Characters: Human

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Re: Characters: Human

Post  Daichi Beijiosaki on Mon Apr 10, 2017 10:08 pm

Name: Daichi Higa Beijiosaki
Nicknames: Dai, ‘The Wolverine of Beijio’, Kaze-Hikari
Titles: Lord Beijiosaki/Lord Daichi, General
D.O.B.: Junius 9, 2244

Physical Description-
Age: 37
Sex: Male
Height: 6’3
Weight: 225 lbs
Eyes: Gold-Hazel
Hair: Dark Brown
Body/Physical Appearance: Unlike his youngest sister, Akemi, Daichi is incredibly tall with a muscular build with dark brown hair. He has multiple scars from battle across his entire body, and a prominent scar across his left cheek. His hair is slicked back, yet spiky in a mullet of sorts with extended sideburns.



Clothes:

Lord Beijiosaki’s Armor: He wears full, black red and gold trimmed Samurai armor made of both leather and steel plates. He wears matching waraji and red tabi socks. Over his armor he wears a white silk, sleeveless Haori Jacket that is trimmed with crimson tassels and lined in gold silk, the colors of the Beijiosaki Clan House. He also sports a red silk muffler (scarf) around his neck in tradition with the Higa style of attire.

(with Jacket):
(without Jacket):

Kimono: A stylized Kimono from Hiiten. It has a red silk shoulder cape on the left arm bearing the Beijiosaki Clan’s crest.


Background-
Hometown: Beijio Empire, The Grand Empire of Beijio
Alliance: The Grand Empire of Beijio
Alignment: Chaotic Neutral

Employment: Lord of the Beijiosaki House, Former Head of the Higa Clan, One of Beijio’s Esteemed Generals/Shogun.

Trained In: Scardian Fighting Style, Battojutsu, Iaijutsu, Iaido, many mixed martial arts, Archery, Fire Magic, Wrestling.
Sensei/Instructor: Self Taught, Scardian Warriors, his Clan’s teachings.
Instructed: His younger siblings.

Relationship Status: Married.  
Medications: None
Allergies: None
Likes: Eating (Spicy things are a plus), fighting, helping others, physical shows of personal strengths (be it a literal strength or one using their heightened cunning), good wine, his family.
Dislikes: Losing, threats not backed by power, bad Sake, his family or the Emperor’s family being threatened.


Health Background:
-Scardian Born: Though he is Beijionese, he was born in Scardia’s borders and was raised there for a time. As such, he has Scardian abilities as well, however some abilities also conflict with his natural racial traits.
-Alcohol Tolerance: He has a high reserve and can drink quite a bit before becoming drunk. Also, he rarely has hangovers, less the alcohol was ‘bad’ (or so he claims in such events).


History:
A proud warrior and family man of both the Beijiosaki Clan and Higa Clan, Daichi’s path is destined for success. Born Daichi Higa in Scardia’s borders where he grew up for a time alongside other Scardian boys, Daichi has always been a cocky, playful yet intelligent man. He learned much from Scardian society, and growing up into adulthood, used those abilities he honed to be a successful combatant. Many of the other clans wanted him dead because of his fearsome abilities, even going so far to send Assassins after him. One such assassin was Kaede Beijiosaki, a Kunoichi of the Beijiosaki Clan, whom, after temporarily blinding him, had attempted to subdue him. After she was soundly defeated by Daichi, the later promptly proposed to her, only enamored by her physical and mental prowess and, well, er, bedded her. He converted to her clan, taking their name of ‘Beijiosaki’ instead of Higa, only under the agreement that both clans serve the Emperor’s side and would be allies rather than quiet enemies, encouraging mingling between both clans, which became a startling success. This was, in part, due to his strategy to unite both the rival clans at long last.  

His feats landed him as a commanding officer and a member of the Imperial Family’s personal guard. Kaede and Daichi have had five children since: three boys and two girls; all of which he love as dearly as his would have been assassin/turned wife. He is the eldest of his seven siblings, the youngest of which happens to be his favorite sister, Akemi Higa. He generally sends Akemi on missions on behest of himself, as well as the Emperor; and even taught her a thing or two about combat.  

According to the Beijio Prince, he is ‘the Samurai Iskander of Beijio’. He prefers to be called Lord Daichi, or Lord Dai.

Inventory-

Weapons:
-Beijionese Buster Sword - Daichi’s Cleaver: A large Beijionese modeled after a Scardian Buster Sword. Given his enhanced strengths, Daichi can wield this huge blade with incredible, deadly ease.
-Wakizashi: Rarely used, it is a Beijionese Short-Sword used mostly for indoor use. Again, Daichi rarely carries it, and only does as it has the crest of the Higa upon its hilt. Generally, should he fight in close quarters, he often uses his physical prowess rather than a blade.

Equipment: Kiseru Pipe, Sake Jug.

Possessions: Blade maintenance kit, 2 lbs of Tobacco, Gilex and Okane-Tsuba (Beijionese Currency).

Prized Possessions/Personal Items: Daichi’s Cleaver.

Misc.-
Special Abilities:
Scardian Abilities: Like any true Scardian and those born within her borders, Scardians by their very nature have the following stats, thanks to the will of the High King Scar’d upon his ascension into the War God Ranks, centuries ago. It's also these abilities which disqualify many Scardians from world sporting events such as the Mu-Irzik arena, unless specified otherwise.
-Scardian Speed/Agility: All Scardians (those born in her borders), are given unsurpassed speed and agility, much like the War God himself. No matter body type or size, as long as they are still able to use their legs, after the age of thirteen Scardians will feel as though they are the very winds themselves.
-Scardian Healing/Frost & Water Discipline: All Scardians can heal shallow to moderately deep wounds with snow, frost, and water; much like Scar’d had when he was a lad. They are also immune to the cold pinch of the frozen landscapes, the tundras to the north a non-existent obstacle for the average Scardian who can take the cold, and not feel it’s icy bite. Heavier wounds become shallower when ice/water is applied, but will need further medical attention to effectively stop bleeding.
-Scardian Strength: All Scardian born also show an extreme strength that is unlike other races of man or beast-kin. Even beast-kin of Scardian born are given this trait, making them appear like monsters with the ability to lift more than the average human.
Magic Resistance: He has a certain level of Magic Resistance thanks to his Beijionese blood. Because of this, ice/water magic doesn’t heal him as effectively like a Scardian.
Beijionese Breathing: He can hold his breath very long compared to other mortals, thanks to his Beijionese Blood.
Beijionese Bone Structure: His bones are quite strong and durable, traditional Beijionese traits given their diet and thanks to his Beijionese Culture.
Chi Sense: He can sense the 'chi' flow of individuals nearby, especially those with ill intent.
Chi Weapons: He can summon Chi infused weapons.

  • Swordsmanship: Daichi was trained from a young age to be a samurai. As a swordsman, he relies largely on his brooding, physical strength as his main offense & defense, usually taking enemies' attacks until he finds the right opening to unleash his built up aggression and end the fight quickly with a winding, wind fused sweep of his incredibly large blade. Even while unarmed, he has been able to defeat many esteemed Beijionese swordsmen.
  • Physical Condition: Daichi is in excellent physical condition due to his vigorous training as a samurai and his training among the warrior clans of Scardia.

    • Strength: Daichi has been shown to have enough strength to cut clean through solid rock with little effort and slice clean through solid steel—a task that not only requires excellent physical strength, but general physical fitness. He was once noted for having been eaten by a dragon, only to ‘rip its scales away from its belly’ as he made his own exit, with his bare hands.
    • Durability: Daichi has been shown to have remarkable physical durability, having been formidable enough to survive several assassination attempts, being shot, stabbed, blown up, punched, kicked, slammed, ran over by a truck, falling into a ravine. He carries the scars from which with pride, and always looks forward to more ‘badges of honor’.
    • Stamina: Daichi has been shown to have endurance for harsh treatment in many forms, in conjunction with his high durability. He has been able to go a month straight without consuming any food while traveling on foot the entire time for that month when battling a rival clan in Yakamoto. He starved himself to provide more rations to his troops who were being starved as their enemy attempted to starve them out of occupation. However, he ate well when he returned to Beijio victorious, after being treated for his weakened state.
    • Agility: Daichi has remarkably great agility in combat, better than any in his clan due to being born in Scardia unlike them. He is agile enough that he kept up with a Scardian Assassin fleeing through heavily populated Beijio Markets, then kept after the boat carrying the would be assassin of the Emperor, managing to swiftly run and jump from boat to boat before swimming to the vessel which carried the almost-killer. This is an important aspect of his fighting style, as he usually evades or block his enemies' attacks until he finds the right opening to end his fights quickly using his primary weapon: Brute Strength.
    • Accuracy: Daichi has been shown using kunai knives, muskets and arrows several times when necessary and hitting his mark spot on when doing so. He once showed his skills off to an enemy clan attempting to take over the Capital by sea, by taking a bow and launching an arrow at the opposing Clan Head’s ‘mon’, the decorated regalia which sets upon the top of the traditional Kabuto helm. That arrow carried a note, which simply read: “Hi!- Daichi Beijiosaki”. The opposing clan promptly retreated and no blood was shed that day.  
    • Acrobatics: Daichi has been shown to be a remarkable acrobat, in and out of combat. He managed to keep up with the aforementioned Scardian Assassin, while simultaneously performing many acrobatic acts, including a one handed handstand and leaping from ship to ship to reach him. He uses these feats in conjunction with his agility and strength, which makes his warrior status well known throughout the world.


  • Mind's Eye: Daichi, like most of the Higa Clan, has displayed the ability to tap into his "Mind's Eye" when he can't rely on his other senses. He used this ability after an assassin posing as a geisha blinded his vision with a chemical substance when he was a younger man. He trusted his other senses, and managed to defeat her with ease. They then married and the Higa and Beijiosaki clans became allies to the Emperor.

Energy Reflector: A Higa technique, he can reflect projectiles made up of energy from his blade, siphoning their energy which is channeled back towards his opponent, while also being imbued with his spiritual energy. Since he is a master of this technique, it can explode violently upon impact, sending enemies flying.
Wind Projectile: Daichi, because of his size, strength, and speed can strike the air with enough power that the air pressure damages his target from a distance.
Tornado of Light: Daichi, because of his size, strength, and speed can spin his massive blade above his head to the point it begins to form a twister of pain around him. He can also channel his spiritual energy into this man-made tornado, making it glow a bright green. He then becomes the ‘twister’, rolling into multiple enemies and sending them flying in all directions before ending with an explosion of Ki infused light, causing a shock wave which also knocks back or sends enemies flying caught in its blast.
Super-Speed: Daichi can move himself so quickly that he leaves several images of himself when he moves; its a mixture of illusion from his Higa Clan abilities combined with his Scardian Speed.
Energy Arrow/Bullet: Daichi can shoot arrows or bullets fueled with ki energy.

Skills:
Boomerang Cleaver: Daichi seems to control the wind itself at times. He can launch his ‘Cleaver’ towards his enemies, and over time it will fly back towards him after completing a wide arc, hitting his enemies that attempt to jump over it or are simply caught in the crossfire. The blade which can slice through solid rock and steel + a mortal target = an assured, gory death.
Climbing: Due to his training, Daichi is an expert with climbing surfaces, and is skilled at free running.
Wall Run: He can run across the flat surfaces of walls for a short period of time, tied in with his climbing abilities.
Weapon Mastery: Daichi is an expert in multiple weapons including various sword styles, axes and polearms, as well as archery & guns.
Rapid Slashes: Daichi can slash his blade, despite its mass and size, in a very quick, powerful succession of blows with hardly any fatigue. The ‘wind’ which is created from this even seems to draw enemies closer to his blade…
Rapid Blows: Daichi can punch his enemies multiple times in a blinding succession, his form quick and precise thanks to his mixed racial traits.
Quick Draw: Daichi can draw and sheath his sword quickly thanks to his training
Deflection: Daichi can deflect projectiles with his massive blade, and even weaker blows with his own body with visibly no harm given his awareness and timing.
Pyrotechnical Attacks: Daichi can explode a bomb to fend off his opponent.
Bone Breaking Taijutsu: Daichi can use specific hand-to-hand fighting skills, grabs and acrobatic moves to break the bones of his opponents. Then again, he’s just naturally strong enough to do this anyway without any technique.
Scardian Martial Arts - ‘Bear-Hug’: A technique which he grapples an opponent in a tight grapple which leaves their arms helplessly pinned at their sides and unable to move. With his ironclad strength, Daichi can incapacitate an enemy by keeping them immobile, or squeezing enough to sap the air from their lungs. He can also snap their spine as well in this hold if necessary.

  • Suplex: He can evolve his hugging move into a suplex, incapacitating his enemy from connecting their head to the ground.
  • Overhead Throw: He will squeeze them hard enough to stun his enemy, then will take advantage of that momentary weakness by pulling them above his head in which he then throws them.
  • Overhead Backbreaker: He will squeeze them hard enough to stun his enemy, then will take advantage of that momentary weakness by pulling them above his head in which he then curls his arms around their legs and neck, bring them behind his neck and press them down against his shoulders, till he breaks their back. He can also modify this by instead bending them over his knee in a Bane style ‘Back-Breaker’ move.
  • Piledriver: He will squeeze them hard enough to stun his enemy, then will take advantage of that momentary weakness by turning them upside-down, and dropping into a sitting or kneeling position, and then driving the opponent head-first into the ground.
  • Double Underhook Piledriver:In this piledriver, Daichi will bend his opponent forward, placing the opponent's head between the his legs (a standing head scissors), and hooks each of the opponent's arms behind the opponent's back. He then pulls back on the opponent's arms lifting him/her up so that the opponent is held upside down facing in the same direction as Daichi, who then drops to a sitting or kneeling position; dropping the opponent's head into the ground.


Magic Abilities:
Chi Mending: An ability which he channels the chakra, or chi, of his body to mend the wounds of allies or himself. However, the constant practice is physically demanding and eats at his body, causing fatigue and hunger when in prolonged use.
Higa Shinobu Technique - Fusion Technique: he may fuse with another person knowing the technique, for a short duration. Elements of both characters are utilized, bolstering strengths as well as weaknesses.
Higa Shinobu Technique - Wind Cutter: Daichi channels his Ki into his blade, as he slowly brings the blade back and parallel with his target. After his blade is spiraling with his spiritual energy, and when it is at its peak, he strikes out in a wide arc, launching a wide projectile of spiritually infused wind that cuts most things clean through over a long distance, if not knocking enemies back with near concussive force.
Kanashibari no Jutsu, 金縛りの術, literally "Temporary Paralysis Technique": This jutsu paralyzes an opponent, leaving them open for attack. He knows of the technique, but doesn’t like to operate it unless necessary.
Pyrokinesis: Daichi is able to create and control fire. He cannot control flames he didn't create however and is not immune to other types of fire; however his Beijionese blood allows him to be resistant to magically created flames.

  • Create Fire: He can create fire.
  • Fire Attacks: He can infuse his attacks with fire. He can also completely cloak himself with his flames.
  • Fire Channel: He can channel fire through his clothes, weapon and anything he touches.
  • Fire Burst: He can cause explosions and eruptions of fire.

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Re: Characters: Human

Post  Sybil Dirgemoon on Tue Apr 18, 2017 9:10 pm

Name: Sybil Dirgemoon
Nick Name: Syb

Physical Description-
Age: 21
Sex: Female
Height: 5'7
Weight: 120 lbs
Eyes: Glowing Crimson
Hair: Fire Red
Body/Physical Appearance: A beautiful young woman of average height, and a curvaceous and tone build. She has long, silky, bright red hair that is at times unruly and extends past her hips. She has calculating, sharp, yet seductive crimson eyes which glow like embers in the darkness due to her obvious Teronian heritage. She has the ability to grow out her fingernails into talons of sorts. She has a somewhat pale complexion, and often hides her long hair by folding it under a cowl or holding it back with a clip. Though she tends to wear heavy clothes, she is in fact very buxom in appearance with wide hips and large breasts hidden beneath her travelling robes. However, her Teronian Robes and tropic clothing allows her beautiful body to ‘breathe’.  


Clothes:

Travelling Robes: A tattered set of taut, slate grey robes. The main outfit acts as a hooded dress with a frayed edges around the hood’s opening. The sleeves of the dress are bound by slate grey linen wrappings and red linen bands. Her hands are adorned with tan cloth hand wraps. A shawl/cloak is worn around her shoulders and drapes over her back and breasts, where it laces in the front. A necklace made of shells and animal teeth drape around the edges of the hood and cloak. She has a red cloth belt with pouches tied around her waist, which holds the pouches in place while also forming the ‘dress’ of the robes snugly against her frame. She wears knee high lace up leather heeled boots from her Teronian Robes underneath, as well as/or her Teronian Robes or Tropical Clothes underneath.


Teroronian Shadow Robes: Sultry dark robes with tattered and frayed edges. A revealing, backless dress like outfit that is made from a shimmering, shadowy and rag like material that is constantly flowing. Not only her back, but much of her torso, arms, and thighs are exposed. It is adorned with silver chains, shackle like wrist guards and skull motifs. She wears knee high black leather lace up and buckled heeled boots and a silver choker with a locket containing a philosopher stone.



Tropic Clothes: A revealing, string bikini style outfit that is white with black and red trim, with black satin garters on her left arm and right thigh. She drapes her body in a sheer lacy covering though it doesn’t at all conceal her curvaceous and toned features. Her hair’s length is also fully appreciated when dressed in this attire meant for tropical or humid areas. Often, she wears this under her stuffy Traveling Robes, rather than her Teronian Robes.




Background-
Hometown: Casparian City, Fenira
Alliance: Unknown yet
Alignment: Chaotic Neutral


Employment: Unknown
Rank: Apprentice

Trained In: Advanced and various forms of Magic, Picking Locks (if magic is ever canceled out for some reason), Dark Magic, Stealth, Close Quarters Combat (advanced), Ranged Weaponry, Dagger Throwing, Knife Play, Sword Play, Firearms, Soothing Animals.
Sensei/Instructor: Her mother, Council of Magi Private Magic Academy, Sirius ‘The Shadow’: the War God of Darkness and Shadow.
Instructed: None


Relationship Status: Single
Medications: Unknown
Allergies: Unknown
Health Background:

-Reborn as a Terroronian: No matter how she may try to hide it, she carries the tell tale traits of a Teronian/Terroronian with her glowing red eyes that only seem to brighten in the darkness like the reflective lens of an animal. As such, she is also given access to their powers, and is able to Shadow Bend and Warp Strike.

-Resistance to Darkness based Magics
-Resistance to some Poison/Toxins
-Minor Physical Damage Resistances



History:
A beautiful, somewhat mysterious sorceress with Teroronian eyes. She supposedly claims to have had a falling out with the Teronian Shadow Blades, notorious assassins and spies known by nearly all of Galiavan. Apparently laying low, this mysterious figure has been spotted around Galiavan with no apparent or specific purpose other than gathering skilled yet discrete adventurers with the promises of treasure. Otherwise, she has been spotted in many of the world's more mysterious or terrifying locations in search of rare herbs or materials with a beat up leather backed spell tome in tow.

She doesn’t openly speak of her past, and is otherwise introverted when in the company of others. What has been revealed is that she originally hailed from Fenira’s Magic Capital, and that she studied at their prestigious Council of Magi Academy; a school of magic which only takes in Feniran Nobles and future members of the Council. She was seemingly expelled from the school if what she states is true.  

On the surface, she may come off as flirty and manipulative, but deeper down, she seems to have suffered. Its because of such she finds it difficult to trust others with her real persona beneath the somewhat sassy professionalism she extrudes to potential hirelings. What in question she is hiring adventurers for is still a mystery, as she reveals nothing to any prospect adventurers till they agree to her conditions… and unfortunately, those who do know of her know that those who agree to working for her tend to never be seen or heard from again.


Inventory-

Weapons: Sybil's Mythril Kukri, Sybil's Wolf Killer, Scardian Razor


Equipment: Throwing Knives, 25x M24 Galideno Stick Grenades, 1x Tenik Revive, 4x Tenik Stims

Possessions: TBA


Prized Possessions/Personal Items: Decaying Grimoire & Philosopher's Stone.


Misc.-
Special Abilities:
FENIRAN TRAITS
-Animal Affinity: Due to Feniran traits, she is able to quell the hearts of beasts, small and monstrous alike with more effect (NPCs). She can also communicate with them mentally (NPC and Player based)
-Enhanced and Powerful Magic: Due to Feniran traits, her ability to pull off magic is not only easier, but the conjured magic is considerably more powerful in effect than someone not of Feniran birth.
-Prestidigitation: Is able to pull off her illusions and sleight of hand with relative ease, pulling off her feats with professional finesse.

TERONIAN TRAITS
-Shadow Warp: She can warp herself or other individuals with their shadows/any shadow to almost anywhere. Sybil is of the Apprentice level yet. Apprentices can warp anywhere in the same general location they are visiting (a city, town, etc.). The darkness from which Teronian’s form around them appears as a fog or smoke of black coloration with deep blue electrifying sparks riddled throughout the cloud.
-Shadowblade Conjuration: She can summon and forge hardened blades made of shadow, and can summon endless supplies of them with no restriction.
-Shadow Pocket: She can hold items in ‘hammer space’ created from her darkness. Pulling blades or other useful items from this space whenever she may need it.
-Warp Strike: She can throw weapons and then warp to the location of where the weapon that was thrown landed.
-Cat-Like Acrobatics: Traits gifted to them by Sirius, she benefits with the grace and movement of a cat, able to balance themselves should they need to.
-Shadow Breathing: Should she be in an environment where she cannot breathe, she can cover her nose and mouth with her shadows and open a pocket of air closeby in order to breathe.
-Redirecting Shadows: When trained well enough, Shadowblades can redirect projectiles of varying speeds with a mixture of Shadow Pocket and Shadow Warping abilities; objects that travel through their smoke maintain their velocity as they had when entering the void space, allowing the Shadowblade to ‘redirect’ the projectiles by placing shadows tactically close to offending party, releasing their own projectiles upon them. She is not yet trained well enough to utilize this skill fully due to her Apprentice ranking.
-Shadow Gate: She can fully, or partially appear from any form of shadow she herself conjured or from preexisting shadows.
-Dark Vision: As a Shadowblade’s eyes are so well enhanced with Sirius’ Sight, she can see farther than most mortals or even demonic creatures. She can also see in total absence of light, and make out shapes just as easily had there been a light on in such an environment.


Magic Abilities:
-Geokinesis: Syb has the power to control earth to a limited extent.

  1. Petrification: By touching her foe, Syb can petrify organic beings, turning them to stone, of various types (ie. Marble, Sandstone, etc).
  2. Petrifying Blast: Syb can fire a blast of gray energy through the air. If this blast touches anyone that is not her, that person will be petrified.
  3. Rock Body - Syb can cover her entire body with rock like armor.

-Electrokinesis: She can manipulate magical electrical/lightning based energy

  1. Static - Syb can create static around her body.
  2. Create Electricity - Syb can create electricity from thin air.
  3. Electric Body - Syb can create an electric ball around her fists, and other parts of her body as well.
  4. Thunder - Syb can summon lightning from the sky. Syb can also form sparks on the ground and move them upwards.
  5. Discharge - Syb can release an electric discharge by touching her enemies.

-Photokinesis: She can magically manipulate light.
-Umbrakinesis: She can magically manipulate shadows.
-Telepathy: She can read minds and memories of individuals, with exception of Gods.
-Eldritch Blast: She can perform, non-elemental mystical attacks by manipulating energy, and use it to blast her enemies. Can also imbue physical weapons for an ‘added effect’.
-Energy Transference:  take energies from one target and put it into another one
-Forcefield: She can create magical shields to withstand bullets, blasts, blows and explosions. The greater the size or density of the shield the more effort it takes her to hold.
-Shadow Phasing: She can make her body intangible, allowing her to ‘ghost’ through objects organic or otherwise, but only if there is shadow.
-Size Alteration: She can alter her own size as well as others to almost any conceivable size.
-Healing: She can heal herself and or others of most injuries.
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Re: Characters: Human

Post  Sid HighWind on Sat Apr 22, 2017 12:31 pm

Name: Sid HighWind
Unsure If I should leave this up yet...:
Real Name: Arden Raflinar Dragonwind
Titles: Lord




Physical Description-
Age: 26
Sex: Male
Height: 6'1
Weight: 190 lbs
Eyes: Hazel Green
Hair: Reddish Brown
Body/Physical Appearance: Tall, athletic but slender in frame, he is a typical Northern Scardian in build. He has unkempt long length reddish brown hair that is braided into a low ponytail and has long side locks at either side of his face. He has



Clothes:
Sid’s Jumpsuit: A comfortable burnt orange mechanic’s jumpsuit with the left sleeve and shoulder left to drape, a white cotton ribbed A-shirt with zippers on the left shoulder and chest, a red spandex Muscle Shirt underneath, brown leather fingerless work utility gloves, black spandex elbow bands, black knee high utility boots, a black and brown leather utility tool belt around waist with a bronze buckle with tools magnetically set into it, a pair of goggles, and a necklace with bronze tags set into the cordage.



Background-
Hometown: Mythgarde, Scardia
Alliance: Galideno Concordat
Alignment: Good




Employment: CEO of HighWind Industries, Engineer and Inventor, Pilot
Unsure if I should leave this up:
Rank: Lord

Trained In: Advanced Engineering, Air Magic, Oil Manipulation from Alchemy Books, Picking Locks, Stealth, Expert Spearmanship, Ranged Weaponry, Improvised Weapon Use, Piloting Airships, Repairing and Tinkering.
Sensei/Instructor: Self Taught.
Instructed: None




Relationship Status: Single
Medications: Unknown
Allergies: None
Likes: New Technology and Gears, Tomato Juice, Tinkering, Flying, Eating Good Food, Beautiful Women, Boobs, the Moons Azula and Celina.
Dislikes: Being Useless, Listening to his Father, Forced/Arranged Marriage, Cruelty.
Health Background: Healthy.




History:
A mechanical and technological wizard, ‘Sid HighWind’ is a young and handsome genius who strives to be the most successful entrepreneur in the Airship trade. Despite being the CEO of his so called ‘HighWind Industries’, Sid has been unable to fully lift his company onto its feet, being both its only boss, worker, secretary, etc due to a lack in funding. To make up for it however, he has found a kindred bond with Tenik Industrial, and works closely with both its military and civilian divisions to help further his goal.

He is a happy-go-lucky individual who enjoys his work, and is accustomed to being drenched in engine oil. His love of flying made him an excellent pilot and airship engineer, able to repair things in high altitudes as he has no fear of heights. His personal goal is to someday make a vehicle capable of entering ‘Space’ and be one of the first to walk upon both sister moons. He is kind, gentle, peace loving, with an intense curiosity for new things, and only the slight depravity of a pervert (he can’t help admire big breasts!). He harbors a deep secret however, which he has managed to keep from the public for quite a while, and hopefully it will stay a secret.

His current big projects are tinkering with a space rocket design and a mega flying fortress for the Tenik Family, named after himself: “The HighWind”

Inventory-


Weapons: Aegis Breaker, Quicksilver Mod 1, Make-Shift Rifle Spear (Mark One), Tenik Industries Mk.4 "Jaeger" Assault Carbine.


Equipment: Tool Bag, Radio Transceiver, Tenik Mobile Phone, Lockpick Set, 2x Tenik Stims, 3x Galideno Stick Grenades


Possessions: A cot, gilex, and what else is on him.

Prized Possessions/Personal Items: Aegis Breaker: A heavy duty, Ithteca Steel double-sided adjustable wrench. Its heavy weight can seriously knock out enemies as well as bash through thick plating like a club.

Misc.-
Special Abilities:
Scardian Abilities: Like any true Scardian and those born within her borders, Scardians by their very nature have the following stats, thanks to the will of the High King Scar’d upon his ascension into the War God Ranks, centuries ago. It's also these abilities which disqualify many Scardians from world sporting events such as the Mu-Irzik arena, unless specified otherwise.

-Scardian Speed/Agility: All Scardians (those born in her borders), are given unsurpassed speed and agility, much like the War God himself. No matter body type or size, as long as they are still able to use their legs, after the age of thirteen Scardians will feel as though they are the very winds themselves.
-Scardian Healing/Frost & Water Discipline: All Scardians can heal shallow to moderately deep wounds with snow, frost, and water; much like Scar’d had when he was a lad. They are also immune to the cold pinch of the frozen landscapes, the tundras to the north a non-existent obstacle for the average Scardian who can take the cold, and not feel it’s icy bite. Heavier wounds become shallower when ice/water is applied, but will need further medical attention to effectively stop bleeding.
-Scardian Strength: All Scardian born also show an extreme strength that is unlike other races of man or beast-kin. Even beast-kin of Scardian born are given this trait, making them appear like monsters with the ability to lift more than the average human.

Skills:
-Impale: He can pierce just about anything with a melee weapon; a skill he learned from his Scardian bloodline.
-Enhanced Spearmanship: He demonstrates a natural aptitude in the way of polearms. Sid is able to wield any kind of polearm with great speed, power, and skill. As one of the largest (or at least longest) classes of weapon that can be carried by normal humans, users of this ability excel in keeping enemies at bay and maintaining a superior position in combat, having a great advantage, at a distance, over opponents wielding smaller melée weapons.
-Create Ammunition: He can create special ammunition at a quick rate if materials are present.


Magic Abilities:
-Piercing Void: A special magic skill known by only the eldest of the Dragonwinds; an ability given to their family by Scar’d himself, the user can pierce through matter/energy by creating a "hole" in the space it occupies, ignoring every form of defense/resistance. Anything in the path of the stabbing attack is penetrated without physical resistance. Because of its nature, Sid’s attacks have extreme, potentially unlimited, reach.
-Eleokinesis: Sid can create/generate, shape and manipulate oils and substances refined from them, which are defined as substances that are liquids at ambient temperatures and do not mix with water but may mix with other oils and organic solvents..

  • Shape Oil - can move, shape and animate oil; including compress and manipulate its properties.
  • Transmute Oil - he can transmute oil into both the flammable Napalm, or a poisonous kerosine.
  • Detection - he can detect oil.
  • Oleoportation - he can transport oil, merge it, and turn it into tar. Effective at slowing his enemies movements.
  • Adhesive Manipulation - create, shape and manipulate any/all types of adhesives, substance that is applied to the surfaces of materials that binds them together and resists separation, including glue, cement, mucilage, or paste.

-Aerokinesis: He wields magical wind and has a slight affinity for the element of wind.

  • High Jump: He can jump to an alarming height with a conjured compressed air around his body which produces an insane amount of lift.
  • Double Jump: He can jump in mid air, using magically produced air to form a barrier at his feet to help produce more lift.
  • Air Blast: Can send a blast of air like a barrier at his opponents to knock them onto their backs.
  • Air Explosion: Can cause the air to ‘explode’ in a non-lethal concussive blast which ‘pops’ the hearing of his targets.  
  • Healing Wind: Flows a cool breeze which is condensed with a healing aura and helps regenerate wounds to him and/or his allies.
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Re: Characters: Human

Post  Hrothor the Honored on Tue Apr 25, 2017 1:48 am

Name: Sir Hrothor Brightblade
Titles: The Last White Sword of Scardia, Captain of the White Tower, Head Paladin of the Order of the White Sword




Physical Description-
Age: 78
Sex: Male
Height: 6 foot 2 inches
Weight: 260 pounds
Eyes: Grey
Hair: pale blond, greying
Body/Physical Appearance: A tall, stockily built aging nobleman from a now defunct knightly order of Scardia.




Clothes: armored robes.





Background-
Hometown: Cretu, Capital of Scardia
Alliance: Kingdom of Scardia, The head of the Brutal God Council
Alignment: Neutral, Good

Sensei/Instructor: Hrothor studied his fighting arts among the order of the White Sword. His trainers included some of the best knights and paladins of the order. He alone now holds the White Sword’s White Tome, which contains the orders entire history, including their fighting styles.
Instructed: Valundar Blade-Breaker, Daichi Beijiosaki, Hazar, Lothor, other unknown trainees and apprentices  

Relationship Status: Single, widower
Family: Hazar - elder son, Lothor - younger son, Vysela - daughter-in-law (married to Lothor)
Medications: Unknown
Allergies: None
Health Background: Classified.




Valued possessions/Weapon:
The Sword of the White Tower

The large two handed ancient sword is a weapon of the time of S'card's rise to power, and utilising smithing techniques and magics long since lost to time. A powerful relic, whose strength is realized only by those who still know the secrets of it's might.

The Book of the Order of the White Sword

A large unassuming stark white tome that contains the entire history and secrets of the Order of the White Swords of Scardia. This artifact is defended by Hrothor by life and by death.




History: An aging war hero from a bygone era. Hrothor is the last living member of an ancient order of knights known as the White Swords of Scardia, who can trace their history all the way back to being among the first riders of S'card’s armies. Hrothor has earned his dues, fulfilled his duties, and now passes on his vast knowledge and experiences onto the future as a tutor to more modern nobility and military officers. He trained two men of noble birth, namely Valundar of the noble Scardian clan Blade Breaker and Daichi, half Scardian of the foreign noble family Beijiosaki. The two boys had learned much under Hrothor’s tutelage, none the least of which being impressive personal fighting skills, but more than that, how to use their minds, politically, socially, and militarily. Languages and the nuances of high courtly life.

In his later years, Hrothor has taken up one last project on behalf of his former apprentice. When the old knight had heard of the Scroll of prophecy had been undone by the blood of the Dragonsworn patriarch, and the prophecy contained within, Hrothor reluctantly agreed that Valundar’s project may be the last line of defense against the incoming threat. Thus he and his two sons, Hazar and Lothor now frontline and lead the project on behalf of Valundar.




Misc.-
Traits: Unknown




Powers: Unknown




Skills: Unknown




Techniques: Unknown
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Re: Characters: Human

Post  Nel Zelpher on Fri Apr 28, 2017 4:05 am

Name: Nel Zelpher
Titles/Nicknames/Codenames: ‘Lady Luck’, ‘Cretu's Black Swan’, ‘Crimson Shadow’, ‘Viper’






Physical Description-
Age: 23
Sex: Female
Height: 171cm (5'7")
Weight: 51kg (112 lbs)
Eyes: Varies, generally purple or green
Hair: Red (though can turn black)
Body/Physical Appearance: A young woman of average height and somewhat athletic build with medium length red hair in a bob style cut. Her eye color is generally purple in color, but it changes on the whim of her emotions. She has runic looking tattoos on her fore thighs and upper shoulders that appear almost ancient Beijionese in form, and colored in a light red ink.




Clothes:
Defeault Outfit: A high cut Beijionese black frock with a left leg side slit striped with gold inlays adorned with various jewels, with black thigh high boots, black fingerless gloves and iron gauntlets, a blue striped scarf and a leather midriff harness; she also wears black panties underneath and a brown, cropped tube top almost like a bra.






Alternative outfit: A high cut Beijionese Silk White decorative frock with a left leg side slit striped with grey silk inlays adorned with various jewels, with white thigh high boots, white fingerless gloves and iron gauntlets, a red silk floral scarf and a dark leather midriff harness; she also wears white panties underneath and a grey sash tube top.







Pumpkin Witch outfit: A high cut purple and orange frock with a left leg side slit striped with bright yellow silk inlays adorned with various jewels, with orange thigh high boots, purple fingerless gloves and iron gauntlets, a purple striped scarf and a tanned leather midriff harness; she also wears a purple thong underneath and a purple sash tube top. The dress is worn more like a corset dress unlike the other iterations. She also adorns an orange witch’s hat with a purple ribbon sash and a pumpkin motif.






Maid outfit: A high cut black and white satin frock with a left leg side slit striped with white silk inlays adorned with various jewels and held together by a black corset, with white frill short sleeved shirt, white kneehigh socks, black dress gloves, a black and grey striped scarf and a tanned leather midriff harness; she also wears white panties underneath. The dress is worn more like a corset dress.






Background-
Employment: Self employed criminal
Hometown: Cretu, Capital of Scardia
Alliance: Nell is loyal to her paycheck, The Ebonshifters guild of Thieves
Alignment: Chaotic Neutral

Sensei/Instructor: The thieves guilds of Cretu and other underworld figures
Instructed: None

Relationship Status: Single
Medications: Unknown
Allergies: Unknown
Likes: Money, treasures, the thrill of a good hunt, outsmarting her marks, luring naive men
Dislikes: getting caught, being thwarted of her prize, stupid people, tentacles, tendrils & feelers, and the monsters that possess them, men who are pigs and try to hit on her needlessly

Health Background: Healthy, normal.




Valued possessions: Nel’s Scarf: A striped blue scarf of plain material and weave, it is the first possession she ever owned, and only memento of her mother. Her mother had fashioned the scarf to keep Nel warm on cold Scardian nights from the remnants of her baby blanket.

Weapons: Twin Curved Short Blades, Domescadian Type 95, 'Luger' handgun.

Items/Equipment: Kunai/Shuriken x20, smoke or flashbang grenades x3, Tenik Stims x2, 10,000 Gilex, a Satchel Pack, a Waterproof Lantern, Grappling Hook.




History:
Nel Zelpher is a twenty-three year old illegal immigrant and thief extraordinaire residing in Cretu, Scardia for as long as she can remember. Her father fled Beijio during the Beijionese Tuberculosis pandemic, seeking a cure from Fenirian healers (Because they possess the greatest magic in Galiavan) and for a time, he was without symptoms of BTB, however, eventually the disease became resistant to even Fenirian medicine, and he became symptomatic and contagious again.

For this 'crime' the council of magi decreed him to be a biological hazard that had to be destroyed. Thus executing him, and causing the family he had in the meanwhile to flee. Nel’s mother had fled Fenira with Nel in tow, managing to escape to Scardia, thanks to a contact of her father’s in one of the many thieves guilds based in Cretu. However, she died when Nel was still very young due to the very illness they had tried to escape from. She was then left in the care of the Ebonshifters Guild, a band of thieves who have a presence in Scardia, the Beijio Scardian Islands, and Rolan. She can’t really recall her father, but members of the guild say he was executed prior to Nel arriving in Scardia with her mother.

Raised in the guild, Nel would harness and hone skills she would learn from its senior members she’d be utilizing her entire life. As she grew older, Nel became rather proficient in her craft, even adopting skills of her own design. To Nel, thievery is more than just a way of life, it’s a sport.

Nel has, since a young thief in training, concerned herself with three things: Wealth, Skill, and Opportunity. The wealth she collects is only an excuse for Nel to show off her skills, to her the more dangerous the target, the greater the notoriety of her capabilities will become. Granted, the wealth itself is nice, but she thrives on the opportunity to make herself a name in the shadowy underbelly of the world at large.




Misc.-
Traits: Fenirian/Beijionese halfbreed
Enhanced and Powerful Magic: Due to Feniran traits, her ability to pull off magic is not only easier, but the conjured magic is considerably more powerful in effect than someone not of Feniran birth.
Animal Affinity: Due to Feniran traits, she is able to quell the hearts of beasts, small and monstrous alike with more effect (NPCs). She can also communicate with them mentally (NPC and Player based)
Prestidigitation: Is able to pull off her illusions and sleight of hand with relative ease, pulling off her feats with professional finesse.
Magic Resistance: She has a certain level of Magic Resistance thanks to her Beijionese blood.
Beijionese Breathing: She can hold her breath very long compared to other mortals, thanks to her Beijionese Blood.
Beijionese Bone Structure: Her bones are quite strong and durable, traditional Beijionese traits given their diet and thanks to her Beijionese Blood.
Chi Sense: She can sense the 'chi' flow of individuals nearby, especially those with ill intent.




Powers:
Translocation: Nel is able to move herself from one place to another nearby almost instantly.
Energy Projectile: Nel can create a projectile of energy.
Cutting Energy: Nel can envelop his hands with cutting energy.
Energy Reflector: Nel can reflect projectiles back towards her opponent.
Solid Illusion Image: Nel can make a copy of herself through ninjutsu.
Invisibility: Nel can become invisible at will.
Darkness: Nel can create supernatural darkness in order to conceal herself.
Use of Kunai: Nel is capable of using throwing knives and daggers with accuracy
Electrokinesis: Nel can infuse her attacks with electricity.
Teleport: Nel can teleport short distances above her opponent.
Bushin: Nel can create a mirror image of herself and attack her opponent from both sides.
Aerokinesis: Through the use of ninjutsu, Nel can control the currents of the wind. She can create mini tornadoes or summon gusts of razor-sharp wind.
Cryokinesis:  Nel has impressive control over ice, snow and low temperatures.

  • Create Ice: Nel can create ice and snow out of nowhere. Her power allows her to create from simple shards of ice to enormous ice boulders that she uses to crush her enemies.
  • Cold Aura: Nel can create an aura of cold energy around her weapon with varying degrees of intensity.
  • Ice Spikes: Nel can create ice spikes out of the ground, and uses them as anti-air attacks.
  • Ice Shield: Nel can create a shield of ice to reflect projectiles.
  • Ice Projectile: Nel can throw a projectile of ice.

Poison Control: Nel has some control over poison.
Spit Poison: Nel can spit a small cloud of poison.




Skills:

Ninja Jūhakkei: The eighteen disciplines or aspects that represent the complete skillset a ninja is expected to have. The eighteen disciplines are:
Seishinteki kyōyō – spiritual refinement
Taijutsu – unarmed combat
Kenjutsu – sword techniques
Bōjutsu – stick and staff techniques
Sōjutsu – spear techniques
Naginatajutsu – naginata techniques
Kusarigamajutsu – kusarigama techniques
Shurikenjutsu – throwing weapons techniques
Kayakujutsu – pyrotechnics
Hensōjutsu – disguise and impersonation
Shinobi-iri – stealth and entering methods
Bajutsu – horsemanship
Sui-ren – water training
Bōryaku – tactics
Chōhō – espionage
Intonjutsu – escaping and concealment
Tenmon – meteorology
Chi-mon – geography

Changing: With only one gesture, Nel can change clothes within a second.
Climbing: Due to her ninja training, Nel is an expert with climbing surfaces.
Stealth: Also because of her training, Nel is a master of stealth.
Sexy Clothing: with her revealing outfit it’s easy for her male opponents to get distracted giving her the opportunity to defeat them.
Symbology: Nel has intimate knowledge of runes, symbols and sigils to enhanced magical and power based capabilities.




Techniques:
Change hair color: Can change hair color (black generally) without aid of dyes, thus able to return to her proper crimson shade
Shockwave: Nel Fires a small wave of energy at her enemies.
Shadow Wave: Nel generates a large crescent shockwave on the ground in front of her that knocks over enemies.
Ice Daggers: Nel throws a series of frozen daggers at enemies that have a chance of freezing them.
Poison Cloud: Nel creates a small, green cloud of poison that damages and also has the chance of poisoning enemies.
Whirlwind: Nel surrounds herself in a whirl of slicing wind for a short while, which damages any enemies that come in contact with her.
Flying Guillotine: Nel flings her daggers at enemies in the form of an enourmous flying disk, which behaves like a boomerang.
Lightning Chain: Nel releases of stream of lightning from her daggers that flies all over the field and homes in on enemies.
Mirror Slice: Nel performs a series of symbologically enhanced slashes before leaping into the air, firing a stream of lightning at her target, and then slashing through them.
Divine Wrath: Nel perfoms a very long, symbologically enhanced series of slashes before finishing with a giant pink tornado.
Splitting Sky: Nel performs a series of ninja hand signs, leaps into the air, and becomes encircled in a sphere of lightning. She then fires a continuous stream of lightning at the target.
Bonebreaking Taijutsu: Nel can use specific hand-to-hand fighting skills, grabs and acrobatic moves to break the bones of her opponents. Particularly, Nel’s devastating kicks, knee strikes, and leg holds.
Signature Technique: Stretch Muffler: This technique among her favourites, has Nel squeeze the neck and throat of the target between her thighs in a vicious leg scissors. Her opponent can be standing and unaware, or even after being knocked to the ground by a prior attack. This can act as a lethal chokehold, or may lead to a sudden twist of her hips, breaking the target’s neck horribly.




Magical Abilities:
Memory erasure: A potent and regularly used spell by Nel. Often administered via a kiss to the target, Nel is capable of erasing specific memories depending on how long she remains connected, or simply erasing an entire day with a quick peck. The spell itself is not limited to kissing though, as it can be administered like a standard offensive spell, or even implemented through the blades of her weapons, creating a powerful memory erasing series of strikes that can destroy the mind as much as the body.
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Re: Characters: Human

Post  Augustus Darkstalker on Sat Apr 29, 2017 2:52 pm

Name: Augustus Darkstalker
Real Name: Vincent Taylor
Nick Name: August, Vince, Vinny
Titles: ‘The Cretu Shadow-Walker’, The Highland’s Ghost, The Black Phantom




Physical Description-
Age: 27
Sex: Male
Height: 6’
Weight: 160 lbs
Eyes: Glowing Crimson
Hair: Brown
Body/Physical Appearance: A Teroronian man with medium brown hair in a parted style fashion. He is tall, with a slightly narrow build, with stubble and facial hair. He has several scars across his combat toned body.  


Clothes:

Guild Clothes/Repurposed Teroronian Shadow Robes: An old Teroronian garb. Consists of a long sleeved, high collar long coat that is armored and padded with black leather, a black high collared long sleeved Arachnea woven jacket underneath, a red turtleneck muffler (can be pulled up to form a balaclava like mask over nose mouth and chin), grey cotton pants, black socks, tanned leather lace up boots with steel toe plating, red fingerless gloves with leather vambrace/gauntlets buckled over top, a light brown cotton sash around the waist acting as a belt, a brown leather belt and thigh pack/ sheath with adjoined backpack style fanny pack, another double tanned leather belt for his two main daggers, a light brown cotton scarf worn about the shoulders with his long coat on, and a red bandana.      






Background-
Hometown: Terroronia  
Alliance: The Ebonshifters Guild of Thieves
Alignment: Chaotic Neutral


Employment: Thief, Guild Officer, Former Shadowblade Master, Phantom Thief

Rank: Master Shadowblade, Veteran Guild Officer
Trained In: Picking Locks (if magic is ever canceled out for some reason), Dark Magic, Stealth, Close Quarters Combat (advanced), Ranged Weaponry, Dagger Throwing, Knife Play, Sword Play, Firearms, sleight of hand, assassination.
Sensei/Instructor: The Shadow Council of Terroronia
Instructed: Younger blood of the Guild, helps out often.


Relationship Status: Single
Medications: Unknown
Allergies: Unknown
Likes: Money, Treasure, Glory, Thrill of the 'Take', Tobacco, reflecting in silence, reading
Dislikes: Loud Disturbances, '20 Questions', Slime/Ooze
Health Background: Healthy, but due to Teroronian Heritage:

-Resistance to Darkness based Magics
-Resistance to some Poison/Toxins
-Minor Physical Damage Resistances



History:
A somewhat mysterious figure among the Ebonshifters Thieves Guild, he is a former Teroronian Shadowblade Master, an assassin and spy from the aptly named Terroronia. He acts on his own accord, free of the governing Shadow Council of the Teroronians, save with exception of acting as a liaison between the Ebonshifters and the Shadow Council as a part of their agreement to allow August to act independently from his former Shadowblade lifestyle.

He has worked within the Guild for many years now, even during his Shadowblade training since the guild has always had ties with Terroronia as a means of information and wealth. When he became a Master Shadowblade, he decided to dive full time into the Guild, and became pretty popular among new or developing recruits.

He is generally easygoing, though is also known to be snarky, whether it is intentional or not is uncertain. He doesn’t talk about his time as a Shadowblade, and will often go mute if one persists on asking him about his past or why he left, if not try to change the subject. As a thief he is skilled, and with his apparent traits he is quite the information gatherer and infiltration expert.  

He is a little more eccentric than other members of the guild, and is known by authorities as ‘The Cretu Shadow-Walker’, ‘The Highland’s Ghost’, ‘The Black Phantom’ because he is a Phantom Thief, occasionally leaving calling cards to the authorities of what he will be stealing next. Similar to Nel, he enjoys the thrill of the potential danger and basks in the glories of a successful mark.

Inventory-

Weapons: Domescadian Falchion, 4x Terroronian Daggers, Quicksilver Mod 1 (.38 Semi-Auto Handgun)



Equipment: Utility Belts and Backpack, Throwing Knives, 5x M24 Galideno Stick Grenades, 1x Tenik Revive, 3x Tenik Stims

Possessions: 10,000 Gilex, pipe tobacco in a metal case, matches, a Feniran redwood pipe.


Prized Possessions/Personal Items: Augustus’ Bandana: A deep red bandana hardly ever seen without August attached. Like his past, questions asked about its origins go unanswered, but many in the guild link its personal nature with his equally mysterious Shadowblade past.


Misc.-
Special Abilities:
-Shadow Warp: he can warp himself or other individuals with his physical or magically conjured shadows to almost anywhere. Apprentices can warp anywhere in the same location (a city, town, etc.), Masters, like himself, can warp anywhere in the same region (a Country). The darkness from which they form generally appears as a fog or smoke of black coloration with deep blue electrifying sparks riddled throughout the cloud. They can also warp people or objects into other creatures or objects if they are of Master level.
-Shadowblade Conjuration: They can summon and forge hardened blades made of shadow, and can summon endless supplies of them.
-Shadow Pocket: They can hold items in ‘hammer space’ created from their darkness. Pulling blades or other useful items from this space whenever they need it.
-Warp Strike: They can throw weapons and then warp to the location of the weapon that was thrown.
-Cat-Like Acrobatics: Many are gifted with the grace and movement of a cat, able to balance themselves should they need to.
-Shadow Breathing: Should they be in an environment where they cannot breathe, they can cover their nose and mouth with their shadows and open a pocket of air closeby in order to breathe.
-Redirecting Shadows: When trained well enough, Shadowblades can redirect projectiles of varying speeds with a mixture of Shadow Pocket and Shadow Warping abilities; objects that travel through their smoke maintain their velocity as they had when entering the void space, allowing the Shadowblade to ‘redirect’ the projectiles by placing shadows tactically close to offending party, releasing their own projectiles upon them.
-Shadow Gate: They can fully, or partially appear from any form of shadow they themselves conjure or from preexisting shadows.
-Dark Vision: a Shadowblade’s eyes are so well enhanced that they can see farther than most mortals or even demonic creatures. They can also see in total absence of light, and make out shapes just as easily had there been a light on in such an environment.




Magic Abilities:
-Eldritch Blast: He can perform, non-elemental mystical attacks by manipulating energy, and use it to blast his enemies. Can also imbue physical weapons for an ‘added effect’.
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Re: Characters: Human

Post  Okiku Kajiwara on Wed May 24, 2017 10:07 pm

Name: Okiku Kajiwara
Nicknames: Oki, Kiku

Physical Description-
Age: 27
Sex: Female
Height: 5'7
Weight: 118 lbs
Eyes: Amber
Hair: Brunette
Body/Physical Appearance: A Beijionese woman with tanned shiny skin, an hour glass body that is highly toned as shown by her muscle definition in her back and torso, medium breasts, wide child-bearing hips, and a generous well rounded bottom. Her thighs are thick leading down to slender legs with a noticeable thigh gap in her posture. She has long brunette hair with a center part and stylized in a hime cut fashion with long side locks.


(An example of her without her face covering)

Clothes:
Ninja Gear: Personalized Ninja Equipment with no symbols or signs of allegiance to any of the Beijio Clans. She usually wears this all times, and even wears her face mask to bed. Consists of armored tight fitting chaps with holsters for Kunai on each thigh (six in all), Waraji Sandals, a black high leg thong, a red Obi style belt which combines with the leather and plating of her chaps to the red silk tabard which runs across her chest, tight enough for her nipples to become erect through the fabric. The tabard flaps about freely between her thighs and has a pattern of cherry blossoms across it, and from side angles one is able to see side, and under boob from her breasts. The Obi has small holsters for poison needle darts on each side of her body (12 in all) and clasps her bigger weapons neatly behind her person. She wears armored paldrons on her shoulders that have compartments for Beiji Nuts, and other small items roughly coin sized in shape. She wears fish netting arm gloves, that taper down to full leather half-finger gloves under plated gauntlets with demon bone spikes jutting from the hide. She wears a black face mask which covers and obscures her face, and a hair accessory fashioned from a skull and beads, and a floral pin.


Bikini Thong: An alluring taut yellow bikini meant to be revealing with a low leg bikini thong.



Background-
Hometown: Izula Island, The Grand Empire of Beijio
Alliance: Her paycheck
Alignment: Chaotic Neutral

Employment: Ninja Assassin.

Trained In: Many Ninjutsu styles, Battojutsu, Iaijutsu, Iaido, many mixed martial arts, Archery, Fire Magic, Wrestling.
Sensei/Instructor: Self Taught, her Clan’s teachings.
Instructed: None yet.

Relationship Status: Single.  
Medications: None
Allergies: None
Likes: Eating (Spicy things are a plus), fighting, helping others, physical shows of personal strengths (be it a literal strength or one using their heightened cunning), good wine, his family.
Dislikes: Losing, threats not backed by power, bad Sake, his family or the Emperor’s family being threatened.


Health Background:
-Alcohol Tolerance: She has a high reserve and can drink quite a bit before becoming drunk.  


History:
A lone wolf, she is a mysterious Kunoichi from Izula if one could guess by her lack of attire, comfort in wearing hardly any clothes in areas where it would be less acceptable and her tanned, Beijionese body. She hails from a long line of Assassins and Izula Huntress', and within her own clan is revered to be one of the legendary women to be able to pull off the skill 'all mimicry'.

She is not an ally of any of the Beijionese factions, and is quite honestly an assassin paid to kill or sabotage other assassins or spies working for the nobility.

She is a quiet woman who keeps to herself most of the time, but in some circumstances finds the joy in competition with other Kunoichi of similar taste.

Inventory-

Weapons:
-Beijionese Katana: A curved long blade katana of Beijionese make. Customized with a blood groove and razor sharp edge, it is generally Okiku's first choice.
-Linked-Kusarigama: An Izula Islander's weapon of choice, she is highly trained in the usage of the long linked short sickle whose other end has a large lead ball attached, but can be switched out for another sickle blade, kunai, or even her handcrafted sword.
-Kunai (6): Large triangular shaped blades which almost resemble large arrow heads. Razor sharp and balanced, they can be used for either defense and melee or as medium range projectiles.
-Poison Needles (12): She carries small, inch long needles which can be coated with various poisons or serums. They are light and easy to miss, and she can flick them at her foes at a medium-short range with efficiency or conceal them between her fingers while fighting hand to hand.
-Beiji Nuts (3): A strange hard nut common in the Beijio area. Only usable before they become dried out, once cracked open, it emits an incredibly loud 'snap' like sound which stings the ears, followed by an intense bright light which can blind those exposed to it for a few seconds. Perfect for those who are too cheap to buy flash bangs.

Equipment: Kiseru Pipe, Sake Jug, 3 Smoke Bombs, Dridder Poison Vial, Truth Serum Vial, Minimizing Vial.

Possessions: 12x Rice Balls, 2 lbs of Tobacco, Gilex and Okane-Tsuba (Beijionese Currency).

Prized Possessions/Personal Items: Her Sword

Misc.-
Special Abilities:
Magic Resistance: She has a certain level of Magic Resistance thanks to her Beijionese blood.
Beijionese Breathing: She can hold her breath very long compared to other mortals, thanks to her Beijionese Blood.
Beijionese Bone Structure: Her bones are quite strong and durable, traditional Beijionese traits given their diet and thanks to her Beijionese Culture.
Chi Sense: She can sense the 'chi' flow of individuals nearby, especially those with ill intent.

  • Swordsmanship: She has an incredible level of Swordsmanship, capable of besting multiple foes with ultra-sonic slashing techniques.
  • Physical Condition: Okiku is in excellent physical condition due to her vigorous training regiment and in pushing herself to survive in rather dangerous scenarios.

    • Strength: She has hidden strength not clearly visible from her otherwise sexy body. She can lift something three times her own weight with little strain, and mixed with her physical conditioning, can even cause fissures into surfaces she strikes.  
    • Durability: She has remarkable physical durability, combined with her physical conditioning she has shown the ability to last several rounds against both people and monsters three times her size, and can take a beating only to come back for more.
    • Stamina: She has been shown to have endurance for harsh treatment in many forms, in conjunction with her high durability. She has been able to survive in the belly of a sea monster for a month straight in accordance many Izula tribes laws. She is able to push the Beijionese level of breathing to its maximum potential because of this, and can thusly keep her silence for many hours, even days without alarming anyone with her breathing.
    • Agility: Her conditioned agility allows her to dexterously slip between her environment and foes, dodging and slashing with her weapons with deadly almost super sonic slicing techniques.
    • Accuracy: Okiku has been shown using kunai knives, muskets and arrows several times when necessary and hitting her mark spot on when doing so.
    • Acrobatics: Okiku in part of her training as a Ninja and Izula Huntress, is a remarkable acrobat, in and out of combat. She can leap from environment, to her foe to the environment again, allowing the world around her to be manipulated in order for her to get to where she needs to be unhindered. Due to this, she can dodge powerful, fast paced attacks as well in rapid succession.


  • Izulan Legendary Skill: 'All Mimicry': Okiku, according to her tribe's legends is one of the few humans who can possess the ability to mimic not only other human's magical/unique skills, but even that of some demons. She only needs to see the move be carried out and survive it, or experience it to then have an inherent knowledge to pull off the move herself. However, she may be able to use said skills, she would have to practice daily with them in order for them to be as just as effective as whom she had copied. These skills include those which normally would not work with her physiology.  

Super-Speed: She can move herself so quickly that she leaves several images of herself when she moves; based from illusions drawn out by her chi.

Skills:
Climbing: Due to her training, Okiku is an expert with climbing surfaces, and is skilled at free running.
Wall Run: Okiku can run across the flat surfaces of walls for a short period of time, tied in with her climbing abilities.
Weapon Mastery: Okiku is an expert in multiple weapons including various sword styles, axes and polearms, as well as archery & guns.
Rapid Slashes: She can slash her weapons in very quick and accurate succession of blows with hardly any fatigue.
Rapid Blows: She can punch her enemies multiple times in a blinding succession, her form is quick and reserved.
Quick Draw: Okiku can draw and sheath her sword quickly thanks to her ninja training
Deflection: She can deflect projectiles with her weapons.
Pyrotechnical Attacks: She can explode a bomb to fend off her opponent.
Bone Breaking Taijutsu: Okiku can use specific hand-to-hand fighting skills, grabs and acrobatic moves to break the bones of her opponents.

Magic Abilities:
Chi Mending: An ability which he channels the chakra, or chi, of his body to mend the wounds of allies or himself. However, the constant practice is physically demanding and eats at his body, causing fatigue and hunger when in prolonged use.
Kanashibari no Jutsu, 金縛りの術, literally "Temporary Paralysis Technique": This jutsu paralyzes an opponent, leaving them open for attack.
Pyrokinesis: Okiku is able to create and control fire. She cannot control flames she didn't create however and is not immune to other types of fire; however her Beijionese blood allows her to be resistant to magically created flames by other users.

  • Create Fire: She can create fire.
  • Fire Attacks: She can infuse her attacks with fire. She can also completely cloak herself with her flames.
  • Fire Channel: She can channel fire through her clothes, weapon and anything she touches.
  • Fire Burst: She can cause explosions and eruptions of fire.

Hammerspace: She can seemingly pull things from out of her clothes that would be difficult otherwise. This is in part because her ninja outfit and bikini are embroidered with magical thread that allows such storage space abilities.
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Re: Characters: Human

Post  Vivienne Wu on Fri May 26, 2017 6:57 am

Name: Vivienne Wu
Nick Name: Viv

Physical Description-
Age: 25
Sex: Female
Height: 5’9
Weight: 120 lbs
Eyes: Brown
Hair: Black
Body/Physical Appearance: She is a tall, Beijionese woman with a somewhat slender frame. She does have noticeable curves, with her hips and bust being the focal points. She wears her raven black hair in a short angled bob cut. She also has a tattoo of a black widow spider on her upper left thigh.    

(example of body type at multiple angles and of her sleeveless cheongsam beneath her jacket)



Clothes:
Default: A black leather long coat with a red & black silk embroidered silk Beijionese cheongsam sleeveless shirt, tight black leather pants, black leather gloves, black leather calf high boots. Her coat is tailored with magic and mild ballistic resistant fibers that can allow Viv to deflect certain attacks a few times; unfortunately its durability isn’t that great and will fall apart with overuse.



Coatless: Essentially her default, lacking the long coat. A red satin collar button down shirt with the top buttons undone (showing off her cleavage), a pair of tight black leather pants, black leather gloves, black leather calf high boots.



Background-
Hometown: Jemial City, Gailden (originally from somewhere in the Beijio Empire)
Alliance: Her clients/paycheck
Alignment: Lawful Neutral

Employment: Private Detective, Ex. Military Security and a former Galideno City Police Detective
Rank: Formerly a Police Sergeant

Trained In: Military Police/Security, Marksmanship (Sniping, Heavy Weapons, Small Arms, etc), CQC &  Martial Arts, Knifeplay, Air Vehicle Usage and Combat Training, Military Training, Heavy Lifting, Ordnance, Flirtatious Methods for Information Gathering.
Sensei/Instructor: Military & Police Training, a Gunslinger she met in the Military
Instructed: None.

Relationship Status: Single
Medications: None
Allergies: None
Health Background:
-Physical Conditioning
-Gunslinger Traits

History:  
A mysterious Beijionese beauty who hails a private practice in Jemial as a ‘Private Eye’. She was once a detective from the Galideno Police force, but after having to deal with bureaucratic bullshit for several years she turned in her badge and gun and became a lone wolf. Her clients pay her to investigate various cases that the local authorities don’t bother touching and at a cheaper price than the Gunslinger Association. The influx of cases generally revolve around missing persons, a field which Vivienne excels in. Due to her abilities she has a high success rate in solving such cases in a fluid and short time frame.

In some cases she has been hired to spy on others, dive into the questionable backgrounds of some dangerous individuals. Her training and abilities however make up for such potential hazards, and have allowed the woman to get by without loss of life or limb… so far.

She doesn’t speak much about her childhood or upbringing, with only an old crinkled photo of her parents as personal keepsake she carries on her person at all times.


Inventory-

Weapons: Izheveskian 'Sirin' Covert Pistole (IZ-8 Handgun)* [holstered under left armpit], Domescadian Military Combat Knife** (holstered above butt on her lower back), Galideno Longsword*** (usually on her back)

*
**
***

Equipment: IZ-8 Supressor, Camera, Tenik Mobile Phone, Handcuffs, Lockpicks, Pen, Notepad, Flip-Lighter, Side Pack on Belt.

Possessions:  80x .45 ACP ammunition, Pack of Cigarettes, Sunglasses, Makeup.  

Prized Possessions/Personal Items: Picture of her young Father, his Brother and her Mother

Misc.-
Special Abilities:
Magic Resistance: She has a certain level of Magic Resistance thanks to her Beijionese blood.
Beijionese Breathing: She can hold her breath very long compared to other mortals, thanks to her Beijionese Blood.
Beijionese Bone Structure: Her bones are quite strong and durable, traditional Beijionese traits given their diet and thanks to her Beijionese Blood.
Chi Sense: she can sense the 'chi' flow of individuals nearby, especially those with ill intent.

  • Bladeplay and Hand to Hand Combat: She was trained since she was three in the arts of Bushin, and practicing both martial arts and bladework. She can disarm an opponent with stunning blows coated with her Ki (which continues a numbing sensation long after the blow has been dealt), slash and hack at an enemy, or combine a mixture of throws and counter attacks to debilitate her enemy. This training from traditional Beijionese values broadened when she joined the Galideno Military and later the Galideno Police Division.  
  • Psionic Abilities: With meditation, and locking away all senses she can focus and receive astral messages, or project her thoughts to another individual or being she is attempting to communicate telepathically with. Oddly, she cannot focus and pinpoint the whereabouts of her father when she attempts to ‘seek his Chi’
  • Pique Physical Conditioning: Due to her inherent skills, genetics and her excellence in physical and mental training, she is a woman that is capably trained and able to handle almost any physically & mentally stressful scenario she is tasked. Due to her age and body she somewhat surpasses the average female woman of her age group in terms of her physical capabilities.

    • Strength: Blessed with not only a durable, agile body, Viv has a toned body that allows her to pull off feats of strength. With a concentrated punch or kick, she can send a Scardian male of about 6’6 to his knees with a direct blow to either their chest, face or groin (but most men would anyhow for the latter Wink). She can handle the recoil of powerful, high powered weapons as well as carry them with greater ease. But not only weapons, she can shoulder, push, or even carry large objects or people three times her size with some strain, but still able to, excuse the pun, “carry on”  
    • Durability: She has remarkable physical endurance, her body that is naturally repellent against most magical influences/attacks combined with her durable bone structure and thick skin allows her to tank most physical and magical forms of punishment than a normal mortal. This is in part to genetic traits, both Beijionese and otherwise. She can take multiple forms of punishment with general ease, and her body is resistant to higher pressures, heat and even acidic environments at a slightly longer durations than a typical mortal human.
    • Stamina: She has pique physical conditioning given military training and some genetic traits shared by her father. She doesn’t tire out easily, and can both dish out and defend against powerful multiple blows at once and withstand their effects without being sapped of energy. She also has a high alcohol tolerance, can go without sleep for longer durations, perform multiple rigorous and physically draining activities without breaking much of a sweat.
    • Agility: Her conditioned agility comes from her inherent Gunslinger abilities, and of her military training. She is shown to be also quite flexible, and dexterous. She is fast, quick to react and thusly able to draw a weapon within a blink of an eye.
    • Accuracy: Viv is a markswoman, brought on from her inherent Gunslinger abilities, and her training in the Military and the Police Department. She can sink a round with a handgun nearly 1000 yards away from her with precision accuracy. Her rounds are generally precise, and dead on when she has a space and time to aim.
    • Acrobatics: With her agility, stamina, strength, and accuracy, Vivienne can execute various acrobatic feats, and dodge oncoming attacks that she can see or hear coming at her. She can also perform these acrobatics in limited space, having trained her body to push itself to its limits, she can stretch, jump and bend her way around her environment or simultaneously defend herself and attack from multiple/very large enemies if her timing is good.  



Deadeye: Move only Gunslingers have that allow them to see oncoming bullets.
The Sight: a telepathic and supernatural form of vision which is only inherited by true born Gunslingers. This allows the user's Godlike keen eyesight to accurately measure distance, length, height, weight, age, and even can read minds sometimes.


Skills:
Climbing: She is an expert with climbing surfaces, and is skilled at free running.
Wall Run: She can run across the flat surfaces of walls for a short period of time, tied in with her climbing abilities.
Quick Draw: Viv can draw her weapons rather quickly, holstered or otherwise.
Multiple Attacks: Viv can hack and slash multiple times without wearing out, and even while wielding two weapons (two melee, two firearms, a melee and firearm, etc) at a time.
Deflection: Viv can use her leather jacket to deflect projectiles of magic sorts with proper timing, and can deflect bullets with either her own bullets or with a proper blade/instrument.
Spiritual Shot: transforms the bullets one's using into a shard of purified light, causing severe damage to enemies made of darkness..(demons).
Rapid Reload: Reloads Guns almost instantly, no matter the capacity.
Bullet Barrage: Fires bullets into bullets that have already been landed, causing deadly shrapnel to form within the target.

Magic Abilities:
Artillery Shot: A magic like ability that causes the projectile one's using to become armour piercing.
True Grit: A magical like skill that physically toughens the Gunslinger's body, allowing them to take more damage that would be considered 'fatal' to non gunslingers.
Fireworks: A magic like ability which causes single bullets to become multiple, wide shot firing projectiles that leave the barrel of the weapon in a cone shaped pattern.

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Re: Characters: Human

Post  Lady Mary Killigrew on Wed Jun 14, 2017 2:02 am

Name: Mary Elisabeth Killigrew
Title: Lady, Captain, Lady Captain



Physical Description-
Age: 26
Sex: Female
Height: 5’9”
Weight: 125 lbs
Species: Human
Eyes: light blue
Hair: Long wavy red hair with peek-a-boo bangs on her left side
Body/Physical Appearance: Tall, slender legs and toned, but a rather generous build. Her prominently noteworthy features are her thighs, bust, and model like face. Her large, light blue irises draw attention to her face, of her plush lips and her crimson silky hair; the left side of her face somewhat obscured by the silky red curtain.



Clothes:
Siren of the Sea: A resized, retailored Scardian Royal Navy Admiral's Uniform coat, with a resized and retailored Admiral's three corner cap (tricorn) with a large red plume hanging off of it. A skin tight sleeveless Beijionese silk tabard style dress with a v-neck design that shows off plenty of cleavage and with gilded chains that hang off around her thighs, a golden minimalistic corset that supports her bosom beneath her breasts, white silk and lace thigh high stockings with thigh high leather heeled boots. A black choker that is wrapped delicately around her neck.



Siren of the Sands: A frilled cropped white sleeveless top which shows off plenty of cleavage with a gold and black corset that supports her endowed bosom, black and gold trimmed arm guards with white satin gloves affixed by brown leather straps and buckles with a makeshift pair of metal knuckles wrapped about her knuckles. A brown leather belt wrapped around her waist for her sword, black leather garter belts attached to black leather and gold thigh high heeled boots. A white V-string, and a black leather choker and stetson.



Background-
Hometown: Mythgarde, Scardia
Alliance: The Three Sirens
Alignment: Unknown

Employment: Former Royal Scardian Navy Officer, current leader of a the notorious group of pirates, The Three Sirens
Rank: Golden Siren, Captain of the Dreadnaught’s Revenge

Sensei/Instructor: Scardian Royal Naval Military School (ten years), Sida Al Hurra, Shajar Al Durr, Raj Takim.
Instructed: Melissa Ronson, Bonnie-Ann Taylor, Anne Dieu Le Veut, Grace O'Malley, Patrick McNeeson, Ann Mills, Ellie Shirland, Lance Calverette.

Relationship Status: Unknown, Single presumed.
Medications: None
Allergies: None
Health Background:
-Bullet graze near the back of the skull, a terrible scar on her chest where Alister's blade had pierced all the way through her chest to her back, a long jagged scar across her back where Alister's blade had slashed, and had suffered from Malaria and two other tropical diseases.

History:
The enigmatic ‘Golden Siren’ of the Three Sirens, a notorious group of pirates that patrol the waterways of Scardia, Beijio, Lux, Rolan and Domescadia. Not much is truly known of the young Noble Woman who originally hailed from Northern Scardia, from the wealthy village of Mythgarde. She was the daughter of the late Sir Francis Al Molloy Killigrew, and Duchess Ann Mary Thatch (whose sister is the married Queen of Scardia). She was the eldest of only two offspring that the two Noble’s had, the youngest was that of Elsen. Her father, Sir Francis Al Malloy Killigrew (better known as Lord “Wave-Defender” Killigrew by Southern Scardians) was a distinguished and loyal Admiral of the Scardian Royal Navy, and was in command of the Iron-Clad Man O’War: The Dreadnaught.

As such, from the age of six, she was enrolled into a Royal Military Academy as well as an institution for young ladies. In 2268, during the BTB plague’s peak, her father, sickened how Tenik Industrial had not been delivering a Serum Cure to the plague victims of Scardia disobeyed his King’s orders and secretly became a pirate. He faked his death, stole The Dreadnaught and began pirating Tenik Industrial’s shipping facilities in the hopes to spread the highly sought out cure across Scardia. He continued this spree of piracy for five additional years, before the Dreadnaught gave out and he was forced to return home. He turned himself in, directly to the King to receive punishment but was pardoned for his crimes. He removed himself as Admiral soon after and returned home.

At which time, Mary had turned 17. In the years of his absence, she had grown into a respectable, beautiful and charismatic young woman. She had graduated the Naval Academy a year prior and was rumored to be the Queen’s ‘Lady in Waiting’ during this period. The family was relieved to see their patron return, and he told of his many adventures with his seasoned crew. The personal accounts of his travels allured Mary, who had been raised to respect the law and that of order, and spurred her into forming the Three Sirens later on, or so she claims.

Other inspirations into piracy started when was sent to the Crown City of Cretu, when the vessel she was on was attacked by pirates. These pirates sailed the supposedly destroyed Dreadnaught, and they slaughtered the crew of the small clipper boat she was on. Mary however, proved her own prowess and skill in front of the new Captain of the ship, the Domescadian beauty Sida Al Hurra. Sida spared Mary for her skill and she was thus taken captive by the beautiful pirate. While in captivity, Mary couldn’t help but be somewhat amazed to be on the ship her father had sailed, and also found that she actually had some relative freedoms while in Sida’s care. She discovered she could move about the ship freely with the exceptions of the Captain's Quarters, the Armory and the Quartermaster's office. She couldn't leave when the ship came to a port either, and this left her to be locked up in the Brig under guard when they had to.

However, Mary learned many things out at sea, things that you couldn't just learn in a military textbook alone. This hands on naval experience as well as the cultures she was learning along the way was a positive experience for her. It had been nearly a year before she realized she had seen herself less of a hostage, and more of a pirate herself. It was around this time that Sida gave her personal fighting lessons. Sida fought in an interesting manner, utilizing three large scimitars that could combine to form a single hand blade, and also fought barefoot.
She taught Mary in a similar fashion, but Mary preferred the Cutlass or the Rapier over the Scimitar, utilizing Domescadian Blade Dances with her knowledge of the sword. During her training as a pirate, they come across the Scardian Melissa Ronson, whose ship was destroyed during a storm. As a soldier of the Scardian Royal Navy, she initially is distrustful of the pirates, but later opens up to Mary and thus joins the ship and its crew in time (and later becomes the Brazen Siren). Both are then placed under the tutelage of Raj Takim, the helmsman. Mary teaches Mel a few things herself, her refined mannerisms and tact leads many of the crew, (and the Captain included) to calling Mary ''Lady Mary'', or simply ''Lady''.

One calm night as they were sailing the Feniran Sea in the territory of the Castilia Reo Empire, Sida grabbed Mary for a personal matter. She took Mary up to stern of the ship, under the moon and stars and it is there where she revealed to Mary that her father ordered her to capture the young noble. She knew Mary’s father, as Sida had worked under him during his pirating period and when it came time to return, gave the captain position to Sida. “He wanted to ensure that we would rise as a Chaotic Knight to Scardia’s call shall her King and countrymen could not act.” she explained.

She was instructed to teach Mary how the system of the ship worked, and to act as a guardian while raising the Scardian Lady to be the next Captain. She took Mary into her quarters for the first time and showed her the maps and charts and all the other important items required for a Captain. Later that same night, they were attacked by Castilia Reo mercenaries, and for the first time, Lady Mary gave the orders. After the night battle was over, they saved the Scardian Bonnie-Ann Taylor, who was one of the mercenaries involved. She was spared because Melissa knew Bonnie growing up. Being reunited with her friend, Bonnie without hesitation joined the crew in the days following her recovery.
Still, Mary was confused of the secretive nature of the project her father concocted, to having Mary kidnapped and trained to be a pirate was something he himself could not fully explain. She received word that he was bedridden and dying, and so she returned to Scardia to meet him one final time. Little insight was given upon the purpose she had in running the Dreadnaught’s Revenge upon his deathbed, and his response was cryptic: “We are not only Scardia’s Chaotic Knight, we are also in service to the true descendant of Scar’d, the God King of Scardia.”

Upon her return to her ship after her father’s funeral, she encounters a stowaway from Kraggiotria City by the name of Anne Dieu Le Veut. The Northern Scardian woman was in awe of Lady Mary’s band of pirates, and of their ship. She would later turn out to be a great helmsman and navigator and the Silver Siren.

The Dreadnaught’s Revenge gets customized over time, after being attacked by a sizeable Feniran force. The Catilia Reo Navy had surrounded the Dreadnaught and attacked her crew and left the ship nearly scuttled before then. It was a devastating battle and many of the crew was lost. The ship eventually beached on one of the Beijio-Scardia Islands. While they took refuge to rest and resupply, the locals helped alongside them to repair the ship. It is here that Sida told Mary that she was leaving, and with some heated debate, Mary became active Captain, which was agreed upon by majority of the crew that remained. Sida Al Hurra, and Shajar Al Durr (the former Quartermaster), left the crew to seek out their early retirement.

While traversing the Beijionese waters, Mary had gone to the Beijio Empire’s Grand City, and used the gifts of gold and the stocked treasures within the ship to pay for a metal chassis and general iron-clad treatments for the Dreadnaught. This raises the suspicion of a Scardian Navy Officer on leave, who alerts Elsen, Mary’s brother, of pirates in Beijio. As soon as the Dreadnaught is sailing away, it is given chase by a fleet of ships headed by Scardian Captain Alister Gunterson, who had a reputation for sinking at least ten pirate ships.

Instead of turning tail, Lady Mary and the crew uses the elements of the sea and surrounding lands and fights back. Gunterson’s ironclad ship is crushed underneath the Dreads' sharp ramming blade, and the other ships either turn tail or are succumbed to the Dreads' multiple cannons or the ocean itself. Mary boards the wrecked ship and bests the Captain in combat thanks to Sida's training. She spares him, only to spread the name of her band of pirates: “The Three Sirens”. She then scuttles his ship as she sails off, leaving him stark naked in one of the sinking vessel’s rowboats.

No one is really sure why she named it such. However, she becomes known as the ‘Golden Siren’, Anne becomes the ‘Silver Siren’, and Melissa becomes the ‘Brazen Siren’, three beautiful women pirates that are fantasized, admired, hated and feared throughout Galiavan’s oceans for the last seven years.

Inventory-

Weapons: 4x Scardian .50 Dueling Pistols, The Lady of the Sea: A finely crafted Baratis Cutlass with a golden hilt and unique styled high density forged curved steel blade. There are a few nicks and scratches in the blade itself, but it has otherwise been well maintained and taken care of.

Possessions: A bag of .50 Musket Balls, a bag of .50 caliber ''Buck and balls'', a bag of .50 Minié balls, percussion caps, 3 boxes of tea, a bag of rations, 2 waterproofed leather bags of gunpowder, Pirating Log, Ship's Log, The Dreadnaught's Revenge.

Prized Possessions/Personal Items: The Dreadnaught's Revenge, The Lady of the Sea

Misc.-
Special Abilities:
Scardian Abilities: Like any true Scardian and those born within her borders, Scardians by their very nature have the following stats, thanks to the will of the High King Scar’d upon his ascension into the War God Ranks, centuries ago. It's also these abilities which disqualify many Scardians from world sporting events such as the Mu-Irzik arena, unless specified otherwise.

-Scardian Speed/Agility: All Scardians (those born in her borders), are given unsurpassed speed and agility, much like the War God himself. No matter body type or size, as long as they are still able to use their legs, after the age of thirteen Scardians will feel as though they are the very winds themselves.
-Scardian Healing/Frost & Water Discipline: All Scardians can heal shallow to moderately deep wounds with snow, frost, and water; much like Scar’d had when he was a lad. They are also immune to the cold pinch of the frozen landscapes, the tundras to the north a non-existent obstacle for the average Scardian who can take the cold, and not feel it’s icy bite. Heavier wounds become shallower when ice/water is applied, but will need further medical attention to effectively stop bleeding.
-Scardian Strength: All Scardian born also show an extreme strength that is unlike other races of man or beast-kin. Even beast-kin of Scardian born are given this trait, making them appear like monsters with the ability to lift more than the average human.

-Domescadian Training: Blade Dancer - Lady Killigrew is quite proficient in the use of bladework, mixing graceful Domescadian acrobatics and her Scardian agility to perform a dance of blades that flurries her enemies with sharp and deadly strikes.

Magic Abilities: Unknown yet
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Re: Characters: Human

Post  Melissa Ronson on Wed Jun 14, 2017 3:46 am

Name: Melissa Mary Ronson (originally Ravenblade)
Nickname: Mel



Physical Description-
Accent: Irish

Age: 25
Sex: Female
Height: 5’7
Weight: 120 lbs
Species: Human
Eyes: Light blue
Hair: Short black with peek-a-boo bangs on her right side
Body/Physical Appearance: An hourglass shape, but toned and athletic build due to her mining upbringing and military lifestyle. She usually wears a placid, almost stoic smile with plush dark lips, large light blue eyes with the right eye obscured by her bangs. Her skin tone is pale in complexion, and despite her average size and fit appearance she supports a generous bosom and well rounded bottom, wide hips and shapely legs.



Clothes: A personalized Scardian Royal Naval Marine's uniform with a cropped military jacket, a cropped taught tight white sleeveless V-neck shirt that shows off her prominent breasts cleavage, black leather full fingered gloves, tight white low rise back seemed uniform pants, black leather thigh high heeled cuffed boots with brass buckles.




Background-
Hometown: Kilwood Village, Scardia
Alliance: The Three Sirens
Alignment: Lawful Neutral

Employment: Former Scardian Royal Marine, Privateer
Rank: The Brazen Siren, Deck Boss, Quarter Master and Gunner

Sensei/Instructor: Raj Takim, Lady Captain Mary Killigrew, Scardian Royal Navy Academy
Instructed: Bonnie-Ann Taylor

Relationship Status: Single
Medications: None
Allergies: None
Health Background: Burnt hands, grazed left shoulder, stabbed right shoulder, broken ribs, broken left leg.


History: A capable seawoman who originally hailed from Kilwood Village. Before joining the crew of the "Dreadnaught's Revenge", she went by the name of Melissa Ravenblade and was a close friend of Bonnie-Ann Taylor; the pair grown up together as childhood friends in Kilwood. They were thick as thieves as children, almost like a pair of sisters. This continued from their early childhood where they were known to be mischievous troublemakers, to their young adult stages where they were seen as a pair of attractive and marriageable women. They both were known to have a crush over a handsome, well built Scardian man by the name of Godreir Wind-Guard.

He was a courageous hunter and captain of the village guard at an impressively young age! They both interacted with him, but in the end, Godreir chose Bonnie over Mel. Though she felt no ill will against Bonnie, she still felt hurt. Unable to be in their presence, she decided to leave Kilwood and join the Royal Navy in Cretu. She changed her house name to that of the more plain ‘Ronson’, deciding to start her life over in Cretu given how the past seems to haunt her she thought it was best to become someone else. She turned out to be quite a soldier and was highly recommended to be a Marine.

She met Lady Mary by chance when Mel’s ship capsized south of Domescadia and the Dreadnaught yanked her from the open sea. She was at first distrustful of her pirate saviors, but found a kinship in Mary, who carried her own unique personality she admired, but also reminded her of home and of her best friend Bonnie. She decided to join Mary and the crew, surprised to find out that Mary came from Scardian Nobility and yet chose to become a pirate. She would later reunite with Bonnie by chance in the Feniran Sea, and it was Mel’s insistence that they spare her life.

When Lady Mary took over the ship and declared their band as ‘The Three Sirens’, Mel became known as the ‘Brazen Siren’. Mel feels a little off by the brazen status, given how long she’s been a member of the crew, but her seniority over the other deck hands is never put into question. Mel acts as the generally stoic, cold and hard working Deck Boss, handles all the weapons as Quarter Master with an assistant in case she has to support the Gunners as she is in command of them as well.

Though her nature is generally expressed as a quiet, yet strict disciplinarian, when she is around Bonnie she can live a little. She found that Godreir passed away, leading to Bonnie to become a mercenary and thus lead them to reunite again. She was supportive of Bonnie, and with some of the discomposure melted away between them, Mel was able to reconnect with Bonnie. This allowed the two adults to be mischievous again, and for a while Bonnie and Mel started a notorious legend in certain pubs lining the coasts of Rolan, Fenira and Scardia as being a pair of beautiful Sirens who ‘wanted to get into the pants of unsuspecting men, only to take their wallets’. They supposedly never did a ‘threesome act’ in any of these endeavors, only feeding the bellies of their marks full of mead or rum till they passed out. However, there are other rumors, to which the validity is indeed… questionable.



Inventory-

Weapons: Scardian Royal Navy .50 Standard Issue Flintlock Pistol No. 3, La Sirena: "The Siren", a Cutlass with a gold hilt and with a weathered beaten blade that has seen many a battle.

Possessions: A bag of .50 Musket Balls, a bag of .50 caliber ''Buck and balls'', a bag of .50 Minié balls, percussion caps, a leather flask of Baratis Ale, a bag of rations, 2 waterproofed leather bags of gunpowder.

Prized Possessions/Personal Items: La Sirena

Misc.-
Special Abilities:
Scardian Abilities: Like any true Scardian and those born within her borders, Scardians by their very nature have the following stats, thanks to the will of the High King Scar’d upon his ascension into the War God Ranks, centuries ago. It's also these abilities which disqualify many Scardians from world sporting events such as the Mu-Irzik arena, unless specified otherwise.

-Scardian Speed/Agility: All Scardians (those born in her borders), are given unsurpassed speed and agility, much like the War God himself. No matter body type or size, as long as they are still able to use their legs, after the age of thirteen Scardians will feel as though they are the very winds themselves.
-Scardian Healing/Frost & Water Discipline: All Scardians can heal shallow to moderately deep wounds with snow, frost, and water; much like Scar’d had when he was a lad. They are also immune to the cold pinch of the frozen landscapes, the tundras to the north a non-existent obstacle for the average Scardian who can take the cold, and not feel it’s icy bite. Heavier wounds become shallower when ice/water is applied, but will need further medical attention to effectively stop bleeding.
-Scardian Strength: All Scardian born also show an extreme strength that is unlike other races of man or beast-kin. Even beast-kin of Scardian born are given this trait, making them appear like monsters with the ability to lift more than the average human.

Magic Abilities: TBD
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Re: Characters: Human

Post  Anne Dieu Le Veut on Wed Jun 14, 2017 9:17 pm

Name: Anne Dieu Le Veut
Real Name: Anne Boar-Slayer
Title: the Silver Siren



Physical Description-
Accent: French
Age: 23
Sex: Female
Height: 5’8
Weight: 117 lbs
Species: Human
Eyes: Light Green
Hair: Long Scarlet Red
Body/Physical Appearance: A slender yet athletically built woman who outwardly appears to be too delicate for the challenges of the open sea, but beneath the surface is a woman who has done much to hide her more ‘simple’ background. She carries a modest bust, but shapely legs and thighs. Her long, scarlet red hair descends from a widow’s peak combined with side locks and falls as low as the small of her back at full length. Her large, light green eyes are known to draw the attention of others, and compliments her hair and pale fair skin wonderfully.

Clothes: A silver, sleeveless side slit dress with gold adornments and wings that jut out from under her armpits, which shows off her cleavage and upper bosom; black bicep high black leather fingerless gloves, steel bracelets, Knee high black leather heeled boots, pirate cap, cross earrings, a metal gorget.



Background-
Hometown: Village of Sournois
Alliance: The Three Sirens, Captain Lady Mary Killigrew and the Dreadnaught Revenge's crew
Alignment: Neutral

Employment: Helmswoman and first mate of the Dreadnaught's Revenge; Former Captain of the Cygne Meurtrière (The Murderous Swan)

Rank: The Silver Siren, First Mate and Helmswoman (Dreadnaught's Revenge), Frmr. Captain (The Murderous Swan)

Sensei/Instructor: Kraggiotria School for Young Ladies, Raj Takim, Lady Captain Mary Killigrew, Melissa Ronson, Bonnie-Ann, Patrick McNeason
Instructed: None

Relationship Status: Single
Medications: Lotsa wine
Allergies: None known
Health Background:
-has been shot by musket fire and has also been stabbed through the chest with a cutlass

History: An unassuming woman at a glance, Anne is your typical Northern Scardian Noble socialite: refined, delicate, avant-garde, and gifted with a silver tongue. Kraggiotria City in Southern Scardia is the place of nobles and expense and the excess of wealth, and where Anne Dieu le Veut feels most at home when not on the open seas. Given how her family were pig farmers from Sournois Village in the Northern territories of Scardia.

Yes, Anne is not truly a noble in a sense. She does come from a wealthy background, with her family owning much in the ways of livestock in regards to succulent boar and pig that is noted for its juicy and tender taste across Scardia as a whole, but she is exactly that in the eyes of other wealthy merchants and Nobles: a pig farmer.

Anne’s father, Garth Boar-Slayer (Boar-Slayer Farms is the name of her family’s farming business), is a brutish, yet intelligent man who is very proud of his business having started from muddy, manure strench bottom and worked his way up the ladder and then starting his own business. Her mother Marie Dieu le Veut, was a Northern Scardian Noble whose family owned Dieu le Veut Vineyards that has made wine fit for Royalty since the days of Scar’d. However, due to poor harvests and intense competition, they fell on hard times and had arranged her to marry the successful Boar-Slayer. Granted, they did love each other… in time; Anne’s upbringing was a mix of practicality and hard work with the joys of wealth and splendor.

She wanted more in life however, and with her family’s approval was sent to a boarding school in Kraggiotria City to become more refined and gifted with an education. With her studies, she wanted to one day revive the Dieu le Veut business, and sever the name of Boar-Slayer from her origins. While studying in the grand port city, she used her mother’s maiden name for her surname to hide her origins. However, those who knew the history of her families saw through her silver tongue and deceit.

The sixteen year old found studying tedious and boring, and the other bullying snobs a hinderance to her studies. Late one night, she hears a commotion coming from the port and the curious red head sneaks out to investigate. She encounters pirates brawling with the locals, everyone was drunk off Kraggiotrian Wine or other such spirits. It is there she spots Lady Mary for the first time. The woman was stunningly beautiful, radiating a certain charm and charisma about her. Her stature was that of someone with immense wealth, a privileged upbringing yet… she was also seemed subdued. She could see sorrow written upon her flushed, slightly tipsy features.

The curious woman followed the pirate onto her ship, which was a monstrosity that was both alluring and frightening to witness up close! She snuck herself on board, to spy on the woman and to explore the ship’s inner works. She was always fascinated by ships, wanting to take the helm of one since she saw one as a little girl. Though, her curiosity took a turn for the worse when she later emerged to see Scardia far in the distance! The Dreadnaught had taken to the seas before she could remove herself from its deck!

She panicked and was caught by the deckhands she had stealthily evaded in her personal tour about the ship. The partially drunken Captain, Lady Mary, stopped the deck hands from throwing her off the deck for the Selachi. The young pirate leader was impressed by Anne’s stealth, but still wanted to punish her. Given Anne’s beautiful long red hair was longer than Mary’s at the time, Mary had Anne’s locks cut to above her ears. In the meantime, till they returned to Scardia, she would have to work on the ship.

At first, Anne found a particular distaste for the Dreadnaught and her crew, but over time found them endearing. They were making a wealthy profit and social status seemed really moot on the ship. Obvious, lower class deckhands were ordering ones with clear, formally noble ties all around the ship; even the Captain was scolded for a slight dereliction of duty at one point! The experience was different, exciting and most importantly, no one knew her or her background! For once, she didn’t really care about reviving a lost legacy. In fact, she didn’t want to leave at all.

She had a hunger to operate the ship for herself, and while they were traversing the Feniran Sea, she managed to sneak into the cabin and operate the helm herself. They were drifting and the Helmsman had left briefly to handle a personal manner. She felt incredibly alive in command of such a hulking, powerful vessel that in her bliss didn’t even feel Mary’s hand upon her shoulder. She frantically explained she wasn’t trying to steer them towards Scardia, only wanting to try something she’s wanted to do all her life. Lady Mary seemed to understand, but they were interrupted by the Catilia Reo Navy.

The Dreadnaught took a lot of damage in that battle, but it was thanks to Anne’s quick handling of the ship despite her inexperience which allowed them to flee and fight another day. While the Dread’ was being repaired somewhere in the Beijio-Scardia Islands, Lady Mary made Anne an official member of the crew. Not too long after, Lady Mary announced to the world that the name they will carry from that day forth would be The Three Sirens.

In the years that passed, Anne became known as the Silver Siren, the First Mate of the Dreadnaught’s Revenge and most recently the Captain of a sister vessel in Lady Mary’s “fleet”, the Cygne Meurtrière (The Murderous Swan). However, the Cygne recently was sunk by the Domescadian Military, forcing Anne to return to the Dreadnaught’s Revenge and act as First Mate, navigator and helmswoman once more.

Anne appears to be snobbish, with a Northern Scardian arrogance and sometimes carries a silly and unprofessional air about her. Though she is airheaded to an extent, she is a genius navigator and operates the helm with the grace of a swan. She is using her share of the total plunder to rebuild her family’s dead wine business, to have a business to fall back on whenever she needs to retire. She is a pretty young woman with a love of wine, and with the tolerance of a river snail to add!

Inventory-

Weapons: ''Un, deux, trois, quatre'': Four Luxuriously Modified Kraggiotrian Wheellock .69 Flintlock Pistols, Doré Harpie: a beautifully decorated yet practical Kraggiotrian Cutlass with a Gilded Guard in the shape of a naked Harpy; Kraggiotrian .69 Wheellock Rifle

Possessions: A bag of .69 Musket Balls, a bag of .69 caliber ''Buck and balls'', a bag of .69 Minié balls, percussion caps, a leather flask of Kraggiotrian Wine, A bag of rations, 4 waterproofed leather bags of gunpowder, Silver tipped scabbard, Queen of Scardia's Violin.

Prized Possessions/Personal Items: Un, deux, trois, quatre, Doré Harpie

Misc.-
Special Abilities:
Scardian Abilities: Like any true Scardian and those born within her borders, Scardians by their very nature have the following stats, thanks to the will of the High King Scar’d upon his ascension into the War God Ranks, centuries ago. It's also these abilities which disqualify many Scardians from world sporting events such as the Mu-Irzik arena, unless specified otherwise.

-Scardian Speed/Agility: All Scardians (those born in her borders), are given unsurpassed speed and agility, much like the War God himself. No matter body type or size, as long as they are still able to use their legs, after the age of thirteen Scardians will feel as though they are the very winds themselves.
-Scardian Healing/Frost & Water Discipline: All Scardians can heal shallow to moderately deep wounds with snow, frost, and water; much like Scar’d had when he was a lad. They are also immune to the cold pinch of the frozen landscapes, the tundras to the north a non-existent obstacle for the average Scardian who can take the cold, and not feel it’s icy bite. Heavier wounds become shallower when ice/water is applied, but will need further medical attention to effectively stop bleeding.
-Scardian Strength: All Scardian born also show an extreme strength that is unlike other races of man or beast-kin. Even beast-kin of Scardian born are given this trait, making them appear like monsters with the ability to lift more than the average human.

Magic Abilities:
-Homing Projectile: She can imbue her projectiles with magic that lock on and track enemies she’s spotted. The projectile will follow the target till it hits something, and will fly out of the path of Anne’s aim to increase the odds of hitting its target locked victim. However, this also decreases the effectiveness of the shot by a great deal, potentially turning a killing blow into a mild flesh wound.
-Blessed Bullets: She can imbue her bullets/projectiles with a divine light that repels the dark and supernatural.
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Re: Characters: Human

Post  Bonnie-Ann Taylor on Wed Jun 14, 2017 10:21 pm

Name: Bonnie-Anne “Bonnie” Taylor
Nickname: Bonnie, Bon-Bon, Bon



Physical Description-
Accent: Irish

Age: 24
Sex: Female
Height: 5’7
Weight: 120 lbs
Species: Human
Eyes: Heterochromia: Right Eye: Blue; Left Eye: Light Green
Hair: Long unkempt reddish blond hair
Body/Physical Appearance: Average height with an endowed bosom, average body, and toned build. Her left eye is a light green and her right eye is blue, a condition called heterochromia. Her long reddish blond hair is unruly and falls to about mid back.



Clothes: A resized, re-tailored Castilia Reo Empire Navy Captain's Uniform coat, with a resized and tailored Castilia Reo Empire Captain's Bicorn cap. A cropped silken button down long sleeved shirt with lacy cuffs, buttoned down to show off prominent cleavage as well as her belly and mid abs. Skin tight light grey uniform pants. Black leather thigh high cuffed and healed boots. Criss cross holsters for sword and guns.



Background-
Hometown: Kilwood Village, Scardia
Alliance: The Three Sirens, Lady Mary Killigrew and to the crew of the Dreadnaught's Revenge
Alignment: Chaotic Neutral

Employment: Former Mercenary, Pirate in the company of the Three Sirens, Boatswain of the Dreadnaught's Revenge
Rank: Third Mate

Sensei/Instructor: Lady Mary Killigrew, Raj Takim, Melissa Ronson, Patrick McNeeson.
Instructed: Ann Mills, Anne Dieu Le Veut, Grace O'Malley, Lance Calverette

Relationship Status: Widowed
Medications: None
Allergies: None
Health Background: Received shrapnel to her arm and legs, grazed by multiple musket shots, minor cut and blunt object wounds.


History: The cheeky, endearing, endowed Bonnie-Ann Taylor. Regularly called Bonnie, Bon or Bon-Bon, Bonnie is the boatswain, or in lieu of a better example, ‘the repairman’ of the Dreadnaught’s Revenge. Before joining the crew of the "Dreadnaught's Revenge", she was a vivacious vixen from a small village in Scardia by the name of Kilwood. She grew up there, with her best friend Melissa Ravenblade (Melissa Ronson) whom she was very close to. The pair complemented one another well, almost like that of sisters. Mel’s parents were miners and her parents were carpenters and even owned a small orchard. Due to the busy nature of their parental figures, the pair would often get well deep into mischief and stir up trouble. Harmless though in their antics, they were a pair of girls who simply enjoyed having fun.

This incredible bond continued through the years, as the pair of troublesome girls began to bloom into ample and nubile young women. They were attractive, and like when they were children mischievously used their alluring forms to tease sheepish boys of their village. This playful and cheeky teasing however turned into a competition once Godreir entered the picture. Godreir Wind-Guard, a handsome young man whose feats of strength, courage and hunting spirit made him a clear candidate for the Graywatch and captain of the village guard.

They had both been friendly with him growing up, but now that he was less the snotty boy who hung out with them… they both began to swoon over him. They both had surreptitious interactions with him, each trying to out do the other in gaining his affection. However in the end, Godreir chose Bonnie over Mel. Bonnie, caught in her bliss admittedly did not see the signs of her best friend’s personal torment in losing the ‘duel’ of sorts, and was shocked when Mel up and left the village. Though saddened by Mel’s departure, Bonnie and Godrier managed to start a decent life together in the village.

Though they were young, the two loved one another with a deep passion. The bliss lifted however when Godrier was killed by something in Kilwood when he was investigating into a series of disappearances from the village. Bonnie was tormented by the loss, and fell into an unhealthy depression. This eventually lead to her getting into a brawl at the Dragon Inn Tavern. While being held behind iron bars for the night, she thought about her future in her drunken stupor. She needed to leave.

She slipped out of her cell using her feminine wiles, and leaves Scardia. She is a somewhat drunken mess, wandering from port to port till she ran out of money in the Catilia Reo Empire. Due to the constant threat of revolution in Fenira, there is much to be had in work by way of a Mercenary. Bonnie becomes a Catilia Reo Merc, and sails with their navies to take on the Catilia Reo Empire’s enemies. She is a particularly skilled markswoman, and knew how to maintain the ships she was sailing on due to her carpentry background, but also from skills learned from a blacksmith she met while travelling with the mercenaries.

She comes into the employ of Lady Mary when Bonnie’s ship attacks the Dreadnaught, and soundly loses. Surviving the sinking vessel, she is pulled from the sea and then spared thanks to Melissa, who has since become a member of Lady Mary’s crew. Reunited with her best friend, she quickly drops her allegiances to the Catilia Reo Empire and works for Lady Mary instead, proving her worth as a Boatswain. In this time, she catches up with Mel, and explains how she ended up on their deck and the tension which had been built up between them since Godrier quickly diminishes as the two understand one another.

This allowed the two adults to be mischievous again, and for a while Bonnie and Mel started a notorious legend in certain pubs lining the coasts of Rolan, Fenira and Scardia as being a pair of beautiful Sirens who ‘wanted to get into the pants of unsuspecting men, only to take their wallets’. They supposedly never did a ‘threesome act’ in any of these endeavours, only feeding the bellies of their marks full of mead or rum till they passed out. However, there are other rumours, to which the validity is indeed… questionable.



Bonnie is a generally lively, outgoing woman and is regarded as an ‘airhead’ by many of the Dreadnaught’s crew. She has a love of alcohol, with a taste for dark beer and whiskey. She is often times considered the ‘Unofficial Fourth Siren’, or is sometimes mistaken for one of them in frequented ports.


Inventory-

Weapons: 2x Scardian Dueling Flintlock's; Cardinbolg: A weathered and nicked, beaten down straight bladed cutlass with a brass handguard with a spiked knuckles customization.

Possessions: A bag of .50 Musket Balls, a bag of .50 caliber ''Buck and balls'', a bag of .50 Minié balls, percussion caps, a bottle of whiskey, a bag of rations, 2 waterproofed leather bags of gunpowder

Prized Possessions/Personal Items: Cardinbolg

Misc.-
Special Abilities:
Scardian Abilities: Like any true Scardian and those born within her borders, Scardians by their very nature have the following stats, thanks to the will of the High King Scar’d upon his ascension into the War God Ranks, centuries ago. It's also these abilities which disqualify many Scardians from world sporting events such as the Mu-Irzik arena, unless specified otherwise.

-Scardian Speed/Agility: All Scardians (those born in her borders), are given unsurpassed speed and agility, much like the War God himself. No matter body type or size, as long as they are still able to use their legs, after the age of thirteen Scardians will feel as though they are the very winds themselves.
-Scardian Healing/Frost & Water Discipline: All Scardians can heal shallow to moderately deep wounds with snow, frost, and water; much like Scar’d had when he was a lad. They are also immune to the cold pinch of the frozen landscapes, the tundras to the north a non-existent obstacle for the average Scardian who can take the cold, and not feel it’s icy bite. Heavier wounds become shallower when ice/water is applied, but will need further medical attention to effectively stop bleeding.
-Scardian Strength: All Scardian born also show an extreme strength that is unlike other races of man or beast-kin. Even beast-kin of Scardian born are given this trait, making them appear like monsters with the ability to lift more than the average human.

Magic Abilities: TBA
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Re: Characters: Human

Post  Vern Silverfallow on Sat Jun 17, 2017 8:43 pm

Name: Vernon Octavius Silverfallow
Nicknames: Vern
D.O.B.: Octobris 23, 2262

Physical Description-
Age: 19
Sex: Male
Height: 6’0
Weight: 220 lbs
Eyes: Red
Hair: Silver
Body/Physical Appearance: A young man with a tall, slender yet fit appearance with white wild style medium length silver/white hair with bangs. He has unique red eyes and wears a pair of hoop earrings on his left lower ear. He generally wears a bandana with his public appearances as well.


Clothes:

Jack of the Crow: He wears a dark grey overcoat jack with a few light brown leather belt straps over the shoulders and around the left waist to inside the right jacket by the waist, a black bandanna, red shirt vest underneath with a black shirt under it, brown pants, leather boots, and black gloves.



Mercenary: He wears his Grandfather’s military jacket, a pinstripe button down gathered at the elbows and a blue tie, a light blue graphic tee underneath, khaki fatigues and leather and steel boots. He wears criss cross belts with a side pack and one to holster his weapons and bags. He also wears a white bandana with red stripes. He also wears a more casual version of this outfit without the tie and jacket.



Casual: A brown leather aviator jacket with a fur lined collar, a black button down long sleeve shirt, black slacks with a stainless chain, brown boots and a black bandana.




Background-
Hometown: Unknown
Alliance: Himself, beautiful women, or any who pay well
Alignment: Chaotic Neutral

Employment: Gun for Hire, Jack of Trades
Instructed: None

Relationship Status: Single
Medications: Top Secret
Allergies: Top Secret
Likes: Eating (Spicy things are a plus), fighting, helping others, physical shows of personal strengths (be it a literal strength or one using their heightened cunning), lovely women, not having to work on beautiful days, alcohol, weapons, money.
Dislikes: Losing, pompous jerks (though he is one somewhat himself), the Moons, Monsters/Demons, the War Gods, bugs with many legs, having to work on beautiful days, being hungry.


Health Background:
-Alcohol Tolerance: He has a high reserve and can drink quite a bit before becoming intoxicated.



History: Vernon Octavius Silverfallow. Or… simply Vern. A confident young man who carries himself well in battle, and travels around the planet in search of wealth and a bite to eat. Some can say he’s a bit of a wolf, given he’ll do any job free if a woman is involved. Though at times he may seem irresponsible, rude and boorish he does have a heart, he just keeps it away from others. He follows the beat to his own drum, and unless money, aforementioned women of lovely quality, or something personal is at stake, he doesn’t follow orders from anybody. This behavior tends to leave Vernon lacking close friends.

Though he has a cocky, laid back personality which has a penchant for getting him into trouble and even more so fights (which he seems to enjoy), he has a somewhat silly side to him. He’s paralyzingly afraid of bugs with many legs or feelers, and if a job involves the elimination of such he will outright refuse even if the money is good or the power of feminine wiles is too great for the average male idiot, he will fervently decline said job and leave immediately!

He seems to have a strong disinterest in the Gods, and an equal disliking of monsters and demons.


Inventory-

Weapons: Double Saber Swallow Sword, Domescadian Type 1946 - 'Luger-Leistung' .45 handgun, Tenik 'Chimera' .458 Revolver (.45 ACP variant Currently).

Equipment: Lighter, Hip Flask, Backpack & Side Bags, Bedroll, Folding Shovel, Canteen.

Possessions: Pack of Cigarettes, Gilex, Change of Clothes, Bandanas

Prized Possessions/Personal Items: Unknown

Misc.-
Special Abilities:
Healing: His body regenerates wounds over time. Shallow wounds are healed quicker, but moderate and heavy injuries heal much slower.
Magic Resistance: He can resist magic attacks, almost shrugging them off.
Animal Affinity: He is somewhat able to quell the hearts of beasts, small and monstrous alike with more effect (NPCs). He can also communicate with certain creatures in particular mentally (NPC and Player based)
Magic Cloak: Not a literal item. This personal trait allows him to hide certain elements about him very well.
Enhanced Physical Condition: Vern is in excellent physical condition due to both vigorous training as a traveling warrior and handyman, while also due to hidden and otherwise supernatural means.

  • Swordsmanship: Vern was trained from a young age to raise a sword. Given the wild nature of most of Galiavan, he was trained well to defend himself thanks to his Grandfather’s teachings. Even as Galiavan creeps itself towards a more modern era, the young man knows the only person he can trust protecting him, is himself and the blades he wield. He is dexterous, able to use a pair of blades which become a double sword with high accuracy, speed and power. He mixes both a counter attack strategy as well as simply taking his enemies head on! He mixes his blade work with footwork and random punches or even with a handgun to throw his enemy off.
  • Enhanced Senses: His five senses are greatly enhanced.
  • Strength: He has an incredible strength that puts him on the level of Scardians and Beast-Kin. In spite of his youth, he has been known to best Scardians in a feat of strength, with a highly toned and hidden strength hidden behind the guise of a more slender body. He has shown feats of pure strength comparable to when one undergoes a change thanks to adrenaline.
  • Durability: Vernon has remarkable physical durability, having suffered through various injuries and attempts at his life from his work as a gun for hire/sell sword. He carries the scars from which with him, but manages to take the brunt of most attacks both magical and physical alike without a major loss of limb.
  • Stamina: Vern has incredible physical and mental stamina, with his body able to push past pain and other humanly worries and still keep at task without wearing himself dry. This nearly unlimited source of his Godly stamina is shrouded in mystery.
  • Agility: Vern has supernatural speed and agility, moving almost as quick as a Scardian, if not at the same level as one! Like the source of his stamina, the secret of his agility too is a mystery.
  • Accuracy: Vern’s Grandfather taught him more than the way of a blade. Vern is very skilled in multiple firearms and is very dexterous. He can simultaneously shoot two firearms in opposite directions, and yet still manage to hit his mark. His accuracy doesn’t just lie with guns or projectiles, but he can ascertain movements and enemy projectiles with a high level of accuracy as well.
  • Acrobatics: It is only natural that someone as dexterous as Vern has a high level of acrobatic feats. He can wall walk, climb freely onto most surfaces, vault off enemies and spin in the motion with his swinging blade or twist his body to get the advantage on his enemies and dodge enemy attacks with a supernatural grace that is almost animalistic.

Energy Cutter: He can cut his opponent's opposing energy launched at him, diffusing it with his blade or projectiles.
Super-Speed: Vern can move so quickly that he leaves several images of himself when he moves in a supernatural manner.
Energy Arrow/Bullet: Vernon can power projectiles fueled with his ki energy.

Skills:
Returning Cross: Vern will twirl around his double saber to charge it with a violet glow, then spin throws it off to strike his targets, which acts like a boomerang which returns to him.
Deadly Cross: Vern will wield his double saber as he charges up a red-violet flow of energy, before dashing out at the targets. Striking them with the first black volt blow, then preparing to twirl the double saber for the next attack, by slashing it left and right in firing an ‘X’ shape beam attack followed by a trail of burning implosions. Time will freeze over the area in a void space in showing the impact on the targets, before time resumes with the blazing impact done followed by the large damage dealt.
Cross Raven: Wildly fires bullets with both pistols, which all hit at once.
Climbing: Due to his capabilities, Vern is an expert climber, and is skilled at free running.
Wall Run: He can run across the flat surfaces of walls for a short period of time, tied in with his climbing abilities.
Weapon Mastery: Vern is an expert in multiple weapons including various sword styles, axes and polearms, as well as archery & guns.
Rapid Slashes: Vern can slash his blades, in very quick, powerful successions of blows with hardly any fatigue. The ‘wind’ which is created from this even seems to draw enemies closer to his blade…
Rapid Blows: Vern can punch his enemies multiple times in a blinding succession, his form quick and precise thanks to his capabilities.
Quick Draw: Vern can draw and sheath his weapons quickly thanks to his training
Dauntless Deflection: Vern can deflect supersonic projectiles with his blades, or projectiles given his awareness and timing with his blocks or accuracy.


Magic Abilities:
-Water Magic
-Time Magic
-Freezing Bullet: Manipulates his power to magically turn a projectile into a cryogenic bullet.
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Re: Characters: Human

Post  Xing Raventail on Tue Jun 20, 2017 11:45 pm

Name: Xing Raventail
Nicknames: Xi, Shing, ‘Nightingale’
D.O.B.: Junius 17, 2262



Physical Description-
Age: 19
Sex: Female
Height: 6’0
Weight: 135 lbs
Eyes: Crystal Blue
Hair: Raven Black
Body/Physical Appearance: She is a tall and beautiful young adult, with mixed Beijionese and Scardian Features. She has pale fair skin, Beijionese narrow eyes with large crystal blue irises. Her hair is mid back length with a right side part and long bangs. She has thin, angled eyebrows, luxuriant glossy pink lips, and a rounded and attractive face. She is granted with an hourglass frame, well rounded breasts and buttocks and wide hips. Her legs are shapely and long, and like her body, they are muscular and athletic.

Clothes: Scardian Nightingale: She wears a black skin tight sleeveless high leg leotard, navy blue fingerless arm gloves, a navy blue tabard style tunic, and tall black heel and toe less socks. She wears overtop these clothes Domescadian Gunmetal claw gauntlets, greaves, and breastplate cuirass. Her outfit shows off some of her slender neck, shoulders, hips and thighs as well as her sexy legs and thighs. Her greaves have high heels, and are bladed, doubling as a weapon just like her gauntlets. Her outfit is reminiscent of old Scardian warriors, with the Scardian Blue prevalent throughout her attire.



Background-
Hometown: The Crown City of Cretu, Scardia Kingdom
Alliance: None
Alignment: Neutral

Employment: Demon Huntress/Monster Hunter

Trained In: Scardian Fighting Styles, Battojutsu, Iaijutsu, Iaido, many mixed martial arts, archery, Ki training, advanced CQC and sword styles, advanced acrobatics, intense survival training.
Sensei/Instructor: Itsa Secret
Instructed: None

Relationship Status: Single.
Medications: None
Allergies: None
Likes: Adventure & Exploration, Armor & Weapons, Reading Ancient Tomes, Helping Others, Discovering Buried Secrets.
Dislikes: Monsters, Slimy Textures, People who get in her way, wanton slaughter.


Health Background:
-Scardian Born: She is half Beijionese and Scardian, and was born in Scardia’s borders and was raised there. As such, she has Scardian abilities and physical traits, however some abilities also conflict with her Beijionese racial traits.
-Alcohol Tolerance: She has a high reserve and can drink quite a bit before becoming drunk. She is less disoriented due to her high metabolism and tolerance.
-Poison Tolerance: Though she is still affected by the effects of poison, she is less disoriented and has a degree of resistance to most common and a few rarer poisons.
-Boost: She can boost her abilities by drinking or injecting the blood of monsters and demons into her body.

History:
A beautiful hunter of troublesome creatures and monsters who hails from Cretu Scardia. Though her exact origins are unclear, she’s a native of Scardia (half Beijionese and half Scardian) and has made somewhat of a name around the country for collecting the multiple bounties of said demonic or troublesome creatures. She seems to have an air of maturity about her, but the truth of the matter is she is barely twenty. Her early years were spent training profusely under her several masters, with the only noted Warrior being that of Sir Hrothor Brightblade, for whom she learned how to harness her melee and purification skills from.

Though she detests demons and monsters alike, she can feed off their blood to temporarily enhance her own fighting prowess and physical abilities due to an odd genetic condition that allows her to survive such a surge of power and energy.

Personally, she’s never met her birth parents, her name her only memento of them. Since she was able to live on her own, she has taken residency in Cretu, Scardia.

Inventory-

Weapons:
- Blessed Blades of the North- Swallow Blades: A pair of swords which combine to form a double bladed staff. Typically called Swallow blades, this pair is unique as they are made of Mythril mined in Northern Scardia. They are blessed by both Scardian and Beijionese Priests. The weapon is double edged, and fillet enemies both human and monster alike.
(the one on the right)


-Dual Crossbows: A pair of crossbows she uses with graceful movements and rapid fire precision and succession.

Equipment: Bolt Pouch and Holsters for her blades and bows on her back, Traveling Cloak, Travelling Gear, Compass, Holy Water Vials.

Possessions: Gilex, travelling rations, what she has on her.

Prized Possessions/Personal Items: Swallow Blades.

Misc.-
Special Abilities:
Scardian Abilities: Like any true Scardian and those born within her borders, Scardians by their very nature have the following stats, thanks to the will of the High King Scar’d upon his ascension into the War God Ranks, centuries ago. It's also these abilities which disqualify many Scardians from world sporting events such as the Mu-Irzik arena, unless specified otherwise.
-Scardian Speed/Agility: All Scardians (those born in her borders), are given unsurpassed speed and agility, much like the War God himself. No matter body type or size, as long as they are still able to use their legs, after the age of thirteen Scardians will feel as though they are the very winds themselves.
-Scardian Healing/Frost & Water Discipline: All Scardians can heal shallow to moderately deep wounds with snow, frost, and water; much like Scar’d had when he was a lad. They are also immune to the cold pinch of the frozen landscapes, the tundras to the north a non-existent obstacle for the average Scardian who can take the cold, and not feel it’s icy bite. Heavier wounds become shallower when ice/water is applied, but will need further medical attention to effectively stop bleeding.
-Scardian Strength: All Scardian born also show an extreme strength that is unlike other races of man or beast-kin. Even beast-kin of Scardian born are given this trait, making them appear like monsters with the ability to lift more than the average human.
Magic Resistance: She has a certain level of Magic Resistance thanks to her Beijionese blood. Because of this, ice/water magic doesn’t heal her as effectively like a Scardian.
Beijionese Breathing: She can hold her breath very long compared to other mortals, thanks to her Beijionese Blood.
Beijionese Bone Structure: Her bones are quite strong and durable, traditional Beijionese traits given their diet and thanks to her Beijionese Culture.
Chi (Ki) Sense: She can sense the 'chi' flow of individuals nearby, especially those with ill intent.
Chi (Ki) Weapons: She can summon Chi infused weapons, not only imbue her melee or projectile weapons with her Ki, but can also create temporary invisible like weapons that are formed from the Chi within her. They will function like the weapon they represent, but require constant focus to maintain their tangible shape and can also be broken.

  • Advanced Physical Condition: Xi has been trained to handle monsters and demons much bigger than herself as well as your standard small game. As a result, her body is highly honed in the fields of speed, power and accuracy. The effects of her already above average physical condition is increased by drinking Vampire Blood, giving herself that supernatural boost she needs at times when dealing with multiple powerful foes. Skills and abilities such as her agile swordsmanship and dexterous using two crossbows in rapid succession are to name just a few of the gifts she’s graced with thanks to her conditioning:

    • Strength: Her strength, already sublime thanks to her Scardian and Beijionese traits is something you should not take for granted. She can easily overpower a man, and though some effort is involved, she can remove the large paw of a chimera who has pinned her down. The strength behind her kicks allow her bladed heels to slice through a monster’s thick hide!
    • Durability: The average Beijionese and Scardian individual can take a hearty beating, and with both traits in her genetics, she can take quite a deal of punishment. Though somewhat frail in appearance, her dense bones and thick skin keep her from the colds bite and the arrows piercing sting. She has further trained her body to withstand powerful blows and block out pain when absolutely necessary.
    • Stamina: Scardians are greatly renowned for having the ‘stamina of a dragon’. She is no different, and she can outperform the average non-Scardian and even a few beasts of the land before becoming too tired to move. Even while poisoned, her body seems to keep up the resistance and weaken its potency on her body for a short while, allowing her to do several actions before the weariness inevitably comes.
    • Agility: She is a woman with an agile body, capable of moving quickly and easily as well as think and react with unflinching Godlike speed since she is of Scardia born. This world renowned agility which make Scardian’s famous has made her the bane of her monstrous opponents. The speed and heightened reaction time allows her to pull off tricky and deadly moves against her enemies.
    • Accuracy: Xing is a shootist, capable of wielding various projectile based weapons or hit her targets with a keen nearly zero margin of error. She is known to utilize dual crossbows, and mixes shooting her bows in a graceful display of marksmanship and acrobatics.
    • Acrobatics: Xing employs a high level of athleticism while fighting off the monstrous creatures or undead denizens of the night. She mixes her graceful acrobatics with her sword and gunplay, combining it all with her fluid and swan like movements, each part of her body having multiple roles in combat to ensure her survival. She can dodge, stretch her body in flexible manners in a variety of ways to enhance her combat skills.

  • Ghoulish: Xing has uncommon genetics that allow her to not only survive but gain temporary power by either consuming or drinking the blood of a monster/demon. Her body becomes empowered with the corrupted energy, enhancing her physical abilities and ferocity in her attacks. She also is granted with the ability to regenerate wounds on an exponentially heightened level. What potentially harmful side effects of enduring such transformations over a long period is, as of yet, unknown.


Skills:
Boomerang: With both Swallow Blades attached to form a double sword, she can propel the blade at her enemies, the blade itself will act like a boomerang and return to her once it completes its cycle.
Swallow Blade Projectile: Xing can launch one or both of her blades (separated of course), from her powerful crossbows in order to cause massive penetrating wounds.
Super-Speed: She can move at near ultra sonic speed in short bursts, vanishing and reappearing while moving about a battlefield or arena. She can use this fast paced burst to disrupt certain projectiles, such as darts and throwing knives; hindering their accuracy.
Energy Projectile: She can channel her purifying ki energy through projectiles of various types.
Climbing: Due to her training, Xing is an expert with climbing surfaces, and is skilled at free running and scaling the environment without aid of equipment.
Wall Run: She is skilled and agile enough to run across the flat surfaces of walls for a short period of time.
Weapon Mastery: Xing is an expert in multiple weapons and weapon techniques despite her youth. She has been training with weapons since she was able to walk, and has learned how to both respect said weapons as well as utilize one to its maximum effectiveness during a conflict. This includes impractical weapons, from tea pots to armor pieces.
Rapid Slashes: Her slashing speed is like a flurry of blades; the powerful succession of blows strike quickly and leaves her with hardly any fatigue. The ‘wind’ which is created from this even seems to draw enemies closer to her multiple swings or strikes.
Rapid Blows: Xing can punch and kick her enemies multiple times in a blinding succession of blows, using mixed styles to subdue her enemies in unpredictable ways.
Deflection: Xing can deflect projectiles with her massive Swallow Blade, as well as with her crossbow bolts and armored gauntlets and greaves with timing.
Bone Breaking Taijutsu: Xing, trained in the Beijionese Martial Arts can use specific hand-to-hand fighting skills, grabs and acrobatic moves to break the bones of his opponents. Precision techniques with specific jabs infused with her Chi to the right areas of the body will cause both temporary nerve loss as well as cause the bones to weaken and break under the flesh.

Magic Abilities:
Chi Mending: An ability which he channels the chakra, or chi, of her body to mend the wounds of allies or herself. However, the constant practice is physically demanding and eats at her body, causing fatigue and hunger when in prolonged use.
Tornado of Purification: Because of her agility, strength, and speed she can spin her conjoined Swallow Blades above her head to the point it begins to form a twister of pain around her. She then channels her spiritual energy into this man-made tornado, making it glow a bright green. This causes the air around her to draw enemies into this ‘twister’, rolling into multiple enemies and sending them flying in all directions before ending with an explosion of Ki infused light, causing a shock wave which also knocks back or sends enemies flying caught in its blast. She is in fact, using her spiritual energy, her Ki, to purify evil or corruption at the source.
Gale of Purification: Like the aforementioned Tornado, however she can cause mini cycles of glowing green wind and thrust them towards her enemies with her Swallow Blade as a long ranged attack.
Kanashibari no Jutsu, 金縛りの術, literally "Temporary Paralysis Technique": This jutsu paralyzes an opponent, leaving them open for attack.
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Xing Raventail
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Character Inventory and Stats
Weapons On Hand :
Items & Equipment (Potions, Special Ammo, Poisons, etc):
Currency (in Gilex [gX]): 10000

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Re: Characters: Human

Post  Byron Lovegrove on Wed Jun 21, 2017 8:33 pm

Name: Byron Lovegrove
Titles: Captain


Physical Description-
Age: 39
Sex: Male
Height: 6’4
Weight: 270 lbs
Eyes: Dark Brown
Hair: Bald
Body/Physical Appearance: He is a tall, burly man with dark skin, a thin mustache and five o’clock shadow, and old scars on his left cheek. An old scar caused from a large burn spiderwebs from the center of his chest, as well as other scars received by gunfire or slash marks here and there. He is reasonably fit and keeping up with his military exercises to this day.

Clothes:

Galideno Khaki’s & Aviation Jacket: A Galideno Military BDU with Combat Boots and a leather and fur lined Bomber Jacket with military and divison patches sewn into it and medals Byron received in the Galideno Military. He also wears brown leather fingerless gloves, and a concealed armpit holster and knife sheath on his waist belt with a hanging sidepack. He wears a Beijionese Charm around his neck for ‘good luck’.

Background-
Hometown: Galideno City, Gailden.
Alliance: Varies.
Alignment: Good


Employment: Smuggler, Former Military Officer in Galideno Military

Rank: Captain (Formerly)

Trained In: Picking locks, stealth, Close Quarters Combat (advanced), ranged weaponry, dagger throwing, knife play, firearms training, sleight of hand, piloting.
Sensei/Instructor: Galideno Military
Instructed: Unknown


Relationship Status: Unknown
Medications: None
Allergies: None
Likes: Money, tobacco, whiskey & beer, pizza, cute women, flying, mechanical work, competitive shooting.
Dislikes: Needless slaughter, those who deprive others of necessities, having his plane shot at.
Health Background:
-Heavy Smoker




History:
(Connections with other site characters: Grimoire Valentine, Valundar Blade-Breaker, Lady Mary Killigrew [Her father], and Stephen Chesluk)

Byron Lovegrove has lived a colorful life. Born and raised in Galideno City, he was a very patriotic young man who joined the military by age 15, fascinated with the life style. He was an average rank and file soldier, and performed his duties excellently. He fell in love with a Beijionese girl when he was in his twenties but the rise of the Beijionese Tuberculosis (BTB) plague put that relationship to an end. Even after she died, he carried the charm she made for him with him, which she believed would help protect him from bodily harm. He still held onto it in her memory, but didn’t take it seriously till a night of chaos in 2268. By that time he was a twenty five year old junior grade officer overseeing a facility which was shipping a so called cure for the BTB Plague.

He was personally sickened by the prospect that the higher brass were not readily handing it out across the world, but as per his orders was among the many overseeing the packing facility. Security had been tight, with nearly 50 soldiers on staff and 20 T.I.R.S. suits, with the Director Chesluk among them. They were not expecting an attack by both sea and land! By this time, a war plane had been developed for the Galideno Concordate and Byron was seen as damn good pilot. He took to the air to handle the ship which bombarded them, managing to get a few good licks into its hull and body but ultimately was shot down.

He survived, swimming to shore to regroup with the others. In the chaos fifteen of the 20 T.I.R.S. members were injured, two were killed. The Galideno troops were dwindled down to 20 able men and women, including himself. Director Chesluk pulled out his T.I.R.S. team, and the Galideno Military Staff resupplied the building with another 200 troops and Galideno Corps of Engineers. Rebolstering their defences, Director Chesluk stayed behind to help oversee the refortification as the only T.I.R.S. member on staff at the base now. Byron who had been briefed of what happened, found out a lone Scardian infiltrated the building for only a handful of vials of the cure.

Given the circumstances, both men understood this Scardian’s behavior, as both Byron and the Director wished all could be distributed the cure. The Director wouldn’t explain why they couldn’t just hand it out, and being of a lower rank and department, it was unfit for Byron to press further. Both didn’t expect, however, the young Scardian’s return. In the middle of the rainy night, the base was yet again raided by the young man, this time showing no mercy. Byron watched in awe as this kid ravaged soldiers left and right, and didn’t even care he was also destroying the serum in the process of his rage!

Byron attempted to fend him off as well, but ultimately was defeated and blacked out. When he woke up, the rain had stopped, and dawn was almost upon the horizon. The T.I.R.S. Director, though looking worse for wear found Byron who was under piles of debris. Seriously injured, Byron looked about the ruined remnants of the facility as allies and comrades lay here or there in bloody heaps. Near the smoldering center however, was the young man unconscious and barely moving. Byron was ready to shoot him with his service pistol, but Director Chesluk stopped him. Instead, both left the young man alone and evacuated the area should he decide to wake up again.

Upon returning to Galideno, the Director made it clear to Byron not to speak of the event. Given how Scardia has been their greatest ally in the last 80 or so years, it was best not to start plastering them as an enemy given the political climate. Byron agreed, but was plagued by nightmares. His lucky charm seemed to have saved him after all it seemed.

Ten years later, Byron is already a Captain in the Galideno Military, and a scouting pilot during the Coreal Island Skirmish of 2278. While stationed in Coreal, he finds a kinship in soldier Grimoire Valentine, who is a skilled marksman and a member of a special division being overseen by the T.I.R.S.. He likes the young, idealistic soldier, and during their friendship is when Byron begins his smuggling career. Byron, also overseeing the disposal of munitions, equipment and rations of the enemy begins smuggling the materiel out.

Byron retires in 2280, simply dissatisfied with his military career and begins full time smuggling. This is in part of what he seen nearly 20 years back, of what its like to cut the wrong people off of something they desperately need. He hopes that in some way, what he’s doing will keep further tragedies from happening to innocent military and factory personnel again.




Inventory-

Weapons: Quicksilver Mod 1, Galideno Service Special (Pilot Revolver) [in plane], Mk.2 Galideno Service Rifle (Short Barrel Variant) [in plane], a Galideno Military Trench Knife.


Equipment: Utility Belts and Sidepacks, Radio Transmitter, 5x M24 Galideno Stick Grenades, 3x Tenik Revive, 3x Tenik Stims, First Aid Kit, Keys to his Tenik Twintail 'Tailspin' Seaplane, Flare Gun, Pilot’s Lighter

Possessions: Cigars, ammunition, the seaplane, and what he has on him.


Prized Possessions/Personal Items: Beijionese Charm & Dog Tags: This Beijionese charm was from a woman he loved when he was a younger man. She sewn the charm around his dog tags, as a form of spiritual protection. Even though he’s no longer with the military nor with her any more, he holds onto this charm dearly to this day.


Misc.-
Special Abilities:
-Quick Reload: His years around military weapons have given him a sense a familiarity and how to utilize their reload actions to his advantage.
-Sniping: He is a proficient sniper.


Magic Abilities:
-None

Byron Lovegrove
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Re: Characters: Human

Post  Rebecca Kozuki on Wed Jun 28, 2017 9:15 pm

Name: Rebecca Kozuki
Nicknames: Becky
D.O.B.: Februarius 22, 2264




Physical Description-
Age: 18
Sex: Female
Height: 5'3
Weight: 104 lbs
Eyes: Dark Pink
Hair: Black
Body/Physical Appearance: Rebecca is a Beijionese teenage girl with fair skin and slightly blue black hair. Her hair has three yellow cross-barrettes to hold it together, the front one is at the right side of her hair bang, the other two are behind her head, to hold her hair up and form the 'cat-ears'. Her eyes are coral pink and large, and she has an athletic build with smallish breasts.



Clothes:

Default: She wears a white, very short tube top that the left side of it is attached to the belt-like strap wrapped on her neck. She wears a short, pink sleeveless hoodie which has a black-colored hood. She also wears a pair of pink gloves (which the left side has a cuff, and her right wrist supports a ‘Weird Cuff’1) and black armwraps. She wears black short-shorts with a white belt with a golden buckle. Lastly, she wears a pair of black and pink riding boots, with her right leg wearing some sort of a black legging while her left leg has a belt strap instead.

Spoiler:





Background-
Hometown: Galideno City, Gailden
Alliance: N/A
Alignment: Chaotic Neutral

Employment: Prisoner Escapee

Trained In: Some martial arts, firearms use (sorta), lock picking, cooking.
Sensei/Instructor: Self taught.
Instructed: None yet.

Relationship Status: Single.  
Medications: None
Allergies: None
Likes: Eating, helping others, freedom, action movies, family.
Dislikes: Losing, being held back, giving up on family.



Health Background:
-N/A

History:
An orphaned Galideno girl who was abducted by Abdel Adham’s ‘Exploratory Research Committee’. She isn’t alone either. Several others around the globe have been abducted for the purpose of said ‘Research’. Held captive for less than two months since her birthday, she managed to escape from her cell when her cuff delinked on its own. Though she has attempted to remove said cuff on her right wrist, all efforts have been in vain.


Inventory-

Weapons:
-Domescadian Service Revolver Mk.1: An old revolver she took off the guard she knocked unconscious. She isn’t fully aware how to use it, but she’s seen action flicks.
-Spiked Knuckles: A pair of silver knuckles with spikes on the ‘business end’. Some of Abdel’s men would torture some of the other captives with them....

Equipment: Beat-up lighter, hand made lock picks, water canteen, can opener, prison guard side pack.

Possessions: 2x Guard Rations, 1x Tenik Stim.

Prized Possessions/Personal Items: Photo of Mom.

Misc.-
Special Abilities:
Magic Resistance: She has a certain level of Magic Resistance thanks to her Beijionese blood.
Beijionese Breathing: She can hold her breath very long compared to other mortals, thanks to her Beijionese Blood.
Beijionese Bone Structure: Her bones are quite strong and durable, traditional Beijionese traits given their diet and thanks to her Beijionese Culture.
Chi Sense: She can sense the 'chi' flow of individuals nearby, especially those with ill intent.
Strength: She has hidden strength not clearly visible from her otherwise petite body. She can lift and heft heavy or unseemly objects with some ease.  
Durability: Thanks to her Beijionese blood she has remarkable physical durability.
Agility: She is quick on her feet, and able to dodge, bob and weave at an accelerated level.
Catlike Acrobatics: She has a gymnast level of acrobatics combined with a catlike grace.

Skills:
Climbing: Due to her animated lifestyle and acrobatics she can climb very well and lacks a fear of heights.
Wall Run: She can run up or along the side of walls thanks to her acrobatics.
Beat Rush: She will continuously assault an enemy with a flurry of punches and kicks to stun them.
Pyrotechnical Attacks: She can explode a bomb to fend off her opponent.

Magic Abilities:
Hammerspace: She can seemingly pull things from out of her clothes that would be difficult otherwise.


1: The Weird Cuff was used to bind her to her cell. It doesn’t seem like normal technology and seems to be some advanced sort of magitech if there was ever such a thing.
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Rebecca Kozuki
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Re: Characters: Human

Post  Edythe Elvie on Sat Jul 01, 2017 12:54 am

Name: Edythe “Drake” Elvie
Nick Name: Drake



Physical Description-
Age: 27
Sex: Female
Height: 6’0
Weight: 159 lbs
Eyes: Light Teal
Hair: Pink
Body/Physical Appearance: A woman of tall stature and curvaceous build, supporting an impressive bosom and wide hips. Her thick thighs lead down to shapely legs. She has long, uniquely pink colored hair that extends to her mid back with layered bangs and fringe. Her eyes are narrow, intelligent looking and also uniquely teal in coloration. She has large, rosy plush lips and a terrible angled scar running down from her upper right forehead, across her nose and over her left cheek.

Clothes:
Coat: A Feniran Commander’s long coat worn around her naked chest, fastened by a leather choker and waist belt. She wears a pair of white, taut fitting pants (which shows off her shapely legs and navel  like cotton stockings), & knee high cuffed leather heel boots.



Default: A red sleeveless long tail waistcoat worn around her naked chest, a black and gold vest affixed around her bodice over the waistcoat and fastened by the brown leather waist belt and choker. She wears a pair of white, taut fitting pants (which shows off her shapely legs and navel like cotton stockings), a black cape with blue lining (optional), a white bandana, a pirate hat, black and gold detached cuffs & knee high cuffed leather heel boots



Casual: A green ribbed dress with white satin frills, black stockings, a white frilled low hem top which shows off her lovely endowed breasts and keeps them contained by the satin frilled canopy, and a black satin choker with an emerald gem hanging from it. She wears leather calf high cuffed and high heeled boots. She wears this attire when she wants to walk about ports unnoticed.



Other clothes:
Bliss Bunny Suit: A disguise for the Bliss Casino and Pleasure Palace


Bikini: A revealing tight fitting red string bikini… seems to be a few sizes smaller than advertised...

Revealing Red Dress: A fancy red dress used for high class and black tie engagements.


Kimono: A silky kimono worn loosely around her curvaceous body.



Background-
Home Country: Fenira, Casparian City
Alliance: varies, but ultimately herself.
Alignment: Chaotic Neutral

Employment: Privateer, Mercenary

Trained In: Unique ninjutsu, fire magic, firearms, lockpicking, sword fighting, sleight of hand.  
Sensei/Instructor: Her brother Devlin Elvie, Casparian Magic Academy in Fenira.
Instructed: None

Relationship Status: Single
Medications: Unknown
Allergies: None
Likes: Drinking mead, rum, liquor, wine… any kind of booze really; wealth & fortune, freedom, eating her fill, doing whatever she pleaeses, anything that makes her smile.
Dislikes: Losing, thieves, when someone writes on her boobs when she’s passed out, having to wear fancy evening gowns.

Health Background: Healthy


History: A sailor who's known as Captain “Drake” Elvie, or simply Drake. Drake’s feats are known in the sailing world, and even to the ears of some of the land dwellers. To the said land dwellers, not many know that Captain Drake Elvie is a woman whose full name is Edythe Elvie. There is a unspoken rule among other sailors concerning Elvie- for those looking for her, never mention that Drake is a woman.
The origins behind her nickname are rumored and varied, the best way to find out is to ask her yourself. Concerning who the woman is, she is a Feniran pirate who once trained at the famed Magus Academies in Fenira along with her twin brother, Devlin Elvie. Devlin and Edythe started their academics at the age of four but left the academy young to seek out other pursuits. Devlin was fascinated with the Ninjas of Beijio and roped his older sister along into testing out his ninjutsu theories. The two actually managed to harness Chi (Ki/Chakura) and were able to manipulate it rather easily!

However, Edythe became less fascinated with the ninjutsu arts and was into the prospects of wealth and fortune. She hasn’t seen her brother in nearly ten years, supposedly he changed his name and sought out an eccentric ninjutsu master by the name of “Operu?” or something like that. She didn’t care really, as the senior Elvie knew that this pursuit, though odd, at least made him happy. “Follow the winds of your own heart, and let them carry you somewhere you’d rather be” is her personal motto.

Still, she took her brother’s ideas to heart and practices the skills he taught her in his personal style of ninjutsu he had created simply out of theory and unprofessional practice. She has a sixth sense about danger and seems to evade fate quite often, though not always fast enough if the ugly scar on her face is any testament to that.

She is a woman who follows the wind of her heart, but is not averse to taking bribes or giving in to the avarice of her heart. She craves the glint and glimmer of gold, of the weight of cold hard cash and is willing to work for anyone in order to get her hands on more. For others not like her, this behavior may appear sickening, but quite honestly, Edythe cares not one bit how others feel. Granted, she does have a code and a business sense. If she is hired to do a job, she completes it to its end and will not switch sides, and once completed will become a neutral party and give her former employer a “grace period” should she be asked to turn on them next.
She’s not completely ruthless when it comes to her victims either; generally leaving the people who could potentially be a future paycheck alive as well as those who she can tell are too green to know better.



 

Inventory-

Weapons: 1x Scardian .50 Dueling Pistol, Feniran 7.62 Semi-Auto Handgun Ninety-Third Attempt' (F-93 Handgun), 5x Throwing Daggers.



Equipment: 2x Tenik Stims, Tenik Mobile Phone, alcohol flask, matches, compass, map and ocean charts, gunpowder, percussion caps.

Possessions: 30 x .50 Musket Balls, Government Pardon Letters, Licence to Piracy in the Scardian Ocean among other items.

Prized Possessions/Personal Items: Family Ring

Misc.-
Special Abilities:
-Enhanced and Powerful Magic: Due to Feniran traits, her ability to pull off magic is not only easier, but the conjured magic is considerably more powerful in effect than someone not of Feniran birth.
-Animal Affinity: Due to Feniran traits, she is able to quell the hearts of beasts, small and monstrous alike with more effect (NPCs). She can also communicate with them mentally (NPC and Player based)
-Prestidigitation: Is able to pull off her illusions and sleight of hand with relative ease, pulling off her feats with professional finesse.
-Chi Sense: She can sense the 'chi' flow of individuals nearby, especially those with ill intent.
-Fortified Strength: Despite her size, Elvie has honed her body in a manner which outwardly hides her fearsome strength. She is capable of lifting individuals heavier than herself above her head as well as perform powerful blows in the form of elbow thrusts which can penetrate even thick armor and defenses with a micro shock wave delivered from the blow.  

Skills:
-Changing: With only one gesture, Elvie can change clothes within a second.
-Climbing: Due to specific training, Elvie is an expert with climbing surfaces.
-Stealth: Also because of her training, Elvie is a master of stealth.
-Clothing: with her revealing outfit it's easy for her male opponents to get distracted giving her the opportunity to defeat them.
-Magic Pocket (Hammer Space): Elvie can hide/pull out infinite weapons and items from her clothing and cleavage, from seemingly nowhere. She keeps multiple weapons and items with her that can't be seen. She also sometimes carries clothes, and gear. However only if she has cleavage can she pull something out.
-Quick Reload: She can reload/load projectile weapons with blazing speed.



Magic Abilities:
-Pyrokinesis: Elvie is able to create and control fire. She cannot control flames she didn't create however and is not immune to other types of fire.

  • Create Fire: Elvie can create fire.
  • Fire Attacks: Elvie can infuse her attacks with fire. She can also completely cloak herself with her flames.
  • Fire Channel: Elvie can channel fire through her clothes, weapon and anything she touches.
  • Fire Burst: Elvie can cause explosions and eruptions of fire.

-Brother’s Ninja Style - Kreatana: Chakra Weaponry. Chakra is expelled into the physical form of a weapon:

  • Condition 1: Character using this technique must have control of their chakra. This move can have one weapon last for 3 posts, and then the weapon is dismissed. A max of 3-4 weapons of this style may be used in a battle.

  • Condition 2: For this to occur the character must be at full strength or at the end of their limits. Their opponent must be in a defensive or position of weakness


      Use:
    • Stage 1: When the move first starts, a burst of chakra explodes from the hand or hands of the character using it. This chakra is formed into the weapon of choice that the user wishes it to be. This stage only creates the weapon.

    • Stage 2: In this stage the weaponry is used in lethal precision. The character storms the opponent, and slashes their right hip, left shoulder, right shoulder, right hip, and then a gunning slash or stab to the abdomen.



-Brother’s Ninja Style - Hiet Tin Zok: The technique of an Emotion. Sometimes called the Technique of a Thousand Souls. The user must be at the end of their limits, or enraged. Their opponent must be in a defensive or offensive position. It summons the souls of emotions inside her. One soul for each person, or thought that creates an emotion. These souls are transformed into armor on her body [300 Souls minimum], the rest of the souls are used as weapons themselves passing through the opponent freezing their movement, and in the case of those that must perish, damage their organs [50% of the time]. After they have passed through the opponent they are formed into a Soul Blade that is the form of a buster blade that Elvie sends chakra through and does the attack pattern: Right Hip, Left Shoulder, Right Shoulder, Left Hip, Chakra Blast.
-Brother’s Ninja Style - Summoning Technique: This is a technique in which a blood sacrifice is made by the user to summon a being. In Elvie's armada of summons there is: Bussoa (100 ft Pink Gorilla)
-Brother’s Ninja Style - "Technique Neutralize": This jutsu cancels or impedes the occurring of the opponent's technique. It uses the same amount of chakra as the jutsu it intends to cancel.
-Brother’s Ninja Style - "Temporary Paralysis Technique": This jutsu paralyzes an opponent, leaving them open for attack.
-Brother’s Ninja Style - “Fusion Technique”: This technique fuses two characters together temporarily who know of the technique, and as a result both people can take turns as "their part" of the character. When the characters combine so does their powers.
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Edythe Elvie
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Re: Characters: Human

Post  Levi Titanwood on Sat Jul 01, 2017 4:47 am

Name: Levi Lucian Titanwood
Titles: Squire Titanwood

Physical Description-
Age: 17
Sex: Male
Height: 5’9
Weight: 158 lbs
Eyes: Dark Blue
Hair: Reddish Brown
Body/Physical Appearance: Tall, athletic but slender in frame, he is a typical Northern Scardian in build. He has unkempt medium length reddish brown hair that is parted or held back by a blue bandana. He has large blue eyes and a boyish face.

Clothes:

Official Royal Uniform: The royal blue, black, white gold and white uniform of Royal Scardian Knights in the service of the King of Scardia. Modified by Levi to a degree given his Squirehood, he wears a set of royal blue armor consisting of a breastplate, pauldrons, bracers, handguards, knee pads and sabatons. His left arm is covered in a black long sleeve with a red band on the elbow, royal blue fingerless gloves, white slack like pants and a short sleeved royal blue and gold trimmed over shirt. He wears a blue and gold bandanna upon his forehead holding back his bangs, and a royal blue cape with a red lining that is fastened by a gold buckle signifying his Squire status in the Military Knighthood. He wears a black sword belt with gold buckles.




Woodland Uniform: A forest green high collar and short sleeved tunic, a black short waist coat, a brown belt worn around the waist over the tunic, brown pants, brown leather calf high cuff boots, brown leather half fingered archery gloves. It is the outfit he was accustomed to wearing in Kilwood or when hunting.




Background-
Hometown: Kilwood, Scardia
Alliance: Kingdom of Scardia, The White Tower
Alignment: Good


Employment: Scardian Royal Knight in Training, Hunter
Rank: Scardian Squire

Trained In: Water Magic, Air Magic, Stealth, Spearmanship, Swordsmanship, Equestrianism, Scardian Chivalry, Scardian Warfare, Scardian Combat Training, Ranged Weaponry, Improvised Weapon Use, Fencing, Long Jumping, Dancing, Wrestling, Climbing, Swimming & Diving, Tournament Fighting, Armor Training (while paired with all above skills), Navigating.
Sensei/Instructor: Hrothor the Honored, The White Tower, his Knightly Lord (haven’t figured who that is yet…)
Instructed: None




Relationship Status: Single
Medications: None
Allergies: None
Likes: Scardian Chivalry, Eating Hearty or Spicy Food, Archery Practice, Forest Scenery, Horses, Beauty.
Dislikes: Being Useless/Treated like a Child, Awkward Situations, Centipedes.
Health Background: Healthy.


History:
A native of Kilwood, he is an orphan from the BTB Plague. Growing up without his parents was rough, given the legacy they had before him. Though not a highly noble family, they carried an heirloom from the days of Scar’d, the Black Bow of Kilwood. Each member of the Titanwood family were supposedly gifted shootists, and Levi was no exception. Raised by some of the other villagers, each could testify to his feats of accuracy and accomplishments of a hunter at such a young age. It was because of this the Village Chief offered him to the Royal Court to be a member of the Royal Guard.

He worked his way from Page, and became a Squire at 15. Now at seventeen, he still has much to learn on his path to Knighthood and as one of the Royal Guard. Though young, he is determined to become a Knight by any means, and is even willing to put his own life on the line for the sake of his duty.

Inventory-

Weapons: Bastard Sword, The Black Bow of Kilwood, a hunting knife.


Equipment: Small backpack, Tenik Mobile Phone, 2x Tenik Stims, rope, cape, lantern.


Possessions: 3x Galideno Stick Grenades

Prized Possessions/Personal Items: The Black Bow of Kilwood: A legendary bow made of Scardian Ironwood. It was said to be the bow of an Elven Archer who aided Scar’d in his conquest to liberate and unite all of the lands and territories of modern day Scardia. The bow seems to control the projectiles it shoots, enhanted by some sort of magic, or perhaps even an ancient spirit. It was one of the treasures of Kilwood, belonging to the Titanwood family.

Misc.-
Special Abilities:
Scardian Abilities: Like any true Scardian and those born within her borders, Scardians by their very nature have the following stats, thanks to the will of the High King Scar’d upon his ascension into the War God Ranks, centuries ago. It's also these abilities which disqualify many Scardians from world sporting events such as the Mu-Irzik arena, unless specified otherwise.

-Scardian Speed/Agility: All Scardians (those born in her borders), are given unsurpassed speed and agility, much like the War God himself. No matter body type or size, as long as they are still able to use their legs, after the age of thirteen Scardians will feel as though they are the very winds themselves.
-Scardian Healing/Frost & Water Discipline: All Scardians can heal shallow to moderately deep wounds with snow, frost, and water; much like Scar’d had when he was a lad. They are also immune to the cold pinch of the frozen landscapes, the tundras to the north a non-existent obstacle for the average Scardian who can take the cold, and not feel it’s icy bite. Heavier wounds become shallower when ice/water is applied, but will need further medical attention to effectively stop bleeding.
-Scardian Strength: All Scardian born also show an extreme strength that is unlike other races of man or beast-kin. Even beast-kin of Scardian born are given this trait, making them appear like monsters with the ability to lift more than the average human.

Skills:
-Impale: He can pierce just about anything with a melee weapon; a skill he learned from his Scardian bloodline.
-Enhanced Spearmanship: He demonstrates a natural aptitude in the way of polearms. He is able to wield any kind of polearm with great speed, power, and skill. As one of the largest (or at least longest) classes of weapon that can be carried by normal humans, users of this ability excel in keeping enemies at bay and maintaining a superior position in combat, having a great advantage, at a distance, over opponents wielding smaller melée weapons.
-Archery Master: He is a very skilled and master archer. The way he launches his arrows makes it appear as though he controls the very winds itself. It was these skills which made him a candidate for becoming a Page in the Royal Guard. He is able to wield any kind of bow regardless of its condition to make the ultimate use of it.
-Triple Shot: He can knock three arrows at once and launch them with precision accuracy.
-Stealth Mater: His hunting expertise in Kilwood village made him a master of stealth, able to sneak up on unsuspecting enemies in dense woodland with the finesse of an Elf.

Magic Abilities:
-Hydrokinesis: Levi can create/generate, shape and manipulate water.

  • Create Water - Creates water. He can move, shape and animate water; including compress and manipulate its properties.
  • Steam Blast - He can cause water to explode into volatile steam.
  • Freeze - he can make the water he animates freeze solid.


-Aerokinesis: He wields magical wind and has an affinity for the element of wind.

  • High Jump: He can jump to an alarming height with a conjured compressed air around his body which produces an insane amount of lift.
  • Double Jump: He can jump in mid air, using magically produced air to form a barrier at his feet to help produce more lift.
  • Air Blast: Can send a blast of air like a barrier at his opponents to knock them onto their backs. Can also use this to increase the velocity of his arrows.
  • Air Explosion: Can cause the air to ‘explode’ in a non-lethal concussive blast which ‘pops’ the hearing of his targets.
  • Healing Wind: Flows a cool breeze which is condensed with a healing aura and helps regenerate wounds to him and/or his allies.



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Re: Characters: Human

Post  Kamoi Majikina on Mon Jul 03, 2017 3:05 pm

Name: Kamoi Majikina
Titles: Lady Majikina



Physical Description-
Age: 21
Sex: Female
Height: 5’8
Weight: 128 lbs
Eyes: Cerulean Blue
Hair: Silver/White with subtle blue streaks
Body/Physical Appearance: A Beijionese woman in her early twenties, with large cerulean blue eyes, long dark lashes, and plush pink lips. She has long silver hair with bangs usually held back by a blue bandana (which also ties her hair back via a bow in the back) with long side locks and center triangular fringe. She is average height with a curvaceous frame: blessed with large, ample breasts and wide child bearing hips. Her skin is tanned in color, shiny, and toned from her physical activities. She has the presence of being a Majikina as well as being an Islander of the Beijio-Scardia Islands.


Clothes:

Izula Islander Clothes: She wears the traditional Izulan garb, with a blue bandanna that holds back her bangs and is tied into a ribbon in the back, an Izulan Kimono that exposes her hips and legs and sides of her breasts, built for the tropical heat with a pelvic curtain and wide blue sleeves which can be slipped out of with ease. She wears dark blue leg wrappings that wrap around the arch of her feet but exposes her toes and heels, traditionally woven shoes, hand and arm wraps. She wears a white high leg thong or fundoshi underneath, the straps of which can be seen.



All angles:


Izula Winter Clothes: Izulan made winter clothes made with durable heavy cloth, used for when Kamoi travels to Scardia or Ryunoshi in the winter seasons.



Izula Gi: A less revealing white outfit with blue trim, a short sleeved top fastened by a satin yellow obi, and a pair of loose fitting pants.



Background-
Hometown: Izula Island, The Grand Empire of Beijio
Alliance: Izula Island, Beijio Empire
Alignment: Good

Employment: Merchant & Supply Runner, Izulan Priestess, Farmer, Fisherwoman, Guardian of the Yoichinoyumi, Izula’s future Spiritual Elder.

Trained In: Izula Ninjutsu and Priesthood Training, Battojutsu, Iaijutsu, Iaido, Naginatajutsu, Master Archery, Healing Magic, Sealing Magic, Purification Ceremonies, Fishing, Farming.
Sensei/Instructor: Grandmother Tsubame, self taught, her Clan’s teachings.
Instructed: None yet.
Relatives: Genji Majikina (Father/Deceased), Hikimi Majikina (Mother/Deceased), Kaoru Majikina (Brother/Deceased), Tsubame Majikina (Grandmother/Alive)

Relationship Status: Single.  
Medications: None
Allergies: None
Likes: Her native Izula Island, carrots & potatoes, eating & taste testing food, cooking, helping others, fishing, farming, peaceful moments, swimming, teaching others, the concept of love, Izula’s shores in the dual moonlight, and the glow of fireflies in the summer night.
Dislikes: Being picked on, a lack of modesty, ecchi thoughts, having to speak towards intimidating people/creatures, being forced to take a life, seeing any living creature/mortal in pain (including the demons & monsters she’s slain), demons & monsters.



Health Background:
-Possible descendant of Elven Lineage: There have been many who speculate the Majikina’s are descendants of the original Ancient Elves of Beijio, who existed there before Beijio itself was formed. If this is true, it could attest to her family’s longevity, immunity to diseases, nimble finesse with both body mind and bow, and connection to the primals.
-Possibly blessed with the powers of Hazoria: This conflicts with the above, as Elven individuals are ignored by the War Gods, given how the Elves would not devote themselves to these ‘False Gods’; but it would account for the nimble use of the bow in lieu of the Elven tie ins, and immense spiritual powers that can seal away demonic power indefinitely.
-Majikina Bloodline (Abridged): All the Majikina’s have been born with white, silver colored hair and bright blue or cerulean eyes, are immune to diseases, have intense spiritual power and purification capabilities, intense mastery of the bow and accuracy, and an aura of purity surrounding them.

History:
______History Start______

One of Izula Island’s respected locals, the Majikina’s of Izula are one of the five ancient families of the Beijio Empire. In fact, the Majikina’s are regarded as the family who oversees Izula Island for both its governing purposes and to act as spiritual guidance towards all tribes. In Beijio, the Majikina’s are revered to be perhaps one of the most spiritually influential group of individuals save for the High Priestess of Beijio herself.

The spiritual power of the Majikina is something known in whispers in other reaches of the globe, they are whispers however whereas the identity of Kamoi Majikina is all but silent as the current head of the Majikina household. Lady Kamoi Mina Majikina is the 897th head of the Majikina House, and the 897th retainer of the legendary Yoichinoyumi, the famed Izulan bow which is known to dispel any magical barrier.

Unlike prior Majikina, who served the Empire as either Priests/Priestess’ of considerable power and spiritual strength, Warrior Bard’s of the Emperor’s Court, or Shamanistic Advisers to the Imperial Family; Kamoi has instead sought the simpler lifestyle as Izula’s supply runner and the life of a Merchant. She is meek, devoted and innocent in personality; always willing to help her fellow islanders no matter how strenuous the job. Kamoi was born with the blessings of beauty, being one of the island’s many physically attractive women; though many could say her physical beauty is indicative of her inner beauty that she shares daily with her fellow man.  

Like all natives from Izula, she too wears the Island’s famed skimpy attire, and has little discomfort in wearing hardly any clothes in areas where it would be seen as less acceptable. However, she does find it embarrassing when outsiders stare, which raises her discomfort as ecchi thoughts do not settle with her imagination too well.  

Kamoi’s parents and elder siblings were killed trying to aid victims of the Beijio Tuberculosis Plague that ravaged most of Southern Galiavan several years back; murdered by someone or something that was produced by the desperation of the dark era. She was but a child then, but nearly 30% of the native Izulans died due to shortages of the preventative and cure distributed by Tenik Industrial, though she and her family were seemingly immune. Since then, most of the other Izula natives treat Kamoi like a relative, an adoptive daughter of sorts and child due to her naivety. However, there is no mistake, most of Izula respect her bloodline and have faith in Kamoi’s spiritual capabilities and as the guardian and retainer of the Yoichinoyumi.

Though a kind and gentle soul who believes in the power of the word over the blade or gun, she is trained like many Izulanders in the island’s arts of combat and self defense. Since her parent’s death, she was raised by her Grandmother in the use of the Tsuki-Yari, a Beijionese spear with a crescent moon shaped blade, and of the bow. She is highly skilled in the use of polearms, but her skill with a bow is almost unsurpassed. The Majikina’s, naturally predisposed to the use of the Yumi, (or Beijionese Longbow), are a bloodline that has never had an amateur arrow slinger. It is rumored that the War Gods blessed the Majikina’s with the Goddess Hazoria’s skill with the bow and purification capabilities. It would surely attest to their skill and legacy over their centuries of existence since the Beijio Empire was first formed.
Kamoi is no exception, and is perhaps the most skilled archer in all of the Beijio Empire’s reaches. To her, like her ancestors before her, holding a bow is like second nature and the skills that come with archery come just as natural as breathing. Stationary or moving targets makes no difference, for she is quick at the draw and hits her marks with scary and almost supernatural precision. If wielding the Yoichinoyumi, the Majikina’s can materialize arrows made of pure spiritual energy out of thin air. This pure energy eats away at darkness, purifying it - sealing and destroying demonic auras with an intensity that almost rivals the Gods.

As stated before, Kamoi though innocent is a nubile girl who is expected to marry soon. It is one of her responsibilities to continue the Majikina bloodline and to one day lead Izula as Elder like her Grandmother, Tsubame Majikina, now that the task must skip a generation. Older residents of the Island whisper Kamoi is taking too long to get married, something akin to her Grandmother. The 83 year old Tsubame Majikina apparently had a one sided fling with a young and highly skilled Scardian warrior in her youth. He appeared on their Island and was fished out of the sea by the then twenty something year old Tsubame. Many thought the blond man would stay, but when he left, Tsubame was heartbroken and didn’t marry till she was in her thirties.



(an example of Kamoi's purity and gentle nature)


However, unlike her Grandmother, Kamoi’s inactivity is caused by her nervousness and inexperience. Her shyness holds her back in these experiences, and thus tends to keep herself inside her comfort zone.

Though she is not an official priestess, as the next elder it is her responsibility to aid Izula in both political and spiritual manners, meaning protecting and safeguarding the civilians via spiritual barriers and holy protection. She has a wide skill set for dealing with the undead, demonic spirits and monsters alike as well as healing spells and wards to keep her friends from dying.
______History End______

Inventory-

Weapons:
-Tsuki Yari: A curved crescent shaped spear upon a shaft of Izulan Jungle Wood. An Izulan weapon of choice.


-Yoichinoyumi: A legendary bow and heirloom of the Izulan people. Yoichinoyumi's arrows can pierce magical barriers.


-Kunai (2): Large triangular shaped blades which almost resemble large arrowheads. Razor sharp and balanced, they can be used for either defense and melee or as medium range projectiles.
-Tanto Dagger: A small Beijionese Dagger she carries on her lower back.
-Beiji Nuts (3): A strange hard nut common in the Beijio area. Only usable before they become dried out, once cracked open, it emits an incredibly loud 'snap' like sound which stings the ears, followed by an intense bright light which can blind those exposed to it for a few seconds. Perfect for those who are too cheap to buy flash bangs.

Equipment: Magic Food Box (Contains Food Items and keeps them fresh), Produce Crates, Large Izulan Quiver (60x Arrows), Beijionese Umbrella, Tent and Bedroll.

Food Box: 12x Rice Balls, 3x Apples, 15x Potatoes, 30x Carrots

Possessions: 10x Glass Arrows, 10x Ebony Arrows, 15x Scardian Steel Arrows, 15x Beijionese Steel Arrows, 2 lbs of Tobacco, Gilex and Okane-Tsuba (Beijionese Currency).

Prized Possessions/Personal Items: Yoichinoyumi.



Misc.-
Special Abilities:
Magic Resistance: She has a certain level of Magic Resistance thanks to her Beijionese blood.
Beijionese Breathing: She can hold her breath very long compared to other mortals, thanks to her Beijionese Blood.
Beijionese Bone Structure: Her bones are quite strong and durable, traditional Beijionese traits given their diet and thanks to her Beijionese Culture.
Chi Sense: She can sense the 'chi' flow of individuals nearby, especially those with ill intent.
Disease Immunity: She is immune to diseases.
Kamoi’s Physical Condition: Kamoi is in excellent physical condition which spawns from her vigorous training as a Majikina heiress. It is also partly natural, for all Majikina’s before her were in excellent and above average physical capabilities.

  • Strength: Though she may appear frail, she is a strong woman thanks to her willingness to help in physical labor. A hidden, semi-muscular and athletically strong body that lies beneath the naturally curvaceous and nubile physical form she extrudes.    
  • Durability: She has remarkable physical durability like most Beijionese people, under that of Scardians. Though she can withstand heavy, physical blows, she tends to feign injury to avoid further conflict unless necessary.
  • Izulan Stamina: She has been shown to have endurance for harsh treatment in many forms, in conjunction with her high durability. She has been able to survive in the belly of a sea monster for a month straight in accordance to many Izula tribes laws. Though an outdated custom, it was created to push the Islander’s durability, keep them calm if they are devoured while out at sea, and to push their Beijionese level of breathing to its stress point, which ultimately furthers their maximum lung capacity. Though she almost failed her test of Stamina, she came out successful and thus can hold her breath longer and handle harsh environments with greater ease.
  • Agility: Her agility is nominal at best, but because of ‘certain physical traits’, it is somewhat embarrassing to perform acts of agility in front of outsiders without a suitable cause. Events, such as climbing a tree to collect palm fruit or leaping from tree to tree for fun will make her become more self aware in the presence of strangers; but if someone’s life is at stake, including her own, she sheds that shyness away to ensure she skillfully and quickly eliminate or evade the threat.  
  • Majikina Level Marksmanship: Her legendary use of the bow is equivalent to all Majikina before her. Kamoi’s accuracy, skill and power is high and unsurpassed in the Beijio Regions.  
  • Acrobatics: Kamoi in part of her training as a Ninja and Izula Huntress, is a remarkable acrobat, in and out of combat. She can leap from environment, to her foe to the environment again, allowing the world around her to be manipulated in order for her to get to where she needs to be unhindered. Due to this, she can dodge powerful, fast paced attacks as well in rapid succession.

Hallowed Beacon: Cuts attacks dealt by demons and evil natured by half.
True Demon Hunter: Can detect evil at will, but the ability only detects the presence of evil outsiders.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Detect Undead: She can sense the undead within 60 ft. of her.
Diagnose Disease: Detect and identify diseases
The Hunter's Eye: Able to identify aberrations, outsiders and undead creatures.
Resist the Unclean: Can resist influence and darkness from evil creatures.
Ancestral Communion: She can contact her ancestors to bolster her own knowledge
Speak with Dead: She can speak with the souls of the dearly departed


Skills:
Stealth: She is skilled in sneaking around and remaining quiet considering her hunting and bowfishing skills.
Climbing: Due to her training, Kamoi is an expert with climbing surfaces, and is skilled at free running.
Wall Run: Kamoi can run across the flat surfaces of walls for a short period of time, tied in with her climbing abilities.
Sexy Clothing: Izulan clothing is generally revealing no matter the gender of the wearer. Less on a tactical basis, as it is mainly to combat the humidity and tropical heat of Izula Island. Nevertheless, her revealing outfit is easy for male opponents to get distracted by her jiggling, wiggling movements and give her the opportunity and opening to defeat them.
Rapid Slashes: She can slash her weapons in very quick and accurate succession of blows with hardly any fatigue.
Quick Draw: Kamoi can draw and sheath her weapons quickly thanks to her training
Deflection: She can deflect projectiles with her weapons.
Stardiver: A polearm move: 3 quick thrusts, followed up with a jump and strike down, for medium-high damage.
Read Magic: Read scrolls and spellbooks.
Bless: Helps protect against possession and evil lingering.
Bless Water: Makes holy water.
Regerating Wounds: She regenerates wounds slowly over time, and has no need for general hospitals unless severely injured or at near death.

+Arrow/Archery Skills/Abilities:
Archery Mastery: Kamoi is an superb archer with a supernatural expertise concerning the use of the bow as a weapon and tool.
Shi no ya: She is able to focus her energies so that her arrows do more potential damage.
Shot on the Run: She can move, fire a ranged weapon, and move again before her foes can react.
Manyshot: She can fire multiple arrows at a single target.
Snatch Arrows: Can easily catch arrows through concentration of her ki.
Arrow of Law: Harm and possibly daze chaotic creatures.
Namas Arrow: A powerful arrow shot that seems to find its mark regardless of condition.
Apex Arrow: Fires an arrow charged with spiritual energy that ignores defense, though is somewhat dulled to produce medium damage.
Ki Arrows: Focuses a portion of her 'Ki' into a single arrow that causes more damage once it makes its mark.
Dual Shot: She can nock two arrows at once.
Triple Shot: She can nock three arrows at once.
Quad Shot: She can nock four arrows, using her mouth to nock the fourth. Range is slightly diminished, but the piercing power remains.
Purifying Shot: Blesses an arrow that stuns demonic enemies, incurring damage similar to a poison. She can pair this with any of the other archery skills she has.
Neutralizing Shot: Thanks to her spiritual power and level of accuracy, she can shoot a non-lethal arrow that is coated with her ki. Once it grazes an enemy’s body part, it temporarily neutralizes the nerves in that limb, extending from the where the wound made its mark down. If a vital area, such as the head, neck, inner left armpit is grazed, the opponent is temporarily paralyzed. Only works on mortal, non-monster humanoid individuals.
Repelling Shot: She will leap a great distance back, simultaneously shooting an arrow at her enemy to get a hit in while evading at the same time.  
Majikina Energy Arrow: Forms and nocks an arrow of pure blue and white light between her and Yoichinoyumi. The energy ignores defense both magical and physical, and purifies demonic energy as a bonus. However, it may be possible that she can perform this action with any regular bow.
Majikina Style - Rapid Fire: She can shoot continuous Energy Arrows from Yoichinoyumi with the speed of a semi-automatic pistol given her strength and stamina.
Majikina Style - Sleeping Arrow: She can shoot an energy arrow which instantly puts mortals/creatures into a state of heavy fatigue. The effect is random, but generally temporarily.
Yoichinoyumi Effect: If she’s equipped with that particular bow in question, any arrow she uses with it ignores an enemy’s magical barrier that would normally destroy it or block it from striking.
Yoichinoyumi Bond: As the bow’s retainer and a descendant of the Majikina bloodline, she is bonded with the bow and may summon it at will with only a few exceptions that it will not (like tight spaces where it cannot be summoned, or a powerful magic barrier which ‘interrupts’ and creates interference with the magical bond she has with the bow. For she can dispel any barrier with Yoichinoyumi, she cannot summon it through barriers which separate her from the legendary bow)

Magic Abilities:
Chi Mending: An ability which he channels the chakra, or chi, of her body to mend the wounds of allies or herself. However, the constant practice is physically demanding and eats at her body, causing fatigue and hunger when in prolonged use.
Chi Empowerment, Stage Two Level: She can imbue just about anyone or anything with her chi via constant prayer, giving the object or person a faint glow that halves their damage received to them, strengthens them and gives them an edge against demonic auras. She can perform this to herself as well, and the effect will remain till her concentration is blocked or she is interrupted or muted (has to chant ancient Beijionese language). An ability common to Priests and Priestesses. The master level stage involves the user not needing to utter a single phrase, and only requires constant prayer and meditation.

  • Stage One: Novice Level. Can imbue weapons or objects with personal Chi/Ki/Chakura & Spiritual Energy. Strengthening their bonds and durability and capability against demonic energy through prayer and uttering of Ancient Beijionese Sutras.
  • Stage Two: Intermediate Level. Can imbue weapons, objects, persons & individuals with personal Chi/Ki/Chakura & Spiritual Energy. Strengthening their bonds and durability and capability against demonic energy through prayer and uttering of Ancient Beijionese Sutras.
  • Stage Three: Master Level. Can imbue weapons, objects, persons & individuals with personal Chi/Ki/Chakura & Spiritual Energy. Strengthening their bonds and durability and capability against demonic energy through prayer but without physically uttering Ancient Beijionese Sutras, instead reciting them within their own thoughts/mental facilities.

Majikina Style, Kiss of Life: An ability which any Majikina of the Izula bloodline can employ. When an ally or individual they wish to save is freshly dead or dying, the user will form their spiritual chi into their lips which will transfer to the incapacitated individual. The chi carries a small amount of their own life force, which helps restart body functions and animate the body from within. In the example of someone who has drowned, the chi will bond the soul to the body and keep it from passing on, while it physically compresses the water from the lungs and push it outward. Internal injuries are also accounted for and slowly repair and regenerate. The longer and deeper the kiss, the faster the healing rate. Once pulled away, there is a slight delay till the Majikina’s chi is dissipated. The Majikina who uses this skill will become very fatigued and ill from the discomfort of parting with a minute portion of their own lifeforce.
Spiritual Ally: Creates a divine ally to aid her. Ally is usually in the form of a pyrefly.
Command Spirits: She can command kami, fey or elementals.
Warding Circle: Conjures a circle of spiritual energy that temporarily weakens Demons, keeping them at bay. (5 post delay until next use. lasts for 3 post)
Ki Block: Can prevent anyone from using their 'Ki' as long as she is able to maintain an unmoving position which leaves her exposed. Hitting her or causing her to lose focus will break her concentration and thus the block will be lifted.
Ki Charge: Allows her to charge an object with a portion of her ki and when she strikes it will cause an explosive reaction.
Abjurant Caster: As she had Exorcism Training, she can spontaneously cast the following Exorcism related spells in a single fight:

  1. 1st level—protection from evil
  2. 2nd level—shield other
  3. 3rd level—remove curse
  4. 4th level—dismissal
  5. 5th level—dispel evil
  6. 6th level—banishment
  7. 7th level—repulsion (evil creatures only)
  8. 8th level—holy aura
  9. 9th level—dimensional lock

Exorcism & Magical Aid: She has other magical skills to seal, weaken and potentially destroy undead or demonic abjurations:

  • Gentle Repose: Preserves one corpse.
  • Consecrate: Fills area with positive energy, weakening undead.
  • Undeath Ward: She creates a pale silver barrier that repels undead.
  • Sanctify Corpse: Prevent a corpse from becoming an undead creature.
  • Holy Aura: Deflect evil intent and damages nearby evil natured enemies who are in touching range.
  • Aura of Faith: Creates an aura that allows her as well as others to be immune to evil intent spells and spell-like abilities. Each ally within 10 feet of her will be immune, but once they step out of the aura they lose her benefits. This ability functions only while the priestess is conscious, not if she is unconscious or dead.
  • Magic Circle against Evil: Creating a ring of salt around her, she can be protected from magical harm. Abjurant Salt is required.
  • Crusader’s Edge: Weapon gains evil outsider bane quality plus other benefits against evil outsiders.
  • Soul Bind: Traps newly dead soul to prevent resurrection.
  • Glyph of Warding: Inscription harms those who pass it.

Empty Body: Ability to assume an ethereal state for 1 minute.
Enter Image: Transfers her consciousness to an object bearing her likeness.
Dancing Lantern: Animates a lantern that follows her.
Abstemiousness: Enhances a small handful of food to feed a creature for a day.
First Aid & Healing Magic: She has other magical skills that she can use to heal others:

  • Remove Blindness/Deafness: Cures magical blindness or deafness.
  • Remove Curse: Frees object or person from curse.
  • Stabilize: Cause a dying creature to stabilize temporarily.
  • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject
  • Blessing of the Watch: A powerful blessing she gives to warriors to give them a temporary boost in physical activity and magical protection.
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Kamoi Majikina
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Re: Characters: Human

Post  Vera Covenwood on Mon Jul 03, 2017 10:36 pm

Name: Veralyss Ann Covenwood
Nick Name: Vera



Physical Description-
Age: 30
Sex: Female
Height: 5’9
Weight: 159 lbs
Eyes: Amber
Hair: Brown
Body/Physical Appearance: She is tall, with medium long brown hair that reaches her upper back and has long side lock bangs and bangs and fringe covering her eyes with a rebel strand curling back on top of her head. She has large, doe like eyes, a beautiful face and plush pink lips. Long fingernails manicured professionally on petite and slender fingers. She carries a generously gifted bosom and buttocks, thick thighs and shapely legs. She has an average tone.

Clothes:

Robes: She wears long black and gold robes with a purple hood buckled & fastened tight over a purple and gold trimmed top. She wears a purple frilled skirt, thigh high socks, white lace panties and calf high heeled boots.


Casual: She wears a taut, form fitting khaki colored long sleeved shirt, a lacy bra and panties, black leather pants, black socks and mary janes.



Thong Bikini: She wears a purple string bikini with triangle top and bathing thong. Used sometimes in Reiri’s Experiments.




Background-
Home Country: Fenira, Casparian City
Alliance: She is bound to be loyal to the Feniran Council, but acts as both an Ambassador of her Crimson Country and as a Scholar to the Royal Family of Scardia.
Alignment: Chaotic Neutral

Employment: Ambassador, Scholar and Sorceress

Trained In: Firearms use, Alchemy, Various Magic Spells, Cooking, Swimming, Biologist.
Sensei/Instructor: Council of Magi, Dr. Reiri Kamura
Instructed: Unknown individuals

Relationship Status: Single
Medications: Unknown
Allergies: None
Likes: Breast rubs/grabs/squeezes/groping (long… story), eating, magic use, animals.
Dislikes: Having to get new clothes, experiments that go awry, being used by Dr. Reiri as bait, being devoured, being experimented on, the color Red (another… story).

Health Background: Healthy


History:
A sorceress of Fenira, who is both an Ambassador for the Council of Magi in Scardia and a Scholar working for the Royal Scardian family. She is generally a meek woman with modest disposition, but there are some eccentricities about her. One of the such things which may as well be said now, is the overly sensitive erogenous zones of her breasts. Due to a magical mishap when she was working on spellcraft revolving around lust, her breasts are so sensitive that touching them in almost any method or manner tickles her as well as stimulates her positively. Since its too enjoyable, she doesn’t bother removing the charm.

Aside from that, she is a researcher of monsters and animals and works on and off with Dr. Reiri Kamura, though Reiri has time and again shown little interests in Veralyss’ insights on the behavior and intelligence of the creatures they research - using Vera as bait to lure said monsters in instead. Because of this, she’s been in and out of monsters in… various ways. She prefers leaving by the ‘front door’ than the ‘back’, but isn’t always fortunate; though Vera altogether just rather not be eaten in the first place.

Coming from Fenira and being a relative of one of the council members of Fenira, she is a very skilled sorceress and will perhaps someday take over one of the seats of the Feniran Council of Magi. However, the one thing she is sick of is the national pride of Fenira where everything is charmed to be the color red and it’s civilians all must wear red. Growing up in this environment, like a few other Fenirans, made her dislike the color and also move or take positions of Feniran power outside the country’s borders. She is quite fond of the color purple.




Inventory-

Weapons: Scardian Razor, Grey Arms 'Scorpio' .44 Magnum Lever-Rifle

Equipment: 2x Tenik Stims, Tenik Mobile Phone, Alchemy Bag, Grimoire on hip, Candles, etc.

Possessions: Unknown

Prized Possessions/Personal Items: Her Magic Grimoire

Misc.-
Special Abilities:
-Enhanced and Powerful Magic: Due to Feniran traits, her ability to pull off magic is not only easier, but the conjured magic is considerably more powerful in effect than someone not of Feniran birth.
-Animal Affinity: Due to Feniran traits, she is able to quell the hearts of beasts, small and monstrous alike with more effect (NPCs). She can also communicate with them mentally (NPC and Player based)
-Prestidigitation: Is able to pull off her illusions and sleight of hand with relative ease, pulling off her feats with professional finesse.
-Read Magic: She can read magic runes, text new and ancient fluently.
-Elemental Speech: She can speak with elementals and some creatures.

Skills:
-Changing: With only one gesture, Vera can change clothes within a second.
-Sexy: With her ample body it's easy for male opponents to get distracted, no matter what she’s wearing, giving her the opportunity to defeat them.
-Hammer Space: Vera can hide/pull out infinite weapons and items from her clothing, and from seemingly nowhere. She keeps multiple weapons and items with her that can't be seen. She also sometimes carries clothes, and gear.

Magic Abilities:
-Pyrokinesis: Vera is able to create and control fire. She cannot control flames she didn't create however and is not immune to other types of fire.

  • Create Fire: Vera can create fire.
  • Fire Attacks: Vera can infuse her attacks with fire. She can also completely cloak herself with her flames.
  • Fire Channel: Vera can channel fire through her clothes, weapon and anything she touches.
  • Fire Burst: Vera can cause explosions and eruptions of fire.

-Geokinesis: Vera has the power to control earth to a limited extent.

  • Petrification: By touching her foe, Vera can petrify organic beings, turning them to stone, of various types (ie. Marble, Sandstone, etc).
  • Petrifying Blast: Vera can fire a blast of gray energy through the air. If this blast touches anyone that is not her, that person will be petrified.
  • Rock Body - Vera can cover her entire body with rock like armor.

-Electrokinesis: She can manipulate magical electrical/lightning based energy

  • Static - Vera can create static around her body.
  • Create Electricity - Vera can create electricity from thin air.
  • Electric Body - Vera can create an electric ball around her fists, and other parts of her body as well.
  • Thunder - Vera can summon lightning from the sky. Vera can also form sparks on the ground and move them upwards.
  • Discharge - Vera can release an electric discharge by touching her enemies.

-Cryokinesis: Veralyss has the power to control frost, ice and snow to a limited extent.

  • Create ice - she can create ice out of thin air.
  • Ice breath - she can blow freezing cold air out of her mouth.
  • Ice shield - she can create a shield of ice. The shield is hard enough to withstand superhuman strength.
  • Freeze - she can completely but temporarily encase her opponent in ice.
  • Ice Spikes - she can create large, dangerous, pointed spikes made of ice.

-Aerokinesis: She wields magical wind and can bend the winds to her will.

  • Flight: She can hover for a limited time via a magical wind.
  • Double Jump: He can jump in mid air, using magically produced air to form a barrier at his feet to help produce more lift.
  • Air Blast: Can send a blast of air like a barrier at her opponents to knock them about.
  • Air Explosion: Can cause the air to ‘explode’ in a non-lethal concussive blast which ‘pops’ the hearing of her targets.  
  • Healing Wind: Flows a cool breeze which is condensed with a healing aura and helps regenerate wounds to herself and/or her allies.

-Diamond Body: Is immune to all poisons of any kind.
-Abundant Step: Can slip magically between spaces, as if using the spell dimension door.
-Timeless Body: Cannot be magically aged.
-Fabricate Bullets- can convert raw lead (1 lb) into workable bullets (x30).
-False Vision- This spell creates a subtle illusion, causing any divination (scrying) spell used to view anything within the area of this spell to instead receive a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.

-Feather Fall- The affected creatures or objects fall slowly. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

-Feather Step- For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.

-Feeblemind- Subject cannot use base skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until healed by mystic healer or a trained mage.

-Seducer’s Eyes- This spell increases physical allure. Only benefits when interacting with those who might conceivably find her sexually attractive. She does not gain this bonus against those her or her allies are attacking or threatening.

-Suppress Charms and Compulsions- Spell causes afflicted character to be 100% resistant against charm and compulsion effects, and charms and compulsions in effect on the targets are suppressed for the duration of the spell (10 posts).

-Stoneskin- The warded creature gains resistance to blows, cuts, stabs, and slashes. Each blow is halved. Lasts for 10 posts. Is not resistant to firearms.

-Halt Undead- This spell renders as many as three undead creatures immobile. If the spell is successful, it renders the undead creature immobile for the duration of the spell (one post). The effect is broken if the halted creatures are attacked or take damage.

-Haunting Choir- She can create a spectral choir and conduct its tortured, ghostly moans, deluding listeners into believing they are suffering the torments of the dead. The transparent singers occupy a 10-foot cube, but they are intangible and do not interfere with creatures in any physical way, nor can they be attacked. Creatures within 30 feet of the choir experience wracking pain and nausea.

-Haunted Fey Aspect- Vera surrounds herself with disturbing illusions, making her look and sound like a bizarre, insane fey creature. This gives her a bonus in power against a single opponent until the end of the spell, or until she takes damage. (lasts one post).

-Allfood- Can transform one object, weighing up to 5 lbs, into an edible substance that any living creature can chew, swallow, and safely digest. This allfood always has a bland taste and slightly gooey consistency when chewed regardless of its original nature.

-Animal Growth- The target animal grows to twice its normal size and eight times its normal weight. The animal's space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.
(The spell gives no means of command over an enlarged animal)

-Animal Messinger- She can compel a Tiny animal to go to a spot she designates. The most common use for this spell is to get an animal to carry a message to her allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.

-Awaken the Devoured- She awakens the broken, anguished memories of the countless souls that the target daemon has consumed. These fragmented memories haunt and afflict the daemon, sapping its power and making it confused for 1 post regardless.

-Speak with Dead- She grants the semblance of life to a corpse, allowing it to answer questions. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life. Lasts ten posts.

-Kiss of the First World- This spell is traditionally bestowed with a kiss, though all that’s really required to gift someone with a kiss of the First World is a touch. This spell infuses a living creature with a surge of positive energy from the First World, filling the target with the raw energies of life. The exact effects of this spell vary, depending on the nature of the creature touched. Constructs are immune to the effects of this spell. (spell lasts three posts)

  • Living Creature: A living creature gains increased range, is automatically placed in Haste. In addition, the creature gains Regain/regeneration.

  • Undead Creature: An undead creature targeted by this spell is staggered for the duration of this spell. It does not gain the benefits of any channel resistance it might normally enjoy, and all its capabilities are reduced to zero for the remainder of the spell.


-Blood Mist- This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color.  Any creature within the mist becomes enraged, attacking any creatures it detects nearby (as the “attack nearest creature” result of the confused condition). An enraged creature remains so as long as the spell is in effect. (5 posts)

-Bloody Claws- She gives a creature the ability to deal bleeding out damage when making natural attacks (regardless of creature) so long as the attack deals slashing or piercing damage. When two or more attacks deal bleed damage, enemies take the worse effect.

-Reckless Infatuation- She fills her target with feelings of intense infatuation for a specific individual known to the target. At the time of the casting, she will designate a single creature as the focus of the target’s desire. Thereafter, the target does all it can to remain within 30 feet of the object of its desire. If the target moves outside this range, it gains the staggered condition until it is again near the focus of its desire. If remaining within 30 feet of the focus of its affection would place the target in obvious physical danger, the target can attempt a second attempt to break the spell’s effect. (lasts one day)
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Re: Characters: Human

Post  Alexei Vladimirovna on Fri Jul 14, 2017 12:54 am

Name: Alexei Sergei Vladimirovna III
Nick Names: Tzar Alexei the Third, The Bear of the North

Physical Description-
Age: 53
Sex: Male
Height: 188cm (6'2")
Weight: 83kg (183 lbs)
Eyes: Light Green
Hair: Stylized brushed back platinum blond hair that is somewhat unkempt.
Body/Physical Appearance: A tall well built man with platinum blond hair, with a pair of scars across his left eye.

Clothes:
Royal Raiment A black and crimson attire fitting for the Tzar of Izhevesk. Sewn with threads which defend against both physical and magical attacks, it protects its wearer like it has done with ruler’s past. Comes with a matching overcoat as well.





Background-
Hometown: Kuleg, Izhevesk
Alliance: Izheveskian Empire
Alignment: Lawful Neutral

Sensei/Instructor: Self Taught for the most part, but has had numerous instructors and trainers thanks to his upbringing.
Instructed: Unknown

Relationship Status: Widower
Medications: None
Allergies: None
Health Background: Unknown

History:
The third Vladimirovna Tzar of Izhevesk, he is the current ruler of the peoples both military and civilian alike in the furthest reaches in the Far North. Trained by the Regent of his Armies at a young age, he is an example of the Izheveskian man: bold, intelligent, strong of will and of physique. When he was in his twenties, a Nekomimi Bandit terrorized the Northern Plains, killing and plundering any she could see in her crosshairs. Aided by the Regent, he managed to track her down and slay her, but was also scarred in the process. Though injured, he was not perturbed from the event and went on to create further glories.

His most famous act was the slaying of the Great Bear of the North, a monster of giant proportions that devoured many Izheveskians in the time of his predecessors of the Izheveskian Throne. Once slain, he became known as the “Bear of the North” in some social interactions.

He became the 756th Tzar of Izhevesk, (since its founding by the off chute Scardians who adventured North after his Campaign in Fenira), at twenty six, and married a noble his father picked for him by the name of Serena. Though there was another whom he held a deeper connection with in his heart, he did love Serena. Serena would not last long in this world however, as she passes giving birth to their only child, a daughter which they name Katusha.

In spite of these sad events, the Tzar has not since remarried, and the Vladimirovna line will eventually end with him once he’s married off his daughter.

However, more pressing matters exist. The political climate of the world around their frozen homeland is heating up like the cherry red metal of a blacksmith’s blade; he has Domescadia south of his nation, and even further south the Galideno Concordat waging war with one another. With Abdel’s troops pressing north, and Galideno’s interest in obtaining a northern ally, the Tzar must choose a side: for remaining neutral forever is not an option.

Weapon: The Blade of the Tzars*, Tenik 'Leviathan' .44 Magnum (Full Size).
*The Blade is a bastard sword with a gilded hilt fashioned like a rapier. It has been past down through the generations. Alexei can handle this blade with ease.

Misc.-
Traits:
Izheveskian trait: - Cold resistance: because of his mixed heritage, he is highly resistant to cold weathers and environments. This also translates to sudden changes caused by spells or elemental attacks.
Izheveskian trait: - Hearty - He is very resilient to physical fatigue and stress, as well as damage thanks to his Izheveskian heritage.
 
Magic Abilities:
-Geokinesis: he has the power to control earth to a limited extent.

  • Petrification: By touching his foe, he can petrify organic beings, turning them to stone, of various types (ie. Marble, Sandstone, etc).
  • Petrifying Blast: he can fire a blast of gray energy through the air. If this blast touches anyone that is not himself, that person will be petrified.
  • Rock Body - he can cover his entire body with rock like armor.

-Cryokinesis: Alexei has the power to control frost, ice and snow to a limited extent.

  • Create ice - he can create ice out of thin air.
  • Ice Blast - he can blow freezing cold air out of his palms.
  • Ice shield - he can create a shield of ice. The shield is hard enough to withstand superhuman strength.
  • Freeze - he can completely but temporarily encase his opponent in ice.
  • Ice Spikes -he can create large, dangerous, pointed spikes made of ice.

-Diamond Body: Is immune to all poisons of any kind.
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Re: Characters: Human

Post  Molly Blackhorn on Wed Aug 02, 2017 8:54 pm

Name: Molly Blackhorn
Nickname: Mal




Physical Description-
Age: 20
Sex: Female
Height: 6’
Weight: 136 lbs
Eyes: Brown/Amber
Hair: Red
Body/Physical Appearance: A tall, built young woman with a beautifully toned body, large breasts, wide hips, and athletic arms and legs. She has plush red lips, large amber yellow eyes, and unkempt red hair worn in a messy mullet of sorts. She has a nose ring on her left nostril and a belly piercing.

Clothes:

Military Uniform (Relaxed): A repurposed Galideno Uniform, with a cropped white tank top that shows off both side boob and cleavage, standard brown military fatigues hung low off her hips and tucked into her boots with a black chain off her right hip which contains her second set of dog tags, a black high leg thong whose straps are clearly seen, black lace up combat boots, black fingerless glove on right hand, carbon bangles on left wrist, and a necklace looped with her dog tags. She wears her knife on the side of her right boot, and handgun holster on her lower back for a reach back draw.




Background-
Hometown: Galideno City, Gailden
Alliance: Galideno City Concordat
Alignment: Chaotic Neutral

Employment: Galideno Military Cavalry Division
Rank: Corporal

Trained In: Firearms, Hand-to-Hand, sword & knifeplay, Tenik Industrial Technology, explosives, heavy weapons.
Sensei/Instructor: Galideno Military Boot Camp
Instructed: None

Relationship Status: Single
Medications: None
Allergies: None
Health Background: Healthy.


History:
The punkish Corporal of the Galideno Military’s Cavalry Troop stationed in the Coreal Islands. Known for her hot headed and free spirit nature, she is constantly berated by the First Lieutenant, her Platoon’s Commanding Officer. She breaks rules quite often concerning conduct, breaking dress code, being loud and obnoxious but got to where she was because of her military skills. Concerning mounted combat with outfitted Bulldogs, she is a damn good shot and can handle herself in a combat situation. She is, at current, the leader of a small assault squad of about 8 younger recruits that report to the 2nd Lieutenant.

She grew up in Galideno City, though spent her time in Danton with her grandmother during the summers, learning to trek through the tretcherous Amaine Forest since she was a girl, she has a considerable set of survival skills and outdoors knowledge that makes her a useful asset in the jungle overgrowth of the Coreal Island Chain.

Personality wise, if you are cool with her, she’s cool with you. If she doesn’t like you, she’ll let you know it, and isn’t afraid to get physical! Best try and stay on her good side. Aside from being very skilled with firearms, she is deadly with the use of the blade, being well past accomplished in terms of swordmanship and knife play.


Inventory-

Weapons: 1x Tenik Industries Mk.4 "Jaeger" Assault Carbine, 1x Quicksilver Mod 1, 1x Galideno Military Trench Knife


Equipment: Military Bag, Survival Kit, 1x Water Canteen, 1x collapsible shovel, 350 ft of reinforced rope, 1x compass, wired ear buds, Tenik Mobile Phone.

Possessions: Spare Magazines for Jaeger Assault Carbine, 3x Standard Rations, 2x Tenik Stim Packs, 1x Tenik Revive

Misc.-
Special Abilities:
Special Abilities:
Fortified Strength: Due to constant training and exercise, Molly is a beast when it comes to mortal strength. No where a body builder in level, but she can tote and wield heavy equipment with general ease, most notably heavy recoil operated weaponry.
Abundant Stamina: She is a ball of energy that doesn’t back down so easily!

Skills:
Advanced Climbing: Due to her basic training and outdoors background, she is capable of climbing very difficult surfaces.
Stealth: Also because of her training, she is a skilled in the arts of stealth.
Artillery Shot: A magic like ability that causes the projectile one's using to become armour piercing.
Deadeye: Move only Gunslingers have that allow them to see oncoming bullets.
True Grit: A magic-like skill that physically toughens the Gunslinger's body, allowing them to take more damage that would be considered 'fatal' to non gunslingers.
Rapid Reload: Reloads guns almost instantly, no matter the capacity.
Recoil Control: She has incredible recoil control, allowing her to handle weapons or machines that tend to kick back a lot.
Mechanical Repair: She can repair machines with ease and limited tools on hand to almost brand new.
Weapon Dismantler: She can dismantle weapons in a short period of time.

Magic Abilities:
Pyrokinesis: Molly is able to create and control fire. She cannot control flames she didn't create however and is not immune to other types of fire.

  • Create Fire: Molly can create fire.
  • Fire Attacks: Molly can infuse her attacks with fire. She can also completely cloak herself with her flames.
  • Fire Channel: Molly can channel fire through her clothes, weapons and anything she touches.
  • Fire Burst: Molly can cause explosions and eruptions of fire.
  • Flare: She can conjure a bright ball of flame that can persist for several hours, and is immune to its superheated flames.


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Re: Characters: Human

Post  Gilgamesh on Thu Aug 03, 2017 11:37 pm

Name: Gilgamesh
Real Name: Unknown
Nick Name: Gi-Gi
Titles: ‘The Black Wind’, Lady Gilgamesh

Physical Description-
Age: 27
Sex: Female
Height: 5’8
Weight: 128 lbs
Eyes: Glowing Crimson
Hair: Dark
Body/Physical Appearance: A Teroronian woman of a slightly petite frame. She has a toned body, thick thighs and wide hips with a well rounded butt and shapely legs. She wears her hair parted and in twin tails that when are undone, reach past her butt and extend to mid thigh, both sidetails are tied by black silk ribbons. Her eyes are large with glowing crimson irises, a trademark of all Terroronians. Her skin is shiny and tanned given her time in the hot Domescadian Desert’s sun.


Clothes:
Domescadian Attire: Traditional Domescadian Regal attire. Consists of a white and gold halter like top dress with a white or brown loincloth over a black/white thong. She wears a black thigh high toeless and heeless stocking on her right leg, a gold anklet on her left, a black arm glove on her left arm and a gold bracelet and bracer on her right arm. She wears a crown like headdress, gold hoop earrings, and a necklace.


Background-
Hometown: Terroronia
Alliance: Teroronia
Alignment: Neutral


Employment: Abdel Adham’s ‘chosen bride’, Former Teroronian Priestess

Rank: Master Shadowblade, “Empress”
Trained In: Picking Locks (if magic is ever canceled out for some reason), Dark Magic, Stealth, Close Quarters Combat (advanced), Ranged Weaponry, Dagger Throwing, Knife Play, Sword Play, Polearms, Firearms, Sleight of Hand, Assassination.
Sensei/Instructor: The Shadow Council of Terroronia, Sirius the Shadow Himself
Instructed: None


Relationship Status: Complicated...
Medications: Unknown
Allergies: Unknown
Likes: Reflecting in silence, reading, Fresh Air, Horses, Beijionese Cuisine.
Dislikes: Loud Disturbances, '20 Questions', Slime/Ooze, Abdel Adham...
Health Background: Healthy, but due to Teroronian Heritage:

-Resistance to Darkness based Magics
-Resistance to some Poison/Toxins
-Minor Physical Damage Resistances



History:
Formerly of Terroronia, Gilgamesh was a Priestess devoted to the Terroronian War God, Sirius the Shadow. She was born with a unique gift, being blessed to speak with Sirius or hear his thoughts and see his visions; like that of his chosen Avatar. Due to their deeper connection, she has different abilities than other Terroronian Masters, and because of such was able to become a Shadowblade with general ease.

Renowned for both her skill as well as beauty, Abdel Adham sought her out and chose her as his chosen bride among his sea of concubines and other ‘spoils of war’. Gilgamesh feigns happiness from this ‘so called honor’, and actually despises her ‘soon to be husband’. She has calculated events in order to escape his short and thorny tether, but has so far been unable to leave his all seeing eyes for the time being.

Inventory-

Weapons: Waning Crescent: A unique Mythrite Khopesh that is double bladed and with a crescent striking blade across the length of the pommel. It is Gilgamesh’s physical weapon of choice, and is paired usually with a shadowblade variant in her free hand.




Equipment: Unknown

Possessions: Unknown


Prized Possessions/Personal Items: Waning Crescent


Misc.-
Special Abilities:
-Shadow Warp: She can warp herself or other individuals with her physical or magically conjured shadows to almost anywhere. Apprentices can warp anywhere in the same location (a city, town, etc.), Masters, like herself, can warp anywhere in the same region (a Country). The darkness from which they form generally appears as a fog or smoke of black coloration with deep blue electrifying sparks riddled throughout the cloud. They can also warp people or objects into other creatures or objects if they are of Master level.
-Shadowblade Conjuration: They can summon and forge hardened blades made of shadow, and can summon endless supplies of them.
-Shadow Pocket: They can hold items in ‘hammer space’ created from their darkness. Pulling blades or other useful items from this space whenever they need it.
-Warp Strike: They can throw weapons and then warp to the location of the weapon that was thrown.
-Cat-Like Acrobatics: Many are gifted with the grace and movement of a cat, able to balance themselves should they need to.
-Shadow Breathing: Should they be in an environment where they cannot breathe, they can cover their nose and mouth with their shadows and open a pocket of air closeby in order to breathe.
-Redirecting Shadows: When trained well enough, Shadowblades can redirect projectiles of varying speeds with a mixture of Shadow Pocket and Shadow Warping abilities; objects that travel through their smoke maintain their velocity as they had when entering the void space, allowing the Shadowblade to ‘redirect’ the projectiles by placing shadows tactically close to offending party, releasing their own projectiles upon them.
-Shadow Gate: They can fully, or partially appear from any form of shadow they themselves conjure or from preexisting shadows.
-Dark Vision: a Shadowblade’s eyes are so well enhanced that they can see farther than most mortals or even demonic creatures. They can also see in total absence of light, and make out shapes just as easily had there been a light on in such an environment.
-Hammerspace: All Terronians to an extent, have the use of creating a pocket dimension of shadow to hold their things.

Personal Teroronian Skills:
-Shadow Weapon Conjuration: She can summon and forge hardened weapons made of shadow, and can summon endless supplies of them; unlike other Terroronians, Gilgamesh is unique in the fact she can summon any type of melee weapon she desires and use telekinetic links to control them or she may physically take hold of them herself. Sirius gave her this power alone among her Teroronian kin.
-Gates of Oblivion: She pins her target by their shadow, summoning a gate behind her which swells with shadow weapons which are attached to chains that are drawn from this void, she then sends them at her enemy like a salvo of missiles that impale them. The move ends with the chains of darkness yanking the weapons and her impaled target into the gate, before it swallows them and sends them elsewhere. Sirius gave her this power alone among her Teroronian kin.
-Sirius’ Armiger: She surrounds herself with multiple shadow weapons she can use to both protect her body defensively as well as grab and use against her foes, striking her enemy(s) with an undying vigor as she floats about the battlefield. Sirius gave her this power alone among her Teroronian kin.
-Telekinetic: She can use telekinesis to control weapons, objects, etc without physically holding them.




Magic Abilities:
-Eldritch Blast: She can perform, non-elemental mystical attacks by manipulating energy, and use it to blast her enemies. Can also imbue physical weapons for an ‘added effect’.
-Levitation: She can constantly levitate, and is her preferred method of travel. Thusly she can’t suffer fall damage unless magic is being canceled.


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Re: Characters: Human

Post  Vega on Mon Aug 14, 2017 9:47 pm

Alias: Vega
Spoiler:
Real Name: Lyra Warswallow
Nick Name: Unknown
Titles: Magi of the Red, Azure Phantom




Physical Description-
Age: 27
Sex: Female
Height: 5’9
Weight: 129 lbs
Eyes: Glowing Crimson
Hair: Blond
Body/Physical Appearance: A tall woman with a shapely yet athletic body, with large garnet eyes with dark and pretty lashes, full lips that are glossy pink, and creme colored skin. She has long flaxen hair that reaches down to the small of her back, stylized in a hime cut (blunt bangs) and long sidelocks which extend down to mid breast. Her breasts, hips and buttocks are, as implied before, well rounded and full. Her legs are thick and shapely, toned like the rest of her body and just as muscular. She always wears a phantom’s mask covering her face to help preserve her identity.



Clothes:
Freedom Fighter: It consists of a black, sleeveless, spandex body suit with a halter neck exposing her cleavage and neck, a blue sash around her waist, white heeled boots, blue tactical gloves, a white bomber jacket with blue trim, a blue Scardian beret and a Phantom’s Mask she is always wearing.




Background-
Hometown: Unknown, presumed Feniran.
Spoiler:
(In truth, Scardian)
 
Alliance: Azure Knights
Alignment: Neutral


Employment: Rebel Leader of the Azure Knights
Rank: Rebel Leader
Trained In: Picking Locks (if magic is ever canceled out for some reason), Dark Magic, Fire Magic, Stealth, Close Quarters Combat (advanced), Ranged Weaponry, Dagger Throwing, Knife Play, Sword Play, Firearms, Sleight of Hand, Assassination.
Sensei/Instructor: Unknown
Instructed: None


Relationship Status: Unknown
Medications: Unknown
Allergies: Unknown
Likes: Unknown.
Dislikes: Demons, Tyranny, Slime/Ooze, Dragons & Lizards, Abdel Adham...
Health Background:
-Resistance to Darkness based Magics
-Resistance to some Poison/Toxins
-Minor Physical Damage Resistances



History:
To some she’s a freedom fighter, to Abdel Adham and his Black Legion she’s a terrorist and rebel. Known only as ‘Vega’ to her enemies and allies alike, she is the current leader of the Azure/Crimson Knights, a guerilla group comprised of brigands, outlaws, refugees and fighters for hire who have committed themselves to the cause of deposing the Black Emperor of Domescadia, Abdel Adham.

The ‘Knights were formed about a year after Abdel had taken most of Domescadia under his thumb by oppressive force, founded by the mysterious ‘Vega’ who appeared seemingly from thin air, like a phantom. Skilled in the ways of the warrior, but blessed with powerful magics, many assume she is either Scardian or Feniran, but her handling of animals may suggest the latter. Then there is the question of her Teronian like abilities, her glowing red eyes; rare but possible side effects of utilizing a Phantom’s Mask. Regardless of origin, or who she really is, Vega is a competent warrior, strategist, and leader. Though ruthless against her enemies, she is not without some compassions and morals.

She is skilled with many weapons and styles, mixing them up in combat. Melee she usually incorporates a use of her whip, or a twin blade style; though she also carries an ebony or silver dagger on hand in case she is not of the luxury of space. She also is formidable with multiple firearms, utilizing the Domescan Military’s equipment she procures from her raids with her group. As stated, the woman is also very capable with the use of flame magics, giving her the nickname of ‘Magi of Red’ a Feniran Title for those dedicated in the use of the flame spell.

Like any character in her position, she is reasonably enigmatic and keeps much of her personal information to herself. She purposely keeps much of her own identity and personality to herself, to keep her enemies from using anything particularly damning against her. She never removes her mask in public, and has never once spoke of her true origins and name. This makes opening up to her somewhat a complicated task, but she is generally receptive of reasonable demands.

Spoiler:
(Hidden History)
Her real name is Lyra Warswallow, a proud warrior formerly of Scardia. Her grandfather was part of the White Blade Order, and her father a Royal Knight of the Scardian High King. The Warswallow house were famous in Scardia as Battle Scouts, using carrier swallows to send messages to their officers during the heat of battle.

(More info will be added as I figure more out lol)

Inventory-

Weapons: Domescan Type 95, 'Luger' handgun, Domescan BR 23K SB ('Khantyer' Automatic Assault Carbine Short Barrel),  1x Ebony Dagger, 1x Silver Whip, twin Teronian Whaler Blades.


Equipment: Travel Gear (Knapsack, Firestarter, Lantern, lotsa rope, tent, etc.), First Aid Kit, Ammunition and Domescan supplies.

Possessions: Domescadian Rations, Gilex.


Prized Possessions/Personal Items: Her Phantom Mask: Due to the nature of these prized masks that alter the user’s appearance when worn and imply an enigmatic air, it is obvious that Vega would not part with it. Having anonymity within enemy territory is vital for her cause, and necessary in order to complete her goals unhindered, undetected, and protect her loved ones from harm. She supposedly received this mask by defeating a Phantom, or bargained with them. Some other abilities include traits similar to Teronians when this mask is worn.


Misc.-
Special Abilities:
Scardian Abilities: Like any true Scardian and those born within her borders, Scardians by their very nature have the following stats, thanks to the will of the High King Scar’d upon his ascension into the War God Ranks, centuries ago. It's also these abilities which disqualify many Scardians from world sporting events such as the Mu-Irzik arena, unless specified otherwise.

-Scardian Speed/Agility: All Scardians (those born in her borders), are given unsurpassed speed and agility, much like the War God himself. No matter body type or size, as long as they are still able to use their legs, after the age of thirteen Scardians will feel as though they are the very winds themselves.
-Scardian Healing/Frost & Water Discipline: All Scardians can heal shallow to moderately deep wounds with snow, frost, and water; much like Scar’d had when he was a lad. They are also immune to the cold pinch of the frozen landscapes, the tundras to the north a non-existent obstacle for the average Scardian who can take the cold, and not feel it’s icy bite. Heavier wounds become shallower when ice/water is applied, but will need further medical attention to effectively stop bleeding.
-Scardian Strength: All Scardian born also show an extreme strength that is unlike other races of man or beast-kin. Even beast-kin of Scardian born are given this trait, making them appear like monsters with the ability to lift more than the average human.
__________
-Animal Affinity: She is able to quell the hearts of beasts, small and monstrous alike (NPCs). She can also communicate with them mentally (NPC and Player based)
__________

-Shadow Warp: She can warp herself or other individuals with her physical or magically conjured shadows to almost anywhere. Apprentices can warp anywhere in the same location (a city, town, etc.). The darkness from which they form generally appears as a fog or smoke of black coloration with deep blue electrifying sparks riddled throughout the cloud. They can also warp people or objects into other creatures or objects if they are of Master level.
-Shadowblade Conjuration: They can summon and forge hardened blades made of shadow, and can summon endless supplies of them.
-Shadow Pocket: They can hold items in ‘hammer space’ created from their darkness. Pulling blades or other useful items from this space whenever they need it.
-Warp Strike: They can throw weapons and then warp to the location of the weapon that was thrown.
-Cat-Like Acrobatics: Many are gifted with the grace and movement of a cat, able to balance themselves should they need to.
-Shadow Breathing: Should they be in an environment where they cannot breathe, they can cover their nose and mouth with their shadows and open a pocket of air closeby in order to breathe.
-Redirecting Shadows: When trained well enough, Shadowblades can redirect projectiles of varying speeds with a mixture of Shadow Pocket and Shadow Warping abilities; objects that travel through their smoke maintain their velocity as they had when entering the void space, allowing the Shadowblade to ‘redirect’ the projectiles by placing shadows tactically close to offending party, releasing their own projectiles upon them.
-Shadow Gate: They can fully, or partially appear from any form of shadow they themselves conjure or from preexisting shadows.
-Dark Vision: a Shadowblade’s eyes are so well enhanced that they can see farther than most mortals or even demonic creatures. They can also see in total absence of light, and make out shapes just as easily had there been a light on in such an environment.


Magic Abilities:
-Eldritch Blast: She can perform, non-elemental mystical attacks by manipulating energy, and use it to blast her enemies. Can also imbue physical weapons for an ‘added effect’.
-Pyrokinesis: Vega is able to create and control fire. She is not immune to other types of fire, save her own.

  • Create Fire: Vega can create fire.
  • Fire Attacks: Vega can infuse her attacks with fire. She can also completely cloak herself with her flames.
  • Fire Channel: Vega can channel fire through her clothes, weapons and anything she touches.
  • Fire Burst: Vega can cause explosions and eruptions of fire from already pre-existing sources of fire, regardless of who created them or if they were naturally occurring.
  • Flare: Vega can channel and release an intense explosions of light and fire. It can stun enemies by blinding them. Flames are colored Red.
  • Mega Flare: Vega can further channel her ‘Flare’ Technique and release an even more intense explosion of light and fire. The resulting explosion can blind and dry up water sources temporarily in the area. Flames are colored Black.
  • Giga Flare: Vega at maximum channel and release a unimaginable explosion of light and flame. The result can blind, deafen, dry up all hydration in an area, and creates a temporary barrier around the area of explosion that cancels out all forms of light, natural or otherwise for a while. Flames are colored Dark Purple.
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Re: Characters: Human

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