Capable of bending one of nature's physical laws, Charisma has mastered the Way of the Weightless and the Weighted. She is able to change or redirect the mass of her own body. From strengthening one's balance to enabling quicker movements and higher jumps, Charisma utilizes the art of weight manipulation to always gain the upper hand.
It should be noted that Charisma's default mass (clothing included) is 61 kilograms.
Skill List:
[Rank E] Carry Burden / Lift Burden (SPELL)
Description: The fundamental spell of the Way of the Weightless and the Weighted, Charisma increases (Carry Burden) or decreases (Lift Burden) her own weight, allowing her to achieve previously impossible physical feats. This spell may also be used to increase or decrease the weight of her Astral Gear.
Effect: Increases or decreases her own or her Astral Gear's mass. Charisma's mass may not be lower than 1 kilogram or higher than 121 kilograms, and her Astral Gear's mass may not be lower than 1 kilogram or higher than 50 kilograms. Charisma's physical structure adapts to her mass, ensuring that she does not receive physical damage from her own spell. Can be dispelled at will.
Charisma's agility and recovery are reduced by one rank and her strength and vitality increased by one rank for every 30 kilograms added to herself.
Charisma's agility and recovery are increased by one rank and her strength and vitality reduced by one rank for every 30 kilograms subtracted from herself.
Attribute Modifier: None.
Cost: 10 Stamina, 5 Prana per change
Type: Active Continuous
Turn Duration: Permanent, Until Deactivated/Reactivated
Affinity: Support
Prerequisites: None.
Limitations:
Only two instances of Carry Burden / Lift Burden may be active at any given time (one on Charisma, one on her Astral Gear).
[Rank E] Spinebender (TECHNIQUE)
Description: For an instant, Charisma transfers all her weight to a single attack as it hits, magnifying its force.
Effect: Strikes the target for increased damage. Charisma deals 5 additional damage at default weight, and increases by 5 per 30 kilograms added. If Lift Burden is active, cancels the effects of Lift Burden and transforms her back to her default weight.
Attribute Modifier: Strength
Cost: 15 Stamina, 5 Prana
Type: Active
Turn Duration: Instant
Affinity: Support
Prerequisites: None.
Limitations:
Cancels the effect of Lift Burden, thereby reverting Charisma's weight to 61 kilograms.
Attributes:
STRENGTH: E
VITALITY: E
WILLPOWER: E
RESISTANCE: E
SPEED: D
AGILITY: E
PERCEPTION: E
RECOVERY: E
Astral Gear: Surgeon's Profit Type: Leather Mitts / Knobbed Club Summon Cost:50% Prana Description: Earning its name for its effectivity at transforming hard-bodied warriors into depressed cripples, the Surgeon's Profit is a knobbed club of wood and steel greatly resembling a kanabō. Weighing at an astonishing 15 kilograms and with a length of 6 feet, the Surgeon's Profit ensures that whatever it hits will either break or break even more.
When it isn't an intimidating bonecrusher, the Surgeon's profit serves as a pair of leather mitts worn by Charisma for close-quarters combat.
Charisma was the first and only daughter of a human trader and an elf artisan, and spent the first ten years of her life learning the craft - sculpting, carpentry, and mercantile, among others. Although rather poor, her family - the Atwood - was known for its amazing attention to detail, resulting in all of their wood and stone sculptures to bear intricate design and a scarily accurate likeness to whatever (or whoever) it was meant to depict. Charisma was blessed with this talent, the Atwood blood running strongly in her. Her physique was unnaturally strong for a woman her age, and this came in handy whenever she needed to assist her father in pulling carriages meant to be drawn by horses. It was a tough life, but Charisma's family managed to make it through. Their familial bond only grew stronger over time, though it was all shattered in the blink of an eye.
War broke out as Charisma reached her eleventh birthday, and her family's plot of land - a humble section of a large deciduous forest - was taken by raiders. Her mother and father left the land and ventured out, in their person nothing but a wagon filled with hay and cotton. Not long after, the attacking army caught them and took them as prisoners. Charisma managed to escape the raiders' grasp and left her family behind, eventually reaching allied lands.
Charisma regretted this choice, of course, but who was she to complain? All she could do now was hope for the best - that her family was safe and was taken care of. A foolish dream, but a dream nonetheless. Dreams are meant to be foolish, she thought as she smiled at night, a lone tear rolling down her cheek. This continued for four years. Charisma managed to get by, selling crafts and religious sculptures in an act of maintaining (both her and the folk's) morale.
War raged on until it reached its climax. The kingdom opened recruitment for its armies, accepting all fresh blood willing to serve the banner. Charisma, without a second thought, enlisted, being the only woman in the battalion to enlist in a position other than 'medic' or 'bedwoman' (a position in the army; members are meant to keep the soldiers' sexual desires to a minimum).
Charisma rapidly climbed up the hierarchy, going from fresh recruit to grand scout in a good three years. It was as if it was her gift to herself for her eighteenth birthday. Here, she was trained in the Way of the Weightless and the Weighted - a long-kept secret art, utilizing the manipulation of one's weight to always gain the upper hand. As a scout, Charisma had to maintain her weight at a steady 61 kilograms, as the art could only elevate one's weight to 121, and reduce it to a thousand grams. Charisma, at one kilogram, had no problem moving fast and leaving no footprints or sound behind. Charisma, at one hundred and twenty-one kilograms, had no problem overpowering normal soldiers. It was a flexible form of fighting, and one not to be taken lightly or underestimated.
This was, however, until the opposition learned of this. They quickly used shackles and weighted chains as their main weapon against the armies of the kingdom, as the mass of objects cannot be reduced. The scouts had no choice but to hold their ground as the manacles hindered their fighting ability, hoping for the best, that someone would save them. A foolish dream, that was. The scouts dwindled in number until Charisma was the only one left.
The army decided to use a last method, an act of desperation. Charisma was sent out on a suicide mission. Her task: As long as you can hear and see, gather as much information about the enemy as possible. Carve the information in the barks of trees, the faces of rocks, and the mounds of soil. Without a second thought, Charisma agreed. A valiant act. A foolish act.
A week passed. Two weeks. Three weeks. Four. Two months. Three. The kingdom's armies kept finding new pieces of information - march paths, locations of troves, supply routes - and were amazed. They did not expect such a tactic to work. But the question lies - where was Charisma?
A year passed since Charisma left, and a retinue - a small force of thirty-three hundred men - was formed to break the offensive. The information they had was more than enough - the spy network sabotaged the supply, and left the enemy in famine and plague. The three-thousand man strong force pillaged one fortress after another, and they managed to reclaim a good percent of the lands that have been taken from them. Their next plan was to reclaim the forest west of the kingdom, as wood was an indispensable resource for creating siege weapons necessary for long-distance assaults.
In the heart of the forest, they found a cabin, and the sight of it struck awe in the hearts of all witnesses. Outside, hundreds of corpses rested, their heads bashed in and bruises coloring their bodies with a sickening tinge of blue-green. The bodies were fresh - not even a week old - but were infested with carrion. They cleared a path through the pile of lifeless shells, and they moved inside the cabin.
The door of the cabin was torn down, only its upper half remaining hinged to the frame. Its letters bore the name "ATWOOD", Charisma's surname. They opened the half-door and proceeded, the men's feet stepping on more corpses of half-armored unrecognizable warriors.
The walls of the cabin had a huge map drawn, engraved with amazing attention to detail and intricate design. The map contained the location of each of the enemy team's fortresses and camps, march paths, trade routes, treasure troves, sources of fresh water, and more. It was a compendium of all the military intelligence they had, and a lot more they didn't even know. Immediately, scribes copied the map.
They then turned left, into what seemed to be a kitchen of sorts. In its floor was carved a short table of statistics. Most of the text was unreadable, given the amount of blood painted over it, but the men could make out a few lines:
Marrachian Force: 3200 men - ha f are pikemen, quarter cavalry, and qvarter bowmen
Lemarchan Force: 6480 men - same
Morrian Force: 2100 men - half on the r way to atwood, half remaining north of Pourte
"Amazing", they exclaimed. They turned right and moved into the last room of the cabin, following a trail of blood. In this makeshift bedroom they found an amazing discovery:
Charisma's body sat on one corner, lifeless, her bloodshot eyes looking over to her right. She was wrapped in chains and shackles, and her legs were twisted in a way that would induce much pain. Her hair were torn in handfuls. Her left arm clasped her left thigh, or rather a small blade that was impaled to her left thigh. Her right hand had an outstretched finger, its tip drenched in dried blood. Her mouth wore her signature smile, the same smile she always sported whenever her nights were spent in the tavern with a mug of rum or ale.
Opposite her was the body of Lord Morria, a general believed to have led the charge against the forest and the western face of the kingdom. His chest was shattered, and some of his ribs (or what can only be assumed as his ribs) stuck out. His spine was broken, and his upper body folded down to its lower half. His armor was dented in a large number of places, and in his head was a studded club of wood and steel. He died with his eyes open and almost gouged out, apparently from the sheer force of the blow.
To her left were two still-fresh but unrecognizable corpses, one a man's and the other a woman's, their lives appear to be taken without much resistance or violence. They had a smile written over their faces.
To her right was a parting letter, written in blood and in Charisma's charming handwriting:
To the Royal Army, may you find this information useful. This was all that I could gather in the year or two that I have been alone. May you win the war and restore the kingdom to its former gilded glory.
To the men and women of the kingdom, may your despair be replaced with joy. The end of the war approaches, and it is not our loss.
To my family, I love you, and I'm sorry for leaving you behind. However, I believe that in leaving you, I had a chance to save more than I could if I had stayed.
To myself, you really dream big and foolishly, don't you?
To whoever discovers this, keep my wagon. The hay and grain have already gone bad, but it should still serve its purpose in being pillows or blankets.
Charisma Allegra Epiphany Atwood, Lone Scout of the First Division, His Lordship's Royal Army
Charisma died with a smile. Her only regret was having her life cut short, and this was the sole regret she carried as she moved on to the next life. She never knew what the outcome of the war was, though she knows by heart that they have won.
Personality:
Naturally friendly and quick to gain connections, Charisma's name fits her extremely well. As her life has proven itself quite heroic and tragic, Charisma seeks to just live her life the way she wants. She is impulsive, but her strength still lies on her observational skills and physique.
Although she cannot be considered dumb by any means, Charisma is a remarkable air-head. She lacks the ability to delve deeper and read between the lines, making her problem-solving and calculating skills near-nil. However, though her intellectual sharpness lacks luster, her physical prowess and dexterity are better than most others'.
Living her life amongst the trees, plains, and deserts, Charisma has learned to move quickly and efficiently. Her body is naturally toned to exert a great deal of strength for when her life is on the line. This, combined with her ability to increase or decrease her weight, makes her both a slippery snake and a strongarm.
"Once again given flesh, these scarlet wings of mine shall take flight once again, now in a different world, with a different purpose other than war and destruction, and even if my only purpose is to keep chaos and darkness at bay, I am content with this chance, Carmesim, come to me companion of old, for now is the time for you to rise from the ashes."
Character Information
Name: Gadreel
Age: 18
Gender: Male
Race: Divine
Racial Skill:Sacred Wings
Total Character Points: 10/20
Overall Statistics:
Health: 100
Prana: 100
Stamina: 100
Attributes:
STRENGTH: C
VITALITY: E
WILLPOWER: E
RESISTANCE: E
SPEED: C
AGILITY: D
PERCEPTION: E
RECOVERY: E
Astral Gear:Carmesim, the Blade of Ruin Type: Sword Summon Cost:60 Prana Description: An ancient blade said to be wrought with otherworldly materials, a durable long blade that was a long time ago, Gadreel's companion in battle. It's origins are unknown up to this date, some theorize it was used by the Cherubim, hence it's scarlet colour.
Biography:
"(...) And the Red Angel descended from the skies, efficiently reaping through the unholy infantry, countless enemies fell before that blade before, yet this would be the last time Gadreel would wield it. From the bottom of his heart, he fought, with the energy of every fibre in his being, he fought, he could not let the Holy City of Sahaquiel to fall. The battle was tranquillity to him, he only had to focus in his blade, spinning, swinging and parrying, no rhetoric or pompous philosophy to impair him, it was only him and his enemy, with his red wings, he took flight, and descended upon the enemy as a hawk, ready to fell his prey.
An arrow to his shoulder, cracks in his armour and cuts in his wings, he was buying time, he knew they would arrive, this sacrifice would not be in vain, despite the pain and agony he kept going on. "In thy name I stand in this field of blood Lord Uriel, thee who bestowed me this blade, and taught me the art of war." he uttered. The enemy ranks didn't seem to diminish in the least, at every fallen unholy warrior, two others took his place, the battle carried on for what seemed to be an eternity, Gadreel was exhausted, overwhelmed by the enemy, plunging his sword in the ground, he turned his head to the east, to the sound of hooves and cries of the Divine Cavalry descending the hills, ready to smite their enemies and save the city, a smile marked the Red Angel's face, and his eyes closed, the battle was won, he had done his service well. His sword stood at the gates of the City of Sahaquiel as a memento of his bravery, a homage to sacrifice."
Holy Book of Uriel 12:04-16 — Siege of the City of Sahaquiel
Personality:
Reserved and quiet, Gadreel is the type of person who would rather only listen and nod in a dialogue, not particularly outspoken, he finds himself impaired when it comes to forming bonds with his peers, most often than not limiting himself to reclusion. Loyal to a fault, Gadreel always prioritized his duty of his feelings, and this led him to unfortunate situations. Like his brethren, he is one with a strong sense of justice, and tends to favour order over chaos. Educated and well-spoken, he is normally polite with everyone he meets, and even if they are not of Gadreel's liking, he tries to maintain his poise. When seen alone, one could possibly catch Gadreel mumbling to himself, or simply staring into the nothingness, he is intuitive and thoughtful, biding his time before replying or taking a decision. In battle however, Gadreel becomes ruthless, cruel and cold, striking mercilessly to eliminate his enemy as soon as possible, not wasting time in taunts or boastful rhetoric.
Due to the time spent with the Archangel Uriel, he inherited some of his traits, namely his cruelty in battle, but more than that, he began to take a liking in poetry and all sorts of art, he also became somewhat flirtatious whenever he spots someone that piques his interest. His sense of humour is dry and sarcastic, most of the times relying in witty remarks, he also has a soft spot for puns, no matter how bad they are.
Appearance:
Height: 173 cm tall Weight: 58 kilograms Eye colour: Grey-ish blue Hair colour: Vivid crimson
Talent:Bites the Dust
Alexandra can cause explosions varying from power, while not being able to control it completely she can control some things about them and she named this gift of hers by the name of Bites the Dust because of being a big fan of Queen and her most favorite song by the same name which she listens to everyday when she can.
Skill List:
[Rank E]Killer Queen(SPELL)
- Description: Alexandra can charge a object making it into a bomb, it can then be detonated. She can charge her own Astral Gear.
The charged object can be exploded at any time she desires and while she can freely charge an object, exploding it costs her prana. If activated around the moment when her charged object hits her target location it can be treated as 1 action, so she can attack and use the explosion in the same phase.
The explosion's size can be fully controlled by her, however there are limits. She can right now only make it as large as a explosion of 1.5 cubic meters and it can be used in a range of 250 cubic meters.
- Effect: The explosion causes on contact 30 magical damage, if not in contact the shockwave can cause a varying damage from 10-20 magical damage relying on the range it is to the explosion.
- Attribute Modifier: Willpower
- Cost:30 Prana and 5 stamina/explosion
- Type: Active
- Turn Duration: None
- Affinity: Offensive
- Prerequisites:
While direct contact is not always needed, any part of her body needs to be in a range of 3 decimeters to the object she wants to charge.
- Limitations:
Alexandra can only charge a one object at time.
If Alexandra charges a new object above her limit the previously first charged object no longer can be detonated until it is recharged once more.
[Rank E] Blast Proof (SPELL)
- Description: Alexandra having a unstable power decided that the most important thing is to make it more stable at least in her subconscious, as her explosions can harm all within them making them very risky.
Taking priorities the subconscious has reduced the impact of the explosions dealt to herself, this is done by making it so that the kinetic energy of the explosion and the shock wave result from the explosion does not affect her as much as previously.
- Effect: Alexandra can currently make her explosion semi not affect herself, making her feel only 50% of the damage which are caused by her explosion. This includes the shock waves.
- Attribute Modifier:None
- Cost:None
- Type: Passive
- Affinity: Support
- Prerequisites:
None
- Limitations:
This only affects her own Spells and not any aftereffects caused by the spell
A combination of a gun and sword made for long, medium and close range to give a tactical choice advantage to be able to take a different approach relying on the enemy at hand.
Biography:
Alexandra was born the daughter of two completely normal humans, she was born in a mundane world in the city of New York around 40 years after the second world war but she was exceptional because unlike the mundane world that she wandered and lived in she had a gift if it could be called one. She could cause explosion to happen by using even a simple coin and no one could ever figure out how, she had grown up with a large love for explosions because of this gift. She was a rascal by the age of nine years old she had already committed a crime vandalism crime of graffiti and caused a few holes in the ground in her neighborhood.
Finding explosion so enjoyable she became to grown to enjoying herself by using her powers and became very cheerful while doing her crimes and became whimsical because of her rich parents who got her out of punishment every time she did something bad and just thought I have got nothing to lose why not try to go bigger.
She would after she had grown 12 years old also get into the music of Queen of which she had two favorites Killer Queen, Bohemian Rhapsody and Another One Bites the Dust, while listening to Killer Queen she had come up with a spectacular idea.
She would as the first step of the project to make a weapon designed just for her, a Sword that can be used as a gun, she was interested in what would happen if she would use her gift to make a big festival and would with her gun-sword try to act like one of those superheroes from the comics like superman.
She would wait until the day that a nearby bank robbery was happening and with her weapon would sneak inside the building and would to see how powerful she was shoot at the people who were robbing the bank and would explode the bullets, this however was not to much of her enjoyment as she had that day killed her first person which made her throw up as she saw the little remains of those caught up in the explosion and quickly sneaked out the bank.
She would not go to school and stay in her room calming herself down listening to her favorite music of Queen where she thought about what she had done, she would lie in bed for a good couple of days and time passed where nothing special had happened and she had decided to not use her gift anymore.
She would grow up to the age of 21 with nothing special having really happened in her life and her nearing her final years of studying at music school where she had learned to play guitar and sing which were her favorite ways of music. But as this is mentioned something not so beautiful happened this years.
A few months after she became 21 years old she would once again start using her gift which had grown more since she last used it as she had grown older and better at controlling it, she would begin enjoying explosion like she used to before. But it was not as if she never enjoyed explosion after not using her ability its just that she got back into loving it as much as she did at a very young age.
But on a certain day she would meet her end by a bullet that had been shot at her which she never got the reason of,of course and all she could think of after she had died that she not want to end this way.
But unlike most people the reason she wanted this was not love or something like that it was just that she wanted to see more explosions and cause more explosions and excitement in her life, because of this desire she would have signed a contract and became a SOUL.
Personality: Alexandra is a very cheerful and sometimes whimsical person with a great love for explosions ranging from simple fireworks, to some heavier fireworks, dynamite, grenades and loves missiles in that aspect the most, if it was not for his bad movie directing Michael Bay would have been her favorite movie director by far, because of the outrageous amount of explosions that happened in his movies.
Talent: Unseen Threat
The user has been trained with speed, allied with dark, making them capable of swiftly taking out prey while staying unseen.
Skill List:
[Rank E] Camouflage (SPELL)
- Description:
Sylvan blends in with his environment, making himself harder to see. To those with exceptionally good eye-sight, he would still be visible. Those with good eye-sight would see him as a moving blurr in the background, if they focus well enough, and those with regular eye-sight might miss him completely. Although this makes spotting him harder, he can still make noise and interact with the environment. Taking offensive action ends the skill, but it can be re-activated again next turn as a free action.
- Effect: Gains imperfect invisibility. Perfect invisibility after 1 turn when idle.
- Attribute Modifier: None
- Cost:5 Prana/phase + 5 Stamina for each action
- Type: Active Continuous
- Turn Duration: Variable
- Affinity: Supportive
- Prerequisites:
None
- Limitations:
Getting within 3 meters of someone makes him visible to that person if not idle
Taking offensive action ends the skill
Is broken/imperfect against C Perception when moving/idle repectively
B rank or above nullifies the skill completely
Attributes:
STRENGTH: E
VITALITY: E
WILLPOWER: E
RESISTANCE: E
SPEED: E
AGILITY: E
PERCEPTION: C
RECOVERY: E
Astral Gear:Unseen Threat
Type: Sniper Rifle Summon Cost:10 Prana + 10 Prana per bullet Description: A powerful rifle equipped with a scope. it has a strap, allowing the user to wear it like a backpack. Neat!
Biography:
Born a half-elf, Sylvan was loved by his family. Born into the city of Arat. Arat was a city thriving by combining the science side and the magical side. It took technology from the scientists and researchers, while also taking magic and rituals from the mages and ritualists. The city laid upon a world invaded by monsters from another world, driving humanity to insanity, panic and fear. It drove them into a corner. It made humans.. inhumane.
Arat was the city that housed many, despite their race they would be welcome into the city. As long as they played their part. And everyone was able to do their part. Sylvan was cheerful, playing around in the forest as that was his only friend growing up.
Eventually, Sylvan entered the Military to join the forces that protect this Eden. This Utopia on Earth. Monsters weren't the only ones people should be scared of outside of the walls. There were others. Even some humans were not to be trusted. Mutations happened, on animals, plants and people.
Not everyone made the cut though. The military was harsh. To keep the city safe, they had to bring in those with lots of potential and train those with a bit of potential. Those without, which were plenty of, would be put aside. It's not that they were forgotten about. They had their jobs to do on other fields. Medical facilities. Food facilities. Research facilities. And much more. It was all needed to keep the city going.
It took awhile, but Sylvan, thanks to his racial abilities, had joined the Sharpshooter division. It was one of the most important jobs. They would be the first to see the enemies approach, as well as pick off as many as possible before the other division has to take care of it. Of course, there was the scouting division, which took the danger because they thought it important.
It wasn't soon after that the City would enter one of the decisive battles that would lead to either it's continued survival or it's destruction. It was a long battle.. dragging on for years. But that is after Sylvan's death.
Sylvan's group had spotted something at the horizon. A large group. Of course, they took the time before they would sound alarm. It might've been something else. But that was a bad idea. Night came and that was the moment it all started.
Sharpshooters fell one by one, marking the start of the attack. The alarm sounded and the whole city was notified. Soldiers started moving. Sylvan had to quickly take aim and shoot down as many as possible. Buying time and lowering the amount of enemies for his allies.
They came closer and closer and the Sharpshooters switched their positions with the infantry. The sharpshooters had to retreat to another location, but Sylvan wasn't capable of doing that. His group was in a firefight, and he didn't want to leave them there. That was his second mistake.
The group quickly got overrun, but they tried to buy time for the infantry as the infantry tried to get closer.
Personality: Sylvan is an energetic and cheerful person, some would consider him a playful trickster, as he likes pulling pranks on others. Quite open to make friends, talk and make jokes, Sylvan's biggest weakness seems to be his unusually annoying character.
Talent: Invincible Blade
The user is intensively trained in Iai(do/jutsu), a swordart that was specially developed to concentrate on quick-draw and counter.
Skill List:
[Rank E] Steel Tempest (TECHNIQUE)
- Description:
The user deflects the incoming physical attack with their weapon, swiftly parrying it with precision to disrupt their opponent's concentration if in range. Dealing damage based on the blocked attack's damage if Melee.
- Effect: Deals 10 + "Received Damage" damage and stuns the target for 1 Phase. Is a parry.
- Attribute Modifier: Strength
- Cost:40 Stamina
Adds 5 Stamina each Rank Attacker Strength > User Strength
Reduces 5 Stamina each Rank Attacker Strength < User Strength
- Type: Active
- Turn Duration: None
- Affinity: Defensive
- Prerequisites:
Can only be used after opponent offensive phase
- Limitations:
Has a cooldown of 1 Phase
Only deals damage if the blocked attack is MELEE
Only stuns if attacker is in range
Only returns Physical Damage
[Rank E] Deflect (TECHNIQUE)
- Description:
The user reflects part of the force of an attack away from them, reducing damage done to themselves.
- Effect: Reduces damage taken by 10, before Guard/Parry reductions.
- Attribute Modifier: None
- Cost:15 Stamina
- Type: Passive
- Turn Duration: None
- Affinity: Defensive
- Prerequisites:
Can only used after opponent offensive phase
- Limitations:
Only works when Guarding/Parrying
Doesn't work with Steel Tempest
Attributes:
STRENGTH: D
VITALITY: E
WILLPOWER: E
RESISTANCE: E
SPEED: E
AGILITY: E
PERCEPTION: E
RECOVERY: C
Astral Gear: Ryū Ichimonji (龍一文字)
Type: Uchigatana + Wakizashi Summon Cost:70 + 20 Description: Uchigatana: Unlike the tachi, with which the acts of drawing and striking with the sword were two separate actions, unsheathing the uchigatana and cutting the enemy down with it became one smooth, lightning-fast action. This technique was developed in the arts of battojutsu, iaijutsu, and iaido.
The curvature of the uchigatana blade differs from the tachi in that the blade has curvature near the sword’s point, as opposed to curvature near the sword’s hilt like the tachi. Because the sword is being drawn from below, the act of unsheathing became the act of striking. For a soldier on horseback, the sakizori curve of the uchigatana was essential in such a blade, since it allows the sword to come out of its sheath at the most convenient angle for executing an immediate cut. [ Wikipedia ]
Biography:
Of Ryuto's childhood, there are little things known. But he has lived his life mostly in solitude. Let's start off at the cause of Ryuto's death.
Ryuto was in his world hailed as the strongest in a certain region in the South. It was a very impressive feat, especially since none knew about his past and because he rose to the top at such a young age. Many didn't live to be very old and the world was a terrible place. Thieves and raiders were always awake. The government was corrupted. Ryuto didn't have a place he'd actually call home and wandered around from place to place, doing mercenary work.
As he wandered around in some village, he noticed one job at the bulletin board not yet taken due to it's difficulty and risks. This didn't shake Ryuto however, and he took the job. It was about a bandit group that had been going out of control recently. It seemed that not even the lord's knights could stop them.
Ryuto left as soon as he knew the location. The sooner he finished, the sooner the people that were affected by the bandits would be safe. It wasn't long before he found the group of bandits in an abandoned castle. As he stepped in, he saw a girl being hit. Angered, Ryuto stepped in. Mercilessly he cut them down, one by one. The leader of the group had decided to try and run, but by doing so he turned his back and Ryuto cut him down without warning.
As he finished and cleaned the blood of his blade, he went over to the little girl. Giving her a hand to help her stand up, he asked whether or not she knew the way home. The girl shook her head. Ryuto, feeling sorry for the girl, took her in with him. As they traveled, the girl started getting interested in Ryuto's swordplay and he decided to be her mentor.
Everything seemed to go fine until one fateful day. The two were walking around in a marketplace. Ryuto went in front, and while he wasn't looking, something had happened. Hearing a loud yell from behind, he turned around. The girl he had rescued had killed a weapon vendor. He couldn't believe his eyes, the sword in her hand was the one that the vendor oh-so-proudly shown around. He understood now what had happened to the girl before he rescued her. He felt sorry for her, he felt pity. He wanted to let her live a life that she had lost when she was a child. He drew his sword, challenging the girl. "Have a duel with me and open your own path!".
The crowd cheered at the outcome, the sound was ringing in his ears as he laid down on the ground. His blood covering his fall. As he heard footsteps close in, there was a familiar voice apologizing to him. It was the girl. With her soft voice cracking, she silently apologized to him and walked away. With the last sounds of her footsteps resounding, Ryuto closed his eyes.
None but the girl would understand what he just did..
"Hoh? That's quite a bold attitude you got there..."
Observer Information
Name: Vulcanus
Age: Unknown
Gender: Male
Race: Human
Racial Skill: Adrenaline
Status: Administrative
Profession: Illegal Arms Dealer
Affiliation: Various
Total Character Points: ???
Skill Limit: C
Overall Statistics:
Health: ???
Prana: ???
Stamina: ???
Talent:Arms Augment
Vulcanus' is able to utilize his Prana to infuse his weapons and all kinds of objects with various traits depending on the situation.
Skill List:
[Rank D] Ethereal Augment (SPELL)
*
- Description: By infusing his Prana, Vulcanus is able to emulate the properties of ethereal weapons, allowing him to physically hurt SOULs & CS.
- Effect: Allows weapons/objects to harm ethereal beings. Free Action Skill.
- Attribute Modifier: None
- Cost:20 Prana
- Type: Active Continuous
- Turn Duration: 5
- Affinity: Support
[Rank C] Incendiary Augment (SPELL)
- Description: By infusing his Prana, Vulcanus is able to bestow the element of fire to his weapons.
- Effect: Attacks/Skills become Fire Elemental. Boosts base damage by 2. Free Action Skill.
- Attribute Modifier: None
- Cost:20 Prana
- Type: Active Continuous
- Duration: 5 Phases
- Affinity: Support
[Rank C] Piercing Augment (SPELL)
- Description: By infusing his Prana, Vulcanus grants his weapons the ability to devastate defenses.
- Effect: Attacks/Skills deal double damage to AGs and armour. Free Action Skill.
- Attribute Modifier: None
- Cost:20 Prana
- Type: Active Continuous
- Duration: 5 Phases
- Affinity: Support
[Rank D] Bone Crusher (TECHNIQUE)
- Description: Vulcanus deals a strong blow to the enemy with all his might.
- Description: Vulcanus gathers all his remaining strength and lets his flame of life burn brightly for a single last time.
- Effect: When Health = 0: Negates 120 Damage for 2 Turns. Afterwards user dies automatically.
- Attribute Modifier: None
- Cost:All remaining Prana (min. 30)
- Type: Passive
- Turn Duration: 2
- Affinity: Support
- Prerequisites:
Health must hit 0.
- Limitations:
User dies after duration.
Attributes:
STRENGTH: ?
VITALITY: ?
WILLPOWER: ?
RESISTANCE: ?
SPEED: ?
AGILITY: ?
PERCEPTION: ?
RECOVERY: ?
Weapon:MRX - Variable 2300 Type: 2-handed Heavy Machinegun (Wielded with 1 hand by Vulcanus) Weapon Traits: Durable Durability:60x2 Ammunition: 140/140 12.7mm Rounds (3 Damage per Round) Firing Rate: 30 Rounds per Turn/15 per Phase (A single barrage of 15 or less counts as a single Attack Action) Bullet Speed: C Description: The MRX series consists of heavy 2-handed machineguns that boast considerable firepower. Within it, the MRX Variable 2300 is especially known for its high durability, its improved cooldown system and its consistent firing rate, allowing for a near constant barrage of bullets. However, due to its nature as a portable HMG, ammo count is fairly low.
Additional Equipment: 60 Rounds 12.7mm cartridge Description: A spare 60 rounds cartridges to use for the MRX - Variable 2300.
2 smoke grenades Description: Obscures visibility in a radius of 50 metres when thrown.
Biography:
???
Personality:
A loud-mouthed and hotheaded guy who likes alcohol, women and money quite a bit. However, he is also quite intelligent and has had vast combat experience over the years, including combat with CS and SOULs. Vulcanus is also proud and quite arrogant. Also, he likes to say quite "quite" a lot.
Talent:Earth control
He has control over all rocks that are near him
Skill List:
[Rank E] *Earth armor*(*SPELL *)
- Description:creates armor out of rocks that are made out of his prana that get harder the more prana he puts in it
- Effect: creates armor made made of stone around him or around an ally. Durability of the armor= amount of prana he puts in it
- Attribute Modifier: none
- Cost: 5 stamina variable prana.
- Type: active continuous
- Turn Duration: 5 turns
- Affinity: Defensive
- Prerequisites:
if he makes armor for an ally, he must be touching them
- Limitations:
none
Attributes:
STRENGTH: D
VITALITY: E
WILLPOWER: E
RESISTANCE: D
SPEED: E
AGILITY: E
PERCEPTION: E
RECOVERY: D
Astral Gear: the light's sword Type:sword Summon Cost:15 prana Description:just a regular sword made out of steel. With a stone handle
Biography:
Rai was an orphan and didn't have friends as a kid but he was kind and caring and he would help everyone that needs his help. He wasn't too smart so he used to help them with his strength by fighting criminals and as he was doing that one day he helped an old man who was a great fighter when he was young.the old man taught him to fight as his master and taught Rai his talent the earth control.the old man taught rai how to fight using a sword.He taught Rai to fight for three years but he died in age 67 when rai was 12 he kept helping people like his master taught him until It was peaceful and he didn't have much to do.his mastr had told him when he was still alive that when he doesn't have much more to do against criminals he can go somewhere else,somewhere he only heard about in rumors,where he'll find a greater challenge.his master didn't know much about it but he knew how to go there and told rai how to.the only way to go there was to die and so Raj killed himself.he knew the road to here only goes in one direction only but he didn't hesitate to do it as he knew very well that his master is wise.and that it's worth it if his master said so.
Personality:he is kind and caring and honest.sometimes too honest he doesn't lie. and for him a "white lie" is just another lie. He is brave and not afraid to die but he is afraid of one thing which is losing those who are precious to him
Talent: The Spellbreaker's Path
Spellbreaking is an ancient art used by inquisitors, counter-magi and magekillers which includes channeling Prana and mastering techniques specifically crafted to defeating those who use magic.
Skill List:
[Rank E] Prana Slayer (SPELL)
- Description:
Fate can channel his powers to change the nature of his weapons. Instead of dealing physical damage, the glaive now damages the prana within the enemy, causing just as much pain, but no physical damage. he does this simply by moving his eyepatch, revealing the blue right eye in "Normal mode" but revealing the red left eye in "Prana Mode"
- Effect: Changes the damage dealt by attacks from reducing HP to reducing Prana
- Attribute Modifier: None
- Cost: 5 Prana to switch between normal mode and this mode and vice versa
- Type: Passive
- Turn Duration: Permanent
- Affinity: Offensive
Attributes:
STRENGTH: E
VITALITY: E
WILLPOWER: E
RESISTANCE: D
SPEED: D
AGILITY: D
PERCEPTION: E
RECOVERY: E
Astral Gear: Glaive of Fate and Holy Blades Type: Polearm and Throwing Knives Summon Cost:30 Prana for Glaive of Fate, 10 Prana for each Holy Blade Description: A 2m long glaive with a decorated blade on one tip. Black and colored with glowing runes, and specially designed 20cm long throwing knives, also with runes.
Biography:
Once upon a time, there was an orphan in an old Divine monastery. The orphan, among many others, were "rescued" from "demons and witches" and brought to safety by a group called "The Inquisitors". Their magical potential and potential talents were examined, and one by one they were taken to be adopted, to be used in society, and... other things. In the end, Fate, a nameless orphan with no family and a rather weak body in terms of both physical and magical prowess was left alone. That is, until one of the priests saw his peculiar nature of prana and examined him further. Shocked to find that he had the talent to wield the dual nature of a "Prana Slayer", the priest immediately contacted the Inquisitors.
Salazar Sorihan, a prominent member of the inquisitors, met the young boy and adopted him, giving him the name "Fate Skyward", as he believed it was fate that brought such a talented child into his hands, and that he was one who could bring people skyward; to heaven. Thus Fate became an inquisitor-a magekiller and demon hunter-in training. Over time he would prove to be a prodigy, being adept at slaying mages and demons alike.
For the most part, Fate was happy. He had a pretty average amount of quality of life, and he had people who cared for him-at least as a warrior. However, as time went on, it had become apparent to him, after hundreds of missions slaughtering seemingly weak demons and magi, that the inquisitors and the Holy Council weren't as benevolent as they might have seemed.
In fact, they had used their warriors, including Fate, to kill any demon and mage even remotely associated with an arbitrary definition of "dark arts". Fate came to resent this, and started to hate his occupation.
Years passed and Fate slowly became numb to killing, or indeed most feelings. He became an infamous "Smiling Spellbreaker" who would mercilessly kill magi with a smile. This was a reputation he did not want, but could not avoid. After all, where else could he have gone?
One day however, in the middle of a purge of a village, he found a young man in an abandoned house. He was an unholy, but he had holy arts. Fate saw this as... confusing, and took it to mean that he might have been exempt of the purge. He talked with the young man and came to know him as a decent young man. His name was, funnily enough, Destiny. It was also a given name. They laughed about this fact, and started to bond in mere hours, until officers came upon them. Fate then explained that he was indeed an unholy, but he was raised by a priest and had holy magic!
This did not dissuade the officers however, who promptly ordered Fate to kill the young man. Fate, finally seeing another way, refused, and fought with the officers, managing to escape with Destiny to a far off village. There, they rested and, having nowhere else to go, started a new life.
It was a great time for Fate and Destiny. They taught each other many things, and in the end, started developing feelings for each other. For once, Fate felt like he had a good life.
However, one day, as Fate was coming back home after gathering some firewood, he found the village in flames. He panicked and found out that the inquisitors were attacking it; ransacking it. He quickly rampaged and destroyed every inquisitor in his path and saved as many as he could, all the while trying to find Destiny. Drenched with blood and lungs filled with smoke, he finally found Destiny; dying protecting their home from a few inquisitors. Fate quickly killed them, and went to Destiny. He panicked and wanted to save him, but Destiny simply shook his head and touched Fate's cheek, saying "It's over for me, Fate. Thank you for your time with me. You're amazing. I believe in you. Save the world Fate. Promise me."
And so he did, before slaughtering the remaining inquisitors. Exhausted, he then set out to become the killer of mage-killers. He travelled the world and killed every inquisitor he met, until after a few years, he finally lost steam and died.
After he died, he was then offered to become a "hero" and to protect the world for eternity. He did not want to do that. He had enough blood and battle. However, he was reminded of his promise to Destiny, and accepted.
Personality:
Fate is a happy go lucky, playful and kind person who is easygoing, always smiling, and gentle. He can be very serious when need be, though he still maintains teasing and smiling, even when fighting. If one is sharp however, it can be quite noticeable that he seems to hide his true emotions under that smile. He can also have quite a somber aura around him at times.
Appearance:
Wears the outfit shown above, but often wears a white coat over it. Is about 181 cm tall.
"My name is Fosse De Clare....and things have changed."
Name: Fosse De Clare
Age: 20
Gender: Male
Race: Unholy
Racial Skill: Healing Factor
Class: Fighter
Total Character Points: 12/20
Overall Statistics:
Health: 100
Prana: 100
Stamina: 100
Talent: To Never Be Alone- Fosse and Mortale positions exchange as Astral Gear and Owner to have powerful Dark attacks or attacks that Drain from their target.
Skill List:
[Rank E] Change (SPELL)
- Description: Fosse's or Mortale's exchange positions with one another.
- Effect: Fosse/Mortale becomes the Astral Gear while the other becomes the host. They share the same overall status and attributes when they switch. All status conditions are carried over between changes.
- Attribute Modifier: N/A
- Cost: 0
- Type: Active
- Affinity: Support
- Prerequisites:
Astral Gear must be out.
- Limitations:
Cannot be used without Astral Gear.
During Change, no other action can take place.
[Rank E] Vampiric Touch/Demonic Touch (SPELL)
- Description: Fosse's attacks with Mortale(AG) steals the life from the enemy and regains it for himself. Mortale deals dark elemental damage to the enemy when she attacks with Fosse(AG).
- Effect: Fosse heals for 10% of the damage he does with each attack. Mortale does dark elemental damage with each attack.
- Attribute Modifier: N/A
- Cost: 0
- Type: Passive
- Affinity: Offensive
- Prerequisites:
- Limitations:
Only attacks with astral gear works.
[Rank E] Vampiric Cross/Demonic 'X' (TECHNIQUE)
- Description: Fosse puts his blades in a cross and slashes them, shooting red energy through the air to hit targets in the distance. Mortale Slashes twice in an X formation to send out a X shaped slash forwards to hit distant enemies.
- Effect: Fosse does a cross slash that does 26 physical damage 1 time. It creates a red cross in the air that stops once it hits something. It moves at a normal speed. Mortale does two slashes that both do 13 base damage. After the second swing the black 'X' she creates is shot forwards moving at a normal speed. If one slash hits in melee range while the other does not, only one part of the X is shot forwards. The whole 'X' does 26 damage while a single one does 13 damage. Both attacks activate Vampiric Touch/Demonic Touch respectively when their attacks hit meaning Fosse gains 5% health back from Vampiric Cross and Mortale Gains Dark attribute damage with Demonic X . If hit at melee range, the waves do not shoot out. Both crosses are 1x1 meter length.
Astral Gear: Mortale Doe/Fosse De Clare Type: Sword Summon Cost: 25 Each Blade/50 Prana Description: This Astral Gear can change shape by changing the persona of the astral gear with the holder of the astral gear. When Mortale Doe is the astral gear, she becomes two blades costing 25 prana each. When Fosse is the Astral Gear, he becomes a two handed sword. They can both be in human form while being the astral gear however they must hold hands or be touching in some way or form. If they stop touching for more than 5 seconds, the astral gear goes away. They can touch through clothes.
Biography:
Fosse Grim lived on an island that was invaded by Vampires. His village in the island was constantly being harassed by the Vampires and were slowly losing the fight against them. The elders of his village started to become desperate and turned to curses and magic to fend off the creatures. They started to search for ancient records from their ancestors for answers and they finally found a long forgotten power that was used to fight these creatures. The only problem was that they could not recreate the magic. It was almost as if there was a lack of information on how the process was done. Instead one of the elder's, which was Fosse's grandmother, thought of a different method to use the magic. Only it would make someone completely blind and could only be done once.
Fosse's parents were a different kind of people. His father had strange runic symbols on the back of his neck. They kept to themselves mostly and didn't often talk about his past or their heritage. All he was told that he was from a place called Transylvania and they had to move to Bermuda for unknown reasons. They also helped in the creation of making this new power. During one of the creatures of darkness raids Fosse parents died protecting him. Soon after his grandmother started to take care of him. During this time Fosse noticed that she also had strange runic symbols on her neck as well. Their significance remained a mystery to him. When the ceremony was ready Fosse's Grandmother decided to make Fosse the person to be chosen for the ceremony. His grandmother infused strange runic symbols on his upper chest near his collarbone instead of on the back of his neck and started the ceremony before Fosse could question what was going on.
On the morning of the ceremony he woke up in darkness. He called for his grandmother, then he called out for anybody but there was no response. Everything around him seemed like he could feel their presence but not fully see them. All the figures around him suddenly started to look like the dark creatures and Fosse panicked, sent out a massive shock wave and passed. He heard his grandmothers voice saying. "You did this...You have the curse of the De Clare's like the rest of us....A murderer."
He woke up and started crying and asking for help.
Then he felt a hand stick out to him, and seeing how he had nothing to lose he gladly took it. This man only gave a part of his name which was De Clare. Forgetting his grandmother's last words Fosse was trained by this man for 4 years. For 4 years this mysterious person who stuck out their hand to him trained Fosse to control his power and how to wield it with the caneblade. During one point in these four years a girl entered the house he was living at during the night. He followed her through the house without being detected. From his point of view she stole the sword that the man used and almost killed him. Fosse was about to strike but then she stopped as if she changed her mind. He hid himself until she left. That morning the man pretended the sword never existed which confused Fosse completely. The man only said "somethings are better left unsaid." At the end of the 4 years, when Fosse turned 16, the person sent Fosse to a man named Master who seemed to be an acquaintance of his teacher. During this Master briefly taught Fosse how to talk to people and made Fosse help him retrieve something from a volcano. Shortly after he sent Fosse to Shiroku High School in order to develop his powers for his own sake.
Fosse is part of the De Clare Family line which was known to be affiliated with Demons throughout history and were casually hunted by people in general because of their affinity towards Demons and their tendency to ruin things because of their origin. The De Clares had a long history of abusing their demonic powers. Although the gene of being a De Clare itself was scattered, branches from this family still exist. Fosse was the sole survivor of one of those branches.
During the fight with a 'monster' named Leo. Because the mysterious barrier it created, Fosse's demonic power has weakened and therefore his Vampiric blood came to the surface. His crush found out and so did her brother unknowingly to Fosse. He decided to confess his feelings in order to avoid having to tell her why this was happening to him however he still eventually revealed the truth to her although it was painfully obvious what was happening to him.
During a break Fosse had found Areathy, his 'pretend sister' and took her home. They bonded quite a bit over the break. He didn't want any harm to come her way so he made contact with his teacher and asked to become stronger. His teacher came to pick him up during one of the days. During that day he was taught various things. He was also told how to bring about the inner power of the waves he used. He said they were similar to a weapon he utilized called the boots of suffering. He also told Fosse about the type of demon he was dealing with. It was one of death. Using this understanding Fosse spent the rest of the break trying to bring out this hidden power in his waves. He felt close to his goal but could not quite get it before they had to return to school again. Time went on in school and Fosse fully awoke as a vampire and completely loss is power over waves and instead gained vampiric powers.
After his schooling, Fosse went on a journey to go back and find a Vampire by the name of Madame Rose. It was the same one that caused him to have to go blind and the same one that turned him to a vampire. now that he had mastered his Vampiric powers he could at least fight on par with her...at least he planned on fighting her. As soon as he revealed himself in front of her she tackled him and bit into his neck. Luckily Fosse had managed to stab her in the gut when she did. His blade had the ability to absorb the blood from his enemies so they pretty much continued to absorb blood from one another and recycled it with each other over and over again. It lasted for seemingly forever until the girl had suddenly stopped sucking his blood and fell on top of him eventually turning into dust. Fosse was told by the demon in him that she was drinking his corrupt blood and it killed her however it was only the half truth. What actually happened was that she was channeling her soul into her blood as Fosse absorbed it and in turn became 'one' with him. With that being done Fosse had now completed his life long goal. He would then go to find his girlfriend as they had separated when he had came here. During his trip to her, he had found out a large colony of Vampires and attempted to annihilate them and he would have been successful had it no been for the blood he adsorbed from Madame Rose. When he tried to fight them she completely froze his body and caused his death. As he killed by the horde of vampires, he heard a voice saying. Now we die together.
Fosse Didn't want it to end this way. He wished and prayed with all his will to be separated from the woman that caused his death and wanted to live again. He felt that he wasn't done helping people yet. Suddenly a voice was heard. It had told him how he could fulfill Fosse's wish only if he was to sign a contract. He was given control and so he would make the contract and everything went black.
Personality: Fosse is a rather odd lad. He often tackles his own problems as his own and others problems as his own as well. He usually doesn't understand other people's feelings which often makes him seem inconsiderate. He always wants to be seen as the "Hero" and tries to reach those expectations despite his heritage stating otherwise. Ever since he was separated from Mortale Doe, Fosse has become even more of a 'good guy' or at least makes attempts to be one.
Astral Gear:Purple Haze Type: Pump-Action Shotgun Rate of Fire: 2 (5 per Shot) Projectile Speed: C Pattern: Spread Summon Cost: Costs 20 prana to summon, and an additional 5 prana per shot. Description:
A fairly average pump-action shotgun, appearance wise. Pumping the shotgun automatically reloads a new shell via magical bullshit magic or something, which expends five prana. It has a decently wide spread, so it's not very useful at long and mid range.
Image:
Biography:
Josephine MacMaron is the daughter of the world-famous locally well-known super alpha badass moron and drug addict, Joe MacMaron. Other than her dad being well renowned for being an idiot and a drug addict, he was very well known for his unnatural strength and endurance.
Josephine never knew who her mother was, although it could be assumed she was probably either a drug addict or a prostitute. probably both. So, she was raised mostly by her dad. He wasn't a very good father. It's not that he was abusive or cruel, it's just that he was uh, very irresponsible, Mostly on the account that Josephine has been doing a vast assortment of drugs since a very young age, despite this, Josephine greatly looked up to her father.
Josephine and her dad lived in a fairly large city, they usually lived in different states of poverty, occasionally living in a tiny apartment at best, but at worst they would live in an alley. Josephine's dad mostly did petty crimes to provide for himself and his daughter, as he had trouble keeping any kind of steady job. Despite often living in poverty, Josephine was usually happy enough growing up.
She died when she accidentally overdosed. Dying young didn't sit well with her, after all, there were so many more drugs fun things to do and experience. After she died, she felt a very peaceful, floating sensation, unlike the feeling any drug had ever given her. The next thing she knew, she awoke in a strange throne room.
Personality:
To say Josephine is dopey would be an understatement, even when she's not high on multiple non-specific drugs. She's very blunt, and she hardly has a filter. So if she has an opinion on someone she'll let it be known. She tends to take things at face value, and she's prone to misunderstanding things, as a result, she's also very gullible. She has a habit of saying whatever pops into her head at the moment.
It's hard to offend her, and she is used to being looked down on, as a result it's difficult to upset her with attitude and words alone, whether this is due to her being a very chill person, or her being too high to care is unclear.
She really likes music, with singing and playing the guitar being two of the very few things she is talented in.
Talent:The Wolf in Sheep's Clothing
When in combat, Kim's instincts kick in however they are not instincts of a fearful sheep, but a proud wolf. Kim is able to utilize the skills of a wolf while having a sheep outer appearance.
Skill List:
[Rank D] Sheepish Tackle (TECHNIQUE)
- Description:
Kim moves in a minor arc towards her opponent and deals a quick powerful attack upon hitting.
- Effect: Kim uses both her legs to hop a single rank increased speed towards her opponent and strikes them. She deals 50 base damage on hit.
Astral Gear: Serpents Fangs Type: Daggers Summon Cost:20 Prana each Description: Two black daggers that are thin and sharp on all of their edges. The point is extremely sharp however. They are surprisingly sturdy.
Biography:
Born from the wild like most Beastkind, she was with a heard of her people. They usually stayed together in a group as it was safer that way. Everyone was pretty stubborn and liked to complain at one another. Always short tempered and did not enjoy each other's company for too long however whenever some kind of danger arose, things like that was put to the side and they banned to get rid of the threat, whatever it may have been. Predators like wolves or people seeking their fluffy and soft hair. No one could get take their things away from them. However Kim was the black sheep meaning she was often outcast. As she grew older, she started to realize that they were constantly getting hunted by something or someone that was much more dangerous than a simple wolf. It made her sick, scared and eventually she couldn't take it anymore. She started training every day to be stronger then the things she and her people were being hunted by. The wolves, the humans, the hunters. Everyone, until one day when a large predator came. It was strong enough to put a actual dent in the defenses of the group and eventually decided to turn tail and try to escape. Kim had other plans however, she decided to try and fight the beast by using her personal training she forced herself to do. She focused on quickly trying to attack however it turned out to be a huge mistake as no matter what she did, she couldn't even hurt it. Completely over powered the 'monster', it pounced on her and used her for it's meal while her 'family' escaped without her. The next thing she knew she heard some mysterious voice in a place she did not know. Feeling as if she was being guided to the after life only to realize that she had only begun living.
Personality:
Stubborn, short tempered and dishonest about her feelings usually. Dislikes people who judge her only by her appearance and secretly likes people touching her hair, usually not resisting once they start. She fears wolf like creatures and enjoys having control of her life. She is not one to start off being mean or judge a book by it's cover since she doesn't want those things done to her. When it comes to fighting, distracting her enemy from her weaker allies is her top priority. Has abandonment issues so usually seeks to be around someone else that's similar to her even if it's one person. Considers other souls family.
Appearance:
Height: 145cm
Weight: 45 Kg
Attire usually involves long shirts and fluffy shorts. She tends to wear dark colors when going out regardless of the weather however will dress lighter if need be. Has a black fluffy sheep tail and ears hidden behind her horns. Black fluffy hair down to rear and purple eyes. Commonly wearing a normal,relaxed expression. She's obviously been outside most of her life as she is slightly tanned (unlike in the picture). Also has sheep like fur going from her ankles to right below her knee.
100x100p Picture:
12/5/16 -added details to her appearance. added details to Bio. -updated her personality -added pictures for weapons
3/20/17 -updated personality
“The monster to my monster is not my ally. - The Hero”
Name: Marianne Bloodthorne (The Hunter Killer)
Age: 117
Gender: Female
Race: Unholy (Vampire)
Racial Skill: Healing Factor
Class: Fighter
Total Character Points: 10/20
Overall Statistics:
Health: 100
Prana: 100
Stamina: 100
Talent: Hunter Killer
Marianne is a killer in nature. She has hunted and slaughtered countless, and even with fractured memories, her nature beckons her. It is not a conscious choice, it simply comes to her naturally. When she becomes allured by the possibility hunt, she will stop at nothing to tear down her prey. She is addicted to the challenge of hunting and killing her prey. And a huntress is nothing without it’s prey.
Despite of being a pureblood vampire herself, her prestige as a hunter was reaped from killing other vampires. In her time and region, vampires were the most dangerous game there was. As a vampire hunter, she was a legend. She is a very ritualistic hunter, following traditions as she goes. She has always hunted with a spear, and known to have been persistent. If she fails with the hunt, that is because she is already dead.
Skill List:
[Rank E] Wings of Night - Spell
- Description: Leather, talons, claws. Wings like of an angel but dark as the night. She hunts in the sky. She commands the creatures of the night like a true Vampire. The familiars and servants of the darkness give her wings and heed to her call when the night of the hunt is nigh.
- Effect: Can summon wings for 10 Prana to allow Winged Flight at will. Can fly up to four phases or unlimited glide. Each phase of flying consumes 10 stamina. Her flight has a height limit of 10 meters. After spending all the flight phases, she has to use the skill again or the wings will dematerialize on the next phase.
- Attribute Modifier: None
- Cost: 10 Prana to activate.
- Type: Active Continous
- Duration: Until dismissed.
- Affinity: Support
- Prerequisites:
None
- Limitations:
Silence disables the use of the wings even when they have been summoned.
[Rank E] Memento Mori - Technique
- Description: A tireless hunter. Drawing into the countless memories of countless hunts; concentrating so intently on ones life force that everything else becomes blurry. Upon targeting an enemy, that enemy becomes Marianne’s obsession. Marianne becomes blind to her surroundings, there only exists her prey – everything else disappears. Her motivation to vanquish her prey goes beyond reason, even if it meant her own death; she’ll go through whatever means it takes...
- Effect: Once per combat, draw upon memories of the most difficult hunts. Become obsessed to one prey (any target Marianne can see).
As Marianne becomes obsessed, she becomes 'Blinded' in return she gains a sense to see the life force of the obsession. She can track the obsession and it's actions but she cannot see anything with her eyes.
In addition to that, her bloodlust towards her obsession is so great that her mind goes blank with aggression. She is 'Silenced' for the duration of the ability. In addition to this she loses the ability to use any type of items.
The benefits for obsession are following:
+1 Rank of Speed
+1 Rank of Recovery
The total cost of offensive actions during each phase against Obsession are reduced by 5 stamina.
When the obsession is dropped bellow 50% health, attack rate is increased by 25%.
The ability ends when the obsession dies or Marianne fails track her obsession's life force.
- Attribute Modifier: None
- Cost: No Cost
- Type: Active Continous
- Duration: Unlimited
- Affinity: Offensive
- Prerequisites:
There must be an enemy that Marianne can see.
- Limitations:
The ability debuffs cannot be removed.
Marianne cannot stop the effect of the power..
Marianne cannot escape the combat for as long as she has an obsession.
Marianne loses her obsession, if she is put into uninterrupted sleep for at least two turns.
Marianne loses her ability to communicate while she has an obsession.
Marianne cannot use items while she has an obsession.
[Rank E] Death From Above - Technique
- Description: Marianne’s descent from the rooftops has always been known as a deadly art. Gravity can turn ordinary things into devastating projectiles. Marianne’s hallmark as always been a brutal drop on top of an enemy. Even, if her enemies saw her coming; the brutal impalement has always had enough strength in it the pierce through even the thickest shield and armor.
Versatile and a brutal, Marianne is expert in attacking when she has dropped down at least 8 meters. With disciplined use of muscles, she can match the perfect timing with each of her drop-attacks.
- Effect:
Marianne is able to fall from great heights with ease and connect the falling to her abilities. When falling from a distance of at least 8 meters, she is able to control her landing perfectly from almost any angle. Any attack that would occur when she is falling down has a greater staggering effect than regular attacks. In addition to this, if the attack lands any object / armor / shield / weapon; she deals 15 points of bonus damage on the object. Critical hits landed during Death From Above deal an additional 30 points of damage (does not apply critical hit multiplier).
Marianne negates up to 40 meters of fall damage.
Marianne will always consume 20 stamina when falling down, this stamina cost is exhausted at the point when she touches the ground. If she doesn't have enough Stamina, she is instead stunned for one phase, tumbling over the ground.
- Attribute Modifier: None
- Cost: 20 Stamina* Stunned, if unnable to pay for the cost.
- Type: Passive
- Duration: None
- Affinity: Offensive
- Prerequisites:
Falling Down from height of at least 8 meters.
- Limitations:
Passive is not active when 'Sealed'
Attributes:
STRENGTH: E
VITALITY: E
WILLPOWER: E
RESISTANCE: E
SPEED: E
AGILITY: E
PERCEPTION: E
RECOVERY: D
Astral Gear:Andariel, The Bloodmoon
Type: Lance Summon Cost:80 Prana Description: A legendary weapon, older than her legacy. It takes shape of what could be described as crystalline blood. The weapon is like, it was never forged in the first place, and when it is summoned, it's like Prana burns into blood that freezes over like ice; forming the astral gear every time it is summoned, there are tiny variations in it's texture. It's almost like the abstraction of what makes the weapon what it is, not when it was made.
History:
Ancient fables tell that the 'Andariel, The Bloodmoon', hid a terrible secret. The secret was taken to the grave after the Hunter Killer had been felled on the stairs of the Blood Cathedral, on the thousand steps of Anathema.
As Marianne drew her last breath, the crystals that had formed Andariel, shattered - breaking into slivers of blood stone. The nameless Hero who is said to have struck the finishing blow on Marianne's neck described that it was that moment he understood why she hunted. The pieces of the Bloodmoon were scattered all over the thousand steps of Anathema; the wind scattered the pieces. He said, he was touched by her soul. It wasn't resentment, it was gratitude. He never understood why.
Legend is that during that night, the blue moon turned dark and red like it had been dyed from blood. It has been agreed that Andariel had been destroyed during a lunar eclipse, and it was the night when Marianne died. But there are no evidence left in history, nor is there a written record of this. Occultism calls Andariel as the key to the moon; what it unlocks - it is a mystery.
~* Marianne Bloodthorne's Life *~
Biography - Part 1
The daughter of Viletta Bloodthorne, was never suited for the royal life.
. . . Not even that of the vampires.
Feeding and living a life filled with indulgence was never a thing for her, and for that reason she eventually became known as the Betrayer. But as years passed on, her memory has become a guardian patron of the vampires and other vile creatures of the night. A soothing prayer or a boon for good luck. The call for the protection of the Hunter Killer.
For many vampires, killing and feeding is often an curse that comes with the transformation, but for the pureblooded lineages such depravity was not required. The daughter of the Countess, was served every drop of the finest quality of virgin blood. Unlike vampires born of vile blood, she was innocent. There was never a need for her to kill.
At a young age, she had learned to slip the guards of her playground; leaving the protection of the castle. At first it was curiosity. The fragility of the humans fascinated her. She killed off the human servants, tearing them like dolls. But she was careless and sloppy. When the bodies began to pile up, she felt the heat of retribution. Her mother thought someone was opposing her rule.
Ivan, the ruthless right hand of the Countess, began to hunt and torture vampires until they found one who confessed on the killings just for the mercy of a swift death. The Countess was satisfied, blood had been spilled for blood – but she had no idea.
Years passed on with no incidents. Marianne grew older and older. She became stronger. And the urges within her could not be restrained. One night, it grew as too heavy of a burden. She couldn’t handle it any more.
She had to hunt. But unbeknown to her, after the last incident her mother had hired one of the vampires in the castle to look after her. She thought her hunt was safe, but on her way back... Eyes, she felt eyes on her back.
Normally an animal would feel cornered in a situation like this. She was in trouble. But no, not her. Just like she had hunted before, she killed. The vampire of impure blood struggled. But no matter what, it couldn’t resist. And that was when Marianne knew her true purpose. The thrill that made her truly feel alive.
Years to come, she became a progenitor for new vampires; only to hunt them down one by one. But that was not enough, the ones born of her blood were not a challenge.
She turned her eyes back at home.
For her disappointment her own mother fell with no struggle. But the enraged Ivan fought fiercely to his last with an attempt to understand, with an attempt to vindicate. For her it was as invigorating as her first kill. As the only heir to the castle, she became the new Countess of the lands. She hunted, and she killed. Her terror reigned for over nine years, till she was slain; but not before her mad campaign had felled the sitting king and queen. The retribution that followed thereafter was beyond her abilities. But she had no regrets, never had.
She was cursed as the traitor by all vampires of her time. But the red in her ledgers, her horrible crimes – all were forgiven. All was to be forgotten. There were no archivists to remember, and the elders were too corrupt to care. The curses that once tarnished her name; now praises to her malevolence. History remembers her as a powerful vampire.
Remember, the Hunter Killer.
Biography - Part 2
The First Contract of the Marianne Bloodthorne
Huntress, Hunter Killer... I am known by many names. My legacy was built on actions, not for words others wrote of me in my lifetime. I have never killed because I liked it. It has been the challenge, and my nature. I don’t cull the weak. It is truly the stronger that make me feel alive.
To become someone to be called as a Hunter Killer, you must be a fearless hunter. I had no idea that beasts that could make me doubt could exist. It is fear that separates us from the prey we hunt. The ritual to make something stronger than you, fear you.
I used to be a scarily little girl. Scared of everything. But for me fear has been a thing of curiosity. It is an obstacle to overcome. I have been close to death many times with the thanatophobia instilled within me, but I have always toppled those emotions. My contract was never about fulfillment of a past deed. I demanded that I would feel the thrill of my first hunt, over and over again.
Alas my first contract was never for an absolution of my past sins. My old life, which I renounced – it was a life filled with love. But with love came stagnation, I had never felt more dead. It was the danger, a sense of peril that guided me. To stalk, to hunt, to fell my prey.
What some call as hell, I call home. When the night is infested with beasts and horrors, and things that could be only described as nightmarish; for me it is a bountiful blessing, a banquet of hunt, an invigorating ritual to find myself. What makes a hunter is the gratitude they you feel when the season has something to offer. A hunter should never take the hunt for granted.
I call my contract as an endless season for hunts. In return for hunting, I get to hunt only with my instincts, with an empty mind – like I was still a fledgling. Each hunting season is a hunt to be remember for.
When my mission is complete, I get to remember once again each of my hunts; and the bliss and the rush of euphoria that came with each of my prey.
I am the Hunter Killer for all the seasons of hunt, I hunt like it was my first one. From all the immortals; with every kill, from the first to the last one – it truly makes me feel alive.
Personality:
They say opposites draw each other, yet she has both sides in her. Loving and hating at same time. It is a chaos waiting to break loose. She lives with her demons and virtues. Pampered as a child, she never understood the gravity of her sins. Her playful side is like a wildfire, you get burned if you are not careful.
Awakened Talent: Undine's Blessing
Blessed by the water spirit, Mizumi is capable of controlling it quite freely. Most limitations have been lifted from her and the way she controls water is now dependant on her, rather than the rules of the spirit. Despite that, the nature of the spirit lies in support and area control, rather than directly harm others. This is the true blessing of the spirit, with the first form being something like a "test"-phase.
Skill List:
[Rank E] Blessing of the Tides(SPELL)
- Description:
Sends out an orb of water towards the target which enhances the target's next attack by blessing it with the tidestone's water. Can also be applied by touch. The orb floats around the target until they use an offensive action to trigger it. Triggering the orb launches the orb towards their target, damaging them.
- Effect: Next offensive action (skills included) now sends out a projectile that deals 20 Water-Aspected Magic Damage. This effect lasts for 2 Phases, or until the next offensive action.
- Attribute Modifier: N/A
- Cost:20 Prana + 10 Stamina
- Type: Active
- Phase Duration: 2
- Affinity: Supportive/Offensive
- Prerequisites:
Requires Tidestone Staff
- Limitations:
N/A
[Rank E] Soak(SPELL)
- Description:
Sends out a stream of water towards the target, making them wet. While they are wet, they are weaker against magical effects. Also marks the target as [SOAKED]. Can be applied by touch.
- Effect: Reduces target Resistance by 2 ranks for 2 phases. Also reduces their Lightning Resistance by 1 Stage during this time.
- Attribute Modifier: N/A
- Cost:25 Prana + 20 Stamina
- Type: Active
- Phase Duration: 2
- Affinity: Supportive
- Prerequisites:
Requires Tidestone Staff
- Limitations:
N/A
[Rank E] Healing Water(SPELL)
- Description:
Sends out a stream of water that immediately relieves the target of pain, making them wet. As it is a stream of water, it is capable of removing the Burn status as well.
- Effect: Restores target's Health by 20 and removes Burn.
- Attribute Modifier: Willpower
- Cost:15 Prana + 10 Stamina
- Type: Active
- Turn Duration: N/A
- Affinity: Recovery
- Prerequisites:
Requires Tidestone Staff
- Limitations:
Can't be used on self
[Rank E] Water Body (SPELL)
- Description: Mizumi's body has transcended to that of a water spirit, her body being constantly coated by water-elemental prana, which gives her a natural resistance to Fire, while being weak to Electricity. With the spirit's blessing, she also converts mana into prana passively, while using some of her physical energy in the process.
- Effect:
Fire Resistance +1 Level
Lightning Resistance -1 Level
Gains 5 Prana per turn
- Cost:5 Stamina per turn
- Type: Passive
- Duration: Infinite
- Affinity: Support
[Rank E] Water Bubble (SPELL)
- Description: Mizumi creates a bubble that she sends out to a certain area, which on impact, becomes a bigger bubble! The bubble protects any inside of it, and nothing can get through from the outside. Instead, there can be some things going out from the inside. If the attack isn't strong enough to break the bubble, it'll be bounced off of it, as the bubble has a bouncy texture. Bounced attacks still deal damage to the bubble.
- Effect: Creates a 30 Durability round barrier, covering 10m in diameter. Due to being made of water, it has a natural resistance to fire, while being weak to lightning. After taking enough damage, the bubble pops. Willpower increases projectile speed.
- Attribute Modifier: Willpower
- Cost:15 Prana + 15 Stamina
- Type: Active Continuous
- Duration: Until destroyed/dispelled by user
- Affinity: Supportive
- Prerequisites:
Requires Tidestone Staff
- Limitations:
Only one bubble can be placed. Placing another makes the oldest one burst.
Attributes:
STRENGTH: E
VITALITY: E
WILLPOWER: C
RESISTANCE: D
SPEED: E
AGILITY: E
PERCEPTION: E
RECOVERY: E
Astral Gear: Tidestone Staff Type: Staff Projectile Speed: Willpower Reliant Summon Cost:10 Prana + 5 Prana/Projectile Description: A staff embedded with the Tidestone, granted only to those capable of commanding the tides. When Prana is utilized, the Staff is capable of sending out projectiles in the form of balls that have the appearance of water, but do not possess the water element itself.
Biography:
Mizumi was born in a small village, close to a river. The river came from a mountain, a clean source of water. No matter what happened, the river seemed to remain clean, as if some spirit was warding it. Mizumi had always been a kindhearted person, helping others as much as she wanted. One day, she had a weird dream.
She was surrounded by fog, with a voice calling out to her. They asked for help, which made her search out the source of the voice. After walking for awhile, she had come towards a river, which reminded her closely of the river near her village. Floating above was a child, and they had revealed to be the voice behind those calls of help. The kid stretched their hand forward, holding it out as if to tell Mizumi to hold onto it. Mizumi didn't understand, asking what the child needed help with. But the child did not reply, and simply kept holding their hand out. Seeing that Mizumi had no intention of taking their hand, the child vanished. And so, her dream ended.
Days passed before she had the same dream again, and during those days, she would visit the river often. Since it reminded her of her dream and it could give her a clue to what it was about. But she could not think of anything. And so, days of peaceful sleep passed.
Until she finally dreamt the same thing. But this time, she took the child's hand. What happened after that.. is a blur...
Personality: Mizumi is kindhearted. She has the nature close to the stereotypical angel and often was seen as one. She never hesitated to help, but there is always hesitation when it involved hurting someone or something else. Although she is quite selfless and does not always pick sides, there is a clear distinction to her between 'the bad guys' and 'the good guys'.
Talent: Dance of the Guardians
A practitioner of Iaijutsu. Iaijutsu is a combative sword-drawing art but not necessarily an aggressive art because it is also a counterattack-oriented art. Iaijutsu technique may be used aggressively to wage a premeditated surprise attack against an unsuspecting enemy. Iaijutsu is a martial art that emphasizes being aware and capable of quickly drawing the sword and responding to a sudden attack.
Along with Iaijutsu, the practitioner's skills mimics the guardians of the four winds; the Azure Dragon of the East, the Vermilion Bird of the South, the White Tiger of the West, and the Black Turtle of the North.
Skill List:
[Rank E] Genbu's Blessing (TECHNIQUE)
- Description:
Stubborn to a fault, the user refuses to give in and keeps themselves fighting where others' own bodies might've given up, restoring their body's life essence. Although this also means that they push themselves too much and end up breaking their bodies. When they fall again, they are unable to perform the same feat. Thankfully, being a SOUL helps a lot.
- Effect:
Revives Ryuko once per battle from Critical Health Mode with 15 Health
Astral Gear:Muramasa Type: Katana / Wakizashi Summon Cost:25 & 25 Prana Description: A blade from a famous blade-smithing school with a dark legend about it. Although Ryuko obtained this by stealing, she has always kept it as a reminder of a tragic ending to her most valuable relationship and the only warmth she had known.
And.. a Wakizashi, ordinary to others, but irreplacable to her. It was the first weapon that she had gotten from her lost master.
Biography:
Ryuko used to be an unnamed child, who hadn't known warmth. She had no choice but to live her life in the darker places of the globe. At a young age she was 'recruited' by a group of bandits, offering to give her a chance to survive, giving food and a roof over her head. As a child in the slums, the offer was irresistable.
Without training, a knife was thrown into her hands. She had to use her appearance to trick people and rob them. But that was hard. Her job was being a slithroat. A child with a knife shouldnt be enough to rob let alone kill someone. Yet, whenever she did manage to succesfully obtain gold, the bandit leader would take it away for a stale piece of bread and a glass of water. If she didnt hand it all over obediently, she would be kicked around.
One day, there was an intruder in their base. Ryuko was in trouble at the time. Everything seemed like a dream, unreal to her eyes. The intruder, a man, slaughtered the entire group. Yet they did not try to back off. Their leader told them to stand their ground and press the attack..all the while he was turning his back and tried to escape. But without a warning... the intruder cut his back open, after swiftly going through the few bandits left that didnt run. With fear overwhelming her, she was shaking and couldnt make herself move. But the man reached out to her and asked if she was fine, trying to figure out where she lived. But she had no place to go to, so she shook her head. The man then brought her with him, and she had no choice but to follow. He would bring her safety, she thought.
Her primary goal was still the same as ever, she wanted to steal, not only his gold, but his techniques as well and became his student. The time they spent together was somewhat long, and he was the first to treat her like this, without regard to her race. Gradually, she grew closer to him.
The two were like family, but fate didnt allow it.
As they walked around in a marketplace, she saw the sword salesman showing off a katana with pride. Her sticky hands from her past had to show up that day, stealing the katana from the shopkeeper. But it didnt go unnoticed, the shopkeeper came after her and with one swift movement, she drew the blade and killed him. As she turned back to walk after her mentor, she noticed his eyes. Filled with disbelief and somehow sadness. Ryuko knew this day would come sooner or later, but this was way too soon. She hadnt prepared herself yet, and thought she would get killed without warning. But instad, he challenged her to a duel. Everyone knew of his reputation, and he must've known what it meant.. because he purposefully lost the duel and his life along with it.
Ryuko noticed that he wasnt using his dominant hand to fight her, yet he didnt regret not doing so. Ryuko sheathed her blade, walked past him and softly said sorry. She left the town without saying anything else, covering up her face with the hood she wore. Cursed herself as she did, thinking of how it could've ended differently. And so, she disappeared without a trace.
Her teacher gave her a name and now, he gave her a purpose.
Cursing her own existence, Ryuko eventually died due to external causes. On her last dying breath, she seeked redemption for the sin she commited that caused a turning point in her life, and wished to one day redeem herself in front of her master.
Personality: A rose with many thorns is a good way to describe Ryuko. She is very kind and warm, a flower in full bloom. Until she enters combat. Entering combat brings up past events and traumas, causing her to flip the switch and do absolutely anything to survive. One wrong step and the thorns will sting. Just like her teacher, she tends to cling onto honor as if it was hope, her only hope of redemption. This leads to her having a multitude of headaches as her thoughts collide, two sides of her telling her what to do. With one telling her to do anything to win and survive, while the other side tells her to not lose her ways and be honorable in battle. Even now, she searches for redemption.
"One must be willing to sacrifice in order to progress."
Character Details
Name: Annabelle Korsakov
Age: 25
Gender: Female
Race: Human/Divine Half-Breed (Combat effects from Divine only)
Racial Skill: Magical Preservation
Class: Mage
Total Character Points: 10/20
Overall Statistics:
Health: 100
Prana: 100
Stamina: 100
Talent:Flagbearer
As a standard-bearer for one of the squadrons of an ancient country, Annabelle has learned proper flagwork technique fit for communicating on the battlefield. Combined with her newfound magical prowess and heightened determination as a SOUL, she rallies her allies to do battle.
Skill List:
[Rank E] Mark (Spell / Free Action)
- Description:While in physical contact with the effected target, Annabelle subconsciously marks the target as an ally assuming said ally consents. The ally gains eligibility for the effects of Annabelle’s other spells. Annabelle can mark herself.
- Effect: Adds Marked effect to target.
- Attribute Modifier: None
- Cost:5 Prana
- Type: Active Continuous
- Duration: Infinite (3 hours)
- Affinity: Support
- Prerequisites:
None
- Limitations:
None
[Rank E] Firebird (Spell)
- Description: With a simple flag move, Annabelle sends a buff out in a cone within her field of vision, granting the ability to strike harder or the ability to cast greater potency by sacrificing an attribute the affected does not need.
- Effect: Grants a 2 rank StrengthorWillpowerbuff and a 2 rank WillpowerorStrengthdebuff (respective) to any Marked characters in a 25m radius within Annabelle's field of vision (mid-peripheral, 120 degrees).
The buff's attribute depends on which attribute is higher at the time of casting: If the individual being buffed has a higher attribute in Strength, the skill buffs Strength and debuffs Willpower and vice versa. If the individual's Strength and Willpower are equal in level, then the skill buffs based on whether the last action used: Techniques and Attacks (Physical) buffs Strength, Spells and Attacks (Magical) buffs Willpower.
- Description: With a simple flag move, Annabelle sends out a buff in a cone within her field of vision, granting allies the capability of acting faster in a certain period of time.
- Effect: Grants a one rank Quickness (Extra Skill Use) buff to any Marked characters in a 25m radius within Annabelle's field of vision (mid-peripheral, 120 degrees). Allies affected by the buff automatically understand the effect, and can wait up to 3 phases before consuming the buff.
- Attribute Modifier: None
- Cost:18 Stamina, 30 Prana
- Type: Active
- Duration: 1 Phase (Activation), 3 Phase (Preactivation Period)
- Affinity: Support
- Prerequisites:
One of Annabelle's AG's must be active
- Limitations:
Three phase cooldown
Attributes:
STRENGTH: E
VITALITY: E
WILLPOWER: D
RESISTANCE: E
SPEED: E
AGILITY: E
PERCEPTION: E
RECOVERY: E
Astral Gear: Flag of Tacet Type: Polearm Summon Cost:10 Prana Description: A 3’x5’ foot flag bearing the Coat of Arms of the ancient country in Maekir that Annabelle once fought for. It’s connected to a 5’8” steel pole that’s drawn out and sharpened at one end to allow it to function as a polearm of sorts.
Astral Gear: Floral Rapier Type: Sword Summon Cost:20 Prana Description: A 2'6" rapier. Although intricate patterns have been beaten into it, the composition is completely made out of steel, as it is was intended more for practical uses than aesthetic ones. This is Annabelle's secondary weapon- the one she uses if she needs to defend herself.
Biography:
A long time ago, on the continent of Septima, a child was born of the Divine nobility. Unlike the pure white wings and blonde hair that was typical of her family, she was born with black hair and small, unusable wings of a tan and brown color. Realizing that the child was neither of pure divine descent nor a descendant of his own, her father hid her existence from the world, forbidding her from ever going outside the manor.
Although her father cared for her physical needs, the child had an insatiable curiosity about the world outside the locked gates of the estate. In an attempt to appease her inquisitiveness, her father began educating her in the topics of geography, history, and other topics pertaining to Gaea, along with miscellaneous topics as they floated to the top of her curiosity, like swordplay, cartography, and calligraphy. Although her father’s teachings sated her thirst for knowledge, she was still frustrated by her inability to witness the world through her own eyes, and began to resent her upbringing and to some extent her own existence.
Realizing that he could not shelter her any longer, her father gave her a small inheritance, a sword, and a bag to pack her personal belongings in and allowed her to leave the estate on the condition that she never reveal her bloodline. Eager to leave the cage in which she had spent sixteen years in, she agreed, and taking on the false name “Annabelle”, she left her father for the first and last time to explore the continent of Septima.
Annabelle soon learned that the world was not as pristine as it was depicted in the books she read. Compared to those of pure blood, Septima was not kind to her. Although she might have been capable of taking jobs that involved writing or the plotting of land, companies and guilds that offered those jobs found convenient excuses to reject her the moment her half-blood came to light. She started with a job in sanitation, but determined to move up through life, she worked night and day to amass enough wealth to move to another area, hoping that they would offer a better quality of life than she currently had. Unfortunately, despite her work ethic and drive, she could never find anything better, and so she continued to move in the search for a better life.
As time went on, Annabelle realized that she was slowly moving southwards, closer towards the border of Septima and Maekir, the land of the demons. It seemed that more jobs were opening the closer she got to the border as the war effort drained towns of their workforce. Despite this, the citizens of Septima seemed to get more prejudiced towards her the further south she went. Still, Annabelle persisted. She hoped that at some point, someone would see her not for her blood, but for her ability.
Her hope would be answered by the least likely of people. One day, after hours of grueling work clearing out rotting trees from a forest close to the border, Annabelle collapsed of exhaustion. Instead of helping her, her coworkers decided to haul whatever timber they had gathered and abandon her there, snickering that a half-breed like her was less likely to be violated by demons. This was by no means the first incident of racism she had tolerated, but the memory of every incident she had endured up to that point had caused a ball of suppressed raw emotion to burst. As her consciousness slowly faded, she cursed her heritage. She cursed the people who never gave her a fair chance. As she lay there, she thought bitterly that her last moments would be not with humans or the divine, but alone with nothing but the cold.
Had she died there, she most likely would not have become a SOUL. She would have moved on, passing into whatever realm that awaits any other mortal soul. But she did not perish. Instead, when she came to, she found herself within a small room, tended to by whom she recognized as demons.
As she began to heal, her captors and she began to understand mutually that neither meant the other party harm. Annabelle was informed her of her situation little by little. She had been found in the forest and brought to the southern side of the border, on the continent of Maekir, the land of the Unholy. She had been nursed back to health by a small family by the border, and was kept under watch by a local municipality's guard. Although normally they would have executed Divines on sight, the human blood flowing through her had prevented a hasty execution. To help her case, she needed to prove to them that she did not hold any grudges based on her Divine blood- and so, on that night, Annabelle eagerly and easily severed her ties with her Divine heritage.
She was eventually released by her captors and left to her own devices. In this foreign world of Maekir, the world of man-eating demons and ghouls that she’d read of in books, she found something she never found in Septima. Rather than judging her by her blood, the people here judged her by her skill. With many illiterate citizens, she found a job as a scribe rather quickly, and although people were at first wary of the half-blood human within Maekir lands, they soon grew to rely on her as a pillar of the community. She made friends, made a decent wage, and for the first time since leaving her family estate, was content with her lot in life.
When news reached her town that the Divines had invaded the country, Annabelle reacted with fear and anger. Those who had caused her to suffer so much now came once again to take her life away from her? It wasn’t long until she found that reasoning as her resolve to fight, and taking her father’s sword, she enlisted in the military to push the invaders back.
Annabelle quickly rose through the ranks as she displayed her prowess and intelligence on the battlefield. Even though she was half Divine herself, tales of her courageous engagements with the enemy soon spread throughout the ranks of the Unholy Armies. Soon she gained the option of being a standard-bearer and with it, the privilege of commanding a squadron herself. Despite the high mortality rate of flag bearers- being a still target preoccupied with waving a flag around tended to be dangerous- she accepted the position almost immediately. Under her command, she wielded the incredible force of the Unholy races with the discipline of a Divine battalion, and was no small part in pushing the Divines back to the border.
Offense and defense switched, and Annabelle found herself back in Septima, the land where she had been oppressed for so long. Her squadron was commanded to take part in the siege of a Divine fortress that had never before been captured. Annabelle first helped restrain the Unholy forces from immediately rushing to ineffectively attack the walls and dying to arrow fire. Then, she relayed to them the need to bide their time as they whittled at the walls with siege weapons. Their patience was rewarded: the forces of Maekir had broken a hole in the previously impenetrable walls. With the fortress walls breached, Annabelle gave the command to advance. The Unholy forces rushed forwards to slaughter the Divines.
Annabelle entered the fortress and stood among her comrades, directing her squadron through the heat of battle. Blades swung, arrows flew, and ally and enemy alike fell. Soon, Annabelle found herself surrounded by the enemy. Planting her flag down into the blood-soaked dirt, she drew her father’s sword and engaged the enemy herself. The weaponry of light that was fatal to the Unholy races were ineffective on her, and with her own unaugmented blade, she battled with divine after divine. Only when her blade was broken and she was completely surrounded on all sides did she drop her weapon and surrender.
There was no chance for a fair trial. A traitorous half-breed who had denounced their divinity might as well have been the stereotype of evil for the Divines. Unofficial testimony from multiple soldiers, including the brother of a healer who was killed in action, as well as Annabelle's own account all depicted her as guilty. She was sentenced to immediate execution the day after the failed invasion of the fortress.
Annabelle’s last recorded words were: “I have no regrets. I have fought for what I believe is right.” This was the last falsehood that Annabelle told. Had she never found a life in Maekir, it would have been the truth. But Annabelle secretly regretted what she was leaving behind. She wanted to live on in the world where she could prove her merit, the country where she her blood had no impact on her social standing. As the ax fell, she wondered what would have happened if she was born into a different world. What if she had been born into a world where she would be judged not by her race, but by her ability? What opportunities would await her there?
Personality: Annabelle is a person who's eager to learn. She reacts strongly and negatively to racism and prejudice. She's amiable to most SOULs, especially with the Unholy and Beastkind races, but is generally colder towards Divines in particular. Now that her wish for a second life has been fulfilled, she is willing to reach out and try new things that may not have been available in her first life.
Theme:
Appearance:
100x100p Picture:
Change Log
2/6/18 Submitted
Changed Phoenix Formation and Equine Formation to 4 phases / 2 phases respectively
2/7/18 Clarified activation of Mark spell through eye physical contact and consent of ally, prana adjusted
Equine Formation from 2 phases 2 ranks to 5 phases 1 rank, Phoenix Formation to 5 phases 1 rank, prana and stamina costs adjusted accordingly
Edited some formatting
Updated biography
2/13/18 Edited theme song
2/23/18 Fixed grammar issues in biography
5/6/18 Changed Annabelle's color theme from #71635A to #765b50
5/10/18 Fixed grammar and clarity within biography
5/13/18 Edited Talent Description
9/20/18 Added a last name: Korsakov
11/12/18 Deleted Equine and Phoenix Formation; added Firebird and Moldau
11/15/18 Nerfed Firebird's debuff scaling
Credits
Character Picture: барышня by Sergey Gurskiy
Theme Song: M23 (Kara no Kyoukai 5: Mujun Rasen) by Yuki Kajiura
Theme Song V2: Surgam Identidem (Puella Magi Madoka Magica) by Yuki Kajiura
Theme Picture: March of War Background Image (March of War) by Unknown Artist
"For most people, the future holds an infinite number of possibilities. I find myself bound to three."
Character Details
Name: Horace Ollech-Ulysse Ridgeway
Age: 23
Gender: Male
Race: Half-Elf
Racial Skill: Hidden Reserve
Class: Rogue
Total Character Points: 12/20
Overall Statistics:
Health: 100
Prana: 100
Stamina: 100
Talent:Three Diverging Timelines
After travelling through time in an unknown amount of instances successfully, a malfunction with Horace's time machine caused him to disintegrate across the space-time continuum. Reincarnated as a SOUL, his combat style utilizes the envisioning, merging, and diverging of three timelines which differ based on the actions he takes.
OOC Note: This talent is undoubtedly the most confusing power I've attempted to create. To aid in comprehension I've included timeline diagrams with each skill to aid in comprehension of what the talent does and what each individual skill does within the limitations of the talent.
Skill List:
[Rank E] Chronostrike (Technique)
- Description: Horace envisions two different timelines in which he attacks an opponent two different ways. Striking at the opponent, he merges all his attacks into his own timeline, thus striking the opponent simultaneously in three different ways.
- Effect: Deals three strikes instantaneously, each dealing 10 damage. If a strike critically hits, the critical modifier is applied only to that strike. For damage calculations outside of critical modifiers, the total damage of the skill is used rather than each individual strike.
- Attribute Modifier: Strength
- Cost: 20 Stamina + 15 Prana
- Type: Active
- Affinity: Offensive
- Prerequisites:
Horace's AG must be active.
- Limitations:
If Horace is Silenced, he cannot use this technique.
[Rank E] (In)action (Spell)
- Description: Horace casts a spell while envisioning a timeline in which he does nothing for a period of time, called timeline A. Afterwards, he does any action he can within an radius of the original casting point (timeline B). After either Horace leaves the radius from the original casting point or Horace ends the spell himself, the two timelines merge, placing Horace back in his position in A, while maintaining the effects of B.
- Effect: After going out of a 50 meter radius from the original casting point OR after ending the spell, Horace teleports back to original casting point. If the original casting point is obstructed, Horace teleports as close to the original casting point as possible. Starting the spell is considered a free action, but ending it is not.
- Attribute Modifier: None
- Cost: 20 Prana + 10 Stamina
- Type: Active Continuous
- Duration: Permanent
- Affinity: Support
- Prerequisites:
Horace cannot be moving during the initial cast of the spell.
- Limitations:
After teleporting back to the initial cast position, (In)action goes on a two turn cooldown before it can be used again.
Attributes:
STRENGTH: E
VITALITY: E
WILLPOWER: E
RESISTANCE: E
SPEED: C
AGILITY: D
PERCEPTION: E
RECOVERY: E
Astral Gear: Refractive Argosite Blade Type: Shortsword Summon Cost:25 Prana Description: 45.7 cm in blade length, it has a black chrome steel grip inlaid with cyan active argosite. The blade itself is made of refractive inactive argosite with an edge comparable to broken glass. Despite the effectiveness and tensile strength of the weapon it's surprisingly light compared to other swords, and despite having a grip that allows it to be two handed it can easily be wielded with one alone. Image:
Biography:
Horace Ollech-Ulysse Ridgeway was born into wealth and pride. His father was the head of the wealthy Ridgeway clan, Yves Elysee Armani Ridgeway. His mother, Emily Olivia Nixon, came from another wealthy family and had married into the Ridgeway lineage. Despite this upbringing, Horace did not know a lofty manor or open acres. Instead, Horace and his family shared their space with others, in a large underground complex comparable to a city.
When Horace was old enough to understand, his father sat him down and talked about the current state of humanity. At the young age of four, Horace learned of human history as those in the bunker knew it: how the SOUL program had failed and how consequently CS and warfare had decimated the population of Astraea. The Ridgeway family had spent a vast amount of their wealth designing and constructing an underground complex that could sustain life indefinitely. Allowing those close to the clan and those with enough money to enter the complex with them, the Ridgeways sealed the complex with the belief that at some point in the future the world's surface would be safe for societal habitation.
As multiple generations passed, it became clear that the surface would never again be inhabitable for those underground. As such, the Ridgeways began a top-secret project to undo the damage that had been done. This project was known as the Eternne Directive, and under the direction of Horace's father Yves, was soon nearing its final stages. The Eternne Directive, as Yves explained, was the creation of a time machine. With it, suitable skilled candidates- healthy individuals around the age of 20-30- would enter and be transported to the past in order to prevent humanity's near extinction.
When Horace was six, the Eternne Directive had stalled to a complete halt. The creation of a time machine was complete- using a shell of active argosite, a material that compressed further the higher the velocity it was traveling, one could travel faster than light without expanding to near infinite mass. Despite this, candidates selected to travel through the machine would often return at best in a permanent coma, at worst a mangled mess completely unrecognizable from who they once were. At this impasse, Yves Elysee Armani Ridgeway contemplated shutting down the project and pursuing other alternatives to reinhabit the surface.
It was at this moment, as Yves was discussing with his scientists, that an inquisitive six year old Horace climbed into the time machine and shut the door. Immediate panic beset the group as they attempted to get Horace out, but to no avail. The machine began to spin with increasing velocity until blipping out of existence. A few seconds later, the machine reappeared. The door opened, and Horace stumbled out bawling, clutching his head and bleeding from his nose- but otherwise fine.
The Eternne Directive took a new approach with Horace as the kingpin. Horace was given the title "Timekeeper" and the general populace was informed that he would be the light that would lead humanity back to the surface. As the son of the Ridgeways, Horace was already treated well by the people in the complex, but with his title as "Timekeeper" young Horace reached a status comparable to a religious figure. Within this enclosed environment, Horace grew entitled and spoiled. While his mother, Emily, continued to educate and care for Horace, his father ceased to see Horace as his son. Yves subjected Horace to countless experiments, combat situations, and tests in an attempt to better prepare him for his role, not once considering his well-being. Out of an obligation to fulfill the role given to him, Horace persisted through the increasing difficulty of training.
When Horace was 14, complete disaster struck the complex. Over the generations, CS and fallen individuals had been slowly wearing away the rock between the Ridgeway complex and the world, and on that day, the complex was breached. As the massacre occured, Horace made his way to the chamber where the time machine was held. Stepping into the machine, he said goodbye to the home he had known for so long. As the time machine spun out of existence, he made a final promise: that, as a Ridgeway, he would make the world right again- through life or death.
And then...
Personality:
Horace is generally an asshole. He's not very receptive or kind to other people- That isn't to say that he can't work with people if he sees the benefits of working with them, but he won't necessarily be cordial unless he has to. He generally only really opens up if he feels like he can trust the person- after a battle or two, or after a harrowing situation where he feels like he has a good judge of the person's character. The revelation that this timeline doesn't effect the one his family is on heavily weighs on his character, and he only really follows his mission to "save the world" as a familial duty to uphold the Ridgeway name as the one who was entrusted with the family's most prized possession. SOULs were once his mortal enemy, and he has not yet accepted his fate as a SOUL, but he still works towards his goal of making the world a better place- even if he no longer knows what a better world looks like.
Theme:
Appearance:
100x100p Picture:
Change Log
5/24/18 Submitted
5/26/18 Changed (In)action cost from 25 Prana to 20 Prana + 10 Stamina
8/22/18 Created Biography
9/7/18 Personality Revision
10/18/18 CP 10->12, Speed D->C
Credits
Character Picture: "Time traveller" by Seunghee lee *WARNING: NSFW*
"Alright kids, follow me! Let's show these bastards how it's done!"
Name: Danolus Ilaesu
Age: 96, but he claims to be only 37.
Gender: Male
Race: Divine
Racial Skill: Sacred Wings
Class: Knight
Total Character Points: 28/40
Overall Statistics:
Health: 150
Prana: 150
Stamina: 150
Talent: Captain of the Second Sunrise
A captain is both the leader of his men and the human representation of his ship. Danolus’s time as a captain has been translated by the summoning process into abilities that can inspire others and use his own body as a representation of what his ship would have done.
Skill List:
[Rank D] Aura of Tranquility (TECHNIQUE)
- Description: A crew’s emotions can quickly change based on how they perceive their leader’s thoughts. Thus, in times of trouble, it is important for a leader to appear calm and collected. Never forgetting this, Danolus takes a moment to stay still, collect his thoughts, and regain his inner peace, thereby regaining his outward composure while simultaneously restoring a bit of Prana.
- Description:
The Second Sunrise's main cannon was a powerful piece of advanced technology that was retrieved from Parl's ship and mounted aboard the Second Sunrise. It was capable of transforming the projectiles loaded into it into a devastating beam of energy. Its main drawback, though, was the immense amount of energy needed to power it; a feat that could only be accomplished by replacing the sails of the Second Sunrise with flexible solar panels (likewise provided by Parl) and utilizing the solar energy thus provided.
Danolus is capable of emulating this powerful main cannon by using his own body and the Herald of the Approaching Dawn as replicas of the Second Sunrise and the main cannon respectively. With his wings serving as replacements for the solar panel sails, he can gather solar energy, funnel it into his cannon, and transform a round shot into a beam of luminous energy. While his strengthening has made it far more efficient, he is still limited by needing to be in the presence of sunlight in order to power the beam.
- Effect: Changes a single loaded round shot into a beam of Light-elemental energy that is then fired. The beam deals an additional 30 damage, and all damage from the beam is converted into magical damage. The beam retains the cannon's C projectile speed, but its firing pattern is changed to Linear rather than Arc.
- Attribute Modifier: None
- Cost: 10 Prana + 10 Stamina
- Type: Active
- Affinity: Offensive
- Prerequisites:
Herald of the Approaching Dawn must be summoned.
1 or more Round Shot(s) must be loaded prior to skill activation (only one is used and fired, but additional can still be within the cannon).
Danolus's wings must be in either direct or ambient sunlight. Artificial light alone is not sufficient to power the skill.
- Limitations:
None
Attributes:
STRENGTH: C
VITALITY: C
WILLPOWER: E
RESISTANCE: E
SPEED: D
AGILITY: E
PERCEPTION: C
RECOVERY: D
Astral Gear: Herald of the Approaching Dawn
The handles are only on one side and one is near the breech.
Type: Cannon and Round Shot(s) Rate of Fire: 1 Projectile Speed: C Pattern: Arc Summon Cost:60 Prana for the cannon itself, 20 Prana per shot Description:
The Herald of the Approaching Dawn is the name the crew of the Second Sunrise gave to Danolus’s personal cannon. It became a tradition for them that, when they were approaching a place they would make landfall at, some of the crew would sneak into Danolus’s cabin, steal it, and fire it while they approached their destination to announce their approach. The tradition’s origin is referenced in the Biography section.
The original Herald of the Approaching Dawn was a large cannon (just over 2 meters in length) that, had it not been cast from an extremely light and durable alloy, would have be impossible for a person to carry. Even with the reduced weight, it was difficult for pairs of trained sailors to lift for extended lengths of time. Yet somehow, Danolus could effortlessly wield it on his own, and with one hand when necessary. No one, including Danolus himself, was ever quite sure of why this is true. Some would say it is some form of magic that Danolus possesses, while others claimed it was the result of years of eating spinach training and bodybuilding. Either way, though, it was both a powerful weapon and a sturdy shield when necessary, and the Astral Gear form is no different.
There are two handles on top of it: one is located about halfway along the barrel, while the second is near the breech. The handle closer to the breech is larger, thus providing enough space for Danolus to slip his whole arm through and still grasp the other handle. There are triggers on both handles, allowing either one to be used to fire the cannon. Fortunately, the triggers themselves are concealed and have concealed safeties as well, greatly reducing the risk of misfires or it being used against Danolus by the untrained.
The round shot is summoned into the cannon; there is no loading required. The cannon can hold up to 3 round shot at any given moment, and up to 3 rounds can be summoned per turn.
Although it is excellent at its original job of blowing things apart, Danolus has also become skilled at using it as a shield and even a blunt weapon when necessary.
Biography:
"Grandpapa, Grandpapa!" A boy of about seven years old called to the elderly man by the door of the nursery.
"Tell us a story, Grandpapa!" The boy's nine-year-old sister continued as the old man, their great-grandfather slowly moved into the room and sat down in a plush armchair facing the two beds.
"Ohh," the great-grandfather groaned as his joints protested the motion of sitting down. "A story you say? Well, I suppose there's still a few minutes before bedtime. What would you like to hear?"
"Tell us the story of Danolus Ilaesu!" the boy asked.
"Yeah, that one's always good when you tell it!" the girl followed up, and the great-grandfather momentarily wondered if that phrasing meant his other stories weren't always good.
"Oh no you don't!" a middle-aged woman, the mother of the two children, said as she paused in the doorway. "That story's much too long for bedtime." The mother turned to leave and began to close the door before saying "And you go to bed soon too, Grandfather. You haven't been sleeping well lately. I don't want to have to have the doctor come over again." Not waiting for his reply, the mother closed the door and walked away.
"Yeah yeah, I'll behave," he said to the closed door before turning back to face the children. "Now, where were we? Ah yes, the story of Danolus Ilaesu." The children gave a quiet cheer before falling silent again.
"Danolus Ilaesu was from an unremarkable family. They were tailors in a town whose name has long been forgotten. When he was 12, though, his country, the Kingdom of Kanrou, was attacked by one of its neighbors, and he was drafted as a cabin boy for one of the ships of the Royal Kanrounian Navy. During the long war that followed, Danolus performed admirably and quickly rose through the ranks. Around the turning point of the war, 9 years after it began, Danolus made it to the rank of Lieutenant. Just as the war was ending some 13 years after it began, Danolus became the youngest captain ever in his kingdom's navy at the young age of 25.
"Even though he was no longer required to serve, Danolus had found that the navy suited him. His position also gave him a small voice in politics, which he used to the best of his ability. It was a well-known fact that Danolus disagreed with some of the orders the king of Kanrou had given during the war, like to seize supplies from farmers and give no compensation, and Danolus had tried to lesson the collateral damage done by those orders whenever possible. Even during the aftermath of the war, he continued that role as much as he could. These efforts brought him to the king's castle on numerous occasions over the years, and it was on one such visit that his life was changed forever."
The great-grandfather paused his story for a moment. He had an odd sensation, like something was wrong, but he couldn't see it. The story felt... wrong, to him. It wasn't flowing like a story, but more like a biography.
"This particular visit came about 17 years after the war had ended, and 6 years after Danolus had been promoted to Admiral. The king had made yet another choice that Danolus disagreed with, and Danolus had been asked to meet him in a different section of the castle than usual. This seemed odd to Danolus, but he didn't question it, as the king often liked to switch things up when his guests least expected it. He ended up taking a wrong turn, though, and soon he was lost and walking through a disused corridor. Suddenly, a powerful earthquake struck not far from the castle. The floor under Danolus cracked and dropped him into an area he had never seen before. In that ominous near-darkness, he found a chamber with several massive vats of liquid. Each of the vats had something that could only be described as otherworldly. Danolus was horrified by the sight and was about to flee when he heard a voice call out for help. One of the vats had broken open and spilled its creature out, and the creature was in obvious discomfort. Danolus decided to help the creature out of the wreckage and was rewarded with an elaborate tale that he could hardly believe at first, but it was an explanation that clarified many mysteries.
The creature named himself Parl, and claimed to be of the Hajak species, which hailed from a distant planet with a far more advanced civilization. On their journey, their vessel suddenly lost its power and was pulled towards the surface, crashing not that far from the castle. When the king learned of this, he took them as prisoners and used their knowledge and technology to make dramatic improvements to his own army's weaponry. It was thanks to the Hajak that the technology that had changed the war in the kingdom's favor had been invented. All of the many upgrades and inventions had come from the Hajak being tortured until they provided the necessary information. Even the recent tremor had probably been from the king's agents trying to re-power the fallen vessel. Danolus was sickened by what his people had done, so he left the secret dungeon and returned with some of the captains from his fleet, who he trusted fully and who had come with him to give their own complaints to the king. Once they had heard the story and seen the evidence, it was decided that they would escape with as many of the Hajak as possible and form a rebellion to overthrow the king, whom they now saw as far more evil than before. Their escape attempt was discovered by some of the king's guards, though, and only a small portion of Danolus's group escaped. They fled to their ships and retreated to an island stronghold, where they remained safe for several years as they planned the rest of their rebellion with the help of Parl and his crewmates."
The great-grandfather paused again. Something was definitely wrong; he was having trouble breathing normally, and his mind was having trouble focusing on the story. He gritted his teeth slightly. He had to at least try to finish the story first before he could give in.
"Five more years passed, and both sides made massive strides in technological advancements. With the help of the stranded extraterrestrials, Danolus's rebels developed many of the things we now take for granted, like airships and hot water heaters. Finally, Danolus's side had finished their plot and were preparing to put it into action. Under the cover of an assault on Oranad, the kingdom's capital city, Danolus and a small force crept back into the mainland cities and began spreading word of the imminent rebellion. Danolus himself traveled to Oranad to lead the rebellion there. The signal for the people to begin their rebellion would be Danolus firing a cannon from the steeple of one of the more famous churches in Oranad. Yet he could not fire too soon, or else the people's rebellion would be put down before his forces could arrive. The appointed night came for their approach, yet there was no sign of Danolus's forces. Finally, dawn came, and Danolus decided that the airships must have been waylaid elsewhere. He turned to leave the steeple when he spotted a glimpse of something on the eastern horizon, chasing the rising sun. An airship fleet whose size and majesty surprised even Danolus himself was hurtling towards Oranad, with Danolus's own flagship (which had been unnamed at the time, but from that day on was known as the Second Sunrise). Danolus's face broke into a smile, and the sound of a massive cannon being fired echoed throughout the city, earning his cannon the nickname Herald of the Second Sunrise. Danolus then left the steeple to join in the assault on the king's castle."
The great-grandfather stopped once again. Not much longer now. Hold on. The children were watching their great-grandfather anxiously. He couldn't tell if that was due to the story or them realizing that something was wrong. Either way, though, he needed to hurry.
"Danolus and his men broke into the king's castle, but they were heavily outnumbered. Charging through the army of soldiers, Danolus broke out and sought out the king. When he did, he found himself alone against twenty of the king's most skilled soldiers. It was a grueling battle, and many believe that not even Danolus could have made it out of that fight alive. Yet he could not have died, since he emerged once again, carrying the king's crown and declaring to all that the rebellion was over. The king's remaining forces surrendered peacefully, and Danolus helped install the democracy that we now have today in this land. Then, Danolus took the Second Sunrise and some volunteers, and he set off on a voyage of exploration, never to be heard from again. Some say he died on another grand adventure, while others claim he is living out a peaceful life to this day." The great-grandfather stood up slowly and began moving towards the door. "I think I'll let you two decide what to believe. Goodnight, and sleep well," the great-grandfather said as he exited the room and closed the door before proceeding down the stairs.
"Hey, did the story seem a bit different to you?" the boy asked his sister, who appeared to be lost in thought.
"Hmm?" she replied. "Oh, yeah, a little bit. We should go to sleep" she informed her brother, not revealing her true thoughts. Grandpapa, please be okay.
The great-grandfather slowly made his way onto the porch and sat down on the bench just outside the house. He heard his granddaughter call for him to go to bed again, and he yelled back that he would in a few minutes, but a night as nice as this one couldn't be passed up. As he rested on the bench, he could feel a tightness in his chest and a shortness of his breath that was worse than usual. He suddenly felt a presence beside him, and without turning, he said "I guess it's time."
"That was the deal we made. I bring you back and let you live out a peaceful life, and then once you die again I come back to collect you."
"So I can help out in the fight to "Eradicate all forces of Chaos". Doesn't exactly sound like it'll be all that much fun, but a promise is a promise. And, you have to admit, it was a pretty good life that I had."
"I wouldn't know. I have nothing to compare it too."
"Well," Danolus Ilaesu, great-grandfather and legendary hero, said as he stood up and pivoted to face his own lifeless body and the purple-haired girl next to it, "We should probably get going. Wherever it is we're going."
"A world known as Gaea."
"Alright. And I never asked. What's your name, Miss?"
"My name? Hmm... You may call me Larina."
"Then let's go, Miss Larina."
"You misunderstand. I am just here to retrieve you and send you on your way. It is not yet my time to travel to Gaea.
"Ah. Well, then, good luck with your tasks." Danolus gazed at the house one last time. As a bright light suddenly shone around the pair, Danolus could be heard whispering "It truly was a good life...". Then the light faded, leaving behind a house and a peaceful-looking old man's body on a bench outside.
Personality:
Danolus has a roughness unusual among Divines that is a product of his sailor origins. He is a man of two faces: his naturally boisterous personality, and his (relatively) cool-headed leadership. Although he will acknowledge someone stronger as a leader, he doesn't believe that might always aligns with right. Like all Divines, he feels natural enmity to Unholies, but his experience as a leader allows him to accept their usefulness enough to tolerate them most of the time. Despite his high rank in his first life, he has always lead by example. As such, he disagrees with the leadership principles of those who would issue commands from the back lines and never enter the fray themselves. Although he respects people for their ability, he cannot help but think of most people as young due to the large age gap between himself and most others. Of course, according to him, he's never been a day over 37, so how large of an age gap there actually is is a debatable subject.
Appearance:
Danolus’s got some gray hair mixed in for a salt & pepper kind of effect, and he doesn’t use a Lancaar (see AG above), but it’s close enough. The armor on his left arm in the picture doesn't actually exist; its just a sleeve like the one on his right arm.
He's a little over 1.9 meters tall and is probably around 90 kg without his AG.
Unlike most Divine, his wings are a shade of brown similar to his original hair color rather than white.
100x100p Picture:
Finally completed the Biography, and previous edits have been for the skill War Cry.
Talent: Thaumaturgy Sniper
Anastasia was a soldier with an access to long-range magical enhancements. She was as much of a military mage as she was a sniper. But instead of normal bullets, all of her bullets have been magically conjured and enchanted. Her training comes with a military background and she is no stranger to guerrilla warfare.
Skill List:
[Rank E] Spellsniper’s Recuperation [Technique]
- Description:
The Thaumaturgy Sniper’s strength and weakness lies in the fact that it cannot and does not use traditional ammunition. Because the Thaumaturgy Sniper's ammunition is based on it's own life force, one must have trained it’s mind and body to replenish Prana as much as it is possible when the opportunity arises. Running out ammunition in a war is extremely dangerous. This practice leaves it's mark and forcing the restoration of Prana is physically exhausting even to a trained body.
- Effect: At the start of each Turn: Stamina Regeneration is reduced by 2. Recovers 6 Prana.
- Attribute Modifier: None
- Cost: None
- Type: Passive
- Turn Duration: Permanent
- Affinity: Recovery
- Prerequisites:
Must be Conscious
- Limitations:
None
[Rank E] Kill Shot [Spell]
- Description:
The Thaumaturgy Sniper’s first shot is usually the most frightening one. Firstly as it is common that it comes completely unexpected. Secondly as the Thaumaturgy Sniper most likely doesn't have enough energy to shoot again after the first one. The intention of the Kill Shot is to eliminate the enemy before they become aware of your presence. Despite of the name of the spell, the magic is nothing fancy. She merely enhances the mass and the power that the bullet is normally launched, causing the rifle to shoot out a devastating projectile at much higher velocity than normal. The magic is mainly focused on reinforcing the bullet and the weapon to withstand the sheer force of the accelerated power.
- Effect: The user enhances the rifle and the bullet inside the chamber. The kill shot has one rank higher speed than the normal projectile speed. Can Limit Break. In addition to the accelerated speed, it deals an additional 30 points of damage to the base damage of the projectile. This addition is physical damage, as magic is only used for accelerating the projectile.
- Description:
Creates a sinister bullet from ones own life force.
- Effect: Creates a bullet for her Astral Gear. The bullet has a projectile base damage of 30 and it is stored inside her Astral Gear. When attacking she may use the bullet instead of her regular one.
- Attribute Modifier: None
- Cost: 5 Health, 5 Stamina
- Type: Active
- Duration: Permanent Until Activated
- Affinity: Utility
- Prerequisites:
Astral Gear must be summoned.
- Limitations:
Only one bullet can be created at a time.
Bullet is lost, if her AG is unsummoned.
[Rank E] Exposing Spellsnipe [SPELL]
- Description:
A simple spellsnipe, that deals minor damage – however it inflicts a grim status effect, which can prove out to be fatal against what is about to come...
Astral Gear: Cocytus, The Dragonkiller Type: Anti-Material Sniper Rifle Rate of Fire: 1 Projectile Speed: B Pattern: Linear Summon Cost:20, It costs 20 prana to summon one bullet for the weapon. Description: A heavy sniper rifle that would outwardly appear to be an anti-material rifle, at least when judged by it's barrel. It is equipped with a scope and a long bayonet. The weapon propels the ammunition through magical acceleration rather than gunpowder.
The regular bullets shot by Cocytus, The Dragonkiller deal 20 points of damage for 10 Prana and travel at speed B.
Biography:
In her own world, she was a ghost. A special operative of her nation’s army. It was common that she was being sent to long missions with low survivability rate. After years of exemplary service, her last mission was at brink of madness. A true suicide mission.
Still against all the odds, she succeeded. She was able to carry out the diabolic mission. However at this point the enemy had become keen on killing her. After four hours of trying to escape from the enemy, she had become completely surrounded by the enemy army. She had no other option but to beg for an evacuation.
Help never came, at least not in the form that she had hoped for. She was exploited one more time for strategic advantage. Her nation launched off a full artillery shelling to where she was positioned at. One of the shells exploded close to her and she fell down unconscious.
Hours later, Anastasia found herself bleeding on the forest floor. Low on alternatives, she had to apply emergency triage on herself. Yet in the middle of the scorched forest, Anastasia was ambushed by one enemy. They fought fiercely in melee combat, while Anastasia’s injuries were holding her back. Still miraculously she managed to stab her opponent with her bayonet. Who fell down on the ground.
It was at that point when her visor started acting up. She tore open a mask that had kept the real world hidden from her eyes. An useful illusion of brainwashing soldiers into believing they were fighting against soulless husks was the hallmark of her nation’s military activities. The absolute removal of humanity from warfare.
Free from the illusion, she realized that a boy younger than herself was coughing blood, lying on the ground. She was absolutely shattered by this discovery. Trying to reach out for him, she was at a loss of words. Tears begun to flow down her ears.
She looked at the man, knowing that he would surely die. And at same time she heard in the radio that there was an opportunity for escape but the enemies were closing in fast. It was when she made up her mind. She closed the wound and stopped the bleeding for the man, saving his life.
It was at this point that she walked back at her rifle. When she heard noise coming nearby, she made the fatal mistake of picking up her rifle. A volley of bullets rained from behind. Anastasia violently vomited blood from her mouth as her legs surrendered and she fell down on a puddle of blood.
How warm. How sweet. Hot, hot, hot. She was burning from the inside. And at the same time everything was going black. The burning sensation was slowly turning into a cold chill and as she fell down, the warm blood felt colder and colder.
Personality:
Introvert and gloomy to the outside but warm and kind in the inside. She has trouble expressing herself by words. Likes apples.
"Pain is required.. FOR THE SAKE OF BEING FABULOUS!!!"
Character Details
Name: Noah Allure
Age: 27
Gender: Male
Race: Unholy
Racial Skill: - Undying
Class: Mage
Total Character Points: 8/20
Overall Statistics:
Health: 100
Prana: 100
Stamina: 100
Talent: True Art
Being one of the most world-renown fashion designers, he posseses a certain set of skills that allow for him to truly express himself as an artist.
Skill List:
[Rank E] Those are some god damn stylish clothes my friend!
Description:
In his lifetime, he developed the skill of making clothes that best fit the person wearing them at that very moment. The clothes he makes are pretty much flawless
- Effect: Creates a pretty damn good looking piece of clothing with +1 to Vitality and +1 to Resistance OR +1 to Strength and +1 to Speed
- Attribute Modifier: +1 Vit, +1 Res OR +1 Str, +1 Spd
- Cost: 15 Prana + 15 Prana Reserved
- Type: Continuous
- Duration: "infinite"
- Affinity: Defensive/Supportive
- Prerequisites:
Must make the clothes himself, takes a few hours.
- Limitations:
Must make the clothes himself, someone must wear them for the Attribute modifiers to take effect.
[Rank E] Prototype clothing
Description:
Creates a basic sketch of the clothes onto someone. It automatically adjusts to their size. It looks like it was drawn onto someone with a pencil, only the contour lines are visible., other than that it's completely transparent.
- Effect: Gives an attribute.
- Attribute Modifier: +1 Spd OR +1 Str
- Cost: 10 Prana
- Type: Continuous
- Duration: 4 Phases
- Affinity: Supportive
- Prerequisites:
Must touch the target.
- Limitations:
Close range cast only.
Attributes:
STRENGTH: E
VITALITY: E
WILLPOWER: D
RESISTANCE: E
SPEED: E
AGILITY: E
PERCEPTION: E
RECOVERY: E
Astral Gear: A pair of Fabric Scisors Type: Smol scisor lookin' thing Summon Cost:5 Prana Description: Scisors made to kill any ugly outfits. Always ready to kill, 24/7.
Biography:
He was a failure, not an ant.
He defied reason and instinct.
Forced to labor and fight for his queen,
Defiant- he remained still.
He held not loyalty for her,
Only an illusion shadowed in love.
He was punished for betrayal,
Yet still continued straying away.
Finally losing himself from his shackles,
He understood what he truly loved.
It was not his most hated queen,
It was that which proved her rule,
It was her most beautiful dress.
Finally gaining the freedom, he desired in heart,
The freedom to have free will and do as he pleased,
He pursued that beauty; that which made beauty.
He was an artist, not an admirer.
Scoffed at and laughed at, yet unable to deny the cruelty,
He continued on his path of shame.
That was the path he took,
The path which forced him to take all of it into himself.
Slowly being corrupted with every step he took.
Denying normality kept him sane.
Accepting abnormality kept him insane.
Rejected by both, he continued astray on his path, and found himself judged.
He realized the difference of judgement and punishment, stabbed by daggers as sharp as their words.
This was his path: A dead end of a red road.
He reached it, the climax of his life.
He finally made it, the most beautiful dress..?
Freedom was gained after limitations were made.
He continued his path, forever encountering the dead end.
He never realized the circle he walked,
And finally, he became the ant he once denied.
Personality: A man who values aesthetic above all else. Having strange tastes in art, he sees "beautiful", but uncreative things as utter garbage, yet creative ugliness as the true beauty of this world. He often enough is disgusted by his own work, seeing it as lower than "dog shit", but isn't too made about it, since it's not him who will wear the "dog shit" he has made. He will only wear that which he considers beautiful, if there is nothing beautiful avaliable, he'd rather go nude than wear "dog shit".
Talent: Wielder of the Sheng Qiang
The Sheng Qiang; the spear that will one day be used by the hero, who shall slay the Hundred Eyed Demon Lord. It's skills set is reserved for Attacks with said weapon and self-buffs.
Skill List:
[Rank E] Technique: Strike of the Tiger
- Description: The tip of Sheng Qiang turns white for a brief moment and the user then performs a powerful thrust towards the target, given it hits, the foe would suffer massive damage.
- Effect: Deals 25 base damage and stuns target for 1 phase
- Attribute Modifier: Strength
- Cost: 25 Stamina & 10 Prana
- Type: Active
- Affinity:Offensive
- Prerequisites:
Astral Gear must be active and wielded.
- Limitations:
Cannot be used again, unless the user uses a different skill.
[Rank E] Fortitude of the Black Turtle
- Description:
Gaining the longevity and endurance of the turtle she becomes able to regenerate even higher amounts of stamina.
- Description: The tassle on the spear turns yellow for the duration of the buff, or until the another skill is used, and the user obtains a buff in Agility and Strength.
- Effect: Increases Agility by 1 Rank and Strength by 1 Rank
- Cost: 35 Stamina, 10 Prana, 5 Health
- Type: Active Continuous
- Duration: 5 Phases
- Affinity: Support
- Prerequisites:
Astral Gear must be active and wielded.
- Limitations:
None
Attributes:
STRENGTH:D
VITALITY:E
WILLPOWER:E
RESISTANCE:E
SPEED:E
AGILITY:E
PERCEPTION:E
RECOVERY:C
Astral Gear:Sheng Qiang Type: Lance Summon Cost: 40 Prana Description: The legendary weapon made to create the Hundred Eyed Demon Lord, which was found in a far away temple. Many thought this Lance to be a myth, until they saw it for themselves.
Biography:
Coming from a clan of assassins, she was originally going to be made a perfect killing machine, however… She was not born the only child, instead her younger brother was chosen to be an assassin, as he showed much more potential in magecraft and techniques. Since the clan wasn’t interested in trying to create a “close-to perfect killing machine”, they instead taught her thievery.
By the age of 10, she had already been taught everything the clan could, her brother on the other hand… Rigorous training, day and night. From what she had heard, her brother needed at least 5 years more of training before being ready, she actually felt a bit happy for a moment, before realizing this was a household of assassins, not petty thieves, so most of the stuff she learned wasn’t even all that good, just second hand knowledge some random people in the clan knew about stealing.
At the age of 12, she decided to finally leave her house, that was also the period in which she wanted to find true love, which ended in no avail. Finding the perfect dream prince was harder than she thought. Going around the country and trying to look at most major events happening around her; wars, festivals, weddings. Especially weddings. As years went by, she started to understand one thing… Men clearly had bad taste in women, if they did not care for a girl as pretty as her.
“Rubbish name, isn’t it?” were the words she spoke during the late teens over and over when talking about her profession. Not much of a profession though. There were a few friends she had made over her travels, even less of the few she could trust with talking about her family and profession. She considered it to be quite shameful, both the name and what she was doing for a living, until one of her closer friends recommended something to her: “Why not become a treasure hunter? Pretty good name, plus you wouldn’t feel too bad about stealing stuff that doesn’t technically belong to anyone anymore, right?” And so her life as a treasure hunter began!
She was 20 at the time; when she found a very peculiar treasure hidden in the deepest chambers of an abandoned Taoist temple. Normally she’d ignore some spear, but this wasn’t a normal situation, being chased by a spider as tall as her, with no weapons on her was certainly not a normal situation. After running into the deepest part of the temple, she ended up not being able to find even a single place to hide from the monstrous thing chasing her, hence she ended up testing her luck and trying to defend herself with the spear and much to her surprise… She knew exactly how to use the spear, despite never having used one and ended up killing the spider, just barely anyways, as she was bleeding out pretty heavily, but managed to get herself out of the temple and get to a town, passing out in front of the gate.
As she woke up, she noticed a great deal of people around her, looking up to her in admiration and fear. The spear she picked up, was right next to her in bed, which was awkward to say the least. Who puts a weapon, next to an injured person, in bed? The man who appeared to be a doctor in the town, asked her: “Did you kill the spider with that spear, traveler?” After grabbing her weapon, she responded in a rather cold tone: “What of it?” Much to her surprise, the people started bowing down to her? “Wait, what?”
The doctor explained to her, that she must be the chosen warrior meant to defeat the Hundred Eyed Demon Lord and explained that the spear is the weapon of the prophecy once told by a Taoist monk. Yong still confused about the situation, went ahead and promised that she’d take care of the Demon Lord one day… That day, unfortunately, did not come.
Yong enjoyed the treatment of the townsfolk, being treated like some queen was a nice change of pace. She didn’t have to work much in particular, except if she wanted to show off to the townsfolk. They gave her food, money, glory, she in turn gave them protection from a few bandits and wild beasts. Yong quickly realized from their behaviour, that they only cared about her defeating the Demon Lord; once he’d be dead, she’d be, but some girl with a spear, so she tried to prolong her face off with the Demon Lord and his lackeys, killing only 2 more spiders of the Hundred Eyed Demon Lord in her life. She also “bonded” with the weapon somewhat, and started to like using it.
While still unprepared to face the Demon Lord, she is attacked by him and killed. If she had killed off the other Spider Demons she might have stood a chance, even then it was quite unlikely, as she spent little time training, instead she enjoyed the green life, provided by the villagers.
Personality:
Her death, affected her personality quite majorly. She started to take the mission: “Kill the Hundred Eyed Demon Lord” seriously, out of bitterness and vengeance. She still retains her greedy attitude and “chill” attitude, but tries not to procrastinate on things too much… She also takes great pride in her “youth and beauty” and whenever someone doesn’t like the way she looks, clearly has no taste.
"Find a needle in a haystack? Lemme light it up first."
Character Details
Name: Hiita Incantator
Age: 19
Gender: Female
Race: Elf
Racial Skill: Mind Focus
Class: Mage
Total Character Points: 10/10
Overall Statistics:
Health: 100
Prana: 100
Stamina: 100
Talent: Fire Charmer
One of the 4 Elves chosen by her village to become “One with the elements”. Her power allows her control over the element of fire.
Skill List:
[Rank E] Will of Fire
- Description: The ability she obtained upon becoming a Fire Charmer, the more fire she makes, the more Prana she can generate.
- Effect: Recover 5 Prana for each Burn status she has created and is active.
- Attribute Modifier: None
- Cost: None
- Type: Passive
- Duration: Permanent
- Affinity: Recovery
- Prerequisites:
None
- Limitations:
Prana must be below Maximum
Caps out at 3 Burns
[Rank E] Dual Blaze
- Description: An ability that creates 2 different types of flames that burn the targets soul.
- Effect: Afflict target with Soulburn for 8 Damage per phase OR Afflict Target with Crippling Burn for 16 Damage per Phase, Projectile "wisp" travels at D rank Speed
- Attribute Modifier: Willpower
- Cost: 20 Prana, 20 Stamina
- Type: Active Continuous
- Duration: 5 Phases
- Affinity: Offensive
- Prerequisites:
Must have AG active.
- Limitations:
None
1)CripplingBurn: Deals burn damage to Stamina.
2)Soulburn: Deals burns damage to Mana.
[Rank E] Fireball
- Description: A Legendary skill passed down from the gods, meant to be the force that will rule the world with it's epic power.
- Effect: Creates a fire ball and shoots it, dealing 20 Fire Damage on impact, then inflicts Burn(10 damage) on the target hit for 2 Phases, travels at D rank speed.
- Attribute Modifier: Willpower
- Cost: 35 Prana 10 Stamina
- Type: Active Continuous
- Duration: 2 Phases
- Affinity: Offensive
- Prerequisites:
Must Have AG active.
- Limitations:
None.
Attributes:
STRENGTH: E
VITALITY: E
WILLPOWER: D
RESISTANCE: E
SPEED: E
AGILITY: E
PERCEPTION: E
RECOVERY: E
Astral Gear: Ceremonial Staff Type: Staff Projectile Speed: D Summon Cost:10 Prana Description: Pretty cool looking staff of Elvish origin.
Biography:
*The biography should be the longest section. Unless you like your character to be boring and uninteresting. You know, scratch that, you can make short bios, but still have an interesting character if you roleplay well ;)*
Personality: Because her hair is constantly messy enough to hide her Elvish ears, she has pretty often been mistaken for a human and has grown a certain type of hates towards that. She's a fire fanatic, some would call her a pyromaniac and possibly insane because of extremely energetic and outgoing nature. She also has an irrational fear of Halflings.
Appearance:
She is also pretty short, standing at a 147cm in height and around 45kg in weight,
Talent: Horseman of Hell
Does not actually have much of an ability. Makes use of his powerful body, the strength of darkness itself and his own inner strength to boost himself for short periods of time and to strike people down with physical attacks.
Skill List:
[Rank E] Strike of the Blacksteel Fist(TECH)
- Description:
By infusing his fists and muscles with prana, he makes them into weapons of destruction meant to destroy anything they touch.
Astral Gear: Gauntlet x2 Type: Gauntlets(?) Summon Cost:30 Prana per Gauntlet Description: Some pretty cool looking black gauntlets.
Biography:
He was a mystery. Many people had seen him, yet none really knew him. He was always known to help out others, yet no one could recall a time when they saw him in action. The life he led was certainly not one that he wanted to lead, but instead it was a life that was forced upon him by necessity. It was most definitely not a fair choice.
The life he entered at that time, he regretted every single moment of it. Every single penny he took, every single soul he unrightfully judged, every person that he ruined... He could feel nothing, but anguish from it all. He didn't just want to undo those actions, he wanted retribution for ever commiting them... The world however was not so kind. The more he sought after it, the more he got rejected by it. He continued this life of pain without rest, not seeing the point in it all, but he could not stop now... After all... He had to obtain it... Retribution.
The world was truly unkind. All of those who sinned far greater than him, all of those who hadn't sought it for a bit, they had achieved it... So why? Why had he not achieved it? Why had he not achieved this retribution he desired?
He continued walking the earth, passing by peace, war. Happiness, despair. Love, hate. If he could not obtain retribution, then why should he care? That's right. This war was not his, this blood was not his, these deaths were not his. He shouldn't care. That's right. But then why? Why were those tears his?
He managed to defeat him. The evil which tormented him. The ugly voice that kept screaming at him, he had finally silenced it and all it cost was just a spilled glass of tomato juice. Just a single glass of it. It got his suit dirty. But even if he defeated him, it didn't end, it somehow still continued; his path to retribution.