Hair: White, Straight, Torso-Length Eyes: Red, Soft, Playful Height: 160 cm Weight: Not Telling
Diamond Dust - Silly's primary weapon are a large cluster of diamond-like substance crushed into fine dust, which is controlled through what can be best described as metaphysical influence, different from telekinesis but achieving similar effects. Diamond Dust fulfills a different number of applications, including the creation of illusions and decoys, the hindering of enemy movement by using the fog to generate razor cuts against enemies attempting to move through the razor-sharp particles, and the damaging of the internal organs for those who are unfortunate enough to inhale the dangerous substance. Diamond Dust's sphere of influence, a range in which the density of the particles are high enough to cause bodily harm to enemies and create coherent decoys and illusions, has a radius of fifty meters, more if the space is compact and condensed. Although called "Diamond Dust", the weapon is not actually made of diamonds, but of a much harder, artificial substance with diamond-like properties.
Mirror Shards - Although effectively used much in the same way as one uses a knife, Silly instead stylizes her weapons as fragmented shards of mirrors, keeping in symbolism towards her portrayal as the master of illusions. Due to her influence over reality, the mirror shards are much sturdier and sharper in her hands than any other normal shard. Can be used to slash, stab, or throw, as well as assist in generating illusions. They do not, however, have handles, and are sharp on all edges, so skill and familiarity are required to proficiently wield them by clasping the flat sides.
The clothing Silly wears are embedded with light defensive magical properties. While they do little good in stopping physical attacks, they are semi-resistant to different elements - such as fire and electricity - and magical spells. It does not completely negate damage from the elements and magic spells, but it takes a respectable portion of damage out from them.
The most immediate of Silly's strengths is her speed. Of the limited power the Aternians allow to be allocated to her mortal form, Silly has invested most of her capabilities on the ability to get from one place to another in as short a time as possible. She does not seem to "move" as much as she simply "appears in another place", although this means of transportation clearly is not teleportation. Accompanying this speed is the ability to pull off gravity-defying acrobatics, giving her a wide range of options in terms of movement and placement in battle. To complement this, Silly has limited control over the forces of overruling metaphysics, allowing her to occasionally violate common sense and the basic rules of physics; this generally manifests in strange but ultimately minor phenomenon such as being able to stand on walls or ceilings, or conducting aerial acrobatics without actually generating a counteracting kinetic force.
Furthermore, despite possessing below-average capabilities in a preemptive offensive, Silly's capabilities in defense, evasion, and counterattack are exceptional. Her weapons and abilities allow her to create numerous decoys of herself utilizing mirrors and her specialized weapon, Diamond Dust, while her speed also gives her an edge when it comes to evading attacks. Aside from avoiding attacks, Silly is capable of completely sealing certain options of offense with Diamond Dust, utilizing the razor-sharp fragments to prevent rapid movements within her sphere of influence; taken to the logical extreme, Diamond Dust can deny the enemy's capability to approach her.
The first and foremost weakness is that Silly is only as strong as the situation allows her to be. Although she has various superhuman traits, the Aternian self-imposed honor code and restriction, that Aternians should surrender their omnipotence and omniscience while masquerading as mortals to prevent abuse and dominion over mortal worlds, greatly limits what would've otherwise been raw power. This essentially means that she only enough power to initiate even combat with whatever opponents she has to face, and that she would not possess the power of a one-man army unless she was actually faced by an army, ensuring that she cannot misuse her powers as a benevolent deity.
The second pronounced weakness is that Aternians believe in balance; while Silly possesses superhuman and near-gravity-defying speed, skill, and acrobatic abilities, her mortal shell is also physically weak in comparison. Physical combat is indeed not her forte, her physical strength is somewhat underwhelming, and her skills and weapons are geared much more towards defense and counterattack roles rather than offense; Diamond Dust, which has little preemptive offensive capabilities, only proves to be an extremely deadly weapon should an opponent choose to be within engagement range of Silly, while her mirror shards are clearly not the most overwhelming weapons in existence. Battles of attrition also wear down her sixteen-year-old stamina relatively quickly, which pronounces her reliance on decoys and defense in order to allow her opponents to expend their strength on her illusions in long-winded battles before moving for a counteroffensive.
Skills/Magic: Silly possesses limited control over metaphysics; as a result, she can control her Diamond Dust in a manner akin to telekinesis, and defy - within reason - the laws of physics when it comes to her extraordinarily fast movement. This usually manifests in phenomenons such as Silly being able to stand on walls or ceilings, or Silly being able to conduct elaborate aerial acrobatics despite not actually physically generating an equal counteracting kinetic force.
Despite being ageless, Silly's physical mortal form lends an appearance to a rather short sixteen-year-old schoolgirl, complete with uniform. Standing only at one hundred and sixty centimeters, Silly seems physically underwhelming, but ultimately rather cute with her own childish, pretty appeal, despite her unusual appearance, sporting snow white hair reaching down to her torso and blood red eyes that seem playful. Her appearance is charming and endearing, and it isn't difficult for her to use that advantage to get others to warm up to what would've otherwise be a cute, harmless schoolgirl. Her physical form also seems quite lithe and feminine, although modestly-endowed, certainly not voluptuous. Although she clearly changes clothes depending her mood, Silly is most often found wearing her schoolgirl uniform, featuring a white blouse, red bow, navy vest, and navy skirt that goes past the knees; this, in turn, is complemented by knee-length white socks and dark Mary Janes. Another common choice of attire Silly can be found in is a variety of Gothic Lolita dresses, which can be an extremely varied affair.
The near-universal first impression of Silly Diamant is that she certainly lives up to her namesake. While the appearance of her mortal form certainly depicts her as an adolescent schoolgirl, masking her actual agelessness, her personality seems to take that impression and take many more years off it. Whimsical, needlessly cheerful, and with a seemingly poor grasp on reality, Silly is just that, silly. With a somewhat hyperactive disposition, an apparent inability to pay close attention to anything, and a seeming lack of common sense, her traits are sometimes endearing in a childish way, and sometimes offsetting when tainted with a measure of equally immature arrogance and selfishness.
Of course, the persona Silly chooses to adapt most often is largely a mask for a more scheming, manipulative, and holier-than-thou personality, which clearly insinuates a great amount of arrogance, empowered by her confidence towards her abilities and status as a goddess-like Aternian. She enjoys poking at the weaknesses and insecurities of others, and essentially has no real fears, likes, or dislikes as an immortal not bound to flesh; her personality merely shifts in whatever way she wishes it to. On the other hand, while all Aternians are hard-coded to love and sympathize with the mortals they are supposedly watching over, Silly is rather sentimental towards mortals, even by Aternian standards. Masked behind her silliness and her contempt is a care and appreciation for mortal life, and despite her self-proclaimed superiority, she sometimes goes to certain lengths to allow and assist mortals to dictate their own fate and pursue their own happiness.
Silly Diamant is a relatively mid-ranking member of the Aternians, a specie that transcends time and space, belonging to no universe and transcending the rules of physics. Although the Aternians do not know of their origins - difficult without the reference of space or time - as much as they simply realize that exist, the Aternians are aware of their ageless and undying presence, and, as a result, consider themselves to be deity-like entities responsible for balance and order across the many universes in existence. As self-proclaimed gods and goddesses, they see to it that anomalies to the time-space fabric of the universes are repaired and prevented, and that mortal races follow the "correct path of history".
The Aternians, however, do have self-imposed metaphysical rules, a modus operandi enforced on themselves through unknown means. To prevent abuse of their god-like power and knowledge upon the more "mortal" universes, any Aternian tasked to "repairing" a universe, or merely entering a universe, will be confined to mortal form, its power and knowledge greatly restricted to only what is enough to exert influence over the entities within that world and repair a designated problem, but not be omnipotent or omniscient. It is thus that Silly prefers to take a human form when traversing across universes, although, despite being human on a molecular level, she exerts limited influence over the fabric of time-space through metaphysical control given to all Aternians.
Like all other Aternians, Silly transcends the rules of time and space, and therefore is not limited to the subjective concepts of past, present, and future; at the same time, she does not comprehend her own origins as much as she realizes that she just is. Another universal trait amongst Aternians that Silly shares is the lack of biological parents or a known creator. As such, they all share the seemingly universal view that they are as close to deities as any race is capable of getting, and that they are eternal. What makes her unlike many other Aternians, however, is her fascination and enjoyment of lingering in the mortal world. While other Aternians "find enjoyment in their work", Silly does not seem to regard her obligation as "work", and instead seems to find amusement and entertainment through her meddling in the universes.
Although being relatively scheming and manipulative, Silly has managed to mask her "black sheep" behavior, allowing herself to come across as merely "interesting" or "slightly eccentric" to her fellow Aternians. What the rest of her race does not readily comprehend, however, is that prolonged exposure to the inhabitants of various worlds she has been to, coupled with the compassion hard-coded into her personality for lesser beings, has developed an ideology for Silly, that mortals and inhabitants of their own universes should have the right to decide their own history and fate, and that Aternians should no longer play the role of gods across so many different worlds. Unfortunately, the self-imposed restrictions of her race places a considerable obstacle to her ideology, an ideology that she strives to circumvent...if she wasn't too busy enjoying herself across different universes, masquerading as a mortal.
Originally Posted by Raptor Buddha
Don't be confused by [Ysionris'] ^_^, or her ^_~. Behind that ever cheerful emoticon is a mind that has terrifyingly precise and specialized knowledge on everything from torture to the internal dynamics of Taiwanese politics. The ^_^ is just to lure you into a false sense of security so she can annihilate you in SD. No doubt, our resident evil genius.
Eyes:Completely green, including the whites. Pupil is black and spiral-shaped.
Weapon:For use against opponents without abilities, Jericho can create a sword out of spare nanites in his armor. The sword is one-handed, with a 29" blade, and is entirely gray in color. The cross guard is straight, with no decoration. He can keep the sword for up to 15 minutes if his armor is slightly damaged, but the length of time decreases as his armor takes more damage.
Armor:Jericho wears the Adje, a suit made of nanites that can slowly repair itself, usually within thirty minutes. The nanites can "eat" materials from his surroundings to create more nanites, which replace damaged ones. When an object hits the suit, the nanites bunch together at the impact site to soften the blow. The suit is a dark grey color, and covers all but his head and hands. Being made out of trillions of tiny machines hooked together, it is only moderately heavy (20-25 lbs), and acts much like elastic.
Strengths:Jericho is especially good at inventing strategies that match his current ability. He can also combine several weaker abilities to create unique powers. His genetic engineering enables him to take more punishment than normal humans. His eyes enable him to see in the dark, to the point where dark rooms are moderately lit. He has slightly enhanced strength, being able to lift at least 400 lbs. Jericho has been trained in several styles of swordplay, and while not a master at it, he can hold his own against most opponents.
Weakness:If he is exposed to very bright light, his vision takes longer than normal to recover. His stealth is virtually nonexistent, and his multicolored skin causes him to stand out in public. His skin slows him down when he runs, because of the less-flexible scar tissue.
Skills:Jericho has the ability to copy almost any ability he sees in use. He cannot copy abilities he does not see in use, and he must know that an ability is in use. He must be within 100 feet of the original user to copy an ability. His eyes analyze the ability, and send signals to the brain, which sends the signals necessary to manipulate his body to reproduce it. This process usually takes two minutes.
Depending on the strength of the ability, he can hold on to it for longer (weak-15 minutes, strong-3 minutes). He can copy two weak abilities and hold onto them for 7 minutes. His control over the ability is limited by the original owner's control. If he tries to copy abilities that are extremely powerful, he is stunned. Additionaly, if he copies a creature whose physiology is very different from his, he experiences crippling pain.
He can copy most superpowers, such as super speed, super strength, etc. During the experiment trace amounts of magic were infused into his body. They remain dormant until he copies an ability involving magic. This enables him to use most basic forms of magic. He can also copy bodily adaptations (such as extra senses, additional body parts), as long as the original user is human.
Appearance:Jericho's hair is an odd, tomato-colored red, and is usually worn in large spikes. His eyes are completely green, the whites being a darker shade than the iris. His pupils are spiral shaped, and spin when he is copying an ability. His skin is covered with scars from stitches, and is in patches of different colors. He wears a dark green shirt, jeans, and any shoes he can find.
Jericho is what most people would call antagonistic. He will pick a fight with anything or anyone who annoys him, and often will start fights out of boredom. However, if he sees that an opponent is too strong he will attempt to back out of the fight. He is also a bit of a show off when he is starting a battle. His showboating often gets him in trouble, though.
Jericho is not opposed to taking money for fighting people, but he will not attack those who can't defend themselves. He often will stop a crime for kicks, but he can't be relied upon to do so. Jericho does not like being called a "hero," because it is "just not my thing."
Jericho does not try to hide his strange appearance, instead flaunting it. He always makes a point of looking people in the eyes when he talks to them, since his odd eye color disturbs most people.
His family is a touchy subject for him, and he will often attack anybody who does not leave it alone. His attitude makes it hard for anyone to even want to know him, and he prefers it that way. He prefers travelling alone, and often will leave fellow travelers while they are sleeping.
Jericho Baen was born to Amadeus Baen, owner of Baen Industries, the largest megacorporation in their universe. In order to protect his son, Amadeus sent Jericho to live with relatives who would protect him from any assasination or kidnapping attempts. Growing up in remote Northern Canada, Jericho was taught how to defend himself against attack, and learned the almost extinct art of swordplay.
At the age of fifteen, he rejoined his family, having learned all he could from his relatives. Only two weeks after returning, he foiled a kidnapping attempt on his father. Seeing how strong his son was, Amadeus did something unexpected; he made Jericho his bodyguard.
Jericho worked as his father's bodygaurd for four years, until one day when a rocket was launched into his father's office through a window. Amadeus was just leaving the room, so he escaped unscathed. Jericho was not so lucky. He had survived the explosion, but was horribly burned.
After one year of special treatment by his father's medical staff, it was determined that unless something drastic was done, Jericho would be unable to move independantly. His father's scientists had just completed a method of genetic manipulation, so Jericho underwent the treatment.
The results were perfect, the only side effect being his multicolored skin. Jericho was offered the job of bodyguard back, but declined and left his family. He travelled the world, eventually discovering his abilities.
Two years after he left, Jericho recieved word from his father. Amadeus's scientist had discovered a wrinkle in space time. Returning home, Jericho volunteered to explore it. He was outfitted with his nanite suit, and entered the ripple, sending him on a continuing journey from universe to universe.
Age: "One loses track after the first 10,000 years or so..."
Zodiac Sign: Scorpio
Hair:*** Black (silver in wolf form with some black blended in over the back)
Eyes:** Chocolate brown with flecks of emerald green (golden in wolf form)
Weapon:*** Hands, magic (magic, teeth, and claws in wolf form) Doyle can make use of whatever object comes to hand, though he hasn't gotten reacquainted with his human form well enough to be very efficient.
Armor:* Doyle wears a wolfskin cloak while in human form that protects him from many magical attacks as well as minor stabbing and slashing type attacks.. This cloak is actually alive in a way. It is warm to the touch and will bleed if stabbed or torn.
Strengths:***Well-versed in all elemental magics (Light, Dark, Earth, Fire, Air, and Water). His power is drawn from his summon, which acts as an outlet to the life energy, or chi, flowing around him, including through his opponents. This energy can then be rechanneled into elemental attacks. Thus his magical power is directly proportional to the energy level of the area surrounding him. His current drawing radius is roughly 3-5mi. An average summoner from his world has a drawing radius of a little over a mile.
He has outstanding strength and speed for a human. He has single-handedly pushed merchants carts out of ditches (or an average sized car if he were in our world). His speed and agility is above that of a normal human in roughly the same proportion as his strength.
He is stronger, both physically and magically, and tougher in wolf form. Rruuv sometimes knocks over large trees, leaning on them to scratch his shoulder. The wolf is also able to pull energy for attacks over an area roughly twice the size of his human form, easily reaching 10mi.
Doyle's senses of smell and hearing are acute, due to his wolf side, but not quite as acute as they are when he is actually in wolf form.
Though proficient in all elemental magics he is strongest in four of the six types (in order of strength): Dark, Light, Earth, and Fire. These are upgrading combinations Doyle gained for Rruuv during his second training pilgrimage. (See Bio section) He has no elemental weaknesses.
Doyle can heal most wounds, given enough time, but cannot do so when distracted by battle. Changing forms speeds this process, healing all but the most dire wounds in a matter of minutes.
Weakness:* He is still growing reaccustomed to his human form and does not melee fight as well in this form as a result.** Must revert to his wolf form at least once every two weeks for at least 12hrs. He would have to revert sooner if exhausted or heavily wounded.
Further elemental upgrades are impossible after the mergence of a summon into the physical form of its human summoner. (See Bio)
Doyle/Rruuv cannot heal himself without concentration, unless he changes forms to do so. Thus it would be near impossible for him to heal during battle.
Skills/Magic:***Summoner, able to utilize elemental magics, including light and dark, though he is much stronger in some elements than others. (See strengths section) He can use the elements by converting energy into a specific element and hurling said element at an opponent (like a fireball or a wind gust), reverting an element into raw energy for healing or another type of attack, or manipulating an existing element in his environment (diverting an attack, boosting a cooperative attack, or just making a campire burn bigger and brighter). These abilities also vary based on his power level which varies in proportion with the energy to be found in his surroundings (he would be more powerful in a rainforest, for example, than in the Sahara.)
Appearance: Doyle is tall, every inch of his frame sculpted and while well-muscled and defined, not overly bulky. His skin is the rich color of coffee with a touch of cream, and his thick, blue-black hair is usually kept in a braid reaching down to his waist. His features could best be descibed as Native American in appearance, angular with a thick brow and square jawline strong and extremely masculine, but not unattractive. His features appear stern if one doesn't take into account the depth of his thickly lashed eyes, or the smile threatening the edges of his mouth at any given moment.
He changes clothes like anyone else, but can most often be seen in heavy, black, military-style boots, well-fitted and well-worn blue jeans, and a black leather vest, with or without a band collared dress shirt in varying colors.
The only constant in Doyle's wardrobe is a wolfskin, which he keeps with him at all times. He most often wears it as a cloak, sometimes with the wolf's head sitting atop his own as a hood. It is a huge, silver fur, so luxuriously warm and shining it seems to be alive.
Doyle pulls the wolfskin around him to tranform into Rruuv. The wolf stands 5ft at the withers with silver fur, some black hairs blended in over his back area and golden eyes.
Personality: Doyle is a tacturn man, rarely divulging more information than is necessary, especially about himself. He is quiet, preferring the outdoors to most human company, and despises large crowds, not for fear, but because as cities grow, the common sense of its inhabitants seems to drop.
This summoner seems stern, unapproachable, and simply not fun at first glance, and many do not fully understand his very dry sense of humor. However, if given the chance, he can prove to be the most dependable, loyal, adventurous, and companionable man one could wish to know. As long as one doesn't mind companionable silences, that is...
He loves children, and they are inexplicably drawn to him, despite his stiff demeanor. Often he will linger near a town with many children, finding a place near the outskirts to sit and tell stories in his deep, gravelly voice. He will sometimes even show them his wolf form, if he can avoid being seen by adults (which he knows are less than understanding). If you were to catch them at such a time, you might see a giant wolf laughing, tossing children in the air and carrying them around on his broad, furry back.
In wolf form, his personality changes slightly. Rruuv has a different speech pattern and his sense of humor is not quite as dry.
Biography: Doyle grew up in a clan of migrating hunters, the men following the herds across the plain in the summer months, while the women tended crops in small villages near the great river, which divided the land in two halves.
When he was born, the village shaman saw signs in the stars that he would be not only magically talented, but could be a summoner. This was rare in their people, and brought great honor to the family. When he came of age, 16 years, a summoner came to their village and accepted Doyle into his apprenticeship. This summoner was from the Dark temple, but Doyle's tribe saw no fault in this as in their world, Darkness is not equated with evil.
So Doyle began his apprenticeship as many youths in his world do, by learning elemental magic, then touring each of the elemental temples, undergoing the mysterious Trial in each, to see if he would be chosen by a summon of that element. As is the custom, when Doyle was chosen by no summon after visiting all the temples, his apprenticeship ended. He parted ways with his teacher and departed into solitary training. He had spent 10 years in apprenticeship, and refused to return home with a failure hanging over his head.
The summon who chose Doyle was of none of the Temples. The great wolf Rruuv, a rare wild summon, chose him during his solitary training as he knelt in meditations deep in the forest.
Having gained a summon at last, Doyle returned to his clan. He was welcomed with open arms and given a new surname, as was the tribe's custom, Silverpaw, in honor of Rruuv.
Then the war began. Doyle's old mentor tried to draft him as the Dark temple rose up to subjugate the other elements. The tribesman refused, and the Dark summoner performed an unspeakable act, calling on his summon beast to slaughter the village. Doyle tried to defend his people, but failed against his more powerful teacher.
Kneeling in the ashes of what was the home of his people, broken and bleeding himself, he met another summoner who would change his life. This new summoner took him under wing, developing his talents by sending him through the trials once more. This time, he gained the power of four of the six temples, starting with that of the Dark temple. This mergence with an over element stopped his aging.
His new teacher gradually became his friend instead, and as his training ended, they stayed together, travelling and fighting the battles of the war together, protecting the people as best they could. This went on, the war sometimes going cold for decades, then flaring up again.
Ultimately came the final battle. The forces of the Dark temple behind the summoner Raedium, and those who stood beside Aurora clashed on the field. Doyle fought side by side in the elite force of summoners forming the Ominae's self-appointed honor guard.
The final clash saw Aurora's forces slipping and that of the Dark near victory as Raedium met his sister on the battlefield. The two master summoners fought, their dragons locked in a deadly dance overhead. Doyle was all that remained of her bodyguard as Raedium's personal guard closed in behind her, seeking to eliminate her while she was focused on the duel.
Doyle fought a losing battle, dropping half of them before hope seemed to fade. The tribesman made a desperate decision. Calling Rruuv, he merged with his summon, gaining the power needed to protect the Ominae, but losing his humanity, forever to be trapped in the form of the giant wolf.
It took thousands of years worth of adventures and training, but he finally achieved his seemingly impossible goal. He can finally step out of the skin of the wolf, becoming a man once more, though Rruuv is always with him in the form of the wolf fur and can never be a completely separate entity.
Now he seeks his teacher and friend to show he has succeeded in breaking his curse. And, his people have sent him on a quest to find the Ominae and persuade her to come home after decades of absence.
Vinx has collected quite an arsenal of weapons throughout his life. As a Demon Slayer, much of his tools are mandatory to carry, though his time in the field has allowed him to collect more effective, rare weaponry with which to kill monsters. Like any typical Demon Slayer, his weapons are also made mostly out of silver, a well known purifier of evil.
Bequeath- A fencing sword formed in the style of an Épée (picture), which is a three pronged foil. It is the heaviest of foils used in traditional fencing, reaching about 110cm (3’7’’) long. The sword itself is formed from an alloy of silver and steel, which is kept in a black leather sheath with silver lettering on it (which is also worn on his left on a slanted, black leather belt). These letters are a latin saying, "Causarum justia et misericordia," which illustrates the Vampire Slayers' cause. Both edges are dangerously sharp, though the tip of the blade is the deadliest point. The hilt of the blade has a curvaceous, intricate guard that protects the hand with metal rings and curves (picture).
Revolvers- Vinx carries two small black revolvers that are strapped in another leather belt, resting on the front part of his legs. Both are carried in their own holster, with two pouches of ammo kept on the same belt. These pouches are medium sized, one holding steel bullets and the other silver.
Silver Stake- A collapsible 2 foot long stake made of pure silver. It has a grip on the thick, blunt end, which is reinforced with carved bumps to keep the hand from slipping. When collapsed, it is no longer than a foot, and a small, ovular button on the hilt springs the tip of the stake out. Engraved onto the hilt are ancient symbols which bless the staff with holy magic. This rests in a holster on Vinx’s right, held at the bottom of another belt that straps diagonally across his chest.
Bottled Sunlight- Perhaps the rarest of a Slayer’s tools, bottled sunlight is collected light that is retained within an enchanted bottle. The flask itself is painted an opaque black to keep the light from showing. Upon breaking, it emits a powerful burst of light that covers a radius of ten feet. Anything caught within that blast of light is exposed to very condensed sunlight, which inflicts both burning and holy wounds onto the flesh of the victim. Outside of that, it is simply an extraordinarily hot and bright light. Vinx carries three such bottles in padded pouches that rest on the belt that crosses his chest.
Silver Darts- Within a black leather pouch strapped tightly to his left thigh, Vinx carries five six inch darts made completely out of silver. Each darts’ shaft is about one centimeter in width, with four black feathers placed at one end for balance. The darts are perhaps even sharper than needles, with the barrel full of a blessed substance known as liquid silver. Upon impact, this substance is released from the dart’s tip and into the creature’s body, which sends deadly poison into living creatures, and even more potent toxin into cursed creatures.
At a glance, these darts are fairly plain, the feathers being the only decorative touch. Within the barrel, the liquid is a somewhat translucent silver which has a sharp metallic smell, even stronger to cursed creatures.
Silver Crossbow- The crossbow itself is not made out of silver, but of simple wood. Vinx can fire it fairly rapidly, though at far distances, the blessed silver bolts are much less penetrating. The crossbow itself is also rather plain, with no complex designs or writing on it. This weapon is also attached to a leather strap so that Vinx can wear it on his back or pack it on his horse. Vinx keeps the 16’’ bolts in a black leather quiver that he also straps on his back. He doesn’t usually wear these unless he is already on a hunt for demons.
Whip- Vinx carries a thick, black leather whip that reaches about eight feet long. It has a strong wooden handle which is also black. At the end of the rope, there’s a small, sliver tipped blade. This he keeps on a strap on his belt, which is wrapped up in a coil near the back of his right side.
Silver Knives- Vinx carries four knives, all of which have been blessed and have the same latin saying on his sword carved into their blades. Each one is about eight inches long (made of silver) with a black leather hilt to reinforce the grip. Vinx carries one in the back of his right boot, another on his left side, a third in the center of the belt that goes across his chest, and the fourth is strapped onto the back of his right shoulder. These are easily used for both stabbing and throwing.
Leather- Vinx wears black leather gloves that extend halfway up his arms that have mystic symbols carved on the inside. While this does not make it impossible for cursed weapons to penetrate it, cursed objects will be burned and corroded when touched with them. His black leather boots are tough, but not reinforced with magic. His thick leather coat provides protection for his torso and upper legs, with enough flexibility to keep from hindering him in battle. Just like his gloves, his coat is also blessed to keep demons away.
Shadow Charm- One of the few mementos that Vinx carries from his home, the Shadow Charm acts as an efficient means of protection from dark magic. It serves to absorb the damage that projectiles inflict, and protects against curses that other demons may inflict on their prey. While it is most effective to reduce at least 30% of dark magic damage, it can also absorb any kind of elemental damage, though this is much less powerful, taking only about 10% of damage away.
The symbol itself is carved out of silver, forming a small pendant shaped into an ancient symbol. Vinx wears this around his neck, underneath his clothing, and its magic power is subtle enough not to be noticed by even the best of wizards.
Reflex- As a Half Vampire, Vinx has inherited the traditional “supernatural” reflexes, which include superior senses to that of a human’s. He can hear whispering through a solid rock wall, see with perfect vision for great distances, and has a very strong sense of smell— especially for blood. He also has faster reaction speed to stimuli, which has been improved upon in his years of survival and combat. This gives him a decided advantage against those who move at a normal pace, allowing him to move with ethereal speed and grace, which becomes particularly deadly when he wields his weapons.
Raw Strength- Vinx has inherited unnatural strength, allowing him to perform feats of power that would be impossible for other humans. This includes being able to jump distances of 32 ft (9.8m), as high as nine feet (274cm), and lift weights up to 1670lbs (757.5kg). This makes for incredible strength in combat, and with power tempered over 100 years, it is perfectly lethal.
Demon Fighting- Vinx’s victims over the years have been nothing short of inhuman. His experience with evil creatures— everything from ghosts to vampires— has left him with creative skill in investigation and combat. His many years of life has given him enough time to perfect his own proficiency with his weapons, and he can easily adjust to fight creatures of different backgrounds and strengths. If there’s any kind demon at all out there, it’s very likely that he’s killed one of them.
Weapon Versatility- Vinx’s experience in numerous weapons gives him a basic proficiency with almost any kind of weapon, and even without one, he is particularly dangerous. His past battles have often forced him to improvise, and he can do so fairly well when put in a difficult situation. His particular fighting style specializes in lunges and stabs, which is pointed mostly at getting a silver blade into a vampire’s chest.
The numerous weapons Vinx carries also serve to create very interesting combinations. He can wield different weapons at the same time with ridiculous skill, and is ambidexterous with each one.
Range- Vinx’s weapons provide a versatile range to fight with, allowing him to fight comfortably with targets at close and far proximities.
Knowledge- With any centuries old character, Vinx also holds a great knowledge of the world. He can read and understand demonic language (as well as French, Chinese, Spanish, Latin, and Arabic), and is easily able to memorize and retain any given information. He knows of most races and their history, as well as important historic dates and cities. This also gives him uncanny perception into other people, allowing him great insight into ambiguous characters.
Poison/resistance to Disease- As a half vampire, Vinx has strong resistance to toxins, and will never age. He is not, however, impervious to poisons, and can in fact die from strong illnesses and poisons, though this will take much worse circumstances to harm him than it would a normal human.
Humanity- As a half breed, Vinx does not have the full power of a vampire. He still has to breathe, still has to keep warm, and he cannot match another vampire’s full speed and power. Though he is on fairly equal ground with a newly formed vampire, older ones provide a much greater challenge. In such cases, he generally relies on his wit and weapons.
Blood Lust- Yes, the lust that haunts all vampires also gets on Vinx’s nerves. While his attraction to blood is not as strong as a normal vampire’s, it still tempts his self control, though he has taken great care to master it. Blood is instinctually desirable to him, but it will not have a distracting influence unless he is particularly weakened, in which case he will easily loose his concentration. In extreme cases, he may loose himself enough to attack even a friend to obtain their blood.
Holy Weapons- Vinx himself is impartial to the very weapons he carries. While he has lived with irritability of these things for a very long time, and they no longer bother him, holy attacks of others will strike extra damage upon him.
Magic- Though Vinx has had plenty of experience with the supernatural, he lacks the ability to dispel or destroy the magic of… well… magical creatures. He relies solely on physical attacks to inflict damage, though he has been known to play mind and logic games with his prey. He also doesn’t have much of a defense against magic, and almost anything magical that he comes up with to use against an enemy has to be researched and found before he attacks.
Light- Though Vinx can walk in daylight and doesn’t have to sleep as long as a human, he still isn’t very fond of it. It takes longer for his eyes to adjust than it does a normal human, and bright lights are particularly painful. He’s also more susceptible to sun burn.
Weapon Rarity- The ammo and weapons which Vinx uses are expensive and rare. He has to make good judgment when using them, and often has to salvage what he can from his targets.
Dark Sight- Another trait of the vampire, Vinx can see in the dark as if it were day. It does, however, take time for his eyesight to adjust to perfect darkness.
Diet Versatility- Vinx can eat both food and blood. While he is naturally more partial to blood, he can still eat even vegetables with the greatest of ease. However, his body is effected immensely by his diet, and becomes much stronger and proficient when he drinks blood. When drinking blood, he doesn’t have to eat food at all, but he has to feed at least weekly, or he will become fairly psychotic. On a diet of plain food, Vinx’s vampire abilities become less prevalent, and his blood lust is much calmer, though it still burns his throat.
Though Vinx lacks the traditional fangs to suck blood, his sharp teeth can easily pierce human and animal flesh. He can bite into a prevalent vein and suck blood from there, allowing the person’s heart to do the majority of the work. This makes his drinking slower than the average vampire, but his bite is just as effective. When he bites and blood is released, certain capillaries in his mouth release a drug, or vampiric venom that works to sedate and calm the subject that he drinks blood from. The pain of his teeth is but a moment— the drug will quickly take effect to block the pain by inducing the victim’s system to release large amounts of dopamine (a neurotransmitter), thus hindering their moving capability and stimulating the pleasure center of the brain.
Stealth- Vinx is an excellent tracker of humans, animals, and demons. He knows how to stay unnoticed by his prey, and his skill in stealth is undeniable. He is nearly silent when he walks or moves, and his movements are unnaturally quick, though he has learned to conceal such irregularities when around humans.
Survival- Vinx is easily able to adapt to wherever he is, be it urban paradise or rural marshes. He is an excellent hunter, and has great stamina when it comes to travel. In wilderness settings, Vinx generally allows himself to become more vampiric, feeding off of the blood of animals. In urban areas, he rarely eats blood, and never blood from a human. He makes exceptions only in dire situations, when he has to hunt down another demon quickly within a city, which requires that he is at his full strength. Though he may feed from a human, he will never kill them— he’s spent too much time practicing control over blood lust for that.
Intimidation and Insight- Vinx is annoyingly attentive. He can read a person simply by what they’re wearing, and it’s easy for him to catch the tell-tale signs of a liar. His background in history (particularly in cursed creatures) gives him a wide arsenal of knowledge to pull from when faced with a challenge. His vampiric nature also serves well in intimidating others, as he has a naturally dark aura and particularly cold, sharp eyes.
Demonic Sense- Vinx has an uncanny ability to sense the presence of other dark creatures. He can sense them as far as three miles away, and has taken great care to be sensitive to such things (as it often implies an attack). It’s not a matter of strength of aura or magical presence— the sense is in the blood. Other vampires are particularly sensitive to him as well.
Form- Vinx is used to being in sticky situations, and has thus learned how to use his body to get out of them. His flexibility and skill allow him to climb and doge quite well, which makes him rather difficult to chase down.
Vampire Slayers- As part of a group, Vinx can call upon the aid of other Demon Slayers, who are scattered throughout the world. They easily exchange information and are quick to give aid, as they all share one common purpose: to protect the innocent from demons. Along with this, he also has strong ties to the Christian church, which provides much of the information and weaponry Vinx uses.
Regeneration- Vinx has an unnatural healing speed, which isn’t instant, but can be quick enough to save him from mortal wounds. It takes a good hour or so to completely heal minor scratches, and a broken bone will keep him down for about three days.
Physical Features- Vinx’s eyes are light, grayish blue, and unremarkable in shape. His face is heart shaped with a prominent square jaw and sharply pointed nose. His face is lean, as is the rest of his body, with his skin being an albino white. His dark black hair is short and neatly combed over to the left side, with a few bangs falling over his forehead. His red lips are thin and his teeth perfectly white, with his incisors being particularly sharp (but not nearly as prominent as a vampire’s fangs). This, however, is difficult to see, as he is almost always wearing crooked fedora whose brim masks his face and hair with shadow. He stopped aging when he was turned— that was at about 25 years of age.
Clothing- Vinx’s prominent feature is one color: black. His hat is black, his leather boots (that go up to just below the knee) are black, his pants are black, his long overcoat is black— he’s depressing as a raincloud. This general gloom of his very appearance is enough for others to subconsciously avoid him, and his tall figure is only more intimidating. Everything he wears is pretty much the same color of black, even his long sleeved shirt. The dark linen shirt tucks into his gloves, which are rather loose at the arm end. His leather overcoat extends a few inches past the knee, with buttons lining the chest until it reaches his belt, where it splits in the front and back. This conceals many of the pouches on his belt and legs, including a good portion of his sword.
Body- Vinx has a firm and muscular frame, though it is not ostentatiously so. He also has plenty of scars across his chest and back from some particularly nasty bouts with demons, though his body heals fairly quickly. He carries a subtle scent of Juniper and mint, and his voice is pleasantly smooth, but almost always apathetic, with a very strong British accent.
Salt- The wonderful substance for all who fear the undead—Vinx carries the stuff in a medium sized pouch that is strapped to his belt (the one also attached to the sword). It’s useful for drawing protective circles, including circles which the undead cannot cross.
Holy Water- The bane of curses and acid to evil, Vinx carries three bottles of water blessed by a priest. These serve well to reduce and banish curses, and are particularly good at burning the flesh of the undead. He has three bottles of this, which he keeps in padded pouches on the belt that comes across his chest.
Holy Symbols- Vinx wears blessed pendants of various religions on himself. This includes a silver crucifix that he wears on his neck, a bracelet with the Star of David (made from silver as well), another bracelet with the holy symbols of the crescent moon and star (Islam), and various other symbols from different religions. All of these are meant to protect from any kind of demon that has ever walked the earth.
Thievery Tools- Not all of life’s doors are unlocked. Vinx carries a pouch of small lock picking tools to help with door locks and cumbersome binding devices.
Elixir- Vinx carries a potent healing potion created by a Christian monk, and its healing qualities are unmatched in the world of chemicals. Drinking the whole vial will provide the drinker with full health, healing all physical ailments. The liquid itself looks just like water, though it has the sweet scent of vanilla. Vinx carries two bottles of this, which are strapped in a pouch on his belt.
Travelling Supplies- Vinx carries a bag full of all traveling necessities, including vittles, soap, cooking utensils, flint and steel, money, spare clothing, as well as other various, simple items used for convenience. This bag is usually left strapped to the saddle of Vinx’s horse.
Height: 14.2 hands (58 inches from the base of the neck to the hooves)
Weight: 900lbs. (408.2kg)
Appearance: Amin has a sleek black coat with a long black mane and tail. He is a muscular horse with a delicate looking head, though he is quite a strong and powerful animal.
Temperament: Amin has been extensively trained and is loyal and obedient to Vinx. He has a tendency to blatantly ignore others that may try to ride him. Amin can easily take jumps and is a difficult animal to spook. He doesn’t handle ship travel very well.
History: Amin was a mount that Vinx acquired in England through an expensive trade in London.
Vinx is a rock. He just is. He has a very unmoving and logical personality, which is attentive to detail, but not always responsive to it. Vinx is a particularly quiet man, and while he is generally willing to cooperate, he will not hesitate to disobey orders in order to take the course of action that he thinks is best. He’s generally curious about information he has not heard or seen before, but unless it is information of any importance, he doesn’t care to pursue it.
Vinx isn’t necessarily peaceable—simply calm. If he thinks he needs to take something, he will not hesitate to take without asking, hardly even thinking of how his actions might offend another. He cares nothing about how others feel or what they think, only that they are safe. The only law that exists for him is his own, and his belief in the Christian God is one of grudging acceptance.
Though Vinx’s hatred towards demons is strong and deep, he is not easily moved or manipulated by them. His encounters with them have often been callous and sardonic, removing any sense of pity at all in him. He doesn’t have a great interest in the world, seeking only to pursue and kill demons, leaving him with very few friends. He has pursued no relationships, and much prefers solitude over any kind of company.
Despite his isolation, Vinx is a gentleman, if grudgingly so. A good portion of his life was spent in England, and before he became a Half Vampire, he belonged to a noble family. His is perfectly aware of social graces, and generally acts upon them, often being genially detached. Annoying people, however, will find that Vinx’s terse mannerisms can be somewhat harsh. Vinx tends to use his "genteel" charm best when he's in need of human blood.
Music- Vinx has always had a soft spot for music. He enjoys listening to classic and opera, and is fairly skilled at playing the Violin. This was a taste that he developed in his earlier years as a human, and it still remains with him. Along with this, he is particularly well trained in traditional English dances, including the scandalous waltz.
Children/Innocents- Vinx is only too familiar with the dark side of society. He prefers the company of sincere, honest people who lead small, simple lives. It is to their protection that he has committed his life.
Books- In the small moments of peace that Vinx has, he prefers to read. While novels aren’t exactly up his alley, he still enjoys informational text on linguistics, mathematics, geography, and history. There are few technical terms that he is unfamiliar with.
Food- Vinx rarely has time to settle down to a decent meal, and while he’d never admit it, he’s particularly grumpy when he goes without eating. Eating good, hot food generally puts him in a better mood. He tends to favor traditional English food, with his favorite dish being Crown Roast Lamb.
Demons/Vagabonds- Vinx has zero tolerance for demons and criminals. A sadistic demon is dead on sight. Criminals are given no mercy when they cross him. While Vinx doesn’t go out of his way to hunt down criminals, he will not hesitate to inflict “justice” where necessary, and is particularly terse with cruel and dubious individuals.
Pleasant Weather- When the sky is blue and the sun at its highest, Vinx becomes particularly sullen. Perhaps that’s because his dreary attitude contrasts heavily with anything cheerful, but he prefers the cool, dark and damp to anything bright and painfully vibrant.
Indulgence- Vinx has a strong dislike towards materialism and insincere, ardent emotions that are so easily expressed in the Victorian society. Showy, chatty people are likely to get little response from him.
Crudelius est quam mori semper timere mortem - It is more cruel to always fear death than to die.
Vinx was born during turbulent times in England. The Revolutionary War was recently lost by the British, and great reforms in slavery and the Church of England were occurring. His father was a wealthy merchant of the noble class, and so he was provided with genteel education. He also studied business alongside his father, and being the oldest of two brothers and one sister, he was also expected to inherit his family’s wealth.
As Vinx grew into a young man, the French Revolution was occurring just beyond the English Channel. He saw his father become politically involved as Britain faced fears of revolution, and became active himself by studying the arguments of men like Edmund Burke and Thomas Jefferson. He continued his basic studies in Latin, mathematics, and business, and balanced such activities with music, dance, and fencing. As he gained good reputation as a dignified and intelligent noble, his birth engagement to Callista Elizabeth Cudney was soon announced, though the marriage to this noblewoman never took place.
A terrible event occurred one night as Vinx’s family gathered to dinner. He was at his prime, strong and ready to marry, his family was comfortably wealthy, and his parents and siblings were in perfect health. This in and of itself was a small miracle considering the hard economic times, but they graciously accepted the circumstances. All of that changed on that chilly autumn night.
What happened was a vampire attack, the reasons of which Vinx did not discover until a full year after it occurred. His father’s business had expanded particularly well because he had employed the help of a vampiric cult to help “negotiate” otherwise impossible deals. This turned into an alliance in which Vinx’s father provided the vampires with supplies and shelter, until he became overconfident. Disgusted with himself and his own business, and certain in the strength of his trade, Vinx’s father tried to break the deal with the vampires, claiming he would never work with them again. Before this deal ever came into effect however, the cult attacked, and Vinx’s family was killed.
Vinx was not the sole survivor, in a sense. Both of his brothers were successfully turned into full vampires themselves, but something strange occurred with Vinx. Fearing for his life, as his other brothers did, Vinx also tried to drink the vampire blood presented to him once his human blood was nearly drained, but was only half successful. The vampire attack was interrupted by two demon slayers, who managed to kill one of the vampires and chase the others off, and it was then that they discovered Vinx. They originally intended to kill him, as they did all vampire survivors before they turned, but they were quick to sense that the transformation was incomplete. A rare event had occurred— one in which Vinx held a perfect mix of human and vampiric blood.
In order to keep his life, Vinx had to take the Slayer’s Vow, a pact with God that promised his allegiance to him, which had hold over his very life. He swore to protect God’s innocent, and to slay the wicked demons that walked the earth, unchallenged by mortal power.
To make a long story short, Vinx joined the ranks of the Demon Slayers and undertook their training. This consisted of controlling his blood lust and attaining resistance to holy objects, as well as intensive survival and weapon training. After learning such basics, he was paired with another Demon Slayer until he learned the ropes of demon hunting, and since then, he has gone solo. He has reached a more “elderly” position among the Demon Slayers, having managed to kill even a 700 year old vampire.
History of the Demon Slayers:
Causarum justia et misericordia - For the causes of justice and mercy (Saying on Vinx's blades)
All Demon Slayers are half vampires. There are no exceptions. Each and every one of them has sworn a sacred vow to protect the innocent, and it is a vow that they uphold with their very lives. The group has existed for almost as long as vampires have, though they are certainly less in number because of the unique and rare way in which they are created. Their purpose is generally fed off from the circumstances in which they were turned, which are predictably violent, abhorrent events. They have all been assaulted by vampires and affected for eternity because of it, and none of them bear any fondness towards vampires because of this.
Half Vampires are created when a subject’s blood is replaced with enough vampiric blood to biologically change them, but not enough to turn them fully. Such a balance is virtually impossible to create, and these instances have occurred only because of a bizarre mix of fate and luck. None of these subjects ever turn to become sadistic demons themselves— the Demon Slayers are too tightly knit a group for this to happen. They have an unnatural sense for finding each other, and there have been no known half vampires to have refused to make the Slayer’s Vow. Because of this, they have become a small, but terrorizing group to demons that traverse the world. Their numbers have never grown over one hundred (which is pretty small, considering the world’s population), due, of course, to their rare creation and dangerous profession.
Demon Slayers work closely with the Christian church, though they are by no means on “friendly” terms with it. They are recognized as demons themselves, damned creatures that drink forbidden blood, but they are kept around because of their supernatural abilities. It is rare for any mortal to have the power to kill a vampire, and even half vampires are at a serious disadvantage. Their real power comes from their holy weapons, which are immensely effective against powerful, dark creatures. They are unforgiving soldiers of the night who are trained with incredible skill, which is only reinforced by their vampiric strength.
Demon Slayers are the bane of all demonic and dark creatures, and are greatly hated for this. While those outside of the Demon Slayers have no understanding as to how they function and what they really do (Demon Slayers are often interpreted to be singular mercenaries that aspire to do God’s will), it’s not difficult for dark creatures to recognize that these “mercenaries” have the intent and power to kill them.
For all these reasons, the Demon Slayers are a mysterious, isolated group that very, very few ever come to recognize. They disappear as quickly as they come, often leaving nothing behind to tell their story. Vampire Slayers rarely gather in large groups, but it is not unusual for them to work in pairs and small groups when teaching or gathering up power to fight a particularly large enemy. They’re also known to wear similar clothes and wield similar weapons— a Slayer is easily recognized if one knows what to look for. Each of them has contact with the Christian church, though only a few monks and priests even know of their existence.
Weapon: Twin blades passed down to him by his swords master. The blades of these swords are plain. The hilts have an intricate gold tread pattern that looks like many rivers that spreads from the centre, leaving a hole in the middle, only to be completed when the young man finds the right gemstones.
Carried possessions: His twin swords, a pendant given to him by his mother the day they left the town, a shaving set and a spare set of clothes.
Magic: Kaizar has a basic use of an ancient and powerful magic. It was said to have died out thousands of years before his birth, but those who used it merely remained hidden in society. Those able to control this magic are said to have the secret to life itself.
While he is using it he sees everything as threads. Each thread is a certain type of magic. There is a thread for fire, one for water, another for air, a fourth for earth, and the final one, which is only present in living creatures, is spirit. Kaizar takes the threads from the surrounding area, and himself, and weaves them together to make his spells. Each spell has a certain, and different, way of weaving the threads together. If he weaves the threads even slightly wrong then he can either end up with the wrong spell, or an explosion that will severely hurt him at the least. The ability to weave these threads means he can perform almost any spell, as long as the threads are available, and he has seen it first.
He can also able to pick other spells apart, but this often results in a massive explosion and is not advisable. Sometimes when he is sat quietly away from people his magic will call to him, and if he answers he could destroy everything in the surrounding area without meaning to. He also needs to clear his mind to reach for it, leaving no room for any emotion, meaning he will attack friend and foe without thought. When using his magic Kaizar is not easily stopped, but he is not always able to control it, or even summon it for use at all!
Abilities: Magic weaving - This is Kaizars form of magic. Although it is powerful when used, he cannot control it well so tends to ignore it in battle, instead he tends to use it outside of battle for the menial tasks like clearing his camp site in the morning. No one other than Kaizar can see the magic he weaves until it is finished and it becomes a spell. This can take many forms, depending on the spell he wishes to perform.
Sword skills: Kaizar relies on his swords in a fight in order to survive. His skills in wielding his two blades can lead to many surprising styles.
Style 1 - focused attack - When using this style Kaizar focuses all his attacks and blows on one opponent, trying to deal the most damage as possible. With this style he swings both swords in unison with each other, striking any foe with both blades at once. His favourite move in this style is to swing them in front of himself, like a windmill. He will often block an attack with one sword and strike back with the other when using this style.
Style 2 - unfocused attack - Kaizar uses this style to fight more than one foe. His swords will often seem to be used by two separate people when fighting in this style. When fighting link this he can block two separate attacks at the same time, but then cannot fight back until one of the others breaks off their attack. This style has more thrusts than his first fighting style, but contains less slashes. Kaizars favourite move in this style is to act like a spinning top, extending both arms in opposite directions and spinning around with both swords in hand.
Both styles are fought in close quarters with his opponents and are mainly focused on defeating the enemy as quickly as possible.
Strengths: He is an expert swordsman, which he has been practising from the day he was left his family. Now he uses practise to keep fit and check his left arm works properly. He is blindingly fast with his swords and it is not easy to get past his defences. Kaizar also has the basic use of a powerful magic that means he can do almost anything when it is used. He can also pick other peoples spells apart, if he so chooses.
Weaknesses: Kaizar is not able to control his magic effectively, and it sometimes doesn’t even answer his calls for use. He is easily overpowered by other people magic spells used on him due to his inability to use his own magic. If Kaizar ever gets disarmed in a fight he cannot fight well as he was only taught how to fight with his swords, and not his magic, before being outcast by his home town.
Appearance: Kaizar has a pair of icy blue eyes, and messy brown hair. His face is harsh looking and covered in many scars, the main one running from just under his left eye to the right side of his mouth. His nose is short and stubby, most if it missing due to a fight he had a few years ago. His mouth is almost always twisted into a frown. He is clean shaven and doesn’t like to have a beard.
His torso is quite well toned with plenty of muscles. But it is also pitted and scared from the many operations he has had to replace his left arm, which is commonly in a sheath of synthetic skin, giving the appearance of a well muscled arm. He has a small power pack hidden beneath his skin just under his left shoulder, which needs recharging every few days. His right arm is well muscled due to his constant sword practice.
The hilts of his two swords stick out over his shoulders, and often get caught on low hanging branches. He wears a top made from cotton with a sleeve on his left arm that goes down to his wrist. This sleeve is very loose fitting and shows no detail underneath it. He also wears a pair of black leather trousers and a black leather long coat, also revealing no details of his physique beneath.
He likes to keep himself clean and washes whenever he can. Sometimes however he is not able to wash for a few weeks and can smell quite bad. But as soon as the opportunity arises he will go and have a wash.
Personality: When meeting new people Kaizar often puts on a cold and heartless personality, and rarely says anything unless spoken to. Even then he keeps his answers short. He also tends to hide his left arm from view, whether it is under the sleeve of his top, under the synthetic skin he buys, or just under his long coat. This is because of the bad experiences he has had whenever people have found out that he arm was metal.
Once you get past all the cold remarks and heartless outlook on life Kaizar can be a very kind and caring person, who would do anything for anyone. Not many people take the time to get to know him however, and he finds it easier to keep them away by pretending to be cold and heartless instead.
His outlook on life is that you only get one life so there is no point complaining about your misfortunes, you just have to get on with it instead. His favourite line to use when describing this is “Life’s not fair. Now get on with it!”
Likes: spending time alone, practising his sword fighting skills, animals of all sizes, his special drink called ‘power’ and defending others.
Dislikes: Being in a crowd, losing his swords, being alone with another person, seeing animals hurt and telling people about his robotic arm.
Fears: The four things that scare Kaizar most are being hated by the world because of his left arm, never finding anyone who would stand by him despite the way he is to them, death itself and losing control of his magic, and destroying everything he has left that he holds dear.
Virtues: He will do almost anything for anyone, and will always defend those he feels to be in the right. Kaizar will also give out his trust to any that he thinks he should.
Vices: Kaizar will often give trust to those he shouldn’t and feels betrayed by them, he also doesn’t make the right decisions on everything when he chooses who to defend. Because Kaizar has spent most of his life alone he often makes rah decisions and gets himself into a lot of trouble.
Biography: Kaizar was born in a small town deep in the countryside, almost cut off from the rest of the world. At the age of seven he started swords school, and at the age of ten he showed promise of magic practises as well. He spent the next four years training to use both swords and magic, but not doing well with his magic.
At the age of fourteen he infected by a demons curse. His left arm soon became useless and Kaizar fell very ill. The only way to save his life was to remove his arm and replace it with a metallic one. His parents agreed, even though cyber limbs were shunned in their society.
Kaizar had to have a special synthetic drink called ‘power’ to recharge the power cell used to power his arm from that day on. Even though his arm was covered in a synthetic skin it was not long before other people in the town found out about it and chased him and his family out of the town. This went on for two more weeks in every town they stayed in. Finally Kaizar packed his things and left when the family were asleep.
He became a mercenary and worked for many people just to pay for the hospital bills he incurred from having his arm replaced. His life continued like this for the next seven years, when he had his last replacement.
Two years after that he was finally able to return to his hometown, only to find it being destroyed, and the people killed. He was soon captured by the demons that had laid the curse on him. These demons then forced him to watch everyone he had ever known and loved killed right in front of him, because he had escaped the curse of the demon all those years ago.
Eleven years has passed since that day, but he still harbours the thought that everyone is against cyber limbs, and no one will ever want to know him because of it. He has never taken the synthetic skin off his arm, and replaces it at every opportunity he gets. He never lets anyone get close to him and always keeps them at arms length.
Name: Damien Occupation: No fixed occupation, tends to pick up odd jobs as he wanders from city to city but is rather unskilled. Age/Birthdate: 19 Apparent Age: 19 Gender: Male Race: Angel Height: 6'1" Weight: 140 lbs Eye Color: A muddy, turbid brown color that's rather unremarkable, but look somewhat friendly if they give off any impression. Hair Color/Style: Skunky blonde and wavy, cut in a rather messy, shaggy style in short layers, the bottom-most reaching to his jawline. Has a cowlick in the front that never seems to want to stay down, no matter how much he wills (and excessively gels) it to.
General Appearance: Damien is neither cherub nor like an adonis from a classical Michelangelo canvas, and cuts a rather gangling, tall, lanky figure that slouches because it's most comfortable for him and would more so belong to a lazy college freshman majoring in general studies with a nickname like "Pizza Face" than an angel. His face is neither handsome nor particularly unattractive--the best way you could really describe it would be to say it's "average", and still rather youthful. He gives off the appearance of having yet to grow into his features, and has a slightly bigger than normal nose, thin lips, and eyes set a little wider apart. He has a somewhat strong brow with decently trimmed eyebrows, and his face is longer than it is wide. His chin and jaw are a bit weak and not particularly overtly masculine or mature looking. His first set of wings were stubby, pathetic, irregular-shaped things too flimsy to support flight and too embarrassing to pull out in front of the other fledglings--they have grown since then into more functional things, but are still not the perfectly plumed kind that one would expect from an angel (at least they're white, he often says.) Sometimes they make his back itch when he retracts them. He has large, skinny feet and hands, and fair, more or less smooth skin that sunburns quicker than most. He has never been able to grow more facial hair than boyish peach fuzz.
While in Heaven, Damien sticks to wearing the standard toga, leather belt, golden sandals, and laurels behind each ear. On earth, he likes to sport old, comfortable, worn-in t-shirts (often band t-shirts, thrift store, or rummage sale items), similarly old and battered jeans, brown leather sandals or well-worn white sneakers, and a blue South Carolina Tar Heels college windbreaker he feels helps him blend in more. He carries a off-brand backpack with his few possessions, covered in buttons and stickers of various places he's been, with the straps loose so its weight sags comfortably on his shoulders.
Weapon(s): A slingshot, which he feels is rather pathetic and not worth pulling out, made of oak. The pellets are simply old, hard acorns. He's attempted to purchase a gun, but has always been too afraid to follow through and hasn't got an ID to prove his age.
Armor: None but his cloth kneepads and a helmet he occasionally wears when skateboard, but feels is too dorky to be seen in.
Carried Possessions: Inside his backpack (described in appearance), Damien has a scuffed old red Walkman, repaired countless times with duct-tape, with a skip button that tends to stick; an assortment of CDs collected from yard sales all over the United States; a thermos with a slight leak, some pens, a spiral-bound notebook he sometimes likes to jot down thoughts or notes in, covered in band stickers; and a few changes of clothes which, when lucky, he scrounges up enough change to wash at local laundromats. He also carries a threadbare, fabric fold-up wallet with a few useless membership cards, whatever cash he may have on him, and a library card that is the only proof of his identity. Buried underneath the clothes is an old gray Gameboy Advance he picked up at, yes, a yard sale, and he has a small collection of games in cheap plastic cases to go with it. He carries a blue, mesh-and-fabric South Carolina Tar Heels ballcap for the days when he simply can't tolerate his cowlick any longer. If he's got some extra cash, he tries to keep at least one package of batteries in his backpack, but has always been afraid of them getting damaged and leaking acid all over his things. His backpack often smells of half-finished food.
Powers/Magic/Skills: As an angel, Damien has decently serviceable wings that can fly for short distances and/or medium altitudes. He also possesses a few holy talents.
Blessing: Damien possesses the power to heal small wounds, minor illnesses, and injuries, by using a specific prayer. He needs to focus to perform this, and then clasp his hands together, speaking the words earnestly and with genuine and selfless care for the person, plant, or animal he wishes to heal. The prayer takes about a minute to recite, and he cannot perform it repeatedly without tiring himself in the process. If he visits a church or other holy location, he is able to return to Heaven with God's permission.
Sanctify: With a different prayer, Damien is able to bless a certain area or building (or if he wishes, a person), and make it holy for a limited period of time (at most, two days.) This blessing protects the area or person from any manner of dark or sinful magic or power. It can also purge an evil or demonic spirit from a person or place. Depending on how long the blessing lasts, this skill will consume more of his energy.
Battle Strengths: Being a holy being, Damien is unharmed by gunshots and most mortal wounds that would kill a human, as well as lesser dark magics and curses. He can fly for short periods of time, and his wiry body possesses some strength, but not much.
Battle Weaknesses: He's awkward and often clumsy on his feet when under pressure, and does not possess much in the way of offensive magic or physical dexterity or power. He's not really very sure how to fight; his punches are sloppy, and he sometimes does not know where he should hit to make an effective blow. This leads him to waste a lot of energy punching someone in their sturdy shoulder when he should have gone for, say, the vulnerable Adam's Apple of their throat. More powerful dark or sinful magic can harm him and require him to flee or return to Heaven injured.
Personality: Damien is not your typical angel. He can't carry a tune when singing, and harps and bows have never agreed with him well--he'd always hurt a finger on either. He goes through life feeling as though he's the butt of most jokes, and therefore has become rather mellow, jaded, and skeptical of any luck that comes his way. He has low expectations and takes little seriously. He's awkward around girls, but tries to pretend he's not. Feels most at home around earth, because people are more "average", he thinks, and he can fit in better. After about seven years on earth he's fairly well assimilated into the culture, especially the teenage culture, but still finds some habits and other things about humans strange or incomprehensible. He's unused to kindness and can be easily flustered, but often tries to hide it and play things "cool" and not looking too eager. Damien speaks slang to even the most dignified of audiences and when he gets excited, he has trouble controlling how quickly or loudly he speaks. He gives off the impression of a grungy teenager slacker, and is well-aware of this perception others hold of him. Someone can easily endear themselves to him by not judging him in this way right off the bat. He doubts his own merits and has low self-confidence, despite the image he tries to project of a more laid-back, socially competent young man. He likes to sometimes try to act older or more mature and manly than he is.
Likes: Video games, burgers, rock music, television, skateboards, girls, cars (despite never learning how to drive), movies, magazines, thriller novels, pizza, tea, cocoa, sugar, Dance Dance Revolution, thrift stores, dogs, cities. Dislikes: School, math and science in particular, artificial sweeteners, bullies, snobs, over-priced things, trains, elevators, car horns, car alarms, broccoli, beets, socks, harps, bows. Fears: Being rejected (especially by girls), being judged, being the worst. Virtues: Modesty, honesty Vices: Overeating, laziness
History: He was an angel named Damien, and he had always felt there had been rather a mix-up between babies when he was being named. He was an ineffectual angel, been told he would never amount to much, and had been that way from the very start; when all the other fledgling angels had been practicing their hymns and stringing their harps, he was getting his fingers tangled and squeaking off-key, and tripping over his own sandals (just learning to strap those things had been a monumental chore--like shoe-tying, but with pointy metal buckles.) Something about him just always "screamed" average, and in a world of flawless divine beings, he always stood out like an awkward sore thumb. For many of his childhood years, he tried to ignore this--ignore it even though it stared him in the face each day, thwarted him in nearly every effort, followed him around like a tiny, personal stormcloud. He grew miserable and yet tried to stay chipper for as long as he could manage, until finally, someone noticed.
Damien did not, actually, get an audience with God when the day came. But he was assured that the big man upstairs was very sympathetic to his plight, and yadda yadda, some heartening jabber they put together for his sake. But he at least got a brief sit-down with an Archangel, and a decently comfy cloud to sit on during it. The blonde, chiseled superior angel sat across from him, pulled out some impeccably clean reading glasses, and a file that materialized out of thin air. He spent some minutes skimming it, with the occasional half-interested "hrrm".
"I see that, perhaps, you have not been particularly happy here in Heaven, Damien, my boy," he said, without much feeling. "This seems somewhat contradictory, seeing as how this is... well, Heaven, the eternal paradise and all. Even if this place is meant for humans, angels are normally quite content here as well. Most don't know much else beyond this place."
"B-beyooond, sir?" his twelve-year old voice cracked.
"Yes, Damien, beyond--Earth, the living world, inhabited by humans and all of God's other creatures. Some angels have spent time there. We believe... perhaps you would like to spend some time there."
"M... me? You'd let me go...? Even though only a couple angels get to...?"
The archangel gave him a small smile. "Yes, Damien, we will let you go. He has decided it."
Damien was not sure what he could expect on earth, but even so, for the first time he could remember, he was thrilled. He was getting a chance to start somewhere new, where he could possibly fit in, and a chance to see a world few of his kind had seen and experienced in person. That made him different... and in a good way. He couldn't wait. He had no belongings aside from the clothes on his back, and after some further discussion with Michael, the archangel who had first talked with him, he soon learned that his clothing would not be well-suited for earth life anyway. He was given a small wad of bills, and directions to seek out some kind of place called a "thrift shop". They would become his new favorite sight, more welcome than a fluffy cloud or a bright patch of sun. They guided him and left him in a small city in South Carolina, where he would start his first day, as an angel on earth.
I recently realized that I never posted Tatek here. While this copy of his profile likely won't stay updated, it's probably a good idea to have a version of it here anyway. Unofficially approved by Puck, officially approved by Altamira.
Name: Tatek (No last name. Pronounced: TAA-tehk)
Race: Enchanted Human (Type: Qixueye). Many of his ancestors were the subject of a semi-magical enchantment (actually more closely related to the Chinese term "chi"/"qi" or the Japanese term "ki", than magic) which made them immune to all forms of magic. This immunity is hardwired in their DNA, and so is passed on as a (in this case dominant) genetic trait. More on this ability in the skills/magic section.
Hair & Eyes: None. Approximately 1 in 20 enchanted humans are born with no hair or eyes, but instead can see magic & chi/qi/ki (hereafter referred to as qi, pronounced identically to the term "chi") without peer. There is only skin where the eyes would've been.
Height: 181cm (5 feet, 11 inches)
Armor: *see Skills/Magic -> Qi Abilities*
Skills/Magic: While magic comes in many forms, qi is simply a being's internal energy focused to be usable outside or in a different part of the body, allowing for increased speed, strength, and with the particularly powerful, it allows for telekinesis and ranged attacks, plus more which Tatek has yet to even learn about.
Magical Immunity: Due to his powerful and unnaturally-structured qi aura, Tatek cannot be harmed or helped by magic. Any magic used on him will automatically be absorbed into his aura upon touching him, which lessens his ability to use his qi. Similarly, no kinds of telepathy work on him unless they are strictly technological in nature (eg. an MRI machine). This ability is always active as long as he is alive, and thus takes no effort whatsoever (except when his qi is depleted, but he replenishes it quickly when unconscious). To clarify, it is only magic itself he is immune to; a person using magic to hit him with, let's say, a rock, would still hurt him as it would a normal person.
Magic Banishment: Through his martial arts or through simple touching if he chooses, Tatek is able to forcefully dissipate magical energy, whether it be in an object, a creature, or just latent in the air. The more magic he wants to destroy, the more energy it takes him.
Second Sight: Tatek can see both latent and active magic & qi, simple as that. What magic looks like depends on the caster and/or the environment (of course, latent magic has no caster), while qi depends purely on the user. This ability includes magic which is normally invisible (yes, this includes qi and magic power which a person suppresses within themselves). The stronger the magic, the brighter Tatek sees it, and the further away he can see it from (although particularly far away things will be somewhat blurry and undefined). This ability is only inactive when Tatek is unconscious (asleep, coma, dead, etc.), and thus takes no energy to use. One downside is that he cannot "blink" away this form of vision as a normal person would blink to stop using their eyes. And a positive or negative thing, depending on the situation, this ability lets Tatek see straight through all non-living, non-magical objects.
Super Strength: When fully focusing his qi, Tatek would be able to lift objects up to around what a mini-van weighs. His combat strength increases as well (up to around 10x)
Super Speed: When fully focusing his qi, Tatek's running speed increases four-fold, while his reaction time (including sharp turns while running) doubles. However, since his brain cannot be similarly powered-up, his reaction speed is the only complex action which is quickened. His normal, unpowered, running speed is around 20km/h (which is typical for a fit person of his age)
Telekinesis: Tatek can pick up or move any object he could normally, even if it is not near him. Combined with his qi-enhanced strength, this allows for large or heavy objects to be moved as well, however the further away the object is, the weaker his movement is. The range for moving something with his natural (1x) strength is 20m. (2x) is 15m. (4x) is 10m. (7.5x) is 5m. The full (10x) strength is not usable at range (ie. 0 metres). Everything in between is on a simple curved scale.
Armor of Qi: Surrounds himself with his qi to create a iron-strength armor around himself. Can be maintained indefinitely as long as he does not get hit, but halves the effectiveness of all his other qi abilities, including his Magic Immunity. If hurt, Tatek can choose to either restrengthen the shield (further lessening his capacity for other qi abilities) or leave it at lower power, with the latter being the default. The shield will lose defensive strength uniformly.
Shield of Qi: Like the Armor of Qi, but focused to a single part of his body. Tatek will usually make this steel-strength, which lowers his other qi-based abilities' potential power by around 25-50%, depending on the size of the area protected; a single limb is 25%, and each further limb is 5% more (including the torso and head each as limbs).
Bandage of Qi: Essentially the same as the Shield of Ki, only focused inwards, healing a part of his body. It takes between a few seconds to a few minutes to heal wounds between bruises and deep cuts, depending on the size of the wound, a few hours to repair broken bones, and full day to reattach dismembered limbs. Everything in between is on a fairly linear scale.
River of Qi: Tatek can channel his qi through any object he is touching, giving it all the same benefits he gives himself. Only works on non-living things, and only works while he touches it.
Qi-insomnia: Due to his extraordinarily large Qi reservior, Tatek needs only half as much sleep as would a normal person with the same age and physical fitness as him.
Qi-equilibrium: Really a side effect of having used Armor of Qi so much during his training, Tatek has developed a permanent, yet very weak, layer of qi all over his body. This qi does essentially nothing to protect from enemy attacks, but does protect him from high or low temperatures, letting him feel little temperture change nearly no matter where on the planet he is. Excessively hot or cold temperatures will break this shield though.
Un-armed combat: Tatek began being taught at a very young age in the practise of an unnamed style of combat focusing on utilizing the versitility of the upper body in executing direct hits, feints and grabs. This style of combat focuses little on offensiveness, and instead works with the foe's momentum to tire them out until they can be subdued. (See footnote section for more information)
Zhonguen: Tatek does not speak English, or any other language essentially identical to English, but instead speaks "Zhonguen", which shares almost all its words and grammar with Chinese. (Note: As a translation convention, Tatek's speech shall always be surrounded by pointy brackets <Like this> instead of quotation marks "Like this", unless it's written exactly how he's saying it: in Zhonguen.)
Strengths: His speed & strength are superior to an average human's, and his immunity to all magic makes him stronger in combat than most magic-users. Tatek's combat style of evading and reciprocating enemy attacks means that he is at an advantage over many melee fighters too.
Weakness: He's blind, so moving around is a bit of a problem. Although his ability to sense magic & qi means he can "see" living things easily, inanimate objects are invisible to him unless they are magical in nature. In order to not look disabled to others, he forgoes the use of a walking stick or other guiding tool, and so can be clumsy if the ground is not flat or if there are many walls. Tatek is at a serious disadvantage when fighting foes who use weapons, especially large weapons, as he cannot see the weapons themselves, only anticipate where they are based on his foes' qi, and unless magical in nature, he cannot sense incoming attacks from ranged weapons by anything except sound.
Appearance: If you looked at him, you'd likely call him Asian, and if you were particularly skilled, you'd be able to tell that most of his lineage came from what amassed to the south-east Asia region equivalent on his world... but beyond that, Tatek is a bit of a pot luck.
He wears a large hood whenever he can to hide the fact that he has no eyes (which is made even creepier by the fact that he still has eyebrows). While travelling, he likes to wear an oriental-style silk robe which is white with an ornate red patterned lining. He also wears loose, open-ankled, pants of a similar design.
Personality: Tatek is the kind of person who will not get into a fight unless he wants to, and practically the only reason he'd want to would be if his foe is either magical or threatening his life, in which case he will remain calm even during the fight. Note that just because he is calm, it does not mean that he is kind. The only time his calmness would normally deviate would be if he was fighting something he really wanted gone, and in which case his mood can range anywhere from normal calm right up to a fanatical frenzy. (Only entering a frenzy against the strongest of opponents.) Tatek will back down from a fight if he knows he cannot win, but he tends to have a high opinion of his abilities, and so this doesn't happen as often as it should.
Biography: It was a warm summer night. The nomadic people known to some as the Chidun, or "Shield's breath", made camp for the night, halfway between the cities of Shou-du and Chengshi, a six-year-old Tatek asked of their travel-hardened leader, "Why do we fight the wūpo?"
"Ah... this is a long story. Bring here whichever other children want to hear, and I shall tell you all together." After a few minutes of convincing parents that they did not need the help of their sons and daughters, the nomads' leader Lingdao Ren began.
"Well you see children, long ago, before even my great-grandparents were born, our people lived in a small village near the base of Xueshan. Life was peaceful, and everybody helped where they were needed."
"One day, mere weeks after the flowers bloomed and it started to get warm again, a man came from the west, exhausted from traversing the mountain. Then, as we always had, we gave this man shelter, food and a promise of safe passage down to Gangkou when he was ready."
"Little did we know though, this man was a Class-A magician - a wūpo held with extremely high regard among their community - and he was not happy that we tried to help him. In hindsight, we think he deemed recieving help from us as an insult."
"We lasted three whole days and nights in the nearby caves as he took our town to rubble. It was just as he found us that the qilaoshi came. The fight was close, but our people could tell that we would not be saved if they stayed still and did nothing. It was from this realisation that they came up with a plan."
"The first step of the plan was to get the qilaoshi to keep the wūpo away for long enough for the rest of the plan to work. The second step was to get the qilaoshi to make us able to help him. Of the various options, only one was effective enough and quick enough to actually work - we would trade our magical potential for immunity to magic."
A girl a few years older than Tatek butted in to the leader's story, "ah, so that's why magic doesn't work on us."
"Yes Ke'ai, that's right. Now, where was I? Ah yes, the immunity." the leader shifted his sitting position when he began to speak again. "After the wūpo was defeated, many people asked if the immunity to magic could be removed, believing that they could better protect the village if they had magic. The qilaoshi was doubtful, but he agreed to try after he was feeling better - the fight took a lot out of him. When the reversal spell was cast, it didn't seem to work, but as payment for our people's hospitality, he decided to accompany us, and teach us of a power we could use - qi. And so our people learnt.
When our ancestors chose to trade away their magic potential, on top of not realising that it could not be reversed, they were not aware that the children they were yet to have would also be affected, but they were lucky for one point: The children of two immune people would invariably become a qi prodigy. While many members of our wandering village have over the years partnered with people who were not born into the village, some have had children together with others here. Although these children may be blind like Tatek here, it is well known that they can see all the people around them." Lingdao Ren turned to face Tatek, "You dear boy, and the six other qixueye here, can see magic and qi. You also likely have a far higher potential for using your qi than almost anyone else."
"Anyway. It has been our mission since we were first given our immunity to eliminate or depower any and all of the wūpo we find, and to put your life on the line to do so. As you are all children, you are either in the middle of, or are soon going to start your qi training; once you have completed it, you and a number of others who completed it at the same time will go on a pilgramage to our old home by Xueshan."
When Tatek looked around as he noticed the leader had finished his story, he saw that most of the other children had fallen asleep, and were being carried to their huts by their parents, and the ones who weren't asleep looked like they soon would be. It was likely nearing midnight, he thought. "You'd better get to bed now too; your qi won't keep you awake forever," Lingdao Ren told him, "goodnight."
"I now declare your training officially over. We shall be waiting at Gangkou for your return," Lingdao Ren told the five teens gathered before him, "good luck." With that, the band of teens gathered their belongings and set out to their ancestral home.
Chao Lan, the eldest (at 18), was the self-declared leader of the group. She was a bit bossy when things needed to be done, but the others all knew that she was never afraid to show her lighter side. Weilding a pair of iron dao, she was the most proficient at offensive useage of qi.
Xu Xiang, one of a set of twins aged 16, was the antithesis of Chao Lan's business-first attitude; she always kept that a job done well is a job done slowly. A master of the qiang and the Magic Banishment ability.
Xu Roen, the younger twin, was always the brains behind his and Xiang's antics when they were little children. He would've finished his training when he was 11, but he wanted his sister to catch up. He spent the five years between his and his sister's end of trainings to learn the best ways to incorporate a gun into his qi useage. The gun he used when he was younger was wooden, but as he grew stronger he moved on to heavier, harder-hitting materials, finally settling on steel - A rare and powerful metal, considering that the gun is a blunt weapon.
Ke'ai Fu, mere days younger than Chao, was never really focused on her studies. A less-than-satisfactory effort put into her qi training meant that the only reason she was granted pilgrimage to Xueshan was so that she did not complain when her closest friends left. Ke'ai haphazardly weilds a steel jian into battle, and in the process neglects to actively use any of her qi abilities at all.
And Tatek, the only one without a family name, which is due to his mother not having one. Tatek began the trek to Xueshan as a 15 year old, but had his birthday before they reached their goal. Weilds no weapon, but is fairly good with most useages of qi, and acts as the team's radar due to his unique form of vision.
It was early afternoon of the fifth day when the group reached the twisted snowed-over wreckage of their ancestors' village. Having been told beforehand that they must stay there for three nights just as their ancestors did, Lan organised everyone into setting up their pinnacle camp.
The first day passed without a problem. Berry bushes were rich at this time of year, and fish, however small, loved the fresh running water in the nearby stream. It was the second day when the problem came. "Problem" being an understatement.
"Fu! What have you done now?" Lan berated the other.
"I don't know Lan; I just went to look up this little path... I think I tripped over a rock, and then heard that huge noise..." Fu didn't really seem to notice that Lan was angry. "And now I'm stuck under this avalanche."
"Ugh. I'll go get Roen; He'll know what to do."
After a few minutes, when Roen and Xiang had arrived, Fu had begun to complain louder, although she stopped when she heard Roen's voice.
"Now Fu, I need you to make a Shield of Qi around each of your hands - that should give you enough strength to dig your way out."
"But it's too cold! I can't concentrate my qi at all!" Fu complained.
"Well, if you want to freeze to death, you stay there and die," Lan brutally responded.
Ignoring her plees, they left Fu one-by-one, with Xiang staying the longest. Just as she too started to leave, a man suddenly appeared in front of her. "Now just what are you doing on this fine afternoon young lady?" He said.
"Why does it matter?" She answered, "and who are you anyway? This place isn't even on any maps, and hasn't been for more than 100 years."
"100 years, eh? The Dome has a lot to answer for then; it keeps sending..." The man trailed off mid-sentence. "Regardless, where are my manners? Pelarn Veyer, mage of the balance elements Light and Dark, at your service."
Upon hearing the word "mage", Xiang's demeanor shifted to the right a notch, making her choose to whistle out to the rest of the people in her group. "Mage? Then you won't leave here alive."
"...You picked the wrong man to pick a fight with. I've destroyed this place before, and dammit, I can do it again." The mage pulled a small orb out of his pocket and formed a wall of darkness between himself and the people coming up behind him. "I can see you have no magic, so this will be a piece of cake."
After blasting Xiang with a bolt of Light, he was surprised to see that she had not moved. "You... How?"
"Why should we tell you?" Tatek called out from behind the mage.
"Oh great, and now you completely ignore my wall of darkness. Four against one isn't in my odds if my magic won't work against you, so I'm outta here." Pelarn quickly looked around for an escape route and decided that up the mountain would be the best option. After creating a giant flash of Light magic, he ran up the mountain.
"Get him!" Lan commanded.
"But what about Fu?" Xiang asked.
"Ugh... Roen, can you get her out quickly while the rest of us chase the mage?" Chao groaned.
"I can do that. Don't have all the fun though." he answered.
"He's pretty quick; if we don't leave now, he's going to get away," Tatek said as he looked up the mountain. "I'll lead the way."
And they ran.
It had been almost ten years since she last saw her friends. Xiang may have been the only one to catch up to the mage that fateful day, but she was no match for him in a one-on-one fight. Bringing out her diary, she began to write.
At least I know that the others are okay. Lan was taken as a wife by the Emperor of Zhongguo merely two years after the incident. It meant no one was allowed to see her unless they were of the imperial family, but she's always been at home in politics, so she's fine. She'll probably be Empress soon too, considering the Emperor's health.
When I went back down to Gangkou after the encounter with Pelarn Veyer, I had heard from multiple sources of people matching the descriptions of Roen and Fu had joined back up with Chidun on their way leaving the city.
And of course, Tatek is hard to miss. Like me, he's been travelling rather randomly around the world, but I know it's him because he's the only person who could fit the description of "has no eyes". I hope I catch up to him soon.
Bio Glossary: It's mostly based closely on Chinese words, so I shall just give translations direct to english from their chinese origins. Note that I used each of these with artistic licence, so there's nothing really wrong with, for example, calling a large city "Chengshi".
Chidun - Qi Shield/Qi Armor. "Shield's breath" is also correct.
Shou-du - Capital (city)
Chengshi - "Large city"
wūpo - witches
Lingdao Ren - "One who leads"
Xueshan - snow (Xue) mountain (Shan)
Gangkou - harbor/port
qilaoshi - Qi teacher
Ke'ai Fu - cute (Ke'ai) shallow (Fu)
qixueye - qi blood
Dao - Sabre
Qiang - spear
Gun - staff
Jian - (double-edged) sword
Note that as in Chinese style, a person's first name here is their family name, while their given name is their second name. Also note that it is the mother's family name, not the father's, which gets passed down to descendants.
Tatek's unarmed combat style has many similarities to Bāguą zhăng, the Chinese martial art on which airbending (from Avatar: The Last Airbender) and the fighting style of the Hyuuga family (from Naruto) were based, except that Tatek's style also incorporates grabs and holds if dodging and direct attacks don't work. So if you can't picture properly what I write, then just think of one of these other fighting styles.
Nickname/Alias: He is famously know as “The Bard.”
Occupation: He is a bard and plays at inns, but also does some mercenary work in his free time for extra cash.
Age/Birthdate: 26. Birthdate is unknown.
Apparent Age: He looks fairly younger than he is, but mainly because of his small build.
Hair: He has dark-brown hair that is gelled back usually.
Eye Color: He has brown eyes.
Weight: 184 pounds.
General Appearance: Ryal wears a dark green cloak with a brown shirt and tan slacks under it. He has an eyepatch over his left eye because of an accident when he was a child, and has dark brown buckled boots. He also has a belt that his sheath is attached to on his side. He is very slim for his age and is slightly pale because he usually covers a lot of his skin with his clothes. He isn't very muscular, but is in enough shape not to have a flabby looking body.
Weapon(s): He has a long sword (a sword that has a grip that allows the sword-user to weild it either a one handed or two handed style) that is polished to a mirror sheen. It is made of steel and the guard of it is wide. The hilt has an eye engraved in the center of it that Ryal has fashioned himself. He also has a knife that he hides in his boot. The knife is as short as a butter knife, but is as sharp as the claws of a lion. It is a very thin blade that would likely break in half if Ryal would try to deflect a heavy blade with it. It does not have a hilt and is made of iron.
Armor: He wears a thing layer of chainmail underneath his shirt, but is otherwise lightly equipped with armor for mobility.
Carried Possessions: He carries a lute on his back that is engraved with many strange words that is in a language that Ryal neither understands or knows of. It is made of wood from a willow tree. He has a little bit of money earned from playing at inns, but doesn’t have any other notable possessions apart from these.
Total Magic: 80
-Speechcraft (10 Magic): The ability of sheer persuasion to achieve certain goals. Masters of speechcraft can get many things in a simple conversation to go their way. Ryal is adept in this skill, but sometimes says the wrong things that get him in a lot of trouble. Limits: He can use speechcraft pretty often, but if used too much on the same person, his wily tricks can be seen and he will probably not get what he wants. It does not work very well on people that are intelligent and is only useful on the very weak minded if Ryal really wants to get something out of it. Side-Effects: There aren’t many notable side affects to this, but sometimes it can get people to dislike him after they figure out they’ve been fooled. If speechcraft is failed, it can sometimes get the user into some real big trouble if the victim takes it the wrong way.
-Swift Strikes (40 Magic): This is a very quick swordstyle that is used to overcome the enemy with speedy attacks. The style usually requires a light weapon and trades power for speed. The speed of this style is often so fast that the user’s weapon becomes a blur to the opponent. This style uses a lot of magic to amplify the speed of the user. Limits: This style is very tiring if used excessively and must be used sparingly. It takes a while for the user to use this style after assailing their opponent with it. Side-Effects: The style is not a very strong one, as it sacrifices strength for speed. Often the user can be quite tired after using it, as well, because it drains their magic quite a bit.
-Lute of Healing (25-40 Magic): Ryal can combine his lute playing skills with healing magic to make melodies that sooth the body and heal all ailments. The inscriptions on the lute are really notes for this song of healing. Anyone that can hear this, unless they be an enemy of Ryal, will be healed. The farther away they are, the less effect it has on them. It Ryal targets a single person, he can heal all of their ailments such as broken bones, cuts, or sicknesses. If Ryal targets several people, he can only heal minor wounds and nothing else. Limits: This healing power takes quite a bit of magic depending on how many people Ryal is healing at once. Normally it will take a few minutes for the powers of the magical lute to recharge. Side-Effects: Sometimes, if Ryal is not careful, he may heal his enemy by accident. He must concentrate on who is healing so that he doesn’t heal anyone he does not want to.
-Ryal is very quick and agile, making him able to move a lot faster than most of his opponents.
-He is very skilled with the blade and is great at deflecting blows with it.
-He is great at hand to hand combat as well, when the need arises, and can give very quick punches.
-Ryal can utilize the advantages of his small size and speed to sneak around when he is forced in such a situation. He is very light of feet whenever he is concentrating on his task of sneaking around or to his opponents.
-Though he is quick, Ryal lacks the strength to make up for it. Most of his opponents are much stronger than he, so it makes him rely on pure speed to fight.
-He is not very skilled with any other weapons other than the sword and fist, so improvisation in battle almost never happens.
-Ryal, though he would never admit it, has the weakness of women. Whenever in battle with a woman, he is always cautious about his strikes, as he does not feel it is right to strike a lady.
Other: Nothing at the moment...
Personality: Ryal is not a very flattering person. He is often rude to most people when he feels that they aren’t any use to him and often throws sarcastic remarks at people to anger them. Though he probably wouldn’t ever reveal it to anyone, he is, deep inside, a caring person, but he does not want anyone to know, as he thinks that it would show weakness. Ryal tries to be funny around people sometimes, but usually ends up making them angry instead. He acts like this mainly because he desires a lot of attention, no matter how bad he has to act. Whenever Ryal is in battle, he usually tends to make fun of the opponent and taunts them a lot.
-Ryal enjoys music and loves to show off his musical skills to others. He has been fascinated by the art ever since he was a small boy.
-He likes to have conversations with people, even though he usually never does unless they are kind of close to him.
-He is greedy and likes money. Most of the things he does are for money.
-Ryal also likes women, and often tries to impress them, though he fails to do so usually.
-He is also a lover of food, but he often restrains himself so that he maintains his current build.
-Ryal does not like people who think that they are smarter than him. He does not like people who try to show him up by outsmarting him.
-He dislikes authority, and does not like them to get involved in anything, because they get in the way too much.
-Ryal dislikes rich and corrupted people, and feels that someone should do something about their evil deeds for money.
-He hates puzzling situations or mysteries, and tries to avoid them.
-Ryal also dislikes it when someone tries to outmatch him and succeeds at it.
-Ryal has a great fear of heights and usually goes into a state of panic when too high up. He has this fear mainly because of a bad experience when he was kid trying to help his father on their house and he fell off, breaking his arm.
-He is scared of the dark, and is very embarrassed by it. He always has a feeling in the back of his head that someone is watching him through the darkness, and is frightened a lot by it.
-Ryal is also afraid of bugs, and anything related to them. He doesn’t like the sight of them and thinks that they are very disgusting and pointless creatures designed to make life for people a living hell.
-Ryal is very brave in combat and usually never gives up until he or his opponent are defeated.
-He is good at working in a team and often utilizes their powers.
-Sometimes Ryal gets clumsy when he feels that he can easily defeat his opponent, and often tries to do tricks, but fails.
-He will do many things for money, and sometimes his greed can blind his judgement.
History: Ryal was born in a small town under his father, a great bard. Ryal grew up messing around with various kids in town and having fake sword duels with branches from the trees. Ryal was sent to school when he was old enough, but he could scarcely pay attention and usually messed around and got in trouble.
After being reported by his instructor to his parents, his father laughed, remarking that he went through the same thing. Soon his father realized that school wasn’t for his boy. He was almost sure that his son did not want to be a scholar and wanted to be something else in the world. Someone important.
Thus, his father took him out of the school and brought him under his own wing to teach him how to be a bard like himself. Ryal was, of course, thrilled at the idea of leaving school and spending the days with his father. For quite a few years, Ryal’s father instructed his son how to use the lute and taught him the world and the people in it.
Ryal picked up the lute playing very quickly because he became entranced by it, but struggled with the other subjects that his father thought was important for his son to learn. After his training sessions, Ryal would leave his house and go to the town’s sparring arena to view the fights that were held there. Soon, the master of the arena, Matsu, noticed Ryal’s interest in the art of fighting, and offered to give him lessons for free.
Ryal accepted without a second thought and began to go to the lessons after his father’s teachings. Ryal was slow to pick up on the art of the blade, but became very adept in due time. Finally, after a few years, Ryal finished his father’s training.
After a long celebration party at his house with his family and friends, Ryal’s father took his son to the back yard to show him something. He brought out a case, and gave it to his son. Inside it was a willow lute, carved with intricate patterns and designs and polished heavily. His father told him that it had been passed down through their family and that it had magical power deep within the wood; power to heal wounds. Ryal accepted the gift at once with much joy and thanked his father merrily, but his father held out his hand to his son, stopping him short. Ryal’s father told him that he would have to go to work as what he trained to be tomorrow: a bard.
Ryal soon realized the reason that his father gave him the instrument and sighed, but was eager to explore the world and please its inhabitants with pleasant music. On the day that Ryal would finally leave his home, he was approached at the town gates by his master, Matsu. His mentor held out a bright sword and a leather sheath for Ryal to keep as his own, claiming that he would need to have some protection in the wild world.
Ryal was overjoyed, happy to receive two great gifts in such a short time span. Ryal thanked his master, and ran into the wide open world. His name spread across the land quickly, and he soon became a popular invite to inns around the country.
Overall, business for Ryal was great, until one day he received a letter from his parents. Ryal, hoping for some sort of congratulation, opened the letter quickly, but realized soon after reading over the letter, that something was wrong. The handwriting of the letter was very hasty and it stated that something had happened to his father.
Some sort of disease had struck him, and was killing him slowly. It would be only a matter of time before his father would pass painfully from this terrible blight. Ryal was grieved at knowing of his father’s troubles, and knew just what to do. There was a certain medicine man that Ryal had met along his travels that he thought would be willing to help him out.
When he made it to the medicine man’s hut, he was informed that the doctor only worked for money, not pity. Ryal was angered to learn this, and the amount of money was high for healing, but he didn’t have a choice. He would not let his father die. Thus, Ryal gathered his money from his concerts and set out on mercenary missions for extra cash.
After finally gathering enough money, he told the doctor to meet him at his home town for the cash, so that he could heal his father. The medicine man swiftly made his way to the town, and walked into the house to see his father. The doctor all of a sudden burst out into a frenzy, burning the house down and stealing the money for his own. Ryal, realizing he had been cheated, ran after the thief to fight.
Ryal challenged the doctor, but the medicine man turned around and shot fire at Ryal, hitting him in the eye, blinding him and leaving a foul mark. Ryal fell onto the ground in pain and the thief escaped with all of his hard earned money. The next day, his father died from grief and from his disease, causing Ryal to become angered. Ryal left his home and set out on a journey to find that foul doctor and bring him judgement that he deserved.
After a few years of searching, Ryal’s anger passed, and he soon gave up on his pursuit. It was like the doctor disappeared into thin air. Ryal gave up his mission of revenge, and resumed his bard and mercenary duties for money, but he never forgot that foul medicine man. If he ever came across the man again, he would do unspeakable things to him.
Heh, here he is at last, and I've gotta say that I'm looking forward to trying him out. ^^ Should be a lot of fun! xP
Name: Luca Mercury
Nickname/Alias: He usually prefers to be known as Mercury. He considers it his 'work name', though he does not mind his friends to call him Luca.
Occupation: Mercury is a master thief, and he considers himself to be a rogue in general, but of the good kind.
Height: Luca is not overly tall; he stands at 5' 6".
Weight: He is light, with an average build, weighing approximately 138 lbs.
Eyes: Luca's eyes are a deep blue. They gaze casually and easily at the world, giving him a relaxed and friendly look, yet remain curious and inquisitive. His eyes wrinkle at the corners slightly when he laughs and smiles, which is often. There is a twinkle in his eyes that tells of his confidence and easy personality.
Hair Color/Style: His hair is a simple dark brown. He keeps it several inches long, enough so that it ends just above his brows and over his ears. It is loose and thin, but neat and tidy.
General Appearance: Luca is not particularly tall or largely built, but he uses his smaller stature to his great advantage. His shoulders are neither broad nor thin. His torso, like the rest of his body, is lean and athletic. Toned but not muscular, he takes care of his body with regular work outs, but not with the intentions of buffing up - instead, he simply keeps in shape, focussing more on stamina than strength.
His face is content and he always has a small smile on his lips, often breaking out into huge grins. His face is average in its proportions, and unremarkable, which helps Luca blend into crowds and not be particularly memorable.
He is an easy going person, which comes across in his confident, relaxed stances. He can feel at home anywhere, instantly leaning against something and getting comfortable. He always looks confident, calm, and relaxed, with an amused look in his eyes, as if he knows a joke that he's not sharing.
He wears two sets of clothing - his regular attire, and his 'work' clothing. His regular clothing isn't pretentious, but clean and smart, usually consisting of tan suede pants, high, soft leather boots, and a dark blue tunic with lighter blue trimmings. He wears a brown leather belt about his waist, over the tunic.
His work attire, which he wears if he is planning a theft or some adventure of his, is instead composed of very dark grey clothing. In place of high boots, he wears soft shoes which end at the ankles, giving him more flexibility with his feet; the shoes have tough soles, which gives him better traction and grip. His pants are loose and slightly baggy so as not to hinder his movements, and are made of a soft yet tough fabric, which does not rustle when he moves. He wears a jacket of the same material; it too is slightly baggy, cinched about the waist with a black belt, also of the material. The end of the arms have fingerless gloves attached to the underneath of the wrists, so he can slip them on and off quickly and not have to worry about dropping them. The palms of the gloves are tough, allowing a strong grip (most notably for climbing). When they are not in use they are tied loosely to his wrists. About the neck of the jacket, there is a loose material which Luca can lift to cover the lower half of his face, with drawstrings at the back.
Luca has a bag containing his equipment which he wears on the belt of his clothing (regular or work), on his left hip. On his right hip, he wears his small dagger in its sheath.
He also has a tattoo on his right shoulder blade of a caduceus (image). He had this done because it is a symbol of one of the gods of thieves (Hermes). It marks him as a thief, and he wears it with pride.
Luca's voice is not particularly deep or melodious, but is easy and relaxed. He talks calmly and confidently, and almost naturally puts the listener at ease. He has no particular accent.
Weapon(s): None. (Though Mercury carries a small knife, it is not used as a weapon.) Luca does not involve himself in fights, choosing instead to flee and escape if he is found or chased.
Carried Possessions: Luca carries an assortment of equipment, both during his everyday activities and during his work. He carries these in a pouch at his waist, attached to his belt (whichever he happens to be wearing). This pouch is his Bible, and he would never willingly go anywhere without it. It contains:
-- a roll of velvet, which in turn holds his extensive set of picks, which progress in size for locks of every size.
-- small paper packets of substances for varying uses, including (but not just) smoke packets, for diversion or attracting attention; a gel like substance which reacts with water violently, acting as an acid and burning violently (Luca keeps small vials of water for use with this substance); powders with differing effects, from tranquilizers, to powders to induce sneezing or temporary blindness, etc.
-- a small roll of strong nylon rope. Though not particularly long at only 20 feet, he can use it effectively for short climbs and other uses. Its smaller length allows it to be stored easily.
-- a grappling hook; this is a small, intricate contraption which, at only five inches long, can be stored with great ease. The beauty of this device is that at the flick of a catch, three strong metal claws are released, which helps with its storage. It has a small hoop at its end, through which the rope can be looped and tied.
-- a small glass-cutting tool; collapsible, this tool unfolds into a V shape, each arm 6 inches long. The main arm has a suction pad on a swivel joint, which can be attached to the glass. The other arm ends in a small diamond tip. The tool is used in two ways. For a circular hole, the sucker is placed on the glass, and the tool is rotated on the swivel joint. The tool can cut a circle hole of up to roughly 8 inches radius (or a hole 16 inches wide). The other method for use of this tool is simply grasping the tipped arm and using it manually - this method is best used cutting squares and rectangles, or other rough shapes.
Luca also carries a small knife. He wears it in its sheath upon his right hip, on the belt - like the pouch, he wears it at all times. It is a simple thing, coloured black, and double edged, with no special properties at all. At 4 inches long, its only purpose is for cutting and slicing objects; it is not a weapon at all, but is instead carried and used as a tool in Luca's line of work.
Powers/Magic: None whatsoever.
Skills: Luca, as a master thief, has many skills and talents at his disposal. Easy and charming, his charisma can be employed to his advantage, often acquiring information and details he can use in his plans. He is an extremely confident and affable person, and finds it easy to get along with and adapt to the crowd he's in. He is also an easy, practised liar.
He is very dexterous, deft and quick with his hands and his movements, which gives him his skill in lock picking, which he has perfected. He is also extremely good at pickpocketing, able to slip in and out of someones pockets or purse in a blink of an eye.
His agility is extraordinary, as his stamina. He has trained each to their limits over many years. He can sprint over short distances with ease, but his particular preference for escape is scrambling over rooftops and through quick, short alleyways. He excels at climbing, and can scale most buildings with no problems.
Mercury is also extremely lucky. He uses both his good fortune and his great agility to slip out of danger, which aids him greatly when he needs to make an escape from pursuing guards.
He is also good at sneaking about, keeping quiet and moving with great care. He can usually disguise himself and often hides amongst groups of people. He does this using his astounding confidence and people skills, assimilating himself into a group with little trouble.
Battle Strengths: Effectively, very few. Luca would has virtually no means to attack a foe, and nor would he like to, as he's firmly unwilling to take a life. However, his agility, speed, and dexterity would be highly effective in evading and dodging attacks. He also has a strong will to live, which would no doubt bolster his attempts to avoid being hurt.
I an only imagine that, in the case of a battle, he would need to repeatedly avoid an opponents attacks, and (if absolutely necessary) to use his agility to get close enough to his opponent to hit them (probably somewhat clumsily) with a rock or something heavy, in the hopes of incapacitating them. Mercury would never draw his knife on another, not even with the aim of simple injury.
Battle Weaknesses: Mercury is almost completely vulnerable in a fight. He has no armor, no weapons, and no way of defending himself from attack. His moral code means he is unable to slay or severely harm an opponent, even in the face of threat to himself. He could also become overconfident in the face of a threat, putting himself into danger.
Personality: The first thing most notice about Mercury is his confidence. He is a very relaxed, easy going person. His confidence is incredible; he isn't afraid to take chances, and he's extremely flirtatious. He'll flirt with any women he meets, simply because he enjoys it - even if the woman's lover is present. He considers himself a bit of a ladies man, flirting with them for the simple enjoyment of it. Despite his flirtatiousness with women, Luca respects them as equals, and completely abhors the mistreatment of women, and is weak for the 'damsel in distress' - something that has, more than once, gotten him into trouble.
Luca often comes across as arrogant or cocky, but he is not. His confidence is simply his driving force, and he believes he is absolutely up to any job, any woman, or any challenge.
He is, despite his profession, an honourable man. He has a conscience and a strong moral code. He doesn't steal from those who would suffer for it. He is even kind and generous for a thief; he has no problems spending money because, at the end of the day, it isn't his. He often gives to the poor and needy, though not excessively so - he keeps enough to ensure a high standard of living for himself.
He isn't greedy - he simply steals for the fun of it, and he loves a challenge. He has even made several incursions just to see if he could, with no particular goal in mind. It has occurred to him - and others - that with his skills, he could do anything and go anywhere. He has been invited to become an assassin many times, but the thought of killing repulses Luca. He has never taken a life, and he has vowed that he never will. He'll steal anything that catches his fancy, but his favourite saying is, "There is honour among thieves."
Mercury has a vast sense of humour, and is able to brush off jokes and insults with great ease, for he knows his abilities and takes great pride in them. However, his pride and his honour can be his downfall. He will not take smears to his pride or his honour. He considers an oath to be of the highest importance (which is why he is loathe to make them), and would never break one - another of his sayings is, "If a man's word is meaningless, what value have gold and silver?"
Luca loves to have a good time, and enjoys his work thouroghly; he often taunts the guards that chase him. He has even waited for them to catch up before dashing away again - further evidence of his confidence and astounding luck.
Likes: Stealing; a challenge; gold; treasures; women; his drink.
Dislikes: Having no gold; fighting; poor living standards; authority, particularly those eager for his imprisonment; harlots and whores; greedy people; merchants; assassins and killers.
Fears: Imprisonment. As a thief, Mercury's greatest fear is to be locked up. He needs to roam the open lands, to see the starry skies, to steal the finest treasures. To be locked in a tiny room would be the end of him.
Virtues: Honour, pity, and mercy.
Vices: His pride; distressed women (he feels compelled to help them); over-confidence.
History: Luca was born into a well to-do family. He often tells a woeful story about how he became a thief, telling of his family's downfall at the hands of a greedy baron, who raised and raised the tax until there was nothing left, at which dramatic point, Luca chose his current profession, vowing to steal from the greedy, selfish, and wealthy, and help the poor. This is a lie.
The story he tells less often is that, as a child, his family was set upon by a band of travelling brigands. They killed his parents, capturing him and his sister. Mercury escaped, but was forced to leave his sister. Seeking help, he stumbled across a fabled thief, who took him in and trained him. Becoming a thief became his new goal in life, but he would always have his sister in his mind. Bits and pieces of rumours would float to him. She had been sold as a harlot, working in various towns and cities, and the present day Luca searched for her still.
This too is a lie, one he uses if his first tale is discovered or he needs something more dramatic - it is usually saved for women.
The truth is that Luca simply grew bored of doing nothing. His father, a landowner, simply wanted Luca to follow in his footsteps, but that wasn't good enough for the young Mercury. He wanted to see the world, and experience its wonders for himself. He had always had a way with words, and his confidence was vast from childhood.
One day, while bartering with a merchant for a trinket, he grew angry with the man's refusal to lower the price. He stalked away, but still lusted after the small bronze piece. Unwilling to ask his father for more money - his pride at work again - he fumed silently, until finally, nervously, he simply walked past the stall and picked it up with ease. Walking stiffly from the marketplace, he ran home after turning a corner.
Despite the fear of being punished for what he had done, the act of theft had revitalised his dull life. And so, he had the bug for it. For a year he would steal and pinch that which he wanted, perfecting the art of picking pockets. Finally, at 16 he decided to leave his home town. Setting out with his meager belongings, he changed his surname, inventing the new Luca Mercury. He moved to another town, continuing his quick fingered crimes, challenging himself further and further.
For many years, he'd challenge his wits and his skills, developing more on the way, joining a 'guild' of thieves - albeit an unofficial one - learning what he could, improving his already potent skills. Working on his agility and stamina, he challenged himself to be the greatest thief ever. He would never settle for second best.
And so, to this day, he roams from town to city to village, looking for riches, challenges, and excitement.
Alright, I've not been able to participle here for a while, seeing how I was incredibly busy all the time, but I'm going to give it a shot again.
Occupation(that's new ): just a wanderer. (I know, incredibly original)
Apparent age: 17
Race: Human (I know, boring, but I'm too lazy to come up with something I like)
Height: 5 ft 9 in
Eye color: Stormy Grey
Hair Color: Pitch Black
Style: Storm tends to wear his hair to where it is spike and the spikes are pointing towards the back.
General Appearance: His face always seems to have a shadow over it, which makes him appear angry most of the time. He wears a blood red robe with a hood. The robe is short sleeved, which allows a long-sleeved, black, skin-tight shirt show.He wears no shoes, but his feet are callused enough that only the things that would hurt him if he wore sturdy boots hurt him. A thin cord goes diagonally from his sword to his waist. The cord holds a scabbard, to which his sword goes to(duh). He tends to intimidate even friends with his brooding look, which appears as if he is scheming against you, even if he isn't. He slightly skinnier than normal people, and his muscles show quite easily. He is not overly strong, but stronger than most people.
Weapons: He carries one weapon, Lightning. Lightning is a single-edged sword. The simple handguard is gold, while the hand piece is silver, with a dark blue pommel with a star indent that something could fit in. He can charge the sword with an electric current, which fries anyone who gets touched by it.
Armor: Clothing in General appearance.
Carried Possessions: He carries a blue, throwing star shaped gem, Kin, that he can touch to his sword so that whenever he inserts into the indent on the pommel of his sword, it makes the sword lighter, which allows him to wield it much quicker.
Kaji: Kaji is a nine-tailed female fox, which is about 3ft 7in tall. She can shoot fireballs from each of her nine tails without stopping for 5 minutes, then she has to recharge for another 5 minutes. Her fire balls' heat reaches a peak of 250 degrees Fahrenheit. She can also fight tooth and claw. If necessary, she can suppress 8 tails and shrink to look like a normal fox. Kaji is also able to communicate with humanoids by talking telepathically with them.Kaji is easily defeated by high amounts of energy being sent through her body( lightning for example).
Magic: Can manipulate the weather.He can call thunderstorms, rain, tornadoes, and (in extreme cases) hurricanes.
Limits: Doesn't normally create great powerful storms and stuff, because it easily escapes his control. The more powerful the storm, the more mana it takes from him. He stores around 20 units of mana in his body at a time. A simple raindrop falling from the sky takes half a unit, a rainstorm takes 3, a thunderstorm takes 5, a tornado takes 7, and a hurricane takes 10. One unit of mana recharges every 30 minutes, and it is double that if he eats and rests.
Side-effects: Because of his weather ability, his eyes are noticeably grayer than other people. In fact, they often startle people, and people often remember him. As he uses more of his mana, he becomes noticeably more tired.
Battle Strengths: Because of his years of studying different types of sword fighting, he is able to figure out that persons flaw in their fighting and strike a critical hit in their defenses. Storm is fast and sure-footed, making it easier to dodge attacks and confuse the enemy.
Battle Weakness: Easily struck down by projectile weapons(Arrows, Throwing stars, javelins, ect), so he tends to run away at the first sight of people who wield these kind of weapons, making him an easy target from the back. Storm is susceptible to bright light because he has extremely sensitive eyes, so if he is introduced to a sudden brightness, he becomes blinded for a moment.
Other: Not really.
Personality: He tends to not speak a lot but usually listens to what other people say. Storm is quick to anger if he sees someone persecuting someone less fortunate than them. If he sets a goal, then he will work diligently to achieve it, and will always finish his task. He also tends to be wary of new people when he meets them, and it takes a while for them to gain his trust.
Likes(boy you increased the necessary criteria) : Oranges ,Pears, and most fruit. Prefers the day to be cloudy.
Fears:1)Archers, 2)closed in spaces, and 3)heights
History: Storm was born in a large city. As he grew up, it became obvious he possessed supernatural powers. He became despised by his parents, the townsfolk, even the children around him, who constantly picked on him day after day.
On a normal day, his parents would hardly say anything to him, hardly give him anything to eat for the day, and send him off to school without a good-bye. As he walked to school, he would constantly be jeered, tripped, and many other things. When he would finally make it to school, he would be pounced on by several kids his age. When the teacher would mercifully call them in to start school, the teacher would make mean analogies towards him all the school day, making him feel even worse than he did.
At lunch he would be picked on even more by his colleagues, and they wouldn't let him eat a thing. Eventually school would be let out, and he'd walk home. The jeers would be even worse, and eventually his anger would boil over and he'd lash out at the nearest person. When this happened, storm clouds usually appeared out of nowhere, and the people would run and hide away from him, and leave him alone for the rest of the day. When his parents got home, they would give him the scraps of their dinner like a dog, and then they'd send him to go to bed.
This abuses caused him to be constantly angry, and always afraid to speak, lest he call upon his powers in his anger and it grow out of control. Eventually, he ran away at the age of eleven, and ran to the forest nearby. A hermit there sought to help him control his powers, and took Storm in. Storm trained diligently for three years, and he believed himself in complete control of his powers.
At fourteen years of age, he went back to the city to see if they had changed any. They soon recognized him, and were even meaner to him. He called up a storm, which very, very quickly grew out of hand. In a matter of hours the countryside was leveled, and Storm ran away, fearing himself and his powers.
He came across a swords master, who taught him how to fight, and recognize each form of sword fighting. He was then able to use this knowledge to defeat his enemies. Even though he knew these techniques, he fought with his own style, soon surpassing those who had trained much more than he had. After three more years, at age seventeen, he stole one of the masters favorite swords, which later became known as Lightning to Storm, and a blue, star shaped stone, which he named Kin.
At first he was afraid of being chased after because of his theft, but he soon realized he wasn't being chased for some miraculous reason. He then set out to help those who were being persecuted like he had been. As he traveled, he came upon a fox that had a long scratch along its side and was at death's door. He proceeded to clean the wound, and wrapped it up. Soon, the fox healed, and it began to follow Storm like a dog. Storm considered it his pet, and they traveled together. One night, Storm was trying to light a fire, but wasn't having any success. The fox then grew larger and grew 8 more tails. The fox then threw fireballs from its tails at the fire, and it caught fire immediately. Storm realized what he had befriended, and named it Kajin. They have traveled since, looking for people to help from their persecution.
He has above average psychic ability, limited by current level of physical vigor as noted in the Gliph section, and his physical strength is roughly the average of a magical being; he has an amazing grip, but brittle, and his punches are enough to leave heavy bruises, but he doesn’t have the power to punch someone into a quick submission.
Another strength of his is endurance; when he descends into the threshold of Thaumewt, he is subject to sensory deprivation and low levels of vital things like an oxygen supply. Also, nutrition is very scarce, but that isn’t much different from his existence living in the poor village where his life began.
One of his biggest weaknesses are foes with heavy armor. Armor is very resistant to psychic effects like heat or frost and so he will usually attempt to damage these before the real fight can even begin.
Even bigger as a weakness is that he is not willing to kill sapient beings. If you are humanoid, he will not dare to hurt you past the point where he can extract your mind essence. He is more willing to kill simply sentient beings to achieve “saving” a human mind, which he considers a greater cause.
His principal weapon is an automaton of strange design, Betelgeuze. It is not terribly complex, and runs on gears and other technology similar to that of steam technology. However, instead of steam, the mechanoid is powered in a very specific method. Betelgeuze connects to Sade by means of the vertebrae; that is, the back of the abdomen harpoons a flexible, barbed cord to connect to his spine and tap into one of his key Psi chakras.
Betelgeuze has a small body, but the limbs, neck, and tail of the machine are very long and spindly. However, they are also thick, and not easily broken. The tail ends in a long stinger with a scissoring claw attached to the base and will snap with immense force if willed to move at high velocity. The front arms of the creature end in long blades and hang downward, like a mantis. These blades are dual layered so that the sickles can swing forward and crescent blades will swing from the pivots.
The head of the mech has four headlights for eyes and a probicus composed of reinforced silvers of many types. The probiscus can spray an acidic compound that becomes mist at discharge, suitable for burning away flesh at a slow rate. Acid compound is also very flammable, and is produced by a type of mineral in the abdomen of the machine that is broken down by Betelgeuze’s filtering system.
The Gates of Bliss: These organic syringes protrude from Sade’s wrists when he wills them. They are the key to his missionary work as the savior of all beings, the harbinger to Thaumewt. A quick stab to the back of the skull and in moments the essence of the mind is congealed into a fluid and drained into Sade’s body, circulating through his vastly complex nervous system and into his own brain, and from there, into a living place called Thaumewt, a shadow of a thought which speaks to Sade on a daily basis.
Mind extraction is essentially the same idea as the soul, however because the soul is transmuted into a fluid before it can leave the mind naturally, it is unable to escape through intangibility until it is sealed insideThaumewt.
Oak Staff: A simple wooden staff that has a small knob or tumor on the end.
While it is believed by many that every person has chakrahs, this is actually only half true. Every person has the potential to activate these vorticies of energy within the body, but it requires special power to awaken them without years of training, as Sade did. Sade has only opened one Chakrah, using unnatrual methods; the mental Chakrah, and by that he has amazing psi, or psychic power.
The gifts of this Stolen Chakrah are utilized in a transcription of mental commands into physical matter instead of flowing directly from the Chakrah as ancient masters had learned through natural training. These pieces of matter are called Gliphs, and resemble gems of varying colors. They are easily destroyed, but also easily created. Each type of Gliph is by extension created by a different command of the Mind Chakrah. All of the Gliphs are moved by the simplest Chakrah skill, Movement, and only four can be active at one time.
NOTE: The power of each Gliph is moderated by how much damage Sade has taken already. Each strike he receives in battle releases a little more of his inner energies into the air and the Gliphs feed on this. Therefore, the less able he is to put up a physical fight, the more powerful his Gliphs are.
However, at the same time, the weaker he is, the longer it takes to create a Gliph, and the range of the active Gliph is reduced by half. Each successful strike made by the enemy brings him slightly closer to the Dire State, away from the completely battle-ready Vigor State.
Vigor State: 10 x 10 x 10 feet
Dire State: 5 x 5 x 10 feet
Thermic Gliph: Gliphs that induce a change in molecular speed of matter. Can induce freezing or incredible heat at touch, or any temperature inbetween within a certain range.
Vigor State: Enough heat to give several spurts of flame hot enough to give second degree burns. Can launch a smaller foe.
Dire State: When damaged to a point near exhaustion, enough energy is present to roast a cow while simultaneously launching it into the air.
Gravity Gliph: Controls the attraction or repelling of matter it touches. Can also decrease or increase gravitational forces around it in a limited cube range.
Vigor State: Enough to hurl an opponent/object or drag them closer.
Dire State: Enough to crush a dog-sized foe into a compressed mass of entrails, or swiftly rip them apart. Unlikely usage for a humanoid considering he wants their minds, so he would be more likely to use it to break bones.
Light Gliph: Can absorb the light flowing from any source within a predetermined field, or create a blinding light capable of a momentary distraction that is fairly effective.
Vigor State: Create a temporary flash of light, or blow out surrounding candles and light sources within the Gliph’s range.
Dire State: All light reflects off of the Gliph’s range, creating a small field of invisibility, or the Gliph flies around the room, absorbing all the light it can manage.
Vibration Gliph: Can absorb sound and movement within a predetermined area, and also release it. Good for throwing opponents physically without touch or ploying others to run towards a recognized voice. It can absorb any amount of vibration during a battle but has only limited amount of release. The weaker Sade is, the more it can unleash.
Vigor State: Can release recorded voices or simple physical blows.
Dire State: Can release all absorbed records at once in a torrent.
Mime Gliph: A Gliph that takes the appearance of people and can mimic movements. However, it can do no magic, has no physical strength, and cannot speak. Any excess abilities must be given to it by using other Gliphs.
Vigor State: Can store other Gliphs inside of it to allow it to use other gliphic energies.
Dire State: Explodes at Sade’s will.
Biotic Gliph: This Gliph is actually used on recently mindless bodies to replace their missing intelligence. Very limited, it causes a rapid degeneration of bodily tissues and mutations until functioning is impossible. Very useful after Gates of Bliss have been used for a momentary minion.
Vigor State: Can resurrect only recently mindless organisms.
Dire State: Mindless organisms can be empowered by all previous victims of Gates of Bliss.
Usually wears little to no clothing besides a loincloth. His blonde hair glistens and hangs down slightly past his shoulderblades. An ornate crown of thorns is wrapped around his forehead. His Mind Chakrah actually gives the thorn vine the incentive to grow, and so it is wrapped in many layers around his scarred forehead. His ribs are plainly visible, as though he is malnourished. His nails are long and light blue, with white tips. A long black cape hangs from his shoulders and tied at his chest, the huge collar of which borders the sides of his face. His lips are dark blue.
Skin: Chalk White
Physique: Lithe and sinewy.
Face: Sharp chin, high cheekbones, small mouth, sunken eyes.
Personality: Sade has a mind that has become chiefly pathological in nature, but his personality still lives beneath it, albeit in a twisted manner. Besides his chief ambition to rescue all sentience from the pain of existence, his attitude still possesses the charm, stubbornness, and ingenuity that he had in his ordinary life. However, in regards to his missionary work, he has an abrasively emotional perspective that hinges on everything a person does in response to his offer of salvation.
Sade was also always known for his pragmatism, and when he had the inner conviction at last as to what the greatest thing he could do for all minds was to release them from pain, that became his earnest desire and he has thrown away much for this ideal, spending hours dedicated solely to developing tactics of attracting people to his plan of saving grace which was given to him by Thaumewt, the Enigmatic Guest.
Sade’s greatest fear is that of rejection, emotionally and in terms of his work more concretely. He feels this way because he has a bit of an ambition to satisfy his harsh mentor, who reincarnated his flesh into this new form. So, he not only feels that he owes Thaumewt, but he also wishes to make himself useful, since his old life is dead and gone.
Sade was once a man from a primitive tribe called the Summ. He was the poorest in his village and had to take loans from the village chief in order to get by. Eventually, because he was unable to pay back his debts because of several years of bad harvests, he was made a slave and slept on the farms of the chief’s friends, on beds of piled straw.
After a few years of hard work, he was sold to a rich Scribe in the Great City of Ekobo. The man’s name was Mujengi, and he had many slaves already. He used them both as house servants and as tomb robbers to fatten his purse. His legitimate work was translating scriptures of the native religion of Su Ta Ya, but this did not pay as nicely. However, raids on ancient tombs were a grave offense to the goddess Su Ta and so he had to keep it a secret.
Even though his slaves made him rich, Mujengi did not treat Sade any better than the chief had, and made Sade sleep in a basement and eat only grain soups. The hard wooden floor was even worse than the scratchiness of the straw, and Sade began to hate working for such a greedy man. Sometimes, if the slaves did not find any decent treasure, Mujengi would strike them very hard with his gnarled staff until skin on their backs was torn. One girl named Chue tried to fight back, but he struck her to the ground and gouged out one eye to teach her a lesson.
That night she cried a great deal. Mujengi from his bed, yelled threats to ensure her silence. Sade held the girl and gave her some curative oil and a tuft of cotton. She tore a strip from her dress and wrapped it around her head to hold the cotton in place. It made a good bandage, so she was somewhat better. She gave him a kiss, and it was good; his first kiss. He held her closely and they fell asleep a while later.
This routine, however, soon ran its course. Not too many nights after that one, Sade and three other slaves crept out of the basement and took the sacks of gold and other jewels Mujengi had made them prepare for sale the next day. When all the bags were ready, Sade signaled the rest of the servants below and they made their way out of the house. But Chue stayed behind, and Sade paused to stare at her. She started creeping up the stairs, and he followed.
The door to Mujengi’s room was open (he liked good air circulation,) and there was a small second kitchen connected to his room, full of cutlery. Chue grabbed a dagger for shelling seafood, and Sade held a blunt iron pan. Because the scribe slept soundly, they were able to toss the few unused blankets at the end of his bed over his face without his immediate notice. Once the sound was muffled, they began their work. When he had stopped grunting beneath the stuffed cloth, they rolled him in his fabrics and onto the floor.
Then the two of them crawled onto the padded bed and began , ignoring the dark patches where the old man had bled out. This was the first time Sade had been with a woman, and he relished the feel of her legs wrapped around his thighs. She was soft and warm like fresh bread.
Later that night, after they left their old master to Su Ta’s will, they had a rendezvous with the other slaves to discuss how to make money. Most of them had always been slaves and they did not know what they would do. The answer was obvious, Sade realized, and he told them they should all do what they had been doing. They could have the same wealth as old Mujengi if they only sold the treasures themselves. There was a nearly inexhaustible supply of old tombs to plunder, lending credence to the legend was that every woman from the Time of Grandeur gave forth ten babes at a time.
That was the beginning of their work not as slaves but as profiteers. They worked together like before, but they split the finds amongst themselves, so they never became quite as rich as the scribe who had taught them. But because Sade and Chue pooled their gold, they could afford a quiet ceremony to confirm their love, later purchasing a decent hut near a rich assortment of tombs hinted at by local records.
For many years, Chue and Sade wallowed in prosperity. At times spaced five moons apart, they would meet the same Fence who traded and bartered with those carrying taboo items. The two of them wondered about the man, and once asked him if he feared the wrath of the Goddess for trading such things. He spoke no answer, but instead reached into a bag to withdraw a tattered strip of cloth. It was a pattern of the divine pantheon, usually stiched onto a flag. Then he turned his back to them and revealed there was a patched hole, about the same size, on the back of his robe. “What the Goddess gives is meant to be taken,” he said, and then led them both out the door after he dropped dully gleaming coins into their sacks.
“This is more than agreed to, Namor,” said Sade, and I know you would not make that mistake.”
“I could not put it past you, I know. The excess is for any method necessary to stop your ways. It is not that I do not approve. But two, M’dwe and Saffuir, as you know them, have left Nelinga.”
“Where were they found?” Nelinga included the known world of the living. The euphemism was the same used in the village Sade grew up to describe the death of Miurna, the crone who had cared for him during the Thogas, which were hunts for both men and women of the tribe.
“In the same places you hunt, they fell at different times. My buyer tells me this has happened in other places. Sometimes there are other thieves who forage new grounds. They don’t want competition.” He then did the universal fingermark across the throat to denote their intent. “Use the money and find some new craft.”
And then he shut the door. He was not that old, but he was stubborn; if they were not convinced, he felt no need to argue. The two of them talked the whole way home. Chue considered learning artisanry, and mentioned they could probably afford to borrow a manuscript on the work by Webe, a man she had met when buying dried fruit in the nearby market.
Sade, however, was not convinced. To him, the hunt was addictive. The way things were hidden, the rich, bewildering smell of preservative herbs that masked the dead, not to mention the gold earned was more than he knew they would ever accrue as artisans. So, they fought over it, and in the end, Sade would not budge. Even if she switched work, he would remain with raiding, even on the chance he might be killed. He thought of the idea as preposterous; every raid was a quiet act of solace, never had he been disturbed while doing the like to pilfer from the bones of the silent grave.
Against the wishes of seemingly everyone, his reason, twisted by desire, kept him exploring. And he found more and more treasure, and when he came home with it, he would always give Chue a derisive eye, and she returned it a frown. He made good on his instinct THIS time, but how long will it last? When she heard from Namor that another man was found murdered in a tomb, she confronted Sade in the early morning before he left, and he ended up leaving anyway, fuming and dismissing her words as that of a frightened child. If there was someone out there, he would kill them. Part of his response to her was showing his dagger and small wooden shield, mainly bought to quiet her fears, but she did not think them adequate.
And so he went off into another ruin, leaving his wife to sulk. Let her, he thought. I know my luck, I have seen it myself, and it will not abandon me. He felt he had earned this life from all his suffering in the past.
To pinpoint ruins, he had a large old map--the kind Fences sold from information given by scouts and sold to show where tombs were plentiful. And this time his choice on the map was farther off than usual, with no nearby villages, so he had to stay the night in a straw bed in the woods like he had as a slave. But it was not as severe, for he had a blanket over the needles so they did not scratch him. The night was uneventful, if not unusually quiet.
The day was a little overcast when he finally reached what the map marked as the next gravesite of the ancients, but he could not seem to find the entrance. The mound was prodigious; he knew he had found the place, for it seemed at first to just be a hill, but was too uniform to be natural. He scratched around some large rocks at the base but eventually found himself scrambling to the top of the thing for a way down. At last, he laid sights on a dark opening overgrown by vines, and ran towards it.
About halfway there, the grass beneath his feet ripped and the earthy tomb ruptured. He found himself grabbing at nothing but dewy grass that shredded in his hands. He fell into the dark, clothes fluttering. A rough ledge of rocks shattered his spine and he struggled to find air. He felt limp, and he could only manage ghosts of words. His body was bent backwards from the midsection in a position that his tears flowed backwards into his eyes and blurred his vision, and so he could barely make out anything at all.
He began to make out something not of his vision, but his mind’s eye. He thought it was Su Ya’s great jackal, Magoi, coming to devour him and then expel him from its bowels into Michra, the darkest hell. He thought of Michra because that was what this place most resembled. His luck had finally exhausted itself. Now was the time for his undoing, and his pain was terrifying; he felt no pain at all in his legs, they weren’t moving, but the blood from the wounds on his back he felt.
The figure before him seemed to be doubly real and yet elusive; in the eyes of the flesh, Sade saw him as an outline in his tears, and in the sight of the mind, it was a crudely human shape, composed entirely of white light. It spoke to him only in the latter way, as his life was draining out of him.
Why have you lived this way? You have mistreated your wife and you have obsessed over mere trinkets that were left in adoration of those who have nothing. And you helped kill a man in his sleep. YOU TOOK A LIFE.
Each word spoken was like the brand of a blazing iron. Wholly in his mind, but as real to Sade as the sun or moon, the words scathed off the entirety of his surface flesh. He was convinced his eyes were gone and he wailed every word of apology his mind could link together in such hysteria.
You have stolen everything from the grave except what matters; that human life is short and nothing is guaranteed. But in your insolence you come here and risk news of your death to your wife and now you are going to Michra Hell.
This time, the words charred through his muscles and he was little more than a thinking arrangement of bones. He was horribly helpless now, unable to even move his hands to beg or weep in a torrent of etheric lights in a plane with this being.
This is the true helplessness of every living thing you feel now, behind their minds they hide this. But psychically you see the truth of every man, woman and child, what their minds fight and how they avoid the inevitable encroaching of hell. I tell you: there is no Su Ya. Only this follows death. Only this.
The words had such knowing that Sade could not question it, and he hit a realization of the thousands of bodies he had seen that had once seen life and all of this pain. His mind asked the one thing that came natural after the horror of this knowledge: “All of this...Could I stop it?”
Your heart finally sees nobility. I have the keys, and I think you are right for them.
The sounds echoed throughout the chamber in the realm of living things were those of bones and skin flapping and ripping, and muscles twisting about, while a loud hum, which would have driven a man mad were there any there to hear it, lingered in the background.
Later that night, a group of men in red hoods and travelling cloaks approached the mound. They were talking quite solemnly about how business was at hand, now that they had removed a great deal of their rivals. They found two entrances upon their ascent, and they circumvented the collapsed pit in favor of the one surrounded in foliage. Upon reaching the ground floor by taking a set of old stairs, they came upon a full bag. Several of them unsheathed their daggers, and they peered around the place. After a moment they determined the place was vacant. They emptied the bag and filled their pockets with the gold, and then began their hunt for jewelry. But the sound of footsteps made them stop. They echoed loudly, almost deafening.
“Why are you stealing? Don’t you know stealing is wrong?”
Two of the men pulled out their bows, and the rest reprised their blades.
Sade was hurt. “You don’t understand, do you? Don’t worry, it’ll be clear in time.” He looked like he had sharp things in his hands, but they couldn’t make them out, and before any of them could make heads or tails of his nonsense he had his grip upon them all, and days later he was seen returning home to his wife, with a kind smile upon his face.
This is ZeldaZealot's character that will hopefully fill out more as ZeldaZealot becomes a better writer.
Name: Saveli (This is the Russian form of a Latin word that is the name of a group of people that lived... somewhere.)
Nickname /Alias: N/A
Occupation: Wanderer / Adventurer
Apparent Age: N/A
Race: Naga : Nagas, in general, are like humanoid snakes. They have several traits that are very similar to snakes. From being cold blooded, which makes them weak to cold weather and such. Also since they don't make their own body heat, they don't have to eat as often(usually eat once a week, and last up to 2 months before dieing from starvation). To having having heat pits, and being able to sense vibrations from the ground better than other. Having no eyelids, to having a forked tongue with which they use to 'smell' the world around them.
Height: Going to give total length of body, then the length of the upright portion of the body, and finally the tail.
Total Length: 10 ft 9 in(3.28 meters)
Upright body: 5 ft 4 in (1.63 meters) *while the Upright body can change a bit, this is the usual height he is at when he is standing still*
Tail: 5 ft 5 in(1.65 meters). *while the Tail can change a bit, this is the usual length it is at*
Weight: 177 lb(80.29 kg)
Eye Color: Ruby Red
Hair Color/Style: N/A(He doesn't have hair)
General Appearance: Think of a normal human standing at 5' 4" that is slightly muscular and bit lean-ish. Now cover him with emerald green scales. Replace the legs with a serpentine tail that is a little longer than he is tall. Place claws on his hands. Elongate and flatten his head and turn it into more of a triangular shape. A hood starts at the edges of the eyebrow, that swoops out before sweeping back to connect at the place where the neck meets the shoulders(can fold up). Narrow the eyelid-less eyes a bit, which are ruby red with horizontal elliptical pupils(just a note, the horizontal pupils are just uncommon among Nagas, like left handed people). And your done.
Saveli has nothing on him except for 2 iron bracelet that has 2 small, orange, sun-shaped Topaz in each of them.
Weapon(s): All natural claws, teeth, and venom.
Claws: At the tip of Saveli's hands are claws that are a half inch long and charcoal black, they are strong and sharp enough to pierce iron with a bit of force(not his fingers, just the claws).
Teeth/Fangs: Saveli's teeth are small, needle like, and slightly curve towards the back of the mouth. They aren't designed to chew, but to grab and hold. He has two pair of fangs, one pair at the front and another at the back of his mouth, and they look no different from his teeth.
Venom: The venom is colorless and slick. Within minutes of injection of a normal dose(that would be used for an average human) the victim will feel paresthesias around the injection area(about 5 minutes), soon followed by ataxia(around 15 minute), and then paralysis(30 minutes). The venom(and the symptoms that fallows) will spread through most(maybe all) of the body in an hour. Dyspnea usually appears when/if the venom reaches the lungs, and the paralysis that comes after can and probably will cause death. Saveli has enough venom for 3 normal doses.
Paresthesias : A sensation of tingling, pricking, or numbness of a person's skin with no apparent long-term physical effect. It is more generally known as the feeling of "pins and needles" or of a limb "falling asleep".
Ataxia : A neurological sign and symptom consisting of gross lack of coordination of muscle movements.
Dyspnea : A debilitating symptom that is the experience of unpleasant or uncomfortable respiratory sensations. Can also be called shortness of breath.
Armor: While Saveli doesn't wear armor, his scales act as a natural one with the same protectiveness(except for how much depth it has) as light quilted armor.
Carried Possessions: Twin bracelets made of normal iron(2 in width), each fitted with 2 orange sun-shape Topaz(1 in in length), poor clarity. They are used to keep Saveli warm if he is in a colder environment. If the temperature is about 60-70(F), it will drain all the energy of 1 topaz in 24 hours (same amount of time it takes for them to recharge, they can't recharge while they are being used), temperatures lower than that down to 40(F) requires 2 Topazes. They can also be used to cause second degree burns around the area where he is touching the foe(with his hands), but doing so drains all the energy of a fully charged topaz.
Powers/Magic/Skills: No skills, but might as well describe how magic works from where Saveli comes from.
Magic comes in the form of precious gem-stones, the size of the gem determines the strength of the magic within it and how much energy it can have stored, the clarity determines how fast it can recharge, while the color and shape of the gems determines the power that can be used from them. You can change the shape of a gem from one to another, but that is a dangerous task and of course the second shape will be smaller than the first. Magic can be used by anybody, they just need to learn how to use it, learning how to use the magic within one gem does not mean you can easily use the magic from another, in order to use the magic you must have skin contact with the gem.
Battle Strengths: All Saveli has are his natural strengths that all Naga have:
His reflexes are 4 times faster than the average humans, and he can move up to 30 mph(48.28 Kilometer) for 3 hours a day, his normal 'walking' pace is 7 mph(11.27 Kilometers)
His coils are about three times as strong as his arms, which have the same strength as an average human. He does have claws, which gives him a slight advantage in hand to hand combat.
Saveli's venom is a Tetrodotoxin, which causes paralysis, and maybe death.
Saveli has heat pits which allows him to 'see' most people during the night or behind cover/camouflage.
Saveli can tune into vibrations from the ground better than most.
Saveli does not know how to fight.
Due to his size, it is hard for Saveli to move silently(tho him having scales does help a bit), hide, or dodge multiple projectiles at the same time. It doesn't help that he can't really jump either.
Cold makes him sluggish, and will eventually cause him to fall asleep, then death.
Personality: Due to his life and what he is, Saveli doesn't get close(physically or emotionally) to people often, and so is quiet and a bit shy. When he does talk, he speaks softly as if trying to hide his voice from others, or the fact that he talks in third person. Saveli is usually standing off to the side so as not to get in the way or be notice. Saveli is also quite pessimistic and believes that he is not that helpful to others, but will try none-the-less. In battle he panics, as he has no clue what to do except try to stay alive.
Learning new things.
Listening to music.
Dislikes: Being cold.
Physically affectionate people.
Hunting for fun.
Too many restrictions.
Eating any sort of vegetation, as it causes him indigestion.
Fears: Not being accepted by others.
Being completely unneeded.
History: Saveli pretty much had an uneventful childhood. He grew up in a small city that was hidden from the rest of the world. He also had very few friends that kept him company, nor did he had any siblings to do so either. He was also said to have low luck, always seemed to be in the wrong place at the wrong time, nor did Saveli had any sort of talent that could change it.
If there was one thing that kept him hopeful, it was the the chance to run off to a small outpost tower at the edge of the barrier to have a glimpse of the outside world, for the outside world always entertained him more than the world he was stuck in. The barrier was to keep their world from the world outside. Centuries ago there was no barrier, nor was there a thought to have one as they lived deep in the jungle, but they came into contact with other races. These other races were said to be understanding at first, but soon their cruel nature showed itself. The other races started slaughtering the Nagas, and so to prevent further bloodshed the Nagas set up the barrier.
It was on his 20th birthday when it happened. Saveli, being a little reckless, decided to go on top of the outpost tower again while there was a storm going on. There was a flash of lightning right before he passed out. When he came to, he found out that he was on the opposite side of the barrier, and there was no way to get through it to town. Turning around, Saveli started taking the first steps into the world he always wanted to see, while muttering to himself that he will probably die within an hour.
Race: Kera (Humans with animal features, like horns, tails, or hooves. They accelerate in using mystical instruments to summon or use several spells. They also control the shadows, which make them good thieves or assassins and have a they have weak magical aura.
Height: 1m 35cm
Eye Color: Forest green
Hair Color/Style: Grey, messy hair. About 5 cm long everywhere.
General Appearance: Unlike most Kera’s, He only has wolf features, while others have multiple animal features (like goat horns and eagle wings etc.). He Has grey wolf ears, furry arms, wolf legs which enable him to be faster and a tail. He wears a black bandana and a blue shirt with long, white sleeves. He wears baggy pants to cover his wolf legs and he wears a green vest over his shirt. Although he looks like a 10 year old, there’s something about him that makes him seem older. He has a bright skin color and sharp teeth.
Weapon(s): He has two large daggers which he stole from an adventurer before he was killed by a Stalflos and a flute that he received on his eighth birthday which he uses for magic and summoning.
-His daggers are 50 cm long, (with the hilt 60) 10 cm wide and 2 cm thick. The blade is made of black meteorite steel, and it’s hilt is brown. Because of the material of the blade, it is sharper and harder than a normal blade. The only thing that can brake the blades is crystal, which is the only object which they can't cut. The daggers sap energy from the wielder when he wants to cut something that a normal blade shouldn't be able to. It saps energy according to how hard the object it he wants to cut.
-His flute has the same size and shape as a recorder. It is as smooth as silk and seems to be made out of metal. The whole flute is white. Rato uses it to summon winds, storms and other elements. Every Kera who gets their musical instrument, (It isn't always a flute) automatically has a magical bond with it, so anyone else who would play it, wouldn't be able to even make a sound come out. (this is the instrument magic, not the wielders) The flute uses it's owners energy for spells, but it doesn't require a big amount to use one.
Armor: He doesn’t really have armor. He has a thin magical barrier around him which is invisible. the barrier isn't very strong, so it can only deflect very weak spells. It can't protect him from physical attacks.
Carried Possessions: He always carries his flute and three empty bottles with him, which he uses when he needs to collect a certain resource.
Powers/Magic/Skills: He posses several summons and Skills and all involve his flute, except for the shadow slash. Although he has some magic, he is not a wizard sorcerer, or magician of any kind. The flute contains the magic, not the musician. His shadow spells take a lot more energy than all his songs together.
-Wind call: Calls the wind to blow in a certain direction or to blow an enemy away. Involves a song on the flute (five quick notes). He can control the direction of the wind by pointing in a direction with his flute. Strength is controlled by Rato's will. The longer the wind lasts and the stronger it is, the more energy it saps from him. The longest he can hold a small breeze is 5 hours.
-Storm call: Very similar to the song of storms, just this allows him to create rainclouds above an enemy or shock him with lightning (four long notes). The storm lasts up to 1 hour, as Rato has no control over when it stops. He can control the direction of the lightning, but only when the lightning comes naturally.
-Hail call: calls forth a cloud of hail or snow. Uses it to his advantage or to his enemy’s disadvantage (there’s a difference). Needs song on flute. (ten quick notes) It is very similar to his storm call, just this controls snow and ice
-Fire call: Blows fire through his flute. (doesn't require any song). The fire comes in the shape of a small ball the size of a fist.
-Shadow slash: creates small blades of shadows on his fingertips which he uses when he doesn’t have a weapon in a moment. They are as hard as steel and as sharp as his daggers. The shadow becomes solid when it surrounds his fingertips. After using the shadow-slash twice, he faints.
-Shadow merge: Allows him to teleport a few meters away. Great when getting chased by someone fast. It appears as if he were fading away like a smoke and then solidly appearing a few meters away. When he uses it once, he can merge up to 15 times directly after each other. It takes as much energy as the shadow-slash.
Battle Strengths: He has the stamina, strength and speed of a wolf. This allows him to run up to 5 hours and not get tired, be double as strong as a normal human (or as strong as link with the silver gauntlet) and be as fast as a young horse. In Narron Island children learn how to use weapons at the age of 5, which makes him really good at fighting. When in the dark, his power increases to the double and he can use shadow spells 4 times before passing out.
Battle Weaknesses: He is bad against airborne enemies and light type attacks, because is very short ranged and a warrior of the shadows. Using the flute during battle is also time consuming, which gives his opponent a chance to strike.
Personality: Rato is quite lively and sneaky and he is quite optimistic, though sometimes people tell him that he is plain stupid. He doesn't think he needs to be smart, which makes him quite unwise. He believes in the saying "brawns over brains" and this caused him to get into trouble a few times. because of him being a natural pirate or thief, he doesn't have many friends, though to the few friends which he has, he is very loyal and never would leave them behind. He is very greedy which comes to his disadvantage.
Likes: He likes sailing, the ocean, music, fishing, pirates and wind
Dislikes: Arrogance, egoistic people, being mistaken for a ten year old, people who think everything is great and act as though they were little angels and sunlight.
Fears: Bats, Sharks, Snakes.
Virtues: He knows how to sail, play almost any sort of flute and knows the basics of pillaging and theft
History: Rato was raised on a small island called Narron Island. At the age of eight, after he got his flute, Pirates came and kidnapped him, because they said he had something that they wanted. He learned the basics of sailing and tending a ship. At first, he was miserable, but then he grew fond of the pirates and treated them as new parents. He learned to love the sea more than he ever did. At the age of ten, they arrived on Dragonroost, where he escaped and got taken care of by the Rito. At eleven he finished building a sailboat and decided to sail to new horizons, so he left Dragonroost and sailed out to new adventures.
Name: Golgoth Alias: Dioxn Occupation: Creator of Heartless, Seeker of Power Age/Birthdate: Exact Birthdate is uncertain, possibly hundreds of years old Apparent Age: Looks like a shadow Gender: Male Height: Six feet, Two inches Weight: One hundred Sixty-Four pounds Eye Color: Completely black with glowing red slits Hair Color/Style: Silver-Grey, spiked backwards
Every living being consists of three things: a Heart, a Soul, and a Body. Death occurs when the three separate, the Heart returning to it's origin, Kingdom Hearts, the Soul living on as it's own being, and the body wasting away. With the deepest darkness are born creatures named Heartless, beings of instinct and hunger constantly lusting after darkness. It was these creatures that inspired Xehanort to create the Emblem Heartless, dark Beings that seek to devour living Hearts. When a Being loses it's Heart, death is the natural response, yet sometimes the Body and Soul fuse again to create a Nobody, an unnatural being incapable of emotion. When this Being perishes, death is made complete and the Soul is liberated as a living testament of the Being it once was. Yet what is left of the Nobody, the Being which did not even exist? A kind of shadow lives on, the 'Soul' of a Nobody. These beings, Knightshades, are like Nobodies in many ways, yet they possess Hearts. Golgoth is one of the first of his kind, and it was due to his work that other 'shadows' received Hearts and became Knightshades. They are physical Beings of Shadow, having powers of a Nobody or Heartless, as well as the ability to breed Heartless, both Emblem and Pureblood.
General Appearance: Most of Golgoth’s physical features are imperceptible as his flesh is solidified darkness, thus his exterior appears to be a shadow (the darker it looks, the stronger he is). His heart shaped face is topped with silver-grey hair styled backwards, and all you can perceive of his eyes are two vertical red slits. He wears a skeletal mask to define his face, rather than hide it, as most masks are prone to do. His body is slender and lanky, and he typically slouches when he walks, which detracts from his height a bit.
Now, I hate describing clothing, so if you’ll just look at this picture that Doran Bladefist made me, you’ll get a good idea of what Golgoth dresses like.
Battle Strengths: It’s never really been of Golgoth’s style to fight his way into everything. Not that he’s incapable of doing battle, he just feels more ‘in control’ when he delegates his enemies to some of his minions while he uses his magic from afar to influence the battle. Actually dueling with a worthy opponent feels like a power-struggle, and he doesn’t like to struggle, though he will typically accept a challenge, should it be offered. One of his favorite fighting techniques is to transform his Heartless into living weapons, and use their according fighting style. He can’t make a Heartless any stronger as a weapon than it’s living equivalent is, and these weapons are more prone to taking damage and dying than other weapons are, but it’s just a thing of his.
Battle Weaknesses: Golgoth's dueling style while using his Keyblade is mostly on the defensive, preferring to block or dodge incoming attacks and attack when the opponent is fully exposed and unable to counter quickly. Needless to say, this form is very slow and won’t cause too much damage at one time, giving his opponents plenty of time to heal themselves. Another weakness quite easy to exploit is Golgoth's extreme sensitivity to intensified light (the reason his clothes cover so much of him). A single, powerful beam of light would have the impact of a bullet upon Golgoth if his skin is exposed to it.
Weapon: The one weapon Golgoth carries with him is his Keyblade. Summoned to his hands at his will and crafted from the darkness around him, the Avenger (for so it is called) is Golgoth’s lifelong companion, and perhaps the only thing that can understand him. It consists of two thin rods which form a blade of sorts, connected to an intricate handle on one end, and a double bladed scythe on the other. Colored red and black, it features a repeated wing motif, along with a Heartless emblem on the hilt and a Nobody symbol opposite of the scythe blades.
Powers: Most all of Golgoth’s power is derived from his core, called an Arkoden. Arkoden are Hearts that were broken and carried by Heartless, then reforged by their former master. It holds it’s user’s memories of their past life, as well as the amount of Darkness they achieved in their lives. Golgoth’s Arkoden, however, differs from others as he chooses to keep it pure of both Light and Darkness. Thus, while other Arkoden take the form of an Inner Heartless, Golgoth’s is an Inner Nobody.
Absorb: Golgoth holds forth his hand, palm out, and absorbs the force of an incoming attack into an open dimension 4 feet wide. The opening may not be large enough to completely envelope the attack, and this move relies entirely on Golgoth reacting fast enough. Limits: 13 uses per fight. Side-Effects: Gravity may become slightly weaker in the vicinity of an open dimension.
Reflect: Directly after Absorb is used, Golgoth may return the energy in an attack of his own. Limits: Same as Absorb. Side-Effects: If the energy of the attack is more than Golgoth can physically contain at one moment, the extra energy will backfire on Golgoth unpredictably when drawn upon.
Phantom Draw: Golgoth temporarily unweaves dimensions at a single point in space, thus increasing gravity’s pull towards the designated point. Limits: 5 uses per fight. Side-Effects: The altered gravity will effect Golgoth, too.
Levitate: Golgoth creates an dimension which completely negates gravity within a set field. Limits: 5 uses per fight. Side-Effects: The altered gravity will effect Golgoth, too.
Havoc: The explosion from this spell unravels multiple dimensions in many places at once, disrupting gravity’s uniformity drastically within the effected area, which can be as wide as 40 feet. Some areas will become zero-gravity zones, while others may collapse from their own suddenly increased weight. Limits: 3 uses per fight. Side-Effects: The altered gravity will effect Golgoth, too.
Nobody Inversion: Golgoth’s Inner Nobody is externalized, and it’s powers become accessible to Golgoth. His clothes change to that of a Nobody uniform (a black jumpsuit that covers the entire body and face, allows inhuman flexibility, and features a bunch of zippers, too), and he is now armed with a black glaive. (The following 4 abilities are only useable when Golgoth is a Nobody.) Limits: 1 transformation per fight.
Twist Warp: Golgoth’s Nobody rapidly dissolves into a series of black and grey thorns, which quickly extend across a distance and then the Nobody reforms. Using this technique, a distance of 10 yards can be covered as fast as 4 seconds. Limits: 10 uses per fight.
Demi: Upon casting, a short-range gravity sphere is created that draws in up to a quarter of the remaining power of those close by. The power is then accessible to Golgoth. (The effect can be stacked by casting multiple times, yet the effect will be lessened each time.) Limits: 8 uses per fight. Side-Effects: Depending on the amount of power Golgoth absorbs, he may become physically denser, which, while increasing his defense, will also make him slower, heavier, and more vulnerable to his own gravitational attacks.
Graviga: In short, Demi increased tenfold. A wide-range Gravity field forms which quickly sucks away over 1/3 of the power of those in the field. Limits: 1 use per fight. Side-Effects: Same as Demi.
Shade Convert: Golgoth transfers Darkness from a being’s Heart into a Shadow, then controls that Shadow as a minion. A kind of artificial Heartless, exerting properties similar to an ordinary Heartless. If left on it’s own, it will act accordingly, attempting to devour the Heart of another. Golgoth can completely control the Heartless if he chooses, even to channel his own attacks or senses through it. Limits: 13 uses per fight.
Limit Break: Sealing Gate Golgoth creates an spherical dimensional gate 8 feet wide that draws objects into an artificial dimension by it's intensified gravitational pull. As it draws in more matter, the gate will expand and the pull will increase. The only way to stop it is for Golgoth to 'lock' the gate with his Keyblade, sealing the dimension until he should again open it, or for someone to physically destroy the gate with enough attacks. Limits: 1 use per fight.
Carried Possessions: Data Analyzer: Shaped like an iPod and carried in Golgoth’s pocket, the Analyzer constantly takes in data samples of everything around him, and stores them. This data can be relayed or used to create lifelike data replicas of beings. Similar to Nobodies in behavior and power, these replicas are not actual beings, rather they react to outside stimulus through their basic programming and any additional programming Golgoth might add. They are not especially durable on their first charge and can be destroyed by a few basic attacks unless they are strengthened. They feed off of electrical charge, which powers their attacks and keeps them alive. Charge Life: The Data Analyzer will operate for 48 hours on a single charge, and if used excessively will last shorter. Limits: Can only create five basic Replicas on one charge without shutting off.
Liquid Darkness Orbs: Black spheres 6 inches in diameter, the Orbs each contain an amount of liquid Darkness. If Golgoth absorbs the darkness, it will recharge all his Powers for one turn. The darkness can also be used to strengthen Heartless, or it can be ingested by organic beings to temporarily fuse with the darkness in their Hearts until it is expended. Carries: 3 orbs. Side-Effects: Organics who ingest liquid Darkness may experience dark or ‘evil’ inclinations during the effects, as well as waves of euphoria at the beginning and end of the effect range.
Personality: Much of Golgoth’s character is dominated by an immense jealousy of the human race. He wishes he could be like them, live a happy life, have feelings, and just exist in general. But he hides this envy from himself by overcompensating with hatred. He will act callous and cruel towards humans he encounters, very rarely showing any kind of sympathy. Only at a few instances in his life has Golgoth’s humanity shown through, and he harbors feelings for only a select few humans.
Yet Golgoth’s devout love of science is apparent in every aspect of him. If he lets something live, it’s normally because he wants to understand it, while at the same time he would eagerly trade an object’s existence to understand it just as well. Others who destroy knowledge, for any reason at all, have instantly earned Golgoth’s contempt. He is meticulous and calculating, and likes to feel in control at all times. Should he ever feel weak or powerless, for even an instant, he is bound to miscalculate or overreact in some way.
Likes: Experimenting, Knightshades, power, seeing people become like him, tragedy. Hates: People in general, especially those who think they’re right, and those who live happy lives, overconfidence, emotions. Fears: Becoming like everyone else, dying. Virtues: Sense of Justice (Though often misguided). Vices: Apathy, Cruelty, Sadism.
Origins: Golgoth was born of a woman named Rhea, noone knows how long ago. She was a victim of rape, and thus she bore a child, whom she named Odin. She raise him, and for the first fifteen years of his life he lived like any other boy. And then she died of a virulent disease, leaving Odin sorrowful and alone. And it was then that he first saw the Heartless. Bizarre beings of shadow like nothing he had ever seen before, the Heartless were incensed by Odin’s sorrow, and hungered to devour his Heart, as was their nature. He tried to fight them off, yet his physical attacks were unable to hold off their growing numbers for long, and soon the Heartless’ hunger was sated. Left without a Heart, Odin’s Body and Soul divided, then fused again to form a Nobody, an unnatural being incapable of emotion.
The Nobody did not live long until it encountered another of it’s kind, a powerful being justifiably named Grimblade. Grimblade gave Odin a name, Dioxn, and trained him to use his new powers. Dioxn worked under Grimblade for three years, then Grimblade perished at the hands of a Keyblade Knight named Aaglour. Dioxn hunted down Aaglour and challenged him to a duel, as he said that his Master’s fight with Aaglour had not been fair. When Aaglour accepted the challenge, Dioxn quickly filled the shadow of Aaglour’s Keyblade with its’ wielder’s Darkness, and used the Keyblade’s shadow to shatter and absorb it’s former master’s Heart. Insisting that the battle was now fair as neither of them had Hearts, Dioxn defeated and killed Aaglour.
This greatly provoked the other Keyblade Knights, who now knew Dioxn to be a threat, so they dispatched a stronger Knight named Escardier to destroy Dioxn. When the two fought, the Nobody quickly gained the upper hand, and his enemy was forced to perform a powerful suicide attack which terminated them both. As the two beings perished, the Souls of Odin and Escardier lived on, and there seemed to be nothing left of the being named Dioxn. Yet part of him did live on, in the form of a shadow which existed in the Realm of the Incomplete Beings, the Void’s Shroud. Only there did Dioxn exist anymore, amongst others like himself, shadows of nonexistent beings. Years and years went by...
Dioxn slithered down the black shore of his home, only half awake. Shadow Heartless scattered as he neared. Yet something inside of one caught Dioxn’s notice. It was a Heart, quite common, yet something seemed very special about it. Coming more to his senses, he stood and examined the Heart. IT WAS HIS! Stretching forth his shadow of a hand, he called to the object. It rose, the Darkness liquefying and rolling off of it. He sealed the cracks in it with his memories, memories of being a Nobody, and then a shadow. Memories of Grimblade, memories of Aaglour and Escardier. Now perfectly his, the Heart floated forward and rested in his chest, then violently fusing with him. He knew that he was real now. Examining his newly defined body, he summoned forth his Keyblade just as it had been. Reaching out his new hand, he compelled the shadow that had possessed his Heart for so long, calling it back into being and lending it life. The Shadow crawled over to him, nuzzling his leg. “C’mon, little guy,” He said, stroking it behind it’s ears and then scratching the back of it’s neck. “Let’s find you something to eat.”
Eye Color: Extremely dark amber eyes (so dark in fact, that unless light reflects off them, they seem dull brown).
Hair Color/Style: He has neatly kept (when possible) curly dark brown hair, cut fairly short and kept fairly neat. He seems to take an odd pride in his hair, visiting a barber shop whenever he can find one.
General Appearance: Jacob generally wears a thick brown knitted sweater and trousers of the exact same color. His shoes are a type of goulashes he developed in order to remain quiet while keeping dry in wet areas. When in warmer climates, he garbs himself in a light tan poncho, thinned breeches of a darker tan, and a bright white hat composed of cloth and mesh he made on a trip across the rim of a desert. Since the battle in the floating arena, he also possesses a orange, red, yellow, and white striped suit, with white silk pants and gloves, black dress shoes and white spats, a straw boater with an orange band, and a bamboo cane (see Dick van Dyke's outfit in the country scene in Mary Poppins).
He has a rather burly build, but often appears obese due to carrying around an exorbitant number of pouches, packs, and vials underneath his sweater. His back has a slight slump from years of playing on keyboard instruments before packing up and beginning wandering. He is slightly fat around the edges, but most of his weight is muscle.
His face is shaped like a triangle, sloping down from his flat forehead to his pronounced chin. His brows just out somewhat, but not in any noticeable fashion. He has a deeply recessed nose bridge, with nostrils perfectly perpendicular to his face. His lips are thin and cracked. His eyes are shaped like two pointed ovals, as in Egyptian art. They have the slightest downward direction to them horizontally. His ears are thin and slope backwards. He has a somewhat inquisitive look on his face when not exhibiting any particular emotion.
His skin is peach in color, with calluses on his hands from years in the thick underbrush. His limbs are all damaged in this manner.
Weapon(s): He owns a epée-like sword measuring 3 feet 6 inches (around 108 cm) in length (including the handle) and an inch thick at the base, tapering off until the end. The hilt fits perfectly into his hand. It is composed of a type of carbon metal found in a mine in northern Africa (or the equivalent of it in a RP), which has a hardness roughly equivalent to a diamonds, but flexes rather than snapping (and then only under extreme circumstances), and holds a sharpness much greater than in other materials. He also possesses a short broadsword of about two feet which curves into a long, sharp point. He doesn’t fight with it, but stabs it into animals if attacked by them. There is nothing terribly special about this one.
When he was making plans to leave the life he knew, he bought a steel-limbed crossbow, which is kept strapped on his back in an easy place to reach. He is quite handy with it, though it possesses no special powers.
On his first outing, he discovered a small dagger with an opal encased in glass in the hilt. The dagger, if stabbed into the ground, can cause it to rain, or, eventually, almost any weather pattern (development takes around 10 minutes to a half hour depending on the location, and no other magic can dispel or control anything the dagger summons [but neither can Jacob]. Jacob himself is the only one who can remove the dagger from the ground.)
Armor: He is already copiously weighed down, and uses none.
Carried Possessions: The most important thing he owns is a plain silver band on the index finger of his left hand. It causes a bolt to materialize in his crossbow when he pulls back the string. After 30 minutes of existence, the bolts disappear. One other (possibly) magical artifact he owns is a small brass disk on a chain he found sitting on his doorstep the day he left his home. The writing on it reads “Get out of situation free disk. This disk entitles the owner to one free plot advancement in true Mary-Sue style. Warning: Anyone using this disk twice shall die a painful and very entertaining to read death.” He hasn’t the foggiest what that is supposed to mean, but thought it best to keep it anyway.
As previously noted, he is constantly laden with multiple packs of items he keeps under his clothes for safety. Among them are multiple tools, vials of whatever potions and concoctions he can buy or otherwise obtain from those who make them, soap and other hygiene essentials, extra nonperishable food, a sleeping sack, a couple books, and many miscellaneous pieces of equipment for someone who never knows where they may be at any given time.
Powers/Magic/Skills: He is fairly accurate with his crossbow, and can hold up in a sword fight if he absolutely has to, though he tries to avoid conflict he doesn’t arrange himself. He is extremely strong when provoked, however.
His abilities mainly range on the mental side of things. He can speak about 12 languages including English, and is fairly good at guessing mechanics of unfamiliar languages. His ability to convince people of things is enormous.
He can play the Piano and Organ, and compose music for anything from a solo flute to a whole orchestra. He still keeps a bundle of papers he used to convey his musical ideas.
Battle Strengths: Jacob’s greatest strength in battle is his skill at not entering them. He can’t hold up in a straight fight with most people, so he uses tact. He secretly loads his crossbow if there is any chance of any encounter becoming a conflagration. When possible, he approaches people from behind. He bluffs about his skill, and attributes magical abilities to himself.
When part of a larger skirmish, he begins to excel. He has imagination. In almost any circumstance, there is some way to create something that will tip the scales in your favor. He has exceptional prowess in thinking things up which accomplish that.
Battle Weaknesses: He is just an average human. Weight, magic, more skilled people, poison, anything which would kill you would kill him. At least he can walk around in the sunlight.
Personality: He is a man with immense mental drive who never goes out of his way to show it. Even though he probably knows more about a certain situation than the next guy, he doesn’t offer any solution unless the matter concerns him or he feels the cause is a good one. He is a tad on the gullible side, being trusting of the average person, but he has a sort of sixth sense for when something bad will come of a setup.
One of the main things he does talk about is how ridiculous any given scenario is. He never lies in normal conversation, and willingly admits he has a great many faults.
Likes: Orchestral Scores, Masks, Money, Chicken Pot Pie, Theology, Plants
Dislikes: Insects, Communists, Cheese, Unisex Hats, Ridiculous Details (such as the rest of this list)
Fears: Certain Insects (Roaches, Queen Termites, Wasps)
Virtues: He never drinks, smokes, or chases women. He upholds the law. He fights criminal organizations. He can cook amazingly.
Vices: He will not fight any battle he cannot win, so is perceived as a coward. He gambles (but usually wins). He lacks true battle skills. He is stubborn. He overeats often.
History: Jacob Vladworth was born to a rich family, heads of a merchant chain. His Parents, John and Ana, raised him very well, and gave him a desire to make something of himself. At the age of 12, he gained a sudden desire to learn to play keyed instruments, and took very well to the lessons he was given. At 14 his parents died in a cholera outbreak, which he took fairly well. After briefly living with his kind grandmother, he went back and took up residence in his father's position, which he proved to be very able at.
Becoming even more affluent than his family by the age of 35, he was struck with another desire, to travel and seek adventure. Though he was already past the usual adventuring age, He found a sword and crossbow, and set out on his merry way. His first adventure was a success, in which he stole his dagger from a (very, very damp) mausoleum. However, he has had no victories of any kind in the ten years since.
Recently, he has become fed up with his bad luck, but has a feeling he is about to come into his own...
General Appearance: - Tall and dark, he wears a black shirt and black jacket, with black pants and black leather shoes. There are holes for wings. His build is very slender, but he has strong muscles. Everything about the face and head is slender, and his cheek bones are around the middle of his face. His ears are perfectly rounded and bigger than most. There is a scar going from the upper right side of his face to the lower left.
Weapon(s): Basch and Ashe- A pair of longswords that are extremely light and allow for quick, agile strikes. These are his main weapons, and they give off light when needed and can erupt into flame whenever he wants to use fire, but if it comes into contact with ice or water it stops working and it's power shoves into hilt for a second and scorches the hand, then recedes quickly. They have a a Firestone where the hilt meets the blade, and the hilt is also blood red to match the stone. Reside in scabbards at his sides. The hilt is around five inches long, and the blade itself is five feet long and an inch wide on both.
Ghis- A heavy claymore slung across Malvak's back. This is his secondary weapon, and freezes whatever it cuts, however, if it comes in contact with a fire substance it immediately stops working for about five hours and shoves some of the cold into the hilt just like the longswords, even though it's a good wep without the ice. It also fully matches, but everything is ice-blue steel instead of bloodred, and it is an Icestone. The hilt is five inches like the longswords and the blade is six feet, with a three inch wide blade. He is just barely strong enough to wield this, the blade being seven pounds, the rest being much heavier. (the internet said around this, so...)
Vaan- A pistol that never needs to be reloaded or cocked. It resides along his right hip in a holster running along Ashe's scabbard. It has runic symbols running along it that allow it to shoot lighting, and unlike the other elements, it has two weaknesses: 1: if it hits any ground element wep it shoves lightning into arm. 2: If it is shot twenty times it shoves lighting into your arm really hard that it hurts, the equivalent of cocking it. The circumference of the barrel is four inches around, and the barrel is about ten inches long. It is a very long pistol, however it is light.
Armor: A chainmail and a biker helmet with spikes coming out of where his ears are. This helmet comes from a disk that always ends of in Malvak's pocket and expands when he needs it to. It is pure black and covers his eyes.
Carried Possessions: A gold bracelet with a ruby set in it, which must cost a fortune. But Malvak would never sell it. It had been his mother's.
Powers/Magic/Skills: - The power to use Ashe, Basch, Ghis, and Vaan. These were given to him by the gods when an epidemic broke out, killing all the villagers but him. These were given to him so that he could survive. No other mortal can use them. Main weakness in the wep description
Limits: - They can burn or freeze him or electrocute him if used for completely selfish and/or evil purposes.
Side-Effects: - The red eyes.
Wings: These were also given to him by the gods and Malvak uses them well. His bones were turned hollow with air sacs, like birds, so he could stay aloft.
Limits: they are simply muscles, therefore get tired and are about as strong as his arms and legs combined (they have to fight the air and hold his entire body weight, so it's about the same time frame of his arms under heavy weight, and he benches one hundred with slight strain).
Side-effects: It's really, really hard to find big enough shirts!
Battle Strengths: - Good sword skills. He trained himself against beasts and people in the arena. Able to find chinks in armor and tough hide, it makes him a nearly impossible miss except for an extremely fast person, but is not good at noticing a person's stance so it is blocked without trouble if the other person's weapon is in a good place.
Excellent reflexes. Flying through the air will do that for you. His reflexes mean he almost always dodges, but like before a well-placed stab or swing can easily hit him without trying. And a gun will almost always hit some part of his body because in battle he is rather reckless and won't see the finger bending to pull the trigger.
Good agility. Quick wits allow him easy access to fighting several enemies at once. Several people would overpower most, but his keen eyes and agility allow him to keep track of everything, like fighting one man with six arms and legs is all it is to him. When he pictures it this way, his normal reckless attitude is NOT an impediment.
Battle Weaknesses: Attacks are light if not using Ghis. The attacks easily glance off armor, but when using Ghis he is very slow and therefore cannot attack chinks in armor.
Is VERY lightweight, so one hit can send him at least three feat away if the person is strong, so as in if someone punched him he would go into the air. If a body builder punches him he's outta here.
Hatred makes him reckless. When angry, he will go all out, not registering ordinary defense tactics.
Personality: - Malvak is a quiet person who hardly ever talks. Caring is an emotion not normally felt by this young man, so when he does feel it he freaks out and makes a fool of himself around said person. Fighting is all he's ever known, so his first reaction a lot of the time is combat.
Fears: - Spiders
Friends being taken away
Virtues: Very likable if he lets you get to know him
Always has a snappy comeback
People tend to shirk away from a glare
Vices: Is not very good with people
Isn't too bright, in book smarts
Isn't too great with staying still
History: Malvak grew up in a small village in Turkey. This village worshiped four gods/goddesses, named Basch, Ashe, Ghis, and Vaan. Basch and Ashe were the mother and father, and Ghis and Vaan were the children and brothers.
Malvak had two brothers and one sister. The two brothers were twins and mischief makers, always causing trouble, but Mal and his sister were always quiet, and spent all their free time together. Soon, Malvak fell in love with a girl named Sara. She was his forever...or so he thought. They were a very happy village...
Until they broke out in a massive epidemic of a special disease which no one had time to name. Everyone was dead within two days. As Malvak died, he was visited by the gods/goddesses, who bestowed great gifts upon him so he could defeat evil, which he does. Nowadays, he fights as a gladiator for money and lives in an apartment, sneaking out and pulling a vigilante act with his jacket zipped up and his helmet on completely disguising him.
Name: Barom Wind-Chaser Nickname /Alias: None yet Occupation: Warrior, Hunter Age: Young adult for a moblin Apparent Age: N/A Gender: Male Race: Moblin
For those of you not familiar with Moblins, they are large, brutish humanoids, with faces resembling a boar’s. Height: 7’6” Weight: 310 Eye Color: Brown Hair Color/Style: He doesn’t have hair, per se. But he does have a coating of very short, coarse, bristling fur like a boar’s. It is a light tan in color.
General Appearance: Overall, Barom has a large, imposing presence. He stands a head and shoulders over most humans, and have a bulky, muscular build. He has broad shoulders and thick, strong arms and legs. His skin is coarse and tanned, with calluses on his hands and feet. All this is topped with a fierce looking face. He has a huge nose and a long snout shaped like a boar’s snout, complete with a pair of four inch, bone white tusks jutting from his lower jaw. His ears are large and flopped over like a dog’s. Added to this appearance are several minor scars picked up from a history of raiding and battles, the most noticeable being a series of three parallel scars over his right shoulder. On one shoulder, he bears a primitive tattoo resembling a spear head.
He is dressed in a plain leather vest, faded brown in color and worn from long years of use, and generally worn open in the front. To this he adds a pair of trousers (Also faded brown and worn), belted with a leather belt, dyed black, with a large bronze buckle. He carries a water skin and several pouches on this belt (one or two smell of herbs) His feet are protected by heavy, crude, iron shod boots that clink like metal as he walks. Over his back, he wears the hide and fur of a white wolfos as a cloak. Lastly, he wears a stone pendant not of moblin make. It bears the symbol of the temple of spirits.
Weapon(s): Barom’s spear was constructed by him when he came of age. The spearhead was made from a piece of iron that Barom beat into a rough and jagged arrowhead shape. The iron is worn, but Barom keeps the tip and edges sharp and relatively free of rust. The shaft of the spear is a gnarled length of wood, only roughly straight. Barom is used to the shape of his spear, but anyone else who tried to use it would probably find it imbalanced and awkward. The shaft is covered in an array of carvings consisting of angular abstract shapes and stylized creatures. (In addition to decoration, these carvings let Barom know where his hand is on the shaft just by feeling it.) A dark green tattered strip of cloth is tied to the shaft near the spearhead.
Additionally, Barom carries a small bundle of six smaller throwing spears or javelins. These are made from straighter wood, smoothed and uncarved to reduce on the air drag they experience. The spearheads are small metal points salvaged from rusted armor of beaten foes and are ground to a sharp point. When he is not using them, he keeps this bundle over his back, out of his way.
To throw these javelins, Barom has a spear thrower or atlatl. It’s a straight stick the length of Barom’s forearm. It has a groove carved down its length, with a raised peg at one end and a small stone weight in the middle. The javelin rests in the groove, with its butt resting against the peg.
Lastly, Barom has been known to use his tusks in battle, often while grappling with opponents. This often takes the form of a bite to the neck to tear the major arteries and veins there.
Armor: Barom wears no armor, trusting to his thick hide to protect himself.
Carried Possessions: Barom carries a pouch of rupees, a pouch of healing herbs, and a waterskin on his belt.
<> Barom does not know any magic as of yet. As he develops though, he will gain skill in manipulating winds. Particularly of the sandstorm variety. <>
Scent: Barom’s huge snout allows him to smell scents as keenly as a bloodhound.
Hunting: Barom is a skilled hunter of large game, deer and such. He either uses his javelins to bring down his prey, or simply pursues it until it drops from exhaustion.
Tanning: Barom knows how to tan and preserve skins and hides. Not his favorite activity, but he knows how to do it.
Forest survival: Barom has lived most of his life in the woods, and as such, knows how to sustain himself off of the local life. He has a good sense of location and direction in forests, and has a knack for finding good hunting spots and springs or other sources of water.
Toughness: Barom’s skin is thicker, coarser, and harder to damage than a human’s. His bones are also stronger and more difficult to break than a human’s and his thick muscles can absorb blows easier. (For reference, attacks that hit him will have 3/4 the effect that they would have on a human. His bones take twice as much force to break as a human’s)
Strength: Being a moblin, Barom is very strong, able to lift boulders as large as himself and easily heave them impressive distances. (The most he can lift is twice his weight, 620, but he can do little more than stagger a few steps under that load before he has to drop it)
Endurance: In addition to being strong, Barom can endure exertion and hardships for long periods.
Weapon expertise: Barom is very skilled with his spear at melee, and with his javelins at long range. With the atlatl, he can hit a man sized target at 100 meters.
Unarmored: Barom wears no armor or helmet aside from his regular clothes and tough skin. While his skin is tough, it is by no means as effective as even crude armor, and any good blow can pierce it.
Moblin mindset: In battle, as with any challenge, Barom’s first response is to charge headlong with spear leveled. He turns to other tactics only after brute strength has failed, and can be rather predictable at the start.
Magic ineptitude: Barom knows little about magic and the arcane. He has few ways of dealing with spells aside from toughing them out.
Barom doesn’t know why he has the stone pendant, but he believes it’s extremely important. Anyone trying to take it will start a fight.
For the most part, Barom is much like one would expect a moblin to be. Loud, boisterous, coarse, always ready for a fight or a strong pint or few of ale, often both. To his friends, he’s always ready with a booming laugh and a hearty slap on the back. He may occasionally laugh and banter with them, but when push comes to shove, he’s steadfast and loyal, always willing to lend his strength to their problems. However, to those he hasn’t met he can be suspicious and mistrustful.
However, his experiences in the desert had left their mark on him, mentally as well as physically. Occasionally (particularly when he’s reminded of his time in the desert) he will lapse into a brooding, thoughtful silence. His loud laugh will quiet, and he’ll ration words like food in a famine, speaking unusually softly for a moblin. He’ll dwell on subjects such as destiny and fate and other weighty topics. He becomes very focused on the task on hand if there’s something that needs doing.
Fighting: Barom is a moblin, and enjoys battle. Whether It be a massive siege between armies over huge fortresses, or just a drunken bar brawl.
Alcohol: Barom enjoys a stiff drink or a dozen. His liver is just as durable as the rest of him, and he needs two to three times as much to drink as the average human before he starts showing signs of being drunk.
Wolfos: One of Barom’s favorite foods is fire roasted wolfos meat. He also likes their pelts, and wears a white one as a cloak.
Companionship: A good brawl or a spit of wolfos meat is all the better with a friend to share it with. Being isolated in a desert has made him appreciate friends all the more keenly.
Courage: Proving one’s courage and valor in battle, whether with him or against him, is one of the fastest ways to earn his respect.
Cowardice: Fleeing from battle without good cause is a good way to earn his contempt.
Isolation: Being isolated in the desert for a long time has given him a strong urge to seek out others when alone.
Arid environments: They remind him too much of the desert often.
Waiting: Barom likes to be doing something at all times. Sitting around idle chafes at his active spirit, and causes him to be restless.
Pears: He’s allergic to them. They make his skin red and itchy and makes him sneeze.
Becoming a coward: Barom, being a warrior at heart, feels the need to never back down. Even if he has good cause, he is loathe to leave a battle before it’s finished. This isn’t so much a fear as it is a strong revulsion and aversion.
Deserts: He will not enter one without a pressing and dire need. Even then, he’ll take an excessive amount of water with him.
Ghosts and such: Moblins are rather superstitious, and Barom’s experiences in the desert didn’t help that any. Besides, how can one defeat an enemy one can’t even stab? (If said ghost is corporeal, all bets are off though)
Valorous: Barom’s courage in battle is exemplary. He fears no living foe, and will fight it to the death.
Loyalty: Once you earn his respect, Barom will remember it through thick and thin. He does not abandon his friends.
Intelligence: By moblin standards, Barom is very intelligent. By Moblin standards, mind.
Moblin mindset: Being a Moblin, Barom’s default approach to any problem is ‘smash it’. He tries other solutions only after brute strength fails.
Rowdy: Barom’s love of battle and of ale often leads him to starting ‘friendly’ fights when bored and drunk.
Impatient: Baron dislikes waiting. He becomes restless and fidgety if compelled to remain idle.
History: Barom was born to a wandering clan of Moblins called the Rohm clan (named after it’s chief, Big Rohm.) He was like most other Moblin males (called boars in this clan, while the females are called sows), quite strong, but none too bright. He grew up like the other moblins, cared for largely by his mother Roma, while his father Baro one-arm hunted for food. Baro also instructed Barom in the use of the different weapons the Moblins favor, ranging from light javelins to massive maces. Barom participated in the sport of wrestling, and when he came of age, went with Big Rohm to raid the local settlements (they were particularly fond of raiding the Gerudo fortress, since they valued their fine weapons).
However, after one particular raid on said fortress, the clan had camped at the edge of the great desert. Barom was tasked with finding some game for the clan’s supper. Striking out on his own, he tracked down a deer and began pursuing it. The deer ran into the great desert, and Barom followed, despite the warnings of his clan. He was confident that he could follow the scent back to the edge of the desert. However, a sandstorm sprang up, as it frequently does in that region, and erased the trail. Barom soon found himself helplessly lost in the desert.
Back at the camp, it was discovered what had happened. Roma and Baro one-arm begged Big Rohm to organize a search party, or at least let them search for their lost son. But Big Rohm refused, though he too desired to find Barom (since Roma was the daughter of his father’s brother.) Big Rohm did not want to loose any more warriors to the treacherous desert. The clan mourned the needless loss of a fine warrior, and prepared to move on. However, Giromha the old, the wisest and oldest of the clan, took Roma and Baro aside. She told them, rather cryptically, that they would see their son again, among the living, yet he wouldn’t be their son.
But Barom did not die, though he wished it several times. He wandered the desert, searching for a way out. Hours became days. Days became weeks. Weeks became months. Time was measured in cycles of thirst and hunger. His memory faded into a blur of heat and sand, and bitter cold nights. Only his stubborn pride forbade him from lying down and dying.
Strong and hardy though he was, the arid dryness of the desert soon began sapping his strength. As Barom found that he could no longer rely on his strength, he had to rely on his primitive intelligence. As his strength waned, he found his intelligence sharpened, enabling him to find water, or ambush the occasional beast or scavenger looking for an easy meal. He found himself wondering why he had been so foolish as to run into the desert in such a manner.
Eventually, the sands and brutal sun were replaced with a sunless stone corridor. Barom didn’t remember how or when the transition took place, half delirious as he was. He continued his wanderings in the timeless tunnels, with whips of things supernatural just outside his vision. Whether they were figments of his tortured mind, or actual spirits he knew not. He only fled from them.
At last, his wanderings in the tunnel came to an end. Stumbling past one last gateway, he found the blinding sun in his eyes again. There, in the sands illuminated by the sunlight, lay a carved stone talisman. He didn’t know what it was for or knowing why he did so, but subconsciously picked it up and wore it. As he did so, as a huge sandstorm began rising up, it’s dusty winds soon occluding the sunlight. Having endured so much, only to see his life ended in a sandstorm, his will crumbled into despair, and his stubborn pride yielded. He dragged himself into the shade of a large ruin of a pillar, to wait until death. It was not long before consciousness fled from him.
A period of time later, he awoke again. As his scattered wits began to return, Barom found himself in a strange stone hut. The stone talisman was still around his neck, though he had no recollection of picking it up. He was laying on a rough, skin covered cot. His wounds were bandaged, and a loaf of bread and a pitcher of plain water lay nearby. Of this he eagerly ate and drank. After his trials in the desert, they tasted better than the finest meat and ale of the Rohm clan. It was only after he finished, he noticed the other occupant of the room: a small elderly, flightless Rito.
Barom soon learned what had happened. This Rito, named Kirakkik, had found him unconscious in the desert and had dragged him back to his hut before the sandstorm struck. He had been unconscious, in a fevered delusion, for some weeks, but Kirakkik had some skill in healing and knew the desert herbs well. Under his care, Barom had survived and eventually recovered. Barom vowed that he would repay Kirakkik for saving his life.
Barom stayed at Kirakkik’s hut for a time as he healed. While they were together, the two talked at length. Barom, about his clan and the mighty battles and raids they fought. Kirakkik about the legends of his people about the dragon Valoo and his time in the desert. (Barom never asked why Kirakkik was flightless, and Kirakkik never explained why.) While alone, Barom would handle the talisman, wondering how, and why, he was spared. He became convinced there was a reason behind it, and that the talisman was connected to it somehow.
Eventually, the Moblin’s strength had returned, and he longed to return to his clan. Kirakkik begged him to stay, fearing he would get lost in the desert again, but Barom was adamant. In the end, Kirakkik decided to lead Barom to the desert’s edge. Kirakkik knew the safe paths through the desert, and what took Barom months of wandering was accomplished in three days under Kirakkik’s guidance. When they came to the edge, Kirakkik helped Barom to sneak past the Gerudo fortress in the dead of night.
At the edge of Hylian Field the two parted ways. Barom offered to let Kirakkik accompany him to the forest (where food and water are plentiful, Barom had said), but Kirakkik longed to return to his hut in the desert. Barom again vowed to repay Kirakkik’s kindness, and made for the Lost Woods, which was a frequent resting place for the Rohm clan.
It caused quite a stir when Barom strode back into the Rohm clan’s camp. Some even thought he was a wraith come to haunt them. Others said it was an imposter. But when it was learned it really was Barom with them and still among the living, the clan celebrated. They held him in high esteem and called him Wind-Chaser. Of those celebrating, none were louder than Roma and Baro one-arm, but they learned that old Giromha’s prediction was true, for their son was no longer the foolish brute he was before the desert. Barom was glad to be back, but he didn’t care for such attention. He merely wanted to return to his old life.
Or so he thought initially. For the most part, he was his old self: loud, boisterous, rough and ready. But every once in a while, the members would find him silent and contemplative, or talking at length with old Giromha. But such instances were rare, and the clan dismissed it as unimportant. Barom himself soon did, he had much to do now that he was back. He eventually put the matter from his mind.
Much later though, the matter would come before Barom again. A Rito was caught trespassing within the Moblin’s territory and was being brought before big Rohm. Curious, Barom went to see who it was who was caught, and was surprised to find it was Kirakkik. Barom intervened on Kirakkik’s behalf and convinced Big Rohm to spare the Rito from punishment. He even managed to gain an audience with Big Rohm so Kirakkik could explain why he came.
Kirakkik needed help. When he helped Barom slip past the Gerudo fortress, he was successful but not unnoticed. The Gerudo on patrol had seen him, worse yet, seen him helping an enemy of the Gerudo’s to escape. The Gerudo doubled their watch and increased their vigilance. Several times Kirakkik tried to sneak by, but each time was unsuccessful. Sometimes, he saw the path guarded and turned back, others he had to flee from the Gerudo sentries. The last ended with a dangerous escape from the Gerudo’s pit of a prison and a harrowing climb down a sheer canyon wall. But Kirakkik could find no other way into his beloved desert. In desperation, he turned to the forest, hoping to find Barom and his clan. Perhaps he could accompany them on one of their raids into the Gerudo lands and slip by then.
Though Big Rohm listened, he did not intend to help Kirakkik. He didn’t want to raid the Gerudos so quickly again, but wanted to wait for their watch to relax. He disliked the idea of having a Rito in the clan for so long, he disliked owing the Rito for saving Barom’s life, and he disliked that the Rito knew so much about the clan’s raids. He stated simply the Rito would be allowed to leave unharmed and unhindered, provided he did so immediately.
Kirakkik was despondent, but Barom again intervened. This time, he took Kirakkik to see old Giromha. Though she had not been at Kirakkik’s hearing, the ancient Moblin sow guessed much of Kirakkik’s history. There Barom learned why Kirakkik was flightless, Kirakkik did not know where the ancient temple of the dragon Valoo was. But old Giromha knew!
Kirakkik was overjoyed, and prepared to search for it at once. In a move that surprised Kirakkik, Big Rohm, his clan, and even himself, Barom announced that he would accompany Kirakkik on his search. This was a chance to repay his oath that he twice made to Kirakkik, and it was a chance to explore the world and perhaps find why he was spared death in the desert. Big Rohm was displeased, but gave Barom leave from his duties. Kirakkik was most glad for the company and protection Barom provided.
And so, the two set out the next day. One to pursue his destiny, the other to discover his.
Oh, I wasn't aware of that I was supposed to post my character here too, sorry!
Anyway, here is my first and so far only character. :3
Race: Feline Fairy
Height: 3’ 28”
Weight: 44,09 lbs
Eye Color: Black
Not really long, straight, black hair – it reaches her shoulders. It is often dishevelled a bit, but she is trying to handle her unruly hair.
Meozi is a thin girl. Her face is round. Her eyes are dark brown and very friendly – you feel a sudden warmth when you look in her eyes. They are also narrow, almond-shaped, a which causes a beautiful contrast against her round face. And they look a little bit like cat eyes. Her eyebrows emphasize her eyes: they are not really thick, but their line is nice and graceful. Her nose may look like any other nose at first sight, but you must notice soon that the end of her nose is a light pink cat nose in fact. Her cheek-bones are a bit high, due to her leanness, but otherwise her cheeks have a healthy red colour. She has tiny cat ears, but you can barely see them because of her hair. They are covered with black fur. She wears nothing in her hair, for she loves when the wind plays with it.
She is very skinny and little for her age, so she looks quite fragile. She has no feminine curves; she looks really girly – since she is a young girl. She is not really muscular either. At first sight, she looks rather clumsy, because her limbs are quite long. Her nails are not human nails: she has quite long sharp, silver coloured cat claws. She usually wears comfortable, simply coloured (black, white, grey, light blue, etc.) clothes: she doesn’t really care about dressing. Maybe it’s because she is not a teenager.
Meozi can float in the air due to the fact that she is a fairy. She has no wings though, as no one has in her race. She loves to fly and she can fly pretty quickly.
She has no armor. Her defense is where her strength lies.
Her weapons are her claws. She can use them perfectly, for she’s been living with them since she was born; and they are handy as well. They are naturally sharp; nevertheless sometimes she sharpens them. They are the perfect and the only needed weapons for her.
She has a silver necklace. It’s a common tradition in her race that the parents have a necklace made and give it to their child at the age of ten. It can do nothing useful, but it is pretty. It shines like stars and the pendant is a somber moon. The somberness represents that she reached a more serious age in her life. It’s not a significant jewel though, cannot do anything, but she likes it and always wears it.
Meozi is a fairy, she has a few magic skills, but unfortunately, she has much less than the others in her race. She’s worked hard, though, to be very good at the few she actually has. Whenever she uses her magic skills, her eyes and claws are glowing.
Lullaby: This is a common fairy skill. If she sings a special fairy lullaby – it works as a spell – the one who hears it will fall asleep immediately. That’s how it works in her race.
However, Meozi has a beautiful voice and she loves music, so she worked a lot to make her ability better, for it is her favourite skill. Now, she can focus her singing, and technically can „decide” who to make drowsy. Interestingly, in her case it also works on deaf people. Limits: It is not a hard magic skill. She can sing for about an hour; then she must stop. Lullaby is not just about singing: this is a charm that emanates from her skin (that’s why it actually works on people who are unable to hear), and it takes energy to cast it. Side-Effects: She may feel drowsy as well and her throat may start to hurt: for the energy of the charm mostly emanates from her neck.
Healing: It is technically speeding up the procedure of healing; but it takes a lot of energy. Meozi is just a little girl though, so she can’t heal dangerous wounds, just little scarrings. However, when she can heal something, it won’t leave a scar there - thanks to the long months of training. Side-Effects: She become extremetely tired, because she uses her own energy to heal the wounds. She must realize when she needs to stop healing, because if she does not, she might die.
Confusing: She can confuse people with her eyes. That requires the enemy to look in the eye of hers for a quite long time (that’s why she barely can use it), and then she can manipulate the victim. He/she will do anything that she asks, and this status can last even for a day long. Limits: It’s unusual to have the chance of looking someone’s eye for such a long time. Therefore she doesn’t really use this skill. She can manipulate the victim for about a day long, but then she must stop and have a long, deep sleep. Side-Effects: Makes her exhausted, sleepy and useless, in general. That is a very hard skill of hers, and she couldn’t practice it a lot, so she can’t really handle it either.
Hide-and-seek: Meozi has a really sensitive smell in general; investing a bit energy intensifies this. She can find anything if she knows the smell of the target (means she’s ever smelled it in her life); and there are no exceptions. That is the strongest skill of hers. Limits: If she doesn’t know the smell or can’t remember, then this ability doesn’t work at all. Also, if she’s after somebody and uses this skill, she must have more rest than usual. Side-Effects: Her cat-nose glows as well. Also, it makes her smell maybe too sensitive: a strong scent could even hurt her nose.
Meozi is not really strong, her physical attacks are technically useless. Her best is her agility: she is exceptionally swift and she moves flexibly on the ground and gracefully in the air. Her mind is pretty quick as well, so her reflexes are very fast, so she usually dodges whatever comes close to her. She has good balance, and can poise well.
She is not affected by weather, temperature and other natural effects. No matter if it’s raining or snowing, she can run fast and move quickly. The maximum heat she can bear is around 800 °C (1472 Fahrenheit), and the minimal is -250 °C (-418 Fahrenheit).
She can see perfectly in dark, because of her cat eyes, so darkness doesn’t matter for her too much. Her battle skills are the same as usual. She can fade into dark, and her footsteps are impossible to hear.
She is weak. Both physically and mentally. She usually doesn’t even try to use strength in a battle, because she knows she can’t win that way.
Mentally, she is weak, for she’s never killed anybody, and she seems rather unable to do so. She doesn’t like violence and she can be fooled by look. For example, if she meets with a warrior who seems strong and confident, she’ll be a bit afraid and less confident.
She doesn’t like to battle on closed places, because she is claustrophobic. She is worried, distracted, and she can’t concentrate on the battle. Her mind is constantly thinking about the free fields and the sky, the green grass, the beautiful trees, the clouds, and all in all: freedom. She feels like a prisoner when she is in a closed place. She even might have panic attacks.
She is sensitive point is pain. She can’t keep it out, and if she can’t heal her wounds, they usually cause a lot of disadvantages in battles. Her moves are not so quickly, and she might even lose her ability of flying if she is injured so badly.
Meozi is a cheerful, happy, vivacious person. She is generally optimistic and she laughs and smiles a lot, she is a real sunshine. She takes things easily: don’t really worry about things, just enjoys every day of her life. She is a sociable person, loves to be with others and they also like to be with her due to her sweetness. She is very trustworthy and honest, she does tell you her opinion about things if you ask for that. Sometimes she can be pretty silly, but her family and friends find it cute and funny. She can be a bit naive and she sometimes trusts in strangers. She is very talkative, she is the spirit of a conversation, and she is also very intelligent, so she fortunately doesn’t say stupid things.
Her personality is, of course, not perfect. She is headstrong and a bit egoistical, so she doesn't listen to much advice that is given to her. She loves to learn though, but she hates when you tell her that she did something wrong. She wants to be perfect and sometimes she thinks she already is. She has a thin skin: if you give just a little offence to her, she’ll be in a huff for a long time and she wants you to ask for her forgiveness. If you don’t act this way, then she’ll turn rusty for a long time.
However, under the surface Meozi has quite low self-esteem and she wants to compensate this with being egocentric. She thinks that this way she’ll look confident and cool. And that’s why she is so sensitive for offences, because those make her self-esteem even lower. Only a few people know about this side of Meozi, and she wants it to stay this way, for she thinks that having a low self-esteem is the sign of weakness.
She likes fruits and sweet things. In her personal heaven, every meal is a cake.
She also likes cooking and she is pretty good at that. Unfortunately, she is a bit messy, so the kitchen looks disastrously, when she is ready!
She loves nature a lot. She can’t imagine her life without the beauty of nature. She is the friend of animals as well.
She is a very musical person, so she loves music a lot. Her voice is nice and she knows some musical instruments well too. She can play the violin, flute and trumpet.
She likes the air and the wind. Perhaps that’s because she is a breezy person too.
She likes flowers; their smell makes her more relaxed and calm.
She dislikes dogs and wolves. Probably it’s because of her race.
She is dissatisfied with her appearance. She hates that she is so tiny and looks younger than her age. She also wants to be prettier and things like that.
She hates cheesy things, so you not try to say „romantic” things to her – she’ll probably hit you hard. Interestingly, she doesn’t really like cheese either.
She doesn’t like water and swimming. Why? There is no logical reason. However, she can swim. She just dislikes to do so.
She hates to be alone.
She is claustrophobic, so she obviously is afraid of of having no escape and being closed in.
You can say that she is afraid of bugs. She finds them disgusting, and you’d never catch her touching one.
She is afraid of losing her loved ones. That is a logical fear, especially for such a social person like her.
She is a very helpful person. If she sees someone who definitely needs help, she won’t hesitate. She can also cheer you up anytime, no matter how she feels. She is also very hardworking if she has a goal to reach.
Meozi is not a patient person. So, she is too impatient to see which way the cat jumps and bide her time. That is a rather weak point of her.
Meozi is a Feline Fairy. This short, humanoid, yet still feline race lives in friendly, not dark forests, where they can find small animals (mostly rodents) and berries to eat. They live in small communities, in villages, and they life is pretty simple: hunting, taking care of the family and protecting their villages.
Their culture is, however, quite interesting. The eldest child in the family must leave the village at the age of ten to go an adventure (that’s why they receive a jewel at that age – it simbolizes that the family is still with the child, even if he/she is far away on his/her adventure) in order to widen their perspective and learn new things – and then return to the village and use their new knowledge to make their home village a better place. That system works perfectly: the Feline Fairies are bright, they discover a lots of things, they make great maps and their village improve a lot in every year, so overall, the system has a vital contribution to the local economy. They are quite rich in per capita income, and they still could save the idyllic, unspoilt feeling of their small villages – they are full of local charm. They are known as the best adventurers in all races – so they are fairly famous.
Meozi has been living in a loving family with her mother and father. Her mother is also a bit skin-and-bone as well, so probably that’s why Meozi is so thin as well. Her father is the blacksmith of the village, he loves his daughter a lot and plays with her often.
Meozi is an only child. She was supposed to leave the village when she was ten, but due to her fragility, weakness and being underweight, she wasn’t allowed to leave the city for a year. She was really ashamed of herself because of this – it’s a rather unnatural thing to happen among the Feline Fairies. On her birthday, she was finally allowed to leave the village, first time in her life and start her adventure around the foreign races and towns.
Hair Color/Style: A bunch of green leafs with a hard flower cocoon
General Appearance: A small creature made of wood, with red circular glowing eyes and a cylindrical mouth. His clothes consist basically on a loincloth, made up with orange leaves, and pair brown gloves and brown boots.
The Big Knife:
It is a sword with its blade broken at the middle, which Bioko found in the forest. It was held by a swordsman that was killed in the forest by a monster. Bioko found the swordsman dead body and the broken sword that he took because it could be useful in his futures adventures. With it he can cut everything that stands on his way, but it is too heavy for a Deku Scrub.
Gloves of Power:
They’re powerful gloves that allows the wearer to carry up really heavy objects that he/she couldn’t with his/her own hands, for a limited period of time. Note: the heavier the object is, the less will be the time that its power will last. These gloves were created by a magician that wanted to carry the world by himself, but when it fail he sell them to buy magic essences.
Boots of Poseidon:
They’re special boots that allows their wearer to walk on the water surface for a short period of time depending on its wearier weight. The legend tells that these boots were created by the god of the seas for his human girlfriends to visit him
He stole both of them from Sakon at Termina.
Bottle with magic swamp water:
When ingested it gives, only to the Dekus, the ability to shoot poison bubbles to their enemies. But once the bottle is empty it is useful to put things on it and carry them, such as water or oil.
Magic Tree Seeds:
When planted in the ground it makes a tree to completely grow up in less than a second, but in a couple of minutes it will quickly wilt.
He can make his own body to get hard as a shell for a short period of time, like about 10 minutes, to protect himself from an enemy. When his does this his body turns into a hard dark brown shell, the leafs on his head will turn into green thorns and the cocoon will get bigger and display brown thorns.
With his mouth he can inhale any object nearby, even an enemies weapon, and keep it in his mouth for a while, the he will throw it up to broke it or to damage the enemy. Note: pointy thing may damage him if he inhales them and if he inhale big things they’ll get stuck outside his mouth instead of inside.
He may pop-up from his cocoon a flower that has 2 helpful uses:
- Its petals will start to rotate and make Bioko fly long distances. They’re very vulnerable to fire, and they will go back into a cocoon instantly if they get in contact with fire or high temperatures, even if Bioko does not want to.
- It will create somniferous spores to make his enemy feel numb. This can only in moments of great fear, and just once a day.
He’s really fast at the moment of attacking or protecting himself from an enemy. This skill he gained from his father after years of training and he improved during his experience as an adventurer. His capable to feel the presence of an enemy from distance and he is very stealthy as well. Any essence or poison can’t damage him.
Like all others Deku Scrubs, Bioko is very weak. His body is very inflammable, even a spark may cause him to catch fire and kill him instantly. Also very low temperatures may numb him, making himself incapable to feel the presence of an enemy and also makes him react slowly.
He is brave most of the time, but when he is in a extremely dangerous situation he will find the way to flee. He is also stubborn, he will never give up when he propose to himself something. He can be selfish too, he’ll never help another person at least he has a good reason to. He really outgoing, he doesn’t like to keep things for himself. He’s vegetarian.
Likes: He likes temperate climate and loves fruits, especially Mangos.
Dislikes: He’s vegetarian, so he hates meet.
He was born in the southern swamp of Termina. He’s family consist of his older brother, his parents and his grandmother. When he was five, a fire killed his mother and his brother. During his childhood his father taught him how to protect himself from any danger he could find in the swamp. His father was a very strict Deku, but also a good father for Bioko.
When he was eight he joined her grandma in her potion shop. He was in charge of the delivering of potions to the clients around Termina, that job was the reason why he started to enjoy the adventures. During the two years that he worked for his grandma he met lot of people and visited lot of places. His grandma also taught him how to make different types of potions.
One day Bioko went to Snowhead to make a delivery for the Goron Elder, his father told him not to go because those places are very dangerous for a Deku Scrub, but Bioko didn’t mind. When he was on his way back to the shop, a Dodongo attacked him, and almost kill him. After that his father told him never to leave the swamp again. Bioko got very angry after that and started arguing with his father almost every day.
When he was ten he escaped from home and started a new life as a traveler. One day he was camping on Ikana Canyon, there he met a strange man named Sakon. Sakon was a thief. They became good friends and Bioko started working as Sakon right hand. He became a very skilled thief thanks to Sakon. When he was 13 he decided it was time to leave Termina and start traveling around the world, but he needed some money to start his new live, right? So he stole some of Sakon’s “merchandise” and sold it, except for a couple of things that he kept for himself. Then he left Termina in search of adventure.
In his first night out of Termina he slept in a forest. In the middle of the night he heard some strange noises deep inside the forest but he didn’t matter. By the morning he went to the place where he thought the noises came from last night, and he found the dead body of a swordsman and the rests of a his sword. Bioko took the sword because he thought that a weapon will be useful in his future adventures.