health as it is wielded. For every strike, a good chunk of life is absorbed over to Azarel, but since wielding it slowly drains him, he must continue attacking with it, or not use it at all.
Sub-Weapon: (One paragraph on description, and at least one paragraph describing the special properties of the sub-weapon, if applicable)
Areas of Concentration: (What is the theme of you character? Are they range focused, close combat oriented, etc? Also, what are there main attack additions; elements, effects, properties, etc.)
Abilities:
-"Roiling Darkness"- Azarel can send off a "pulse" of dark energy as long as his body is in contact with a separate shadow from his own. This pulse causes the shadow to begin squirming violently in place until it bends to Azarel's will. Objects decay quickly and barriers slowly dissipate as long as Azarel can continue sending this pulse to neighboring shadows and living beings will find themselves slowly rotting to death for every continual pulse Azarel sends off after the first. These pulses use Azarel's energy in order to function and being attacked will halt the decaying process, which is likely without the presence of an ally considering Azarel cannot be performing any other action while sending off these energies.
-"Tiamat" - Azarel can summon the dark dragon known as the Tiamat to aid him in battle. Tiamet is large enough to seat two people on its back. Tiamat can shoot out black flames and normal fire. The black fire can extinguish any light attack. Due to Tiamat's "small" size, he can fight by Azarel's side much like a tiger. Tiamat can only be summoned in an open area, and cannot be summoned whilst Azarel is in a closed in barricaded area, such as a cave, unless Tiamat has previously been summoned beforehand. If Tiamat dies, she can't be used again, so Azarel must use her carefully.
Attacks:
-"Shadow Geyser"- A geyser erupts beneath a foe and launches "liquid" shadow that although can't physically damage an enemy, has the same "needle" effect as Bastille's False Purgatory. The shadow drops also rain back down in a large area around it, although damage is decreased greatly. The effectiveness of light attacks are decreased greatly while in the shadow rain. The other downside to using this attack is that it affects allies as well, so it shouldn't be used in a group unless Azarel is willing to take high risks.
-"Funeral Rend" - Azarel's skin disintegrates around him and his appearance takes on a skeletal countenance as he grips his scythe with both hands and lowers himself. Azarel ascends upward in a full circle, slashing his scythe upward in a violent vortex motion. Anything caught by the attack will likely be torn to shreds by the fierce motion of his scythe and simultaneously absorbed into Azarel, but as Azarel reaches the peak of his ascension, a quartet of scythes made of black winds gather around him before spiraling away from Azarel. The scythes are imbued with traces of decaying energy and tear through flesh and bone upon contact, creating wounds that are much more difficult to heal. The scythes dissipate after traveling roughly five feet. Using the attack takes a modest amount of energy from Azarel and is useful for clearing crowds of opponents at once. The attack can also be performed in midair and the black wind scythes generated will simply spiral around Azarel once he reaches the ground.
Attributes:
Strength: 4 Speed: 3 Endurance: 3
Weaknesses: (What are the downsides of your character? One paragraph minimum- Boss Ender downsides don't count here, as they're already listed.)
History: (Describe the life of your character and how they've gotten to where they are now; 2 paragraphs minimum; Recommended Subjects: Defense Against the Dark Arts Starting Location: Congelati Job: Amnesiac Mercenary Life history)
Theme Song:
Battle Theme:
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Post by Greed on Dec 21, 2012 14:59:14 GMT -5
If I remember correctly, Lost refused to let you use him because he was... well Azarel.
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Post by Shin RyuKen on Mar 17, 2013 13:28:17 GMT -5
Age of Promised Ones - Raziel's birth(0523 - 0602) During the age of the three titans, the world found itself in complete chaos. The landscape seemed to changed daily as King Daridus of the demons fought to take over everything while the noble dragoon king and the rabid Fenrir defended against the dark demon and his armies. There was no peace, only conflict as their armies clashed and these mighty entities fought one another.
It was obvious that the world could not continue to exist at this rate and a group of mages took it upon themselves to create the perfect beings, so called "Promised Ones." Hundreds were created, each one unique in its own way. They were given the task to eliminate the three titans and to return peace to the world. Although their forces were formidable, their initial assault backfired as the three titans united together, not wanting to surrender their planetary playground to death.
Slaughtered like sheep, Daridus, Fenrir and Eltanin hunted them down and wiped out the mages that had so boldly stood against them. Not all had been lost however, as even the three titans knew why this had occurred. By limiting their battles to only being between themselves, they had lessened the loss of life considerably. It is rumored however... that not all of the promised ones were wiped out.
Early Years(700-1510) Raziel being one of them. Raziel was gifted with ancient knowledge of the past, and the cursed sword, known as Soul Edge. This sword could bring forth catastrophe in the right hands, but Raziel had never abused that right. Instead, he walked the lands of Ethona ages after the three titans had been in control of the land. Everything after that had been devoted to usurping power that would surpass even the three titans themselves, and made sure peace would be preserved. But in order to acquire this power, he would have to research not only the past, but the present and even the future. He, along with his friend Nicholas Indalecio, another one of the surviving Promised Ones, traveled across Ethona, defeating any beast which stood in their path, and attaining information from across the regions.
Raziel's Rise To Power(1534-1603) Later in their early years, refugees from the wars which occurred at the time, sort of stemming from the rebellion of the people who were against the church and its control over the government at the time. These refugees ended up uniting as a part of Raziel and Nicholas' army, and its most dedicated and elite of soldiers were later known as the Order of Diablos. The army amassed and Raziel usurped power from all across Sollius, keeping it under his control. Raziel later conducted unbeknown experiments with several guinea pigs, among other dangerous experiments in order to expand his research and knowledge on the ancient times, and shared certain ideals with Nicholas, such as bringing back the ancient times and resurrection of the Promised Ones again, since the mages that created Raziel were wiped out a long time ago by Daridus, Fenrir, and Eltanin.
The Jerimiah Project, The Reincarnation of Nicholas(1604-1610) Later, the Jeremiah Project was conducted, in which Promised Ones were artificially created from DNA samples acquired during research. However, one of the people who was being researched on, name anonymous, had been secretly leaking information out across different sources, namely those in Silverheim. Marvin had orchestrated a rebellion plan at the time to assassinate Raziel and put his tyranny to an end, but the assassination attempt both failed, and erupted into a war across Sollius. The war was amongst the rebellion, and those who were against the rebellion coupled with Raziel's army. Essentially, Raziel's side overpowered the rebellion, but Nicholas mysteriously vanished during the war. He was thought to have been killed, being the major causality, or so was thought...
But Nicholas was later "found", seemingly reincarnated as Paracelsus, from sources unknown. Paracelsus betrayed Raziel, abusing his research for all the wrong reasons and causing near genocide to Sollius through his own means. Raziel couldn't risk another war to run amok Sollius, so he took matters into his own hands. He came to the bitter conclusion of defeating his own former friend. Paracelsus was assassinated from right under his nose by the psycho Venom, and from then on, Raziel's tyranny expanded to preserve Sollius' stability.
In The End(1611-Current date) What is his intentions? Power. Raziel continued to bring forward his research to usurp power from the other nations across Ethona. His research could have been considered evolutionary, and at the same time, dangerous. He orchestrated Aire's development, although she was disposed of as a Reject in the end. It made him a worse person, conceited with the fact that nobody could bring his work down, and he had no intentions of a revenge plan or anything of the sort to take out upon the world. All he desired was power to control Ethona in entirety, to shape the nations around him how he wanted them to be, to bring forth revolution through a tyrannic ruling. And that could only be done by furthering his knowledge and research to another level, make deals with other governments and share his knowledge, and bring the people to him, expanding his power until he could retain the stability of Ethona in his own twisted way, so that the three titans would never be able to stand up to him. Once done, his unfinished research could be finished, and what was taught to him about the past could now assemble the future.
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Post by Jisui on Jan 21, 2014 0:55:10 GMT -5
SOLLIUSName: Elesia Age: 22 (looks 20) Gender: Female Race: Human Appearance: She's a beautiful woman with startling light blue eyes and deep blue hair that reaches down unrestrained into her waist. She has a slender figure and wears a tight blue top and black pants that let her move around quickly. Also has a navy mantle and a strange mark on her right hand. If nothing, five years have made her more beautiful. Weapon: Thin, long swords made of unmeltable ice that Elesia calls "Glace Keys." She often uses them as throwing swords, and they cannot be melted except at extremely high temperatures. Elesia actually only carries the handle of them. Then she mutters a small incantation and the blade made of ice appears. If they have a blue aura surrounding them, Elesia is adding her energy to them, which means they instantly freeze whatever they contact with. Sub-weapon: Several rolls of razor sharp string called "Assassin Strings". They are magically enhanced with her magic, incredibly difficult to break and razor sharp. They are also difficult to see, quite transparent. The main use for it is that Elesia can magically control these wire with her magic. With that, she can easily attach them to her Glace Keys and manipulate the string as well as the swords. Personality: Although she seems to be a cold and calculating person, saying frightening things at times, Elesia is a pretty nice person and always cares about others... Extremelly intelligent and not afraid to take action. Extremely protective of Prince Tael, she hasn't changed a bit at all. Element: Ice Tactics: Elesia combines her tactical genius, physical ability, and long range mastery to easily defeat her enemies. Abilities/Stats: Mastery of Ice: Elesia was naturally born with the ability to manipulate ice. It is only natural that she may control all forms of it and use it in multiple forms and ways. Extreme Agility: Training as an assassin, Elesia can do things that are considered ridiculous to many humans such as run faster than a jaguar and jump up to the top of telephone pole. Frozen Shadow: If Elesia's Glace Key's make contact with a shadow, the target will be "immobilized". The immobilization will feel like all body parts are numb and frozen. Harsh Winter Spire: Elesia throws her Glace Key's in a circle, where they are buried in the ground until Elesia mutters a spell to turn them back to their original form, energy. As the blades dissipate into blue energy, it spirals around the target, condensing and forming a spire of solid ice. Winter's Bite: Elesia throws Glace Keys which, by muttering a small spell, can turn into their previous form, energy. The blades transforms into the head's of blue beasts made of shimmering energy. They attempt to collide with the enemy, who if hit, is knocked back and hit with frostbite in that area. When they collide with something, the surge of energy splashes around the area widely, freezing it. Harsh Winter - Blizzard Fang: The entire battlefield is engulfed within a heavy blizzard by which only Elesia can see through thanks to her training. While the enemy is being cut and frozen by the freezing winds, Elesia can create shimmering blue beasts made of her energy can attempt to bite and crash with the target. Any contact with the beast's results in instant freezing. Quite possibly her ultimate attack. General Weaknesses: Not very powerful in close combat... Money:5000 Job: Former Assassin of Jin Items: A silver necklace with a deep blue sapphire which she never seems to take off... Location: Unknown Town Vehicle: N/A Story-line: In a fit of overprotection, Elesia has kept Prince Tael safe by giving him a memory seal for 5 years. She knows one day she will be caught, but continues to defend him at all costs... ETHONAkoolaidman.freesmfhosting.com/index.php/topic,102.0.html ETHONA 2Name: Elesia Age: 23 Gender: Female Race: Human Height: 6'0 ft Weight: 125 lbs. Rank: Veteran Appearance: Six years can do a lot to a person, often changing them to the point where an old friend won't notice another. In Elesia's case, six years made her even more beautiful, and to some, deadly. She has gotten slightly taller, reaching 6 ft. and her figure has filled out more since her younger years, causing many who dare to stare at her at times. Her hair, cerulean, now reaches down to her waist, framing her dark blue eyes and ears. Anyone who saw her would probably describe her as delicate at first, but then her eyes lock on to theirs, quickly changing their opinion as they see her cold, hard eyes lock on to them like a hawk. Like a hawk... anyone who saw her could probably perfectly describe the hard glint in her eye at all times, like a bird coming in to swoop in for their prey. And at the same time... seeing her move is graceful, and somehow refined. Elesia doesn't care for dressing to impress people, mostly wearing a tight black top and pants that allow quick mobility. On her waist is a small combat belt with small slots for some of her throwing knives. She wears a bluish-black cloak over this, with a hood that is long enough so that Elesia can hide her face completely when needed. The cloak is made of an odd, tough, material that in the dark and night can completely hide her from view. Elesia also wears non-slip black fingerless gloves for a better grip when throwing her knives and such. Her soles of her black shoes are made of a similar material to aid her in climbing and temporarily running up surfaces. [[If you need a mental aid, I found someone: media.comicvine.com/uploads/0/8608/261175-115639-motoko-kusanagi_super.jpg Just make her hair a lot longer, make it blue, turn her eyes blue, and put her in those clothes. Which... probably isn't the best mental aid.]] Personality: The common word to describe Elesia is "heartless". However, if you tell Elesia that, she'll most likely just stab your heart instead of trying to prove your point about hers. And unfortunately, knowing this but trying to get close to her anyway will gain the other person either gain them a cold insult or a knife to their throat. Elesia's personality deep down is actually of a kind person, who will generally worry about any person she's grown to care. The problem is that no one has ever gotten that far down... Elesia will shun any person who attempts to, and when she feels that a person is close, Elesia will go into near panic over the situation. People seem to regard Elesia as a pessimist, but this isn't true. She will be more worried about what is happening and how to solve it then thinking about the bad sides. To put it simply, Elesia is a realist. She will brush aside whatever happens to face what is going to happen. The only time Elesia will be hung over a subject is extreme guilt, which rarely happens except over those she's grown to like. Elesia is also very intelligent, scoring extremely highly on an IQ test she was forced to take for the Jin Army, but disdainfully remarked that her instinct and abilities was worth far more then it when she was complimented. As such, at times, she seems to show a near blood lust for battle. History: Elesia started her life as a girl in a poorer section of Jin's housing district, raised under her father after her mother died during childbirth due to insufficient medical treatment and lack of a professional doctor. The idea of a professional doctor was a something of a novelty for them, people who lived in rundown stone houses with only one room. The area was filthy, dusty even, the river frequently flowed with trash people threw in, and there were drunks frequently hanging out at every corner imaginable. After her death, Elesia's father found himself joining the ranks of these drunks he thought were below even him, and was quickly fired after performing poorly at his job. Harshly forced to awake to the reality of an eight year old girl and a decaying household with little food, he quickly attempted to find another job... nearly 3 days passed living off scraps before he was forced to give up, Elesia and him both beginning to starve. He was forced to do whatever it took now, and daily, he began to take food from local shops... first just enough to survive... and then enough so that one day, two Jin Knights who were patrolling noticed. Tracking him back to their house, the two guards abruptly kicked open the door... Elesia could smell the sweat and more importantly, alcohol seeming to reek out of them as they accused Elesia's father of being a thief and viciously began to beat him in front of her eyes. The sound of cries of pain, a child sobbing, and laughter began to fill the room. The laughter... Elesia, a child, couldn't understand how a human could simply laugh while hurting another so plainly. At first Elesia's father gave cries of protest... and then it died a little... and then it was gone. Just gone. The combination of confusion, angry, and grief seeped down into Elesia's heart, as if freezing it... even as they came towards her. A small child around her age suddenly came in the room in that moment, telling them to stop, and in their drunken stupor, they apparently could even notice him as they bowed. Prince Tael, overhearing the noises as he went on his daily escapade around the town quickly took her hand and started to run away from the scene, even as Elesia thrashed, looking back at her father... She went back that day, slipping away as Tael explained the events to his father to bury hers. Alone. Right next to her mother... the cold feeling of the shovel was unforgettable... since she could barely lift it, it took all her efforts to create a hole deep enough and drag the body in. She was made a castle ward as a child, and as soon as she reached thirteen, where she could do what she wanted, she chose to enter the Jin Assassins. What irony! The organization, the Jin Army, which took her father, she was going to join it. She hated that feeling of insecurity as she sat, alone, when her father was dead. She hated having the feeling of sadness when he died. Above all, she hated the feeling of helplessness... as she simply stood there, watching. There was nothing left for her. She decided that her feelings were worthless, the kind girl that stood in the slums of Jin were gone. Rising quickly through the ranks after her training, her heart was more and more in cased in a tomb of ice as she took kill after kill... After a series of events with Jin, with her being a primary figure, she was promoted to Chief Assassin and had a small place on the Royal Council as King Whitemane's subordinate. With her high rank, the first thing she did was make herself Prince Tael's bodyguard. She didn't like favors above all. Attributes: Strength - 4 Speed - 10 Spirit - 7 Stamina - 3 Weapon: Throwing Knives x20 : An unfortunate accident with Elesia, her Glace Key handles, and the Royal Jin garbageman had most of her Glace Keys dismantled. Needless to say, a new garbageman was needed. With no work to be done in quite a while, Elesia uses ordinary steel knives to replace them, simpler but more easily replaceable. It doesn't make her any less capable of piercing through an enemies weak points however. The knives are without any hand guard, allowing for more flexible shots. The grip is bandaged to help secure a hold on them, the handle slightly curving to allow Elesia's hand to fully grab it if needed. The blade is only one sided, thick along the spine and blade and tapering out into a sharp point to allow for piercing. The thicker portion of the blade allows Elesia to slash cleanly and parry sword slashes if needed. The sheath for all of them is made out of hard, black wood, hidden in her combat Attacks: Winter Shot: Gaining the opportunity to even further enhance her ice-manipulation abilities, Elesia has nearly mastered the art of condensing ice into a very small form. Using Winter Shot, she does just this by raising her arm slightly and beginning to quickly condense the water molecules in the air. As they combine together, they create a small, pebble-sized, glowing orb in Elesia's palm. Elesia can fire it off like a bullet, and while it moves extremely quickly, doesn't create much of an impact. Instead, where the spot hit, the shot spreads out and a thin layer of ice forms. The ice restricts movement, and multiple shots will layer more ice in the area. An additional effect is an incredible cold seeming to actually seep through from the spot where it hit. Using her energy to condense the water molecules however seems to take a toll on Elesia, as generating the "ice bullet" in such a small form creates such intense cold around it that even Elesia starts to feel the effects. Although it costs little energy to use, excessive use will have even Elesia's hand temporarily numbed for a small moment. Winter Storm: A much higher form of ice mastery, Elesia can call a greater form of Winter Shot by individually condensing 20-30 Winter Shots around her. Taking intense concentration as to create such a large amount of "bullets", she can release and fire them all at once by raising by of her hands. When they collide, a large amount of ice will quickly form on the spots of impact and an intense cold will be created to the point of hypothermia to the target. Of course, creating such a cold is at a huge consequence to her as well, as the cold that was generated will remain in her two arms, numbing them and rendering them completely useless until body mechanisms can replenish the lost heat and restore functions. Abilities: Shadow Walker : Elesia, having years of training and experience as an assassin can move with such utmost care and delicacy so that she can even sprint at full speeds and not make a single noise with her footsteps. Her cloak along with her ability to hide literally anywhere allows her to completely blend in when light is not generous or at nighttime. Only one highly trained in the art of tracking or a wolfen could hope to find her when she is at her best. Anyone else will eventually be greeted by a solid knife out of the darkness or elsewhere. Combat Style: Elesia's deadly sharp throwing knives aren't just for show, they will most likely alert the target to her long-distance attack style. That is, if they notice. Elesia, as an assassin will try to silently finish the first hit without them ever notice she was there. If that fails, then she will try to gain some distance. Her ice magic allows for long range bombardment as well, especially dangerous for dragoons but proving worthless against fire wielders. She also is at a large disadvantage against wolfen, who can be both faster and have a better sense then her most times. At close range, while she lacks the strength, she is competent at knife fighting to deflect sword slashes. Elesia, while intelligent fights like a savage wolf at times. She largely relies on her instinct and skill to fight, wildly dodging attacks while dealing out hers gracefully. She isn't completely ignorant of her surroundings however, and uses her rather keen sense opposed to other humans to notice incoming assaults. She dislikes fighting with others, finding them unwieldy in battle and preferring to fight solo. Regardless, if she does fight with another, she oddly proves to be a valuable ally as they find her protecting them, seeming to respect them at least in battle. Even with her cynical personality, once she finds herself in a battle, she finds her fiercely denying the chance to flee, and finishing it to the death if needed. Theme: www.youtube.com/watch?v=-UzNYc0FhA4
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Post by Shin RyuKen on Jun 19, 2014 20:34:40 GMT -5
Name: 花 太陽 月亮 水 贖罪 An alleged aptronym that translates as "Flower, Sun, Moon, Water, Expiation." He is simply referred to as "Asha" Age: 25 Race: Human Class: Bodhisattva Appearance: Asha’s clothing, however ostentatious, isn’t very representative of his personality. The vigilante tends to make his attire rather distinct to give his clients –and his enemies – something to remember him by. His upper body wear consists of a white leisure suit adorned with crimson cuneiform symbols columned onto the right side of his suit from the chest downward. The cuneiform letterings, albeit may be attributed to the sheer brightness of the attire, seem to be emanating an eerie glow which oscillates in rhythm with Asha’s respiration. In other words, as Asha breathes in air, the glow on the symbols seems to shine incrementally bright, but as he exhales, the symbols start to dim out. The symbols may be related to the mana he is coursing through his body, which cycles throughout his bloodstream as of now. Asha’s leisure suit is frequently open most of the time and he has no buttons on his suit to speak of, revealing most of his inner layer of clothing beneath the suit and making the suit seem more like a jacket. Underneath the suit, Asha keeps his inner layer of clothing simpler with a fitting cyan polo under his suit. In addition to his upper body wear, Asha is fitted with a pair of cyan-colored fingerless gloves, ribbed with white linings along the joints. Along the back of each glove lies a dark blue symbol etched into the center. Asha’s left hand contains the symbol of a pistol, while his right hand contains the symbol of a sword. When either weapon is used in battle, the symbol attributed to the weapon in use begins to radiate with a white glow. Asha’s pants match the rest of his leisure suit with skinny-fit white dress pants. Asha wears a pair of white sneakers to maximize his mobility and compliment the rest of his attire. Asha wears all of his clothing with a fairly lean figure of about 5’10” tall. In other to properly metabolize the drug use on his body with minimal side effects, Asha was recommended to properly condition his body such that he would be able to maintain it through his muscles, and as a result, Asha’s body remains fairly well toned. Beneath the pensive, leering expression on his face regularly is a neatly chiseled face of ivory skin that remains relatively youthful even at the onset of adulthood. Asha’s rounded face remains cleanly shaven each day, even though on the occasionally long investigations, he grows a slight scruff on his lower jaw. The color of this scruff tends to not be pronounced unless he grows it out, however, so he tries to shave it as much as possible to not clash with his hair color. Asha’s hair is short with modestly long bangs, swept forward with a teal color. His face is almost never seen without glasses, with the exception of cases where he runs the risk of losing them, to which he will reluctantly put on contact lenses. He prefers not to be asked about it, but his eyes appear to suffer from sectional heterochromia in which both irises are colored blue halfway, with the latter half of the irises with an amber glow. Light very often strikes his frameless glasses, often shielding at least one of his eyes with a panel of light on each lens. Physique: Asha compensates for his lack of sheer physical strength with cunning and agility. Asha’s figure is lithe and his entire body is mobile whether in the ground or in the air thanks to mana. Limbered joints on his body allow him to move flexibly and generally outspeed the average human. The most ingenious aspect of Asha’s nimble physique is the expansive range of mana-enhanced techniques at his disposal which all take advantage of his dexterity, quick-wittedness, and agility. Asha is skilled with dual wielding weapons and his fighting style enmeshes fierce, agile swordsmanship with nimble gunplay designed to adapt to one another when the situation calls for it. Personality: Asha is described more or less as the “stoic badass” type by most people who’ve ever talked to him, but this description isn’t all that farfetched. He often aims for the solution he finds most efficient to his problems and tends to abide by them without desiring anyone’s input. In order to think with the highest amount of clarity, Asha generally tries to purge himself of any strong emotions unless they are absolutely necessary, and will instead respond to most people with a tone of brusqueness and borderline cynicism. Behind his hardened expression lies the face of experience, probably even more experience than almost anyone else around him inside and outside of the business. Asha has worked in an office since his childhood and he’s been learning the ropes about forensics when most people were starting to go to preschool. As such, he tends to achieve a more mature, focused mindset than a lot of people around him and his tends to not respond to humor very politely, if at all. He generally will not respond politely to a lot of things, not because he can’t, but because he believes people don’t grow out of niceties and they become trivial the more they are used. Therefore, Asha tries to not to get in the habit of compliments in order to save himself the dignity. Asha’s most notable aspect of his personality is his sheer, condescending attitude. Asha isn’t particularly friendly and he tends to address everyone with a signature sidelong glance. He likes to think of himself as a smooth operator in every sense of the word: cool, calm, and calculating, and he is very much all three of these things. Asha tends to provide a solid intel on every case he goes to and he analyzes the situation before anybody else, because he much prefers to act on his own –which is what he is used to- rather than turn to allies for advice. Asha’s analytical skills are more or less unrivaled by most and should he use his surroundings, it will be to his advantage. Asha’s emotions, barring his impatience to other people, are seldom expressed and his steeled demeanor allows him to remain levelheaded even in very stressful situations. Although he seems standoffish and antisocial, Asha doesn’t mind resorting to wit when interacting with other people. His intelligence begets a sense of understanding of the world around him and even though he tries not to give others the impression that he is a moral guide of any sort, he will usually toughen up his supposed allies with his branded wit if they happen to be performing inadequately. This usually results in coming off as insulting to other people and he attracts a lot of animosity at times for his particularly patronizing attitude, but he simply returns the favor with a cold, focused outward look towards his next destination, indifferent to the thought of offending people altogether. When Asha feels, however, that his intelligence is groundlessly being insulted, he will respond with a much more spiteful tone and will probably start disliking the person more than he already does. Asha takes honest pride in his intelligence and regularly believes that those who wish to be met with any value in his eyes should respect his heritage. To remain on Asha’s “good” side is particularly difficult because his pessimistic outlook on people and generally his surroundings renders him an unforgiving character who doesn’t generally believe in the “good” in people. His pessimistic view does not obscure him from acknowledging potential at all, however. Asha is more forgiving to determined, contentious personalities and effort and good intentions alone would earn a more fair judgment from him. He doesn’t acknowledge and respond to “respect” in any way whatsoever but he will be more open to looking over someone if they were to offer him the respect he deserves. Asha hates caretaking other people and delivers his judgment rather bluntly and without regard for feelings half of the time, but he accepts the possibility that people have the potential to grow, even if he doesn’t want to believe it, he tries to react accordingly to it rather than outright ignore the person. Asha’s sense of justice is arguably the most aggressive aspect of his personality. Most of Asha’s personality tends to consist of a cold, unemotional heart to others, but when it comes to his profession, Asha’s view on justice is perhaps the one philosophical idea he is truly passionate about. Asha’s view on justice is more compensatory than the legal system has warped it into and tries to carry out a retribution deserving of the suffering his clients go through to find him. Seeing as he is a vigilante who acts outside of the legal system, Asha feels less obligated to abide by the pacifistic rules of the system. He believes it fair that a criminal must suffer at least as much as the victim, and preferably much more than the victim. He finds it that many criminals do not learn from being held behind bars and if they were to undergo the same amount of pain that they expedited upon others, they will have understood the extent of their crime. It is a deceptively simple “what goes around, comes around” perception of how justice should be enacted, but the mentality behind it is far more complex and unpopular than Asha would have it be. As a frequent contrarian, Asha believes that his solution to a problem must be as efficient as possible, even if it will resort to pulling a gun on his enemy. Another quirk about Asha’s personality is that he tends not to enjoy his time often in the outside world. Asha finds solace in staying inside where the exposure to changes in temperature won’t disorient him. This has nothing to do with preferring to not interact with others, either; over the past decade in which the drug has settled into his body, Asha has become apprehensive to the effects of the environment around him to the mana coursing through his body because the drug has rendered him far more susceptible to disease and toxins in order to stabilize the mana flow in his body. In general, stark changes in temperature render the stoic detective far more irritable than usual. Although he doesn’t express his apprehension, he shows it instead through expressions of great discomfort and sometimes bouts of fatigue during periods of extreme heat in the city. He tends to enjoy his time in the office when he gets it, if only so that nobody will question the suffering he goes through and tries to avoid every single day. Weapon: 兩部曲的取締 (Liǎng bù qǔ de qǔdì)(Duology of the Outlaw): The source of Asha’s power actually isn’t even the two weapons he appears to be wielding. Rather, it is the translucent pockets of mana that appear to be channeled through his body. The source of this mana is speculated to be many things, although the philosophy of it entails the idea that traces of mana can be found in the atmosphere, as a form of chemical that appears to be as accessible as a component of air. Part of it is based on an old Indian proverb claiming that there is a “soul” in all sorts of living things, such as animals, plants, the very earth itself. Mana is believed to be extension of the soul being able to alter the environment around it and logically it can be inferred that any tangible object is capable of harnessing the power of mana. It is a form of life force projected from the soul itself, and scientists to this day and age have attempted to perfect the control of mana through the body by means of technology. By various mystic rites and extended research, scientists have succeeded. Around the time Asha was imprisoned, Landiel researchers developed a complicated form of “mana-conduit drug” and suppressed it through a techno-magical chitin pill. The drug, upon contact with stomach acid, would release a macrophage formally known as the Orgiacyte-Arcanium “Inua.” Most of the test subjects who received this drug responded with adverse effects usually resulting in a spontaneous implosion of various layers of body tissue and organs, paranormal episodes usually leading to suicide, and in most cases, vegetation. Apparently, Asha was the only test subject to survive the injection of the drug without many of these symptoms, and he subsequently became the only survivor of the High Prison of Landiel that day. The function of the drug is simple. Should the host consuming the drug survive and use it properly, they will be able to breathe in mana from the atmosphere and become a conduit for mana energy. The macrophage replicates after being digested and releases granules of special alveoli cells called “Inuacyte” that exchange mana from the air into the lungs and travel through the pulmonary veins into the heart, which can then channel this mana for personal use. An enzyme attached to the macrophage then catalyzes the reaction by converting traces of mana carried through the oxygenated blood into its own form of energy. The enzyme is self-replicating as long as it is in contact with blood cells and thus supplies Asha with a form of mana he can then expend into attacks. The Inuacyte in his body constantly absorb traces of mana from the air as any alveoli cell in the body would absorb oxygen. The Inuacyte actively performs mitosis to counteract the constant supply of mana being derived from the environment. As a result, the cells have expanded to every vein in his body over the course of ten years, easing the process of constantly breathing in and out new mana. However, considering that mitosis does not “expand” the size of the resulting cells created from cytokinesis, the production of new daughter inuacyte merely creates a more balanced, succinct system within his body to allow mana to flow through every vein. Damaging his body tissue and cutting open his veins would result in the macrophage simply reacting by pumping out more Inuacyte, but considering how many are flowing through his body as of now, the process has slowed down over time. This does not provide their body with a near infinite supply of mana, however, because the amount of mana he can course in his body at one time is capped out as however much his pulmonary veins can take. Seeing as the mana has already been oxidized upon exposure to the air, it can only travel through the bloodstream in accomplice with oxygenated blood. Therefore, if his respiratory system is fully functional, he can inhale the mana in the air without any additional symptoms. The pool of mana is expansive enough and slowly depletes during battle, but regenerates after a battle and even in battle as he is constantly breathing in new mana. The process of breathing in mana is constant, albeit slow. Seeing as there is only miniscule traces of mana in the actual air compared to oxygen, the actual accumulation of mana is typically a slow process and most of the mana flowing through his body has been constantly on reserve from prolonged inactivity. During battle, if used recklessly, Asha can easily run out of mana faster that he can accumulate it back into his body, although he does regenerate mana at a sluggish rate, which becomes negligible during his acrobatic and exhaustive bouts of combat. It is presumed that his energy reserves are renewed before each fight because the time gap in between fights is long enough to recover it(usually the process takes about an hour of constant breathing), although consecutive fights will tire Asha out quickly. Asha is also required to constantly be breathing at an average rate, meaning that diving underwater or any other task that requires holding in breath can take a toll on his body. But of course, seeing as his body is required to be in healthy to properly flow mana through his body, this introduces a whole host of other potential issues. For one, his body has to be able to carry blood properly; otherwise, mana will build up in one of his limbs and his muscles will begin to hemorrhage and suffer from internal bleeding, possibly resulting in regional necrosis. In other words, he is far more susceptible to any sort of disease or toxin capable of distorting the respiratory processes in his body. Asha has to avoid the onset of sickness in his body at all costs and if he somehow contracts some sort of toxin, it has to be dispelled from his body almost immediately or it will begin to take effect almost shortly after entering his bloodstream. Changes in temperature may also affect him more than normal because extreme highs or lows of temperature would effectively weaken his immune system and allow for contaminants in the air to throw off the mana coursing throughout his body. If the mana in his body were to go out of control, it would result in a failsafe that causes the virus to forcibly dilate his soul and take refuge into his brain, forcing Asha into a berserk state that attacks both friend and foe alike. A hexagonal grid imparted to his soul known as the Mandala Matrix houses the macrophage and prevents it from spreading into other parts of his body. Its various hexes unseal aspects of the control Asha has over the mana in his body, although fully activating all of the hexes would cause the mana to go out of control. The Mandala Matrix is detailed in his abilities below. It is actually possible for this macrophage to potentially be forced into a comatose state by halting the production of Inuacyte. The macrophage reacts to cell death or deficiency by pumping more Inuacyte back into his bloodstream, but if Asha sustains heavy gashes or wounds which would kill off the Inuacyte, he may suffer from heart pains and other trauma because the macrophage has attached itself to his heart. Heavy damage to his body may damage him further than he already should be because the resulting damage to the Inua would afflict his heart as well, potentially putting his body in shock more easily. Combined with the heightened susceptibility to disease, the dynamic stunts he can unleash with the flow of mana in his body do not hide the fact that his body is still rather frail from an immunological standpoint and time may be enough to kill him if he isn’t careful. Asha’s actual weapons are sheathed by a transparent pocket of mana which he holsters at his waist. The two weapons were contaminated by the mana coursing through his body and sheathed through the pockets of mana, enhancing their physical capabilities. Upon generating the mana into his hands and spinning it rapidly, a pair of dadao can be formed in his hands as they continue to spin in his hands until pointed at his next target. The dadao are roughly 16 inches long and made of a dull blue metal, with a pronounced pattern of lighter blue lines traveling along the blade until they form a rhombus shape near the tip. The handle is made of a paneling of ebony oak with a ring of wood serving as the pommel. Seeing as the weapons are stored in pockets of transparent mana, they have absorbed vestiges of the mana with time and as a result, are powerful cutting weapons whilst remaining lightweight. Mana energy can be released from the blades if channeled through certain techniques, most of these techniques accessed through the Volitia Shift ability. By willing it upon his weapons, even though he can sheath them as easily as spinning the dadao in his hands, mana can slowly morph the form of the dadao into a pair of twin pistols. Although the appearance of the pistols closely resembles that of a Smith and Weston revolver, the pistols are again hued with a dull, metallic blue color. Mana enhances the cyclic rate of the two pistols allowing them to fire rapidly at the click of a trigger, releasing relatively large blue-hued propellant blasts with a high firing rate akin to a machinegun. To prevent overheating, the rapid fire drains mana at a marginal rate when Asha uses them, so in an exhaustive bout of combat, Asha may have to resort to single-round bursts to conserve energy and sometimes accuracy. The chamber automatically reloads the bullet supply whilst the firearms are in pistol mode with cartridges of fifty bullets, although if Asha starts running out of energy, he may resort to manually reloading. He can generate more cartridges out of mana, but this too will exhaust him after a very elongated battle. The pairs of weapons can only be willed out as they appear: in pairs. Asha cannot mix and match the two weapons and willing, for example, a gun in one hand and blade in the other would distort the flow of mana through his body. As further described in the Volitia Shift ability, the two weapons are both considered branches of Asha’s mana projected outward and have developed a symbiotic relationship with one another. As such, if one weapon pair were to break, the other weapon would break as well. He can “repair” the weapons by using mana on reserve to regenerate the form of the weapon, but this again takes mana out of him that he must recover later. The pocket of mana at his waist conceals his weapons at any time and since they are dormant, hiding them consumes no mana whatsoever. The mana in his body not only enchants his weapons, but enchants every aspect of his physique in combat; he can perform acrobatic stunts and his body becomes exceedingly flexible, reacting to most situations with alarming dexterity and general alacrity. Using the Volitia Shift ability, he can shift between guns and swords on the fly and overlap various techniques between the two weapons, allowing for a myriad of possibilities to attack the opponent. Element: ? ? ? Abilities: Volitia Shift: The mana in Asha’s body has established a distinct “link” between the two types of weapons he switches between. What this generally means is that the mana in his body interconnects all forms of offense as a symbiotic part of his very being, such that both weapons, no matter how they are used, can dynamically be switched into one another, seeing as they are two parts of the same whole. A simple spin of the currently wielded weapon in Asha’s hands, if willed into this ability, will quickly cause his weapon to shift into the other weapon(for example: if he is wielding twin guns at the moment, he can switch into twin swords), and if he is performing a certain attack with the weapon, the weapon will firmly morph into the other while transitioning and mimic the attack with the prior weapon as sort of a “transition attack” of sorts. To put it simply, the ability allows Asha to cancel in one weapon and perform that weapon’s techniques into his other weapon, granting Asha a breadth of attack options between the two weapons. This ability exists as an offensive option and Asha does not have to resort to this ability every time he spins his weapons into his pocket of mana; he could simply sheath his weapons otherwise out of will, but the ability exists as a way to continuously assault the opponent. The way the ability functions is that Asha’s mana is constantly treated as an extension of his own being. His weapons, being sheathed by the mana, are in turn considered to be a projection of his own mana’s flow and motions throughout his body. Therefore, when he is transitioning weapons between guns and swords, the motions and actions of the previous weapon’s attacks are mimicked by the weapon it is transitioning into. If Asha were to fire, say, a volley of bullets, transitioning using the Volitia Shift will cause Asha to perform a multitudinous flurry of stabs with his swords as he transitions into them. If Asha were performing a spinning slash with his blades, he could Volitia Shift to transition into a simultaneous spray of bullets in a vortex motion all around him as he transitions into his guns. The “concept” behind the techniques of his attacks becomes key as motions become emulated to the best of their abilities. The ingenuity of the ability is that as weapons cancel into one another, depending on how the techniques are chained together, new strengths and enhancements may awaken and reward Asha depending on how he fights during a fight. The ability allows Asha to perform a constant motion, or flow, of attacks, chaining them together into various, perhaps endless amounts of combinations with his mana strengthening the force behind each attack. A few restrictions, albeit small, hamper the ability’s usage. For one, as he is normally sheathing the weapon, in order for the mana to flow properly between the two types of weapons, he can’t mix and match the weapon types he has on hand. In other words, he can’t have his gun in one hand and a blade in the other. Doing so would disrupt the flow of mana through the weapons and possibly cause the weapons to rust from the distorted mana exposure, resulting in the weapons becoming useless. Secondly, each Volitia Shift is treated like another sheath to his weapons and as before, a marginal unit of mana is expended when Volitia Shift is used. Although this won’t affect him too strongly as the passively inhaled mana balances out the cost in the short run, constant uses of the ability will potentially damage him in the long run. Depending on how Volitia Shift is used, the flow of mana will be projected in a certain “direction” from the core of his body, opening up hexes in the Mandala Matrix which restrains the mana in his body from completely going berserk. Continuous Volitia Shifts can endanger him in this regard if they are not used strategically, as once the hexes in the Mandala Matrix all activate, the full extent of his mana is unfurled throughout his body, causing unknown effects as of now. The full ability is detailed below. Mandala Valse: The Volitia Shift mechanism allows for Asha to dynamically engage his opponent, but at the same time, prolonged usage of the ability can result in gaining new enhancements to his base mana techniques. The activation of new mana forces in his body is further explained by the Mandala Matrix system. The Mandala Matrix is a hexagonal grid sealed into Asha’s soul in order to prevent his mana from getting out of control. It may have been a provision against causing Asha to go berserk from the drugs he was injected with during his prison sentence; a scientist whom Asha may or may not know from the experiment implanted this rearrangement of his soul into his body before the experiment allowing him to react accordingly to the drug use. Depending on how his Volitia Shifts are used, Asha can “activate” some of the hexes on the grid to enhance his existing techniques. It is unknown what happens if every hex on the grid is activated but it is assumed that Asha will lose control of his power, because the full extent of his body under the influence of the drug is unleashed. To prevent this, hexes will only branch off from existing hexes that were activated on the grid, listed below. i50.tinypic.com/2e4hslz.pngGreen: The Fool: The base grid that activates at the start of each fight. This hex is directly connected to Asha's soul and activating it thereby begins circulating enough mana to fight an opponent in combat. The hex automates in response to entering combat and has no additional effects. Yellow: The Scion: A hex that activates after Asha has performed five Volitia Shifts from his gun to his sword. Asha must not have activated the Ranger hex prior to activating this hex, or it cannot be activated. If this hex is activated, he also cannot activate any of the hexes from the Fusileer tree and above until the Lord, Reaper or Valkyrie hex is activated. The hex emphasizes the journey of a knight whose duty is to prove that his sword is the most powerful. Activating this hex enshrouds the swords with actual mana, such that blades of mana energy replace the blue metallic material generated by the weapon. However, if the opponent can absorb energy, Asha can command the blades to revert to their base form. Although, doing so will deactivate the hex until Asha reactivates it by normal means. Red: The Lord: A hex that activates if Asha has performed another eight Volitia Shifts from his gun to his sword, and the Scion hex from before must be activated. The hex completes the journey of the knight in which he now leads a kingdom with his sword in his hand. Activating the hex enhances the energy at Asha's blades further such that they change into a more magenta hue and expand a few inches in length. Upon making contact with an object, the blades will transfer a spherical shock of mana to the opponent, such that the area of impact will be damaged by a small, concussive burst of mana energy. The spherical shock only expands about a foot in radius around the area of impact, but will capable of disabling unprotected limbs. Sky Blue: The Fusileer: A hex that activates after Asha has performed five Volitia Shifts from his sword to his gun. Asha must not have activated the Ranger hex prior to activating this hex, or it cannot be activated. If this hex is activated, he also cannot activate any of the hexes from the Scion tree and above until the Brigadier, Reaper or Valkyrie hex is activated. The hex emphasizes the journey of a soldier whose legacy lies in the din of his firearm. Activating the hex enshrouds his blasts with actual mana, such that the gun will become a conduit of his own mana. Actual blasts of mana energy replace the physical blasts generated before by the weapon, although if the opponent can absorb energy, he can command the energy to dissipate. Doing so, however, deactivates the hex and forces him to reactivate it again the normal way if need be. Blue: The Brigadier: A hex that activates if Asha has performed another eight Volitia Shifts from his sword to his gun, and the Fusileer hex from before must be activated. The hex completes the journey of the soldier at his peak, revering him as a force whose gunmanship can command whole fleets of other soldiers below him. Activating this hex enhances the blasts of his guns further such that the mana behind them will start to diffuse into the atmosphere upon physical impact, creating a splash damage effect. Each blast of mana upon close contact will essentially burst and spread over a one foot radius, scorching anything else in the vicinity. The blasts are also slightly stronger as a result of the hex being activated, expanding slightly in size and becoming a light red color instead of blue. Orange: The Ranger: A hex that activates after Asha has performed three volitia Shifts from his gun to his sword and from his sword to his gun, essentially six total. Asha must not have activated his Scion or his Fusileer hex prior to activating this hex, or it will not activate. This hex emphasizes the path of the wanderer who has chosen to enthuse in both blades and guns, but has mastered neither. In essence, this hex focuses on enhancing his actual Volitia Shifts instead and can be activated from either side of the Fool hex on the grid. The mental reflexes behind his Volitia Shifts are enhanced such that his Volitia Shifts no longer require Asha to be spinning his weapons in order to sheath them; as soon as his attack with the weapon finishes, he can Volitia Shift and perform more dynamic chain attacks instead of running the risk of being interrupted or being predictable with his Volitia Shifts. If either one of the Ranger hexes has been activated, the other one cannot be activated. Black: The Demon: A hex that activates after Asha has performed ten Volitia Shifts of any kind, with the right Ranger hex having been activated. Additionally, Asha must have taken at least one heavy hit in a fight. The hex emphasizes the path of a spawn of Hell itself, relentless and chaotic enough to destroy whatever lies in its path without regard to itself or its surroundings. Activating this hex reduces the mana cost of most attacks such that Volitia Shifts now take little to no energy to use. Other attacks or actions which consume more mana will effectively have their costs cut in half, allowing Asha to perform more actions within the same amount of time. The actual properties of the attacks, however, aren't altered through the activation of this hex. If this hex is activated, the Angel hex cannot be activated. White: The Seraph: A hex that activates after Asha has performed ten Volitia Shifts of any kind, with the left Ranger hex having been activated. Additionally, Asha must have lasted at least ten turns in a battle. The hex emphasizes the path of a holy knight whose purpose is to protect the firmament above the earth, extending their holy blades in God's name. They are the extensions of God's will itself and a blessing from an angel is said to grant one eternal life. Activating this hex enhances the mana respiration rate during battle and allows Asha to regenerate mana at a faster pace, mitigating his energy reserves during a fight and extending the durability of his body. Susceptibility is not affected by this enhancement and disease, however, will still render this hex useless. If this hex is activated, the Demon hex cannot be activated. Gray: The Reaper: A hex that activates after Asha has performed six Volitia Shifts from gun to sword, and three from sword to gun, with either Ranger hex having been activated prior to activating this hex. This hex emphasizes the path of a psychopomp who serves as a ferryman of the dead to escort the living to their rightful place in the afterlife. Reapers have the power to see the lifespan of an opponent and procure their soul at will, although Asha can't gain an ability of that nature. His mana, however, gains siphoning properties stemming from an opponent's soul and can absorb a fraction of the life force from organic beings with each attack. Lavender: The Valkyrie: A hex that activates after Asha has performed six Volitia Shifts from sword to gun, and three from gun to sword, with either Ranger hex having been activated prior to activating this hex. This hex emphasizes the path of a host of honorable warriors who decide the fate of who lives and who dies, carrying honorable souls to the afterlife where they will fight to the death. The Valkyrie can travel through the mortal plane and the afterlife seemingly at will, and in a similar fashion, activating this hex allows Asha to cancel any aspect of his attacks on one weapon into a transition attack from his following weapon. Activating this hex essentially turns Volitia Shift into a cancel of sorts in which attacks no longer have to wait to switch between different weapons. The energy cost, however, is slightly higher if Volitia Shift occurs midway through the weapon attack because the flow of mana is abruptly altered to accommodate the activated hex. As a result, Asha consumes 2 units of his Volitia Circuit gauge in order to use the Volitia Cancel technique. The three tiers of the Mandala Matrix, travelling from the inner hexes to the outer hexes, are organized by the individual effects of the hex itself, and the passive effect from the tier of the hex. Ein Echelon: The Fool hex. Has no effects other than being activated at the start of battle and endowing Asha with mana in battle. Zwei Echelon: The Scion, Fusileer, and Ranger hexes. The first time this is activated, Asha recovers from moderate physical wounds. Drei Echelon: The Demon, Valkyrie, Lord and Brigadier hexes. The first time this is activated, Asha's energy reserves are moderately restored. Asha can only travel from the center hex to the outer hexes, and can only branch from existing hexes that were activated. Seeing as prolonged use of Volitia Shifts in combat is required to activate the hexes, the ability exists mainly as its own safeguard against Asha's mana going berserk rather than enhancements given to him in battle. Extended bouts of combat will slowly unseal the mana reserves suppressed in his soul, but unless a situation occurs where all hexes are activated, Asha's mana probably won't go berserk. Volitia Circuit: The mana used to mobilize the Volitia Shift ability, if used repeatedly, is actually housed back into a meter reserved in Asha’s soul. The Volitia Circuit is a compliment to the existing Volitia Shift system that allows him to perform dynamic stunts and techniques depending on if the meter is filled. The meter fills by continuous attempts at Volitia Shifts as the mana is generated back into his soul, although if Asha is struck or if the mana is used, it will dissipate. Each consecutive Volitia Shift chained after the first one generates a “unit” of the Volitia Circuit which Asha can use depending on the conditions. If Asha is hit while generating the Volitia Circuit, the would-be accumulated units will not be counted. The first Volitia Shift does not count towards building the meter; only consecutive Volitia Shifts after the first. Currently, the Volitia Circuit can only accept up to 8 units. The applications to the meter as of now are listed below: Accelerator: Requires 1 unit of the Volitia Circuit per turn of use. Mana gathers around the temporal space of Asha’s attacks and accelerates it, then enshrouding the attacks. Each turn’s worth of attacks is enhanced by the mana surge and Asha’s attacks during this time move at nearly twice the original speed in addition to a small strength boost from the enshrouded mana. Asha can activate this skill any time during the attacks, giving this skill some other applications depending on how cunning the detective is. Volitia Burst: Requires 5 units of the Volitia Circuit. At virtually any given time during a battle whether or not Asha is taking damage, Asha is capable of gathering mana around him and releasing it in a violent expulsion of energy. This energy cannot physically “damage” an opponent in any way but it can generate enough force to blow an opponent back several feet away from Asha if they are anywhere within a few feet around him. Using this is mainly a means of pushing an opponent away from him and potentially following up with a volley of bullets. Slash Canceler: Requires at least ¼ of the max Volitia Circuit, or in this case, 2 units of the Volitia Circuit. The timing on this must work as well as it requires nearly split-second reflexes or it becomes useless. If the opponent attacks Asha and he can’t physically repel the slash normally, he can use this technique in which a blue sphere of mana encircles Asha’s weapon(usually his blades), and should the weapon clash against his opponent’s, the sphere will create a small eruption of force that does no damage, but instead will parry an opponent’s attack and expel enough outward force to leave them wide open for another attack. Alternatively, the mana could encircle the weapon before the opponent slashes at Asha, but the opponent has to counter back in response or the technique is wasted. Money: Enough to rent out a small office suite I guess Items: Vehicle: He uses public transit if necessary, because fuck gas money Story: -Lone Rose of Water- By Anonymous
The flower which blooms Under the rays of the night sky. Petals of water bloom in the earth Only to rise to the light.
It which desires truth Shall disappear into the sun. And again it shall bless the sky With promises of truth.
The sun, vanguard of the soul Arises at the beginning of each day. The flower petal hides, absorbed by the earth Into the confines of its very being.
As the sun falls and the night rises Days transcend as the curtain of water shrinks. All that could be seen is columns of light, A cavern of darkness behind metal bars.
The water quenches the moon's thirst. Petals bloom in darkness, dancing in the wind of the eternal underground night. As the petals of water breathe, only fire resonates in their soul.
The soul of the flower, inhabited by the moonlit night Then scryed by the spirits of the wind. The wind scatters the petals in bloom Into the maw of oblivion.
The wind grew the flower, parting ways As the flower spread all throughout the earth. Yet as the petals breathed in the winds of the night, It could only lose its way.
But as the flower of water blooms in the night, Fire can only light the impenetrable shadow. The flower wilts as the sun rises again, A reverie of heaven shall emerge
By the life in the sight of the memory of the earth The flower of earth shall bloom once again For a lone rose of water blooming in the night Can only grow in the light.
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Post by Shin RyuKen on Jun 19, 2014 20:35:33 GMT -5
Jithran Rattanakosin Chiretsu ~ Violent Star ~ He Who Rules Three Mountains
”Hah! Show me your all, kid!"Age: 36Sex: MaleHeight: 6'5"Weight: 240 lbsPhysique: HulkingAppearance: See armor. Wiry facial hair with black goatee hugging his jawline, black crew cut, bronzed skin Species: ValiantClass: Berserker/MonkPersonality: Jovial blood knightElemental Affinity: EarthPersonal Deity: SiaddniGear:Armament Description: Unarmed: WiP Rank: C, + per arm(B+ is maximum)Raiment Description : Provide a name and describe your clothing / armor WIP Helmet: A kabuto with two boar tusks protruding from opposing ends of the jawline. Armor: A suit of armor in which bloodstained talons curl out at the folds of the upper body. Openings are visible along the shoulders where his other arms can jut out. Feet: Fur cuisses, armored tabi? Rank:Accoutrement Description: Name and describe any bonus accessories Grimboar Periapt: A fang pendant worn around his neck. This fang was said to belong to a boar once domesticated by the kingdom and was sent to fight alongside the infantry. It has endured so much combat and bloodshed that its enamel is permanently anointed with blood, rendering the entire fang a crimson color. Rank:Parameters:A+ is highest for player characters, E is lowest. E is virtually nonexistent or paltry and A+ is supernatural Vigor: A- (+) Constitution: A- Parkour: C- Mana: D Faith: D- Karmic Paradigm: Achilles Abilities:Make sure that your total of abilities... Dharmacakra ~ Six-Armed Splendor of AsuraWhen Jithran was deemed his father’s successor, he was sent to the eastern mountains to be tested in his strength. In order for the boy to become stronger, his father decreed that he must “be able to punch his way through the mountain”. This was actually not a test of his strength; moreso, it was a test of his endurance, and his inner willpower. Every failed attempt at being able to nick the mountain was of a pebble or debris stabbing into his foot, preventing him from maintaining his balance and often causing him to crumble beneath the falling earth of the mountain. Time and time again, Jithran would come to master the ability honed by his father, to use the mountain to his advantage.
Eventually, Jithran manipulated the earth around him, such that he would plate his shoulders with armored layers of stone to prevent earth from falling beneath him, and to create vacancies that would allow extra limbs to form at his shoulders. His father he needed the “strength that emerged from the extended consciousness”, as if he had a pair of faces that grew on both sides of his head. From that extended consciousness, Jithran would be able to form and maintain two pairs of arms, forming a six-armed juggernaut of power that would rapidly crush the ends of the mountain before him.
This technique, once belonging to his father, was perfected and tempered since his death, following an enchantment that allowed Jithran to assume full control of the technique. By concentrating streams of prana through his arms, Jithran allows a set of red metallic plates to bolster his shoulders, from which up to four large metallic arms protrude out. The musculature of these arms resembles that of Jithran’s organic arms, although the raw density of the metal resembles that of ebony steel, allowing these arms to pack even greater force than his normal punches. Anywhere from one to four extra arms can be formed, each additional arm consuming more of his energy, which is limited in potential by mana but maintained by his level of endurance. Creating additional arms also reduces his agility by a third of a rank per arm, rendering him slow to move at full potential. He is no slouch with a fist, however, and each additional arm commands the full extent of his muscle memory, allowing him to punch rapidly with herculean force and reposition each arm to fulfill a different function. A full flurry with all six arms can pummel an object mercilessly, able to punch its way through a boulder in a matter of moments.
The disadvantages of forming these arms simply echo the disadvantages of Jithran’s fighting style in general. Each additional arm consumes more energy to use per turn and merely forming one at his disposal consumes energy because of the raw weight of each arm. The full six-armed wrath of Jithran may last no more than six turns at best, assuming that he has not taken any other drastic actions in battle. Lastly, although forming all four arms can allow Jithran to equip six weapons at once, he would not be able to use them effectively as Jithran did not train to use his arms to bear weapons, and would gracelessly flit his weapons back and forth if provided weapons, merely veering an opponent away from him instead of actually fighting efficiently with them. His main philosophy behind focusing on fistfighting is as simple as he was taught:
Teach a man to use a sword, and he will be armed as his sword is unsheathed. Teach a man to use his fists, and his weapons will always be ready and unsheathed. Vajrayana ~ Thunderous WillWhen Indra was driven out of his domain by a demon named Vritra, he sought out the aid of the sage, Dadhichi, to help him stave off the demon out of the devaloka, the kingdom in which devas and gods coexisted. Dadhichi offered to help Indra reclaim his throne, but only after he embarked on a pilgrimage to all of the holy rivers. As Indra brought the holy rivers of the land together, Dadhichi was able to complete his pilgrimage, and then sacrificed himself to allow Indra to defeat Vritra.
Dadhichi’s selfless will was recreated into Jithran’s spirit, granting him the strength to push his muscles into a “mind over matter” state. Jithran concentrates the prana contained within his body to a single splash of energy, forcing his body to continue despite adversity. In other words, he can force his body to ignore pain and damage altogether and move forward, if only for a very limited period of time. Because Jithran’s prana is weak in concentration, he can only maintain this state for little more than ten seconds, and in doing so, consume large partitions of his own energy. These short bursts, while far and few in between of use, are extremely versatile. The willpower created can permit Jithran to push forward without relent despite being impacted with a blow that would force him off his feet, to finish returning a deadly counter blow to an attack endured upfront, to disregard his exhaustion after an extenuating attack, or to expend the last of his energy to weaken an opponent after a fatal blow. No matter the situation, the principle is the same: He can continue fighting for an opportune moment despite the eventual damages, as a second wind of sorts.
Although his body will ignore pain for that moment, it will not disregard it altogether. No matter how he pushes forward, the damage done to his body is still visible and will still harm him after his endeavoring stint. As soon as he stops acting and the energy returns back to normal, he will suffer the effects of the damage he received, if not even moreso because of the energy necessary to command the second wind. Considering Jithran has a significantly high level of stamina, the effects of this second wind will really take precedent as he is more critically wounded. Attacks:Inventory:Covenant:If Applicable, all Einherjar enlisted in your character's covenant go here. They will have separate bios. If your character can't have Einherjar, omit this section. Background: TBA
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Post by Shin RyuKen on Jun 19, 2014 20:38:34 GMT -5
Name: Enkishashi Feridoun, otherwise known as Enki the Calculator Age: 72 Height: 6’1” (73”) Weight: 188 lbs Race: Human? Class: Arithmetician Appearance: i46.tinypic.com/33xk2dl.jpg (minus the skull). Removing the mask reveals an elderly visage of short, balding white hair and sagging wrinkles. His emanating reddish eyes begin to mollify into a more pleasant orange color. A large, crooked nose with an angled triangular shape and large, pointed ears suggest elf origins, although he says he doesn’t remember what exactly his race was and instantly asserts that he’s just some strangely mutated human. Physique: Enki’s main strength lies in his unrivaled magical power, yet growing old and senile has taken a toll on the rest of his physical capabilities. The extraneous layers of robing and his face mask render him an at least mediocre defense, but this does no justice to his otherwise poor endurance, inadequate physical strength, and generally terrible speed. His emphasis on mathematic-based heraldry provide him with otherwise powerful magic abilities, given he can control them properly under his constant influence of alcohol. Personality: Nobody really understands what Enki’s true nature is supposed to be. As a chronic drunkard, his behavior is generally perceived as eccentric, cocky, perverted, and just generally really weird. As most drunks would act, Enki tends to react to threats rather aggressively and will take even the slightest hint to a battle seriously. He is extremely confrontational and headstrong, unusual characteristics for such a powerful mage. Behind his sinister mask lies a very blank pair of eyes, uncouth, generally folding or closing at the sight of being taunted. His clownish demeanor is very easy to agitate and even easier to get agitated by, as he tends to act in a very selfish, misguided manner towards the average pedestrian. Enki is also a known raconteur in beguiling those who offer their attention to him, considering that usually the result of his usually inaccurate divinations (many of which he pulls out of fortune cookies) and stories are for the ill intent of stealing money, items, or something else that his crazy mind might think of. It doesn’t seem like he acts deliberately with a malicious intent, although it can be inferred that the influence of alcohol has taken a toll on his conscience. Weapon: Wooden Staff: Nothing particularly useful or special about it other than being a conduit for magic. The staff is jagged and made of solid oak, so it’s at least useful as a way to coordinate his drunken gait outside of battle. Subweapon: None. Element: In mathematics, an element, or member, of a set is any one of the distinct objects that make up that set. Abilities: Arithmaticks: Enki’s unique and exclusive brand of sorcery bases itself on using mathematical analysis as a substitute for mana incantations. He is able to scrutinize the basic numerology of opponent from a glance in order to cast magic at virtually no cost and no additional charge time other than being able to pinpoint the basic statistics of opponents in front of him. His targeting for opponents – and, additionally, the potency of his magic, is entirely based on algorithms that are generally assigned at random in between spells. Because he is generally in an alcohol-induced state of consciousness, he doesn’t have a lot of control over selecting these algorithms and instead seems to pick them relatively at random, although calculating the variable itself is a breeze even for his inebriated mind. Having practiced this form of magic for so long, using math to approximate spells has become second nature to him. The targeting formula tends to rely on a two-part algorithm system, and the resultant potency of the spell depends on numbers within the variables. His passive drunken stupor tends to cause him to cycle through these algorithms, if a pattern could be defined. The first algorithm series is the variable being targeted. In this case, it’s the following: Height: The total height of the target, measured purely in inches. Weight: The weight of the target, measured in pounds. Age: The age of the target in human years, multiplied by a tertiary multiplier three for final calculations. If the age of the target is 20 or below, the number is multiplied by 5. If the age of the target is between 50 and 99, it is multiplied by 2, and if above 100, there is no tertiary multiplier. Gender: The gender of the target. Depending on the target, the number 100 is used for future calculations for all intents and purposes. If the resulting multiplier is even, men are targeted, and if the resulting multiplier is odd, women are targeted. The second part of the algorithm is the multiple variable, which determines specific targets based on the result of the previous variable. Targets at this stage are determined by the multiples of previous number. For example, if the target weighs 150 lbs, and the multiplier algorithm determines a multiple of 5, then that opponent will be targeted, along with any other targets whose weight is a multiple of 5. Likewise, if the target’s height is 64 inches(5’4”), and the multiplier algorithm specifies a multiple of 4, that target, along with anyone else whose height is a multiple of 4 based on inches. Other miscellaneous examples apply. Prime: An algorithm for targeting units whose specified attribute is a prime number. A prime number is a number only divisible by 1 and itself. A list of the prime numbers under 100 follows. 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97. For damage multiplier purposes, only the number 7 will be used if Prime is the multiplier algorithm. Multiple of 5: An algorithm for targeting units whose specified attribute is a multiple of 5. Multiple of 4: An algorithm for targeting units whose specified attribute is a multiple of 4. Multiple of 3: An algorithm for targeting units whose specified attribute is a multiple of 3. The actual potency of the spell is determined by the damage multiplier whose resulting number is then measured onto the Potency Scale. This resulting number is determined by multiplying the base algorithm by the multiplier algorithm, and then the resulting number will determine how powerful the spell will become. The meter is organized as follows: 249 or less: Magick 0 250-499: Magick 1 500-749: Magick 2 750-999: Magick 3 1000 or higher: Magick 4/Tetra Magick Considering that each target will most likely have a different resultant number, it is very possible that the power of the magick expelled to each target will vary. The basic magicks at his disposal are below, seeing as he forget most of his more esoteric ones. The magick spells and their varying elements are the only aspect of his sorcery than he can control without any setbacks, although he is limited to choosing one element only and letting the mathematics behind the spell dictate the targeting. Magick Elements: Fire: Blasts of combustible heat incinerate the enemy. Depending on the level of Fire, the effectiveness can range from bullets of ember to scorching beams of infernal heat. Useful for distributing larger increments of damage over a wider area. Fire 0: A simple bullet of flames is fired at the opponent. This has no more velocity than the average revolver round and is instead made of condensed fire. It’s not that powerful, though, and merely bursts into a spark upon impact. Fire 1: The basic fire spell. A spherical bulb of flames is fired at the opponent roughly the size of a softball, and bursts with reasonable effectiveness upon impact. The flames are potent enough to stay for a turn or two if the opponent is flammable. Fire 2: An upgraded Fire with different properties. A large talon of flames scales back at a foe, and slashes down upon it, exploding in a sizable wave of flames. The flames here will appear in front of a foe rather than having to be shot at from a distance, and the flames tend to cover a small area even if the attack misses. Fire 3: A powerful rendition of the original Fire spell that veers into earthly territory. A falling star coated in flames falls from the sky resembling a meteor, and as it crashes onto a foe, it bursts into a rather large explosion covering roughly five feet. The explosion is powerful enough to blow any nearby targets outward, and anything within the explosion will sustain serious damage. Seeing as it is coming from the sky, this fire spell is a lot more unpredictable than the previous ones, although it is easier to forecast if the victim knows they’re being targeted. Fire 4: The image of a red bird, clad in flames, emerges around Enki as a red sigil roughly six feet in diameter emerges from beneath the opponent. As the image dissipates, the sigil bursts into a gigantic pillar of flame which scorches its targets into ashes. The opponent should leave the sigil immediately seeing as once the flames have erupted, it’s harder to get back out. Ice: Buffet the opponent with blades of ice. Depending on the level casted, enemies may be surrounded with blizzards and larger weapons formed from freezing cold. Useful for catching opponents off guard. Ice 0: A small bullet resembling an icicle is fired at the opponent. It isn’t too effective, although there is a small, faint aura around the bullet that may leave lingering frost in a resulting area of impact if it reaches the inside of an opponent. Ice 1: A block of ice, roughly the size of a basketball, is fired outward at a target. It rebounds off of walls and other hard surfaces, although if it strikes an opponent or a sharp object, it bursts into a blast of ice shrapnel and cold air. Ice 2: A large spear of ice emerges in front of an opponent, slanted in somewhat of a diagonal direction to impale the opponent. If the opponent is somehow shanked onto the spear of ice, it will burst into a larger discharge of icicle shrapnel and cold air. Ice 3: A relatively large maw of ice emerges beneath the opponent and attempts to close in on them with icy breath and sharp icicle fangs. The maw can only reach up to an opponent’s waistline even as it emerges from the ground, so it’s possible to jump to avoid it, although regardless of it is avoided or not, as soon as the jaws close in on each other, the maw, which is inferred to be formed from beast of ice, explodes into a freezing mist that slows the opponent down with harsh blizzard winds if nearby. Ice 4: The image of a blue serpentine dragon emerges around Enki as a blue sigil of roughly six feet in diameter emerges from beneath the target. As the image dissipates, a giant sword of ice falls from the sky, inducing a blizzard in a relatively large area around it. Shortly after the blizzard is induced, the blade combusts, leaving behind a massive explosion of icicle shrapnel that may even catch eluding targets off guard. The center axis of the explosion is the blade itself, meaning if the opponent is caught by the giant sword’s descent, it may prove fatal to them. Thunder: Ionized rays of air strike the opponent, typically from overhead. Depending on the potency, the lightning bolts become effective at entrapping opponents and evolve into powerful lightning blasts. Useful for debilitating an opponent with static shock. Thunder 0: A small spark characterizes the appearance of this bullet. Although it is less of a bullet than it is a compressed spark of electricity, it’s useful for targeting specific nerves on an enemy. Thunder 1: A burgeoning spark of electricity is fired at the opponent, resembling a football’s shape. As it impacts a target or a surface, the spark splits into two as it travels in opposing directions on a surface. Targets afflicted by the spark’s impact may be electrocuted. Thunder 2: A single lightning bolt is casted overhead from the foe, striking quickly within the next turn. The resulting impact doesn’t affect a very small area, although the force created by the lightning can crack strong armor. If struck by the lightning, the opponent will suffer static shock for a couple of turns. Thunder 3: A powerful lightning spell that takes a cue from the previous. A series of smaller lightning bolts throw the foe off guard as they strike around the opponent, leaving a large pillar of lightning to succeed the smaller bolts. If the opponent is struck by the lightning pillar, they will receive heavy damage and an extended period of static shock that may delay their attacks in the process. Thunder 4: The image of a white tiger enshrouds Enki as a pale-colored sigil roughly six feet in diameter emerges beneath the target. As the image dissipates, the sigil forms an imprisoning dome of electricity as an overhead ray emerges from the sky. The opponent can escape from the dome even after it is created, although they will suffer heavy electrocution shocks upon exiting. Should the opponent not escape, or even be in close proximity to the dome, the ray strikes the dome with hammer-like force within the next turn, obliterating anything within through a destructive blast of lightning. The blast is enough to render any weak foe unconscious at stronger foes heavily damaged. Wind: Compacted blades of air slash the opponent. Depending on the level, the simple wind blades evolve into violent tornadoes. Useful for restraining opponents. Wind 0: A small compact bullet of wind is fired at the opponent. The wind is sharp enough to tear flesh thanks to bullet velocity, but otherwise has no special properties. Wind 1: A razor-sharp wave of wind is fired at the opponent. It’s about as wide as Enki himself, and moves at a relatively fast pace. Wind 2: A triad of wind blades in the shape of sickles fires outward in three directions, and converges on the foe. The resulting impact causes the blades to spiral around the victim, slicing them at any feeble attempt to escape from the resulting impact. If the initial convergence misses, the blades will simply split off again. Wind 3: A tornado forms in front of Enki, and is slanted forward to aim directly at the target. It devastates the target with turbulent swirls of wind that provide resistance against escape by sucking an enemy into its sharp winds. Wind 4: The image of a black tortoise enshrouds Enki’s body as a gray sigil of roughly six feet in diameter forms beneath the opponent. As the image dissipates, a massive hurricane of conical dimensions erupts from the sigil, destroying anything within the sigil with scattering blades of wind. Even if the opponent escapes from the formation of the sigil, additional resistance will be difficult provided that the enemy does not have a strong body mass or resistance against wind to repel the hurricane’s attracting force. Money: Random ingots of currency he swindled from travelers along the way, not counting whatever ends up in his pocket one way or another Items: A dictionary, empty liquor bottles, and…a book about numerology Vehicle: Sometimes uses magic to teleport him places outside of combat, but otherwise, he walks around intoxicated pretty regularly(how he hasn’t been killed yet by this is anyone’s guess) Story: The self-proclaimed “greatest sorcerer who ever lived” is a rampant drunkard whose brilliant analytical skills are regularly distorted by his relentless consumption of alcohol. Now reaching his seventies, the man wanders the world offering perverse divinities to naïve travelers who can stand his presence long enough. Having been hungover so often, Enki forgot various aspects of his past, including why exactly he so compulsively drinks, but one thing is for certain: he is a master arithmetic mage capable of applying mathematical principles to his sorcery such that magic has become effortless to him. This is of course, assuming he knows how to target his own magic properly. Theme Song:
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