Eye color: Gray with two red triangles, which makes her eyes form a horizontal cat’s eye appearance. / Black in her wolf form, looks like she is blind, but is not.
Hair color: Dark gray, with a blood red edge at the tips. / Fur color: Light gray with darker and near white patches.
Height: 4’ 9” / Wolf Form: 34 inches tall.
Weight: 95 lbs. / Wolf Form : 46 lbs
Weapons: Human: None, unless you count her ‘pet’ Worm. Wolf form: Teeth, claws, and Worm. (Mahalia’s ‘pet’ is explained in the Appearances section below.)
Appearances: Human; Mahalia wears her hair down straight on the sides, then has the rest bound into two ponytails in the back. Her head is medium in size and is slightly oval in shape. Mahalia’s ponytails are tied back with a light gray cloth, which is tightly bound around them. Her nose is angled downwards, but small. Mahalia’s lips are small as well and a pale pink in color. Her skin is pale but still holds a slight pink color, enough to stand out from her white long sleeved shirt. The shirt hangs loosely off her thin frame, Mahalia is flat-chested, but has a gray fabric bound around her chest anyway. The sleeves actually drape an inch past her hands, and has a scalloped appearance on the ends. Her hands and have a dark gray leather wrapped around them in an X fashion, which are tied on Mahalia’s tops of her hands and the front of her feet. There is a horizontal, slash type of wound on the underside of her wrists which is a half an inch away from the leather X. These wounds are from her first shapeshift. Her pants are a dark red fabric, with gray leather straps bound around her legs in the same X style, the X does not touch her knees. Mahalia is barefoot.
Wolf; It appears to be a gray furred timber wolf, with what looks like no eyes, her left ear has a small chunk missing. The snout has a gash on the left side, while skin is missing from her right and shows the bone. The skin on the underside of the wolf’s jaw is gone, which forms a hole into her mouth. All of the teeth are still there, and her fangs are sharp, but the tongue is missing. There is a hole on the wolf’s chest, its about five inches in diameter, and you can see into the creature’s ribcage. The fur around the wound has turned a dark color, and is somewhat matted down. Two deep gashes on both forelegs have left lines carved in her bone, a bit of muscle hangs out of the upper wound on the wolf’s left. Going to the wolf’s paws, two of the four toes are gone, exposing the bones underneath. Along her back, her spine is visible from two holes, one strangely has three veins still stretched across it. Both wounds are about eight inches in diameter. On the right side is a large, crescent shaped gash, which ends on the underside of ribcage which the tip points to her tail. Three, two inch long scratches are on the left side, the third is past the ribcage, two inches from it. Going to the hind legs, there is an unknown bite wound and torn flesh and muscle are hanging about two inches on the lower right leg, which almost touches the ankle. Only one toe is missing on the right foot, the bone and claw is still attached. The left hind leg has a large gash in it, which spans 5 inches from the hip, to the knee, and the foot has all of its toes. The tail has torn flesh and muscle hanging down about two inches from the tip, the rest of the tip is bone held on by tendons. The whole tail is about ten inches long.
Worm; This is actually a maggot, but it doesn’t look exactly like one. Worm’s appearance is basically a white, puffy worm, which is about two feet long and eight inches wide. It’s eyes are three inches in diameter, and placed on the side of it’s head, it has a cloudy-milk white covering over it’s eyes at first. Worm can form two, three clawed arms at any time it is outside of Mahalia. It communicates with her by gurgles and clicks, which she cannot understand yet. Worm is actually a part of Mahalia’s blood, but she doesn’t know it.
--------- Accessories: A gray leather collar is around her thin neck. It is decorated with a blood red ribbon sewn into it, which is in the center of the collar. There is a silver rectangle in front, with a small ring attached to it. The ring is supposed to have a gem attached to it, which marks the person as a shapeshifter and they are able to control their other form. There is a chain hooked onto a clasp, which holds the collar on her neck. Mahalia does not have a gem on her collar, since the incident that followed her first shapeshift.
Personality: Mahalia is on the quiet side, and tends to mutter to herself. When in a fight, she would try and scare an opponent off, but if need be, she tends to rely on Worm and use her wolf form for last. Among friends, she barely talks, and tends to focus on other things. If Mahalia is around people she trusts, she becomes a little more open and talks more. Around family, she is less nervous and talks a little, but still stays to herself most of the time.
Strengths: Mahalia’s wolf form is strong. She can swim well. She’s observant of attacks and can read body language, even if its just the basics. Her caution keeps her away from suspicious areas. Knows how to survive in the wilderness.
Weaknesses: Mahalia does not have a lot of stamina. She can become weakened and tired at times, due to her what her wolf form is, also happens after she runs for a while. She has no control over her wolf form. Has little fighting experience and relies on Worm and her wolf form to fight for her. If Worm is captured or forcefully separated from her, Mahalia could faint. If Worm is injured, Mahalia receives a wound in a similar area to where Worm was attacked at.
These skills use Worm.
Growth: Even though Worm has a defined length, it can actually stretch itself to about ten feet in order to assist Mahalia.
Engorge: This skill tends to follow Growth, but can be used on its own. Worm is a maggot, but it’s also somewhat of a vampire. It can feed off of blood if it chooses to, which can aid Mahalia in recovering some of her energy. Worm does not drink a lot of blood when using this skill.
Hybrid: Worm can mess with Mahalia’s body in a way. Before using this skill, Mahalia’s body goes limp for a moment. The white part of her eyes turn black while like this. It usually changes her mouth into its own, by fusing into her skin, basically Mahalia‘s mouth is lined with Worm‘s fangs. Worm also lets its claws come out of her fingers. Mahalia tends to become a little berserk when using this, and can be somewhat vampiric, meaning she only feeds on blood. By feeding on blood, she can make this skill last a couple of seconds longer.Hybrid wears off in ten minutes or until Mahalia is knocked unconscious or even loses most of her blood from enemy attacks.
She is bleeding slightly from her wrists when she uses this skill.
Worm can also activate this on its own as a last resort, if need be.
Mahalia is unable to use this while in her wolf form
Putrid Spit: Worm can spit out a gray liquid that is like a weak acid. If it comes into contact with skin, it causes a mild burn. Mahalia can use this too, if Worm decides to help her with it or she is using Hybrid.
Automatic Response Skills
Wound Jump: Worm can come out from any slash type of wound inflicted on Mahalia, even the ones Silk Blood has caused to scab over.
Silk Blood: After a couple of minutes a wound is form on Mahalia, her blood turns a light gray, and starts to seal the wound. This is due to Worm trying to help her from bleeding out too much. This skill can not completely heal wounds, only helps then form a scar faster. This skill also cannot treat large and open wounds.
Requires Worm to be within Mahalia in order for her to use this.
Mahalia’s wolf form can use all of the skills above, except for Hybrid.
Wolf Form: Mahalia’s veins turn black for a couple of seconds, then a red glow completely obscures her shifting body from view. After the glow fades, her wolf form stands in her place. Worm is actually within the wolf form’s body, and can pop out of the wounds around her ribcage, it can even be seen within the ribcage by the same openings.
Worm’s Transformation Skills
Worm’s transformation skills are dependent on where it is after it leaves Mahalia.
Each form has one unique skill.
Air: If Worm is still in the air, by falling down or being thrown, it’s body will be covered in a red type of sheet and glows. After the red glow fades, Worm appears to be an five foot long wasp, with a six foot wing span with all four, cloudy white wings. It’s legs are three feet long and end in two claws, the club-like abdomen is three feet long and a foot wide and is covered in two inch long spikes. It is still able to spit acid from its mouth, which is just three inches long, and has the same look as Worm’s original mouth. The black eyes are oval in shape and are faceted. The antennae span eight inches long. Worm’s air form is very aggressive and is one of the common forms it takes on.
Air Form’s unique skill: Spike; Worm swipes its abdomen at the opponent, which sends four to six spikes towards the target. This skill forces Worm to stay still, and it takes two minutes for the lost spikes to grow back.
Land: After Worm hits the ground, a red glow surrounds it. When it fades away, Worm retains its maggot body, minus four new limbs that are on it now. Its tail spans one and a half feet and has two pairs of spikes on the sides of its tail. The first pair is four inches long and is two inches wide and tapers to a point, while the second pair is five inches long and three inches wide and tapers at the tip. Worm is now four feet long and ten inches wide. Each leg ends in three claws. It tends to keep its body low to the ground, and uses its claws to swipe and can bite. Very protective of Mahalia, tends to stay near her, but will chase after opponents. The other common form Worm takes on.
Land Form’s unique skill: Inject; If Worm manages to bite an opponent, it can choose to inject a small amount of Putrid Spit into the wound. It causes irritation in the wound and burns slightly. Worm is wide open to attack while using the skill.
Water: When it lands in the water, its body glows red. Worm keeps its entire maggot form, but lengthens to eight feet long and widens to two feet long. It now has six flippers, the middle pair being the longest at six feet, while the other two pairs are four feet in length. All six flippers are six inches wide, and look like boat oars, but more oval in shape. Worm moves through the water in a wave type of motion and is very fast, but turns around widely due to its size. Worm can fight like this, but mainly uses this form to help Mahalia in the water. Stays near her, or has her ride on top of itself. This form is not commonly used.
Water Form’s unique skill: Breath; If Mahalia is under the water and is sinking, by a weight or her exhaustion, Worm can come up beside her and absorb her into itself until it reaches the surface, where it allows Mahalia to come out onto its back. If attacked after Worm uses this skill, Mahalia is forced out of Worm’s body.
Biography: Shapeshifters and a link to the elements
A shapeshifter’s animal form can have an element attached to itself when the shapeshifter is born. The animal’s element remains hidden as well as its form until the ceremony is complete for the young shapeshifter.
The elements can range from the simple, to a rare version, but they come from the same element source. For example; a simple version of an element is earth, while a rare form is crystal. Another would be from the simple fire, to the rare form of lava. There are hybrid elements that are extremely rare, like molten rock, which is the hybrid of earth and fire elements. Other rarities include an animal form along with an unusual element, for example; an elephant form with the wind element.
This element is shown in the shapeshifter’s animal form, but cannot be used in the animal form until the shapeshifter begins to train with it. The animal form can then slowly leak it’s element over to the human side over time, thus letting the actual letting the shapeshifter use the element without transforming first. This requires practice and a fellow element teacher to assist the younger shapeshifter.
However, some animal forms can actually hide their element from view, until a reason is made where the element must come into play. The reasons can vary from a extreme anger, or the shapeshifter’s near death. This element is easily given to the human side immediately, but it is extremely difficult to control. Another experienced shapeshifter should be nearby, hopefully one who has the same element, to assist the new elemental shapeshifter.
The cursed form is easily understood as an oddity among animal forms. This can be in many guises, like a hybrid of two animal forms, like a dragon and a wolf hybrid. The hybrids are not common, but they are not looked down upon here, especially if the young shifter has control over it, or the hybrid is deemed no threat to the clan.
There are exceptions to the cursed forms however. A walking shadow or corpse of an animal form is an example of this. These ones tend to be the most violent as well as difficult to control, any young shapeshifter that has it is an extreme threat to the clan.
There has never be anything recorded in any writings I’ve read, but it is a rumor they exist. I hope I do not see one among this new group.
Cursed Form sub-section: Passengers
Another addition to the cursed forms is the Passenger. These tend to take on an animal form as well, and assist the ‘cursed’ shapeshifter in many ways. These assistances can vary from teaching, to helping the shapeshifter to survive, and can also help defend the shapeshifter they are attached to. The shapeshifters tend to be called ‘hosts’, if the cursed one is deemed no threat to the Mirror Yggdrasil clan.
Many Passengers tend to be small animals, like a bird, mouse, or even a butterfly. There could be others, but I’m uncertain to that. There have been only two Passengers recorded, unfortunately both shapeshifters have long died.
Icon of a shapeshifter: A marked collar.
The stone/gem/crystal attached to a shapeshifter’s collar indicates that the person is a shapeshifter in this clan. Every stone/crystal/gem is unique to every shapeshifter. It also aids the shapeshifter in controlling their animal form and element, if the animal has any.
It assists the shapeshifter by absorbing their element and a part of the animal and human’s spirit inside of it. The spirit absorption happens over time while the shapeshifter learns to control the animal form.
Animal form and Control
The shapeshifter mostly is able to control the animal form from his/her first transformation. Sometimes, that is a little harder, since the animal could naturally be a skittish one; like a mouse or another prey animal, or the young shapeshifter’s personality.
Their rate of control improves overtime with repeated transforming, under the assistance of a teacher, or one the leaders; like myself. The ones that get taught by us are generally accepted ‘cursed’ forms, or other odd animal forms/elements.
Written by: Crystal Dragon, chief leader of the Mirror Yggdrasil clan
Noon, the time of the ceremony, was approaching the Mirror Yggdrasil clan. The Mirror Yggdrasil clan was made up exclusively of shapeshifters, which were lead by five leaders, each having a rare other form, according to the clan. Each shapeshifter had a unique animal form, but there could be multiple animal forms which include elements, like fire or water.
Mahalia was one of the ten ‘children’ that had reached the age of fourteen, the age where they would finally find out what animal form they had. The term ‘children’ is used by the leaders and older shapeshifters in the clan, as to notify who has yet to find their animal form. The ‘children’ do not mind this title, since it will not last long.
She was one of the ‘children’ that the other ones thought would become a mouse or something, based off of her personality. Mahalia was like a ghost, never really noticed by the other shapeshifters. This day just seemed to make her more secluded, because the ‘children’ were not allowed to see their peers’ first transformation, they were separated in the first floor rooms in the tented lodge.
The area where they would transform would be underground in the large basement of the lodge. It was a large, dark brown dirt packed, rectangle that spanned eight feet long by six feet wide and had a height of ten feet. The ceiling and to the walls were supported by wooden beams and poles. A circle in the center of the room was made out of pale gray stones. There were twelve torches spaced about two feet apart and were seven feet off of the ground.
It was about two hours before one of the leaders came to Mahalia’s room, “It is your time, ‘child’. Follow me.” The room Mahalia was in was an exact copy of the other rooms, minus the door positions. It had four torches in the center of the four six foot long walls. The ceiling was supported by wooden beams, which was eight feet off of the ground. The room was bare otherwise, designed so items can be brought in to change the room into whatever is needed to be.
She got up from the corner she was sitting in earlier and followed the cloaked leader down eleven wooden steps into the basement. The other four leaders were standing outside the circle, the one that she had followed stepped to her left, “Please enter the circle, ‘child’.” Mahalia nodded then slowly walked into the circle, the white sleeves of her shirt gently moved with her gait.
The fifth leader of the clan walked to the circle as well, before another leader spoke in a feminine tone, “Allow yourself to relax, and try to shift then, when you feel you are able to. I can tell you are frightened by this, like the others were. There is no need for that, the shift is painless.” Mahalia nodded again, and let her head tilt downwards. Her vision blurred for a moment, then felt a slight burning pain all over. Her body fell to the floor, and landed in a kneeling position. A moment later, her veins turned black, then Mahalia saw nothing.
A decaying wolf stood were Mahalia once was, one of the leaders cried out, “The ‘child’ has a….cursed….form?!” The wolf managed to get past the shocked leaders of the group and headed up the stairs. Only two of the leaders had animal forms that were small enough to follow the decayed wolf, which were a water elemental leopard and an earth elemental fox. One of the other three leaders turned into a crystalline dragon.
Her vision came back a moment later, but it was blurry. Mahalia could hear something akin to screaming, though she couldn’t place the direction of the sound. Her vision held only red, and a tan-ish almost white line near her head. The screams continued, which followed a voice, “That thing…killed him!” The undead wolf looked around, which to Mahalia seemed strange, as if she was a onlooker through the lupine’s eyes.
I…I killed…someone? She watched as the forest turned up in her sight, but it was blurred. A roar sounded behind her, as the wolf bounded out of the glade that her clan stood in. She had left her home, the decaying lupine turned back and saw a crystal dragon glaring back at Mahalia, the wolf headed deeper into the woods.
A voice rose up over the constant drone of screams and cries. “You are a ‘child’ forever to us, Mahalia! Never return, you are cursed!” The trees blurred again for a long time, then she saw black. The young teen came to on the bank of a river, she crawled over to the calm water and looked down. Her eyes were different now, two red triangles in her gray eyes gave her a cat’s eye look, but it was a horizontal version. A strand of hair came into view next, the tips of which held a blood red color.
The ‘child’ looked up and saw the setting sun, the sky ablaze with orange, which was fading into a dull purple-gray. A slight pain came from her left wrist, and a horizontal slash wound looked up at her when she turned her arm over. “H-How did that…happen?” Mahalia checked her other arm, there was the wound’s twin on the underside. Her left hand twitched, then a slight bulge appeared next to the wound. What the…?
The scabbed-over wound opened up and a white, bumpy tube emerged from it. A tube wasn’t the best term however, since Mahalia noticed thin fangs sticking out of a slightly flattened top. A cloudy, white sheet fell to the bottom of two black, four inch diameter, eyes. What ever the thing was blinked, then gurgled at her. The ‘child’ couldn’t move out of sheer terror of this thing, she looked down to the wound, this creature was actually sticking out of it.
It’s body rose up and extended itself, and moved its head closer to hers. Why is this thing here? It’s actually coming…out of my arm… She wanted to run from this thing, but she knew it wouldn’t work. Mahalia looked directly at the white creature, and slowly rose her right arm to touch it. The creature shuddered for a second, before giving off a long gurgle, almost like it purred.
It felt squishy under her hand, it was hard to get a hold of. The tube-like thing continued to purr, “Y-you like that?” It nodded in response, “I guess I’m stuck with you, huh? I should call you something then… How about Worm?” It opened its eyes at the name and gurgled again, and slightly opened its mouth, in a sort of grin. The creature retracted back into her arm, and the wound sealed again, leaving Mahalia in the increasing darkness as night began to fall. “That was…strange. Do all ’cursed’ forms have what I do?”
Race: Stalfos (Note that every single ability mentioned below is used by a type of Stalfos in at least one LoZ game, although occasionally altered to suit RPing slightly more. I thought Stalfos would be a suitable race for a first character, seeing as the Stalfos race is the only thing apart from Link himself to appear in every single Zelda game ever - even more than Ganon/dorf, Zelda, and the TriForce!)
Sex: Not applicable. Being a skeleton, he doesn't exactly have the required parts to be male or female (although pelvis structure and jawbone do differentiate between male and female). However, he was male in life, and considers himself male when he talks about himself.
Hair: Not applicable. Being a skeleton, he isn't exactly well-endowed in the hair department.
Eyes: Not applicable. Being a skeleton, he isn't exactly well-endowed in the eyeball department. He does, however, have a light green glow in both eye-sockets, which are used to replicate vision. They function somewhat similarly to eyes as well – his equivalent of shutting his eyes is making the lights go out.
Weight: 13.6 kilograms. (Skeletal mass contributes to roughly 20% of living body-weight, so Malkarth would have been approximately 68 kilograms in life.) Note that this applies purely to Malkarth – it does not include the weight of any of his equipment or personal belongings.
Height: 1.82 metres.
Weapon: An unnamed steel falchion. It is light-weight in construction, and weighs roughly 2 kilograms. The blade measures approximately 90 centimetres, and the hilt approximately 16 centimetres. The blade itself has one straight but comparatively blunt edge, and one curved but sharper edge, and an edge connecting the two. The edge connecting the cutting edge and the blunt edge is hooked, curving upwards. It is in good quality – there is no rust, and the hilt is is undamaged, but there are a few dents along the blade. The hilt is made of somewhat lower quality steel than the blade, and is adjoined to the blade via welding. It has no crossguard. The grip is made of tough, untanned leather. There is a piece of wire running through the leather, which when heated, allows it to be wrapped around the hilt, and when left to cool, becomes very firm, preventing the grip from moving. There is a disc-shaped pommel at the top of the hilt, which is used to counter-balance the weight of the blade when wielding the weapon. It is primarily a close-ranged weapon, used for slashing and hacking, and excels at dealing heavy damage. It is poor against long-ranged melee weapons, such as a short spear or pike, and missile weapons, such as bows and crossbows. The falchion has no special properties – it appears to be an ordinary weapon. Its history is unknown – Malkarth found himself wielding it after he regained sentience, and has retained it since.
Armor: Malkarth does not wear that much armour – he doesn't really need to, seeing as there are no vital organs he needs to protect. However, he does wear a shield, and pauldrons, the shield to aid in combat, and the pauldrons for appearance, rather than actual functionality.
The shield is a buckler made of steel. It, like the falchion, is light-weight in build, weighing roughly 4 kilograms. The buckler is 76 centimetres in diameter, and curves outwards slightly. There is a design on the shield, that of a skeletal wolf, jaws ready to bite. The handle is made of steel as well, and is welded onto the inside of the shield, and the grip is of the same design as the falchion – rough, untanned leather, attached by wire. The buckler is excellent at deflecting both close- and long-ranged melee weapons, such as swords and spears, due to the curved design. It can also be used as a “metal fist” - being punched with a buckler will cause serious damage, due to the rim of the buckler. However, it fairs poorly against missile weapons, such as a bow and crossbow, due to the comparatively small size of a buckler when compared to large shields. The buckler has no special properties, like the falchion, it is a purely ordinary weapon. Its history is the same as that of the falchion.
The pauldrons are made of a discoloured, slightly brown, iron. They weigh approximately 3 kilograms each. They measure about 40 centimetres. They are attached to Malkarth's shoulder bones by simple leather straps which go round the upper arm. The design is quite unusual – the pauldrons are shaped like the head of a Stalhound, although missing the lower jaw. They serve no particular purpose in battle, although they may deflect the occasional blow aimed at the neck or upper body, and would hurt if body slammed with, but instead, are for dramatic purposes – they look quite intimidating. They have no special abilities or attributes. Their history is the same of that as the buckler and the falchion – they were all found after Malkarth regained sentience.
Strengths: Malkarth possesses all the innate strengths of a Stalfos – for example, he is very difficult to kill. If he is damaged enough in combat that he should fall apart, the necromantic magic which animates him will cause him to reform after about five minutes. The only way to prevent this is to move the separate bones long distances away from each other or put them behind barriers, or to shatter the bones completely, so none of them are large enough to reconnect successfully. This is mostly easily done by an explosive weapon such as a bomb. Being dead, he also has certain other advantages – asphyxiation, drowning, burning, poisoning, and disease won't kill him. This means he can enter areas filled with water, alight with fire, filled with toxic gas, and vacuums, without much danger to him. Finally, he is excellent at jumping and running. His physical strength is much the same as it was in life, only now, he is a lot less lighter, due to the considerable loss of living mass. He can jump from standing start at least 2 metres, and can move swiftly and with agility. He also has one thing an ordinary Stalfos does not have – sentience. Malkarth is an intelligent being, capable of making his own decisions, and experiencing his own emotions.
Weakness: Malkarth also possesses all the innate weakness of a Stalfos. Explosive weapons are lethal, and he really doesn't stand much chance against them. Extremely heavy weapons, such as a morning star or ball and chain, are also strong enough to shatter his bones enough so that he cannot reform. He also fairs poorly against people with missile weapons, although that is probably due to his weapon choice rather than his specific weakness. He is physically incapable of swimming, because his body is far denser than water – he will just sink. That means, while pushing him into the sea won't kill him, he would have to walk out of the sea. Which could take some time. Bright sunlight weakens Malkarth greatly – he is slower, and not as strong, and his jumping skills greatly diminish. Light from fire or other light sources, does not have this effect. Presumably, weapons blessed by light spirits or Sol Orbs, would have this effect. Being dead, he also lacks a few senses – he cannot feel heat (it always seems cold to him), and he cannot smell or taste anything.
Staltongue: Malkarth is capable of communicating with other Stalkind, such as Stals, Stalchildren, Stalhounds, Stalkins, Stalfos Knights, Staltroops, and Stallords. Whther they will actually say anything interesting is another matter, since they all possess only a very basic level of intelligence, with the occasional exception (such as Captain from the Oracle games)
Basic Unarmed Combat: Malkarth is proficient in unarmed combat, and can fight well without a weapon.
Basic Mêlée Weapon Combat: Malkarth is proficient in combat when armed with swords, axes, spears, and clubs, and can perform basic feats of swordplay. However, he does do slightly better with one-handed weapons, rather than two-handed.
Basic Archery: Malkarth is proficient with a bow and arrow (although, not a crossbow). He can accurately hit a still target, and fire reasonably quickly, although he has difficulty hitting moving targets.
Expert Falchion Combat: Malkarth excels at combat with a falchion. He can wield the blade with much skill, and is capable of using a wide range and variety of sword fighting techniques with it.
Shadow Pulse: Malkarth is capable of creating a sphere of dark magic by focusing his magic through an iron object – usually his sword. He can then fire the sphere in a direction of his choice. The size of the sphere depends on how much energy Malkarth puts in. The sphere appears as a jet black orb, that seems to suck in light – everything just around it seems slightly darker. The sphere causes the sensation of burning and heavy bruising on impact, even if the target is wearing armour. This is because it causes blood vessels, usually capillaries, just under the skin to burst. While usually non-lethal, merely causing nasty injury, and brief pain, it could be more serious if it hits an open wound, as it could come into contact with larger blood vessels such as arteries exposed by the aforementioned wound, and cause internal bleeding, resulting in death. This is somewhat unlikely though, and would be quite hard to do. Practically, the shadow pulse is more likely to be used as a deterrence, to warn off approaching enemies, rather than used in actual battle. The shadow pulse is also much weaker when exposed to bright sunlight. Using it also consumes physical energy – Malkarth can't use a normal sized (roughly 30 cm) shadow pulse more than about nine times a day without becoming extremely tired. It also requires a decent amount of iron or steel, through which the magic is focused, to be performed. Malkarth couldn't use it if he was unarmed, for example.
Appearance: This would be a rather hard category to fill – all skeletons looks rather similar, with little variation. In fact, that could even be included as a weakness – Malkarth would be very hard to distinguish from an ordinary Stalfos, seeing as they look almost exactly the same.
Personality: Malkarth is typically quiet, realistic, independent, and a highly pragmatic person and would come across as objective, even-tempered and unflappable in almost all situations. Malkarth, while he hardly ever interacts with other people, tends to communicate with snappy one-liners and sarcastic comments. Because Malkarth is a realist, he is able to capitalize well on available resources, which makes him practical, with a good sense of timing. Malkarth has an innate understanding of how mechanical things work and is usually skilled at using tools. He tends to make logical and private decisions, stating things clearly and directly, just as he sees them.
• Able to work well independently with defined tasks & tangible products
• Keen observer; excellent memory for factual information
• Highly logical thinker; able to bring order to confusing & recognizable facts
• Able to stay calm & cool in a crisis or under pressure
• Highly resourceful and pragmatic
• Great at identifying the most practical, simple solution to what may seem complex
Malkarth reacts well to battles. While he would prefer to avoid conflict, he will fight if he must, and if he does, surrender is unlikely. He is already dead, so he doesn't worry too much about his fate. Malkarth is, unusually, not religious. He does not worship Din, Farore, or Nayru, as he feels they have abandoned him. Perhaps, in a way, they have. He also has slight self-hatred problems – while he doesn't hate himself or his personality, he hates what he is – being a Stalfos means many things in life are inaccessible to him.
Note that I like my characters to involve themselves, and have personality and character development during RPs. So, while this may be Malkarth's standrad and default personality at the start of any given RP, it may change or develop differently in reaction to the events of the said RP.
Biography:(I'm just going to say this briefly: why do we need a biography? In RPing on other sites, while I do use character templates, their biography is always different. Having a changing biography allows you to include aspects of any RP you may be involved in, giving your character greater depth. Why is it necessary to have one set biography? But anyway. As such, Malkarth doesn't really have a distinct biography. I could flesh it out if you want, but it won't have any particular effect on Malkarth, and I may change the biography from time to time to suit my mood. Another point is, before posting this, I briefly checked through other approved characters - they don't have biographies half the time, they have epically long fan-fics, with loads of character interaction and speech. Sure, its good writing, but a biography is where you sum up some-one's life, not tell every single last bit of it as it happened in excruciating detail. I want to avoid that. So, this will be short, but sweet.)
Malkarth doesn't even remember his life, or who he was prior to his death. It doesn't particularly matter, either. Seeing as he cannot remember it, it has no effect on his personality, and anybody who may have known him prior to his death would now be dead. Being resurrected as a Stalfos was common enough, especially during various wars – those endowed with magic would often resurrect entire armies to fight again. He was probably just an ordinary solider among many.
A more interesting question than who he was in life, would be who he is in death. Why him? Among all the mindless Stalkind that prowl through the night, why is he the only one who has sentient intelligence, a functioning mind, emotions? Who, or what, did this? Malkarth has yet to find out.
Malkarth's first memory, is of the sound of a bell. It was dark, everything was dark, and then a bell rang. And then Malkarth opened his eyes. He saw the world, in all its beauty – the verdant trees, the night skies, the crescent moon. And then he looked upon himself, and saw his hideous contrast – a skeleton, the symbol of death. And yet, he knew who he was. He was Malkarth. A Stalfos.
Malkarth began to wander the world, exploring. Why, he could not say. Perhaps it was to find remnants of his former life. Perhaps it was because seeing the wonders of life dulled the despair of his death. Perhaps it was to find out why he had been granted sentience. He became a traveller, constantly moving from place to place, never staying too long. He rarely met with people, because of their reactions.
Very occasionally, he made allies, met friends, who were willing to look past his outwards visage. But as they grew old and died, all he could do was watch. Eventually, the pain of watching another friend grow old and due became too much. Malkarth began to avoid people altogether. He is little more than a memory now, a story told to frighten small children – the shadow in the forest, the darkness on the hills. All this, despite the fact he never hurt anybody who did not give him reason to.
But maybe, one day, he will find peace.
(As you can see, no names are named. That means Malkarth can fit in almost anywhere. Should the RP be set after OoT, it can be set after OoT. Should the RP be set after aLttP, it can be set after aLttP. Heck, Malkarth can be set into almost an fantasy medieval world role, as long as you replace Stalfos with skeleton. I'd probably rewrite the biography to suit the RP anyway.)
Race: Human (infected with vampirism, but not a vampire)
Hair: Black hair that is washed enough to stop it from getting disgusting, but is rarely combed. His hair is somewhere between short and medium length. His hair is normally covered by a black fedora.
Eyes: His brown eyes are almost always bloodshot from lack of sleep. His eyes can be hard to see due to the fedora he wears on his head.
Weight: 175 pounds
Height: 6 feet, 2 inches
Stake Gun: Well, not a gun, more like a crossbow, a crossbow that fires stakes at incredibly high speeds into his enemy, ensuring that they will die a slow and splintery death. The crossbow also fires silver bolts, which Jason keeps in a pouch in his utility sash. The crossbow can be folded down to one fourth of its size and stored in one of his pant's larger pockets.
Short Sword: A titanium short sword that is primarily used during close combat in his fight against the undead that plague his world. The titanium has silver mixed with it to aid him in fighting vampires and such; it also has a leather grip. The sword is kept in a sheath on his back. The sheath itself is attatched to his back with a harness that goes across his chest. The sheath is normally worn over his duster.
Anti-Vampire Grenades: Silver-based, UV grenades, which release a powerful ultra-violet explosion while spraying silver shrapnel everywhere. These are kept on his utility belt.
Stakes: Jason wears a sash across his chest that holds his extra wooden stakes and a small mallet, which he uses to pound stakes into someone’s chest if his crossbow isn’t working or if he wants to use a more personal approach to killing someone.
Silver Daggers: Well, not really silver. More like titanium and steel mixed together into some sort of monster killing super metal. They are kept in two holders in his utility belt, and then another one in a holder on his right ankle and a fourth one in a holder on his left arm. The arm holder and leg holder a covered, adding an element of suprise to his attack when he pulls them out and stabs someone.
Shotgun: It is a shotgun; it is a pump-action gun and is used to kill zombies and… people, also vampires and werewolves if he chooses to use the silver shells he keeps in one of his belt pouches. He uses this weapon the least, preferring to use either the Stake Gun or the classic “stake and mallet” approach. The gun is kept in a holder on his right hip.
Holy Water: Jason normally keeps a large flask of holy water in one of his coat pockets. Holy water damages almost all undead creatures and unholy creatures.
Assortment of Religious Symbols: Jason wears a symbol from very major religion, and a few of the more obscure ones. Each symbol is made of pure silver and all the symbols hang from one necklace which he keeps under his shirt. It is also a little ironic that Jason, an atheist, relies on religious symbols as his last attempt at defense from vampires.
Armor: Jason wears a black short-sleeved shirt, a pair of black trousers with multiple pockets, a utility sash that contains many hunting items in the pouches, and a utility belt that does the same. He almost always wears a light, loose fitting black duster over his shirt that has a high collar with a thin silver lining running through it to prevent any vampire bites to the neck. Or werewolf attacks. Actually, when I think about it, it seems that everyone is vulnerable to silver. He also wears a pair of black combat boots that have silver lining the sole and contain several small pockets that he puts small cloves of garlic in.
Garlic Necklace: The classic vampire repelling garlic necklace. As you can imagine, Jason is not a pleasant smelling man.
Night Vision Sunglasses: Jason wears a pair of sunglasses that have been modified to allow him to see in the dark for hunting at night. When they are not on, he keeps them in one of his many pockets.
Bag of Sawdust: After his first few encounters with vampires, Jason began to approach his methods of killing them with more classical ideas and strategies. He uses the sawdust and wood flakes left over from carving stakes to distract vampires by exploiting their odd need to count things compulsively.
Strengths: Jason is skilled in sword and hand to hand combat; he is also some form of genius, as he has designed and built almost all of his equipment and often comes up with complicated plans in a manner of seconds. He has an advanced sense of smell, hearing and vision when compared to the average human and has perfect vision. His agility and strength is somewhat above that of the average human. He is also an excellent shot with his crossbow and shotgun. He also has a minor immunity to vampirism.
Weakness: Being a mortal human, Jason is vulnerable to everything that will hurt a human. He is also infected with vampirism, although his immunity keeps it from turning him completely. He needs to take medication (which he keeps in his belt) to dull the constant headache and nausea that comes from his odd state of vampirism. He must take something stronger (also in his belt) to dull the pain from the two puncture scars on his neck. Due to his condition, there is a constant possibility of him turning into a vampire.
Sunlight retrogrades his vampiric condition; making him human as long as he's seen the sun recently. Silver keeps him from advancing quickly in condition as long as he's got skin contact with it, but he'll still progress slowly. If he's out of sunlight for too long (more than twenty-four hours), he begins turning into a vampire. The pain gets worse, and he grows pale. After a while, he starts exhibiting unusual strength for a human, but not beyond the human maximum. After a while, he will enter a point that looks like he is dying while he makes the transition to being a vampire. Then his vampire instincts would kick in, and he would start to avoid sunlight, which would further prevent him from returning to normal. If he is exposed to sunlight again, he'll change back. But he will have to cross that agonizing threshold from undeath to life. If he's 100% gone, it could take an hour of him thrashing and then ultimately bursting into superficial flames, which soon die off as he becomes a human again, then transitions over across a ten-minute span. Afterwards, he'd be dehydrated and exhausted, and therefore useless.
Appearance: Jason looks very sick, to put it simply. He has bags under his bloodshot eyes and two scars on his neck from when he was first infected with vampirism. He does not shave as often as he would like, so he normally has a few days worth of stubble on his face. He has a tan due to all of the time he needs to spend in the sun to keep from turning. Jason has a muscular build, but does not give off the appearance of a body builder. He looks like he has spent many nights without sleep, and has a hint of insanity and genius in his eyes. He could probably be considered attractive if he ever got around to taking care of himself or taking a night off from vampire hunting, but for now he looks like some unholy combination of a sick person, an insomniac, a Goth and an average beachgoer. He wears a black duster, a sash with many pockets and loops for stakes and such, and a belt with the same purpose. His sword is kept in a sheath on his back, and his crossbow (in its folded form) is kept in a larger pocket on his belt located near the left side of his hip. His shotgun is kept in a holder on the right side of his hip.
Personality: Jason is a pessimist and is does not trust people easily, since the last person he trusted ended up infecting him with vampirism. He has an incredible hatred of vampires; his obsession with killing them has caused him to go up to a week without more than a few hours sleep. Some call it commitment, and others call it insanity, but no matter what you think of it you must admit that Jason is one seriously devoted man. He is the kind of person who would carve a tally mark for each vampire he has killed onto his sword.
Jason is the kind of person who will force you into a frightened respect for him solely from him giving you a cold, hate-filled stare. He could make you believe in him, he is a natural born leader and would probably be in charge of his own guild of vampire hunters if he was friendlier towards his fellow hunters. Jason immediately distrusts and hates any vampire he encounters, even if that vampire has saved his life on multiple occasions. He also hates vampire hunters, because he knows that they would turn on him in a heartbeat if he were to be kept out of the sun for too long.
Biography: Jason Grimm was born and raised as the latest in a long line of vampire hunters. While other children were in elementary school, Jason was already learning how to kill vampires. Over time his skills as a hunter developed, and his body and mind were made into tools for fighting undead. He was trained in the use of weapons and the best techniques for eliminating them. He became a weapon for serving a purpose that his family has been serving for years and years.
However, years of being trained to be an expert hunter had made him too confident in his abilities and Jason began to get cocky. By the time he was seventeen he was already one of the greatest vampire hunters in the country, he even broke into a vampire compound on multiple occasions, something normally thought of as a suicide mission. He would be out fighting vampires for days at a time, often not returning until every vampire in the area was killed. He made his family both proud and ashamed of him with his actions. Nobody would guess that he would eventually make one of the stupidest mistakes in vampire hunting history. Never, EVER let a vampire speak with you for more than a few minutes at a time unless you are backed up by a small group of hunters.
Thinking back on it now, Jason doesn’t even remember her name. He does remember what happened that night with almost perfect clarity. He met her while he was fighting his way through a small clan of vampires. She managed to block enough of his attacks, and just kept talking to him the entire time, telling him how powerful he was, feeding his ego until he ran out of reasons to hate this particular vampire. And just when he let his guard down, she struck. There was pain, Jason remembered that, and he could feel the blood being drained from his body, he could hear the screams of the vampire that attacked him as she was killed by a group of hunters that had stumbled upon her during the feeding.
He woke up in a hospital bed with bags of blood draining into him. The doctors told him that they had to perform a full blood transfusion, but they managed to seal up the bite wound and stop the vampirism from turning him. They gave him a prescription for some pain medication and told him to get plenty of sunlight if he wants to remain a human much longer. They said he was lucky to survive, and that his body has some sort of natural immunity to vampirism that prevented him from turning before he could be taken to the hospital. As soon as he got out of the hospital he began spending more time developing his weapons and armor. He loaded himself with silver so he could prevent himself from turning, and spent a lot of time in the sunlight. Soon his wounds had healed up, leaving two scars on his neck and a new motive to hunt other than it being his family’s legacy.
Jason still had a lot of questions about himself that he needed to answer about himself and his new condition, but he didn’t have time for them. As long as there were still vampires in the world he would not have time to answer those questions about himself. Hell, he would barely have time for sleep. As far as Jason was concerned, his miraculous survival of a vampire bite had caused him to lose time that could be spent fighting vampires for… sunbathing. Nobody trusts him now because he could become a vampire at any moment, but Jason didn’t care, he didn’t trust them either.
Lady Knives made the signature picture, SUBMIT TO HER WILL!
Hair: Fairly short and spiky at the back with the tips a dark red. In the front her left eye is covered by a wisp of her bangs.
Eyes: When she is not thirsty her eyes are a golden amber, but as she gets thirstier her eyes grow darker until they are completely black.
Weapons: One long sword on her right hip, bow, throwing knives, and something she uses in rare occasions, a bull whip.
Strengths: Jade is very stealthy, and silent. She is very light on her feet and can be very unnoticed when need be. Most of her senses are very well attuned. Her hearing and vision is very sharp, and even sharper in the dark, she can run at a great speed requiring no horse or any other transportation and can also jump great distances. She can read minds to an extent and has no need to sleep.
Weaknesses: When the need to feed arises on Jade she starts to become very weak. Until she replenishes her thirst she stays weak. Though she tries hard to keep from killing humans for no reason, the smell of their blood tempts her and almost drives her crazy until she has to feed on them.
Skills: Jade is very attractive and persuasive with her appearance. She can easily convince people, especially men, to do things against there will simply by batting her eyelashes at them. Not only are her eyes convincing, but also her smile, her perfectly straight teeth add to the thinness of her light pink lips. Her voice is very angelic like and very smooth.
Magic: None as of now
Appearance: Jade is fairly average for a girl in height, she is petite. Her skin is very pale, almost like a porcelain white, it is very beautiful and flawless and just adds to her angelic features. When on the job for a client, Jade wears tight leather pants, along with a tight leather sleeveless top. Over that she wears a black cloak which helps her blend into the darkness of the night. When not on the job, she wears tight, black short shorts, showing off her pale legs, and a sleeveless, black top that shows part of her belly. If it is daytime she wears her cloak. Unlike most vampires, Jade can be out in the sun, it doesn’t burn her. Her skin just looks unusually transparent so she usually chooses to wear a cloak to cover it.
Personality: Jade usually comes off a pretty rude. Sometimes she acts better than other people and acts snooty. It seems like nobody is good enough for her. But despite her rudeness and her feeling of being better than everyone, she tolerates humans and does what she can to blend in with them. When she wants, Jade can be a very charming, and loving person, which she uses to her advantage.
History: Jade Long was a pretty ordinary girl with an ordinary life. She had a wonderful family composed of her loving mother, father, one brother and one sister. The town she lived in was a cozy little place with friendly neighbors and delightful shops. Nothing strange or weird ever happened here and the people lived happily with ordinary lives. Jade was a gorgeous girl with long, flowing brown hair and jade green eyes. She had slightly tanned skin.
Jade like most of the 18 year old girls around her village was wanting more in her life. She was ready to settle down to get married. In her little village, 18 was a very common age to get married. But she never really found someone who met her taste. Jade and her family were a little bit more wealthier than the rest of the town, and she found that no man was good enough for her.
She felt like something was missing in her life, but she couldn’t quite put a finger on it. Though she loved her family dearly and didn’t want to leave them, she has a nagging feeling that she must leave her town and find something better for her in the huge world she lived in. Leaving a note for her family Jade left her town to find new things for her life. She wanted to fill the hole that she felt inside her.
After a few days of traveling, being near death, Jade stumbled upon a mysterious little village. The people here wore strange. Every single person she could muster the strength to look at was absolutely and strangely gorgeous. They were almost perfect in every way. All of them had pale porcelain skin, perfect black hair and amber colored eyes.
Most of them ignored her until a young man approached her and picked her up of the ground with ease. Jade’s eyes were growing heavy as she smelled the sweet scent of the young man’s skin. She felt his face get close to her, was he smelling her? He was in fact as she felt him set her down on a cushiony couch. But then the pain!
She heard a shrill shriek and was surprised when she realized it was herself. Fire was coursing from her soft neck and was slowly making it through her body.
“It burns!" she screamed with tears streming down her face, "The fire! Stop it!"
The burning stopped and she started to feel strength in herself again. She was strangely aware of many sounds around her. Her senses were much sharper than before. Feeling her strength returning Jade stood. No one was around her so she started to wander. The place she was in was just concrete and cobblestone all around her. It looked cold, but to her surprise she was quite comfortable with the temperature. As she was trying to find her way out of the stone building she passed by a mirror and gasped at what she saw. She hardly looked like herself. Her gorgeous brown hair was now black and her jade green eyes were also black. Her once tanned skin was now pale, a porcelain white.
Jade started running. ‘What is happening to me?’ she thought to herself. She eventually found an exit and ran outside. Then it hit her. A glorious smell. It drive her mad as she made for the first human being she saw. Before she could stop her instincts she jumped the man and took a ferocious bite out of his neck. Oh the blood! It didn’t smell salty and metallic like it used to, it smelled wonderful! Almost sweet smelling.
After her feeding, her eyes returned to an amber color and she came out of her instincts. What had she done? She had to leave, to save the people around her. Jade ran into a forest and burrowed herself in a cave. She stayed there for many many years, getting control of her thirst. When she got thirsty, she would feed on animals. Her attitude grew cold.
When she had learned to control her thirst she headed back into the real world. It had changed much in her years of absence. She wasn’t sure how long she had been a way, but it had been a long time. She realized she liked her new attitude she had. She liked the idea of the “badass angel” so to speak.
Not quite controlling her lust for blood, Jade became an assassin. She taught herself to use weapons, her quietness and fast pace to her advantage. She became feared by some and became well known as one of the best assassins around.
Scales: Back scales are a deep blue extending to the tip of the tail, underbelly scales are a light tan, and scales on wing buds are a deep elegant purple
Eyes: Yellow eyes with black slits
Weight: 275 lbs
Height: 6 feet 7 inches
Wingspan: Six feet
Weapon: Spiked steel mace
Armor: Natural scale armor; Steel buckler and steel armor on shoulders, wrists, thighs, ankles, tail, and connective piece between shoulders and wings
Strengths: Decent healing magic, survival instincts, moderate melee ability, increased regenerative ability (not much, about twice the speed of humans), can perform surgery and excels in first aid
Weakness: Unable to fly, healing magic takes from his own health and is useless to heal himself, poor English
Major Heal: Restores all minor wounds (scrapes, slight cuts) most mid-level (deep cuts and trauma) and a few major damage sources (impalements, massive trauma, internal bleeding)
Shield: A shimmering protective shield against physical damage coating the target’s skin
Spell Absorption: Instead of a spell normally damaging a persons vitality, their willpower is increased to superhuman status and they actually absorb the spell, using its power to their own advantage
This spell is possible only under extreme stress to resurrect said person and only if Feather-Tooth is in perfect health and the target has been dead for less than three hours. No coughs, no cuts, no scrapes, perfect health. Feather-Tooth will immediately be put in a vegetative state whether the spell renders the target alive again or not, and will not recover for several months to several years. All healing Xorani are taught that this spell is forbidden unless an extreme circumstance such as a diplomatic or political figure is killed.
Appearance: From tail to nares Feather-Tooth is seven and a half feet long. From the tip of his tail up to the connections to his wings, hundreds of small inch long spikes make two lines up the body. The tail is armored with several steel plates with chainmail underlay to protect from blades. The plates cover the top of tail but not the bottom. They move up the body to the wing connections with have steel coverings over the bone and none over the connective skin to the first finger bone. The steel covers the back of the neck moving into standard shoulder armor ending at the bicep and starting mid forearm in a bracer again. Flexible steel plates cover the thighs ending just above the knee and starts mid tibia. His entire body is thickly scaled with deep blue scales slowly lightening as they reach the underbelly and underneath the upper portion of the tail changing into a light tan. The wing connective tissue is a violet color and the bone pieces of wing are a deep purple.
Now, for body structure… here, just add these wings between the spine and the shoulders with this sort of connective tissue these.
Personality: Feather-Tooth has a deep sense of personal conviction to help the sick and wounded instilled in him by the Witchdoctor of his village. He feels out of place with those he does not know and especially if they are of a different beast-race. He is always at war with himself over the meaning of his birth and left the world to gather wisdom. He is bright and intelligent and all around good natured, though he is easily provoked to anger when the safety of others is at stake.
Biography: Feather-Tooth’s birth was an omen, of what the village of Kilia is still unsure. His species eventually rises into greater dragons at the age of two hundred. The rarest of these particular dragons are the purple-wings. They are destined to be the head of the race so only one will be born every several hundred years, and when another is born, the current head of the race departs into the Void.
Feather-Tooth, given the opportunity to choose his lot in life because of his destiny, chose to become a Witchdoctor for his people and keep them alive. He began to study medicine regularly then specialized in magic healing as he grew into his thirties. It was at this age that he was charged to journey the world seeking wisdom, courage and strength to lead his people. He prepared for two years, studying the art of melee combat to help defend himself, then set off at the age of thirty-three.
At the age of thirty-four he lost his first patient, an outcast of his race who had been attacked by wild animals. He tried to repair the lacerations magically but couldn’t maintain the focus required, and then at that point it was too late to heal him with conventional medicine. After that he swore he would never lose another patient.
He began gathering herbs and making his own medications for villages in exchange for room and board and would learn local culture and seek the guidance of the elders as he wandered town to city to village. And to this day, he continues to journey, waiting until he has enough wisdom and strength to lead his people, one hundred sixty-five years from now.
Name: Tarkienav Geoffrey Torr (He goes by his middle name, which is pronounced, incase you don’t know, Jeffrey.) Tarkienav is pronounced-
‘Tar’ as in ‘tar pits’
‘Ki’ pronounced like ‘key’
‘En’ say it like it looks
‘Av’ phonetically- ‘ahv’
Torr is pronounced how it looks; it rhymes with ‘door’
Age: 598, born February 24, 1410, made into a vampire June 20, 1422
Race: Elvish Vampire- The ‘elf’ part mainly refers to a human sized, pointy-eared, immortal-unless-killed-in-battle kind of elf, and the vampire part refers to the author Stephanie Meyer’s rendition
Sex: Male (obviously)
Hair: Dark brown, normally with bangs down to his eyebrows and hair grazing the top of his ears and completely covering the points; spiky like a Japanese school-boy’s; lighter brown streaks through some of his spikes
Eyes: Changes with the level of bloodlust from a butterscotch color to pure black; normally somewhere in between; however, this is only if he is eating animal blood; when he eats human blood his eyes range from almost a neon red color to black; the latter is rare
Weight: 172 1/4 lbs.
Height: 6 ft, 4 in.
Weapon: He wields dual poison-edge katanas, each one hanging opposite of the hand it’s used for; a dagger strapped to his outer left calf; his teeth (used rarely)
Strengths: Marble-hard skin; superhuman strength and speed
Weakness: Garlic; werewolf/vampire bites; holy water/magic; and his sense of humor
Garlic- if he eats anything with garlic, he will lose his powers and be unable to go into the sun for one day times each ounce in the food; if he does enter the sun with "garlic poisoning," he will be sunburnt to a literal crisp
Ex.: if something has three ounces of garlic in it, then that’s three day without his powers and with the inability to enter sunlight
Werewolf/vampire bites- the only things that can truly kill him by ripping him to shreds and burning the remains
Holy water- when it touches his skin, it acts like an acid, burning his skin off, sometimes down to the bone; however, unlike popular belief, crosses do not affect him in the least (he has one on a necklace, a necklace he never takes off)
Holy magic- whenever he comes into contact with an item or spell imbued with holy water or something similar, a it causes something that's a combination of the effects of garlic and holy water at the same time; simply put, he loses his power for one week, and his skin burns off
Skills: He can read other people’s minds as long as they are within 9-10 miles of him, he can create black fire from the palm of his hand, and he may change his face to any human face he’s seen before; however, this does not apply if he has been in contact with garlic and/or holy magic
Appearance: Looks like a thirty-two year-old albino Caucasian; has a black goatee but no sideburns; normally wears a green t-shirt and baggy jeans; has white sneakers; he has caved in cheeks reminiscent of Grand Moff Tarkin from Star Wars Ep. IV; big black bushy eyebrows; squared off face
Personality: Normally he’s somewhat jokey, though during battle he is very serious. He has a good sense of humor, and laughs with someone just to please, even if the joke sucked. He is a very good-natured soul when it comes to environment and people in general. He loves comedians and comedy shows, comics, and old cartoons, such as Loony Toons and the Pink Panther cartoon. He hates people who cause pain, suffering, and deaths just because they can, and hunts them down to quench his thirst sometimes. He has never killed an innocent person in his life, and he cannot bring himself to do so.
Biography: Born in a little town southwest of modern-day Berlin to Adolf Alastar and Marie Weimer Torr, Tarkienav Geoffrey Torr (Geoff for short), was the eldest of the two children, the other being Adolf Alastar Torr, Jr. They were, at the time, one of the richest families in Germany. Little Alastar upheld the family name, while his brother, Geoff, only sought fun in the forest near they’re house. He would almost always come home dirty, and always got a beating if he did. As such, his parents started to abuse poor little Geoff, and on his twelfth birthday, he ran away from home. In June of that same year, he was bitten by a vampire who pitied the orphan boy, and wished to give him a way to get back at his parents for seven years of abuse. However, Geoff, horrified at what he had become, ran far away, almost into the region that is now modern-day Czech Republic, and hid in the forests there. He soon discovered he could feast on animal blood, and quenched his thirst/hunger. He walked around Eurasia, and soon discovered that polar bear blood is his favorite kind, and he studied and perfected their fighting style to be used as his own. He does not know of his family, only that they died and are buried in the personal family cemetery. He is now coming to battle because he likes to do so.
Eyes: dim red with slight green swirl (right eye) yellow (left eye)
Eyes- How they affect her: People don't make fun of her eyes much, but some people consider her weird due to it at times.
Eyes- How they became that way: She was born with eyes like that.
Weight: 90 lbs
Weapon: Gem Sword The Gem Sword's Powers- Atsukami: Launches a series of beams from the sword into the enemy. Tahei: It can form a shield around anyone for 3 minutes, then it shatters, sending glass at the enemy. (Enemy can also shatter the barrier if the barrier is attacked to much) Zettuki: Can blind the enemy for a minute.
Strengths: Most water attacks do not effect her, unless its a rain/thunder hurricane. She has the ability to run really fast, about up to 130 MPH. She is extreamley nice, so its easy to make friends with her, and she is always willing to fight if she has to. If she doesn't really need to fight, then she stays out of it, which is another good thing about her, making it really hard for her to make unnecessary enemies during her journeys. She is also able to tell if fruits or plants are poisonous or not.
Weakness: Due to when she runs so fast, her vision can blur and she wont know where she was going, or she can run into something. It is really hard to stop when running so fast. Electricity and fire are her main weaknesses. She can't withstand them both because fire can burn her to a crisp, and electricity can zap her so she catches on fire, due to her having the element of flowers and earth, she is very weak when it comes to those things. Therefore she never heats up any of her food, and she never eats meat. All she eats are fruits. The way that the fire and electricity can hurt her is because she is a tangible spirit, meaning she can be touched, making it so unlike most spirits, she can be seen and touched.
Skills/Magic: The powers listed for the Gem Sword, can summon giant roots from plants to restrain the enemy for a short period of time by wrapping roots around their arms and legs and restrains them in the air. This can be avoided if you chop up the roots if you are fast enough. The roots are vulnerable to most fire and electric moves, but be careful using it if they have your friend tied up, they wont loosen until they are completely destroyed. Since they are pretty strong too, humans cant break them with their bare hands, they would need to cut them up with a sword, Stronger races meant for breaking roots would be able to break them though.
Appearance: She has long black hair with blue streaks in it, it covers her right eye. She wears a white dress made out of giant white rose pedals, and the dress does not dry or get messed up or torn. Her skin is perfectly smooth, but she is very pale due to her being a spirit.
Personality: She is kind, and willing to fight if urged to or attacked. She can not make unnecessary enemies due to her not getting involved in fights so often, and she is very scared when it comes to electric items, or fire. She is very courageous, and can't get her feelings hurt easily. When she is in battle, she is really shy at first but as the fight goes on and she actually starts getting hurt, she gets really annoyed and angry at the enemy and tries to kill the. Out of battles, She is nice and cute, but she always hides from people who look even the slightest bit suspicious, Therefore its sort of hard for her to make friends.
Reashiae is the young rose princess of the kingdom called Kirisha. She is 4 years of age currently, and she loves roses, they are the only type of plant Reashiae was fond of, along with all fruit-growing plants. Although she lived a happy life for quite awhile, her kingdom was attacked by the kingdom’s most hated rivals, the Hirnaki.
Shortly after, Reashiae was asked to leave by her mother and father because they didn’t want her to die. That is what they regretted the most. She obediently listened to them, and ran far away from what was soon to be her kingdom if it weren’t for the Hirnaki. She ran away to a small town, known as Apacei, when she was 8 (before that she just was wandering in the wild). She stayed there for many days, hiding from the Hirnaki, and from anyone that would keep her in custody for running into territory not owned by her kingdom.
She was ran out of Apacei one day when it was raining and she had nowhere to stay. She was desperate, so she went into an inn. They knew who she was, and thought she came to take their town as part of her kingdom, so she was ran out by the citizens, and forced to live in the wild. There she stayed, until she died due to drowning in a flood that happened the same day she ran away from Apacei, but her spirit lived on.
She remained in that place, her rose-petal dress soaked, but not tattered. She knew she had to hide in a cave or something whenever there was a fire or thunder storm, and shortly after there was a hurricane that lasted 3 days, she stayed in a small cave, where she found many fruits growing, and fresh supply of water from a little stream of water that trickled into a larger puddle that was very deep, full of water. That supplied her and the plants with enough water, and after 3 days past, she left and continued to wander to what she hoped would be her new home.
Weapon: Two retractable swords in his huge robe sleeves.
Strengths: Is a master with his swords, master of stealth, amazing speed. He is also pretty cunning. He will also attack relentlessly, furiously and without mercy.
Weakness: His back is an open area, and relies mostly on offense rather than defense. He will also sometimes leap into battle before thinking, and actually has quite a hot temper and a short fuse.
Appearance: A brown robe and hood that hides his face along with large sleeves for hiding his blades. He also has bandaged feet. His face is entirely hidden, only revealing two piercing cobalt eyes.
Personality: He is brave, and a little headstrong. He will not stop until a job is done. He is also very intellegent. He is also easily angered, but will try not to lash out at anyone. However, he may lose it if insulted enough.
Biography: Born hundreds of years ago in the Ikana Canyon, Bleak was considered the most dangerous Garo in the entire area. He lived with three brothers, two of which died in skirmishes against the Ikana army.
However, one fateful day, the Ikana army attacked the Garo village. The Garo Ninjas defended their home valiently, but alas, all of them died.
Bleak emerged as a shell of what he once was. Like all the others, he believed himself to be alive. They all believed that they had made it out of the raid safe and sound. He then decidedthat he should take the life of a mercenary. The reason? He was one of the village's front guards, and blamed himself for the raid on the village, and decided that the village would be better off without him. He then set off to be a mercenary, working to whoever needed him.
He traveled all across the world. He set up shop to Termania to Hyrule, expecting someone to hire him. He doesn't aspire to do anything, and believes himself dishonored for letting the raid happen.
Appearance: He wears black silk pants along with a long black shirt/coat with a hood connected by small latches. He wears his dagger across his back, with the throwing knives strapped to both sides(5 on each). He wears somewhat large robes for his size, to give off the appearance that he is larger then he is. Under those robes he is a rather lean man with broad shoulders, and under his stubble and dirt, a strong handsom face.
Personality: Gaz is a headstrong oddball. Many consider him to be insane, when infact he's perfectly sane, Fact more sane then most. the reason he's considered insane is 'cause he runs around on rooftops, and makes a fool of himself in public, mostly so he can laugh at himself. He loves nothing more then to relax by a stream with Azri, and fish.
Weapons: A 20" curved dagger, with a black dragon carved into each side, 10 Short, sharp throwing knives, and a hidden blade(A thin long compartment on the bottom side if his gauntlets/gloves that when he flicks his wrist correctly, it shoots out. The blade comes 8 inches past his knuckles.)
Armor: His clothes and his leather gauntlets.
Pack contents: a Lantern, Shaving kit, Spare cloths, Sharpening stone, Water skin, replacement parts for his weapons, rope, and a fishing pole.
Strengths: He is very gifted in acrobatics, along with high profenciancy levels in all his choice weapons. He is strong for his being lightweight.
Weaknesses: Gaz is lighter then most men, therefor fairly easily overpowered by bigger foes. He commonly jumps into things blindedly.
Skills: Acrobatics, multiple weapon proficiencys, fast runner, high stamina.
Biography: I grew up in a in a small town outside of Acre, a great city of the East. An "Urchen" of the streets, often nicking small things from stands, and people. My mother in father where murdered in the Third Crusade at the hands of Templar knights. I hoped for nothing more to exact my revenge on the Templars.
But that hope was cut short by a mysterious assassin. They say he wore white robes to hide amongst the scholors. After years of nicking things, I finally nicked the right person. They caught me in the act, and told me of their ways. Theivery and Assassinations. The man liked my "chops" and trained me in their ways.
I turned 25 today, and was wandering the streets, looking for something to eat, I came across a man dressed the way they discribed. He wore weapons on his waste a back, all glinting in the morning sun. I follow him for half an hour, weaving through the streets. Then he came to a wall, looked left, then right, then while no one was looking, darted up the wall, and climbed to the roofs. I quickly copyied what he had done, and saw him dropping through a trellis like roof. I walked to the edge, and saw a strange, trianglur symbol. Quietly, I dropped the the ground below, and crept up to a door way that the man went through.
"I plan to do the Assassination tonight," the man said. "Do I have your leave?". "Yes, just be careful." another man said. "I'll be on my way then." the man I followed said. Panicing, I scaled the wall, and hung on all fours on the trellis roof. The man scaled the wall the same way he did earlier. I dropped down quietly and peeked through the door, and saw the other man's back turned. I hunched down, and quietly walked up to the bar like desk he was behind. I peeked over the desk, and saw a marvilous dagger. I want you to find that dagger, The Rahfik has it. Get it at all costs. the words of my master ran through my mind. I reached over the desk, and grabbed the hilt, and gently lifted it. I accidently poked his back once it was almost out, and he turned, and I started running, with him close on my heels. We both scaled the wall with ease, and dropped to the dusty streets below.
"Guards! Guards! Arrest that man!" the Rahfik yelled, while pointing at me. Great.... I thought to myself as I charged through the streets. Behind me, I heard the hiss of swords being drawn from their sheaths. I hurtled down the streets jumping over baskets, and stalls. "Watch it, Ruffian!" I heard a vendor yell, as I grazed him while he was tending to the front of his stall. I turned quickly to my right, and spied handholds in a wall. Without thinking, I climbed the wall, and lay there on the roof motionless, controlling my breathing as best I could. "I can't believe you idiots let him get away! That man stole a priceless dagger from the Rahfik, Gondrak."
At the mention of the dagger, I grasped it tightly. Standing up, breathing more steadily, I strapped it to my back, and ran along the rooftops back to base. "You have done very well, Gazrimere." Kyreegose, my leader told me.
"You may keep that dagger." Kyreegose told me. "Keep it?" I asked. Keeping a weapon you stole in the Grabbers Guild meant you were an Officer. "Does that mean I am promoted?" I asked. "Yes Gazrimere. Now, go down to the horde and pick out a few more weapons that you like." said Kyreegose. With that I turn and went down the spiral stairs for many levels, untill I came to a vault. I tapped on the door twice, paused, three more times, pause, then once more. The large door opened wide and behind it there was a large horde of gold, jewels, weapons, artifacts, and other various valuable things. I looked up and down the weapon area, to find two things that took to my fancy, a glove that had a hidden blade in the bottom, and 10 throwing knives.
I left the vault, and climbed the stairs once again. "Find anything you like?" Kyreegose asked me. "Sure did." I said as I threw a knife right past his head, and flicked out the hidden blade. "I like it. Deadly combo right there." Kyreegose told me, obviously pleased with the choices I had made. "Now, go. Live in the wilds for 1 year, then return, not a day early, not a day late. you must learn to live of the land. But, so you won't be completely alone, take this falcon, his name is Azrigoth." Said Kyreegose as he held out his arm, with a bird on it. It flew over to my right shoulder, and started nuzzling my ear. "Go now, you need not delay, take your possessions." Kyreegose said with a hint of sadness in his voice. I left the building, Azri on my shoulder, pack on my back, and left for the woods to the north.
Approved by a bush...wait... not bush...shrub, that was it! XD jk jk
Age: 42 (Which would be about 18 in ‘human’ terms)
Race: Wood Elf (See Race details below for more, uh… details)
Hair: Long, copper red hair, going all the way down to the halfway point of her back.
Eyes: Darkened hazel.
Weight: 72 lbs.
Weapon: She has a shortbow on her back at all times, attached by a strap made of vines. She crafts her own arrows out of fallen trees she comes upon, normally keeping 30-50 in her specially made quiver. She also has a small 6 inch long silver dagger with an ornate wood frame carved from a cherry tree in her quiver. She is quite proficient at fighting with wooden shafts as well if she can find any in the area she is fighting.
Strengths: Clora has amazing skills with her weaponry and is quite proficient with aim and accuracy, leading to few misses in combat. If there is heavy plant growth in the area around her, she can make the area entirely hers to control with little effort. Wood elves like her can withstand large amounts of the elements, so water, air, or lightning based attacks will not affect her nearly as much as other ones.
Weakness: In barren land, Clora cannot use her plant powers to any advantage, and she can’t move trees or larger plants very much at all. Her arrows are entirely wooden (albeit incredibly sharpened wood) so if she is fighting any opponent with great defenses, (like a robot or something) her bow won’t do much good. She can also run out of arrows fairly easily, (they do snap easily and can’t be reused) as it takes her several hours to make a new batch of arrows out of new wood, and she can only do that if there is a source nearby. She is also very sensitive to cold, and will easily be defeated in a cold environment or when facing an opponent with ice spells.
Skills/Magic: Like any skilled wood elf, she has the unique ability to control plants (think Poison Ivy from Batman, or Bushroot from Darkwing Duck.) using her mind. She can make any smaller plant lengthen up to 20 times its normal size if needed, although she cannot thicken plants. They can also not leave the ground when being utilized; otherwise they are no longer usable.
Clora also has access to some minor healing spells using dew that she can summon. This only works in areas where water vapor is present to form the dew. It can fully heal minor wounds and most burns. The dew cannot heal broken bones, torn muscles, or frostbite.
Appearance: Clora is an obvious Wood Elf, looking at her. Her skin is a fair pale color with traces of green tint hidden throughout her skin. Her veins are also green. Her eyes are large for an elf’s and have a very innocent demeanor when just being looked upon, while most of her facial features highly resemble what you’d expect from an elf, with the non-obtrusive nose, long ears, etc.
Clothing wise, Clora always wears earthly tones. Her normal attire is a long, flowing brown gown which almost looks like flexible bark when observed. When felt, it feels like smooth silk. Her shoes ARE made of bark, smoothed down and with leafy pads added into them. Clora prefers to keep her hair in a long ponytail, or just letting it free. Her hair is naturally straight, and she never braids it.
Like most wood elves, she has various elements of nature covering her body. Leaves protrude from her hair like a crown, and 2 large leaves grow down the back of her legs, from the back of the kneecap to just above the ankle. Vines cover her left arm, and her right wrist is rough and brown, like tree bark, segueing in naturally with the skin. The bark effect is also apparent on the back of her neck, although it’s rarely noticeable with her long hair.
Race Details: Wood elves are an offshoot species of elf that evolved with the nature around them thousands of years ago, making them basically less technologically advanced elves that are at one with the world around them. Wood elves are able to control the earth around them, with some focusing on larger plants, some focusing on vines and grasses, still others preferring to offshoot plants all together and control water or air. Most wood elves do not gain much fighting prowess in arts like sword fighting and archery, although most elves from a mixed group of parents get at the very least an idea of combat training.
Picture: I’d draw one myself, but I can’t draw. So… anyone wanna help ol’ UZ out by drawing a wood elf?
* QUIVER: An arrow quiver made of soft leather. It’s large enough to hold almost 75 arrows, although it is rarely full. It is about 1 foot in depth and has several pouches along it in varying size and shape, with some going the whole length of it and some hardly big enough to hold a couple coins.
* BOW: A shortbow made from Oak. A strand of her mother’s hair is inlaid into the wood, giving it a reddish glint at some points. The bow has been dipped in beeswax keeping it moisture resistant and almost unbreakable. Normally the string in the middle is a vine plucked from Clora’s own arm. It’s attached to her back directly below the quiver with vines.
* DAGGER: A 6 inch long dagger with a cherry frame. The frame is carved with different pictures of animals and shrubs. The dagger is covered by the other half of the wooden frame, which is hollow and fits on top of it. The dagger is stored in a small pocket in the very bottom of the quiver.
* ARROWS: Clora crafts her own arrows with her dagger. Leaves are placed on the back for air resistance in place of the more traditional feathers. Each arrow is approximately a foot in length, and they vary in what type of wood they are made of, due to the fact that they’re made from whatever trees she can find.
* FLUTE: A small wooden flute with a 2 octave range from middle C to a higher C. It is the only instrument she knows how to play, as it was all she studied in the musical portions of school. She is quite good at it, although she cannot read music. It was a gift from her mother, who also played it at one point.
Personality: Clora is one of the sweetest people you’re ever bound to meet. Her demeanor is always to try and talk first, fight later, which has gotten her into a bit of trouble at times. Good natured, kind and often outspoken, Clora can’t be beat in the kindness department. She’s the kind of person who nurses birds she finds in the wild back to health.
Clora tends to be very shy around people, and rarely speaks up in conversation. In fact, unless she is spoken to it’s rare to hear her talk at all. Regardless, she makes friends quite easily with her naturally lovely demeanor. She can quite easily sense when someone finds her attractive, which she sometimes uses to her advantage, one of the only mischievous aspects about her. Otherwise she is rarely known to lie, cheat or manipulate anyone in any way.
She despises fighting in general, as she dislikes harming other creatures, especially animals. As such if an opponent is using any sort of summoned creature or steed, she tends to try and hit the source rather than the mount in most situations. As a rule, Clora does not fight back unless totally necessary and will not kill her opponent if at all possible. Her amazing aim with the bow helps her achieve this goal and she has yet to kill another man or elf in combat in her life. She hopes to keep it that way.
Biography: Compared to some of the more war-oriented elves in the world, Clora’s lifestyle has been a fairly boring one. She was born from a regular male elf and a female wood elf, gaining mostly her mother’s attributes. She was often shunned by other wood elves as a child due to not being quite as plant-like as they were, but Clora quickly learned the charisma that it would take to make friends. Slowly but surely as she grew, more people began to notice her and she was soon able to use her differences as a strength for herself, not a weakness.
During schooling Clora mostly focused on the fine arts in her studies, leaving warfare and fighting techniques to the more aggressive of her peers. She specialized in painting and musicianship, learning to play an old wooden flute provided by her mother. She wound up being quite good at the flute, although most of her musical peers were able to outshine her at their prospective instruments. Her painting style is quite absurdist, with strange color combinations and pictures. She was generally praised as a student for her new and sometimes innovative ideas in the fields of the arts.
As she grew, her powers of control over nature began to arise in her, and she chose to focus on medium sized plants and vines, due to the overwhelming variety of plants she could find in that region. She focused all of her training on that area, losing any chance she may have had to gain power over air or water. Eventually she had a change of heart near the ending of her training, and gave herself just enough time to gather the knowledge and ability of healing dew from the air. As her training solidified and finished, her mother died at the age of 205, quite young for an elf. Saddened and in despair over her mother’s death, she took solace in her father, who decided to show her the joys of archery.
Clora’s father was delighted to see Clora take up archery so easily, and as a year passed she got very skilled at both aim and agility. Soon he gave her an old quiver that he himself had used often during his youth. After teaching her all that he had known about it he began to teach her about other fighting styles, none of which wound up sticking with her as well as the archery had. She eventually got decent at all around combat styling, but archery remained her favorite. Soon after learning the art of staff fighting, her dad was summoned away by the local king for his role in a fight against several of the king’s men during a burglary. He was thrown in the King’s dungeon and Clora has yet to hear from him since.
In the year following her dad’s imprisonment, she grew more and more apart from the elven community and eventually decided it was high time she left the forests and woods she knew and explore what else the world contains. She started towards the more populated areas of the world with a sense of glee and a twinkle in her eye.
The Cargo Cloak: Donik’s trademark amongst his Merc brethren--his enormous hooded black woollen cloak. Donik’s cloak reaches to just below his knees and wraps around his entire body. It also has sleeves. There are several large pockets of various designs, but only three pockets are shown on the outside--two large pockets in the front for easy access with his hands and a large zippered pouch on his back left--the rest are hidden within the cloak itself. Those are: a sown-in short sword sheath and two dagger sheaths on either side (2 short swords and 4 daggers total), and a small zippered pouch on his left side. There are also two pairs of quick release straps on the back.
Primary Short Range Weapon: The “M.C. Staff” -- Appears to be a rather plain looking wooden staff, about five feet long. However, there are several unique properties to this staff. First, 4 1/2 foot blades can be swiftly released out of either end. (Two total, one assigned for each end) These long, thin, swords are released with the use of powerful magnets. Secondly, the staff can repel or attract elemental attacks, according to the user’s will. The staff is of a moderate weight, about 12 pounds. The balance of the staff changes depending on whether the swords are deployed. When traveling, the MC Staff is usually strapped onto the back of Donik’s cloak.
Certain innate properties within its design enable the Staff to take incredible punishment without damage. Not that Donik can't drop it, but the Staff itself is virtually indestructible.
Secondary Short Range Weapons: 2 short swords and 4 daggers.
Primary Long Range Weapon: The “MAG Rifle” -- Essentially, a sniper rifle. However, the bullets are propelled by an incredibly strong magnetic repulsion between a magnet within the “chamber” and another on the butt end of the bullet, instead of your typical “Click. Boom. Pow.” Thus, the weapon is virtually silent. However, as with all weapons of this type, they are not meant for medium or close range use. Additionally, as magnets powerful enough to effectively fire a sniper bullet are quite difficult to produce, lack of ammunition is always an issue. As the Mercenary organization Donik works for regulates and distributes these bullets among their employees based off of rank, Donik is only authorized to carry five bullets at a time.
The MAG Rifle is stored within a hardshell case, which is strapped onto the back of Donik’s cloak. It takes about a minute to set everything up.
The “Magnet Butt” bullets are held within one of his cloak’s zipped pockets.
The M.C. Scroll: Not particularly a weapon, but it is quite useful. Created by his mentor over thirty years prior, this little scroll of paper seems to defy every law of physics. Donik can “seal” any object desired within the scroll, while the weight of the scroll itself remains the same.
To withdraw or deposit an object, the user must open the scroll and place their hand on the paper. Then, a pseudo-telepathic category map will "appear" in their mind (think of tags and the folder system on your computer) and the user will proceed from there. If they are withdrawing, one must select an individual item and take their hand off the paper, which will trigger the item to appear where their hand just was. To deposit an object, the user must make their way through the "folders" until they reach the designated placement. Then, they must take the item they wish to deposit and place it on the paper, where it will "sink" into the scroll.
Serious damage to the Scroll (burns, gouges, etc...) will cause it to temporarily lose function. However, the paper is self-repairing, like human skin. So, after a few hours, all damage will be healed and all functionality will be restored.
Within this scroll are replacement swords (5) and daggers (10), but not bullets. Within, he also has steel and hemp rope (5 sets of hemp rope, each 20 feet, and 1 set of steel rope, also 20 feet), time released electric trigger bombs (Set off by an internal electric charge -- 5), electric-trigger bombs (triggered by an external electric charge -- 5), metallic wire (100 feet), a small and large pair of pliers, a comprehensive first aid kit, a small tent, sleeping bag, electric lamp, extension cords, small electric generator (it is, however, a virtual perpetual motion machine, so it can produce a lot of power), weapon maintenance supplies, copper wiring (10 feet), a sewing kit, toiletries, a compass, spyglass, a fountain pen, ink, blank paper, an unabridged series of encyclopedias, a pocket calendar, industrial rubber gloves, a fishing pole along with bait, hook, and line, a month’s worth of dried food and water, changes of clothes, and replacement Cargo Cloaks (2).
The MAG Generator -- This small electric generator, stored within a 6 inch x 6 inch hard-plastic case, acts as a virtual perpetual motion machine, through a fairly simple process of self-generated power with the use of magnets. Thus, creating an unlimited source of electric power.
With Donik's generators, he has exposed one of the device's corners, where you can quickly access an electric charge by tying a metallic rope or thread around a sturdy metallic rod. This rod is only "live," of course, when the generator is turned on.
There is also a standard electrical outlet for the generator's more mundane uses.
MAG Bombs -- As described in the Scroll section, there are two kinds of bombs Donik wields: one that is set to explode in a set time, or time-released, or one that explodes once an electric charge goes through it.
Both bombs look nearly exactly the same, a nearly perfectly proportioned gray cube about the size of our Rubik's Cube, but they operate in slightly different ways.
The Time-Released bombs have to be armed in order to detonate. To arm the bomb, the user must set the "time till explosion" on a dial mounted on one of the bomb's six faces and press down. At that moment, the internal clock starts counting down from the set time.
The External-Charge bombs require an energy source and some way for an electric charge to reach it. The most common method is for the user to attach a long, thin, metallic wire to the bomb, then to a device that produces electricity, causing the bomb to explode at that moment, as long as the device providing the charge is "live."
The Time-Release bombs have an explosion radius of about fifty feet, while the External bombs have a radius of about seventy-five.
Armor: Donik’s woolen cloak has a thick inner lining of leather, to repel light attacks and keep melee attacks from causing fatal damage.
Strengths: Due to Donik’s incredibly lanky frame, his long reach is a major defensive asset. This, combined with his staff, makes it an even greater challenge to land a decisive hit. He knows this, so he trains his overall stationary position speed so that he can keep up with the majority of direct melee attacks that come his way. Because of this training, his overall strength is quite impressive, as he is able to swing around his staff and effectively use it while wearing his cloak.
Donik is fairly accomplished in knife throwing also, as he was trained in this by his mentor. Additionally, thrown projectiles go at a pretty good clip, due to Donik's lanky arms.
His cloak is meant to conceal the that he has two swords and four daggers a mere hand-fwip away. Keep that in mind.
Donik makes light footfalls, due to his training and that he wears moccasins.
On the mental side of things, Donik is, frankly, a scholar. He is very accomplished in engineering, science, mathematics, biology, chemistry, physics and the vast majority of "hard" sciences. Due to this, he is able to calculate distances on the fly and deduce inferences about his opponent and the environment from his vast array of knowledge.
Weakness: Even though Donik is quite swift and agile, he tends to heavily rely on his weaponry. If you can neutralize this threat, the battle will probably tip in your favor, as Donik doesn't have much training in traditional hand-to-hand combat. His background in that area is fast'n-loose street fighting, which will barely have any effect against one with either formal training or proper armor.
If you get past his defenses, you’ll find that Donik’s cloak is relatively yielding. The only thing separating your weapon from his skin would be cloth, leather, whatever weapons are on that side (If you are attacking his side at all), and his clothing. Compared to standard armor, this isn’t such a bad deal for an attacker.
Donik’s a very tall guy. Therefore, he has a lot of body to defend. Even though his reflexes are top notch, a guy can only take so much.
As you can tell from former sections, Donik has many offensive capabilities if he's able to access his Scroll. If you, however, keep him busy the entire fight, then he won't have time to open the Scroll and unseal whatever supplies he needs.
Stealth isn't one of Donik's strengths, considering there's a lot of him to hide and that he wears two large objects on his back that knock against each other with every step he takes.
Appearance: Donik has olive skin, a long angular face, and a large, slightly skewed, nose. As stated before, Donik’s build is of an, almost freakish, lanky nature. Underneath his already described cloak, which he wears nearly all the time, save for sleep, he wears a simple white cotton tunic and a similarly colored and constructed pair of pants. For shoes, he wears a pair of tan moccasins.
On his back, you can find a very faded burn scar that reads, “DONIK.”
Speech Patterns: In terms of tone, Donik's voice is a nasal baritone, seeming to come out of his forehead.
Under normal circumstances, Donik uses casual wording with an intellectual twist. (The wording is causal, but the meaning isn't.) He is, however, able to change his pattern at will in order to conform to the situation, like when he speaks to dignitaries, gods, and other people or things who could easily kill him.
Personality: He is generally virtuous and has a very strong sense of duty and purpose, but he can be disturbingly ruthless to achieve his virtuous aims. He has a very cynical, and often acidic, sense of humor, but likes to keep to himself at most times. He is a very cunning individual and will generally not take a risk unless it outweighs the troubles of staying as he is.
Donik tries to avoid fights, not because he is morally opposed to them, but, rather, as an attempt to be as efficient and as committed to his overall goals as possible. Spending his energy on useless scuffles doesn't further his aims, so he discards these "opporunities" and seeks ways to avoid unwanted physical confrontation. That is, unless they serve a direct purpose, revolving around his perpetual mantra: "Is this worth the risk?"
During battle, he can become angered, but he never enters into a state of rage. Rather, he becomes cold and devilishly cunning--utilizing all of his mental faculties toward either severely wounding his opponent, or, often, killing them as quickly and efficiently as possible.
Biography: So, you want to know about me, eh? Well, I suppose that it wouldn’t do any harm.
I was, presumably, born in the mining city of Altin and found by my ‘brother,’ Erkek while some men were attempting to kill me, according to him. I was raised by Erkek, who is a gang leader by the way, and was taught the basics of street fighting and was, for the most part, kept safe. That is until I was eight, when the rival gangs of the city joined forces in order to kill Erkek and I was stuck in the middle of it. When it looked like the two of us were going to die, a group of Wielders, a special sub-group of humans and bears, yes, bears, in my world, saved us.
One of the Wielders, a man named Marcus Carak, offered to adopt me and I accepted. So, he and his wife, Angela, took me in as their son, and as Marcus’s apprentice in both fighting and politics. Marcus was, as he described, ‘the union of Diplomat, Lawyer, Lobbyist, and Soldier known as a ‘Wielder Advocate.’’ What he did, essentially, was travel the world and solve disputes concerning the welfare of Wielders. You see, people fear them for various reasons, as they are, essentially, Super Human.
So, I traveled around with Marcus, Angela, and my little brother, David, until I was nineteen, when Marcus and Angela were assassinated, and framed, post-mortem, for the manslaughter of a few hundred pedestrians.
The Anti-Wielder groups used this as an excuse to round up Wielders and “test” them, to see if they would unhinge in the same way my parents purportedly did. In actuality, they were being killed by the hundreds.
Also, as I was Marcus’s apprentice, the authorities were, and still are, looking for me. But I evaded them and moved other Wielders and their families, with some help, to asylum in South Canada.
Myself and a friend of mine, Harold Churchill, a Wielder, planned to join the premiere Merc association in the world, and rise in the ranks until we could do anything we liked--without any authorization--so we could save as many Wielder’s as possible. For Harry, who chose the road of politics, that meant becoming the Merc Commissioner. For me, that meant becoming a Commander.
Currently, I’m a higher level peon--praised for my fighting skill, but, apparently, not up to snuff for promotion. Thing is, I can wipe the floor with everyone in this chacking organization, but... I tend to rely too heavily on items my father, Marcus, made for me, which have distinct Wielder characteristics. So, I don’t use them in promotion tests.
In the field, this isn't as much of a problem, as the lower level peons aren't smart enough to connect the dots, and I just tell everyone that I found my weapons or bought them on the black market.
But that won't last long.
So, I'm here at The Dome, and the places connected to it, to improve myself enough by fighting those stronger than I, so that I can pass the test by either learning enough new skills so that I don’t have to rely on my father’s creations, or hide my skills enough so that they won’t be detected.
Hair Colour/Style: Her hair is a sandy blonde colour and it's never tied up. She prfers to let it run free.
Eye Colour: Her eyes are meant to be blue but due to an eye injury, she is blind in her left eye, which of course makes it a clouded colour.
Weight: 110 lbs
Height: 5' 4"
Weapon: Just a basic sword.
Strengths: Bibu can fight really well. She's talented in sword combat but she prefers to fight with her fists. Because of her keen sense of smell and hearing, It's harder for enimies to sneak up on her.
Weaknesses: Being blind in her left eye, Bibu can't exactly hit her
target everytime. Although they provide her with an advantage, her ears and nose are also the source of her weaknesses. She is very sensitive to sound and smell.
Skill/Magic: Bibu has the ability to shift into her "True Form" (wolf form)
Since she's really a wolf, Bibu is extremely agile and has advanced speed. She has strong musscels in her arms and legs which allow her to jump really high which is handy when she wants to confuse her opponant
Appearence: In her "True Form", Bibu has baige coloured fur that has white mixed in with it. Her eyes are two different colours, the one she is blind in, is clouded gray and her "good eye" is yellowish brown.
In her "Human Form", Bibu has sandy blonde hair that is always down. Her eyes again are two different colours. One is clouded grey and the other is a deep blue colour. She wears a green shirt, army-pattern combats and black and white sneakers. She's quite skinny.
Personality: Bibu has a pretty laid back personality but she can get aggresive. Her troubled past has made her quite violent and unpredictable so it's best to stay on her good side. If you can find it.
In battle, Bibu fights like a professinal. Her violent past has taught her how to stay alive during battle with an opponant twice her size.
She's a bit of a tomboy.
She can get a little bit claustrophobic at times and she's a little bit scared of the dark. She likes the colour green and she wears it all the time.
In everyday life, she acts like your typical 15-year-old girl except she has very violent mood swings. She can be friendly towards the people she knows but still pretty cruel. She has to get to know somebody before she treats them nicely. She doesn't usually associate with humans. (major trust issues) The idea of death doesn't scare her for she has seen what death really is and to her and other fighting dogs, Death is much better than the painful memories of the fighting ring.
Background: Ever since she was a "Pup", Bibu had been trained in the vicious bloodsport of dog fighting.
She was taken from her family just after she was born so she never knew her parents. She won every dog fight she was involved with.
Since pet "Dogs" believe that anything their masters say is law, Bibu never realized that killing other dogs was wrong so she did it without hesitation, untill she befriended a little Pitbull puppy.
The puppy was going to be used as a bait animal to help train Bibu. Bibu's owner instructed her to kill the puppy. Since the puppy was her friend, Bibu attempted to refuse but her owner viciously beat her in the side of her head (that's how she went blind).
Knowing her owner could kill her if he wanted to, Bibu had no choice but to kill the puppy.
After she ripped the poor little thing apart, Bibu became so angry at her owner that she killed him. After that, she ran away, hoping to find a better life.
"As Long as there's a moon. Flowers will never die.
And Neither will wolves!"
Humans only fear the beast within the wolf becaue they don't understand the beast within themselves.
Weapon: His weapon is magic bow. That bow is made of a special wood that was carved in a 1000-year- old tree, the bow allows Ahruon to trap enemies in ivy.
Strengths: Most of his strengths are plants and nature, when he touches a tree leaf he absorbs that energy, without causing the leaf to die.
Weaknesses: His weaknesses are fire and ice, when he is really tired, he plays with his flute, which allows him to call any kind of animal as he wants to help him.
Skills/Magic: He can summon trees to life and made animals to recover quickly from damages.
Notable Weapons Skills: One of his most notable weapons is the bow he carries and the flute in his pocket.
Notable Magic Skills: He can recover by the power of plants and animals without hurting the animal or plant's life.
Appearance: He looks like an ordinary boy, he has a hat the is green, in the top of the hat hi has leaves growing out of it. (It looks just like my avatar)
Personality: He is ver shy to new people, he hide from them until knowing that that person is safe to talk to.He also likes to be calm (most of the time) when he gets mad he does stuff very crazy. When he sees someone in trouble he helps as soon as possible.
Biography: Ahruon was born in an mountain witch was called the land of winds.
The leader of that tribe was called Arpa, he was the leader to do that he killed a dragon, most of the people were attacked by dragons those days. Arpa was like a father to Ahruon, but many weren't because Ahruon's real father was not a fairy, but his mother was a fairy. Most of the people look like humans but with wings, Ahruon didn't have wings.
Ahruon went to a journey to find his father, Acha... but when he found him... he saw that he wasn't a human, he was a demon, and he almost killed Ahruon... in that moment Ahruon felt like nothing... what was his purpose in life ?... none remain to know... of his existence...
Hope you enjoy me as part of this great place
Hair: Blonde hair with black highlighting around the edges. It's styled with bangs and reaches my waist.
Weight: 130 Lbs.
Height: 6 Foot (Considering my race)
Silver Elemental sword.
It's blade starts out small at the tip, widens towards the middle, and shrinks to a point just past the handle. Along the side that the handle is on, there's a long hole that runs through half of the inner part of the sword. About 5 inches of metal attach the blade on both ends of the sword.
The sword is able to produce the damage of all of the elements. (Air, water, earth, fire, wood, metal)
Elemental Immunity Breast Plate
The breast plate is worn layered on top of an undergarment and has a robe over it. However, it is made of silver, forms around my chest in the same way a corset would, and has the ability to flex with my body.
This breast plate can protect you from any damages from Air, water, earth, fire, wood, metal. It cannot protect you from magic or physical damage of any other kind. (Ex. Psychic damage.)
The grieves look like white gloves, but are remarkably resilient to any physical and magical damage that strikes my hands.
My boots are made of lambskin and deer hide and are an inch thick.
The boots allow me to walk forever without tiring.
This shield bares the crest of a city that is a friend of the kingdom of Hyrule. My father's kingdom is the kingdom of Dinshire and our crest is a single yellow triangle with a cutlass sword through it. (Handle at the top)
This shield can protect me from any physical damage that hits it. It's in good shape, but in time it may break.
Strengths: I am very quick and can dodge and attack equally as fast. With my small body, it makes it more difficult to attack me. I'm also very intelligent and if I see that I'm in way over my head, I know to either be extremely cautious, or not fight my opponent. I'm also very strong in my physical and magical abilities that I do know. (See appropriate sections)
Weakness: Due to the fact that I'm very skinny, I'm also easily injured when I'm struck. If you attack a part of me that isn't protected, then I will scream in pain and not be as proficient in my skills. It may leave me open for more attacks if I don't guard myself and heal.
I can cast this spell two times during a fight. It will give me full health again again I won't be injured at all.
If I cast this spell, I'm invincible for a 30 second period. This gives me the ability to heal myself as necessary or plan my next move.
If I cast this spell, I can produce an elemental attack that lasts 30 seconds and for every second that my opponent stands in the attack, they will be hurt by the spell. Due to the fact that I'm the one who casted the spell, I'm unharmed by it. The elemental attacks produced by this spell are Hell Storm, (Fire balls fall from the sky) Rain Storm, (Makes it rain water) Earth Storm, (Earthquake), and Wind Storm. (A gust of wind blows my opponent down.)
I'm able to talk to the trees and if I befriend the right tree, then it will uproot itself and attack my opponent for a time. (Trees do not move very fast, so if my opponent runs away, then the tree may just stop fighting.)
I can summon an animal of my choice to attack my opponent for a time. If the animal is hit two times then it will die.
I'm very good at manipulating people and if I try to trick my opponent then they most likly will fall for it.
With my good looks, male opponents will be tricked into going easier on me and thus, giving me an advantage.
I am a 6 foot elven girl who's very slim and toned up. Despite the majority of my race, I have a nice deep golden tan. My hair is very pretty and shiny blonde and black and contrasts with my soul piercing cerulean blue eyes. My skin is perfect and I'm wearing black eyeliner, mascara, and an elegant pinkish red lipstick. I also have long eyelashes. I'm wearing a long ornate white dress with an ornate belt that displays the crest of Dinshire in the front and the rest of the belt is patterned with a cross cross green and white pattern. (The lines are white and the diamond shapes that they form are green.) The dress top is strapless and shows my cleavage, form fits down to my waste and out again to a more poofy skirt at the bottom. (The belt holds it up and the back straps me in like a corset.
In addition, I also have several pieces of jewelry that I wear. I wear a necklace with the Dinshire crest and a ring with my own insignia on it. (My insignia is the letters AMS) My 2 bracelets fit to my wrists and are platinum with diamonds in them. They were given to me as a gift from my parents when I was born.
I have the girl next door personality. I can be the sweetest girl when you're nice to me or the meanest girl when you treat me wrong. My beliefs are that I'm a princess and I should be treated like one, but I still enjoy partaking in the lives and friendship of the commoners. If someone is in need, I'll be there to help them out in any of the problems they have.
I grew up with my parents in the castle in the Kingdom of Dinshire and my parents were very overprotective of me. I wanted to see the world and meet new people, so I had to leave and see the world myself. The guards are looking for me, but with the people I've befriended, I have safe harbor when I need it. My parents didn't think it right for a lady of such class to be wandering around unguarded and fighting brutish wars that the guards should be fighting. As I'm the same age as Princess Zelda and she and I were best friends all of our lives and we still are. We help each other whenever we need it.
In my travels, I've met many people, seen many things, and hidden many times. One thing that I've missed out on was a decent relationship. I've always wanted a man who would fight by my side and treat me like the princess that I am. The troubles I seem to have are that the men I meet don't seem to want to fight by my side, but instead they want to protect me while I stand back. I know it's romantic and I try to fight anyway, but they treat me like I don't know what I'm doing. Poor spoiled little rich girl. She thinks that the world will all bow down to her and that will be her folly. Well, I won't step back. I want to see the world including fighting. I've already been sheltered and I've had enough of it.
Q. Where was she born?
A. I was born in the Kingdom of Dinshire as the guards watched over us.
Q. Did she grow up with parents? If no, why not?
A. Both of my parents are still alive and they both are very worried about me.
Q. Did the character have any brothers or sisters? Any friends? Where are they now? Does she still talk to them?
A. I have one brother and his name is Luke. For what it's worth, I don't care for his spoiled nature.
My best friend in the world is and always will be my lifetime friend, Princess Zelda.
Zelda took flight from her kingdom and returns often. Her family is deceased and she rules the castle as a queen. However, she still goes by princess in honor of her family.
Zelda and I talk whenever we get the chance. It's great whenever we get together. We always recall the past and keep each other in good health.
Q. How was her childhood? Abusive? Peaceful? Ordinary?
A. My parents were overprotective of me and now that I left without their knowledge, they decided to send soldiers out to look for me.
Q Does she have any pets? Familiars?
A. I don't have any pets or familiars, but I can summon animals in fights.
Q. What are her beliefs? Does she worship a god? Is she willing to do anything to protect or guard their beliefs?
A. I believe in a higher power, but I'm unsure of my beliefs on that level. I do know that the spiritual realm is real and is not meant to be toyed with.
Q. Why is your character traveling from home?
A. I don't like being under protection constantly and I wanted to see the world.
Q. Does she have the ability to kill others?
A. I will kill others only if they attack me first. I rather make friends than enemies.
Q. Is your character easy going?
A. I'm easy going.
Q. What are her dislikes?
A. I don't like people thinking that I can't handle myself.
Q. Anything special she’s fond of?
A. I've always been fond of chocolate moose, fine clothing and jewelry, meeting new people, and visiting exciting places.
Q. How would she treat others? Rudely? Friendly?
A. I'm the sweetest girl when you're nice to me, but if you're mean to me, I'm be the meanest person.
Q. Any goals? Dreams?
A. My goal is to figure out a way that I can prove myself to my parents so that they will stop being as protective of me. I also would like to find a man who will fight by my side.
Q. Has she considered the possibility of death?
A. I know I can die, but what is life without ever truly living it the way you want to live it. I rather die and have lived the way I want to than have lived a life I didn't enjoy.
Name: Henry Serranzana Alias:"The Ghost" Occupation: Full-time student and full-time Paranormal Detective and Vigilante Age: 17 Race: human; Filipino Sex: male Hair: black; spiky with semi-long bangs (past eye level) Eyes: dark brown Weight: 135 pounds Height: 5 ft 5 inches Weapon: Black Nines:
A pair of .45 Springfield Armory XD with laser sight nicknamed Black Nines. Predator:
A 12-gauge, cartridge feed Benelli M4 Super 90 shotgun nicknamed Predator. JESPER:
A .45 AMT Hardballer Longslide magnum nicknamed JESPER (extremely power). Henshin-Ha Knife:
A knife called the Henshin-Ha Knife which translated from Japanese means Transform Edge. The knife’s point is unique in that it is flat rather than pointed, and on the blade near the hilt it has an engraved kanji of henshin-ha. The Henshin-Ha Knife has a mysterious origin and has the ability -with the help of special seals- to transform into many, more powerful blades. These blades are categorized into three groups: Speed, more for mobility and swiftness than damage making; Balanced, for mobility and damage making; and Strength, more for damage making than mobility and speed.
His element-influenced blades include:
• Big Blade (Ōkii seal): a zanbato akin to the Double Helix Sword; extremely strong blade capable of cutting through four inches of concrete. Because of its size, it is difficult to handle. Strength Weapon.
• Fiery Twins (Ho seal): a pair of gladius that engulfs anything in flames. Speed Weapon. Strong against Wind and Dark magic; weak against Water magic.
• Flame Tongue (Ho seal): a flaming broad sword; Balanced Weapon. Strong against Wind and Dark magic; weak against Water magic.
• Fin Blades (Mizu seal): a pair of tonfas shaped like fins; capable of healing/curing any wound or illness using water. The seriousness of the injury requires a corresponding amount of energy. Also allows the user to swiftly swim. Speed Weapon. Strong against Fire and Earth magic.
• Esperanza (Hikari seal): rapier of pure silver emanating light; capable of penetrating the darkness and cause major damage to Hell Beast, Unholy Beast, etc. Balanced Weapon. Strong against Dark magic.
• DeathBringer (Kurayami seal: a zanbato akin to the Buster Sword; the blade emanates a darkness capable of overcoming the light. Able to sap the life force from organic organisms, albeit at the cost of much of the user’s own life force. Strength Weapon. Strong against Fire and Earth Magic; weak against Light Magic.
• Kaze-Ha (Kaze seal): a yatagan with a bird-shaped hilt; able to manipulate air currents. Can cause storms, typhoons, hurricanes, etc. Balanced Weapon. Strong against Fire magic and Earth magic.
• Sunburst (Uchū seal): a xiphos with a hilt designed like a exploding star; able to manipulate gravity and slow down, pause, speed up, or reverse time for a limited time. Balanced Weapon. Strong against Water and Wind Magic.
The Seal Weapons have no set limit as to how long “The Ghost” is capable of sustaining, but he tends to use them sparingly- only on a scenario requirement basis. The Big Blade, although, is his favorite blade of the group. Armor: Dragon Skin:
Dragon Skin body armor is a type of ballistic vest made by Pinnacle Armor. It is distinguished by its silver dollar-sized circular discs that overlap like scale armor, creating a flexible vest that allows a greater range of motion and can allegedly absorb more hits than standard military body armor. The discs are composed of a silicon carbide ceramic matrices and laminates, much like the larger ceramic plates in other types of bulletproof vests.
Pinnacle SOV-2000 level III armor is made of an imbricated overlapping configuration of approximately 0.25” x 2” ceramic discs encased in an aramid textile cover. The area of Dragon skin body armor coverage varies between different layout configurations selected by the user.
The armor is available in two basic protection levels: SOV-2000, which was certified as Level III protection and SOV-3000, which is advertised as Level IV but has not yet been certified as such. Pinnacle Armor's website also identifies a "Level V" variant, which does not correspond to any body armor standard and is not available to the general public. (Wikipedia)
“The Ghost” is outfitted with the “Level IV” vest variant. This armor protects against .30 caliber armor piercing (AP) bullets (U.S. Military designation M2 AP), with nominal masses of 10.8 g (166 gr) at a reference velocity of 878 m/s (2880 ft/s ± 30 ft/s). Bracelet of God:
A silver chained cuff bracelet, known as the “Bracelet of God” that enables “The Ghost” control of the elemental seals independently. Glove of Judgment:
A dark brown leather gauntlet with craved symbols that enables “The Ghost” to perform the “Jesus Palm”: a high energy blast originating from his palms. Strengths: Henry is a highly trained athlete and martial artist. He is an accomplished gymnast and track runner, competing at State Level in both sports. In his free time, he also practices parkour; running around the city landscape with several of his friends. Henry is also an excellent marksman with most weaponry and well-trained in multiple martial arts (holding high ranking in many of his disciples). Weakness: Aside from the Dragon Skin ballistics armor, Henry’s body is susceptible to any physical damage. Although, he is a highly trained martial artist and can withstand pain at the very least, but as a human being his body is susceptible to physical damage and can tire over time and use, and only time and rest can replenish his stamina. In accordance to exhaustion, his performance on the battle field is affected: focus is decreased, aim and accuracy drops, ability to use the Henshin Seals is reduced, and strength to sustain Henshin Seal Weapons is minimized. Skills/Magic: Martial Arts disciplines:
Unbeknownst to Henry, his father was training him to take up the “family business”. His father has had Henry study multiple Martial Arts disciples since he could walk (figuratively speaking but all the same). All disciplines including:
• Karate, Shotokan style- twelve years of practice and experience; nidan, second degree Black Belt.
• Eskrima - eight years of practice.
• Muay Thai - eight years of practice.
• Jujutsu - ten years of practice; sho-mokuroku, equalivant of shodan, first degree Black Belt.
• Kendo – ten years of practice and experience; ikkyū rank.
• Hapkido – ten years of practice and experience; shodan, first degree Black Belt.
• Aikido – ten years of practice and experience; shodan, first degree Black Belt.
• freestyle collegiate wrestling - competing at State level; seven years of practice and experience.
• Ninjustu - studying the Ninja jūhakkei, or 18 Disciplines (spiritual refinement, unarmed combat, sword combat, staff and stick combat, shuriken throwing, spear combat, naginata combat, kusarigama combat, pyrotechnics and explosives, disguise and impersonation, stealth and entering methods, horsemanship, water training, tactics, espionage, escaping and concealment, meteorology, and geography), for nine years.
• European swordsmanship - seven years of practice. Firearms Training:
With his father, Henry has gone on hunting trips since he was ten years old. He is experienced with the handling and care of firearms. Since then, he has regularly practiced with pistols, shotguns, and bolt action rifles. Occasionally, he has been able to get hold of a machine gun, grenade launcher, and, once, a rocket launcher - at separate times. Henshin Seals:
With the help of the Henshin seals and the “Bracelet of God”, Henry/The Ghost is an elementalist controlling fire (Ho seal), water (Mizu seal), wind (Kaze seal), earth/cosmos (Uchū seal), light (Hikari seal), and dark (Kurayami seal), including a unique seal, the Ōkii seal, which enlarges the sword or strengthens the body to steel like qualities. Henshin Seal Move set: Ōkii Seal:
• Iron Fist (incantation: puquus de magnus) - makes arm stronger than steel. Limit – ten strikes, includes taking damage.
• Grow (turmae de magnus) - increases the user’s girth (three to ten times) and strength. Limit –five posts. Ho Seal:
• Fire Bullet (glandis de ignis) - shoot small balls of fire (size of a baseball) to a maximum of fifteen at any given time before the user must rest.
• Fire Bullet Lv 2 (glandis de ignis) - shoot slightly bigger balls of fire (size of soccer/football) to a maximum of ten.
• Flamethrower (flamen de flamma) - a constant stream of flame with a range of thirty feet. This move uses up a lot of oxygen so it is advised to not use in a confined area. Limit – two posts.
• Fire Shield (parmae de ignis) - creates a short lived wall of fire. Limit – twenty uses.
• Radii Flame Burst (radii flamen de flamma) - using the Fire Shield, the attack creates a dome of fire and quickly pushes outward. Limit – five uses.
• Fire Punch (pugnus de ignus) - surrounds the user’s fists in flames. Limit- ten posts.
• Fire Kick (caleis de ignus) – surrounds the user’s feet in flames. Limit – ten posts.
• Engulf: Fire (devorare in ignus) – completely surrounds the user in flames. Limit – once per battle, lasts for ten posts. Mizu Seal:
• Water Gun (glandis de aquae) – shoot small balls of high-pressure water (size of handball) to a maximum of fifty in a minute). This attack is affected by humidity- more humid, more strength and ammo; less humid, less strength and ammo. Limit – based on available water sources, around two hundred uses.
• Water Stream (flamen de aquae) – a steady stream of high-pressure water with a range of twenty feet. Range is affected by humidity - more humid, more strength; less humid, less strength. Limit – based on humidity or available water sources, around ten uses.
• Water Shield (parmae de aquae) – crates a manipulatable dome of water. Limit- based on humidity or available water sources, around twenty uses.
• Flood (radii flamen de aquae) – using the water shield, this attack creates a fast moving flood. Limit – based on humidity or available water sources, five uses.
• Aqua Punch (pugnus de aquae) – surrounds the fists in high-pressure water. Limit - based on humidity or available water sources, around ten posts.
• Aqua Kick (caleis de aquae) – surrounds the feet in high-pressure water. Limit - based on humidity or available water sources, around ten posts.
• Engulf: Water (devorare in aquae) – completely surrounds the user in high-pressure water. Limit - based on humidity or available water sources, around ten posts once per battle.
• Heal (remdium) – can heal any non-serious wound and cure any developing illness.
• Heal Lv 2 (remdium) – can heal most life threating wound, cure most serious illness, and mend broken bones. Limit – within the realm of logic, no regeneration of limbs or organs, can’t cure caner, AIDS, HIVs, STDs, genetic disorders, etc. Hikari Seal:
• Flash (fulgoris) – creates a quick burst of blinding light. Limit – twenty uses.
• Illuminate (illuminare) – creates a small yet powerful ball of light that follows the user. Limit – ten uses, last for ten posts.
• Light Needle (acus de luminis) – shoot a barrage of piecing needles of light (maximum of fifty needles). Limit – ten uses.
• Light Bolt (fulmen de luminis) – shoot a homing bolt of light (maximum of seven). Limit – three uses.
• Light Punch (pugnus de luminis) – causes the user’s hands/arms to glow a brilliant light; this magick enables fast movement of the arms. Limit – ten posts.
• Light Kick (caleis de luminis) – causes the user’s legs to glow a brilliant light; this magick enables fast movement of the legs. Limit – ten posts.
• Swords of Light (gladius de luminis) – locks target in place with swords of light; also an offensive magick. Limit – two uses.
• Light Shield (parmae de luminis) – protects against Unholy magick, Dark magick, Hell magick, etc. This magick slowly heals the user. Limit – twenty uses.
• Engulf: Light (devorare in luminis) – the user is surrounded by a heavenly glow; enables fast movement, travel in beams of light, and protection from Unholy Beast, Hell Beast, etc. Limit – once per battle and lasts for ten posts. Kurayami Seal:
• Shadow Ball (flamen de nigrum) – creates a chargeable ball of darkness. Limit – ten uses.
• Gatling Gun (glandis de nigrum) – fires a high-powered volley of shadow balls; takes a while to get going. Limit – two uses.
• Dirty Bomb (dirumpens de sordidum) – fires a slow moving, homing missile with a large blast radius. Requires a lot of energy, so use sparingly. Limit – one use.
• Psionic Shield (parmae de psychic) – creates an offensive shield of darkness; can be manipulated to attack. Limit – five uses.
• Blind/Bind (oculos obligare) – shoot a blob of viscous goo to decrease use of target limb; works for a limited time. Limit – ten uses.
• Blackout (obscurare) – cuts out all lights, natural and electrical. Limit – three uses.
• Dark Punch (pugnus de nigrum) – surrounds the user’s arms in darkness; extremely devastating magick, but slowly consumes user’s energy and impedes movement. Limit – five posts.
• Dark Kick (caleis de nigrum) – surrounds the user’s legs in darkness; extremely devastating but impedes movement and slowly consumes user’s energy. Limit – five posts.
• Engulf: Dark (devarore in nigrum) – engulfs user in darkness; enables girth manipulation. Allows high speed in twilight to complete darkness but vastly impedes movement in any light. This magick slowly consumes the user’s energy but enables the user to suck energy from others. Limit – three posts. Kaze Seal:
• Aircutter Lv 1 (dissecare aura) – a fast-moving air current (47-54 mph) that cuts through enemies in seconds. Limit – fifteen uses.
• Aircutter Lv 2 (dissecare aura) – a faster air current (55-63 mph) quick and effective in cutting apart enemies. Limit – ten uses.
• Gale (flamen de ventus) – creates a column of air currents traveling at 64-72 mph that moves forward until it hits an opposing air body of equal or greater strength. Limit – five uses.
• Tornado (procella) – creates a terrifying tornado designed to take down large groups of enemies or completely devastate one enemy. Limit – three uses.
• Wind Dome (parmae de ventus) – creates a dome of wind strong against most attacks and can be used offensively. Limit – twenty uses.
• Hurricane Dome (radii flamen de ventus) – creates a fast-moving air funnel traveling at 150 mph in a horizontal direction, tearing enemies to shreds. Limit – five uses.
• Wind Control (volatus) – allows the user to control the direction of air currents (25-40 mph); this magick has no fatal characteristics, it is more for defensive maneuvers. Limit – thirty uses.
• Wind Punch (pungnus de ventus) – creates a small cyclone around the user’s arms; blows enemies away! Can be used to float for a limited time. Limit – ten posts.
• Wind Kick (caleis de ventus) – creates a small cyclone around the user’s arms to blow enemies away. Enables the user to fly for thirty seconds. Limit – ten posts.
• Engulf: Wind (devorare in ventus) – surrounds the user in high-speed winds; enables nearly limitless flight. Limit – five posts, flight for three posts. Uchū Seal:
• Comet Strike (cometes) – flaming comets fall from the sky! Limit – fifteen uses.
• Meteor Strike (facis) – sends a rain of meteors upon the enemy. Limit – ten uses.
• Asteroid Fall (asteriod) – a large asteroid falls on the target; has a huge splash radius- can damage user as well. Limit – three uses.
• Gravity (gravitas) – enables the user to control gravity- manipulation of objects akin to the “Force” or telekinesis. Limit – thirty uses.
• Lunar/Solar Song (tanto intervalles) – controls the orbit of Earth to forward into day or night; requires a lot of energy. Limit – two uses.
• Orbit (orbis) – rocks and other such materials gravitate towards the user to create an offensive shield of orbiting debris. Rocks can be used as projectiles. Limit – twenty uses.
• Orbital Blast (flamen de orbis) – using the Orbit ability, all the rocks in orbit fire out in all directions. Limit – five uses.
• Golem Punch (pugnus de saxum) – covers the user’s arm in stones; slow but powerful punches. Limit – fifteen posts.
• Golem Kick (caleis de saxum) – covers the user’s arm in stone; impedes mobility but provides powerful kicks. Limit – fifteen posts
• Engulf: Chronos (devorare in saxum) – creates a surface of rock over the user’s skin; radically decrease speed and increases weight but allows for a great defense. Limit – seven posts. Blood Techniques:
Other than these magicks before mentioned, Henry has two unique abilities:
• Stigmata Blast, an attack that draws energy from the earth and body to fire a blast of pure power. Physically attacks the target’s body; requires blood seal to activate. Limit – once per battle.
• Jesus Palm (upgraded to Holy Rain when the “Bracelet of God” and “Glove of Judgment” are fused), an attack that draws energy from the atmosphere and the soul to fire a high powered blast of light; attacks the internal organs and the spirit and soul of the target. Advised to be used sparingly as this attack drains a great deal of life force. Comes in two forms 1) concentrated blast or 2) wide-ranged blast. Requires blood seal to activate. Limit – once per battle. Appearance: Henry is rather short for his age due to his gene pool (his father is five feet and eight inches while his mother is four feet and eleven inches) but makes up for this with a built body and high stamina. The Ghost’s outfit consists of a multi-environment patterned muscle shirt with an Improved Outer Tactical Vest, matching BDU trousers, combat boots, and padded, fingerless gloves. His accessories include a belt with a hip holster holding VESPER, a sheath holding the Henshin-Ha Knife, and a small pack on the small of his back attached to the belt holding gun magazines, a private line radio connected to his tech-support, and a first-aid kit. He wears the Predator on his back in rear carry (muzzle downward), and the two Black Nines are also holstered on his back (on top of his shoulders) with the handles facing each other. The Ghost also has a cartridge belt strapped diagonally across his chest from his left shoulder to his right hip. Personality: Henry is a serious person overall: disciplined and mature. Also he feels sympathy towards all (as long as he/she has a decent bone in his/her body). He is devoted to his studies well enough to be in the top 10%, and he still finds time to train in martial arts, perfect his aim, and study music. A very devote Christian and open minded to others’ ideals and views. He has a righteous and justice-bringing complex, seeking to help the defenseless and fight the evils in the world.
He is cool headed even in even the most stressful of situations, resourceful, intelligent, and even-tempered. He is also a well-tuned athlete, confident in his abilities and brave in the face of danger. He is very sympatric towards human and animal life and will protect it at all costs- even with his own life.
When he first meets people he is kind and polite, but he prefers to be introspective and solitary. It is only when he is in his comfort zone (with friends or a familiar place) is he more sociable and outgoing. Lastly, Henry feels great remorse when he is forced to take a life- human or animal- so he avoids the situation as much as possible, killing only when necessary. Biography:
Born in the fictional city of Spring, Henry was born to Leo and Elle Serranzana on August 22, 1990. Henry lived a rather typical childhood, financially secured by his grandfather’s company, Serranzana Corp. He grew up in a Christian household along with his older sister, Amber, and the child of the family servant, John. The ideals he holds is greatly attributed to his family and close friends: his mother taught Henry to care for human and animal life and kindness to strangers (especially the weak and poor), his father trained him in martial arts, marksmanship, and athletics, and his sister and best friend taught him the value of companionship.
Unfortunately, on his thirteenth birthday both his parents were murdered by a demon- only his sister and he survived the attack on that dark, deserted highway. This event has sparked a interest and desire in Henry to study the occult and caused him to believe it is his duty to do God’s work and stop these evils. This event has also altered his demeanor and become estranged with his socialite classmate at his academy.
Since then, his sister will acknowledge the event but not do anything to prevent it from happening to others; only Henry has taken it upon himself to hunt and eliminate the hidden evils of the world. He often travels the country (and the world occasionally if school wasn’t in the way) based on leads he gets from the underground and investigates the matter. However, Henry’s main area of operation is his city of Spring. Despite her unwillingness to hunt with Henry, Amber will provide him with weaponry, technology, and transportation from the family company (which she has become CEO of since her grandfather’s death). Oliver also lends his services to Henry as technical support.
In regard of his attitude toward his classmates, the majority of which he disagrees with, he has found a small group to which he can confide in. Since entering high school, Henry has transferred to public school (as the same classmates whose ideals he disagrees with all populate the private boarding schools), along with his small group of friends whom most of which only attended his junior high academy because of scholarships. It is this small group that are also fellow protectors of the city- albeit the two separate groups are what could be consider a “sentai” of magical girls and a “super sentai”.
"Violence never settles anything" -Genghis Khan 1162-1227
"Rascality has limits; stupidity has not" -Napoleon Bonaparte 1769-1821
Hair: Short, spiky brown hair, though some hairs are slightly silver.
Weight: 134 pounds.
Height: 5 foot 10.
Weapon/s: His main weapon is a traditional Armai long sword, made from a combination of lightweight titanium steel, and magically reinforced crystalline alloys. It can cut through most materials, including mid level magical barriers. He is highly skilled with this weapon, training with it from the age of sixteen.
He also carries many silver throwing knives, effective against many magical creatures, including the common werewolf.
Armor: He wears an Armai chest piece, with a shirt of light weight chainmail beneath. He wears padded leather gloves, protecting his hands from bow fire. He wears a black tunic, decorated with runes and boots with light weight crystal plating to protect his feet. Similar plates are fitted around his groin and leg areas. The chest piece is resilient against many types of magic, though is weak against ice. The crystal plates give resistance against bow fire, but strong blows from close combat weapons will dispel them. This means that their magical essence will wear away, leaving them heavy and brittle, with little to no protective ability. They also mold to Jonah’s body, to give more comfort.
Strengths: He is quite strong, highly intelligent and extremely agile. Skilled with both a sword and magic his key strengths are is willpower and endurance. His strongest forms of magic are light and shadow magic, his weakest being fire and ice magic. He has been taught other forms, though tends to use them only in the direst of circumstances. Combat can only go so far however, his words must walk the rest of the way. He is a strong believer of negotiation before violence able to talk is way out of situations that an other would be stumped by.
Weaknesses: Due to his Armai chest plate, he is weak against ice, and extreme cold. His lack of ability in the use of fire and ice magic also prevents him effectively shielding against attacks of that sort. He is also very reluctant to take life, preferring to be a coward rather than a killer, sometimes leading him to break down into a state of inability on the battle field. He can also easily fall for beautiful women as he wishes to find love, sometimes as far as feeling a deep urge to protect them even if they are trying to butcher him.
Spells: Jonah is highly skilled in Light and Shadow magic, talented in Water, Earth, Air and Mind magic and almost useless at Fire and Ice magic. This also equates to how well he can protect himself at various types of magic. While he may be able to fully repel a Shadow based attack, his shielding would be easily torn down by a Fire based spell.
Jonah’s spells are none verbal, their true names unspeakable in any tounge. They manifest on his command, their nature warping to fit what his mind desires of them. To easier manifest such forms, he may think words that inspire his mind in a certain way, allowing him to easily cast such spells.
Each type of magic has its own capabilites:
Light Magic: Create Light, blind enemies, make enemies photophobic, make enemies burn in sunlight, minor healing spells.
Shadow Magic: Diminish light, create pitch blackness, various destructive spells.
Water Magic: Breathe underwater, walk on water, drown enemies, create bridges of water, sterilize wounds.
Earth Magic: Can control rocks, make rocks explode, create platforms and bridges, suffocate or crush enemies, knock down walls, create golems.
Air Magic: Fly, Improve speed and agility, Hold breath indefinately, suffocate enemies.
Mind Magic: Telekinises, Teleportation, Telepathy, Make enemies flee, drive enemies insane, control peoples minds. (Mind control works best if the controlled mind is near death.)
Skills: Jonah can read and write in a variety of languages. He has a good knowledge of different plants and animals as well as first aid. He is also an accomplished rune smith, allowing him to enchant various objects with magical effects, as well as allowing him to mentally scry areas he has visited.
Jonah is very good at talking to people, is looks charming those he wishes to get information on, or using his humor and well versed manner of speech to make valuable allies. This comes in handy when being supplies as he is often short of money and his only option is to barter.
Race Characteristics: Jonah is an Armai. All Armai have the following characteristics; Red Eyes, Pointed Ears, Strong resilience against disease, extremely long life span.
Appearance: Jonah is quite tall, his broad shoulders giving him a sense of stature and power. His face is weathered and seems ancient, the lightly tanned skin sharpening his features. His hair is dark and spiked, streaks of silver subtly present. His eyes are deepest crimson, a sign of the blood he has and shall shed. His clothes are black, a tattered and torn tunic hiding his armor beneath, an electrum colored chest of metal and crystal. Slung across his back is his sword, its dark metals casting a bizarre glow in the sunlight. The hallmarks of a soldier.
Personality: While Jonah was still part of the army, he was an easy going man, one who would always stick up for his friends no matter the cost. After he was falsely accused and exiled for cowardice he became a lonely and uncaring wanderer. His ld personality still showed through in the form of and honorable ally who would assist those who gave him aid. After a meeting with a great man in a similar predicament, he became more like his old self and started his life again. Now he is a caring, if sometimes cold seeming man, who tries to help those in need and only take life when absolutely necessary.
Biography: Jonah was born 25 years ago. His father was the great mage Mars, his mother was an elf called Lorelei. At the age of three, magical occurrences began happening around him, indicating he would become a magic user, and due to his father, likely one of great skill. His father began teaching him magic for seven years, before sending him to the Armai training academy. There he learned to read and write, improve his magical skill and learn the art of combat. At the age of fifteen he graduated, the youngest to ever do so. He was gifted his armor, weapon and his eyes were turned red. Over time he learned the craft of runes and was soon on the frontline of many of the greatest wars. He was often the one who kept morale up, earning several medals for his troubles. However it was soon to come to an end.
In the midst of battle his good friend lay injured and would likely die. Jonah tried to get him back to the trenches, but his officer told him to press forward. He ignored him and upon returning to the trenches was exiled for cowardice when he in fact was rescuing an injured soldier.
He wandered the world, surviving off the wilderness. He worshiped no God, for he thought surely they would help him. He forgot his past, forgot about the loving parents he had left behind. He became cold. He saw many great things on his travels, many terrible things on his travels. The fury of the great beast Charybdis, the jungles of the Ancient world. But he looked upon them with no awe or wonder.
Then he met a great man, who showed him the world before him. This man was like him, exiled from what he had known but this man was still hopeful for a better future. He took Jonah back to Charybdis and slew the beast, instead of leaving it to hurt the innocent. The man took him to a small village, a village that was under attack. While Jonah reached for his blade, the man simply talked to the beasts, and they left soon after. That was when Jonah realized, that fighting was not to be the first choice, but to be the last. He had opened Jonah’s eyes and he became the friendly, morale lifting elf once more.
He could still kill, but only beasts. He only killed other elves when absolutely necessary. The man showed him what happened after death and to not be afraid. To have no regrets.
He has a single dream; to find one he can love, one whom he can care for, for all eternity.
Hair: Chestnut colored, falls to waist, ragged and unevenly cut. She tends to keep it hap-hazardly tied back.
Eyes: Faded forest green
Weapon: Self-sharpened, cut, and curved fingernails, prefers to call them ‘talons’. They are hardened and darkened from use. She also bites.
Armor: No armor, prefers to wear sewn together furs from notable beasts she’s slain.
Strengths: Has a mental disorder that allows her to take on the behavior of a beast. Called “going feral”, this ability gives her enhanced reaction timing, reflexes, sense of smell, tactability (touch), and hearing. This activates whenever she experiences a strong emotion or is in danger, and she reacts to the situation like an animal would. She gains an abnormal amount of energy when her ‘fight or flight’ reflex is triggered.
Weakness: However, when ‘feral’, she is blind and has poor reasoning, which can be costly. Is also sought out by hunters who wish to 'break' her bestial spirit. If the land she touches is dead (could be caused by fire or drought, anything that kills off living things) her ferality is triggered by intense, sudden fear, causing her to have less rationality than she usually does when feral, and will attack anything on sight; including allies, usually with poor skill and focus.
Skills/Magic: Hates magic, but is skilled in hunting, skinning, and tracking down prey. Can feel movements in the earth through her feet, and is able to turn and move her ears in any direction to pick up sounds. Her crafted fingernails aid her in skinning beasts for clothing or food.
Appearance: Generally a crazed or tired expression on her face, (eyes height, and hair already described) wears stuffed, sewn together animal skins. Around her calves and forearms, the stuffing is thick, for defense and wrapped with red-dyed leather, fastened with rawhide strings. The furs are light tan and shaved to the skins, the fur itself is what she uses to stuff them for warmth and protection. A headband decorated with red and blue owl feathers rests on her forehead.
Personality: Still wild from her childhood, Kirieo is attempting to civilize herself by observing inhabitants of cities. Very beast-like, even when not feral, she is incredibly loyal to those who she calls ‘friend’ and will defend them with her life. She doesn’t immediately trust anyone she meets, and generally has a sixth sense telling her whether or not it’s worth finding out. In civilized areas with building, she feels alien, especially if her feet can’t touch the earth. If the land is dead (could be caused by fire or drought, anything that kills off living things) her ferality is triggered by intense, sudden fear, causing her to have less rationality than she usually does when feral, and will attack anything on sight.
Biography: Kirieo was born and abandoned in Death Mountain. Raised by the Gorons until she was of ten years of age, she ran away to the wilds of the Lost Woods. There, she found a welcoming place amongst the inhabiting beasts. She raised herself with survival skills, and didn’t learn how to behave in civilized society. She stumbled upon Hyrule Castle Town when she was fourteen, observing the townsfolk and imitating civil behaviors she had seen. She was soon adopted by a quaint Hylian couple and their daughter.
A year later, however, her adoptive father went missing. Seeing her mother go into her depressed state upset Kirieo and her sister, and she left town to look for her father. Using the instincts she picked up as a child, she followed a trail she believed would take her to her next lead. She strayed into a cave near the entrance to Lake Hylia and soon realized she was not alone.
A large, unidentified, black beast jumped out at her and sunk its saber-teeth into her defending forearm. After a fight she knew she couldn’t win, she recoiled and ran home, defeated. A chemical in the beasts tooth sickened her for a few days and affected her mentally. Whenever she hunted for food for her newly impoverished, broken family, Kirieo realized she would take on the aspect of the beast, her ‘feral’ ability.
Weapon: Sten Mark 2 submachine gun, Cheap and fast submachine gun used by British commandos during World War 2.
Lee Enfield Rifle No. 4 Mk I, A reliable British bolt action rifle used by many British troops in World War 2.
Combat Knife, Standard combat knife a commando’s best friend.
Strengths: Johnny is a trained killer, can kill a person with his bare hands. He is born marksman with any weapon, he has set numerous records in his platoon for marksmanship. He is strong and can lift bit more than his bodyweight and he can run quite fast. He is very social and this helps him make Ally's to help him in combat.
Weakness: Johnny is a proud man, any remarks about him make him angry and he gets sloppy when he is angry thus affecting combat. He is used to normal humans anything new and he doesn’t know how to combat them. He is a human so spells can get him down and also powerful, physical attacks hurt him a lot or knock him out. He is quite sad as he thinks he will never see his wife again.
Skills/Magic: Standard Commando training, which enables him to be silent in battle and blend in his surroundings. He can run quite fast when the comes and can jump high. He is born leader and can lead his Ally's into battle and save their lives.
Appearance: John (as he is also called) is tall and well built over years of training and battle; his clothes khaki colored shirt and khaki combats. His boots are dark brown and well worn. His Sten is carried by a strap around his shoulders so it is hanging down near his waist, the rifle like all other grunts carry it over their shoulders. His face is tough looking and he has a small scar on his left cheek.
Personality: John is quiet in battle by himself or quite loud with other allies, although he does like to tease his opponents. He is, what his superior officers call him, a loose cannon, he is fun loving out of battle and likes to make friend out of his beaten opponents and keep friendly rivalries with them. He is also very down to earth in his thinking. He is religious (Christan) and prays before he goes into battle. he likes to keep in contact with his friends.
Biography: John was born in east Kent near Maidstone and spent most of his childhood playing cricket and football in the local park with his friends. His father fought in the Great War and was one of the lucky ones who survived, so John grew up listening to stories of his dad’s time in France although he did’t explain the horror of it. These stories convinced Johnny to join the army.
John left school when he was 14 and got a job with his father in the steel factories this is where he got strong and got his down to earth look on things. When he was 18 he joined the infantry and accomplished his childhood dream and after 6 weeks training he was a proper soldier.
This was where he met Joy the love of his life; she was the daughter of John’s elderly major so it was wrong for them to fall in love. Despite that they did and John found himself spending his spare weekends with Joy either in the pictures or having picnics. They planned to get married but the war broke out and John was shipped out to France.
John leant this where he was different to his father, his dad hated combat while John loved the thrill of it and the adrenaline. He soon got renowned for his marksmanship and bravery. In the middle of the North Africa campaign he was transferred to the commandos and begun the extreme training.
John was in England again so he met up with Joy and now he was 20 and she 19 they got married secretly. John spent all of his spare time with Joy for two years until his unit was sent to France to help with the invasion. After many successful missions, the mission of his life came up in 1945.
His unit were briefed and were set to capture a German castle were the Nazis were building a weapon. On the night April 1st John’s unit parachuted into Germany and stormed the castle. The mission was a blood bath, high causalities on both sides but John was determined to accomplish the mission. And he fought to where the weapon killed the colonel working it and planed to escape. The machine started working and John was sucked in, after about an hour or so John work up. In front of him was a strange huge building with many people inside and so John went to look.
Titles: ‘Prince L’Arch’
‘The Prince of Thieves’.
To those who ask, he usually gives his name as ‘Prince’.
Hair: Blue, almost cyan-coloured, but darker.
Eyes: Deep blue.
Height: 5’ 11”
Known Relatives: Iris Athene – Queen L’Arch, The Emerald Queen – Sister Ismaire Athene – Former Queen L’Arch (stepped down, giving her daughter the throne), Lady of the Blade – Mother
Marce Athene – Former King L’Arch (deceased), Warrior Without Peer – Father
Weapons: A silver talwar that he draws if he’s cornered or if he’s challenged to a duel for his title. He keeps small throwing knives in his left sleeve (6 at most) each is no longer than his index finger, and no wider than three inches. They are all extremely sharp, and he wields them with deadly accuracy. “It’s like throwing darts.”
Armor: Nothing special. The only thing really worth taking note of is the jet-black ‘Void Cloak’ that he has. Its abilities will be explained further down.
Strengths: Aer is a strategist genius. His skills with a sword and throwing knives are peerless; swift and accurate. He’s observant, and can use the surroundings efficiently enough to escape pursuit or return the pursuers’ attacks. He is also headstrong and very determined, courageous, insisting that he picks fights that he knows he will win. Aer is swift and extremely stealthy, even if it comes to attacking. His information network spans to all the corners of the globe (and even through time) and he still has knights and members of the royal court that are loyal to him, and can obtain their assistance in almost any matter; even including his twin sister, the Queen L’Arch, and his mother. Both are strong, extremely skilled in fighting with blades, and are forces to be reckoned with.
Weaknesses: The prince is, after all, only human. His strength is just average, but he makes up for it with speed. Even though he is an expert strategist, numbers count for something. If he is outnumbered, he can be easily beaten if he chooses not to run. One wound can easily be the beginning of his downfall; his endurance is not very high.
Skills/Magic: Sword Skills:
“Reversing Cut” -- The most skilled swordsmen using the best of blades are supposedly able to slice an object in two and rejoin the halves together, as if it were never cut at all.
“Sparrow Reversal” – A triple-swift-strike attack that is said to be swift enough to cut the wings off a sparrow in mid-flight.
Other than his skills with a sword and knives, he has an item called the ‘Void Cloak’. Its name is Sierrazin, and is one of the Sacred Twin Relics (basically, two items that have been infused with tremendous amounts of power, and were used in a massive war ages ago) of the kingdom of L’Arch. Iris wields the other Twin, the, shamshir-shaped sword, Emeralin, the Crystal Flash, which is made entirely out of green crystal.
Sierrazin, the Void Cloak: It is as its name says: a void. The cloth is like a portable black hole, a rip of time and space. It negates light, time, even weight (making it easier to carry heavy, stolen stuff). Light is swallowed up by the cloak, so it can be used to blend in with shadows expertly, even during the day. One fully covered in the cloak looks entirely like an upright shadow. A person wearing it would never age. Even after taking it off, the person would age normally instead of having all the years rush into them at once. The cloak can also transport items and people through time, but only by the century (this explains the ‘info network through time’ thing, although that isn’t very reliable). The cloak also has another, creepier trait. When taken off and left alone, it takes on the form of a fully cloaked human that doesn’t move from that spot. It can speak, but it will do so only when spoken to. What makes it even creepier, is that Sierrazin has no…self. It takes on the personality and voice of the one addressing it; there are as many Sierrazins as the number of people facing it.
Personality: The prince is well liked for his candid, direct manner. He is passionate, courageous and headstrong, but at the same time, he is intelligent and well-mannered. He cares deeply for his twin sister, Iris and his mother, Ismaire, and does much to protect them directly or indirectly. He is quick to blame himself if he is unable to protect someone close to him. Aer is secretive, preferring not to let people get too close to him (knowing his true identity could be his and his family’s downfall), which is why he gives his name as “Prince” until he feels he can trust enough to say “Prince L’Arch, and the Prince of Thieves, Aer Athene.” Even though he does that, he will happily laugh and talk with anyone who is willing, on any number of subjects aside from ones that center around him.
The Kingdom of L’Arch is appropriately named: “The Kingdom of The Arch”. The Arch represents many things, but mostly the shape a blade, specifically, a shamshir. It was, and still is, the symbol of the family that has ruled over this land for ages, since a great war hundreds of years ago. This was no normal family; every one of them, every generation, from the first Athene, were peerless warriors, skilled in the arts of fighting with swords. “Swordmasters”, they were called, warriors with swift and lethal skills. But even though they were born warriors, the leaders of the land did their best to uphold peace with neighbouring kingdoms. Their efforts were never in vain, and so they co-existed peacefully with their neighbours, and prospered from trade and travel.
* * *
It was inevitable, the princess had to leave. Her mother could not risk getting her captured. The twins were already fine adults, and could have taken care of themselves. After all, their mother was the Lady of the Blade, second only to her two children. But the queen chose to stay behind to meet the soldiers that would storm the castle at any moment. She wanted to know why Taraine would attack and invade, had she faltered in her duty, somehow…?
Iris was also worried about her brother; he had slipped off with some of the best knights and one of the Sacred Twins in order to distract Taraine’s eye by leading an assault as close to their capital as possible. It was no use convincing her mother; after she had escaped along with Ismaire’s trusted bodyguard and paladin, Jehanna, the two would ride to her brother and tell him of what happened at home.
* * *
It was as easy as slipping away from the classes he didn’t like when he was younger, the only thing that could have gotten him to stay during a history class would be his sister’s soft persuasion or his mother’s scolding. Aer’s band would strike any of the enemy’s battalions down quickly and then disappear into the forest before having a chance to retaliate.
To avoid raising suspicions while travelling from place to place, the group disguised themselves as mercenaries. But when they went into a town, they turned into righteous thieves; if they approached any vendor with large sums of money for supplies, the might be figured out immediately, and since this was Taraine’s territory, it wasn’t hard to steal from the rich and help the needy, either. During his travels, he realized that there were some things that no king or queen could do to protect or help some people, but only people who were there, who saw and experienced these things, could help; people who were not royalty, but part of the ‘normal world’ and experienced hardships like ‘normal people’.
By the time Jehanna and Iris had found him, he was already some kind of folk ‘hero’ among the people, some called him a mischievous thief, but most (who knew his identity, but didn’t want to give it) had regarded him as the ‘Prince of Thieves’, because of his Robin Hood-esque ventures; steel from the greedy and rich and give to the needy and poor. The knights in his loyalty also found some fun in taking part, even joking that they would give up their current jobs to become thieves.
They became thieves at every town they entered, but were guised as mercenaries on the road, and then soldiers of L’Arch when it came to fighting the troops of Taraine. His sister and her knight also joined the group; she was able to experience the hardships of the people herself, and decided to do something about it when her brother finally became king. But for now, she chose to deliver the news from L’Arch: the castle was captured, and Queen Ismaire had stayed behind.
Aer and his sister made his way back to their home and easily infiltrated the castle using the skills they acquired along with the Void Cloak. The twins had found freed their mother and the remaining prisoners, first before entering the throne room and seizing the throne from the inhabitants. With power restored to the rightful owner, the guards and knights were able to drive the rest of the troops out.
The news of the king of Taraine’s death came suddenly, only a few hours after they had retaken the castle. The invasion was over, but there were pockets of turmoil all across the land; there were soldiers who still refused to give up and go home. The prince decided to move on his own, under the guise of a thief, to different areas of different countries who were affected by Taraine’s sudden outburst.
The queen Ismaire stepped down, allowing her daughter, who had seen the hardships of the people with her own eyes, to rule fairly and justly, on the condition that one day, her brother would come back home to be crowned king. Lady Ismaire, still queen in some eyes, decided to travel within the kingdom, helping to restore it to its former glory.
The prince formed a band of thieves once more, even including some of the knights that he took with him during the invasion. The Prince of Thieves’ fame grew, until the band’s network was so far and wide, it covered all the corners of the globe; they had members from almost every town, from every country, but only a select few knew his true identity.
The Prince of Thieves is the crown prince of a powerful kingdom? Hard to believe.